recursal/Fanatic-Fandom huggingface dataset:
Snow Queen

**Snow Queen** (雪の女王スノークィーン, *Yuki no JoōQunō kuīn*?) is an ice Elemental Spirit.

## Overview

Snow Queen is a top-tier ice Elemental Spirit. Alphos calls the snow queen as **Elsa** (エルーサ, *Erūsa*?).

She uses an attack called **Ice Lance Blizzard** (氷槍の吹雪アイスランスブリザード, *Hyōsō no FubukiAisu Ransu Burizādo*?).

## Summoners

* Rino
* Alphos

## History

The Hero of Light's Party confronted the Dark Knight at the Mount Holy Dragon. Rino summoned the Snow Queen and Thunderbird against the Dark Knight.

The fight between Kuroki and Alphos, Alphos summons the Snow Queens and Snow Maidens to create his sorcery barrier, the Crystal Garden.

## Etymology

**The Snow Queen** (雪の女王, *Yuki no Joō*?) is an original fairy tale written by Danish author Hans Christian Andersen.

The name Elsa might be a homage to **Elsa** (エルサ, *Erusa*?) of **Frozen** (アナと雪の女王, *Ana to yuki no joō*?).

## References

1. ↑ 1.0 1.1 1.2 *Dark Knight Story* - The Horn of the Holy Dragon Lord: Chapter 29 - Mortal Combat at Mount Holy Dragon pt.01
2. ↑ 2.0 2.1 2.2 *Dark Knight Story* - The Demon Realm's Princess: Chapter 23 - The Crystal Garden
Rocros VIII

**Rocros VIII** (ロクロス８世, *Rokurosu 8-sei*?) is a minor character in the "Horn of the Holy Dragon Lord" arc.

## Biography

Rocros VIII is the king of the Roch Kingdom. Almina is his daughter.

## Personality

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

Reiji
Renbarr
His knight.

## Story

### The Horn of the Holy Dragon Lord

He order Renbarr to help organise a group of escorts for the Hero of Light's Party.

He welcomes the hero's party to Roch Kingdom.

## References

1. ↑ 1.0 1.1 *Dark Knight Story* - The Horn of the Holy Dragon Lord: Chapter 05 - The Hero's Visit pt.01
2. ↑ *Dark Knight Story* - The Horn of the Holy Dragon Lord: Chapter 02 - Melancholy of Sir Renbarr
Bella

**Bella** (ベーラ, *Bēra*?) is a minor antagonist in the "Phantom Death Capital" arc.

## Biography

She is a Vampire Countess and she is known as the **Blue Scissors Whore Princess** (青い鋏の娼姫, *Aoi hasami no shōki*?).

## History

Bella was once a princess of an extinct large country. She lived a debauchery lifestyle in her life, and her hobbies involves decoration by cutting off the genitals of any handsome men. She prayed to the Princess of Fresh Blood to extend her life, and made many blood offerings to become a vampire. She continues using scissors to cut off genitals, and increasing the number of victims.

When Belmo and the Order of the Holy Iron Chain Knights had entered her territory, she killed them. She made the Holy Iron Chain Knights into Death Knights. While impaled Belmo corpse on a stake.

## Appearance

She is a beautiful woman appear around the age of 17. She is a slender woman with dark blue hair and blue lips. She wore a gorgeous blue clothing.

## Personality

Mont describes her as cruel and sadistic.

Despite being a former human, she hates humans and is cruel to humans. She looks forward to see the world filled with death.

### Relationships

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

Jushio
She is jealous of him being Zafarada's favourite.
Zafarada
She worships her and idolises her.
Zalxis
She is pleased with his resurrection.

## Story

### The Phantom Death Capital

She is absent in her county, when Khouri led his forces in her territory.

She greets Jushio in the death feast. They banter until Jusio politely leaves to greet others.

She has returned to her territory in a hurry, and gives instructions to his subordinates. She orders the lesser vampires to capture any ugly man looking like a pig should be captured unharmed. One of the vampire asked about her intention with the humans in the fort near the border. First Bella said to ignore them until she noticed a bunch of fat men in the fort, and she changes her orders to catching them.

## Abilities

* **Farsight Magic** (遠視の魔法, *Enshi no mahō*?)

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 *Dark Knight Story* - The Phantom Death Capital: Chapter 15 - The Land of Walluchia
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 *Dark Knight Story* - The Phantom Death Capital: Chapter 17 - The Death Feast
3. ↑ 3.0 3.1 *Dark Knight Story* - The Phantom Death Capital: Chapter 19 - The Escape Journey
Usarus

**Usarus** (ウシャルス, *Usarusu*?) is a mention character in the "Demon Realm's Princess" and the "Beast God Desert" arc.

## Biography

Usarus is the **God of the Netherworld** (冥府の神, *Meifu no kami*?), he is part of the Gypshir Pantheon.

He is the older brother of Sekhmetra. He is the father of Haruses with Ishtia. Usarus has a relationship with Ishtia, thus he has a strong connection to the Elios gods.

According to Gypshir mythology, this world was created by the brother and sister of Usarus and Sekhmetra.

## History

He was killed by Thores and he was scattered in pieces. Totona and Helkart resurrected him.

## Personality

### Relationships

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

Haruses
Son.
Ishtia
Nerfiti
Niece.
Sekhmetra
Younger sister.
Thores
Enemy. He was killed by Thores.

## Story

### The Demon Realm's Princess

He was mentioned when Haruses pointed out Thores killed his father.

### The Beast God Desert

When Bluulu refer to Sekhmetra's judgement on dividing her poison. Sekhmetra refuses because Thores has hurt her older brother.

Chiyuki reads the Gypshir mythology about the world creation.

