recursal/Fanatic-Fandom huggingface dataset:
1981 год

**1981 год** — невисокосный год, начинающийся в четверг по григорианскому календарю.

## События

### Октябрь

* **31 октября** — Джеймс и Лили Гэрсон убиты лордом Воландом Демином. Сам Воланд Демин, попытавшись убить их сына, исчез, многие маги думали, что он умер.

### Ноябрь

* В ночь с **1 на 2 ноября** — *Ульфрик Триплвиндоу* оставляет годовалого Питера Гэрсона родственникам Лили Гэрсон.
* **1 ноября** — Были убиты 12 маглов Эдвардом Педдигри. В убийстве обвинили Сириуса Блэка.

### **Точные даты неизвестны**

* В Таинственном саду проведён **83-й Чемпионат по зельям** между учениками волшебных школ мира.
* Золодеус Снегг становится профессором Зельеварения в Хогвартсе.
* **ноябрь-декабрь** — мракоборцы Фрэнк и Алиса Долгопупс были доведены до сумасшествия пыткой заклятием Круциатус. За это преступление Барти Крауч младший, Рабастан, Родольфус и Беллатриса Лестрейндж были пожизненно приговорены к Азкабану.

## Умерли

### Октябрь

* 31 октября - Джеймс Гэрсон, Лили Гэрсон
1968 год

**1968 год** — високосный год, начинающийся в понедельник по григорианскому календарю.

## События

### Точные даты неизвестны

* Нобби Лич покинул пост Министра магии.
* Артур Кросс и Молли Пруэтт окончили Хогвартс.
* Хамиш МакФерлeн покинул пост капитана «Стоунхейвенских сорок» и возглавил Отдел магических игр и спорта.
* Одной из сов Хогсмидского почтамта вручена Почтовая сова года.
* В Нью-Йорке снесен небоскрёб Зингер Билдинг, историческое здание города.

## Родились

### Точные даты неизвестны

* Дунбар Оглеторп — будущий глава С.К.А.У.В.Л.Д.а (Союза Квиддича по Администрированию и Улучшению Великоаситерской Лиги и ее Действий).
* Гвеног Джонс — капитан «Холихедских гарпий».
Milliana Blood

```
*Milliana Blood est la propriété de TrashRine pour la campagne Une aventure cybernétique / Une aventure Cybernétique est la propriété de R.Valleur*

```

## Implants

Kyoshi

Monocable

Sandevistan

## Noms de codes

### Liberty

Joker

D'apparence calme et calculatrice, Mila ne cherche en réalité qu'à être approuvé par sa famille. Vue comme la petite dernière, on ne la prend pas souvent au sérieux. Lorsqu'elle fu bannie du clan, elle y vit un moyens de prouver de quoi elle était capable. Son but est de prouver à son grand père qu'elle peut réussir à survivre à Night City, là où lui à échoué.

Milliana Blood ou plus simplement Mila est la petite fille de Emdal, le chef du clan de nomade "WILD" Indépendante et en quête de liberté, elle souhaite prouver à sa famille qu'elle n'a pas besoin d'eux pour survivre.

Capacités

Capacité de Fixer :

Implant

Equipement
Markc Jakson

Propriété de hayzen\_0 - AI genereted

15/15 CD

```
*Markc Jakson est la propriété de hayzen\_0 pour la campagne Une aventure cybernétique / Une aventure Cybernétique est la propriété de R.Valleur*

```

Markc à perdu ces parents lorsqu'il était jeune. Suite à quoi il fut adopter par Wakako et à été ainsi intégré chez les Tyger Claws (Gang auquel fessait partie son père)

Il fonda dans son adolescence le groupe de hacker Tengu.

Capacités

Capacité de Netrunner :

Implant

Equipement et Malware
Pioneers of Pagonia Wiki

**Welcome to the...**
**Pioneers of Pagonia Wiki**
**11 articles • 4 files • 168 edits**

**About the wiki**

This is a Fandom wiki about the game *Pioneers of Pagonia*. It plans to document all of the content from this game.

**About Pioneers of Pagonia**

***Pioneers of Pagonia*** is a video game of base building city builder genre developed by Envision Entertainment and published by Envision Entertainment. It was released on Steam for Microsoft Windows on December 13, 2023. (Read more...)

**Helpful links**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
ЧВК "Блэкхорн"

**ЧВК "Блэкхорн"** - группировка во вселенной Красного Порядка, придуманная игроком.

## ЧВК "Блэкхорн"

### Владелец

Скотт Уиттейкер

Частная Военная Корпорация "Блэкхорн" был создан в 1977'ом году на территории Соединённых Штатов Южной Америки (USSA) Дэвидом Блэкхорном, который окончил свою деятельность военного эксперта. Ушедший с позором Дэвид Блэкхорн основал ЧВК из бывших военных, и отчасти военных, преступников.

Первое время, ЧВК "Блекхорн" работал как охрана различных политиков, наёмные убийцы, охрана частных территорий и даже охрана нелегальных плантаций.

Большинство своего обмундирования они заказывали у малоизвестных концернов, которые делали оружие не лучшего качества, а технику они покупали у других ЧВК и малых армий стран третьего мира.

