recursal/Fanatic-Fandom huggingface dataset:
Leodra

Der bekannteste und gefürchteste Predator in Yidáli ist der Leodra. Sein Jagdgebiet ersteckt sich über die gesamte Wildniss von Yidáli. Die mänlichen Leodra ziehen umher während die weiblichen sich in festen Regionen aufhalten. Besonders häufig findet man diese Kreatur in den Wäldern von Yidáli. Die wohl tödlichste Waffe des Leodra ist sein Speichel. Aus einer bestimmten Drüse, die sich im oberen Kiefer befindet, produziert der Leodra ein leicht entzündliches Sekret. Durch das zusammenziehen eines bestimmten Muskels im Rachen des Leodra entsteht ein Funke der die Flüssigkeit entzündet. Der so entstehende Flammenatem kann schwere Verbrennungen hervorrufen.

Besonders unter den Krieger der Yidáli ist der Leodra ein bekanntes Wappentier. Sein Fell wie auch andere Teile seines Körpers werden sehr gerne als Stoff für Rüstungen und schmuckvolle Kleidung verwendet. Verschiedene Tempel beten den Leodra an, da er als Hauptnahrungsquelle Oni und andere bösartige Wesen bevorzugt. Er scheint eine besondere Nahrungsaufnahme zu betreiben. Dadurch ist es ihm Möglich auch nicht materielle Wesen zu verspeisen.
Bolfnar's Chosen

Bolfnar's Chosen are a loose coalition of mercenaries who work in the areas around Hargvost and the Toils. They sell their services to the various city-states of the area, and they have gained a reputation as some of the fiercest fighters in the lands. Most of the membership consists of humans who worship Bolfnar, but others are permitted to join as long as they prove themselves. There is no real overarching leadership to the group. The person in charge is generally the most experienced in the area at the time.
Minotaur

Minotaurs are natural explorers who serve as navigators on any ship worth its salt. Their uncanny ability to create infallible maps in their minds is an invaluable gift for naval travel. The minotaur homeland is a cluster of islands south of Eddenroth's Maw. They can also be found everywhere in Aedrith.

Minotaur society is shaped by strength. Trials by combat are how most disputes are settled, and it is also how leaders are elected. If one cannot defend themself, then they are not worth the trouble of saving. Minotaurs are also rather serious about oaths and contracts, and they will almost always keep their words. They are also the most loyal companions a person can find, as long as that person proves their own worth.

Minotaur strongholds usually support themselves by piracy or slavery. Their main customers for slaves are the dwarves and humans of the area. Most of the time, minotaurs will attack pirate ships or abduct other criminals, as nobody will miss them when they are shackled.

Unlock most creatures, minotaurs shun the gods. They see blind faith and subservience as weakness, so they refuse to pray to someone to solve their problems.

-Ability Score Increase. Your Strength score increases by 1.
-Conqueror’s Virtue. From a young age, you focused on one of the three virtues of strength, cunning, or intellect. Your choice of your Strength, Intelligence, or Wisdom score increases by 1.
-Age. Minotaurs enter adulthood at around the age of 17 and can live up to 150 years.
-Alignment. Minotaurs believe in a strict code of honor, and thus tend toward law. They are loyal to the death and make implacable enemies, even as their brutal culture and disdain for weakness push them toward evil.
-Size. Minotaurs typically stand well over 6 feet tall and weigh an average of 300 pounds. Your size is Medium.
-Speed. Your base walking speed is 30 feet.
-Horns. You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
-Goring Rush. When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
-Hammering Horns. When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
-Labyrinthine Recall. You can perfectly recall any path you have travelled.
-Sea Reaver. You gain proficiency with navigator’s tools and vehicles (water).
-Languages. You can speak, read, and write Common.
Skalds

The Skalds are a group of bardic storytellers who travel among the islands of the Toils telling stories and singing songs of legendary figures. Though they are mainly itinerant entertainers, they will occasionally take up the sword and head out to find new stories to record for future generations. The Skalds are based out of Hargvost, where they perform constantly at the Great Amphitheater.

A skald appearing in a remote island village causes a spectacle that everyone will drop their work to see. They are regarded with great reverence by the common folk, and they have no problem finding lodging and sustenance in these lands. However, many skalds have been brutally murdered after failing to entertain their audience properly.
Lore

## The Migration

In prehistoric times, the humans fled from the eastern lands of Aedrith. They were pursued by some forgotten foe, and they settled in the lands where the city-state of Hargvost now exists. On their way west, the humans had to fight their way through many obstacles: orcs in the Bloodfields, elves in the Feywood, and the goliaths of the Fjords.

