recursal/Fanatic-Fandom huggingface dataset:
Children of Creation

The dominant religions of Zerith all follow a pantheon commonly known as the Children of Creation, led by the eleven (originally 12) most powerful members. Although there are dozens of gods considered part of the Children, they are all thought to be in the faction of one of the following:

The Light:

* Relnon the Justiciar, god of order, nobility, justice and life
* Bahamut Dragonking, god of life, light and protection
* Maga the Sorceress, goddess of magic, life and nature
* Skadi Mountainheart, god of the forge and light
* Den the Scholar, god of knowledge, light and nature
* Orom, god of storms, war and light

The Grey:

* Arra Brightblade, goddess of war, vengeance and women
* Sarro the Acrobat, god of deception, artistry and trickery
* Silvanus Oakheart, god of nature and the grave

The Dark:

* Arawn Blackstar, god of death, darkness and chaos
* Lolth Spiderqueen, goddess of darkness, death, knowledge and trickery
* Abanor, god of war and death [vanished]

Although the various religions of Zerith might disagree on the relationships among the 11 (plus Abanor) listed above, it is not questioned that the twins, Relnon and Arra, are unchallenged in power by the rest of the pantheon.
Draklin Empire

## History

According to Draklin legend, the great city-state of Bhaile arose during the Age of Myths to become the dominant power of the Abhainn valley. For centuries, the war chariots of Bhaile defeated every foe that rose to challenge the preeminence of the city, until all of the other city-states paid tribute. As the ambitions of the rulers of Bhaile grew, so too did their demands. Numerous rebellions against their oppression broke out, and several cities were put to the sword and erased from the map as a result. Eventually, all of the other great city-states banded together to oppose Bhaile, and at first they seemed poised to win. However at the last minute, the High King of Bhaile Olc Mór, forged an alliance with dark powers and began to drive the rebel forces back. League by league, the terrible armies of Olc Mór and his new allies slew everyone who stood against them, until only the forces of mighty Aille remained, cowering behind the city's great walls. Their doom seemed certain as the siege began, and even the cold rains of winter provided no respite from their dire situation. In desperation, King Fuascailteoir sought help from the mysterious Maba people of the east coast, one time trading partners of the ancient city. For weeks, no response was received, and despair overtook the city as the great siege engines of Bhaile finally began to eat away at the vast walls. Before the besiegers could breach those walls, however, a host of the Maba poured out of the east, and swept away the Bhailech army of men and fiends. Days later, they attacked Bhaile itself and left only rubble and burnt corpses. The Maba left without looting or seeking recompense, seemingly satisfied to have ended Bhaile's evil alliance.

Gathering together the remaining people of the Abhainn valley, Fuascailteoir created Gach Duine, which is claimed to be the first true multi-city nation. Over centuries, the region saw the rise and fall of many nations and would-be empires, before the rise of the En Iola Dubh (Empire of the Black Eagle). Under the distinctive two-headed eagle banners of the Empire, the lands of central Zerith were united into a single state, ruled from the Imperial capital city of Mórionad. For more than 20,000 years, the empire dominated most of the continent, until the devastation of the Great Sárú tore the very earth asunder and killed virtually every citizen of the sprawling state. In the chaos that followed, huge numbers of former slaves, especially the always fractious Bedewe people, rose up against what remained of the Imperial administration and shattered any hope of restoring order. The sands of the Eastern Desert grew until most of the cities vanished beneath the orange-yellow tide.
Langberg

# Districts

## Kaigellen Hill

Central hill that is home to the Bronze Gate (royal palace) and Imperial Palaces, as well as the Ratekam (Chamber of Councillors). The Hill (as it’s usually referred to) is walled and patrolled by the Royal/Imperial Guard.

### Inns and Taverns

* Lion and Shield Inn
* The Lady Rose Tavern

## Goldbez

District that most nobles and very wealthy citizens live in. Has its own wall and Watch.

### Inns and Taverns

* Hilltop Inn
* The Hilltop Tavern and Inn
* Surmount Inn
* Rose Diamond Inn

### Inns and Taverns

* The Crown and Sword Tavern and Inn
* Lion Shield Inn II
* Black Griffon Public House
* House of a Thousand Veils
* The Chest and Measure Tavern

## Ostlitten

Sometimes called the Government District, this is where most foreign missions and government buildings are situated. Diplomats and high ranking bureaucrats live here too.

### Inns and Taverns

* Copper Plate Inn
* The Hairy Tree Tavern
* The Nine Tails Public House
* Kettle and Hearth Inn

## Torton

The major warehouse district, which includes the lake-side port as well. Many trading houses have their operations headquartered here, as well as it being the hub of the fishing industry for the Kingdom.

### Inns and Taverns

* The Anchor and Chain
* The District Drinking House
* Waterfront Alehouse Tavern
* Happy Clam Inn
* The Sprawl

## Seebruck

The banks of the Zaber River are home to a second warehouse district that is also home to most craftsman and smaller scale merchant operations.

### Inns and Taverns

* The Leading Line
* Foresail and Anchor Inn
* The Tomensil Inn

## Gemen

The shallow valley between the hill districts of Goldbez, Silberston and Ostlitten is home to many of the unskilled workers and labourers.

