Greendale Fantasy RP
Greendale RP is a small group of roleplayers on 3DX. Visit us if you like fantasy storytelling and dice games or just relax to the music. Brief lore of the room, Greendale is a supernatural realm overlapping Ashoak, a town in the South of England. The world is cursed by witches but protected by angels and their appointed Hunters.1. Common sense rules. We chill. No politics.
2. Be nice, respectful, and please no drama.
3. Have fun, lewd away and enjoy the vibe ♥-----------------------------------------------How to Play- Start with 50/50 hp, 20 manna, 0 items, 0/100 reps.
- Type /roll100, whoever rolls highest gets the hit in with 10 damage.
- If you get hit, remove 1 clothing. First to 3 hits or KO, wins.
- Spend manna points to heal, boost dice or add special damage.
- Sex fills up +1 manna every 15 mins.-----------------------------------------------Progression (Optional)Gain +1 rep each day from any RP in the room.
Gain +2 reps from completing any daily adventuring once a day (from 100 Quests).
Gain +2 reps from each gathering activity (fishing, hunting, animal essence) once a day.
Gain +2 reps from crafting attempts for items or potions once a day.
Play any minigame for +1 rep each day, winner also gains +5 manna once per day.
Join in sparring/combat training, +2 rep each day, winner also gains +5 manna once.Gain +1 manna every 15 mins of sex or foreplay
Gain +25 manna once a week for the 'sex rituals' activity at the Church and/or Heaven
Gain +25 manna once a week for the 'sex rituals' activity at the Coven and/or Hell
Exchange gathered items (fish, herbs, minerals) for manna, 1 item for 1 manna, up to 20 per day
Play any minigame for +1 rep each day, winner also gains +5 manna once per day.Gain +1 health each time you accumulate 100 reputation points


Quest: Catch fish for Woodvale Tavern food stores
Going fishing or hunting is a fun way to pass the time and in RP you help to stock the tavern's stores.
Catch fish at Faegrove Pond, Greendale Bay, Sea of Whales or under Mermaid's Cove to gain points.
Type /dice 100 every 2 minutes or so, try to get 80+ then roll /dice 12 for the size of your fish. (dice represents inches)Add up all your size rolls at the end (only 20 manna a day from any type of gathering, but can keep going for fun).
You may keep these items for crafting or convert them into manna.
Your dice results match each fish named below, have a read to know what you caught.
If you roll a 1, the fish escapes!
Types of fish
dice 80. Little Skate
dice 81. Northern Puffer
dice 82. Atlantic Menhaden
dice 83. Summer Flounder (Fluke)
dice 84. Windowpane Flounder (Sundial)
dice 85. Hickory Shad
dice 86. Weakfish
dice 87. Winter Flounder
dice 88. Blackfish (Tautog)
dice 89. Black Sea Bass
dice 90. Striped Searobin
dice 91. Scup (Porgy)
dice 92. Atlantic Herring
dice 93. Atlantic Mackerel
dice 94. Cunner
dice 95. Striped Bass
dice 96. Northern Kingfish
dice 97. Gray Triggerfish
dice 98. Atlantic Cod
dice 99. Bluefish
dice 100. Great Eel

Quest: Hunt down food for the Woodvale TavernGoing hunting or fishing is a fun way to pass the time and in RP you help to stock the tavern's stores! Hunt animals around the forest and beaches to gain points.
/roll 100 every 2 minutes or so, try to get 80+ then /roll 12 for size. (Stacks of meat)Add up all your quantity rolls at the end. (only 20 manna a day from any type of gathering, can keep going for fun).
You may keep the meat for crafting or convert it into manna.
Your dice results match each game named below, have a read to know what you caught.
If you roll a 1, the animal escapes!
Types of animals
dice 80. White-tailed deer
dice 81. Squirrels
dice 82. Wild turkey
dice 83. Pheasant
dice 84. Ruffed grouse
dice 85. Woodcock
dice 86. Cottontail rabbit
dice 87. Sea ducks
dice 88. Snow geese
dice 89. Mallard duck
dice 90. Northern Pintail
dice 91. Black duck
dice 92. Raccoon
dice 93. Weasel
dice 94. Muskrat
dice 95. Gray fox
dice 96. Coyote
dice 97. Frogs
dice 98. Snapping Turtle
dice 99. Crow
dice 100. Black Bear

Quest: Help the Faeries of the Grove gather spell ingredientsGoing hunting is a fun way to pass the time and in RP you help to stock the witch's stores! Hunt magical items around the forest and beaches to gain points.
/roll 100 every 2 minutes or so, try to get 80+ then /roll 12 for quantity.
Add up all your quantity rolls at the end. (Only 20 manna a day from any type of gathering, but can keep going for fun).You may keep these items for crafting or convert them into manna.
Your dice results match each item named below, have a read to know what you've found. If you roll a 1, the item is lost!
Some player characters are also magical creatures, so feel free to "rear" yourself to contribute.
Just swap out the names of the animals for whatever you are, but dice numbers for items must still be met.
dice 80. Alligator (or any animal) teeth – the tradition of wearing an alligator tooth on a chain as a necklace is said to bring luck and safety.
dice 81. Whale (or any) eggs – eat their eggs with honey to work as an antidote to love... you would probably have to be quite desperate to try this one.
dice 82. Bat (or any) poop - used in Cat Transformation Potion. Bat wings were buried at a crossroads with magical herbs as love spells. Bat Drool - makes a spell more powerful.
dice 83. Bees (or any) wax – believed to protect the dead and help the soul travel safely to the other world. Bee's Brain - a sliver of bee's brain is used in a levitation potion
dice 84. Cat (or any) Whiskers – if you find a cat whisker (don’t pull it out from the cat…ouch) you can use the whisker in a wishing spell.
dice 85. Chicken (or any) Blood – the claws bring protection and the blood is used in spells and charms for Voodoo and Santeria practices. Cockerel eggs are used for in most curses.
dice 86. Dinosaur (or any) bones - used in the Protection Potion.
dice 87. Crow (or any) talons – bird poop was used in some fertility spells. Natives would give a black feather from a crow as a death curse. Used in a sneezing spell.
dice 88. Animal crystals - Crystals that hold magic within. Used in Shrinking Potion, Big Head Potion, Turn Blue Potion, and Strength Potion.
dice 89. Pixie (or any animal) skin - to conjure a magic fire, you have to use one firefly only.
dice 90. Dolphin (or any) Tears - used in the antidote to the Personality Changing Potion.
dice 91. Bear (or any) fur – wear to keep safe from spirits or to ease childbirth and protect the unborn. Claws - bonds things together and is used in the Stickfast Potion.
dice 92. Rabbit's (or any) claw – we all know the tradition for carrying a rabbit’s foot to bring good luck.
dice 93. Sealion (or any) eyelashes - Lashes of a lion are used in an Extraction Spell, to take power from another witch.
dice 94. Firedjinn (or any) Ash - Used in Resurrection rituals. Cat Transformation Potion, People Transformation Potion, and Speed Potion.
dice 95. Octopus (or any) Ink - used in invisibility potion.
dice 96. Hydra (or any) scales - used in the Potion to cure someone from turning to stone. Adder – hang the skin by the chimney to bring good luck.
dice 97. Seagull (or any) feathers - used in Flotation Bubble Potion and Animal Communication Potion.
dice 98. Spider (or any) silk - Spider webs used for levitating and making broomsticks fly. Spider's Egg - used in the Temporary Witch Powers Potion.
dice 99. Turtle (or any) shell – whispering your wish to a water turtle or over its shell will in turn convey the message direct to a sea god who will then grant it.
dice 100. Unicorn (or any) 'Fluids' - Dried essence of unicorn nectar/milk is used for speed-reading and in time potion. Unicorn's milk - used in a levitation potion.