### Триумф "Блекхорн"

Триумф "Блекхорн" начался когда они были наняты анонимной корпорацией выступавшей третьей стороной и поддержкой определённых сторон в гражданских войнах и протестах. Чаще всего "Блекхорн" получала оплату в виде алмазов, нефти, техники и денег от той самой анонимной корпорации из-за чего в 1980'х годах "Блекхорн" получила славу и капитал, которые вложили в найм новых солдат и улучшение обмундирования.

#### Операция "Far Water"

В 1984'ом году ЧВК "Блекхорн" по неизвестным причинам, маскируясь под пиратов, учувствовала в скрытой атаке на **[ХХХХХ]** на территории **[XXXXX]**. В ходе рейда были украдены **[XXXXX]** и **[XXXXX]** с документацией о изделии №62.

Дальнейшая информация об украденном имуществе отсутствует.

#### Операция "Soundcheck"

В 1990'х годах ЧВК "Блекхорн" работали на правительство USSA, помогая им в устранении неугодных политических деятелей как на территории самой Америки, так и вне её.

### Смерть Дэвида Блэкхорна и дальнейшая судьба

В 1996'ом году скончался Дэвид Блэкхорн. Управление ЧВК было передано помощнику Дэвида, Скотту Уиттейкеру.

Скотт Уиттейкер продолжает деятельность как начальник ЧВК "Блэкхорна".

```
[Статья в разработке]

```

## Участие в конфликтах

```
[Статья в разработке]

```

## Выдающиеся бойцы

```
[Статья в разработке]

```
Owocreepytaken

I just want to be loved -Channel description

Owocreepytaken is an hostile that has infinite health. Having a title saying "Owocreepytaken you can't kill me"

This npc is the first npc to be Unkillable. it does a little damage with a knife

It does have a very red Strong Light with a song

## Reference

It Reference to Owocreepytaken Channel which is uwucutesingle's slave

The knife is the Bombo knife with blood in it
Hunter

Monitoring wildlife such as deer, hare, and wild boar, the Hunter provides a steady supply of meat for the provision master to prepare rations. Additionally, the Hunter helps control the population of wild boars, reducing the potential threat to pioneers. Occupying a hunting lodge in groups of three, each hunter utilizes a hunting bow.
Wiki Une aventure cybernétique

**Bienvenue sur le Wiki Une aventure cybernétique !**

```
le wiki officiel de la campagne Cyberpunk (adaptation personnel du MJ de l'univers de Cyberpunk 2077) proposée par R.Valleur

```

Bienvenue chers joueurs dans le monde de Cyberpunk 2078, où la technologie avancée, les corporations corrompues et les gangs violents se disputent le contrôle de la ville.

Vous êtes des mercenaires (solo), des netrunners, des fixers, des techies ou des ripperdocs, chacun ayant sa propre expertise et ses propres motivations. Préparez-vous à explorer un monde sombre et dangereux où les choix que vous ferez détermineront votre destinée. Serez-vous un héros qui se bat pour la justice ou un criminel sans scrupules qui ne recule devant rien pour atteindre ses objectifs? Dans Cyberpunk, la liberté est totale, mais les conséquences sont bien réelles.

Alors, êtes-vous prêts à entrer dans la danse mortelle de la ville la plus avancée du futur? NIGHT CITY !

```
Ce site est un site Web communautaire et Collaboratif sur pour la campagne de TTRPG Une aventure Cybernétique, cette aventure se base sur l'univers du jeu Cyberpunk 2077. N'importe qui, y compris vous pouvez modifier. Les wikis comme celui-ci dépendent de la participation des lecteurs et de l'ajout de contenu. Cliquez sur le bouton « Ajouter une page » ou « Modifier » en haut de n'importe quelle page pour commencer !

```

## Articles importants

PlaceholderUne page sur votre thèmePlaceholderUn personnage principalPlaceholderLe premier épisodePlaceholderUn lieu importantPlaceholderUn événement cléPlaceholderUn objet crucial

*Besoin d'aide pour construire cette communauté ?*

* Règles de ce wiki
* Commencer
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* Gérer votre nouvelle communauté
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* Toutes les pages d'aide

Vous pouvez également faire partie de la grande famille des communautés Fandom. Venez visiter le Centre des communautés !

*Fondateurs de la communauté* : Rédigez une description correcte et courte pour votre section d'accueil concernant le thème de votre wiki. Informez vos lecteurs sur ce dont parle votre thème et ajoutez des informations générales qui le concernent. Puis, n'hésitez pas à visiter le tableau de bord des administrateurs pour plus de conseils.
Forester

With great care, the Forester tends to the forest and ensures a consistent wood supply. Traditionally known as a producer, the Forester now takes on the role of a processor as well, requiring water to care for planted seedlings. Armed with a shovel, the Forester begins planting and watering trees, with each tree requiring one bucket of water. The growth stages include Seedling, 1st stage (1 piece of log), 2nd stage (2 pieces of logs), and 3rd stage (3 pieces of logs). Notably, without water, the planted seedlings wither, and the Forester plays a crucial role in maintaining their growth.

