recursal/Fanatic-Fandom huggingface dataset:
Northern Woodlands

## Notes

The Northern Woodlands are largely unexplored.  However, adventurers who have found their way to these woods have been charmed, turned around, or more.  Laughter can be heard among the branches, and very likely there are already peoples living amongst these woods.

It is rumored that these woods hold the entrance to the Unseelie Court.

## Organizations

### **Unseelie Court**

Under King Maab. The Unseelie Court consists of the opposites of the Seelie Court — the “baddies” of the fey world, if you will.  There is no need for slights for them to bring down a curse or an attack. They are more willing to do dastardly deeds willy-nilly.  While evilly-inclined, they are not holy evil. The Unseelie Court has creatures that are more loyal and more honest than the Seelie Court.  They may do cruel things for the sake of cruelty, but they are also much more likely to hold firm to any deals are made. When in doubt, remember: Seelies speak in favors, Unseelies speak in deals.

## Plot Hooks

### **Investigate the Northern Woodlands**

Tier 3, Northern Woodlands

***Posted to Adventurer’s Guild.***

My name is Shazzza and I am a gatherer of intellect with the Collective.  If you find interesting, worthy information on the Northern Woodlands, and possibly the Unseelie Court, I will pay you in kind for information you gather.  I will give you at least 1000 Gold for any information, but will pay more depending on how much you gather. You can deliver all information, in writing, to the Guild.  Thank you.

### **Kill the King**

Tier 4, Northern Woodlands (Feywilds)

***Not posted to Adventurer’s Guild.***

There is a legend that if you kill the King of the Unseelie, the Queen of the Seelie will reward you immensely and grant you a title in her court.
Shifter Clan

## Notes

The Shifter Clan is a clan of Shifters who decided to commune together way back in the day no matter their heritage and form a society based around roles. The Shifters believe that the power to shift that they are born with comes from both FeyWild and Shadowfell energies and influences, resulting in their abilities.

They are very good at creating healing powders and ointments, medicines and more. They have a natural relationship with the natural world. They trade their furs and medicines to other races.

## **Noteworthy Locations**

### **Tusk's Medicines and Herbs**

Tusk, a Beasthide Shifter of the Bear Totem, runs this medicine hut and is more of a witch doctor than anything else. She believes that nature provides all that we need, and thus provides ointments, salves, medicines, and more that are very helpful to her clan. She comes up with remedies, antidotes, and more to fight off infection, poison, and any other sickness and disease that comes her way. Tusk is respected throughout the clan, and is one of the elders despite being a little younger. Shifters have little use or need for gold, so instead you must offer something to trade.

## Notable NPCs

### **Claws**

A Shifter with the Bear Totem, he is the Chief of the Shifter Clan. A stubborn and brass individual, Claws would rather die than give in to demands. He leads the Clan with authority and no one questions his leadership because he has never led them astray. To go against Claws is to go against the Clan.

### **Mongoose**

A Wildhunt Shifter, Mongoose is the unanimous Spiritual Leader of the clan. She is revered as an elder of the clan, a spiritual wisdom guru, and almost has as much power as the Chief. To have her on your side is a powerful honor to have in the Clan. One of her main responsibilities is to help lead the younglings into discovery of their Totems and reveal to them their paths. She uses bones and sticks and other natural elements to reveal to her wisdom from the spirits of nature.

## Plot Hooks

### **The Hunters have Become the Hunted**

Tier 1.5, Shifter Clan

***Not Posted to Adventurer's Guild.***

Shifters send out hunting parties to gather meat for the Clan. Lately, entire hunting parties have stopped returning. Hunters are now becoming fearful of the woods around them, finding their typical large prey murdered and torn apart. Put a stop to this, and you'll be in the favor of the Shifter Clan and will see yourself given sizable rewards.
Ssej Wetlands

## Notes

The Ssej Wetlands are a low-lying region of the land where the sea seems to seep into the water.  The river is briny and home to crocodiles and other watery dangers, and the wetlands themselves are difficult to traverse.  During the nights, will-o'-wisps will sometimes appear and lead travelers astray with the promise of lights, and banshees can be heard screaming in the distance.

## Tribes

### **The Longtails**

This tribe of Lizardfolk make their home in the Ssej Wetlands, their homes dismal in comparison to those that consider themselves more "civilized." Nothing goes to waste - homes are built of wood, bones, skin, and more. They are graceful creatures in the swamp, able to navigate with ease, and a good relationship with the Longtails ensures that they will help you through the Wetlands. Making an enemy of the Lizardfolk means very little. Unless you're a direct threat to them, they will just care little about your rate of survival. Grudges don't exist among these reptilian tribesmen. Their Tribe is stratified, having Hatchers, Hunters, Elders, Skinners, etc.

## Plot Hooks

### **The Blue Lady**

Tier 2, Ssej Wetlands

***Posted to Adventurer's Guild.***

There is a spirit within the Ssej Wetlands who takes the form of a woman in blue. She glows in the mist, wandering around, beckoning for travelers to follow her. No one has taken up her offer yet, but I was wondering, maybe someone could? She might be trying to lead someone to somewhere special. I need someone to take me to the Ssej Wetlands and go with me to discover what she is trying to show us, for curiosity's sake. I will pay you well! 500 gold to each person who assists me in this venture.
Ruins of Corinth

## History

The Ruins of Corinth is where all of the knowledge of Vorel Vur Korth was discovered when Outsiders started exploring this region.  Corinth, the Dragon who was curious-minded and sought to understand the great mysteries in life, kept all of his knowledge stored here.  Knowledge was his gold, his treasure, and he hoarded it, and ran arcane experiments here as well. Many people come here to find knowledge of the arcane and of this region, but the experiment that ripped apart the boundaries between the planes was also centered here, and now it's the epicenter of the cracks between the planes once again, presenting dangers and mysteries that no sane person would go against alone.

