recursal/Fanatic-Fandom huggingface dataset:
Evocation

**Evocation** (sometimes called Summoning) is a school of magic focused on creating objects by transforming free Astral Energy into matter.

Evocation is a very prestigious school of magic, because of its ability to create new elements. The properties of a wide variety of Amalgam elements are a closely guarded secret, because knowing them might help your adversaries with coming up with new elements that might give them an advantage in e.g. combat. Keeping the research closed also helps to maintain the value of the new elements.

The magic user performing Evocation must have high enough Attunement for the operation to be successful, and has to know how to arrange the Astral Energy into the specific desired state. The latter is most often done by changing the shape of the object being used to channel the Astral Energy, be it a staff, or in the case of high-level mages - their hands.

## Mechanism:

Evocation is performed using Evocation spells, which are known to produce a specific element(s) if cast correctly.

The matter created by Evocation will be imperfect, and will "dissolve" back into Astral Energy over time. This depends on the skill of whoever is casting the spell.

The matter created by Evocation can only be created in the same plane of existence as the free Astral Energy that was used to create it. However, there is no physical requirement for the spell caster to also be in the same plane, provided they have means to change the state of Astral Energy in the target plane.

Trying to convert too much Astral Energy into matter at once can (will) cause the process to fail spectacularly (See: Overloading of the astral crystal during Dakanrog).

## Spells:

Fireball - converts Astral Energy into a moving ball of Brimstone.

## Trivia:

It is technically possible to create a body of a creature from free Astral Energy, and then use more free Astral Energy to create a soul for that body, thus creating a living being from "nothing". Although, if special care isn't taken, the body might be unstable and decay back into free Astral Energy.
Disperse Magic

**Disperse Magic** is an Abjuration spell that when cast dissipates the free astral energy around the casting location, moving it uniformly outwards.

It affects all planes at their corresponding locations at the same time.

## Mechanism:

Astral energy of the caster is used to perform work of moving astral energy.

## In-Game Mechanic:

Reduces the Astral Energy stat of all objects around the target.

The level of reduction is inversly proportional to the distance from the target.

The level of reduction is proportional to the level of the spell.
Warfare

The world has things such as magic.

The people would come up with different fortifications to counter them.

Countering magical projectiles could be done with focus magic and disperse magic spells, if strong enough, they could disturb the magical projectiles and make them fizzle out, change course, or detonate prematurely. This works because objects created via Evocation (like fireball spells) are inherently unstable.

Magic-absorbing arrangements (elements) could be created or exist in the world.

Some elements are more susceptible to being imbued with magic.
Old King's Castle

The **Old King's Castle** is a fortified residence of The Old King.

The Old King's Castle is located in Cloudy Mountains.

## History:

Around 15 AD it was besieged and subsequently destroyed and sacked by the Black Horde in their search for the Old King's Amulet.

## Description:

The Old King's Castle is a large castle on top of the Cloudy Mountains.

Currently it is in ruins, having been completely destroyed by Cerberus.

The ruins of the Old King's City are located nearby, also in the heights of the Cloudy Mountains.
The Iron Mine

The **Iron Mine** is the second main-quest of the game.

## Backstory:

After talking to your uncle, you decide to go to the iron mine near Thaaris to find out why the shipments of iron have stopped. Your uncle has told you that he suspects the corruption and undead might have something to do with it.

## Walkthrough:

### Locate the Iron Mine:

You go to the iron mine north of Thaaris.

### Talk to the miners:

You ask the miners about the lack of shipments. They confirm that it's because of the corruption. Recently, unknown beasts and large rats have been appearing in the mine. To the point where they had to barricade part of the mine off. The leader of the miners reluctantly agrees to let you in, but also remarks that he wouldn't go if he was you, and that you probably won't even find any iron unless you are dumb enough to go through the barricade.

### Collect a clump of Iron Ore:

You need to mine 1x Iron Ore for the quest to complete.

## Remarks:

You will be left with the main-quest Journeyman Blacksmith, which requires you to collect 7x Iron Ore, you can gather it in the mine.

The upper levels of the mine contain some relatively weak enemies, but their numbers increase as you go deeper, soon preventing you from reaching the end. You should be able to collect 7 pieces of ore though.
Time

The passing of **Time** is measured using clocks and calendars.

## Flow of time:

The more astral energy, and the more permeable the plane is, the faster the time seems to pass at that location.

## Human Calendar:

The Human divide the time into two eras - Before Dakanrøg (BD), and After Dakanrøg (AD)

The splitting point is set at roughly when the loud thunderous sound was heard throughout the planes. When Xokaldir crossed from the Plane of the Damned to the Astral Plane, overpowering the transportation crystal.
Cloudy Mountains

**Cloudy Mountains** is a mountain chain that runs north-south, roughly through the middle of the known continent.

## Description:

It splits the continent in half, and also hampers the corruption's ability to spread east.

The cloudy mountains, and even more so, the neighboring desert / savanna / wasteland region to the west are devoid of astral energy, which has been drained by Xokaldir and Cerberus, concentrated at the Black Castle.

As a result, these regions are now deserted, the life is old, since new life isn't born, and time passes slow enough that older lifeforms have not died yet.

