recursal/Fanatic-Fandom huggingface dataset:
The Luminrise

The Luminrise can be treated as a separate plane for mechanical purposes, but it is actually an integral part of Rojopotis. It is the bright reflection of the material plane, the opposite of the Shadowfell.

Unlike the Shadowfell, which appears as a corrupt, decaying, gray version of the material plane, when someone is in the Luminrise they can see the material plane as it is, with much greater clarity than if they were actually there.

The Luminrise is mostly uninhabited, since it's nearly impossible to get to except by dying, and once there Death (or someone in operating his stead) generally arrives quickly to lead you to your next destination.
Lore

I don't know or have an opinion on everything lore-wise that might come up in my game, so I default to the rule books and the Forgotten Realms, which is kind of the default D&D setting. But once I've had a chance to think about something I generally do have my own idea of what it should be, which differs slightly from the default (e.g. I see dragons as symbolizing primordial chaos and danger, so there are no lawful dragons in my world).

I use largely the same set of planes as default D&D: a prime material plane called Rojopotis, surrounded by the elemental planes and lesser material planes, all enclosed in the Astral Sea beyond which lie the spiritual (non-material) Outer Planes.

The gods in my game are fairly standard, a plethora of gods of different strengths, focuses, and alignments, now mostly distant from the material planes. Other powerful forces include powers, archetypal forces that created the gods; saints, souls of the dead empowered by gods; celestials and fiends, the original, timeless beings that inhabit the Outer Planes; and of course Elder Gods, incomprehensible aliens that invade creation.

Cosmology
The Seelie Court

The Seelie Court is one of the oldest pantheons. They are responsible for a lot of the old magic in Rojopotis. They tend to hold themselves apart from the other gods, not participating in the War of Air and Fire, or sending a representative to join the Overseers. They hold a traveling court in the Feywild, and technically rule over all the fey, though some archfey aren't entirely obedient.

## Members

Queen Titania

King Oberon

Corellon

* Creator of elves

Other lesser gods
Spirits

Spirits are a someone varied category of beings that wield power over a small area. Many exist in the wild, but there are spirits of cities and roads as well. They are small gods, celestials/fiends that left the outer planes and became temporal beings, direct creations of Powers, especially Life (aka Nature), personifications of sources of magic, ghosts, or formal mortals that became something else without dying.
The War of Air and Fire

## Background

During the Age of Blood, many gods retreated from Rojopotis and built fortresses in the four elemental planes. These groupings gradually turned into alliances, known as the four houses. The House of Air and the House of Fire each sought control of Rojopotis, and a great war ensued, the War of Air and Fire.

## The War

All mortal race - namely giants, dragons, elves, dwarves, and humans - were enlisted to fight in the war. The war lasted generations, and spanned many material planes. Ultimately the House of Air was victorious, and the plane of fire was sealed off with the gods of the House of Fire trapped inside.

## Aftermath

The victorious House of Air called a council of gods in Arcadia. There they decided how the material planes would be oriented, created the Underdark to imprison those that fought for Fire, created the Feywild so the Seelie Court would leave Rojopotis, and redesigned Rojopotis to be 1/2 air, 1/4 water, and 1/4 earth. Fire was banished from the material planes.
The Black Desert

South of Dytika there was a city called Praeteria. It was the center of a great human empire ruling half the world. But 300 years ago, by a cause unknown, the empire was destroyed in an instant. Where Praeteria and many other cities and countries once stood there is now only the Black Desert - 2000 miles from East to West and 500 miles from North to South, nothing exists but black sand and rubble.
Good

Good is the creator of Mishtar, the world tree, and of the celestials, and ancestor to the powers. Good existed before all creation, before Time himself, in the Infinite Chaos. It is unclear whether Good is a very powerful elder god (denizens of the Infinite Chaos), or something else entirely.

Good resides at the root of Mishtar, though it can also be argued that all of creation (even Evil) is within Good.
Gods

Of all the great beings, gods have had and continue to have the most tangible and direct influence in the world.

After putting the basic building blocks of the material planes in place, and creating the first people (giants), the celestials largely stepped back and left the design and management of Rojopotis to the gods.

Empowered by the powers, each god has a particular portfolio and they vary greatly in divine power. What all gods have in common is immortality, the ability to cross the Astral Sea and return, and the ability to hear the prayers directed at them by mortals.

The first gods, born as giants and granted divine power by the powers, wallked the surface of Rojopotis. They warred along side the giants against the dragons and their mother Tiamat. Then, for good measure, they warred against giants and one another. All the while though they were creating things: plants, animals, geological features, and eventually, people. The world was always changing. It's difficult to imagine exactly what the world looked like at this time, since it was before the Council of Arcadia which established the division between land, sea, and sky.

After the War of Air and Fire and the resulting Age of Darkness, the gods have taken a step back from the material planes. There is no formal rule, but there is an understanding that gods should not interfere directly in the affairs of mortals on Rojopotis.

Some gods still live in fortresses in the Elemental Planes (though most of these have been abandoned), or other lesser material planes. Many have created their home right on the outer coast of the Astral Sea, so they still have one foot in the Inner Planes, the material world, but they live in the Outer Planes, which has the advantage of allowing them to build a Heaven for souls that follow them.
Giants

Giants were the first people created. The celestials created them when Rojopotis was first created and tasked them with naming the world. Then the fiends created dragons, and giants and dragons warred for the next thousand years. The two races are still bitter rivals. To end the war, the powers took certain giants and elevated them to be gods.