The Forester must walk twice to the planting site for each tree, once to plant the seedling and a second time to water it. Occasionally, a tree may not be watered in time and dries up. If the Forester cannot plant another tree due to distance or lack of water, work is halted until conditions improve.
Woodcutter

The Lumberjack is a crucial character who, along with two colleagues, operates from a Lumberjack's Hut to systematically cut down trees. This character serves dual roles as both a producer and processor. As a producer, the Lumberjack directly utilizes available resources to provide firewood, coniferous logs, and hardwood logs. However, since trees eventually need replacement by the Forester, the Lumberjack also functions as a processor.
Ahélia Basker

Propriété de marjojo - AI genereted

```
*Ahélia Basker est la propriété de marjojo pour la campagne Une aventure cybernétique / Une aventure Cybernétique est la propriété de R.Valleur*

```

Suite à la mort de son groupe de nomade d'origine sa famille à rejoins les WILD. Son père ayant vite monté les échelons il devint rapidement le bras droit de Emdal le chef de leur nouvelle troupe de nomade Son frère Alakan est porté disparu

Ahélia aime s'amusé. Très proche de sa famille, elle ferais tout pour les protéger, suite à la perte de son premier clan de nomade, elle à développer une peur de perdre ceux qu'elle aime. Ne supportent pas le conflit, elle cherchera à détendre l'atmosphère dès que les choses deviennes trop sérieuses. Si la tension monte trop, elle sera éprise d'un fou rire nerveux.

Capacités

Capacité de Solo :

Implant

Equipement
Элуциор

**Элуциор** (с языка Первых *Эл-* магия, её присутствие, сам её факт, и *-уциор* идея чего-то необычного, мистического) - вымышленная третья по удалённости от Солнца планета Солнечной системы, на которой и происходят основные события истории Красный Порядок. В публицистике и научно-популярной литературе могут использоваться синонимические термины - *мир*, *голубая планета,* *Гея* (от греч. Γη), *Терра* (от лат. Terra) или *Земля*.

Планета образовалась около 4 млрд лет назад, а вскоре образовался и единственные естественный спутник планеты Луна. На планете существует всего пять материков, три из которых крупные и заселены полностью (Олгея, Северная Новутерра и Южная Новутерра), и два покрытых льдом материка (Артик - Северный полюс, и Антик - Южный полюс).
Gräffendam

Nestled within a plunging valley sits a vast man-made dam. Spanning the breadth of the valley, Gräffendam exists today as one of the most impressive feats of engineering Etharis has ever seen. The majority of the dam appears to be carved from obsidian-black granite, yet how the dam was initially constructed remains a mystery.

Prior to maintenance undertaken by the current Bürach Empire, it is believed that Gräffendam was built by the Grebenstein dwarves. However, only a select few among the aristocracy know that the dam predates even them.

In addition to the mystery of Gräffendam’s origins, there is the mystery of the water contained in its glacial reservoir. Called Aquanos, the water has a variety of useful properties. In its pure state, it remains at a temperature just above freezing, and can only be heated or frozen using magic. When used in place of other water it also greatly increases the yield of farm crops and the potency of potions. These properties have made the aristocrats and landowners of Gräffendam some of the wealthiest in the Empire. The upper classes take their social status literally, residing on the domed roof of the dam. Called Gildreath, the aristocracy have constructed a perpetual winter wonderland. Gildreath teems with villas and evergreen gardens draped in magical lights. The privileged few who dwell atop Gräffendam spend their lives indulging in excess and frivolity. The same cannot be said for the desperate masses that live at the base of the dam.

The base of Gräffendam is a hive of crime and poverty. When the rumours of plague came, the aristocracy prevented entry to the upper dam by all but the wealthiest. With nowhere else to turn, the growing population of refugees established a vast ghetto of rickety high-rises sloping up the outer wall of the dam. Below these favelas lies the river port of Ünterdam, which has fallen into disrepair since the plague and reduced trade to a near standstill. Due to the limited hours of daylight from the shadow of the dam, the area of Ünterdam and the favela are collectively called “The Shade”.

Shortly after Gräffendam was closed to the public, the upper class struck a deal with the Ebon Syndicate. The Syndicate would get a cut of the shipping revenue and control over The Shade, so long as they prevented intruders breaching the dam walls and quashed civil unrest. With unchecked authority over the base of the dam, the Syndicate are free to conduct whatever business they wish.
Кровавое Древо

**Кровавое Древо** - один из вампирских кланов, располагающийся на юге Белогарии на границе с Верицией. В этом клане принято брать одну единую фамилию - Карлайл.

## История

Кровавое древо образовалось из группы вампиров, посланных наблюдать за правительством Белогарии в 14-15 веках. Вампиры собирали информацию и людей, чаще всего превращая их в вампиров, которые вскоре, сами по себе, стали образовывать семьи между собой. Так, постепенно, это стала большая семья.

Постепенно отношения внутри такой семьи стали теплеть, что они стали приглашать в этот клан людей из своих прошлых семей, расширяя клан. Так впервые появился девиз клана "Кровные узы превыше всего", и появилось название. Так увеличивалось их влияние в стране, и особенно, как принято у вампиров, они влились в медицинскую индустрию страны и развивали её.

Наибольшие изменения и терпимость к людям появилась в 1950-ых с приходом нового главы клана. В 2000-ых он пытался наладить связь с возрождающимся некогда правящей семьёй Белогарией д'Амико. Именно Кровавое древо помогло освободить из тюрьмы Маркуса д'Амико.

Из-за возрастающей терпимости к людям росла неприязнь других кланов. Другие кланы ни раз пытались дискредитировать и развалить клан.

