recursal/Fanatic-Fandom huggingface dataset:
Locations

A list of all locations and the respective maps can be seen here.

## Taris

* **Wolbor:** The largest of the continents. The continent is very diverse, with nearly all races found here. Most of the island is cold, but the southern-most parts are temperate.
	+ **Nekktar:** An island group, home to the Rustfleet and many sirens and finchords. The islands are mostly tropical.
* **Baramy:** The second largest continent, and home to many large alliances. The continent is split in half by a wide mountain range, with Northern Baramy consisting of jungles and lush savannahs, and Southern Baramy consisting of deserts and dry plains.
* **Runic Isles:** A grouping of four islands. The climate here goes from tundra in the north, to temperate in south and tropical in the southern ends of the Island of Shells.
	+ **Rowena:** The largest of the Runic Isles, and home to most of the world's human kingdoms, as well as most light elves. The island goes from tundra in the north, to temperate in the south.
	+ **Djaldnir:** Home to many of the dwarven kingdoms of the world. The island is mostly temperate.
	+ **Forgotten Isle:** An island shrouded in mystery. The island's climate is entirely tundra.
	+ **Island of Shells:** Home to many shellfolk. The island is mostly tropical.
* **Lorthor:** The smallest of the continents. The island is mostly tundra, with temperate areas to the north.
* **Broklar:** A cold island. Home to a group of pacifist who have come to the island to live in a place without war or conflicts.
* **Island Null:** The island is said to be impossible to travel to. Nobody knows what is hiding on this island.
* **Vuneth:** A snow-cowered island, home to a group of giants. Home of the Elementar.
* **Al'kanaar:** A temperate island, home to independent humans and a few trickster tribes.
* **Grummet Isle:** Forest-covered island.
* **The Abyss:** Underwater siren empire.

## Baramy

### Roppor

* **Northern Roppor Fields:** A forested area on the coast, between Lake Syne and the Passage Mountains.
* **Southern Roppor Fields:** A rocky, grassy area. Sparsely populated.
* **Grand Passage:** Mountainous region, setting the border between the Outcasts of Roppor and the Nine Kingdoms.
* **Roppor Plains:** Large grassy plains with many populous cities.
* **Syne Peninsula** Swampy marshland. Home to  Lake Syne Dwellers.
* **Brown Plains:** Rocky hills and plains. Home to  Kor'toh.
* **Muck Forest:** Largest forest in the region. Home to  Muck.
* **Garkathan Mountains:** Small mountain range. Home to  Garkathan.
* **Linnic River:** River going off Lake Syne. The surrounding area is mostly desert.
* **Jahtan Sands:** A small uninhabited desert bordering the Shallow Dunes.
* **Foulrock Island:** Forested island. Home to the  Foulrock Darkspeakers.
Timesville

**Alignment** |  Foulrock Darkspeakers
Outcasts of Roppor

**Timesville** is an inland village located on central Foulrock Island. It is located south of Wingline and north of Elfspain. It was overrun by ghouls and taken over by Agranath's forces.

## History

The Tower of the Chronomages was the first part of Timesville built. As the chronomages' following expanded, the nearby settlement was founded. Over time though, the village and the chronomages became more and more separate, with the chronomages eventually becoming a mysterious group of powerful mages. The core village of Timesville began focusing on woodworking and hunting, using the vast Foulrock forests to hunt for prey. Darmon Graines had initially appointed a young unexperienced mayor, with Wagn Topper as the mayor's advisor. Over time though, Topper became more and more influential, eventually overtaking the mayor position entirely. Although this was widely seen as a corrupt move, everyone loved Topper, so nobody opposed him.

On Day 4, the town was overrun by Agranath's forces. The mages of the Tower of the Chronomages denied access to the civilians of the city, causing all civilians to get killed in the attack. It is unknown what happened to the chronomages.

## Notable Inhabitants

* **Wagn Topper:** Mayor of Timesville.
* **Bale:** Gunsmith. Owner of two horses that Thawsye nearly stole.

## Facilities

* Inn *(destroyed)*
* Church of the Light *(destroyed)*
* Tower of the Chronomages
* Gunsmith *(destroyed)*
* Class Trainers:        *(all destroyed)*
Astrid Rubymaker

**Astrid Rubymaker** is a former member of the party.

## Spellbook

**Bloodfury**

Go into a blood-hungered fury, ignoring everything around you except for your target. You're able to attack with incredible speed and power, allowing you to defeat enemy after enemy.

**Secrets of Iron**

Turn a piece of iron into premium quality iron, making it fairly valuable. Can only be used once per day.

**Golden Brew**

Turn any kind of tea, coffee, beer, spirit or wine into a Golden Brew. Golden Brews are very valuable, and can also be drunk to increase Strength, Intelligence and Agility by 100% for a short time. Can only be used once per day.

## Misc

### Recipes

The following lists all recipes known by Astrid.

**Blacksmithing**

**Small weapon**

*Daggers, knives and similar small weapons can be crafted by Blacksmiths. Arrowheads can be constructed as well.*

* 1 Iron

**One-handed weapon**

*A regular weapon like a sword or a mace. No magical abilities or anything.*

* 3 Iron

**Helmet**

*An entirely regular helmet.*

* 2 Iron

**Chainmail**

*A complicated piece of armor, great at defending against arrows and softer blows.*

* 8 Iron
* 1 Runesteel
Goblins

**Goblins** are one of the most numerous of the races on Taris. They are very smart and ingenious, but unfortunately often use their knowledge to create dangerous contraptions that regularly blow themselves up. They tend to be greedy and annoying, but their incredible knowledge in tinkering often cause their bad sides to be overlooked by everyone else.

