recursal/Fanatic-Fandom huggingface dataset:
Recognized settlements

# Recognised Settlements

In order to be eligible for approval by a member of staff, a settlement has to meet specific requirements tailored to making them 'liveable'. Upon recognition, staff will create a faction-wide teleport in the designated center structure of the settlement, and a dynmap icon will also be created, allowing you to track your faction's colonisation progress at a glance.

Each recognized structure (settlement or military base) adds one point to the national score, available on the /fa lb or /fa leaderboard. Aswell, losing one recognized structure will translate into losing one point from the national score.

## Civil Settlement

The Civil Settlements allows to colonize THREE unowned provinces (The one in which the settlement is located plus two other adjacent unowned provinces).

1) Several houses which should represent living quarters, they need to be separated buildings with furniture inside, single huge house-block won't get accepted.

2) A food supply: At least 800 blocks of farmland, which can be lowered by other buildings such as animal corrals (max two, one is the equivalent of 200 farmland area blocks, minimum 8x8 & minimum 5 mobs need to be in it.), and if near water, Fisherman huts (one equals 200 farmland area blocks) maximum 2.

3) A water supply: if not near a river or lake, make an aqueduct of sorts. A 1x1 well doesn't count, and the ocean doesn't count.

4) Central Buildings, like a Town hall, a church, etc. with adequate furniture inside.

5) A Road System that connects each building. Roads need to fit within the biome, 1 straight line of dirt won't get accepted. Make it realistic.

6) Town Center, open space at the center of the settlement, not enclosed and connected to the rest of the town. It will be the place in which the teleport will be set.

- Don't be lazy with this, and don't just meet bare minimum requirements. If it looks bad or rushed, it will not be recognized. Take pride in your builds.

## Military Base

The Military Base unlocks a ./fa tp waypoint available even during a war session, when all other teleports (towns, tpa, homes) are disabled.

1) Barracks: living quarters for soldiers with adequate furniture inside, a single huge barrack won't be accepted.

2) Army depot: storage area for your army.

3) Fortified Perimeter: the entire military base should be entirely encircled by a wall at least 4 blocks high.

4) Headquarters: an enclosed structure with an open entrance located at the center of the base. It will be the place in which the teleport will be set

- Don't be lazy with this, and don't just meet bare minimum requirements. If it looks bad or rushed, it will not be recognized. Take pride in your builds.
Weapon Parts

Weapon Parts, are very useful items to have and to keep, since they can be crafted into various weapons. Most Weapon Parts are player crafted, rarely being awarded.

## Pistol Weapon Parts

As their name says, they are used for crafting pistols. Both the parts and the weapon itself have to be crafted in an Advanced Crafting Table. These crafting recipes can be unlocked by doing quests only.

## Rifle Weapon Parts

Rifle weapon parts are used for crafting Rifles, most of the rules from the Pistol Weapon Parts apply here too. Both parts and the weapon have to be crafted in an Advanced CT and the recipes are exclusively unlockable by doing certain quests.
Gunsmith's Apprentice

Gunsmith's Apprentice is the first in a series of Quests currently available and it is the first quest available to the player.

## Dialogue

> Hello wanderer, if you're looking for any weapons you should probably be looking for the gunsmith.
>
>

## Details

The quest starts with no requirements, as it is the first quest the player encounters. You start by talking with Merchant. We recommend taking this quest before doing any mining as it requires pretty extensive mining.

### **Objectives:**

1. **Find the Gunsmith.**
2. **Talk with Gunsmith.**
3. **Mine:**
	* 10 Diamond Ore
	* 128 Redstone Ore
4. **Bring to Gunsmith.**
	* 10 Diamonds
	* 320 Redstone (5 Stacks)
5. **Talk to Gunsmith.**

### **Rewards:**

* Pistol Parts Blueprint (Allows for the crafting of Pistols)
* Unlocks Gunsmith's Apprentice Part 2.
Quadratum

The old faith of the Holy Hopcronian Empire. They venerated a pantheon consisting of the Goddesses Elme, Olle, Than and Yra'ath (under the name Asef).

When Yra'ath's plans for Multiversal domination came to light, the leaders of the church rallied with the other religions of the Multiverse to aid in her destruction. Though this crusade was unsuccessful in slaying her, Yra'ath's soul was sealed within her scythe and the vessel sealed away in a hidden location.

A crisis averted and the truth revealed, the church quickly reformed around the three remaining Goddesses to form the Trinitas.
Goodberry

> 1st Level Transmutation
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> Available for Classes: Druid and Ranger
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> Casting Time: 1 Action
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> Range: Touch
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> Components: V, S, M (a sprig of Mistel's Toe which the spell consumes)
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> Duration: Instantaneous
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> Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a medium sized creature for one day.
> The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.
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AncarEarth Wiki

# **Welcome to the AncarEarth Wiki!**

General Info

AncarEarth is a geopolitical minecraft server, cross-platform (PC, Mobile, Console), open to Legit and Cracked Users, which runs latest game versions (currently both 1.16.5 - 1.18), which aims to provide an interesting Earth map gameplay, with towny, wars, modern-era guns and more.
This Wiki covers the various features of **AncarEarth**, providing a compendium of rules, roleplay, players storylines and more.
*If you're interested on our LOTR gameplay, you may click here*

