recursal/Fanatic-Fandom huggingface dataset:
Дмитрий Соколов

**Дмитрий Соколов** - фановый персонаж РП проекта "Универ (5)" Является прототипом настоящего актёра из шоу Уральских пельменей

## История

Проживая обычной спокойной жизнью, в один момент над ним сделали опыты по внедрению "Наномашин". Цель экспериментов - создания пси оружия, схожего с Снежаной, однако в более слабом масштабе: Соколов умел "гипнотизировать" людей своим юмором, а так же создавать свои "фантомы" в абсолютно разных местах. С этим явлением не раз сталкивалась группа. Во время концерта, в котором план Соколова заключался в захвате под контроль не только всех зрителей в зале, но и загипнотизировать через телевещание, Генерал-Майор Райден, находясь в этом моменте в зале, заподозрил неладное и напал на Соколова, который уже успел поработить своих коллег по передаче. Райден побеждает Соколова и навсегда освобождает его от наномашин, а люди, наблюдающие все это, посчитали сцену драки - фееричным выступлением

## Интересные факты

* Впервые термин "Наномашины" в рамках РП был произнесен после битвы Райдена с Соколовым.

* Во время битвы играла одна из двух уникальных композиций, написанных Никартом специально для РП (Rules Of Sokolov, ремикс Rules Of Nature)
Sun Cannon

The Sun Cannon is a weapon created by Glass-Singer Vera for the Dryvault Adventurers during the events of Session 4x2.

## Appearance

The cannon is made entirely out of sung glass, and looks like a crouched dragon with an orb on its back and an open mouth. If sunlight shines upon the orb on its back, a focused beam of sunlight emerges from the mouth of the dragon. The cannon is mounted on a collapsible tripod.

The cannon is so large that it requires a minimum of two people to move and operate. In game terms, it has a total Weight of 6 which must be spread out over a minimum of two players, or one pack animal.

## Uses

The cannon was commissioned specifically as an anti-Blood Mist weapon, for the purposes of clearing out the Shrine of the Elf Queen. In the field, it proved extremely effective at this purpose, causing major damage to a bloodling and dispersing the Blood Mist wherever its beam of sunlight shone.

So far, it has only proved effective with natural sunlight rather than torchlight or other artificial or magical sources of light.
Ярослав Щитовик

Ярослав Щитовик

**Ярослав Щитовик** - бывший заведующий учебного отделения университета №13 в г. Санкт-Петербурге. Ныне, И.О Ректора МГОУ. Отзывчивый человек в возрасте 36 лет.

## Автобиография

Ярослав мало о себе говорил, на момент событии Универа (5), ему 36 лет. (24.07.1985) О его юных годах, студенчестве мало что известно. Но, студенты его уважают за его открытость и честность. Что в Университете №13, что в МГОУ.

## События

### Универ (4)

#### Вступление в должность.

В 2021 году, к концу учебного года, после смещения предыдущего ректора, он стал заведующим учебного отделения, групп которые относились к многопрофильным направлениям. Дела шли своим чередом, работал и работал. Положительная характеристика и отзывы студентов при решении различных вопросов с их успеваемость и организационными вопросами.

#### Аккредитация.

К сожалению, во время проверок Министерства образования, университет лишился аккредитации на право обучения студентов. Конечно, тут вина была в новом ректоре, которая очень странно вела себя, конечно эти закулисные тайны были недоступны, товарищу Щитовику, поэтому ему картина, по какой настоящей причине, Университет лишился возможности обучать - неизвестна. После того, как он отработал последний день в этом Университете, его отправили в МГОУ. Где столкнулся с "Удивительными" переменами.

### Универ (5)

В начале октября, его отправили в МГОУ. Где столкнулся с тем, что его назначили И.О ректора, мол "Прибыл? Отлично, вот дела делай. Будешь ректором". Ощутив, что ему возложили целый университет, явно поставили его в моральный шок. Но, отказаться уже было поздно. Поэтому начал он работу над ошибками Университета. К моменту текущих событии, Университет обзавелся новым общежитием и урегулированные кадры. Правда, последние события с балом, и визитами с Министерства Образования, выводят немного из колеи.
Galen

*Live like you're dying! Which I'm not, I'll live forever, but you? You should live like you're dying! You're basically dying when you think about it. So, uh, what are you doing later?"*

Galen is a flirtatious half-elf necromancer, self-described Party Necromancer and Un-Life Of The Party. It's unclear whether the party part came first, or the necromancer part. Like, did discovering the dark terrible truths of morality and unlife inspire a hedonistic rebuttal to the existential ennui?? Or did they lay a necromancer and steal his grimoire while he was in a pleasure coma?? Who can say. Galen won't say, who cares about then, all that matters is now! Living in the moment! Going where the wind takes them! Kissing! Kissing me--I mean kissing Galen-- I mean going on an adventure right now! Together! Just us...

## Pride

Galen currently has no pride. Formerly, it was:
Ход событий

Ход событий нового универа кратко.

## **1 День**

1. Формирование новой общаги, завтрак, рекрут предлагает поступить в полицейскую академию.

2. Начало первой пары, литературы и знакомство с учителем литературы Кристиной. (Кристина-древесина)

3. Появление Мэй посреди первой пары, Пистолетов дарит Мустафе туалетку.

4. Конец первой пары.

5. Начало информатики, знакомство с учителем-спидранером.

6. Спидран майнкрафта учителем во время урока, Пистолетов играет в AAI2.

7. Конец пар, герои возвращаются в общагу.

8. Рон сломал холодильник.

