recursal/Fanatic-Fandom huggingface dataset:
Humans

**Humans** are one of the most numerous of the races on Taris. They tend to be knowledge in many areas, and as a race their expertises are as versatile as their alignments. There are very little offensive about humans, why they are often regarded as the most well-liked of all the races.

That said, humans do not get along well with Ghouls - undead humans are commonly seen as a disgrace to their race.

Most humans follow the Light.

## Abilities

Humans are never the victims of xenophobia.

## Factions

* **Outpost Denizens:** After the human kingdoms of the Runic Isles attempted to create a colony in Ropport, these colonies broke off and joined the Outcast of Roppor. The humans living in Roppor mostly live in Roppor's capital or the Final Outpost.

## Notable People

* **Henrik Robesborn:** Member of the Roppor High Council and de facto leader of the Outcasts of Roppor.
* **Laura Stave:** Leader of the Outpost Denizens.
* **Jenn Solewish:** Queen of the Forces of Justice and the kingdom of Wallforth.
* **Sandor Ailton:** King of Hasteworn.
* **Lauren Vandak:** Leader of the Trawlers.
* **Sayyd Tender:** Leader of the Elementar.
* **Sally Bartermane:** Co-founder and mayor of Ornett Village. She has been almost unanimously elected as mayor since the village was founded.
* **Bertine:** Caretaker of Thawsye Vaier's orphanage.

## Available Classes

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

**Artisans** are craftsmen, able to create or repair most things. Many Artisans specialise, but many simply remain a jack-of-all-trades.

Every skillpoint put into Artisan will make you better at crating and repairing things.

## Spells

### 1 SP

**Improvisation**

Swiftly construct a makeshift weapon out of anything nearby. This weapon isn't durable and is very weak. It will break after the fight.

### 2 SP

**Learn**

Learn a random recipe. This recipe can be from any Artisan subclass, Tinker, Brewmaster or a unique recipe. Can only be used 1-2 times per day.

### 6 SP

**Conjure Materials**

Summon a series of random materials used by any recipe. Can only be used once per day.

## Subclasses

The following classes can only be picked by artisans.

**Subclass, Woodworker**

Become a Woodworker.

**Subclass, Blacksmith**

Become a Blacksmith.

**Subclass, Jeweller**

Become a Jeweller.

**Subclass, Cook**

Become a Cook.

**Subclass, Tailor**

Become a Tailor.

**Subclass, Boneworker**

Become a Boneworker.

## Available Races

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

**Arwin** are cow-people, living in peace on the plains of the world. If they are forced to take up arms to protect their homes and families, they do so without blinking an eye. They are honorable creatures. Strong and difficult to overpower, while also being incredibly fast and agile. They used to be the race that other races would use for slavery, due to the arwin's incredible strength and agility, but a huge arwin rebellion set all arwin free. This only led to another race being enslaved - the rommoth. Many arwin groups are trying to set these rommoth slaves free.

Arwin are well liked.

Arwin are split up in terms of religion. Many follow the Elements, but there are also large groups of Nature and Light followers.

## Factions

* **The Untied:** Former arwin slaves in Roppor joined together in the coastal town of Mo'utan. Here most of the arwin of the Outcasts of Roppor settled down.

## Notable People

* **Seppor Remantu:** Member of the Party.
* **Parr Mournest:** Leader of The Untied.

## Available Classes

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

**Jewellers** use rare gems and metals to create jewellery like rings and necklaces. Some of these can be enchanted with the powers of Gods of Nature, the elemental lords or even the Light. Jewellers can also cut gems. Most items made by Jewellers are very valuable.

Every skillpoint put into Jeweller will make you better at cutting and finding gems and rare metals.

## Spells

### 1 SP

**Enchant Jewellery**

Enchant a piece of jewellery with the powers of a God of Nature, elemental lord or the Light.

### 2 SP

**Prospect**

Find several gemstones in a piece of rock, cliff or similar. Can only be used once per day.

### 8 SP

**Emerald Pillar**

Cause a large pillar of pure emerald to rise up from the ground, striking any enemies unlucky enough to stand where it emerges. It immediately returns to the ground.

## Recipes

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

**Metal Ring**

*A ring consisting of just a band, made from any available metal.*

* 1 any metal

**Ring**

*A ring with a band of any available metal and a gemstone.*

* 1 any metal
* 1 any gem

**Necklace**

*A necklace with a chain of any available metal and a gemstone.*

* 2 any metal
* 1 any gem

## Available Races

* Human
* Goblin
* Trickster
* Ghoul
* Ratling
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Shellfolk
Skallox Minxwhistle

**Skallox Minxwhistle** is a goblin, and a member of the Roppor High Council.

## Backstory

Skallox was born in Tink-a-Topolis, but escaped to Ruthberg after participating in a failed experiment involving squirrels and dynamite killed some very prominent people. Skallox settled down in Ruthberg. When he first arrived, the Roppor High Council did not have a goblin represented. Through a series of diplomatic tricks and minor coups, Skallox helped install Wilfred Buzzfried as a member of the council. When Wilfred left Ruthberg to lead Muck, Skallox quickly took over his position in the council. Although Skallox don't hesitate to pull dirty tricks, he does take his position very seriously and care deeply for the people of Roppor.
Ranger

**Rangers** use bows and arrows to fight their enemies from afar. They are stealthy fighters, able to hide well and ambush their enemies with rains of lethal arrows. Rangers are often used as scouts, due to their agile and stealthy nature.

