recursal/Fanatic-Fandom huggingface dataset:
Joseph Andrew Hatfield Sr.

Jeremiah Hatfield (brother)

George Hatfield (brother)

John Hatfield (brother)

Valentine Hatfield (brother)

James Hatfield (half brother)

Mary Polly Fraley Hatfield (half-sister)

Susannah Hatfield (half-sister)

Jane Hatfield (half-sister)

Robert Hatfield (half-brother)

Samuel Hatfield (half-brother)

Joseph Hatfield (half-brother)

Elizabeth Deliz Vance (wife)

Rachel Smith (wife)

Nancy Hatfield (daughter)

Ephraim Hatfield (son)

Valentine Hatfield (son)

Mary Hatfield (daughter)

George Hatfield (son)

Joseph Hatfield (son)

Andrew Hatfield (son)

Alexander Hatfield (son)

Jeremiah Hatfield (son)

Jeremiah Hatfield (son)

Eli Hatfield (son)

Stanley Hatfield (son)

John Hatfield (son)

Reuben Hatfield (son)

Rachel Hatfield (daughter)

Leander Hatfield (daughter)

William Hatfield (son)

Sarah Hatfield (daughter)

Davis Hatfield (son)

Charles Hatfield (son)

James Hatfield (son)

Moses Hatfield (son)

Calvin Hatfield (son)

**Joseph Andrew Hatfield Sr. (1740-1832)** was the oldest son of George Hatfield and Martha Toms, as well as the brother of Jeremiah, George, John, and Valentine. He was also the husband of Elizabeth Deliz Vance and Rachel Smith. Additionally, he had eight children with Elizabeth named Nancy, Ephraim, Valentine, Mary, George, Joseph, Andrew, and Alexander, as well as fourteen children with Rachel named Jeremiah, Eli, Stanley, John, Reuben, Davis, Charles, Calvin, James, Rachel, Leander, William, Sarah, and Moses.

## Biography

Joseph was born in Virginia in 1740 to George and Martha; he was the oldest of five boys, including Jeremiah, John, George Jr., and Valentine. He married Elizabeth Deliz Vance, daughter of Ephraim Vance and Theodosia Hewlings, between 1760 and 1762 in Russell, Virginia. They had eight children together, including Nancy (b. 1763), Ephraim (b. 1765), Valentine (b. 1767), Mary (b. 1768), George (b. 1770), Joseph (b. 1771), Andrew (b. 1776), and Alexander (b. 1778). Unfortunately, Elizabeth died while giving birth to Alexander on October 29, 1778. Their oldest child was only fifteen years old.

Joseph married Rachel Smith on October 28, 1779 in Washington, Virginia. The couple had ten children, including Jeremiah (b. 1780), Eli (b. 1782), Stanley (b. between 1782 and 1790), John (b. 1785), Reuben (b. 1786), James (b. 1790) Rachel (b. 1795), Leander (b. 1795), William (b. 1795), Davis (b. 1799), Calvin (1802), Charles (1803), and Moses (b. between 1759 and 1819).

As of 1830, Joseph and Rachel lived in Campbell, Tennessee. Joseph died on August 21, 1832 at age 92. His wife Rachel would live for another twenty-six years.

## Trivia

* He served for two years in the American Revolutionary War, and was known as one of the best Indian spy and woodsman.
Tesmor

***Nest of Snakes***

Nestled into the once war torn region known as the Serelands, Tesmor sprawls. Built upon the remnants of a Golden Age fort known as Vorhenge, architecture both new and old is found there. The city is built up around the fort, using the outer retaining walls as the borders. These walls are old, but they still stand strong. Out from the center spirals a litany of disorganized living and markets, just as is typical of those snakes. Buildings range from the more extravagant to ramshackle huts, seemingly at random. Market stalls are set up before dwellings, offering wares that you can’t find under the watchful eyes of the Crows and Wolves in Sanctus. A thriving black market. Demagogues and debaters swell in the bustling forums, providing a lively environment for free thought and expression. Of such forums, one stands out as the largest and most active: The Gulley, as it is informally known. Located within a low-ground area which has a tendency for collecting water after heavy rains, the Gulley is where the most out-there of people preach their beliefs, and fiercely debate in favor of them. Such is the way of the Cobras.

Many in Tesmor reject traditional thought and control, solidly making themselves disliked by the other Houses. It is rare to have members of the other three major houses within their walls.

**Population:** 5 (1-5, with 5 being high, and 1 being low.)

**Districts:** 1, no set areas for anything, all aspects intermingle.

**Outside Access:** High, just about anybody may enter Tesmor, but most choose not to.

**Housing:** High

**Main Features:** Thriving Black Market, The Gulley, wide public forums, no censorship of ideas.
The Labyrinth

For the brave or the foolish, there is always a way.

Originating beneath Sanctus, the sprawling underground labyrinth twists and churns, living a facsimile of life. Nobody knows who made it, if anyone, but the labyrinth spreads under the lands like gnarled roots of a deadly tree. The trap laden insides of the underground tunnels have snaked their way through the stone and dirt below the surface for as long as residents can remember. From the ruins of Old Leviathos to Koraka, travel all across the plane is enabled.

Horribly dangerous, and requiring a special magic compass to be navigated safely, this serves as a horrifically deadly high speed rail. Space and time are not the same within the labyrinth, allowing you to walk across the continent in a day through the tunnels. Large groups such as companies of soldiers always go missing within its cruel depths, while smaller groups have better luck. Entrances to the labyrinth could be behind cupboards, under street grates, and between shear rocks. Found all over, marked with a distinctive red symbol outlined with black upon their opening. It is unclear whether there is a group marking them or whether they appear on their own as a part of the life-like growth of the structure. It is rumoured that the Fogtreaders may be the ones marking these, but they staunchly deny it.

