recursal/Fanatic-Fandom huggingface dataset:
Autumnal Equinox

Occurring Endday 8 of Tsubadish for the year of writing, the Autumnal Equinox is marked by the village Darétik through an evening festival that in turn is  preceded by two hunts carried out earlier in the day. The quarry are large beasts indigenous to the land and sea of the areas surrounding the village, targeting a mature Giant Elk bull for the former and a shark of prodigious size in the latter. These hunts present a significant danger to those who take part, and have been known to claim lives.

Upon delivery back to the village, their meat is used for the evening’s festivities as part of a meal. A tradition is observed, whereby participants are to dress as Hags (who are to go and cause mischief among the other villagers) or Heroes (who are to deliver cheer to the villagers). The Elder - Edatsuyurn - foretells the victor, and over the course of the night both sides are to fight in a performative way in an attempt to subdue the other.

The origin of the festival, of the Hags and Heroes, and its reasoning for why these two beasts in particular are targeted is lost to time and during the village’s many moves, but have proceeded without a noted exception from even before the time of Edatsuyurn. She herself stated a belief of how a story is told through the rituals of the day.

It could be assumed that some meat may be spared or somehow preserved in stockpile for use over colder months. Other uses for unpalatable remains are not known, however the village does have a complement of trades that may tan hide or find use for sinew and bone.

Edatsuyurn has indicated that she believes that despite the fact that this years festival was successfully completed in all regards the magical protection that it was meant to provide has in fact failed. It has been suggested that a failed festival would lead to babies dying for a year after the festival. It seems, however, that the main aim of the festival is to protect the village from the attentions of the Dazyanum. These creatures are now able to influence and even enter the village. Edatsuyurn has suggested that this may lead to the village needing to be relocated.
Vejyr

## In the Game

Mt. Vejyr (often referred to as Vejyr) is a sweltering, active volcano. It is composed of one large cavern of lava, with smaller chambers branching off from this room. The player must knock down and hop across boulders with Rock Smash to reach the other side of the fiery lake. Mt. Vejyr is said to be home to a special Moltres. There is also a prophecy about the mountain.

*"[...] when conflict is set aside, the heart of the mountain will rise."*

From Vejyr, the player can access: Route One by taking the southwest exit; Vejyr Sanctum by completing the stone puzzle and taking the northwestern exit; Route Two by taking the northern exit through Vejyr Sanctum; and Inner Vejyr Chamber B1 by entering the southeasternmost exit.

## Places of Interest

### Inner Vejyr Chamber B1

This Chamber is an offshoot of the main mountain. It is flooded with lava. The player cannot access this level until they have joined the rangers.

### Vejyr Sanctum

Vejyr Sanctum is a tall cavern where two tall lava flows meet. There is a Moltres statue in the center. The inscription on it reads:

*"When dust settles, when conflict is cast aside, only then will Vejyr open its heart across the great divide."*

## Special Encounters

### Magby

If the player joins the rangers, they can enter the Inner Vejyr Chamber B1. This will allow them to catch a wild Magby.

### Heatmor

If the player joins the rangers and takes up the I Need Help quest from the Route Two Rangers Guild, a Heatmor will appear. It and the lost hiker will be in the upper northern corner of the main chamber of Vejyr.

### Ponyta

If the player joins the rangers and takes up the Find Ponyta quest from the Route Two Rangers Guild, the missing Ponyta will be in the small, northern chamber to the east of the exit to Vejyr Sanctum.

## Trainers

All battles in this location are fought on a Super-Heated Field.

## Trivia

The version of the prophecy Baron states and the version of the prophecy on the Moltres statue in Mt. Vejyr have slightly different wordings.
The Aeren'al Imperium

* An Elvish empire which exists within the Feyr.
* The people of the Aeren'al Imperium are known as the Aeren'ai.
* At some point in history they froze the Southern Ocean of the Feyr and the ocean remains frozen to this day. How or why they did this remains unknown.
* They have a high level of military sophistication which includes the deployment of camouflage to their troops.
* They displaced the Centaur Tribes from their ancestral land. The tribes are now looking for a new land to roam.
* They are broadly unpopular with the other races of the Feyr.
Garret

**Garret** is Ayrith's Fighting-type Gym Leader. He first meets the protagonist in Cellia South, where he is confronting a Black Fox member.

## Appearance

Garret is a young man with short, wavy white hair, dark skin and golden eyes. He wears a brown, wide-brimmed hat with what appears to be ear-like additions. He has a light brown jacket lined with black fur, and a duller brown shirt. His pants are muddy-colored with a bag strapped to his right leg, and heeled boots.

## Personality

Garret is a rough-and-tumble personality, and comes across as gruff and carefree. However, he is protective over Cellia and its people, wanting to liberate it from its current state. He has a strong hold on the Cellia Fight Club and the Undercity, using vigilante justice with his crew to keep a hold on things. Underneath his harsh demeanor, Garret is a fiercely loyal friend, and feels deeply for those he cares about. This includes both friends and family. He is always willing to help Cellia, and has no qualms about breaking rules along the way.