## Development

His name is very likely to derived from **Usir** (ウシル, *Ushiru*?), in other words he is based on **Osiris** (オシリス?).

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 *Dark Knight Story* - The Beast God Desert: Chapter 11 - Aarnak the Golden Capital
2. ↑ 2.0 2.1 2.2 2.3 2.4 *Dark Knight Story* - The Demon Realm's Princess: Chapter 18 - The Sniper
3. ↑ 3.0 3.1 *Dark Knight Story* - The Beast God Desert: Chapter 25 - Feelings in the Dream
Rosa

**Rosa** (ローサ?).

## Biography

Rosa is the **Diva of the Waves** (波間の歌姫, *Namima no utahime*?). She is a **goddess of luck** (幸運の女神, *Kōun no megami*?), but is unknown to humans and is rarely worshipped. She is worshipped by sirens and seabirds.

The younger sister of Lasa and Casa.

## History

### War of the Gods

The male gods of Elios were beautiful, so she sided with Odis' faction against Nargol. However, she has no fighting skills, were completely useless and was not blinded like Casa, as she was in the rear and unnoticed. However, she was concerned that she was the only one who did not receive the curse, so she did not see anything during the night and demanded that her kin group did so as well. This is why Rosa's birds kin group are blind during the night.

### Relationships

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

Alphos
In a sexual relationship.
Casa
Older sister.
Lasa
Eldest sister.

## Abilities

She has no fighting skills. Although she cannot see destiny, she has the power to attract good luck.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 *Dark Knight Story Setting Collections* - Nargol Pantheon: Deities Name Record 4 Sajuttaris & Casa
Shushutu

**Shushutu** (シュウシュトゥ, *Shuushuto~u*?) is the antagonist in the "Winds of the Prairie" arc.

## Appearance

She appears to be a human girl. She has long black hair and a pale face. At first glance, she appears to be an ordinary human being, but it is immediately clear that she is not.

## Personality

### Relationships

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

Kouki
She intends to make Kouki hers.

## Story

### The Winds of the Prairie

She traveled from Motgal to the Kisonia Prairie for a bit of a visit. She confronts Kouki and Rasha with her Muu shuwu companions. She invites Kouki to be part of the death kin.

## References

1. ↑ 1.0 1.1 1.2 1.3 *Dark Knight Story* - The Winds of the Prairie: Chapter 19 - The Evil Bird Girl
Trumalchis

**Trumalchis** (トルマルキス, *Torumarukisu*?) is a minor character in the "Evil God's Labyrinth" arc. He is a minor antagonist in the side story "Adventure of the War Maiden Shizuferia".

## Biography

Trumalchis is a merchant in Ariadia Republic.

He is the husband of Atlana.

## Appearance

Trumalchis is a fat man about 50 years old.

## Personality

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

Atlanacha
Kirius
Regena
Walras

## Story

### The Evil God's Labyrinth

Trumalchis and Atlana welcomes the Hero of Light to his mansion.

Trumalchis was unaware of Atlana's actions and was used by the evil god. Trumalchis was robbed of all his fortune and his company was seized by Kyouka.

### The Adventure of the War Maiden Shizuferia

Trumalchis is now a servant of the Hero of Light, however he is dissatisfied with the Hero of Light's Party. He has less money to use freely. The current Trumalchis isn't the master of a wealthy merchant, but a manservant of Regena. Trumalchis is sheltering Kirius.

Kirius, Trumalchis and Walras discuss their future plans in the basement.

Regena brought Decius and Witch Hunters in Trumalchis' mansion. They found evidence of the basement lab. When he was arrested, he squealed like a pig.

## Development

He is most likely based on **Trimalchio** (トリマルキオ, *Torimarukio*?).

## References

1. ↑ 1.0 1.1 1.2 1.3 *Dark Knight Story* - The Evil God's Labyrinth: Chapter 09 - The Merchant of Ariadia
2. ↑ *Dark Knight Story* - The Evil God's Labyrinth: Chapter 43 - Delighted to Meet Again
3. ↑ *Dark Knight Story Side Stories* - The Adventure of the War Maiden Shizuferia: Chapter 02 - The Harpy Quest pt.01
4. ↑ *Dark Knight Story Side Stories* - The Adventure of the War Maiden Shizuferia: Chapter 03 - The Harpy Quest pt.02
5. ↑ *Dark Knight Story Side Stories* - The Adventure of the War Maiden Shizuferia: Chapter 08 - The Harpy Quest pt.07
Titus race

**Titus race: Sky Giant race** (天空の巨人タイタス族, *Tenkū no KyojinTaitasu-zoku*?) are part of the giant race.

## Overview

The Titus race are an ancient species created by Elios, the primordial founder God.

Titus is one of the **Greater Giants** (上位のグレーター巨人ジャイアント, *Jōi noGurētā KyojinJaianto*?), along with the Gigates and Oanes.

## Physical Attributes

Their power is comparable to the divine race. Their physical strength are comparable to the divine race.

## History

Shortly after Modus left Elios, Odis and the others fought against the Titus race for the right of control for the skies. The Elios troops struggled, and if Alphos didn't defeat **Sky Giant Lord** (天空の巨人王, *Tenkū no Kyojin-ō*?), it is uncertain what would happened.

## Etymology

Titus might be based on the giant, **Tityos** (ティテュオス, *Titeyuosu*?).

## References

1. ↑ 1.0 1.1 1.2 1.3 *Dark Knight Story* - The Demon Realm's Princess: Chapter 24 - Dark Knight VS Holy Knight
2. ↑ 2.0 2.1 *Dark Knight Story* - The Beast God Desert: Chapter 08 - Encounter with the Serpents
3. ↑ *Dark Knight Story* - The Azure Demonic Sea: Chapter 01 - To the Azure Sea
Sufa

**Sufa** (スーファ, *Sūfa*?) is a mentioned character in the "Winds of the Prairie" arc.

## Biography

Lake Sufa, east of Kisonia Prairie, is home to the eponymous water dragon Sufa. Its kin group, the large reptiles Sufashi, are also herbivores and have gentle personalities.