***Beware.*** The Labyrinth is to be feared. Ancient dangers lurk, and the treasure is not worth the pain.
Nancy Ann Hatfield

Jeremiah Hatfield (brother)

Eli Hatfield (brother)

Stanley Hatfield (brother)

John Hatfield (brother)

Reuben Hatfield (brother)

Rachel Hatfield (sister)

Leander Hatfield (sister)

James Hatfield (brother)

William Hatfield (brother)

Davis Hatfield (brother)

Calvin Hatfield (brother)

Charles Hatfield (brother)

Moses Hatfield (brother)

Ephraim Hatfield (half-brother)

Valentine Hatfield Sr. (half-brother)

Mary Hatfield (half-sister)

George Hatfield (half-brother)

Joseph Hatfield Jr. (half-brother)

Andrew Hatfield (half-brother)

Alexander Hatfield (half-brother)

Aaron Whitecotton (husband)

Cecelia Whitecotton (daughter)

Keziah Whitecotton (daughter)

William Whitecotton (son)

Aaron Whitecotton Jr. (son)

Isaac Whitecotton (son)

Elizabeth Whitecotton (daughter)

Nancy Whitecotton (daughter)

Dorcas Whitecotton (daughter)

French Whitecotton (son)

Sarah Whitecotton (daughter)

Elvira Whitecotton (daughter)

**Nancy Ann Hatfield (1786-1870)** was the sixth born child of Joseph Andrew Hatfield and Rachel Smith, as well as the sister of Jeremiah, Stanley, Eli, John, Reuben, Rachel, Leander, James, William, Davis, Charles, and Moses. She was the wife of Aaron Whitecotton, and the mother of Cecelia, Keziah, William, Sarah, Aaron Jr., Elizabeth, Nancy, Dorcas, French, Elvira, and Isaac. Nancy also had seven half-siblings named Ephraim, George, Valentine, Mary, Andrew, Joseph, and Alexander.

## Biography

Nancy was born on October 26, 1786 in Russell, Virginia to Joseph and Rachel. Growing up in Virginia with her siblings, parents, and half-siblings, Nancy became pregnant with the child of Aaron Whitecotton at age 22. On May 14, 1807, she gave birth to Cecelia Ann Whitecotton, and Nancy married Aaron on July 2, 1807. Cecelia was born in Campbell, Tennessee, and Nancy and Aaron were married in Wayne, Kentucky. Their next child, Sarah, was also born in Kentucky the following year.

Nancy and Aaron had nine more children, including Keziah (b. 1808), William (b. 1811), Aaron (b. 1813), Elizabeth (b. 1818), Nancy (b. 1821), Dorcas (b. 1821), French (b. 1824), Elvira (b. 1827), and Isaac (b. 1830). An important note is that Dorcas and Nancy are not twins, as Nancy was born in February 1821, and Dorcas was born in November.

As of 1850, Nancy and Aaron lived in Reynolds, Missouri. Their daughter, Dorcas, died in 1855 at age 34. Nancy died on January 18, 1870 in Reynolds, Missouri at the age of 83. Her husband Aaron died six months later.
Nexus

At the heart of the city lies a massive tower lined arches that lead to gateways all across the continent, serving as the center of this shattered world and its only trade hub. This is the Nexus, and it does not end at the tower. The surrounding area is crowded with merchants looking to buy and sell goods—some legal, some not. The black market flourishes here, despite countless efforts to root it out. The Cobras have long claimed the Nexus markets as their territory, an attitude that the Crows do not appreciate.

# The Outer Facade

The Nexus towers above all of Sanctus, reaching higher than all buildings around it. The tallest unnatural point in the Gatelands. The walls and floor are made with durable black marblesque stone, unable to be chipped by even the most brutal of tools. Designs carve and twist along its outer facade, done in gold and silver. They depict the gods, the sun, twin moons, and all of the stars. A relic of a time long past, when such phenomena were part of the common day. High, open arches surround certain floors, allowing for unprecedented views.

# The Interior

First stepping foot into the Nexus is an experience like no other. The floors dance with ancient magics, green and golden lights painting ever changing images upon the stone. Vaulted ceilings and spiraling staircases lead those who enter up the tower, and past all of the Archstones. Each is proudly displayed, with enough space for each to have their own platform. Carved with images of their deities and heroes, the Archstones are the pathways to all places in the Gatelands. Dozens of floors crawl upwards, some containing Archstones while others are dedicated to administration and travel records. The Crows and Wolves work to police the spire, making sure no illegal activities are afoot.

### Deathwatch Post

Below the first floor of the Nexus is deathwatch. Those who perish and return to life, not hollow, will appear there. It is the funnel point of all Archstones, so it only makes sense they are returned there. Wolves are posted there in order to take in those who have died, and log them. If they died adventuring, they are usually sent on their way. Murder victims can immediately report such a crime. This makes murder require an extra step. Bribing deathwatch to let you make sure they stay down.
Old Leviathos

**Old Leviathos:** The only major region without a house city, this river laden land once known for its fertile deltas, is one of the most affected by the Fog. These lands are subject to heavy rains, howling winds, and mildly cold weather.There was once a prosperous kingdom that ruled these lands, but after the end of the Golden Age, it was consumed. The land of Old Leviathos is considered cursed and desecrated, which is truly saying something for the Gatelands. Yet, this region attracts many prying eyes, given the reputation it once boasted. A hub of Golden Age tech and power, there must be countless hordes of wealth there. Hardly any have returned to tell their tale.