Contact Us and Join our Community

*If you're interested on Ancar and want to learn more about it, or be informed of new changes, we suggest to Join our Community on our Discord Server, everyone is welcome!*

**AncarNetwork Discord (Click Me)**

*(You may write /discord in Server Chat to obtain the invite-link aswell)*

Ancar Website - Ancar Donation Panel

Fast Links

**Here below a collection of useful materials.**

Server Rules • War Rules • Civil and Military Ranks

Towns & National Resources Extraction and Production

Slimefun Guide

mc.ancarearth.xyz
for Minecraft **1.16 - 1.18**

*Check out our donation panel if you wish to support Ancar!*
Donation Panel

Wiki Activity

Track the most recent changes to the wiki on this page.

 Help

* Wiki Activity
* Social Activity
* Image Activity

See Social Activity • See All Changes
Duga

Duga Is a Soviet era OTH radar system used for spying, missile defense and other classified stuff. Two operational Duga radars were deployed, one near Chernobyl and Chernihiv. The one we are referring to is the one in the Chernobyl Exclusion Zone.

## Sewers

The "Sewers", are a series of tunnels reaching in and out of the Zone. They're officially known as Заброшенная Канализация, meaning abandoned sewer in Russian (Short for ZK). They are as follows:

* (ZK-01) ЗК-01 - Unknown Path, rumored to lead to Pripyat. **NOT USABLE**
* (ZK-02) ЗК-02 - Western Path, Entrance to the Zone, XЗ 02 (HZ 02).
* (ZK-03) ЗК-03 - Caved in entrance which leads directly to ГК (GK) **NOT USABLE**
* (ZK-V) ЗК-В - Northern Path, Military Sewers, Exit.

HZ
--

The "HZ" (XЗ), are guard houses set around the vicinity of the Duga Radar. They are as follows:

* (HZ 02) XЗ 02 - Guard house at the main entrance to the Duga compound.

## ZhD

The "ZhD", are medium residential buildings built around the Chernobyl area. They're officially known as Жилой Дом (ЖД), meaning residential building in Russian. Their short name is ZhD. They are as follows:

* (ZhD 055) ЖД 055 - Abandoned building at the westernmost part of the array, close to the Sewers.
* (ZhD 054) ЖД 054 - Building inhabited by the Gun Dealer and his guys. Located east from the Central Command building

## Radar Array

The "Radar Array" is the main steel construction and the radars within the Duga compound.

## Central Command

The "Central Command" is the central building through which the radar used to receive orders. It is inhabited by the Gun Dealer and his guys. It is officially known as Главное Командование, meaning main command in Russian (Short for GK).

It is divided into 2 sectors:

* (Sector 1) Сектор 1 -
* (Sector 1) Сектор 2 -
Gunsmith Part 1.

## Gunsmith

Gunsmith is a standalone quest, branching from the Gunsmith's Apprentice line. It is only available to the player after finishing Gunsmith's Apprentice Part 3. and can be taken by talking to Gunsmith.

## Dialogue

> Hello boyo. Long time no see eh? Ok, lemme quit the shit-talk. I need you to do something for me.
>
>

## Details

The quest is available after finishing all the *Gunsmith's Apprentice* quests, one other requirement is Unknown (not public). It can be triggered by talking to Gunsmith.

### **Objectives:**

1. **Talk to Gunsmith.**
2. **Mine:**
	* 2 Emerald Ore
3. **Bring to Merchant:**
	* 2 Emeralds
4. **Talk to Merchant.**
5. **Talk to Gunsmith.**
6. **Find and talk to Fyodor.**
Common

The Common Tongue is a language of human origin that spread among various regions and races because of trade. It takes it's name from it's place as the most common spoken and written language on the Continent. It's origins make it is something of a bastard language. Because of this it's rules can be incredibly inconsistent in areas of spelling, pronunciation and grammar.
Kalashnikov Ak-47

## AK-47

The AK-47, officially known as the Avtomat Kalashnikova (Автомат Калaшникова) is a Soviet assault rifle developed by Russian small-arms designer Mikhail Kalashnikov and manufactured by the Kalashnikov Concern and many other groups all across the world.

## Details

It is a automatic assault rifle with both semi automatic, automatic and safe fire modes. The large 7.62x39 cartridge has lower penetration power than it's NATO counterpart at close ranges, while it excels at longer ranges.

## Crafting

This weapon can only be crafted in the Advanced Crafting Table. It requires 32x Iron Ingots, 4 Diamonds, 1x Rifle Weapon Parts, 16x Redstone Repeaters, 2x Blaze rods. The items have to be arranged in the following order:
Treeincarnation

> 4th-level Transmutation (Ritual)
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> Available for Classes: Druid, Ranger and Warlock
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> Casting Time: 1 Minute
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> Range: Touch
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> Components: V, S, M (a Tree’s Might potion which the target must drink)
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> Duration: Instantaneous
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> This spell transforms the creature into the form of a Huge sized tree of the casters choice. An unwilling creature must make a Constitution Saving Throw to avoid being transformed this way. A shapechanger automatically succeeds on this Saving Throw.
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> The creature retains a limited sense of consciousness in its new form, however it can’t perform any actions that require hands or speech.
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> Any item of clothing worn by the target is destroyed during the transformation and any other items are harmlessly deposited in the area surrounding the creature’s new form.
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> A creature transformed this way can only be restored by a Wish spell.
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Dynmap

## What is Dynmap?

Dynmap is a common server element that runs on your browser, and allows live map updates and player activity to be checked at a glance.