Every skillpoint put into Ranger will make you better at stealth and scouting, as well as shooting with bows and arrows.

## Spells

### 1 SP

**Stealth**

Become invisible for a short period of time.

### 2 SP

**Heartseeker**

Your next arrow fired will aim directly at the target's heart. This spell is extremely difficult for enemies to counter, but needs time before it can be used again.

### 10 SP

**Rain of Arrows**

Cause a huge number of arrows to repeatedly strike a nearby area.

## Available Races

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

**Robots** are machines with artificial intelligence, often created by tinkers. Most robots are programmed to simply follow the commands of whoever built them, but many robots are known to become fully sentient and act as individuals.

Most people see robots as machines, and do not consider them a race on same terms as other races.

## Factions

* **Muck:** The goblins of Muck have created many intelligent robots. Most serve the goblins, but many are as much a part of Muck as the goblins.
Lake Syne Dwellers

The **Lake Syne Dwellers** are finchords living on the bottom of Lake Syne, having fled from sirens attacking their homelands.

## Challenges

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

*Unknown*

## Reputation Rewards

* Mage spells
* Fisherman spells
* Shaman spells
* Weapons & armor
Garkathan

**Garkathan** is a group of giants that fled the Rolling Hills after the attack on Void Scar. They settled down in the Garkathan Mountains, where they established themselves. Here, they keep to themselves while protecting the mountains from invaders.

## Challenges

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

*Unknown*

## Reputation Rewards

* Warrior spells
* Hunter spells
* Shaman spells
* Boneworker spells
* Boneworker recipes
* Weapons & armor
* Materials
Foulrock Island

**Alignment** |  Foulrock Darkspeakers
Outcasts of Roppor

**Foulrock Island** is an island located in north-west Roppor. It is inhabited mostly by Darkspeakers.

## Locations

### Towns & Settlements

* **Wingline:** Small harbour village. A ferry connects Wingline to Altorn Island.
* **Foulrock Harbour:** Small harbour village.

### Points of Interest

* **Altorn Island:** Home to many wild birds. A lighthouse is located on the island.
* **Dark Forest:** The island's central forest. Controlled by Agranth's forces.
* **The Dead Church:** An abandoned church which housed the sleeping Agranath.
* **Foulrock Mountains:** Small mountain range. Home to a small number of giants.
* **Ruins of Dark Bastion:** A medium-sized town with a large population of soldiers protecting the inhabitants of the island from the undead forces of the Dark Forest and Foulrock Mountains. Was overrun by Agranath's forces on Day 3.
* **Ruins of Elfspain:** A medium-sized city with busy industries. Was overrun by Agranath's forces on Day 4.
* **Ruins of Timesville:** Village with a big population of hunters. Home to the mysterious chronomages. Was overrun by Agranath's forces on Day 4.
* **Ruins of Graines' Monastery:** Capital of the  Foulrock Darkspeakers. Largest city on Foulrock Island. Was overrun by Agranath's forces on Day 4.
Agranath

**Agranath** is a Death God from Foulrock Island.

## Backstory

Not much is known about Agranath's past. It is known that a giant named Wallig Grog took part in summoning him.

## Story

### Day 2

After being attacked by Dalia Mourn, Myrin Lithron and Seppor Remantu went to the Dead Church. Here they found the sleeping Agranath. After being attacked by Dalia again, as well as the cultists following Agranath, Dalia killed Astrid Rubymaker. Her soul was used to wake up Agranath, who began taking over the Dark Forest. Myrin, Seppor and Ayrenn made it away, helped by Thawsye Vaier.

### Day 3

Dalia was defeated by Myrin, Seppor, Thawsye and Adrian Morwick, which angered Agranath greatly. Agranath reanimated Dalia and numerous other ghouls, but those were defeated by the group. Agranath's forces then began moving towards Dark Bastion, eventually overrunning it.

### Day 4

Agranath's forces continued the conquest of Foulrock Island, having conquered nearly the entirety of the island at the end of the day.
Outcasts of Roppor

The **Outcasts of Roppor** are outcasts, exiles and defectors from other major factions around the world.

## Leadship

The Outcasts of Roppor are led by a High Council, with a council member acting as leader. The Roppor High Council currently looks like this:

* *Head of Council* **Henrik Robesborn**
* *Council member* **Skallox Minxwhistle**
* *Council member* **Daniel Oldsham**
* *Council member* **Mi’gar**
* *Council member* **Krakt Trakton**
* *Council member* **Kira**
Druid

**Druids** shapeshift into beasts and use the advantages of these forms to help them in battles. A wolf mangling away at the enemy or a scouting eagle. They are also followers of Nature, and serve the Gods of Nature.

Druids must be following the Nature faith.

Every skillpoint put into Druid will make you stronger while in your shapeshifted forms.

## Spells

### 1 SP

**Nature's Blessing**

You or an ally gain the blessing of a random God of Nature for a short time.

**Shapeshift, Fish**

This spell can be taken multiple times. Shapeshift into a fish. Fish are small fish like tuna, cod, etc. Specify which creature this spell applies to when choosing it.

**Shapeshift, Critter**

This spell can be taken multiple times. Shapeshift into a critter. Critters are small creatures like frogs, rabbit, small birds, etc. Specify which creature this spell applies to when choosing it.