9. Рон купил новый на деньги учителя информатики но герои не знают куда девать старый.

10. Пистолетов выбросил холодильник в котором были все продукты в окно вместе с Лерой.

11. Холодильник упал на машину директора и она разбилась.

12. Возвращение рекрута для полицейской академии.

13. Директор вызвал героев к себе.

14. Виктор решил признаться что он это сделал чтобы спасти остальных.

~~15. Виктора отчислили и его убили.~~

~~17. Кристина-древесина обнаружила труп.~~

15. Это и это.

16. Виктору дали первое предупреждение и он вернулся в общагу.

17. После всякого пиздеца герои ложатся спать.
Esroh

## Abilities

### Talents

Psychic Power (Rank 1), Path of the Knight (Rank 2), Sharpshooter (Rank 3), Horseback Fighter (Rank 1), Fast Shooter (Rank 3), Fast Footwork (Rank 1), and Dragonslayer (Rank 1)

### Key skills

Marksmanship, Melee, Animal Handling, and Scouting

Esroh is an adventurer. He is a Half-Elf trained to be the best mounted marksman in all of the Ravenlands. Hailing from the Elvenspring Clan. His best friend is his horse Roach upon which he carries the head of a Gryphon he slayed.

## Description

Esroh is a young adult. Sporting very elvish facial features but very manly body features. Accompanied by darker skin with jet black dreadlocks and a full beard. His young age and half elven bloodline have kept him looking very youthful while his sheltered upbringing has kept him free from battle scars.

## Dark Secret

I value the life of my horse above all else, even the life of another human.
Glass-Singer Vera

Glass-Singer Vera is a dwarf who inhabits the glass city in hex 010.025 and operate the strange kiln there. She has the ability to sing into creation things made of glass, much like dwarven stone-singing.

She gave to the Dryvault adventurers who encountered her in Session DR1 a glass flask which she wanted them to fill with Blood Mist. She claimed that this was the last step to being able to control the Blood Mist with the glass kiln. Vera claimed that this knowledge, and her coming to the kiln at all, were all due to strange and mysterious visions from an entity that has not revealed itself to her. She believes, though, that it is her spiritual path to pursue these visions.

Vera also offered to sing glass for the adventurers if they completed her quest.
Harpy

Harpies are a type of enemy encountered in the Ravenland. Harpies as a flock only take 1 damage per attack no matter how damaging the hit is. However, they will flee once reduced to half  **Strength**.

Their taunts are very powerful. It is usually better to face them in combat than to try to outlast them.

## Movement

The harpies seem to be patrolling to the west of Dryvault, following the hex route 009.022 -> 009.023 -> 010.024 -> 010.023 -> 009.022. On their way through hex 010.024, they always check the abandoned cabin built and maintained there as a trap for travellers. The harpies always travel in groups of threes.

It appears that hex 009.022, their point of origin, contains their nest.

1. ↑ 1.0 1.1 Session 1x5
2. ↑ Session 4x1
Ravenland

Ravenland is the common name for the northern half of the land, and consists of the areas awarded to all other kin then present (chiefly, the Orcs, Dwarves, & Elves), when humans first arrived from elsewhere. That ancient age was the time when the Shift was initially raised by the gods, separating the north from south; humans were granted possession of the southern countries, which they called Alderland, while the north became Ravenland.

As best as is known currently, Ravenland is bounded by the Shift and Alderland to the south, the Great Ocean to the east, the Ashen Vale to the west, and the icy Bitter Reach to the north.

Ravenland is very large, and has a number of regions.

* **The Gatelands** is the first and most well explored region of Ravenland. It encompasses the southwestern corner of Ravenland, including the Iron Lock.
Boggo Fingerpluck

Boggo Fingerpluck was an adventurer. He died in Session 2x1.

## Description

Boggo was once a keeper of the lore for the Rust Brothers. Once he gained his freedom he wanted to spread the glory of the monsters he came across, slaying them for his songs to tell. He was slain too young.

## Pride

I don't wait for a good story to happen, I make it happen.

## Dark Secret

I served the Rust Brothers, I tracked down demons for them to slay, causing villages to be terrorized as a side effect
Rock Crab

The Rock Crab was encountered in Session 5x1. It attacked during the night, apparently hunting for food. It's appearance was like a regular crab but massive in size, larger than any kin.

Once defeated, the the flesh can be cooked for food and the chitin harvested for crafting. Rock Crab chitin can be used to craft weapons and armour by substituting all required materials for units of chitin. Armor crafted from chitin loses the Heavy property. Repairing chitin items requires a unit of chitin which is consumed in the process.

### Combat

In combat, it was observed using claw attacks to grapple. It's thick chitin was able to deflect much of the damage of those attacks which struck it. It was susceptible to the Paralyze spell.
Basinpass

**Basinpass** is a fortified trading hub which controls the surrounding bridges, rivers, and roads. The leaders of Basinpass are said to be trying to use this excellent position to extract profits and also are looking to expand their influence to nearby settlements. This has provoked resistance from nearby settlements, especially Pissbowl.

## Description

Basinpass is a walled, sprawling trade hub sitting at a three-way crossroads. It also controls local river traffic. The roads leading out from Basinpass are regularly patrolled by knights of Worm, drawn from the city's nobility. These roads are safe, but cost each traveller one silver apiece to pass.

The city itself is prosperous and safe, though prices are inflated to the point where services cost ten times the stated value in the Player's Handbook. It is largely populated by humans, with a significant halfling minority.

## Government

Basinpass is ruled by a set of noble families that also act as divine paladins of Worm.