It may be accessed HERE, though will go offline during times of server maintenance due to being directly reliant on live updates from the server.

## Useful information

Dynmap is the main way to directly track player claims made with the GriefPrevention plugin. These are used to protect parts of settlements and chests, and gives an insight on where people may be most active (and which provinces might be ripe for Conquest).

Dynmap also tracks both Civil Settlements and Military Bases as icons, allowing you to see at a glance where important structures are located.

Dynmap may also be used to track player activities and chat, though chat may be seen in #server-chat on Discord.

## Server Map

Dynmap does NOT directly track faction-owned provinces beyond settlement locations and claims of individual players. To see this information, consult the server's Province Map.
The Cackles

A psychic disease caused by the rambling chatter of Gibbering Mouthers, that causes those affected to devolve into cackling shells of their former selves.

## Transmission

This disease is caught from either being affected by a ***Gibbering Mouther's*** *Gibbering* feature (pg. 157 MM) or by coming into psychic contact with a creature in Stage 3 of the disease. A creature exposed this way must make a DC 13 Constitution Saving Throw or be infected. The disease incubates within the creature over the course of a day from initial infection, at which stage they become afflicted with stage 1 of the disease.

## Advancement and Stages

At the end of each Long Rest, a creature infected with this disease must make a DC 10 Constitution Saving Throw or advance to the next stage of the disease.

### Stage 1

The creature begins to hear faint cackling at random intervals. Whenever the creature takes a Long Rest there is a 10% chance that the cackling keeps them from gaining the benefits of doing so.

### Stage 2

The creature begins to feel their sanity slipping away, with the cackling becoming louder and occurring more often. Whenever the creature takes a Long Rest, the chance of the cackling preventing them gaining the benefits of doing so increases to 20%.

At the end of each Long Rest the creature fails their Constitution Saving Throw to stop the disease advancing, they take 1d3 + 1 damage to their Wisdom score (this damage cannot cause the creature's Wisdom score to go below 1). If this damage reduces their Wisdom score to 1 then they advance to Stage 3.

### Stage 3

*Special Advancement: This stage can only be reached once the creatures Wisdom score is reduced to 1*

The cackles have caused the creature to devolve into a shell of their former self, externalizing their torment by incessantly cackling while conscious and suffering the effects of a randomly selected ***Indefinite Madness*** (pg. 260 DMG).

## Cure

A creature can easily be cured of this disease by the spell Lesser Restoration, which also restores half of the damage to the creature's Wisdom score. A creature that has gained the effects of an Indefinite Madness from this disease is not relieved of it when the disease is cured, instead it must be removed by the creature being the target of a Greater Restoration spell.
Number Jelly Wiki

**Welcome to the Number Jelly Wiki!**
# Number Jelly Will Get To 100 Characters and more!

We're a collaborative community website about Number Jelly that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get start!

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Darcllore

**Darcllore** - *usurper god of Undeath, Necromancy and Decay*

*Holy Symbol*: a broken pentagram

*Favored Weapon*: magic

*Sacred Animal*: coral snake

*Colors*: red, black and bone

*Common Worshippers*: necromancers and intelligent undead

*Enemies*: holy warriors, clerics of Adrianna

*Devotions*: learn/teach/expand necromancy.

**Description**

Darcllore appears as a tall human skeleton garbed in rusting armor and a cloak hemmed with runes. Red light shines from deep in the sockets of his eyes and a chill hang around him. When interacting with mortals Darcllore is cruel and openly manipulative. He enjoys open displays of his power and the fear it can engender. His domain in the Nighted Lands in Hecaya's former realm.

Once a mortal necromancer who attracted the attention of Hecaya. Darcllore seduced the goddess and during God War the two raised an army of the undead. He was able to amass enough power to use a ritual first penned by the Necromancer. The ritual allowed Darcllore to take Hecaya's power and take her place as god of undeath.

**Church**

Darcllore is worshipped almost exclusively by necromancers, cultists and the undead. Since his rise to divinity, he has taken over the Nighted Lands and built a kingdom ruled by his followers. Vampires, death knights and powerful wraiths serve as his paladins and clerics. Necromancers appeal to him for forbidden knowledge and cultists seek immortality through undeath. On most of the Continent however his power remains relegated to the shadows and edges of civilization.
Guns

# Introduction

Guns are a major part of weaponry in PvP and PvE on Ancar Earth. They can exclusively be obtained by crafting, which is done via the interface accessed by typing */rt*, and require money and items (almost always a blaze rod) to craft.

Weapons have a durability of 1000, and there is no way to repair them without resorting to enchantments such as mending. Guns use Ammo, which can be reloaded from the inventory by pressing the '*R'* key by default, and crafted with an Advanced Crafting Table.