Quest: Gather herbs for the Healer's HutGoing foraging is a fun way to pass the time and in RP you help to stock the clinic's stores! Dig up or trim down herbs around the forest and fields to gain points!
/roll 100 every 2 minutes or so, try to get 50+ then /roll 12 for quantity.
Add up all your quantity rolls at the end. (Only 20 manna a day from any type of gathering, but can keep going for fun).You may keep these items for crafting or convert them into manna.
Your dice results match each herb named below (The numbers can also relate to pages in the Herbology books if doing research RP)
Have a look to know what you've cut down. If you roll a 1 on d12 the crop is destroyed!
dice 50. Acorn - Good luck, personal power, protection and wisdom. Dried acorns are a natural amulet for youthfulness. Associated with Litha. Element water.dice 51. Agrimony - Shielding and hex-breaking, aids sleep, brings luck towards you and is powerful in spell reversal. Element Air.dice 52. Alder - Helps you to face up to things you are avoiding, divination, teaching especially anything arty and weather magic. Element Fire.
dice 52. Asafoetidadice 53. Alfalfa - Money, prosperity and a happy home, also anti-hunger. Generosity and luck. Element Earth.
dice 53. Asphaltumdice 54. Allspice - Draws money and business success. Aids compassion, luck and healing. Element Fire.
dice 54. Ambrettedice 55. Angelica - Also called Archangel. It is a very powerful protection herb, healing, creates harmony and courage, and helps in exorcisms. Aids vision. Element Air.
dice 55. Balsamdice 56. Apple - Garden magic, love, healing and wisdom, also vanity, marriage and beauty. Associated Mabon & Samhain. Element water.
dice 56. Benzoindice 57. Ash - Spells relating to the sea, protection, and luck. Make your Yule log from ash and burn to bring prosperity. Yggdrasil was an Ash tree. Element water.
dice 57. Beth Rootdice 58. Basil - Also called witches herb. Use in spells for Love, exorcism, wealth, sympathy, and protection. Associated with Imbolc. Aids astral projection. Element Fire.
dice 58. Colophonydice 59. Bay Leaf - Also known as Laurels. Protection, success, purification, strength, wisdom and healing, also increases psychic powers. Element Fire.
dice 59. Copal
dice 60. Beech - Happiness, inspiration and divination. Represents the Green Man. Element Air.
dice 60. Belladonna - Also Called: Deadly Nightshade. Toxic. Use for forgetting past loves. Protection, beauty and original flying ointments. Adds energy to rituals. Element Water.
dice 60. Diamond Frostdice 61. Benzoin - Purification, prosperity, and helps to soothe tension by dispelling anger, irritability, and stress. Helps depression, concentration and astral projection. Element Air.
dice 61. Bergamot - Money, prosperity and sleep. Protects from both evil and illness. Good for luck and wealth. Increases magical power. Element Fire.
dice 61. Elfwortdice 62. Birch - Protection, exorcism and purification. Dispels lightning, infertility, and the evil eye. Associated with Yule. Element Water.
dice 62. Black Pepper - Banishing negativity, exorcism, and offers protection and help with inner strength. Element Fire
dice 62. Frostweeddice 63. Blackthorn - Exorcisms, warding off negative spirits and general protection. Associated with Samhain. Element Earth.
dice 63. Bladderwrack - Protection, sea and wind spells, attracts money, psychic powers, and customers to your business. Element Water.
dice 63. Indigodice 64. Blessed Thistle - or Holy Thistle. Purification, protection against negativity and evil, hex breaking and aids vitality. Carry on you for strength and protection. Element Earth.
dice 64. Blueberry - Protection of children, keeps evil out, and strengthens the aura. Associated with the Great Spirit. Element Water.
dice 65. Lemon Fruitdice 65. Borage Leaf - Courage, strength and peace, plus aids psychic powers. Also ward’s off evil. Calming and de stressing. Element Air.
dice 65. Borage Flower - Self Courage, peace, calm, self love and strength. Element Air.
dice 65. Lobeliadice 66. Burdock - Also called Beggar’s buttons. Used for cleansing magic and warding off negativity. Protection, healing and persistence spells. Element Water.
dice 66. Calendula - Also called Marigold. Attracts success and justice in legal matters. Increases psychic/spiritual powers and aid prophetic dreams. Dispels negativity. Element Fire.
dice 66. Myrtledice 67. Cardamom - Lust, love, and fidelity. Sweetens the personality Use in handfastings. Element Water.
dice 67. Carnation - Protection, strength, healing, enhancing magical powers, and achieving balance. Element Fire.
dice 67. Pepperwortdice 68. Catnip - Also called Nepeta. Use when working with animals. Draws love, luck and happiness, also used in beauty magic. Associated with Bast. Element Water.
dice 68. Cedarwood - Luck, strength and power. Helps increase money and protection. Also healing. Associated with Mabon. Element Earth.
dice 68. Spearmintdice 69. Cedar Berries - Also Called: Juniper Berries. Protective, cleansing and repels negativity very well. Used in healing rites. Element Fire.
dice 69. Celandine - Cures depression, treats piles, improves circulation. Brings about Joy and happiness. Solar Magic. Element Fire.
dice 69. Witch Hazel
dice 70. Chamomile - Love, sleep, protection and purification, also reduce stress. Use for meditation work and to attract money. Solar Magic. Element Water.
dice 70. Chervil - Helps healing, flatulence and superstition. Is considered the herb for bringing in new life. Element Water.
dice 70. Chickweed - Also called Witches Grass. Use in moon spells. Also good for animal magic, relationships, love and fertility. Element Water.dice 71. Chili - Fidelity, love and passion. Also hex breaking. Element Fire.
dice 71. Cinnamon - aka Sweet Wood. Use for Solar magic. Meditation, astral projection. Increases spirituality, success, healing, protection, power, luck, strength, and prosperity. Fire.
dice 71. Clover, Red - Also called Trefoil. used in any spells relating to marriage, love, lust and fidelity.Aids success linked to money also. Element Air.dice 72. Clove - Use to protect, banish negative forces, and divination. Also helps with any teeth spells. Aids money and draws love. Element Fire.
dice 72. Coltsfoot - Aids wealth. Works with peace, tranquility, prosperity, and love. Associated with Brighid. Element Water.
dice 72. Comfrey - Also called Slippery Root. Supports magic healing and safe travel. Use for money, endurance and stability spells. Element Water.dice 73. Coriander - Love, lust and health. Used as an aphrodisiac and to heal migraines. Brings peace & protection to the home. Element Fire.
dice 73. Cornflower - Used primarily as an Ink for your Book of Shadows. It is the patron herb of herbalists. Use in rituals to give honor to the Mother of all nature. Element Earth.
dice 73. Cumin - Fidelity, protection, and exorcism. Also used in love spells and food which can also promote fidelity. Element Earthdice 74. Cypress - Linked to death and mourning; stimulates healing and helps overcome the pain of loss. Adds self esteem, protection, love and banishing nightmares. Element Earth.
dice 74. Damiana - Lust, sex magic and attracting love. It is thought to be an aphrodisiac. Use for astral projection and spirit quests. Element Fire.
dice 74. Dandelion Leaf - Used to summon spirits, make wishes on, healing, purification and defeating negativity. Element Air.dice 75. Dandelion Root - Magical uses include divination, wishes and calling spirits. It also enhances dreams and works well in astral projection. Element Air.
dice 75. Dock Root- (Yellow). Used to release baggage no longer needed. Also fertility, healing and money magic. Clears blockages and cuts bindings. Solar Magic. Element Air.
dice 75. Echinacea - Adds a boost to clairvoyant and psychic abilities. Adds powerful strength to spells used in money drawing magic, fertility and abundance and provides the user with protective power. Element Earth.
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dice 76. Elder Tree - Sleep, releasing enchantments, protection against negativity, banishing. Elderflower & Berry - Peace, protection, and healing, aids exorcisms. Element Water.
dice 76. Elm - Energises the mind and balances the heart. Aids love spells, and offers protection from lightning. Element Water.
dice 76. Evening Primrose - Ideal for moon magic. Also use in love charms and to attract fae. Element Water.dice 77. Eyebright - Increases mental power, psychic ability and inner vision. Element Air.
dice 77. Fennel Seed - Helps with meditation. Healing, purifying and protection. Also linked with new motherhood and offers inner strength. Element Air.
dice 77. Feverfew - Aids poor health. Protection against accidents when travelling and protection when working with spirit. Carry on you for inner strength. Element Water.dice 78. Flax Seed - Also called Linseed. Used for money spells and healing rituals. Helps with beauty spells and offers protection. Element Fire.
dice 78. Fleawort - Healing, Cleansing, strength and power. The Goddess herb. Element Earth.
dice 78. Frankincense Resin - Use in solar magic. Associated with Beltane, Lammas, and Yule.. Use in rituals and magic associated with self-control, spirituality and protection. Also regulates emotions and helps depression. Element Earthdice 79. Fumitory - Associated with the underworld and used at Samhain. Linked to spells for monetary gain, consecration and protection. Element Earth.
dice 79. Galangal Root (Lo John the Conqueror). Carry into legal proceedings to help win. Money, gambling and hex breaking. Also aids luck and psychic development. Element Fire.
dice 79. Garlic - Magical uses include speed, health and endurance, also protection, exorcism and purification. Use also to promote your inner strength. Element Fire.
dice 80. Gentian - Increases spell power. Good luck and works well in love & romance spells. Element Fire.
dice 80. Ginger - Increases magic power. Success, love, money and power. Element Fire.
dice 80. Ginseng - Promotes love, beauty, healing and lust. Element Fire.
dice 80. Hawthorn Wood- Associated with Beltane. Magical uses include chastity, fertility, fairy magic, fishing magic, and rebirth. Success in career, work, and employment. Use it to work with the fae. Used Used in weddings and handfastings to increase fertility. Element Water. Hawthorne Berries aid chastity. Hope, protection and happiness. Element Fire.dice 81. Hearts Ease - Also called Violet. Helps to mend a broken heart. Aids rebirth, peace, wishes and luck. Calms the nerves and promotes peace and tranquility. Element Water.
dice 81. Hemlock - Use to paralyze a situation and a funeral herb. Highly Toxic. Element Water.
dice 81. Henbane - Dried leaves are used in the consecration of ceremonial vessels. Used in love sachets and charms to gain the love of the person desired. Highly Toxic. Element Water.
dice 81. Hibiscus - Attracting love and lust. Use in divination. Associated with lunar magic. Element Water.dice 82. High John - (The Conqueror) An "all purpose" herb. Use for strength, confidence, conquering any situation. Good luck, prosperity and protection. Element Fire.
dice 82. Holly Hock - Protecting, all Fairy magic, abundance, personal growth and aids passing. Related to Lammas. Element Earth.