Goblins aren't really liked or disliked by any other race. Most races accept that they are there, and that's about it.

Most goblins don't follow any faith. The few that do, follow the Light.

## Abilities

Goblins start with 2 free points in the Tinker class.

Goblins start with the following spell:

**Invent Explosive**

Use whatever parts you want to invent some kind of explosive. This often fails or backfires. This rarely results in a Tinker recipe. If you are not a Tinker, it never results in a Tinker recipe.

## Factions

* **Muck:** The small nation of Muck houses a lot of goblins, forced away from the larger Goblin factions - often for trying something too dangerous or unethical. They mostly joined the Outcasts of Roppor for protection.

## Notable People

* **Skallox Minxwhistle:** Member of the Roppor High Council.
* **Wilfred Buzzfried:** High Tinker of Muck.
* **Esterne:** High Tinker of Telakk-une Cartel.
* **Marlin Rustbeard:** Captain of Rustfleet.
* **Zalliwag:** Inventor and owner of Zalliwag's Zeppelin Factory.

## Available Classes

* Warrior
* Ranger
* Tinker
* Mage
* Fisherman
* Archeologist
* Alchemist
* Brewmaster
* Bard
* Priest
* Rogue
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Cook
	+ Tailor
Sirens

**Sirens** are underwater creatures, generally worshippers of the Death Gods. They are hostile to all other races on the planet, and are known to kill and enslave finchords and people in coastal towns. They occasionally kill or enslave Elemental Lords and Gods of Nature as well.

## Factions

* **Shillwhistle:** Siren kingdom. Their main base is located in the Abyss.

## Notable People

* **Mireen Shill:** Queen of Shillwhistle.
Taris Wiki

Everything related to the party can be seen here.

## Races

### Playable Races

* Humans
* Goblins
* Tricksters
* Mossfill
* Finchord
* Giants
* Ghouls
* Sosqa
* Ratlings
* Komolacs
* Darkspeakers
* Pygmies
* Light Elves
* Dwarves
* Arwin
* Gnolls
* Rommoth
* Shellfolk
* Mandrillian

### Non-playable Races

* Robots
* Sirens

## Playable Classes

* Warrior
* Ranger
* Hunter
* Tinker
* Mage
* Fisherman
* Archeologist
* Alchemist
* Druid
* Shaman
* Monk
* Brewmaster
* Bard
* Necromancer
* Priest
* Rogue
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Cook
	+ Tailor
	+ Boneworker

### Hidden Classes

These classes are by default unique to NPCs, but can be unlocked somehow.

* Scribe
* Merchant
* Chronomage
* Void Hunter
* Bounty Hunter
* Plague Doctor

## Faiths

* Light
* Elements
* Nature

## Locations

*See also Locations*

* Roppor
	+ Southern Roppor Fields
	+ Foulrock Island

## Misc

* Character Creation
* Spending Character Points
Shellfolk

**Shellfolk** are turtle-people. They can live for thousands of years, and because of this they are among the wisest of races in the world. What they lack in strength or speed, they make up for in knowledge, having not only read about prior events, but experienced them.

Shellfolk are generally liked.

Shellfolk follow any faith they like, often more than one.

## Abilities

Shellfolk can follow multiple faiths.

Shellfolk start with 1 free point in Mage.

Shellfolk start with 1 free point in Archeologist.

## Factions

* **Roppor Shellfolk:** Shellfolk living in Roppor have mostly come to the region to explore and experience it. Some decided to settle down for a while - a few hundred years isn't much for a shellfolk - and through annual elections and debates they elect a representative for themselves in the region.

## Notable People

* **Kira:** Member of the Roppor High Council.
* **Erland:** Official representative for the Roppor Shellfolk.

## Available Classes

* Warrior
* Ranger
* Hunter
* Tinker
* Mage
* Fisherman
* Archeologist
* Alchemist
* Druid
* Shaman
* Brewmaster
* Bard
* Priest
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Cook
	+ Tailor
	+ Boneworker
Fisherman

**Fishermen** are able to catch fish from lakes, streams and the sea.

Every skillpoint put into Fisherman will make you better at catching fish.

Tame any kind of small to medium-sized fish.

You can guarantee yourself to catch a huge fish. Can only be used once per day.

You are guaranteed to catch a large, rare fish next time you throw the line. Can only be used once per day.

## Available Races

* Human
* Goblin
* Trickster
* Mossfill
* Finchord
* Giant
* Sosqa
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Gnoll
* Rommoth
* Shellfolk
* Mandrillian
Krakt Trakton

**Krakt Trakton** is a gnoll, and a member of the Roppor High Council.

## Backstory

The native gnolls of Roppor quickly figured out that they had to have a representative in the leading body of the Outcasts of Roppor. They decided on many violent warriors time and time again, before eventually settling on Krakt - a gentle and helpful warrior, whose combat skills were rarely displayed. Krakt proved to be very diplomatically skilled, and became loved by everyone in the alliance.

## Story

### Day 4

Krakt and Skallox Minxwhistle, both members of the Roppor High Council, had arrived on Foulrock Island to aid in the evacuation. After Lazaro Corvus suggested finding Gods of Nature, Krakt decided to help. They discovered that a druid was living on the nearby Altorn Island. Lazaro flew there, while Krakt tried to get a boat. Krakt arrived in the island to find Lazaro with the druid. Lazaro had discovered that a God of Nature was living underground on the island - the God of Grubs Lavielle. Lazaro ventured into Lavielle's chambers on his own, while Krakt waited outside. Lazaro eventually emerged successful, and secured Altorn Island under Lavielle's protection. This allowed them to bring citizens to the island, which they did.
Witch Doctor

**Witch Doctors** use the powers of voodoo to cast devastating curses on their enemies. Using voodoo fetishes and dolls, they are even able to turn enemies into mindless zombies or break their neck with a simple flick at the doll. Witch Doctors does occasionally suffer side effects from all the voodoo, however.

