recursal/Fanatic-Fandom huggingface dataset:
Ashley

Back to Characters

## General Character Traits

* Race: Dwarven (Mountain)
* Class: Barbarian
* Subclass: Totem
* Full Name: Ashley Foehammer

## Backstory

Ashley is of the ancient and proud Foehammer clan of Khaz Thorum, one of the six most powerful families in the Khaz. The great city is second only in power and wealth to the dwarven capital of the Worldspine mountains itself. Her family has a long history of mighty warriors, excellent craftsmen, and wealthy trade and business folk. She has already gained quite the reputation as a great warrior - a fierce barbarian, elite among the dwarven rank and file. However, recent events have plunged her life into chaos.

A week ago, a large dark elven incursion invaded the stronghold and killed many people, including one of her closed loved ones. She fought against the raiders valiantly, but was in the wrong place at the wrong time to help her loved one. Not long after, she were brought before the lord of the Khaz, the Duke Harnoth. He commended her on her valiant efforts in defending the city, apologized for her loss, but gave some good news. Her grandfather, Ghelryn Foehammer, an acclaimed blacksmith living in the human town of Triboar, sent a letter reporting he had survived a fire giant attack.

A group of adventurers had delivered the message, and protected the Duke and his Duchess during the dark elf attack. These same adventurers had helped save her grandfather, and were representatives of the province's coalition known as the “Lord's Accord”. The Duke had recently given them a quest, but said he would like dwarven representation on their expedition. The Duke explained how he needed you to join their mission, as the dark elves that attacked the city had stolen something very important to the dwarves - the heart of their cities forge. He was now certain that the dark elves were taking it to the fire giants, and that would mean the deaths of many dwarves if what he feared was true - that the fire giant lord Duke Zalto was rebuilding an ancient killing colossus.

The Duke asked Ashley to be his representative and join these adventurers. To help them in locating and stopping this fire giant threat - and determine how this was related to this Cult of the Dragon these adventurers were concerned about. Ashley joined the party during session 31.
Rise of Sorcia

### Era of Man / Second Age / ~500 SA

The increase in humans who practiced magic during the first centuries of the Second Age led to unrest across the continent. While many in the circles of leadership were favored with magic, the spread of it among the peasantry led to discrimination from the nobles, who thought those with the power would use it to threaten their positions. A group of wizards seeking to avoid persecution overthrew a small city-state on Heart Vale’s eastern border and declared themselves an independent magocracy. This act inspired wizard rebellions across the continent, but the existing powers quickly quelled the violence. The fallen city-state was invaded and retaken from the wizard leaders whom were either killed or fled, all within the span of a few years.

About fifty years later after plotting in secret the surviving wizard leaders and the new generation of students reignited the magical rebellion. With the support of mercenary armies and their many battle wizards, they crushed the defenses of all who opposed them, and reconquered their former city. They named this new wizard city state Sorcia, and would build it upon the ruins they created. However, the wizards did not stop there, but conquered neighboring territory until a new nation was born spanning the northern border between Heart Vale and the Storm Coast. Having secured control of this critical region between these two provinces where immense volume of trade passes, the wizards finally sought peace for their new nation. The collective surviving kingdoms agreed to the independence of Sorcia in the face of overwhelming magical might. For decades afterward a great migration occurred across the continent as wizards flocked to the safety of this new power center.

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Maps

### The Continent of Valdemar

The five provinces of Valdemar are depicted here: the western Gold Coast, the northern North Reach, the central Heart Vale, the southern Under Jungle, and the eastern Storm Coast.

### The Storm Coast

This is my proudest map yet, and depicts the focus of our current epic campaign - the Storm Coast, Eastern Province of Valdemar. This is a modified version of the 5e standard Sword Coast, to allow adoption of the published adventures our campaign is based on. However, I did not want to be restricted to the well documented source setting, but still use the races, gods, and items as-is from the player hand book.

## Published Works

The following maps are from the official published adventures we are using for the campaign. I am putting up copies of what I have shown at the table for completeness, and in some cases have modified maps to suit our campaign's needs. The rights for all the below images belong to their original respective holders. This is a home game!

### Greenest

Starting town of the Epic Campaign, Greenest. Located in the southern Storm Coast.

### Raider's Camp

Raider's Camp map presented at Session 07, and explored from Session 07 through Session 10.

### Dragon Hatchery

Explored during Session 11 and Session 12.

### Triboar

The large town of Triboar, visited during Session 20 and Session 21. Nestled in the heart of the Storm Coast's Triboar Valley.

### Cresthill

The small city of Cresthill, visited during Session 25. This city is larger than the towns of Greenest and Triboar, but smaller than Elturiel or any of the four major coastal cities.

