recursal/Fanatic-Fandom huggingface dataset:
Clan Korea

## Dinastía Joseón

El Clan Korea (Mayormente conocido como Dinastía Joseon) es uno de los clanes mas fuertes en la Guerra de Clanes de Hellgrado, cuentan con un[1] ejercito fuerte y hábil, y tienen mayor cantidad de territorio en la guerra.

Su himno es el Himno del Imperio Coreano

하늘이시여, 우리 황제를 도우소서

성수무강하사

해옥주를 산같이 쌓으시고

위세와 권력이 천하에 떨치사

오, 영원토록 복이 매일 새롭게 하소서

하늘이시여, 우리 황제를 도우소서

Así se veían los guerreros Coreanos del Clan, son fuertes

y pueden con cualquier cosa.
Arvandor

**Place**: Arvandor

**Region**: Racina

**Demographics**: Elf and Fey Lineages (Minor Everyone)

**Religion**: Elven Pantheon

**Features**: The Great Oak / Tree Cities / The Great River / Elven cities

**Description**: A great magical forest with a mighty oak tree at it’s centre. Home to Elves, Fey and those of a nature persuasion.

**History**: The Great Elven Forest at the centre of the continent. A forest of ancient power, religious significance, Elven establishment, and magical resonance. Most of the Elves of the world live in Arvandor and their four major cities are housed here, along with the Great Oak at its centre. The forest is magical and is known to behave with its own sentience, entirely neutral in the way of nature and fey and druids, the place is a living breathing organism that breathes life into the Elves, druids, fey and nature domains that make the forest their home.

**Common Problems**: The Forest / Fey / Mysteries

**Uncommon Problems**: Corruption / Monsters / Ancient Elven Mysteries / Extraplanar

**Optional Extras**: Pollution / Elven Lore
The Monster Slayer's Guild - Pinnacle

**Place**: Monster Slayers Guildhouse

**Region**: Racina (Pinnacle)

**Demographics**: Everyone

**Religion**: No affiliation

**Features**: Tavern / Admin / Armoury(Quartermaster) / Commerce(Retail) / Stables / Accommodation / Teleportation Circle / Vault / Laboratory/Library/Archives

**Description**: The home base of the Monster Slayers Guild

**History**: Founded by 3 Firbolg Merchant Brothers, Aran, Ingwe and Heru, though they’ll argue they don’t really have names, the Monster Slayers Guild was formed to offer mercenary services to Kingdom and its lands.

**Common Problems**: Bar room brawls / Drinking Games / Restless Mercenaries / Monster Accidents from Newbies /

**Uncommon Problems**: Direct attacks / Political Issues / Religious Issues / Propaganda

**Optional Extras**: Expansion
Hiding Sands

**Place**: The Hiding Sands

**Region**: Sanuria

**Demographics**: Uninhabited?

**Religion**: Std Pantheon / Old Gods

**Features**: Sand / Ancient Cities and ruins

**Description**: A set of changing and obscure sands that hide ancient cities and ruins

**History**: The Hiding Sands came as a result of the creation of Mount Fire. It is known that there were ancient civilisations here, due to the story and myths passed down through generations. Archaeologists and treasure hunters often try their luck here, in order to find objects of value, but even they report a high degree of danger in their activities. Between the wildlife, the climate and the changing nature of the hiding sands, there is also the ancient structures, filled with greater beasts, ancient technology, traps, and the danger that comes from entering any ruin. There is for the adventurous though, much history and mystery here and who really knows what lies at the depths of these structures.

**Common Problems**: Climate / Wildlife / Mystical nature of the Sands / eruptions / ancient mysteries / ruins / ancient tech

**Uncommon Problems**: Ancient Civilisations? Ancient Mysteries? Ancient Technology?

**Optional Extras**: ?
Amon

**Place**: Amon

**Region**: Racina

**Demographics**: Elf (Minor Water Lineages)

**Religion**: Elven Pantheon

**Features**: Minor Port / Riverways

**Description**: An Elven tree and waterway city, connected to the sea.

**History**: The most connected to the water of the Elven cities, here Elves live in harmony with rivers, bays, and boats as well as the forest. They see their purpose as maintaining the waterways and keeping the forest fed, so that the forest feeds them in return. The more relaxed and leisurely of the Elven cities, here they often hold the Elven festivals and celebrations, with high profile outsiders and guests invited to attend by boat.

**Common Problems**: Habitat Conservation / Festivals / Diplomacy / Politics

**Uncommon Problems**: New arrivals / Sea Monsters / Corruption

**Optional Extras**: Ancient Sea Evils
Racina

The central region of Oris.

*Here is where the celestial realm meets the normal realm, a loose connection to the gods and a particularly holy site.*

Mystic Isles

*Strange, holy, and mystical islands near the Holy Mountain.*

Lightguard

*Lightguard is a common training site for religious warriors and experts, with the Holy Mountain on one side and the Festermurk on the other it is primed for Religious Warrior training.*

Pilgrim

*Pilgrim is famous for attracting those who wish to be near the holy, but for those who aren’t so adventurous. Priests, apostles, the elderly, born again worshippers and everything in between move here and there is a large economy around relics and cures.*

Festermurk

*A forest of disease, pestilence, and corruption.*

Cobog

*A small fishing and shipping town and a common embarkment point for the Frostop.*

Dardyon

*Military run fortified city, protector of the north.*

Forbay

*A small leisure bay town*

Penance

*A small religious port town near the Stormsunk Isle.*

Arvandor

*A great magical forest with a mighty oak tree at it’s centre. Home to Elves, Fey and those of a nature persuasion.*

Tiree

An Elven tree city with a military focus that wards away the Festermurk.