Every skillpoint put into Witch Doctor will make your curses stronger and side effects smaller.

## Spells

### 1 SP

**Curse**

Cast a curse on your enemy. You can pick from all known curses.

### 2 SP

**Soul Bind**

Bind the enemy's soul to a voodoo doll. All damage done to the doll is also done to the real enemy.

*Requires voodoo doll*

### 6 SP

**Mind Shatter**

Shatter an enemy's consciousness, turning them into a braindead creature. Can only be used once per day.

### 10 SP

**Plague**

Raise a voodoo fetish and start a plague. Unless protected, your allies will also get afflicted. The plague will last as long as the fetish is intact. You are immune to plagues.

*Requires any fetish*

**Mind Bind**

Bind someone's mind to a voodoo doll. They become a mindless zombie and you gain complete control of them for as long as the voodoo doll is intact. You can only have one mind-bound zombie at a time.

*Requires voodoo doll*

## Curses

These are all known curses available to Witch Doctors.

*No curses are currently known*

## Plagues

These are all known plagues available to Witch Doctors.

*No plagues are currently known*

## Available Races

* Giant
* Sosqa
* Ratling
* Darkspeaker
* Pygmy
* Arwin
* Gnoll
* Rommoth
* Shellfolk
* Mandrillian
Kor'toh

**Kor'toh** are the original inhabitants of Roppor, before outcasts from all over the world fled to the region. The gnolls decided to not fight the intruders and instead established themselves as a leading faction of the Outcasts of Roppor.

## Challenges

The following are the challenges this faction is facing. Helping them overcoming these will make the members of this faction very happy with you, and might result in rewards.

*Unknown*

## Notable Members

* **Raki Krak:** Leader.
* **Krakt Trakton:** Member of the Roppor High Council.

## Reputation Rewards

* Ranger spells
* Artisan spells
* Artisan recipes
* Weapons & armor
* Materials
* Food
Lavielle

**Lavielle** is the God of Grubs, residing in an underground grotto under Altorn Island.

## Shrine

Lavielle is among the least worshipped Gods of Nature, having only a single follower.

There are no temples, shrines or monuments to Lavielle.

## Powers

As the God of Grubs, Lavielle commands all grubs throughout the planet. She also lay countless eggs, increasing the numbers of her grub children. Among these are large, strong grubs.

## Story

### Day 4

Lazaro Corvus, looking for help in the fight against Agranath, went to Altorn Island to try and persuade Lavielle to aid in the fight. Lavielle's one follower, Runt, informed Lazaro that the God of Grubs was very hostile towards mortals and very likely would not help. Lazaro decided to try anyway though, moving into Lavielle's lair. He passed her tests - avoiding fight with her grub children and making his way through a cave of eggs and larvae without harming them. He arrived in a grotto where Lavielle was residing. She made it clear that she was not interested in helping, as she would gain nothing from that while gaining a lot from having the dead roam her island. Lazaro proposed that mortal worshippers would be flocking to her, were she to save them. This did appeal to Lavielle, who promised to think things over. She promised Lazaro to protect Altorn Island from the dead, allowing the Foulrock Island evacuees to search refuge there.
Hunter

**Hunters** use their knowledge on nature to track down their prey. Hunters are also able to tame and train wild beasts and birds to do their bidding. Furthermore, they are skilled at creating and using traps.

Every skillpoint put into Hunter will make you better at tracking and commanding your pets.

## Spells

### 1 SP

**Tame Critter**

Tame a small creature. Critters can be small birds, rabbits, frogs, etc.

**Tame Insect**

Tame a large insect.

**Tame Serpent**

Tame a snake.

**Net Trap**

Lay a net trap. When triggered, a net will trap the enemy in place until they get untangled.

### 2 SP

**Tame Beast**

Tame a beast. Beast can be wolves, goats, etc.

### 4 SP

**Tame Bird of Prey**

Tame a bird of prey. Birds of prey can be eagles, owls, etc.

### 6 SP

**Tame Large Beast**

Tame a large beast. Large beasts can be bears, lions, etc.

### 8 SP

**Tage Huge Beast**

Tame a huge beast. Huge beasts can be mammoths, dinosaurs, etc.

## Available Races

* Human
* Trickster
* Mossfill
* Finchord
* Giant
* Ghoul
* Sosqa
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Gnoll
* Rommoth
* Shellfolk
* Mandrillian
Rommoth

**Rommoth** are rhino-people, huge bulky creatures with an incredible strength. They're the most enslaved race in the world, due to their strength, and the ones too weak for slavery are often killed for their prized horns. In the Nine Kingdoms, especially, do rommoth suffer as slaves. Many rebellions have failed, and there is no end in sight for the rommoth slaves.

Rommoth aren't disliked, but they are often hunted to be used as slaves or killed for their horns.

Few rommoth are religious. The ones that are follow the Elements.

## Factions

* **Arnok Assemblage:** Rommoth having fled slavery from the Nine Kingdoms have settled down around Roppor, joining the Outcasts. Many of the other races in Roppor still see rommoth as valuable and a lot of black market slavery still happen. The village of Arnok Village is a safe haven for the rommoth though, and where most of the ones in Roppor reside.

## Notable People

* **Harthor:** Leader of the Arnok Assemblage.