### Inns and Taverns

* Knobby Staff Tavern
* The Maid and Knight Tavern
* Hard Lot Inn
* The Kicking Steer

## Hauf

Originally very much like Gemen, the basin between Ostlitten and the Torton has, over the last hundred years or so, become a popular district for artists. Many manufactories expanded to locations in the Sprawl, and the empty buildings have slowly been converted into studios and creative cooperatives.

### Inns and Taverns

* The Granite Bowl
* Arrow and Hart Inn
* Juggler’s Act
* The Rest House and Inn
* Red Cap Tavern

## Newgate

### Inns and Taverns

* The Bloody Hand
* That Sinking Feeling Inn
* Hoof Met Face Tavern

## The Warrens

### Inns and Taverns

* Northern Royal House
* The Sail
* The Burning Hand Tavern
* Lost Man Inn

## The Knot

### Inns and Taverns

* The Stretched Neck Tavern
* Eastern Armtie Tavern
* The Broom and Brass Inn
* The Wallview Inn

## Gewirr

### Inns and Taverns

* The Running Horse Inn
* The Tenth Sin Tavern
* The Safe Inn and Happy Tavern

·      Nine Toe Harry’s
Buying Magic Items

To buy a magic item you first need to make a Persuasion check to see how talented and committed the best search agent you can find based on the item you are asking them to find. Next, you pay the base fee of 100 gp, and then calculate the modifiers to your final check results:

* If you wish, you can give the agent extra money to allow them to spend more resources on finding the item in question. For every 100 gp increment, you can get a +1 bonus on your final check (to a maximum of +5).
* Decide how long you want the agent to spend searching. The minimum is one week, but for every additional week, you will get a +1 bonus on your final check (to a maximum of +10).
* Sweeten the offer to the [potential] seller by including magic items (bonus to the final check according to the rarity level of the item: + 1 for uncommon, + 2 for rare, + 3 for very rare, + 5 for legendary and + 8 for artifact, but perhaps adjusted for desirability of the item itself to the seller)
* Similarly, you can offer a bonus to their asking price (+1 per 10% extra offered).

Making the initial Persuasion check before calculating the modifiers allows you to decide how much to invest in that particular effort. Regardless, the opportunity for that week is lost and you must wait at least one more week to attempt again.

The final total is then compared against the rarity of the desired item. The target results for each level are:

* DC 10 for common
* DC 15 for uncommon
* DC 25 for rare
* DC 35 for very rare
* DC 45 for legendary
* DC 60 for an artifact

The base cost of the item will be based on the rarity and desirability. For instance, a potion of superior healing (450 gp) is more desirable than a potion of speed (400 gp), even though both are very rare items, which explains the difference in base cost. There is a random factor built into the price that the item is offered for.

Note that only one magic item can be sought at a time for the party. A low initial Persuasion check might indicate that someone else has claimed the attention of the best agents available for a period of time.
House Kivan

Owned by Kotetäinen-based merchant house Talo Kuivatut, House Kivan is built in the style of a 41st century Town Home. It is located in the Newmark ward of Highwater, one of several houses of similar design on Eisenwerk Street. Nearby landmarks are the Royal Armourers factory, the Kartfeld Market, and the Lesen Mission.

The home is a typical example of houses that have been built for wealthy families in Highwater for centuries. It has running water in five rooms (four water closets and the kitchen), a single chimney which serves the stoves in the kitchen, stables and small carriage house, and a shallow yard. All windows are inset glass steel, and the front and rear door are made of ironwood. Built into one of the cellar's walls is a Merila's Hearthbrick, so with the doors closed, and the stove doors or flue closed, the house is shielded against magic.
Djinn

The Djinn are a pantheon of Powers who were once widely worshiped in the central region of Zerith (what is now Kef Sirran and Buyuk Tekis). There is speculation that older human civilizations, such as the Draklin Empire, venerated them as well. The deities are divided into four factions, each aligned with an elements:

### Fire

* Sute, Lord Elemental of Fire
* Imix the All-Consuming Fire
* Shaeila the Golden Flame Eternal
* Aishtaeil, Star Wanderer

### Earth

* Ogrémoch, Tyrant of Doom
* Tahtim Stonefist
* Alhadara the Cradle of Life
* Altaraba, World's Mother

### Water

* Olhydra, the Crushing Wave
* Yaghraq, the Drowned
* Raghua Foamfollower
* Mawja, the Eternal Wave

### Air

* Yan-C-Ban, Shadow of the Four Winds
* Alghadab, Red Tempest
* Einaq, Lady Elemental of Air
* Rih, Breath of the World
Dwarves

## History

It is an accepted fact among Dwarven historians that Dwarves are native to Zerith, and although colonies have been maintained at times elsewhere in the world, no independent realms have ever arisen off the continent.

### Prehistoric Times

Stories of the earliest era of Dwarven civilization only come from later times; there are no known texts from this period. It is known that there was a great human civilization that spanned the world, and a great deal of trade flowed between the humans and Dwarven realms. It is believed that there were five (or perhaps six) Dwarven kingdoms during this period: Begyn, Gren, Fortop, Skjem, Hoved, and Strålande (which might be another name for Hoved).
There are numerous great sagas, recorded during the Age of Legends that are purported to be from oral traditions that have prehistoric origins. The stories of Dikhelter and the Udødelig are likely sources of many Dwarven legends and myths, and many clans use symbols taken from the poem Lysyklusen that was reputedly thousands of years old when it was recorded by Edvar av Grindarr in about 150 FAR.

