recursal/Fanatic-Fandom huggingface dataset:
Midas's Cave

**Midas's Cave** is a location in *Cult of the Lamb*.

It is accessible after you have encountered the golden sign in Silk Cradle.

## Background

Midas' domain is filled with gold of all kinds and unlucky passers-by that have been turned into golden statues by him.

## Points of interest

### Donation well

The well needs 10  Gold Bars to unlock. Once unlocked, you can donate it 350  Coins, and get some rewards after 3 days.

There are 3 possibilites of rewards:

* The Gods of Gold have rejected your offering (20%): 5-10  Fertilizer
* The Gods are pleased with your offering (30%): 350-500  Coins
* ? (50%): 500-700  Coins

### Devotion vending machine

Pay with  Coins to get Devotion. Each time you spend coins to this vending machine, you receive 10 Devotion points. The base and minimum price is 1  Coin. Every time you use the vending machine, the price increases by x1.2. The price gets lowered by 10 for each day you don't use the machine.

Does not appear if you are at max Devotion and cannot gain anymore.

### Decoration shop

The shop sells decorations in "General" and "Silk Cradle" categories. The costs are 25  Coins for General decorations, 50  Coins for Path-type decorations, and 2  Gold Bars for Silk Cradle decorations.

### Tarot Card shop

The shop sells 4 cards: The Burning Dead (5  Gold Bars), The Deal (10  Gold Bars), Ichor Earned (5  Gold Bars) and Godly Moment (5  Gold Bars).

### Follower Form booth

The Follower Form booth sells Follower forms in "Silk Cradle" category for 40  Coins each.

### Golden statue converter

You can give Midas up to 4 Followers to turn them into golden statues, and receive 1 Holy Talisman fragment for each Follower. Note that Followers given to Midas are permanently lost and cannot be resurrected.

### Big Statue

In the upper left corner of the cave, there is a large gold statue that will recite one line of dialogue per interaction.

>
> "...bottom dweller he was, muck eating prey..."
> "...sparking gold one day found amongst the dregs, lost by a pirate with many legs..."
> "...pretty shiny prize for all...... they all want... they all want..."
> "...they all want... nothing remains... blood washes away in the tide..."
> "...he waits, waits and then takes... even muck eaters have teeth..."
> "...there is no help for me now..."
>
>
>
>

### Starfish

Behind the gold pile to the right of Midas's throne there is the Starfish Follower form.

### Snail shrine

Under the Follower form booth there is a snail shrine that you can offer a  Shell to. Doing so is required for the Snail follower form.

### Moon symbol

Behind the Tarot Card shop there is a moon symbol on the ground. Visit it at night to do quests of the Fox.
Land of Storms

#### Passage about the Land of Storms from *Our Ashen Lands* by Dovas Thernusiel, Half-Drow Scholar that resides in the island of Cerato.

"*At every hour of every day a raging self-contained lighting storm rages on this land.* *The winds? Extremely strong.* *The sea? Impassable. The waves would break even the flagship of the Changrila treasure fleet, and not even the skilled Asvaran mariners could resist throwing up in this climate.*

*The land is flanked by steep rocky hillsides that no living being could hope to climb.* *The only way to traverse the land is on foot from the drow cities, as animals instinctively know not to approach.* *The region progressively gets higher and higher, with the southernmost tip rising like a mountain.*

*But you know what's the strangest thing about this land? Nobody who goes there ever returns -but that's not the truly strange thing- what has even the greatest wizards, such as grand arch-librarian Jimbo the Bearded, completely puzzled, is that the people who venture into the land are forgotten by those who knew them. Family members, friends, lovers, children and fathers, all suddenly forget that there was someone in their lives who suddenly isn't there anymore.*

*The only way we even know that people have gone into the land of storms is that the Wizards and Arangeans have organized 3 expeditions, all of which ended in failure. You can imagine the horror of the great northern wisemen when their infallible records clearly state that several men went to this land, and yet nobody seems to have any memory of any of them. The last expedition went there 12 years ago, and the Council of Wizards has put a moratorium on any further attempts to explore the land.*

*But you know, there might be another detail which is even more grim. Now I cannot vouch for the veracity of this, as it's only hearsay that one can't speak too loudly, for fear of who may be listening. There are rumours of that there was another, fourth expedition, a joint adventure between the college of Arangea and the Citadel of Terpsythea. The members of which supposedly took with them signal lifegems, great pieces of alchemical artifice which work in the following manner: a person takes one with them and keeps them in their person, while a pair of the lifegem is kept at home. No matter how far the adventurer goes, the lifegem that remains home will accurately display whether they are alive or not. The rumour goes that one cleaner boy from the Citadel found the box of lifegems of the Terpsythean members of the expedition, which had also been forgotten. And would you know, all the lifegems showed that the expeditioners were still alive?*

*If the rumour is even remotely true, I'd understand why the Wizards are keeping this secret.*"
Frozen Lake and Isle of Cold

South of the Chill Steppe one can find a huge body of water that's permamently frozen, known simply as the Frozen Lake. This lake is as large as a sea, and large spikes of ice, tall as towers, can be found protruding from the lake's surface. At the center of the lake lies a lone island, known as the Isle of Cold, although no one knows what lies on it. Travellers have reported that strange, gleaming lights can be spotted shining from the Isle of Cold, particularly at night, and that people that have come too close to the island's shores have mysteriously vanished with no trace, and as such, the island has earned itself a sinister reputation.