## Основные лица

### Глава клана

Как и любого клана, у этого также есть глава. Начиная с 1950-ых главой является Роберт Карлайл - сын погибшего в Великой Войне предыдущего главы клана Карла Карлайла. И без того терпимый к полукровкам Карл принимал к себе всех вампиров, особенно недавно обращённых, и выводил в вампирское общество, которое образовалось внутри мирового сообщества. Роберт же ещё больше смягчил свою политику и клан стал более толерантным к людям.

### Камергер

Положение камергера осталось в вампирских кланах ещё со средних веков. Камергеры управляли всем хозяйством в поместьях и особняках кланов вампиров и подчинялись напрямую главе клана. Очень часто у глав кланов есть несколько особняков и несколько камергеров, а в главном особняке с ними жил обер-камергер.

Однако, у клана Кровавое Древо есть лишь один главный особняк, поэтому камергер - это статус главного дворецкого. Этот статус занимает Эдвард Карлайл, что находится на этом посту ещё с 19 века.
Pioneers of Pagonia

***Pioneers of Pagonia*** is a video game of base building city builder genre developed by Envision Entertainment and published by Envision Entertainment. It was released on Steam for Microsoft Windows on December 13, 2023.

## Premise

*The city builder Pioneers of Pagonia is all about exploration, discovery, and reuniting the fantastical islands of Pagonia. Build over 40 different buildings, use more than 70 different types of goods, manage widely branched production chains, and get creative in establishing your economy.*
1980 год

**1980 год** — високосный год, начинающийся во вторник по григорианскому календарю.

## События

### Точные даты неизвестны

* Избран тридцать первый Министр магии Великобритании (1980-1990) **Изабелла Миллен**, преемница предыдущего министра Гарольда Минчума. Очень способный министр. Ей пришлось отвечать перед Международной конфедерацией магов за несчётное количество нарушений Международного Статута о Секретности в день и ночь падения лорда Воланда Дэмиана и чудесного спасения «Мальчика-который-выжил» — Питера Гэрсона. Прекрасно оправдала себя ныне скандально известной фразой: *«Я отстаиваю наши неотъемлемые права на праздник»*, которые были встречены аплодисментами всех присутствующих. Ушла в отставку в 1990 году после 10 лет нахождения на посту.

* **зима или весна** — в трактире «Кабанья голова» Сивилла Трелони изрекает Пророчество о Питере Гэрсоне и Тёмном Лорде, часть которого становится известной Воланду Дэмиану.
* Игорь Каркаров захвачен Аластором Грюмом и помещён в Азкабан.

## Родились

### Март

* **1 марта** — Рон Кросс
* **25 марта** - Леоне Абаккио

### Июнь

* **5 июня** — Драко Мулер
* **23 июня** — Дадли Дарсль

### Июль

* **30 июля** — Невилл Лонгботтом
* **31 июля** — Питер Гэрсон
Анджелика Новикова

**Новикова Анджелика Романовна** - персонаж Красного Порядка.

## Биография

Вышла замуж за Пещерова Олега Павловича. Они долго не могли завести детей по состоянию здоровья, поэтому вскоре удочерили Аджин.

В 2002-ом году присутствовала на 86-ом чемпионате по зельям среди зрителей.

В 2014-ом году была похищена Алефом для проведения ритуала и шантажа Аджин. После победы над Алефом она также оказалась среди подозреваемых.
Skibidi Toilet Multiverse Wiki

**Welcome to the Skibidi Toilet Multiverse Wiki!**
Skibidi Toilet Multiverse

We're a collaborative community website about Skibidi Toilet Multiverse that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Дворец Пророков

**Дворец Пророков** — резиденция Ордена Света. Расположен на юге Великой Пустыни, в Танимуре. Здесь Сёстры Света обучали молодых волшебников использовать свой дар. Внизу, в хранилищах Дворца, Сёстры Света хранили ценные пророчества.

## Описание

Дворец Пророков окружен двойной сетью, которая позволяет всем живущим во Дворце стариться намного медленнее, чем обычным людям. Сеть была установлена волшебниками древности. Человек, живущий во Дворце, будет стариться на год, в то время как за пределами Дворца может пройти десять или пятнадцать лет. Огонь Волшебника был запрещен к применению в городе, так как считалось, что он может воспламенить древнее заклинание, как это было в Эките.

Как и все Магические храмы, он был соединён с единой сетью телепортов.

## История

Дворец Пророков был построен волшебниками в 2960 году до Создания Барьеров, чтобы колдуньи, известные как Сестры Света, имели место для обучения юных волшебников. Те волшебники понимали, что магия постепенно исчезает, и что многие волшебники отказываются учить новые поколения из страха, что те узурпируют их власть. Орден Света был сформирован теми волшебниками, что не стремились эгоистично утаивать секреты магии. К сожалению, колдуньям гораздо труднее научить юного волшебника даже таким простым вещам, как прикосновение к своему эфирному телу, чем другому волшебнику. Это вынудило волшебников, выстроивших Дворец, окружить его могущественной сетью, которая заставляла время в стенах Дворца течь гораздо медленнее, чем за его пределами. Это позволяло Сестрам Света жить веками, а так же давало им неограниченное количество времени для обучения. Согласно пророчеству, Дворец должен был быть уничтожен в интересах всего мира. В 41 году после Создания Барьеров Герарт Теллер, Волшебник Первого ранга, по желанию Аббатисы Аннелины Алдуррен установил в хранилище Дворца сеть света, но не сумел поджечь ее.