## Battles

### Cellia Central

Garret is fought on a Crowd Field. He has two Ultra Potions. The player receives the Brawler Badge upon winning this battle.

### Battle Logger

Garret is fought on a neutral field. He has one Ultra Potion.

### Bountilia Island

Garret accompanies the player on their first trip to Bountilia Cavern and serves as the player's partner in all battles. He has two Ultra Potions.

## Gallery

* Battle Sprites
* Overworld Sprites
* Portraits
Imham & Bukan

A young couple, former members of The Sea Nomads they left to pursue their lives on their own terms.  They became stranded on an uninhabited island for several weeks when their craft was wrecked by a storm whilst looking for a hidden caché on their way to Darétik.  These guys have very little ability in forward planning and no survival skills whatsoever.  Fortunately, they were rescued by adventurers who were on the island hunting for Bullywug raiders who had been harassing the fishermen of the  village.  They intend to set themselves up as carpenters in Darétik.

They have been settling well into village life and have become friends with several of the villagers, including Retja. In gratitude to the adventurers who rescued them from the island they have built a large, timber-framed hall for them.
Grandmother Arenthia

Grandmother Arenthia is a leader amongst the Centaur Tribes of the Feyr. She is a well respected figure among her people. The Tiefling Amaros and the Tabaxi Abexi are in service to her and will act on her orders.
She knows Anna's true name and Anna has promised to help her to find a new home for her people.
Fuu

When the party awoke after passing through the portal, Fuu was also there on the deck of the abandoned ship. Unconscious, it was up to the party to help drag him away from the boat as Anna set it ablaze in her attempts to destroy the portal.

After a dramatic escape involving a tidal wave and a mysterious, pearlescent rain, Fuu was awoken by Anna in the boat before drifting on shore.

Fuu communicated as best he could with Anna and Oswlen and seemed perplexed when he couldn't speak properly. Instead, he defaulted to a sign language he had learnt growing up though it seemed no one else could understand him. After many failed attempts to commune, Fuu has resorted to clicks, whistles and charades-esque gestures to get his point across.

He is still trying to get some sense of bearings and grappling with feeling strange and not quite like himself. He has taken a strong interest in Oswlen's maps.

## Opinions:

**Oswlen:** Cant speak but doesn't seam stupid, just mute. Understands and writes in archic common and has a knife as old to match but without any signs of age to it. Not sure where he came from, we just found him unconscious on the ancient ship. He might hold an insight into the portals and where they go to.

**Anna:** She feels protective over him as she recognises he is just a boy, she doesn't know why he's mute and if he's always been this way. She wants to find out how he got onto the ship and why he was unconscious when they found him. She wonders if like themselves he stumbled upon the portal somehow by accident or if he maybe came through it.

**Tomb:** I don't know him that well yet. Seems pretty young. But I've heard good things so far. Sounds like he's got some good sense about him. And he cut someone's head off with a rapier. That ain't easy, got to give him credit for that.

Keth'nell: Believes that once she can establish some kind of connection with him: A kinship, a mutually understood way of communication or even a shared interest she will be able to get through to him. Kethnell has dealt with 'bolds who had yet to speak and she believes this situation is no different.

Lilly: A strange person who can't seem to talk with words, however they are extremely friendly and helpful, can even convey simple messages using Thieves Cant
The Sea Nomads

They travel in groups of six to eight ships but there are thought to be hundreds of ships under this faction.  They try to get as much as they can from the sea. They will find resources on land if necessary and will trade with coastal communities  to obtain things they can’t make themselves.

They bury their dead on land along with a caché of gold and useful items. The location of these cachés is marked with a skull nailed to a tree. The apparent intention of these cachés is to provide emergency supplies for Sea Nomads who find themselves in need. They are, however, often the target of opportunistic scavengers.
The Shipwreck

Southwest of the two islands containing Bullywugs. At night a blue/green glow emanated from the direction of the ship, the glow disappeared from time to time. It was at the junction of three different currents which pulled any floating object towards it. There have been tales of fish in the area being "off" and the wrong colour. The ship itself was ancient, possibly hundreds of years old. The wood was rotted and full of holes. Going down one level there was an open area where it appeared a long time ago some humanoid creatures slept or lived there. Going through the door of this room would take you into a passageway, it was unnaturally dark and the walls were dotted with glow-worms and organic pods in which Sprites resided. These Sprites were here to guard the portal to prevent dangerous creatures from crossing over, they were under the command of a Sprite by the name of Areniver. Going through the next door revealed a green or blue glow where a portal of Fey origin existed. Creatures in this area would feel foggy and may have gaps in their memory. The area was guarded by a Tiefling and Tabaxi who also had the distinct glow and while able to do damage, did not appear to be fully present or even ethereal. It was later discovered that these strange guardians had the appearance of Amaros (Tiefling, M) and Abexi (Tabaxi, M) who were encountered in service to Grandmother Arenthia of the Centaur Tribes.