**Shapeshift, Snake**

This spell can be taken multiple times. Shapeshift into a snake. Specify which creature this spell applies to when choosing it.

### 2 SP

**Shapeshift, Beast**

This spell can be taken multiple times. Shapeshift into a beast. Beasts are creatures like wolves, goats, etc. Specify which creature this spell applies to when choosing it.

**Shapeshift, Bird of Prey**

This spell can be taken multiple times. Shapeshift into a bird of prey. Birds of Prey are birds like eagles, owls, etc. Specify which creature this spell applies to when choosing it.

**Shapeshift, Insect**

This spell can be taken multiple times. Shapeshift into an insect of any size. Specify which creature this spell applies to when choosing it.

### 4 SP

**Blessing of the Gods**

Gain the blessing of a God of Nature of your choice.

**Shapeshift, Plant**

This spell can be taken multiple times. Shapeshift into a plant or tree. Specify which plant or tree this spell applies to when choosing it.

### 6 SP

**Shapeshift, Large Beast**

This spell can be taken multiple times. Shapeshift into a large beast. Large beasts are creatures like bears, lions, etc. Specify which creature this spell applies to when choosing it.

### 8 SP

**Nature's Guardian**

Gain the blessing of a random God of Nature for the remainder of the day. Learn an appropriate spell, based on the God of Nature whose blessing you received. Can only be used once per day.

### 10 SP

**Shapeshift, Huge Beast**

This spell can be taken multiple times. Shapeshift into a huge beast. Huge beasts are creatures like mammoths, dinosaurs, etc. Specify which creature this spell applies to when choosing it.

## Available Races

* Mossfill
* Sosqa
* Ratling
* Komolac
* Darkspeaker
* Arwin
* Shellfolk
Blacksmith

**Blacksmiths** create weapons and armor from different kinds of metals. They are also good at mining ores and turning these into usable metal.

Every skillpoint put into Blacksmith will make you better at blacksmithing.

## Spells

### 2 SP

**Smith**

Learn a random Blacksmithing recipe using any of the types of metal you currently own. Can only be used once per day.

**Conjure Anvil**

Summon an anvil out of thin air. It disappears after a short time.

### 4 SP

**Secrets of Iron**

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

## Recipes

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

**Small weapon**

*Daggers, knives and similar small weapons can be crafted by Blacksmiths.*

* 1 Iron

**One-handed weapon**

*A regular weapon like a sword or a mace.*

* 3 Iron

**Helmet**

*An entirely regular helmet. +3 Armor.*

* 2 Iron

**Chainmail**

*A complicated piece of armor, great at defending against arrows and softer blows. +6 Armor.*

* 8 Iron
* 1 Runesteel

**Steel Tinker Parts**

*Steel Casings, Steel Cogs and Steel Springs.*

* 2 Iron

**Brass Tinker Parts**

*Brass Casings, Brass Cogs and Brass Springs.*

* 2 Copper
* 1 Tin

**Steel Blade**

*Used in Tinker recipes.*

* 4 Iron

## Available Races

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

*Travel Log*
Below are all information about the party.

## Members

Thawsye Vaier
Level 5Myrin Lithron
Level 5Seppor Remantu
Level 5Lazaro Corvus
Level 3

## Inventory

**Food & Water**

* 30 Apples
* 16 Pears
* 1 small bag of Curry
* 1 small bag of Pepper
* 1 small bag of Devil's Currant

**Materials**

* 10 Iron
* 8 Lengths of rope

**Weapons & Armour**

* 2 Rusty Daggers
* 1 Dagger
* 2 sets of goblin armour *(1 Armor)*

**Books**

* Sacred Book of the Light
* Dark Forest's Local 'Gods' of Nature

**Unknown**

* Mysterious blue stone

### Former Members

* Stormharpie
* Astrid Rubymaker
Foulrock Island (Venture)

The **Foulrock Island** Venture is an attempt to defeat Agranath and liberate Foulrock Island from the dead.

## Background

When the Party arrived on Foulrock Island, their journey to the Dead Church led to the awakening of Agranath - a powerful Death God. Agranath's undead forces took over control of the entire island over the course of the next few days.

## Allies

The following lists all allies that will aid in the Venture. The more allies, the easier the Venture will be.

* Darmon Graines
* Adrian Morwick
* Unlut, God of Trouts
* Lavielle, God of Grubs

## Enemies

The following are the major enemies on this Venture. These are especially difficult fights.

* **Bax & Trizz:** Killed by Wallig Grog and reanimated by Agranath. Their impulsiveness in life is being utilized in death too, now leading the march on the mountains in an attempt to kill the last living thing on the island - the giant, Wallig Grog.
* **Kantoni:** The head chronomage in Timesville ordered his men to leave the citizens of the village to die. Kantoni has sworn his allegiance to the Death God now, and his powerful magic shields Agranath.
* **Thavlin Brack:** The former protector of Dark Bastion has been reanimated and now once again protects the road to the Dead Church and Graines' Monastery. With him are an army of undead Darkspeakers.
* **Murdoch:** A powerful necromancer, providing Agranath's undead armies with a constant flow of new mindless ghouls.
* **The Harbourmaster:** Agranath and his undead minions are working on progressing their conquest on the mainland. Foul corpseships are being constructed under the lead of The Harbourmaster - an undead rommoth.
* **Carnage:** Agranath's last resort. Carnage is a monstrosity of undeath, a giant mass of death and decay. Protects the path into Graines' Monastery.
* **Agranath:** Now residing in the ruined monastery in Graines' Monastery, Agranath leads his army of death from here. In order to fight Agranath, his minions must be defeated.
Shrine to Xixi

The **Shrine to Xixi** Venture is an ancient shrine to the God of Crystals overrun by giant spiders.

