recursal/Fanatic-Fandom huggingface dataset:
The Wasteland

The vast marsh and the Altar Stone: a strange monument sacred to the Giants, fill the Wastelands of the Southeast.

* The Marsh Wastes
	+ The Haypenny Camp
		- The Open Market
		- The Old Camp
	+ The Witch Hut
	+ The Fading Lake
		- The Stilt Shrine
		- The Glass Altar
* The Altar Stone
	+ The Altar Stone Plinth
	+ The Thinking Stone
	+ The Weeping Stone
	+ The Screaming Stone
* The Womb
	+ The Torii Gate
	+ The Womb North
		- The Cave of Joining
		- The Hidden Passage
		- The Step Pyramid
	+ The Womb South
		- The Small Intestine Catacombs
		- The Innermost Cave
		- The Cave of Unborn Elders
		- The Kiva Hole
* The Eastern Reach
	+ The Totems
	+ The Sky Altar
* The Tailbone
	+ Sacrum Stone
	+ Coccyx Stones
	+ Southern Great Wastes
The Womb

A collection of natural limestone caves twist beneath the the heart of the wastelands. Expanded by unknown denizens, stalagmites sculpted into strange humanoid forms and new passage way added and small corridors expanded to accomodate foot traffic. In some places, unknown visitors have placed altars and shrines and statues of sacred beings, and time has allowed the limestone to partially encase them in stalagmites and sometimes full limestone columns. The Womb is now a dangerous set of labyrinths used by many denizens as a place to conduct rites of passage and ritual vision quests. Bioluminescent fungi and airborne spores dimly light different areas of the caves with strange iridescent raninbow lights. But beyond the light lurk monsters, including the occasional chimera- suggesting a link between the Womb and the Painted Labyrinth.
Deck of Void

## Gameplay Resolution

Gameplay Resolution is done with a deck of cards rather than with dice. A Player's Avatar in the Shadowlands can do whatever the player themselves is physically capable of doing.

Anything beyond the capacity of the Player requires the expenditure of cards to accomplish. If they are unable to do the action in the real world, the Storyteller will define the Difficulty and Consequences as listed in that Section.

The player will then attempt to have their Avatar resolve the action. This can be accomplished by spending Vajra, using Story Elements in play or playing Cards from their hand.

The Deck of Void is a 72 card deck. Every card has a value between 4 and 0. Each card is assigned an Action type as well as listed in that Section: Hero, Scoundrel, Villain, Mind, Body, or Hands.

Each card has a Denizen, Realm or Season depicted on it to help provide players with mythos lore and world familiarity through play.

There are six cards with a value of four, the highest value in game and thus the rarest. There are twelve cards with a value of three, eighteen cards with a value of two, and twenty four cards with a value of one.

All the cards with a value between four and one have a denizen of the Shadowlands depicted on them. There are twelve value zero cards, divided into two groups based on what they depict. Six cards depict Realms in the Shadowlands. Six Card depict the mythic seasons.

Cards with a value between four and one can be laid to boost the chances of success. Player may play cards on any attempted action, even if it is not their attempt.

Cards with a value of zero nullify all card bonuses (and only card bonuses) played prior to the zero value card being played.

This can be used against another player, who may elect to spend more cards to counter the effect. If played against a Denizen, then the single card played by the Storyteller is negated and no more cards will be laid by the Storyteller for that action. A value zero card that is played which matches the action type (hero, scoundrel, villain, mind, body, hands) nullifies the cards already played, and halves the difficulty- provided the player can describe in story what is done to make this occur.

## Hand Size, Card Recovery, Drawing with an Empty Hand

The hand size is five cards. On an Amazing Success, the active player(s) only, not assisting players, may draw 3 cards up to a full five cards. On a Normal Success, players draw 2 cards or to a full hand. On a problematic Success, players draw up to one card or to a full hand.

If a player fails, they regain no cards. During Sequels, the player may spend two vajra to draw one card- up to their maximum hand size.

If a player has no cards in hand, they may always draw a single card- face down- to boost an action resolution attempt. In this a zero is applied towards the player avatar's own total value (giving no boost). Players may bolster other players attempts, but may not draw cards in such cases even if the active player succeeds.

## Sources

* Blood Red Dreaming: The Deck of Void
* Blood Red Dreaming: Hand Size, Card Recovery, Drawing with an Empty Hand
The Free Path

Those who live without the weight of the Hungry Empire's yoke on their backs are the Free Path. And the Archetypes of the Free Path are those that exist to keep this so.

Magick is language. Magick is a story, and that story must be told in order to survive, As story lives only so long as it is told. This is why king's ban books. This is why Empires burn books. This is why, whereever he goes, the Locust King tries to prevent the telling of the old tales. And those who hold the story together and pass it on to the next generation, these are the Thread Bearers.

* The Thread Bearers
	+ The Circle Walkers
		- First Mother
		- First Hero
		- The Kudavbin King
		- The Witch Doctor
		- The Dreamwalker
	+ The Witches
	+ The Wizards
Foreign ownership

When a player visits another player's board and lands on a red flag space, they automatically take over the building in front of the space. This is referred to as **foreign ownership** or **occupation**.

Foreign ownership will lower your bunnies' happiness level and a picture of the owner's profile will be placed over the owned building.

## Cause

Foreign ownership occurs when a player visits a friend's board and lands on a red flag space. As the player approaches the space, their idol will enter slow motion and gain elevation just before landing on the space. They will then land with a large impact. A circular billboard displaying the new owner's profile will appear over the building, with a white arrow underneath it pointing down at the building (right). The player then taps the building, and the billboard will drop onto the building. Fireworks will go off, and a small purple semicircle with golden stars will appear on the board space on the side closest to the building.

## Effect

Foreign ownership lowers the victim's bunnies' happiness by at least one level. Multiple owned buildings will result in a larger drop in happiness. Players must release any occupied buildings before upgrading their board.