Anna set the ship on fire at the portal, they also found the Air Genasi Fuu unconscious in front of the portal who was carried out, after escaping an unnatural cloud formed above the ship, when it landed back down onto the burning ship it caused a massive explosion. The adventurers managed to ride the tsunami wave to the North-western island where a strange green/blue dust settled on the nearby trees. This is believed to be portal dust which has some value, the adventurers collected this.

The current state of the currents and ship are unconfirmed but the ship was burned by a group of adventurers who ventured on board resulting in a massive explosion and tidal wave. There 'was' a portal on the ship to the Feyr but the characters lost their memory of what they did. The did however produce a map showing a world mirrored to what is in ours, a frozen land of sea ice and strange compass readings.
Undercity

## In the Game

The Undercity is part of the seedier side of Cellia. It is implied that many criminal operations take place there. However, unlike Cellia South, the Undercity is more secretive. Average citizens will refuse to speak to the player about the Undercity. It is a source of embarrassment for Rosetta, who doesn't want the city's public image to be tarnished.

From the Undercity, the player can access: Cellia Central by returning to the home where the entrance is.

## Places of Interest

### Black Fox Base

In the northeast corner of the map, there is a Black Fox base. The base layout is fairly straightforward. There is an arena and throne in the final room.

From the Black Fox Base, the player can access: the Undercity by taking the south exit.

## Trainers

### Undercity Streets

All battles on the streets of the Undercity are fought on a neutral field.

### Black Fox Den

All battles inside the Black Fox Den are fought on a Factory Field.

Amelia has two Hyper Potions.

### Garret's Sidequest

All battles outside the Black Fox Den are fought on on a neutral field. All battles inside the Black Fox Den are fought on a Factory Field.

Hardy is fought on a Factory Field. He has two Hyper Potions.

### Ryder's Sidequest

All battles inside the Black Fox Den are fought on a Factory Field.
The Cult of the Mardu-Tarr

The Cult of the Mardu-Tarr are based in the walled town of Fuall. They are an almost entirely female group who formerly worshipped their ruler, Queen Karnuta Müd (Deceased), who was a Mardu-Tarr. They believed that their ruler offered them immortality by turning them to stone and as such they willingly submitted themselves to the process.

The queen considered all men to be a danger to women, a persistent and unacceptable danger, and as such she believed that they should be removed from society. As such all male children who were born to the members of the cult were presented to the queen during infancy and exposed to the power of her gaze. Those who failed this test, which given the frailty of extremely young children encompassed the majority, were subsequently turned to stone and were added to the structure of the towns defensive walls. The women of the cult saw this as a great honour and believed that their sons had achieved immortality and so they gladly gave them up to the process. Those few who pass the test became the 'sons' of the Queen and were employed as scholars or as part of the Queen's personal guard. The female members of the cult submitted themselves to petrification when they reached old age and were also added to the walls. Strangely, petrification was also used as a form of execution in punishment for breaking the towns laws. The difference in these cases was that the bodies of the condemned were not added to the wall but were broken up and crushed. Presumably it was believed that this denied the criminal the immortality that the cultists craved. Any female members of the cult were permitted to leave the town on the condition that they never returned. However, this was considered to be a dishonourable act and it would reflect badly on the standing of the former members family who remained within the town.

Within the populace there is a traditional ceremony where girls have their hair ritualistically braided when they reach a certain age. This is an event that is treated with much anticipation by the participants.

Though they were welcoming of strangers of both sexes they were kept at arms length and never fully accepted unless they became members of the cult and performed some tasks to gain the Queen's favour. It is unclear what will become of the cult or what direction it will take following the sudden disappearance of their Queen.
Skulls on Trees

Sea Nomads leave cachés of goods and treasure for other nomads to find when they are dying, they mark them with a skull nailed to a tree.  One was on an island in the archipelago off the coast from Darétik and one was located close to the totem near the small cove on the Largest Island.  These cachés are something of a holy or sacred trust and part of sea nomad lore / culture and should be treated carefully, especially if a sea nomad is with you they might not like you taking ‘their’ heritage.
The Centaur Tribes

* Originating from the Plane of the Feyr. They have been displaced from their ancestral lands by the Aeren'al Imperium which is a cause of deep resentment.
* Their current aim is to find new lands for them to roam.
* Grandmother Arenthia is a leader amongst her people.
* Their stance towards outsiders is one of suspicion and distrust.
* They are deeply hostile towards Elves, especially Wood Elves, and are able to recognise them easily in spite of efforts to disguise their features.
* A promise made to a Centaur is magically binding and giving them your True Name gives them some measure of power over you. Anna revealed her True Name to Grandmother Arenthia and promised to help her people to find a new homeland.
* The Centaurs recognised a small piece of cloth bearing a letter 'G' which was in Anna's possession. They associated this cloth with the word 'hope'. It is not currently clear what significance this has.
Ban Zapadi: The Largest Island

The largest of the abandoned islands South East of Daretik (R19-S20) takes a full day to travel to from the village. Retja visited this island around 15 years ago though his knowledge of it is limited. The island can not be travelled to with a small boat and requires people strong enough to row their ship due to the strong current, however, the wind seems to be nonexistent on this journey. There is a cove on the North East of the Island, and in the surrounding environment the beaches are generally undisturbed and extend out about 10 metres before finishing at the edge of the forest. The land here is firm soil bounded by white sand beaches rather than the swampy environment of some of the other islands. The island is inhabited by Bullywugs and was formerly the home of Hildegrim (Deceased). Hildegrim (Deceased) kept a small dwelling on the side of the mountain on the island. There is a constant hum of frogs croaking in the background.

