recursal/Fanatic-Fandom huggingface dataset:
พีชคณิตซิกมา

ในทางคณิตศาสตร์ **พีชคณิตซิกมา** หรือ **ซิกมาแอลจีบรา** หรือ **ซิกมาฟิลด์** (สัญกรณ์ที่นิยมใช้: σ-algebra) ที่นิยามบนเซต *X* คือ สับเซตของพาวเวอร์เซตของ *X* ที่มีเซตว่างเป็นสมาชิก และมีคุณสมบัติปิดภายใต้ คอมพลีเมนต์ และการยูเนียนแบบนับได้. พีชคณิตซิกมาเป็นโครงสร้างทางคณิตศาสตร์ที่สำคัญที่ใช้มากในคณิตวิเคราะห์และทฤษฎีความน่าจะเป็น.

## นิยามทางคณิตศาสตร์[แก้ไขต้นฉบับ]

กำหนด , เราจะกล่าวว่า  เป็นพีชคณิตซิกมาบน  ก็ต่อเมื่อ  มีคุณสมบัติต่อไปนี้

2. ถ้า  แล้ว,  ด้วย
3. ถ้า  แล้ว  ด้วย

### หมายเหตุ[แก้ไขต้นฉบับ]

1. การจะนิยามพีชคณิตซิกมา ต้องกำหนดเสมอว่านิยามบนเซตใด (เช่น  ในตัวอย่างข้างบน) มิฉะนั้นจะไม่มีความหมายในทางคณิตศาสตร์.
2. จากนิยามในข้อ 2 และ 3 เราจะได้ว่าพีชคณิตซิกมามีคุณสมบัติปิดภายใต้อินเตอร์เซกชันแบบนับได้ด้วย เนื่องจาก
3. ในทฤษฎีเมเชอร์นั้น สมาชิกของ  ใด ๆ จะถูกเรียกว่า **เซตหาเมเชอร์ได้** และยังเรียกสัญกรณ์  ว่า **ปริภูมิหาเมเชอร์ได้** (โดย **ฟังก์ชันเมเชอร์** จะต้องนิยามบนปริภูมินี้ เพื่อนิยามเมเชอร์ในรูปแบบต่าง ๆ ในปริภูมิที่สามารถวัดได้นี้: ดู ทฤษฎีเมเชอร์)
4. ในทางทฤษฎีความน่าจะเป็น มักจะนิยามปริภูมิที่สามารถหาเมเชอร์ได้ ด้วย  เนื่องจาก  มักจะใช้แทนตัวแปรสุ่ม และ  มักใช้แทนการหาอนุกรม. นอกจากนี้ยังมักเรียกพีชคณิตซิกมา ว่า **ซิกมาฟิลด์** มี่ที่มาจาก ฟิลด์ของเซต และสัญกรณ์ σ (ซิกมา) ที่มักใช้แทนความหมายของการยูเนียนแบบนับได้.

???

## ตัวอย่าง[แก้ไขต้นฉบับ]

1. กำหนด  เป็นเซตใด ๆ. เราจะได้ว่า เป็นพีชคณิตซิกมาที่เล็กที่สุดบน , และ  เป็นพีชคณิตซิกมาที่ใหญ่ที่สุดบน
2. กำหนด  ให้เป็นเซตของพีชคณิตซิกมาบน  เราจะได้ว่า  เป็นพีชคณิตซิกมาบน  ด้วย
3. (แสดงการประยุกต์ใช้ตัวอย่าง 2.) กำหนดให้  ให้เป็นเซตของพีชคณิตซิกมาทั้งหมดที่มีเซตเปิดเป็นสมาชิก และนิยามบน  ซึ่งเป็นปริภูมิทอพอโลยีใด ๆ เราจะเรียก  ว่า พีชคณิตซิกมาของโบเรล (Borel σ-algebra) ซึ่งเป็นหนึ่งในพีชคณิตซิกมาที่สำคัญและพบเจอบ่อยที่สุด. สังเกตว่า พีชคณิตซิกมาของโบเรล นี้เป็นพีชคณิตซิกมาที่**เล็กที่สุด** ที่มีเซตเปิดเป็นสมาชิก (เนื่องจากเกิดจากอินเตอร์เซกชันของพีชคณิตซิกมาทุกรูปแบบที่มีเซตเปิดเป็นสมาชิก). เรามักเรียก พีชคณิตซิกมาของโบเรล ว่า**พีชคณิตซิกมาที่สร้างจากเซตเปิด**.
4. ในปริภูมิยุคลิด  อองรี เลอเบ็กได้กำหนดพีชคณิตซิกมาที่สำคัญมากเพื่อใช้ในเมเชอร์ ความยาว พื้นที่ ปริมาตร ฯลฯ ในทฤษฎีปริพันธ์ของเลอเบ็ก นั่นคือ พีชคณิตซิกมาของเลอเบ็ก โดยมี พีชคณิตซิกมาของโบเรล เป็นสับเซต. สมาชิกในพีชคณิตซิกมาชนิดนี้เรียกว่า เซตที่สามารถวัดได้แบบเลอเบ็ก. โดยในทฤษฎีปริพันธ์บนปริภูมิยุคลิด พีชคณิตซิกมานี้สำคัญมาก ถึงขนาดที่ว่านักคณิตศาสตร์หลายท่านใช้คำว่า **เซตที่สามารถวัดได้** แทน เซตที่สามารถวัดได้แบบเลอเบ็ก เลยทีเดียว.
Norpas

**Place**: Norpas

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town

**Religion**: Standard Pantheon / Maritime

**Features**: Weapons Trading Port / Sea Garrison /

**Description**: A trading port between Jonland and Racina, helping to guard against piracy for the benefit of its merchants.