## History

Basinpass has stood for over three hundred years, enduring through the entire era of the Blood Mist. This makes the city one of the few to keep records about the distant past.
Bitter Reach

**The Bitter Reach** is a land to the north of Ravenland, a desolate area where the winters are quite long and harsh. Very little is known about the area, though it is a place of great opportunities for adventurers. Mechanically, the area is detailed in a campiagn supplement, but it is not considered canon for the current West Marches game.
Bloodlings

Bloodlings are monsters made of sentient Blood Mist. They are creatred by a ritual known to Sisters of Heme. Bloodlings exude mist and this mist can cause a dangerous demonic disease (Virulence 9, turns you into a demon after a full season).

Bloodlings have the ability to cause fear in their enemies and their arms end in sharp blades which they can use as physical weapons. They have armor and only take half damage against physical weapons.

## Light

Bloodlings are weak to light. Torches are particularly effective against them, dealing 3 extra damage on a hit. They avoid sunlight and can be damaged by the application of focused light, as from the Sun Cannon.

1. ↑  Session 4x2
Wailer's Hold

A map of Wailer's Hold and the immediate area around it.

**Wailer's Hold** is an ancestral dwarven settlement that is no longer in dwarven hands. According to Glain the Peddler and Reva the smith, the dwarves of Wolfstone Redoubt are asking for help in scouting this site out, as they plan to retake it. It is currently heavily defended by misgrown, demonically-twisted humanoids.

## Description

Once a heavily fortified stronghold, it has fallen into ruin. Its multiple layers of stone walls are now overgrown with a pale purple fungus, and an eerie green light glows from within.

## History

Wailer's Hold was once a dwarfhold. It is rumoured to be the resting place of a dwarven hammer made of wyrm's bone. The stronghold was built to defend against external threats, but crumbled from an internal demonic assault.

1. ↑ Block Two/Three changelog
2. ↑ GM description from 6x3: "It's like Minas Morgul crossed with Harrenhal."
Бытность(Описание РП)

## Бытность

**Бытность РП** - это ответвление от событии из Универа 4, от лица бывшей студентки 2-ого курса Марии Лапенко. Ответвление каноничное.

## Сюжет

Начало берёт с момента провала аккредитации Университета №13 (Из Универа 4), студентам довался выбор, либо забрать дипломы специалистов, либо переехать в Москву в другой Университет. Большинство студентов, выбрали переезд. Центральный персонаж данной истории, Мария Лапенко - решила выбрать путь наиболее меньшего сопротивления и взяла диплом. Тем самым закончить учёбу и начать полноценно жить как среднестатистический гражданин...

## Персонажи

### Главные персонажи

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Мария Лапенко - Бывшая студентка Университета №13,

Джо Тазуна - Друг Марии Лапенко и друг Михаила Палыча. Ранее преследовал Марию дабы дружить с ней.

Михаил Палыч (Ящеров) - Бывший преподаватель по Основам Бытовой Деятельности. Дружит с Джо и Марией.

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### Второстепенные персонажи

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Семья Долишних - Семья, которая следит за состоянием Главных Героев(Марии, Джо, Палыча). Не в первый раз спасают Мари от пиздеца.

Лера Кашпировская - Судья из Международного Суда ООН по уголовным делам. Является любовницей Джо.

Бьякуя Тогами - Халявное камео, которое помогает иногда Джо. В одном из эпизодов сформировал ГОК(Глобальная Оккультная Коалиция)

Ллойд Асплунд - Такое же халявное камео в событии "Монолитовская Война".

Катя [???] - Подруга Марии Лапенко

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### Персонажи вне действия

Ирина Андреевна - ~~Женщина молодого возраста, следует с начала 2-ого курса за протагонисткой. Мало что о ней известно~~. -- [МЕРТВА]

Евгения Онегина - ~~Помощница Ирина Андреевной, и часто не по своей воле, ходит с Лапенко.~~ -- [УБИТА]

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Chitin

Chitin can be harvested from giant crustaceans.

Crafting with Chitin requires the Tanner talent. When crafting an item with Chitin, all materials are replaced by chitin (for example a large shield requires 4 chitin only). Armor crafted from Chitin loses the Heavy property. Repairing a Chitin items requires the use of a unit of Chitin to replace broken pieces.
Cragfall

Cragfall was a hamlet in the mountains of the central Gatelands, and was built on the ruins of an ancient castle. It was last ruled by an eccentric wolfkin stonemason named Frithwn. The community was famed for its rich mineral wealth and sheepskins. The town had one inn called The Black Knight. When the Sybillant Hydra arose, contact was lost between the town and the outside world.

## Current state

Adventurers recently sighted the town from a nearby peak, and found Cragfall in ruins while its quarry was apparently flooded.

1. ↑ Session 2x3
Gateland Raven Sisters

The Gateland Raven Sisters are a faction in the Gatelands, based around the eastern part and the Groveland Woods. They seem generally neutral to passing adventurers, and are friendly to fellow worshippers of Raven.

## Current status

The Raven Sisters are under attack from the Rust Brothers, who recently abducted several of their initiates. One of their members, Sister Bosa, was searching for the pearl of IS-MOG but died in the search. They are also trying to ally with the dwarves of Wolfstone Redoubt, led by Sister Brynn.

A few of their members are nearby but their whereabouts are unknown, including one Sister Avella. Sister Zythra is feuding with Sister Virelda, and Zythra has left to go north of Clay's Eye Lake.