## Background

The goblins of Ruthburg were trying to enslave the God of Crystals, Xixi. They were trying to mine their way to Xixi's lair, as the direct path there was entirely overrun by giant spiders.

## Enemies

The following are the major enemies on this Venture. These are especially difficult fights.

* **Salanie:** Ratling alchemist, working with the giant spiders to secure the shrine for themselves.
* **The Broodmother:** The spider responsible for the horde of spiders. The Broodmother is a very large and powerful spider.
Southern Roppor Fields

**Southern Roppor Fields** is a region of central Roppor. It is inhabited by numerous different races and subfactions. It is sparsely populated, with rocky and grassy plains.

## Locations

### Towns & Settlements

* **Ornett Village:** A village inhabited mostly by humans, ghouls and the native gnolls. The surrounding areas are used for farmlands and produces a big part of Roppor's crops. It is the largest settlement in the Southern Roppor Fields.
* **Coinshome:** Mandrillian merchant village.
* **Okrorn:** Village and military training camp for many of Roppor's soldiers. Run by the  Passage Guard.
* **Ra'vani Outpost:** Trickster village, home to many archeologists.
* **Strained Wharf:** Small fishing village. The Trawlers have a sizable presence in this village.
* **Ornett Harbour:** A small harbour village, with a sizable population of mandrillian merchants.
* **Bell's Favour:** Small fishing village.
* **Stukhope:** Small village, inhabited mostly by ghouls.
* **Stak'ta:** Small fishing village, inhabited mostly by gnolls.
* **The Crossroad:** Tiny village.

### Points of Interest

* **Zalliwag's Zeppelin Factory:** A large goblin-run factory, producing all zeppelins and blimps used by the Outcasts of Roppor.
* **Cursed Circle:** A mysterious circle of ancient ruins and stone sculptures.
* **Ruins of Albanak:** The ruins of a large city, destroyed by attacking sirens.
* **Elkwoods:** A small forest. Rumored to house a God of Nature.
* **Ornett Cemetery:** The largest graveyard in the region.
* **Grazelands:** Large open grassy plains. Home to a large variety of wildlife.
Roles

Roles are 'unofficial' terms to determine what your character is good at. Any class can act as any role, though the following are the most obvious ones.

## Roles

### Tank

Tanks protect their allies from incoming damage, by either forcing it away from them or taking the damage themselves, soaking up the damage.

The following classes are good tanks:

Tinker, Shaman, Druid, Warrior, Necromancer

### Fighter

Fighters are the masters of dealing damage, doing so by either simple attacks or powerful spells.

The following classes are good fighters:

Tinker, Shaman, Druid, Warrior, Necromancer, Mage, Boneworker, Hunter, Woodworker, Cook, Ranger, Monk, Rogue, Witch Doctor

### Support

Supports don't do much damage themselves, but can help their allies deal much more damage or take less. Supports can often provide many different types of advantages.

The following classes are good supports:

Tinker, Shaman, Druid, Alchemist, Mage, Boneworker, Bard

### Healer

Healers heal their allies. When an ally has taken a lot of damage, healers are able to ensure that they do not fall.

The following classes are good healers:

Tinker, Shaman, Alchemist, Priest

### Utility

Utility don't provide much in combat, but will be able to help out a lot outside of combat.

The following classes are good utility:

Tinker, Alchemist, Hunter, Woodworker, Cook, Fisherman, Archeologist, Brewmaster, Artisan, Blacksmith, Jeweller, Tailor
Darmon Graines

**Darmon Graines** is a darkspeaker, and the leader of the Foulrock Darkspeakers.

## Backstory

Darmon Graines was among the first group of people inflicted with the 'darkspeaker curse', while living in the human kingdoms on the Runic Isles. He had been working hard to explain to the humans that darkspeakers were not to be feared. That they weren't dangerous or hostile, but simply involuntary druids. The humans didn't listen though. The darkspeakers were banished from the Forces of Justice, including all human kingdoms and settlements on the Runic Isles. Most darkspeakers became bitter or angry, joining the enemies of the humans - the Stitchers, worshippers of Death Gods. Darmon, as a priest, could not turn on his faith and decides to find another place to settle. Along with a sizable group of darkspeakers, they found a forested island in Lake Syne and settled it. Darmon became the obvious man to lead the darkspeakers of Foulrock Island.

After a few years of building up a sizable community of darkspeakers on the island, an ambassador of the Outcasts of Roppor reached out to Darmon. Although Darmon did not want to join another large faction, he did accept their weak and vulnerable position. He accepted to join the outcasts, though did not commit many soldiers or ressources to their contribution of the alliance. Over time, Darmon looked at different ways of strengenting their position. Joining the Nine Kingdoms or the gnolls of the Shallow Dunes were often discussed, but their position in the Outcasts of Roppor had become stable and many darkspeakers did not support leaving the alliance. Darmon listened to the people, keeping his people in the Outcasts of Roppor.