## Trivia:

The name originates from the fact that the mountains are usually very... cloudy.
Proposals/Building Types

### Camp:

* Tent
* Campfire

### Military:

* Armory
* Tower
* Wall
* Barracks
* Donjon
* Melee Training Arena
* Shooting Range

### Uncategorized:

* House
* Library
* Wagon (Cart)
* Blacksmith's shop
* Storage shed
* Church/Temple
* Water Well
* Bridge
* Dock
* Farm
* Tavern
* Inn
* Alehouse
* Horse obstacle course
* Labirynth
* Hedge Labirynth
* Jousting arena
* Portal

### Cemetery:

* Tombstone/Grave
* Crypt
* Storage Shed (gravekeeper's)
Abyssal Plane

The **Abyssal Plane (a.k.a. Plane of the Damned)** is one of the planes of existence.

It is characterized by containing lots of ordinary matter (mostly Abyssite) and little to no air (and most of the air it does contain is corrupted).

## Description:

The landscape of the Abyssal Plane resembles tunnels and tunnel-like voids intersecting the reddish Abyssite, with some enormously huge and cavernous holes in between. There is no sky, only endless tunnels in all directions, and a mysterious red fog fills the spaces.

It's inhabited mostly by demons, and beings forcefully sent here by the gods and powerful magic users. Mortal creatures from the Material Plane can't survive here without the help of magic.
Maltorn's Settlement

**Maltorn's Settlement** is a name given for the walled off grouping of buildings where Maltorn and his associates and students live and study magic.

It can be found north-east of Thaaris.

## Description:

It's a grouping of houses and supporting buildings surrounded by a wall.

It's further surrounded by dense forests.

## NPCs:

* Maltorn
* Adrian Hagel

## Roads:

Thaaris/Iron Mine (west -> north)

Thaaris (west -> south)

Thaaris Cemetery (west -> west)
Golden Pieces

The **Golden Pieces** (a.k.a. Pieces) are the most widespread type of currency on the continent.

## Backstory:

Initially, many different types of coins were in circulation, from copper coins, silver, and even gold coins.

These coins were often irregular and imperfect.

In the height of The Old Kingdom, the currency was standardized more on a uniform gold coin, minted at the mint in The Old King's City.

These coins are worth their weight in gold.

## Description:

Pieces are small and thin, mostly round, gold coins with a square hole in the middle.
Cleansing the Forests

**Clensing the Forests** is a side quest quest taking place in the forests surrounding the Thaaris Cemetery, after the player defeats Sköll.

The player, after defeating the necromancer can accept a task of removing the remains of the corruption from the forests surrounding the cemetery.

## Backstory:

After defeating Sköll and exiting the crypt, the player is approached by the militia captain, who expresses his gratitude for their help in defeating the necromancer. However, he notes that the forests surrounding the cemetery are still full of the corruption caused by Sköll's magic. He asks the player if they would be willing to help cleanse the forests of this corruption.

## Walkthrough:

### Reach the first patrol point:

The player agrees, and sets out into the forests with a smaller team of militia soldiers. They encounter various corrupted creatures as they make their way around the cemetery.

### Reach the fifth Patrol point:

After several hours, you come across a very large tree that has been twisted and mutated by chaotic miasma. If you get close, you will get damaged by the air.

### Plant 10 Nature's Hearts around the big corrupted tree:

You know that there exists a plant that can turn corrupted air into normal air.

### Gather 10 Nature's Hearts:

You need to bring 10 plants from a different location and plant them around the tree,

### Talk to Maltorn:

After planting the magical flowers, you go to Maltorn to ask him to cast Focus Magic to increase their strength.

### Talk to the militia captain:

After successfully cleansing the forests, the player returns to the militia captain, who thanks them for their help and rewards them with:

* an amount of gold
* a potion
* a mysterious lump of ore that they found at the cemetery
Forest Stray

The **Forest Stray** is a family of undead hostile mobs.

They are created from animated tree trunks and branches.

## Description:

Most Forest Strays take a somewhat humanoid (upright) form. They look like a vertical tree trunk, usually with deep vertical (sometimes horizontal) gauges and splits.

They can have additional branches, leaves, and flowers growing from their bodies, depending on the tree they were animated from.
Thaaris

**Thaaris** is a small town/village located near the east coast of the continent.

This is the starting location.

## Description:

Thaaris is a village/small town surrounded by a wooden palisade wall for protection.

It's surrounded by partial forests and fields of crop.

## Locations:

* Blacksmith's House
* Armory
* Militia Training Area

## Roads:

Thaaris Cemetery (north -> north-west)

Thaaris/Iron Mine (north -> north)

Maltorn's Settlement (north -> east)

Thaaris Port (east)

Asseen (south -> west)
Lost Book

**Lost Book** is a main quest.

## Backstory:

After showing the body of the monster to Maltorn, he tells you that one of his students was recently attacked by some undead while she was researching the undead, and she lost one of Maltorn's books, one of the books about the undead specifically.

## Walkthrough:

### Find the book:

Maltorn told you that his student lost the book near the cemetery, when she was ambushed by skeletons. Maltorn wants you to recover the book, which should still be there.

You go to the cemetery, and you find the book close by.

### Get back to Maltorn:

You return to Maltorn and give him the book.

Maltorn asks you to tell your uncle that he wants the blacksmith to make him a specifically shaped Iron hammer and a set of vambraces.