**History**: Along with Wespas in the east, Norpas has guarded the channel, helping to keep the interior waterways safe, a more mercenary than official force keeps the channels safe for trade, especially between Wespas and Norpas. With Elven goods travelling west and some human / mining / far west goods making their way east

**Common Problems**: Artifacts / Interior light piracy / Minor sea monsters / Eastern arrivals

**Uncommon Problems**: Piracy / Sea Monsters

**Optional Extras**: Secret Societies / Mercenary Armies
Oredom

**Place**: Oredom

**Region**: Jonland

**Demographics**: Human / Dwarf / Everyone

**Religion**: Standard Pantheon / Human / Dwarven

**Features**: Trade / Commerce / Blacksmiths / Smelting / Forging / Shipping / Shipbuilding

**Description**: The main trading town for Ore, minerals, metals, and products derived from mining.

**History**: With its proximity to the southern mountains and Dwarven Ironmines, Oredom developed as a processor and trader of mining products before developing towards shipbuilding

**Common Problems**: Mining connected issues / Labour Unions / Corruption /

**Uncommon Problems**: Pirates / Market Disruption / Material Shortages

**Optional Extras**: Magic Materials
The Monster Slayer's Guild - Kingdom

**Place**: Monster Slayers Guildhouse

**Region**: Jonland (Kingdom)

**Demographics**: Everyone

**Religion**: No affiliation

**Features**: Tavern / Admin / Armoury(Quartermaster) / Commerce(Retail) / Stables / Accommodation / Teleportation Circle / Vault / Laboratory/Library/Archives

**Description**: The home base of the Monster Slayers Guild

**History**: Founded by 3 Firbolg Merchant Brothers, Aran, Ingwe and Heru, though they’ll argue they don’t really have names, the Monster Slayers Guild was formed to offer mercenary services to Kingdom and its lands.

**Common Problems**: Bar room brawls / Drinking Games / Restless Mercenaries / Monster Accidents from Newbies /

**Uncommon Problems**: Direct attacks / Political Issues / Religious Issues / Propaganda

**Optional Extras**: Expansion
Azure Sands

**Place**: Azure Sands

**Region**: Sanuria

**Demographics**: Grung / Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn

**Religion**: Std Pantheon / Old Gods

**Features**: A magical oasis

**Description**: A magical oasis

**History**: A mystical and slightly unreal location of an Oasis in the desert that appears to many as a mirage. Its local environment is unusual and changing and warped by an unusual set of magics, either that or those that finally reach there are driven mad by the desert. No credible and reliable stories have ever left the Azure Sands and so it is difficult to actually know what is there, but many have spoken on a tiny Lineage, who appear to be Grung and of the beautiful waters there. Anything else is a pure mystery.

**Common Problems**: Mystery / Missing People / Unusual Magics

**Uncommon Problems**: ?

**Optional Extras**: ?
Jonland

The Western Region of Oris.

*An order of knights who protect the North from the Frostop.*

Scarmine

*Long established mine and Dwarven culture, many underground keeps and some forging.*

Goldmines

*Dwarven Mines supplying previous metals, minerals and gemstones to The North and The West.*

Stormlight

*The Lighthouse of the north warding ships away from the Frostop, while being an observation tower for the smuggling and piracy that occurs in the north.*

Wesbay

*A port that services merchants and travellers, especially those from the far west.*

Norcut

*A pleasant and prosperous trade post for mining and those who enjoy being close to water.*

Norbay

*A town known for its metal refining and as a garrison town for Kingdom's navy.*

Kingdom

*Kingdom is a large city ruled over presently by King John V and features most of what a large city should. The Kings Palace, universities, commerce, merchant guilds, thieves’ guilds, fighting arenas, religious institutions, shipping ports, docklands.*

Norpas

*A trading port between **Jonland** and Racina, helping to guard against piracy for the benefit of its merchants.*

Baydom

*An easy going town meant for holidaying, fishing and water sports.*

Westor

*The largest navy town in **Jonland** and important merchant port especially for fine goods, with warehousing and guilds for merchants and administrators.*

Chandom

*A small port town that is popular with incoming travellers from the far west.*

Lumber

*A small forest town, south west of Kingdom with a strange secular religious sect.*

Oredom

*The main trading town for Ore, minerals, metals, and products derived from mining.*

Ironpeak

*A mining town in the South West, connected to the Warlands and home to Dwarven mining pursuits.*

Ironmine

*A mining town in the South West, connected to the Warlands and home to Dwarven mining pursuits and animal traders.*

Safekeep

*An Island Jail with maritime defences*
Sanuria

The southern desert region of Oris.

*Large Desert city that specialises in the trade of animals and obscure goods*

Parion

The unofficial capital of the southern deserts

Scarb

*A smallish town that conscripts to the Desert Watch, while providing an appropriate place for downtime leisure.*

Mystic Cove

*A bohemian beach city steeped in mystery and magic.*

Desert Watch

*A set of desert towers that house warriors used to deal with issues in the desert.*

Azure Sands

*A magical oasis*

Hiding Sands

*A set of changing and obscure sands that hide ancient cities and ruins*

Hamlaen

*A small trading town with a penchant for discovering ancient finds*

Squez

*A small trading port and leisure site for the Desert Watch*

Eotw

*A small town, if you can call it that*

Lava Fields

*The fields surrounding Mount Fire*

Mount Fire

*A giant volcano*
New Recruits

## Party

1. Locke Lamora
2. Bàs Glòir
3. Dusty
4. Gallium Damascus
5. Scrambled Toast
6. Lenore

## Session Summary

As the various party members drip into the city of Kingdom and sign up for work at the Monster Slayers Guild, they encounter Bookkeeper Bren and are told to return at the end of the week for training. As the party occupies themselves, they find themselves gathered in the upper floor tavern of the guild, where they are called into a ‘new recruits’ meeting with the Half-Orc Quartermaster Tank. Briefed on the various rules of the guild, they are taken to the basement War Room to be put through their paces.