## Settling the Toils

There was a civil war in the human city-state of Hargvost after a few generations. The losers of the conflict left in their longboats to settle the nearby islands to the northeast. They were almost wiped out in the first winter by goliath and orc raiders, but they somehow managed to stay strong.

After two centuries, all of the islands of the Toils had been settled. Now city-states began to form and exert their control over the smaller settlements around them. It was during this time that trade with the elves and dwarves began to flourish, and an easy peace with the goliaths was reached.

## Hafscarl's Folly

A great leader arose among the humans in Hargvost named Verok Hafscarl. He became tired of constantly fighting off the orcish raiders, so he gathered together a large fighting force and convinced men and women from all over the Toils to join him in his voyage.

He took he fleet up the bay that would one day carry his name and set up camp in some nearby halfling lands. It is from there that he launched his attack upon the Orcish strongholds. At first, they raided Orcish camps and managed to defeat them handily with their concerted efforts and superior tactics. When the first stronghold fell to Hafscarl's army, his army cheered and feasts for three days straight. When they awoke on the fourth day, all morale immediately drained from the men.

The Orcish hordes had temporarily come together to obliterate Hafscarl's men. As his army looked on, the stronghold they occupied became surrounded by orcs in every direction. An ocean of screaming hatebeasts undulated around the terrified humans. Rocks began to batter the stronghold, and when half of the walls were down, the orcs surged in. The slaughtered, mutiliated, and tortured every human in the stronghold for a week, streching out the torment for as long as they could. After that week, Hafscarl was the only human left alive, with his eyelids cut off by the orcs so he could observe everything that was happening to his men. The Orcish leaders finally flayed him alive and feasted upon his flesh.

It was many generations before the human population stabilized to the level it was at before Hafscarl's voyage.
Tunneler

The Tunneler is a primordial creature. It lives in the bowels of the Underdark, tunneling the thick crust of the World Turtle's shell. The labyrinthine tunnel systems used by the drow, deurgar, and other Underdark creatures were created by the Tunneler. However, the Tunneler can sometimes destroy its own tunnels or change their courses, which makes navigating the Underdark a dangerous undertaking.
Goliath

Goliaths are large and hardy fighters who live in tribal societies in the frigid northern reaches of Aedrith. Their history is one of warfare and conquest, as they live a life of pillaging and ransacking their neighbors. As such, they don't have many diplomatic ties with the other races. However, some exiles or goliaths filled with wanderlust will journey out of their tribes and seek employment as mercenaries or guides. They proved invaluable in the colonization of the Toils.

The largest concentration of goliaths among the fjords of the Feywood, settling close to the Jotunlund.

Goliaths have no formal religion, as they simply worship their ancestors. Particularly strong or wise people are said to be imbued with the spirits of strong ancestors. The shamans and other mystics of goliath tribes can sometimes create magical effects by channeling power from the spirit world through their ancestors.

**Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1.

**Age.**Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

**Alignment.** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on selfsufficiency and personal accountability, pushes them toward neutrality.

**Size.** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Mountain Born.** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

**Natural Athlete.** You have proficiency in the Athletics skill.

**Stone’s Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

**Languages.** You can speak, read, and write Common and Giant.
Kopa

Kopa is a trickster god who delights in deceit. He is the patron god of thieves and some politicians. When he grants his boon, his faithful can tell outlandish lies that are readily believed. Some can even change their appearance entirely. Some assassin orders also pledge themselves to Kopa for his boons. He values those who hide their true selves at all costs. His symbol is a pale mask.

Tenets:

* One should constantly shift their identity. To get close to others is a death sentence.
* One should remain hidden in the shadows. Recognition and fame are to be avoided.
* One should spread lies and misinformation at every opportunity.
Bladesingers

The Bladesingers of Sawythil are the last vestiges of an elite military force that once numbered in the thousands. They protect the ivory throne and the rest of the noble High Elven family. The Bladesingers are the last line of defense for the last kingdom of high elves, and their work sometimes takes them into the field to make preemptive strikes against would-be aggressors. Typically only full-blooded elves join the Bladesingers, but there are several half-elves in the ranks. The elders require at least 100 years of training before someone is even considered for membership.
Harvesters