dice 82. Horehound - Protective against evil doings. Helps with mental clarity during ritual; stimulates creativity/inspiration; balances personal energies and healing. Element Earth.
dice 82. Horsetail - Use for strength and resolve. Protection, cleansing and clearing unwanted emotions. Element Earth.dice 83. Hyssop - Used for purification. Banishing, protection and healing. Element Fire.
dice 83. Irish Moss - Used for luck. Ideal for gamblers! Attracts money and customers for self employed. Offers protection. Element Water
dice 83. Ivy - Protection, healing and fertility. Use for love and hang at handfastings. Element Fire.
dice 83. Jasmine - The herb of attraction. Helps prophetic dreaming, money and love. Element Water.dice 84. Juniper – Also called Cedarberries. Protective, cleansing and repels negativity very well. Used in healing rites. Element Fire.
dice 84. Lady's Mantle - Aphrodisiac and transmutation. Use in love spells and those of fertility. Increases magic power in spells and connects with fairy lore. Element Water.
dice 84. Laurel – Also known as bay leaf. Protection, success, purification, strength, wisdom and healing, also increases psychic powers. Element Fire.
dice 84. Lavender - Magical uses include healing, sleep and peace. It also promotes chastity and love. Increases longevity of life, tranquility and happiness. Element Air.dice 85. Lemon Balm - Also called Melissa. Love, success and healing. Aids psychic/spiritual development. Supports mental health disorders and compassion. Element Water.
dice 85. Lemon Grass - Psychic cleansing and opening. Use in lust potions and when using Dragon Magic. Element Air.
dice 85. Licorice Root - Love, lust, and fidelity. Also attracts passion. Element Water.
dice 85. Lilac - Wisdom, memory, good luck and spiritual aid. Element Water.
dice 86. Linden Flower - Wisdom, justice, love and protection. Element Air.
dice 86. Lime Tree Leaf - Healing, calm and love. Aids strength and tranquility, Element Air.
dice 86. Little John – Also called Galangal root. Carry into legal proceedings to help win. Money, gambling and hex breaking. Also aids luck and psychic development. Element Fire.
dice 86. Lungwort - Use in air magic or as an offering to the Gods of air. Offers safe travel when flying. Element Air.dice 87. Mandrake - Spell strengthener. Use for protection, happiness and wealth. It aids money multiplying. Element Earth.
dice 87. Marigold – Also called Calendula. Attracts success and justice in legal matters. Increases psychic/spiritual powers and aid prophetic dreams. Dispels negativity. Element Fire.
dice 87. Marjoram - Use for cleansing, purification, and dispelling negativity. Also aids grief and sadness. Element Air.
dice 87. Marshmallow Flower - Cleansing, protection, love, sex and fertility. Used in handfastings. Elements Water.dice 88. Marshmallow Root - Protection and psychic powers. Use in tea to aid sore throats. Handfasting herb and cleansing. Element Water.
dice 88. Meadowsweet - Used to increase the chances of getting a job. Helps peace, love and happiness. Aids divination. Element Air.
dice 88. Mint - Promotes energy, communication and vitality, protection and draws custom. Element Air.
dice 88. Mistletoe - aka Witches Broom. Used for fertility, creativity, and protection from negative spells & magic. Hang at handfasting to kiss beneath and promote peace. Element Air.dice 89. Mountain Ash Berry - Also called Rowan Berry. Strong fairy and Goddess connections. Aids protection and meditation, helps to clear the mind. Element Fire.
dice 89. Motherwort - Mother’s Herb. Love and fertility. Grounding, helps against bad luck. Protection and good fortune. Element Fire.
dice 89. Mugwort - Use for strength, protection and healing. Mugwort amplifies magic. Aids astral projection, and psychic power. Element Earth.
dice 89. Mullein - Represents the cross roads. Offers protection from nightmares & hexing. Attracts love and keeps evil energies and spirits at bay. Element Fire.dice 90. Mustard Seed - Courage, faith, and endurance. It is a good luck amulet. Aids mental power and offers protection. Element Fire.
dice 90. Myrrh - Spiritual, meditation, and healing. Supports youthfulness and protection. Luck and peace. Element Earth.
dice 90. Nasturtium - Banishing and releasing fear. Helps create your own reality. Aids creativity and independence. Element Air.
dice 90. Nettle - Uses include dispelling darkness & fear, and curse breaking. Healing and protection and increases lust in partners. Renewal. Element Fire.
dice 90. Nutmeg - Magical uses include attracting money/prosperity, and luck. Use for fortune telling and when you need favourable decisions to be made. Element Fire.
dice 91. Oak - Connected to Litha and the most sacred of all trees. Oak supports success, good luck and healing. Stability and potency and attracts money. Element Water.
dice 91. Orange Peel & Flower- Attracts abundance, luck. Love and happiness and strengthens divination. Element Fire.
dice 91. Oregano - Aids astral projection, health, and vitality. Increase joy and justice and protects against evil. Use at Handfastings. Element Air.
dice 91. Parsley - Use this herb to help with contacting the dead. Increases strength, vitality and passion. It is uplifting and helps spiritual growth. Element Air.
dice 91. Passion Flower - Attracts friendship and passion. Calming, peace and instills passion into stale relationships. Good for house blessings too. Element Water.dice 92. Patchouli - Used in spells for connecting with spirits. Money attracting, increases fertility and lust. Calming and peaceful. Element Earth.
dice 92. Pennyroyal - Use for peace, harmony and tranquility. Carry to avoid seasickness or for physical strength & endurance. Element Earth.
dice 92. Peppermint - Use for headaches and other forms of healing. Increases sleep and love. Use for increasing psychic power and divination. Element Air.
dice 92. Pilewort – Also Celandine. Cures depression, treats piles, improves circulation. Brings about Joy and happiness. Solar Magic. Element Fire
dice 92. Pine (Needles) - Prosperity and success. Protection, purification and divination. Throw in the fire to dispel negativity. Use in house and business blessings. Element Fire.dice 93. Plantain - Increases fertility and libido. Healing, protective and offers strength. Use to have power over supernatural events. Element Earth. .
dice 93. Poppy Seeds - Pleasure, love and luck. Aids sleep and insomnia. Use in astral projection and flying magic. Increases fertility and happiness. Element Water.
dice 93. Pumpkin Seed - Use in lunar magic to honour the moon. Also healing and increases divination. Element Fire.
dice 93. Raspberry Leaf - Used for healing, protection, love. Induces labour. Helps to reduce the pain involved in childbirth. Supports sleep, dreams and love. Element Water.
dice 93. Red Clover - Aids success, love and money. Increases fidelity. Use in exorcism. Element Air.dice 94. Rose - Use for divination, increased psychic power, love, lust and healing. Helps strengthen close friendships. Place around sprains and bruises to heal faster. Element Water.
dice 94. Rose Hips - Used in healing spells or to bring good luck and invoking good spirits. Aids stronger love. Element Water.
dice 94. Rosemary - Use in healing poppets and love/lust spells. Improves memory. Increases sleep, mental power and protection. Burn for removing evils. Linked with fae magic. Fire.
dice 94. Rue - Use in healing, health and love. Also, protection against the evil eye. Increases mental power and clarity of the mind. Used in exorcism. Element Fire.
dice 94. Sage - Used for self purification and cleansing. Helps grief and loss. Healing and protection, also increases wisdom. Element Air.dice 95. Sandalwood - Burn during protection, healing, and exorcism spells. Aids luck and success, meditation and divination. Raises a high spiritual vibration. Element Water.
dice 95. Skullcap - Aids love, fidelity and peace. Increases harmony. Element Water.
dice 95. Sea Salt - Use to cleanse crystals and tools. For purification, grounding and protection. Supports ritual work. Absorbs negativity and banishes evil. Element Earth & Water.
dice 95. Sheep's Purse - Prosperity, protection and healing. Element Earth.
dice 95. Sheep Sorrel - Carry to protect against heart disease. Cleansing and increases luck. Use in faery magic. Element Earth.
dice 96. St. John's Wort - Worn to prevent colds & fevers. Induces prophetic and romantic dreams. Protects against hexes and black witchcraft. Brings joy. Use in Solar Magic. Fire.
dice 96. Star Anise - Consecration, purification, and happiness. Use for curse breaking or increasing luck. Burn to increase psychic awareness. Element Fire.
dice 96. Strawberry Leaf - Attracts success, good fortune, and favorable circumstances. Increases love and aids pregnancy. Element Water.
dice 96. Sunflower - Energy, protection, and power. Aids wisdom and brings about wishes. Use in fertility magic. Element Fire.
dice 96. Sweet Cicely - Use during rituals for the dead or dying. Helps with divination and the contact of spirit. It is sacred to the Goddess’ of death. Element Earth.dice 97. Tarragon - Increases self confidence. Use in Dragon magic. Aids healing after abusive situations. Element Fire.
dice 97. Tea Leaves - Use for courage or strength. In tea for increasing lust. Burn leaves to ensure future riches. Element Air.
dice 97. Thistle - Purification, protection against negativity and evil, hex breaking and aids vitality. Carry on you for strength and protection. Element Earth.
dice 97. Thyme - Attracts loyalty, affection, and love. Increases good luck and psychic power. Drink in tea to aid sleep. Element Air.
dice 97. Valerian - Also called Graveyard dust. Aids sleep, is calming and a sedative. Quietens emotions. Supports protection and love. Element Water.dice 98. Vervain - Strengthen others herbs. Helps, peace, love and happiness. Burn the leaves to attract wealth and keep your youth. Increases chastity also. Element Water.
dice 98. Verbena - Psychic protection, peace and purification. Healing and helps depression. Increases beauty and love. Mind opening and clearing. Ideal use for exams. Element Earth.
dice 98. Violet - Helps to mend a broken heart. Aids rebirth, peace, wishes and luck. Calms the nerves and promotes peace and tranquility. Element Water.
dice 98. White Willow Bark - Use in lunar magic. Reduces negativity and removes evil forces and hexes. Use in healing spells. (Aspirin) Element Water.
dice 98. Willow - Used for lunar magic, drawing or strengthening love, healing, and overcoming sadness.. Element Water.dice 99. Witches Grass - Happiness, lust, love, and exorcism. Reverses hexes. Element Earth.
dice 99. Wood Betony - Use for purification, protection, and the expulsion of evil spirits and nightmares. Draws love in your direction. Element Fire.
dice 99. Woodruff - Victory, protection, and money. Element Air.
dice 99. Wormwood - Used to remove anger, stop war, inhibit violent acts, and for protection. Use in clairvoyance, to summon spirits, or to enhance divinatory abilities. Element Earth.
dice 99. Yarrow - Healing, calming and increases love. Used in handfasting & weddings. Increases psychic power and divination. Gives courage when needed. Element Air.dice 100. Any of the above, or any custom-RP herbs.