You can tell Maltorn that you can make them instead. Either way, you'll probably need more iron.

*This starts the main-quest Preparations.*
Proposals/ChatGPT/Quests/MissingMessenger

Sure! Here's an example of a side quest that could precede the mystery of the stolen sword:

The Missing Messenger

While exploring the countryside, the players come across a small hamlet where the villagers are in a state of panic. Their messenger, who was carrying an important message to a neighboring lord, has gone missing. They fear that he may have been waylaid by bandits or wild beasts.

Step by Step Breakdown:

1. The players arrive in the hamlet and hear about the missing messenger from the villagers.
2. The players investigate the messenger's last known location, a nearby crossroads. They find signs of a struggle and some of the messenger's belongings, but no sign of the messenger himself.
3. The players follow a trail of footprints leading into the nearby forest, where they encounter a group of bandits who have captured the messenger and are holding him for ransom.
4. The players defeat the bandits and free the messenger, who tells them that he was carrying a message from the hamlet's lord to a neighboring lord, requesting aid against a nearby bandit stronghold.
5. The players escort the messenger back to the hamlet, where they deliver the message to the lord and help the villagers prepare for an attack on the bandit stronghold.
6. The players accompany the villagers to the bandit stronghold and help to defeat the bandits in a battle. As a reward, the lord grants the players access to his armory, where they may find some useful equipment or information for the mystery of the stolen sword.

This side quest provides the players with an opportunity to hone their combat skills and gain some valuable allies for future adventures. It also sets the stage for the mystery of the stolen sword by introducing the players to the politics and rivalries of the local nobility.
Elements/Brimstone

**Brimstones, or Fire-rocks (*Saxum Ignis*)** is a category of several related elements that exhibit properties common to both earth and fire type elements.

Most of them are non-metals.

## See Also:

Abyssite - A relatively stable brimstone, comprises the bulk of the Abyssal Plane.

Pyronite - A type of brimstone.

Fire
List of Miraculous superpowers used in episodes

This is a comprehensive list of all Miraculous superpowers used by wielders seen in the episodes of the show from Season 1 - Season 5.

This page will be updated with each season that releases, and features the superpowers:

* Lucky Charm, used by Ladybug and her unifications, Mister Bug, Scarabella, Monarbug, Shadybug and Tikki herself.

* Cataclysm, used by Chat Noir and his unifications, Lady Noire, Kitty Noire, Claw Noir and Plagg himself.

* Akumatization / Kamikotization, used by Monarch and his unifications, Chrysalis (When Season 6 releases in the third quarter of 2024), Betterfly and Nooroo herself.

* Amokization, used by Argos, Mayura, Shadow Moth, Emilie Agreste, Colt Fathom, Wang Fu and Duusu himself.

* Mirage, used by Rena Rouge and her Furtive alias, Multifox, Monarch and his unifications and Trixx himself.

* Shell-ter, used by Carapace, Jade Turtle, Senticarapace, Monarch and his unifications and Wayzz himself.

* Venom, used by Vesperia, Queen Bee, Lady Bee, Monarch and his unifications and Pollen herself.

* Wind Dragon, used by Ryuko, Dragon Bug, Monarch and his unifications and Longg herself.
	+ Water Dragon, used by Ryuko, Dragon Bug, Monarch and his unifications and Longg herself.
		- Lightning Dragon, used by Ryuko, Dragon Bug, Monarch and his unifications and Longg herself.

* Second Chance, used by Viperion, Aspik and his unifications, Monarch and his unifications and Sass himself.

* Burrow, used by Bunnyx, Pennybug, Rabbit Noir, Monarch and his unifications and Fluff herself.

* Voyage, used by Pegasus, Pegabug and her unifications, Monarch and his unifications and Kaalki herself.

* Clout, used by Purple Tigress, Monarch and his unifications and Roaar herself.

* Fetch, used by Miss Hound, Flairmidable, Canigirl and her unifications, Monarch and his unifications and Barkk herself.

* Multitude, used by Polymouse, Multimouse and her unifications, Monarch and his unifications and Mullo herself.

* Uproar, used by King Monkey, Monarch and his unifications and Xuppu himself.

* Gift, used by Pigella, Monarch and his unifications and Daizzi himself.

* Sublimation, used by Rooster Bold, Monarch and his unifications and Orikko himself.

* Resistance, used by Minotaurox, Monarch and his unifications and Stompp himself.

* Genesis, used by Caprikid, Monarch and his unifications and Ziggy herself.

* Liberation, used by Eagle, Miraclonizer and Liiri himself.

This page will also display superpowers used by Akumatized villains in Season 5.

## List of Superpowers used in episodes

* Season 1 and earlier
* Season 2
* Season 3
* Season 4
* Season 5
The Old Kingdom

**The Old Kingdom** was a kingdom that once united the continent.

It's capital was the Old King's City, and the royal family lived in the Old King's Castle.

## History:

After the events of Dakanrøg, and following destabilization of the world, the kingdom fell apart due to new struggles (both internal, and against the changing environment) which it couldn't adapt to.
Marlena Césaire

**Marlena Césaire** is the head chef of the restaurant in Le Grand Paris and the mother of Alya, Ella, Etta, and Nora Césaire.