## Available Classes

* Warrior
* Ranger
* Hunter
* Fisherman
* Shaman
* Witch Doctor
* Artisan
	+ Blacksmith
	+ Cook
	+ Boneworker
Graines' Monastery

**Alignment** |  Foulrock Darkspeakers
Outcasts of Roppor

**Graines' Monastery** is the capital of the Foulrock Darkspeakers, and the largest settlement on Foulrock Island. It is located north of Foulrock Harbour and south-west of Elfspain.

## History

When darkspeaker exiles began fleeing the human kingdoms, many settled down on the dark forests of Foulrock Island. Missing their old human lives, a large group began constructing a city to live in. In the center of it, a former priest began building a monastery. During the construction, the priest managed to turn many darkspeakers to the words of the Light, and it quickly became dominant in the expanding town. Soon enough the town was big enough to house several thousand people. Darmon Graines, the priest that built the monastery, naturally took charge and the town was named after him.

On Day 4, the city was overrun by Agranath's forces. Nearly all citizens escaped in time, however.

## Notable Inhabitants

* **Darmon Graines:** High Priest of the Foulrock Darkspeakers.
* **Thea Vaes:** Mayor of Graines' Monastery.
* **Bertine:** Caretaker at Thawsye's Orphanage.

## Facilities

* Inn *(destroyed)*
* Church of the Light (two) *(all destroyed)*
* Thawsye's Orphanage *(destroyed)*
* Jeweller's Guild HQ *(destroyed)*
* Class Trainers:              *(all destroyed)*

The village was also the location of a sizable marketplace.
Copper Leaf Guild

> "We've been looking for good help, do you want to make the world a better place? Or perhaps you'd prefer a place to point you in the direction of a few coins? Either way, follow me." -Cooper, Copper Leaf Guildmaster
>
>

## Members

NPCs

* Cooper, Guildmaster
* Penny, Tavernkeeper, Bard
* Big Ed

PCs

* Alexander Manuel-Miranda
* Arthur Bracken
* Banjo Hed'Klektor
* Bard
* Bernard
* Blue Boots
* Caledwyr
* Elwyn Annitar
* Firebeard Blarneystone
* Francis the Gnome
* Gnome Chompsky
* Jiang Chien
* Karin
* Klev
* Koren
* Krodgor
* Matilda
* Misty
* Rafael
* Renton Silversong
* Roger Cunningham
* Sam "The Lizardman" Ronson
* Shaggy
* Siddhartha
* Sylvin
* Taylor Swift
* Zilpip
Ratlings

**Ratlings** are by far the most populous of all the races on the planet, though they aren't seen much on the surface. Nearly all ratlings live underground in vast systems of tunnels and caves. They are very good at adapting to new environments, and because of this they can be found all over the world. They are vicious, though not very strong, fighters and can defeat entire villages simply by spreading plague around.

Everyone dislikes ratlings.

Ratlings generally don't follow a faith, though there are many ratlings that follow the Light, Elements or Nature.

## Abilities

Ratlings start with 3 free points in any one, two or three classes.

## Factions

* **Roppor Underworld:** The ratlings in Roppor have lived in the tunnels under the surface for a long time before the Outcasts of Roppor were thing. Rather than try and kill the outcasts, the ratlings decided to align with them, joining the outcasts. The ratlings' tunnels are present all over Roppor.

## Notable People

* **Sknahk Shick:** Leader of the Roppor Underworld.
* **Mkhaark:** Overseer of the Grey Tunnels.

## Available Classes

* Warrior
* Ranger
* Hunter
* Tinker
* Mage
* Fisherman
* Archeologist
* Alchemist
* Druid
* Shaman
* Monk
* Brewmaster
* Bard
* Necromancer
* Priest
* Rogue
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Cook
	+ Tailor
	+ Boneworker
Spending Character Points

When you level up, you gain 1 Character Point to spend. You can also learn 1 new spell from any of your classes.

## Class Skillpoints

You may increase your Skillpoint in any class, available to your race, by 1 by spending **1 CP.**

## Main Stats

You can spend **1 CP** to increase any of your stats by 1.

There are four stats:

* **Strength** - how strong you are
* **Intelligence** - how smart you are, especially valuable when casting spells
* **Agility** - how fast and agile you are
* **Charisma** - how good you are at interacting with NPCs, including bartering and lying

## Secondary Stats

*Armor* is a secondary stat, which is mostly improved by equipping different kinds of armor. It can also be increased by 1 by spending **1 CP.**

## Faith

If you are not following a faith, you may pick a faith for **1 CP.** You can only follow one faith, unless something specifies otherwise.

The faiths are:

* Nature
* Elements
* Light
Cook

**Cooks** can expertly cook food with most ingredients. They are also able to butcher animals.

Every skillpoint put into Cook will make you better at cooking and butchering.

## Spells

### 1 SP

**Ingrediental Ideas**

Passive ability. Whenever you obtain a new type of ingredient, immediately learn a random recipe with that ingredient.

### 4 SP

**Cleaver Strike**

Conjure and throw a cleaver at an enemy. The cleaver will almost always hit its target. It disappears shortly after being thrown.

### 6 SP

**Butcher**

Use your knowledge as a butcher to deal devastating damage to an enemy, cutting at the most essential or vulnerable parts of the body. Your weapon must be a blade of some kind.

## Recipes

The following recipes are the ones known by default by any Cook. More recipes can be learned or invented.