Amon

*An Elven tree and waterway city, connected to the sea.*

Elmtree

*Less of a city and more a widespread symbiotic connection with the forest, here the Elves live the ancient way.*

Elnor

*The most open of the Elven cities with a large diplomacy, crafting and market focus.*

Mythil

*A small mining village, known for mythril, with larger Dwarven halls beneath.*

Adaman

*A small mining village, known for adamantium, with larger Dwarven halls beneath.*

Lesseer

*A small improving technology port town, an embarkation point for the Stormsunk Isle.*

Stormsunk Isle

*A sunken island in the eastern channel.*

Wespas

*A small trading port that provides channel defences.*

Silv

*A small mining village, known for silver, with larger Dwarven halls beneath*

Pircuv

*A mid-size trading port town with rugged geography, where things often go missing.*

Smucuv

*A mid-size trading port town with rugged geography, where things often go missing.*

Nightower

*An island of mystery and death*

Colo

*Large Commercial Port Towns with Competitive Fighting and Sailing Arenas*

Seum

*Large Commercial Port Towns with Competitive Fighting and Sailing Arenas*

The Ark

*The home of The Council of Mages and Magic*

Pin

*A small rural port town.*

Point

*A small rural port town.*

Peak

*A small rural port town.*

Pinnacle

*The biggest city on the continent, with a large magical focus*
Bastion

**Place**: Bastion

**Region**: Arrowhead

**Demographics**: Everyone (leaning towards Watch Lineages)

**Religion**: Standard Pantheon / War

**Features**: Strongholds / Training Academies / Beacon Towers /

**Description**: A large, strong, and high, stone built city with numerous defences, alongside a bustling market for trade and commerce.

**History**: The largest city in the East and largest supplier of men to The Shadow Watch, Bastion has long stood as the biggest defensible point in the East defending against the expansion of the Greylands. A no nonsense place, Bastion is full of the hard and vigilant. A major source of eastern trade and commerce, the city is also known for its thick and tall stone walls, its deep library of resources on the Greylands and a stern leadership aware of the difficulties faced in the east. Bastion is also home to the third Monster Slayer Guildhouse, where mercenary help is often called upon to resolve unusual issues that would compromise the eastern resources required to maintain The Shadow Watch.

**Common Problems**: Watch / Greylands related / Diplomacy / Religious conflicts / Politics / Crime / Corporal Punishment

**Uncommon Problems**: War / Extraplanar Rifts / Corruption / Sabotage / Infiltrators

**Optional Extras**: Leadership / Gods
Экзонауки

**Экзонауки** - профессии, возникшие как ответ на выход человечества Земли в космос.

## Дисциплины

Известны следующие экзонауки:

Экзопсихология - гуманитарная научная дисциплина, изучающая закономерности возникновения, развития и функционирования психики и психической деятельности человека и групп людей за пределами Земли.

Экзоистория - научная дисциплина, предметом изучения которой является прошлое людей за пределами Земли.

Экзолингвистика - научная дисциплина, изучающая естественные человеческие языки за пределами Земли.

Экзометеорология - научно-прикладная область знания о строении и свойствах атмосфер других планет и совершающихся в них физико-химических процессах.

Экзобиология - наука о живых существах других планет и их взаимодействии со средой обитания.

Экзосоциология - наука о совместной жизни групп и сообществ людей за пределами Земли.
PufferCraft Mods

**Mods of PufferCraft**

* Ambient Sounds
* Ashminggu Cars Port (Private Mod)
* Casino Craft
* Chisel n Bits
* Creative Core
* CustomNPCs
* Flan's Mod
* Forgelin
* Fureniku's Roads
* Future MC
* Golden Airport Pack
* GustNov's Motorsports
* IAV Parts Pack
* Immersive Vehicles
* ImmersiveEngineering
* King's Money Mod (Private)
* LootCrate
* Malisis Advert
* Malisis Core
* Malisis Doors
* Macaw's Doors
* Macaw's Fences
* Macaw's Furniture
* Modern Warfare Content Pack (Flans)
* Modern Warfare Cubed
* MTS Official Pack
* Optifine
* Red Core
* SecurityCraft
* Simple Parts Content Pack (Flans)
* Simple Voice Chat
* TGBT Vehicles Java Port (Private)
* Trin Civil Pack V3
* Trin Decor Pack
* Trin Part Pack
* Universal License Plates
* Universal Mod Core
* UNU Civillian Vehicles
* UNU Military Pack
* UNU Parts Pack
* VoiceChat Forge
* Worldedit Forge
* WW2 Content Pack (Flans)
Silv

**Place**: Silv

**Region**: Racina

**Demographics**: Dwarf / Elf / Everyone

**Religion**: Standard Pantheon

**Features**: Silver Mining / Silver Smithing / Export

**Description**: A small mining village, known for silver, with larger Dwarven halls beneath

**History**: Silv grew out of silver mining in the mountains to the west of Arvandor. Dwarves from the west who sought a quieter life away from the gold and iron mines came to Silv to continue mining a new place away from their ancient holds. While life is simpler, easier, and more rural around Silv, with much space in the mountain rock, they still live in proximity to the Underdark below the ground and have not escaped their conflicts with creatures that call the Underdark their home. The Silver that is mined is often traded to the elves, or exported for weapon manufacture in Dardyon, though some of it is smithed in Silv, usually of the more ornate variety.