### Eye of the All-Father

The giant temple of the All-Father Oracle, visited during Session 29 and Session 30. High within the northern Worldspine Mountains, around a hundred miles north of Khaz Thorum.
Upcoming Games

File:Coming soon logo.svg

**This page is a work in progress and will be continuously revised. Please note that some titles are expected for release through 2017 and beyond. F.Y.I.: After a game comes out, then please do one of the following: 1) If we can agree a game was good, add to the appropriate system page. 2) If the consensus is that "shit sucks", well, just delete it.**

## Nintendo

### Switch

 File:Mario Rabbids Kingdom Battle.jpg | Mario + Rabbids: Kingdom Battle
 File:Metroid Prime 4 cover.jpg | Metroid Prime 4
 File:Seiken-Collection-Ann-Switch.jpg | Seiken Densetsu Collection
 File:Super Mario Odyssey Switch cover.png | Super Mario Odyssey

### Nintendo 3DS

 File:Metroid Samus Returns 3DS cover.jpg | Metroid: Samus Returns

## Sony

### PlayStation Vita

While you're still waiting to play Phantasy Star Online 2, might as well import this in the meantime.
Trailer
 File:SaGaScarletGrace.jpg | SaGa: Scarlet Grace
Trailer

## Mobile

 File:Oceanhorn 2 screenshot.png | Oceanhorn 2: Knights of the Lost Realm
 File:Sonic Runners Adventure cover.jpg | Sonic Runners Adventure

## Arcade

 File:Cruisn Blast logo.png | Cruis'n Blast
 File:Daytona Championship USA arcade.jpg | Daytona Championship USA
 File:Million Arthur Arcana Blood arcade.jpg | Million Arthur: Arcana Blood
 File:Skycurser arcade.png | Skycurser: Die A Hero

## Classic systems

### Super NES

 File:Project N SNES screenshot.jpg | Project N(tentative name)
War of the Lich Kings

### Era of Man / First Age / ~2.5 thousand years ago

About two and a half thousand years ago Valdemar witnessed a terrible invasion from the south. Having been secluded in their desert lands for so long the undead legions of the Lich Kings were a mere myth to the race of Men. That all changed when their forces marched north and slowly spread across the continent. Countless corpses of terrible monsters filled the dead ranks, but also the bodies and skeletons of more familiar species like dragonborn and elves. In the beginning there were few humans among the legions, but Men were numerous and they quickly swelled the undead forces with every lost battle. The march of the dead was slow and inevitable, and after half a century it was clear all of the continent was at risk of being overrun.

The other denizens of Valdemar fought back as well, the wood elves chief among them. However, they were not coordinated against the dead, with each faction, including the many small kingdoms of men, only looking to defend themselves. And so the devastation to Valdemar was widespread and seemed overwhelming. A dark age fell upon the world of men, and life became more about surviving the dead, either constantly moving as nomads, or erecting incredible defensive structures. After a few centuries of war like this it was a new alliance of Knights from across the lands that finally coordinated assaults on the dead.

The Order of the Sword was born from necessity, when the rulers of nations, often their liege lords, would not work to save mankind, they did. While the Order made an incredible difference, the tide would not seem to turn in their favor. It was only after a tentative alliance with surviving wood elves and metallic dragons that enough power could be brought to bear. While the Order often boasts of their central role in defeating the undead legions, most historians believe it was the metallic dragons, with their magic and fire that purged the countless dead. When the undead finally retreated south, the scope of death and destruction was so near total that the survivors claimed the start of a new age, the Second Age of Man.

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Caranthya

**within the province of the Storm Coast, on the continent of Valdemar**

Nestled within the heart of the Deepwood, Caranthya is the capital and seat of power for the wood elf king of the Storm Coast. This king rules over most of the wood elf settlements throughout the Coast’s forests; however, there are a few more independent groups to the south that the king continues try to bring under heel. Unlike most wood elf towns whose homes and structures almost always sit above within the tree branches, Caranthya is a massive city built upon Eldarian ruins of old. In true wood elf fashion they allow the Deepwood to grow throughout the city, with massive trees and branches twisting together creating multiple levels that even more buildings rest upon. Together this creates a unique and beautiful city unlike any other found in Valdemar.

Caranthya itself has no outer walls, as the entire hundreds of miles of thick forest of the Deepwood stop armies better than any wall could be argued to. Patrols of stealthy warriors scour the forest and scout its borders relentlessly. The wood elf army itself is quite large and highly skilled, but slow to replenish. Because of this and their cultural tendencies to protect the balance of nature, the wood elves generally focus on the defense of their woodland territories.
Fax

Back to Characters

## General Character Traits

* Race: Bronze Dragonborn
* Class: Sorcerer
* Subclass: Storm
* Full Name: Fax Daardendrian

## Backstory

Fax was born and raised on the largest of the volcanic islands east of Black Landing in the Sea of Storms. Here, large tribes of bronze dragonborn have lived in moderate seclusion for hundreds of years. Their only real contact with the outside world is through sailors, and the occasional raiders. However, the bronzeborn are renown for being well versed in the ways of the sea and able warriors, and as such are generally left to their own devices. Fax displayed exceptional prowess with the species' innate magical abilities early on, especially with their natural lightning affinity, and was selected to be trained by the island’s masters.