The 'foreign owner' also gets a coin bonus for occupying a building. The amount depends on the game level of the players as well as the location of the building on the board - for example, buildings on the pink side yield less than buildings on the green side.

## Removal

When a player lands on an owned building on their board, iron bars will fly away from the building and the owner's billboard will shoot up into the sky. The happiness of the bunnies will then increase. If the owned building is the only affected building on the board, the bunnies' happiness level will go up to normal.
The Midnight Court

They guard the night during its weakest point. The Solar Solstice is their great siege. They preserve the cycle for another year.

* The Magus: **Walker of the Crossroads**
* The Four
	+ The Caretaker: **The Hearthkeeper**
	+ The Messenger: **The Cryptwalker**
	+ The Mediator: **Child of the Rainbow**
	+ The Scholar: **Watcher on the Wind**
* The Fortuneteller: **Lady of Grace**
The Monsters

*The Misshapen and Gargantuan*

The neutral parties of the Shadowlands, predator and prey. The monsters are sometimes intelligent and sometimes not. The common feature of monsters is that they are not human in appearance, although they will often have human features. They grant few favors, either ignoring or hunting those humans they encounter, dependent upon their nature.

* The Abominations
	+ The Wooden Soldiers
	+ The Goblin Hordes
	+ The Guilt Worms
	+ The Lucky Rabbits
	+ The Poultry Priesthood
	+ The Talking Bats
	+ The Name Ghosts
	+ The Exploding Monkeys
	+ The Member Sheep
	+ The Loop Snakes
	+ The King's Oxen
	+ The Dirt Pigs
	+ The Parasitic Mice
	+ The Ocean Elephants
	+ The Gorgeous Lions
	+ The The Backbiter Crabs
	+ The Void Wolves
	+ The Constant Chameleons
	+ The Lost Explorers
	+ The Lunatic Frogs
	+ The Stubborn Horses
	+ The Treacherous Ravens
	+ The Source Fish
	+ The Fulcrum Butterflies
* The Wendigo
	+ The Stillborn Army
* The Giants
	+ The Colossi
	+ The Watchers
	+ The Trolls
* The Chimera
	+ The Bakumera
	+ The Name Eater
	+ The Story Hunter
The Drowned City

Map of the Foglands

Surrounded by the Circle of Rust stands a vast inland Salt Sea, under which sits the great Drowned City. inhabited by slavers and scavengers, Wendigo and wanderers, the Circle of Rust is one of the few areas that welcomes outsiders and psychonauts, in much the same way that a spider welcomes a fly.

* The Grave of Brine
	+ The Drowned City
		- The Crimson Tower
		- The Ivory Tower
		- The Silver Tower
		- The Bridge to Heaven
		- The Bridge to Hell
		- The Gilded House West
		- The Gilded House East
* The Circle of Rust
	+ The Neon Oracle
	+ The Asylum
		- The Reception House
		- The House of Eights
	+ The Salt Market
	+ The Burning Lands
		- Reactor Number One
		- Reactor Number Two
		- Reactor Number Four
	+ The Last Daytower
* Jawbone Ridge
	+ Incisor Earthwork
	+ The Canine Cairn
	+ Molar Runestone

## Sources

* Blood Red Dreaming Blog: The North Central and Northeastern Region of the Foglands
The Ribcage

Map of the Foglands

In the Northwest stands the ruins of Ribcage Castle and the remains of Babylon City.

* The Ribcage Castle
	+ The Ribcage Castle
		- The Keep
		- The West Wall
		- The Western Tower
		- The East Wall
		- The Eastern Tower
	+ Babylon City
		- Babylon Square
		- The Crimson Monument
		- The Crimson Wall
		- The Ivory Wall
	+ The Empty Quarter
		- The Empty Fountain
		- The Hollow Shrine
		- The Silver Wall
		- The Gilded Wall
* The Dead Forest
	+ The Broken Gates
	+ The Iron Gallows
	+ The Empty Archway
	+ The Gates of Sorrow
	+ The Hanging Archway
The Bone Shrine Court

The Bone Shrine Court teaches insights from the Bonelands. Remember how large is the universe. Remember how small is the human skull.

* The Magus: **The Sage of Motion**
* The Four
	+ The Caretaker: **The Sage of Time**
	+ The Messenger: **The Sage of Descent**
	+ The Mediator: **The Sage of Radiation**
	+ The Scholar: **The Sage of Orbits**
* The Fortuneteller: **The Safe of Lightning**
The Elders

*The Old Ones and Outsiders - The Eldritch Abominations*

The Elders are the greatest denizens of the Shadowlands, beyond everything else in the Shadowlands. The Elders have many forms, although none of them are able to fully approximate human form with any skill. They are sympathetic to humans in the Shadowlands, but think in such alien ways that they are very dangerous to deal with directly or from whom to seek aid. The Elders are the personification of concepts, and only Man of Void/Lady of Fire might ever have a connection to some actual human.

* The Three (Mystery, The Great Serpent, The Weaver)
* The Four (The Survivor, The Shepherd, The Primal, The Sleeper)
* The Fear Touched (Man of Void/Lady of Fire, The Hound, the Grey)
* The Guides of the Fallen (The Little Green Man, The Rainbow Moth)

## Sources

* Blood Red Dreaming Blog: A Quick look at the Elders
The Hollow Heart

The Secret Heart of the Shadowlands and the counterpoint to the Ring. The Hollow Heart is the bottom or the 'root' of the Shadowlands. A dimension of darkness. This is the source code of the Shadowlands and the cheat code of the realms.