Somewhere on the island is a 10ft half-tree totem dedicated to the Moon Goddess with various animals (wolf, bear, hare, eagle) carved roughly into it. There is runic script and depictions of the moon's phases on a central panel. Its purpose is to act as a record of a journey taken and as an offering to the spirits of the land to let them know that no harm is meant to them. Tomb would likely know more about this totem and its significance as it was likely carved by his people.

Several strange things happened on this island during the night on a recent visit. A group of 5 Bullywugs were massacred near to the totem while the visiting group slept, their dismembered bodies were found the following morning (It seems likely that Hildegrim was responsible for this as she was a Green Hag). A swarm of 30-50 etherial, blue lights were seen flying into the forest from out over the water (these were later discovered to be Sprites who guarded the portal on the ship). A strange women, who identified herself as Hildegrim (Deceased), emerged from the forest to talk with the party. An epic croak was heard from across the water that seemed to silence all other creatures in the vicinity. Also, the island seems to have been cursed so that all who visit experience poor dice rolls.
The Dazyanum

The Dazyanum (meaning 'The Old Women') were a group of hag-like creatures, only one of which now remains, that lurked in the waters around the islands. These creatures originally came from the Feyr and entered the material plane via the portal on the ship. They were able to change their form allowing them to take on the appearance of ordinary humanoid women. They have been known to abduct children from Darétik and other settlements and use them in their dark rituals. On a full moon, the abducted child is consumed by the coven and then reborn as another Dazyanum. Typically, the Dazyanum collect in covens of 3. They see themselves as guardians of the land and they have a violent hatred of Bullywugs and Slaad.

They are the subject of the ritual battle reenactment carried out as part of the Autumnal Equinox festival in Darétik. The primary purpose of the festival is to provide magical protection from these creatures for the village and its children.

The party found a small group of the Dazyanum on the main, big unnamed island. This particular coven consisted of sisters Hildegrim (Deceased), Salu'ur (Deceased) and Delvica. They possessed the ability to create a magical item called a Hag Eye, this is a small stone pendant which allows the wearer to share their vision with the other members of the coven. If the pendant is destroyed anyone linked to it is inflicted with temporary blindness.
Hiding in Plain Sight

There are beings in this land that hide their 'true form'.

There is some talk of beings alluded to possess some quality for changing their appearance.  Specifics aren’t well known, and it may be best to pursue this with those who leave the village.

Tomb is aware that there are a race of people who are capable of taking on bestial aspects when threatened. These people are called Shifters. Otzi and his daughter Aurelitz belong to this race, as does Tomb himself. They do not seem to be any more dangerous or hostile than any other race, however, in spite of their ability as warriors. It seems unlikely that they are the source of the rumours.

Queen Karnuta Müd of Fuall has asserted that Edatsuyurn herself may not be what she appears to be and that she may not be human. How much weight can be given to this is unclear however. She has demonstrated a great deal of knowledge of things that she shouldn't know about and of the history of this land but she is also devious and cunning and she has a vested interest in wanting to erode trust in Edatsuyurn as she is hoping to win that trust for herself.

It has been discovered that, at least the majority of, the references to creatures hiding their true form relates to the Dazyanum. These are Hags from the Feyr who have been active in the islands around Darétik. They have the ability to change their form at will and they use this ability to steal away children, specifically female children, whom they use in a ritual to increase their number. It has been suggested that their attentions are the primary reason why Darétik has to be periodically moved and that the Autumnal Equinox is meant to provide magical defence against them. The symbolic battle between hags and heroes enacted as part of this ritual is meant to represent the warriors of the village driving off the Dazyanum. It has been indicated by Edatsuyurn that this years festival has failed to provide the magical protection that it should which has led to these creatures entering the village and abducting Te'na, the daughter of Retja. Te'na has now been safely returned to her father and two of the three members of the coven have been killed, their bodies burned and their magic Heartstones claimed by the party. However, Delvica, the leader and most powerful of the Hags is still at large on the islands.
Ritual Magic

### The Vision Quest

* This ritual is used in an attempt to recover memories that have been lost due to travel in a plane to which the subject is not native. It is not especially effective. This ritual is known by Edatsuyurn.
* The subject is required to supply a familiar personal item which is placed into a ritual fire. They are also required to venture outside and to obtain an object to anchor them to the Material Plane.
* A bifurcated pipe is used to blow portal dust up the nose of the subject.
* The subject then relives fragmented visions of their lost memories. A process which can be dangerous.
The Graveyard

## Role Card Info

Description: You are a coder who can use the remnants of the kicked to empower yourself.

Goal: Destroy the server!

Abilities:

1. Choose a kicked player to “store” their ability so you may use it a phase later.

Attributes:

1. [without formation] After you use your stored ability, it will expire and you’ll have to store another ability.
2. [with formation] All of the abilities you’ve gotten access to (at least once) will be available.