## Tech Tree

Guns must also be unlocked through a tech tree. The requirement for this is to have unlocked all previous weapons on the tech branch, and to have a certain level of money. Unlocking becomes more expensive as you progress, but you will receive better guns as compensation. Once you unlock a weapon, you will always be able to make it given you possess the correct ingredients.

### Unlocking

Right-click on the weapon you wish to unlock. This will display a message in chat informing you of the amount of money required to unlock the weapon. If you have a sufficient amount, a -CLICK HERE- will be visible at the bottom, allowing you to unlock the weapon.

### Crafting

Right-click on the weapon you wish to craft. This will display another message in chat informing you of the necessary items and money required to craft the weapon. If you have fulfilled the requirements, a -CLICK HERE- will be visible at the bottom, allowing you to craft the weapon, and it will then appear in your inventory with a full magazine.

## Pistols

Pistols are the most accessible and the easiest to craft out of all guns.

## Rifles

Rifles are more advanced than pistols regarding crafting, operation an unlocking but they offer advantages to pistols.

## Light Machine Guns

Hard to aim, but you never need to worry about running out of ammo. LMGs are the ultimate gun for holding positions to keep enemies at bay, but don't try 'running and gunning' with them!

Current list of available LMGs and their specs

## Shotguns

Shotguns are a deadly close-quarters option good for out-DPS'ing an enemy. They have limited range, but have high damage.

Current list of Shotguns and their specs
 Spas-12
 Remington
 AA-12
 Pancor Jackhammer

## Explosive Weaponry

These are the truly end-game weapons, capable of annihilating ranks of infantry, though if you get too close to the blast radius you yourself will be at risk!

Current list of Explosive Weaponry and their specs
 Homing RPG
 M79 "Thumper"
 M32A1
 Mk-19
Makarov "PM"

The PM 9x18PM pistol (PM), better known just as "Makarov" is a Soviet pistol created under the project leadership of Nikolay Fyodorovich Makarov. It became the standard firearm for the Soviet Police Force and Military in 1951.

## Details

This pistol is a semi automatic only pistol and it does not have much power but due to it's reliability it is still being used by the Russian Spetznaz.

### **Used in Quests:**

1 Needs to be crafted for Gunsmith Part 1.

## Crafting

This weapon can only be crafted in the Advanced Crafting Table. It requires 20x Iron Ingots, 3x Redstone Blocks, 1x Gold Ingot, 1x Pistol Weapon Parts, 4x Redstone Repeaters. The items have to be arranged in the following order:

You are required to have finished the quest Gunsmith Part 1. in order to unlock the recipe for crafting this item.

A more detailed recipe can be found in the recipe book.
Cao Wu (Region)

Cao Wu is the region east of the Shan Wu Mountains, north of Mezorale and south of Amato. The region compromises an area as big as Moorlund, the Dalelands and Wild March combined. Environs range from semi-tropical forests to the south to the steppes of its northwestern edges. Humans first made their way into the region during the Age of Tribes. Over the ages they've built a culturally rich and structured empire in the area. Cao Wu is known to many on the Continent only by the valuable trade goods the come from there via the Merchant Sea. This trade has made the cities there rich as well as funding many of the changes to the Imperial Throne.
Evangellein

**Evangellein** - *dead goddess of Protection, Family and Peace*

*Holy Symbol*: a sword with eagle’s wings

*Favored Weapon*: swords and spears

*Sacred Animal*: eagle

*Colors*: royal blue and gold

*Common Worshippers*: Norn, Dwarves, Giant Eagles

*Enemies*: Giants, Orcs, Trolls

*Devotions*: prayers/blessings before battle, dedication of the hearth, blessing for newborns, funeral rites for warriors that die protecting others, acting as guards for temples and settlements, care of orphans, slaying monsters that threaten communities.

**Description**

Evangellein takes the form of an armored warrior woman with racial features appropriate to the culture. She has a pair of angelic wings like those of a golden eagle sprouting from her shoulders and feathers drift through the air around her. After her death during God War, she has seen draped in a funerary shroud, her armor damaged and bandages on her limbs. She is always described as warm and friendly with a certain weariness. Most stories of her appearing are to comfort dying warriors or to battle powerful threats.

Her worship in particularly prominent in the areas surrounding the Grey Peaks. There she represents the ultimate expression of feminine strength. The goddess has always been described in legends and historical records as quick to defend the weak. This is especially true of children and mothers. The nature of her divine realm is unknown though scholars believe it connected to the Grey Peaks.

It is of particular note that despite her death the goddess continues to give power to her followers. It is believed that Adrianna refused to collect her sister for the afterlife and so she still exists as the Ghost Goddess.