**The Dual Core Chambers**

* The Chamber of Survivors
* The Chamber of Scavengers

**The Three Wings**

* The Glass Wing
* The Emerald Wing
* The Dust Wing

**The Four Chambers**

* The Table Corner
* The Dark Corner
* The Scorched Corner
* The Salt Corner

**The Five Terminals**

* The Serpent Terminal
* The Mystery Terminal
* The Bridge Terminal
* The Ancient Terminal
* The Alliance Terminal

## Sources

* Blood Red Dreaming Blog: A Quick Synopsis of the Realms
The Wheat Goblin

A small yellow goblin with a beard of wheat stalks and huge long floppy ears that look like leaves on a stalk of wheat. It can shapeshift but will always have a long braided beard or braided hair and it will always have it's ears. It tries to sell or offer freely wheat cakes that, if eaten, will render the victim unable to survive on anything but the wheat cakes or (just barely alive) on normal wheat products. Easy to fight and kill, they are not warriors.

But the wheat cakes will give temporary strength and speed to the Wheat Goblin itself and others who eat it. Foolish warriors will occasionally become willingly addicted to the wheat cakes.
The Broken Statues

The first of the ancient landmarks that the path marked by the Hart Stones that a traveler will find is the Broken Statues. This pair of enormous hollow statues are not in good repair, but psychonauts and scavengers can still dig around in the gigantic structures and risk the ire of the vermin that call the cracked colossi home.
The Broke Stones

Two circles of massive standing stone stand just south of the Broken Ruins. As large as two men high, the stones are mostly still standing, although several have settled at angles or fallen entirely. On the Summer Solstice, the light of the setting sun will shine will mark a line between the two stone circles.
Babylon City

During the Ten Thousand Years of Darkness, the City of Glass extended nearly across all the arable land of the known world, the remaining Free Tribes pushed to to the edges and the margins and the miserable places to survive with the independence intact. in the era of the Foglands, this has changed and all that remains of the expansive devouring City of Glass is a scattering of scavengers and refugees huddling in the remains of the Capital: Babylon City.

## Sources

* Blood Red Dreaming Blog: A Few Brief Descriptions of Foglands Landmarks
The Plateau

The lands to the North stand upon a great shelf, rising above the rest of the landscape.

* The Ribcage
* The North Canyon
* The Drowned City

### The Ribcage

In the Northwest stands the ruins of Ribcage Castle and the remains of Babylon City.

* The Ribcage Castle
	+ The Ribcage Castle
	+ Babylon City
	+ The Empty Quarter
* The Dead Forest
	+ The Iron Gallows
	+ The Gates of Sorrow

### The Canyon

A canyon runs North to South, a vast scar across the horizon.

* The Ghost Station
	+ Inbound Station
	+ Outbound Station
* The Spine of Glass
	+ The Spine of Glass
	+ The Poison Tree
* The Cave of the Cryptkeeper
	+ The Upper Cave

### The Drowned City

Surrounded by the Circle of Rust stands a vast inland Salt Sea, under which sits the great Drowned City.

* The Grave of Brine
	+ The Drowned City
* The Circle of Rust
	+ The Asylum
	+ The Salt Market
	+ The Burning Lands
	+ The Last Daytower
* Jawbone Ridge
The Skylines

Amidst a stretching rocky desert are carved strange designs in the earth visible the sky: the so-called Skylines.

* The Hart Stones
* The Western Ruins
	+ The Broken Ruins
		- First King's Monument
		- Last King's Monument
	+ The Broke Stones
		- The Solar Stones
		- The Lunar Stones
	+ The Barrows
		- The Ancient Elders Barrow
		- The Unborn Elders Barrow
	+ The Dolmen
		- First Mother's Dolmen
		- First Hero's Dolmen
* The Poison Forest
* The Buried Maze
	+ The Yawning Chimera Cave
	+ Name Eater's Tunnels
	+ Story Eater's Tunnels
* The Sinister Valley
	+ The Boar Temple
	+ The City of Sleep
		- The Constellation Ring
		- The Guild Center
		- Library of a Thousand Gates
The Cave of the Cryptkeeper

The cliff that separates plateau from lowlands also divides the Canyon, with the Hollow Mountain marking the line between North and South. If Psychonauts wish to access the North of the Canyon, they must pass through the Cave of the Cryptkeeper.

## Sources

* Blood Red Dreaming Blog: The North Central and Northeastern Region of the Foglands
The Ghostlands

The Ghostlands are the most familiar and most bizarre of the Shadowlands. When you sleepwalk through your daily life, you are not living in the 'real' world. Your body may inhabit the Bonelands, but that psychically hostile place is toxic to your fragile human mind. And so while your body cannot escape the Bonelands, your mind has already fled into a psychic spacesuit- it's own unconsciously built Shadow Realm. And all of these realms, these micro kingdoms for 7 billion sleepwalkers, are stitched together into a collective whole called the Ghostlands.
The Grave of Brine

A vast stagnant Salt Sea dominates the landscape of the Northeastern portion of the Foglands. Ancient rust encrusted towers push up from the black surface of the water, salt crystals crawling up their metal skins. Beneath the waters lurks the drowned city, and the things that make their home within the sunken ruins.

## Sources

* Blood Red Dreaming Blog: The North Central and Northeastern Region of the Foglands
The Tribes

The Hungry Empire erected the City of Glass. But people refused to fall in line. Some people survived in the shadowy margins. Before that, for 666 generations the tribes lived by the Song. Before the rise of the Hungry Empire. Now they call the stories of Arcadia home. These free peoples, both in Arcadia as they were in days of old, and in the City of Glass as they struggle for survival, these people are the Tribes.

* The Ancient Tribes
* The Last Tribes
	+ The Mountain Stronghold
	+ The Northern Mystics
	+ The Peasant Warriors
	+ Strongiron Village
	+ The Displaced Horde
	+ People of the Abandoned Harvest

## Sources

* Blood Red Dreaming Blog: An Introductory Look at the Tribes
Шапка гвардейца

Прочность
 Эффект
 Стоимость

**Шапка гвардейца** — одна из шапок Block City Wars.

## Описание

Шапка гвардейца является одной из самых слабых и непопулярных шапок в игре. Представляет из себя соответственно меховую медвежью шапку королевской гвардии Англии.