## Mechanics

You may not pick up abilities from users who were victim of Corruption.
The Hill Giant Threat (Resolved)

There was a Hill Giant somewhere to the North of town which was causing trouble.  Otzi had more information about this but he is rarely in town. He had observed it and seen evidence of its movements around the lands North of the Wandering River. Approxmiately a week North of Daretik, Hill Giant footsteps (4 metres in length) were seen heading West, and it appeared that the giant uprooted some trees. It is believed that there is only one of each type of Giant in these lands and that this was therefore the only Hill Giant.

Queen Karnuta Müd (Deceased) of Fuall had asked that the Hill Giant should be captured and delivered to her alive as a sign of good faith. She had not indicated what she had intended to do with it. Given her proclivities it can't have been anything good. She had, however, said that the Hill Giant possessed a magical artefact that she would have liked to possess as she believed that it would make her more powerful.

The Hill Giant caught up with Otzi and his herd as they travelled around the lands North of Darétik and decimated the llamas. Otzi and his daughter were able to escape with part of the herd while the Hill Giant gorged itself on the rest and they returned immediately to warn Darétik of the danger that it posed to the party that was currently in Fuall to the North. Anna and Lilly immediately headed North in an attempt to intercept them. The party, who were now heading South on the way back to Darétik, passed through the remains of the llama herd and as such were on the alert for the presence of the Hill Giant. Unfortunately they had not accounted for its magical ability to conceal it's massive form successfully in sparse coastal woodland and they were ambushed by the Hill Giant and it's three Blink Dogs. The fight concluded after Tomb used the magical dagger gifted by Karnuta Müd (Deceased) to Klari'da to stab the Hill Giant in the chest turning it to stone. While the rest of the party were recovering Lilly climbed up the Hill Giant's petrified form and dug into it's chest where she found and retrieved the magic Heartstone which the giant possessed.

Petrified, relieved of it's Heartstone and with a gaping hole in it's chest it is probably safe to assume that this threat has been dealt with.
Ruby Island

## In the Game

Ruby Island is a small, uncharted islet off the coast of Cellia. The island is mountainous. Dense trees grow around the base. Much like Bronze Island, Ruby Island is believed to hide a treasure. Ruby Island is also said to be home to Virizon, who protects the Pokémon there from harm.

In the caves of Ruby Island, there is a plaque. It reads:

*"To calm the storm, and unite the world, I searched all over the land. To the greatest peak, the most unforgiving sands, and across the seas. Yet, only when I came to this land did I realize that the answer lay below us all along. Three birds, three treasures... only when united, can we see that which lies below the surface."*

From Ruby Island, the player can access: Cellia City by sailing back.

## Trainers

### Ruby Island Cavern

All battles in the Ruby Island Caverns are fought on a Cave Field.

### Ruby Island Clearing

Aderyn is fought on a Forest Field. She has two Ultra Potions.
Te’na

Te'na is a small, 3 year old child. She is the daughter of Retja and the sister of Retic.

Sometime in the morning of the 15th Subadesh whilst her brother was out helping her father get the boat ready to set sail, she was abducted from her home by the Dazyanum. Their intention was to consume her in order to create a new member for their coven.

She was eventually found in a wooden cage in a dwelling belonging to Hildegrim (Deceased) in the company of Delvica. During the ensuing fight Lilly was able to unlock the cage and to get Te'na clear of the building and left her in a hiding place in the forest. Once the fight was over the party safely returned Te'na to Darétik and to her father.
Hardy

* Trainer
* Black Fox

**Hardy** is a trainer the protagonist first meets on Route 1. Hailing from Celeste City, his goal is to become the League Champion.

## Appearance

In his first appearance, Hardy wears a simple grey shirt, dark grey jacket, and dark grey pants with a white line down the sides. He also carries a red bag and wears red shoes. He has short brown hair and bold blue eyes.

Second and Third Appearance ( SPOILERS )

In his second appearance, Hardy looks the same as the first but with the signature dark grey Black Foxes mask. In his third appearance however, he wears a white and red haori, along with keeping the signature mask. Underneath the haori, he wears a black and red kimono. He also wears a black hakama for the bottom.

## Battles

### Route 1

Hardy is fought on Grassy Terrain. He has one Super Potion.

### Route 3

Hardy is fought on a Forest Field. He has two Hyper Potions.

### Black Fox Base

Hardy is fought on a Factory Field. He has two Hyper Potions.

This battle only occurs if the player does Garret's side quest.

### Cellia North

Hardy is fought on a neutral field. He has two Ultra Potions.

## Trivia

* In earlier episodes, Hardy was one of the possible opponents in the Semifinal match of the Battleview Tournament. In Episode 6, Connor takes his place.

## Gallery

* Battle Sprites
* Overworld Sprites
* Portraits
* Battle Sprites (Mask)
* Overworld Sprites (Mask)
* Portraits (Mask)
* Battle Sprites (Fox)
* Overworld Sprites (Fox)
* Portraits (Fox)
Klari'da Müd

A young woman in her early 20s. Former resident of Fuall and member of the Cult of the Mardu-Tarr. She is a baker by trade. She has a brother who has become one of the Sons of Karnuta Müd.