The party splits themselves into threes and Scram, Lan and Dusty enter first, finding themselves up against some goblin training dummies, operated by cackling creatures under the floorboards. As dummies flip in and out of the floor tiles and move on tracks, the party sets to destroying them with various attacks and necromantic energy. Surviving and overcoming the encounter they are replaced by the other three new recruits, Gallium, Bàs and Locke. As the dummies try to attack, they are no match for the armour of Bàs or the multiple warhammer swings heading their way. With prowess displayed, Tank sees fit to check with Bookkeeper Bren for a real mission to set the party on.

Tank sends the party back to the guild tavern and recommends Boom Boom juice for those who need it, but warns against drinking multiple jars of the stuff, lest someone go Boom Boom. Returning to the party he sets them to clear out rats for Big Jon, from a local tavern named The King Jon. After enquiring with the spirits and using Dusty’s local knowledge the party head to The King Jon, where they enter into the cellar and after some investigating, end up clearing a rat hole in the walls out with fire in order to enter into the adjacent sewer system. Attacked by invisible rats with enlarged craniums, the party manages to fend them off until a large swirling mass of rats arrives in a rather monstrous form and sets upon the party, defending the remaining fleeing rats. As the mass of swirling rats attempts to fling pustules of pestilence at the party while clawing and biting at them, they fight back outmanoeuvring the large foe and landing precise martial attacks, bringing it down. With the remaining dying rats falling out of its hulking form, the beast communicates telepathically with the party informing them that ‘it wont be the last they see of the Rat King, now that the Rat King has seen them’.

All in a day’s work for the new recruits.
Cobog

**Place**: Cobog

**Region**: Racina

**Demographics**: Port Town / Everyone

**Religion**: Std Pantheon / Maritime

**Features**: Trading Port / Fishing Port / Market / Low Defences

**Description**: A small fishing and shipping town.

**History**: Cobog is a simple town, a northern trading port for Dardyon. Sometime victim of northern raiding and pillaging from The Frostop, is more commonly a lighthouse bearer and watcher of the northern seas and weather. There’s a lot of fishing too.

**Common Problems**: Fishing supplies / import trading / crime / Frostop raids

**Uncommon Problems**: Frostop invasions / Sea Monsters / Pirates

**Optional Extras**: Embarking point for Frostop
Character Creation

There are few rules for creating a character, you can be anything and everything within the official source materials and/or anything unofficial or homebrew by consensus group approval. The fixed rules for character creation are that characters created, use the Point Buy creation system, additionally characters receive a free feat with their background choice, assuming the background doesn’t already contain a built in feat.

Players are responsible for updating and maintaining their own characters, as well as providing them upon request to DM’s for their sessions.

Information on Lineages(Race) or Religion or The Setting can be found in their relevant pages.

Session Levelling (players start at Level 1)

Magic Item Prices

 Uncommon
 Rare
 Very Rare
 Legendary
Dragon Isles

**Place**: Dragon Isles

**Region**: Arrowhead

**Demographics**: Mostly uninhabited

**Religion**: Standard Pantheon / Dragon

**Features**: Islands / Wyvern Roosts

**Description**: A set of disparate islands to the south east that house a large population of Wyverns.

**History**: Once home to some Dragons, these near inland islands are mostly breeding grounds for Wyverns, though they do feature a number of hermits, fanatics and cultists. Mostly quiet these days, who knows what rumbles in the depths of any ancient structures.

**Common Problems**: Wyverns / Sea Conflicts / Stranded off course ships.

**Uncommon Problems**: Evil Spellcasters / Cultists / Ancient tombs / Ancient Mysteries / Dragons

**Optional Extras**: Ancient Dragons / Liches
Eotw

**Place**: Eotw

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Obscurity

**Description**: A small town if you can call it that

**History**: At the Edge of the Known world trapped between Mount Fire and the Dragon Isles, Eotw, has become known for crazy hermits and people escaping something somewhere else. A mixed bag of miscreants, outsiders, and outcasts, Eotw barely functions as a proper town. This is a place for outlaws and survivalists, those using their individual skill to get back, as conditions are difficult here. Some have come due to a fascination with the Dragon Isles, but mostly this is as far as the veil of civilisation goes. If someone was secretly eeking out an existence here, maybe, just maybe, they would have been very important once.

**Common Problems**: Mysteries / Significant Individuals / Mad men / frontier issues / Wyvern Attacks / Eruptions

**Uncommon Problems**: Evil Spellcasters / Monsters

**Optional Extras**: Ancient Mysteries
Lightguard

**Place**: Lightguard

**Region**: Racina

**Demographics**: Holy – Aasimar / Loxodon / Paladins / Clerics / Religious Orders / Pilgrims

**Religion**: Standard Pantheon / Zealot

**Features**: Paladins / Clerics / Religious Training / Religious Education / Libraries / Festermurk Watch

**Description**: Lightguard is a common training site for religious warriors and experts, with the Holy Mountain on one side and the Festermurk on the other it is primed for Religious Warrior training.

**History**: As Paladins and Clerics flocked to the area it grew, eventually becoming a haven for religious training. It is now the go to place for Religious Orders.

**Common Problems**: Religious Conflict / Rigorous Debate / Lawful and Chaotic Conflict / Religious Competition / Festermurk combat training

**Uncommon Problems**: Holy Wars / Corruption / Abyssal antagonism

**Optional Extras**: Deep beneath that which is holy is that which is not.
DND Monster Slayer Wiki

**Welcome to the DND Monster Slayer Wiki!**
A West Marches Style DND 5e Campaign Setting

In the lands of Oris things are rarely quiet, there is always someone, somewhere, in imminent mortal danger and where there is danger, there is also opportunity! With the mountain of coin to be made from all the chaos, the Monster Slayer Guild have become very successful at relieving those in need of help, from their coin. Are you an adventurer, a person of skill, in need of employment and capable of slaying monsters? Then maybe the Monster Slayer Guild is for you.