## Notable members

* Sister Virelda, also known as the White Raven or Blood-Beak
Deerscar

**Deerscar** is a small settlement founded by survivors of Feywater in the far north east of the Gatelands; after the demon attacked, they fled north and east to the edge of the marshes by Clay's Eye Lake. After the death of the Sybillant Hydra, they have tentatively established a trade route via river towards Dryvault.

As of Block Six, the town is plagued by a beast that kills and drains all the blood of one inhabitant, once a month, leaving no other injuries. The player characters have learned that this Beast of Deerscar is likely a demon that dwells in the waters underneath the town.

## Description

Deerscar is a small village built on marshland. The community already has an inn that is becoming famed, called The Man and the Maid, which has an enormous two-headed stag trophy on the wall. They host their own community of adventurers.

## Government

Deerscar is ruled by a Duke Lee and Duchess Katrin. Duchess Katrin is a descendant of the Orthos family. Both of them seem adept in some form of necromantic magic, which they use to protect the settlement from Rust Brothers.

1. ↑ Session 6x3
IS-MOG

**IS-MOG THE VOID DESTROYER** is a demon last reported around Faywater. It was responsible for the destruction of the community as well as the death of at least one ghost shepherd of the Rust Brothers. IS-MOG likely deals cold damage, but little else is known of its powers. It is a known enemy of Myrkul the sorcerer. During Session 1x3, an ambergris pearl was recovered from the dying Ghost Shepard near Faywater, which the necromancer Galen claimed after identifying it as part of the demon’s brain.

It was discovered in Session 2x8 that IS-MOG has betrayed his alliance with the Rust Brothers and has been acting as a free agent.

In Session 3x5, it was found that the Raven Sisters had been seeking the pearl of the demon, so as to control it and use it again the Rust Brothers. With the passing of Sister Bosa, the knowledge of how to use the pearl was lost and the quest to find it was abandoned.

During the changeover into Block 5, the Rust Brothers reportedly dealt a severe blow against the demon, who retaliated by striking back against Deadhook Fortress.

1. ↑ Block 5 changelog
Orthos Family Crypt

The Orthos Family Crypt is located on the northern shores of Blaudwater Lake in the central Gatelands, and is said to be the family crypt of a former adventuring minstrel. It is rumoured to contain the Book of the Eye, a magical artifact of great power. Its location was confirmed by the inhabitants of Cask, a nearby hamlet.

The site may be guarded by harpies, and the surrounding area is known to be infested with ghosts. These creatures have recently been troubling the folk of Cask. The legends around the Book also claim that the book is guarded by "insane monsters," so extreme caution is advised.

The tomb was entered during Session 5x7. Four small chambers with sarcophagi in them and a barred iron door were discovered inside. The bar on the iron door was too heavy to lift. The Tomb was resealed by Stone Singing.
Artan White-Waves-Crashing

Artan White-Waves-Crashing, on arrival to Dryvault.

Artan White-Waves-Crashing was a young half-elf adventurer. Growing up among an elven community, she sought out adventure beyond a life on river barges. Artan spent most of their pre-adventuring life as a chanteyman, leading work songs and chants in order to keep a crew working at maximum efficiency. Artan has a propensity for collecting myths, stories and legends to use as the basis of their next song.

They decided to leave behind a life of river-based monotony for a life of excitement and danger as an adventurer. Getting away from immortal elves who would not stop being patronizingly sad about how she was going to die of old age eventually was a major bonus.

Artan ultimately died in combat in session 2x7.

## Description

Artan stands about 5' 6", and a life of moving around on barges has given them a good sense of balance and a working tan. She wears fairly plain clothing: an undyed tunic and trousers, worn-in leather shoes, a fishing net slung over one shoulder, and a knife belted on her left for easy access. She has her shoulder-length black hair tied back in a short ponytail. Before they left home, they were given a small turquoise amulet shaped like a seabird for good luck, which they wear around their neck.

Artan's main instrument is a tabor snare drum, with a diameter roughly equal to her forearm. It's usually strapped across their back, or taking pride of place on top of their backpack. The drumsticks are usually shoved through their belt on their right.

## Pride

Artan's current Pride is that, as lead chanteyman, they always keep the group together.

## Death

While trying to discover the druid hamlet of Cairnwell, Artan and the rest of her party was ambushed by strangling vines protecting the site from outsiders. Artan ultimately died in the combat.

1. ↑ Session 2x7
Tomb of the Druid

**Tomb of the Druid** is a legendary site, possibly located somewhere in the Groveland Woods of the Gatelands. The tomb is said to date to the times before the Alder Wars, and to be the burial site of a powerful druid that sought out immense knowledge while traveling far and wide before their death. They had carried a magic staff which grew into a great tree above their grave. Legends hint at other treasures that were buried with them as tribute.
Session 6x3

Session 6x3 occurred on 21 Apr 2021. The players were Susan (Rosallia Gravenfoot), veerserif (Otilar), Silvyr (Valdenar), Veron (Osric) and Swargula (Arland). Their goal was to head east and explore the new adventure sites around Basinpass.

## Summary

The party set out from Wolfstone Redoubt towards Basinpass, on a toll road. There, they encountered several nobles from the city extracting a toll from travellers, led by a nobleman named Zhivka von Grudge. Though there was some tension coming from Osric's demonic appearance, and the fact that Valdenar was a paladin of Raven while the nobles were paladins of Worm, the party paid the toll and continued on.

Passing through Basinpass without stopping, the group headed north towards Flamerock. Arland learned that a recent skirmish between Basinpass and Pissbowl led to heavy casualties for both sides, and the road between them has been locked down. He also learned about a demon called Embroiro, who likes to disguise itself as woodland creatures leading travellers astray.