## Appearance

### Physical appearance

Marlena is short and has brown skin. Her eyes and hair are brown, with the hair pulled up into a bun. She wears brilliant pink lipstick.

### Civilian attire

Marlena wears a white chef tunic with three white buttons on each side of the front, light blue pants, and white tennis shoes. She also occasionally wears a tall chef's hat with "*Le Grand Paris*" embroidered on it in gold.

Outside of work, she wears a moderate raspberry/strong red tunic with luminous vivid gold trimming, very dark azure pants and black slip-on shoes.

*For more of Marlena's outfits and designs, see Marlena Césaire/Designs.*
## Personality

Marlena is kind, calm, soft-spoken and considerate. In "Rogercop", when she explains that she didn't bring any food samples from the restaurant like Marinette's father did from his bakery, she jokingly says that perhaps the owner of Le Grand Paris, André Bourgeois, would invite them to have lunch at the hotel. Her kindness is also shown in "Kung Food" when, as a judge of *The World's Greatest Chef*, she gently tells Wang Cheng that his soup, which was ruined by Chloé Bourgeois, isn't good, unlike the other judges who were far less tactful.

She is also brave, as she was willing to take on Scarlet Moth's army of akumas despite having no powers of her own, and highly supportive of the heroes, cheering them on and putting absolute faith in them to succeed.

## Abilities

Being the head chef of a five-star hotel's kitchen, Marlena possesses considerable cooking and leadership skills in both preparing food and overseeing the kitchen staff in said preparation.

## Family

### Tree

* Images
* Text Only

    = **Male**

    = **Female**

    = **Gender Unknown**

### Notes

* All of the Césaires' first names are based on famous jazz singers.
* **Marlena** is the only member of the Césaire family so far not to be Akumatized.

## Trivia

* Marlena's name is a reference to Marlena Shaw, just as the rest of her family's names are references to jazz singers.
* Her family comes from Martinique.
* Marlena is the only member of her family so far who has not been akumatized. However, in "Kung Food" she became under Kung Food's influence from eating his sabotaged soup, and became one of his servants.

## Gallery

Click here to view the image gallery for Marlena Césaire.
*Click here to view the gallery.*

## References

1. ↑ https://twitter.com/Thomas\_Astruc/status/679575636231483392
2. ↑ 2.0 2.1 https://www.twitter.com/Thomas\_Astruc/status/686177738521227264
3. ↑ https://www.facebook.com/MiraculousThomasAstruc/posts/1003852316417217

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Focus Magic

The **Focus Magic** is an Abjuration spell that increases the concentration of Astral Energy around the target.

## In-Game:

Increases the Astral Energy stat of all objects around the target.

The level of increase is inversly proportional to the distance from the target.

The level of increase is proportional to the attunement of the caster.
Inventories

**Inventories** are used to store Items.

There are 2 broad types of inventories.

Grid-based and list-based.

### Grid-based Inventories:

They work on the premise that every item has a specific width and height in units of inventory cells. Like in Diablo or Metin 2.

### List-based Inventories:

They work on the premise that every item occupies one slot in the list.
'gar Mo'gol

The **'gar Mo'gol** (demonic: **Mountains [that have been] Captured**) are the dying steppes and plains located west of the cloudy mountains.

## Description:

The 'gar Mo'gol currently have very low concentration of astral energy. It has been drained by the actions of Cerberus and Xokaldir.

To the west, they border the Cloudy Mountains.

To the north they border the lower regions of the Rog Yazg.

To the west they border Glugmoor, with vast beaches and cliffs.

to the south they slowly fade to a roughly normal forest. It is known that danger lies there.

## History:

The wastelands were once a large and lively savanna/desert, but ever since Cerberus built his castle up north, they are drained of astral energy and devoid of life.
Amok

* Amok
* Pre-Infused

An **Amok** is a magically charged blue feather that manifests a Sentimonster from a person's emotions.

The feathers were used by Mayura and Shadow Moth, while Ladybug and Chat Noir were tasked with capturing and reverting them.

They are now used by Argos after his exchange for the Peacock Miraculous with Gabriel Agreste.

## Appearance

Before it is turned into an Amok by Argos, the feather is pure white. However, once it becomes an Amok, it turns blue.

## Creation and Abilities

Argos creates an Amok by taking a feather from his hand fan and charging it with magical energy.

The purpose of an Amok is to be sent off to possess an object belonging to a person with strong emotions, resulting in the establishment of a telepathic connection between the person and the Peacock Miraculous owner.

Once the person agrees to allow their emotions be manifested, the object containing the Amok releases a magical dark-blue ether that manifests a living being from their emotions.

The Amok can squeeze through impossibly small spaces, even being able to move through the seal of a window pane.

The Peacock Miraculous owner can sense the presence of Amoks and either reactivate or revoke them, even if they belong to Sentimonsters that were manifested by a different Peacock Miraculous owner.

## Fate

An Amok leaves the object it inhabits after the object is broken. From there, Ladybug can catch it with her yo-yo in order to "de-evilize" it by removing the magical energy from it. Afterward, once the Amok reverts back to being a normal feather, she releases it.