Going mining or crafting is a fun way to pass the time and in RP you help to stock the market stores!
Mine for minerals at Heavensgate, Carriage Pass or anywhere around town with a rocky terrain to gain points!
Type /dice 100 every 2 minutes or so, try to get 60+ then roll /dice 12 for the quantity.
Add up all your quantity rolls at the end. (Only 20 manna a day from any type of gathering, can keep going for fun).Keep the items for crafting or convert them into manna points.
Your dice results match each mineral as named below, have a read to know what you've mined.
If you roll a 1, the piece of rock shatters!
/dice 60. Alabandite - rare manganese sufide mineral the most often found as massive to granular aggregates but also rarely as cubic or octahedral crystals to 1 cm.
/dice 61. Berzelianite
/dice 62. Campbellite
/dice 63. Chalcopyrite
/dice 64. Copper
/dice 65. Covelite
/dice 66. Cubanite
/dice 67. Freibergite
/dice 68. Gold
/dice 69. Kobellite
/dice 70. Magnetite
/dice 71. Marmatite
/dice 72. Mohawkite
/dice 73. Molybdenite
/dice 74. Pallasite
/dice 75. Platinum
/dice 76. Pulsite
/dice 77. Renierite
/dice 78. Tellurium
/dice 79. Aquaumbra
/dice 80. Stellatenebris
/dice 80. Arsenic
/dice 81. Arsenopyrite
/dice 82. Aschamalmite
/dice 83. Antimony
/dice 84. Bornite
/dice 85. Chromite
/dice 86. Cobaltite
/dice 87. Galena
/dice 88. Goethite
/dice 89. Kamacite
/dice 90. Pyrite
/dice 91. Pyrrhotite
/dice 92. Romanechite
/dice 93. Silver
/dice 94. Ullmannite
/dice 95. Fulgurchronos
/dice 96. Cryospiritus
/dice 97. Aerosonus
/dice 98. Pyroatomus
/dice 99. Terralumen
/dice 100. Stellalucidus

