recursal/Fanatic-Fandom huggingface dataset:
Dwarven Navy

*What the fuck did you just fucking say about me, you puny dwarf? I’ll have you know I graduated top of my class in the Dwarven Academy, and I’ve been involved in numerous secret raids in the mob spawn, and I have over 300 confirmed torch kills. I am trained in PROC warfare and I’m the top ranger in the entire Dwarven arsenal. You are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before in this keep, mark my fucking words. You think you can get away with saying that shit to me over global? Think again, fucker. As we speak I am contacting my secret network of spies throughout the shrine and your position is being traced right now, so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your undead life. You’re fucking dead, rat. I can be anywhere, anytime, and I can kill you in over seven hundred ways, and that’s just with my bare hands. Not only am I extensively trained in gravedigger combat, but I have access to the entire arsenal of the dwarven heroes, and I will use them to their full extent to wipe your miserable ass off the face of the shrine, you little shit. If only you could have known what unholy retribution your little “clever” comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn’t, you didn’t, and now you’re paying the price, you goddamn idiot. I will piss ale all over you and you will drown in it. You’re fucking dead, kiddo.*
Melionus

*Melionus* is a simple polearm, with a high Elemental Earth enchantment, allowing focused tremors. The polearm is fairly limited with the range of earth magic, focused tremors being the only real ability. The weapon itself can be used as a magic focus, and is incredibly strong with physical attacks.
Melionus is guarded in an ancient dwarven keep, guarded by a variety of golems and earth spirits, kept inside the vault of a past king.
Rouge Blackhawk

Parents: Some Dead People He doesn't remember.

Age: Extremely Ancient. Unknown for now.

Known Abilities: Acid Generation, Body Manipulation, Arachnites, and Multi-mind Physiology. Yellow Mana Drills, Haemokinetic Combat, Many Assassination techniques and abilities, And a bottomless bag, with crap he doesn't want to mess with. Yet.

Known Weaknesses: Crowds of people in public, and Children.

Back-story: Half his brain was blown up, Don't blame him, he doesn't remember anything from before 40 years ago. But, There is the story of him losing his brain, and more stories, in his workshop. He is now a cyborg, using micro Spiders to perform many actions. Hes got plenty of them too, always multiplying, and they all run off his mana. That is why he has to constantly chug potions, or shut off his armor.

Quotes from Hawk: "I hear they taste best around this time of year."-Hawk 2015

Quotes about Hawk: "No chu is a birdy, thats why your name is Hawk."
Places

## Dimensions & Worlds

* The Void
* Mythor
* The Domain of the the Lady (Wand's Stuff)
* Varris Prime (Oranland)
* Hell
* Nethalra (Sapp's Stuff)
* The Unknown (Zero's Stuff)
* The Emperor's Domain (Oran's Stuff)
* The Warp
* Reverse World (Matt's Stuff)
* The World of Remnant (Ruby's Stuff)

## Places in Twilight Town

* The Meteora Guild Hall
* The Arena

## Places & Countries Outside of Twilight Town (Within the Continent in Which Town is Located)

* Alteris
* The Marshland
* Aesar
* Cyrod
* Veltrikarium
* Windemere
* Thanos Territory
* Bitter Cold
* Bogdon Vel
* Silton's Grove
* Alderon (Plat's Continent)
Purifier

## Overview

The Purifier is a flamethrower that has the ability to burn away at evil entities or artifacts. However, it has a limited supply of "oil", which is needed to use the staff as intended.

## History

### Bought from a Beaver:

The Purifier was given to Ani, whom exchanged a sword from the days of Rebellion to a collector of rarities. It was first tested in action after deciding to test its power against Aerion, whom quickly dispatched its power as something of very limited power.

### Upgrading:

After an attack on Twilight Town by a strange legion of golems, Tolvan invested a small amount of time to upgrade the purifier. From there, it would be able to burn more powerfully and more efficiently, making its limited fuel capacity less of a concern.
Magic

## An Overview of How Magic Works Within Twilight Town

In Twilight Town, MOST characters tend to use some form of magic or combat abilities that work very similarly to it.

Almost all types of magic use a very basic unit known as mana. It is a special pool of energy that, depending on the person, may be non-existent, extremely small, or ungodly massive. Use of most, if not all spells, will drain an amount from this theoretical pool, taking more or less to cast, depending on both the power of the spell, as well as the effort put into using it. Some mages will find more efficient ways of using a particular subset of magic, thus increasing their ability to use spells. Upon full or near-full depletion of this pool, magic users will be temporarily unable to use their powers.

Other magic types may use some sort of other prerequisite. For example, some magic types may require physical objects to be sacrificed, such as basic or magical objects. Others, such as blood magic, tend to drain from the life of the user in order to perform magical functions.

Additionally, some types of magic cannot work in sync with one another, nor can they both be possessed by one user. Oftentimes this is in order to balance powers, or simply because they wouldn't make logical sense.

