recursal/Fanatic-Fandom huggingface dataset:
Cawryn

Cawryn believes that man cannot live where injustice thrives. To followers of Cawryn, the unjust society is the Wasted Land, where men live false lives. The concept of Law, civil law, and just punishment are his.

Cawryn teaches that justice belongs to men. Priests of Cawryn take an oath not to interfere with the law. They may pursue a criminal, but they may not judge him. A priest of Cawryn may testify, but he is not the law. The law belongs to Men.

Paladins of Cawryn, on the other hand, take no such oath. The nobility often sponsor knights of Cawryn to roam the countryside and dispense justice in remote wilderness areas where the Nobleman’s influence cannot reach.

Brother to Adun, and one of the two primary gods of the Vaslorians, Cawryn also believes that men, no matter how vile, can be bettered. This belief is a unique expression of Cawryn’s love for his brother. It is because Adun is Cawryn’s brother that Cawryn believes in giving every man a second chance.

Sometimes a particularly zealous follower of Cawryn considers this a weakness. An impurity. These fanatics see Cawryn as the chief of the Vaslorian gods. But many are the stories of the Two Brothers, and Cawryn deferring to Adun, whom he believes to be the more noble and good of the two.

## Saints

* Saint Giddeon the Vigilant – Aid the law.
* Saint Taethan the Sunbringer - Fight Undead
* Saint Gael the Confessor – Root out traitors to the state.
* Saint Bróccan the Resolute – Iron will, relentless in pursuit.
* Saint Godwin the Inquisitor – Pursue priests of Nikros and Cyric
Salorna

Salorna believes that nature and its order are a moral good. That to behave in a manner, not in accord with the natural order is to commit offense against the gods.

Salorna teaches that Man is a product of nature, and that a tilled farm is as much a natural phenomenon as a forest. Indeed, tilling the land is a form of caring for it. But Salorna also teaches balance in all things, a land of farms and no trees would be just as unnatural to her as a land of all trees and no Men.

Felling a tree for lumber is natural. Man needs lumber to make homes for shelter to protect the family. This is natural and good. Felling a tree to make a road is mere *convenience* and therefore a moral wrong. A follower of Salorna curses a straight road.

Killing for food is likewise natural. Man needs to eat and the pig knows this as well as the Man. Killing for sport is a moral wrong, however. It is unnatural.

A wheel that harnesses the power of the river is a beautiful thing. Man and river physically connected. A damn the blocks the river is a desecration.

Salorna’s priests are Druids and seek to preserve the balance and respect for nature. Because much of Vasloria is covered in Elf-forest, Salorna’s druids are also often diplomats to the Elves.

Salorna has few Paladins, but not none! Favoring light armor and ranged weapons, her Paladins are often mistaken for Rangers. They seek to punish those who hunt for sport, or those who would defile the natural order.

## Saints

* Saint Isolde the Purifier
* Saint Halcyon the Druid
* Saint Pandercost the Wroth
* Saint Morvin the Tiller
* Saint Fallara the Witch
Star Elves

Star Elves are a member of the Celestials, also knowns as the True Elves. They were created by their god Val. They themselves created the lesser elves that walk the mundane world.

In the aftermath of the War Between the Gods, the Star Elves were banished to the World Below, while the rest of the True Elves returned to Arcadia to live with their god, Val.
Underdark Orcs

**Underdark Orcs** are a large, uncommon race of Orcs who lives and thrives in the Underdark. They are known as raiders and for their fighting prowess. Taller than most Orcs, they have pale grey skin with large tusks.

Within in the Black Loch and the Sunless Sea they are known as seaborne raiders. Among the strongest naval combatants, few can match a the Orcs ship for ship.

## History

Underdark Orcs descend from the Throat Gouger Tribe of Orcs. Cut off from retreat and cornered by their enemies, they sought refuge in a narrow cave at the end of a valley which, unbeknownst to them, led to the Underdark. They became lost but felt safe in the knowledge that they would not be followed by their enemies, delving further underground whenever they could. Eventually they came across a veritable jungle of luminous fungi and decided to settle there. They bred in great numbers and expanded into many surrounding caverns like a virulent plague. They subjugated the creatures already living there and eventually split into a dozen different tribes, discovering rich veins of metal and ore

## Sea Raiding

To most the Underdark would not seem like a place where seaborne raiding would be possible, let along popular. Despite what the surface folk thinks, the Underdark Orcs are prolific raiders of the sea.
The Gol

*Primitive, savage hunter-gatherers, the Gol are a race of Men who sneer at civilization and consider hateful any law that puts one man above another.*

**The Gol** are one of the four major ethnotypes of Men in Orden. Of the four, they are the only ones who have never risen to Empire, though they did in the past build great stone structures. Temples to their demon gods and even large cities achieved entirely without mortar.

Now all that remains of their ancient culture are ruins and the Standing Stones littering the landscape, covered in an unknown script, marking the boundaries of ancient territories. They are, and have been for centuries, a people in decline. Still a thriving culture in the Uttermost North, the Gol can also be found in pockets in Vasloria, especially in northern Aendrim, Corwell, and Rhone. They live in heavily wooded areas and fiercely defend their territory.

## Culture

They are a hunter-gatherer people, and often raid civilized lands for sheep and other livestock, considering such petty thievery good sport, an excellent rite of passage for children, and a safe and productive way to channel the excess energy of the young.

They look at the feudal governments of other Men as overt treachery. Somehow these men, these Barons and Kings, have tricked the weak-willed ‘civilized’ men into obeying because of ‘divine right’ or class. No Gol would abide by such evil. Any Gol, male or female, young or old, may speak at any meeting and has the right to be heard. Old people are valued because they have wisdom, which just means long experience.