**Common Problems**: Mining disruption / Underdark incursions / Sabotage / Silver shortages

**Uncommon Problems**: Underdark invasion / Evil scheming

**Optional Extras**: Monsters destroy silver mines.
Greylands

**Place**: The Greylands

**Region**: Greylands

**Demographics**: Aarakocra / Bugbear / Drow / Githyanki / Githzerai / Goblin / Hexblood / Hobgoblin / Kenku / Kobold / Minotaur / Reborn / Thri-Keen / Vedalken / Verdan / Yuan-Ti

**Religion**: Dark Pantheon

**Features**: Corrupted Lands / Wild Landscape / Underdark Access

**Description**: A land of darkness, corruption and malevolence. The shadows of this land mask and disguise its evil, but the incursions it leads bring them to light.

**History**: It is said that a long time ago a Mage was corrupted by the dark and set to believe he was almighty and powerful. Seeking to vanquish evil from the lands of the east, he instead was tricked, and his powers corrupted rather than protected the lands to the east, further darkening them and leading to the establishment of the Greylands. The Greylands is not a fixed place, but the corruption of the land spreads and recedes in waves along the natural mountain lines of the eastern continent. The Greylands are a haven to the threatened and marginalised and those with less than kind intentions. It is a lawless region, anarchic, but isn’t overly conflicted, as a hierarchy of power still exists to indirectly provide some stability. The place is eerie and dangerous and rifts into the shadowfell, the abyss and extraplanar worlds occur commonly. It is walled off from civilisation across the mountains by The Shadow Watch.

**Common Problems**: Planar Rifts / Eerie issues / Corruption / Evil / Conflict with the Watch and Religious Acolytes

**Uncommon Problems**: Politics / Underdark Issues /

**Optional Extras**: Temporal Issues / Gravity Issues

**Place**: Shadow Palace

**Region**: Greylands

**Demographics**: Shadow Lineages - Aarakocra / Bugbear / Drow / Githyanki / Githzerai / Goblin / Hexblood / Hobgoblin / Kenku / Kobold / Minotaur / Reborn / Thri-Keen / Vedalken / Verdan / Yuan-Ti

**Religion**: Dark Pantheon

**Features**: Political Throne / Shadow Ruler

**Description**: Greylands City

**History**: Difficult for outsiders to find, The Shadow Palace grew from the need to centralise power in the Greylands. Ruled over by a Malevolent Queen and a council of advisors that represent the demographics of the land, the Shadow Palace has grown to the size of a major city and has many inhabitants. There is trade and commerce, though outsiders are not welcome, and the city is inherently dangerous for anyone who stays there. In wider terms, the Shadow Palace is responsible for the ‘foreign policy’ of the Greylands and instructs those living there in ongoing subterfuge, sabotage, and incursion against The Watch, and against the world at large from the Underdark.

**Common Problems**: Interpersonal Conflict / Politics / Merchant Issues / Outsiders

**Uncommon Problems**: Extraplanar Evil / Power Transference / War

**Optional Extras**: Top Tier Evil
Scarb

**Place**: Scarb

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Commerical Port / Conscription / Entertainments

**Description**: A smallish town that conscripts to the Desert Watch, while providing an appropriate place for downtime leisure.

**History**: Scarb grew out of some minor trading with the central isle, but in reality, imports more than it exports and instead has become the city most linked to and responsible for the Desert Watch. The desert holds a number of nomadic and wandering tribes, who from time to time need some additional protection, or are the early warning signs of something amiss in the desert. The Desert Watch is responsible for dealing with unusual monsters, overpopulation of predators or anything strange that comes from the hiding sands. Scarb signs up members to the Desert Watch and tends to get a steady supply of mercenaries and ex tournament fighters from Colo and Seum to add to their ranks. Otherwise Scarb is mainly full of taverns and inns, with notorious drinking holes for those on leave from the Desert Watch along with the usual entertainments.

**Common Problems**: Drinking / Fighting / Gambling / Desert Issues / Rare Finds / Shipping

**Uncommon Problems**: Monsters / Murder / Crime / Piracy

**Optional Extras**: Desert Wars / Ancient Evils
Adaman

**Place**: Adaman

**Region**: Racina

**Demographics**: Dwarf / Elf / Everyone

**Religion**: Standard Pantheon

**Features**: Adamantium Mining / Adamantium Smithing / Export

**Description**: A small mining village, with larger Dwarven halls beneath

**History**: Adaman grew out of emigrating dwarves taking up residence near the mountains to the east of Arvandor near the Elves. The dwarves found rich deposits of Adamantium amongst other mundane metals. While life is simpler, easier, and more rural around Adaman, with much space in the mountain rock, they still live in proximity to the Underdark below the ground and have not escaped their conflicts with creatures that call the Underdark their home. The Adamantium that is mined is often exported to the Pinnacle and Dardyon, or traded with the elves, though some of it is smithed in Adaman usually for the Dwarves own use fighting the Underdark creatures.

**Common Problems**: Mining disruption / Underdark incursions / Sabotage / Adamantium shortages / Transport disruption

**Uncommon Problems**: Underdark invasion / Evil scheming

**Optional Extras**: Metal Taints
Mount Fire

**Place**: Mount Fire

**Region**: Sanuria

**Demographics**: Uninhabited?

**Religion**: Std Pantheon / Old Gods

**Features**: A giant Volcano

**Description**: A giant Volcano

**History**: A mountain created rather than made. It was born from an ancient catastrophe, relating to Dragons and Fire Magic, though much of the myths and legends surrounding its creation have been lost to time. Thought to have changed the local environment somewhere and be responsible for the hiding sands, which buried much of the old civilisations here. There is something of the mystery here. Uninhabited, or so it is believed, Mount Fire is a highly inhospitable place of fire and brimstone, burning the sands around it and warding anyone from its approach. For those that do venture in its direction, there are things of material value here, if one is able to obtain them without harm and injury.