Unexpectedly, the island’s tribes have few who focus on spellcasting, and every year only a handful of children are brought on for further training. Fax was one who greatly enjoyed the process of learning, and took every opportunity to read whatever books the island had. Eventually, his sorcerer master allowed him access to the island’s most private collection of rare tomes, either crafted by the tribe members or collected from the outside world. It was during one of these sessions that Fax’s master revealed a book that spoke of a great magical secret from the distant past that the bronzeborn masters have safeguarded. The tome spoke to ‘what’ the secret was, but was incomplete in the ‘how’, and it was here that Fax dedicated himself to obtaining further magic the tribe lost or never knew.

## Campaign Hook

It was only a few years afterward that Fax’s time had come to partake in the tribes coming of age quest. The bronzeborn waited until humans would consider the candidate a young adult, having learned and experienced enough to be ready to fully prove themselves. Each candidate was set off into the outside world and tasked with a personal quest that they must complete before being allowed to return. If they could not complete the task, or perished trying, then the tribe was believed to be better off. Fax and a small number of others were set into a small sailboat and cast off west to the mainland.

After a tumultuous journey across the Sea, the small group of dragonborn found themselves finally rowing into the large harbor of Black Landing in the dead of night. Unknown to them the province of the Storm Coast had just recently been invaded by a large empire of dragonborn from across the sea, and Fax’s group was suspected of being spies and seized immediately by the city guard. These Red Sun would not listen to their explanations, and the bronzeborn were shocked at the cruelty of these humans. They were taken to the underground prisons and Fax was isolated for his inadvertent display of magic. He was questioned and beaten within an inch of his life, until one day he was brought into a cell full of other spellcasters.
Waaagh of the Worldspines

### Era of Man / Second Age / ~1400 SA

Following the destruction of Sorcia, many of their leaders that had fled were hunted, tried, and in most cases executed. The greater population of the vast city-state that survived, either by evacuating early or other means of escape, spread far and wide across the continent and beyond. They formed new peaceful communities or joined others. One of these new communities is formed in the swamps southeast of the Under Jungle in northern Nethgulmar, and eventually becomes the civilization today known as the Night Wizards. Over the next five centuries alliances are formed, broken, and remade numerous times over just as the borders of the various Kingdoms are.

All of that changed for the eastern region of Valdemar around 1400 SA. From the southern Worldspine Mountains a massive collection of orcish armies, known as a Waaagh!, is formed under a particularly mighty and brutal warlord. This seemingly numberless horde launched a number of gruesome campaigns against the kingdoms of Heart Vale and the Storm Coast over the next few decades. The armies of men found it difficult to attack the orcs in their mountain fortresses when so many roamed the countryside, and when battle was joined the orcs were vicious. They left no survivors, either killing or taking as slaves any who did not fall during combat.

The armies of Heart Vale fared better against the orcs for multiple reasons, and eventually the warlord of the Waaagh! recognized this and began focusing their efforts on the Storm Coast, while still keeping the central kingdoms distracted and occupied. The kingdoms of the Storm Coast were forced to focus on defending their own lands against such an overwhelming and widespread enemy, and without being able to effectively reinforce each other the armies of the east began to wither away. By 1450 SA just about all of the towns and villages throughout the province were razed, and most refugees had fled to the major coastal cities. With the protection of their mighty walls the survivors could withstand the armies of the orcs, but overflowing with people and their farmlands burned the cities quickly ran through their supplies and began to starve.

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The Elven Empire

### Era of Elves / ~900 thousand years ago

The society of the Elves, known then as the Eldarian, flourished under their great empire. The dynasty established by the first Emperor was maintained for hundreds of thousands of years. During this time, their civilization spread across all reaches of Valdemar and even to the northern reaches of the continent to the south, named by the elves as Nethgulmar. Elven explorers sailed across the planet mapping and naming the places they discovered. Magical learning was also at its peak during this time, with the elves making incredible leaps in both Arcane study and divine interactions that eventually were lost and many still seek to rediscover. Elven historians to this day claim that this period was the true golden age of the elves.

Around this time was when primitive Humans were first seen in small family groups in the wilderness. Although some of the other lesser races could be found in the elven communities during this age, chief among them the dragonborn. However, after the Exodus and the persecution by the elven Dragonlords, the dragonborn tended to stick together and create smaller tight-knit communities isolated away from the elves. Eventually internal strife among the noble houses led to the first elven dynasty collapsing, but the Empire did not fall. The strong civilization of the elves endured, new Emperors and their dynasties arose and fell, sometime multiple times, as the great houses contested for control over around half a million years.

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Dwarven Holds

**within the province of the Storm Coast, on the continent of Valdemar**

The largest Dwarven Holds, or Khaz’, of the Storm Coast run along the Northern Worldspine Mountains. From these ancient strongholds the Dwarves look after their own and protect against the continual assault of Greenskins and other denizens of the high mountains and deep places. The dwarven capital and home to the Mountain Dwarf king of the Worldspines is Khaz Falduhr. The three other prominent dwarven holds are Khaz Uluhm, Khaz Thorum, and Khaz Haldor. Over the millennia the dwarves have lost and reclaimed a number of these holds. Today however, the Greenskins have routed the dwarves fully from the Southern Worldspines, most recently leaving Khaz Boldir - the furthest dwarf hold south of the Spine Pass - in ruins instead of occupying it.