### Age of Legends

The earliest stories from the Age of Legends speak of the Dragerankomst (the Coming of the Dragons), and the eventual abandonment of the eastern-most kingdoms. Scholars traditionally use the calendar of Evigdom, which begins with the legendary founding of the kingdom in the year 1 AR (Rikets år). The earliest known text is the Book of Fellen, and is believed to date from circa 630 AR. The author claims to be Erling av Oddvar, a younger son of Sjefskongen (High King) Oddvar the First of Evigdom, although it is widely accepted to have been written by Erling's daughter Kari.

### Ancient Days

Begins with the abandonment of the northern kingdom, an event known as the Katastrofe.
Traditional Zerithian Calendar

Before the founding of the Zerithian Empire, Zerithians used a calendar based on the Wheel of Portents, a cycle of years assigned mystical significance. Prior to the founding of the Empire, the calendar was enhanced to break each year into four seasons, and each season into halves (Early and Late, each 45 days long). Within each half-season, the days were numbered, and cycles of the Wheel were counted from the official founding of the Ancient and Faithful Church of the Children of Creation (the Empire was founded in year 485 of this calendar). So, dates would be expressed as “day of half-season, year, cycle.” Periodically, days would be inserted into a half-season to correct the drift due to the calendar year being shorter than the tropical year.

The years in the cycle are:

1. Boar
2. Eagle
3. Dragon
4. Horse
5. Griffin
6. Stag
7. Bear
8. Snake
9. Goat
10. Wolf
11. Ox
12. Roc
13. Panther
14. Falcon
15. Dryad
Lesen Mission of Highwater

An effort by the clergy of Den to provide free education for those who desire it. As the Kingdom of Norlan has no public education system, Lesen Missions are one of the most accessible ways for the general population to get basic education. The Highwater mission offers elementary-level education in language, history, geography and politics. Historically, the insistence of Denians on teaching politics has caused friction with local rulers, but the current administration of Highwater is a financial supporter of the mission.

The Highwater Mission is in a former pottery manufactory on Eisenwerk Street.
Laws and Customs

### Consorting with Supernatural Evil

Any magic that is used to enable you to create, summon or control fiends or undead, is generally illegal. The usual justification is that doing so requires "consorting with supernatural evil," a widely-used term that originally appears in The Jasmine Book, the second of the known pre-Imperial law codes that shaped Imperial Law during the First Zerithian Empire.

### Charm

In most jurisdictions, subverting a person’s will is illegal, often with penalties as harsh (or harsher!) than those for creating undead or summoning demons. It reflects the deep-rooted fear that many people have about the potential of magic to control a person, bringing into doubt the reasonableness of power and suggesting a need for oversight. (After all, how can we trust a Baron to rule his Barony un-checked if someone could be pulling his strings from the shadows?)

Any spell that causes a person to unknowingly act in a manner other than they would otherwise is illegal almost anywhere. So, Hold Person is not illegal, nor is Zone of Truth, because while they control a person, neither do so without the knowledge of the victim. Calm Emotions and Charm Person are sort of the prototypical “subversion of will” spells, but there are many others.

### Divination

Divination spells are often viewed suspiciously by authorities, both because of the criminal potential (“just where is that guard standing on the other side of the door?”) and probably because of the creep-factor. Law makers and judges are no less subject to the fear of being watched when they don’t know that it’s going on.
The Bards

> *To bard is to motivate*
> *To artistry we dedicate*
> *To win and inspire hearts*
> *Through all the arts*
> *Yours and our passion to celebrate*
> - The Bard's Guild Initiation Lymric

## Quests

IMPORTANT NOTE: The following sections include spoilers for how to level up in the Bard's Guild.

### Initiate

* Inspiration
	+ Find something or someone in Evermore that inspires you.
* Passion
	+ Ask an Evermorian about one of their passions in life.
* Creativity
	+ Create something. Anything!

## Trivia

* The Bard's Guild Initiation Lymric was crafted by the Worldwalkers Nymphaea and Sykes during the opening weekend of Lore 2020.
The World of Zerith

### What is Zerith?

Properly speaking, the name just refers to a continent and it's major adjacent islands, but to most people, it's used interchangeably to mean the whole world. This has led to recent complications with the [re-]discovery of the High Blood Empire continent on the far side of the world. Still, no name has supplanted the usage of *Zerith* for the world.

### Geography

The continent is roughly rectangular in shape and because of coast-to-coast mountain ranges that run north-south, is conventionally divided into three regions: Western, Central and Eastern Zerith.

#### The West

Western Zerith encompasses the lands to the west of the Iron Mountains (in the north) and the Starkspit Mountains (in the south). The Berland Highlands divide north from south, with the watershed areas for two great lakes anchoring each region. The north is mostly wide open plains and boreal forests, and the immense Coldwater Lake. The north-western shore of the Lake are the deep forests of Kotetäinen, the home of elves in Zerith. East and south of the Lake is the human Kingdom of Norlan. North of the Norwass River (which functions as the northern boundary of Norlan) are sparse settlements of humans and orcs up to the shore of the Frozen Sea (which hasn't been frozen in centuries). The forbidding Iron Mountains, once home to a vast dwarven kingdom, are said to be still rich in minerals. However, they are dangerous enough that only a few heavily-fortified mining communities cling to the foothills for fear of the terrible evils that are believed to dwell there.