*No recipes are currently known*

## Available Races

* Human
* Goblin
* Trickster
* Mossfill
* Finchord
* Giant
* Sosqa
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Gnoll
* Rommoth
* Shellfolk
* Mandrillian
Dalia Mourn

**Dalia Mourn** was a darkspeaker, encountered by Myrin Lithron on Day 2. She requested an escort from Foulrock Harbour to the Dark Forest, and later revealed herself to be a worshipper of the Death God Agranath. She was killed on Day 3, after which she was reanimated by Agranath then killed a second time as a ghoul.

## Story

### Day 2

Myrin, having been tasked with going to the Dark Forest, informed his group of this. Dalia overheard him, and told the group that she was to go that way too, to visit her mother living in the forest. She asked if she could join, and the group agreed for her to come along. When travelling through Graines' Monastery, she said that the town made her uncomfortable, and that they could spend the night at her mother's place instead. The group agreed, and they moved on. In the forest, they were attacked by two goblin bandits, who the group killed while Dalia fled into the forest. As they arrived at her mother's place, she revealed herself to be a witch doctor and worshipper of Agranath. She intended to take the souls of Myrin and his group and feed them to Agranath. Seppor blocked her way, protecting his allies, allowing them to flee. They did so, escaping from a group of cultists - also followers of Agranath. Dalia empowered herself with the powers of Agranath and followed them to the Dead Church. Here, she attempted to kill them by summoning an aberration of pitch black smoke. The smoke fought Seppor for a while, before it turned to Astrid, who was eventually killed by it. When Seppor, Aryenn and Storm went to fight Dalia herself, she fled before she could be killed, leaving the killing up to the cultists. One cultist used Astrid's soul, as well as his own, to feed to Agranath who was then awakened.

### Day 3

On their way to Dark Bastion, Thawsye, Seppor, Myrin, Adrian Morwick and Chelle - a Foulrock spy - came upon Dalia Mourn and two other cultists. The group attacked them. Dalia ordered the cultists and a number of ghouls to attack. Chelle attempted to kill Dalia, but Dalia turned herself to smoke and took over Chelle's mind. Chelle turned on her allies, attacking them, getting herself killed. While Myrin and Adrian were busy dealing with the ghouls, Dalia's attention was turned to Seppor and Thawsye. The cultists and ghouls were eventually killed, leaving Dalia alone to deal with the group. Dalia attempted to take over Seppor's mind, though Seppor's abilities as a Monk allowed him to evade the mind control. Thawsye used Mind Shatter on Dalia, turning Dalia into a lifeless husk. Agranath, enraged, reanimated Dalia and several other corpses. Seppor, Myrin and Myrin's wolf Ayrenn together killed Dalia and the ghouls. Dalia's corpse was left were she fell.
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Vitrea, The City of Glass

The mystical city of the **High Elves**, Vitrea is located in the **Feywild**. Vitrea stands as a defiant tribute to permanence in the chaotic and savage realm of the fey. Much of the city is constructed from glass that has been magically shaped to mimic the appearance of foliage and twisting vines.

## The Vitraean Empire

The elves loyal to Vitrea are known as Vitraeans. They have a cutthroat, aristocratic society supported by a plane-spanning military empire. Several (human) generations ago, the Vitraeans invaded the material realm of **the Riverlands**, seizing territory and resources. Wars against the Vitraeans left an already chaotic region in further disarray, with many mercenary companies owing their existence to the period of wars against the elves.

### Starry Falls

An ancestral home to surface **gnomes**, Starry Falls is located in the northwest quadrant of the Riverlands, within an immense forest. The settlement was one of the first acquisitions of the invading Vitraeans, and now serves as their foothold and seat of power in this corner of the material realm.

### The Devas Desert

Recently a small unit of Vitraean scouts was spotted coming out of the deep desert to the west of the Riverlands. Their purpose is currently unknown, but it was noted that these scouts had begun their journey somewhere in the desert and were making their way *out*.

#### The Oasis Camp

A band of adventurers affiliated with the **Ruby Vines** shared with **Tevindra** the location of a natural oasis, twenty miles to the west of **West Midway**. In the weeks since, the Vitraeans have deployed a small force to fortify that position and potentially claim it as a permanent strategic resource for the empire.

## Notable Vitraeans

* Marquis Failond Turnglass

* Archduchess Mya Turnglass
* Rivell Elmbough (spouse to Mya Turnglass)
* Tevindra (current military officer)
* Caledwyr (former soldier)
Seppor Remantu

**Seppor Remantu** is a member of the party.

## Backstory

Born into a family of arwin living on the plains of Southern Baramy, Seppor had few worries during his early years. His family lived in a tight-knit, self-sustaining community, where attacks were rare as the strong kinship of the group made everyone protect everyone. This allowed Seppor to follow in his parents' footsteps by following the Elements, pleasing the elemental lords. Furthermore, Seppor had a natural talent for hand-to-hand combat. His calm demeanor and non-confrontational persona made him be chosen as the apprentice of the community's monk, who taught Seppor to contact the spirit world and act as a link between the living and the dead.

Seppor's community would often send warriors to those in need, standing up for the weak and helping those who couldn't help themselves. Seppor fully believed in that mindset and also knew to treasure what he had, knowing about the slavery of arwin he never had been forced to exerience himself. For those reasons, it was obvious to the community of arwin that they had to help when they heard of the Void Scar. Leaving their home behind, they all travelled to it, ready to fight.

And fight they did. Seppor himself, as one of the two who could commune with the dead, often stayed behind during battles, despite his strong fighting abilities. The battles were tough, with more and more of the arwin group dying every day, including Seppor's parents. Despite that, they kept fighting, knowing the fate of the world was at stake. Eventually, they became so few that Seppor too had to join the fighting. After the Void had been defeated, only three of them remained. One left shortly after, for unknown reasons. Seppor and the last remaining arwin of his community and long-time home travelled together for many months, until his friend perished during an ambush. Now alone, Seppor travelled the world, looking for a purpose, which eventually led him to Roppor and Ornett Village...