While the dwarves are officially members of the Lord’s Accord, they tend to keep to their mountain holds, and rarely engage in politics of the Storm Coast. That is, unless there is a direct threat to their own people. Although they do engage in trade with the other races and stay in contact most closely with the smaller Hill Dwarf tribes scattered across the Storm Coast. The dwarven armies are large, defensive oriented forces that have had tremendous experience battling and sieging locations deep within the mountains; however, it has been long since the dwarves have had to contest armies on the surface world. Also similar to the elven armies, the dwarves are slow to replenish losses compared to their human counterparts, due to their extended lifespans - although nowhere as slowly as the elves.
Fate of the Fallen

### Era of Elves / ~300 thousand years ago

The Exiles fought against their banishment for many thousands of years, attempting campaigns to reclaim their surface holdings while at the same time battling against the denizens of the deep places. Eventually their people became spread too thin, and they could not sustain war on so many fronts. This led to the Exiles turning inward and focusing on carving out their own empire under the mountains of the earth, battling against the dwarves and orcs alike. They would still travel to the surface, but no longer attempting to conquer, instead they would raid and take slaves back to their Under-Earth cities. Over this period the worship of their dark gods, with the god they called Lolth chief among them, became common place for all of their people.

Elven historians don’t know exactly how it happened, but sometime long after the warring between the Empire and Exiles calmed on the surface, a great evil ritual was conducted. The Exiles had captured and enslaved many dwarves and used them as hard labor mining a rare and corrupted crystal deep in the world. Their dark god instructed the Exiles and a mass sacrifice was enacted. In return for ever lasting service from all their people to this dark god, the exiles were granted many dark powers. Even their outward appearance was darkened, with their skin turning ashen gray to black.

From then on the Exiles were known as the Dark Elves, or Drow. Many of their dwarven slaves turned loyal servants also participated in the dark god's ritual and were granted favor. These dwarves formed the first clan of Gray Dwarves, or Duergar, and became close allies of the Dark Elves. With their new powers and bolstered faith the combined forces of Dark Elves and Gray Dwarves returned to their wars against the dwarves and orcs with renewed vigor.

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Hero Monument

Official description: "The Hero Monument gives your Hero an EXP bonus. If your Hero becomes banished and you choose to hire a new Hero, the Hero Monument will save a certain amount of EXP and put it towards your new Hero. A higher level Hero Monument will provide a bigger EXP bonus and retain more EXP from a banished Hero."
Marcus

Back to Characters

## General Character Traits

* Race: Human
* Class: Monk
* Subclass: Way of the Open Hand
* Full Name: Marcus Zimmer

## Backstory

Marcus is one of the most promising students in the monastery at Elturiel in the southern Storm Coast. For years he has trained perfecting his martial art and honing his knowledge of religion and skills of survival - desperate to see the world and learn all he can. His teacher and mentor is a master monk named Leosin Erlanthar, who brought Marcus into the life at a young age, and who is also a member of the Dominion of Druids. This organization is a collection of druids and others who value nature and its balance, including monks, rangers, farmers, hunters, and more. Among Marcus's masters many pursuits lies his desire to seek out knowledge about dragon cults, believing some could unearth truly lost knowledge from the ancient Era of Dragons.

In this work, Leosin has influenced Marcus and his curiosity about ancient relics and lost lore, but most specifically about dragons. Recently, Leosin has become obsessed with predicting the Cult of the Dragon’s ever spreading raids throughout the frontier villages. While most cults were just groups meeting in the dead of night, these cultists were violent and rich. Just over a tenday ago, Marcus entered his master’s chambers in the morning to find he had fled, but he had left a note. He had become certain that the Cult of the Dragon was building up to strike a larger, weakly defended target in the area. Further, Leosin wrote he was certain this was the town of Greenest, and had dispatched there immediately without hesitation or wasting time to wake any in the dead of night.

## Campaign Hook

with Thia

As luck would have it, the Dominion had sent another agent to the Elturiel monastery who was focused on learning information about the Cult of the Dragon - the female Wood Elf Ranger Thia. The head monk, or Abbot, told Marcus she was skilled in the hunting and slaying of dragons, and would assist him in locating his master, Leosin. After revealing his master’s note, the Abbot instructed the pair to travel to Greenest as fast as horses would take them, and prevent Leosin from infiltrating the Cult, for fear of his life. Now, after Marcus and Thia have traveled south to Greenest, they sought shelter and only found lodgings at the largest inn and tavern - the Dreaming Dragon.