The Harvesters are devout followers of Eddenroth who seek out those who try to break the natural cycle of life and death. Their main targets are those who have been resurrected without the blessing of Eddenroth, liches, necromancers, and other undead. A great many of their number work to clear the old Elven and giant ruins that are spread out in the area around the Toils.
Ancient Feather

The Ancient Feather is a primordial creature and a massive, four-winged roc that soars high above Aedrith. Its four wings beat the air, causing the breezes of the world and also some of the windstorms. It is the creator of all rocs in the world. Many aarakocra worship the Ancient Feather as a god, and they leave tribute in their aeries to appease the primordial creature.
Mountain Father

Ka'az Nogaak, known as the Mountain Father in the common tongue, is the god of the dwarves. He created his children in his own image, and he ingrained in them many of the values he holds dear. The dwarves were created to be wardens of the deep, in order to strike out and destroy any monstrous creatures living there.

He values loyalty to family and customs. As most dwarves will tell outsiders, practices become customs because they have worth and they work. Ka'az Nogaak also values quality in everything. His teachings tell that individuals should burn out the impurities, much the same way as is done with ore in the forge. Mediocrity should never be a stopping point. Dwarves have developed quite a materialistic outlook on life because of these beliefs, since they are taught from birth to only accept things of top quality. His symbol is a gilded anvil.

Tenets:

* One should value traditions and not easily forsake them.
* One should do their best to create items of value that are also of the highest quality.
* One should shun anything of low quality, as it cannot be trusted or relied on.
Grimsa

Grimsa is one of the city-states of the Toils. They are second only to Hargvost with regards to shipbuilding, and the forests of the island are an important source of lumber. It is also the second largest in terms of population, with around 600 people living there (in the whole area including the other small islands around Grimsa there are about 1,000 people). Grimsa has the most contact with the dwarves and elves out of all the city-states, and as such they serve as the ambassadors of all humanity. Consequently, they are the most tolerant of all the city-states. Their patron deity is Haverge.

The Jarl of Grimsa is Haklang the Old. He is by far the oldest of all the jarls in the Toils, which speaks to his measured temperament, as many a lesser jarl has been cut down in a mutinous storm of steel.

A number of smaller island villages fall under Grimsa's domain.

* Isforjr is a trading outpost that was founded as a pirate stronghold. Many say that pirates still resupply and sell goods there. Chief Orcbane is the leader here. He is a goliath and former member of Bolfnar's Chosen. Orcbane, along with his crew, took control of the area from pirates many years ago, and they have ran the resulting village as a trading post since then.
* Krosgar is a village of shepherds. A group of Haxa also make their home here. Chief Mortung rules over the area, and he uses the Haxa as advisors in many matters of importance.
* Skalling is second in power only to Grimsa. Chief Horkblud rules over the island with an iron fist, and he does so with the wealth that his mines produce. The mines of Skalling produce a great deal of ore, and the arms and armor made there are traded all over the Toils.
* Urgt is a small fishing village in the area that supplies a goodly portion of the domestic food in the area. Chief Gromya, a former fisherman himself, rules this area.
Half-Elf

From time to time, some humans will travel into the Feywood, forsaking their civilized lives to live among the wonders of nature. This can sometimes result in curious elves making friends with said humans, and some elves find the human outlook and condition to be fascinating. This is how half-elves are made. They typically look mostly human, with very few Elven characteristics besides a strange eye color, a slight frame, or pointed ears. Most who behold them find them incredibly attractive due to their exotic looks and natures.

Half-elves combine the strengths of both their heritages to great success. They have the tenacity of short-lived humans and the enhanced wisdom and intelligence that comes with the long life of elves. Though they treasure these gifts, it comes at a price. Half-elves typically are not accepted by Elven society, so they must live among humans. The humans tend to exploit their beauty, so they generally end up in the sex trade or are forced to marry whatever merchant can supply enough gold for them.

#### Ability Score Increase

Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.

#### Age

Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

#### Alignment

Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

#### Size

Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

#### Darkvision

Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

#### Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

#### Skill Versatility

You gain proficiency in two skills of your choice.

#### Languages

You can speak, read, and write Common, Elvish, and one extra language of your choice.
Skarjek

Skarjek is the god of murder and devils. He values followers who murder for the simple sake of doing it. He is also the embodiment of hedonism, and his followers are urged to follow their every whim, no matter how unlawful or evil. There are blood cults dedicated to Skarjek that abduct people and murder them for sport and sacrifice. His domain is the Nine Hells, where he presides over the devils of the deep. His symbol is a bloody, grinning skull.