## Religion

The Gol Gods are capricious and demand sacrifice, often blood sacrifice, before they will intervene. The Gol respect their gods, but worship is a strange concept to them. Baghraal the Painted is a powerful God who sneers on ‘worship’ and finds glee in making men cower and fear him. The Gol respect this.
Cyric

Cyric is the enemy of fate. He is the god of men who believe they have been wronged by life, and seek revenge. He is the god of the deformed and lame who hate the blow “fate” has dealt upon them. Cyric is a god of magic, because through magic a man can gain power to exert his will over man. He is brother to Nikros and together they are called “The Black Brothers.”

A person bullied, a criminal arrested, a servant dismissed, all who harbor secret hate whisper Cyric’ name, and that whisper is a prayer. A man rejected by a woman who loves another finds himself walking in Cyric’ shadow. He is the god of assassins, conspirators, and the bitterly frail.

It is dangerous to worship Cyric in public, but those who have, through his worship, gained power, often parade this fact gladly and teach Cyric’s hatred as virtue. Many is the Black Knight who rides with Cyric’s screaming skull talisman on his shield, teaching men to **take** what they want, the law be damned. The law is a coward. The law is a system designed by cowards to keep men from seeking real power.

His churches are often underground, dungeons, cellars. His priests worship in secret, often plotting against those with power, or even those who are merely popular. To be liked and loved is reason enough for a man of Cyric to hate you.

His Paladins are Blackguards and Desecrators and teach that sorcery and steel are the paths to power. Few common people worship Cyric, but many find his name on their lips when dealt a cruel blow by fate, a harvest spoiled, a house plagued with termites, a daughter stillborn. For this reason, the blackguard is sometimes secretly admired even while found disgusting.

## Saints

* Saint Eseld of the Eye
* Saint Kalos the Immolate
* Saint Tallad the Cursed
* Saint Nesta the Pestilent
* Saint Pallas the Black
Court of Decay

The Last City, a hulking necropolitan ruin in the center of the Abyss ruled by the Demon Prince of Undeath, is home to insidious undead creatures— called the Deathless and the Soulless, they are creatures of hate, memory, and mind who refuse to yield to law and surrender to the grave. The Court of Decay and the Court of the Deep maintain a taut, uneasy truce. The Deathless have no souls, so they yield no power to the demons of the depths. But they do not fall into lethe and therefore pose a constant threat.

Ancient kings of the Mundane World, these Deathless Lords mastered unholy lore in life so their unfailing will would overcome the sleep of death.

## Known Members of the Court

* Khorsekef the Infinite, Lord of Decay, King in Death - The First Pharaoh if the Khemharan Empire.
* Tristan Vaslor, the King Below, the One Below All - First King and Conqueror of Vasloria.
* Zaar Anathema, the Shackled King, the King in Gold
* Khorak, the Far-Seeing, First and Only Jarl of Drengrheim
* Telcezalco XXVIII, the Blood River
* Máelodor Rhyllearnán, King of the Foxglove Court, Master of the Solstice Hunt.
Vasloria

The largest in area of the eight regions of Orden, **Vasloria** is a land of rolling, hilly plains once covered with forest primeval. After being conquered by Ajax the land has become divided, dotted with Caelian ruins and mysterious ancient temples. Vasloria streches from the former duchy of Aendrim all the ways to the Icerime Peaks and Tors of Levenies.

## History

Vasloria has experienced several waves of settlement. The earliest people were barbaric humans called the Gol. The land was at that time one primeval forest, ruled by the elven king of the Foxglove Court, Máelodor Ryllearnan, who refused and fought against the invading human Gol. Empowered to his vow to Val, the Gol were hunted by the king, until they summoned the demon Taamgul, who slew Máelodor and dragged him down into the Abyssal Wastes. The Gol thereafter conquered much of the region, and over time developed a bronze-age society.

Vasloria was conquered and lost multiple times after this, without leaving much of a mark on the land.

A later wave of people to occupy Vasloria were the more advanced Tevas, from the land of Phaedros. They were led king Tristan Vaslor, who attacked the Gol. The Gol summoned demons yet again, but the king defeated them with the soul-drinking sword Maethelgas. The Gol were defeated and mixed with the Tevas. Tristan thus conquered Vasloria in his name and ruled for three hundred years, until Maethelgas turned him against his dukes in search of more power. In the civil war that followed, Tristan was killed, but returned in undeath and ruled for 10 more years as the Dead King, until being defeated and banished to the Abyssal plane.

Little of the early Tevas-Gol civilization remains as they were in turn conquered by the Caelian Empire.

After the Fall of the Empire Vasloria was left in ruins devolving into a series of feudal states. At one point a majority of these duchies were united by Good King Omund and his Dragon Phalanx who ruled over a peaceful land for nearly 7 decades before he was betrayed by Mandrake the Betrayer and slain by Ajax in his 75th year. That was 5 decades ago.

Now much of the land is Lawless Wilderness, littered with dangerous Caelian and Gol ruins, as the people who still make it their home stick to the established and well protected baronies.

## Current Landscape

Today Vasloria is shattered, broken up into small regions, each under the control of many rulers.