Along the way, they ran into a wolfkin stealing from the toll roads pursued by knights from Flamerock. The party helped lead the knights away and eventually caught up with the wolfkin, who turned out to be a mother coerced into stealing for the Wardens from the Fork of the Heretic. Reunited with her son, she and her child were directed towards Ravenshrine.

Deciding to skirt north around Flamerock, the party instead went to Deerscar with the intent of eventually scouting out Wailer's Hold from afar. Arriving at night, they managed to convince the night guard-goblin to let them in. Rosallia sensed a pervasive necromantic energy blanketing the entire town, which the party then learned was the doing of Duke Lee and Duchess Katrin of Deerscar, to protect the town from the Rust Brothers.

Valdenar and Arland convinced the Duke and Duchess to temporarily drop this veil so as to allow Rosallia to magically trace the beast draining villagers of blood every night. This allowed Rosallia to figure out that an enormous elephant-sized demon lay under the town. Not wanting to fight it without preparation, the group departed, scouted out Wailer's Hold, and returned to safety.
Bulwark

Bulwark was an adventurer from Cask. He was killed in Session 2x1 by the Demonic Lantern Wyrm.

*"I'm just here to make sure that everybody gets back home alive. You'd better get behind me."*

## Description

Male, muscular body, towering form, rugged face, kind eye (left eye missing).

## Dark Secret

I murdered a Rust Brother, now they have a bounty on my head.
Alderland

**Alderland** is the southern part of the land, a large area that was long ago granted to human refugees who'd come here from elsewhere. During that ancient time, the gods raised up the Shift across the middle of the land, dividing the humans in the southern half apart from all other kin in the north, in what is now called Ravenland.

Despite the division imposed by the Shift, humans have left Alderland many times over the intervening centuries, usually fleeing religious persecution, overcrowding, and despotism; others headed northwards seeking power, resources and lands to conquer. Little is known of Alderland as it may be now, but it was ruled by kings of old, some of whom were desirous of the lands to the north.

The first great wave of humans from Alderland were religious refugees fleeing persecution; they were allowed to stay by the other kin, and became known as Ailanders.

The second wave started sometime after, and culminated in the armies of Alderland that wrought such devastation across the north in the Alder Wars; many of these never returned to their homeland (or were allowed back), and their descendants are called Alderlanders to this day.

Alderland itself has no contact or trade with Ravenland, nor has there been any contact in a great while. The gap in the Shift long used by the armies of Alderland and others was sealed long ago by the Iron Lock, a great wall that has no gate or other means of passage. Exiles, madmen, and missionaries from Alderland still get lowered from the top of the wall occasionally, but no one yet has ever been lifted back up from the northern side.
The Iron Lock

**The Iron Lock**, also known as the Alderlander Wall, is a large fortress on the southwest edge of the Gatelands that forbids any contact between Alderland in the south from Ravenland to the north. The Knights of the Silent guard this wall. The fortress is noted for having no gate or other means of passage; exiles, criminals and delusional missionaries are often lowered down into Ravenland from the top of the wall, but no one has ever been lifted back up.
Strange Cat

The Strange Cat is a creature first encountered in hex 011.024 in an abandoned camp. It seems to respond well to being fed and shown affection. It followed the adventurers in Session DR1 after they left, but would not follow into Dryvault.

The cat is most likely more than a cat, but does not seem malevolent. In Session DR1, it gave Valdenar a vision about Vera's plan to control the Blood Mist with the glass kiln. This vision seemed to indicate that this plan was very risky. Valdenar saw a die with a version of the city on each face. On the crossed swords face this city seemed to be a shining beacon, but the other faces were only neutral or increasingly foreboding.

Future sessions which pass by the cat may want to entreat it to join them, or at least are advised not to invite its ill will as it seems to have some sort of powers.
Лилия Лженицова

Фотография Лженицовой

**Лилия Лженицова** — преподавательница романтикологии, которая появилась из личного желания.

## Внешность

Лилия выглядит достаточно молодой девушкой, с короткими и коричневыми волосами цвета её больших очумелых глаз. Постоянно носит некий белый халат - отказывается снимать вовремя любых действий.

## Характер

Спокойный, немного сдержанный и скрытный характер, который может резко перемениться из-за ужасного обращения учеников к её предмету. Следует правилам долговечной непринуждённой любви в сторону человека, любя даже после отрицательного словечка.

## Становление

Становления преподавательницей являлось трудным делом такой скрывающей свои чувства личности.

## Примечания

* Лилия имеет настоящую возможность контролировать чувства разного рода людей в свою сторону.
Blood-Beak

**Blood-Beak**, also known as the **White Raven**, is a militant Raven Sister of great power who lives with the druids of the Groveland Woods. She can allegedly transform into a flock of ravens and is also immune to the effects of the Blood Mist. She is a fierce opponent of the Rust Brothers, and the sorcerer Myrkul believes that she would be a valuable ally against their machinations. Adventurers have been seeking her out to ask her aid.

As of Session 2x8, Blood Beak is currently said to be patrolling the western end of the Begrand Valley (west of Dryvault towards the Iron Lock). She is searching for Teramalda who is apparently her arch-nemesis.

As of Session 5x3, Blood Beak has recently narrowly escaped a deadly encounter with the Teramalda. According to a captured Rust Brother grunt, she is in rough shape.