Встречается у игроков достаточно редко, так как эффект практически ничего не даёт. Как и вся одежда, маска панды доступна с дикой лиги.

В качестве эффекта уменьшает разброс у оружия.
The Twilight Rebels

The Court that is not. Day and night imagine themselves as a dichotomy. The changing of light rebels against such clean labels.

* The Magus: **The Purifier**
* The Four
	+ The Caretaker: **The Sheltering Wind**
	+ The Messenger: **The Guardian of the Gate**
	+ The Mediator: **The Mountain Beast**
	+ The Scholar: **The Ascetic**
* The Fortuneteller: **The Summer Storm**
The Altar Stone Plinth

A Map of the most easily accessible portions of the Plinth region

Psychonauts who find the first gate key will inevitably end up in region of the Altar Stone Plinth upon their first use of the Foglands Gate. The Plinth itself is a massive stone, carved as though to be a base to hold some larger statue or vase. The Plinth is as large as a human temple, and the top shows scraping and wearing that is visible on to those tall enough to see the top or brave enough to scale a structure considered sacred to the Giants. What, if anything previously sat upon the plinth is unknown, but the Giants are entirely too willing to place dead Psychonauts there as offerings or leave live Psychonauts there- presumably to die of exposure (although their actual motive is a mystery).

Around the Plinth are a collection of stone barrows and dolmen built from large standing stone placed by the giants and then modified by smaller denizens into burial grounds and holy places, hiding holes and ad hoc housing. Psychonauts will find many secrets in these structures and many denizens- friendly, neutral and hostile.

After much exploration, Psychonauts have discovered that a series of more impressive Dolmen, which are connected by a series of underground corridors, are associated with key stars in the Northern night sky. Interestingly, the sub locations in the Step Pyramid region have similar references to key stars in the Southern night sky.

### Navigation

#### Linked Locations

* The Thinking Stone
* The Weeping Stone
* The Screaming Stone
* The Glass Altar
* The Kiva Hole

## Sources

* Blood Red Dreaming Blog: 'Altar Stone Regional Locations: The Altar Stone Plinth'
The Rice Spriggan

An amorphous Bogn that lives in any stagnant water, but especially loves rice padi water. It can form a body out of the muck and vegetation and fish bones in it's home to fight if it needs or wants to do so. However, it's preference is to use fish teeth and bones to cut curse sigils onto the exposed feet and ankles of people who tread in the padi water. The sigils render the victim week against cholera and malaria and Typhus spirits (the Sickly Ones) that will attack the victim every night for weeks (depending on the strength drawn for the curse and the strength drawn for the spirit itself). A Rice Spriggan can only be destroyed by draining it's watery home or purifying the water.
The City of Glass

The land of the Locust King and his Hungry Empire, his false utopia that hovers- a castle city in the sky. Without secret knowledge of the Free Peoples, wanderers in the Shadowlands will be hard pressed to move deeper, beyond the grip of the False King and his Hungry Empire.

**The City**

* The Ward of Gildguld
* The Ward of Mitchuas
* The Ward of Gaibrus
* The Ward of Zeudin Vashas
* The Ward of Lamris
* The Ward of Friedites
* The Ward of Valstaris
* The Ward of Xerfer

**The Lef River**

* The Northern Waters of Gongin
* The Southern Waters of Lamlex

**The Frontier Lands**

* The Mountain Stronghold
* The Frozen Plains
* The Windswept Plains
* Strongiron Village
* The Living Forest
* The Second Forest

#### Associated Tropes

* Crapsack World
* Wretched Hive
* City Noir
* Apathetic Citizens
* The City Narrows

## Sources

* Blood Red Dreaming Blog: A Quick Synopsis of the Realms
* Professor Harbinger's Deviant Art: Mirrored City 2
The Altar Stone

The area of the Wasteland known collectively as the Altar Stone or Altar Stones is a collection of statues and standing stones that radiate out from a central point. The area is apparently sacred to the Giants, as Psychonauts who journey there will find that the area always has a few such visitors. The Giants will prostrate themselves before the enormous humanoid statues, and will leave offerings. Psychonauts should be wary near the Altar Stones, as the Giants visiting the stones are more animated than normal and an unwary Psychonaut may find themselves beaten to death against a rock and then gently placed before one of the stones as an offering from some devout Giant.

Speculation on the relationship between the Giants and the Stones has gone on for as long as both have been known to exist. Some scholars speculate that the humanoid apeparing statues are in fact dead or hibernating Giants. Other vocies have suggested that these are simply altars to whatever gods the Giants worship. Experienced Psychonauts have noted that first time visitors to the Foglands always find themselves deposited in the region of the Altar Stones, and have suggested that the Giant might revere the area itself as a bringer of food. The suggestion being that the giants subsequently built the Altar Stones around the region where unready and easily captured meals appeared with satisfying regularity. Whatever the reason, the Giants aren't telling and certainly aren't going away.

The Altar Stone region is filled with secret rooms and hidden tunnels and labyrinths. Experienced Psychonauts do incursions to explore the Altar Stones frequently. For first time visitors to the Foglands, the Altar Stones are a dangerous place filled with practically unkillable very hungry Giants and ancient death traps that stubbornly refuse to rust or malfunction. The area is confusing and maze-like, with huge stones and statues forming twisting labyrinthine tunnels and troughs in the landscape that the psychonauts must navigate carefully to escape with their limbs intact.