South of the Highlands, the region is centred around Flankmeer Lake. The Three Kingdoms came to dominate the south after the fall of the First Zerithian Empire, and those realms were subsumed into the territory for the newly declared Third Zerithian Empire. Except for the White Mountains near the southern coast, all of the land south of the Highlands and west of the Starkspit Mountains is claimed by the Empire, which includes the rainforests of the western coast, traditional lands of the Kustmann people. The dwarven Kingdom of Gulriket occupies most of the White Mountains, although the range is also home to several other communities of dwarves and gnomes.

#### Central Zerith

The vast plains of the north are known locally as Buyuk Tekis, the lands of the Akamkap nomads. South of the Great Rift are the lands of Kef Sirran, home of the Bedewe desert nomads.

#### The East

Eastern Zerith comprises the lands east of the vast Rungstang mountain range. In the north is Oestereich, a one-time colony of the Second Zerithian Empire, while the south are the Wenegbund city-states. The south-eastern tip of Zerith is Sudenkap (*southern cape* in older dialects of Zerithian). To the east of the cape is the island nation of Jangu, while to the south-west is the treacherous region known as the Shifting Seas.
Marsha Wilson

Marsha Wilson is one of the main protagonists of the 2022-23 television series and the one of the friends of the Ashley Morrison. She is also the oldest of the kids, who all shared a kingdom of Zuzubaland, Food Void. Marsha is the adoptive daughter of Hamato Pablo and adoptive sister of Karai. She belongs to a diverse family consisting of three other human kids who are her biological friends: Harriet Thompson, Xavier Anderson, and Tillie Kagami. Pablo, a human-sized mutant sheep, serves as the Human Kids' adoptive father and sensei. This version of Marsha Wilson was originally voiced by Ryan Bartley from the series premiere until Season 2 Episode 19. Marsha‘s voice sounded exactly like her age. Marsha’s voice actor got temporarily recasted by Olivia Jane d'Abo for the final 7 episodes of Season 2 (nonetheless, her voice still sounds very similar), and finally replaced by Melissa Fahn from Seasons 3 to 5. With Melissa as Marsha's third voice actor, Marsha's voice becomes more kid like. Her change of voice is explained by the character having wounded her larynx (vocal cords) in the aftermath of the battle in the Season 2 finale.
Toby Thompson

Toby Thompson is a protagonist of the Nocturnal Academy series. He is a werewolf. As a student, he attended the Australian Nocturnal Academy.

Toby is described as being a tall, skinny boy with knobby knees and huge hands and feet that looked like they had outgrown the rest of his body. He had let his curly sandy-blonde hair grow out over his ears to hide the fact they stuck out like mug handles.

Before being enrolled in the Australian Nocturnal Academy he bullied Alice with his friends chunky and Stan. After learning he was going to the same school and that he was a supernatural he made friends with Alice and apologized for his actions.
Nocturnal Academy 16 - Cracking the Great Cosmic Mirror

Professor Albrecht Longenfang steps through the Great Cosmic Mirror to the Magick Earth, his mission to track down the alternate version of his lost love, Vulpina Vixen. He knows it’s a one-way trip and a silly idea as Vulpina is currently with Tobias, the alternate version of Toby Thompson, but he has to try.

Finding Vulpina is easy. She is a disciple of High Priest Ruthan, at the Church of the Great Cosmic Mirror. Albrecht even gets the chance to tell her about the death of her Science Earth counterpart.

But then he gets into a fight with Tobias and is banished from the church. He finds himself back out on the street, unsure what to do next.

Then Millicent Jorgensen, meditating in front of a mirror, decides to cross over and join him. Unfortunately she has no way to return – save through the giant mirror at the church. Realising he has an obligation to look after his former student, Albrecht takes her back to the church.

But High Priest Ruthan and his disciples have tired of simply lurking in the shadows, hiding from the authorities while trying to recruit new followers. The time has come to act, to finally bring Magick and Science together. And Caroline “Karuna” Collins believes she has figured out the way.

## Sources

1. ↑ https://www.amazon.com/gp/product/B06XCTWWLR?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_15&storeType=ebooks
Nocturnal Academy 7 - School of Thought

In the sequel to Nocturnal Academy 6, two groups are in a desperate race against time to stop the evil demon lord Oradhur from reaching the Nocturnal Academy’s echo on the Astral Plane and stealing the Da Vinci Codex.

Alice, Madam Nocturna, Lord Eldritch, Marco the Hunter and Andre make up one team, and they are closely followed by Abbacus, Longenfang, Toby and Carla. Both parties contain some of the Nocturnal Academy’s most powerful individuals and are confident they can defeat one possessed human.

But Oradhur is a formidable mage with his own powerful spells as well as his victim’s abilities, and manages to elude both groups. He reaches the Astral Academy and breaks inside, leading his pursuers through the echo school’s convoluted defence mechanisms.

Alice, Toby, Carla and Andre find themselves face to face with the monster that once tried to invade their school through its computer system. Can they defeat this evil being before he gets his talons on one of the most powerful spellbooks in existence?

## Sources

1. ↑ https://www.amazon.com/gp/product/B009199IJ0?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_6&storeType=ebooks
Nocturnal Academy 13 - When Gods Collide

Necronis the Unmaker is now only days away from tearing open the Wall of Fire. The hordes of imps and demons surrounding the breach are glorying in his imminent arrival.