## Trivia

* The phrase "running amok" is based on a Malaysian/Indonesian spiritual belief, where the state of "amok" was caused by a spiritual tiger being entering one's body and caused them to commit wild and violent acts. As a culture-bound syndrome, an individual, having displayed no previous signs of anger or violent tendencies, will suddenly acquire a weapon and begin to attempt to harm themselves and those around them.
	+ Ironically, the real concept of amok is more similar to Akumatization.
* It is unknown what happens to an Amok if it isn't purified or where it goes after it's purified.
* In "Guiltrip", Rose becomes the first person to notice an amok before it reaches its target.
* Unlike akumatized objects, which turn dark purple when an akuma has entered them, amokized objects remain the same. It's currently unknown why.
	+ In "Reflekdoll", the amokized object, a hairclip, did transform along with its owner.
* Sometimes, when an amok possesses an object, it makes the same sound that an akuma makes when possessing an object. Other times, it makes another, original sound.

## Gallery

Click here to view the image gallery for Amok.
*Click here to view the gallery.*

## References

1. ↑ https://en.wikipedia.org/wiki/Running\_amok#Malaysian/Indonesian\_origin

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Asseen

**Asseen** is a village located south-west of Thaaris.

## Description:

It's located at the base of the easternmost part of Cloudy Mountains, mysterious forests surround it from the north and south, and a cleared out area is to the east.

Several fenced off areas used for pasture of animals, several stone "sheds" are dotting the spaces east of the village.

There is a sculpture carved into the rocks above the village, located slightly south, and high enough that nobody knows what created it, no humans could ever venture up that slope...

The village is partially walled off by a palisade.

The forests to the south of the village are more overgrown and eerie than the forests up north.

The southern forests are themselves divided into 3 regions, the northernmost region has tall and thick trees. Permanent shadow tends to exist at the bottom. The areas to the east, which border the clearing, tend to get more bushy, and for some reason, a particular species of thorny bush seems to really like that area, there are tons of them there. The southern region gets progressively less and less dense, the forest gradually gives way to bushy plains.
Sköll

**Sköll** is an undead necromancer that resides at the Thaaris Cemetery when the player meets him.

## Description:

Sköll is a tall cloaked figure, dressed in worn out and slightly tattered gray robes. He always wears a hood to conceal his face. A subtle gray mist surrounds him at all times, especially when he's meditating.

He is ruthless, doesn't really have any regard for life and will not stop at anything to achieve his goals. His existence depends on his magic, as he is an undead. Sköll a solitary being, he doesn't like when someone interferes with him. He is purely concerned with accumulating power and control over other beings, and also is deeply interested in magic and its limits.

## Bossfight:

The player enters the boss chamber at the Thaaris Cemetery. The necromancer is hooded, sitting at his boney throne, facing the entrance. several dark cloaked minions surround him and cast spells, mumbling under their noses.

Dark mist and smoke flows from the minions' hands towards the necromancer.

As you enter, the necromancer notices you, and summons several corpses in recesses in the walls of the boss room. The corpses stand up and attack the player.

The necromancer in this stage is sitting down, "meditating" and commanding the undead.

When the necromancer's health drops below 75% and all of the corpses have been defeated, he stands up, his eyes light up with a bright white flash of anger, and a bloody stain stands oozing out of the cracks and crevices of the boss room. The ooze coagulates, and the necromancer animates it. It then starts surrounding the player, damaging him.

The necromancer raises more corpses, some armored, and sits down again, starting to command them.

Later on, the necromancer summons two Animated Reanimators, who can heal him quickly if they're not dealt with.

Near the end, the necromancer stands up again, and starts emitting powerful astral energy. He starts transforming into an astral being. As he is being damaged by the player, the floor collapses several meters down into a pit full of snakes, and the necromancer disappears to the astral plane to be forever without a body. The pedestal on top of which the throne is still located remains standing.
Journeyman Blacksmith

The **Journeyman Blacksmith** is the first quest.

## Walkthrough:

### Talk to your uncle:

You wake up one day, walk down to fire up the furnaces, as usual, and you see your uncle already up. He tells you that he doesn't have any iron ore left, so there's no point in firing up the furnace. Your uncle tells you that he had an arrangement with the miners to deliver the ore to him directly, and they haven't delivered anything in a while.

Your uncle tells you that since he doesn't really have much to do today he's gonna go train martial arts at the militia's training area, then asks you if you want to go with him.

You can either accept and train or just go with him and tell the militia captain about the issue, since had your uncle making weapons for the militiamen.

*Accepting will start the side-quest Combat Training.*

You tell your uncle you will go to the miners and investigate why there weren't any shipments recently. Your uncle tells you that he is worried that the necromancer and corruption might have something to do with it, since the iron mine is close to it.

*This starts the main-quest The Iron Mine.*

### Collect 7x Iron Ore:

You need to collect 7 pieces of Iron Ore - see The Iron Mine.

### Go back to your uncle:

Your uncle thanks you for getting the iron ore, and although it's not much, he tells you that you should fire up the forge and get some more practice with the hammer. He tells you that if you do well, he'll let you keep one of the swords you forge out.

*This starts the main-quest Weaponsmith.*
The Old King

**The Old King** was a title given to the ruler of The Old Kingdom.

The player's father was the last of the Old Kings.