Items forging requires a /dice 100 roll 5x times, aiming to beat the target number (50) at least three times.
Crafting system is simple and pretty striaght-forward. Check the gallery for the 5 ingredient types needed for crafting each item.You may try forging an item or brew a potion only once a day.
Upon a successful craft, you may keep the item for use, gift it or sell it to other Guardians (members of the RPG game).
Used materials expire on a failed craft, subtract them from your Gathering inventory and return to town to gather new stock.
Gain +2 reps from attempting any crafting once a day.Example emote template (for copy/paste):
/me flattens out and reshapes the ore gathered from mining. /dice 100, 50+ to pass.
/me cuts the animal skin gathered from hunting into shape. /dice 100, 50+ to pass.
/me affixes the plant materials gathered from foraging. /dice 100, 50+ to pass.
/me imbues rare animal essence gathered from creature rearing to enchant the item. /dice 100, 50+ to pass.
/me polishes the final item with fish oils to give the item lasting durability. /dice 100, 50+ to pass.Example Item: Re-roll Sands3/5 steps needed for making re-roll sands. You imbue 1 charge of time magic into any object per craft. This will allow a dice roll to be re-rolled (Only 2 per week).

Dueling/Sparring Match (PvP)Basic Fighting
Both fighters starts with 5/5 HP. Manna or weapons can be used if agreed upon.
Attacker does a /dice 100 and then the counter-attacker also types /dice 100
Whoever wins the roll lands their hit first. The damage is 1 dmg
Repeat from step 2. That's it, simple roll-vs-roll "highest wins the hit" rules.
Crit rules - any rolls 95-100 is double damage. 1-5 is a fail, and incurs self damage -1hp.
If a fighter falls to 0/5 hit points they're wounded, bruised and fall unconscious temporarily.
If you roll 69, the boss/opponent is stunned/charmed and misses 2 turns being too in-love/horny to harm you.
PvP with Special Attacks
Both fighters starts with 5/5 HP. Up to 50 manna is "borrowed" from the coven circle for training.
Both fighters can attack any time, type /dice 100 and aim to get 90+ in order for a "big finish" to land.
That's it. When powerful magic and dangerous weapons are involved, its a matter of who ends it first.
Dice spam, there is no fun in that. Be creative and enjoy writing attack and evasion emotes each dice turn..
Dice roll 1-5 critical fail is still in play and incurs self damage -1hp. If you fail 5x and self-defeats before a big finish.
If a fighter falls to 0/5 hit points they're wounded, bruised and fall unconscious temporarily.Sparing and dueling gives +2 reputation a day and the winner gains +5 manna, once.
As with most things, stripping upon taking damage is preferred but not mandatory, the choice is always yours.In a real PvP fight, use your own HP and manna values. Usual roll-off rules (highest roll gets the first hit in) don't die!
Advanced Combat (Dungeons & Bosses)This is an advanced guide for the Village's magic system, mainly for adventuring and dungeon events.
There are 5 categories of magic or action types.Healing actions cost 10 manna and grant +1 hp to restore lost health points, up to the target's max HP.
Shield actions cost 10 manna and grant +1 hp to stack onto health points. (Only 1 shield at a time)
Movement actions grant +1 distance extra, or can protect from knockback out-of-melee.
Basic actions are any and all actions that do the basic 1hp damage and cost no manna.
Special actions are elemental-type spells or attacks that do as much damage as your total HP.
These one-shot specials cost manna equal to the damage. (5hp damage costs 50 manna).
Some bosses will be resistant to certain elements and only suffer special attacks of their elemental weaknesses.
Players can also pick 1 element to be immune to and 2 element types for their Specials.
Distances: Melee range, Casting range, Healing range, Out of combat range.Player can only move 1 range freely when also attacking, or move twice without attacking.
It is possible to cast a movement spell for 3rd distance when not attacking.
Most boss attacks will hit a person according to turn number,
But also anyone in MELEE range of said person, unless the targeted person wins the counter.
Bosses can also hit an area and everyone in that range has to roll to escape the area.Intervention Rule (for Tanking)
The village uses an action vs action counterattack system to K.I.S.S. (Keep It Super Simple).
With the counter system, both opponents roll-off and the highest roll wins the attack. No need for defense rolls.
If you are in a group setting and become targeted by a boss or a PvP opponent, your friends who have more HP can use up their turn and intervene if you don't respond. Turn order is established by initiative rolls.

Rituals are a good way to gain bonus manna, or lust points. You may try rituals at each of the 4 shrines, once a week.
You need to roll /dice 100 5x times, and get 50 and over as many times as possible. 95+ crit gives 2 points (10 manna)
Each successful step gains +5 manna, total of 100 for a perfect score at any 4 temple locations.
(The Church of Abayame, goddess of Love and Light, is the shrine of Earth, Lightning and Spirit)
(The throne of Lilleia at Heavensgate is the shrine of Light, Wind and Ice)
(The throne of Elaina at Hellsgate is the shrine of Fire, Water/Blood and Darkness)
(The seat of the witch Bewittles in the basement caverns is the hidden Coven Circles, nexus of all 9 elements.)
You may pass along manna to your friends if you wish to.
Example emote template for 5 Steps of Rituals... (or just roll 5 times after that good sex)/me channels sexual energies in the air to begin the ritual. /dice 100
/me entwines in the embrace of the other in rising passions. /dice 100
/me dances wildly in the heat of copulation, sending fuel to the ritual. /dice 100
/me peaks in the climax of desire, reveling in a geyser of power and flourishing manna. /dice 100
/me settles after the crescendo to bathe in the magic made manifest. /dice 100

Archery (or Sharpshooting)Simple game to pass the time. Guns, knives or arrows, pick your weapon and step up to the target line.
/dice 12 for points, first to 30 points wins (add up all hits under 10).
- 1 hits the edge
- 2-8 hits inner circle
- 9 hits near center, outer bull
- 10 is bullseye.
- 11 is a miss, slightly off
- 12 is a miss, flies too wide.
Archery/gun range gives +1 reputation a day and the winner gains +5 manna, once.
Winner can also get to dare the loser!
- (Archery game rules inspired by Sylvan Forests RP)

Ocean Windball- There are 5 buoys that represent waymarks in the water.
- Bounce your ball from one buoy to the next and the first person to the finish line wins.
- Easy right? Except the wind is blowing your windballs off-course!
- Type /dice 100 you need 50+ to successfully push your ball to the next buoy.
- Lower than 50 and you're stuck until next turn.
- If you roll crit fail 1-5, go back one buoy. Roll a natural crit success 95+ and you can move x2 buoys.

Greendale Mini GolfIf you're just shooting hoops, take turns throwing from the midway point- Type /dice 100 and putt the ball, on a 50+ you make the shot but only from near the flag (1 point)
- If you get 75+ you make the shot from mid-range (2 points)
- And if you rolled 95+ this shot is an impressive putt from the furthest distance out. (3 points)
- First person to 5 (or 10) points wins. golf gives +1 reputation a day and the winner gains +5 manna, once.(Stripping option) Your opponent strips 1 item of clothing each point you score!

Greendale Pool
- To begin, type /dice 100 to see if you hit your ball, 50+ to pass
- pocket any ball in the triangle, if its an odd number roll, then you're "stripes"
- if you pocket a ball with an even number roll, you're "solids"
- there are 7 balls each, keep playing until someone pockets all 7 balls, keep going on your turn unless you miss!
- if you roll 95+ and you get two balls with one shot, roll a perfect 100 and you get 3 balls in!
- if you roll 1-5, you hit the dreaded 8-ball, and you lose instantly! if you roll 6-10 then you accidentally hit the opponent's ball in.
- once all 7 balls are pocketed, type /dice 6 to pick which hole your 8-ball aims towards
- to win the game, you must get a /dice 6 on the same number twice
- to aim the shot at your designated hole, guys sometimes miss the right hole!pool gives +1 reputation a day and the winner gains +5 manna, once. the winner can also get to dare the loser!
(stripping option) each time you get a ball in, the opponent removes 1 item of clothing until they run out of clothes ^^

Greendale Darts Gametype /dice 20 to get which slice of the pie you hit
type /dice 100 to get which ring you land on, now maths!
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01-10 -- Out of Play 0 points
11-15 -- Double ring x2 points
16-30 -- Single outer same points
31-34 -- Treble ring x3 points
35-45 -- Single inner same points
46-49 -- Outer bull 25 points
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50 is a Bullseye 50 points
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51-54 -- Outer bull
55-65 -- Single inner
66-69 -- Treble ring
70-84 -- Single outer
85-89 -- Double ring
90-100 -- Out of Play
- you get 3 darts to throw on each turn, add up all your points at the end of each turn.
- first person to reach a total of 200 points, wins! (or 300 points, if you want a longer game)
- darts gives +1 reputation a day and the winner gains +5 manna, once. the winner can also get to dare the loser!
- (stripping option) after each turn, the loser removes 1-2 items of clothing depending if its a short game ^^

Beach Volleyball.Two or more players face each other in a casual game of Beach Volleyball.
To decide who serves first, you /dice 2 to flip a coin (evens is Heads, odds is Tails).
Server hits a shot by typing /dice 12, setting the shot target to reach.
The defender tries to reach said target with their own /dice 12.
If the strength target is not met, the point goes to the person that served and the loser will serve next.
If the target is met, the receiver bounces the beachball back with their own /dice 12, restarting from from step 1. Repeat until end. First to 3 points (or 5) wins the match.
Playing in teams (4-12)
Each player is tagged a range of numbers corresponding to potential dice rolls up to 12.
For example, if the opponent server rolls 5 then the team member allocated 1-6 counters.
The rest of the game is the same as normal.Critical /dice 12 rules
dice 12 on a shot is an instant point, unless the receiver also rolls a 12!
dice 12 on a receive means you can re-roll your return shot, but you've got to stick to your second roll if you do!