## Reputation

  Foulrock Darkspeakers | 270 / 1,000 | Favourable

## Spellbook

**Enter Spirit World**

Enter the spirit world for a short time. Your body stays where it is, while your soul travels to the spirit world.

**Sweeping Strike**

Hit all enemies around you with such incredible speed that the hits are near impossible to counter. This spell needs a short time before it can be used again.

**Fiery Fists**

Set your own or an ally's fists on fire. It does not hurt you or your ally, but acts as regular fire to all enemies.

**Ascendence**

Leave the material world behind for a short while. You will disappear from this world and all enemies will entirely ignore you for a while when you return.

**Touch of Death**

Use an ancient and forbidden technique, instantly killing an enemy. Can only be used once per day.

**Flake**

Your skin turns to earth. The next few attacks or blows hitting you will be ignored.

**Hurricane**

Start a hurricane, damaging and blinding your enemies.
Monk

**Monk** are excellent martial artists, able to do devastating damage in hand-to-hand combat. Through their quiet mind, they are able to draw out their power and unleash it to their enemies. They are also able to enter the spirit world and communicate with the dead.

Every skillpoint put into Monk will make you stronger and allow you to stay in the spirit world for longer.

## Spells

### 1 SP

**Flash Hit**

Strike an enemy with such incredible speed that the hit is near impossible to counter. This spell needs a short time before it can be used again.

### 2 SP

**Enter Spirit World**

Enter the spirit world for a short time. Your body stays where it is, while your soul travels to the spirit world. How long you can stay depends on your skillpoints in Monk.

### 4 SP

**Pummel**

Hit an enemy countless times within just a few seconds. This does quite a bit of damage to the enemy, as well as distracts.

### 6 SP

**Sweeping Strike**

Hit all enemies around you with such incredible speed that the hits are near impossible to counter. This spell needs a short time before it can be used again.

**Ascendence**

Leave the material world behind for a short while. You will disappear from this world and all enemies will entirely ignore you for a while when you return.

### 10 SP

**Touch of Death**

Use an ancient and forbidden technique, instantly killing an enemy. Can only be used once per day.

## Available Races

* Human
* Trickster
* Ghoul
* Ratling
* Darkspeaker
* Light Elf
* Arwin
* Mandrillian
The Untied

**The Untied** is a group of former arwin slaves, banded together to protect each other.

## Challenges

The following are the challenges this faction is facing. Helping them overcoming these will make the members of this faction very happy with you, and might result in rewards.

* **Slaving Pirates:** Pirates occasionally visit the port of Mo'utan to trade, but among their cargo are often rommoth slaves. The Untied have sworn to end slavery for all, but cannot fight the pirates alone.

## Reputation Rewards

* Warrior spells
* Shaman spells
* Artisan spells
* Artisan recipes
* Weapons & armor
* Food
Vitrea

## Overview

Vitrea is a city in the Feywild led by an Aristocracy. Much of the city is made of glass that imitates the appearance of foliage and twisting vines and branches. The High Elves who live in Vitrea are very long lived. A lot of people think that the city itself is front against the chaotic nature of the Feywild. Citizens of Vitrea may point out the design is a tribute to the chaos. The irony of a permanent tribute to the ever-changing is probably not lost on Caledwyr, and thus he likely went for a change of pace.

As for the aristocracy, it changes as nobles go in and out of favor. At the moment Mya and Failond Turnglass are siblings who are de facto leaders. Mya is an Archduchess married to Rivell Elmbough, who comes from a family of renowned magicians. Her brother Failond is a Marquis with many friends, and few enemies that are both alive and in political favor. He knows that public shunning is even more effective than having someone offed.

Ranks of nobility don't pass to family members in a line of succession automatically, but that is often the case as the process of joining the aristocracy is essentially by invitation, and appointments are given when agreed upon by a quorum of people of the appropriate rank.

Everyone in the city is trying to claw their way to the top. The most chaotic thing in Vitrea may be the alliances of convenience. Children learn magic or swordplay or crafts in order to become Scholars, Soldiers, or Artisans who strive to be Deans, Officers, or Guildmasters in order to become valuable enough to do the right favors for the right people.

Naturally, there are a lot of people who have no chance of rising through ranks. Bastard half-elves like Renton included. There are also other fey creatures who do day to day things. Ethical debates over tricking fey creatures into temporary or extended servitude really aren't had. If a creature makes a deal and it didn't think appropriately about the phrasing, that will be water under the bridge soon enough.
Brewmaster

**Brewmasters** use fruits, herbs, vegetables and other plants to create different kinds of brews - coffee, tea, beer, spirits. All of which are valuable, and many give powerful advantages.

Every skillpoint put into Brewmaster will make you better at brewing.

## Spells

### 2 SP

**Specialist, Tea**

Become a specialist in making tea. Your teas are worth much more and their effects are much stronger.

**Specialist, Coffee**

Become a specialist in making coffee. Your coffees are worth much more and their effects are much stronger.

**Specialist, Beer**

Become a specialist in making beer. Your beers are worth much more and their effects are much stronger.

**Specialist, Spirits**

Become a specialist in making spirits. Your spirits are worth much more and their effects are much stronger.

### 6 SP

**Golden Brew**

Turn any kind of tea, coffee, beer, spirit or wine into a Golden Brew. Golden Brews are very valuable, and can also be drunk to increase Strength, Intelligence and Agility by 100% for a short time. Can only be used once per day.