A hallmark of their lands, Old Leviathos is home to the Archtrees. Massive trees which dot the land, standing so tall you cannot see their end, aside from the most clear of days. Their umbrella-like canopies darkening the area below them, making it difficult for other plants to grow beneath them. It is said that if you stand atop their highest branches, you will be above the clouds. Able to see the sun, the sky, and the twin moons no matter the weather. Their roots sprawl outwards, creating paths once hollowed out by the old inhabitants, creating walkways and tunnels.
Bellator

***The City on a Hill.***

Both metaphorically, and physically. They stand above in their city and in their honor. Bellator sits upon a towering mesa, the city’s walls and edge being the sharp sandstone and lime cliffs, leading to a thousand foot fall. Banners fly from ramparts, bearing the red, gold and white colors of the Lions. A fortress as much as it is a city, Bellator has the hallmarks of both, swirled like marble. The dusty and sun-bleached architecture is grand and pointed, like monuments of war being lost to time. The climate here is arid, the air thinner than the other cities. This fortress is home to the Lions, and it is where their rigorous training is performed. Weeding the weak from the strong, so that only the best in recruitment classes may call themselves Lions. A Dojo system of instructors, battlemasters, and martial experts available in order to hone their warriors into the most deadly of blades.

City of the Lions

**Population:** 2

**Districts**: 4

**Outside Access:** Minimal-Low(Fam+Friends of members)

**Housing:** High

**Main Features:** Access to martial trainers, weaponsmiths, armorsmiths, luxury relaxation.
Rebecca Hatfield

Hiram Hatfield (brother)

Mary Hatfield (sister)

Lucy Hatfield (sister)

Elizabeth Hatfield (sister)

Nancy Hatfield (sister)

Calestine Hatfield (sister)

Jemima Hatfield (sister)

Thomas Hatfield (brother)

Joseph Hatfield (brother)

Bob Hatfield (brother)

Martha Hatfield (sister)

Hannah Hatfield (sister)

George Couchman Davis (husband)

Clarissa Davis (daughter)

Joseph Davis (son)

**Rebecca Hatfield (1858-1924)** was the twelfth born child of Joseph Hatfield and Mary Polly Heather, as well as the sister of Hiram, Mary, Nancy, Lucy, Calestine, Jemima, Thomas, Joseph, Bob, Elizabeth, Martha, and Hannah. She was also the wife of George Couchman Davis, and the mother of Clarissa and Joseph Davis.

## Biography

Rebecca was born on August 8, 1858 to Joseph Hatfield and Mary Polly Heather. She grew up Missouri with her thirteen siblings. In 1880, she married George Couchman Davis in Vernon, Missouri. Between 1880 and 1888, George and Rebecca moved to Lincoln, Kansas. Their first child, Clarissa, was born in 1888; their second child, Joseph, was born in 1890.

Rebecca and George had two known grandchildren, Harold Webb (b. 1919) and Roland (b. 1920). They were Clarissa's kids.

Rebecca died on February 8, 1924 in Lincoln, Kansas at the age of 65. She was survived by four of her siblings, her husband, children, and grandchildren.

## Trivia

* It's possible that she named her son, Joseph, after her brother or father.
Leo Thurman Hatfield

Albert Hatfield (brother)

Hiram Hatfield (brother)

Edgar Hatfield (brother)

Delila Hatfield (sister)

Hazel Hatfield (sister)

Jack Hatfield (brother)

Charles Hatfield (brother)

Theodore Hatfield (brother)

Eleanor Hatfield (sister)

Billie Hatfield (brother)

Betty Jean Richardson (wife)

Leo Hatfield Jr. (son)

Theodore Hatfield (son)

Peggy Hatfield (daughter)

Bobbie Hatfield (daughter)

Debbie Hatfield (daughter)

Linda Hatfield (daughter)

Tony DeRosa (son)

John DeRosa (son)

**Leo Thurman Hatfield (1927-1998)** was the ninth child of Charles Martin Hatfield and May Dora Rasey, as well as the brother of Albert, Hiram, Edgar, Delila, Hazel, Jack, Charles, Theodore, Eleanor, and Billie. He was also the husband of Betty Jean Richardson.

## Biography

Leo was the ninth born child of Charles Martin Hatfield and May Dora Rasey, born on December 10, 1927. He had ten siblings, including Albert, Hiram, Edgar, Delila, Hazel, Jack, Charles, Theodore, Eleanor, and Billie. He was six years old when his older brother, Theodore, died in 1933.

He married Betty Jean Richardson on September 6, 1972. They had eight children, including Leo Jr, Theodore, Peggy, Bobbie, Debbie, Linda, Tony, and John. Leo died nine months after his wife, on February 7, 1998 at the age of 70.

## Trivia

* He shared a birthday (December 10) with his older brother Hiram.
The Arch Sinners

*By Heresy united, by Heresy enthralled; in Truth we join together or by Doctrine we will fall.*

It is common knowledge in the Gatelands that the fog enshrouding the world is a physical manifestation of all mortal transgression, and that it is this Living Sin that separates them from their gods. Modern theologians disagree over whether the gods called down the fog as punishment or whether they withdrew after mortal pride conjured it, but all point to the same eight individuals as being responsible for the division: the Arch Sinners, mortals who sought power they were not worthy of and were cursed with eternal torment. Their names and sins are remembered as warnings of what awaits those who fall prey to hubris.

### **Madoc Gralon, the False King, the First Heretic, the Usurper**

The first to suggest usurping the thrones of the gods, and the leader of the sinners.

### **Rigel al Razi, the Theurgist**

Gralon’s right hand, who wanted to use the power of the gods to stop death.

### **Najada Veseli, the Nemesis**

Gralon’s left hand, who held the gods responsible for all mortal suffering and thought killing them would end it.

### **Josselin Belsant, the Scholar**

He studied the nature of the gods in order to learn how best to steal their power.