**Church**

Evangellein's clergy are almost exclusively women. Specifically, they are holy warriors known as valkyrie. They are believed to be the reincarnated souls of those that died as children. The Valkyrie maintain temples throughout the Grey Peaks which are called Valhall. They are massive longhouses which serve as orphanages to young women, community shelters during emergencies, training grounds for future valkyrie and places to inter the dead prior to their funerals. All valkyrie as a rite of adulthood go into the world to learn and defend those in need. They often create humble shrines across the Continent. This time of wandering ends when the valkyrie decides to marry and have children, becoming a guardian of whatever settlement she takes as her home. Particularly noble and courageous valkyrie have been known to bond with giant eagles they ride into battle.
Usha Girin

The Usha Girin or "Tribe of the Dead Flower", was a stone age human tribe that created the race's first city. The Ushanii are wandering human nomads who claim to be the most direct descendants of the Usha Girin. They travel in caravans of vardos across the Continent. They believe that if they live in anyone place for too long, the curse of the Dead Flower will find them.
Jacks

"Jacks" refers here specifically to the archetypal figures given that title by scholars, bards and historians. Belief holds that there can only be four at one time and that when one dies, they are destined to be replaced. These figures are also believed to influence major world events one way or another, sometimes it what seem the most insignificant ways. While the term Jack seems to stem from the importance of such a figure in folklore it is also tied to the figure in a standard deck of cards.

The four Jacks are divided by card suits. While they all are known for seeking adventure and greatness, the drive is different and determines which suit the Jack represents as follows;

**Hearts** - this Jack seeks love and beauty and has often been poets.

**Clubs** - this Jack seeks knowledge and the unknown and has often been scholars.

**Diamonds** - this Jack seeks wealth and fame and has often been performers.

**Spades** - this Jack seeks vengeance and the end of this quest has always caused major upheaval. It is believed that the Jack of Spades is Adrianna's personal assassin.

Though some scholars believe that the Jacks are merely a title placed on important figures others believe that each face suit is a powerful totem. Some of these scholars have made attempts to determine the Kings and Queens of each suit from history.

**Bard Colleges**

The archetype of the Jack has become extremely ingrained among bards of the Continent. So much so, that bardic organizations use the four suits to represent goals and structure schools. Typically, a bard college will be divided into four wings by suit. Each wing having classrooms and resources for pupils tied to the goals of the associated Jack. How overt this association is varies by college but is almost always present. This strong tie to the Jacks is not present among similar colleges east of the Shan Wu Mountains, though figures exist in folklore that fall under the archetypes.

The usual areas of expertise associated with suits in bard colleges are as follows;

**Hearts** - debate, poetry, acting, etiquette

**Clubs** - history, languages, cartography, cultural lore

**Diamonds** - instrumental arts, painting, sculpture, fine crafts

**Spades** - dance, athletics, martial skills, fashion
Madrian Wiki

**Welcome to the Madrian Wiki!**
Madrian is a homebrew roleplaying world that has been actively built upon since 1994. The world is heavily influenced my mythology, folklore and fairy tales. Everything from the shape of the world, to philosophies and cultures are mixed with elements of fantasy gaming.

## Important articles

Category:Madrian Deities | Madrian Wiki | Fandom

Category:Regions | Madrian Wiki | Fandom

Madrian Timeline | Madrian Wiki | Fandom

Category:Races | Madrian Wiki | Fandom

Category:Organizations | Madrian Wiki | Fandom

Category:Places | Madrian Wiki | Fandom

Category:Important Figures | Madrian Wiki | Fandom

Category:Terms | Madrian Wiki | Fandom

Category:Lore | Madrian Wiki | Fandom

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Ivennius

A master of the arcane arts active during the Age of Kingdoms, he is credited with creating of the school of abjuration. Hailing from the Jongura he is believed to have been involved in the creation of the Orrery Spire and eventually built his personal sanctuary at Gateway. According to records left by his apprentices he left the prime material plane during the Reign of White Castle.
Arcanics

A scientific field created by the dwarf Enkiel and expanded upon by guild members of New Loraen. It is a combination of engineering design and arcane principals. Thus, allowing for the creation of a wide variety of machines and devices capable of creating magical effects useable by anyone. These machines rely on using inherently magical materials and elemental energy sources.
Slith

**Slith** - *god/dess of monsters, fire, poison and disease*

*Holy Symbol*: a goblin’s face

*Favored Weapon*: fire and poison

*Sacred Animal*: bat

*Colors*: red and black

*Common Worshippers*: goblins, malicious fey and witches

*Enemies*: good creatures

*Devotions*: sacrifice, destruction of weakness, wiping away the old, ensuring consequences, acting as gatekeepers to dark magics & secrets.

**Description**

Slith appears as either a goblin sorcerer or an androgynes and attractive humanoid. It either form s/he has red skin, small horns, cloven feet and a pointed tail. In either form s/he is well dressed. Slith has been described by those that have met the god as quite friendly. S/he is polite, considerate and has a wicked sense of humor. Slith does not identify as an evil deity and at times opposes such entities. Slith considers itself to be a representation of dark powers that are an inherent part of existence. Forces which exist to promote change and evolution of life.