Tenets:

* One should kill them all.
* One should bathe in their blood.
* One should do what they want.
Kopakin

Kopakin agents operate as a loose thieves' guild across the multiple islands of the Toils. They are responsible for the black market in these areas. Various rogues and assassins make up their ranks, and the majority of them call Hargvost home, where it is said that the Kopakin even have the ear of the Jarl there.
Binders

The Binders are a group of mages who study the other planes of existence. In their studies, they found that links to the other planes exist in the form of planar portals. They now make it their duty to protect these places from the monstrous creatures that sometimes spontaneously manifest. Some have been said to travel to the other planes to make deals with powerful entities for enhanced magical abilities. Many of the Binders worship Limmerund.

Most of the human arcane magic users have studied with members of the Binders, and they keep small circles in each of the major city-states in hopes that those with magical aptitude will join their order. Even if they decide to leave the order, the Binders are content to know that they have perhaps instilled a bit of discipline into someone with unpredictable power.
La Chopper

**La Chopper** was a dominant alliance that spun off from the Donkey Kong Krew in *Escape the Complex 1*.

In response to the broken solidarity within DKK, the alliance formed with the goal of reclaiming the power in their core threesome. The members of La Chopper are best known for giving each other codenames.

## Members

 **Jury**

 **Jury**

 **Runner-Up**

**Affiliate**

 **Jury**

**Nicknames**
Brian - "Crater"
Kandace - "Miss Hatchet"
Luke - "Barreler"
Indri - "In-Check"
Zerg Advanced Tips

* When you run out of rocks for your drones to mine, use larva's massive rockfall ability to obtain more rocks
* Using Massive Rockfalls near miners is an excellent way to reduce their base area and delay the miners
* Broodlings are controllable by the player. This can be useful for attacking or mining.
* The Queen's Corrosive Sprayer and Seismic Shot are excellent ways to clear minefields.
* Creating Spawning Pools near miners can be an effective way to delay the miners as it acts as a very tanky creep tumor at the cost of 100/100. This is especially good to deny early Vespene refineries and the 6 broodlings that spawn when destroyed are strong early on.
* You can chain Sticky Slime together with your teammate for a perma-fungal growth.
* Hide your ziggers inside rocks to protect them and always salvage any Zigger that is about to die
* Using a Nydus on the Overmind during an earthquake is a way to mass spawns before sending them at miners. This is because units will spawn at the Overmind and be stuck there until the Nydus ends. This will not work if the rocks protecting the Overmind is destroyed.
* At the start of the game, concentrate both your hero and a drone on clay and stone rocks to get enough funds to get larvae as soon as possible
* Take advantage of Spawn Infestor from Hatchery whenever it is off cooldown
* In most games, you can keep tabs on miners' progress by looking at the location of the nuke on the minimap
* Sync spawners together so all the units spawn at once for maximum spawner efficiency. Even better is if you share control with your teammates to sync their spawners to yours.
* Always carry 1 stem cells whenever possible.
* Allow the player with the highest mutation points to get the vespene geyser for maximum efficiency
* If you happen to catch a miner alone in a narrow hole, you can spawn creep and make buildings to block the miner from escaping
* Destroying a mechanic's terrazine will disable him from making tanks and his existing tanks will be drained of energy rapidly
* Early on, don't try to 1 vs 1 miners. You'll need more stats, spawns, and items to properly engage them
* As Ultralisk, if you can't find any units to devour, you can teleport a larva to you to consume.
Introduction

## The Land

Aedrith is a land of ice and blood. The humans live in a loose peace with the other races of the area, and they all strive to combat the many threats of the area. Giants and orcs attack from every angle, and unspeakable creatures crawl out from the seas to drag sailors into their depths.

Most travel around the area is done on quick longships that are built to slice through the icy waters between the many islands and fjords of the area. Sailing is a deep cultural experience for the humans of the Toils, and virtually all of them take part in maritime activities of some sort.

## Magic

Magic users among any but the gnomes and denizens of the Feywood is extremely rare. Many who can utilize magic are sorcerers born with the gift. Some wizards study ancient information from books written before the time that the humans migrated westward. These tomes contain runes of power, which, when invoked and channeled, can produce magical effects.

Others who gain magical abilities do so as the behest of the divine powers. The shamans of the human tribes devote themselves to nature and the whims and powers that go with it. Clerics and paladins will typically devote their lives to service of the deity in return for some power of their own.