First encountered by the party when she appeared at the window of the room that they were staying in at the house of Gazam Müd in Fuall late at night. She claimed that she has approached several visitors to the town before seeking aid in leaving and now she made the same request of the party. She said that to seek to leave would bring dishonour to her family which she wished to avoid by disappearing without permission. She is still loyal to the Cult of the Mardu-Tarr and to Queen Karnuta Müd and still follows their beliefs but she wishes to see more of the world and to experience things that are not possible within the town of her birth. She claims that she has told none of the other residents of Fuall that she wishes to leave except for her brother who told her of the secret passage out. Though this tunnel did exist it proved to be a potentially lethal trap. With the aid of the party she managed to escape down the secret tunnel and is now travelling with them in the wilderness.

She possesses a necklace which she says was given to her by a Sea Nomad called Bukan.

Following the petrification of Queen Karnuta Müd (Deceased) by Oswlen she became distraught and regretful of her decision to leave the town with the party. She fled in panic during the fight with the Hill Giant and has not been seen since. Nobody cared enough to mention it on their journey home.
Delvica

One of three sisters comprising a coven of Dazyanum active on the Islands off the coast near Darétik. She had not yet been encountered when she was named by Salu'ur (Deceased). She is a Night Hag and she was formally the most powerful member and the leader of the Dazyanum, at present she is the sole surviving member of the Dazyanum.

The party that were on the islands to rescue Te'na encountered Delvica outside a small dwelling belonging to her sister Hildegrim (Deceased) on the largest island. She had been blinded by the destruction of the Hag Eye totem belonging to her sister Salu'er, however this did not seem to have a major impact on her ability to function. When first encountered she had used her magical abilities to disguise herself as Edatsuyurn in an attempt to trick the party into not attacking her and to try and convince them to allow her to keep Te'na as what she was doing was for the good of the land. Anna was able to discern that this was a trick and angered by the deception and her previous encounters with the Dazyanum she decided to attack. Lilly was able to remove Te'na from her clutches as the others fought her and so heavily injured and denied her prize she escaped by shifting to the ethereal plane. Her current whereabouts are unknown.
Otzi

A short, heavily tattooed man in his 40s. Though he is a Shifter and was not born among the people of Darétik he has made the place his home. He is employed as a Llama herdsman which suits his love of solitude and the wilderness and often sees him roaming widely in the surrounding countryside. He travels with his daughter, Aurelitz. He is a friendly and hospitable man, prepared to offer advice and information about the land.

Has not been seen in Darétik for several months, but this is not considered to be unusual.  He has more information on the Hill Giant.
Blannun

A curmudgeonly tanner who lives on the west outskirts of Darétik. He has white hair, no family and is widely avoided for his smelling of tanning, regardless of this he is a highly skilled leather worker with a real flair for artistry and style. He gets along with Zewlin the hunter (most likely for her bringing him hides and he working on her leather).

He has provided a small but beautiful saddle for Oswlen to ride a llama and a pair of Falconry gloves for Gideon Blackhawk.
Édat Tsirayur Anam

Édat Tsurayur Anam, also known as Edatsuyurn, is an elderly, blind woman. She lives in the centre of Darétik, in a house without a door but with a large, central hearth. She sleeps on the floor. She is welcoming to newcomers and is the person to whom all new arrivals are directed.  She requires an item from newcomers to make prophecies about their circumstances. She divined that her latest visitors were here to help her, but she admits that not all of them are ready or will survive to see order restored to this land.

She says that the village of Daretik moves ‘every generation or so’ and asserts that she herself has witnessed many moves.  This suggests that she is extremely old, possibly even older than she appears. Queen Karnuta Müd of Fuall asserts that Edatsuyurn is something other than human and that she is indeed older than she appears. She said that the two of them wanted the same thing but that they were not friends.

Edatsuyurn is an authority figure in Darétik, and is revered for her wisdom and foresight.  Tomb [PC] refers to her as ‘Moonspeaker’, which seems to be a term for some kind of mystic or honoured elder amongst his people.

She owns a llama which is currently on loan to Oswlen.
Will Forster

Whilliam

* By Lola Thompson

**Will Forster** is a character role-played by Tarix

## General Description

Will Forster was a Lieutenant for the **Los Santos Police Department**, Badge **#414**. He is currently a part of **Gruppe 6** as a Security Guard for **Pillbox Hill Medical Center**

Even though Will is a pretty relaxed Officer, he can get strict if people dont behave.