### Region:

* Aendrim
* Corwell
* Razmiran
* River Kingdoms
* Brevoy
* Numeria
* The Immortal Principality of Ustalav
* Hold of Belkzen
* The Gravelands
* The Stolen Lands

### Large Features:

* Lake Encarthan
* Lake of Mists and Veils
* Mindspin Mountains
* Tors of Levenies
True Elf

The **True Elves,** also knows as the Celestials, were the first creation of Val, and they were the ones who created the lesser elves of Orden to serve as their servants. They include Sun Elves (known as Solar Celestials), Moon Elves (known as Lunar Celestials), Star Elves (known as Astral Celestials), and Sky Elves (known as Sylvan Celestials).

In the aftermath of the War Between the Gods, the Star Elves were banished to the World Below, while the rest of the True Elves returned to Arcadia to live with their god, Val.

The True Elves also created the Centaur race to serve as stewards. The Centaurs were created in different forms. The most common Centaur takes of form of a half-elf half-horse. However there has been known to exist half-elf half-elks, half-elf half-deer and half-elf half-goat.
Gods

The gods of Orden are less interactive than Gods in other campaign settings(might wanna change to this be more in setting written). They do not speak or interact directly with anyone except their saints. As a result, churches are typically devoted to a saint rather than a God. Different regions can use different names for the Gods and attribute different values, characteristics, and domains to them.

The human gods are "stronger" in their home territories.

### Gods of the Other Races

 Val | The Elves
 Lyl | Unknown
 Finvarra | The Gnomes

Other Gods:

* Aan - Maker of Air/Sky/Coulds/Breezes/Hurricanes.
* Kul - Maker of Fire/Magma - Created the Azer, the Fire Dwarfs. Also helped Ord create the Law of Time. Created the Elementals(Dwarfs) together with Ord.
* Myr - Maker of Water/Sea/Rain - One of the 4 who first created the world.
* Lyl - Created life and placed it in the world. And life grew and multiplied, and Lyl created the first Law, the Law of Nature, Whether by the energy of sea or sun or fire, whether by muscle or thew, all that exists within the World must act according to the limits of physical being. Nothing acn act by will alone. This was the first great limit on the creation of the four Gods, and it would shape the history of the Mundane World in ways none of the Gods could anticipate.
* Nyl - The God of Death. Dies during the War Among the Gods, which is why undead and resurrections are a possibility. Nyl dying caused their divine essence to suffuse the mundane world, leading to the creation of the numerous younger gods.
* Ket - Father of Dragons / Father in Mourning / First Father - God of Dragons. Created the first living thinking beings on Ord. Created Magic after the War Among the Gods.
* Cyn - Censored God of Humans. Rather than giving them his power, he bound them to the world, making them natural, like the animals that already lived there, different compared to the other speaking races. Created the system of Worship, where humans and serve a god and in exchange gain power from them.
* Tiamat - God of Chromatic Dragons, the Last Dragon, and imprisoned in the Sun. The Sun glows from her anger and rage.
	+ "Mostly I think the chromatics sleep because they know how angry their god would be if they dared to wake."
Ord

Ord is the Dwarf Ancestor God, and also the one who created the world Orden. Orden gets its name from the god. Ord is worshipped by Dwarfs, A member of another race worshipping Orden would raise eyebrows, and is most common in member of other races being adopted by a Dwarf clan.

Ord is also known to have created the Law of Time, to make sure that nothing that is done, can be undone. Nothing that is made can be unmade, No thought can be unthought, a word said cannot be unspoken. Every Cause must now have an effect. The Elven wodes still remember the time before this law came into being, and as such, the Law of Time is enforced poorly with those ancient woods.

Words like Order, Ordning, Ordinary, Ordain and Ordinally etc. are believed to come from or be references to Ord.

## Heroes

The Dwarfs don't revere saints the same way Humans do, but instead remember and revere their ancestral heroes. These heroes of old function similarly to Saints, but are only ever connected to Ord.

* Zerok the Lawgiver - Dwarf how codified the Dwarven laws. An exemplar of Dwarf rigidness and adherence to law.
Malor

Malor is the Craftsman and teaches that knowledge is power, to be treasured, even hoarded, and diligently passed down from Master to Apprentice, Father to Son, Mother to Daughter.

Malor is also known as “The Secret,” but his is a secret willingly kept. The blacksmith has his secrets, the tricks of his trade, few men in town would ever seek to violate this secrecy. Rather, they respect it. Malor believes that all knowledge is a form of truth, and keeping it secret protects it. Giving knowledge away, followers of Malor believes, dilutes it. If enough people knew the secret of the Mason’s craft, Vaslorians believe *it would cease to work*. It’s not unusual for a Vaslorian to see a crumbling ruin and blame it’s state on a craftsman with a loose tongue. Likewise ancient structures well-preserved are a sign that their people kept to the secrets and so their buildings do not erode.

Because his is the Secret Faith, any carpenter’s shop, blacksmith’s forge, or scribe’s library may be a temple to Malor. His followers do not openly display their faith. But they recognize each other.

His priests are smiths, masons, carpenters, tanners. They tend to the health of the craft and form a network very like a Riojan guild. They want to see this knowledge put to use helping the people, and believe in charity. A blacksmith who does not contribute some of his time to the betterment of his town is **not** a follower of Malor.

His Paladins seek to stop dangerous knowledge falling into unwary hands. The Dwarfs who delve too deep, the Wizard who seeks knowledge Man was not Meant to Know, they must be stopped. Because Wizard Orders also serve to keep dangerous knowledge secret, many Paladins of Malor are servants of a Wizard or a Wizards’ order. And most Wizards follow, respect, if not openly revere Malor.