Though magic is incredibly rare and terrifying to normal folk, magic users are revered by their communities for the feats that can accomplish. Malevolent magic users are likewise feared by those who incur their wrath.

## Civilization

The lands of the humans consist of city-states that all determine their own fates, but the main city-state of Hargvost invokes their will upon all the others due to their resources and manpower. However, Hargvost does not hold complete sway. With no large kingdom or empire to undertake grand works, the powers of chaos and the monsters of the land run wild.

The dwarves have the most civilized lands, but they are mainly underground, and the Elven lands of the Feywood are more or less completely wild. What few settlements exist are always in danger of collapse or destruction.
Triton

Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in the world above. For most of their history they practiced a policy of isolationism, as they saw the problems of the land creatures to be far removed from themselves, but now they see that some threats can even reach their underwater sanctuaries.

Tritons are a noble and honorable people. They can come off as arrogant to those who live on the land, but that is because they have spent millenia protecting those who live on land from the horrors of the depths and they expect a certain level of gratitude. However, they see themselves as protectors of everyone, and they can prove to be staunch allies. Their ignorance of surface culture also leads to some embarrassing situations for them.

* **Ability Score Increase**. Your Strength, Constitution, and Charisma scores each increase by 1.
* **Age**. Tritons reach maturity around age 15 and can live up to 200 years.
* **Alignment**. Tritons tend toward lawful good. As guardians of the darkest reaches of the sea, their culture pushes them toward order and benevolence.
* **Size**. Tritons are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Languages**. You can speak, read, and write Common and Primordial.
* **Control Air and Water** A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud\* with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Emissary of the sea** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
* **Guardian of the Depths** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
Dawncallers

The Dawncallers are followers of Solfar whose goal is to stomp out all the creatures who live in the dark places of the world. However, they don't only hunt monstrous creatures. They will from time to time be sent out to cleanse an area of cults dedicated to gods like Skarjek (the god of murder). The Dawncallers are led by Jorund the Wise, an old human paladin who is said to be able to summon Solfar's mythic fiery spear to his side when it is needed in combat. He is a compassionate man, but he has no tolerance for those who seek to spread corruption in the world.
Halfling

Halflings are fun-loving affable creatures who make fast friends with any who they come across, and they always have a cozy home that they open up to visitors. Halflings live with a dual nature. On the one hand, they want nothing more than to relax by a cozy fire, but on the other hand they have a burning curiosity inside them that nudges them into the world to find new experiences and sights. Halflings are also, despite their diminutive size, the bravest creatures in all of Aedrith. They will face down a dragon if it means helping their friends, and it takes something incredibly horrifying to rattle them.

The halflings make their homes in the Stunted Plains, but they can also be found in many human settlements. Due to their close proximity to the Bloodfields, they are under a constant onslaught from orcs and goblinoids. This constant state of danger has led to their legendary bravery, as they are used to living in a constant state of siege.

Halflings are fairly religious creatures, but they have no pantheon of their own. Instead, they borrow from whatever religion they encounter believed in by other races. It is not unusual for a halfling to pledge their allegiance to multiple gods from differing pantheons. The most commonly followed deities, however, are those from the human pantheon.

* **Ability Score Increase**: Your Dexterity score increases by 2.
* **Age**: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
* **Alignment**: Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of the old ways.
* **Size**: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
* **Speed**: Your walking speed is 25 feet.
* **Lucky**: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
* **Brave**: You have advantage on saving throws against being frightened.
* **Nimble**: You can move through the space of any creature that is of a size larger than yours.
* **Languages**: You can speak, read, and write Common and Halfling.

#### Lightfoot

As a lightfoot halfling, you can easily hide from notice, even using other creatures as cover. You're inclined to be affable and get along with others.

* **Ability Score Increase**: Your Charisma score increases by 1.
* **Naturally Stealthy**: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

#### Stout

As a stout halfling, you're hardier than average and have some resistance to poison.

* **Ability Score Increase**: Your Constitution score increases by 1.
* **Stout Resilience**: You have advantage on saving throws against poison, and you have resistance to poison damage.
Aarakocra

Aarakocra are large, bird-like creatures who are at home in the air. They can fly for days on end when under duress, and they have spent much of their daily lives in flight. They can usually be found all throughout Aedrith's mountain ranges where they form their large aeries.