## Death

Marcus died to a swarm of Stirges during the parties exploration of the Dragon Hatchery cave, in the rear of the Raider's Camp, during session 12. His player went on to create Rhogar.
The Lizardfolk Campaigns

### Era of Man / First Age / ~40 thousand years ago

As humans spread and settled more of the continents, they also expanded into territories that were much more difficult to occupy than coastlines. In Valdemar, this is epitomized by the settling of the vast equatorial jungle that surrounds the Center Sea. This region was already home to great populations of monsters such as trolls and lizardfolk, and the incursion of human and halfling settlers to their fringes only led to conflict. Additionally, as the populations of Men spread and they became more capable of defending themselves, the wood elves retreated from being their caretakers. Many of the wood elves thought that humans were beginning to make the same mistakes of the elves of old, and if men would not listen to their wisdom then the elves should not be responsible for their actions. Especially due to the losses the wood elves had suffered for millennia protecting the fledgling species from all manner of threats. And so, without the assistance of the wood elves, the young races fought fierce battles against the various bands of trolls and large tribes of lizardfolk trying to protect their jungle claims.

Then the lizardfolk began raiding the surrounding borderlands of the jungles, attempting to cut off supply lines to the new settlers. Once it became clear the fearful wood elves were not preventing the lizardfolk from leaving their jungles as in ages past, the green reptiles became emboldened. Allying against their common human enemies the many tribes gathered and great armies flooded out into the neighboring regions known today as Heart Vale and the Gold Coast. This began a time of multiple lizardfolk campaigns against the many small human kingdoms that they were not prepared for. Ironically, this departure of so many lizardfolk forces from the jungles for so long gave space for the surviving men and halfling settlers to gain a true foothold there. The terrors and difficulties of surviving in the jungles changed these young races in many ways, the most prominent of which today is the fact that most halflings of the Under Jungle have become cannibals. They would not hesitate to cook a man just as they would a fellow halfling.

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Decline Fall and Resurgence of Empires

### Era of Man / First Age / ~10 thousand years ago

Beginning roughly ten thousand years ago was an age where the competing regional human empires of Valdemar started to decline. Each faced common issues related to managing their large armies, and supporting a centralized bureaucracy. The costs associated with managing these widespread empires increasingly fell onto the peasantry as corruption became more rampant among the noble elite. Add to this the continued external pressures due to constant raids from the barbarians of the Far North, lizardfolk and trolls from the Under Jungle, dark elves from below, and orcs from the mountainous regions, the various empires suffered. Finally, this age saw an increase in the spread of worshipping various gods among the empires, and the will of the local churches often clashed against the desires of the political bodies. Especially when religious affiliation crossed the borders of empires, and conflict arose between religious and national identity.

These various factors resulted in some of the empires gradually fracturing into civil war. When that occurred, neighboring empires took advantage and pressed their claims. The process was cyclical and over thousands of years borders and owners changed many times as the regional empires devolved back into smaller kingdoms and city-states. Eventually, in some of the regions with historically strong empires, there was a resurgence of alliances and merging of forces. This resulted in some of the empires returning, but with lesser claims and land than they once controlled. Up until around two and a half thousand years ago this left Valdemar as a patchwork of medium sized empires, and smaller regional kingdoms and city-states between them.

Next Timeline Article
The Second Scale Wars

### Era of Dragons / ~1.1 million years ago

While there was never total peace and security among the broods of the worldwide empire of dragons, the Council of Wyrms maintained control for nearly three million years. Over time the natural tendencies of the various factions led to more open hostilities, but it was a slow and gradual change. However, order eventually broke down and civil war erupted among dragonkind once again. The age that would follow is known by most today as the “Dragon Wars”, but as this was not the first age of widespread dragon civil war, historians now refer to the period as “The Second Scale Wars”.

Sometime near the end of the Age of the Council of Wyrms, or beginning of the Second Scale Wars, it is believed the races of the dwarves and orcs first appeared deep within the mountains of the world. There, they fought each other for dominance of the deep places, but eventually encountered the various races of scattered and defeated giants throughout their great mountainous regions. The lesser giants of low intelligence and evil nature (like ogres and ettins), gravitated to the orcs and their smaller greenskin cousins, joining their side battling the dwarves.

While the dwarves were outnumbered and fought great wars to secure their deep homes, the surface world raged with dragon fire and magic. Massive armies of dragons and elves, dragonborn, and various saurian races clashed across the continents of the world and Andaria burned. The period lasted only a few thousand years but countless millions died, untold knowledge was lost, and the world was left in devastation.

The war only ended with the inevitable contest of the Dragon Avatars themselves. The metallic dragons only came out victorious as they all set aside their differences and banded together, where only the Red King and Black Queen of the chromatic Dragon Avatars truly allied. Once the Green and White Avatars had been slain, it was only a matter of time until the end. The Second Scale Wars officially ended with the death of the Red King and the surrender of the Black Queen. The event that followed is known as “The Exodus”.

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PlayStation 4

Template:Parent Tab Template

File:PlayStation 4 logo.svg
*"Greatness awaits."*
The PlayStation 4 is the successor to the PlayStation 3 .