## Saints

* Saint Elemein the Arcanist
* Saint Calinda the Seer
* Saint Elgar the Engineer
* Saint Cail the Sorcerer
* Saint Clement the Journeyman
Darkling River

There is a river that dips underground through a low-ceilinged cave before descending fairly gently under the grey hills to depths unknown. The Darkling River flows from the surface world down into the Underdark. It serves as a major trade route from the Underdark to the surface, however its existence is not well known outside of interested parties. Along the Darkling River as the flows through the Underdark is the settlement known as Darklingtown. The are also other smaller settlements dotted along the snaking path of the river too, but are more like outposts and villages than anything else resembling a town.

The Darkling River is one of the rivers that feeds the Black Loch on the middle layer of the Underdark, another reason for its value as a trade route.

Source

## Locations

1. The Demon’s Bridge
2. The Waystation
3. Swiftwater Monastery
4. The Weeping Outpost
5. The Bandit Tower
6. The Cove of Coals
7. The Augite Shore
8. The Hags
9. Shrines of Silver
10. DiTullio Islands
11. Bloodmarket Cave
12. Darkling Galleries
13. The Drop
14. Deception’s Bridge
15. The Pillars
16. The Stairs
17. Darklingtown
Goblins

Goblins are a races native to Orden, though it is not known from where they came from or who created them. Goblins are a chaotic species, respecting only strength and cruelty. They are born from the earth, as they are fungi in nature. Wherever they lair, they release spores which will result in more goblins growing in the ground. These newborns will spawn as Snotlings, the diminutive first stage of Goblin life. These Snotlings, should they survive, they will grow into a Goblin. Goblins keep growing throughout their life, accelerated by surviving combat. As they increase in size they start growing slower, making it exceedingly rare that a Goblin grows to the size of a human, Goblins are impressively adaptive, and Goblins start showing adaptions to the climate they are spawned in within 10 generations, Goblin generations though. A Goblin spawned in a watery lair could posses mutations like webbed hands and feet, gills or eyes adapted for underwater.

The Goblins do not have any patron Gods, so they are split into different Clans, each with their own different belief. The different clans have diverged the Goblins so far that they've become culturally and biologically different. The main different Goblin Clans are:

* Moonclan Grots
* Spiderfang Clan
* Gitmob Clan

Goblins are generally not considered very smart, but do posses a deadly cunning that let's them punch above their weight, though this cunning is most potent when together with a mob of fellow goblins. A individual goblin is often of little threat, but a goblin clan has ruined grand a proud kingdoms many times in the past.

One of the ways that goblins make up for their small size is to gather allies, often ones dumber then themselves. It is not rare for Goblins to ally with creatures such as Trolls and Ogres, Wolves and Spiders or even Orks and Gnolls.
Arcadia

When Val left the Mundane World, he took his closest servants with him to create their own realm. Arcadia. A paradise of nature, poetry, song, and art. Arcadia is a perfect, unchanging realm where art is mirror held to nature. Its denizens are melodramatic, quick to take offense, and they hold grudges for ages. All their rivalries and jealousies come from the most absurdly small things: Which flowers are best for bees to make honey. Which pool best reflects dawn’s light to flatter one’s profile. Whether jam or butter is best on toast with tea. It seems a kind of madness, and perhaps it is, for the servants of Val no longer have a world to tend. Arcadia tends itself.

The plane of Arcadia is a riot of untouched wilderness, ranging from wild forests to foam-peaked seas, to impossibly high mountains, interspersed with hard-to-reach green valleys. None of the normal trappings of civilization can be found here.
Court of Seven Cities

The Seven Cities of Hell scheme and plot endlessly, each ruled by an archdevil seeking domination over the others to become the King of Hell. Should this happen, the legions of Hell would erupt across the timescape, bathing the upper worlds in black soulblood. Each archdevil sends an emissary to serve in the Court of Seven Cities, as required by the Onyx Edict, the founding document of Hell. But the court is infested with servants of these representatives, each one a point of connection in the ever-shifting web of deceit, subterfuge, and bloodshed.

## The Seven Cities:

* Styx
* Acheron
* Dis
* Cocytus
* Avernus
* Stygia
* Sheol
The Abyss

The Abyss, also knows as the Abyssal Wasteland is a dead plane filled with ruins of once-great cities. Or are they the degenerating reflections of existing cities in the timescape? Sages differ. Demons call this place home, this rotting reality where forgotten Gods go to die. It is a land of entropy and the creatures that call the Waste home consider order a poison. This is the deepest world in the timescape. Creatures who sink this far down find themselves unable to organize their thoughts, unable to plan or scheme beyond base emotion and survival. Only by feasting on the souls of others can a mind rise above this entropy and muster order enough to plan and, possibly, escape.

The Abyss is home to the Last City, seat of the Court of Decay. Located at the center of the plane, the city is a hulking Necropolis, long since fallen to ruins. The rest of the plane is ruled by various demonic courts, like the Court of the Deep or the Court of Blood.
Man

Humans are one of the youngest races in Orden, yet despite that is it the most numerous and widespread, with a stake in virtually every corner of the world. Known for their adaptability and versatility, humans have throughout history been behind many of the largest and most prosperous of nations.

It is unknown which of the human Gods created the humans, or if any one of them even did. Humans are unique in that they have many different gods, why that is the case is one of the enduring mysteries for many scholars.

## Types of Humans

In Orden there are many different human cultures.

* The Gol
* Riojan
* Higaran
* Valsorian
* Phaedran
Adun

Adun believes that truth and hard work are virtues. He embodies the Vaslorian belief that hard work **is** truth. Someone who works hard, real physical labor, is an honest man. Anyone who does no obvious work for a living is someone not to be trusted. Adun is more worshipped in the field than in the city. Farmers distrust city folk because many of them make a living counting money, or writing, and never break a sweat.