What mysteries lie within - and beneath - these Ruins?
Southern Woods

## Notes

These woods are relatively peaceful and a great spot for hunting.  However, some Fey Creatures have slipped into these woods and encounters with the Fey Folk are quite common.  Centaurs, Blink Dogs, Pixies, Dryads, Sprites, and Satyrs are common among those in these Woods. Despite their inclination towards trickery, there is a fragile agreement between the Fey and Outsiders to do no lasting harm to each other.

The Southern Woods also seems to have people disappearing for days, weeks, or even months, and then returning quickly after as if not much time as passed.  It’s believed that these woods may hold an entrance to the FeyWilds, but no one is quite sure. Well, other than Old Man Grizzer, but he’s a little...not right.

## Notable NPCs

### **Old Man Grizzer**

A Halfling Elderly Man who lives in a hut in the woods and yells at the birds.  He’s quite an interesting character and claims that fairies have messed with his mind, and cursed him to have fungus grow between his toes!  He’ll invite you into his hut, but don’t eat his food. It’s terrible.

## Organizations

### **Seelie Court**

Under Queen Titania.  Back in the Feywilds, the Seelie Court is home to a high society of pure-blood fey and occasionally other creatures if they were of exceptional appearance and/or intelligence, but only if they had fey ancestors.  In the mortal plane, the Seelie Court has emissaries (and agents) that are sent to parley with mortals. Seelie Fey are more likely to manipulate, deceive, and have kind words, like a beautiful rose with thorns. Their sense of honor is too strong, and any small slights will resort in a desire for revenge.  They always have conditions, and you must perform a favor to get favor.

It is believed that the Entrance to the court is through these Woods.  Seelie Fey appear often. While not evil, they can sometimes cause mischief.  Be careful - if you murder the Seelie Fey unjustly, you will be viewed as an Enemy of the Court.

## Plot Hooks

### **Unending Sleep, the Curse of the Fey**

Tier 2, Southern Woods

***Posted to Adventurer’s Guild.***

Dearest Adventurer,

Several orphan children went to play in the Southern Woods one afternoon and when they were found, they had fallen into an unending sleep.  Their dreams seem peaceful, but they are unable to eat or drink unless it’s forced down their throats! Before these children wither away into nothing, could you please find the cause and wake them up from their slumber?  Our orphanage doesn’t have much, but the benevolent Regent has offered to pay anyone who can cure them of their curse a hefty sum of 2500 gold!

### **Kill the Queen**

Tier 4, Southern Woods (Feywilds)

***Not posted to Adventurer’s Guild.***

There is a legend that if you kill the Queen of the Seelie, the King of the Unseelie will reward you immensely and grant you one favor.
The Scarred

## Notes

The Scarred is a cursed land that was ravaged by an ancient battle that took place here.  The land is now almost unholy, its ragged trees seemingly locked in time against all rot. Nothing new grows here, no animals live here.  Only unspeakable dangers lurk here. Many people have lost their lives trying to find treasure amongst the ruin of this land.

It seems as though this battle was ended in a particularly gruesome way. Bones are scattered around here from those who fell in battle. Sometimes, they become reanimated, the rage they felt in battle bringing them back to life to fight anyone who stands near.

It seems as though Demons and Devils and other fiends slip through the cracks of Hell in this area, offering up dangerous toils to those who find themselves here.

## Plot Hooks

### **Find the War-Ending Weapon**

Tier 3, The Scarred

***Not posted to Adventurer's Guild.***

The tales of there being a great weapon that ended the battle and decimated this land, cursing it to become this waste directly connected to hell, may possibly be true. If you go to the Scarred and find this weapon, rumour has it that you will be rewarded by the Gods, so long as you hand it over to them. However, the curse keeps them away from this land.
Miss Bellavella's Guide to Interesting Plants

## **Plants of Vorel Vur Korth**

The plants of VVK are interesting indeed! Many have magical properties, taking in effects from the Feywilds or Shadowfell and other planes, and can lead to some interesting effects if one were to eat them unawares. Berries, flowers, herbs, leaves, roots, and more! Some of them are very potent, very toxic, very dangerous and sometimes *very* euphoric.
Adventurer Tips

* Places with a heavy mist or fog indicate an area where the Feywilds is seeping into this plane.
* Places that have an usual shadow or darkness or decay indicate an area where Shadowfell is seeping through.
* Explorers and Adventurers are encouraged to carry items of iron to fend off Fey Creatures.
* They are also encouraged to carry either spells or strong sources of light, the natural weapon against Shadowfell creatures.  Silver will also help.
* Don't forget to check for traps!
* That chest MAY be a Mimic.
* It's best to set an alarm or have a watch when sleeping outside during the night. Don't stay out during a Full Moon.
* Collect herbs! Collect monster and animal parts! They can probably be used for something! Or sold!
Orn Woods

## Notes

The ground beneath the Orn Woods is laced with lots of iron and silver.  No one knows how these large deposits came to be, but it makes it very uncomfortable for those of Fey or Shadowkin blood to be in these woods.  They feel ill, dizzy, and unable to concentrate due to the effects of the ground.

There are many miners that go to these woods, entering into caves to dig out the deposits.  These caves have mining cars, lighting, and structure. However, many people find entrances to chambers never before explored quite often.  What secrets lie beneath?