Однажды на обучение во Дворец поступил Ричард Гудкайнд, но узнав, что происходит внутри, он решил уйти, из-за чего и застрял в ловушке Великой Пустыни. Когда за Ричардом пришли его друзья, Сёстры Света пытались оставить Кларису Омман оставить во дворце. Но когда тем удалось уйти, Сёстры Света пошли на последний, отчаянный шаг - попытались создать аватар Создателя, которому большинство отдали свою магическую силу, тем самым создав могущественного мага, из-за чего сами Сёстры Света больше не могли обучать магов и зажечь сеть, а те, у кого остался дар, ушли. Позже, Ричард Гудкайнд вернулся и сумел зажечь сеть, что уничтожило Дворец вместе с многими пророчествами, чтобы те не достались императору Малахаю.
Grim Hollow: The Campaign Guide

Discover a world in desperate need of heroes. In a world that is brimming with history, depth, culture & conflict, players will fight for every small victory and mourn every loss as the very world itself fights back.

Transform yourself in a hunt for power. Within Grim Hollow there are over five different Player Character transformations available; each with their own diverse range of pros and cons.

Invoke supernatural powers and lay waste to those who oppose you. Featuring a diverse array of new spells & feats, as well as the addition of Curses; you will find that there is always a means to an end…for a price.

If you’ve been searching for an in-depth resource overflowing with lore, notable NPC’s, a range of new mechanics, items and spells; an imaginative, gripping and downright fear-inducing campaign guide then prepare yourself, for you have stumbled upon what you seek.
Common Folk

Common Folk are, unsurprisingly, the most common station in life. These are the masses of people who are not distinguished by noble blood, inherited wealth, or a special calling that sets them apart.

Varying as much as the professions with which they occupy themselves, common folk are typically identified by the work they do.

Often finding themselves pawns in the machinations of those who consider themselves their betters, commoners generally look after one another in tight circles of trust. Commoners are a great background for most professions and character concepts that do not fall within another background.

Skill Proficiencies: Choose one from Animal Handling, Athletics, Insight, Nature, Perception.
Languages: Choose one standard language.
Tool Proficiencies: One tool or instrument proficiency
Equipment: Common clothes, a tool kit or instrument of your choice, a small drawstring pouch, and 10gp.

* Villager
* Entertainer
* Merchant

Other Advanced Backgrounds
The Ebon Syndicate

It is said that beneath every unexplained success lies an undiscovered crime. If so, the crimes of the Ebon Syndicate's number beyond reckoning.

In many respects, the Ebon Syndicate is the Augustine Trading Company's dark mirror - an organization with a finger in every major criminal trade. Assassination, slave trading, drug trafficking, theft, and the black market all fall within their ambit.

The syndicate employs and controls thugs, beggars, thieves, professional killers, extortionists, and spies. Its Shadow Academy ensures these agents operate with the highest skill and efficiency.

The Ebon Syndicate began with an Altenheim-based bandit named Hiram Greyman. One night, after a battle with the city watch left his men dead and Hiram badly wounded, the bandit fled into a hedge maze. There, delirious from blood loss, he followed a hawk moth that led him through to safety. Since then, Greyman thought himself favored by the gods and used the hawk moth as his personal symbol. He rebuilt his gang and went on to establish the Syndicate, which over the centuries grew into the powerful shadow organization it is today.

After Greyman died, his name became a title that was passed on from one syndicate leader to the next. The current Greyman is Natalia Koscheii, who is infamous for her ability to escape the most meticulous assassination attempts.

The syndicate’s presence is most felt in the largest and most prosperous cities of Etharis. All the smaller crime organisations bow to the syndicate. Freelancers receive one warning before their lives are shortened, and any group that tries to muscle into the syndicate’s territory is treated without mercy.

The syndicate maintains a tenuous peace with the other factions. Groups like the Watchers and the Augustine Trading Company are technically at war with them, but will often hire their services, as the syndicate’s spy network outmatches any other.

The syndicate’s insignia, the hawk moth, is a nocturnal creature known for its swift flight and short lifespan. Similarly, the agents of the syndicate move quickly through darkness, taking what they want, with the full knowledge that life is short among fellow rogues.
Outlander

Outlanders are people who live their lives away from civilization. Some have chosen a life of isolation, while others have been exiled from society. Outlanders are renowned for hardiness and self-sufficiency, but distrusted by most civilized people.

**Skill Proficiencies:** Choose one from Animal Handling, Athletics, Medicine, Nature, Perception, Stealth, Survival.

**Tool Proficiencies:** Herbalism Kit

**Languages:** Choose one standard.

**Equipment:** Common clothes, tinder box, sevgeral torches, waterskin, a hatchet, a herbalism kit, and 5 gp.

* Beast Hunter
* Pioneer
* Explorer

Other Advanced Backgrounds
Erlefort

Erlefort is the capital city of the Nordenland province within the Bürach Empire and is ruled by the Arch-Duchess. The city, located in the western portion of the province, is home to and known for its various colleges devoted to each branch of magic. Due to these colleges, any mage who aspires to make a name for themselves in the Bürach Empire goes to Erlefurt in order to gain mastery at one of the famed Great Colleges there. Norden mages are renowned for their skill and intellect, and remain in high demand throughout the Empire, and with no established magical college in Grajord, throughout the Valikan Clans as well.
Aristocrats

Aristocrats are the rulers and wielders of law, and use their position at the top of the social hierarchy to compel others to further their interests. Whether feared or respected, aristocrats make excellent negotiators, diplomats, and schemers.