### **Vaani Nakshatra, the Traitor**

He used his position as a priest of Domnarius to twist the beliefs of the faithful, preaching that mortals should be free of divine judgement.

### **Anaxos Theohellos, the False Shepherd**

He spread their message of hubris, corrupting innocent mortals with delusions of grandeur.

### **Curia, the Vessel**

She was the first disciple of Gralon to attempt the process that was meant to allow her to attain godhood.

### **Eru Eyahue, the Innocent**

Though she was faithful to the true gods, she tried to accept the consequences of Curia’s actions out of love for her heretical friend and was condemned along with the rest.
Vatharos

**Vatharos:** Home to **Koraka, city of Crows.** Tropical and seafaring, this region is the provider of great deals of fish, dyes, and wealth. The Crows perch upon the Tradewind Strait, off of the mainland. The current pinnacle of wealth of the world, this place once was nothing more than a humble trade center for the south. Now, if it is known for one thing, it is money and power. Trade from their seabourn archstone has bolstered them to the point where they truly cannot be told off.

These lands were once the most beautiful in all of the Gatelands, with their tropical beaches and sapphire waters attracting travel from all over the world. Koraka was a vacation hub if nothing else, not holding the immense sway and size it does now. The jungles and rainforests here are still a sight to behold, if you are willing to fight off creatures of the Fog to do so.
Miasmata

The region that is home to **Sanctus**. Temperate, going from the warm south to the frigid north. Freezing winds blow from the Boreal Sea, icing over those who dare to venture to the extent of the region. Regular rains are able to keep the landlocked city well provided for, and the constant overcast only adds to the gloom. The center of the lands, both literally and metaphorically, anybody who comes to the Gatelands begins their journey in Miasmata.

These lands were once peaceful, even through the wars of the Golden Age. Their serenity was untouched by mortal folly for centuries, and now they lay cursed and filled with those who can't leave.
Jemima Hatfield

Hiram Hatfield (brother)

Mary Hatfield (sister)

Lucy Hatfield (sister)

Nancy Hatfield (sister)

Margaret Hatfield (sister)

Calestine Hatfield (sister)

Thomas Hatfield (brother)

Joseph Hatfield (brother)

Elizabeth Hatfield (sister)

Bob Hatfield (brother)

Rebecca Hatfield (sister)

Martha Hatfield (sister)

Hannah Hatfield (sister)

**Jemima Hatfield (1850-?)** was the seventh born child of Joseph Hatfield and Mary Polly Heather, as well as the sister of Hiram, Mary, Lucy, Nancy, Margaret, Calestine, Thomas, Joseph, Elizabeth, Bob, Rebecca, Martha, and Hannah. It is unknown if she was married or not.

## Biography

Jemima was born in 1850 in Missouri to Joseph Hatfield and Mary Polly Heather. She grew up in Missouri with her parents and thirteen siblings (Hiram, Mary, Lucy, Nancy, Margaret, Calestine, Thomas, Joseph, Elizabeth, Bob, Rebecca, Martha, and Hannah). It is unknown if Jemima was ever married or if she had kids. Her death date is also unknown.
Sabine

**Sabine** is a contestant from Marvivor: Lankapura, where she finished in 10th place.

Sabine started on the Hanuman tribe, whilst despite being very quiet, managed to land a spot in a majority alliance, and easily survived until the swap. When she joined the Trikuta tribe, she was part of a 4-1 Hanuman majority, but was recruited by Rydog to blindside Seraphy because of her advantage from Rama's Island. She was on the right side of the 3-2 vote, and made merge easily. She continued to be extremely quiet, and when the group twist sent her to tribal, Jeremy, Solace and JD used this to vote her out 3-2. She voted for Jeremy to win.

## Voting History

 2
 3
 6
 Voted for Sole Survivor
Emberbrand Converts

***"Forged through flame and iron, our house burns strong."***

The members of this House are integrated through a ceremony known as the Glowing Pilgrimage. Once they've been deemed worthy, each member walks away brandishing the Emberbrand, a mysterious mark with supposedly ancient context.

The Emberbrand Converts are one of the smallest existing houses in Sanctus. Numbering at less than 300 members, they are a small but potent force.

In the power of the flame, the converts trust. They believe that its cleansing light, wielded by them, will shatter through the fog. They seek to break from this curse by blazing tribute. Highly trained in martial combat, these driven warriors have found themselves often on the side of the Lions in times passed. Respect is shared between the two, as the first Lion is said to have fought beside the ancient Lightbearers.

**House Size:** 280

**Tenets:** Strength, Perseverance, Growth

**Alignment:** True Neutral

***Leader***

Arbiter Infernus:  The absolute head of the Emberbrand Converts, the only member able to withstand the searing pain and dangerous heat of the Ardent Throne. Every Arbiter Infernus has carries the same traits no matter who it has been. Their skin burns like an ashy coal and their head is wreathed with a triangular halo of flame.

## Season of Strife

Each lost soul is another in the clutches of the Fog. The Converts want this war done away with, as they refuse to let the Fog overtake them. The house, an ally of the Lions, seem wanting to intervene to stop the slaughter. The converts aren’t the information gathering type, which makes intervention in the conflict between two powerhouses who excel at getting secrets  rather difficult.

*“No, no, NO! Fools!” Comes a growling, raspy voice after hearing the news. War once again.*

*“The knaves only seek to bolster the Fog with more hollows. The blind heretics.”*

*-Arbiter Infernus*
Zabidea

**Zabidea:** Home to **Bellator, city of Lions.** Dry and tropical, Zabidea once prospered and flourished due to their gold mines and trade with Old Leviathos. The Narrow Sea above them creating lucrative routes with the neighbor to the north. Such prosperity is a thing of the past, aside from the towering form of Bellator. Placed on a mesa, and still boasting the riches of yesteryear, the warrior city stands tall.