## Personality

The water dragon Sufa is a very docile dragon and does not attack humans.

## References

1. ↑ 1.0 1.1 1.2 *Dark Knight Story* - The Winds of the Prairie: Chapter 05 - The Land of Amazoness
Gnolls

**Gnolls** are vicious hyena-people, able to run incredibly fast and quite easily find their way in the barren plains and deserts. The gnolls are well known for being impossible to trust and quick to treachery, but their large numbers and skillful tactics make them valuable allies.

Gnolls aren't really disliked, more just distrusted.

Most gnolls follow the Elements.

## Abilities

Gnolls don't have to drink as often as other races, and they are not at all bothered by heat.

## Factions

* **Kor'toh:** The gnolls are the original habitants of Roppor, before outcasts from all over the world fled to the region. The gnolls decided to not fight the intruders and instead established themselves as a leading faction of the Outcasts of Roppor.
* **Passage Guard:** Many of the native gnolls of Roppor have joined the dwarves in protecting the Grand Passage.

## Notable People

* **Krakt Trakton:** Member of the Roppor High Council.
* **Raki Krak:** Leader of Kor'toh.

## Available Classes

* Warrior
* Ranger
* Hunter
* Fisherman
* Archeologist
* Alchemist
* Shaman
* Brewmaster
* Necromancer
* Rogue
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Cook
	+ Tailor
	+ Boneworker
Hræsvelgr

**Hræsvelgr** (フレスベルグ, *Nidohegu*?), also known as **Hraesvelgr**, is a wind Elemental Spirit.

## Overview

Hræsvelgr is a top-tier wind Elemental Spirit.

## History

The Evil Gods battles with the Hero of Light's Party in the Blue Forest, Helkart summons a Níðhöggr and Rino countered by summoning Hræsvelgr to create a wind to seal Níðhöggr.

## Etymology

**Hræsvelgr** (フレースヴェルグ, *Furēsuvuerugu*?, "Corpse Swallower" in Old Norse) is a giant who takes the form of an eagle.

## References

1. ↑ 1.0 1.1 *Dark Knight Story* - The Demon Realm's Princess: Chapter 27 - The Arrival of the Beautiful Deity
Zepha

**Zepha** (ゼファ, *Zefa*?) is a supporting character in the "Evil God's Labyrinth" and the "Black Storm" arc.

## Biography

Zepha is the **Hero of Wind** (風の勇者, *Kaze no yūsha*?).

## Personality

### Relationships

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

Gordan
Kayna
Former partner.
Nephim
Novis

## Abilities

* Wind magic - Zepha applies to his arrows.
* **Hawkeye** (鷹の目ホークアイ, *Taka no mehōkuai*?)
Foulrock Harbour

**Alignment** |  Foulrock Darkspeakers
Outcasts of Roppor

**Foulrock Harbour** is a harbour village located on the southern end of Foulrock Island. It is located close to Graines' Monastery.

## History

Foulrock Harbour was established early on, to ensure passage to and from the island. Mandrillian merchants had initially shown interest in establishing themselves in the town, but this was denied by Darmon Graines, who believed that Foulrock Island was for the darkspeakers to rule, and them alone. Many mandrillian merchants set up shops, but none were allowed any authority in the town.

## Notable Inhabitants

* **Adrian Morwick:** Pastor and leader of Foulrock Harbour.
* **✝ Chelle:** Rogue and member of Foulrock's spy corps.

## Facilities

* Inn
* Church of the Light
* Harbour
* Ferry to Ornett Harbour
* Lighthouse
* Class Trainers:

The village is also the location of some farms, as well as a small marketplace.
Zaig

**Zaig** (ザイグ, *Zaigu*?) is a secondary antagonist in the "Silver Witch" arc.

## Appearance

Kujig
Mother
Kaig
Brother.
Letsug
Brother.
Pyoug
Brother.
Ring
Eldest Brother.
Shag
Brother.
Toug
Brother.
Zeng
Youngest brother.

## Story

### The Silver Witch

Zaig went to pick up Zeng in the Ogre Mansion, since he didn't go to Kujig birthday party. Zaig found his brother's bone remains and promptly called his mother.

Zaig agree with Toug's statement that they should seek out vengeance on their enemy on destroying their porn book. He was surprised with Kuna's sudden appearance in the Sweet Castle.

Shirone cuts down all the ogres.

## References

1. ↑ 1.0 1.1 *Dark Knight Story* - The Silver Witch: Chapter 12 - The Identity of Parsis
2. ↑ 2.0 2.1 *Dark Knight Story* - The Silver Witch: Chapter 26 - The Queen of Goblin's Treasure
3. ↑ *Dark Knight Story* - The Silver Witch: Chapter 30 - The Odd Battle of the Odd Castle pt.01
Outpost Denizens

The **Outpost Denizens** are a group of humans living in Roppor, originally being colonists from the Runic Isles. They ended up becoming independent and later joined the Outcasts 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

* **Laura Stave:** Leader.
* **Henrik Robesborn:** Member of the Roppor High Council and de facto leader of the Outcasts of Roppor.

## Reputation Rewards

* Fisherman spells
* Artisan spells
* Woodworker spells
* Artisan recipes
* Woodworker recipes
* Weapons & armor
* Materials
Walras

**Walras** (ワルラス, *Warurasu*?) is an antagonist in the side story "Adventure of the War Maiden Shizuferia".

## Personality

### Relationships

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

Atlanacha
Formerly a subordinate of Atlana, the wife of Trumalchis. Atlana had connections with various fiends. But the connection has been taken over by her former subordinate, Walras. He was given a Black Dog by Atlana.
Trumalchis
Currently following Trumalchis.