## Background Information

Will was interested to be in the army ever since high school. He joined the German Military at an age of 18 years old. Because of his good behaviour he quickly made it through training. Forster had two missions outside Germany. He was first stationed in western parts of the sahara to supervise the armistice between Morocco and the Polisario front. The mission lasted 5 months and Will returned home safely afterwards. His second mission was in Iraq. The mission was suppposed to last 6 months, stationary in the Al Asad base, west bound from the Capital Bagdad. The mission went well for the first 5 months, in the 6th month the base got attacked and Forster and his team had to protect themselves, resulting in Will getting shot multiple times and having to get transported back to Germany. He was transported safely to a Hospital in Germany, where he recovered for multiple months. After being discharged and ready to be back in Service he left the Military and started pursuing a career in different Police Departments. 2 Years after leaving the Military he then got accepted into the Los Santos Police Department as a Cadet with the Badge **#592**.

## Gallery

Instructor OutfitOff Duty OutfitPolice Outfit
Eallan

An older woman of lean construction.  Somewhat lacking in tact. She works the village forge as a blacksmith but she is also the keeper of the cages which are located in a muddy spot near to the forge. The cages are used to hold anyone who requires restraining but they see little use.

Eallan and her daughter have agreed to care for Chirulen, the baby boy that Norlen was given by Karnuta Müd as Norlen did not feel able to raise him alone. Eallan has requested that Norlen provide something to support the child in the event of his death.

Tomb has started helping Eallan to run the forge and he has made some improvements to the forge and to the processes employed in forging.
Retja

Retic (Son)

Te'na (Daughter)

Retja is the lead fisherman of the village, who indicates that ‘frogmen’ were preventing him fishing in the most successful fishing spot near an island.  He is proud and prickly.  Though he is a competent fisherman as a warrior his pride clearly outstrips his abilities and he has very little knowledge of sailing.  A profoundly cowardly individual he is quick to find something else to be doing during combat.  He is very quick to judge.  The village elder has little respect for him, believing him to be overly superstitious.  He has two children, Retic and Te’na.  He had another son called Retsu, his eldest child, described as a proud boy much like his father but he died acting as bait during a ritual hunt.  He owns two large (25ft), serviceable boats that can be sailed or rowed and appears willing to loan these boats to strangers for use in the defence of the village (on the authority of Edatsuyurn).  The boats are equipped with harpoons and nets.  He plays an unknown stringed instrument with some degree of competence. He annually hunts “fearsome” sharks for the equinox festival.  He views Zewlin as cowardly for using ranged weapons and for preferring the comparative ease of hunting on land.
Cellia North

## In the Game

Cellia North is the in-progress side of the city. Scrap metal litters the streets, and many of the buildings are blocked by scaffolding. Cellia North is planned to be the new jewel of the city. However, it has faced many setbacks. Aaron is the Gym Leader of Cellia North, and in charge of the district's construction projects.

From Cellia North, the player can access: Cellia Central by taking the gatehouse to the south.

## Places of Interest

### Old Factory

The Old Factory is a small building that has fallen into disuse. Discarded machinery blocks off some paths.

From the Abandoned Factory, the player can access: Cellia North by taking the exit to the south.

### Cellia North Gym

The Celeste City Gym is home to Aaron, the steel-type Gym Leader.  The gym is an open arena with light-up floors.

From the gym, the player can access: Cellia North by taking the exit to the south.

### Cellia Sewers

The Cellia Sewers are a series of tunnels that direct the city's waste-water. The section of sewer lines in Cellia North are distinct from Cellia South. They are older, and more worn-down. The two sewer sections do not connect to each other.

From the Cellia Sewers, the player can access: Cellia North by taking the ladder up; and the Depths by entering the hole in the sewer wall.

### The Depths

The Depths are a large cavern beneath Cellia City. From the Depths, the player can access: the Cellia Sewers by taking the exit to the south.

## Trainers

All battles in this location, save the Gym Leader fight, are fought on a neutral field.

### Gym Battle

Aaron is fought on a Factory Field. He has two Ultra Potions. The player receives the Unbreakable Badge upon winning this battle.
Oswlen Pinherlchick Urdbaer Jan-Satyrs Fenraerl

Oswlen Pinherlchick Urdbaer Jan-Satyrs Fenraerl (called Oswin for ease) is a male Forest Gnome sorcerer who got deposited in the fields outside Darétik, and has started to make the place more comfortable to a forest Gnome by excavating under Edatsuyurn’s house and out into the fields. Oswlen hasn’t explained the source of his magic but it can go wild when he is casting. Like all Gnomes he has a liking for frogs legs and raw eggs and seams to be a nice person.

Standing at 2’7” with a big brimmed hat and bag full of maps Oswlen is currently at a time in his life called ‘Rumspringer’ and is looking to explore and engage in his life long passion for drawing and cartography, he has a collection of maps including one showing world as not seen in centuries. Something of a physically weak character he should never be allowed to climb anything for fear he will fall of and hurt himself.

The trusty Llama: Oswlen has taken to rideing a llama called Salt Lick which he aquired in Deratik.

## Opinions:

Tomb: I still don't get him and his magic still smells Wizardy. But I reckon he's alright. What he did to that damn demon-critter was awesome! And his magic is real useful, you can't argue with that. Hope I get a chance to know him better.

Anna: He seems quite intelligent and a talented artist. A good problem solver, often finding inventive and creative ways to get around issues. His map skills are very useful... but where did this new, unusual backwards map that follows the stars come from?