## Backstory:

The first **Old King** was the one to unite the known continent. Under the blessing of the gods, everyone lived in peace and harmony for generations to come. Soon everything would change however. In the year 1 AD, a cataclysm struck. Dakanrog has started. Following this, The Old Kingdom was no more. It has fallen apart under tensions and internal struggles against the changing world.
Weaponsmith

**Weaponsmith** is a main quest.

## Backstory:

After getting the iron ore, told you to fire up the forge and get some more practice. He also told you that if you do well, he'll let you keep one of the swords you forge out.

## Walkthrough:

### Smelt 7 Iron Ore into 7 Iron Ingots:

Go up to the furnace and smelt the ore.

After you've smelted everything, your uncle tells you to take the 2 remaining Iron Ingots from his chest, and forge 3 Militiaman's Broadswords.

### Take 2 Iron Ingots from a chest in your uncle's blacksmith:

*2x Iron Ingot will appear in the chest after the task is specified.*

### Forge 3 Militiaman's Broadswords:

Use the anvil in the blacksmith's shop to forge the swords.

After you've forged the swords, your uncle tells you to grab them, keep one for yourself, and give the remaining two to the militia captain, as he has ordered quite a few from your uncle.

### Deliver 2 Militiaman's Broadswords to the militia captain:

You go to the militia captain and give him the two swords.

The militia captain tell you that he wants you to go and talk to Maltorn, who was looking for you. You are curious what the old mage might want from you. The militia captain tells you that you should probably hurry a bit, and also tells you to go back once you've done whatever Maltorn wanted you to do.

*This starts the main-quest Undead Problem.*

### Go back to your uncle:

When you have some time, you can return and tell your uncle that you delivered the swords to complete the quest.
Slime Splinter

The **Slime Splinter** is a large, armored ooze.

## Description:

An ooze the size of a small elephant with armored plates glued to its body.

The plates do not overlap, but they offer protection for the areas behind them.

## Behaviour:

It jumps or crawls towards its target, trying to engulf it with its toxic body.

Every now and then it's going to rest.
Thaaris/Iron Mine

The **Iron mine** north of Thaaris.

## Ores:

* Coal Ore
* Iron Ore

## Backstory:

Just before the game starts, the mine was overrun with monsters caused by the necromancer's magic.

The miners constructed a barricade sealing the lower levels of the mine out, and continued looking for iron in the upper levels.

## Description:

### The upper levels:

The upper levels consist of a forward tunnel, that goes to an intersection. The tunnel forward leads to the barricade, there are two tunnels to the left and a tunnel to the right. The tunnels are fairly wide and supported by wooden columns. There are also multiple chambers carved out of the rock.

### The lower levels:

The lower levels are barricaded, behind the barricade, there is a narrow tunnel and another barricade at the end, this time destructible. After that, there is a shaft leading down, and a series of caves and tunnels.

## Roads:

Maltorn's Settlement (south -> east)

Thaaris (south -> south)

Thaaris Cemetery (south -> west)
Soul

A **"Soul"** is a grouping of Astral Energy in a particular arrangement and state.

Every soul lives in the Astral Plane.

A soul is what distinguishes living beings from the non-alive. They can also exist on their own, without a body.

## Minds:

Minds are also part of the soul. They are created as complex arrangements of Astral Energy. The more powerful the soul, the more powerful the mind. That's why wizards are smart.
Elements/Amalgam

**Amalgam (*miscellanea*)** is a coloqual name given to the group of elements that exibit chaotic behaviour.

## Chaotic Behaviour:

Amalgams create a massive sea of unstable elements that randomly and quickly decay into each other, or sometimes directly into free Astral Energy. In this sea, other, more stable elements can be found.

On a macro scale, they often appear as flickering, or morphing (into different colors, reflectivities, and textures) as a result of their decay. Some are transparent to light.

Loops are known to exist in the decay patterns of some amalgam elements, like **A** -> B -> C -> D -> **A** -> B -> ...
The Continent

**The Continent** (a.k.a. The Known Continent) is a name given to the mapped areas of the material plane.

## Description:

The Continent is mostly a single large landmass.

Cloudy Mountains cut through it from north to south.

The eastern portion is way more lush, as it hasn't been destroyed by Xokaldir's minions yet.

Large wastelands stretch south of the Black Mountains.
Cerberus

**Cerberus** (a.k.a. **Xar'gan**) is Xokaldir's right hand. He is a demon. He resides in a castle deep in the Black Mountains.

## History:

Xokaldir first met Cerberus in the plane of the damned.

## Description:

Cerberus is a tall figure, at over 7 feet tall, and although hidden by the armour, is incredibly strong.

He wields a retractable two-handed flaming sword.

Dressed in full obsidian plate - the best kind of armor available on the continent. His helmet has three horns, symbolizing his demonic origins. The armor is imbued with magic, making it a bit lighter than it would otherwise be, and increasing the toughness.

He is loyal to Xokaldir, a master of strategy using his cunning mind and the strength of the Black Horde which he commands, to outmaneuver and defeat his opponents.

## Trivia:

The name Cerberus is not of a demonic origin. His demonic name is **Xar'gan**.
Old King's City

The **Old King's City** was a city located near the Old King's Castle.

## History:

The city was founded a long long time ago, in the relative safety of the mountains.

Following the events of Dakanrog, it was attacked and destroyed by the Black Horde.

## Description:

The city has been burned and sacked, there are many ruins reminding passerbys of the grim past.

A ruined wall with many gaps caused by the Cerberus' artillery surrounds what's left of the city.