### Navigation

Sub Regional Locations

* The Altar Stone Plinth
* The Thinking Stone
* The Weeping Stone
* The Screaming Stone

## Sources

* Blood Red Dreaming Blog: 'Wastelands Locations: The Altar Stone Region'
The Fear Touched

> *The oldest and strongest emotion of mankind is **fear**, and the oldest and strongest kind of **fear** is **fear** of the unknown.* - HP Lovecraft
>
>

Pursuit of pleasure and avoidance of danger are the two primary drivers of living beings: desire and fear.

## Void and Fire

*Man of Void and Lady of Fire*

The Man of Void and the Lady of Fire walk the circle of time and vastness of space. They share a human shape and are sympathetic to sentient beings. Their minds are alien, and yet quite familiar. The most disquieting of the Elders for their similarity to humanity while never quite getting it right.

## The Hound

The Grey is fear from which springs paranoia and the need for control. The Hound is fear from which springs panic. The Hound is inescapable, an event horizon as implacable hunter. Face your fear or be devoured.

## The Grey

Fear is inescapable. Fear is inevitable. Heroes use fear as their sword and shield, as their drive and fuel. But some use fear as a cage within which they capture everyone, including themselves. In the hopes of total control, the Grey inspires the Locust King to cage and devour the world.

## Sources

* Blood Red Dreaming Blog: The Fear Touched
The Realms

The Universe of The Blood Red Dreaming is a Narrative Universe, the universe of the story- the one in which we live every day. The difference between how will normally live- sleepwalking through the shadowlands- and how psychonauts in the Shadowlands live is dramatic. The Psychonaut Sorcerers of the Shadowlands lucid dream through the Worlds of the narrative.

### The Realms

* The Ghostlands
* The Ring
* The Foglands
* The City of Glass
* Arcadia
* The Painted Labyrinth
* The Hollow Heart

### The Afterlife

* The Realm of Thunder
* The Realm of Lightning
* The Realm of Smoke
* The Realm of Fire

## Sources

* Blood Red Dreaming Blog: A Quick Synopsis of the Realms
The Asylum

The Last King has the Dead Forest and the Iron Gallows with which to dispatch those who displease him. The Salt Market uses the Asylum; a decaying old building that perhaps once served as hospital or prison, but which has deteriorated so far that the truth will be lost forever. Half submerged in salt crusted shores, the Scavengers of the Salt Market lower those deemed guilty or just unlucky into the Asylum to die, go mad or devour each other as a horde watches from the roof and gamble on the outcome.

## Sources

* Blood Red Dreaming Blog: The North Central and Northeastern Region of the Foglands
The Abominations

* The Wooden Soldiers
* The Goblin Hordes
* The Guilt Worms
* The Lucky Rabbits
* The Poultry Priesthood
* The Talking Bats
* The Name Ghosts
* The Exploding Monkeys
* The Member Sheep
* The Loop Snakes
* The King's Oxen
* The Dirt Pigs
* The Parasitic Mice
* The Ocean Elephants
* The Gorgeous Lions
* The The Backbiter Crabs
* The Void Wolves
* The Constant Chameleons
* The Lost Explorers
* The Lunatic Frogs
* The Stubborn Horses
* The Treacherous Ravens
* The Source Fish
* The Fulcrum Butterflies
The Folk

The other Tribes of Arcadia, wearing fur and scale and Feather. The Folk know the Locust by his scorn. The psychonaut would do well to remember that the fox and game fowl are his friends. The whale and wolf are her sisters. The rabbit and the rat are his aunt and uncle.

The wild folk are you neighbours and rivals as you explore the Shadowlands, they are your foes and friends, they are your trading partners and the hated raiders in the night.

* The Seven Clans
	+ The Free Folk
	+ The Cold Folk
	+ The Silent Folk
	+ The Wise Folk
	+ The Swift Folk
	+ The Gentle Folk
	+ The New Folk
* The Sea Folk
	+ The Old Folk
	+ The Constant Folk
	+ The Strong Folk
	+ The Clever Folk
	+ The Singing Folk
	+ The Dancing Folk
	+ The Ghost Folk
The Dead Forest

Nobody survives who knows if the lines of metal poles outside the walls of Ribcage Castle were once used for different purposes. They now stand as a means of displaying the perceived traitors whom the Last King has had executed and then stuck on these steel poles for all to see. Travelers are warned that any who pass too near the Ribcage risk running a foul of the King's entourage of loyalists and being branded a traitor, for torture and execution of 'traitors' is one of the few indulgences left to the rotting court of the Last King.

## Sources

* Blood Red Dreaming Blog: A Few Brief Descriptions of Foglands Landmarks
Crying Castle (idol)

The **Crying Castle** is a Legendary idol from the Bunny's Inferno collection. It is Bunny's Inferno's second legendary idol, and the tenth and final idol in the set. The Crying Castle is also the only Bunny's Inferno idol to have a color that is not red, yellow or purple, possessing a unique olive-green/gray color.
The Noonday Court

Bright, shining and glorious. One would never guess the nature of these splendid arch devils. Who knows what emerges from the cocoon?

* The Magus: **The Splendid Peacock**
* The Four
	+ The Caretaker: **The Walking Worm**
	+ The Messenger: **The Resurrectionist**
	+ The Mediator: **The Giver of Libations**
	+ The Scholar: **The Lightbringer**
* The Fortuneteller: **The Remover of Obstacles**
The Hart Stones

Venturing to the west in the Lowlands, psychonauts will enter the Skylines. And at the head of the great expanse of the Skylines, psychonauts will inevitably stumble upon the Hart Stones. A collection tall patterned stone menhirs which point travelers in the direction of City of Sleep to the south and the Skylines themselves to the west.

words words

### Navigation

#### Linked Locations

* The Mausoleum
* The Boar Temple
The Empty Quarter

Babylon City contracted during the declining years of the Ten Thousands of Darkness, drawing in resources and focusing upon the survival and illusory prosperity of the Capital. The Nobility spoke about making the Capital glorious once more, returning it to a previous golden age. But in the end, the Nobles merely drained the surrounding areas in monstrous parasitic fashion. And while most of the Old City of Glass has fallen in to such disrepair that a traveler might not realize they walked through ruins at all, the Empty Quarter still stands in the shelter of the castle walls as testament to what once ruled the known world.