Monster Slayer is a West Marches style campaign, run and played by an assortment of DM/Players, there are few rules and plenty of flexibility to make and create anything you can think of. The main functioning rule, is that a member must maintain a DM:Playing ratio of 1:8. For everything else there’s the rules page.

Rules

Character Creation

DM Rules

Setting
Dusty

Dustov 'Dusty' Fulna Sava

Characteristics

Race; Loxodon

Class: Druid

Subclass: Circle of Spores

Height: 7ft

Skin: Grey

Weight:250lbs

Eyes: Grey

Hair: Started appearing in new places recently

Age: Somewhere between 60 and 110

Backstory

Dustov Fulna Sava

Was born to a rich family near The Ark a number of years ago. His age is debated in various circles as most people remember him from decades before others claim he was born. His parents, Baju and Helga both had government jobs and Dustov got the best education which he mostly struggled with but the family money led to qualifications he didn't earn. He had two siblings as a child. Unfortunately his older sister, Sarvu, disappeared before reaching adulthood. His brother, Danu, works as a high level lawyer in the city.

His first job was as an assistant to a high ranking politician in Pinnacle. He was absolutely useless in the role but also well known enough to rise through the ranks. Various government jobs followed and his thorough incompetence shone through all these roles. He acquired the rights and deeds to various properties over the years without anyone noticing. Plus a lot of contacts and allies in the government. He isn't as incompetent as he seems and also has a desire for power that the government doesn't fulfil. He learned druidic from Faroger, a civil servant who has no fixed department in the government.

After the <redacted> scandal and the subsequent firing of <redacted>, Dusty needed to stay low for a while. He spent a year off the grid while it blew over only to return to his old haunts and job without much comment. His wife became the main breadwinner at this point and this secures Dusty to engage in other activities.

His alignment is lawful neutral. Working for the government for years has shown him that being lawful isn't necessarily a way to get ahead but at the same time some order is necessary in life.

He lives with his wife of 30 years, Bel, his 20 year old son, Dofya, and his twin daughters, Loja and Goja (both 7). He enjoys watching the races at weekends and also tavern quizzes.
Parion

**Place**: Parion

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Shifter – Warforged / Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Export Market / Desert Council / Navy Port

**Description**: The unofficial capital of the southern deserts

**History**: The largest trading city in the Desert, Parion’s main trade is with the western isle, dealing in plenty of desert specialties like food and drink, but also the main city to buy desert artifacts and archaeological finds from The Hiding Sands, though usually at great cost. Parion is the main diplomatic facing desert city with a non-elected council who deal with desert politics and wider diplomacy, though there is little in the way of laws in the desert. There is very little dangerous desert activity here, but those who come in search of the Azure Sands often use Parion as their starting point for setting off on exploration of the desert. There is also a small mercenary navy here, a rag tag sailing crew of mixed ships, that help to police the waters in order to protect merchant shipping routes.

**Common Problems**: Diplomacy / Merchant Shipping / Piracy / Sea Monsters / Rare Finds / Crime / Corruption / Desert Exploration

**Uncommon Problems**: Murder / Monsters / Desert Issues

**Optional Extras**: Government
Squez

**Place**: Squez

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Sand forges / Bath Houses / Wyvern Stables / Trading Port

**Description**: A small trading port and leisure site for the Desert Watch

**History**: Between its proximity to the Lava Fields and the Dragon Isles, Squez has long been considered a dangerous place to live, only those who dismiss fate and concern are able to get by here without the nerves falling to pieces. Between eruptions from Mount Fire or odd Wyvern Raids, Squez is a difficult place to build anything lasting. They do have favourable conditions for desert forging and crafting and for Squez’s main attraction, its bath houses, but most wouldn’t consider it an ideal place to relax. For those that don’t appreciate crowded tourism, Squez offers some decent R&R for members of the Desert Watch, as well as offering some of the best custom armour and weapons in the desert, more known for unique rather than quality crafting, there is something to be said for their offerings. A couple of locals have also begun trying to domesticate a few Wyverns and for those that enjoy the prospect of a flying steed, this may well be the place to learn. The domesticated Wyverns were hoped to be used for better mapping and understanding Mount Fire and the Lava Fields.

**Common Problems**: Petty Crime / Forging issues / Eruptions / Wyvern Attacks / Drinking

**Uncommon Problems**: Monsters / Volcano catastrophes / Trading Issues

**Optional Extras**: Evil Spellcasters
Ancient Isle

**Place**: Ancient Isle

**Region**: Warlands

**Demographics**: Animal / Monster / Hidden Societies / Yuan Ti / Hadozee / Dinosaurs / Lizardfolk

**Religion**: Standard Pantheon / Druidic

**Features**: Forests / Ancient Sites / Druidic Forces / Nature

**Description**: An ancient jungle island inhabited by oversized animals, monsters and dinosaurs, filled with ancient structures and esoteric mystery.

**History**: An Island as old as time, known for its oversized animals and monsters, that surround and hide a deeper more ancient past. A highly charged and over exuberant nature, the Ancient Isle is visited by some, but very few leave. The island has become a hunting ground for House Cain in attempts to find, capture or breed new monsters for its ongoing war with House Able. Some creatures have been known to make their way to Pangolin’s more underground markets.

**Common Problems**: Monsters / Missing Ships / Hunting / Animal Trading

**Uncommon Problems**: Ancient Ruins, Cultures, Societies / Temporal issues

**Optional Extras**: Timelines
Гиллена-5

**Гиллена-5** - планета-член Тысячелетнего Пакта. Столица – Плиссада (главное здание - Башня Трех Плиссад, названная так в честь фамилии трех сестер-основательниц колонии)**.** Расстояние от Земли: 10 световых лет.

## Что известно о планете

Планета-сад, знаменита своими растениями. Все постройки здесь обвивает гилленовый плющ (hedera gillenaceae), от которого никак не избавиться. Пакт перепробовал все, вскоре смирившись с постоянным соседством с растениями планеты-сада.