## Story

### Day 2

Thawsye Vaier, upon arriving in Graines' Monastery, went to visit Darmon Graines for a brief talk.

### Day 3

Darmon had discovered about the awakening of Agranath and was explaining the citizens of Graines' Monastery about the gravity of the situation. He called for help to defeat Agranath and rescue the many citizens of the island.

### Day 4

Darmon was present in Wingline during the evacuation of the citizens of Dark Bastion. He was discussing how to proceed, standing with the other leaders of Foulrock Island as well as High Council members Skallox Minxwhistle and Krakt Trakton. When Adrian, Seppor Remantu and Lazaro Corvus joined the discussion, it was quickly decided that a team would go to the Foulrock Mountains to find the mysterious giant hiding there. Meanwhile, Krakt and Lazaro would search out Gods of Nature present on the island. Later, when Agranath's forces arrived in Wingline, Darmon and the other leaders of Foulrock headed to Altorn Island, which was now under the protection of Lavielle.
Unlut's Disciple

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

## Challenges

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

*Unknown*

## Notable Members

* **Nahman Erlon:** Grand Druid.
* **Unlut:** God of Trouts.

## Reputation Rewards

* Druid spells
* Cook spells
* Cook recipes
* Weapons & armor
* Materials
Passage Guard

The **Passage Guard** was established shortly after the Outcasts of Roppor was founded, in order to defend the northern mountain passages to the Nine Kingdoms. The dwarves of the outcasts volunteered to settle a city by the passage, and have been defending the passage valiantly ever since. Many of the native gnolls have also joined the Passage Guard.

## Challenges

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

* **Ratling attacks:** Attacks from the ratlings of the Nine Kingdoms have become more and more frequent, and are now happening almost daily.

## Notable Members

* **Simone Knock:** General.
* **Hansi Dahl:** Protector of Southern Roppor Fields.

## Reputation Rewards

* Warrior spells
* Brewmaster spells
* Blacksmith spells
* Brewmaster recipes
* Blacksmith recipes
* Weapons & armor
Vile

**Vile** are pygmies who after the Void Scar, escaped the Rolling Hills and arrived in Roppor. Here, they gathered in the city of Vilebok and joined the Outcasts of Roppor. Many eventually moved to Ruthberg, where a large portion of the population is still pygmies.

## Challenges

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

*Unknown*

## Notable Members

* **San'ladi:** Leader.
* **Mi’gar:** Member of the Roppor High Council.

## Reputation Rewards

* Necromancer spells
* Witch Doctor spells
* Boneworker spells
* Witch Doctor curses & plagues
* Boneworker recipes
* Weapons & armor
Factions

These are all factions.

## Overview

The major factions of the world are listed below.

* **Forces of Justice:** Led by Queen Jenn Solewish. An alliance of kingdoms, tribes and smaller factions, determined to bring an end to war and hostility on Taris, willing to get this done by any means necessary. Currently at war against The Protectors.
	+ *Wallforth:* Led by Queen Jenn Solewish. The largest human kingdom on Taris.
	+ *Hasteworn:* Led by King Sandor Ailton. Human kingdom.
* **The Protectors:** Led by Grand Druid Shalonzor. An alliance of numerous different races, whose goal is to protect the nature of Taris. Currently at war against the Forces of Justice.
* **The Stitchers:** Led by High Lich Ursell Aulenburg. An alliance of several undead factions, as well as worshippers of the Death Gods.
	+ *The Grey Tunnels:* Led by Overseer Mkhaark. The largest group of ratlings on the planet.
	+ *Forsaken Darkspeakers:* Led by Shadow Mage Ull Hagen. Group of Darkspeaker mutineers that have turned to the death gods.
* **Telakk-une Cartel:** Led by High Tinker Esterne. Goblin cartel.
* **Nine Kingdoms:** Led by the nine kings and queens. An alliance of nine large kingdoms.
* **Outcasts of Roppor:** Led by the Roppor High Council. A group of outcasts and exiles that have banded together.
* **Al'Kanaar:** Led by King Ek'telan. A group of humans and tricksters, unaligned to any major faction.
* **Shillwhistle:** Led by Queen Mireen Shill. Siren kingdom.
* **The Trawlers:** Led by Master Angler Lauren Vandak. Faction of fishermen, represented by numerous different races.
* **Rustfleet:** Led by Captain Marlin Rustbeard. A group of pirates, buccaneers and outlaws living on the islands of Nekktar.
* **Redhill Tribes:** Led by Chieftan Blacni Robetooth. Union of Pygmy tribes in Rolling Hills.
* **The Elementar:** Led by Shaman Sayyd Tender. Faction of shamans, set to protect and aid the elements.
* **Shadow Cult:** Worshippers of the Void. No information known.

## Reputation

Any tier that awards a reward can offer the things listed on the faction's page. Available rewards will always be specified.

If spells are available, the following two things can be chosen:

* Reveal 3 spells from an available class
* Learn 1 spell from an available class (you must be at least rank 1 in that class)

Furthermore, 1 CP is awarded whenever hitting a tier that awards rewards.

## Factions

### Outcasts of Roppor

  Mandrillian Society | Mandrillian, merchants.

### Artisan

  Food Enthusiasts' Club | Cooks | Unknown

### Other

  Zallway's Peninsula | Goblins following the crazed tinker Zallway.
Rillette

**Rillette** (リエット, *Rietto*?) is a recurring character in the story. She is a supporting character in the "Silver Witch" arc and a minor character in the "Demon World's Princess" arc.