Even though the Isle of Cold and the Frozen Lake are avoided by travellers, also due to their proximity to the Frostlands of Khelek, the Soomi of the Chill Steppe are not afraid to use the Frozen Lake's resources, which provides them with most of their fish and water.

## History

What little we know of the Frozen Lake's history comes from the archives of the city of Ellesis, which is now known as Anchovia, and various other ancient sources located in ruins scattered around the remnants of the Merfolk Empire.

Before Uun's curse befell the Merfolk Empire, the Frozen Lake was a lake brimming with life (which went by the name of "Nemorensis Sea") and actually made up the core of the Kingdom of Solara, of which the Isle of Cold (then known as "Nemi") housed the city of Aricia, capital of the Kingdom.

The Solarans were a human civilization that were profficient with magic, more than most humans of their era, and had succeeded in magically keeping the Nemorensis Sea warm at all times. The Solarans had managed to conquer the lands that now constitute the Khelek Frostlands and the Chill Steppe, although the lands of the former were largely avoided.

Then came Uun's curse, plunging the region into permafrost and blizzards, giving creation to the Isle of Cold and the Frozen Lakes. The former inhabitants and Kings of Solara were gone, with only ruins left in their wake, their ghosts sometimes still roaming parts of the Frozen Lake.

## The Mystery of the Isle of Cold

Some scholars theorize that the mystical properties of the Isle of Cold are caused by a magical anomaly created by some of the Solaran mages, just before their land was cursed. Some say that remnants of a large portal are able to warp anyone that gets too close to a different dimension, while others maintain the belief that this magical anomaly was the result of unbelievable amounts of magical energy contained within the Isle of Cold, which results in the immediate demateralization of unweary travelers in its vicinity.

The Soomi, however, have come to revere the Isle of Cold, believing it to be the home of Uorhmë, their version of the Khenomeric god Uromez, who they depict as a towering man dressed in a thick fur coat and riding on top of a giant ram. The ghosts and spirits of the cursed Solarans are thought to be ancestor spirits, and the Soomi are the only people who do not show to be afraid of them.
Death Smp Вики

**Добро пожаловать на Death Smp Вики!**
Куча всякой инфы. Это онлайн-энциклопедия о **Death Smp Вики** (Не знал как ещё назвать).

## Описание

Здесь, будет все истории, потому что мне лень всё это писать вам.

## Навигация

* Герои
* Сюжет
* Места
* Фракции
* Рассы

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Изображения на вики
* Справка
Dreaded Wharf

The island of **Nerega** lies east of the Red Pirate temple of Kunt. Even though it was under the Republic of Vilga before their annexation by Avangar, they saw little use of occupying it, instead only building a large lighthouse to guide the way for sailing ships in the Labyrinth Bay. Now, the appropriately named Dreaded Wharf stands as the island's only settlement.

## History

The Dreaded Wharf is an infamous, dilapidated town of pirates, escaped convicts, corsairs, smugglers and outlaws of all kind, lying inside a cove of Nerega, a small island between Devon and the pirate temple of Künt. It has not always been a criminal lair, however. It has been a matter of contention between the Vilgans and the Belizians, with the former eventually laying claim to it. Despite that, the island's unconventional terrain and its poor soil meant that few people were even interested in settling.

In the end, the few settlements built on Nerega were abandoned, and only a large lighthouse and a naval base inside an isolated cove were left standing. During the war between Vilga and Avangar, the naval base was left poorly manned, and was subsequently converted into a temporary prison.

Following Vilga's surrender the cove was abandoned, and it took many years before it was repopulated, this time by the opportunistic Red Pirates of Künt. The former naval base turned into a bustling pirate haven, with many outlaws from all around the labyrinth bay moving in. The most prominent of those were the Quamona Tong, the driving faction of the Vilgan resistance against Avangar, sailing back and forth between Nerega and their base in Zeresh.

Nowadays, the Dreaded Wharf's existence and location is known by Avangar's officials, although there's little they can do to combat piracy, smuggling and all other illegal sea maritime activities, since most of the fleet's and the millitary's focus stands on the borders with the Platinum Princedom.

Many dangerous creatures and animals can be found in the markets of the Dreaded Wharf. One such creature are the Stalkers, also nicknamed "the Spider Monkey". Although deadly, they can follow the orders of their master, like a trained hound would. They have unusually long and strong arms and hate sunlight, often lurking in the shadows in order to ambush their prey. It's said that they were created by a shadowbinder in Alga, their distribution and ownership made illegal everywhere else in the east.

There's a rumour circulating amongst the sailors of the Labyrinth Bay that the pirates of Nerega are using the island's old Lighthouse as a false beacon, in order to attract, confuse and disorient Avangar's and other ships loyal to the Empire. Although there is no way for this rumour to be confirmed at this point, it is true that the number of shipwrecks in the Labyrinth Bay has increased since the Avangar wars, something that can also be attributed to the rise of piracy as well as the existence of the Cannibal Bay on the island of Stor Kartoflu.
Relics

Relics are artifacts which first appeared in the *Relics of the Old Faith* expansion of *Cult of the Lamb.* They can be obtained from Chemach, or randomly after clearing a combat room. Only one Relic can be carried at a time.