**Common Problems**: Eruptions / Catastrophic Eruptions

**Uncommon Problems**: ?

**Optional Extras**: Ancient Civilisations / Elemental Civilisations / Devils
Shadow Watch

**Place**: The Shadow Watch

**Region**: Arrowhead

**Demographics**: (Hard Lineages) – Aarakocra / Bugbear / Minotaur / Dragonborn / Half-Orc / Hexblood / Kalashtar / Reborn / Elf / Human / Dwarf / Minor Shadow Lineages

**Religion**: Standard Pantheon / War

**Features**: Walls/Barracks / The ‘Calling’ / Defenders of the Realm / Holy Orders/Churches / Light Bearers

**Description**: A set of Walls divided by mountains, designed as small fortresses to buttress against the Greylands to the east.

**History**: The Watch and its high walls were created to repel and defend against the creation of the Greylands. At the time, a magic resolution was not sought owing to the history of the Greylands creation. Rather a more holy order was sought to defend and repel any evil from the Greylands and segregate it from the greater realm rather than actively seek to destroy or remove it. The Watch is responsible now for maintaining the peace and the balance using wisdom and light and so attracts many a Paladin and Cleric seeking a purpose through defending and protecting the innocents of the inlands.

**Common Problems**: Greyland incursions / missions into the Greylands to stop building powers / corruption / sabotage / underdark

**Uncommon Problems**: Evil mages / War / extraplanar rifts / disguised infiltrators

**Optional Extras**: Gods / Magic Events
Pangolin

**Place**: Pangolin

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Shifter – Warforged / Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Animal Market / Underground Trade / Gambling

**Description**: Large Desert city that specialises in the trade of animals and obscure goods

**History**: The furthest west of the southern desert cities, Pangolin has for a long time developed as an animal market and place of trade for the obscure. Its relative proximity to the Warlands has also led to a few Warforged and other automatons finding their way to the city. The city often works on barter, rather than money trade, but some rather obscure and aged items find their way here from the desert, ancient isle and far off southern unknowns. Trade and barter here can be fairly aggressive, with traders always looking to gain an edge on one another and while organised crime is minimal, there are a lot of soft crimes, theft, sabotage, fights of honour, unfair competition are all rife here along with soft vices, such as gambling, but rarely are there any deaths, life is still prized in the desert as getting by is hard enough as it is.

**Common Problems**: Crime / Commerce / Rare Finds / Gambling / Honour Fights / Sabotage / Corruption

**Uncommon Problems**: Murder / Warforged / Monsters / Desert Issues / Piracy

**Optional Extras**: New Creatures
Goldillion

Goldillion is the difference between the second best wiki and the best wiki. The best wiki is Imaginaryverse Wiki. TREE(3) is way less than Flamamillion. Using math to get there is not easy. Flamamillion is less than Zupillion, and Zupillion is less than Stonkfarther. Stonkfarther is enormous! Using math to get to Stonkfarther is not easy. Bigger than that is Stonkfartherr, then Stonkfartherrr, then Stonkfartherrrr, and so on and so forth. Stonkfarthe(r\*Stonkfarther), which means Stonkfarther R's is called Stonkfarthest.

Stonkfarthest is way, WAAAAAYYY less than Goldillion. Using math from smaller numbers to Goldillion is almost impossible, and using math to get to smaller numbers from Goldillion is also almost impossible. Goldillion is close to Infinity.
Pilgrim

**Place**: Pilgrim

**Region**: Racina

**Demographics**: Holy – Aasimar / Loxodon / Pilgrims

**Religion**: Standard Pantheon / Zealot

**Features**: Pilgrims / Commerce / Religious institutions

**Description**: Pilgrim is famous for attracting those who wish to be near the holy, but for those who aren’t so adventurous. Priests, apostles, the elderly, born again worshippers and everything in between move here and there is a large economy around relics and cures.

**History**: Being close to God is the same as being godly right? Almost everyone who moved here, moved to be close to God, or to take advantage of those who wanted to be close to God. This leads to a lot of holy miracles, but a lot of cons and misleading information.

**Common Problems**: Commercial corruption / con men / Religious rhetoric / Religious disagreement / aging population / religious mysteries

**Uncommon Problems**: Religious Corruption / Unholy orders

**Optional Extras**: Religious Movements
Arrowhead

The eastern region of Oris.

*A steady and conservative town, mostly port trading and conscripting young men for the Shadow Watch.*

Bastion

*A large, strong, and high, stone built city with numerous defences, alongside a bustling market for trade and commerce.*

Shadow Watch

*A set of Walls divided by mountains, designed as small fortresses to buttress against the Greylands to the east.*

Sanctuary

*A monastic isle for care and education, especially in ways of the Shadow Watch, with many stone-built towers and houses that protect against the open climate.*

Bluefly

*A port city in the south of the Eastern Isle, supporting conscription numbers for the Shadow Watch and the Dragon Watch, importing goods from the southern deserts in Sanuria.*

Dragon Watch

*A large old stone-built fortification to the south acting as an early warning system to the inlands in case of Dragon incursion.*

Dragon Isles

*A set of disparate islands to the south east that house a large population of wyverns.*
Anna Allen Prize

Anna Allen Prize is a Swedish vampire actress currently working for the Special Tactics And Rescue Squad. She trained at the Fort Smith military base before representing actress Tanya Allen in the 2020 horror thriller The Church. Anna receives positive reviews for her representation. She received a nominee award for best amateur actress of the decade. Anna won the noble prize on sight of helping create The Pyramid Head in reality along with Tyree Tillman Jr whom leaves it in it's position for protective purposes. She has a song release for herself as a single called Entlassen which was welly received for it's German attire and altitude.