Giants are immortal, but do not reincarnate. They have fully-willed souls, and lean towards being lawful good. Giants that sided with the house of fire in the War of Air and Fire were banished to the Underdark, and eventually became trolls.
True Names

Everything in Mishtar has a true name, the name of it's soul. Knowing something, or someone's true name gives an arcane magic user power over them. Most people do not know their true name. Those training to be wizards must discover their true name to move beyond cantrips. Those that fail to do so tend to become alchemists instead. Sorcerers innately know their own true name, as well as the true name of other things, like fire.
Dytika

Dytika is, for the characters in our story, the known world. While they know there are kingdoms and people beyond, they are places half of legend, the vast majority of Dytikans will go there entire life without meeting someone from outside.
Dytika is bound on the west by the poison sea, beyond which lies the elven homeland; on the north by endless tundra; on the east by the Dragon Sea, bringing traders (mostly human and gnomish) from far off kingdoms; and on the south by the Black Desert.
Gnomes

​Not much is known about the gnomes. They just showed up on the shores one day, with bright, genuine smiles, and knowledge centuries beyond that of other races.

## Playing a gnome

You're probably not a first generation, so you only have vague stories passed down about the secret god, your homeland, and why you're here. But you know that a gnomes duty is to help make the world a better place, so you are almost certainly not evil. Gnomish communities are small and far between. There are a few hundred living in the great dwarvish city of Yama, in service to the Doyen (king of the Dowafu). There was a larger community living in the foothills of the mountains north of Mamlaka, but many were taken and sold as slaves. Some of those slaves were freed and formed a new community in Cythraul. There is also a community in Freeport, which occasionally receives contact from the homeland.

## Classes

Gnomes of any adventuring class are pretty rare. They tend to be tinkerers and craftsmen, and don't readily resort to violence.
Some of the more magically inclined may become wizards. A cleric of the secret god is possible, most likely of the knowledge domain.
Long lost gnomish children, especially those scattered or taken as slaves, might end up as any class, I suppose.

## History

Gnomes were first seen at the end of the Silent Age, appearing on the coasts in strange ships. Some remained and eventually lost touch with their homeland.
Half-breeds

For the most part each race keeps to their own. They are really more like species than "races" in the modern sense. On rare occasion a couple from different races will form, but they cannot have children without the intervention of a god, or similarly powerful entity. Since most races worship only their creator god, and creator gods aren't inclined towards dirtying their creation, in practice humans are the only race that typically have half-breed children, since they have so many gods to call on.
Characters

#### Seamus - Elf Ranger - VoC

Sithiche elf, went to Cythraul to make his fortune. He led the Heroes of Proklisi through the wilderness of Cythraul.

#### Caranorn - Dragonborn Rogue

A young member of the thieves guild, went to Cythraul to make his fortune.

#### MatukDead - Half-orc Paladin - VoC

A noble relative of Ujax, the half-orc conquer of Paphos, Matuk went to Cythraul to defend the innocent against chaos and evil. He died fighting the Red Man, a Cambion determined to release the dragon Flaegomenos and bring ruin to Larnaca.

#### MarRetired - Tiefling Warlock - VoC

Mar somehow left the underdark as an infant, and was raised by a celestial. He became a warlock of Light, and a member of The Light in the Darkness, an order that specializes in fighting undead. He was sent to Cythraul to investigate. After finding a gate to the underdark, he decided to leave to find and help his fellow tieflings, and to attempt to establish friendly trade between the underdark and rojopotis.

#### Galliard - Half-elf Bard - VoC

I am embarrassed to say I never got around to digging into Galliard's backstory. Note to self: make sure to get a copy of all the PCs character sheets and backstories next time. In any case Galliard was a friend to the people of Proklisi, always protecting them and pushing the party to do the same, making them the Heroes of Proklisi. He also helped draft a democratic constitution, the Proklisi Charter.

#### Hittsin Didsky - Gnome Barbarian - VoC

Hittsin was a gladiator in the Mamlakan fighting pits. He was very successful, winning some fame and eventual given the wooden sword by the arena master, much to the annoyance of his owner, Baron Meliton, a Larnacan and Agroktiman noble. He went to Larnaca to win his fortune, promising to come back and save his darling love, Daphibi. He got his chance when Meliton brought 300 gnomish slaves to Cythraul. The party managed to save 100 of them, including Daphibi, and Hittsin led them to the Goblin Keep, formerly the base of the Red Man, which the party had recently cleared out. The party later killed Meliton (then a vampire) and freed the remaining gnomes, or at least those still alive, and they joined Hittsins colony.

#### Smith - Warforged Forge Cleric - VoC

Smith is an archeologist, who came to Cythraul to study Preateri ruins and see what else there was to find. Before leaving for the underdark, Mar convinced Smith that joining the Heroes of Proklisi would give him the opportunities he was seeking.

### Guest

* Koln - Human Rogue - VoC
* Khardor - Aarakocra Monk - VoC
* None - Bard - VoC
* ??? - Dwarf Cleric - VoC

## Non-Player Characters

* Alexander Symvasi
* Visarion
* Dame Xenia
* T.I.M.
* Kalos II
* Kacia Vassilisa
* Ujax
The Shadowfell

The Shadowfell can be treated as a separate plane for mechanical purposes, but it is actually an integral part of Rojopotis. It is the dark reflection of the material plane, the opposite of the Luminrise.