### 8 SP

**Specialist, Wine**

Become a specialist in making wine. Your wines are worth much more and their effects are much stronger. Also learn a series of wine recipes.

## Recipes

The following recipes are the ones known by default by any Brewmaster. More recipes can be learned or invented.

**Coffee**

*Regular coffee. Prevents fatigue for a little bit, and can be sold off.*

* 2 Coffee Beans

**Herbal Tea**

*A tea with an effect based on the herbs used*

* 2 any herbs

**Fruit Tea**

*A pleasant fruit tea. Doesn't give any special effects, but can be sold off.*

* 2 any fruits

**Vegetable Tea**

*A tea with a weak effect. Can be sold off.*

* 2 any vegetables

**Joygrass Beer**

*A weak beer. Strengthens whoever drinks it by a little bit for a short time.*

* 4 Hops
* 2 Joygrass

**Fireweed Liqour**

*A strong liqour. Whoever drinks it will occasionally spew fire at their enemies.*

* 4 Barley
* 4 Fireweed

## Available Races

* Human
* Goblin
* Trickster
* Ghoul
* Sosqa
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Gnoll
* Shellfolk
* Mandrillian
Light Elves

**Light Elves** are the last remaining race of elves on the planet. These elves have devoted themselves to serve the Light, and have infused themselves with the powers of the Light. They are all highly religious, never faltering from the Light's rules.

Light Elves are generally liked.

All Light Elves follow the Light.

## Abilities

Light Elves must follow the Light.

Light Elves start with 2 free points in the Priest class.

## Factions

* **Light's Assembly:** Fleeing conflicts on the Runic Isles, a group of Light Elves settled down in Roppor, in a small gnoll village. Here they built a church to the Light and attempted to convert the native gnolls, though with little success. The town eventually grew and is today known as Kor'toh Assembly.

## Notable People

* **Myrin Lithron:** Member of the Party.
* **Marian Silver:** High Priestess of Light's Assembly.

## Available Classes

* Warrior
* Ranger
* Hunter
* Mage
* Fisherman
* Archeologist
* Monk
* Brewmaster
* Bard
* Priest
* Rogue
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Cook
	+ Tailor
Tricksters

**Tricksters** once were the original habitants of the island of Al'Kanaar, but wars have forced almost all tricksters off their home island. Many live in smaller settlements around the world, trying to get by using their gentle and curious nature.

Tricksters are generally well liked by most other races.

Many tricksters follow either the Light or the Elements.

## Abilities

Tricksters start with 2 free points in the Archeologist class.

## Factions

* **Mo'utan:** A small gathering of tricksters travelled to Roppor after the invasion of Al'Kanaar. They settled down on the coastal village of Mo'utan, where they make up a large part of the population. Almost all tricksters in Roppor live here.

## Notable People

* **Ta'lan:** Leader of the Mo'utan Tricksters.
* **Ek'telan:** King of Al'kanaar.

## Available Classes

* Warrior
* Ranger
* Hunter
* Mage
* Fisherman
* Archeologist
* Shaman
* Monk
* Brewmaster
* Bard
* Priest
* Rogue
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Cook
	+ Tailor
	+ Boneworker
Oakmoor

Located on the West River downriver from **West Midway**, Oakmoor is a way station and trading post for ships and barges traveling to and from the city to the north. It began as a very simple and rustic set of docks, but over generations has expanded to become a comfortable, if not particularly prosperous village.

The lack of major settlements near Oakmoor currently stifles its growth, and the river trade mostly consists of providing refreshment and distraction to barge crews staying overnight. This fact is very noticeable even to a casual observer. For being such a small village, Oakmoor has multiple taverns and gambling dens.

### Trade with Phandalin

In the distant past, Oakmoor was a more important trade port in its own right. Ore and gems from **Phandalin** to the east came through Oakmoor, sent both upriver to West Midway and downriver toward the coast. With the abandonment of Phandalin roughly 200 years ago, that economy dried up and Oakmoor became what it is today.

A disused and dangerous road still connects Oakmoor and Phandalin, which has recently been resettled.
Light

The **Light** is a faith followed by many different races on Taris. Especially light elves, dwarves, humans and tricksters are followers of the Light.

Followers of the Light must remain lawful, and help any Light-following creature in need. They must also do what they can to convert heathens and spread the word of the Light. Murder in any shape is a last resort, even when it comes to enemies, and healing allies is much more preferred to followers of the Light.

## The God of Light

The Light only has a single god: the God of Light. Priests are able to communicate with the God of Light, asking for favours. His powers are especially effective when it comes to healing, but he will also occasionally smite heathens and the enemies of his priests.

The God of Light resides in an unknown realm.
Wingline

**Alignment** |  Foulrock Darkspeakers
Outcasts of Roppor

**Wingline** is a harbour village located on the northern end of Foulrock Island. It is located close to Dark Bastion. A ferry connects the village to Altorn Island.

## History

A lighthouse was constructed on Altorn Island, and a temporary camp for the laborers set up on the coast of Foulrock Island while the construction was underway. Many of these laborers decides to stick around the lighthouse after construction finished, finding the area ideal for fishing and hunting. A village was initially formed on Altorn Island, but the small island quickly proved incapable of holding more than a few people comfortably. Instead Wingline was settled.

## Facilities

* Inn
* Church of the Light
* Harbour
* Ferry to Altorn Island
* Lighthouse (on Altorn Island)
* Class Trainers:

The village is also the location of a farm and a small fish market.
Tailor

**Tailors** use cloth to create magical robes, as well as various different items such as voodoo dolls and flying carpets.