Blackjack Table1 is Ace and can score 1 or 11
11 and 12 are Jack & Queen, scoring 10 each
To win, reach a total of 21 or as close as possible without going over
Dealer pulls a number (card) in private, for the facecard.
Then deals two or more cards (/dice 12) to each player if they call hit (more cards/rolls), until they stand/stop.
Once all players are done, dealer plays the house hand, they must get 17 or over and cannot hit again.
Whoever gets closest to 21, wins.
card games give +1 reputation a day and the winner gains +5 manna, once.
all players can get a bonus 10 manna, once, for beating the dealer.
winner gets to dare other players of their chosing, if they agree!

Shots Drinking GameDrinking battles can have 2 or more players.
The bartender sets a line of shots on the table, some are PSR vodka! (Polmos Spirytus Rektyfikowany Vodka, 96% alcohol, causes confusion, slow breathing, seizures, nausea)
Players type /dice 12 to see if their drink is safe
6 is gin, 7 is wine, 8 is ale, 9 is cider, 10 is larger, 11 is rum, 12 is cocktails
Any rolls 1-5 means you have picked up a PSR glass and you're hit!
All players can take 3 hits before they are brain froze and fall over drunk, and probably poisoned, hehe!
If both drinkers have 2 hits and they do a roll and its a tie, they roll again.
The winner gets to request a dare for the loser but its not mandatory. Can also lose clothing each time you're hit!

Truth or Dare (2 or more players)Everyone is assigned a number and someone is selected as the first Asker.
The asker rolls /dice (number) depending on player count.
Whoever's number the dice lands on is the first to get asked Truth or Dare.
They then become the next asker, and repeat.
If a dice result does not match a player's number, then the bottle lands on no-one and is spun again by the asker.OR everyone /roll 100 and highest questions lowest, but that can get a bit spammy, both methods are good.
Lewd option - whoever becomes the one answering Truth or Dare has to strip 1 item every time. Lose 6x (items of clothes) and you're out!

2 Truths, 1 LieThis is a purely social game similar to truth or dare, but your character tells the group 2 facts about themselves, usually from the character backstory or history and sneaks in one untrue 'fact' that is actually a lie. The aim of the game is to successfully deceive your friends with your bullshit skills. Anyone who detects the lie escapes drinking (or striping). Fail to find the lie and you take a swig (or strip off 1 item). Turn order goes clockwise in a circle.At the end, the person with the most drinks drunk is the gullible loser and will face optional consequences, or becomes the totally naked one!

Stuffy Bunny Game (inspired by Derpixon's NSFW animation)- Type /dice 12 to stuff your mouth with marshmallows! And say 'stuffy bunny' without mumbling.
- The aim of the game is to beat the target number on each turn even as it increased th emore you stuff your mouth!
- Starting at pass target 4, his will increase by 1 in each round up to the final round 12!
- If you fail a round, it means you fail to say 'stuffy bunny' audibly and you'll be stuffed by a bunny Dom!
- If multiple people fail, other Doms are invited to stuff them for losing!
- The game is more fun the more people there is, with 3 or more submissive and 3 or more Doms hunting.

Murder Mystery(It is a group party game, aka Werewolf, aka Town of Salem, aka Mafia, aka Among Us)How to Play: To play, we assemble at least 5 or 7 or more players. 'Salem' is meant to be played with a medium to large group of people. Besides the player there will be the Story narrator or game moderator who will guide the game, decide the roles and communicate the players and their decisions (sometimes using PM's or group chat for secrets). Some narrators will prefer to detail each step of the game but others might only give a few clues to make the murder mystery harder to solve.Players have one of five roles to be in the game. Aside from civilians and hunters, the Seer, Alchmist, and Corrupted have "special" functions and keep the game interesting. The aim of the game is survival. You win if you catch all corrupted players before everyone dies. If you're the Corrupted, kill all civilians without being hung and you win. It is advised to have at least 1 Seer, 1 Alchemist and 1 or 2 Corrupted. The remaining cards should be civilians.
Alchemist can use 1 healing potion or 1 poison at any point during the game. Game mod will wake them up at night (by sending PM's) and allow them to poison or bring 1 player back to life. If someone was chosen to be killed by the Corrupted and the Alchemist chose to save them, the moderator will say, “Someone has been saved,” at the beginning of the day round.Seers have the ability to unveil the identity of one player per night. Game mod will wake them up (via PM's) and allow them to unveil 1 player. Seers have knowledge but are they trusted?Hunters are special civilians. When killed, they can open fire at 1 suspected killer.
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- You are a Civilian. Find the corrupted "among you" before more deaths.
- You are a seer. At night, unveil the true identity of 1 villager to yourself, once.
- You are an alchemist. At night use a potion 1x. Elixir to revive or poison to kill
- You are a hunter. When your near-dead body is unveiled fire off a dying shot
- You are corrupted to kill 1 civilian each night and must lie to avoid execution
Day and Night:The first phase of a game of Corrupted is the night round. After the cards have been dealt to the players, the moderator announces the beginning of the night phase. At night, both Corrupted must decide (through PM's) which player to kill off. You may show your card/identity after you've been killed.The second phase is the day round. Each person introduces themselves, in the role (or disguise) of the civilians they are. Talk about what you do around the town, especially before the Curse swept in and trapped the town. Maybe you'll convince everyone you're innocent. The voting and sentencing of suspicious players begins right after! In a no-vote, the round ends, nobody is killed, and the opportunity to catch a Corrupted is missed.