If there is no priest knight available, many Vaslorians still use the ancient test of strength to determine truth. Two men in a legal dispute may find the Reeve asking them to fell a tree or build a wall. Whoever finishes first is in the right, because he worked harder and is therefore more honest. Many walls and fields owe their existence to this ancient legal tradition.

A priest following Adun expresses his faith through labor. He builds things. Many priests were once masons or carpenters. Joining the church for them did not mean abandoning their former trade, it intensified it.

A Paladin following Adun spends his time aiding others through hard work, inspiring people to honest speech and hard labor, as opposed to his brother in Cawryn who seeks to right wrongs.

Adun and Cawryn are brothers and the line between them is not a sharply defined one. Truth and justice are close companions.

Adun is most popular in the region known as Ǽndrim.

## Saints

* Saint Llewellyn the Valiant - Courage and Leadership in Battle
* Saint Maerwyn the Kingmaker - the Diplomat
* Saint Gryffyn the Stout - The Defender
* Saint Anthony, Shield of the North – Foe of the Wilderness
* Saint Gwenllian The Fell-handed – Seek and destroy evil.
Butcher

# Weapon Ability: Butcher

## Overview

> *"Preform a heavy overhead swing that deals x damage. Enemies hit then bleed for 50% of their Max Health (max x) over 5 seconds. Bosses only bleed for x over 5 seconds."*
>
>

- The game's description of **Butcher**.

Butcher is the innate Ability default to most Axes. It costs 10 Mana to use and has a cooldown of 10 seconds.
Blowdart Mushman

## Overview

The **Blowdart Mushman** is a ranged enemy found in Enchanted Forest. They appear in most rooms in every difficulty except for boss rooms.

## Appearance

Blowdart Mushmen have white skin, black eyes and can either have a red, yellow or purple mushroom cap with white polka dots. They sometimes wear a cape that matches the color of their mushroom cap. They wield a blowgun as their weapon of choice.

## Attacks

* **Poison Dart**: Aims their blowgun at the player and shoots a poison dart at them, inflicting poison if hit by it.

## Trivia

* Blowdart Mushmen share the same A.I. and attack with the Slingshot Goblins and Bandit Deadshots.
Hobgoblins

Hobgoblins, are a Goblinoids species that was created at some point in the past through dark ritual, to create a half-Goblin half-Human hybrid. With the savagery and cruelty together with the Goblin fungi nature combined with the size, origination and discipline of a human, this union created a feared and hated soldier. Especially reviled by both Humans and Goblins, they have spread and multiplied since their creation, though are still much rarer than either of the parental races.

Multiple 'Spawnings' of Hobgoblins have taken place through out history, each with a different formula and a differing ration between Human and Goblin. The more goblin you have, the shorter, weaker and dumber they tend to get, but as a trade-off they spawn and mature much faster, useful for when time is of the essence. The more human you have, the disciplined and easy to train they tend to get, but as a trade-off they are less savage, and have a higher self-preservation.
Frostborne

## Overview

### Description

"The metal screeches as it cuts into the warm bodies of its foes; this frozen blade will tear through everything"

## General Information

### Obtained

* [[:Category:Goblin Cave|Enchanted Forest|Bandit Castle Template:Dungeon]]

## Statistics

### Ability

Flurry

> *"The metal screeches as it cuts into the warm bodies of its foes; this frozen blade will tear through everything"*
>
>

**Frostborne** is a Level 21 **Rare**  Sword. Its innate Ability is Flurry. **Frostborne** can be obtained within the Enchanted Forest Dungeon in the **Hard**, **Raid**, or **Endless** difficulty, and the Bandit Castle Dungeon within the **Normal** or **Hard** difficulty.

## Flurry

> *"Your next 3 melee attacks within 3 seconds gain +30% Weapon Damage. Normal melee attacks gain an additional 150% Attack Speed.*
>
>

Flurry is the innate Ability default to all Swords except for the Rosethorne, the Demon Cutter and the Divine Redeemer. Flurry consumes 10 Mana upon use and has an 8 second cooldown. It is classified as a *Self Buff Skill*.

## Trivia

* Despite what it's name and description implies, this sword cannot freeze nor slow down enemies.

## Gallery

Futher information on the *Flurry* Ability.
## Navigation

 Legendary
 God-like
Arming Sword

> *"A dual-edged sword, sometimes called a knightly sword."*
>
>

The **Arming Sword** is a Level 11 **Common**  Sword. Its innate Ability is Flurry. The **Arming Sword** can be obtained from the Goblin Cave Dungeon **Normal**, **Raid** or **Endless** difficulty ,and in Enchanted Forest Dungeon **Normal** or **Hard**, and finally Bandit Castle Dungeon on **Easy** or **Normal**

## Flurry

> *"Your next 3 melee attacks within 3 seconds gain +30% Weapon Damage. Normal melee attacks gain an additional 150% Attack Speed.*
>
>

Flurry is the innate Ability default to all Swords except for the Rosethorne, the Demon Cutter and the Divine Redeemer. Flurry consumes 10 Mana upon use and has an 8 second cooldown. It is classified as a *Self Buff Skill*.

## Trivia

* The **Arming Sword** is qutie literally the name of a typical one-handed knight sword.

## Gallery

Futher information on the *Flurry* Ability.
## Navigation

 Legendary
 God-like
Spider Queen

## Overview

The **Spider Queen** is a boss found in Enchanted Forest on normal difficulty. it is also the second boss in Enchanted Forest on raid difficulty.