In Session 7x2, Blood Beak's plan bore fruit and she finally defeated her nemesis. She took Teramalda's helm and delivered it as a triumph and a threat to the gates of Vond.
Alwyn

Alwyn is an adventurer, always ready with a sermon on his lips to praise Flow. Kind to his fellow kin, Alwyn will push himself hard to provide whatever help he can, particularly to the wounded. However, that kindness disappears in the face of monsters, undead and demons. A burning hatred for such creatures can turn Alwyn hard as stone in a moment.

Alwyn was captured by Rust Brothers during session 2x9.

## Description

Short but broad, he is tough and well weathered despite his young age. Green eyed and dark haired with a ready smile on his lips.

He wears a long hooded robe of woodland colours. His crooked staff is adorned with a talisman of Harpy feathers.

## Pride

Flow loves me, guides me and provides for me.

## Dark Secret

I fled my village when my magic accidentally summoned a demon.

## Trivia

Alwyn collects mementos from monsters slain to craft charms, amulets and talismans.
Cairnwell

Cairnwell is a settlement in the Groveland Woods, home to druids. It is hidden by druidic enchantment and protected by creatures such as strangling vines.

In session 2x8, The Fantastic Four mercenary group revealed that Cairnwell had long ago been sealed away by the druid Zythra and is still protected by many magical wards, parts of which take the form of complex riddles. The community is also guarded by the treant Rhodendor, a friend of Zythra. They have sworn not to allow access as long as there are still Rust Brothers and demons stalking the lands.

A vision granted to Valdenar showed him that Cairnwell is an idyllic community for hundred and hundreds of people, all safe from the outside world. No one has apparently come or gone from the town in many years.
Dryvault

**Dryvault** is a small community in the south central Gatelands, located at the mouth of the Begrand River valley near a crossing point. It was founded during the time of the Blood Mist by persons unknown. The site is noted for a proliferation of enormous tourmaline crystals with a somewhat faded hue that sprout from the ground. Several of these have been carved into several small homes and an inn. The crystals make for a unique & easily seen landmark that have attracted many travelers since the retreat of the Blood Mist.

The largest crystal in Dryvault has been carved into a tower currently claimed by the dwarven necromancer Myrkul, who also is the sovereign for the community. Immersed in their study of the crystals and in his own necromatic arts, Myrkul rarely bothers with local day to day concerns, and allows visitors to stay as long as they do not bother him or raise issues about the terrifying sounds that come from Myrkul’s tower.

The local area surrounding Dryvault is unusually stony and barren; it is rumored that the local crystals have some manner of life-draining necromatic effects on local flora & any fauna that is greater in size than a small creature; kin and their pets appear unaffected. Whatever the cause, it especially difficult to hunt or forage in this hex. Presumably, this also means livestock and crops would not grow in Dryvault.

## Points of Interest

* The Flaming Spike Inn
* The Tower of Myrkul
* The Quarry
* The Floating Market (only when outside peddlers arrive)

## Threats to town

According to Myrkul, the Rust Brothers may be mounting an attack on town. In response to this news, he has permitted building fortifications in Dryvault.

## Stronghold Functions

Currently Dryvault acts as a Stronghold for player characters. Players can build up Stronghold Functions as per the Player's Handbook, and use them as per the Downtime rules. The list of completed functions is compiled below:

* Inn: You may convert up to 12 units of Meat or Vegetables into 12 units of Food. This may be done so long as there are units of Meat/Vegetables available in the Stronghold.
* Quarry: You may gather 2 units of Stone. Additionally, roll 1d6. On a result of 1 the vein has gone dry. An Endeavor must be spent and a Might roll succeeded to open a new vein.

## Hirelings

As of session 2x8, there are four hirelings. The total upkeep is 4 silver per block.

* Wulfrig, Alderlander Guard
* Raerepina, Alderlander Guard
* Lana, Wolfkin Guard (or Executioner)
* Rangenhar - Ailender Guard (or Bowyer).
Inn Bulletin

This is a primarily **out of character** page to list existing leads, known obstacles, and any other services that fellow adventurers can provide or follow.

If there are services you'd like to request from other characters, put them in the **Talk page** for this article. Feel free to write them either in-character or out of character.

## Potential goals

### Demon exorcisms

* ~~Defeat or help the Raven Sisters control IS-MOG in Faywater.~~ Is-mog has been driven north by the Rust Brothers.
* Exorcise The Dark Enemy from the Dread Keep to make it fit for habitation (and open it up as an access route into the Groveland Woods)
* Exorcise Tamol the Spellbound from Abiggaboi

### Cragfall's ruins

* Look for uncollapsed entrances into the remnants of the Cragfall Cave system.
* ~~Set up a bounty with Brother Wulfmaer, and kill the Sybillant Hydra.~~ The Hydra has been slain!

### Harass the Rust Brothers

* Raid Rust Brother parties to weaken their forces
* ~~Break up the Rust Brother Lodge for more resources~~
* Gather intel for a future assault on Deadhook Fortress itself.
* Rescue the captured Raven Sister initiates

### Other

* ~~Restore the Shrine of the Elf Queen by defeating the bloodlings within~~
	+ Protect Ravenshrine from Kobold Attack
* Explore the Orthos Family Crypt, north of the lake
* Establish a trade route with Cask
* Help the dwarves of Wolfstone Redoubt retake Wailer's Hold
* Follow up on the fate of the Flagellants
* Prepare to relocate to Deerscar Hamlet to get away from ~~our terrifying absentee landlord~~ the necromancer Myrkul

## Collective resources and tools

Check the appropriate Stronghold sheet on Roll20.