The western side of the region is much more arid, home to the Ter’mavia Desert. The wide and sprawling Ter'mavia once provided a land barrier equivalent to the Shatterstars of Adriel, stopping any army who attempted to march upon them from the west. This allowed for Zabidea to grow and prosper, especially under the renowned leadership of the First Lion, Eowyn Blackstar.
The Minor Houses

Within Sanctus, dozens of Minor houses dwell. These houses are less the powerhouse organizations that make up the Great Houses, rather in many cases they are ideologies, cults, tradesmen and even more. Minor houses have more niche scopes, allowing for DM freedom on quickly creating a minor house for their games if they should choose to.

Minor Houses range in size, from the smallest being a couple dozen people banded together, to the House of Blackwell, with well over a thousand members.

**The Emberbrand Converts**(TN): Cult-like band of warriors who are branded to join.

**The House Underneath**(LE): Subterranean, collect bodies and trash. Able to navigate labyrinth.

**House of Blackwell**(LE): Authoritarian pluralists who follow the ways of the inspirational author Blackwell.

**House of Muses**(C): Artists who may sell their soul to devils. Creators of art and color.

**Fogborn Fanatics**(CE): Insane Cult people with hollows they see as prophets.

**House of Physicians**(LG): Healer Corps with side meal of hollow removal.

*A note to Dungeon Masters:*

Want to have your created house added to this wiki? Simply toss Archer a message and a writeup of your house following the formatting shown on the house pages, and they will be added into the official lore.
Fogtreader's Path

While the main way of getting to your destination lies in the Archstones, there are other ways of travel. Ways that are far more dangerous, but hidden from the public eye. A path only able to be walked by some, able to guide small groups of others. For a price. They are called Fogtreaders, a unique group in the Gatelands who have the ability to cut transient paths through the fog, moving from landmark to landmark. Spice traders are a name they go by in some circles, as many of the Fogtreaders take to harvesting spices and herbs along their travels. While their method is unknown, or whatever condition allows them to do it, they get the job done. The Fogtreaders are not a house, but individuals who know the secrets of the trade. They may collaborate for safety, but there is no official faction of these people.

Nobody quite knows what they do that allows them to cut through the fog, when any others who try are consumed and driven mad, but manage to nonetheless. Fogtreaders are rare, and work for a price. Their job is incredibly dangerous for all involved, but through them adventurers are able to surreptitiously get to locations that the Archstones have no access to. Be sure to follow close, and match their steps. The fog may take you if you don’t.

Pictured is the Fogtreader’s Mark, colloquially called the Spice Tap. This is a mark carved or painted upon surfaces that serve as landmarks to Fogtreaders, with a different meaning for each color.

**Blue**: Supply Cache buried here.

**Red**: Danger, monsters spotted in the area.

**Pink**: Suitable hiding spot here.

**Yellow**: Hello! Hope your pathfinding is going well! Gift nearby. Usually left by the friendly amongst them.

**Green**: Safe Place to Rest

**Purple:** Dyes Nearby

**Orange**: Spices Nearby

**Brown**: Fogvine Nearby

**Black/Carved**: Follow Path, often marked on multiple trees/rocks along pathways.

**White:** Holy Site nearby

**Gray:** Dead Man’s mark: Turn Around. Fogtreader died here. Do *not* proceed.
The Fog

# What is the Fog?

The Living Sin. The All-Consuming. The Unholy Curtain. All names for the foreboding, thick fog that blankets much of the Gatelands, cutting them off from one another, and sealing their fates.

The Fog is dangerous, for more than one reason. Those who venture out into its mists begin to be consumed by it. Their sanity, their body, and everything in between. Momentary ventures are mostly harmless, but spending more than a minute within its clutches is sure to have dire consequences.

It is not known why the Fog came, nor why it is repelled by the Archstones. Many devout believe it to be the will of their gods, yet protecting them even if they have been separated from them. Many call it the Living Sin, a punishment for the hubris and evils of mankind.

# How does it affect you?

The Fog eats at your very being, inflicting the effects of Hollowing upon you.

# Creatures of the Fog

The Gatelands are home to more than their fair share of unique, horrific creatures. See our catalogue of creepy baddies here.
Technology

Long ago, before the fog, there was a Golden Age of technology. Weapons of might and valor were forged, machines formed like men were made, and arcane understanding advanced at a rapid pace. The magic weapons of this ancient golden age are now scattered throughout the fog-shrouded lands, ripe for the picking for adventurers brave or foolish enough to venture into lost places. Golden Age artifacts are widely varied, and in many circles of society are valued for their historical significance as well as their base functions.

Now, however, there exists a mix. Traditional melee and ranged weaponry competes with a far louder counterpart: Gunpowder-propelled leaden balls, slow to load and inaccurate but devastating when they do hit. These long muskets and pistols are not overly advanced, and limited in their scope. Even still, they are a common enough sight around the realm. Nothing beats a sword at your hip and a shield in your hands, though. Plate armor and longswords never go out of style, and are commonly seen all throughout the world.