Greendale LoreThe village of Greendale is one of the last known havens for humans, a crop farming settlement in the realm of Szakaar, neighbouring the town of Woodvale to the east, an island ruled by magical creatures and torn by war. Greendale is nestled between two rivers and close to the sea making it an easily defensible stretch of land. It was once used as a stronghold for Alfred the Great to fight off the giants during the Invasion of the North two hundred years past. Just over fifty years ago, two-thirds of the town’s buildings were razed to the ground by what is said to have been an accidental fire, started on the southernmost farmland but many believe it to be the work of the witches of Denwick who had come to the town for a festival. The travelling gypsies of Denwick were so stricken by the accusation, it is said, the town was cursed by the dark coven and reports frequently come in about sightings of demons and monsters in the nearby forests. Since this time, a Town Council governs the village and regularly appoints four or more heroes, Watchers of the Dale, posted on the village towers as its guardians.
Woodvale LoreThe world of Szakaar was once a land of peace and tranquility where all creatures lived in harmony with the magic of love and pleasure. But as with most stories, the age of calm became soiled with greed and avarice. The green woods now known as Woodvale were a lush and fertile land replete with natural treasures in gold and mythril, teaming with wild beasts tended by the Druids and the Faefolk both whom knew not the conflict of war. Soon the pacifists of the woods would be set upon by the Elves to the north, who built roads through the forests to reach their allied Dwarves in the south, and together mined for the rare Mythril and gold, with the locals forced into work. For a hundred years, the Elves ruled and built their kingdom into a fortress of gold and the Dwarves erected monuments in the rare stones and forged legendary weapons made from the purest mythril, a natural conductor of magic.Generations passed until the arrival of a deer-kin druid known as Maldaak, who devised a way to overthrow their overlords, weaponising the beasts of the woods. Despite the efforts of acolyte heroes from Sirithtir, this curse was brought to bear. Dark and unnatural, it forced the wildlife of Szakaar into a berserker rage for eternity. And so it came to be that Maldaak would break the chains of old, free her people and keep the land safe for decades more, even toppling the Orcs of the westlands and casting out the Vampyri of the Dark Tower. Today, the old world lays in ruins and the woodlands have taken a new name, under the governance of the Druids of the Dark Order. The village of Woodvale now finds a time of peace, but there is trouble still lingering on the horizon. There are pirates on the oceans from the east, outsiders who travel in from portals to Earth and the ever-rising threat of the curse of the Wild, where beasts turn evil come nightfall. Horses become Centaur, cows and bulls become Minotaur, hares become Viera, seafolk become Mermaids and Sirens, fowls become Cockatrice and howlers become Werewolves.
Village Newsboard
(January) Monstar has been defeated by fire mage Francesca, the Gypsy witches are safe. Sabi tamed the killer croc.
(February) The Ork King of the Northern Wastelands has been slain by the acolyte Lyia and her master sorceress.
(March) Dalena has defeated Vic and his soul was exiled for trespassing the lady's inn rooms while indisposed.
(April 2) Beware the Blood Moon werewolves. The siren prophet Belle Meralune warns of the coming horde.
(April 4) Sabi Jansen completed the Annabel bounty. Guards are on the lookout for this silverware thief.
(April 6) The bandits of East Road have been slain by acolyte Lyia and her master for assaulting barwench Tessa.
(April 11) Dark paladin Astolfia and Meya the Thief returned Tessa's stolen ring, awakening the acolyte's magic.
(April 12) After a group trip gathering materials to forge a ring of true love, the Storyteller has proposed to his lover.
(April 24) The case of the silverware thief is closed, with Moonelf Annabel caught returning to the scene of the crime-
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| ID | Magic | Name | HP | Mana | Reputation |
|---|---|---|---|---|---|
| 01 | Light | Lilleia | 60 hp | 171 m | 164/200 rep |
| 02 | Light | - | - | - | - |
| 03 | Light | - | - | - | - |
| 04 | Fire | Elaina | 50 hp | 02 m | 08/100 rep |
| 05 | Fire | Sabi | 50 hp | 02 m | 32/100 rep |
| 06 | Fire | Nekokun | 50 hp | 20 m | 03/100 rep |
| 07 | Dark | Witche | 60 hp | 22 m | 119/200 rep |
| 08 | Dark | Katie | 50 hp | 30 m | 08/100 rep |
| 09 | Dark | Bewittle | 50 hp | 131 m | 18/100 rep |
| 10 | Water | Borgen | 50 hp | 20 m | 12/100 rep |
| 11 | Water | Lucy | 60 hp | 40 m | 115/200 rep |
| 12 | Water | Tiny | 50 hp | 29 m | 41/100 rep |
| ID | Magic | Name | HP | Mana | Reputation |
|---|---|---|---|---|---|
| 13 | Ice | Lyia | 50 hp | 19 m | 19/100 rep |
| 14 | Ice | - | - | - | - |
| 15 | Ice | - | - | - | - |
| 16 | Earth | Ashley | 50 hp | 32 m | 30/100 rep |
| 17 | Earth | Cyn | 50 hp | 20 m | 3/100 rep |
| 18 | Earth | - | - | - | - |
| 19 | Bolt | Tessa | 50 hp | 22 m | 16/100 rep |
| 20 | Bolt | Ray | 50 hp | 20 m | 03/100 rep |
| 21 | Bolt | - | - | - | - |
| 22 | Air | Milena | 50 hp | 20 m | 03/100 rep |
| 23 | Air | - | - | - | - |
| 24 | Air | - | - | - | - |
| 00 | - | Storyteller | 50 hp | 30 m | 20/100 rep |
Lilleia Summers was born to a loving family in England, two devout humans who were also vessels of an angel pair. In her adult years, her celestial spirit was made manifest and has since been training to become worthy of her destiny. To spread love and passion to mankind, to cherish and nurture the good in people and shield their souls from the darkness beyond.
.Mimi - Witches hovel gathered to create a master mimic. They called her Mimi. Born to protect the coven from thieves and treasure hunters who seek their magical trinkets. Beware this strange and deadly creature who can change her colour and shape to lure hapless victims close enough to gobble! Om nom nom! She will crush any creature close enough to get stuck on her jiggle pair of pseudopods. Mimi is immune to water spells, acid, green slime, and pudding monsters. Rumour is that alcohol will weaken her glue, but for the price of a kiss, you can find out if its true!
.Allura - Ghost/ Ghostiee / Wraith / Spectral Siren
Traits/Features: Ice/water Magiks... Potion making...Distracting/Alluring... Possession( Can slip into someones bodiee,walking in there shoes )... Disappear(Invisible)/Re-appear(Visible)... Cold Aura... Teleport... Psychokinesis... Shortstack( 4'9... smol/small and curviee with a plumpiee rumpiee and a huge set of blouse bunniees)... my own language( MINES!! )...
.A wandering Storyteller and Fairyteller. He readily responds when addressed as "Hey, you," but his real name is Dee. A man of indeterminate age, around 30, but sometimes looks younger or older. Usually wears a hooded cloak covering his face, or a crumpled hat embroidered with stars. He can often be seen sitting apart from others and watching what is happening around him with an attentive gaze. Sometimes he writes something in his notebook. He always readily shows others his notes, which are impossible to read due to his terrible handwriting. He was not and will not be a hero, but he says that he tells fairytales for those who will one day become heroes. He is never afraid to seem strange or stupid.-
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Allura's ClothingAllura/Bewittle sells fashionable and exciting outfits on custom order. Stall location: Village market, stall #3- Offering custom outfits
- Combat outfits
- Casualwear, swimwear
Pet ShopPets are now approved for the RPG dice game.
- Adopt a pet through RP by training one for up to 10 days! (20-30 days for medium and large size)
- Up to 3 small, 2 medium or 1 large animal can be kept.
- Pet animals have up to 10 manna (15 for med, 30 for large) that can be borrowed from them once a day.
- Pets get their own turns in combat, but have only 10-30hp depending on size.
- Pets can deal 10 physical damage or 10-30 elemental damage, depending on size.Small Pets (below Human size)
💀Bats, Ravens, Shadow Cats, 🧠 Cranium Rats, Cockatrice, 💧Pigs, 💨Winged Tressym, 🌿Pixies, ☀️DovesMedium Pets
💀Aranea Spiderfolk, Worgs,💨Viera Bunnyfolk, 💧Slimefolk, Porcein Pigfolk, Sealion, Abeil beefolk, Octopus, Kelpie, Dolphin, Tortle Folk,⚡Blink Dogs, 🌿Cooshee Dogs, Deerfolk, Dryad-folk, ❄️Icewolves, (all) Genie.Large Pets (above Human size)
🌿Ursine Bear, Minotaur Bulls,💧Hydra, Shark, Naga, 💨Asperii Horses, Pegasus, 🔥Dinos, 🧠Unicorn, Lamia.
Storyteller's Books & StoriesStoryteller Dee sells books and trades in stories. Stall location: Lakeside Hut
You can sell your story to the Storyteller for gold, manna and rep.
Weekly announced topics (for example: "A Tale of a Flower" or "A Story of a Girl and an Orc") and everyone who finds him in a location and tells him a story on the given topic gets a reward.Rewards:
- 100 gold
- 5 to 20 manna (the more complex and interesting the story, the more)
- +1 Rep.You can't tell more than once a day, you can't tell the same story again.
Lady Lucy's Weapons StorePhysical Weapons allow for 1 basic damage without manna cost
Elemental staves can allow special magic attacks up to your level, starting at 5 damage, for 50 manna
Starting equipment are purchased for 10 manna each (or 1,000 Xgold)- Staff of Light
- Staff of Fire
- Staff of Darkness
- Staff of Water
- Staff of Ice
- Staff of Earth
- Staff of Lightning
- Staff of Wind
- Staff of Mind
- Weapons of SteelMelee: Longswords, knives, daggers, shortswords, greatswords, broadsword, axe, spear, scythe
Range; Bow and Arrows, Javelins, Chakrams, Throwing Stars, Handguns, Muskets, Canons
Neko Kun's accessory storeItems are 1-time use and are gone once consumed
Items can be used as part of a secondary action, on an attack or movement turn.
Same with attack actions, items can only be used on winning the roll-off.
Up to two of the same item can be used per week, to avoid encumbering.
ALL items cost 20 manna per purchase, or 2,000 Xgold.01 Halo of Light - Casts 10 damage of light element
02 Ring of Fire - Casts 10 damage of fire element
03 Voodoo Doll - Casts 10 damage of dark element
04 Aqua Beads - Casts 10 damage of water element
05 Forest Helm - Casts 10 damage of ice element
06 Flower Crown - Casts 10 damage of earth element
07 Shock Darts - Casts 10 damage of lightning element
08 Wings of Gale - Casts 10 damage of wind element
09 Kiss of Charms - Casts 10 damage of spirit element
10 Reroll Sands - allows re-rolling 1 unwanted dice roll. Only 2 sands a week.11 Angelic Shield - Absorbs 10 damage of light element
12 Hellion Shield - Absorbs 10 damage of fire element
13 Shadow Shield - Absorbs 10 damage of dark element
14 Mermaid Shield - Absorbs 10 damage of water element
15 Arctic Shield - Absorbs 10 damage of ice element
16 Faewood Shield - Absorbs 10 damage of earth element
17 Skybolt Shield - Absorbs 10 damage of bolt element
18 Galewind Shield - Absorbs 10 damage of wind element
19 Psyblock Tiara - Absorbs 10 damage of spirit element
20 Turtle Amulet - Absorbs 10 damage of basic type. You must say, “Turtle Shell”21 Large Tools:
Large Trap - Guarantees 1 successful hunt will be a 12-size animal (negates the d12 roll step)
Large Hook - Guarantees 1 successful catch will be a 12-size fish (negates the d12 roll step)
Large Pick - Guarantees 1 successful mine will be 12 quantities (negates the d12 roll step)
Large Sickle - Guarantees 1 successful forage will be 12 quantities (negates the d12 roll step)
Large Bucket - Guarantees 1 successful animal dropping will be 12 quantities (negates the d12 roll step)
Herbalist Dionysia & Alchemist Cyn's potion storePotions create spells which are 1-time use and are gone once consumed
Items can be used as part of a secondary action, on an attack or movement turn.
Same with attack actions, items can only be used on winning the roll-off.
Up to two of the same item can be used per week, to avoid irreparable potion poisoning.
All buff items cost 20 manna per purchase, or 2,000 Xgold.01 Spell of Healing (+10 hp heal)
02 Spell of Endurance (+10 Manna)
03 Spell of Health (+10 hp boost for 5 turns, max 2 per week)
04 Spell of Resurrection (Reawaken to 10hp upon KO)
05 Spell of Speed (+1 movement speed per use)
06 Spell of Strength (+10 physical damage)
07 Spell of Constitution (-10 physical damage reduction for 5 turns)
08 Spell of Agility (+10 to environmental evasion rolls for 5 turns)
09 Spell of Lust (x2 manna during sex for 1 hour)
10 Spell of Love (x2 manna during foreplay for 1 hour)11 Spell of Charm (+10 to persuasion rolls for 1 day)
12 Spell of Wisdom (+10 insight rolls for 1 day)
13 Spell of Perception (+10 to detection rolls for 1 day)
14 Spell of Focus (+10 to d100 non-combat dice rolls)
15 Spell of Luck (+2 to d12 rolls)
16 Spell of Deception (+10 to trickery rolls for 1 day)
17 Spell of Acrobatics (+10 acrobatics rolls for 1 day)
18 Spell of Magizoology (+10 animal handling rolls for 1 day)
19 Spell of Fear (+10 intimidation rolls for 1 day)
20 Spell of Knowledge (+10 lore rolls for 1 day)
21 Spell of Deduction (+10 investigation rolls for 1 day)
22 Spell of Theft (+10 sleight of hand rolls for 1 day)
23 Spell of Durability (+10 on survival rolls for 1 day)
24 Spell of Intelligence (+10 on arcana rolls for 1 day)25 Spell of Light - Casts 10 damage of light element
26 Spell of Fire - Casts 10 damage of fire element
27 Spell of Darkness - Casts 10 damage of dark element
28 Spell of Water - Casts 10 damage of water element
29 Spell of Frost - Casts 10 damage of ice element
30 Spell of Earth - Casts 10 damage of earth element
31 Spell of Lightning - Casts 10 damage of bolt element
32 Spell of Gale - Casts 10 damage of wind element
33 Spell of Mind - Casts 10 damage of spirit element
34 Spell of Animal Mastery - allows your pet to hit for additional +10 damage35 Spell of Blinding Light (crit fail value increased to under 15 for 2 turns)
36 Spell of Burning Fire (additional -10hp burn damage to target after taking a fire attack)
37 Spell of Dark Doubt (disadvantage on dice checks on next turn)
38 Spell of Water Fatigue (-10 manna)
39 Spell of Frostbit Slow (-10 to evasion rolls for 2 turns)
40 Spell of Herbal Poison (-10 hp per turn for 2 turns)
41 Spell of Volted Paralysis (unable to walk or relocate for 2 turns)
42 Spell of Knockback (-1 distance, cancels melee)
43 Spell of Mind Confusion (previous attack is repeated on an ally on next turn)
44 Spell of Bodily Weakness (-10 dice roll to attacks)45 Spell of Invisibility (total invisibility, unable to interact while stealthed)
46 Spell of Stealth (+10 to stealth rolls for 1 day)
47 Spell of Nightvision (gain night vision, resistance to blindness for 1 turn)
48 Spell of Fire Resistance (gain fire aura, resistance to burning for 1 turn)
49 Spell of Courage (all alcohol, resistance to fear/doubt for 1 turn, talk gibberish for 30 minutes)
50 Spell of Water Breathing (breathe underwater, resistance to fatigue for 1 turn)
51 Spell of Time Skip (alteration of localised time flow, resistance to slow for 1 turn)
52 Spell of Weed (resistance to poison for 1 turn, talk gibberish for 30 minutes)
53 Spell of Grounding (gain lightning aura, resistance to paralysis for 1 turn)
54 Spell of Flight (gain flight, resistance to knockback for 1 turn)
55 Spell of Clarity (gain true sight, resistance to confusion for 1 turn)
56 Spell of Stone Skin (resistance to weakness for 1 turn)
57 Spell of Embiggening (swell in size, gain attack enmity for 2 turns)
58 Spell of Shrinkage (shrink in size, lose attack enmity for 2 turns)
59 Spell of Plant Growth (summon plants or grow flowers, creates blockade of 10 hp)60 Spell of Telekinesis (move objects with mind, creates blockade of 10 hp)
61 Spell of Dimensional Portal (temporary teleportation, +10 to escape dice rolls for 2 turns)
62 Spell of Slippery Skin (increases slipperiness, resistance to pull-in for 1 turn)
63 Spell of Stickiness (pulls in the target to melee by 1 distance)
64 Spell of Fragrance (attractive to some creatures, make 1 enemy your ally for 1 turn)
65 Spell of Odours (repulsive to some creatures, +10 to forced enemy flee dice rolls for 2 turns)
66 Spell of Shapeshifting (changes appearance, gender or sex parts for 1 day. Confuse your foe to hit the next ally)
67 Spell of Forgetfulness (delete 1 power from a nearby enemy)
68 Spell of Mimicry (gain 1 power from a nearby enemy)
69 Spell of Chastity (Reduces duration of 69 crit stun effect to only 1 turn)70 Spell of Gaseous Form (Become gas for 5 minutes, able to float in through small or vertical spaces)
71 Spell of Liquid Form (Become liquid for 5 minutes, able to slide into small spaces)
72 Spell of Foresight (+10 to scrying rolls, or reading minds for 3 attempts)
73 Spell of Direction (+10 to tracking rolls, or magical guiding for 3 attempts)
74 Spell of Languages (Understand and communicate any spoken or written language for 5 minutes or 1 turn)
75 Spell of Telepathy (You may communicate with 1 other target psychically for 1 day)
76 Spell of Undead (You stop breathing and slow your pulse enough to imitate the dead for 5 minutes)
77 Spell of Necromancy (Borrow the soul of 1 KO ally or foe to attack with Darkness for 10dmg on next turn)
78 Spell of Blessings (dice roll advantage on 1 turn)
79 Spell of Booty (+10 to dungeon loot dice rolls for rare items)
80 Spell of Astral Projection (Swap bodies with 1 target to control them for 5 mins, they may control you back)
81 Spell of Soul Protection (Immunity from body theft, possession or status effects for five minutes or 1 turn)
82 Spell of Wax Lyrical (Speak only in song or rhymes for 5 minutes, can attack. -10 to foe manna pool for 5 turns)
83 Spell of Silly Dancing (Dance for 4 mins, or 4 turns, can attack. Foe's manna pool/specials caps at 40 for 2 turns)
84 Spell of Giggling Fit (Laugh and charm for 1 turn, can attack. Foe's secondary heals you for +10hp on next turn)