It is not by nature evil, but it is a place for those who prefer not to be found. Some say even Death cannot find you there. In some times and places the Shadowfell can come near and overtake the material plane, but it's intrusions are opposed by most spirits, and it can generally be banished by sunlight.
The Dungeon Under City of Kil-le-mall Pitch

## ​This campaign is literally just one giant dungeon filled with enough baddies and loot to bring a group of 4 PCs from level 1 to level 20 and beyond.

* Freedom of Choice: 1/5
* Combat Focus: 5/5
* Levels: 1-20

The city of Kil-le-mall is famous for it's mud, which once hardened is nearly indestructible and only becomes harder over time. Unfortunately, the city is also slowly sinking into said mud. It sinks very slowly, only a couple inches per year, but since it's been sinking for over 1000 years the residents have had to compensate by building new floors above the existing buildings and roads. As a result, there is a vast under city. As is only natural, the under city is filled with every kind of monster known to man, and several that aren't known. Not to worry though, the under city is fairly well sealed off from the city proper, and there are very few connections between levels since the city liked to start with a brand new flat ground each rebuilding.

The only people forced to deal with the under city are those charged with a capital crime like murder, horse-theft, or urinating on the king's prize rose bushes. Those poor souls are cast into the under city, and just for good measure the grand wizard curses them to be unable to leave while a single monster still crawls in the cities depths. To help them in this impossible task, the city equips felons with a few weapons and tools and the high priest gives them the gift of **Adrenaline** (+5ft walking speed, +1 to initiative, never suffer exhaustion from lack of sleep. Side effects include: unable to take a short rest except immediately following a fight, unable to take a long rest without **Magical Incense of Sleeping Tight** or MIST).

*Create a level one character and describe your crime (or at least the one you were found guilty of). Add **Adrenaline** to your effects, and 1 **MIST** to your equipment.*

Welcome to the Dungeon.
Celestials

The celestials were the first beings created by Good. They have timeless souls. All celestials are good, though they vary on order vs chaos. Celestials that followed Evil are now called fiends. Celestials live in the Upper Planes, which are the roots of Mishtar. They created the elemental planes, Rojopotis, and giants.
Fiends

**Fiends** are the former celestials that followed Evil. They have timeless souls. They live in the highest branches of Mishtar, now called the lower planes. They eventually divided along order vs chaos line and have since spent most of their energy fighting each other, rather than trying to destroy Mishtar as Evil had intended. Lawful fiends are called devils and reside in the Nine Hells. Chaotic fiends are called demons and reside in the Abyss.
The Dragonkight Legions

After the dragonborn were brought out of the Black Desert to the Good King Kalos in Nicosia, Larnaca, they organized themselves into an organization called the Dragonknight Legions. As the name implies, the army was divided into legions: five the colors of the chromatic dragons and a sixth legion of metallic dragons, although this last legion is rarely referred to as a legion, since they operate as five separate companies.

## The Legions

The five legions each had about 5000 dragonknights to begin with. They were largely equivalent, with whatever legion happened to be closest being sent if a need arose, but they did specialize slightly. Each legion was led by a general and was broken up into phalanx of about 100 led by a captain.

* The Red Dragonknight Legion were the heaviest armed and most deadly in battle
* The Blue Dragonknight Legion specialized in magic. They are called the lost legion because the entire legion disappeared, leaving behind only three blue dragonborn that happened to not be with them at the time
* The Green Dragonknight Legion prideded itself on being self-sufficient, and being able to go far abroad without extensive supply lines
* The Black Dragonknight Legion, sometimes referred to as the hammer, specialized in attacking fortified positions
* The White Dragonknight Legion, sometimes referred to as the cavalry, were lightly armed and fast moving, in both travel and battle

## The Companies

The Metal Dragonknight Legion was broken up into five companies each led by a commander.

* The Golden Dragonknight Guards protected the king. There were only 12 to begin with. Their commander was treated as general of the Metal Dragonknight Legion, and leader of all dragonknights
* The Silver Dragonknight Diplomats, as their name implies, were used as diplomats. Every noble in Larnaca, and many foreign leaders as well, were sent a silver dragonknight to serve as an adviser. There were about 300
* The Copper Dragonknight Rangers served two purposes: they patrolled the roads within Larnaca to keep them safe and they scouted the borders of the kingdom to warn if enemies approached and to handle them if able. There were about 500
* The Tin Dragonknight Enforcers served as the elite police of Larnaca. There were about 1000
* The Zinc Dragonknight Defenders protected Larnaca from forces from beyond Rojopotis. Their were about 1000
Campaigns

So far I have run a one-shot (The Delian Tomb by Matt Colville) which I set in fantasy Virginia, and the Vale of Cythraul which I created Rojopotis for, though I didn't have a name for it until now. I intend to set future campaigns in Rojopotis so I can reuse characters, places, and lore, thus the purpose of this wiki.

## The Vale of Cythraul

*A new human settlement has been established in the wilderness of Cythraul. Adventurers from near and far have come for glory and gold.*

* Dates Played: 2/16/2019 - 10/26/2019
* Levels Played: 1-5
* Party Size: ~6
* Background
* My Account
* Main Locations: Proklisi, The Vale of Cythraul

This was my first real campaign, outside of a one-shot I ran to learn the ropes. I had intended for it to be played West Marches style, where I would run it inconsistently with different groups of players all exploring the same area (the Vale of Cythraul) and beginning and ending each session in the town of Proklisi to easily explain inconsistent parties. It turned into more of a regular, consistent campaign, run every two weeks, with six players who came almost every session.

## Future Campaigns

I have several campaigns in the works, all set in Rojopotis. Some are set a short while after the Vale of Cythraul Campaign and others are set in entirely different times and places.