**Common Weaponry** : Longswords(especially amongst Lions), Pistols, Glaives, Spears, Battleaxes, and Daggers.

**Common Gear and Armor**: Plate mail, chain mail, leather armor, padded shirts, padded pants.
Neon

**Neon** is a contestant from Marvivor: Lankapura, where he finished in 9th place.

Neon started on the Hanuman tribe, where he landed a solid position in the tribe, being in the majority for all the votes. He suddenly became the target on Hanuman, but luckily he won out until the swap. He remained on Hanuman while 4 new tribemates joined him, putting him in a seemingly impossible 4-1 minority. However, when Jeremy and Jay decided to make a move on Locke, Neon was all too happy to help, and voted correctly in the 3-2 blindside. He easily made merge, but voted incorrectly at his group tribal, putting him on the outs. He then became inactive, and was voted out 6-1-1. He did not vote for a winner.
House of Physicians

***Let the Light Cleanse the Dark.***

White marble, sterile rooms, silvery-robed figures. They are pristine healers. At least, those who stay in the hospitals are. The House of Physicians is made of healers and cleansers, those who would seek to heal others from harm, and prevent further harm from being done.

It is comprised of two sects: the Gentle, who restore, and the Ungentle, who remove. Many of the white-clad Gentle Physicians are traditional clerics, with some more modern-minded medical professionals, but all are united under the belief that life should be preserved. Through their clean, professional methods, they seek to help the people of Sanctus, and to patch up those who venture through the archstones. For those who are beyond healing, the black-and-gray cloaked, bird-masked Ungentle Physicians are there to remove those who have gone Hollow from the city, to grant them one final, merciful death. Two sides of the same coin, both sects are honored throughout the Gatelands: the Gentle for their compassion, the Ungentle for their sacrifice.

**Numbers:** 800 members.

**Alignment:** LG

**Tenets:** Preserve Life, Cleanse the Masses, Protect the City

**House Structure:**

The twin sects work in tandem in order to hold Sanctus away from the brink of darkness. Their hub lies in Varsity Row, a white marble building, clean and serene. Within it is a hospital, beds laid out for the injured and infirm, and beyond it the facilities needed to train and house Physicians both Gentle and Ungentle.

They are direct enemies of the Fogborn Fanatics, firmly believing that the Hollowed prophets and their mad leader should not be allowed to walk within the city they strive to protect.

## Season of Strife

For those gentle physicians, who keep the city’s denizens healthy and heal their ills, this war causes quite the influx. Like their allied major house, the Wolves, they have declared themselves a neutral party. They tend to those who find their bodies caught in the crossfire between the warring houses.

*“It’s senseless violence, really. Who gains from this? It is one ideology against another, it doesn’t mean that you have to slaughter one another and drive innocents to madness. Do you know how many wounded civilians we’ve treated just today? You would not believe me if I told you”*

*- Gentle Physician*

*“More death means more hollows. More hollows mean our job is about to introduce paid overtime.”*

*-Ungentle Physician*
Calvin Hatfield

Betty Hatfield (sister)

Elizabeth Hatfield (sister)

Joseph Hatfield (brother)

Mary Hatfield (sister)

Andrew Hatfield (brother)

Nancy Hatfield (sister)

Stanley Hatfield (brother)

Susan Hatfield (sister)

James Hatfield (brother)

Hiram Hatfield (brother)

John Hatfield (brother)

Elizabeth Williams (wife)

Andrew Hatfield (son)

Susann Hatfield (daughter)

Marion Hatfield (son)

Mary Hatfield (daughter)

Reuben Hatfield II (son)

Sophana Hatfield (daughter)

Clyde Hatfield (son)

Unknown Daughter

Manuel Hatfield (son)

Unknown Daughter

Jeremiah Hatfield (son)

Stanley Hatfield (son)

Unknown Daughter

Sophronia Hatfield (daughter)

Phebe Hatfield (daughter)

Sarah Hatfield (daughter)

William Hatfield (son)

Martha Hatfield (daughter)

**Calvin Hatfield (1812-1893)** was the second of twelve children born to Reuben Hatfield and Mary Polly Comstock, as well as the brother of Betty, Elizabeth, Joseph, Mary, Andrew, Nancy, Stanley, Susan, James, Hiram, and John. He was also the husband of Elizabeth Williams, and the father of Andrew, Susann, Marion, Mary, Reuben, Sophana, Clyde, Manuel, Jeremiah, Sophrania, Phebe, Sarah, William, Martha, and three unknown daughters.

## Biography

Calvin was the second child of Reuben Hatfield and Mary Polly Comstock. He grew up in Kentucky and Tennessee with his parents and siblings. On April 14, 1839, he married Elizabeth Williams in Grundy, Missouri, and the couple moved to Livingston, Missouri afterwards. They had eighteen children, including Andrew (b. 1840), Susann (b. 1841), Marion (b. 1844), Mary (b. 1844 or 1848), Reuben (b. 1846), Sophana (b. 1848), Clyde (b. 1849), Manuel (b. 1850), Jeremiah (b. 1852), Stanley (b. 1853), Sophrania (b. 1854), Phebe (b. 1856), Sarah (b. 1858), William (b. 1860), and Martha (b. 1860 or 1861). Their three unknown children were born in 1849, 1851, and 1853 respectively.

According to Census records, Calvin and Elizabeth lived in Decatur, Iowa in 1850. In 1860, they lived in Mercer, Missouri. Their son, Andrew, died in 1863, and their son Marion died in 1873. Elizabeth died in Crawford, Arkansas in 1876. Their daughter Mary died in 1880, and their son Clyde died in 1892.

Calvin died in 1893 in Missouri at the age of 81.
Koraka

***The Home of Trade***

The eerie guild of crows, those who focus on power, wealth, and information, rule over their bustling small city of Koraka. The city, made up mostly of a transient trader and adventurer population, is a hub for mercantile activity. Taxes and tariffs upon said trade leads to further wealth for the city, reflected in its striking architecture. Two spires, the highest buildings in the city by far, hold the power of Koraka. One stands as the Crow's Nest, the headquarters for the guild, while the opposite spire serves as the main trade hub, a place for massive deals and stocks to be worked out. Deep blacks of the walls, statues of guild heads, crows upon their shoulders, standing tall. Said birds fly all over Koraka, some suspected as familiars, the eyes and ears of mages within the guild. The city, yet bound by the fog, rests upon the edge of the sea, allowing for ships to enter.