## Личности

Президент - Джу Инсинь

Наместник Гильдии Пилотов на Гиллене-5 - Даннт Вольнов

Консул Тысячелетнего Пакта - Виктор Доус
Yella

**Place**: Yella

**Region**: Arrowhead

**Demographics**: Everyone (leaning towards Watch Lineages)

**Religion**: Standard Pantheon / War

**Features**: Trading Port / Conscription Offices / Coastal Watchtowers

**Description**: A steady and conservative town, mostly port trading and conscripting young men for the Shadow Watch.

**History**: Built after the Stormsunk Isle sank, Yella housed some of the refugees from this isle, though that was a long time ago. Yella is the northern trading port of the eastern isles, with a religious conservatism, that also supplies men to the quiet northern sections of the Shadow Watch.

**Common Problems**: Forest monsters / light crime and banditry / religious conflicts / conscription / corruption / black markets

**Uncommon Problems**: Greyland activities / Watch / Sea Conflicts / Stormsunk Isle issues

**Optional Extras**: Stormsunk Mysteries / Ancient Bloodlines
Dragon Watch

**Place**: Dragon Watch

**Region**: Arrowhead

**Demographics**: Everyone (High percentage of Human and Dragonborn)

**Religion**: Standard Pantheon / War / Dragon

**Features**: Large stone-built fort / Ancient Vaults / Libraries / Dragon Lanterns

**Description**: A large old stone-built fortification to the south acting as an early warning system to the inlands in case of Dragon incursion

**History**: The Southern most fortification of the Eastern Isle, the Dragon Watch was built to defend against Dragon Incursions from the south east where Dragons are known to live and hunt amongst the oceans. In reality the Dragon Watch is more of an early warning system and a retirement home for wise, old former combatants and history professors, with Dragons rarely venturing inland from their isles spread across the oceans. Those that know, care, or have a fascination with Dragons often end up here, managing the libraries and vaults of dragon artifacts and knowledge, but rarely do they come to see dragons in the wild, more likely wyverns that also live amongst the closer inland isles.

**Common Problems**: Dragon fanatics / Conscription / Politics / Wyverns / Corruption

**Uncommon Problems**: Cultists / Dragons / Greyland activities / Sea Conflicts

**Optional Extras**: Ancient Dragons / Liches
Pinnacle

**Place**: Pinnacle

**Region**: Racina

**Demographics**: Human / Everyone

**Religion**: Std Pantheon

**Features**: Magic Academies and councils / Bustling trade/commerce / Manufacturing / Political Institutions / High Population

**Description**: The biggest city on the continent, with a large magical focus

**History**: The greatest and grandest magical city on the continent. Pinnacle stands tallest amongst them all, towering in its highest rises and littered with towers and unusual structures. Pinnacle has for the longest time been the centre of magic and magic practitioners on the continent, featuring the grandest mage colleges and many of the oldest and wisest Wizards. Formerly in charge of much of the continent, a number of major events and catastrophes owing to odd outsider mages or corrupted spellcasters, has led to a more balanced spread of power and an obligation on spellcasters to manage and control their own. Magic tutelage and application is very much a managed arena now, with the council of mages responsible for keeping magic and its use very much in balance and dealing with individuals or groups that do not have the best interests of the continent at their heart. The mage council are able to deal with issues on their own, with many high-level mages at their disposal, but often prefer to use members of the Monster Slayers Guild to resolve their issues, so they can focus on managing pinnacle and providing magic tutelage. Outside of the council, Pinnacle is still a large a bustling city with a large degree of tourism, there is also a lot of trade, commerce, politics, diplomacy, and craftsmanship, as well as some of the largest closed and public libraries on the continent. On the whole, while minorly overpopulated the city is mostly a joy to its citizens, using magic to improve people’s lives, though living costs here are high and the city can be difficult to manage effectively. There are many people stories available here.

**Common Problems**: Politics / Diplomacy / Crime / Corruption / Commerce / Magic / Magic Accidents / Evil Actors / Spies / Saboteurs / Poverty / Ancient Deeper layers of the city

**Uncommon Problems**: Monsters / Banditry / Underdark / Evil

**Optional Extras**: Liches / Complex Politics / Ancient Mysteries
Firbolg

A peaceful and rural lineage often found in nature or forests. They are usually tied in someway to nature and their heritage, but some more individualistic Firbolg break away and move to cities, employing their soft people skills in diplomacy, arbitration and commerce. They are often wiser and more shrewd than other lineages expect.
Wespas

**Place**: Wespas

**Region**: Racina

**Demographics**: Everyone / Port Town

**Religion**: Standard Pantheon / Maritime

**Features**: Weapons Trading Port / Sea Garrison /

**Description**: A small trading port that provides channel defences.

**History**: Along with Norpas in the West, Wespas has guarded the channel, helping to keep the interior waterways safe, a more mercenary than official force keeps the channels safe for trade, especially between Wespas and Norpas. With Elven goods travelling west and some human / mining / far west goods making their way east

**Common Problems**: Artifacts / Interior light piracy / Minor sea monsters / Eastern arrivals

**Uncommon Problems**: Piracy / Sea Monsters

**Optional Extras**: Secret Societies / Mercenary Armies
Луна

**Луна** - единственный естественный спутник Земли, колонизированный для разработки месторождений гелия-3.

## История

Первичное терраформирование – геодезические купола, вторичное – воздействие земными бактериями и водорослями, устойчивыми к первичной искусственной атмосфере и условиям солнечной радиации, третичное – изменение гравитации.
Дьюи Ларсон

**Дьюи Бернард Ларсон** (англ. Dewey Bernard Larson; 1 ноября 1898 — 25 мая 1990) — американский инженер, физик.

## Информация

Создатель Теории Обратной Взаимообусловленности (ТОВ), всеобъемлющей теоретической базы, способной объяснить все физические явления от субатомных частиц до скоплений галактик. Согласно Ларсону, Вселенная – не просто пространственно-временная структура вещества, но Движение, где пространство и время — лишь два взаимообусловленных и не существующих друг без друга аспекта движения.