## Sources

* Blood Red Dreaming Blog: A Few Brief Descriptions of Foglands Landmarks
The Lowlands

To the South are the lowlands.

* The Skylines
* The Southern Canyon
* The Wasteland

### The Skylines Edit

Amidst a stretching rocky desert are carved strange designs in the earth visible the sky: the so-called Skylines.

* The Hart Stones
* The Western Ruins
	+ The Broken Ruins
	+ The Broke Stones
	+ The Barrows
	+ The Dolmen
* The Buried Maze
* The Sinister Valley
	+ The City of Sleep
	+ The Boar Temple

### The Canyon Edit

A canyon runs North to South, a vast scar across the horizon.

* The Hollow Mountain
* The Odd Cemetery
	+ The Great Cemetery
	+ The Mausoleum
	+ The Old Cemetery
	+ The Cave of the Cryptkeeper
		- The Lower Cave
* The Ghost Station
	+ The Southern Station

### The Wastelands Edit

The vast marsh and the Altar Stone: a strange monument sacred to the Giants, fill the Wastelands of the Southeast.

* The Marsh Wastes
	+ The Haypenny Camp
	+ The Witch Hut
	+ The Fading Lake
		- The Stilt Shrine
		- The Glass Altar
* The Altar Stone
	+ The Altar Stone
	+ The Thinking Stone
	+ The Weeping Stone
	+ The Screaming Stone
* The Womb
	+ The Torii Gate
	+ The Kiva Hole
	+ The Womb
		- The Cave of Joining
		- The Hidden Passage
		- The Innermost Cave
		- The Cave of Unborn Elders
* The Eastern Reach
	+ The Totems
	+ The Sky Altar
* The Tailbone
The Spirits

*The Clean and Unclean, The Pestilent and the Guardians*

The spirits are the personification of illness and disease, of medicine and of places. They are beings without a form or body, though many bear a ghostly image; humans in the Shadowlands are unable to interact with spirits in a corporeal manner.

* The Old Spirits (The Quiet Ones, The Sickly Ones)
* The Miscreated
* The Psychopomps (The Iron Horses, The Rust Vultures, Ghost Bears, Stone Turtles, Stellar Jays)

## Sources

* Blood Red Dreaming Blog: An Introductory look at the Spirits
The Screaming Stone

To the East of the Altar Stone Plinth is Screaming Stone. One of three truly enormous humanoid statues (the other two being the Weeping Stone and the Thinking Stone), The Screaming Stone looms above the landscape and stands over three times as large as the largest Giant. The Three Great Stones are hollow structures, though still impossibly heavy and monolithic. Psychonauts could disappear into one of the Great Stones and wander for months, and that's before they discover the vast tunnels underneath each stone monster. The open maw of the Screaming Stone is a massive viewing platform, from which one can view the lanscape for miles in any direction and which is a good place to get an early glimpse of the Plateau.

### Navigation

#### Linked Locations

* The Altar Stone Plinth
* The Totems
Jawbone Ridge

Inhabitants of the Plateau insist that Jawbone ridge, with its white protruding outcroppings, is the actual jawbone of the great being whose ribs stand over Ribcage Castle. But while the ribcage is clearly the remains of some great being, the ridge is less clearly part of any corpse. But still, the wind whips across the ridge in strange ways and wanderers and psychonauts alike will hear strange voices whispered on the cutting cold winds at the edge of the plateau.
The Burning Lands

A strange Collection of buildings Stands on the northwestern shore of the Brine, The plants there are locked in withered states, and creatures there are distorted dark mirrors of their intended forms. The Three-petal Flower design marks signs and buildings all through the the Burning Lands, and those who tarry too long there fall ill and do not recover.

## Sources

* Blood Red Dreaming Blog: The North Central and Northeastern Region of the Foglands
Blue Shy Gal

Blue Shy Gal is Seen in SSENMODNAR 9: time travel edition 2 times...

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Blue Shy Gal Shaking Booty

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One was in the intro for SSENMODNAR 9 when Steve is Dancing and Then Blue Shy Gal Appears out of nowhere and Shakes Booty Near Steve. And The Other Time is When Shy Guy is High and Sees Her and The Other Shy Gals Shaking It. Orange Shy Gal Shakes in the same position as Blue Shy Gal.  She Has Pink Hair, A Curly Hood, Red High Heels, High Socks and the rest of her clothes are Light Blue with Straps around Her.  Her Position is the same as Orange Shy Gal.  Blue Shy Gal was originally created by Minus8 with the 1992 Hip Hop song "Baby Got Back" and was playing in the background with Her and Her other Shy Gals. She Shakes Booty from Left to Right while Looking at the Person.
Mystery

The Firebird is the Phoenix, and MYSTERY. The Firebird is the fire that inspires the story. It is the Shadowlands and more, born with the first breath of every "once upon a time", and dying with every "The End'. The Firebird sits just outside of understanding, pushing back the mystery just deepens it.
Machinium (chanson)

***Machinium*** est un morceau du groupe de musique électronique français Mercure. C'est le premier *single* extrait de l'album du même nom dont il est également la première piste.

La chanson a été remixé par Mattox pour les versions live.

 **Auteur(s)** | Mattox

## Pistes

1. *Machinium* (Radio Edit)
2. *Machinium* (Trance Mix)
Magick

There is High Magick and Low Magick.

### High Magick

High Magick is the raw essence of the Shadowlands; a weaponized essence of story. High Magick is learned through the Witches and Wizards. When High Magick is used, the caster is channeling the power of the Demons known as the Fair Folk.