Relics can either perform special attacks or special actions once they are fully charged. Charging them requires the Lamb to attack enemies during Crusades, with each Relic having longer or shorter charge times. Other Relics, however, are considered "Fragile" (marked by a purple icon of a cracked wine glass) and can only be used once before they disappear.

## Unavailable Relics

References for these relics were found in the game files, but seem to be unobtainable in-game. These were likely cut during development, and are left here for posterity.

## Trivia

* The icon for the relic "Warracka's Right Fist" actually shows a left fist, rather than a right fist as stated in it's name.
* The names of the Eye relics, with the exception of "Eye of the Fervent", are all false names;as they summon two eyes. This also applies to the icons.
* The icon for "Toe of the Icegore" actually shows a whole foot, rather than a toe like stated in it's name.
* The icon for the "(Blessed/Damned) Ala's Teeth" shows only one tooth, instead of multiple as stated in the name.

## References

1. ↑ 1.0 1.1 The demon(s) summoned remain with the player for the rest of the crusade, meaning these relics should be used immediately upon obtaining.
Terpsythea

**Terpsythea** is a small island that lies off the coast of the western continent, neighbouring the drow citystates. It is home to a race of men that are known for their political bickering and love for wine, art and music. In fact, dyes and wine constitute the islands main exports.

Hithlone is the capital city of their small republic, a canal city that is also home to the biggest University of the west, The Citadel. When they were under the united Drow state, the Terpsytheans orchestrated a rift between the different Drow factions, using it to gain their independence.
The Sulfur Springs

The area known as **Sulfur Springs** lies on the northern boundary of the Urine Woods and the southern boundary of the Marquisate of Clay.

It is a unique, terrestrial hydrothermal system known for its unearthly colors and mineral patterns, and the very acidic fluids that discharge from its hydrothermal springs. Large yellow stalactite-like structures and mesas composed of sulfur mineral, as well as vapor clouds rising from the ground give the area a very distinctive appearance. At its northernmost border, the region merges into a small yellow sulfur mountain range.

The geothermal field is home to a large, black, wingless species of sentient bat known as **Sulfurimps**.

Due to their demonic appearance and mischiveous nature, this somewhat humanoid life form is considered "devils" and is fought against by the inhabitants of Grobianism in particular.

Despite their bad reputation, the Sulfurimps are evolved naturally and non-demonic in origin, though some embrace the superstitions about them due to the deterrent effect they have on strangers.

Some "scholars" of Grobianism even suspect the gate to hell to be located in this inhospitable area, which of course is nonsense but might have a kernel of truth due to the large catacomb-like sulfur stalactite cave systems under the Springs.

The Sulfurimps bathe in the sulfuric acid pools, which are highly toxic to humans.

The corrosive minerals and high temperatures don't bother them much due to their thick, leathery and acid-resistant black skin. On the contrary, bathing in the springs and exposure to the Sulfur appears to have a medicinal and life-prolonging effect on the Imps. Outside of this region, the imps only reach a maximum age of 10 to 20 years. In the Sulfur Springs however they can outlive most people.

In addition to the sulfur pools, there are also some smaller pools of boiling tar on the geothermal field, which the imps also for bathing aswell and seem to have a similar effect on them as a peloid therapy has on humans.

The Imps have set up sulfur mines throughout the area, which emit industrial smoke in addition to the terrain's natural fumes.

What the imps do with the mined sulfur is mostly unknown, despite trading and exporting it, which adds to the conspirational murmurs about these creatures.

Although this is considered barbaric among the more faint-hearted denizens of Giantstep, gauntlets made from the peeled hide of Sulfurimps are very popular with alchemists for their fire-resistant and acid-repellent properties. Their horns, made of black ivory, are a popular material for ritual weapons and are ground into all kinds of ointments, powders and tinctures with varying degrees of effect.

The caves under the sulfur springs are said to be full of mineral resources such as oil, mercury and gold, which is why one or the other ruler has secretly cast an eye on the area already.
Семейство Сюй

Семейство Сюй, это древнейший китайский род. Тесно дружит с семейством Вайт. Глава семьи Вэньву, раньше управлял организацией Десять Колец. Сейчас же, управляет организацией его сын, Алтан, хоть и унаследовать управления должна была быть старшая дочь, Сяйлинь. Но, Вэньву подумал что девушка не может управлять чем либо.

Члены семьи:

* Вэньву - отец
* Ин Ли - мать, мертва
* Сяйлинь - старшая
* Алтан - младший
The Dancing Curse

The **Dancing Curse** has been a constant disease in Giantstep for as long as all races can remember. Those afflicted by it will start hearing a music they can't really describe, very softly at first, but in a couple of days, the patient will start noting physical pain due to the apparent loudness of the music, even though only those sick can hear it. They then will discover that moving erratically helps them aliviate the pain, thus appearing like dancing. At this stage, the curse will become contagious to those who get too close to the afflicted. There's been tales of entire cities enthralled by the mysterious music, all activity stopping in favour of this apparent mad dance. This will last until the afflicted person becomes physically exhausted and unable to move anymore, which it can take days. After that, the afflicted will fall asleep, and once they wake up, they won't be able to remember how the music went. Other than the physical exhaustion and the lost time, there seem to be no other negative effects of this curse.
List of Dog Breeds in Giantstep

Dog, man (and half-man)'s best friend needs no introduction. For now let this page simply be a repository of distinct dog breeds in Giantstep:

## Dongchow Herder

 **Role** | Herding dog

The Dongchow Herder is a shaggy ball of fur of a dog that's said to be native to the Golden Hills. Dongchows are a fairly common breed found from southern Azan to western Changrila and are particularly prized by shepherds for their protective natures. Independent and moody, dongchows don't make good companions and are usually kept as simple working dogs.
Фракции

Есть много фракции, которые заключают союз, а есть которые развязывают войны.