Norlen: Very fancy man, seems accident prone, he enjoys Being Tall on my shoulders. I thought he had rum but no it's just a Rumspringer :( I like that he's curious about the world, with his mind that shouldn't be difficult. He needs to stop eating legs thou, this habit of his scares me

Keth'nell: A fun guy! Simple as that. A bit of a troublemaker, but one with great potential and a familiar love of simple pleasures. Takes himself a little too seriously.

Zoks: Interesting character. Suppose anyone using llama as a mount would be. Don't often find others more vertically challenged than me, so got to share Zewlin's cloak with them (*note to self: still need to repair*). Have impression they're not keen on Kobolds, but they're not the first. Remained amiable and dependable regardless, and clearly skilled if their Equinox hunt conduct was a good measure. Not sure of relationship with Norlen, as both prone to joking with the other but to extent of being stressed and losing sleep. Surely not best conduct on trip into wilds?

Lilly: Seems to be a smart person always writing things or drawing maps, his magic hasn't been the best and has a habit of hurting himself more than others.
Zewlin

Zewlin is the lead hunter of the village, she hunts game on the outskirts of Darétik, such as boar and deer.  Sometimes she goes on longer expeditions to stalk larger game further afield. She is around 40 years old and has a steely stare.  She has a friendly rivalry with Retja, which seems to go back a long time, and they compete annually to bring their chosen prey back to the festival. She wears a mottled brown hooded cloak for camouflage while hunting.  Although she is highly skilled with a bow she has no experience in the use of traps which severely limits her effectiveness as a hunter.  A rather grim and forbidding woman, she possesses no discernable sense of humour and very little patience.
Retic

Retic is a young boy (4 years old), he is the son of Retja (the lead fisherman).  He appears to be employed by the rest of the village as an errand boy and he takes messages and performs small tasks for the adults including his father and the village elder.  He is cheerful and proud of his position of responsibility and of his father’s status within the village.  Has a sister called Te’na.  He used to have an older brother, named Retsu, until his unfortunate death due to the foolish negligence of their father.
Portals

Below is the knowledge gained on Portals so far:

* Sprites live in the thin space between planes and as such have an existence on each side of the portal, the Material Plane and the Feyr, in tandem. These Sprites serve as protectors of the gates to stop malevolent forces crossing between the worlds.
* Evil fey creatures such as Hags, Slaads, and Trolls can enter the Material Plane via these portals.
* Portals, at least some of them, can be destroyed with fire. Destroying these portals can leave the Sprite guardians stranded and disconnected from their other selves, resulting in them fading from existence.
* The destruction of a portal is followed by a great explosive force and a pearlescent blue rain of ‘Portal dust’, which is a valuable material component.
* Ingesting portal dust can lead to visions where one can visualise the ‘lines’ that join these portals together as beams of purple light.
* Portals appear to move, or materialise on an astral calendar that can be mapped/predicted by analysing the stars.
* It has been suggested that once someone travels to a plane other than their plane of origin it will have a permanent effect on them. This is entirely unsubstantiated so far.
* In the Feyr it is widely believed that the portals are all gone and that there is currently no way to travel to other planes. This belief is incorrect.
Other Planes: The Feyr

This land is a separate Plane of existence to the Material Plane and it can only be accessed via portal. The area that was explored by the party was a large region of tundra. A dense forest of snow covered trees bordering a snap-frozen sea. The sea seems to have been frozen to a considerable depth as somebody has carved chambers and passageways into the ice. This area appears to be unnatural as a party was able to traverse it for several weeks without any protective clothing or specialist equipment without suffering any ill effects from the cold or the icy conditions.

It is the Plane of origin of the Elves and the Centaurs. A Minotaur, a Tabaxi and a Tiefling were also encountered here by the party though it is not known if these species are native to the Plane.

The Aeren'al Imperium are an expansionist empire with their origin on this Plane. They are responsible for the displacement of the Centaur Tribes and the freezing of the Southern Ocean.
Rosetta

**Rosetta** is Ayrith's Fairy-type Gym Leader and a famous singer in Cellia City. She first meets the protagonist while attempting to apprehend Aurora in Cellia Central.

## Appearance

Rosetta is a young woman with long, straight pink hair tied back in a ponytail with a red bow. Her eyes are light violet in color. She has fair skin and wears a short red dress, which is fitting on the top and frills out on the bottom. The neckline is a halter, and she wears red gloves with white fur at the base. Her socks go up to her mid-thigh, and she has red boots with white heels one.

## Personality

Rosetta is publicly seen as a sweet and kind woman. She acts as the leader of Cellia Central, and sometimes Cellia as a whole. As an idol, she keeps a good image, but can be hot-headed at times with others. She has a lot of confidence, and takes pride in her skills. Rosetta is self-assured, and is not afraid to bend rules for the people she trusts, including the protagonist. She aids the protagonist in their various excursions.

## Battles

### Battleview Tournament

Rosetta is fought on a Starlight Arena. She has two Hyper Potions. The player receives the Fairy Tale Badge upon winning this battle.

## Gallery

* Battle Sprites
* Overworld Sprites
* Portraits