## The League of Iron & Silver

This group of Purists will frequently be found in the Orn Woods attempting to secure their own sources of silver and iron.  They will sometimes raid mines and take them over, forcing out miners just trying to do their job so they can accumulate their resources to fight off “Lesser Races.”  They will generally attack or harass anyone who is not a High Elf, Human or Dwarf.

## Monster Magnet

Unfortunately, this area’s concentration of minerals does attract some unwanted monstrous beings and creatures.  Rust Monsters are attracted to the iron stores, for example.

## Plot Hooks

### **Fend off those Purists!**

Tier 1, Orn Woods

***Posted to Adventurer’s Guild.***

Those darned Leaguers came and took over my mine and are stealing my silver!  Please clear them out of my mine before they make off with too much of my silver!  I’ll give you 1500 gold if you complete this task!

### **Rust Monster Rust for some Potions**

Tier 1.5, Orn Woods

***Posted to Adventurer’s Guild.***

I need some Rust Monster Rust to make some Potions of Rusting!  Why do I need Potions of Rusting, you may ask? Well mind your damn business, that’s what I say!  I’ll give ya 200 gold for every vial you fill up!

### **Investigate my Wife’s Murder!**

Tier 2, Orn Woods, Uljar

***Posted to Adventurer’s Guild.***

My wife went off into the Orn Woods to forage for some mushrooms for dinner.  She never came back, and when I went looking for her, I found her with a blade through her heart!  We don’t have much to give, but would you be able to find out who murdered my wife and why? I’m so confused.  She works for a wealthy family in Uljar - the Lollisputians - and seemed to have a rough day at work on that day when she came home.  Maybe something at work led to her murder? I’m sure between talking to the Lollisputians and investigating the scene of the murder, you’ll be able to find out enough to catch her killer!
Western Border

## Notes

The Western Border helps to protect the region from attack from enemies outside of these lands.  Mostly, these are roving tropes of barbarians, orcs, and more dangerous creatures beyond the border.  The desert beyond is a death sentence to those who try to traverse it.

There are rumours from the Western Border that there is an army from the sand that may march into Vorel Vur Korth, but that may just be some hyperinflated fear of the unknown beyond the mountains.
Village of Gnomes

## Notes

Outsiders aren't really welcome and are seen as suspicious and untrustworthy. Gnomes will typically pay tricks on Outsiders, but aren't malicious.

The Gnomes will not perform any trading or bartering with Outsiders or risk losing their honor.

## Notable NPCs

### **Pebble Brewston**

The Chief of the Village of Gnomes. He hates Outsiders more than anyone, and will force any Outsiders to leave the Village. However his wife, Peblina Brewston, is a little more forgiving and has almost as much power as he does in the village.

## Plot Hooks

### **Thieves! Thieves!**

Tier 1.5, Village of Gnomes

***Not Posted to Adventurer's Guild.***

Someone has broken into the Village of Gnomes and stolen an item from Opal Shinebottom, one of the greatest inventors in the Village! She says that the Thieves seemed to have the symbol of a dog on their robes. If you recover her item, which she refuses to say WHAT it is, you'll get 500 Gold and a gift from her collection. This is the opportunity of a lifetime because the Gnomes of this Village hardly EVER give anything to Outsiders.
LAW & ORDER

## LAW ENFORCEMENT

* **The Guard**, local law enforcement, is located in the settled areas. They have no jurisdiction outside of the settlements.
* **Soldiers** that can be deployed in case of battles or war or outside threats.
* **Regents** of each city create laws and enforce them and lead those cities/villages/etc. Regents form their own **council** in the cities to represent the people.
* **Administrators** are those in charge of all paperwork needs.
* **The Hounds** are contracted officers of the Regents sent out to find those who have committed crimes but have fled settlements, or owe the capital taxes.
* **The Hawks** patrol the region, delivering messages, intervening when necessary when laws are being broken, and have discretionary ability to make arrests when on patrol.

* **Emissaries** from Outsiders and Natives are given the ability to carry out diplomatic missions and deals.

## NOTABLE LAWS & REGULATIONS

* It is unlawful to attack, injure, threaten, or otherwise assault any Native or Outsider without reasonable cause.
* Necromancy is permitted so long as you are not murdering or killing in the practice of your magic. No magic should be used to hurt others unless in self-defense or to pursue just causes according to natural alignments.
* It is unlawful to pass on any sort of curse, particularly those caused by bites.
* Civilized Feyfolk are allowed within settlements.  “Civilized” in this case means those who wear untattered clothes.
* Fighting in the street is prohibited.  Fighting in pubs/taverns/etc can only be done if organized by the owner of the establishment, and only when the ability to bet on fighters is given.
* No ruins shall be disturbed without reasonable cause.
* It is unlawful to slip between the planes willingly, and it is also highly unlawful to bring back any items or creatures from those planes.
* It is prohibited to venture into the Nannan Forest during a Full Moon due to the high likelihood of death or maiming.
* All Outsiders & Natives have a right to a fair and speedy trial in front of a judge.
* It is unlawful to perform favors for the Seelie Court.
* It is unlawful to accept deals from the Unseelie Court.
* Intimate relations between Feyfolk and Denizens are strictly forbidden due to monstrous births.
* Souls are prohibited from being used as currency.
Vargach Hills

## Notes

An ancient battle took place in these hills, and underneath the hills is a catacombs with the bones of ancient warriors that perished in the battle.  The Hills are lush and rolling, and many roaming nomadic groups make their way through these lands. Whether they are welcoming or not to Outsiders all depends on which nomadic group you encounter.  They are, however, great in terms of small trade and bartering. Some of these nomadic groups include HIll Gnomes, peaceful Shifters, wandering loner Tortles, and more.