All those who enter Koraka, who are not Crows, come from the sea. Ships sail from the archstone laying upon the waters of the bay, arriving in the bustling port.

City of the Crows

**Population:** 5(On a scale of 1-5)

**Districts:** 4

**Outside Access**: High

**Housing:** Moderate-High

**Main Features:** Markets, Stock Trade, Merchant Support
Color

Among longtime residents of Sanctus, certain behaviors and practices are widespread. Among these is a unique use of color symbolism.

From tattoos, body paint and hair dye, all the way to vibrant food carts, colors and symbols have defined meanings that are intuitive to natives of Sanctus. It is common practice to express one’s personality through color upon your body. Simple white triangles under the eyes, for instance, indicate a person of piety and practice. When on weapons and armor, however, meanings change.

**Color:** Main Meaning *Battle Meaning*

**Pink**: Charm, Cleverness, Glibness ------ *Mind-bending, Conniving, Seductive*

**Red**: Power, Pride, Drive ------ *Bloodthirsty, Honed, Veteran*

**Orange**: Passion, Toughness, Showiness ------ *Burning, Vicious, Unpredictable*

**Yellow**: Warmth, Cheerfulness, Hospitality ------ *Poison, Resourcefulness, Sleight of hand*

**Green**: Modesty, Calm, Spirituality ----- *Precision, Knowledge, Skill*

**Blue**: Loyalty, Honor, Elegance ----- *Leadership, Devotion, Strength*

**Purple**: Affluence, Intelligence, Sagacity ----- *Showy, Stylish, Seeking perfection*

**Brown**: Wisdom, Studiousness, Leadership ----- *Tactics, Comradery, Togetherness.*

**Black**: Stalwart, Trustworthiness, Integrity ----- *Respect, Determination, Unbreakable*

**White**: Piety, Charity, Innocence ----- *Zealotous, Cleansing, Healing*

**Gray**: Mourning, Passivity, Diligence ----- *Unfeeling, Deadly, Measured*

These colors can also be combined, either banded alongside one another or gently mixed. Lighter versions of colors express less lean into them, while deeper colorations lend themselves to a more defined trait.
Prisma

**Prisma** is a contestant from Marvivor: Lankapura, where she finished in 13th place.

Prisma started out on the Ravana tribe, where she socialised her way into a solid position, coasting through the first few challenges, and voting out Pennino. At the swap, she found herself back at Ravana in a 3-2 minority with Ava, but all seemed well as her tribe kept steamrolling the challenges. Prisma found the idol through a clue she received after scoring the most checkins for her tribe, but in the last pre-merge challenge, Prisma rage quit and left her idol to Ava.
Outside the Walls

Just beyond the thick, old walls of the city, lays the Fog covered lands unable to be traversed by most. Travels brought here by the curse appear within these fogs, destined to stumble their way into the city.

The land around the city is anything but pretty and welcoming. Vegetation struggles in the weight of the fog. The soil is craggy and rocky, with sparse grass covering what it can. Vines and warped trees crop up across the hills and plains outside the city. This is not a place one would like to be, and it tells no lies about its intentions. Beware, you are in the danger zone.

# A Foreboding Display

This is not to say that they are devoid of features, however. There are...too many skeletons.Rusted weapons spiked deep into the cracked, stoney soil. Haphazard gravestones topped by pieces of shattered armor dot the landscape, way too many to feel at all comfortable with the sight. These ornaments are old, yet some skeletons appear fresher than others. Some even with flesh yet attached to their bones.

For this is not just where adventurers come from, but where many who have lost themselves to the curse come to lay at their final breath. The end of the line for many. They are put down by the physicians, or by the Wolves. Either way, it is a mercy given to them, so that they might finally rest in peace.

A path of old stones leads towards the city, through the graveyard of the damned. The old, high walls can be seen from the beginning, an oasis to a dehydrated survivor.
Serelands

**Serelands:** Home to **Tesmor, city of Cobras.** The plains of the Serelands which once lent themselves to wars of the Golden Age are now abandoned and waiting. Fogtreaders often speak of the scarred fields, ancient rusted weapons spiked into the ground. On the warmer side of temperate, this region is surprisingly pleasant to settle down in. You know, if it weren’t for the monsters and sanity sucking fog. And the Cobras. Mostly the cobras.

Of the regions, the Serelands often contain the most ruins, both of the Golden Age and even before. Kingdoms and cultures who fell to war long before the Fog set in can still be remembered by their impressive works of architecture and masonry. Not particularly wealthy or powerful even at their height, the Serelands stand as a memory of what truly was, not just what the people would like to remember the past as. A reminder that these lands were cursed and burned long before the Fog did it for them. A reminder of the depravity and sin that once pervaded the world.
The Nexus Wiki

**Welcome to the The Nexus Wiki!**This is the wiki for The Nexus DnD 5e westmarches server! All of our large amounts of lore, rules, character information and systems can be found and explored here.Rat's Map of Sanctus, by Ello.The Map of the WorldThe Fogtreader's Mark, by Alex.The Labyrinthian Seal, by Alex

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Theodore Kermit Hatfield

Albert Hatfield (brother)

Hiram Hatfield (brother)

Hazel Hatfield (sister)

Edgar Hatfield (brother)

Delila Hatfield (sister)

Jack Hatfield (brother)

Charles Hatfield (brother)

Leo Hatfield (brother)

Eleanor Hatfield (sister)

Billie Hatfield (brother)

**Theodore Kermit Hatfield (1925-1933)** was the son of Charles Martin Hatfield and May Dora Rasey. He was also the brother of Albert, Hiram, Hazel, Edgar, Delila, Jack, Charles, Leo, Eleanor, and Billie.