## Known threats/obstacles

* The Rust Brothers plan an attack on Dryvault.
* There is an abandoned cabin at 010.024 being used by some harpies to lure in the unwary. 3 harpies were slain but unknown whether there are more. Grants +2 to Make Camp roll.

## Points of Interest

* There is a shattered marble statue of some historical significance in 011.024. // the statue was harvested for stone
* A slain wendigo's lair was discovered at 014.025 by Session 1x4. Session 2x5 has since discovered that there are violet crystals that may be harvested within.

1. ↑ Session 3x5
Skarn

Skarn is a young dwarven Stonesinger. He has travelled from the Halls of Belderand to follow the will of Huge in expanding the world's surface.

## Description

The nature of the Forbidden Marches has forced Skarn to adopt a look drastically different from most found in Belderand; His face is weathered despite his age, and his hair is tangled and uneven.

Skarn wears a set of dwarven chain mail, and wields a dwarven scimitar crafted via iron song. His pockets are always filled with sand and pebbles.

## Pride

Skarn believes that he is the one who can unite the dwarven clans, and the different kin of the Forbidden Marches, against the demonic forces set against them.

## Dark Secret

 Most Stonesingers can, given effort, initiate conversations with mountains. To Skarn, however, the rock of the world is constantly speaking, and it tells him that within the year the world will meet the sun in the fiery conjunction foretold in Dwarvish legends. Skarn was expelled from the Belderanian Stonesinging priesthood for his beliefs.
Teramalda

The Teramalda is a monster first encounterd in Session 1x5, and subsequently in Session 1x6. Currently, little is known about it. It seems to be working alongside the Rust Brothers, but whether or not this creature is summoned or bound in some other fashion is unknown. It is described as 'a legendary hulk of ghostly, fiery armor.'

The Raven Sister Virelda is its enemy, and as of Block 4 is looking for a way to trap it to a magnetized rock.

As of Session 7x2, the Teramalda is no more. Its weapons and armor were claimed as trophies, and Sister Virelda delivered it's helm as a warning to the gates of Vond.

## Origins

Teramalda was originally a famous General of the Alderman armies that came north in the Alder Wars. He lives on as some sort of cursed immortal being inhabiting his original armor, and is a figure of great importance to the Iron Guard and Rust Brothers.

1. ↑ Session 1x5
2. ↑ Session 3x5
3. ↑ Session 3x5
Ghosts

Ghosts are incorporeal undead monsters that can harass the living. They are often bound to some unfinished business, and resolving that issue will put them to rest. They rarely help during such attempts, however. Not all ghosts are immediately hostile and they can communicate, but are difficult to reason with.

They are immune to mundane weapons. Only magic and fire may harm them, but torches only do 1 point of harm. If defeated in combat, they will reform within a quarter day's time. Although they are a type of monster, they still have  **Wits** and  **Empathy** stats, and therefore could theoretically be defeated by damaging those stats rather than in regular combat.
Restless dead

The Restless Dead are a kind of corporeal undead monster commonly encountered across the Gatelands.

In the Gatelands, and possibly across Ravenland, it is common for the dead to return after their passing, especially if they are of the human kindred. The returned dead are often quiescent, and may even attempt to resume their mortal life, but their thinking appears to be muddled and confused, and they easily become agitated and belligerent. To avoid this, many communities burn their dead.

It is also rumored that the dead may also be brought back via necromantic magic, and bound into service by their summoner.

In combat, the restless dead commonly perform as they would in life, using weapons if they knew how or by available means otherwise. A common way to remove them from combat is to dismember and/or chop their head off. Fire or magic appears to be the only ways to put them to full rest.
Универ:Шш Роров

**Универ:Шш Роров** — спинофф, являющийся изначально обычной шутейкой, который, на удивление, разросся в своё рп

## Предыстория

Шш Роров перешёл в новое учебное учреждение, чтобы утолить сильнейшую жажду и потребность в пополнении энергии, а также набрать более силы. Действия происходят в 1993, в Норильске. Учебное заведение: ВКДИ 1000-7. Роров попадает в группу 8-Б.

## Персонажи

### Главные персонажи:

**Шш Роров** - гуль, который поселился в общаге. Выглядит молодо.

**Виктор Корнеплод** - староста блока, петербуржец с топором. Характер общительный.

**Хаги Ваги** - главный антагонист, преследует группу.

**Толик \*болик** - петербуржец, который оказался в этом аду по случайности. Мёртв.

**МЭЙЦФ** - кот, мёртв.

**Пёс Боровский** - следователь, который любит какать и повторяться, без шуток.

**Усрусь Лишний** - японец, студент.

**Саша Македонский** - японец, работает.

### Второстепенные персонажи:

**Лёша Камасутра** - халявное камео, препод низшей биологии, любит пепси.

**Нетм Амы** - препод гулеологии, гей.

**Слаша Беззубик** - препод по Есенину.

Финикс - препод полового воспитания.

## Сюжет

Шш Роров поступает ВКДИ 1000-7 вместе с Толиком и МЭЙЦЖФ, однако к концу 1 эпизода жив лишь он. В блоке их встречает Виктор Корнеплод, а также Усрусь и Саша. Сюжет крутится вокруг того, что 8-Б отчисляют, поэтому им нужно получить диплом за год, иначе их сьест ректор ВКДИ 1000-7 - Хаги Ваги. Группе предстоит нелёгкий путь...

## Факты

Это кошмар.

Бляьь @Nipi.
Flagellants

Flagellants are a religious group that wander the areas around Drygulch in large groups. They are known to take prisoners for their religious rituals. They can be heard from a distance away due to their loud wailing. They seem to be nomadic, moving east of Dryvault in a group of around 20 combatants, dragging a heavy wooden cart adorned with an iron symbol of their god. They are restricted to travelling flat, open ground due to their cart.