## Personality

### Relationships

***The following section contains spoilers.***

Cupius
She resents the former king for killing her parents.
Duigan
Goz / Parsis
Kuroki
Macusis
Brother.
Montes
Uncle.
Omiros
Cousin.
Reiji
Regena
Shirone

## Story

### The Silver Witch

She greeted Omiros when he exited his room.

### The Demon World's Princess

She has married Omiros and became the crown princess.

## References

1. ↑ *Dark Knight Story* - The Silver Witch: Chapter 11 - The Prince and Goblin
2. ↑ *Dark Knight Story* - The Demon Realm's Princess: Chapter 15 - The God of Song and Art
Ghouls

**Ghouls** are dead humans, brought back from their graves. Being undead and robbed the release of death, cause many ghouls to be bitter and angry. The fact that previous family members and friends will rarely want to see them in undead shape doesn't help that. Ghouls can't reproduce, so necromancers are needed in order to make their numbers grow.

Humans, as well as most other races, see the ghouls as a disgrace to the living. Most try to avoid ghouls.

Even previously religious ghouls never follow any faith - their gods have clearly forsaken them if they wouldn't let them enjoy the peace of death.

## Abilities

Ghouls don't have to eat or drink.

Ghouls are significantly harder to kill than other races.

## Factions

* **Undead Enclave:** Many ghouls, exiled from their previous homes, have come to Roppor. A large number of them live in the Outcast of Roppor's capital, Ruthburg. Ghouls are quite common in Roppor.

## Notable People

* **Daniel Oldsham:** Member of the Roppor High Council and leader of the Undead Enclave.
* **Ursell Aulenburg:** High Lich of the Stitchers.

## Available Classes

* Warrior
* Ranger
* Hunter
* Tinker
* Mage
* Archeologist
* Alchemist
* Monk
* Brewmaster
* Bard
* Necromancer
* Rogue
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Jeweller
	+ Tailor
	+ Boneworker
Mage

**Mages** use powerful spells to attack their enemies and protect their allies. Their magic is pulled from the arcane, allowing them to throw orbs of pure magic or create powerful magical force fields. They can also conjure numerous different familiars or transform enemies and allies into different creatures for short periods.

Every skillpoint put into Mage will make your spells even more powerful.

## Spells

### 1 SP

**Arcane Lance**

Conjure a lance of pure magic and throw it at an enemy.

**Arcane Orb**

Hurl an orb of pure magic at your enemy.

**Block**

Block an incoming attack or blow.

**Arcane Spikes**

Conjure a series of magical spikes sticking up from the ground.

**Float**

Float for a short period of time.

### 2 SP

**Transform Enemy, Beast**

Transform someone into a beast for a short period of time. A beast are medium-sized creatures like wolves, sheep, stags, etc.

**Arcane Bolt**

Throw a bolt of pure magic at your enemy. The bolt automatically seek out the enemy.

**Animate**

Bring an inanimate object to life for a short period of time.

**Blind**

A bright arcane light flashes before your enemy's eyes, blinding it for a short time.

### 4 SP

**Arcane Familiar**

Summon an arcane familiar to fight by your side for a short while.

### 6 SP

**Arcane Volley**

Send a volley of arcane bolts towards your enemies. The bolts automatically seek out the enemies.

**Conjure Objet**

Attempt to conjure an object. Most object can be conjured, though mastering this spell is difficult.

### 8 SP

**Emergency Shield**

Create a force field around you and your allies. It doesn't last long, but it prevents all damage.

**Transform Enemy, Critter**

Transform someone into a critter for a short period of time. A critter are small creatures like small birds, rabbits, frogs, etc.

**Arcane Explosion**

Cause a nearby area to blow up with arcane energy, causing a huge explosion.

**Arcane Storm**

Start a storm, with bolts of pure energy and magical winds tearing apart your enemies.

### 10 SP

**Transform, Arcane Golem**

Transform yourself into a huge golem of pure magic for a short period of time. As an Arcane Golem, you can crush enemies beneath your feet or rip them apart with your hands, with your enemies being able to do no damage to you at all.

**Arcane Phoenix**

Conjure a magical egg. After a while, it will hatch an arcane phoenix to fight for you. If it is killed, it will turn to ash, the and egg and join the fight again. Once the fighting is over, it will disappear.

## Available Races

* Human
* Goblin
* Trickster
* Finchord
* Giant
* Ghoul
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Shellfolk
* Mandrillian
Giants

**Giants** are huge people, up to 5 meters tall. Nearly all giants live in the Rolling Hills, and the few that do not live in mountains elsewhere. They are shy and usually tend to avoid conflicts, despite their incredible physicality. Despite popular thoughts, giants aren't stupid at all. They just prefer to keep their thoughts to themselves.

Giants are generally well liked.

Almost all giants follow the Elements.

## Factions

* **Garkathan:** After the Void Scar, many giants fled the Rolling Hills. A group settled down in the Garkathan Mountains, where they established themselves. Here, they keep to themselves while protecting the mountains from invaders.

## Available Classes

* Warrior
* Ranger
* Hunter
* Mage
* Fisherman
* Shaman
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Cook
	+ Boneworker
Light's Assembly

**Light's Assembly** are light elf refugees from the Runic Isles, having fled the conflicts of the islands. They settled down in Roppor, in a small gnoll village. Here they built a church to the Light and attempted to convert the native gnolls, though with little success. The town eventually grew and is today known as Kor'toh Assembly.