## Appearance

The Spider Queen is a large half spider, half human figure with 6 red eyes on her face and fangs on the sides of her head. She has blonde hair , wears a black dress, a spider web necklace on her neck. and has a gold crown on her head.

## Attacks

* **Swipe**: Basic attack, swipes its spider hands at the player.

* **Dash**: Does a medium-range dash at the player. During her second phase, she will dash twice.

* **Web Shot**: Shoots a web shot that slows movement speed if in it.

* **Venom Blobs**: Shoots 3-4 venom blobs at the player, inflicting poison. During her second phase, she will shoot 8 venom blobs at the player.

* **Retreat**: At 50% health, the Spider Queen retreats into the ceiling above and 8 Giant Spiders drop down from above (Number increases with more players). Web shots and venom blobs will rain down from the ceiling as well. After all the spiders have been defeated, the Spider Queen drops down, starting the second phase.

* **Spider Reinforcements**: During the second phase, 1 giant spider will drop down over time to assist the Spider Queen in combat.

## Trivia

* The Spider Queen, Phantom Knight, and Mining Captain are the only female bosses in the game.
* The Spider Queen, Goblin Shaman, Goblin Lord, Great Ent, and Mining Captain are the only bosses that can spawn mobs to aid it.
Recurve Bow

## Overview

### Description

"A powerful bow made of tough wood. Its double curved nature allows it to impart more energy into arrows."

## General Information

### Obtained

* Goblin Cave **Hard**
* Enchanted Forest **Normal**
* Bandit Castle **Easy**

## Statistics

### Ability

Snipe

> *"A powerful bow made of tough wood. Its double curved nature allows it to impart more energy into arrows."*
>
>

The **Recurve Bow** is a Level 11 **Uncommon**  Bow. Its innate Ability is Snipe. The Recurve Bow can be obtained from the Goblin Cave Dungeon within the **Hard** difficulty, the Enchanted Forest Dungeon within the **Normal** difficulty, and the Bandit Castle Dungeon within the **Easy** difficulty.

## Snipe

> *"Fire a large arrow, piercing enemies for x damage."*
>
>

Snipe is the innate Ability default to all bows except for the Viper Strike and the Thunder Shot. The arrow has a doubled critical chance. Snipe consumes 15 Mana upon use and has a 16 second cooldown. It is classified as a *Piercing Physical Skill*.

## Trivia

* The Recurve Bow is named after its real-life counterpart- the Recurve Bow.

## Gallery

Futher information on the *Snipe* Ability.
Ix

**General Idea: Ixalan from MTG combined with Ix from Orden.**

## **Thoughts**:

### Inhabitants

* Do I want to have the pirates? I think so, though they don't have a big presence on the islands, other than individual outposts for pirate bands.
* Do I want something like the Legion of Dusk? I don't think so, or at least not something identical. Probably not be full vampires, but rather something else non-human.
	+ What kind of creatures could they be other than vampires then, would need to be something related to blood as well most likely?'
		- Maybe the leader is a full vampire, with the aristocracy being something else, something lesser.
	+ Where would their homeland be? Them instead of Cheliax? Would I still like Ajax to conquer them?
* Do I want the Merfolk? yes maybe
* Do I want the humans, yes, though maybe less directly tied to the dinosaurs
* Do I want serpent people, yes

### What's happening

* Is there a conflict in the area? Yeah most likely, otherwise it would be a poor adventuring setting.

#### What are the conflicts then?

* Think its is a full fistfight between all the factions. This is just general though, and there are potential alliances between various bands and groups within the factions.
Goblin Champion

## Overview

The **Goblin Champion** is a boss found in Goblin Cave on normal difficulty. it is also the second boss in Goblin Cave on raid difficulty.

## Appearance

The Goblin Champion is double in height than the player. The Goblin Champion is muscular, and sports a red mohawk. The Goblin Champion wears a pair of red underwear, a spiked brown pauldron on its left shoulder, brown armbands, and wields the Champion's Cleaver as its main weapon.

## Attacks

* **Cleaver Slash**: Basic attack, swings its weapon at the player.

* **Cleaver Slam**: Slams its cleaver into the ground and throws up the ground in front of it in a line at the player. During its second phase, the Goblin Champion will do one more slam after its jumping attack.

* **Jump**: Jumps in the air, and lands on top of the player. During its second phase, the Goblin Champion will sometimes do a longer jump attack that has a wider impact radius.

* **Battle Cry**: The Goblin Champion roars causing 3 large rocks to fall from the ceiling. During its second phase, the battle cry will drop more rocks.

* **Aggressive Attacks**: At 50% health, The Goblin Champion's attacks will be more frequent.

## Trivia

* The Goblin Champion's weapon is an obtainable weapon from Goblin Cave in raid difficulty.
	+ It is classified as a greatsword, and it's starting rarity is mythic.
Thunder Shot

> *"A powerful bow that fires thunderous shots."*
>
>

The **Thunder Shot** is a Level 30 **Mythic**  Bow. Its innate Ability is Lightning Snipe. It is currently the highest-damaging Bow currently obtainable within *Venture Tale*. It has a 200% base critical damage. The Thunder Shot can be obtained from the Bandit Castle Dungeon within the **Raid** or **Endless** difficulty.