Лас Невадас - это нация, созданная Квакити. Она предназначен для азартных игр. В настоящее время это самая большая фракция.

* Квакити (глав.)
* Сэм (прав. рука)
* Панз
* Слаймсикал
* Шлатт
* Ревидбур (предатель)
* Крис (быв.)
* Абигейл (быв.)
* Фулиш

### Крис Сorporation

*основная статья - **Крис Corp.***

Крис Сorporation - это корпорация созданная Крисом, на него работает лишь пару человек, но это не меняет его влиятельность.

* Крис (глав.)
* Ревидбур (прав. рука)
* Ранбу (быв.)
* Марк (киллер)
* Алекс (союзник)
* Аланий (покровитель)

### Синдикат

*основная статья - **Синдикат***

Подпольная организация анархистов, которые хотят уничтожить всех правителей фракций. В отличие от других фракций, они не контролируют и не стремятся контролировать какую-либо территорию. Нет официальных лидеров, и каждый член может сделать свой собственный свободный выбор, как и идеология анархии.

* Ники (основ.)
* Фил
* Техно (основ.)
* Ранбу
* Клей (быв.)

### Сноучестер

*основная статья - **Сноучестер***

Сноучестер - это подземный исследовательский центр, замаскированный под убежище, основанный Туббо. Сноучестер недавно отошел от своих исследовательских проектов, чтобы заняться защитой колонии и ее независимости. Несмотря на то, что она не была признана как отдельное государство, большинство персонажей по-прежнему считают ее официальной нацией. Это была первая фракция, которая была сформирована после смутного времени в Л'Манбург, и была одной из крупнейших фракций на сервере.

* Туббо (основатель, фактический лидер)
* Ранбу
* Фил
* Томми
* Майкл
* Эрет
* Фулиш (быв.)
* Клей (гость)

### Белые Волки

*основная статья - **Белые Волки***

Белые Волки - это организация

### Eggpire

*основная статья - **Eggpire***

Eggpire - это фракция, сформированная Крисом, чтобы служить Красному Яйцу и Аланию. Главой альянса является Яйцо, которое должно стать источником хаоса и способом подчинить себе остальную часть ролки. Яйцо также выступает в качестве силы, стоящей за альянсом, хотя Eggpire заявляет, что он не имеет лидера и принимает решения, основанные на том, что хочет большинство. Eggpire в настоящее время неактивен после своего поражения на Красном банкете.

* Крис
* Ревидбур
* Кира (мл.)
* Марк
* Кристи

### Инадзума

*основная статья - **Инадзума***

Инадзума - страна, которую создала Райден с нуля. Финансирует Крис Corp., раньше финансировало Лас Невадас.

* Райден Сёгун - Её Величество
* Яэ Мико - Вице-Презендент
* Миуро Тома
* Накагава Акайо
* Кудзё Сара
* Айоки Тору
* Айоки Аяка
* Мацуо Куки
* Накадзима Йоши
* Сибата Горо
* Алекс - гость
* Крис - гость
* Ревидбур - гость

### Л'Манбург

*основная статья - **Л'Манбург***

Л'Манбург - великая и независимая страна.

* Ревидбур
* Техно
* Туббо
* Фанди
* Ники
* Тома - уехал на время
* Ерет
* Томми
* Салли
* Ранбу
* Майкл
* Фил
* Райан
* Клей
* Элли
* Шлатт - ранее, отказался от гражданства
Leviathan Gulf

The **Leviathan Gulf** is one of the main oceans in the world, bordering the southeastern shores of Giantstep, as well as part of the eastern and southern edges of the step. It also connects with the Starry Night Sea, the South West Sea, the Black Eye Sea, the Carsibi Sea, the Marisibu Sea, the Sea of Brilliant Lights and the Sea of Bile. The Leviathan Gulf is well known for the ancient tale of the leviathan, which defied the gods and was felled by them, crashing from the heavens into the world and sinking all the way into the Sea of Bile. It also used to be the dominion of the Khenomeric Empire, but their eventual decline and fall turned the waters of the region into a nest of pirates, which in some areas is still true to this day.

The waters of the Leviathan Gulf have always been rife with peril. Between the many unexplored and wild coasts, ranging from desolate wastelands to volcanic infernos, many areas of the ocean were marked as dangerous from very early on. Adding to that, the Khenomeric Empire was never a naval power in the real sense of the world, preferring to expand their influence inland. While the Merfolk Empire kept some of the norther areas of the Leviathan Gulf safe, the south was always quite isolated, and this fed the number of buccaneers and ne’er-do-wells living in its waters. The Curse of Uun and the degradation of the Khenomeric Empire caused a great deal of piracy, but the rose of other powers such as the Kingdom of Nogar and eventually the Kingdom of Drunigzar made the ocean much safer. Oddly enough, at current times, the lack of relative powerful entities in the ocean has granted Drunigzar a massive control over the Leviathan Gulf in comparison to its actual size: the rise of the Gnoll Empire took down powers such as the Kingdom of Ketlovia and Nogar, while the gnoll themselves are hardly a naval power. Many other areas are either barely populated or not interested in expanding their naval influence. This has allowed Drunigzar an unparalleled control of the region, establishing many colonies around the shores. Nevertheless, piratical powers such as the Blind Bastard’s Domain still threaten the stability of the region.
Tuarapon

Northeast of the ruined colony of War-Wel lies the island of **Tuarapon**. It's an island with beauty like no other, where several species of plants and animals thrive, many found nowhere else on the Continent.