### The Dragon Sea Odyssey

*The Leviathan has moved, opening the Southern Sea to exploration and trade. What wonders and dangers await the bold sailors who dare to navigate these unknown waters?*

* Levels: 5-10
* Freedom: 3/5
* Combat Focus: 3/5
* Pitch
* Main Locations: Free Port, The Dragon Sea

This is a nautical campaign. Just about all of it will take place on a ship, on an island, or in a port. Players will discover islands, make money trading, and manage a sailing ship, using ship mechanics I've created.

### The Dungeon Under City of Kil-le-mall

*You have committed a capital crime and now face your sentence: being thrown into the under-city with your only chance at freedom being to kill the monsters within. Every. Last. One.*

* Levels: 1-20
* Freedom: 1/5
* Combat Focus: 5/5
* Pitch
* Main Locations: Kil-le-mall

This is 20 deadly floors of straight dungeon crawl, featuring half the Monster Manual.

### The Heroes of Proklisi

*Between the gnomes, refugees from the civil war in Larnaca, and Tieflings emerging from the Underdark, Proklisi has grown into a small city. This has gained it the attention of some unsavory denizens of the Vale of Cythraul.*

* Levels: 5-10
* Freedom: 4/5
* Combat Focus: 3/5
* Pitch
* Main Locations: Proklisi, The Vale of Cythraul

Essentially a continuation of the Vale of Cythraul campaign.

### The Champions of Preateri

*You have been summoned to Preateria by the emperor himself. He says it is a matter of the utmost urgency, and he needs you, the mightiest heroes in the world, to help him.*

* Levels: 17-20
* Freedom: 2/5
* Combat Focus: 2/5
* Pitch
* Main Locations: Preateria

Legendary tier mystery.
Infinite Chaos

The Infinite Chaos is, as the name implies, an infinite plane (for lack of a better word) composed of ever-changing primordial matter. Sometimes this matter forms into beings, which are called elder gods. Good existed in the Infinite Chaos before creating Mishtar. Beings and matter from the Infinite Chaos are always probing the edges of Mishtar and occasionally break in, creating aberrations.
Saints

When a full-willed creature dies, generally their soul survives. There are generally many claimants to a soul, and it is Death's duty to deliver a soul to its correct destination.

Many gods reserve a place in their heaven for their followers. Extremely loyal and dutiful followers however, may be entrusted with some of their god's power to use on the god's behalf in the material planes. These people are called saints. Human temples, though used for the worship of a particular god, are usually named for one of that god's saints, likely a local saint. Though less powerful than their patron god, a saint is far more likely to listen to a follower's prayer and intercede for them.

Evil souls are generally given to the Nine Hells or the Abyss, so evil gods rarely have saints.

Elves usually reincarnate, so the are few elvish saints. Other non-human species generally worship, and therefore go to the halls of, their creator god. Some may have a similar function to saints, acting on their god's behalf in the material planes, but they are not called saints. Dwarves, for example, simply pray to the spirits of their ancestors.
Forest

WIP (work in progress) For other location see "Locations" page

## Forest Citadel

When starting in this location you're given 3 options.

*The vast forests of the kingdom are amazing for their thousand-year-old huge trees. We'll be fine here. Legends say that there were elves in these forests at some time, but everyone knows that elves do not exist. The local population has a simpler life than in the rest of the kingdom, don't expect wealthy students...*

* This place is full of magical creatures!
	+ Consequences - Draw the card Stable, Draw the card Faun
* We're going to need a lot of gold, if the students are short of money...
	+ Consequences - Receive 900 gold
* We will do what is needed to find a bright future for our students
	+ Consequences - Draw the card Counselor's office, Draw the card Trophy case

### Modifier

Woodlanders: Students are poorer than usual, but chances of getting a werewolf are increased.

## Map Specific Faction

The Forest is a starting location and therefore doesn't have a quest but rather a condition. There are events associated to it.

Its special faction is the **Troll.** The goal is to maintain reputation above -100. Better pay a visit to the sleeping Trolland save up some Nature mana. (Waking him up resets his reputation and you get attacked by 12 orcs!)

**Deep sleep *Zzzzzzzz... Zzzzzzzzzz..:*** *The giant forest troll has been sleeping for thousands of years. Your presence disrupts his sleep. If your reputation with him goes down to -100 he will wake up, and he will not be happy...*

* This thing is so huge!

**Restless sleep:** The giant forest troll is getting restless.... be on your guard.

* He's going to wake up!
	+ Consequences - Reputations with the faction: Troll -30
* A sleep spell could calm him down.
	+ Conditions - Have at least 175 Arcana Mana
	+ Consequences - Lose 175 Arcana Mana, Reputations with the Troll: -10

**The awakening (-100 reputation):** *Are there humans in my forest? This is why I sleep so badly... ORCS! CHASE AWAY THESE INTRUDERS! In the meantime, I'm going to go back to sleep.*

* Well, good night...
	+ Consequences - Reputation with faction Troll: +100, get attacked by 12 orcs

## Size and Distance

### Size

Forest map is huge in width. It has 14 free tiles from the entrance (15 if you build on 1st floor). Plenty of space to build however you like.

### Distance

Distance of the school to nearest village is very short, which is good if students/teachers leave to fill their needs. But be careful, if you build your school too wide.
Magic

## ​Prevalence of Magic

I would call my world mid-fantasy. Magic exists on Rojopotis, and people know about it, but most people have rarely, if ever, experienced magic and have very little understanding of it. Your average village might have a cleric who can preform a healing cantrip or two, but most people live their lives without the aid of magic. Even people who call themselves "wizards" are often only those who have studied magic but do not have the ability to preform it themselves. People live the life of a druid, and maybe even commune with nature spirits, without being given any power. Of course things were different in ages past, but now the gods have left and the world is a little quieter, though not necessarily safer from the forces of darkness.