But the mysterious newcomer to the Nocturnal Academy, the eccentric Rhys Kelly, has an insane plan to close the breach that he believes just might work. It will require the school’s most powerful mages and fighters to join forces with Appleton’s priests and shamans. The timely arrival of the Nocturnal University provides more help in the form of Lord Eldritch, Dr Ashe, Dr Primus, Malcolm and Kim.

However, even with such a diverse group of multi-talented people, they will still be facing off against a truly formidable opponent. The Dark God has millions of monsters at his beck and call, ranging from the tiniest imps and larger demons, to massive lords, devoted Necronites and even his own chosen son.

Necronis is hell-bent on claiming the universe that he believes rightfully belongs to him, and will do anything to thwart his foes.

To succeed Rhys and his small army will require nothing short of a miracle, and help from an extremely unexpected quarter.

## Sources

1. ↑ https://www.amazon.com/gp/product/B014UAKQ3G?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_12&storeType=ebooks
The 312th Nightmare Games

The 312th Nightmare Games is a competition for Nightdwellers. There are three rounds. The first and third rounds are identical. The second round is a Kranquoix match, featuring competing teams from the Nocturnal University.

## Participants

The Australian Academy was represented by Alice, Toby, Carla, Milly, Grizzer, Ali, Jamie, Lucinda, Riley, and Eddie.

The Swiss Academy was represented by Dailan Dagros (and several unnamed others).

The North American Academy was represented by Morgan Gainsford (and several unnamed others).

## Faculty

Ogden Connifer (tree spirit): president.

Rose Flickerton (fire-elemental): vice president.

Professor Abbacus

Malcolm:

Harley

## Round One: Vampire Race

### Results

First place: Riley

Second place: Alice

Third place: Dailan

## Round One: Elemental Race

In the Elemental Race, participants passed through sections representing each of the different elements.

### Results

First place: unnamed celestial spirit

Second place: Ali

## Round One: Were Triathlon

The Triathlon was composed of three parts: a jungle, a flat area, and a lake.

### Results

First place: Lucinda Little

Second place: Morgan Gainsford

Third place: Jamie Bell
Nocturnal Academy 14 - Infinite Times

All contact with the newest Nocturnal Academy, located on the moon, has been lost. A rescue team was sent in to find out what happened, but it disappeared as well. Nocturnal Councillor, Lord Harmon Eldritch, is at his wits’ end and calls the one person he genuinely believes can help.

Unfortunately, Professor Abbacus has also vanished without trace.

As a good friend of the Professor, Alice Dibble is recalled from her much-needed summer holiday to help locate him. But this time even she can’t bring him back.

That is until she has what is quite possibly the craziest idea of her young life. An idea so utterly insane it just might work, and the dour Lord Eldritch actually agrees to let her try.

And so Alice and her boyfriend Andre embark on a roller-coaster journey through time and space and the astral plane to track down the missing Professor.

But Professor Abbacus doesn’t want to be found, and is not going to make it easy for them.

## Sources

1. ↑ https://www.amazon.com/gp/product/B01CHA43GW?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_13&storeType=ebooks
Nocturnal Academy 9 - Mirror Mirror

Nocturnal Academy principal Madam Nocturna has tasked Quincy Darkchilde, the new Professor of Magick, and Marco Cazadora the half-elf Jesuit, to figure out how the mysterious Mirror of Albiroth really works.

Meanwhile, Millicent Jorgenson sees something disturbing in the school library. Unfortunately she can’t bring herself to report it to Madam Nocturna. More strange events follow, breaking up the relationship between Toby and Carla and setting them against each other.

The Mirror has been exhibiting some strange behaviour lately, and Marco concludes that someone has been tampering with it. He believes that someone - or something - might even have come through it into the Nocturnal Academy.

But who - or what – can possibly be creeping around the school, without anyone noticing? It is Milly who finally figures out the awful truth – just before she is abducted in the middle of the new Oval Jungle.

Can Professor Darkchilde and Marco get the Mirror working in time to rescue Milly?

And more importantly, can Toby and Carla overcome their differences enough to help?

## Sources

1. ↑ https://www.amazon.com/gp/product/B00EYV2932?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_8&storeType=ebooks
Nocturnal Academy 10 - The Nightmare Games

Finally, the Australian Nocturnal Academy has won the rights to host the 312th Nightmare Games – a gruelling series of contests designed to pit supernaturals against each other and test their abilities to the ultimate limit.

Alice, Toby, Carla and Milly are competitors in the games, along with six other students from their school, and ten from each of the other Nocturnal Academies. They must work together as well as compete against each other to get through each event.

But there’s a threat. According to the Professor Abbacus, the new technical assistant to the Nightmare Games Organising Committee, there’s always a threat. Every Nightmare Games in recorded history has been attacked, in some way or another, by demons from the Immaterium. Thus it’s only a matter of time before all hell breaks loose once more.

Professor Abbacus warns everyone to be on their toes, to notify him the moment something unusual occurs. Unfortunately everything about the competition is unusual, from flying races, were triathlons and elemental displays to the bizarre medieval ball-game known as Kranquoix.

Thus a mysterious increase in plant-growth across the area goes almost unnoticed.

Can Alice, her friends, Professor Abbacus and his new assistant from Scotland, figure out what is going on before it's too late?