## Beneath the Hills

### **Catacombs and a Vast Underground**

Underneath these hills are catacombs that were carved out and used as a place to bury and honor the dead. Creatures of many different races, mostly native races, are buried here from a great war that took place, and therefore a great magical energy emanates through these catacombs, inviting in energy from both the FeyWilds and Shadowfell, creating unknown dangers that could exist at any turn. The further down you travel, the more likely you'll encounter Drow - elves of the Underground who have came over from the depths of the FeyWilds and made their home here.

## Plot Hook

###

### **Find the Tomb**

Tier 3, Vargash Hills

***Not Posted to Adventurer's Guild.***

The rumour goes that there is an ancient tomb in the catacombs under the hills. This tomb holds many riches for anyone who finds it - but an ancient curse may rob you of your soul. Find the tomb and collect your reward!
Shadow Ruins

## History

Rumour has it that these is the final battlefield between two powerful forces, and the ruins are a result of this assault.  The area seems to be thick with darkness and negative energy, and tales have been told that a Shadow Dragon, tainted by the powers of Shadowfell, in an attempt to overthrow the other dragons in the land.  Kobolds can be seen wandering about every so often.

What mysteries lie within these Ruins?
GENERAL PRICES

Everything on this page can be found/purchased in any of the established Outsider settlements. There is always: Lodging (DM determines what options are available), food, travel services, and land available in/near the settlement.

An example "Loding/Food" place is the Crystal Saloon in Mauna Kea.

## **SERVICES**

   Within a city
  Untrained
 Messenger
 Road or gate toll
 Ship's passage

   Magical Items

## **HOUSING**

 Grand House
 Mansion
 Tower
 Keep
 Castle
 Huge Castle
 Moat with a Bridge
Western Marsh

## Notes

The Western Marsh is small and mostly unexplored.  It's a difficult region to reach, but some have heard stories of dark creatures wandering about, and trees having been tainted and decaying. There seems to be a lingering fog throughout the marsh, something that causes people to feel short of breath. The feeling of being watched follows you around, and the trees groan under the weight of the damp atmosphere.

This is a dangerous place to explore, but since it's largely untouched, what secrets are hidden here? And is there a connection to the dark, twisted shapes of this Marsh and Shadowfell?

## Plot Hooks

### **Investigate the Western Marsh**

Tier 2, Western Marsh

***Posted to Adventurer's Guild.***

My name is Shazzza and I am a gatherer of intellect with the Collective.  If you find interesting, worthy information on the Western Marsh, I will pay you in kind for information you gather.  I will give you at least 1000 Gold for any information, but will pay more depending on how much you gather. You can deliver all information, in writing, to the Guild.  Thank you.
Sea of Chaos

## Notes

Note from every sailor ever: Do NOT venture into the Sea of Chaos.

The Sea of Chaos is a tumultuous expanse that has constant storms raging, jagged peaks emerging from the water that will tear the hulls of ships, and more. Sea Monsters are seen often in these waters, and a strong, evil magic emanates from the water.

But everyone wonders...what secrets lie in this expanse? What secrets lie beyond?
Manipulation de l'acide

## Description

La manipulation de l'acide est une méthode de contournement de durabilité qui consiste à contrôler ou générer des substances corrosives

## Utilisations possibles

**Création d'acide**: la chose le plus basique pour un détenteur de la manipulation de l'acide est de pouvoir en créer, pour certains il s'agit même de création d'objet fait de substances corrosives. Exemple: Tentacruel dans Pokémon

**Transmutation limitée**: Ici il s'agit de convertir des choses en acide et vice-versa, ajouter à l'interaction non-physique le détenteur pourrait convertir des choses immatérielles

**Acide abstrait/non-physique**: Dans ce cas, il s'agit d'un acide capable d'affecter des choses immatérielles,des âmes ou consciences, incarner le concept de l'acide ou de l'utiliser à l'échelle conceptuelle

## Faiblesses

L'utilisateur peut être sensible à son propre acide

Certaines matières comme le ver y sont résistances donc il est possible de s'en protéger avec

La quantité peut être trop petite pour que l'utilisateur le refasse pendant le combat

Les effets de l'acide peuvent ne pas être instantanés

## Utilisateurs notables

Certains pokémons de type poison

Seshomaru dans Inuyasha

Marika fukuroi dans Mahou shoujo ikusei keikaku
Portal:Creators/FA

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**Featured Article**
**Stan Lee**

**Stanley Lieber** (He would later change his name to Stan Lee.) was born on December 28, 1922. He was the co-creator of such popular characters as Spider-Man, the X-Men, Daredevil, The Incredible Hulk, Thor, The Avengers, and many more. One of his last creation's was She-Hulk. He is still alive today at the age of 90. The first issue that Stan Lee ever wrote was Captain America Comics #3. He wanted to leave around the time he wrote F.F. The only reason that he wrote the book was because his wife told him "do it your way. The worst they can do is fire you. And you want to quit any ways!"

Read more...
Augmentation des statistiques

## **Description**

L'augmentation des statistiques est la faculté d'amplifier un ou plusieurs stats(vitesse, potentiel d'attaque, durabilité, endurance) durant un combat sans que cela ne soit lié à une quelconque transformation,en général un personnage augmente ses statistiques grâce à un objet spécial tel qu'il est habituellement vu dans les jeux-vidéos mais cette méthode n'est pas unique.