## Работы

Работы Ларсона по теоретической физике включают такие тексты как: "Структура физической вселенной" (1959), "Дело против Ядерного Атома" (1963), "Перед Ньютоном" (1964), "Новый взгляд на пространство и время" (1965), "Квазары и пульсары" (1971), "Ничего, кроме Движения" (1979), "Забытые факты науки" (1982), "Вселенная движения" (1984), "Основные свойства материи" (1988).
Desert Watch

**Place**: Desert Watch

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Stone Fortified Towers / Mercenary Forces

**Description**: A set of desert towers that house warriors used to deal with issues in the desert

**History**: Mostly supplied and managed by Scarb, the Desert Watch is a mixed bag of mercenaries and ex tournament fighters mixed with desert rogues, rangers, and druids. The Desert Watch are responsible for providing protection to the wandering and nomadic desert tribes, as well as dealing with predator overpopulation and anything unusual that comes out of the Hiding Sands or from the Lava Fields. It is considered a hard and noble occupation, but mostly the issues come with the environment more than with the tasks. Appreciated by the coastal cities, members of The Watch are well respected when on leave.

**Common Problems**: Wildlife / Monsters / Climate / Downtime Clashes

**Uncommon Problems**: Ancient Evils / Desert Mysteries

**Optional Extras**: Hidden Desert Cultures
Mystic Cove

**Place**: Mystic Cove

**Region**: Sanuria

**Demographics**: Desert Lineages - Tabaxi / Leonin / Lizardfolk / Dragonborn / Reborn - Everyone

**Religion**: Std Pantheon / Old Gods

**Features**: Tourism / Leisure

**Description**: A bohemian beach city steeped in mystery and magic.

**History**: The mystic cove is a strange place; it is part magic driven and part divination driven and part superstition driven. Its relative proximity to Nightower and The Ark have led to a familiarity with magic and its perils. The relaxed beach town vibes and sandy shores here encouraged downtime tourism, but those who arrived and stayed had a bohemian culture about them and a minor penchant for divination magic. Here you can find a very hippy vibe, crystals, tarot reading, dreamcatchers, seyonces, all alongside a relaxed beach culture that is as much about meditation and rigorous magic practice. It doesn’t help that a number of unusual mysteries have occurred here, fuelling speculation of miracles and works of magic and unusual effects of the spell weave.

**Common Problems**: Mysteries / Miracles / Unusual Magic Effects / Premonitions / Predictions / Spirits / Undead / Mysticism

**Uncommon Problems**: Monsters / Murder / Rare Finds

**Optional Extras**: Ancient Magic Effects
DM Rules

In order to run a session, a DM will need to list their event in the FB group for players to sign up to.

Dm’s receive the same xp/gold progression as the players in their sessions. There are no rules regarding loot, only a suggestion that you try to be reasonable and fair. The only additional requirement is that all DM’s attach a written session summary to their events/session once completed. These session summaries will be added to the Wiki in order to create a working history of Monster Slayer.
Nightower

**Place**: Nightower

**Region**: Racina

**Demographics**: Uninhabited?

**Religion**: ?

**Features**: Dark Mage Tower

**Description**: An island of mystery and death

**History**: Formerly a wizard tower from ages since past. This tower was corrupted in a deep, heavy, wet darkness. A foul and ghoulish isle that features the ‘Nightower’, all those who go there are never seen again and ships sail too close at their own peril. It is known as an island that drains and saps magic towards it and for that reason its issue has mostly gone unresolved. Rumoured to contain great treasures it attracts the brave and foolish from time to time, searching for fame and fortune, but nothing but death has ever awaited anyone there. Having never expanded its reach, it is mostly forgotten about and avoided.

**Common Problems**: Death

**Uncommon Problems**: Magic Draining

**Optional Extras**: Mystery / Becoming Active
House Cain

**Place**: House Cain

**Region**: Warlands

**Demographics**: Human / Shifter / Simic Hybrid / Monstrosities

**Religion**: Standard Pantheon / War

**Features**: Apocalyptic Terrain / Conflict / Animal Husbandry

**Description**: A family house concerned with overcoming House Abel, by leveraging its nature, animal handling and genetic breeding talents.

**History**: A long time ago House Cain began conflict with House Abel over the lands to the south. With the Ancient Isle full of large monsters and giant animals, House Cain began cultivating an army of obedient monsters, as well as enhancing and altering its own citizen or slaves from the Southern Deserts to become members of its armed forces. The reasons for the conflict, beyond ownership of the land have long since been lost to vaguery, but the conflict continues regardless.

**Common Problems**: War / Conflict / Supply/Demand / Politics / Uncontrollable Aberrations

**Uncommon Problems**: Outside Interest / Super Monsters

**Optional Extras**: Interlopers / Ancient Isle Issues
Holy Mountain

**Place**: Holy Mountain

**Region**: Racina

**Demographics**: Holy – Aasimar / Loxodon

**Religion**: Standard Pantheon / Zealot

**Features**: Realm of the Gods / Holy Pilgrimages / Spiritual Quests / Access to the Celestial Realm

**Description**: Here is where the celestial realm meets the normal realm, a loose connection to the gods and a particularly holy site.

**History**: It is unknown how the Holy Mountain came to be, people speculate the first cleric prayed here, or a god stumbled and touched the earth, but what was left, was a holy land that grants access to the celestial realm for those that seek it.