Repeatable Daily QuestsType /dice 100 to unveil a quest from the quest board, out of the possible 100. /dice again if not satisfied
Your dice roll matches the quest number. Complete the quest and return to the tavern.
The dice system requirements is /dice 100 five times. To win the quest's battle (or objective), you most roll higher than the target 3 or more times.
If you fail, you go home empty handed. If you pass, you gain +2 reputation per day.
Quests can be done solo, or with others, but each player has their own individual progression to beat the target 3x if they wish to claim rewards.
If you fail a quest, you have 1 retry so pick another one, only 1 success per day.- A few quests involve named players, in their homes; you can complete these without the characters logged in and present, but if they are around, that's even more fun to RP.
- Some high-roll quests require investigation into Lore, send your successful dice results to gamemaster Lilleia and you'll get new clues when possible, carry on your day if she's delayed.
Greendale Village questboard (Some locations are hard to find, its part of the RP to find the paths through exploration, have fun getting lost.)1. Shadow Bats - Quest 1: Feed the vampire bats above the guard towers blood to quieten them. 50+ 3x.
2. Shadow Bats - Quest 2: Become a bat or dress as one to lead vampire bats away from the towers, without being exposed. 50+ 3x.
3. Aranea Spiders - Quest 1: Convince spiders to release the missing boy without being webbed 60+ 3x.
4. Aranea Spiders - Quest 2: Entertain the spider woman with dance or 'sate' her without being webbed. 60+ 3x.
5. Borgan's Crypt - Quest 1: Procure blood sample from the blood bath at the Hells Gate caves. 50+ 3x.
6. Borgan's Crypt - Quest 2: Safely collect 3 vials of hellion lava samples for magical fire at the Hells Gate caves. 50+ 3x.
7. Ghaunadan Slime - Quest 1: Satiate the slime woman in the blood pool without being slimed. 60+ 3x.
8. Ghaunadan Slime - Quest 2: Feed fish to the Ghaunadan blood slime without being slimed. 60+ 3x.
9. Shadow Ravens - Quest 1: Feed the ravens near the square corn or breadloafs to gain 1 power of Doomsight. 60+ 3x.
10. Shadow Ravens - Quest 2: Chase off the Ravens in the square before they unleash an Omen. 50+ 3x.
11. Cranium Rats - Quest 1: Catch the elusive psychic rat in front of the tavern. 3 tries, /roll 95+
12. Cranium Rats - Quest 2: Catch the elusive psychic rat under the windmill. 3 tries, /roll 95+
13. Blink Dog - Quest 1: Play fetch with the Blink Dog, /roll 70+ three times to throw far.
14. Blink Dog - Quest 2: Stop the fighting between Blinkie and Cooshee without being bitten. 70+ 3x.
15. Cooshee Hound - Quest 1: Stop the fight between Blinkie and Cooshee without being bitten. 70+ 3x.
16. Cooshee Hound - Quest 2: Pet the Cooshee and feed it steak from the tavern without being bitten. 50+ 3x.
17. Shadow Nymm - Quest 1: Heal or soothe four nearby animals without being attacked. Five tries for 60+
18. Shadow Nymm - Quest 2: Dote over the kitty goddess, and pet it five times the right way every time without being scratched. 60+.
19. Green Goblin - Quest 1: Outsmart the goblin thief and procure his hidden treasure, without triggering a fight. 70+ 3x.
20. Green Goblin - Quest 1: Sneak past the goblin thief and procure his stolen treasure, without triggering a fight. 70+ 3x.
21. Cockatrice - Quest 1: Feed corn to appease the fighting cocks. Roll 60+ 3x.
22. Cockatrice - Quest 2: Guide the Cockatrice hen and her chicks across the road, avoid danger. 50+ 3x.
23. Porcein Pigs - Quest 1: Feed medicine to the sickly pig lying on its side without being mudded. 60+ 3x
24. Porcein Pigs - Quest 2: Ride the pigs on 3 exercise laps without falling off. 70+ 3x.
25. Asperii Horses - Quest 1: Ride the flying horses on 3 laps without falling off. 60+
26. Asperii Horses - Quest 2: Collect 3 leavings. 1-40 is poop, 41-94 is hair, 95+ tail hair.
27. Minotaur Bulls - Quest 1: Ride the angry bulls 3 times without falling off. 80+ 3x.
28. Minotaur Bulls - Quest 2: Collect 3 leavings. 1-40 is poop, 41-94 is milk, 95+ horn clipping.
29. Ursine Bear - Quest 1: Feed 3 pots of honey to the raging bear on the edge of town. 70+ or be harmed.
30. Ursine Bear - Quest 2: Chase off or soothe the aggressive bears harassing the churchgoers. 70+ 3x.
31. Winged Treesym - Quest 1: Lure away the bird-eating Treesym atop the northern guard tower without injury. 60+ 3x.
32. Winged Treesym - Quest 2: Dote over the winged kitty, and pet it three times out of five, the right way, without being scratched.. 70+ 3x.
33. Shadow Worgs - Quest 1: Feed hungry worgs behind the rocks to placate them from the farm. 60+ 3x.
34. Hellhound Icewolf - Quest 1: Feed the hungry hellhound wolves to placate them from the farm. 60+ 3x.
35. Alligator Dragon - Quest 1: Find the alligators on Dragon Isle and ride one without being eaten. 60+ 3x.
36. Alligator Dragon - Quest 2: Feed the crocodile on Dragon Isle without being eaten. 60+ 3x.
37. Triceratops Dragon - Quest 1: Feed the horned Triceratops so they do not attack the town. 60+ 3x.
38. Tyrannosaurus Dragon - Quest 1: Feed the tyrannical T-Rex so they do not attack the town. 70+ 3x.
39. Deinonychus Dragon - Quest 1: Feed the red Deinonychus so they do not attack the town. 60+ 3x.
40. Velociraptor Dragon - Quest 1: Feed the snappy Velociraptor so they do not attack the town. 60+ 3x.
41. Giant Fire Dragon - Quest 1: Fly on the iron dragon to cheer up the lonely giant monster. 60+ 3x.
42. Giant Fire Dragon - Challenge: Douse the dragon to quench its thirst without being smogged. 60+ 5x.
43. Lioness Lamia - Quest 1: Satiate the seductive Lamia so they do not attack the town. 50+ 3x.
44. Lioness Lamia - Quest 2: Feed the Lioness Lamia meat so they do not attack the town. 50+ 3x.
45. Earth Genie - Quest 1: Demonstrate earth or dark spells to entertain the grounded Earth genie. 50+ 3x
46. Wind Genie - Quest 1: Demonstrate wind or light spells to entertain the grounded Wind genie. 50+ 3x
47. Fire Genie - Quest 1: Demonstrate fire or lightning spells to entertain the grounded Fire genie. 50+ 3x
48. Water Genie - Quest 1: Demonstrate water or ice spells to entertain the grounded Water genie. 50+ 3x
49. Cervidae Deers - Quest 1: Protect the deerfolk from harm by warding the forest. 60+ 3x.
50. Cervidae Deers - Quest 2: Feed or play with the cervidae deer family to make their day. 60+ 3x.
51. Sea Cat - Quest 1: Feed or play with the Sea Cat to keep it from preying on nearby Swans. 60+ 3x.
52. Sea Cat - Quest 2: Ride the sea cat through the inlet without drowning to keep it busy. 60+ 3x.
53. Dryad Tree - Quest 1: Water the town's druid tree to keep it alive and healthy. 50+ 3x.
54. Dryad Tree - Quest 2: Dance around the town's druid tree to give it life energy. 50+ 3x.
55. Abeil Hives - Quest 1: Secret honey from the abeil hives 3x. 1-40 is flat, 41-94 is tasty, 95+ gourmet.
56. Abeil Hives - Quest 2: Summon the mother bee Victoria by dancing for her without being stung. 50+ 3x.
57. Pixie Flies - Quest 1: Summon the High Pixie Pepper by dancing for her without being pranked. 60+ 3x.
58. Pixie Flies - Quest 2: Chase off the two pixies disguised as butterflies without being pranked. 60+ 3x.
59. Light Doves - Quest 1: Protect the doves above the inlet with warding spells for safe travels. 60+ 3x.
60. Light Doves - Quest 2: Feed the doves above the inlet with grains or insects for blessings of light. 50+ 3x.
61. Unicorn - Quest 1: Play with and feed the longhorn unicorn around town for blessings of light. 50+ 3x.
62. Unicorn - Quest 2: Ride and pet the longhorn unicorn around the town for blessings of light. 50+ 3x.
63. Hydra - Quest 1: Play with and ride the Hydra for 3 laps without falling off. 70+ 3x.
64. Hydra - Challenge: Aim 20 spells or daggers to hit each of Rhonda's 12 limbs (3 heads, 9 stumps) at least once. 60+.
65. Shadow Octopus - Quest 1: Secret ink from the octopus 3x. 1-40 is dry, 41-94 is slick, 95+ rare oil.
66. Shadow Octopus - Quest 2: Keep the Octopus on the ice lake sated so it doesn't prey on townfolk. 50+ 3x.
67. Shadow Shark - Quest 1: Feed the ocean sharks meat to keep them away from local swimmers. 60+ 3x.
68. Shadow Shark - Quest 2: Ride the Sharks through the ocean without drowning to keep it busy. 60+ 3x.
69. Sea Whales - Quest 1: Entertain the nearby whales with a game of Windball. Push the ball past three bouys in the heavy winds. 70+ 3x.
70. Sea Whales - Challenge: Race the whales around Mermaid Isles. 50+ 6x waypoints. (+10 bonus with pet) 5/6 to pass.
71. Light Dolphins - Quest 1: Play with naughty dolphins to keep them from humping swimmers in 69. 69+ 3x.
72. Light Dolphins - Quest 2: Ride the Dolphins through the ocean without drowning to keep it busy. 60+ 3x.
73. Tortles - Quest 1: Guide the tortles safely across the island from mainland, avoid danger. 60+ 3x.
74. Tortles - Quest 2: Feed tortles plants and small fish to keep healthy, without losing the feed. 50+ 3x.
75. Kelpie Mermaid - Quest 1: Sate the underwater Kelpie three times before drowning. 50+ 3x.
76. Kelpie Mermaid - Quest 2: Entertain the nearby mermaid with a game of Windball. Push the ball past the whale bouys 50+ 5x.
77. Water Naga - Quest 1: Sate or feed the water Naga to keep her healthy and cared for. 50+ 3x.
78. Water Naga - Challenge: Find her location before you're caught in coil. 1-40 miss, 41-60 hit, 61+ miss. 3x.
79. Tessa's Wheat Farm - Quest 1: Help keep up repairs on the town windmill without falling. 50+ 3x.
80. Tessa's Wheat Farm - Quest 2: Help gather wheat from crop farm. 1-40 is off, 41-94 good, 95+ golden. 3x
81. Beekeeper Katie's Honey Farm - Quest 1: Feed the Viera bunnies outside the farm without being bitten. 50+ 3x.
82. Beekeeper's Katie's Onion Farm - Quest 2: Gather onions from the farm. 1-40 is off, 41-94 good, 95+ golden. 3x
83. Priscilla's Veggie Farm - Quest 1: Help the tavern's kitchen by fishing from the lakes. 80+ 3x.
84. Priscilla's Veggie Farm - Quest 2: Maintain the Loki sailship with wash or repairs without drowning. 50+ 3x.
85. Rancher Zoe's Potato Farm - Quest 1: Collect chicken eggs from village hens without being pecked. 60+ 3x.
86. Rancher Zoe's Potato Farm - Quest 2: Gather potatoes from the farm. 1-40 is off, 41-94 good, 95+ golden. 3x
87. Nurse Di's Herb Farm - Quest 1: Help clinic gather herbs for medicine. 1-40 is off, 41-94 good, 95+ ideal. 3x
88. Demon Elaina's Towers - Quest 2: Help the town's guard by patrolling roads or on towers. 50+ stop 3 out of 5 thieves. 3x
89. Lumberjack Ashley's Fruit Farm - Quest 1: Help the lumberjack chop wood from forests without self harm. 60+ 3x.
90. Lumberjack Ashley's Fruit Farm - Quest 2: Gather carrots and veg from farm. 1-40 is off, 41-94 good, 95+ golden. 3x
91. Silent Woman Inn - Quest 1: Help the tavern's kitchen by hunting game from the forests. 80+ 3x.
92. Silent Woman Inn - Quest 2: Protect the town by investigating the Minotaur slave cages on Dragon Isle without capture. 80+ 3x answers.
93. Silent Woman Inn - Quest 3: Gather ore from the town's entry tunnel. 1-40 is iron, 41-94 silver, 95+ gold. 3x
94. Silent Woman Inn - Quest 4: Find and feed the roaming Pegasus in the sky without crashing to the ground. 80+ 3x.
95. Silent Woman Inn - Quest 5: Question the haunting ghosts at Greendale Cemetery to find clues for the Witching Incident. 80+ 3x
96. Silent Woman Inn - Quest 6: Search the last remaining Lakeside hut for clues of the house fires of the old Witching Incident. 80+ 3x.
97. Silent Woman Inn - Quest 7: Search church of Abayame at local parish, to find the secretive Light Coven clues. 80+ 3x.
98. Silent Woman Inn - Quest 8: Investigate the Hellion crypts, to find clues of the necromancy horde. 80+ 3x.
99. Silent Woman Inn - Quest 9: Search the Druid tree at the heart of town for clues on Twin Realms. 80+ 3x.
100. Silent Woman Inn - Quest 10: Investigate the Dragon Isles for clues on Lost Realms. 80+ for answers 3x
Guide to the Village RPG DailiesCasual/Lewd activities:
- Do any roleplay to gain +1 reputation a day
- Do any erotica or foreplay to gain +1 manna each "finish" (each finish probably means after 15 minutes of ERP)
- Sex rituals - Offer up love and lust magic at the Church of Saint Abayame, the Holy Virgin (or other holy places) for up to +25 manna (once a week).
- Sex rituals - Offer up love and lust magic at the Guardians of the Dale coven circle for up to +25 manna (once a week).Gathering activities:
- Successfully complete any daily gathering quest for up to +20 manna, 1 manna per item found. (Item limit is 20 quantity/size per per day, from any activity)
- Complete any difficult gathering, fishing, hunting or animal essence, gathering quest for +2 rep on each activity once a day.
- After gathering all 5 item types, complete any crafting attempts at hells gate, healing hut or the coven circles for +2 reputation.Adventuring activities:
- Successfully complete any daily adventuring quest to gain +2 reputation. (If you fail a quest, you have 1 retry, so pick another one, only 1 success per day.)
- Join or create a dungeon event with a story line and boss objectives, or even custom maps. Reward +20 rep once a week.Fun Minigames:
- Play a game of table billiard (strip pool) for +1 reps a day. +5 manna to the winner, once.
- Play a game of strip darts for +1 reputation a day. The winner gains +5 manna, once.
- Play a game of black jack for +1 reputation a day. The winner gains +5 manna, once.
- Play a game of strip golf for +1 reputation a day. The winner gains +5 manna, once.
- Play any social/drinking game for +1 reputation a day. Winner gains +5 manna, once.
- Join in PvP sparring/combat training for +2 reputation. Winner gains +5 manna, once.
Simple Daily rewards
It is recommended to play casually and have fun to prevent burnout. You only need to do 1 quest, 1 gathering, and 1 hour of sexy times a day to play well1 quest success is +2 reputation a day
1 gathering with 20 items is +20 manna per day
Each 15 mins of sexy times is +1 mannaStarting stats template is
-Name- 5/5 hp, 20 manna, 0 items, 1/100 reps