### Learning Magick

 Magick is learned from The Witches and Wizards. Once learned, a spell must be synced to the Player's Avatar by meeting the Requirements of the Fair Folk in question. Each member of a particular court has two spells to teach: one from the relevant witch and one from the relevant wizard.

## The Demon Courts

 Magick in the Shadowlands is controlled by a group of Fair Folk or Demons, divided into six courts with six roles within each court.

### The Courts of the Solar Year

* The Twilight Rebellion
* The Midnight Court
* The Midday Court
* The Darkened Court

### The Courts of the Hidden Wood

* The Bone Shrine Court
* The Bone Forest Court

## Spell Structure

 There are 6 spells per Court. One per member of the court. Each spell has two broad focuses - Internal and External. Internal is taught by the witches and external is taught by the wizards. Each spell has three variations: Fire (critical thinking), Rose (self Sufficiency), and blade (self defense).

* **Magus Spells:** The Magus spells are meta spells (manipulating the rules of the world itself)
	+ Witch (Internal): Manipulation of the rules of the Avatar.
	+ Wizard (External): Manipulation of the rules of the Shadowlands.
* **Caretaker Spells:** The Caretaker spells are protective spells (safeguarding what is)
	+ Witch (Internal): Safeguarding your own Aura and Avatar.
	+ Wizard (External): Safeguarding things in the outside world.
* **Messenger Spells:** The Messenger spells are communication spells (sending information from one party to another)
	+ Witch (Internal): Receiving information into the self that others are trying to send.
	+ Wizard (External): Sending information to others.
* **Mediator Spells:** The Mediator spells spells to facilitate negotiation (building connections between people)
	+ Witch (Internal): To build a connection between a party and yourself.
	+ Wizard (External): To connect to outside parties (not yourself).
* **Scholar Spells:** The Scholar spells are divination spells (discovering what is unknown and hidden)
	+ Witch (Internal): Discover something internal to the self: remember lost information, learn things about the self that is unknown, etc..
	+ Wizard (External): Discover something external to the self, something about the world.
* **Harbinger Spells:** The Harbinger Spells are prophecy and summoning spells (bringing 'something' from elsewhere)
	+ Witch (Internal): Bring something external into the self (self possession/channeling).
	+ Wizard (External): Bring something external into the present (prophecy of some sort).

## Sources

* Blood Red Dreaming Blog: Introduction to High Magick
The Salt Market

Seedy and dangerous, the Salt Market is the best place in the Foglands to obtain secret knowledge and dangerous goods. Little more than a sprawling colony of tents and shanties scavenged from the corpse of the Drowned City, the Salt Market is nonetheless the living heart of the Plateau.

### Navigation

#### Linked Locations

* The House of Eights
* The Gilded House West
* Reactor Number One

## Sources

* Blood Red Dreaming Blog: The North Central and Northeastern Region of the Foglands
The Locust Touched

The False King offers a choice: "Feast with me and starve tomorrow, or fight against me and die today."

* True Believers
	+ The Locust King
	+ The Officers
		- The Truth Speaker
		- The Dragon Lord
		- The Bone Man
		- The Cinnabar Lady
	+ The Black and White
		- The Knights of Unity
		- The Knights of Purity

* The Faithless
	+ The Oil Cloth Rebels
		- The Loyalist
		- The Visionary
		- The Loud Voice
	+ The Good Charlatans
		- The Vision Seeker
		- The Hedonist
		- The Ascetic
	+ The Crusader Bureaucrats
		- The Reformer
		- The Subverter
		- The Pragmatist
	+ The Lost Children
		- The Rebel
		- The Outcast
		- The Angry Voice
Blood Red Dreaming Wiki

## Welcome to the Wiki

> *Maybe it didn't happen this way, but the message is true.*
>
>

Welcome to the Blood Red Dreaming wiki. We’re a collaborative community website about the ARRPG Blood Red Dreaming that anyone, including you, can edit. Click the edit button at the top of any page to get started!
* The Magick of Stories
* The Universe
	+ The Lexicon
	+ The Realms
	+ The Denizens
* The Laws
	+ Avatars and Auras
	+ Tools
		- Magick
		- Artifacts
	+ Action Resolution
		- Deck of Void
		- Vajra
* Trivia

## Blood Red Dreaming in a Nutshell

Blood Red Dreaming is a tabletop RPG with a ARG system linked to gameplay resolution. This is Dungeons and Dragons meets Pokemon Go with A custom deck of cards used for action resolution rather than the polyhedral dice so typical of tabletop RPGs. Blood Red Dreaming (BRD) draws heavily on gameplay elements from themed tabletop board games and from video games to create a gameplay experience that is fast, easy to learn and focuses more on storytelling than system rules minutia.

BRD is also in the public domain. Use it how you like. The designer, Ryan Cove publishes his own updates on the game through his publishing house, but all e-copies are released for free.

The game is designed to encourage habit building that will make players more capable in the real world. The only RPG where level grinding will actually help you become a bad ass. This wiki is to catalogue the rules as they are created and updated. Have fun. And follow Wheaton's law: "Don't be a dick"
> *There comes a point in every tale where somebody, the hero or villain or some poor minor character, and they belatedly realize that they have suffered an astonishing bout of genre blindness... and are now thoroughly... completely..*
>
>

> *Absolutely... screwed.*
>
>

> *And unfortunately... that is where you are right now. What did you do? Did you read from the book of forbidden secrets in the hidden Library? Did you snatch the idol from the dusty cobweb covered altar and not swap it with an appropriately weighted bag of sand? Did you split up to investigate the mysterious sound in the abandoned castle? You find yourself unable to remember. Which is probably bad.*
>
>

> *And are you the hero? The villain? An early casualty to show the threat posed by the monster of the week?*
>
>

> *Well that's why we're here. Because- hero, villain, or casualty- you're in the story and that's a dangerous place to be.*
>
>

## Sources

* Blood Red Dreaming Blog: Quick Start Guide
* Blood Red Dreaming Blog: Quick Start Guide pdf file
* Blood Red Dreaming Blog: New Recruit?