**Church**

Clergy in the service of Slith act more as tricksters than priests. Often masquerading as jesters, merchants, scholars or alchemists. They will setup in locations for a time, working the will of their god. Then when whatever goals were set for them are accomplished, they move on. In addition, Slith attracts witches and arcanists that are willing to perform tasks for the god in exchange for forbidden knowledge. Slith is happy to enter into such bargains and enjoys stealing such opportunities from devils and the like. Such tasks typically involve sowing chaos in a community with consequences for all involved.
The Minotaur

**the Minotaur** - *totem god of Strength and Legends*

*Holy Symbol*: a crimson bull's head

*Favored Weapon*: great axe

*Sacred Animal*: cattle, particularly bulls

*Colors*: blue and red

*Common Worshippers*: warriors, would be heroes

*Enemies*: would be heroes

*Devotions*: offerings for success in adventure and good fortune/health of livestock

**Description**

The Minotaur is a massive example of such beasts, said to be twice as tall as a man with powerful muscles, a hide like steel and horns that shatter shields. Before his death his domain was within the Dream Labyrinth. Many adventurers attempted to slay the Minotaur believing they would themselves become a god. Some legends assert that this in fact had occurred man times and that those heroes replaced the totem themselves. Whatever the truth, the Minotaur was slain by Goolah Gilgamesh near the beginning of God War.

**Church**

Worship of the Minotaur is loose, and an organized church is very uncommon. Those that served the god would pursue greatness and challenges in battle. The slaying of mighty beasts was common. Offerings generally include some kind of meat or the breaking of a weapon. If need of the god's favor was particularly dire the sacrifice of a fine bull would be performed. The Minotaur was one of the earliest totems worshipped by humans and some cults follow him even after his death.
Gateway

The largest city in the Wild March, Gateway is the unofficial capitol of the region. It was built at the end of the War of the Thorn. The city has a variety of races calling it home, with an abundance of merchants, mercenaries and soldiers. The city itself is surrounded by a massive wall tall enough to impede even giants, it's gates giving access to roads into the Grey Peaks, Orcbreast and the Wild March. The city has an important role protecting trade in the area, as well as the lands to the east from giant and orcish armies. The city is also home to the Museum of Curious Journeys, the College of Four Jacks and the University of Ivennius.

**People**

The citizens of Gateway come from all over the continent. Being in close proximity to their homelands, an abundance of norns, dwarves, half-orcs and even orcs call the city home. As some of the original settlers they make up much of the city's guard and other infrastructural work force. Halfings from the Dalelands came soon enough, following traders from most of the human kingdoms. This influx expanding the shops, inns, taverns and restaurants that filled the city. Even elves made their way to the city, despite the races tendency toward wilder places. This last group of immigrants were mostly drawn to the teaching of Ivennius, but some were simply brought by the rumors of the rugged metropolis forming at the "edge of civilization". As time passed these various individuals grew to feel more loyalty to the city itself than any prior flag and Gateway may be the truest melting pot of races on Madrian.
GM Comics Earth

"GM Comics Earth" is Earth as presented in GM Comics publications. It chronicles stories relating to various extraordinary beings and events. The Earth of those stories is the one which exists in same primary universe as Madrian.

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Demi-planes

Planes which are created in the ethereal plane. Such planes are created largely by powerful spellcasters or other entities not capable of creating a true Prime Material Plane. Their nature is as variable as their creators and is generally maintained by them. Often the plane will have a nature that is not a self sustaining system. When such demi-planes are left unmaintained they become very dangerous pockets in the ethereal.
Ramashan

A legendary land said to be south of the Hidden Sea. A tropical paradise home to a race of people with innate magical powers. Tales speak of extraordinary cities, vast wealth and countless wonders. Many adventurers have sought the land, but few claim to have seen its shores. Those that do claim that the land is protected by a magical field which causes explorers to become lost.
Adrianna

**Adrianna** - *goddess of Death, Night and Winter*

*Holy Symbol*: a skull surrounded by stars

*Favored Weapon*: sickle-sword

*Sacred Animal*: moth

*Colors*: white, silver, and black

*Common Worshippers*: the dying

*Enemies*: necromancers and those who would avoid death

*Devotions*: funeral rites, upkeep and protection of places of the dead, a soul’s last rites, encouraging winter preparations, winter festivals, healing those not yet ready to die, destroying undead made by unnatural processes, punishing those that would defy death.

**Description**

Adrianna appears as a woman with snow white skin, cream colored hair and a cold night sky shining from her eye sockets. She maintains a stiff posture and treats mortals sternly, often considered severe and quick to anger. She expects respect from mortals and dislikes adventurers, whom she considers troublemakers. She appears dressed in garb of a queen as appropriate for the region. She is nicknamed "the Kind Lady" by mortals in hopes that this will please her. It is considered bad luck to call her anything else.

Despite her reputation she is known to be particularly gentle about the souls of dead children. Infants that die in the winter she collects personally and allows all children to go to her sister Evangellein for reincarnation. She is devoted to her family and takes her responsibilities as eldest and a goddess very seriously. She considers it important to set an example for her siblings. Her domain touches the prime material plane in Winter's Heart and is believed to be the reason for the region's eternal snow and ice.