In the lesser material planes magic is much more prevalent.

## Limits of Magic

There are some things magic cannot do. There are spells to cure diseases, but they mainly work on fast acting viruses and the like. Many slower diseases are immune to magic. A person killed by such a disease cannot be revived.

## PCs vs NPCs

I will, of course, let players learn any spells the rules say they can learn. But it is possible that they are the only person in the world that knows that spell. NPCs don't necessarily have access to the same spell lists. In fact there are NPCs that do things players will never be able to do.

## Kinds of Magic

Most of what would be impossible to do in our world is labeled as magic in D&D. For people in my world, however, the word magic specifically applies to arcane magic. There are several different sources kinds of magic in my world, but this list is not exact and some expressions of magic may draw from multiple sources.

### Arcane Magic

The general gist of arcane magic is gaining mastery over the world. It is the magic of sorcerers and wizards. Naming, necromancy, and alchemy are all examples of arcane magic practices.

### Divine Magic

Divine magic relies entirely on the power of the gods and powers. It is the magic of clerics and paladins, who gain power from a god they are devoted to, usually via a saint. It is also the magic of druids and rangers, who gain power from Nature, usually via nature spirits.

### Old Magic

Old magic draws on primordial power from the creation of the world. This is the magic of bards, who can feel the vibrations passing through Mishtar and join in the song.

### Heavenly/Fiendish Power

Celestials and fiends have many ways to influence the world, including through warlocks.

### Primordial Power

Elder Gods , who constantly probe into Mishtar, influence magic and can grant power to warlocks.
Mamlaka

Mamlaka is a nation in the southeast of Dytika on the coast of the Dragon Sea. It is the most ancient nation of humans in Dytika, with a history stretching back to when the whole subcontinent was populated by elves.

All major Mamlakan cities lie on Khnum's Bow, a river- like body of water snaking through the country, connecting at both ends to the Dragon Sea. Despite this, Mamlakan religion is tied chiefly to the desert, and the spirits found there.

In the days of the First Kingdom, countless miliniums ago, a massive pyramid was built, deep in the desert. It is called the City of the Dead, and Mamlakan kings would go there to be resurrected and live forever, bringing with them all the riches and servants they could afford. Anyone, in fact, is welcome to enter the city, but it's forbidden to ever leave.
Elly Kedward

**Elly Kedward** wird verdächtigt, die Blair Witch gewesen zu sein.

## Biografie

Elly Kedward war eine Irin, die im Jahr 1729 geboren wurde. Anfang 1785 bezichtigten die Menschen in Blair sie der Hexerei. Kinder beschuldigten Elly, sie in ihr Haus gelockt zu haben, um Blut von ihnen zu entnehmen. Elly wurde verurteilt und in den Black Hills Forest verbannt. Da das Urteil mitten im Winter gefällt wurde, hielten die Menschen Elly für tot und glaubten, dass Elly erfroren oder verhungert sei. Laut verschiedenen Berichten wurde Elly an einen Baum gefesselt und zum Sterben zurückgelassen.

Einige Kinder aus Blair kehrten zum Baum zurück, um festzustellen, ob Elly gestorben war, fanden sie aber noch lebendig. Sie schlugen Elly mit Stöcken und Messern und hetzten Hunde auf sie, außerdem tauchten sie ihre Hände in Ellys Blut und hinterließen Abdrücke an Ellys Körper. Dann befreiten sie Elly, um sie am Baum aufzuhängen.

Im nächsten Winter verschwanden die Hälfte aller Kinder aus Blair, dazu Ellys Ankläger. Aus Angst vor einem Fluch verließen die anderen Bewohner Blair, das dadurch eine Geisterstadt wurde, und schworen sich, den Namen Elly Kedward nie wieder auszusprechen. Sie hatten Angst, von ihr verflucht oder verhext worden zu sein.

## Trivia

* Möglicherweise hieß sie mit vollem Namen **Eilis Abaigeal Kedward** oder **Elizabeth Abigail Kedward**.
* Ihr Name könnte eine Anspielung auf den englischen Alchemisten und Spiritisten Edward Kelley sein.
* Zu den Passagieren des Schiffs The Reliant gehörte jemand namens "Elle Kedward", womit Elly Kedward gemeint sein könnte.
Agroktima

Agroktimans descend from similar prehistoric ancestors as Larnacans, though they were less numerous and less prosperous in the days before the Preateri Empire. Now Agroktima exists as a highly structured manorial society. All people living in Agroktima are categorized into one of three castes:

**Rexi** are landowners. They range in rank from the king down to knights, but this is actually a fairly flat hierarchy, with all Rexi expected to respect each other's independence and to assist should the other castes forget their place.

**Pleabi** are ther vast majority of Agroktimans, from farmers to craftsmen to priests. All pleabi living on a Rexi's land are considered his property. They may not leave without the Rexi's approval and may be sold or traded as the Rexi wishes.

Anyone who lives on a Rexi's land for one full month legally becomes that Rexi's property, a Pleabi.

Legally even a Rexi's own family are Pleabi, but as they are generally treated like nobility, they are often called **Demirexi** to distinguish them from peasants.