## Story

### The Adventure of the War Maiden Shizuferia

Kirius, Trumalchis and Walras discuss their future plans in the basement. It was thanks to this man that he was able to obtain the body fluids of the harpy, which is the raw ingredient for magic drug.

He approached Shizufe and Madia when they were talking to Kirius.

Walras was decapitated by the undead warrior.

## References

1. ↑ 1.0 1.1 1.2 1.3 *Dark Knight Story Side Stories* - The Adventure of the War Maiden Shizuferia: Chapter 03 - The Harpy Quest pt.02
2. ↑ 2.0 2.1 *Dark Knight Story Side Stories* - The Adventure of the War Maiden Shizuferia: Chapter 07 - The Harpy Quest pt.06
3. ↑ *Dark Knight Story Side Stories* - The Adventure of the War Maiden Shizuferia: Chapter 04 - The Harpy Quest pt.03
Shaman

**Shamans** use the forces of the elements - fire, water, earth and air - to defeat their enemies and heal their allies. Fire deal intense damage to enemies, while the purifying powers of the waters heal allies. Earth can come to the aid of Shamans to create unbreakable barriers and air allow for swift travel and devastating hurricanes and storms. Shamans often use totems for their spells, which is their way of asking the elemental lords for their aid.

Shamans must be following the Elements faith.

Every skillpoint put into Shaman will make you better at communing with the elements, making your spells stronger.

## Spells

### 1 SP

**Totemism**

Throw down a Totem of Air, Wind, Fire or Water and gain an appropriate advantage for the duration of the fight.

*Require a totem*

**Fireball**

Hurl a ball of fire at the enemy.

**Purifying Waters**

Soak an ally in healing waters, healing them.

**Groundbreak**

Cause a crack to appear beneath an enemy, trapping them for a short time.

**Gust**

A gust of wind blinds your enemies for a short time.

### 2 SP

**Scorch**

Set the ground beneath the enemy ablaze for a short time.

**Barrier**

Create a barrier of earth, protecting you and your allies for a short time.

**Storm**

Cause a storm to start, making manoeuvring difficult and impairing vision for everyone.

### 4 SP

**Fiery Fists**

Set your own or an ally's fists on fire. It does not hurt you or your ally, but acts as regular fire to all enemies.

**Flake**

Your skin turns to earth. The next few attacks or blows hitting you will be ignored.

### 6 SP

**Summon Fire Elemental**

Summon a Fire Elemental. Fire Elementals will hurl fire at your enemies. The Elemental disappears after a while.

**Summon Water Elemental**

Summon a Water Elemental. Water Elementals will heal you and your allies. The Elemental disappears after a while.

**Summon Earth Elemental**

Summon an Earth Elemental. Earth Elementals will protect you and your allies from incoming attacks and blows.The Elemental disappears after a while.

**Summon Air Elemental**

Summon an Air Elemental. Air Elementals will create storms to damage and annoy enemies. The Elemental disappears after a while.

### 8 SP

**Firestorm**

A storm of fire swirl around your enemies for a short time.

**Cleanse**

Soak an ally in a big bubble of water, healing them by a lot.

**Hurricane**

Start a hurricane, damaging and blinding your enemies.

### 10 SP

**Volcano**

A small volcano burst up from the ground, hurling chunks of lava at your enemies.

**Restoration**

A flood of purifying water soak you and your allies, restoring all allies to full health.

**Earthen**

Turn yourself into an image of the Lord of Earth, increasing your physical size and turning yourself into earth. As an earthen you can take a lot more damage and deal significantly more damage yourself. You turn back to yourself after a while.

**Tornado**

A tornado appears, destroying everything in its path. You can steer the tornado. It disappears after a while.

## Available Races

* Trickster
* Finchord
* Giant
* Sosqa
* Ratling
* Komolac
* Pygmy
* Arwin
* Gnoll
* Rommoth
* Shellfolk
* Mandrillian
Arnok Assemblage

**Arnok Assemblage** are rommoths having fled slavery from the Nine Kingdoms and settled down around Roppor, joining the Outcasts. Many of the other races in Roppor still see rommoth as valuable and a lot of black market slavery still happen. The village of Arnok Village is a safe haven for the rommoth though, and where most of the ones in Roppor reside.

## 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
* Weapons & armor
Komolac Refugees

**Komolac Refugees** are komolacs that fled when they began getting hunted at Trawler's Shore. Many fled south and took residence in the Empty Forest of Roppor. When the Outcasts of Roppor was formed, these komolacs joined them without hesitation.

## 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

* Hunter spells
* Woodworker spells
* Woodworker recipes
* Weapons & armor
* Food
Elements

The **Elements** is both a faith followed by many races on Taris, but also the four things that makes up the very world itself. Sosqa, arwin, gnolls and giants are especially often followers of the Elements.

The four Elemental Lords may occasionally call upon their followers, asking for help or ordering them to carry out their will. Anyone found to not follow the Elemental Lords' words will often be refused the powers of the elements.

## Elemental Lords

### Lord of Fire

The Lord of Fire is in charge of all fire on Taris. The title for Lord of Fire is often disputed by the fire elementals, making it difficult to predict what the current Lord of Fire wants. It is unknown who is the current Lord of Fire.

The Lord of Fire resides in the Elemental Realm.

### Lord of Air

The Lord of Air is in charge of all air on Taris. The Lord of Air has been an air elemental known as **Astinakan** for thousands of years.