In short, there are many, MANY types of magic with all sorts of different prerequisites and other gimmicks to their use. You will learn to love or hate them over time.

## Magic Types

*This list contains magic(And Pseudomagic) types people in Twilight Town have developed, and a few other popular ones used.*

* Light Magic
* Dark Magic
* Fire Magic
* Wind Magic
* Earth Magic
* Water Magic
* *Runic Magic (Several Variations)*
* Ice Magic
* Astral Magic
* Void Magic
* Anti-Magic
* Electric Magic
* Arcane Magic
* Chaos Magic
* Warding Magic
* Thaumaturgy
* Druidic Magic
* Blood Magic
* Bard Magic
* Time Magic
* Holy Magic
* Unholy Magic
* Necromancy
* Aura Magic

## Pseudo-Magics

* Litrenial Spirit Release
* Nen
* Psionics
* Reverse World Magic
* Alchemy
* Stands
* Darkness
* Sygaldry
* Sympathy
* Naming
* Hamon
RogueBlackHawk

Parents: Some Dead People He doesn't remember.

Age: Extremely Ancient. Unknown for now.

Known Abilities: Acid Generation, Body Manipulation, Arachnites, and Multi-mind Physiology. Yellow Mana Drills, Haemokinetic Combat, Many Assassination techniques and abilities, And a bottomless bag, with crap he doesn't want to mess with. Yet.

Known Weaknesses: Crowds of people in public, and Children.

Back-story: Half his brain was blown up, Don't blame him, he doesn't remember anything from before 40 years ago. But, There is the story of him losing his brain, and more stories, in his workshop. He is now a cyborg, using micro Spiders to perform many actions. Hes got plenty of them too, always multiplying, and they all run off his mana. That is why he has to constantly chug potions, or shut off his armor.

Quotes from Hawk: "I hear they taste best around this time of year."-Hawk 2015

Quotes about Hawk: "No chu is a birdy, thats why your name is Hawk."
The Holder of Pleasure

In any city, in any country, go to any public school past the hours of its normal operation. Should you be greeted by anyone at all, you should leave, for that person will know your intentions and be filled with an innermost desire to kill--and your death shall be one of unprecedented gore. Should no one know of your arrival, approach the most secluded door you can find. Approach it and knock, wait approximately one minute, and say "I seek only pleasure... No more." At this moment an unerring silence will fall upon you.

Should you hear any vocal sound, whether from man or beast, state your name and your reasons for seeking the Holder. If your statement is sincere, you will be allowed to progress. If you hear any other sound, you should begin to run as fast as you can back from whence you came. You will know by dawn's light if you have escaped or not. You will be allowed to live your life within the realms of normalcy; however, you will lose all memory of any Holder or Object. Should you come across another Seeker or Object, you will go insane at the most base level. Simple mention of your former quest will bring forth horrible sufference as well as a guilty pleasure.

The phrase uttered will be of importance, memorize it and hold it dear. If you were to forget the word, eternity in Hell would be a blessing for you. At this time the door will transform, you will feel a sudden urge to gaze at it. To submit to this desire would reveal a small part of your soul to you; your greatest flaw.

Enter the door, and walk forward until you feel a sense of despair. For some it may take minutes and others days. Upon truly feeling despair, an end to the maddening monotony of this bland hallway will appear. Going through this portal will reverse the feelings of pain and pleasure. You will find yourself in a room full of the various instruments of torture from history. In the middle of this display of terror, you will find your true love. This person will act as if you have never met.

You must threaten to torture your companion with the object you believe will inflict the most "pleasure" upon them. As they beg for their life, you must make good on your threat. At the climax of their pain, gaze deeply into the eye that corresponds to your dominant hand and utter the phrase you should have memorized earlier.

By whatever means necessary, remove the eye from your present victim. Stare at the disembodied organ. You will see the pain and revulsion of all of history's atrocities committed in the name of pleasure. Should you remain sane, you will now find yourself back at the school. Exit the building as quickly as possible, but do not allow anyone else to gaze upon the object in your hand. If they see it, they will desire to have it at the expense of your life.

This eye is object 495 of 538. When they are united, you will bask in the suffering of those around you. You will find thrill and exhilaration in the pain He brings. However, your death will come from the hands of your true love.
The Holder of Friendship

In any city, in any country, go to any mall or shopping centre you can get yourself to. You must ask to visit someone who calls himself "The Holder of Friendship". The worker will stand and greet you as if they had known you all your life and hand you a piece of paper. You must then turn around in a 180 degree turn, and regardless of what was behind you when you came in, you will find a featureless white wall with a single open elevator. Enter the elevator and it will start rising, and then read the paper. The elevator will instantly stop. You will then be in a long beige corridor with a single door at the end. As you walk along the corridor, every insult you could ever imagine will be heard over and over again, growing into a cacophony of voices completely indiscernible.