The aarakocra are deeply spiritual creatures, though they don't worship deities. They choose to worship the great, primordial creatures of the world and nature itself. The largest concentration of druids in the area outside of wood elves are found in aarakocra aeries.

**Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

**Age.**Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

**Alignment.** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

**Size.** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

**Speed.** Your base walking speed is 25 feet. **Flight.** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

**Talons.** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

**Language.** You can speak, read, and write Common, Aarakocra, and Auran
Froily

Froily is the goddess of life, nature, and healing. She is closely associated with spring time, especially the early thaws after winter. Hers is the power that brings the world to life each spring. She is also the patron deity of healers, and she has been known to heal sick and wounded people in their time of greatest need. She is also worshipped by rangers and druids who live among the forest. Without Froily, the world would stay in a state of perpetual winter in the icy grasp of Eddenroth. Froily's followers aren't exactly pacifists, but they will do everything they can before resorting to violence. Her symbol is a green leaf.

Tenets:

* One should do their best to give solace to those who are wounded or afflicted with sickness.
* One should respect life and only take it when absolutely necessary.
* One should live in harmony with nature and respect its delicate balance.
Feyheart

The Feyheart is a Primordial deity. It is a massive floating wisp that rules over the Feywild. All fey creatures, including firbolgs and elves, were created by the Feyheart. The Feywild is the most closely connected of all the planes that are tethered to Aedrith, and most of the plants and animals of the world come from it. The Feyheart values those who live in harmony with the land. All fey creatures worship the Feyheart, but some humans and half-elves also worship it as well. Its symbol is a green heart encircled by vines.

Tenets:

* One should live in harmony with nature.
* One should protect the fey creatures of the world, and they should annihilate any abominations that have been corrupted.
* One should be reflective and constantly contemplate their place in the world.
Haverge

Haverge, also known as the Sea Titan, is the god of the seas and exploration. His guiding hand has helped the humans colonize the areas in and around the Toils. Most boats will have his symbol carved in some prominent place during their construction, as he is said to keep sailors safe from the worst monsters and storms found out at sea. Haverge is typically depicted as a towering, horned humanoid with blue skin who lives in the deepest parts of the oceans. He is one of the most widely worshipped and respected gods, due to the importance on sea travel to the lives of nearly all humans. Other than seafaring exploration, he also values those who create a legacy for themselves. What use is discovering a new land if your feats are not the subject of bard songs? Haverge's symbol is a cobalt-colored anchor.

Tenets:

* One should explore the uncharted places of the world.
* One should undertake feats which will gain them a place in legendary tales.
* One should navigate the seas respectfully and carefully, lest they be devoured by monsters from the depths.
Zergling Guide

## Role

The Zergling is the fastest zero hero with the highest DPS. It excels in destroying lightly defended places with ease and attacking isolated miners. The Zergling for the most part should be thought of as a hit and run hero as it's low armor while being melee makes it vulnerable to mines, turrets, and sappers.

## Skill Points and Items

As with all Zerg heroes, you should prioritize the first 4 skill points into claws for faster mining with 2 into mutation, for energy. You level up mutation further to 4, if no one on your team is using geysers.

Afterwards, it depends on your team.

### Build Order 1

If your teammate is willing to upgrade items for you, you can focus on leveling claws to max, while having at least 5 carapace, and 3 mutation. Get a bit more mutation if you find yourself lacking energy, supply, or terrazine.

### Build Order 2

If you don't have such a teammate, you should go 6 claws and 10 mutation to buy Jagged Claws, Thickened Carapace, and Energy Glands. This will allow you to buy level 3 claws and carapace for you and your teammates. With this setup, you may want to monopolize all vespene geyser as you'll be able to upgrade them to level 3. Afterwards, level up carapace to at least 5 for Ziggers.

The downside of going this route can means you wont be able to upgrade cloak early on along with being unable to buy stemcells, ziggers, and symbiote traps for some time.

However, the zergling is the least dependent on their carapace based ability than the other two zerg heroes

### Ideal Setup

The ideal setup for items would be: 2 Level 3 claws of either type (To mine very fast and deal damage), Level 3 Thickened Carapace (Extra tankiness), and Level 3 Flexible Joints(More DPS and movement speed).

## Strategy

Early on, mine as fast as you can constantly. Try to scout out areas that are lightly defended. This means killing Sapper's miners, Engineer's mules, or hit and running isolated mechanics while putting symbiote traps.