**Astinakan** resides on the Elemental Realm, but occasionally visits the mortals on Taris.

### Lord of Water

The Lord of Water is in charge of all water on Taris. The Lord of Water is especially worshipped by the finchords and sirens. The Sirens of Shillwhistle have recently managed to bind the former Lord of Water, **Waldekrakk** to a prison in the Abyss. They replaced him with a much more violent water elemental known as **Trallstath.**

**Trallstath** resides in the Elemental Realm, though is just as often present in the Abyss.

### Lord of Earth

The Lord of Earth is in charge of all earth on Taris. The Lord of Earth is quiet and mostly avoids conflicts. He has been hidden for many years, and it is currently unknown who the Lord of Earth is.

The location of the Lord of Earth is unknown, though he likely resides somewhere in the Elemental Realm.
Necromancer

**Necromancers** use the powers of death to defeat their enemies. They raise the dead to fight for them, and are able to create monstrous undead creatures and hordes of mindless zombies. They are also able to raise fully sentient corpses or ghosts, bound to the necromancer's will.

Every skillpoint put into Necromancer will make you better at controlling, commanding and raising the dead.

## Spells

### 1 SP

**Raise Zombie**

Scan the area for corpses, then raise one to fight for you for a short while. After a while, the corpse crumbles to dust.

**Haunt**

Have a ghost haunt an enemy. The enemy will go insane for a short while.

### 2 SP

**Raise Ghost**

Scan the area for corpses, then pull out the soul of one to fight for you for a short while. After a while, the ghost will fade.

### 4 SP

**Construct**

Stitch two zombies together in some way, creating an undead monstrosity. Can only be used once per day.

### 6 SP

**Sacrifice for Gra'ar**

The next creature you kill, that has a soul, becomes a sacrifice for the God of Death. Gra'ar will reward you in some way, depending on the soul you send him.

### 8 SP

**Raise Undead Slave**

Find a suitable corpse, then raise it. It will be bound to your will, forcing it to obey your commands. It is in all other regards fully sentient.

**Raise Ghost Slave**

Find a suitable corpse, then pull out its soul and bind it to your will. The ghost will be forced to obey your command. It is in all other regards fully sentient.

### 10 SP

**Soul Cage**

Place a soul in your Soul Cage, including the soul of a living being. Souls in the Soul Cage can only be released by you, and can be forced to come out to fight for you as a ghost at any time. Living beings' souls cannot appear as ghosts. Souls can also be used for the *Sacrifice for Gar'ar* spell. Only one soul can be trapped in the Soul Cage per day.
*Requires Soul Cage*

## Available Races

* Human
* Ghoul
* Ratling
* Darkspeaker
* Pygmy
* Gnoll
Priest

**Priests** use the healing powers of the Light to restore life and light to their allies. Priests are among the best healers, though many are entirely lawful and do little violence themselves.

Priests must be following the Light faith.

Every skillpoint put into Priest will make you better at healing.

## Spells

### 1 SP

**Restoration**

Engulf an ally in light, restoring a lot of health to them.

**Light**

Cause a bright light to shine from your hand.

**Smite**

Smite an enemy with light, dealing a small amount of damage to an enemy.

*Sacred Book of the Light I. Available to Myrin Lithron*

### 2 SP

**Purge**

Purge an enemy or ally, adding or removing fatigue from the target.

**Nova**

Create an explosion of light. Everyone around you are returned to full health.

*Sacred Book of the Light I. Available to Myrin Lithron*

### 4 SP

**Beacon**

Light a large area up, healing anyone inside by quite a lot.

**Lightwave**

Send a wave of light through the air, healing any allies and damaging any enemies in the path.

*Sacred Book of the Light I. Available to Myrin Lithron*

### 6 SP

**Commune**

Use the Light to find and speak to anybody anywhere in the world.

**Illuminate**

Light up an enemy. Will do a little damage to regular enemies, but turns undead to dust in a matter of seconds.

*Sacred Book of the Light I. Available to Myrin Lithron*

**Mend**

Heal a serious wound.

*Sacred Book of the Light I. Available to Myrin Lithron*

### 8 SP

**Resuscitate**

Bring an ally back from the dead, at the cost of half of your health.

*Sacred Book of the Light I. Available to Myrin Lithron*

**Prayer of the Invincible**

Pray to the God of Light, making yourself and all nearby allies invincible for a short period.

*Sacred Book of the Light I. Available to Myrin Lithron*

### 10 SP

**Manifestation of the Light**

Turn yourself into pure light for a short time, becoming invincible and able to restore health to allies very easily and swiftly. You are also able to damage enemies a lot while in this form.

**Lightbringer**

Call for a Lightbringer - a heavenly disciple of the God of Light. The Lightbringer can fly and carry up to two human-sized people. It will attack enemies and heal allies.

*Sacred Book of the Light I. Available to Myrin Lithron*

**Mending Prayer**

Heal a fatal wound.

*Sacred Book of the Light I. Available to Myrin Lithron*

## Available Races

* Human
* Goblin
* Trickster
* Ratling
* Darkspeaker
* Light Elf
* Dwarf
* Arwin
* Shellfolk
Bard

**Bards** use music to empower their allies and improve their morale and bravery. Bards are also often very likeable and charismatic people.

Every skillpoint put into Bard will make you more charismatic and likeable.

## Spells

### 1 SP

**Hymn of Bolstering**

All allied pets, elementals or other companions double their power for as long as this song is being played.

### 2 SP

**Payment in Song**

Attempt to pay for something with this song instead of money. The lower the price of the product, the more likely you are to succeed.

### 4 SP

**Song of High Hopes**

Give your allies hope through a song, increasing their Strength, Intelligence and Agility by 20% for as long as the song is being played.

**Write**

Write a new song, discovering a new spell. You can attempt to determine the effects of the song. Can only be used once per day.