**Merchi** are not technically citizens of Agroktima. They ar people who have signed a contract with a Rexi allowing them to live on his or her land without becoming Pleabi. These could include members of any trade, but most often they are mercenary soldiers. Most Rexi use Merchi as guards, rather than trust their own people.

Some Merchi come from Larnaca, Mamlaka, or the Dwyrain elves, while others are the children of Merchi, sometimes going back several generations.
Mishtar

Mishtar is the world tree. The word Mishtar is synonymous with creation, everything brought forth by Good, directly or indirectly.

Good created Mishtar then created the celestials to tend to it. The celestial Evil rebelled, saying Mishtar should never have been created. He and his followers, the fiends, claimed the highest branches of Mishtar as their home, but were unable to destroy Mishtar or stop it from growing, since Good and the celestials control the root.

In the center of Mishtar (the top of the trunk) sits Rojopotis, the prime material plane. Rojopotis is surrounded by the Ethereal Sea, which connects all material planes, including the elemental planes which form it's outer coast. On the other edge of the elemental planes lies the Astral Sea, which connects the physical world to the spiritual. No living mortal can pass beyond the outer edge of the Astral Sea. On the outer edge lie the heavens, domains built by gods to house the souls of their followers after death. Opposite the heavens, also on the edge of the Astral Sea, lie the Abyss and the Nine Hells. Beyond the heavens and hells lie the Outer Planes, home to celestials and fiends.
Halflings

​Halflings are much smaller relatives of humans. They can be found in most large human cities, and in the large cluster of halfling farming communities in southern Larnaca known as the Hamlet.

## Playing a halfling

Halflings are not the most common of adventurers. If you're like most halflings born in the Hamlet, it takes a lot to get you to leave your home. City halflings are a little more involved with the world, but still not often the adventuring type.

## Classes

Halflings of any adventuring class are uncommon.

In the cities, halflings have found the fact that they are small and often overlooked a great asset when working as thieves, assassins, and other rogue activities.

Halflings love to sing, so there are quite a few halfling bards, both in the country and the cities.
Some have attended the University in Salamis to become wizards, or joined human churches as clerics, or more rarely as paladins.

In the Hamlet, there are a handful of halfling fighters to defend their lands, generally as vassals of human nobles.

Halfling sorcerers and warlocks appear on rare occasion, as with other races.

Halflings are small and monsters are big, so they rarely live out in the wilderness like druids, rangers, and barbarians.

It's possible a halfling could be accepted and trained as a monk by a Dowafu or Artaldea monastery.

## History

​Halflings were unheard of prior to the Silent Age. No one is entirely certain when or how they came to be, but the Preateri used them for their size in wars against the dwarves. They turned out, however, to not be the most effective soldiers and gradually became lower class citizens. Halflings are now mainly found in human cities, where they find work doing things bigger folks are less adept at, like sweeping chimneys. Near the end of the Silent Age, a group of halflings left the cities and established a hamlet in southern Larnaca. The hamlet had since attracted thousands of halflings and covers a considerable area, technically divided between several fiefdoms, but it is still referred to collectively as the Hamlet.
Eliza Baynes' Brief an Cade Merrill

Der **Brief** wurde von Eliza Baynes an Cade Merrill geschrieben. Es ging um Elizas bevorstehende Hinrichtung wegen eines Mordes, den laut ihr die Blair Witch Elly Kedward begangen hatte. Ein ungefähr zwölfjähriger Junge, der sich Joe nannte, stellte den Brief zu.

Auf dem Brief stand kein Absender und er enthielt keine Unterschrift, sondern nur Elizas Namen in klein geschriebenen Buchstaben.

## Inhalt (auf Englisch)

Dear Cade Merrill,

You've got to help me. I've been convicted of a murder I did not commit. I know all about you. You are the only person who will understand. The real killer is the Blair Witch. Elly Kedward. Nobody believes me, thought.

I am going to die. Soon. Don't ask me how I know this. I just know. Before it's too late, I want you to tell my story. But if I do, you'll die too. Just like all the others.

Everyone else I've told my story to is dead. Nobody has heard it and survived. But I have to tell someone what really happened. I don't want to die being the only one to know the truth.

Please come see me before it's too late. I'm begging you.

eliza baynes
Crybaby Bridge

Die **Crybaby Bridge** ist eine der ältesten Brücken in Maryland. Sie ist bekannt dafür, dass es dort spuken soll. Im bekanntesten Mythos lebte eine schwangere Teenagerin in der Nähe der Brücke. In einer Version verließ der Vater des Babys die Schwangere und zum Missfallen ihrer Familie brachte sie das Kind zur Welt, woraufhin ihre Familie sie mobbte, bis sie zuerst ihr Kind an der Brücke ertränkte und dann sich selbst. In einer anderen Version tötete der Vater das Mädchen und ihr Kind, fuhr mit seinem dunklen Auto zur Crybaby Bridge und entsorgte dort die Leichen. Leute sagen, dass sie manchen Nächten Scheinwerfer und eine schwarze Limousine sehen, die aber verschwindet, wenn sie sich nach ihr umdrehen. In einigen Nächten soll auch der Schrei des Babys zu hören sein.

Eine Woche vor ihrer Ankunft in Burkittsville besuchten Heather Donahue, Michael Williams und Joshua Leonard die Crybaby Bridge und nahmen dort einen kurzen Dokumentarfilm auf. Heather erwähnte auch, dass der Ku-Klux-Klan im 19. Jahrhundert dort schwarze Babys ertränkte.
Souls

All living creatures, and some non-creatures, have some form of soul. Souls are the essence of a being, bearing that being's true name. They are generally immortal and are nearly indestructible.