## Lightning Snipe

> *"Fire a large arrow, piercing enemies for x damage. Up to 3 enemies hit also arc lightning, dealing x damage to the enemy and up to 2 other enemies within 25 studs. Subsequent Chain Lightning damage only deals 25% as much damage."*
>
>

Lightning Snipe is an innate Ability only available to the Thunder Shot. Lightning Snipe consumes 30 Mana upon use and has a 16 second cooldown. It is classified as a *Piercing Physical Skill*. The Ability is identical to Snipe, however:

* The piercing arrow also shocks the first 3 enemies hit.
* Additionally, the arrow shocks 2 additional enemies within 25 studs, albeit only dealing 25% of the original damage compared to the initial shock.
* The arrow has a doubled critical chance, and also deals 300% more damage on a critical strike.

### Damage Formula

* Damage
* Chain Damage

### Chain Damage

*50 base + 40% of Spell Power + 35% of Weapon DPS*
## Trivia

* The Thunder Shot is currently the only Mythic-rarity Bow naturally obtainable in the game.
* It is one of the two Bows in the game to have their own unique Ability, along with the Viper Strike.
* The Thunder Shot is also the Bow with the fastest Attack Speed in *Venture Tale*.

## Gallery

Futher information on the *Lightning Snipe* Ability.
The Court of Arcadia

Once, these creatures served the kings and queens of the high elves in the Great Wode that covered all Orden. Val, their god, walked the land with them. Then, a War Between the Gods, and in the aftermath Val left the Mundane World and took his closest servants with him to their own realm. Arcadia. A paradise of nature, poetry, song, and art.

Arcadia is a perfect, unchanging realm where art is a mirror held to nature. Its denizens are melodramatic, quick to take offense, and they hold grudges for ages. All their rivalries and jealousies come from the most absurdly small things: Which flowers are best for bees to make honey. Which pool best reflects dawn’s light to flatter one’s profile. Whether jam or butter is best on toast with tea. It seems a kind of madness, and perhaps it is, for the servants of Val no longer have a world to tend. Arcadia tends itself.

As a result, Arcadians relish returning to the Mundane World—they don’t want to leave! They love seeing what Men have done with the place, as gauche and déclassé as everything is. Really? A castle there? Is this really the alphabet you write with? My word. What’s happened to style? Ah well. It’s still better than the perfect boring nothing that Arcadia has become since Val moved there permanently. Technically it’s a realm of perfect natural chaos, but the thing about perfect chaos is…it’s so predictable. Yawn.

### Servants of Val

Servants of Val The Court of Arcadia were all created by Val to be above his more populous creation, the elves. As such, the Arcadians can command elves and fey with ease. This is in fact their job: to keep the other fey creatures in line and tend the wodes.4 Elves don’t like being reminded of this, so of course the Arcadians take every opportunity to remind them of it.

### Law Versus Chaos

The Arcadians are servants of Nature. They exist to glorify her. To them, a road is a wound, a knife-cut through the perfect chaos of the natural world. Farms are a disease, infecting the earth by taming it. Forcing it to serve, while its proper place is to be served. Killing the land, making it a slave to man. This is Law. They hate civilization and all it brings. This is one reason Val left the Mundane World and took his favored with him. Now, Arcadia is an Edenic representation of everything the Arcadians desire: raw, untamed nature as a perfect art.

### Chaos versus Discord

The servants of Val consider themselves the enemies of both the Knights of Axis and the Court of All Flesh. Created to serve the high elves, the Arcadians view Nature as a self-evident good. A power they serve above all others. To them, chaos means freedom, the freedom of a vine to grow where it will and, yes, even destroy and pull down a wall or a gate in time. The low things of the Court of All Flesh are a corrupt, mirror mockery of this. To the Arcadians, the Court of All Flesh represents discord. Chaos twisted into an evil, destructive form.

## Known Members of the Court

* Orchid Count - The Renegade
* The Oleander Dragon
* Ash Marshall - The Timescape Hunter, Defender of the Elves
* Sidereal Vizier - Val's magus
Worn Spear

> *"A battle-worn spear that lets you get down to business."*
>
>

The **Worn Spear** is a Level 1 **Common**  Spear. Its innate Ability is Swift Strikes. The Worn Spear can be obtained from the Goblin Cave dungeon within the **Easy** difficulty. Additionally, it can also be bought from the Starter Shop for 500.

## Swift Strikes

> *"Perform a series of 4 quick stabs that deal x damage each. Each strike that hits an enemy reduces this skill's cooldown by 5% of the remaining cooldown, and grants you 4% Movement Speed and 4% Attack Speed for 5 seconds.*
>
>

Swift Strikes is the innate Ability default to all Spears. It is classified as a *Melee Physical Skill*.

### Formulas

* Damage
* Cooldown Percentage Reduction
* Attack Speed Boost

## Trivia

* It is the Spear with the lowest Level Requirement in *Venture Tale*, as well as the only Spear able to bought from the Starter Shop.

## Gallery

Swift Strikes.pngFuther information on the *Swift Strikes* Ability.
Crude Dagger

## Overview

Template loop detected: Template:WeaponInfobox

> *"An [sic] crude dagger often seen used by goblins. It's not very reliable, but its crude nature makes it very ruthless and will tear rather than slice."*
>
>

 The **Crude Dagger** is a Level 4 Common Dagger and can be obtained from Goblin Cave on Easy and Normal difficulty. It is the second weakest dagger in the game, and, like all other daggers, has Backstab as its ability.
Apprentice's Wand

> *"A basic wand that fires arcane bolts."*
>
>

The **Apprentice's Wand** is a Level 1 **Common**  Wand. Its innate Ability is Arcane Burst. The Apprentice's Wand can be obtained from the Goblin Cave dungeon within the **Easy** difficulty. Additionally, it can also be bought from the Starter Shop for 250.