Every skillpoint put into Tailor will make you better at tailoring.

## Spells

### 1 SP

**Enchant Cloth**

Enchant a piece of cloth armour to give it magical benefits. You can attempt to determine which benefits, with better success at higher Skillpoints in Tailoring.

*Requires a piece of cloth armour*

### 2 SP

**Thread**

Turn a piece of cloth into regular thread.

### 8 SP

**Flying Carpet**

Turn a carpet into a flying carpet for a short while. You can control the flying carpet.

*Requires carpet*

## Recipes

The following recipes are the ones known by default by any Tailor. More recipes can be learned or invented.

**Robe**

*Regular robes can be easily made by any tailor.*

* 2 of any cloth
* 2 thread

**Carpet**

*Carpets can be enchanted to become flying carpets. They can also be sold off for a fair bit of money.*

* 10 of any cloth
* 10 thread
* 2 Arcane Thread

## Available Races

* Human
* Goblin
* Trickster
* Ghoul
* Sosqa
* Ratling
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Gnoll
* Shellfolk
* Mandrillian
Mossfills

**Mossfills** are creatures made of a variety of plants and trees. Their body itself is inhabited by countless insects and birds, tending to the plants on the mossfill. Mossfills are nature itself, so much in touch with it that almost any God of Nature will heed their call without any question.

Mossfills have been hunted down by many other races, as the wood on their bodies have incredible magical properties.

All mossfills follow the Nature faith.

## Abilities

Mossfills must follow the Nature faith.

Mossfills start with the following spell:

**Regenerate**

The insects and animals on and in your body repair the damaged parts of you, healing you for a small amount.

## Factions

* **Unlut's Disciple:** Unlike most others in the Outcasts of Roppor, the mossfills of the nation have settled down in Roppor simply because they wanted to. They did not flee, they meant to come here. From the village of Lake's Circle, the mossfills worship the God of Trouts, Unlut. They protect the god and carry out his will, while also protecting the outer borders of Roppor.

## Notable People

* **Nahman Erlon:** Grand Druid of Unlut's Disciple.
* **Shalonzor:** Grand Druid of the Protectors.

## Available Classes

* Warrior
* Ranger
* Hunter
* Fisherman
* Archeologist
* Alchemist
* Druid
* Rogue
* Artisan
	+ Woodworker
	+ Cook
Tornag

**Tornag** is a Goblin rogue whose clan was liberated and integrated by Koren after their windmill was destroyed. Tornag is smarter than most goblins and has studied the arcane to some degree. His latest venture has been to attach himself to Koren in the hope

   that Pelor bestows power onto him. He has thus far been successful and has begun down the path of devotion to the light.

## Temple of the Brightflame

**Tornag**arrived at Castle Rend after the battle and began work inside the temple to **Pelor** that **Koren** and his patron created. Here is began learning the teachings of the faith of the brightflame.
Boneworker

**Boneworkers** is a subclass under Artisan. They are craftsmen, using the bones from their enemies to carve powerful figurines infused with the powers of the Gods of Nature. They can also raise the bones to fight for them, or call upon the God of Bones, Sorthanir. They can also, of course, carve powerful weapons or light armour.

Boneworkers are able to work in bones, horns and ivory. Each skillpoint put into Boneworker improves your skill at boneworking.

## Spells

### 1 SP

**Enchant Figurine**

Enchant a bone-carved figurine in the name of a God of Nature, receiving that God’s blessing. Enchanted figurines can be used at any time to make use of this blessing.

*Requires Figurine*

**Glue of Sorthanir**

Enchant a bone-carved weapon’s handle, making it impossible for its wielder to ever drop it.

**Shatter**

When wielding a bone weapon, you can cause it to shatter in an explosion of bone fragments. This destroys the bone, but can severely hurt enemies struck by the fragments.

### 2 SP

**Wrath of Sorthanir**

Inflict the wrath of the God of Bones upon your enemies. You must stay still and direct Sorthanir’s wrath while casting this spell.

**Spearhead**

Raise a pointy bone and make it float in the air, before you send it at unimaginable speed towards your enemy.

### 4 SP

**Blessing of Sorthanir**

Pray to the God of Bones in an attempt to heal a broken bone.

### 6 SP

**Bone Familiar**

Enchant a bone-carved figure to bring it to life, making it fight by your side.

*Requires Figurine*

### 8 SP

**Cyclone of Bones**

Using a bone-carved fetish, raise a tornado of bones. You can steer this deadly tornado around as you wish.

*Requires Bone Fetish*

### 10 SP

**Sorthanir's Will**

Allow Sorthanir to enter your body, making you a manifestation of Sorthanir. You gain all the powers of the God of Bones, enabling you to shatter the bones of your enemies with a single snap of your fingers. You're also able to conjure bones out of thin air, or cause the bones of your enemies to grow into deformities, ripping them apart from the inside.

## Recipes

The following recipes are the ones known by default by any Boneworker. More recipes can be learned or invented.

**Figurine**

*Figurines are used in some Boneworker spells. They are also somewhat valuable.*

* 1 bone or horn

**Small weapon**

*Daggers, knives and similar small weapons can be crafted by Boneworkers. Arrowheads and weapon-handles for larger weapons can be constructed as well.*

* 2 bones or horns

**Bone fetish**

*Fetishes are used in some Boneworker, Shaman and Witch Doctor spells.*

* 4 bones or horns

## Available Races

* Trickster
* Giant
* Ghoul
* Sosqa
* Ratling
* Komolac
* Pygmy
* Dwarf
* Arwin
* Gnoll
* Rommoth
* Shellfolk
* Mandrillian