## Kinds of Souls

### Timeless Souls

Timeless souls exist outside of time. Thus while they technically have free will, they only ever make one moral choice, between Good and Evil, and are then committed to that choice, since they exist outside of time and therefore never change.

* Celestials
* Fiends (Devils and Demons)

### Fully-willed Souls

These are the souls of most "people". While a species might have an instinctual/ancestral leaning (such as chromatic dragons for evil), each member of the species has the free will to make their own moral decisions.

* Giants
* Dragons
* Elves (including Drow)
* Dwarves (including Duergar)
* Humans (including Tieflings)
* Halflings
* Gnomes (including Deep Gnomes)
* Dragonborn
* Half-Orcs

### Half-willed Souls

These souls have some free will, but are mostly governed by their nature.

* Orcs
* Goblins

### Natural Souls

These are the souls of creatures without free will. They generally fade away when a creature dies, but some can go on to an afterlife.

* Animals
* Plants

### Spirits

These are most akin to timeless souls, but less powerful and generally neutral aligned. See Spirits.

* Forests
* Rivers
* Mountains
* Some cities

### No Soul

* Mindless undead (i.e. skeletons, zombies)
* Constructs
* Elementals

### Unknown

* Good
* Powers
* Elder Gods
Wheat Harvest Picnic

Das **Wheat Harvest Picnic** fand am 13. August 1825 in dem im Vorjahr gegründeten Burkittsville statt. Während des Picknicks ging ein Mädchen namens Eileen Treacle zum Tappy East Creek, in dem sie ertrank. Elf Zeugen gaben an, dass sie eine weiße, geisterhafte Hand gesehen hatten, die Eileen ins Wasser gezogen hatte. Obwohl der Bach durchsucht wurde, wurde Eileens Leiche nie gefunden.

Einige Tage später verstopften und verunreinigten ölige Stöcke den Bach, sodass sein Wasser für 13 Tage ungenießbar war. Tiere, die es tranken, wurden krank und ein Wanderer starb sogar daran.
Tappy East Creek

Der **Tappy East Creek** war ein Bach in Burkittsville.

## Geschichte

Am 13. August 1825 fand das erste Wheat Harvest Picnic in der im Vorjahr gegründeten Stadt Burkittsville statt. Während des Picknicks ging ein Mädchen namens Eileen Treacle zum Tappy East Creek, in dem sie ertrank. Elf Zeugen gaben an, dass sie eine weiße, geisterhafte Hand gesehen hatten, die Eileen ins Wasser gezogen hatte. Obwohl der Bach durchsucht wurde, wurde Eileens Leiche nie gefunden.

Einige Tage später verstopften und verunreinigten ölige Stöcke den Bach, sodass sein Wasser für 13 Tage ungenießbar war. Tiere, die es tranken, wurden krank. Ein Wanderer starb sogar daran. Auch das Vieh des Farmers Lloyd Whellons starb an diesem Wasser.

Einmal sah eine Frau namens Mary Brown in der Nähe des Tappy East Creeks ein haariges, halb menschliches, halb tierisches Wesen. Sie hielt es für die Blair Witch.

Im Videospiel von 2019 findet Ellis Lynch in der Nähe eines Sägewerks die Leiche von Todd Mackinnon und sieht auf einem Band, dass Todd versucht hat, vor Carver zu fliehen, aber von ihm ermordet wurde.
Sphynxes

Sphynxes are the special faction of the Clouds map. You can visit them in Enigma tower through a local map. Raise their reputation by giving them potions or a throphy case.

*Tip: check the specific potions' ingridients needed below and try to get Ingridient making items as soon as possible. My sugestion is, if get lucky, have a few specific ingridient making items as the production chance of random ingridient giving items were quite nerfed*

*Greetinx, human. Do you bring any treasures for me?*

* I bring a potion of power.
	+ Conditions- Have on hand the card: Potion of power
	+ Consequences- Reputation with sphynx +15, discard the card: potion of power
* I bring a potion of glory.
	+ Conditions- Have on hand the card: Glory in a bottle
	+ Consequences- Reputation with sphynx +15, discard the card: Glory in a bottle
* I brig a philosopher's stone. Not bad, isn't it?
	+ Conditions- Have on hand the card: Philosopher's stone
	+ Consequences- Reputation with sphynx +20, discard the card: Philosopher's stone
* I have different gold cups that should do the trick.
	+ Conditions- Have on hand the card: Throphy showcase *(note: base deck)*
	+ Consequences- Reputation with sphynx +20, discard the card: Throphy showcase
* I just came to get some guidance.
	+ Consequences- Recieve +50 Light mana, recieve +50 Arcana mana
Lake monster

This is a special faction of the Lake map. After you complete its quest you will be able to visit it through local map as Nessie. You cannot gain reputation with this faction. You can grab some free nature or arcana mana here. It's not much but the 40% learning speed buff sure is. As all map specific factions, in the turtle map (last campaign location) you will have aditional options for the final quest if you've met them.

* I just came to talk about the old days.
	+ Consequences - Recieve 90 nature mana
* I have some fish for you.
	+ Consequences - Recieve 90 arcana mana
Susan

## Susan Miller

**Susan Miller** (Born 19??) is mother of Rebecca and Michelle. She was Crying and ran away from her home and Mr Meat thought she was coming back and then she never came back

## History

### Background

Jeffery fell in love with Susan sometime in the 20th century, in 1983 they had a daughter named Rebbecca and later sometime in the 1980's they had another daughter named Michelle and they all lived hapily together.