## System Specs & Details

* 8GB of GDDR5 RAM
* 8 core "Jaguar" CPU
* 500 GB internal Hard Drive (upgradeable and replaceable)
* Blu-Ray
* Gigabit Ethernet (rear port) + WiFi
* HDMI in-out + Optical output
* USB 3.0, two ports
* *Not* Region Locked (digital content however requires you to make alternative accounts)
* Internet not required except for PSN and game updates.
* PlayStation Plus required for online play. Can import and use your PS3/Vita name.
* No Backwards Compatibility, however, select PS 1-3 games ~~can be "streamed" via PS Now.~~ if you're not in NA or EU, forget about it.
* Mandatory Game Installs of even disc-based games

Specs Source and more Details

## The List

Don't forget to check the Upcoming games page

* **Positive Metacritic Reviews**
* **Neutral Metacritic Reviews**
* **Negative Metacritic Reviews**
* **Lacking Metacritic Reviews**
* ***PS4 Exclusive***

A-on is short for **Always Online**. For this list it means that the game requires an internet connection to have all it's features. If the game servers or the internet are down then the game will not work correctly. In short, this game will most likely not be functional outisde of this console gen as game servers are taken down due to games getting older.

## Recommendation Copypasta

PS4 Beginners Guide.jpg
Template:Stub

Template:Eighth Generation
3rd Campaign

## Related

* Introduction
* Characters
* Locations
* Maps

**Campaign Session Summaries**

## Act 1

#### Chapter 1: Road to the Rebels

* Session 01 - January 26th, 2023 - "You All Meet in a Prison"
* Session 02 - February 9th, 2023 - "Broke Wagon Bandits"
* Session 03 - February 23rd, 2023 - "The Red Meeting"

#### Chapter 2: The Tower

* Session 04 - March 9th, 2023 - "Terrors in the Night"
* Session 05 - April 6th, 2023 - "Bridge Burning"
* Session 06 - April 20th, 2023 - "The Golden Shower"
* Session 07 - May 4th, 2023 - Assault on the Tower, Part 1
* Session 08 - May 18th, 2023 - Assault on the Tower, Part 2

#### Chapter 3: The Battle of Grainvic

* Session 09 - June 15th, 2023 - "The Calm Before the Storm"
* Session 10 - July 27th, 2023 - "Ambush"
* Session 11 - August 10th, 2023 - "The Rescuers"
* Session 12 - August 24th, 2023 - "The Battle of Grainvic"

## Act 2

#### Chapter 4: Into Ironbay

* Session 13 - September 22nd, 2023 - "Council with Cadmus"
* Session 14 - October 5th, 2023 - "Silverhand Vault Heist"
* Session 15 - November 2nd, 2023 - "Behold, Xanathar!"

#### Chapter 5: Scalping Skullport

* Session 16 - November 16th, 2023 - "Down the Dungeon Level"
* Session 17 - December 15th, 2023 - "Death to Dark Elves"
* Session 18 - January 11th, 2024 - "Audience with Azog"
Dawn of Human Civilization

### Era of Man / First Age / ~100 - 40 thousand years ago

The Era of Man began roughly one hundred thousand years ago at the founding of the first human city. This founding was the beginning of true civilized life among humans on Valdemar, but it was small, fragile, and only made possible by the protection and teachings of the wood elves. Once some human tribes had learned from the elves animal husbandry and basic agricultural techniques, they were able to band together and feed more citizens, which supported large communal living. People were able to develop skills other than hunting and gathering that they then used to barter for the excess food produced by others, and the population bloomed. Slowly, humans that had learned these skills migrated from this cradle of civilization across Valdemar, and more towns and cities were established as local tribes learned from the visitors.

Over tens of thousands of years these new city-states spread along coastal waters, or on riverbanks where it was easy to provide water for farmland and the people. Tens of thousands of years later, human technology had advanced to the point where they could build long distance sailing ships. The wood elves taught the basics of sailing; however, they had long since stopped worrying about the need to travel across the seas and retreated to their forested realms. And so it took Man much trial and error, and advances in trade and craft skills to ‘reinvent’ sea faring vessels that could travel for months at a time across the oceans. This began a period starting roughly fifty thousand years ago which saw Man spread across the far corners of the globe. They settled the Far North, the coasts of southern Nethgulmar, and the far eastern continent of Ulthemar. Everywhere they went, the faced numerous threats from the local environments, and their current inhabitants.

Next Timeline Article
Revenge of the Dark Elves

### Era of Elves / ~200 thousand years ago

Over thousands of years the Elven Empire weakened greatly and lost much, but withstood the collapse of their civilization from the roaming hordes of orcs. Most historians believe the human civilizations of today would never be able to weather such a controlled storm of orcs, but the Eldarian were very gifted in the ways of magic. Their sheer technological and magical advantage held the Empire together despite the vast numbers of the enemy. However, elves lived very long lives and reproduced much more slowly compared to their greenskin foes. Over this period, this breeding racial imbalance began to weigh on the Empire as the numbers of well trained soldiers and wizards became difficult to keep sufficient against the swelling hordes. Locations that millennia ago never had seen an orc were being overrun, and areas that were once the frontlines became barren greenskin territory.