## **Utilisation possible**

**Manipulation de l'esprit:** l'utilisateur fait plus qu'un avec son esprit afin qu'il puisse augmenter les statistiques ainsi que ses sens

## **Remarques et faiblesses**

* l'augmentation de statistiques est souvent temporaire mais vu qu'un court laps de temps suffit pour vaincre un ennemi plus faible cette inconvénient n'est pas beaucoup mis en avant
* l'augmentation n'est pas forcément grande un personnage peut être island level augmenter ses stats et toujours être island level il sera un Island level plus puissant sans oublier que pour quitter de certains niveaux nécessitent une augmentation 10 fois supérieur à avant pour passer à un niveau supérieur il est de même pour la vitesse
* il est important de ne pas confondre ça avec les personnages qui ont une sorte de "pouvoir caché" ou font des réserves de leurs capacités
* Ce pouvoir est inefficace contre la diminution des statistiques comme il peut chutter graduellement voir à 0 les statistiques de l'adversaire
* Certains personnages peuvent augmenter certains catégories de statistiques par exemple que la vitesse ou la durabilité et vise versa
* L'augmentation des statistiques peut augmenter certains attributs mais réduire aussi certains attributs

## **Autres utilisateurs**

Les pokémons de type combat

Certains personnages de Dragon Ball

Certains personnages de Saint Seiya

Frank Dux (Bloodsport)

Les Valkyries (Mihoyoverse)

## **Voir aussi**

Réduction de statistiques, maniement d'armes, expertise dans le combat à mains nues, transformation, manipulation biologique, manipulation corporelle
023 Anna:Tips

* #020 ORB is a great card to Scrap with Anna's Open Shop effect, as you get a search and a draw. If you have a way to return ORB to your hand, you can use it as the Scrapped card multiple times.
* Order of Heroes might not seem overly useful, but if Anna ends up in your back row, it still gives her a use outside of Open Shop. The Keywords required for it to trigger are fairly common Keywords, so building a deck that can utilise should be relatively simple.
Galaxy

The **Galaxy**, also referred to as the **Daedia Galaxy**, is home to between 700-800 billion star systems, less than five million of which are inhabited. It is has a diameter of about 150,000 light-years. As of 463AW, most of the known galaxy is under legislation of the Galactic Alliance of Free Worlds.

The galaxy is split into five main regions; the Core, the Inner Rim, the Mid-Rim, the Outer Rim, and Wild Space.
Versel Lighthouse

## History

This Lighthouse was created by the first group of Outsiders to make their home in Vorel Vur Korth as a way to navigate either north or south of the Island of Troth without crashing.  The Lighthouse is precious and is highly guarded, with a strong wizard in charge of keeping it lit and functioning. The Lighthouse Wizard has an apprentice, and the two use the Lighthouse also as a library of rare and ancient tomes and books, utilizing the security that Mauna Kea and Troth provide to keep things secure.

## Notable NPCs

### **Leebri Baxallus**

The Lighthouse Wizard! And old Dwarf with the longest beard. He tends to the Lighthouse and all of its rarities and books and tomes. His wealth of knowledge is vast, and he's a great resource to any adventurer's seeking information, history, and more! This is a cooky old man, but powerful, and he LOVES visitors. He makes his apprentice tend to the house, giving him access to the library and its resources, and provides training as well.

### **Biff E. Biffington**

Biff is the Wizard's Apprentice, a young human boy, who both loves and hates his life. He loves the parts about learning magic and serving the nation, but he hates the tasks given to him on a daily basis. A bit disgruntled, he isn't as happy when visitors are around - he always hates setting the table, cleaning the dishes, and more. Leebri continuously tells him there's a reason he's asked to do so much physical labor around the house, but he still hasn't found the answer.

## Plot Hooks

### **Expand the Library!**

Any Tier, Versel Lighthouse

***Not posted to Adventurer's Guild.***

If you travel to the Versel Lighthouse, you'll learn that the Lighthouse Wizard, Leebri, will give quite a good price if you bring him any sort of book or written item to add to his library that he does not already have. There are even certain books that he only has part of - if you complete the book for him, he will give GREAT reward. Specifically, he needs the other half of a book called "The Record of Woes," written by someone long ago about great tragedies of the past; the other half of an unknown book written in Celestial that speaks of items that can be made from the parts of angels; and a large chunk of a book called "The God of Flame's Wrath" that speaks of the tale of the God of Flame's vengeance upon another god, and may lead the reader to the location of a powerful weapon.
Aurix Plain

## Notes

Aurix Plain runs in the middle of Nanna Forest and Vaess Forest.  It's a stretch of fields, with many farmers with cattle and fields of grains and other plants.  The farmers are far between each other, and most of the landscape includes steady plains and fields with long grasses.  Many animals and creatures can be seen in these plains, and it's best to stay on the trails.

The many families that live out in these plains have their own small farmhouse, and then the land that they roam their animals around on.  These farmers are vital for the food needs of the region.

These plains are typically safe, but dangers do lie in wait.  At night, farms may be ravaged by predators. There are strange sights at night, and many rumors of creature and monsters that stalk the the grasslands.  Stay on the trails, don’t venture into tall grasses. What other secrets lie in these plains?

## Plot Hooks

### **What’s killing our cattle?!**

Tier 1, Aurix Plains

***Posted to Adventurer’s Guild.***

Help!  Please come stay with us and wait until the nighttime to see what is killing our cattle.  My family is barely making enough of a living to feed ourselves! We don’t feel prepared enough to prevent whatever is slaughtering our cattle.  Please help! We will give you anything!