### 6 SP

**Song of Great Minds**

Inspire your allies, giving them +50% Intelligence for as long as the song is being played.

**Song of Empowerment**

Inspire your allies, giving them +50% Strength for as long as the song is being played.

**Song of Swiftness**

Inspire your allies, giving them +50% Agility for as long as the song is being played.

## Available Races

* Human
* Goblin
* Trickster
* Finchord
* Ghoul
* Sosqa
* Ratling
* Darkspeaker
* Pygmy
* Light Elf
* Dwarf
* Arwin
* Shellfolk
* Mandrillian
Warrior

**Warriors** are fierce fighters, using their skill and knowledge on weaponry and combat to defeat their enemies. They often wear heavy armour, protecting themselves and their allies during battles.

Every skillpoint put into Warrior will make you stronger and better at combat.

## Spells

### 1 SP

**Taunting Roar**

With a loud roar, nearby enemies come swarming, attacking you instead of your allies. Enemies already attacking one of your allies might ignore this spell.

### 2 SP

**Bolster**

Become significantly stronger for a short while.

### 4 SP

**Bloodfury**

Go into a blood-hungered fury, ignoring everything around you except for your target. You're able to attack with incredible speed and power, allowing you to defeat enemy after enemy.

**Steelskin**

Ignore all damage for a short while.

## Available Races

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

The **Foulrock Darkspeakers** live on Foulrock Island, mostly in solitude. Many of their members are former exiles of the human kingdoms, with a great deal of them still serving the Light. Their alignment with the Outcasts of Roppor has been up for debate among the members of the Foulrock Darkspeakers many times, but they remain loyal for now.

## 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.

* **Foulrock loyalty:** The Foulrock Darkspeakers have several options in terms of their loyalty. Whether to remain parts of the Outcasts of Roppor or align with the Nine Kingdoms or gnolls of the Shallow Dunes is still uncertain and up for debate.
* **Agranath:** Agranath, the Death God, has awakened and is threatening to conquer the entire island of Foulrock Island.

## Notable Members

* **Darmon Graines:** High Priest.
* **Adrian Morwick:** Pastor of Foulrock Harbour.
* **Thea Vaes:** Mayor of Graines' Monastery.
* **Bertine:** Caretaker of Thawsye's orphanage.
* **✝ Thavlin Brack:** Former protector of Dark Bastion. He was killed when Agranath's forces attacked the town.

## Reputation Rewards

* Mage spells
* Druid spells
* Priest spells
* Weapons & armor
Finchords

**Finchords** are a race of fish people, able to part their tail into legs. They have gills and the largest finchord settlements are located underwater. Despite this, many also chose to live on land, though they do need to submerge themselves from time to time, so they stay near coasts and lakes.

Finchords are often confused with the evil-spirited sirens, so many people of all races will try to avoid finchords for the most parts.

Most finchords follow the Elements.

## Abilities

Finchords can breathe underwater. When underwater, a finchord's legs merge together to form a tail, allowing them to swim around swiftly.

## Factions

* **Lake Syne Dwellers:** Finchords that fled to Roppor to join the Outcasts of Roppor settled down on the bottom of Lake Syne, rather than on the coast. This gives them more protection from the siren raiding parties coming from the sea.

## Notable People

* **Henrietta Marble:** Leader of the Lake Syne Dwellers

## Available Classes

* Warrior
* Ranger
* Hunter
* Mage
* Fisherman
* Archeologist
* Shaman
* Bard
* Rogue
* Artisan
	+ Blacksmith
	+ Cook
Zalliwag

**Zalliwag** is a goblin tinker, and the owner of Zalliwag's Zeppelin Factory. He was first encountered by the party on Day 1.

## Backstory

Zalliwag was born in Tink-a-Topolis to parents that didn't care much for him. At a young age, he was kicked out from home and forced to make a living by disassembling explosives for a rich goblin mogul. Zalliwag admired his boss, and set himself a goal to become like him one day. He began making his own explosives, but discovered that he wasn't very good at that. He instead began constructing robots and found that he was especially good at creating fairly stable robots. After the invention of the zeppelin, Zalliwag expanded on the invention, adding super-charged boosters to them. This was very much frowned upon in Tink-a-Topolis though, as the boosters had a very high risk of blowing up. Despite Zalliwag's attempts to assure his customers that he had perfected the boosters, his competitors had given him such a bad reputation that he failed to sell any of his zeppelins. He made a living selling robots and spare parts, while still working on perfecting the boosters.

When the Void Scar opened up, Zalliwag was called upon to join the Telakk-une Cartel's army. Refusing to risk his life, he fled Tink-a-Topolis. He made his way to Muckbok, where his zeppelin inventions were appreciated and welcomed. It didn't take long for him to make enough money to start up a small factory on the Southern Roppor Fields, and after a few years, his business exploded in size and he had become the richest person in Roppor.

While his allegiance is entirely to himself, he does have close ties to both the goblins of Muck and the leading figures of the Outcasts of Roppor.