## Latest activity

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

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The Gates of Sorrow

Babylon City and the Empty Quarter sit within the walls of Ribcage Castle, as does the Castle Keep itself. Even during the era of the Foglands the walls still stand tall, when the Hungry Empire has disintegrated and the Locust forces have been scattered and turned to scavenging and cannibalism. The only way to enter within the wall of Ribcage Castle is to enter through the front door: an enormous colossal thing known now as the Gates of Sorrow.

### Navigation

#### Linked Locations

* The Empty Archway
* The Hanging Archway
* The Keep

## Sources

* Blood Red Dreaming Blog: A Few Brief Descriptions of Foglands Landmarks
The Darkened Court

Tales of the Magus of Dark Solstice are many. Tales of his Court are told in whisperers. There is more to this solstice than stockings and gifts.

* The Magus: **The Wondermaker**
* The Four
	+ The Caretaker: **The Lady of Icy Waters**
	+ The Messenger: **The Blind Dark**
	+ The Mediator: **The Wild Huntsman**
	+ The Scholar: **The Cold Wind**
* The Fortuneteller: **The Keeper of the Seed**
The Aelfen

These fair folk look noble but are treacherous. The fair folk come from the future and feed on the present. They can provide prophecy for a price.

### Sheedr

The fair folk of the Dark. Beautiful, regal, treacherous and cold. Rumor says that they come from the future and feed upon the present.

#### The Darkened Court

Tales of the Magus of Dark Solstice are many. Tales of his Court are told in whisperers. There is more to this solstice than stockings and gifts.

* The Magus: **The Wondermaker**
* The Four
	+ The Caretaker: **The Lady of Icy Waters**
	+ The Messenger: **The Blind Dark**
	+ The Mediator: **The Wild Huntsman**
	+ The Scholar: **The Cold Wind**
* The Fortuneteller: **The Keeper of the Seed**

### Faidr

The fair folk of the Waning, said to be of the future. They whisper that harvesting the present is necessary to keep wheel of time whole.

#### The Twilight Rebels

The Court that is not. Day and night imagine themselves as a dichotomy. The changing of light rebels against such clean labels.

* The Magus: **The Purifier**
* The Four
	+ The Caretaker: **The Sheltering Wind**
	+ The Messenger: **The Guardian of the Gate**
	+ The Mediator: **The Mountain Beast**
	+ The Scholar: **The Ascetic**
* The Fortuneteller: **The Summer Storm**
The Broken

The Hungry Empire expands across the land, spewing new gods and conquering lands and Denizens, people and stories and mind. The Broken are the Fair Folk, beings who were once part of the great Courts, corrupted and twisted into incomprehensible forms by the corruption of the Grey and the Locust King.

## The Grey Locust

The Locust Spirit is not villainous alone, twisted by addiction and fear. A plague of hunger and paranoia devours those it does not convert. The Grey Locust is some bizarre gestalt form, a minor spirit empowered by one of the fear touched Elders, latched parasitically upon a nameless lost Magus of a long forgotten Demon Court. This strange legion of beings is what transformed the youngest of the Seven Siblings from the Archetype known as Lion, into the Archetype now known as the Locust King.

## Falsenight

An oily smoky skeletal fossil powering dark ambition with stolen fuel. This is what powers the Hungry Empire's Expansion, a forgotten Fortuneteller from the same now nameless Demon Court that birthed what become the Grey Locust. To give his captured Demon the power he needed, the Locust King bonded this captured demon with corrupted flesh stolen from the Great Serpent. But Falsenight needs tribute to provide its power, and the tribute must be paid.

* Harvester
* Starheart
* Devourer
The Dolmen

In the southwestern reach of the Skylines Region stand a pair of Dolmen: megalithic stone tombs that appear much more ancient that the other ruins in the west. Psychonauts who venture into the tombs will find that the two tombs are connected by a series of catacombs. But though the dolmen are ancient, the catacombs beneath are not empty.
The Grey Locust

The Locust Spirit is not villainous alone, twisted by addiction and fear. A plague of hunger and paranoia devours those it does not convert. The Grey Locust is some bizarre gestalt form, a minor spirit empowered by one of the fear touched Elders, latched parasitically upon a nameless lost Magus of a long forgotten Demon Court. This strange legion of beings is what transformed the youngest of the Seven Siblings from the Archetype known as Lion, into the Archetype now known as the Locust King.
The Ribcage Castle

A vast monolithic ribcage rests upon the Northwestern edge of the plateau. The inhabitants of the plateau have made guesses at the origin of the enormous bones, some ancient kaiju father or mother of the Giants is a popular theory. In any case, resting in the embrace of the enormous ribs is the moldering ruins of Ribcage Castle. The last resting place of the line of the Locust King, the castle is largely abandoned in the era of the Foglands, inhabited only by scavenging monsters a few loyal locust-touched and the Last King himself.

## Sources

* Blood Red Dreaming Blog: A Few Brief Descriptions of Foglands Landmarks
The Magick of Stories

> *"For every evil, there is a greater good. For every innocent, there is a protector. For every legend, there is a hero."* **- The Mark of Kri**
>
>

Blood Red Dreaming is a game of stories, a dangerous game for dangerous people. Blood Red Dreaming is built around Alan Moore's assertion that language and story are magick in themselves.

## Sources

* Blood Red Dreaming Blog: All of us stories
* The Believer: Interview with Alan Moore
* Pagan Dawn "Alan Moore: The Art of Magic"