**Church**

Clergy of Adrianna wear black cloaks, robes and tunics often decorated with snowflakes and stars. Armor is generally worn concealed by these garments. They tend to be very stoic in demeaner and are not known for having much in the way of humor or cheer. In general, temples or shrines are located in proximity to wherever a settlements dead are laid to rest. The priests consider such areas under their personal protection and an extension of their holy grounds. Adrianna is very hands on with any of her servants that distinguish themselves. For good or ill. Priests that perform well in life become grim reapers in death.
Viridia

**Viridia** - *fate goddess of Spring, Youth, Beauty and Beginnings*

Alignment : NG

Holy Symbol: spring flowers (varies by culture)

Favored Weapon: bladed scarf

Sacred Animal: fawn

Colors: light blue, pink, and yellow

Common Worshippers: farmers and the young

Enemies: none

Devotions: spring festivals, blessing journeys, plantings and other beginnings.
Hecaya

**Hecaya** - *dead goddess of Undeath, Necromancy and Darkness*

*Holy Symbol*: a skeletal hand

*Favored Weapon*: sickle

*Sacred Animal*: hyena

*Colors*: black and violet

*Common Worshippers*: necromancers and intelligent undead, sluagh

*Enemies*: holy warriors

*Devotions*: corruption of graveyards, sacrifices, spreading undeath, murder.

**Description**

Hecaya is the daughter of Adrianna and often appears in a similar elvish form. Her skin in whatever form she takes has pallid and blue tinged skin, similar to a corpse pulled from cold water. Her eyes are empty sockets lit by specks of red light and her hair is a sludgy grayish curtain. Greenish fluids often stain her and leak from her body. She dresses in funerary garb appropriate to the mortals she appears before. Interactions with Hecaya described her as overly friendly and hungry. Her domain was said to be somewhere in the Nighted Lands.

According to myths Adrianna was grieved by the apparent stillbirth of Phades. This grief lingered with her throughout creation until finally it manifested in a pregnancy. Hecaya was born from this grief. However, bards often tell more romantic tales of Hecaya's origin. Insisting that Adrianna once found a paramour and that death fell in love. Whatever the truth, the relationship between the goddesses was a strained one. During God War Hecaya was seduced by Darcllore who would ultimately betray her and take her place as God of the undead.

**Church**

Hecaya's worship is little recorded. Often occurring on the fringes of civilization. Her clergy were usually confused for necromancers and led secretive cults. Only among the sluagh was it common for her to be worshipped in the open. She was the patron goddess of the lost elves, they themselves having a strong connection to the world of the dead. Outside the sluagh her favor was usually sought by mortals seeking to communicate with the dead or become undead themselves.
Elric

**Elric** - *god of Mortal Evil, Wolves and Vampires*

*Holy Symbol*: a black harp

*Favored Weapon*: teeth or a dagger

*Sacred Animal*: wolf

*Colors*: dark blue, silver and black

*Common Worshippers*: evil bards, vampires and werewolves

*Enemies*: monster hunters

*Devotions*: indulging in and encouraging desires regardless of morality.

**Description**

Elric appears most often in a form resembling a rugged handsome half-elf man. He wears his almost white, blonde hair long and tied with a ribbon. His eyes are always a pale blue reminiscent of certain canine breeds. He is always dressed in expensive and well-kept clothes, preferring black leather, white fur trim and inky blue silks. He presents himself as a seductive rogue and easily finds companionship. Elric always carries a black harp the pillar carved into a skeleton carrying a banner down the soundboard. His other common forms are those of a hybrid man/wolf or huge wolf. In either form his fur matches his hair. The god happily interacts with mortals and does little to hide his intentions. Instead, he relies on the temptation of his offers.

Elric began his existence as wolf that Elrin took as a companion during one of his lives. As they wolf traveled, Elric became integral to the myths and tales surrounding the god. This associated divinity eventually made the wolf into a totem in his own right. This status however brought awareness of the cruelty done to his master and the repeated deaths of Elrin. While these cycles were an important aspect of Elrin's divinity, the wolf hated them. In time this hatred twisted the wolf to evil and Elrin was truly born. During God War, Elric turned on his former master, killing Elrin and preventing his resurrection.

**Church**

Elrin's worship is found in the back rooms of bars, the houses of wealthy hedonists and any place where vice and sin are indulged. His "clergy" acts as traveling musicians who encourage depravity and tempt the innocent. Wherever they go, they encourage the worst impulses in those they encounter. Elrin often grants these dark bards lycanthropy or vampirism if they particularly please him.
Xera the Deathless

The Archdruid of the Madrian. One of the Living dead she appears a stitched together corpse that has replaced her organs with various herbs, slimes and fungi. She was a member of the Iron Wings of Vengeance. She over saw construction of the city of Rose Castle and chose to serve as Archdruid to the material plane.
Book of the Prophet

The Book of the Prophet is actually a series of ten travel journals kept by the dwarven saint Enkiel. Within the pages of the volumes are numerous inventions, guild management, architectural designs and plans for New Loraen. The advancement of clockworks, arcanics and New Loraen as a nation is owed to these volumes. They are considered the principal guide for the Guild Council. What is less commonly known is that recorded in the tenth volume is a detailing of what the Prophet learned at the Treaty of the Gods.
Pargin