## Biography

Theodore was born on November 10, 1925 in Hanford, Kings, California to Charles Martin Hatfield and May Dora Rasey. He was one of eleven children, including Albert, Hiram, Hazel, Edgar, Delila, Jack, Charles, Leo, Eleanor, and Billie. He was the eighth born.

Theodore died in childhood on his eighth birthday due to pneumonia.
Jay

**Jay** is a contestant from Marvivor: Lankapura, where he finished in 4th place.

Jay started on the Ravana tribe, where he safely coasted to swap among the challenge wins and inactive boots. In a 4-1 Ravana majority on Hanuman, Jay was soon recruited by Jeremy to make a move on Locke. He was on the right side of this 3-2 vote, and then won out until the merge. At merge, Jay voted against Maki, sending him to the jury. He was also a part of the Neon vote. When F8 approached, Jay voted for PAD, and because he was willing to go to rocks for Jeremy, Solace was forced to flip his votes to PAD. At F7, Jay voted Solace out, and voted Rydog in the F6 vote and revote. At the infamous F5 tribal, Jeremy played an idol on Jay, sending Crystal home. However, when Jeremy won the final challenge, the Little Rascals voted him out 4-1.
Bronco

**Bronco** is a contestant from Marvivor: Andros Island, where he finished in 14th place.

Bronco started on the Junkanoo tribe, where he overplayed and formed quick alliances, which casted serious suspicion onto him, but this was overshadowed by the chaos caused by Birdy and the Andrew vote. When he was swapped onto Junkanoo, comfortably in the majority, he became very inactive, and once Luke was gone, his old tribemates turned on him in a 5-1 vote.

## Voting History

 2
 3
 5
 Voted Out
Rydog

**Rydog** is a contestant from Marvivor: Lankapura, where he finished in 6th place.

Rydog started on the Hanuman tribe, where he was a part of the majority, and safely made it to the swap. He was swapped onto Trikuta with a 4-1 Hanuman majority, however, he was concerned that Seraphy had found something at Rama's Island, due to how her story about what she experienced kept changing. He recruited Sabine and JD the lone Ravana to vote with him, and he successfully executed the 3-2 blindside. At merge, Rydog successfully took out Maki and Neon, and was willing to go to rocks for Jeremy at F8, forcing Solace to flip. At F7, he took out Solace while receiving 2 votes, and despite the Little Rascals wanting to keep him until F5, as they had all the idols, JD decided to flip and take him out one vote early. This led to a 3-3 tie, and Ava flipped on the revote to send Rydog to the jury. He voted for Jeremy to win.
Who da Counselor? Nick da Counselor!

"**Who da Counselor? Nick da Counselor!**" is the second episode of Season 2 of Camp Go Away! and fifteenth overall.

## Plot

When Nick is promoted to camp counselor after the absence of Colby, he soon begins realizing that being a counselor isn't an easy task. Trent becomes a CIT and teaches a group of the older kids how NOT to do things.
Alix

**Alix** is a contestant from Marvivor: Lankapura, where he finished in 18th place.

Alix started on the Ravana tribe, where he never came online once. He survived the first two rounds when his tribe won both challenges, but he was pulled from the game along with Dominik at the third challenge when neither had come online throughout the season. He later revealed he was unable to compete because of a concussion.
Camp Go Away!

Trent Jackson

Colt Everwood

Jordan McAboy

Melody Flat

Gwen Hart

Ava Kuras

Patty Schuemaker

Rodney C.

Bryant Webb

TJ Helix

Audrey

Aubrey

Hannah Powers

Madeline Tursing

Avery Wisconsin

Booker Lambert

Skai Torris

Michael Reshae

Montana Flores

Mary Lou Sunshine

***Camp Go Away!*** (stylized as ***Camp GO AWAY!***) is an American sitcom. The series is a spinoff to the sitcom *COMiCS co.*, which is a series that has aired since 2018 on SKETCH. The show will follow Nick, Trent, Sebastian, and Melody as they leave Greenway and head off to a summer camp at the border of Greenway. Along with their new friends, they try their best to adapt to their new lives at Camp Sunshine. The series will premiere on July 1, 2020.
Luke

**Luke** is a contestant from Marvivor: Andros Island, where he finished in 15th place.

Luke started on the Goombay tribe, where he was immediately singled out for inactivity, but only received one vote at their only tribal council. Luke was then swapped onto Junkanoo in a 5-2 minority with Arash, and due to his poor social game, Luke was easily booted at their first tribal 5-1, with Eddie losing his vote to the exile twist. It is fair to note that Luke more than likely would have been safe if Eddie didn't lose his vote.

## Voting History

 4
 Voted Out
William

**William** is a contestant from Marvivor: Andros Island, where he finished in 7th place.

William started on the Junkanoo tribe, easily surviving the chaos of the Birdy vote. After receiving a strike at the following challenge, it seemed that the end was near for him, but some overplaying caused the target to shift onto Andrew instead. Getting swapped onto Junkanoo, he easily survived the Luke and Bronco votes. At the joint tribal, he voted for Alec, getting his vote negated by Lycan's idol. Swapping onto Goombay, his ties to Arash led him and Nam to vote against Eddie, but his self-vote caused a tie, which William and Nam took full advantage of as Kip's quick vote cause Nam to be saved. Both making merge, they voted correctly at the Lycan vote, but split their votes between Todd and Cara at the Alec vote. They survived the Kip vote, but at the following vote, Todd played his advantages, causing William to be voted out 2-1-~~3~~. He voted for Cara to win.