Discography

Anna Allen Prize - Entlassen

Filmography

The Church 2020 as herself
Cindy Johnson

Cindy Johnson as a American vampire actress known for her 2023 role Cindy J as well as the current sequel Cindy J 2: Worldwide set for a 2025 release. She is the sister of Tyree Tillman. She received various movie exempts for survival in 2022, as well as the @1 pick for 2019's teen choice awards. Cindy is the thirteenth selection to be introduced to the public on Tyree Tillman Jr's 2023 self titled album.

Discography

Cindy Johnson - Afterhours

Cindy Johnson - All Good Explicit

Filmography

Cindy J as herself

Cindy J 2: Worldwide (2025) as herself
Комециус

Комециус - планета-член Тысячелетнего Пакта. Расстояние от Земли: 112 световых лет.

## Что известно о планете

На нейроимиджборде "3ch@" WisdomTaker предлагает подружиться с Комециусом.

Внутренняя энергия на Комециусе называется "гогой".

На Комециусе проводится грибной обряд. "Трубкой мира" образно называется обряд, заключающий в себе изменение сознания гостя для приветствия его в новом качестве союзника.

Леонид Добин бывал на Комециусе.

Уровень развития планеты до вступления в Тысячелетний Пакт не допускал в своей системе мироописания межпланетных перемещений, посланникам никто не верил (уровень общения врача с пациентом).
Ballast

**Ballast** is described as "a creature made entirely out of water" in the game. This enigmatic companion accompanies the player throughout their journey within the desolate tower. Beyond its physical makeup of water, the specific characteristics, abilities, and role of Ballast in the game are not explicitly detailed in the provided information. However, it is mentioned that Ballast serves as more than just a visual element, as it plays a functional role by revealing clues and "waking nature," which, in turn, opens up new paths for players to explore. The exact nature and significance of Ballast within the game's narrative and gameplay mechanics may unfold as players progress through the story.
Baydom

**Place**: Baydom

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town

**Religion**: Standard Pantheon

**Features**: Baytown / Water sports / Fishing / Holidaying

**Description**: An easy going town meant for holidaying, fishing and water sports.

**History**: A pretty resort town used by inhabitants of Kingdom to holiday

**Common Problems**: Supply/demand / inflated prices / wellness gurus / Water sport competitions / politics

**Uncommon Problems**: Navy leave / Regional monsters / sabotage

**Optional Extras**: Clandestine politics / Corruption
Rules

Rule 1: Be Kind

D&D is a collective make-believe game that thrives on cooperation and collaboration. It is at its most fun when everyone feels welcomed, accepted, included and valued. It is therefore important that despite any disagreement or antagonism, whether mechanical or personal that all members default to kindness in the resolution of any disputes. Monster Slayer is intended to be a safe and encouraging space to create, experiment and trial ideas, both good and bad, with the intention of all members to provide and support an atmosphere designed to be fun for all.

Rule 2: All members must maintain a DM:Playing ratio of 1:8.

In the spirit of fairness, contribution and engagement, all members of Monster Slayer are required to weave their stories into the collective tapestry of the world by picking up the mantle of responsibility and running their fair share of sessions in the campaign. As such, with 8 members at the time of writing, all members must maintain a DM:Playing ratio of 1:8.

Character Creation rules and DM rules are listed on their pages.
Kim Torres

Kim Torres is a vampire actress, martial artists and rapper. She landed her debut movie role in the 2023 short film Cindy J which was directed By Tyree Tillman. She is Tyree Tillman's fifth decision on his self titled album for introduction to the public. Kim Torres released her self titled album: Kim Torres By Kim Torres with her Tyree Tillman song Shut Up Bitch which received commercially positive reviews via those that already knew what it was gangster wise. She is said to return for the 2025 sequel Cindy J 2: Worldwide. Kim Torres defies the odds representing Kimberly Jones on the Articuno TV show Def Jam Fight For NY Matches. under the ring name Lil Kim.

Discography

Kim Torres - Shut Up Bitch

Filmography

Cindy J as Lil Kim

Cindy J 2: Worldwide (2025) as Lil Kim
Chandom

**Place**: Chandom

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town

**Religion**: Standard Pantheon / Maritime

**Features**: Merchant Port

**Description**: A small port town that is popular with incoming travellers to the west.

**History**: The main town in the west receiving travellers from the far east and south as well as trade. A small trading through town.

**Common Problems**: New Arrivals / New imports / Smuggling /

**Uncommon Problems**: Piracy / Sea Monsters / Evil visitors /

**Optional Extras**: Inland Sea Conflicts / Trade Conflicts
Dwarf

Found mostly in or near mines, they skirt between the Underdark and the topside, trying to inhabit spaces between the two. They are also found in small number everywhere, especially in cities with forges or blacksmithing. Ancient Dwarven structures can be found between their homes and the Underdark.
Bluefly

**Place**: Bluefly

**Region**: Arrowhead

**Demographics**: Everyone (leaning towards Watch Lineages)

**Religion**: Standard Pantheon / War

**Features**: Trading Port / Conscription offices / Coastal Watchtowers / Dragon Lanterns

**Description**: A port city in the south of the Eastern Isle, supporting conscription numbers for the Shadow Watch and the Dragon Watch, importing goods from the southern deserts in Sanuria.