Its beauty has been known for a while by Asvaran explorers, although Tuarapon's full potential was not unlocked until a famed alchemist from Arangea landed on its coast during a botanical expedition. Although its forests and jungles are extremely value to any alchemist for a plethora of rare potions, true danger lies in the geological properties, where cracks in the earth's crust release dangerous fumes that can incapacipate a human in mere seconds.

That's why all expeditions to Tuarapon are always to be proceeded with extreme caution. Many voyages have returned with poisoned alchemists due to their extreme eagerness upon eyeing the exotic plants.

## History

Traces of civilization have been found deep in the rainforests of Tuarapon, indicating that the toxic fumes that have engulfed most of the island were not always present there. Since Asvaran explorers and alchemists first visited the island, with word spreading around the world about the many mysteries that it beholds, small trading towns have sprouted along the northern coast of the island, where the fumes are not present, and are vassals of Asvaran. These towns are mostly made up of humans from Asvaran and Ortuga, but some Zulutaurs and Badgassi have also found themselves in there. The settlers of Tuarapon only wander in the interior of the island whenever a wealthy alchemist or merchant stops by and pays them to retrieve a certain alchemical ingredient. In fact, these jungle expeditions make up a large part of the island's economy, although most of those end in failure, with people either not returning to the towns at all, or returning with diseased lungs and skin, often resulting in a slow death, as even the sturdiest of gas masks can

## Flora and Fauna

Most of the plants and animals of Tuarapon are endemic, not being present anywhere else in the world, even in the neighbouring island of Sutaman. They have adapted to the environment and are resistant to the toxic fumes.

Most of the animals in Tuarapon either live underground, or have developed specific defensive mechanisms against the fumes. One of those is the Slippery Tuarapon Toad, which is a large amphibian with a very thick layer of mucus that is extremely toxic, even to the touch. Another one is the Saramaga, a species of salamander that has an skull around its head, resembling an exoskeleton. Notable plants include the umbrella tree, preventing the fumes from escaping above the canopy and restricting them inside the rainforest, and the parasitic vine, which can find a way and grow inside a mammal's mouth, penetrating its lungs and oesophagus and causing death.

Strangely enough, Tuarapon's jungles are devoid of large predators, with the largest animal being the size of a tortoise or a small boar.
Lucy's Land

Between Faarowt and the Great Poppy Fields, there was an empty strip of land which no nation had claimed. For many years this was just a small bit of trivia which people in the North-East of Giantstep shared as a fun fact, sarcastically saying that technically that meant that anybody could claim it and make their kingdom there.

Of course, that was meant to be just a joke, but that didn't stop a young girl from Florinth, **Lucy**, from claiming the land as her own. Nowadays Lucy is the only inhabitant of the eponymous "**Lucy's Land**", though her friends visit her often and have great adventures of which there are sadly no registry, since none of them knows how to write yet.

All other nations have either accepted Lucy's claim to the land (jokingly or not) or remain ignorant of the fact it has finally been claimed. The emperor of Changrila formally sent Lucy a letter recognizing her dominion over the land and expecting tribute from her. Reportedly Lucy sent him a poppy flower, which is now proudly displayed in a beautiful marble vase at the Imperial Court of Fenqui.
Cannibal Bay

This **Cannibal Bay** in the biggest of the horned ogre islands has claimed the lives of countless sailors. It is said that ships enter Cannibal Bay in order to escape from the drifting ice of the "Labyrinth Bay", only to find themselves trapped forever as the sea freezes behind them. Legend also claims some of the thousand ships entombed there are inhabited by the descendants of the original crews, who survive by feasting on the flesh of the newly trapped sailors.

Other reports also claim that no cannibals reside there, but it's instead the blue variant of the horned ogres that pray upon the unfortunate sailors. These reports conflict with Astromancer scholars, who claim that horned ogres won't attack humans unless provoked, and even then they won't resort to eating them.

As such, sailors from Elanxa, Luden and Seagard often prefer to take the longer route of the northern narrow strait, in order to reach the milder lands of Faarowt and the Golden Wheat Fields.
Tax Enforcer

## Overview

### Effect(s)

A Ritual to appoint a Follower as your Tax Enforcer. They will gather from other Cult members.

## Technical

### ID

UpgradeSystem/Ritual\_AssignTaxCollector

**Tax Enforcer** is a ritual in *Cult of the Lamb*.

## Description

Rituals. Can pick a follower to be a tax collect which will gather coins for you from other followers. Lose 15 Faith.

The Tax collector will collect 1  Coin from every follower everyday. Interact with the Tax collector to collect the tax money.

The Cult can have only one Tax Enforcer at any time. If you assign one when the Cult already has one, the old Tax Enforcer will turn back to normal Follower.