As the Elven Empire began to truly fracture and was at their weakest, the dark elves struck. Having waited and prepared for many generations at the guidance of their dark gods they caught the Empire by surprise on all fronts. Erupting from the very earth the dark elves attacked surgically, with planning and widespread coordination to destabilize the Empire’s defenses against the orcs. The Empire was also not prepared for their new dark powers and technological war machines, and over just one generation splintered and broke completely. During this generation of war on two fronts, the elves of the Empire fought bravely to save their cities and people, but eventually the battles became about saving things for the future. To escape annihilation. But also to cripple those that betrayed them again.

Then it was just accepted that the Empire would never be again. The hordes of orcs cared not for their enemy, and slaughtered all elves equally. However, the inner contests of the various orc clans and warlords eventually broke down their coordination, and the elves began to stem the green tide. The Empire’s forces for their part did terrible damage to their dark elven foes, weakening their legions and pushing them back to defend some of their Under-Earth cities. But the Empire was in ruins, the populations and armies having been decimated and their culture destroyed. The continent of Valdemar was again covered in destruction and everywhere elven cities lay crumbling. Orcs roamed the countryside and wilderness uncontested, as the surviving elves looked to the future.

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Muck

**Voiced by:** Rob Rackstraw (UK; 1998-2012)Lachele Carl (US; 2001-2009)Sophie Aldred (US; 2010-2012)Paul Panting (UK; 2015-present)Vincent Tong (US; 2015-present)

**Muck** is a cross between a bulldozer and a dump truck. Muck is a continuous tracked dump truck with an added bulldozer blade. He often acts before thinking and subsequently gets in trouble for it.
Locations

## Storm Coast

The eastern province of Valdemar.

* Windhaven
* Black Landing
* Ironbay
* Dragonfell
* Caranthya
* Dwarven Holds
* Orc Fortresses

# Elves Isles

The eastern island chain south of the Ulthemar continent.

# Wyrm Isles

This island chain is in the northern hemisphere within the Sea of Storms, between the continents of Valdemar and Ulthemar.
Windhaven

**within the Province of the Storm Coast, Continent of Valdemar**

Windhaven is one of the four coastal city-states within the eastern province of the Storm Coast. By comparison to its three neighbors, Windhaven is the smallest, yet still a metropolis of civilization compared to the rest of the wilderness in the region. Once a far more prosperous city it is currently on the rebound, as a few decades ago saw the city sacked and almost laid to total ruin by a large horde of Orcs. This particular horde rampaged through the central hills and swarmed through the Storm Mountains, reaching as far east as Windhaven itself. After ransacking the city the orcs were finally driven back, but not before the city-state was left in ruins and its population decimated.

Over the last decade money has poured back into Windhaven as its new Lord attempts to restore its former glory. People of all races have flocked back to the safety of the rebuilt walls and commerce is growing by the year. The governing infrastructure is still fragile, the numbers of guards are low, there is no army to speak of, and thus crime is rampant throughout the city. On the other side of that coin, peoples of all races are welcome to live and work there, so it is not uncommon to see among the streets the rarer races of Andaria such as Dragonborn, Half-races, and even some Dark Elves.
Dragonfell

**within the province of the Storm Coast, on the continent of Valdemar**

Dragonfell is named after a historic siege from a terrible wyrm that was slain and fell over the edge of the tall ocean side cliff the walled city sits upon. Of all the city states of Valdemar’s eastern province, Dragonfell is considered the most protected. Not only due to its physical location, along a long stretch of coastal cliffs and flanked by mountains, but because of its magical protections. It is here that magic is the most welcome in the Storm Coast, it is the headquarters of the Arcane Alliance in the East, and its denizens have the best relationship with the nearby Wood Elves of the Deepwood. Due to the belief the city is near-impregnable, their army is one of the smallest of the four major human cities, except for Windhaven which has no effective army.

While the city has a small army, it has quite a large force of battle wizards that inspire obedience from communities in the area. Like most cities of the Storm Coast its streets are filled with many different races, but it does have the largest proportion of humans. Dragonfell is led by a noble council, many of which have known or rumored ties to the Arcane Alliance. Some also say fleeing wizards from the ruined wizard city of Sorcia founded the city. It has a prosperous trade economy as it oversees the large farming efforts of the nearby Riverlands. The city is also the nearest of the Storm Coast’s four city-states to the borders of provinces North Reach and Heart Vale, so massive trade passes through it.
Age of Sorcia

### Era of Man / Second Age / ~550-900 SA

In the centuries that followed the establishment of the wizard city-state Sorcia, its power only grew across Valdemar. Monopolizing the critical pass between Heart Vale and the Storm Coast gave the Sorcians great wealth, and their influence spread to all the provinces. Towering spires rose above the city scape, and magical academies were created around what are known today as the various “Schools of Magic”. Many wizards today credit these years as the golden age of magic for humanity, where ancient secrets were rediscovered and new heights of magic were reached. As the power of Sorcia rose, so did the collective concern and worry from the other human kingdoms of Valdemar. Smaller wizard rebellions and uprising became more and more common outside of Sorcia, and these kingdoms worried that Sorcia would use those events as pretexts for invasion and ‘liberation’ of the suffering wizards.