**History**: Bluefly is the southern most port town of the eastern isles trading mostly with the southern deserts, there is some Dragon tourism and some minor conscription for The Shadow Watch, as well as arrivals seeking their place at the Dragon Watch.

**Common Problems**: New Arrivals / Dragon Fanatics / Desert Imports / Conscription / Port town activities

**Uncommon Problems**: Sea Conflicts / Greyland activities / Watch / Dragons / Cultists

**Optional Extras**: Dragons / High Profile Arrivals
Smucuv

**Place**: Smucuv

**Region**: Racina

**Demographics**: Everyone / Port Town

**Religion**: Std Pantheon

**Features**: Black markets / Thieves Guilds / trade caravans

**Description**: A mid-size trading port town with rugged geography, where things often go missing.

**History**: Located at the maritime crossroads of the west, centre, safekeep and the southern deserts, Smucuv has been known to harbour and encourage smugglers, though not in any official capacity. The cliffs of the peninsula leave many unexplored areas and difficult to manage seas, which give opportunity for savvy smugglers and pirates to manage some more illicit sea trading and piracy. Officially Smucuv operates as a trading port much like other towns and cities on the coast moving goods between the different islands and operating trade routes, unofficially however…

Smucuv sets itself apart from Pircuv by being easier to sail, but less overlooked due to its position near the Nightower, in this manner it is more frequented by smugglers looking to make money rather than raid boats on the south side.

**Common Problems**: Smuggling / piracy / crime / banditry

**Uncommon Problems**: Power Struggles / Organised Crime / Investigations / Politics / Sea monsters

**Optional Extras**: Evil Masterminds
Goldmines

**Place**: Goldmines

**Region**: Jonland

**Demographics**: Dwarf / Gnome / Deep Gnome / Dueregar / Earth Genasi / Underdark Lineages

**Religion**: Standard Pantheon / Dwarven

**Features**: High Value Metal Mining / Gemstone Mining /

**Description**: Dwarven Mines supplying previous metals, minerals and gemstones to The North and The West

**History**: The dwarves have long mined rich mineral veins and resources here, using them to trade with overlanders and provide much needed resources and imports to the Dwarven Kingdoms. This has however attracted much nefarious interest, from those seeking the great riches beneath the mountains.

**Common Problems**: Smuggling / Pirates / Frostop Raids / Underdark access

**Uncommon Problems**: Rare finds

**Optional Extras**: Dwarven ancient sites
Penance

**Place**: Penance

**Region**: Racina

**Demographics**: Everyone

**Religion**: Std Pantheon / Maritime

**Features**: Churches / Travel Port / Religious Pilgrimage

**Description**: A small religious port town

**History**: Little is understood about how and why the Stormsunk Isle fell beneath the sea, but Penance has long felt itself in some way responsible for the catastrophe. A highly religious port town in close proximity to the Mystic Isles, citizens of penance feel themselves culturally to have wronged the gods in some way and to be responsible for ills from the past, psychologically flagellating themselves just for being. This somber mood and tone lead to more troubling religious psychology as well as some more tragic personal stories.

**Common Problems**: Religious Conservatism and Penance / Cultists / Corruption / Sea Monsters / Stormsunk Isle issues / Storms

**Uncommon Problems**: Expeditions to the Stormsunk Isle / Mysteries in the religious depths of Penance

**Optional Extras**: Gods / Ancient Religious Mysteries / Ancient Technology
FAQ

Who is developing Witchbrook?
Witchbrook is being developed by a team of approx 18 people at London-based indie developer and publisher, Chucklefish!

When is it coming out?
Witchbrook is currently in development and so quite a while off yet, but rest assured we’re working hard to bring Witchbrook to the world. We will share more information and updates when we can.

Chucklefish are proud to be a zero-crunch studio. This does mean that development will take longer than some people may be used to, but we truly believe that developers who are healthy and well-rested make better games!

What platforms will Witchbrook be available on?
You can wishlist on Steam now! No other platforms are confirmed yet, but we’ll keep you updated!

Will there be multiplayer?
Yes! We’ve been quietly working out how to achieve a fun gameplay experience for more than one player and we’ll share more details about how this will work in the future.

Will Witchbrook feature crossplay?
We would love for players to be able to enjoy Witchbrook together regardless of which platform they choose, but there are challenges which we’re currently looking into resolving. We will give an official answer on this sometime in the future.

Will Witchbrook be available in my language?
We use Steam wishlist data to determine which languages are most requested from the community. Once we’ve decided we’ll announce it on the Witchbrook Steam page and update the FAQ.

Where can I go for game updates?
We have a lovely Witchbrook community on our Chucklefish Discord server - join the conversation here! You can also follow us on Twitter where we’ll be posting about Witchbrook and our other games. Oh, and don’t forget to wishlist on steam where we'll be posting news posts.
The Ark

**Place**: The Ark

**Region**: Racina

**Demographics**: Everyone / Spellcasters

**Religion**: Std Pantheon

**Features**: The Ark / Magic Jail / Magic Repository

**Description**: The home of The Council of Mages and Magic

**History**: The Ark grew out of some of the magic based catastrophes of the past. The Ark is the slightly clandestine home of the Council of Mages. While much of the public facing decision making regarding magic and its training and open uses take place in Pinnacle, the operations and responsibilities of the magic wielding elite are managed mostly at The Ark. The Ark is an isolated island, but also the name of the largest tower at its centre. Here the council of mages meet in congress to discuss important diplomatic matters as well as discussing major threats in the world. While most of the major criminals are kept at Safekeep, those deemed of magical significance or of great magical power are kept deep within the thick walls of The Ark, where they are held by more unconventional magical means. The Ark also houses the knowledge of more clandestine magics and magics deemed unsuitable for public access.