## Strategy

Once all of the buildings have been unlocked, devotion generated by the statue will produce coins. The amount of coin you receive from the statue is immense and a much more efficient way of gaining money than taxes. So while this ritual may seem helpful early on it will become obsolete in the late game. Keep this in mind when choosing between which doctrine you want.
Kingdom of Grobianismus

> The **Medieval Mudcore Kingdom** is located to the relative east of the continent. Everything stinks is soacked in a muddy green-brownish color palette and people are farting, shitting and raping everywhere. From this place the black plague originated which is just like the irl plague but the suffering takes three times as long and is considerably more painful. There's also a comically evil Inquisition that burns everyone at the stake for even the slightest suspicion of being a witch which can be everything from having sex before marriage, having red hair or being called a witch by literally anyone. Everyone has really bad manners and behaves like described in the lyrical style of medieval Grobianismus known from works like the Narrenschiff. Nobody bathes, Horses can't enter towns because the mud is knee deep on a good day, pigs are everywhere, the average lifespan is 30 years and everyone who isn't a peasant fucks their relatives to keep the bloodline pure the peasants just do it for fun. The favorite weapon is the flail and people keep coming up with ridicolously elaborate torture devices which is pretty much the only innovation coming from there. There's a weird psychoanalytical fixation on excrement going on and the humor, art and poetry from this nation are nothing but fart jokes. People are scared as shit to go to hell but for some strange reason they just seem to do everything they can to go there after death despite comitting suicide. Everyone except the caricaturesque noblemen who are ugly as sin and wipe their asses with how much gold they have, is really fucking poor, miserable and basically a slave. Think Pasolini's most abysmal scat fantasy crossed with the Peasants from Monty Python's holy grail.
>
>
Mushroomo

The **Mushroomos** are a type of NPC in *Cult of the Lamb*.

## Description

Mushroomos are NPCS that is able to be encountered from the second crusade to Anura. They appear as mushrooms with slanted red eyes and a red cap with black spots. Three Mushroomos will spawn in a room with a tent and campfire, imploring the Lamb not to harm them and explaining that they have been sent by Sozo to collect Menticide Mushrooms. If slain, the followers will drop Menticide Mushrooms and skeletons. Upon exhausting the dialogue with the Mushroomo, the Seeking Sozo Objective will become activated and Spore Grotto will become unlocked.

## Dialogue

### Anura

> "Please don't hurt us! We are simple Followers, lost in an unfamiliar place. The great *Sozo* sent us to find more of his beloved *Menticide Mushrooms*. He cares only for mushrooms. His madness grows! But when we arrived, we realised we don't know how to find *Menticide Mushrooms*... and now we are too afraid to return empty handed. If you were to bring him *Menticide Mushrooms* he would certainly reward you. You will find him at Spore Grotto."
>
>
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### Spore Grotto

Random dialogues:

>
> "Praise the Lamb! Praise the Lamb"
>
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> "Sozo grows cruel and unpredictable... I fear for our fate here!"
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> "One of the Bishops of the Old Faith, dead! I didn't think it was possible..."
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>
> "Did you hear? Leshy was slaughtered! Never liked him, anyway."
>
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> "Shamura has died. It was probably for the best. They were always a bit...you know."
>
>
> "Who is Sozo talking to when he whispers in the dark...?"
>
>
> "He cares only for mushrooms. His madness grows!"
>
>
> "Once you taste the Menticide Mushroom your mind will be opened."
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> "I visited Midas' Cave to look at his collection of statues. As I was walking through, I thought I heard one of them whispering. But that's impossible, right? They're just statues!"
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> "I got lost in Anura and was so hungry I ate some mushrooms I found. Woke up three days later with the worst headache. But I kind of want more..."
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The decoration vendor:

> "Rare decorations, all found by our great leader - the glorious Sozo! We sell them to raise money for mushrooms. *More mushrooms*! We must always have *more*!"
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The Tarot Cards vendor:

> "Cards! Cards! Cards?"
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>
Hithlone

**Hithlone** is the name of the capital city of the **Oligarchic Republic of Hithlone**, situated on the island of Terpsythea. A beautiful canal city with a big port, it's home to one of the biggest centres of learning in the west, the Citadel of Hithlone. It's ruled by a council of merchants and nobles. The Devil's Scourge disease spread amongst the inhabitants of Hithlone and Terpsythea and even among some of the southern Drow city states. Almost a million people had perished, and what prevented the West from turning into a necropolis was coalition of Island Wizards and Arangean plague doctors, who managed to quarantine the victims and limit the spread of the horrifying disease.

Ever since then, tales of the horrors of War-Wel and its jungle had spread from Chrysovica to Luden, and every sane creature vowed to never venture beyond those forsaken lands, fearing the fate of Skor Lodygin and his company.

## Districts

### Gildorph

The Bravoes of Gildolph are a brotherhood of swordsmen based around Gildorph, a run down district in the outskirts of Hithlone. These Bravoes are not like the ones usually found in the city, wearing their flamboyant hats and displaying their swordsmanship and courting skills whenever they can.

Gildorph is full of orchards, gardens and scattered hovels and shanty towns. It's the favourite place of ruffians and smugglers. Unlike your typical gang, which smuggles narcotics and has connections with the city watch, the Bravoes' main goal was primarily to demonstrate solidarity towards the whole, the neighborhood, defending the weak and protecting them from cutthroats, troublemakers and other thugs. This is the one and only quality of the Bravo, that is, the practical ideologue of dignity and altruism.