## Sources

1. ↑ https://www.amazon.com/gp/product/B00IQL18EW?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_9&storeType=ebooks
Ensorcelled; or A Low-Key, Hate-Free, HP D&D Podcast Wiki

We're a collaborative community website about Ensorcelled; or A Low-Key, Hate-Free, HP D&D Podcast that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## **Welcome to the Ensorcelled; or A Low-Key, Hate-Free, HP D&D Podcast Wiki!**

Celeste Carver-Chapman, Louisa O'Brien, Imogen Sigrunsdatter, and Wren D. Tierney, affectionately known as our Sorcery Sisters, are the PCs in this campaign. They are played by Bry Walton, Marta Fuerst, Willow Wilson, and Holland Lane Curtis. The incomparable DM of this campaign is Harley Ann Kulp.

*Need help building out this community?*

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

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

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Nocturnal Academy 20 - Universal Magick

Alice Dibble and her friends have finally made it to the Nocturnal University, the only Nocturnal Academy that flies high above the Earth and can travel from place to place.

They discover that life at the university isn’t that different, with lessons, new students to meet, and adventures in underground dungeons. But Alice is particularly annoyed that a dark aspect of her past has followed her. Will she ever escape the legacy of Unlucky Alice?

Then Mt Takameetu, a nearby Pacific island volcano located at a nexus of leylines, erupts with explosive force. A deadly Magickal effect spreads across the entire planet.

Only the Nocturnal University is spared.

Once again it falls to Alice and her friends to find out what happened, and travel to Mt Takameetu to save the supernaturals still trapped there.

But something else is brewing in that volcano, something dark and evil and more powerful than anything that has ever set foot on Earth before.

## Sources

1. ↑ https://www.amazon.com/gp/product/B07P6ZKZJL?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_19&storeType=ebooks
Delsaron Delfay

## Notes

* Met Abbacus in ~1880. Came out of Immaterial breach. Eridon exile.
	+ Helped w/ Circus Infinitus.
* Artillery shell knocked (circus?) off course during Great War (WWI?)
	+ Ended up in parallel realm
	+ Lead fascist regime
	+ Necronite
	+ Destroyed that world
	+ Battle outside of Kamrys' Castle in North Saren
		- Survived
		- Came back, no longer Necronite
		- Saved by Kamrys the Peacemaker and swore fealty to him. Continues to try to atone for sins in his name
Nocturnal Academy Wiki

**Welcome to the Nocturnal Academy Wiki!**
For fans of Ethan Somerville's Nocturnal Academy universe. Check out Nocturnal Academy Series for all of the books in the main series, or Characters if you're interested in a particular character.

## Help Out

This needs work! Check out Needs work for all the pages that need work, or Wanted pages for pages that have been linked to that don't exist. There's also plenty of pages that should be created that aren't on said list, so feel free to create anything that you think is missing.

While this Wiki is currently limited to information from the main series, it will (eventually) have information from the related series, including Nocturnal University, Circus Infinitus, Draconis Academy, and everything else in this universe.
Mexico Sim

The Mexico Region of the Wild West Roleplay includes three sim's the main one being Mexico, Sonora which includes a Mexican town which seems to be quiet. There is a local Apache tribe which shares the land with the Mexican village it would seem the Apache's hold the most influence in this part of Mexico. Sonora captures the Apache mountains very well. The Mexican village itself almost appears as a farming village with maybe a local sheriffs unit, Sonora West captures the desert region rural area's and Arizona side better there is a military fort to presumably there is a Mexican Army. The third and final region of the Mexico sims is Chihuahua which includes area's that are favorable by bandits, rebels and people who are not very friendly to Apaches. It has the bad lands look to it altogether it seems like a action packed sim with many unique factions that exist within the sim.
Nocturnal Academy 12 - Wall of Fire

Necronis the Unmaker is coming. He is clawing open the Wall of Fire and influencing the entire Immaterium. Thousands of celestials have formed a barrier in front of him, but despite their combined wills the Dark God will soon rip the hole large enough to step through.

When he breaks free, he will tear the universe apart.

He is gaining followers and a large group of Necronites have set up camp in front of Appleton’s Old Cider Factory, preparing to welcome their evil master with open arms.

Just when everyone is at a complete loss at how to combat him a mysterious stranger appears at the Nocturnal Academy who just might have a solution.

Unfortunately Rhys Kelly has lost parts of his memory and has no idea how he arrived at the school. Before he can help to combat Necronis he needs to rediscover exactly what he can do. It is up to the teachers, and Alice and her friends, to shape this middle-aged computer programmer into a lean, mean fighting machine.

But not everyone believes Rhys to be the answer to their prayers and Professor Abbacus even sees him as a threat.

And to make matters worse, the delinquents at the Old Cider Factory have gained some powerful new leaders and are planning a bloody takeover of their own.

## Sources

1. ↑ https://www.amazon.com/gp/product/B00U4MESB6?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_11&storeType=ebooks
Nocturnal Academy 17 - Victoria Victorious

Dark things are massing from the remotest corners of the Immaterum, where the realm fractures and merges with other inhospitable regions. These are the lost and insane; demons, spirits and ancient gods without names or worshippers. Something is calling and uniting them with deadly purpose.

Because of his close affinity with the Immaterium Professor Abbacus can hear the monsters coming. He has fought them before, back in 1895 when they were united by the Martians. But he can’t understand them or determine their new mission. At his wits’ end he is finally forced to seek help from an old enemy.

Meanwhile another blast from his past finally reaches the Nocturnal Academy. This person has been hunting him for decades, following minute clues across the country, but for what purpose? To rekindle an old friendship? Or to kill him for leaving them behind?