## Arcane Burst

> *"Attacks that hit an enemy deals an additional x damage to the enemy hit, and explodes to deal x damage to other nearby enemies."*
>
>

Arcane Burst is the innate Ability default to all Wands except for the Petal Wand, the Dragon Wand, the Purging Wand, and the Crescent Tide. It is classified as a *Passive*.

### Damage Formula

* Additional Damage
* Area Damage

### Area Damage

*20% of Spell Power + 50% of Weapon Damage*
## Trivia

* It is the Wand with the lowest Level Requirement in *Venture Tale*, as well as the only Wand able to bought from the Starter Shop.

## Gallery

Arcane Burst.pngFuther information on the *Arcane Burst* Ability.
Void Pendant

> "The void peers into your soul."
>
>

The **Void Pendant** is a level 30 Epic equipment in *Venture Tale* that grants a moderate amount of mana and spell power, as well as the Call of the Void Passive.

## Call of the Void

Whenever the holder takes damage, they gain 80 spell power per 10% max health lost, up to 800 spell power. This effect lasts for 10 seconds.
Refined Magic Shard

> "A magic shard mined from the Magic Chasm. It is then refined at the Institution of Astrologis, to form a beautiful cyan crystal. Holds considerable magic power."
>
>

**Refined Magic Shard** is a level 28 Mythic equipment in *Venture Tale* that grants a significant flat and percentage boost to spell power.
Scholar

## Scroll of the Scholar

> *"A scroll containing a special magic that lets the reader more easily grasp new subjects or master current techniques."*
>
>

**Scrolls of the Scholar** are level 1 Epic items that cannot be normally obtained. The only way to get a scroll of the scholar is to use codes or through events such as the Summer Tale event.

## Usage

When consumed by the user, **Scroll of the Scholar** ,

> *"Gives 9 charges of Boosted XP, granting you +100% XP and consuming charges upon clearing a dungeon.*
>
>
> * *Easy, Normal, and Hard difficulties cost 1 charge.*
> * *Each Endless Floor costs 1 charge.*
> * *Raid costs 3 charges."*
>
>
>

The item description box thereafter reads, "You currently have *x Charges* of Boosted XP," where variable x is the number of charges left for the user. Upon reaching 0 charges, the Boosted XP effect will end, and the user may use another **Scroll of the Scholar** to add more charges. In addition to this, the Boosted XP charges add together with previously obtained charges.
Divine Execution

# Weapon Ability: Divine Execution

## Overview

> *"Preform a holy overhead swing IN THE NAME OF THE DIVINE that deals x damage. Enemies hit then bleed for 61% of their Max Health (max x) over 5 seconds. Bosses only bleed for x over 5 seconds."*
>
>

 Divine Execution is an Ability that is only present in the Divine Carver. It costs 10 Mana to use and has a cooldown of 10 seconds.
Maple Blade

> *"A sword with a guard in the shape of a maple leaf. it's light to the swing."*
>
>

The **Maple Blade** is a Level 7 **Common**  Sword. Its innate Ability is Flurry. The **Maple Blade** can be obtained from the Goblin Cave Dungeon in **Normal** or **Hard** difficulty ,and in Enchanted Forest Dungeon **Easy** or **Normal**, and finally Bandit Castle Dungeon on **Easy**

## Flurry

> *"Your next 3 melee attacks within 3 seconds gain +30% Weapon Damage. Normal melee attacks gain an additional 150% Attack Speed.*
>
>

Flurry is the innate Ability default to all Swords except for the Rosethorne, the Demon Cutter and the Divine Redeemer. Flurry consumes 10 Mana upon use and has an 8 second cooldown. It is classified as a *Self Buff Skill*.

## Trivia

* The **Maple Blade's** hilt resembles the color of autunm leafs.

## Gallery

Futher information on the *Flurry* Ability.
## Navigation

 Legendary
 God-like
Mining Captain

## Overview

The **Mining Captain** is a boss found in Mana Mines on normal difficulty. It is also the second boss in Mana Mines on raid difficulty.

## Appearance

The Mining Captain is a cat-girl with white hair and has a white tail. She wears a beige shirt, mining trousers, brown mining boots, brown gloves and has some wraps wrapped around her legs and arms. She wears a yellow mining hat with cat ears popping out of the hat, cyan goggles and a black bandana.

## Attacks

* **Watcher**: The Mining Captain sits on top of a ledge as she watches the player and does her ranged attacks at the player.

* **Crystal Shards:** Summons numerous crystal shards from the ground.

* **Shard Spikes**: Shoots a barrage of shard spikes at the player. During its second phase, she will float into the air and rain down shard spikes at the player.

* **Spiked Bombs**: Throws multiple spiked bombs at the player. During its second phase, she will throw 1 spiked bomb into the air and once it explodes, 8 spiked bombs will be lobbed into the air until they explode when they come in contact with the ground.

* **Miner Reinforcements**: Few Mad Miners and Mad Blasters will drop down from the sides over time to aid in combat.

* **Drop Down**: At 75% health, the Mining Captain drops down onto the arena, beginning the second phase.

* **Crystal Spikes**: Does a medium but wide ranged crystal spike attack.

## Trivia

* The Mining Captain, Spider Queen, and Phantom Knight are the only female bosses in the game.
* The Mining Captain, Goblin Shaman, Goblin Lord, Spider Queen and Great Ent are the only bosses that can spawn mobs to aid it.
* Unlike the other bosses, she mostly runs away from the player.
* Most importantly, she is a furry.