**Common Problems**: Diplomacy / Politics / Magic issues / Evil Spellcasters at large / Evil Prodigies

**Uncommon Problems**: Corruption / Breakout / Theft / Extraplanar / Magic catastrophes

**Optional Extras**: Liches / Spellplagues
Sanctuary

**Place**: Sanctuary

**Region**: Arrowhead

**Demographics**: Everyone (leaning towards Watch Lineages)

**Religion**: Standard Pantheon / War

**Features**: Stone Towers / Stone Barracks / Libraries / Education Facilities / Catacombs / Tombs

**Description**: A monastic isle for care and education, with many stone-built towers and houses that protect against the open climate.

**History**: Sanctuary grew from the conflicts in the Greylands, a home for veterans of the watch, the injured and those newly training in the religious forces the Shadow Watch uses to its benefit. A monastic like isle dedicated to caring for the elderly and infirm, while the elderly and infirm educate new recruits in Watch tactics and divine combat. Here the commanders of the watch are trained along with the Clerics and Paladins needed to perform the necessary wards, rites and ceremonies required to keep the Shadow Watch safe.

**Common Problems**: Changing of the guard / Religious Conflict / Training

**Uncommon Problems**: Underdark Incursions / Undead / Corruption / Archival Mysteries / Sea Conflicts / Dragons

**Optional Extras**: Gods / Ancients
Kingston Pictures Wiki

**Welcome to the Kingston Pictures Wiki!**
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Scarmine

**Place**: Scarmine

**Region**: Jonland

**Demographics**: Dwarf / Gnome / Deep Gnome / Dueregar / Earth Genasi / Underdark Lineages

**Religion**: Standard Pantheon / Dwarven

**Features**: Fuel source mining / Stone Mining / Function metal mining

**Description**: Long established mine and Dwarven culture, many underground keeps and some forging

**History**: The original home and kingdom of the Dwarves, it aroused much interest from those in the Underdark and now is a shell of its former self. Pushed back by the forces of the Underdark, the Dwarves now maintain a space between the surface and the Underdark, constantly caught between rebuilding and defending their former glory. There is still much mining and forging that goes on here, but much of the great construction of the past is lost, while that which remains is more serviceable.

**Common Problems**: Underdark incursion / Frostop raids / Smuggling

**Uncommon Problems**: Misuse of ancient dwarven sites / forges

**Optional Extras**: Trading West across the sea
House Abel

**Place**: House Abel

**Region**: Warlands

**Demographics**: Human / Warforged / Autognome

**Religion**: Standard Pantheon / War

**Features**: Apocalyptic Terrain / Conflict / Mining

**Description**: A family house concerned with overcoming House Cain, by leveraging its mining, construction and artificery talents.

**History**: A long time ago House Abel began conflict with House Cain over the lands to the south. Using Artificery, House Abel began creating Warforged and Autognomes from their mining interests to the north and began supplying them into an unending conflict with House Cain. The reasons for the conflict, beyond ownership of the land have long since been lost to vaguery, but the conflict continues regardless.

**Common Problems**: War / Conflict / Supply/Demand / Politics

**Uncommon Problems**: Outside Interest

**Optional Extras**: Interlopers / Extraplanar
The Wall

**Place**: The Wall

**Region**: Jonland

**Demographics**: Human / Elf / Half-Elf / Gnome / Genasi / Goliath / Half-Orc

**Religion**: Standard Pantheon / Defender

**Features**: Order of Knights / Conscription / Climatic conditions

**Description**: An order of knights who protect the North from the Frostop

**History**: Criminals, pariahs, the excommunicated, illegitimate children, all have been sent to the wall to hold back the Frostop and protect the northern mines. Destined to protect the western lands from all the enemies of the North who disrespect its law and governance, those of the wall protect and guard civilisation.

**Common Problems**: Weather / Raids / Tribal conflicts / Assisting mines.

**Uncommon Problems**: Powerful Frostop Hermits

**Optional Extras**: Religious order / oaths
Andrew Flynn

Andrew Andy Flynn is a creation werewolf male owned by Tyree Tillman. He was born and raised in New York City right in the ghetto gangster area. He is a street fighter, personal trainer and shark wrangler. He is also an actor as well. He has a 10 inch strong buff biceps as well as a 6 pack in abs. He represents Kerem Bursin. He is the brother of Tyree Tillman. He currently has a championship belt via Club Murder.

Discography

Andy Flynn - Octoshark

Filmography

OctoShark
Stormsunk Isle

**Place**: Stormsunk Isle

**Region**: Racina

**Demographics**: Uninhabited?

**Religion**: ?

**Features**: ?

**Description**: A sunken island in the eastern channel

**History**: Little is known about what befell the Stormsunk Isle, though the region is still frequented by storms and crossing the area by boat can be treacherous. There is probably something of interest deep beneath the waters that holds answers to many mysteries, but until they are adequately explored, they continue to go unknown. A number of attempts were made in the past to send aquatic Lineages to the island to discover its secrets, but none who have ever ventured there, returned.