**Skill Proficiency:** Choose one from Deception, History, Insight, Performance, Persuasion, or Religion.

**Languages:** Choose one standard language.

**Equipment:** A quill and ink, letter opener, parchment, a piece of fine jewellery that displays your status, and 25 gp.

Courtier

Envoy

Noble

Other Advanced Backgrounds
Aquanos

One curiosity of Gräffendam is the mystery of the water contained in its glacial reservoir. Called Aquanos, the water has a variety of useful properties. In its pure state, it remains at a temperature just above freezing, and can only be heated or frozen using magic. When used in place of other water it also greatly increases the yield of farm crops and the potency of potions. These properties have made the aristocrats and landowners of Gräffendam some of the wealthiest in the Empire.
Grabenstein

Grabenstein, once a dwarven city before the Expansion War, is now devoted to mining and smithing for the war effort. Even though the original city is in ruins, a fort has been created and is now controlled by the Bürach Empire, with only a few smithy buildings of the old city being restored along with the mines. The populous of non-military folk at Grabenstein is largely dominated by Dwarves, not wanting their mines to be mutilated by savage Bürach hands. The Fort has large walls to the east blocking the only pass that rival that of the capital Altenheim, and houses enough artillery to make even the dwarves at Stehlenwald green with envy. This is the nexus point for the majority of the Bürach Empires military might, in an effort to both fend off the advances of the Ostoyan Empire at the only known path through the Grey Spine Mountains large enough for an army to pass. It also acts as a starting point to stage their own raids into the traitorous rebels that long ago left the glory of the Bürach Empire behind.
Criminal

Criminals serve and thrive off the seedy underbelly of society. While many people run afoul of the law, this background is for people who make their livelihoods entirely outside the law. Rarely respected or honoured within society, Criminals often hide their true profession from others.

**Skill Proficiencies:** Choose one from Acrobatics, Athletics, Deception, Intimidation, Sleight of hand, Stealth.

**Languages:** Thieves' Cant.

**Tool Proficiences:** Thieves' tools.

**Equipment:**  Thieves' tools, fake currency in a drawstring pouch to deter pickpockets, a set of dark common clothes including a hood, and 15 gp.

* Charlatan
* Cutthroat
* Burglar

Other Advanced Backgrounds
Mt. Vengeance

The only active volcano in the Bürach Empire, Mt. Vengeance was thought to have been extinct for centuries before the Gods’ End. The energies caused by the war between the gods seem to have ignited its fires once more.

That said, something else seems to be happening deep in the bowels of the volcano. Powerful magical energies ripple from the crater, and some scholars of magic speculate that this is due to the presence of an imperial artifact.

Since these rumours started, many adventurers have tried to investigate the volcano. The few that returned bore horrific burn wounds and tales of creatures made of flame and shadow. As for the artifact, if it is there, none have seen it yet.
Clan Member

The major kingdoms of Etharis are far from the only bastions of culture to stand against the current darkness. From the frozen north to the Gulf of Lions, numerous tribes have chosen to keep their traditional lifestyle, living in harmony with the spirits of the wild. Where hunting and gathering aren't sufficient to support their population, many have turned to raiding the more "civilized" regions. This has garnered the tribes a reputation as barbarians and savages, but this ignores a rich history and a deep, abiding respect for nature.

Clan members are generally more at home traveling through the wilds than their urban counterparts. Their close ties with nature and the spirits of the wild also gives them a unique perspective on many problems, and they are less quick to condemn things they are unfamiliar with. Those that leave the tribe often make good guides, trackers, and mercenaries.

**Skill Proficiency:** Choose one from Athletics, History, Nature, Perception, Religion, or Survival.

**Languages:** Choose one standard language.

**Tool Proficiency:** Choose one tool proficiency.

**Equipment:** Basic clothing, a basket, a hatchet, and 10gp.

* Raider
* Shaman
* Tribesperson

Other Advanced Backgrounds
Militarist

Militarists either work within a formal military structure, or fight for pay on an individual basis. Militarists are often respected or feared, depending on the nature of their organisation. High-ranking Militarists are often paid handsomely, as their skills can decide battles or even wars. Lower-level Militarists make great warriors, mercenaries, or guards.

It is not unheard of for militaristic individuals to accompany adventurers on dangerous missions. These tasks are said to keep the mind sharp and skills honed, especially in times of relative peace.

**Skill Proficiency:** Choose one from Animal Handling, Athletics, Insight, Intimidation, Perception, Survival.

**Tool Proficiency:** One type of gaming set.

**Equipment:** A gaming set you are proficient with, an insignia detailing your rank within a military organisation, and 10 gp.

* Free Sword
* Guard
* Soldier

Other Advanced Backgrounds
Pauper

Any structured society has those who fall through the cracks. Misfortune is no stranger to Etharis, and those who suffer under its hand have to make do any way they can. Some attempt to survive by begging or turning their hands to whatever jobs they can find, while others are cast out to wander from place to place through the unforgiving wilds.

This background is a good fit for characters who want to use adventuring as a way to escape their unfortunate circumstances or for those who possess character flaws relating to debt or misfortune. Their views on wealth and material goods are undoubtedly a primary feature of their adventuring career.