## Challenges

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

* **Heretic gnolls:** The gnolls in Kor'toh remain uninterested in the blessings of the Light, causing many smaller internal conflicts in Kor'toh Assembly.

## Reputation Rewards

* Ranger spells
* Mage spells
* Priest spells
* Jeweller spells
* Tailor spells
* Jeweller recipes
* Tailor recipes
* Weapons & armor
* Books
Woodworker

**Woodworkers** turn wood into all sorts of things. Many Woodworkers become Totemcrafters, creating totems for Shamans. Others become simple carpenters, constructing houses, and yet other turn to the gathering of wood as lumberjacks.

Every skillpoint put into Woodworker will make you better at woodworking.

## Spells

### 1 SP

**Chipper**

Throw a batch of wood chips into the air. They stay floating for a few seconds before they aggressively charge at your enemies.

*Requires Wood Chips*

### 2 SP

**Wood Work**

Learn a random Woodworker recipe using any of the types of wood you currently own. Can only be used once per day.

### 6 SP

**Totem Bash**

Infuse a totem with the powers of an elemental lord, then hurl it at your enemies where it shatters in an explosion of elemental energy. The effect depends on the chosen element.

*Requires Totem*

## Recipes

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

**Wood Chips**

*A batch of sharp wooden chips, effective as light throwing weapons. They don't do very much damage, but are very easy to handle.*

* 1 piece of any wood

**Totem**

*Totems are used in Shaman spells, but can be used my anyone to ask the elements for help.*

* 2 pieces of any wood

**Bow**

*A regular bow, capable of firing arrows.*

* 2 Ashen Birch wood

## Available Races

* Human
* Goblin
* Trickster
* Mossfill
* Giant
* Ghoul
* Sosqa
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Gnoll
* Shellfolk
* Mandrillian
Roppor Underworld

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

## Challenges

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

*Unknown*

## Reputation Rewards

* Necromancer spells
* Rogue spells
* Alchemist spells
* Witch Doctor spells
* Witch Doctor curses & plagues
* Alchemist recipes
* Weapons & armor
* Materials
Mandrillian Society

The **Mandrillian Society** were originally merchants or diplomats, but eventually the Mandrillians in Roppor grew so much in number than a faction had to be founded to ensure all mandrillians were treated right. Most mandrillian stay in the coastal city of Samport.

## Challenges

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

* **Thugs:** Mandrillian gangs are appearing throughout the world, threatening the Mandrillian Society's trade.

## Notable Members

* **Qarlo Tahks:** Leader.
* **Rabni Tillbin:** Harbourmaster at Ornett Harbour.

## Reputation Rewards

* Hidden class: Merchant
* Monk spells
* Weapons & armor
* Materials
* Gold
Nature

**Nature** is a faith followed by many races on Taris. Especially the mossfills worship them. Most Gods of Nature will help mortals whenever they can, though never at the cost of risking harming nature.

There are many thousands Gods of Nature. Nearly all of them reside somewhere on Taris.

## Major Gods of Nature

* **Gra’ar:** God of Death.
* **Mianne:** God of Life.
* **Luune:** God of the Moon.
* **Sha’vin:** God of the Sun.
* **Starweave:** God of the Stars.
* **Ric Ton:** God of Darkness. Enslaved by Kraxwox Bellor in Ruthburg.

## Minor Gods of Nature

* **Lathan Saar:** God of Wolves.
* **Oon:** God of Frogs.
* **Sorthanir:** God of Bones.
* **Shak:** God of the Sands.
* **Unlut:** God of Trouts. Resides in Lake Syne in Roppor.
* **Lavielle:** God of Grubs. Has only a single worshipper. Resides on Altorn Island.
* **Xixi:** God of Crystals. Resides underneath Ruthburg.
* **Lakata:** God of Weeds. Resides in The Farmlands.
* **Drip:** God of Candles. Resides in Candlemaker's Delight.
* **Bronomith:** God of Tombs. Resides in Tombstone Hills.
* **Ra'manine:** God of Boulders. Resides in Boulderfields.

## Death Gods

Death Gods are Gods of Nature under control of Gra'ar. They are rarely gods of anything specific like most other Gods of Nature, and and instead simply powerful beings wishing to bring death and decay to the planet.

* **Trinar:** Has been attempting to bring death to the Shallow Dunes for hundred of years, raising armies of undead to attack the few living things living in the desert.
* **Agranath:** A Death God residing on Foulrock Island. He has been using Dalia Mourn to bring him souls until he is ready to rise and kill everything on the island.
Mandrillian

**Mandrillian** are ape-people. They are known to be some of the most talkative and pleasant people on the planet, and many are hired as diplomats. They are very calm and reserved, good at finding the inner piece in themselves, making them very skilled monks.

Everyone likes mandrillian.

Mandrillians either follow no faith or the Elements. Few mandrillian worship individual Gods of Nature too.

## Abilities

Mandrillian start with 2 free points in the Monk class.

## Factions

* **Mandrillian Society:** Most mandrillian in Roppor were originally merchants or diplomats, but eventually they grew so much in number than a faction had to be founded to ensure all mandrillians were treated right. Most mandrillian stay in the coastal city of Samport.