You can also take advantage of your speed to steal miners and metal that the miners haven't picked up. Also, use cloak to spread creep tumors with impunity, as most miners will not bother to spam flares.

It's important not to die during earthquakes because your damage output will be highest during that time. Dying during earthquake means a lot of money loss from mining time loss.

Later on in the game, you should try to coordinate with your team to attack as you alone are not very tanky. You might find yourself at a loss if miners start spamming minelayers everywhere. In that case, just focus on mining for money to build enough spawners for your team and spreading lava.
Limmerund

Limmerund is responsible for creating and maintaining the planar tethers that connect the material plane to all other planes. If not for his work, the world would be overwhelmed with energy from the other planes, which would destroy all life on Aedrith. He values those who practice magic, but he shuns those who threaten to destabilize reality by channeling too much magic. Most of the magical creatures of Aedrith were created by Limmerund. He also marks certain creatures at birth, which leads to them becoming sorcerers. Mages of all sorts worship him, and some form cults whose sole purpose is protecting the planar tethers and portals of Aedrith. His symbol is a portal surrounded by four crystals.

Tenets:

* One should use their magical powers responsibly. Destabilizing reality should be avoided at all costs.
* One should defend the planar tethers and portals of the world.
* One should learn to use their innate potential to its fullest.
Great Serpent

The Great Serpent is a primordial creature. All who sail the dangerous waters are wary of the creature, and they make certain to bring sufficient tribute. Sometimes the serpent will simply destroy ships out of anger or boredom, but it has been known to offer safe passage for the right price. Some who have sailed near the Gulf of Omens have seen the serpent and lived to tell the tale, though the price was great.
Bolfnar

Bolfnar is the god of strength and war. He enjoys nothing more than conquest and the thrill of the fight. He is always depicted as galloping into war flanked by his two war wolves Rurik and Clyth. Bolfnar despises cowardice and those who do not fight with a code of honor. He sees war waged without honor as simple slaughter, which is best left to Skarjek. Many soldiers offer a prayer to Bolfnar before battle, and his shrines are most abundant near current or famous battlefields. Other than honorable combat, Bolfnar extolls the virtues of personal strength (not just of the phyical variety). He believes that everyone should become the best possible versions of themselves. His symbol is a wolf's head flanked by crossed spears.

Tenets:

* One should show honor in combat whenever possible.
* One should work to become the strongest they can possibly be, in order to defeat all who would challenge them.
* One should never show cowardice in the face of adversity.
Dwarf

Dwarves are a stubborn race of creatures who are obsessed with material wealth and tradition. They can prove to be stalwart allies to any who gain their trust. Along with the gnomes, they are the most technologically advanced of all races, and they typically bring their ornate siege cannons to war against their enemies. Simple firearms are also used by small specialized units within the Dwarven armies.

Dwarves can be found throughout the mountains of Aedrith, particularly in the areas around Eddenroth's Maw.

* **Ability Score Increase**: Your Constitution score increases by 2.
* **Age**: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50, On average, they live about 350 years.
* **Alignment**: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
* **Size**: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
* **Speed**: Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

* **Darkvision**: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Dwarven Resilienee**: You have advantage on saving throws against poison, and you have resistance against poison damage.
* **Dwarven Combat Training**: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
* **Tool Proficiency**: You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
* **Stonecunning**: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
* **Languages**: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

#### HILL DWARF

As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience.

* **Ability Score Increase**: Your Wisdom score increases by 1.
* **Dwarven Toughness**: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

#### MOUNTAIN DWARF

As a mountain dwarf, you're strong and hardy, accustomed to a difficult life in rugged terrain. You're probably on the tall side (for a dwarf), and tend toward lighter coloration.

* **Ability Score Increase**: Your Strength score increases by 2.
* **Dwarven Armor Training**: You have proficiency with light and medium armor.
Odjur Jaktur

The Odjur Jaktur are an ancient order of monster hunters who do their best to track down and slay the most fearsome creatures in the land. Though they typically operate without outside influence, they will occasionally stop into the city-states to hire mercenaries to help them down their quarry. Obtaining membership into the Odjur Jaktur requires one to slay a fearsome monster of some sort and then partake of an ancient ritual. The majority of the members are human, but a large number of goliaths, hill dwarves, and aarakocra also make up their ranks. A few half-orcs also work for the Odjur Jaktur as well.
Die Handelsagenten