Nowadays, Bravo is a synonym of pride, dignity and bravery, although it's misused by other criminals, who proclaim themselves as "Bravoes" in order to justify their actions.

The Bravoes can usually be found in the cabarets, brothels and taverns of Gildorph, playing cards and engaging themselves with the other locals. As they are usually in conflict with other gangs of Hithlone, it's not unusual for many Bravoes to end up dead in the canals or in prisons.

The Bravoes developed their own street argo inside the Hithlonean prisons, combining many elements of the languages of Hithlone, the Three Sisters, Moreelse, Azan and the Drow. This creole is used by the Bravoes that wander around the docks and the streets of Hithlone, so they cannot be understood by the city watch or any of their enemies.
Ritual of Discipleship

**Loyalty Enforcer** is a ritual in *Cult of the Lamb*.

## Overview

### Effect(s)

Elevate your most loyal Followers to Disciples. Disciples can help manage Dissenters and more.

### Requires

Available after a long-standing Follower requested to become a Disciple.

## Description

Pick a level X follower to be a disciple which will help manage dissenters and increase your strength during your crusades with the Shrine of Deception. Gain 100 faith.

The cult can have as many disciples as you want.
Семейство Робинсон

Семейство Робинсон является одним из древнейших родов, оно существует с 1717 года до наших пор. Они отличаются ото всех своим влиянием и богатством, лишь назвав фамилию можно бесплатно получить всё что угодно.

На данный момент известны лишь эти члены семьи:

6 поколение:

* Абигейл - старшая
* Элоя - средняя стар.
* Алекс - средний
* Крис - младший

7 поколение:

* Кира
* Кесси - мёртв

Как-то связанны:

* Эвр
* Алиссия
* Лия - мертва
* Клей
Treassure Sea

This area of the sea has been well known by treasure hunters for centuries now. It is said that an ancient civilization built a great city, but to try and avoid a great disaster they moved the entire city into the back of a giant turtle. Every 50 years, the turtle surfaces to breath, and will stay on the surface for a couple of weeks. During those days, if the sailors notice in time they will be able to take all manners of treasures, both blonging to the great city and to many old shipwrecks that have ended up stuck into the massive carapace of the turtle. However, it is said there is an even bigger treasure than just gold and silver at the deepest part of the great fortress in the middle of the city. However, going there has been a death sentence for those brave or mad enough to try, since noone has been able to reach the mythical treasure before the turtle dives into the depths again...
Crystalids

Also known as "Crystalid Destroyers", they are a rather odd and peculiar group of entities. Their forms and size may vary, but most commonly they can be described as insect-like creatures made out of pure crystals size can vary between "living crystal dust" and a "bastion on legs". They don't belong to the surface world nor in the known underground worlds. Some theorise they came from the heart of the world. The means of how they got out of there varies Some came with earthquakes or volcanic eruptions, some crawled out of deep caverns reaching down to their habitat and some just dug themselves out.

The first instance is the most common. Due to that, they occur in higher numbers on active volcanic lands or near mountains. Wherever they go they are capable of creating mayhem, most commonly by simply walking through their obstacles, either crushing or slicing anything to a bloody mess. Fighting against them is also hard but not impossible. Because of their composition they are too sturdy to damage, but they can have a variety of offensive weaponry. Starting with the most common, they possess either sharp or blunt potrusions and growths. Rarer variants can have more extreme ones, like an outproportioned "mouth" full of insanely sharp "teeth" or just unleashing such a strong scream that even their own bodies cannot tolerate. They are also capable of shattering themselves into smaller entities, to then fuse together again or just using parts of their bodies as projectiles.

In some extreme cases they can morph their forms to suit their needs and while many of them formed wing like structures the capability of flight is only a theorised ability some of them posess. Each of them is a one of a kind, meaning that they are unpredictable, but on the other hand they are worth a lot. Jewellers all over the world only wish to obtain even a small bodypart. Thanks to their unique composition and attributes they are highly coveted materials.
Toxic Fungest

In the southernmost part of the Fungest we can find the Toxic Fungest, the last of the three regions of the Fungest described by Jaalibali during his travels. Its particularly intense downpours and its closeness to the dark bogs have affected its environment and its inhabitants, though it is still recognizable as part of the Fungest through and through.

The lands of the Toxic Fungest are the most dangerous areas in the entire region. Highly influenced by the corruption emitted from the swamps of the Bog Witch, it apparently was once beneath her grasp. The effects of the magic from the neighboring regions have altered the flora of the region considerably. The mushrooms grow irregularly, twisting and turning, having multiple caps and even spawning spikes and thorns. All mushrooms from the Toxic Fungest have some sort of chemical defense, either poisons or psychedelics, emitted by the fungi in cloudy bursts. This can coalesce in clouds of dense chemical mixture, and this can mix with the morning fogs during winter to create a deadly mist that covers the region.