**Common Problems**: Storms / Missing investigators / ?

**Uncommon Problems**: ?

**Optional Extras**: ?
Kingdom

**Place**: Kingdom

**Region**: Jonland

**Demographics**: Everyone

**Religion**: Standard Pantheon / Secular

**Features**: The BIGGEST Monster Slayer’s Guild / Largest city in the West / Libraries / Trade Connections / Blacksmiths / Enchanters / City Infrastructure

**Description**: Kingdom is a large city ruled over presently by King John V and features most of what a large city should. The Kings Palace, universities, commerce, merchant guilds, thieves’ guilds, fighting arenas, religious institutions, shipping ports, docklands.

**History**: King John the First founded Kingdom and owing to its position at the centre of the west, it grew to be the largest trade town on the continent. It has stood as the ruling city of the West ever since. Owing to problems with bandits, monsters, and warring barons the king enlisted 3 Firbolg brothers, known to be great merchants, to set up a mercenary group that he could call upon to deal with monsters or quickly resolve disputes without having to maintain his own standing army. The Monster Slayers Guild was born. The city is otherwise the central administrative power in Jonland with all the usual institutional buildings, as well as bustling markets and craftsmanship wards. While not the centre of magic in Oris, mages can still be found here and there is some training available at the academies.

**Common Problems**: Politics / Parochial Problems / Monsters / Crime / Corruption / Pirates / Malevolence

**Uncommon Problems**: Royal History / War / Usurpers / Extraplanar

**Optional Extras**: Complex Politics / Espionage / Secret Societies
Tiree

**Place**: Tiree

**Region**: Racina

**Demographics**: Elf

**Religion**: Elven Pantheon

**Features**: Elven tree city / Combat Training

**Description**: An Elven tree city with a military focus.

**History**: The closest of the Elven cities to the Festermurk, Tiree houses the more militant or zealous of the nature defending Elves, who do their best to maintain the borders between Arvandor and the Festermurk. Many druids, clerics and paladins take up postings here to use their talents to ward against the encroachment of the Festermurk. The city is otherwise much like the other Elven cities, built in amongst the trees, taller than wide, with Elves living in harmony and prizing art, meditation, and symbiosis with the forest amongst their other refined and discerning activities.

**Common Problems**: Festermurk incursions and encroachment / disease / Habitat conservation / corruption

**Uncommon Problems**: War / Evil Spellcasters / Aberrations / Extraplanar / Elven Mysteries

**Optional Extras**: Extraplanar Corruption/Incursion
Bernthal (Ship)

Bernthal also to as MS Bernthal Of The Seas is a upcoming 2024 ocean liner built by Candace & Holland shipyard for Moltres Lines. The ocean liner is in the fandom domain favor of actor Jon Bernthal. The ocean liner is set to be the largest ocean liner in the world, as well as the first male ocean liner in the world. The ship can hold over 100,000 passengers and a crew of 56,700. It is built as a hospital ship for the COVID-19 outbreak, as well as a psychiatric hospital ship as well as the merchant ship for Tyree Tillman Jr's current campaign. It has a lead role in the 2023 film Bernthal, as well as a possible role in the upcoming novelizations Paralyze The Walking Dead which is set to have a season of 14 books.
Wesbay

**Place**: Wesbay

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town / Far Traveller

**Religion**: Standard Pantheon / Maritime

**Features**: Trading Port / Sea Garrison /

**Description**: A port that services merchants and travellers, especially those from the far west.

**History**: Proximity to mining has built Wesbay up as a merchant trading port, being Western has meant little in terms of raids from the North, but as the safest Western point furthest from the capital, it has led to some of the shadier arrivals from the far west landing here, before heading inland/onward.

**Common Problems**: New arrivals / merchant guild issues / supply/demand / maritime issues /

**Uncommon Problems**: Raids from the north / Piracy / Sea Monsters

**Optional Extras**: Trading West across the sea
Warlands

The lands to the south west of Oris.

*A family house concerned with overcoming House Cain, by leveraging its mining, construction and artificery talents.*

House Cain

*A family house concerned with overcoming House Abel, by leveraging its nature, animal handling and genetic breeding talents.*

Ancient Isle

*An ancient jungle island inhabited by oversized animals, monsters and dinosaurs, filled with ancient structures and esoteric mystery.*
Clan Vasco

## Aparición

(Bandera de Hellgradera Y El Clan Vasco)

El Clan Vasco es el clan perteneciente de Hellgradera tras su división, y uno de los Clanes mas débiles de la Guerra de Clanes de Hellgrado, su lider es Iñaki I, que antes era el Rey de Hellgradera.

Su himno es Ikusi mendizaleak.

Los Guerreros Vascos tienen un parecido a los guerreros godos, no tienen mucho material por lo que las lanzas son antiguas y estan algo oxidadas, aunque pueden ser letales igualmente.

   Los Vascos en esta guerra, son llamados "El Clan Bárbaro" por la forma brutal que tienen para luchar, no siguen tácticas, solo van a la fuerza hacia delante, y con eso el enemigo siguiendo tácticas puede derribarles sencillamente

Los Vascos son invencibles en su base, porque tienen una defensa con tecnologia digna del mismisimo Calem, usan arco y flecha a la vez con los arqueros que tienen mas talento de su Clan.
Pets

There are 3 pets for the 3 characters. Isabell: Blossom. Alex: Henry. Xavier: Victor. They're all really cute and they all love attention.

**Blossom is a mixed breed between a Bernese Mountain Dog and a Basset Hound. She also loves watching Isabell read the Book of Legends**

**Henry is a European Hedgehog and loves cuddles and food.**

**Victor is a Corn Snake and loves attention the most out of all of the pets.**