### **Redcaps!  Those damn Redcaps!**

Tier 2, Aurix Plains

***Posted to Adventurer’s Guild.***

Redcaps are killing travelers through the plains!  When they don’t find enough travelers, they come after farmers and anyone they can find.  They are not welcome here - please slay these evil creatures. You’ll need to find where they’re staying and wipe them all out!�
001 Kirby:Trivia

* The original artwork of this Kirby card (aka the "Temp Kirby Art") was created to rush the card out for the instruction manual. The original manual uses only the first 8 cards (cards number #001 - #008) and Kirby had no artwork, so this temporary art was made to fill the gap. The card never makes an appearance in the manual. Since then, this card has gained an artwork during each seasonal event, including the 2nd Anniversary, but has not had a replacement art for it's non-event art (as of 03/2021).
* This card has the most alternate artworks in the YCG that are not just palette swaps (which, if those are included goes to #128 Chaos Emerald with 7) at 6 artworks.
* Kirby being the first card in the YCG is a reference to the original physical game the YCG is based on. In that game, Kirby is the biggest archetype, spanning over 12 cards. The archetype was so notable that the card name "Unlucky Seven" was created just to counter them (every Kirby card had exactly 73HP in that game, and Unlucky Seven stopped cards with between 70HP & 79HP from being played). All Kirby cards having 7HP in the YCG is also a reference to that.
* Notable Kirby cards in the original card game include: Unown Kirby, Pringles Kirby, Crystal Kirby, Gengar Kirby & Detective Chief Inspector Ancient Chinese Fighting Ninja Quirky Kirky Kirby, and many, many more.
The Nannan Island Tower

## History

This tower is home to a collection of spellcasters that use the power of the moon in their spells.  There is a circle of protection around the entire island, and you can only enter if you are granted access.  The Collective, as they are so called, is a group of both Outsiders and Natives that are working together to unlock the mysteries of the world. Not much is known about this tower or the island, or the Collective.

## Organizations

### **The Collective**

Spellcasters in the Nannan Island Tower, dedicated to discovery and research and magic.  They are very secluded and very secretive, but their Archivists can be seen gathering knowledge and magical items from around the region. Not much is known about them currently, other than the fact that they will oftentimes create missions and post them in the Adventurer's Guild to find help to gather knowledge and information.
The Arcane Bazaar

## **A Place of Wonders**

A Bazaar with several different vendors selling different items of varying rarities, or if something needs enchanting, etc. There are magical protections against thievery, safeguarding these wares.  Too bad there aren’t any magical protections against exorbitant prices!

## **The Sparkling Newt**

Ingredients and material components and arcane focuses.

Run by an elderly wizard female human named Da'pya.

## **For the Love of Alchemy**

* Potions
* Alchemist Kandre, a half-elf.

## **Hawk’s Eye and other Magical Enhancements**

* Enchanting items/weapons/armor/etc.
* Run by Havuk, a half-elf who is missing an eye.

## **Vladska’s Exotic Oddities and Finds**

Magical Items that have interesting properties that are generally useless in practical application, but may intrigue most.

The owner may or may not be a vampire, but it IS suspicious she doesn’t have any mirrors.

## **The Treasure Chest**

Magical Items that are traditionally useful for adventurers.

Run by a Black Dragonborn named Nightfang who doesn't cast magic, but instead is just a trader of magical goods, because that's where the real money is.

## **Fairy Dragon’s Cage**

* A place for magical pets/creatures/etc.

* Run by Golly, a Genderqueer Gnome, who is pretty reasonable...for the right price.
* Animal Handling checks are required to bond with the creature. An Animal Handling DC10 is required for non-magical creatures, while an Animal Handling DC15 is required for magical creatures.
* DM - Roll a D20. 1-14, no magical effect on common creatures. 15-20, magical effect (ups price by 1000 gp).

**Golly's Magic Feed**

***(Gives Advantage on Animal Handling Checks)***

## **Hector’s Appraisals and Trades**

* A place to appraise your items for worth and abilities, and where you can pawn them off for gold.
* Will usually give you what the item is worth and what it is.

## **Scroll Emporium**

* The go-to place for making scrolls of all kinds!  They’ll cost you, though! Refer to the Downtime Activities in Xanathar's for pricing.
* (In the basement is a man who works secretly in forgery and fake documentation. He'll charge you based on the intricacy and illegality of the forgery you want.)
	+ **Shopkeep:**Tonk Henderson, a Human Wizard.
	+ **Forger:**Fisk Freehorn, a Tiefling Male**.**
Зомби с Дверью

## Описание

Этот зомби думает, что дверь спасет его от атаки растений. Но он и не подозревал о Дымогрибе...

## Интересные факты

1) У двери есть 3 стадии разрушения, каждая из которых имеет 18 единиц прочности.

2) Дымогриб, Колючки и Катапульты могут наносить урон зомби сквозь дверь.

3) Дверь не защищает загипнотизированного Зомби с Дверью.

4) Магнитогриб может отобрать дверь.
Manipulation de la gravité

## **Capacité**

L'utilisateur peut créer, façonner et manipuler la gravité, un phénomène naturel par lequel tous les corps physiques s'attirent, et les gravitons, hypothétiques particules élémentaires qui assurent la médiation de la force de gravitation.

Il peut plier la gravité pour rendre l'environnement très «lourd» ou «léger», faire «tomber» des objets vers un autre objet au lieu de la terre («nexus induisant»), aplatir des objets et générer des trous noirs miniatures pour comprimer des objets . Ils peuvent repousser et attirer la matière et l'énergie quelle que soit leur masse ou déplacer des objets d'une manière similaire à la télékinésie.