Die Aufgaben die dieser Beruf von einem fordert können sich nur wenige stelle. Die Handelsagenten sind per Hand ausgelesene Personen der Handelsfürsten, dabei hat jeder seine eigenen. Sie dienen dazu die Interessen der Handelsfürsten in anderen Ländern und Regionen zu vertreten. Sie betrügen, bestechen und verhandeln wo immer es nötig ist um ihren Herren mehr Macht zu gewähren.
Locked Up Like Alcatraz

**Locked Up Like Alcatraz** is the season premiere of *Escape the Complex 1* and of the *Escape the Complex* series.

## Story

### Preflight Introductions

The sixteen Escapists are escorted by security underneath trench coats to the entry stables of The Complex. After they are released into The Complex, they took their coats off and walked to a dead end with a candlestick telephone to await for instructions. Three contestants are introduced with clips from their daily lives.

Becka, Duggarti, and Laurett approach the end of the corridor. Meanwhile, other Escapists react dubiously to the lone telephone. Four other Escapists are introduced.

The phone rings and all sixteen Escapists take the call. Host Mikal Vexborough is on the other end and a pre-recorded video of him announcing the premise of the competition commences.

## RLV Network Extras

* The name of the title, *Locked Up Like Alcatraz*, references the 1979 prison film *Escape from Alcatraz*.
* Mikal was filmed in front of a green screen in his New York apartment to welcome the Escapists into The Complex.
Forsvrar

The Forsvrar are a group of elite soldiers put into service by Hargvost to maintain order in the Toils. They wage war against Orcish raiders mainly, but they are also sent in to settle disputes between the city-states. From time to time, a city-state might grow in power and think about asserting their dominance against Hargvost. When this happens, the Forsvrar are sent in and the leaders of the city-state are mysteriously found dead. They also escort important members of the Hargvost nobility.

Some members of the Forsvrar are sent into the city-states to pose as mercenaries and simply keep tabs on the areas. This is typically done in areas seen as a threat to Hargvost.

Ulvkil Hrokso is the current leader of the Forsvrar. He accompanies his men on the missions of the utmost importance, and he leaders his men with an iron fist. Never one to show cowardice, he is always the first man charging into a fight.
Kandace Moressey

## Season History

**Kandace Devany Moressey** is a contestant on *Escape the Complex 1*.

A main member of the La Chopper alliance, Kandace shielded her social game behind Brian Struck and Luke Baccarin, only serving one time on the Committee where she broke the first ever tie vote to eject Tommy Frazier. Following that move, Brian threw her under the bus in the third quadrant when he foresaw being shortlisted against her. Her biggest deed turned curse resulted in her unanimous ejection. Despite being close to Luke, she was captivated by the similar low-key game Shania Bissinger played and ended up voting for her to win.

## Biography

*Retrieved from RLV Network*

**Age**: 25

**Hometown**: Stamford, CT

**Occupation**: Customer service representative

**Three adjectives that describe you**: Engaging, fun, yogi

**What do you think will be the most difficult part about escaping the complex?**: I take being a health nut to heart. Proper nutrition and regularly working out are going to be crazy, interesting challenges while I'm trying to escape. Looks like my wall planks are going to be a thing in between puzzles.

**Do you have a strategy to win the game?**: I am excellent at getting people to feel obligated to perform to the best of their abilities. My allies will clear the passage for me and I plan to return the favor by saving them with whatever powers I sweep up... as long as their goal is to get another player other than me out.

**What are you afraid of?**: I am trypanophobic. Threading needles, wall tacks, nails - it's an embarrassment these make me cringe. And also, DIY projects. I live in a mini studio apartment just 'cause.

**My life's motto is**: Treat yourself right and the world will award you for the self-care you inflict.

**Fun facts about yourself**:

1) I am working on completing my Bachelor's of Communications and want to be an international relations delegate.

2) I went skiing once and broke my nose.

3) I ran and completed a full marathon in under four hours.

## Journey

### Committee History

 **Lindsey**

 **Kandace**

 **Kandace**

 **Lindsey**

 **Ejected**

### Voting History

^1 Kandace won the deciding vote to break a stalemate between eliminating either Duggarti or Tommy.

## Post-*Escape*

* Kandace revealed in a post-show reunion she originally auditioned for *Big Brother* before the producers for *Escape the Complex* offered her a spot in the first season.
* Since the show, Kandace graduated from Yale University in 2018 with her Bachelor's of Communications and moved to Virginia to work in analytics.