Some refugees still live in the city, having moved back after the Black Horde left.
Black Horde

**The Black Horde** (a.k.a. **Yazg'aar** - lit. "horde of demons") is an enormously powerful army of demons, undead, and corrupted beings led by Cerberus.

Their headquarters is in the Cerberus' castle.

## History:

The Black Horde was formed by Xokaldir when he was in exile in the Abyssal Plane.

Soon after, it numbered in the hundreds of thousands.

At its peak, in 1 BD, the army numbered several million beings.

After Xokaldir's victory over the gods, the army stagnated, eventually starting to deteriorate. It was still a very formidable force however, still many times larger than any other army ever fielded.
Tourte/Forgotten Library

**The Forgotten Library** near Tourte.

It is located deep in the forest at the base of Cloudy Mountains.

## History:

It's very old. It was built by a group of scholars that were trying to reverse the petrification of the egg. They wanted to keep their research hidden from the people of Tourte.

## Description:

The air surrounding the place is thick with the smell of decay and rot, and the sounds of the forest are eerily quiet.

The doors to the buildings have seized shut, haven't been opened in decades. The shingles have been stripped by the winds, rain, and snow. Some of the roofs are partially caved in. The windows have been boarded up.

The library itself is relatively small, only a few meters square and seems to have no entrance. Its roof has caved in under the passage of time, destroying most of the shelves, and exposing the books and scrolls to the elements. The floor is covered with puddles of water, as well as dirt and fragments of the roof and splintered shelves.
Battling the Past

**Battling the Past** is a very long main quest.

This quest is not really intended as a quest for the player to follow exactly. Rather, it's a vaque progression point that will remind the player of their eventual goal.

## Backstory:

As you and Maltorn defeated the necromancer, Maltorn asked you to go with him, or to talk to him later. You manage to find some time to get to him.

## Walkthrough:

### Talk to Maltorn:

You talk to Maltorn. He gives you 3 scrolls with the fireball spell. You tell Maltorn that when you were fighting the necromancer, you had a flashback from your childhood, and you can't stop thinking about it.

Maltorn listens to you and nods
Cerberus' Castle

The **Cerberus' Castle** (a.k.a. **Black Castle**, **Nozhh'aal** **Yazg** - demonic for "demonic castle") is a large fortified military complex.

It is known for housing the Black Horde.

It is located in the 'gar Yazg region of the Black Mountains.

## Description:

In the middle of the castle there is a large and tall donjon-type tower. This is where Cerberus himself resides.

Surrounding it, are multiple layers of walls that get taller and higher up the closer to the center they are.

Sharp edges and obsidian themes can be seen.

Surrounding the main castle is a one more ring of walls with more structures and buildings contained within.

They are:

* Garrison of the Black Horde - a huge cavern complex housing the living quarters for several thousand soldiers.
* farmlands
* armories
* Mines
	+ Obsidian Mine
	+ Iron Mine
	+ Coal Mine
* workshops
* gunpowder workshop
* more

## History:

The construction of the castle started in the year 1 AD and took around 2 years to complete, owing to the huge side of the Black Horde.

Soon after that, the castle started growing outwards, with additional rings of walls being constructed to protect it, and by the year 7 AD it has took on its final shape.
Chaotic Miasma

**Chaotic Miasma (Corruption)** is a type of miasma that causes the atoms of ordinary matter to spontaneously rearrange randomly.

The effects of **corruption** are deformation and disfigurement of living beings, among other things.

Different atoms respond to **corruption** differently.

## Description:

It is often described by humans as a dark, choking "fog", often red or black. It hugs the ground.

## See Also:

Orderly Miasma - the counterpart to the chaotic miasma.
Preparations

**Preparations** is a main quest.

## Backstory:

Maltorn told you that he needs a specific hammer crafted - a warhammer that is able to take enchantments.

## Walkthrough:

### Forge the hammer:

You need several ingredients:

* Iron Ingots (Iron Ore) - You can ask the miners at the mine to give you the key to the lower levels of the mine, they will let you in if you mention that Maltorn sent you. Alternatively you can find the iron elsewhere, in places like ruins, there should be some near the cemetery, and merchants at the port might have some too.
* A crystal - this part will actually hold the enchantment. You can find several in a nearby ruin located south of Thaaris.
* <wood\_type> Sticks - those can be found in many places.
* Another crystal to serve as the catalyst for enchanting, - ***Maltorn has those***.

Once you have the iron, you go to the blacksmith and forge them out.

If you're not high enough level, you can ask your uncle to forge the hammer.

### Give the items to Maltorn:

You go back to Maltorn and give him the items. Maltorn will explain to you how to enchant items, and enchant the hammer with an enchantment that increases damage against animated beings.

*Enchanting requires a scroll with the enchantment and potentially other consumables. Thankfully Maltorn has everything that is needed.*

He then gives you the hammer and tells you that he spoke to the militia captain and Hagel recently, and they believe that with your help they can now take on the necromancer.

*This will start the quest Killing the Undead.*
Thaaris Cemetery

The **Thaaris Cemetery** is a relatively large cemetery located North-West of Thaaris.

## History:

The cemetery was established soon after the town itself. The dead people from the town, and several nearby settlements are buried there.

After Dakanrog, a necromancer happened to stumble across the cemetery and decided to turn it into his residence.