**Common Problems**: Spiritual pilgrimages / Spirit Quests / Cleric and Paladin Work / Issues of the Gods / The lost and the misguided

**Uncommon Problems**: Warring Gods / Judgement / Attacks on Gods / Miracles

**Optional Extras**: Access to the dark gods / Extraplanar activity
Peak

**Place**: Peak

**Region**: Racina

**Demographics**: Human / Everyone / Port Lineages

**Religion**: Std Pantheon

**Features**: Fishing Port / Farming

**Description**: A small rural port town.

**History**: Peak is one of three port towns that help to feed and supply the demand of Pinnacle. A large focus here is on farming, fishing, and supplying Pinnacle with goods. Peak stands apart as being the town that connects trade from the southern deserts in Sanuria to Pinnacle, strange objects and animals can be found passing through here on their way to pinnacle and unusual magic items passing through the other direction.

**Common Problems**: Desert Imports / Supply issues / Farming issues / Fishing issues / Sea conflicts

**Uncommon Problems**: Underdark / banditry / corruption

**Optional Extras**: Ancient mystery clues relating to the southern desert.
Westor

**Place**: Westor

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town / Far Traveller

**Religion**: Standard Pantheon

**Features**: Militarised Navy(small) / Warehousing /

**Description**: The largest navy town in Jonland and important merchant port especially for fine goods, with warehousing and guilds for merchants and administrators.

**History**: The western port connection for Kingdom, Westor has enjoyed importing the best and finest for the centre of the Kingdom. Also, home to Kingdom’s western navy to protect the western seas. A landing place for far west diplomats and emissaries.

**Common Problems**: New Arrivals / News from west / light piracy / smuggling / bureaucracy / corruption

**Uncommon Problems**: Sea Monsters / Naval conflicts / piracy /

**Optional Extras**: Trading West across the sea
Festermurk

**Place**: Festermurk

**Region**: Racina

**Demographics**: Uninhabited

**Religion**: Std Pantheon

**Features**: Corrupted Forest / Marsh / bog

**Description**: A forest of disease, pestilence, and corruption.

**History**: A long time ago, before much of recorded history and maybe only known to the Elves, a corruption of the northern central forest occurred, turning the forestland into a landscape of foul bog, marsh, and twisted treelines. An area of disease and pestilence that helps to breed foul aberrant monstrosities. The Festermurk is uninhabited by people, but monsters and hags are known to make the place their home, while the Festermurk is also believed to give birth to monsters itself, being a sentient physical feature in and of itself. Mostly kept at bay by the concerted efforts of Dardyon, Tiree and Lightguard, the Festermurk has remained relatively the same size for a long age, but it also seeks expansion and so remains a constant threat, efforts to push it back have always met with heavy resistance and so most modern efforts have been made to maintain the boundary.

**Common Problems**: Aberrant Monstrosities / Festermurk inherent danger / Expansion / Disease

**Uncommon Problems**: Hags / Underdark corruptions / Pandemics

**Optional Extras**: Ancient Mysteries / Gods
Роман "Третий посланник"

**Третий посланник** - роман цикла "Тысячелетний Пакт" Моисея Странника. Действие преимущественно происходит во второй половине сентября 3032 г.

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## Аннотация

Когда люди вышли за пределы Солнечной системы, они столкнулись с новыми цивилизациями. Однако первая встреча человека с инопланетянином ничем не отличалась от встреч Колумба или Кука. На каждой новой планете, которая была населена разумными существами, этими существами каждый раз оказывались homo sapiens, братья с той же ДНК. Первичный шок сменился принятием, а светлые умы человечества глубже задумались о сотворении жизни.

Леонид – посланник на Акинне, планете третьего цикла колонизации. Главная проблема – никто на Акинне не желает контакта с Тысячелетним Пактом планет. Правителям контакт не нужен – они не хотят терять власть. Народу контакт не нужен – они не верят, что в небе существует Пакт. Ведь Церковь доказала, что их планета – это центр мира, а за ее пределами жизни нет. Следуя Протоколу контакта, посланнику требуется помочь другим поверить в то, что Пакт существует и контакт с ним необходим. Люди на Акинне ждут второго пришествия их Пророка – возможно, Леонид им и станет.
Norbay

**Place**: Norbay

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town

**Religion**: Standard Pantheon / Maritime

**Features**: Weapons Trading Port / Sea Garrison /

**Description**: A town known for its metal refining and as a garrison town for Kingdom's navy.

**History**: Kingdom’s eastern navy port and now trader or weapons, Norbay looks after Kingdom’s eastern coast, while housing navy and exporting weapons eastwards.

**Common Problems**: Restless seafarers / Weapons trading / Corruption / interior imports

**Uncommon Problems**: Northern Raids / Eastern Piracy / Sea Monsters

**Optional Extras**: Inland Sea conflicts / Interior Piracy
Терраформирование

**Терраформирование** – целенаправленное изменение климатических условий, атмосферы, температуры, топографии или экологии планеты, спутника или же иного космического тела для приведения атмосферы, температуры и экологических условий в состояние, пригодное для обитания людей. Данная задача представляет практический интерес для планет, которые не включены в Тысячелетний Пакт, но являются привлекательными для будущей колонизации.

## Успешные примеры терраформирования (земные колонии первого цикла колонизации)

• Луна – естественный спутник Земли, колонизированный для разработки месторождений гелия-3. Первичное терраформирование – геодезические купола, вторичное – воздействие земными бактериями и водорослями, устойчивыми к первичной искусственной атмосфере и условиям солнечной радиации, третичное – изменение гравитации.

• Марс – четвертая от Солнца планета, колонизированная для разработки урановых месторождений. Первичное терраформирование – геодезические купола и мелиорация, вторичное – искусственное магнитное поле для борьбы с солнечным ветром, третичное – изменение гравитации.

• Деймос-2 – поселение на одном из спутников Марса (колония Деймос-1 потерпела неудачу из-за аварии на ядерном реакторе), созданное с целью создания пункта пограничного контроля покидающих земную юрисдикцию. Первичное терраформирование – геодезические купола и подземные сооружения, вторичное – мелиорация и изменение гравитации.

• Ганимед – самый большой спутник в Солнечной системе, единственный спутник Юпитера, обладающий магнитосферой, способной защитить людей от воздействия радиации. Цель колонизации – добыча металлов. Терраформирование – мелиорация и изменение гравитации.