To fight the approaching evil everyone at the Nocturnal Academy must be on high alert for anything even slightly out of the ordinary. Because even the sweet old folks of the Appleton Seniors Meditation and Tai Chi Group might not be exactly who they appear.

## Sources

1. ↑ https://www.amazon.com/gp/product/B07595HD9K?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_16&storeType=ebooks
Carla Hightower

Carla Hightower is a protagonist of the Nocturnal Academy series. She is a were-tiger. As a student, she went to the Australian Nocturnal Academy.

Carla is described as in the books as a prim and proper little miss, always dressed beautifully, with carefully groomed red hair and an upturned nose sprinkled with freckles. But no matter how hard she tried to stay thin, she always managed to fill out her clothes a little too much.

Carla before before being enrolled in the Australian Nocturnal academy teased Alice and was horrified at the idea of going to the same school as her. They both make up in the second book after Carla has troubles with arrested morphing which was later resolved with meditation.
Alice Dibble

Alice Dibble is the protagonist of the Nocturnal Academy series. She is a vampire and a mage. As a student, she went to the Australian Nocturnal Academy.

Alice is described in the books as burning terribly in the sunshine because of her very fair skin but In contrast, her waist-length hair was as black as night and always loose. It fell from a centre part and hid her face.

Before joining the Australian Nocturnal Academy she was bullied a lot by chunky, Stan and Toby and picked on by Carla and her friends.
Nocturnal Academy 19 - War of the Necromancers

Bethelrath is dead, the church knight has been banished and the Australian Nocturnal Academy is without a principal or a vice principal.

The school is also exposed to the public. The Nocturnal Council has to step in and take control before too much damage is caused.

Sir Hernan Vargas may have been disarmed, but he is determined not to go down in disgrace. When he informs the Magick Earth’s Pope of what happened at the Australian Academy, the Pontiff immediately sends him on a new mission.

Sir Hernan and his chapter, one hundred knights of the Golden Cross, are to march upon that accursed demon school, kill every vile supernatural inside and then burn it to the ground.

## Sources

1. ↑ https://www.amazon.com/gp/product/B07H14SB8Z?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_18&storeType=ebooks
Nocturnal Academy 15 - The Dark Magick Side of the Moon

All communication with the Nocturnal Moonbase has been lost, and the rescue party sent to investigate has not returned.

A second party is collected and includes Professor Abbacus, Alice and Andre. They travel to the Moonbase to find it airless but not abandoned. A nasty surprise within leads them down into a grim realm not even the genius Abbacus realised existed.

But from this dark place the party travels to a world the Professor knows all too well. It is a world within a world of strange, prehistoric creatures, beastmen, ancient temples and shining cities inhabited by godlike beings.

It is also a world of dark secrets, abandoned friends and old enemies. One being in particular has been waiting over a century for Professor Abbacus to return so he can have his final revenge upon him.

## Sources

1. ↑ https://www.amazon.com/gp/product/B01LCGG1PS?ref\_=dbs\_m\_mng\_rwt\_calw\_tkin\_14&storeType=ebooks
Patrick

## Personal information

### Allies

BenjiroJeffy

Scooter

Shrek

Toad

Chef PP

Brooklyn T Guy

Mario

### Enemies

YukineseBeerus

* I LOVE COOKIES\*

-Patrick Saying about cookies

Patrick is a brawler

## Power Abillties

Patrick's power level is the same as korn's level

* Flight - Patrick uses the ki to fly
* Earse - He can earse but he can be earse by benjiro
* Immortaily - as a Brawler they are immortal
Realms

There are many realms throughout existence.

## Internet

The Internet (also called Netspace) is a realm that is almost directly below the Materium.

## Spirit Realm

The Spirit Realm (also called land of the dead) is where dead pass through to reach the afterlife. Those that are trapped in the Spirit Realm and learn to reach out are ghosts.

## Astral Plane

The Astral Plane is the root of nightdwellers, as all originated from here. The Astral Plane can also be used to access most of the other planes. It uses a version of physics that cannot be found on Earth, making travel extremely convoluted. There are three major sections, as well as many other minor sections.

## Hyperspace

Hyperspace can be accessed from the Astral Plane and can also be used to access the Immaterium. Its natural inhabitants are void vampires, which infrequently suck the life out of planets.

## Immaterium

* "limbo of nothingness" - Immaterium
* Spirits can be trapped here when going to Astral Plane
* Has natural inhabitants, which want to get into the Materium
* Undead more susceptible to influence but not perceived by imps

### Hierarchy

1. Necronis
2. Abraxas
3. Vladrakov and Oradhur

## Magick Earth

* Contains many fantasy creatures, including elves, dwarves, dragons, pegasi, fairies.
* Parallel to Science Earth (where Noc Ac takes place)
	+ They are separated by the Great Cosmic Mirror.

## References

* bk2
* bk11

1. ↑ The main realm.
Australian Nocturnal Academy

Established in the year 400 by aborigines, the Australian Nocturnal Academy is one of the oldest existing academies (bar the Nocturnal University).

## Teachers

### English

* Professor Florana
* Mrs. Ling
* Professor Luften

### History

* Professor McDingley
* Mrs. Calvari
	+ The Truth behind Myths and Legends

### Geography

* Professor Durnell
* Mr. Igneous

### Science

* Professor Abbacus
* Mr. Coleman

### Tooth & Claw

* Professor Longenfang
* Miss Denholm

### Art

* Professor Martinez
* Mr. Pham
	+ Mad Artists

### Other

* Wild Art of Fighting - Professor McDingley

## Faculty

### Principal & Vice Principal

Vice principals are sub-bullets under the principals that they worked with.