## Story

### Day 1

On one of his many visits to Ornett Village, Zalliwag and his henchman, Nek, were having a drink in the village's inn. Zalliwag became upset with the waitress, yelling at her. This upset Astrid who came over to threatened Zalliwag and tell him to not do that again. Zalliwag, in return, threatened her, but she didn't care. After reassuring the waitress, Astrid returned and became physical with Zalliwag. He took out an invention of his, a contraption that created a thick cloud of smoke. He ordered Nek to kill Astrid, while he himself scurried away in the smoke cloud. Nek proceeded to fish out two daggers and prepared to fight the dwarf, while Zalliwag summoned one of his many robots to fight Storm. Seppor had begun fighting Nek, to protect Astrid, while Myrin were providing support. When the fight escalated, Thawsye used a Mind Shatter spell to completely shatter Nek's mind. She did this descreetly, leaving Seppor and everyone else to think that he was responsible. Zalliwag proceeded to threaten Seppor and Astrid, as well as Storm and Myrin to a lesser degree, ensuring them that the fight wasn't over. On his way out of the inn, Zalliwag had his robot kill the now braindead Nek, and he left the inn, headed for Ornett Harbour and his zeppelin factory.
Lazaro Corvus

**Lazaro Corvus** is a member of the party.

## Backstory

Lazaro lived a cozy life in a village with his parents and elder brother. Lazaro admired his brother, as he was a skillful archer, often touted as being a prodigy since childhood for being able to master the bow and arrow with such ease. Growing up, Lazaro's favorite thing to do was watch his brother in action while he participated in several archery competitions, which often resulted in victory. The prize money from these competitions was the primary source of income for the family, as Lazaro's parents were unable to work due to their old age.

Lazaro tried to follow in his brother's footsteps but could never quite be as good as he was. As a result, Lazaro was relegated to low paying jobs as soon as he became of age and the feeling of being in his brother's shadow grew and grew over time.

One fateful night, Lazaro awoke to find his house engulfed in flames. Lazaro rushed out, lucky to have made it out in peace and was glad to see that his brother had made it out too, but the feeling soon turned to dread as his parents were so lucky. Caught in the flames and unable to make it out, Lazaro's parents perished in the fire, leaving just the two brothers to fend for themselves.

The night was yet to end however, while Lazaro and his brother watched their home burn they were suddenly jumped by mysterious figures. Lazaro would eventually find himself gagged and bound in a forest clearing, surrounded by a dozen or so humans. On the other side he would find his brother tied up as well, on his knees, with many bruises. One of the humans would then shatter Lazaro's world by telling him that his brother had been caught cheating in competitions and had cost his opponents loads of money as a result. Being unable to pay them back for the prize money he stole, his brother finally had to pay the price. Lazaro's last look at his dear brother was the imagine of an arrow piercing his chest, causing Lazaro to become unbound which allowed him to shape shift into a raven and fly away.

## Spellbook

**Shapeshift, Raven**

Shapeshift into a raven.

**Stealth**

Become invisible for a short period of time.

**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.

**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.

**Payment in Song**

Attempt to pay for something with this song instead of money. The lower the price of the product, the more likely you are to succeed.

**Write**

Write a new song, discovering a new spell. You can attempt to determine the effects of the song. Can only be used once per day.

## Misc

### Recipes

The following lists all recipes known by Lazaro.
Komolacs

**Komolacs** is a race of lizard-people residing mainly in the forests of Trawler's Shore. There are not many of them left though, as they have been hunted down by humans and goblins. The few that are left, however, are very knowledgeable about the forests they live in, knowing a lot about the animals and plants. This means they rarely leave the forests, at risk of being hunted down.

Komolacs are well liked for the most part, but especially humans enjoy the flesh of komolacs and see them more as beasts to be hunted than anything.

Most komolacs follow either Nature or the Elements.

## Factions

* **Komolac Refugees:** When the komolacs began getting hunted at Trawler's Shore, many fled south and took residence in the Empty Forest of Roppor. When the Outcasts of Roppor was formed, these komolacs joined them without hesitation.

## Notable People

* **Hallark Stygg:** Leader of the Komolac Refugees.

## Available Classes

* Warrior
* Ranger
* Hunter
* Tinker
* Mage
* Fisherman
* Archeologist
* Alchemist
* Druid
* Shaman
* Brewmaster
* Rogue
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Cook
	+ Boneworker
Adrian Morwick

**Adrian Morwick** is a darkspeaker, and pastor at Foulrock Harbour. In a fight with worshippers of Agranath he was badly injured, losing an eye.

## Backstory

Adrian arrived on Foulrock Island with the first wave of Darkspeaker refugees, along with Darmon Graines. While Darmon took charge of the would-be capital of Graines' Monastery, Adrian took to the nearby coast and worked with the mandrillian merchants to establish a flourishing city. When Darmon became the leader of the Darkspeakers of Roppor, he named Adrian the leader of Foulrock Harbour. Adrian accepted the job and became pastor of the village.

## Story

### Day 2

Myrin Lithron arrived in Foulrock Harbour, where he visited the church and took part of a ceremony. Adrian, as the pastor of the village, promised to teach Myrin how to read the Light's Sacred Words if he brought a specific book from the Dark Forest - a rarely visited part of Foulrock Islands. Myrin agreed and set off.

### Day 3

Myrin arrived with the book, much to Adrian's surprise. Adrian had spent the morning trying to calm down worried citizens, after the rumored awakening of Agranath. He found time to teach Myrin how to read the Sacred Words despite that. Myrin tells about a book he had read, where it stated that a giant from the Foulrock Mountains took part in summoning Agranath. Adrian and Myrin agree that in order to take down Agranath, they might have to find that giant. Myrin return to Graines' Monastery where he meets up with Seppor Remantu and the two decide to go find the giant and also get to Dark Bastion. Adrian joins them, as does a member of the Foulrock spy corps named Chelle. They set off, and are joined by Thawsye Vaier. On their way they come upon Dalia Mourn and a number of cultists and ghouls. The group attacks, with Adrian staying back with Myrin, providing healing and support. The two of them are attacked by a number of ghouls, however, which badly injured Adrian. The group managed to take down Dalia, the cultist and the ghouls, with Chelle being killed in the process. Agranath appeared in front of them, reanimating the corpses of Dalia, Chelle and many other. The group took care of the mindless ghouls before moving on. In the fighting, Adrian had lost one eye and been badly cut by the ghouls. Thawsye flew up high and discovered a large horde of undead moving towards Dark Bastion. The group arrived at Dark Bastion and warned them of the horde. Together with the guards of the town, the group evacuated the town and protected it from the early waves of ghouls, but were eventually forced to evacuate too. They settled for the night in the middle of the forest.
Sosqa

**Sosqa** are a race of pig-people, who enjoy peace and quiet away from others. No race is more in touch with the elements than the sosqa, and because of this they are among the strongest shamans in the world. Sosqa are fond of muddy areas, living comfortably in swamps and forests, but many settle down in dry areas as well, using their elemental powers to create mud pools to cool themselves down in.