Around 850 SA these tensions reached a boiling point as the various kingdoms across the continent feared the wizard city state would conquer them all. All out war was inevitable and erupted and spread quickly. When Sorcia was first attacked, they responded with many times the force and became emboldened, attacking and razing cities and kingdoms around their nation. Soon, there existed a region of devastation for many hundreds of miles in all directions from the borders of Sorcia. Not long after, even as the assaults against the wizard city stopped, Sorcia continued to lay waste to armies and cities of those that had opposed them. It looked as if the fears of the Valdemari kingdoms would come true. Then, the wood elves came to the rescue of humanity, and joined forces against what was perceived as the greedy and irresponsible wizards of Sorcia, using their power to conquer instead of protect.

The combined forces of the remaining human armies and wood elves pushed back the Sorcian forces. The magic battles caused terrible destruction, but once their wizards were occupied, the tired and less trained mercenary armies of Sorcia faltered against the more well trained armies they opposed. As their forces were pushed all the way back to the city of Sorcia itself, the wizards enacted one last act of defiance. They conducted a powerful ritual meant to gather great magical power to unleash against their foes, or perhaps shield their city, but instead it drained all the life from the environment, rendering the surrounding area a cold desert where nothing lives. The energy collected was indeed unleashed, but in a terrible explosion that left what was once Sorcia a great crater at the center of the newly named Sorcian Desert.

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ROM Translations

**THIS PAGE IS BEING WORKED ON, PREPARE FOR IT TO TAKE A WHILE UNTIL IT'S FINISHED.**

Only a small percentage of the Japanese/Chinese/etc. exclusive games that have a rom translation actually have a link in their descriptions (and most people don't know where to look), So to help those in need, this is a page dedicated to listing those games (as well as games that have Japanese/Chinese/etc. versions superior to localized ones), the status of their translation patch, and a link to where to get it, a small description is also added if needed.

There will also be a section dedicated to rom patching, hard- vs. soft-patching, software that are known to work with soft-patching, how to on how you hard patch your roms, as well as information about using ROM patches that work on copiers, eventually that is.

Note that most (all?) games are listed after their original name, so if you're for example looking for The King of Demons to SNES, It's under M for Majyuu Ou. The original names should be in the title section of the other pages. All games still have the translated names as well in the title, but not first.

**PROTIP: Press CTRL+F (or CMD+F if you're a macfag) and type the name if you can't find it.**

## ROM Patching

More information will be added here soon, until then, just follow the instructions that came with the downloaded patch.

### Hard-patching, How to

BPS / IPS / PPF / FF / UPS / RXL / PDS / (TEENAGE MUTANT) NINJA (TURTLES)

### ROM Patching for use on a Copier

Did you know that there was a type of hardware back in the day (as early as on the NES) called a Copier, similar to modern modchips/flash cartridges?, Did you know that there are sometimes specific translation patches needed for the roms to work properly on them?, More on that as soon as OP gets productive and adds some proper shit to this section.

#### Nintendo Entertainment System

There isn't any Famicom Disc System games added to the list right now, mainly because OP haven't had a chance to get a hold of most of them, and therefor is unsure about their translations as well, He'll check it out though.

#### Super Nintendo Entertainment System

Games with a \* after their name is a Stellaview game.
The Exodus

### Era of Dragons / ~1 million years ago

After the Second Scale War was won by the metallic Dragon Avatars, they assessed the ruin of the world with despair. The scope of the devastation across the planet was near total, with few surviving the age unscathed. The lesser races that fared the best were the dwarves and orcs, whom were preoccupied deep under the earth warring with one another. The dragon species as a whole suffered tremendous losses, but especially so the metallics. While they were victorious in the end, the remaining metallics would forever more be outnumbered by their evil chromatic cousins.

Smoke and ash choked the atmosphere as the very earth heaved and erupted new volcanos over the centuries of the Second Scale War due to the sheer amount of raw magic being released. Most settlements of surface dwelling races had been reduced to ruin, with their farmlands burned to cinders. In a momentous decision, the surviving elders of the metallic dragons including the Avatars themselves, decreed they would leave this planet behind and open a gateway to a new world rich with life.

Few historians believe the choice was unanimous, for as many dragons and their servants that stayed behind, it is thought many times more left the world during this event. Thousands of remaining dragons, and uncounted masses of their lesser race servants migrated to the great portal that was opened far out to sea between the world's landmasses. However, the tremendous magic needed for such a portal could not be so easily contained, and it leaked into the world resulting in the ever lasting hurricane that now resides with its eye fixed over that ancient location - the Maelstrom.

It is still debated today whether the dragons and their Avatars of good knew this would happen or not, but either way it is agreed if they cared so little for what remained of the world to abandon it, why would they care what happened after they left? This great Exodus of the dragons and their surviving Avatars marked the end of the roughly sixty million year Era of Dragons.

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