* Madam Nocturna
	+ Baron Falkenstein
	+ Professor Florana

1. ↑ http://nocturnalacademy.com.au/history.php
Chalerm

## Personal information

### Allies

RosieAi

Yu

Tangy

Goldie

Whitney

Audie

Cookie

Daisy

Lucky

Maddie

Copper

Kid Cat

Lolly

Punchy

Olivia

Rover

Filbert

Marshal

Haida (Sometimes)

Inui (Sometimes)

Benjiro

### Enemies

TsunodaRetsuko

Fenneko

Komiya

Kara

Beerus

Liny

Lonie

Yukinese

* I Should be myself\*

-Chalerm to Haru

Chalerm is one of the great legends

His power level is unkown but he only fought Hamari
Celeste Carver-Chapman

Celeste Carver-Chapman is a first year Serpentine at Hogweed Academy of Spellcraft and Sorcery. She met her friends Louisa O'Brien and Imogen Sigrunsdatter on the train, and Wren D. Tierney on the first day of classes. They are all in 1-C (First Year, Group C), along with Teddy Lycan, Ross Jameson, and Edison Grey.

## Description

### Physical Description

Celeste stands rather tall, (slightly shorter than Louisa), with "porcelain white skin and straight platinum hair". Her hair is long and sleek, neatly kept out of her face by her signature green headband, and her uniform is always perfectly pressed and pristine. She is described as having "big and serpent-like" green eyes.

### Personality

   At first glance, her demeanor is cold and almost mischievous, which she uses to her advantage. She often uses others' perceptions of her to intimidate (and in some cases, manipulate) circumstances to her favor. To those that have gained her trust, she shows a more caring side, and it is clear she would do anything to protect her friends. She is notably quick-witted, and she states that she "had to be, growing up in the Carver-Chapman house".

Celeste grew up with wealth, and it is hinted that her family is one of those "old money Trueblood families". Her mother Claire Chapman is a prominent member of the Sanctum of Sorcery, and her father Calvin Carver is a renowned Transfiguration professor at Hogweed.

Celeste often reacts with surprise or confusion when confronted with affection or sentiment, particularly from Imogen or Louisa, who seem to have a better grasp on "the whole friend thing". She often questions Louisa's thought process on their therapy circles and "talking things out".

## Quotations

"Celeste-Carver Chapman, lovely to be met."
Spirit Dancer

Morning Sun ( Husband )

Little Thunder Bear ( Son )

Early Life

Spirit Dancer is a Lakota woman who was born and raised in Siha Sapa her mother is a clan mother who was known as Spotted Eagle who was once one of the leading healers in Siha Sapa before Owl it is said that her mother was close friends to Owl so the family has great respect for her as the new clan mother and elder of the community. Spirit Dancers farther was a Oglala man known as Sunset Turtle. Her farther was much older then her mother said to be a old War Chief in Oglala many years ago he died when she was young but she remembers several War Chiefs before Grey Wolf that come after Sunset Turtle. It is believed Spirit Dancer is related to most of the families that are local to Oglala and one or two in the Siha Sapa region.

Coming of Age Ceremony

Upon her coming of age ceremony to becoming a woman in the transition from girl she became active in learning and practicing traditions and ceremonies. Her grandmother taught her the teachings of a turtle on a rattle telling her this is the grand mother teachings each line on the turtles back represent something. We as clan mothers must hold the community and family together. She learned the common shores of a woman growing up but also learned how to counsel and speak when men could not decide things. She has some leadership skills that helps for when the men are off hunting she knows hot to use a knife better then most men. She may not be the finest healer in the village but she does gather or rack up more berries and herbs then most woman of her age in Siha Sapa.

Marriage

Growing up she was always close to a boy known as Morning Sun they fell in love and upon leaving Siha Sapa Morning Sun promised to marry her when he returned from his first great hunt with the white man he brought her grandfather three horses, two rifles and a cart full of buffalo meat he won the right to marry Spirit Dancer although the two would have married either way. They married in the traditional way each trip he returned with more to provide eventually giving birth to Little Thunder Bear, Spirit Dancer begun to focus on raising her sun, taking care of Siha Sapa and keeping the teachings going at the Sun Dance, praying circles and other ceremonies practiced in Siha Sapa. Some would consider her the keeper of wisdom and knowledge in Siha Sapa as she remembers better then most local Lakota how things where in her childhood before the coming of the first white man.
Bear River

Bear River Kansas Territory sim is located on the main stretch of Wild West Sims in Second Life. Bear River is a American frontier town in the heart of Kansas Territory ran by mayor Cee it is a town of mixed race people that are very accepting and kind hearted. It is a tight knit community based around the mines their is a local Cherokee reservation which has strong relations with the town folk. It is believed years ago the Comanche settled on the reserve the Cherokee now live upon the current Chief is Standing Bear in the Kansas Territory Cherokee reservation. The Comanche's where driven out by blue coats or perhaps relocated to Oklahoma, There is a local outlaw encampment which provides some minor conflict in the town as it is connected to many other sims it is fairly easy to ride from one to another to get the full experience of the American Frontier. Their is a tp set up which takes you to Paha Sapa which is another neat thing they have set up.