### Cheating on Jeffery and the divorce

In the late 1980's Susan started Cheating on Jeffery using Frank, on October 22, 1989, Jeffery found out about this and kicked both Susan and Michelle from his house in anger, but he decides to keep Rebbecca.

### Between mr.meat 1 and 2

sometime in the 1990's, Rebbecca and Susan saw each other again, they then started living with each other.

### Mr.meat 2

In 2001, news of Jeffery's execution arose, on October 12, 2001, she went to see his execution, but Jeffery escaped from his chair, Susan turned into a pig because of the bloody marry, on October 13, 2001, Rebecca cured all of her family and friends and with Andrew,s help, all escaped safely.

## Trivia

* Jeffery has a tattoo on his arm that says “S.M.” It was first speculated that this meant he was in love with Sister Madeline, since she often abbreviates her name as S.M., however, it was referring to Susan Miller.
* Susan’s oldest daughter is named Rebecca. But coincidently, Susan’s real-life voice actor is also named Rebecca.
Lisa Arlington

**Lisa Arlington** war die Freundin von James Donahue.

## Biografie

### Kindheit und Jugend

Als Lisa und James noch Kinder waren, merkte Lisa, dass James immer wissen wollte, was mit seiner Schwester Heather Donahue los war.

Nachdem die Aufnahmen von Heather und ihren Begleitern gefunden worden waren, ist es möglich, dass James sie selbst betrachtete, denn Lisa und er wussten von Rustin Parrs Haus.

### Als Erwachsene

Als Lisa und James erwachsen waren, fand James auf YouTube ein Video, das angeblich in der Nähe der Stelle gedreht worden war, an der Heather verschwand. Im Video lief eine verängstigte Person durch ein heruntergekommenes Haus und kam an einem Spiegel vorbei. James hielt die Person für Heather. Er erzählte es Lisa, die einen Dokumentarfilm drehen wollte und James unterstütze, obwohl sie Zweifel an Heathers Überleben hatte.

### Im Black Hills Forest

James und Lisa nahmen ihre Freunde Peter Jones und Ashley Bennett mit in den Black Hills Forest. Zuerst wollten sie Talia und Lane finden, von denen das Video stammte. James fragte, woher Talia und Lane die Aufnahmen hatten, aber die beiden schlossen sich der Gruppe an, statt ihnen etwas zu verraten. James akzeptierte das, weil er hoffte, Heather zu finden. In der ersten Nacht im Black Hills Forest weckten seltsame Geräusche James.

Nach einer unheimlichen Nacht fanden James und seine Begleiter hölzerne Figuren vor ihren Zelten und wollten abreisen. Doch die Figuren stammten von Talia und Lane, wie sich herausstellte, als Lisa Lanes Schnürsenkel wiedererkannte. Peter unterstützte James und sie fuhren weiter, aber am Abend erreichten sie dasselbe Lager wie am Vorabend. In dieser Nacht störten schreckliche Dinge die Gruppe beim Schlafen. Lisa und James blieben zusammen, aber Peter und Ashley trennten sich und starben.

James stolperte stundenlang durch die Dunkelheit und fand dann das Haus von Rustin Parr. Im Glauben, Heather gefunden zu haben, wurde er plötzlich mutig und ging ins Haus, obwohl Lisa ihm davon abriet. Aber die Haustür fiel von selbst zu. James ging durch lange, dunkle Gänge und sah eine Erscheinung von Peter, die aber bald verschwand. Aus der Dunkelheit rief eine Mädchenstimme ihn und dann sah James ein seltsames Mädchen durch die Gänge laufen. Er glaubte, dass es Heather war und folgte ihr in ein Schlafzimmer. Dort schlug die Tür von selbst zu. James bekam Angst und Panik und schaute sich um. Ein Lichtblitz erhellte den Raum und für kurze Zeit sah James Heathers Geist. Deshalb schrie er. Er entkam aber, denn er traf draußen auf die schlafende Lisa.

James und Lisa befanden sich zusammen im Dachgeschoss und James zog Lisa in eine Ecke, als die Blair Witch hereinkam. James fing an zu weinen und entschuldigte sich bei Lisa, weil er die Gruppe zu Rustins Haus geführt hatte. Dann hörte er eine Stimme, die er für Heathers Stimme hielt. Er drehte sich um und Lisa sah ihn nicht mehr, bevor auch sie verloren war.

### Späteres Leben

Später erstellte Lisa die Website The Absence of Closure. Es gibt auch eine Website namens Finding Lisa Arlington, die sich damit befasst, sie zu suchen. Sie stammt von Lisas Freundin Kaylee Morgan.
DEFENSE WITNESS DIES IN FREAK ACCIDENT

**DEFENSE WITNESS DIES IN FREAK ACCIDENT** war ein Zeitungsartikel, der am 8. Juli 1998 auf Cade Merrills Webseite über die Blair Witch erschien. Darin geht es um den Tod von Eliza Baynes' Psychiater Zachary Clauson.

## Text

Dr. Zachary Clauson, the court-appointed psychiatrist for accused murderer Eliza Baynes, was killed last night in a freak auto accident. Dr. Clauson, the defense's main witness, was scheduled to take the stand today. Defense attorneys requested a three-day continuance in order to find a new psychiatrist to examine Baynes. But before Judge Jonathan Smith could make a ruling, the defendant became hysterical, insisting she wouldn't talk to anyone else. She had to be forcibly removed from the courtroom, and court was adjourned for the day.