Les utilisations offensives de ce pouvoir comprennent le repoussement de personnes ou d'objets avec une telle force pour écraser pratiquement tout, l'augmentation de la gravité pour écraser ou immobiliser les adversaires, la diminuer pour les rendre sans défense, ou entourer son corps dans un champ de gravitation pour amplifier la force physique. Les utilisations défensives comprennent la création d'un champ de force gravitationnel pour repousser toutes sortes d'attaques ou pour s'ancrer au sol.

Comme la gravité fait partit d'une des 4 forces fondamentaux de l'univers(La gravité, interaction électromagnétique, interaction forte et faible), à un certains niveau le perso peut combiner ces 4 fondamentaux et peut manipuler la gravité à une échelle quantique

## **Utilisation possible**

Manipulation du temps: l'utilisateur peut distordre le temps pourqu'il puisse donner une force gravitationnelle. Ex: Saiyuki Kurobane

## **Faiblesse**

* La résistance contre la gravité le personnage peut soulever des grosses charges malgré la force gravitationnelle
* Peut être incapable de créer de la gravité, étant limité à manipuler uniquement à partir de sources déjà existantes.
* Peut être inutile dans des zones sans gravité (ce n’est pas vraiment un problème, puisque techniquement n’importe où même l’espace a de la gravité).
* La distance, la masse, la précision, etc. dépendent des connaissances, des compétences et de la force de l'utilisateur, ainsi que des limites naturelles de leur puissance.
* Les personnages Acausal ou dimensionnelle supérieure sont immunisé comme la gravité est lié au temps
* La manipulation de la réalité peut rendre la force attractive irréel ou les corps irréel du coup ils deviennent des objets sans masse
* La gravité est l'interaction la plus faible du coup les 3 forces fondamentaux sont plus puissant

## **Utilisateur:**

Einstein, Walter Joyce/Young, Bronya du **Mihoyiverse**

Yami Sukehiro dans **Black Clover**

Tsunayoshi dans **Reborn**
Зомби с Уткой

## Описание

Этот зомби не боится ничего, поэтому он так смело лезет в воду. Уточка нужна для отвлечения внимания.

## Интересные факты

1) Он может спавниться тремя видами обычных зомби, например, Зомби, Зомби с Конусом или Зомби с Ведром.

2) На последней волне несколько Зомби с Уткой появляются посередине бассейна со скином водорослей.

3) Этот зомби может появиться только в воде.
Зомби-Танцор

## Описание

Под замечательный вопль Зомби-Танцора "Танцуют все!" четыре танцора Поддержки действительно начинают танцевать.

## Интересные факты

1) При появлении он проходит некоторое расстояние задом наперед со скоростью х1, потом оборачивается и вызывает танцоров поддержки. Если он получает урон, он разворачивается в тот же момент.

2) Он обладает даром возрождать танцоров поддержки, останавливаясь на несколько секунд.

3) Загипнотизированный Зомби-Танцор может возрождать загипнотизированных танцоров поддержки.

4) Если этот зомби отвлекся на поедание растения, танцоры поддержки стоят и ждут.
Зомби с Газетой

## Описание

Этот тихий зомби начнет гневаться на весь мир, если кто-то порвет его газету! С этим стариканом лучше не шутить.

## Интересные факты

1) У газеты есть 3 стадии разрушения, каждая из них имеет 3 единицы прочности.

2) Катапульты и Колючки могут наносить урон этому зомби, не повреждая газету.

3) Необходим всего 1 орех для разрушения газеты.
Зомби-Футболист

## Описание

Зомби-Футболист идет напролом! Благодаря его мощному шлему, он может выдержать сильные атаки! Кроме магнитных бурь.

## Интересные факты

1) Его шлем может стянуть магнитогриб.

2) У его шлема есть 3 стадии разрушения, каждая из которых имеет 24 единицы прочности.

3) Бытует ошибочное мнение, что он быстрее Зомби с Шестом. Но у них одинаковая скорость.
Troth

## NOTES

Troth is sort of like a sister-city to Mauna Kea. It provides much of the training for guards and soldiers for VVK. This is a great place to find the highest quality weapons and armor, as well as combat-oriented magical items and scrolls, that are typically made and sold to the militant forces. The excess is sold in stores. The shopkeeps here are quite wealthy due to the deals with the militant forces here.

Troth is also relatively the "safest" location in all of VVK because of the strong presence of military forces. However, if you commit a crime or go against the military, it can quickly become not safe for you. Generally, "Natives" are treated poorly here and the city is most welcoming to Outsider races.

## NOTABLE NPCs

### **Alliss Rose**

A female Wood Elf Fighter, she trains the guards here in Troth. She's very stern and doesn't allow for excuses when people make mistakes.

### **Brutus Thunderhammer**

The General of VVK's Soldiers and Armed Forces, Brutus trains his army in Legion-style. He tries to make his soldiers almost lose their sense of individuality, becoming more of a collective unit than anything. His soldiers are at the ready to be deployed against any larger threats against the settlements of VVK, such as invading forces from the outside, the north, the sea, or other planes.

## PLOT HOOKS

### **Fresh Meat**

Tier 1

***Not posted to the Adventurer's Guild.*** Someone or something is causing new recruits in the Soldiers to end up dead, being found in the streets in the morning. One new recruit is being killed a week, and no one has any idea what is happening. Alliss Rose has started investigating, but she's unable to find any leads. For anyone that brings her information, she will give 500 gold. If anyone were to solve the problem for her, the reward would be even more.
Kuhri Island

## Notes

This island, which is close to Kuhri and is easily reached by boat, is one of the places where Triton emissaries will meet with other races to do business.  It's also home to many sea caves and caverns, places where pirates and marauders will use as a hidden location. Sparsely populated, with little vegetation, there isn't much drawing anyone here.