**Pargin** - *saint of Friendship, Honor and Sports/Competition*

Alignment : CG

Holy Symbol: a muscle arm flexing

Favored Weapon: hand-to-hand combat

Sacred Animal: dog

Colors: gold and green

Common Worshippers: gladiators and athletes

Enemies: cheaters

Devotions: overseeing/participation in sports and competitions, encouraging goodwill, settling disputes, mediating arguments.
Dragon

A class of life (often referred to as *draco* by scholars)that includes a wide variety of families and species. The most commonly thought of being the True Dragons. The class has many things in common with reptiles in physical makeup. However dragons are actually more closely related to dinosaurs. They are warm blooded and are inherently magical creatures. They have traits that generally are rare or unheard of outside the class. These include breath weapons, extra limbs, winged and wingless flight, the ability to draw nutrition from any material and the tendency to only grow more powerful over time. Many orders show extreme intelligence, equal to or often greater than the average humanoid.
The Jongura (Region)

The Jongura is great stretch of savannah and jungle along the eastern most side of Feylan Wood. The region is known for it's wide range of exotic wildlife, including elephants, giraffe, zebra and dinosaurs. It is considered the cradle of human civilization and the Jonguran tribes are known for the deep philosopical traditions and totemic mystisim.
Aviot

Aviot was a prosperous county along Moorlund's southern border. During the Reign of White Castle, the regions was beset by a series of unfortunate circumstances which caused it's downfall. A pair of adventurers found their way into the ruins of Castle Kinan and freed the master vampire Count Veldar Kinan. Around the same time a green dragon settled into the Throak Forest near the Hollows. The Count at that time sent troops to deal with the dragon as it begin to lay claim to the region. However the dragon slaughtered the troops and those that escaped were killed by wolves and vampires before they could make it to the city.

Over the following decades the county became infested with vampires and the dragon, now known as the Poison Queen had grown even more powerful. Count Gotha would be the last to hold that position in Aviot. Manipulations by the Conspiracy of the Black Rainbow would lead to the cities destruction by demons and the Poison Queen herself.
The Seed of Life

A druid led a group of adventurers on a journey to obtain the Seed of Life and plant it. This druid became a sainted figure among others of his cloth. Because of this the exact history concerning the druid's journey is questionable. It is at very least known that the druid claimed Madrian herself had sent him visions. Based on these, his party obtained the Seed of Life at the Heart of the World. The seed is described in *'the Parable of Christopher'* as being the like "...an oversized watermelon, such as to make any halfling farmer beam."

From there the party claimed to follow Madrian's instructions and took the Seed to the Forgotten Mountain in Feylan Wood. The Seed grew quickly and swiftly to be taller than any other tree in the Wood. The party remained there to nurture and protect the tree. This "Tree of Life" reached its full height by the end of the Reign of White Castle and is visible from most of the inner Continent. At the beginning of God War, Madrian's Children poured their power into the tree, and it scattered seeds to the wind. These seeds were full of positive energy and various destroyed undead, healed the injured and led to the creation of the living dead among a number of other miracles.

***'The Parable of Christopher'***

A druid manuscript was created by an unnamed druid on thin sheets of bark. Found by adventurers the work was published and maintains a wide circulation. It details the journey to plant the Seed of Life in the form of a series of spiritual lessons. While it contains certain factual details there is much that scholars consider fiction.
The Kellie Tree

The Kellie Tree is an apparently divine tree of unknown origin. It has made appearances since the Age of Myth all over the world and in some instances other planes of existence. Adventurers that claim to have traveled to the End of Time have seen the Kellie tree there as well. Adventurers seem the most likely to encounter the Kellie Tree. It is unknown whether this is a coincidence of on purpose. The tree appears as a perfect tree of unique type as grand as any ancient oak. It seems to defy exact description and does not shed bark, leaves or any other pieces for samples to be taken. Attempts to take samples are profusely cautioned against.

The tree seems to be sentient. It is immune to all forms of magic, including magic that would establish any kind of mental link or communication. It appears to understand all known languages and seems to appreciate respect and good manners. It is not a good idea to disrespect the Kellie tree. Deities have not been observed interacting with the tree. However, in all instances when gods speak of it, though do so with respect and reverence. While the tree does not speak directly to other beings it does react to them. It has been observed using a number of seemingly supernatural powers. Summoning wildlife, typically birds and squirrels. (It seems to dislike deer.) Firing its leaves as projectiles which then return as if nothing happened. Telekinesis. Exploding people's skin. Psychic attacks. Resurrecting the dead. Animating the dead. Healing poison, illness and all forms of wounds. Spontaneous creating elements and control of the weather. Altering time. Teleporting individuals through space and/or time. Creating forcefields. Conjuring treasures. Turning things inside out. Setting things on fire that otherwise are immune to fire. Making plants grow. Creating meals from thin air, including tables, seating and place settings. As well as other abilities.

It is advised to wave nicely and be on your way when encountering the Kellie Tree.
Mahlgurwrak

"The Dragon of Phades" dwells in the god's well in his domain. Those that witnessed its destruction of White Castle at the beginning of God War described it thus. A dragon the size of a castle with scales of ash and ink breathing purple fire. Scholars believe that the dragon's breath taps into the negative energy plane. It is believed that this energy is partly responsible for the creation of the living dead. The beast returned to sleep after the destruction and has not been seen since.