The effect of her cursed magic was the birth of a different class of mushroomites, the Muscarin. Muscarins are very similar to regular mushroomites, but with a darker nature and a thinner, lankier and more irregular form. They usually show plenty of appendages, from arms to tentacles. Their behavior is darker than the mushroomites’, and they can enjoy playing with their captives and their intruders instead of just dealing with them. This can range from malicious enjoyment of their suffering to outright torture, and considering the wealth of knowledge of poisons of the muscarins, this can be quite a terrible experience. However, muscarins are still mushroomites deep down, and their priority is first and foremost the defense of their portion of their fungal forests. Forests which themselves look quite twisted and corrupted. Muscarins are shown to be quite aggressive against the creatures from the swamps of the Bog Witch, which has led some to theorize that there is still some lingering fear of the mysterious entity.

The relations between the muscarins and the other local species are complicated. If the muscarins do not consider them a threat, they will at most harass and annoy them, impishly chasing them until they are gone or until they get bored. If they consider them a threat, the muscarins will harass them with poisons until they are too weak to defend themselves, and then will take them down with prejudice, using the carcasses to feed their mushrooms. No matter if you’re human, dwarf or fellow mushroomite, once the muscarins have judge you a threat, you won’t be able to reason with them. And yet, when the Ogre Kingdoms attacked the region, they were some of the first and most dedicated mushroomite mycotribes in the defense of the region, sharing many of their toxic knowledge to defend the land. They also interact quite closely with the human cities, having become a common sight in the streets and markets of the coastal towns, and they even partake in some voyages outside of the Fungest along human traders and merchants, something unheard of in the other mushroomites.
Ouroboria

When you think of **Ouroboria**, think of Prague, however, as a thriving metropolis, home to the continent's finest alchemists. Alchemy is the religion of this city and everyone is busy unraveling its mysteries and working on new transmutations, potions, and philosophical achievements. The city is surrounded by a gigantic wall surrounded by a moat in which a gigantic newt lives, to which criminals and charlatans are fed. Variously colored and odd-smelling fumes rise from the city's numerous chimneys, and only the devil himself knows what alchemical monstrosities and chimeras inhabit the city's intricate sewers, overflowing with alchemical chemicals. The highest goal of every ouroborian is the creation of the magnum opus, the philosopher's stone.

Other high goals are the creation of a universal remedy, the panacea and to find the universal solvent, the alkahest. The ruler of Orouboria is the venerable Hierophant to whom every king of the four realms of the tarot is accountable.
Марк

Марк Спектр - также известен как просто Марк. Является второй личностью Клея. Наёмный убийца, является членом Крис Corp. и Eggpire. Также он предвестник Хонсу, Бога Луны и Возмездия.

## История

### Появление

Появился после того как Клей вышел из тюрьмы. Его мозг неосознанно отделил всего его плохие качества от его самого и создал Марка. Но теперь Клей стал более эмоциональным и мягким, раньше он старался не показывать негативные эмоции (печаль, тревога), а сейчас он можно сказать состоит из них. Марк же, олицетворение всех плохих сторон Дрима, он холоден и эмоционально, и физически. Является Дриму во снах, отражениях и голосом.

### Первое проявление

Первые проявления началось когда Клей заметил, что у него очень часто случаются провалы в памяти (они были раньше, но не настолько), близкие начали говорить что по ночам его не бывает в доме, и в некоторые моменты он ведёт себя ОЧЕНЬ странно. Позже, голоса внезапно утихли и их заменил один голос. Появился недосып, постоянно хочет спать, хоть и ложится спать не поздно.

### Первая встреча

Когда Дрим снова почувствовал себя неважно (психологически), и отошёл в ванную, он опёрся на раковину и пытался привести себя в порядок. Вдруг, раздался голос, Марка. Он говорил о том, что бы Клей впустил его в тело и дал контроль. Дрим испугался, чуть не упал, и заметил что в зеркале, его отражение не движется совсем.
The Flying Castle of Lugubrum

The black castle of **Lugubrum** is a demon core powered levitating structure ruled by the Dark Wizard Zwackelman. His minions are nine dark-cloaked lich warriors who use black man-catchers made from underworld steel as wands and ride on red dragons that also inhabit the castle. When a fight ensues, they hurl shadow bolts at their foes, and those who dodge these deadly magic beams are torn apart by their hungry dragons. Lugubrum is at the same time, fort, residence but above all a flying siege engine with which Zwackelman flies over the country and sends out his henchmen to raid and rob castles. Pig orcs stand atop the numerous Dark Towers, shooting arrows which they ignite in great bowls of flame to burn down villages and set fire to keeps. The rest of the goons populating the Lugubrum are a motley mix of goblin-like creatures that fall roughly into the categories of lizard-snouts, crow-beaks, long-ears and goat-horns. They are armed with rusty halberds, long knives, spiked flails and morning stars. Aside from his secret phylactery, Zackelman's most prized possession is his Pain Crystal Orb, through which he can scout anywhere in the world for amusement or to decide whether a heist is worthwhile. Both peasants and kings tremble when they hear the horror stories of the flying Black Castle. Many dismiss it as a horror story out of fear it might haunt them too
Desert of 0gabo

The **Desert of Ogabo** is a harsh area, an almost completely flat piece of land where barely anything grows, with burning hot days and deadly cold nights. Only mysterious nomads live here, guarding the secret locations of water and foot for their herds from any outsider. However, in the western side of the desert there is a strange construct, a massive palace made out of ice. Such a structure shouldn't exist in any way in a desert, and yet it stands. It is said to be the tomb of a djinn who fell in love with his master, and broke the rules of his magic to save her.

[Duplicate page, the Ogabo Desert page is much more complete]