• Япет – третий по величине спутник Сатурна. Цель колонизации – постройка тора для космического поселения. Первичное терраформирование – подъем жидкой воды на поверхность и мелиорация, вторичное – изменение гравитации.

• Феба – самый массивный из нерегулярных удаленных спутников Сатурна, колонизированный с целью создания пункта пограничного контроля покидающих Солнечную систему. Первичное терраформирование – геодезические купола, вторичное – изменение орбиты и гравитации.

• Эджворт – поселение на Эриде, второй по размеру после Плутона карликовой планеты, самой массивной и наиболее удаленной от Солнца. Цель колонизации – установка ретрансляционного узла. Первичное терраформирование – геодезические купола и воздействие земными бактериями и водорослями, вторичное – изменение гравитации.
Stormlight

**Place**: Stormlight

**Region**: Jonland

**Demographics**: Everyone / Port Town Lineages

**Religion**: Standard Pantheon – Maritime

**Features**: The Lighthouse / Ship Repair / Fishing

**Description**: The Lighthouse of the north warding ships away from the Frostop, while being an observation tower for the smuggling and piracy that occurs in the north.

**History**: Placed to protect ships from the Frostop or running aground, it now maintains watch over the Northern Sea and is partially militarised to help maintain the rule of law across the north.

**Common Problems**: Piracy / Smuggling / Frostop Raiding Ships / Transport Ship repair.

**Uncommon Problems**: Sea Conflicts / Sea monsters

**Optional Extras**: Crypts below the lighthouse
Pin

**Place**: Pin

**Region**: Racina

**Demographics**: Human / Everyone / Port Lineages

**Religion**: Std Pantheon

**Features**: Fishing Port / Farming

**Description**: A small rural port town.

**History**: Pin is one of three port towns that help to feed and supply the demand of Pinnacle. A large focus here is on farming, fishing, and supplying Pinnacle with goods. Pin stands apart as being the major departure point for magic practitioners travelling between Pinnacle and The Ark. As such, magic is more apart of this rural town and the commoners are more familiar with it, often asking for help with the weather and the winds to aid farming and fishing.

**Common Problems**: Magic / Supply issues / Farming issues / Fishing issues / Sea conflicts

**Uncommon Problems**: Big Magic / Underdark / banditry / corruption

**Optional Extras**: Ancient mystery clues relating to The Ark.
Norcut

**Place**: Norcut

**Region**: Jonland

**Demographics**: Human / Everyone / Port Town

**Religion**: Standard Pantheon / Maritime

**Features**: Baytown / Watersports / Fishing / Holidaying

**Description**: A pleasant and prosperous trade post for mining and those who enjoy being close to water.

**History**: A pleasant spot on the road between the North and Kingdom, Norcut is leisurely, with some stop off trade and light industries. Inhabitants of Norcut mostly partake in leisure relating to the lake, fishing, swimming as well as running inns and taverns.

**Common Problems**: Maintaining the safety of the roads / bandits / issues in the lake / new arrivals from the west.

**Uncommon Problems**: Sea monsters / cult leaders / forest monsters / politics

**Optional Extras**: Ancient Lake ruins
Ironmine

**Place**: Ironmine

**Region**: Jonland

**Demographics**: Dwarf / Gnome / Deep Gnome / Dueregar / Earth Genasi / Underdark / Shifters

**Religion**: Standard Pantheon / Dwarven

**Features**: Iron Mining / Forging / Biologists / Underdark Access

**Description**: A mining town in the South West, connected to the Warlands and home to Dwarven mining pursuits and animal traders*.*

**History**: Iron Mining arose naturally in the south west and Dwarves emigrated there to run the mines and light forging operations. The Warlands to the south have increased aberrant monster and shifter presence, some get lost in the mines or are captured there, some escape to Ironpeak in search of better lives.

**Common Problems**: Mining issues / Smuggling / Monsters / Underdark access

**Uncommon Problems**: Piracy / Rare finds / Shifter Uprisings

**Optional Extras**: Dwarven Ancient Sites / Monster Creation
Seum

**Place**: Seum

**Region**: Racina

**Demographics**: Everyone / Port Town

**Religion**: Std Pantheon / War / Maritime

**Features**: Fighting Arena / Water Arena / Trading Port

**Description**: Large Commercial Port Towns with Competitive Fighting and Sailing Arenas

**History**: Colo and Seum have long held rivalry from positions opposite the bay. Both known originally for being rough port towns, their growth as both trading ports and attraction sites have meant that they are now a mixture of wealthy and refined as well as poor and dangerous. They regularly host competition fighting in the arena and competitive combats and feats of sailing in their communal water arena in the bay. Colo is known for training and providing the best fighters and religious warriors, while Seum often presents the best magic wielding combatants. Both have their fair share of ex pirates and navy members. Biannual events are held at both Colo and Seum to seek the best warriors and sailors in the lands and the Monster Slayer Guild members are often invited along to show off their talents.

**Common Problems**: Competitive Fighting / competitive sailing / sabotage / subterfuge / gambling / crime / drinking / personal conflicts

**Uncommon Problems**: Sea Monsters / Magic Issues / Nightower issues / Organised Crime

**Optional Extras**: Money corruption
Lava Fields

**Place**: The Lava Fields

**Region**: Sanuria

**Demographics**: Uninhabited?

**Religion**: Std Pantheon / Old Gods

**Features**: Lava Fields

**Description**: Lava Fields

**History**: Created by Mount Fire, the Lava fields are a treacherous place, with shifting sand and lava, unusual glass and metals can be found here and are often utilised in the forges at Squez. Mostly this is a picking field for Wyverns who hunt for wildlife that lives around these fields.

**Common Problems**: Wyvern Attacks / Climate

**Uncommon Problems**: ?

**Optional Extras**: Elemental Civilisations