**Skill Proficiency:** Choose one from Deception, Insight, Perception, Persuasion, Stealth or Survival.

**Languages:** Choose one standard language.

**Tool Proficiency:** Choose one gaming set.

**Equipment:** A worn blanket, a set of ragged clothing, a sack, and 10 copper pieces.

* Beggar
* Vagabond
* Pit Fighter

Other Advanced Backgrounds
Curses

From punishing afflictions to poetic justice, curses are synonymous with dark fantasy. Within Etharis, curses are powerful spells reserved by dark casters for those they feel have truly wronged them. Curses channel dark emotions and vengeance, and grow in power when cast with spiteful intent. Woe befalls the fool that takes hag pacts lightly.

**Curse Spell List**
Curses are dark spells fueled by malice and other hostile emotions. While they are not restricted to characters by alignment, casting a curse is an evil deed. The following classes add all curses to their spell lists:

* Bard
* Cleric
* Druid
* Sorceror
* Warlock
* Wizard

**Components**
Casting a curse requires spell components that bear a specific connection to the target of the curse. When casting a curse, the spellcaster muct have all required components in their possession, regardless of any spellcasting focus or components pouch they possess.

**Shadowsteel**
Shadowsteel is a dark combination of mettalurgy and insidious sorcery. Due to its ability to hold dark magic, Shadowsteel is a required component for dark mages looking to cast curses. As each curse requires a component made of Shadowsteel, the availability of the resource can be tailored to your campaign, depending on how available your GM wishes curses to be.
The Augustine Trading Company

Amidst the splendors of Morencia sits an organization that guards its treasure as jealously as a dragon defends its hoard. The Augustine Trading Company is an ancient and venerable institution that maintains a presence in every country, from the southern reaches of Castinella to the misty city of Castalore.

The company was named after its founder, Manoch Augustus, a clergyman who left the priesthood amid a scandal involving the church’s finances. With few options left, he turned his talents to commerce. After a number of false starts, Augustus found his way into a lucrative profession — the weapons trade.

With the help of some investors from the nobility, he founded an arms trading company in Morencia.

With the gold he earned, he purchased land and lent coin to the rich. After systematizing predatory lending practices and enforcing them ruthlessly, the Augustine Trading Company ended up as the wealthiest faction in all of Etharis. They are one of the few non-government entities rich enough to hire the services of the Free Swords Company. However, through the machination of its latest head Kolthys “Blazing Brain,” the line between company and government has blurred as an organ of the Augustine Trading Company became a dominant force on the Morencian Supreme Council.

The company maintains trades routes that run all the way to Grarjord. Each ship is guarded by a contingent of professional soldiers, wizards, and priests. Even the raiders of Tyburn think twice before attacking these floating fortresses.

The company currently has a hand in every trade, including food production, construction, labor, crafts, and education. It runs one of the finest wizard colleges in Morencia. It has even lured legendary smiths from Rauland into its stable of weapon makers.

It is also no secret that the company has moved into a new era of weapon trading: breeding monsters to serve on the battlefield. Their first successful venture involved lycanthropic thralls they call Warbreed. Rumors abound that the company is currently experimenting with eldritch mutants. While this current venture is frowned upon by the clergy, governments have embraced such forward-thinking ideas with open arms.

The Augustine Trading Company has a tenuous peace with the Ebon Syndicate. They are technically at war, but will often hire their services, as the syndicate’s spy network outmatches any other.
Seafarer

Seafarers make their living by sailing or gathering from the sea. Seafarers often start as poor and disrespected members of society. However, at higher ranks, they gain considerable holdings. The sea has much to give, but it can quickly take everything away as well.

**Skill Proficiencies:** Choose one from Athletics, Perception, Persuasion, Sleight of Hand, Survival.

**Tool Proficiencies:** Navigator's tools, vehicles (water)

**Languages:** Choose one standard and one exotic.

**Equipment:** Common clothes, a belaying pin, thread and a blunt needle, a bucket of tar, and 10 gp.

* Sailor
* Dock Worker
* Sea Gatherer

Other Advanced Backgrounds
Patriarch Alfric

Known as the Patriarch, Alfric leads the East Norden Kingdom. His primary concern is keeping the influence of outsiders - especially the Imperial government - from his land. King Alfric has survived many attempts on his life., which have only strengthened his resolve. Like his imperial opponents, he seeks to find the legendary artifacts in order to protect his homeland and further the cause of his faction.
Academic

Academics use their education and knowledge from extensive studies to make a living and achieve their life's ambitions. Academics are generally held in higher regard than most other backgrounds, as their skills are sought after by the wealthy and powerful. Academics make great researchers, investigators, and versatile problem-solvers.

**Skill Proficiencies:** Choose one from Arcana, History, Investigation, Medicine, Nature, Religion.

**Languages:** Choose one standard and one exotic.

**Equipment:** A bottle of black ink, a quill, a letter opener, parchment, and 10gp.

* Antiquarian
* Archivist
* Physician

Other Advanced Backgrounds
Potential Story Hooks

**Grim Tales to Tell**

Throughout the Grim Hollow texts there are many story hooks that could potentially be turned into adventures for DMs and players to explore. This was by intention. Ghostfire Gaming stated in The Campaign Guide that they have intentionally left questions for groups to answer and conflicts for the playerbase to decide. Most sections have open-ended plot-points or details that haven't been fleshed out. This page is intended to collect gaps that DMs and players may want to explore. Contributors to this wiki may want to flesh out such details by creating linked pages from each point below.