He turned the crypt into an elaborate maze of underground tunnels.

## Description:

It is detached from any settlement, with a road leading up to it, surrounded by forests and a small clearing at the back.

Contains approximately 500 graves. It's abandoned, as the Necromancer and his minions don't let anyone enter or leave alive.

The cemetery is surrounded by a low stone wall and a metal link fence put atop it.

There are several open spaces as well as 5 mostly stone buildings.

* Workshop/storage area - a stone building with 4 pillars, and back and left walls as well as a roof made from a stone slab. The front and right walls have crumbled and were never rebuilt because the empty space was needed. It's located to the left of the primary entrance and contains several tools and items, as well as repair and building materials. There are chests, crates, random planks of wood, and more there.

Part of the cemetery is raised up 1 meter, and laid with stone slabs. That part has the Necromancer's crypt and some more graves. It is surrounded by its own low wall and fence, and accessed through a locked gate, that the player needs to unlock with a hidden key.

At the center of the raised up portion is the Necromancer's crypt, a tall and imposing structure made of stone. The crypt has a grand entrance, with tall columns and intricate carvings.

The Necromancer's crypt also has a wide open entrance that leads down into the catacombs and the Necromancer's lair. The catacombs are a series of underground tunnels and chambers, filled with dark magic and chaotic miasmas. The concentration of Astral Energy here is very high.

The Necromancer's lair is located deep in the catacombs. It is a large circular area carved out from the rocks around. In the middle, there's a stone slab pedestal and a throne made of many bones fused together by the necromancer. Several minions surround the necromancer on all sides, facing him, their hands raised, and are mumbling spells under their noses.

## Roads:

Thaaris/Iron Mine (east -> north)

Thaaris (east -> south)

Maltorn's Settlement (east -> east)
The Hordes of Corruption

**The Hordes of Corruption** is a main quest that focuses around Tourte.

## Walkthrough:

The player arrives in the city, the word about an egg, long thought to have been dead is spreading. Apparently someone has seen the egg begin to crack.

### Investigate the egg: (separate quest)

You get to the Tourte's library, which houses some of the oldest manuscripts and scrolls. A large number of the scrolls that were taken from the Old King's Castle and City were moved to Tourte.

You meet with some scholars who explain to you that the egg is thought to be a petrified dragon egg. Nobody can tell you why it started cracking though.

You comb through scroll after scroll, with the help of your scholar friend. Eventually you come across an old dusty scroll that tells you that one of the mages a long time ago conducted research about the egg.

You agree that you should figure out who that was and where they were.

Eventually you find the place. It is a forgotten underground library with several overgrown houses above it, located west of Tourte, in the center of a large forest at the base of the mountains.

It turns out that the egg should have remained in the petrified state, and seemingly the only way to change that would be to substantially decrease the concentration of astral energy around the egg. You find that the egg was petrified a long time ago to prevent the dragon from hatching and destroying the then growing Tourte, or maybe even the Old King's City, which was about the same distance away.

some time passes (to be filled in) TODO

A dragon can be seen on the horizon, approaching towards the city.

Eventually, after using as much time as they had and fortifying the city, the hordes of darkness have arrived.

Like with any previous battle, they immediately start bombarding the city walls with cannons.

The defenders are using magic to bolster the defences, and reinforce the walls. As well as to knock some of the cannonballs from the sky.

Rubble is used to barricade the gates and prevent the dark hordes from entering.
Defenders of Thaaris

**Defenders of Thaaris** is a main quest happening in the forests around Thaaris.

## Backstory:

After clearing out the Iron Mine, you go back to the militia captain, who informs you that last night, he heard weird sounds coming from the forest on the west side of Thaaris. The militia captain tells you that he was impressed with your abilities of clearing the mine, and decided that you would be the perfect fit to join him on this task.

## Walkthrough:

### Meet up with the militiamen at the Southern Gate:

The militia captain tells you to meet up with the rest of the militiamen at Thaaris' southern gate, you will go south from there. You go to the gate with the militia captain and meet the rest of the squad. You then go south for a bit, before you go off the path and enter the forest.

### Reach the first patrol point:

You will encounter several corrupted creatures, but they won't pose much of a threat.

### Reach the second patrol point:

You reach an abandoned barricade erected there previously, but nothing out of the ordinary is here.

### Reach the fourth patrol point:

You pass by another wooden barricade, and spot a large black decaying body of an unknown monster. The creature appears to have been killed by a powerful force, but the player and the Militia soldiers do not know what could have caused such damage.

The militia captain suggests that you report to Maltorn immediately. He suspects that Maltorn will want to see that monster and that time is of the essence.

### Talk to Maltorn immediately:

You race to Maltorn. When you enter his room, he is very surprised by how quietly you got there. You tell him that you and the militiamen managed to clear the mine, but you need his help. You tell him about the corpse, Maltorn wants to see it, and asks you to take him to where you saw it.

### Lead Maltorn to the body:

You escort Maltorn to the barricade, where the militiamen are still located. Maltorn examines the body and determines that it's the remains of a demon. He concludes that the necromancer has recently learned how to summon demonic beings from the abyssal plane, and that the situation is now worse than he thought. He also concludes that this demon must've been weakened, seeing that it was killed by something.

*Starts the quest Lost Book.*