These caverns and caves hold treasure leftover from the dragons who carved them out!  Pirates have left bounties here as well. Be careful and watch your step, there might be traps!

## Notable Locations

### **Triton Treaty Hall**

This hall is where the Tritons and the Outsiders formed a treaty and alliance to boost trade between the two groups.  Tritons can provide resources from under the sea that you cannot find on land - pearls, ore, and more - while Outsiders can do the same, but from land.

When the hall is not being used as a Treaty Hall, it’s used as a Marketplace where Tritons and Outsiders can barter, negotiate, sell, and more!  Stop by for some goods you could never find anywhere else!

## Notable NPCs

### **Borus Sharkslayer**

The Emissary of the Tritons, Borus is the most...not awkward around surface dwellers.  He can somewhat hold a conversation and understand a bit of their customs and traditions, and maybe bridge the understanding between the Tritons and the Others.  Borus is “Sharkslayer” for his ability to slay sharks, and Dire Sharks, and is known by his brethren as one of the strongest of their kind.

## Plot Hooks

### **Pirate’s Booty!**

Tier 2, Kuhri Island

***Posted to Adventurer’s Guild.***

Within the cavern under the Arc of Terror, shaped like the gaping maw of a monster, there is a cavern that hosts tunnels throughout.  Somewhere in there is TREASURE! How do I know? Well, my brother’s uncle’s grandad was the great pirate PATCHBEARD.
Lexi Dunes

## Notes

The Lexi Dunes are rolling hills of sand that are everchanging with the wind.  There is rumor that an ancient city was buried under the sands as the ocean pulled away, and if you dig enough, you'll find hints of the civilization that once was.  Or you might get buried. Be careful.

Sometimes, you’ll find hints of ancient structures that will hold treasures inside.  If you enter into a structure, usually you’ll have 24 to 72 hours before it’s buried once again, trapping everyone inside.

The Dunes are relatively safe - and a great destination for some R&R.  There are some people who creates huts along the dunes, living there, fishing and enjoy fresh juice from the coconut trees that spring up along the shoreline.

## Plot Hooks

### **Library in the Sand!**

Tier 2/3, Lexi Dunes

***Posted to Adventurer’s Guild.***

Hello!  I am Pauli, a Historian of the Collective, and I have determined that there is a hidden dungeon somewhere in the Lexi Dunes!  This Library I believe, is a Library crafted by the Elves and Dragons of old, and holds much knowledge! I’m sure they have many things in there that would be of interest, and I would need some Adventurers to assist me in finding this Library, entering it, and then collecting knowledge for the Collective!  I’ll pay you immensely - the Collective is VERY generous - and you can keep any treasures you may find. I only concern myself with knowledge, after all.
Tom and Jerry Vol 1

Tom and Jerry Vol 1: (published by Gold Key Comics)
left

Back to title selection : Comics T : *Tom and Jerry Vol 1*

***Tom and Jerry* #222**
*"Who Ghosts There?"*
(*To be Released: **Error: Invalid time.***)

**See Also:**

* Full list of comics from this series that are in the database.

Back to title selection : Comics T : *Tom and Jerry Vol 1*
Eastern Border

## Notes

Don't go to the Eastern Border.

No, seriously, don't go there.

You will die.

Oh, you're still going there? Okay. Rip.

***Not posted to Adventurer's Guild.***

Literally just don't take on this quest unless you're prepared to die. The Dragon in these mountains is an ancient force and burns anyone it sees for sport. But, if you *do* somehow end up killing this dragon, you'll obviously gain access to its hoard, which may seem worth it to some adventurers.
RANDOM EVENTS

## **Lightning Storms**

Sometimes, adventurers will have to escape a lightning storm that is known for hitting people who wander into the plains - there is rumor that these storms are from a dragon’s last wish upon the world, to strike down all non-dragons.

## **Wild Magic Zones**

Places in Vorel Vur Korth that have random Wild Magic effects, based on the Wild Magic table.  Any magic cast in this area triggers a random effect. Can be cleansed with Dispel Magic/Anti-Magic.

## **Shadow Zones**

Places where darkness has leaked into this world, obscuring vision and causing life to wither within these zones.  Can be cleansed with Radiance.

## **Fairy Holes**

Dungeons that have the FeyWilds seeping into them, causing the Dungeons to be full of fey magic, creatures, fauna and flora inside these dungeons.  Sometimes dangerous, sometimes tranquil, no one ever knows. Usually warps time inside as well.

## **Full Moon**

The full moon is a dangerous time to be out in VVK.  The likelihood of being attacked by a lycanthrope or some other creature from Shadowfell increases.  Locals say that no one should EVER venture into Nannan Forest during a Full Moon.

## **Traveling Merchants**

Sometimes merchants will travel between cities and will have things to sell.  Sometimes they are con artists, sometimes they are trustworthy and noble. A good insight would help with this.  Usually good for negotiating rare items, and will sometimes request help in terms of guarding during dangerous routes.

## **Dangers of the Great Sea**

Sometimes, hoards of sea creatures/monsters will attack the coastal cities and will cause havoc.  Adventurers are employed to fight off hordes, which usually come during a storm.

## **Migrating Fountain**

A fountain that will randomly appear throughout the region.  Drinking from this fountain grants you health and prosperity.  The fountain has three angelic figures pouring water from their cisterns, made of white marble.