## Notable People

* **Qarlo Tahks:** Leader of the Mandrillian Society.
* **Rabni Tillbin:** Harbourmaster at Ornett Harbour.

## Available Classes

* Warrior
* Ranger
* Hunter
* Mage
* Fisherman
* Archeologist
* Alchemist
* Shaman
* Monk
* Brewmaster
* Bard
* Rogue
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Cook
	+ Tailor
	+ Boneworker
Bertine

**Bertine** is a human. She is the caretaker of Thawsye's orphanage in Graines' Monastary.

## Backstory

Bertine was born in Hasteworn. Her father was accused of thievery and was exiled from the Runic Isles. He brought Bertine along with him to Roppor. Bertine's father died on the journey, so she was brought up by an elderly couple in Mo'utan. When she turned sixteen, she went off to explore Roppor. Eventually she arrived on Foulrock Island, where she was hired by Thawsye Vaier, to work at her orphanage.

## Story

### Day 2

Thawsye visited her orphanage, and was met by Bertine watching the kids. Bertine assured her that everything was going fine and that she had nothing to worry about.

### Day 3

After hearing Darmon Graines' speech about Agranath, Thawsye went back to the orphanage and told Bertine to pack up everything and get ready to leave the island. She didn't think Agranath was real, but agreed to do as Thawsye said.

### Day 4

Bertine and the children of the orphanage were evacuated by Thawsye Vaier, and ensured safe travel to the mainland.
Undead Enclave

The **Undead Enclave** consists of the ghouls of the Outcasts of Roppor. Many fled their original homes after being reanimated and shunned away. There are a lot of ghouls in Roppor, many of which live in Ruthburg.

## Challenges

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

* **Endangered species:** Ghouls cannot reproduce, so the only way for their ranks to grow are by reanimating new corpses. That is forbidden in Roppor though, so the ghouls are having a hard time growing their numbers.

## Notable Members

* **Daniel Oldsham:** Member of the Roppor High Council and leader of the Undead Enclave.

## Reputation Rewards

* Alchemist spells
* Necromancer spells
* Rogue spells
* Boneworker spells
* Alchemist recipes
* Boneworker recipes
* Weapons & armor
* Trinkets
Ornett Village

Ghouls
 Gnolls

**Ornett Village** is a village located in central Roppor, in the Southern Roppor Fields. Ornett Harbour is located to the north-west and a cemetery is located north of the village. To the south is a large rocky field, where the Cursed Circle is located. The Crossroad is located west of Ornett Village.

## History

The village was originally inhabited by the region's native gnolls. A few years before the Void Scar incident, a group of humans from the Outpost Denizens decided to look for new places to settle down. They became friendly with the region's gnolls and together built up Ornett Village. Soon enough a church and a graveyard was built in the village, but evil-spirited necromancers used the graveyard as their own personal supply of corpses. Incidents occurred, where the risen zombies were out of control and began attacking the villagers. The villagers tried to fight the necromancers, and managed to catch or kill most of them. To prevent further incidents, they moved the graveyard away from the village, moving it a few kilometers north. A harbour was also built by insistent mandrillian wanting to secure a faster trade route for the villagers.

The village is largely independent from the many factions of the Outcasts of Roppor. The current mayor, Sally Bartermane, elected almost unanimously since the village's foundation, have been fighting the few remaining necromancers around the cemetery for the past few years. She has also been working on expanding the village with more buildings, but outside the village, rumors of constant undead attacks scare off workers.

## Notable Inhabitants

* **Sally Bartermane:** Co-founder and mayor of Ornett Village. She has been almost unanimously elected as mayor since the village was founded.
* **Benda & Terrwin:** Elderly shellfolk couple. Came to Roppor a couple hundred years ago to live with the gnolls. Now live in Ornett Village.

## Facilities

* Inn
* Church of the Light
* Blacksmith
* Class Trainers:

The village is also the location of several farms and orchards, as well as a small market for trading food or curiosities.

The **Ornett Cemetery** is located north of the town. It is rarely visited, and many rumors mention necromancers residing in the cemetery. Other rumors mention swarms of giant spiders.
Archeologist

**Archeologists** are able to find and put together fragments from precious artifacts found around the planet. Many artifacts can only be used by Archeologists..

Every skillpoint put into Archeologist will make you better at finding and putting together artifacts.

## Spells

### 1 SP

**Array**

Scan the area around you to see if anything of interest is buried somewhere.

**Ancient Protection**

Block an incoming attack or blow, but at the risk of angering ancient spirits. These spirits might hold on to Fragments, however.

### 4 SP

**Ancient Deduction**

Solve a piece of the puzzle of an artifact, figuring out which pieces go next to a fragment you already have. Gain 4 Fragments for an artifact to which you already have at least 1 Fragment. Can only be used once per day.

## Artifacts

These are all known Artifacts which can be assembled by Archeologists.

*No artifacts are currently known.*

## Available Races

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

**Muck** is a nation of goblins, forced away from the larger goblin factions due to their dangerous and unethical experiments. They settled down in the city of Muckbok, where they have plenty of room for experiments.

## Challenges

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

*Unknown*

## Notable Members

* **Wilfred Buzzfried:** Leader.
* **Skallox Minxwhistle:** Member of the Roppor High Council.

## Reputation Rewards

* Tinker spells
* Alchemist spells
* Tinker recipes
* Alchemist recipes
* Explosives
* Robots & machines