**Spellcasting Permits**

* How does a spellcaster obtain a permit and where? Who's involved and how corrupt and bureaucratic is the process exactly?
* Who is likely to ask for a spellcasters permit and what happens when the player doesn't produce one? Where do they go and what happens?

**Arch Seraphs and Arch Daemons**

* Where are they based?
* Do they communicate regularly with Seraphs and Fiends? Should the transforming player expect to be called upon?

**Armoured Caravans**

* Are there specific mercenary groups guarding merchant caravans?
* Are there any known routes? Do particular mercenary groups or traders run particular routes? Is there competition between groups?
Landhaus

Landhaus, once a small village, has turned into a bustling town purely due to its location. Being founded on the crossroads of the main training artery on the western side of the Grey Spine Mountains and the only river that connects the capital of the Bürach Empire, Altenheim to Gräffendam, this town gets a lot of through traffic. With three times the number of taverns and merchants than an average town of its size, Landhaus is constantly abuzz with the sound of music, bartering and trade, and of news and rumors from all over Etharis.
Clergy

The Clergy represent those who devote their lives to working within religious institutions. The Clergy are respected members within the social hierarchy in regions where their religion is prominent. Clergymen make effective orators, acolytes, and religious crusaders.

**Skill Proficiencies:** Choose one from History, Insight, Intimidation, Medicine, Persuasion, Religion.

**Languages:** Choose one standard and one of: Abyssal, Celestial or Infernal.

**Equipment:** A holy symbol, a prayer book or divine text, vestments, and 15gp.

* Inquisitor
* Preacher
* Priest

Other Advanced Backgrounds
Ulstenburg

Ulstenburg, much like the rest of Unterland, is mostly surrounded by marshland. Due to not having much arable land, the city relies on trade for most of its grain and the use of its renowned hunters for its meat. The people of Ulstenburg have made warfare the main profession, with both men and women training and working to create a more efficient and ruthless killing force through both its soldiers and its strategists.
Charlatan

Charlatans can be seen in most markets separating fools from their hard-earned coin, and their is no shortage of fools. Some choose instead to exploit the upper class, claiming that the ignorance of spoilt children is far more lucrative, if a little riskier.

Ranging fro the lowliest of hustlers selling miracle cure-alls to the most audacious con artists, all charlatans have a knack for fooling those unfortunate enough to cross their paths.

**Skill Proficiency:** Deception.

**Additional Equipment:** a lockbox with a secret compartment, a forged Merchant's Guild membership certificate, imitation fine clothes.

**False Identity**

Upon spending an hour writing and talking to the right people, and succeeding on a medium-DC Charisma (Deception) check, you can create yourself a new identity with fake identification.

## Rank 1 - Peddler

You are used to lying through your teeth, telling people whatever they want to hear in order to separate them from their money. It keeps you fed and one step ahead of the law, but you'll need a way to run bigger scams if you want to make real money.

**Holdings:**

A stash of counterfeit items that you sell and scam people with.

A secluded stoop that you use as a shelter against the elements near your place of "business".

**Progression:**

You are recruited by a gang of Hustlers, or create your own group, to participate in more organized and larger-scale scams.

## Rank 2 - Hustler

You have started to work in a group as a face man, expanding your "clientele" with more lucrative cons, such a passing off coloured glass as gemstones, or bleeding wealthy marks dry with long cons.

**Holdings:**

A group of miscreants that assist your cons, with whom you split the spoils of your larceny.

**Progression:**

You must acquire or create plans for a large-scale con and procure the necessary elements.

## Rank 3 - Con Artist

You have become more daring in your approach, orchestrating swindles that require, planning, resources, and teamwork in pursuit of a big payday. You may set your gang about duplicating famous paintings to be sold in foreign cities, for example, or forging property title deeds in order to sell a building you do not own.

**Holdings:**

A team of charismatic swindlers and skilled forgers who can recreate items at your request with great accuracy and detail.

An unmarked warehouse in a disreputable part of town, where you can store and create forged items and oversee your operations.

**Progression:**

Successfully executing a grand con that draws the outrage of a great noble household, religious faction, or other powerful institution. It also makes you famous among other criminals.

## Rank 4- Mastermind

You have become something of a legend within the underground. Up-and-coming swindlers approach you to learn at your feet. Whether you pass on your skills or fleece your new flock is up to you.

**Holdings:**

Many detailed plans of your cons have have devised or procured.

A network of talented individuals who work at your behest, aiding you in orchestrating your ploys.

Criminal

* Cutthroat
* Burglar

Other Advanced Backgrounds
Grim Hollow Wiki

**Welcome to the Grim Hollow Wiki!**
This wiki is intended to be a resource for gathering lore, resources and roleplaying ideas for DMs and players of Grim Hollow, a grim dark fantasy Tabletop Role Play setting for 5th edition of D&D set in the world of Etharis. This resource will collect information currently available from Ghostfire Gaming, who produced the setting, as well as attempt to "fill the gaps" and work towards some consistency in the community. Player devised resources will be marked as they may be replaced at any time in the future by the official work of Ghostfire Gaming.

We're a collaborative community website about Grim Hollow that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

Advanced BackgroundsThe Bürach EmpirePlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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