Sosqa are well liked for the most part, but do not smell very good. This might push some people away, but sosqa are generally accepted other than that.

All sosqa follow the Elements.

## Abilities

Sosqa must follow the Elements.

Sosqa Druids do not have to follow the Nature faith.

Sosqa start with 2 free points in the Shaman class.

## Factions

* **Sosqa Defectors:** Several sosqa from the Ghhgn Nngn kingdom of the Nine Kingdoms defected and fled south to join the Outcasts of Roppor. A neighborhood in the capital of Roppor has been turned into pools of mud to make the sosqa comfortable in the city.

## Notable People

* **Nght Ghn:** Leader of the Sosqa Defectors.

## Available Classes

* Warrior
* Ranger
* Hunter
* Fisherman
* Archeologist
* Druid
* Shaman
* Brewmaster
* Bard
* Rogue
* Witch Doctor
* Artisan
	+ Woodworker
	+ Blacksmith
	+ Cook
	+ Tailor
	+ Boneworker
Mo'utan

**Mo'utan** is a small gathering of tricksters that travelled to Roppor after the invasion of Al'Kanaar. They settled down on the coastal village of Mo'utan, where they make up a large part of the population. Almost all tricksters in Roppor live here.

## 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

* Archeologist spells
* Bard spells
* Ranger spells
* Weapons & armor
* Materials
* Artifacts
Roppor Shellfolk

**Roppor Shellfolk** are shellfolk living in Roppor who have mostly come to the region to explore and experience it. Some decided to settle down for a while - a few hundred years isn't much for a shellfolk - and through annual elections and debates they elect a representative for themselves in the region.

## 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

* **Erland:** Official representative.
* **Kira:** Member of the Roppor High Council.

## Reputation Rewards

* Hidden class: Scribe
* Artifacts
Alchemist

**Alchemists** use herbs and alchemical essences to create potions and elixirs. They use these to heal themselves and their allies and gain numerous kinds of advantages. Alchemists can also create poisons to poison enemies, and are also able to transmute rocks into gold.

Every skillpoint put into Alchemist will make you better at alchemy and transmutations.

## Spells

### 1 SP

**Potion Mist**

Turn a bottle of healing potion into a mist, healing everyone inside the mist. You can steer the cloud of mist around, though it doesn't last very long.

*Requires a Healing Potion*

**Transmute Essences**

Turn a piece of gold into an alchemical essence. The larger the piece, the more essences are created.

*Requires a piece of gold*

### 2 SP

**Volatile Liquid**

Throw a flask of volatile liquid at your enemies. The liquid will catch fire on your command, exploding into intense flames difficult to put out.

*Requires a Volatile Liquid*

### 8 SP

**Transmutation**

Turn a fist-sized rock into gold. Can only be used once per day.

### 10 SP

**Potion Elemental**

Break a flask of any kind of potion, elixir or poison. The liquid grows in size, becoming a 2-meter tall elemental. It will fight by your side for a short while, with its strength being determined by the kind of potion, elixir or poison used to create it.

*Requires any potion, elixir or poison*

## Recipes

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

**Healing Potion**

*Healing potions are the most effective way to heal yourself or your allies. They are quite simple to make, too.*

* 1 Empty bottle
* 1 Joygrass
* 2 Thornblade

**Volatile Liquid**

*An extremely flammable and dangerous liquid.*

* 1 Empty bottle
* 1 Joygrass
* 4 Fireweed

**Joygrass Poison**

*A very potent poison, especially effective when coating a weapon. If inflicted with the poison, you get intense cramps and it's lethal in larger doses.*

* 1 Empty bottle
* 6 Joygrass
* 1 Purple Essence

**Steelskin Potion**

*When drunk, all incoming damage is ignored for a short while.*

* 1 Empty bottle
* 1 Fireweed
* 2 Green Essence
* 1 Blue Essence

**Elixir of the Troubled Mind**

*You gain +20% Intelligence for the remainder of the battle.*

* 1 Empty bottle
* 1 Joygrass
* 1 Blue Essence

## Available Races

* Human
* Goblin
* Mossfill
* Ghoul
* Ratling
* Komolac
* Darkspeaker
* Pygmy
* Arwin
* Gnoll
* Shellfolk
* Mandrillian
Rogue

**Rogues** use stealth and poisons to take out their enemy. They hide in the shadows, waiting for the perfect moment to silently strike and take out an enemy. They are also fond of using powerful poisons to cripple and slowly kill their enemies.

Every skillpoint put into Rogue will make you stronger and better and staying hidden.

## Spells

### 1 SP

**Invisibility**

Turn invisible.

**Poison**

Poison an enemy. This can be done from a distance and while invisible.

*Requires any poison*

### 2 SP

**Silent Strike**

Disappear, then turn up anywhere within 10 meters. If you attack someone right away, you deal increased damage.

### 4 SP

**Puff of Smoke**

Disappear in a puff of smoke, blinding your enemies for a short period while you become invisible.

**Poison Dagger**

Send a poisoned dagger to automatically charge at an enemy.

*Requires any poison*

### 6 SP

**Dagger Familiar**

Summon a living dagger to assist you for a short time.

## Available Races

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