## Appearance

The flagellants are seemingly led by a female priesthood dressed in red. Their leader is called Mother Catayla. These priestesses lead their chants and prayers, burning incense as an offering. Mother Catayla wields some kind of magically enhanced amulet: anyone who gazes into it must roll an Insight check to resist some kind of compulsive effect. She also wields a lantern that seems to be enhanced, as it was capable of illuminating at Short range instead of a lantern's usual Near range.

Supplicants dress in black and are wreathed in blackberry thorns. They often engage in self-mutilation. While some flagellants are there because of their religious zealotry, others are magically compelled to stay. Those compelled are generally caged or otherwise restrained to their central wagon, and are potentially magically sustained as they seem unable to die.

## Relationships

They are very enthusiastic about increasing the size of their group, but currently seem open to negotiation. Presumably, due to their unorthodox interpretation of Rust and Heme, they might be considered heretics by the Rust Brothers.

1. ↑ Session 2x7
Аркадий Петрович

Сам Петрович

**Петрович Аркадий Иванович** - Комендант общежития, где живут главные герои Универ (4) и Универ (5). После событий 4-ого Универа, хотел уйти на пенсию. Однако не вышло уйти на пенсию, и получил приглашение на должность коменданта студенческого лагеря, который стал общежитием из-за рукожопости строителей старого общежития, который был на ремонте. Также он являлся опекуном Марии Лапенко

## О себе

Аркадий Иванович родился в г. Ленинград, СССР. Детство у Аркадия было как у всех детей времен СССР, счастливое. Был из Октябрят, которые активно принимал участие и был очень добр, патриотичен. Окончил школу хорошистом, затем поступил в Ленинградский институт иностранных языков в 1986 году.

### Студенческие годы

Учился на протяжении 1986 - 1989 годах, в составе группы ПГ - 42, специальность "Военный переводчик". На момент 80-ых годов, железный занавес спадал, и одногруппники его были на "Новой" волне и имели западное мышление по мнению Аркадия. Учился Аркаша, хорошо. Были конечно у него некоторые проблемы с Люберами, и другими товарищам. А так, он лояльно относился ко всем. И конечно, у него была любовь с одногруппницей по имени Епифанцева Люда. Правда, та пошла на переводчики. чтобы повидать мир и уехать из СССР.

### Разлука

16 Октября, 1989 года, учаясь на 3-ем курсе, объявили о его практике на 1 год, в СРС. (Социалистическая республика Словения), правда, он был расстроен, ибо Люда осталась в Ленинграде и осталась ни с чем. (Дополнится)
Sword of the Orc King

The Sword of the Orc King is a legendary artifact spoken of by the refugees fleeing Dead Hook fortress as they made their way across the Gatelands. Their legend was set in the time before the rise of the Shift and the coming of humans, telling of a 'greedy king' who had sought a special sword for the protection of his people. He travels to a distant village by a lake far away to the east, where the king was possessed by a god, and taken into the sky. The tale says the sword had been found before his ascension, and yet remains, somewhere in the east, waiting to be found.

Little else is know about the blade currently, but the legend was repeated to several session groups that interacted with the refugees.
EricVulgaris Forbidden Marches Wiki

**Welcome to the EricVulgaris Forbidden Marches Wiki!**
A wiki to collect out-of-character information in our Forbidden Lands West Marches game. But if you want to make character pages for yourself, feel free!

### News and Updates

New for Block 7:

‼ The Road to Gardentop is full of raiders from Lasttown and beyond! Undead and Misgrown march together to surround and crush Gardentop!

🐛 Travellers report of hideous mishappen bugs and animals around the ruins of Cragfall. Folk believe it’s the curse of the hydra! Its ghost is corrupting the wildlife… and that foul water!

👑🤡 Servants to someone known as the “King of Patches” have setup a toll in the forests near the Dread Keep. Could this have something to do with the batriders seen around these parts?

👉 Ravenshrine has imprisoned conspirators to take over the shrine for themselves and dedicate it to The Huntress. They are to be executed next block, on a new moon, seen as a deliberately disrespectful to their faith. The Raven Sisters say their leader is a sister of Heme, deliberately agitating them… the defendants plead The Raven Sisters will say anything to keep onto their fleeting power.

🌞 The road between Cask and Ravenshrine remains clear.

⚔ Reports say Pissbowl bends the knee to Basinpass. But it’s known that rebels have fled the village into the Fangwood, pledging to continue their war of independence.

### Useful Links

* Signup etiquette
* Downtime rules
* House rules that overwrite or add to the rules as written in the Player's Handbook.
* Rumors and Legends to plan your next adventure.

## Important articles

Current RegionCurrent CharactersInn BulletinLocationsSession SummariesFactionsWorld Events

**Talk to us on Discord!**

*New happenings:*

**Teramalda slain**! The hydra-slaying Dryvault Adventurers grow in fame!

**Rust Brothers threaten Gardentop**.

*Upcoming sessions*

Check Discord!
Sky Summit

Sky Summit is a holy site of some significance for followers of Huntress and possibly Raven, that is located far to the east of the Gatelands. It is usually uninhabited except during festivals. It was first discovered during Session 2x8.

## Access

In order to be allowed access during the festival, each person must bring an offering of 3 units of fresh meat. Cooked meat (i.e. rations or decreasing food die) would be sufficient in a pinch, but viewed less favorably.