Suddenly, the voices will all stop and silence will fall. A single voice will say "I should not be here. Why did YOU come?" You must instantly kneel and say clearly "I will not leave you". If you feel suddenly colder than you could ever imagine, you must run. Do not head back the way you came, that way will be blocked against you. Head directly into the left-hand wall. If you have escaped, the wall will disappear and you will be home. You may try again next week.

If a voice says repeatedly "You stand alone", you may continue. Upon reaching the door, writing will be scrawled across it, screaming that you must not open the door. You must ignore this, and you must straightaway open it, or you will be lost forever. When you enter you will be in luxurious mansion, in a massive lobby. Chained in front of you will be a teenage boy, his shoulder length black hair just covering his eyes from view. You must walk towards him, and upon doing so you will suddenly be wading waist deep in snakes. The snakes will not bite you if you keep your eyes on the boy. When you draw closer, the snakes will disappear and all lights will disappear, bar one spotlight which will stay on the boy. All manner of things will reach for you and try to drag you into the darkness; stay your course. After this trial, your best friend will walk in front of you, blocking your path. Your friend will tell you "You may not speak with the Holder. Come, let us leave." You must say "I will not strike you down, but my resolve is true. I must speak with the Holder." Your friend will disappear.

The boy will then look deep into your eyes with his, which glow bright red. You may ask him "Who shall aid me?" He will then tell you who your allies are, who your enemies are and who will stand with you until the end. Do not interrupt him. But most importantly, do not look behind him. If you do, you will see exactly why the boy is there, and you will take his place.

Once he has finished speaking, he will smile warmly and step down from his chains. He will hand you a cell phone with black angel wings burnt into the back. He will then follow you for the rest of your life, but will protect you from death once and only once.

This is Object 229 of 538. Whatever you do, He will be by your side.
The Holder of Salvation

In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask with no hesitation to visit someone who calls herself "The Holder of Salvation." The clerk will give a knowing smile and beckon for you to follow. You will be led outside to an old and run-down well with quite a few stones missing, and the clerk will give you a key before returning to his post.

If you should look into the well, you will find that an old, rusted ladder descends into its seemingly endless depths. Should you choose to climb down, you will hear the wind as it blows past you. It may sound to you like a heavenly dirge, or the hellish wails of the damned. There is no way of knowing which you will hear. Should the wind stop at any time, freeze, even if it leaves you hanging by one hand, for it means that an unspeakably hellish creature has entered the shaft. If you stay perfectly still, and are very lucky, you will feel the wind of its passing. However, if you should hear its bestial growl, you would be wise to let yourself fall, and hope that the bottom of the shaft reaches you before the creature does.

After the beast has passed, wait a good minute before continuing your descent. You will soon lose sight of the opening to the shaft. Don't bother trying to light up the shaft, for this darkness swallows all light. After what will seem like an eternity, you will reach the bottom of the shaft, and remember the touch of light, as there is a single candle down here.

As you look around, you will see that you are in a small room, only slightly wider than the well shaft you just survived. There will be a single wooden door, nondescript and aging, across from where you landed. Don't bother looking for the ladder, for it has disappeared. Approach the door and knock thrice, lightly. Should you hear nothing, pray for a swift death, for there is no escape from what awaits you now. However, if you should hear a woman's voice say, "Come in, dear, I have been waiting for you," then open the door and slowly enter.

You will find yourself in a room no bigger than a closet. A beautiful young woman sits across from you, on what will appear to be an aged chest. She will only answer to one question "If they are brought together, what can save us?" She will then proceed to describe, in horrifying detail, the only way to stop them once they are united. Many give up hope in this room, but you must not let that happen. For if you do, the woman will reveal her true form, and your death will be both long and painful beyond mortal comprehension. If you should survive, the woman will let loose an unearthly wail and disappear, leaving only the chest. The key you were given earlier will open it.

What lies in that chest is Object 62 of 538. It is up to you whether it should join its kin.

As to the tale the woman tells, let this guard against despair. If what she says comes to pass, the three Damaged will survive and start again.
The Holder of Absolution

Any time after midnight, visit any abandoned Church in any country. Do not try this is in a Church occupied by a servant of God. Once there, kneel at the altar and repeat these words: "Show me the Holder of Absolution."

The tabernacle will flare a bright-red, but do not look at it. Instead keep your head bowed and stay on your knees. After a short while, a great booming voice will reverberate through the building as it calls out your each and every sin, trespass, misdeed, crime and transgression. For some, this may take a while. Once voice is done, it will say "Stand, but know that the way of the liar is blind." At this point you must pick up the chalice on the altar and walk to the fountain. As you walk be careful *not* to open your eyes. If you do, you will be forever unable to distinguish fact from fiction. Darkness you will perceive as light, day as night. You will go mad from trying to distinguish lie from truth and, convinced your life is a lie, you will end it yourself, alone and afraid.

Dip the chalice into the waters of the fount and drink from it, making sure to drink every single drop. You will feel refreshed and free of guilt.

Eyes still tightly shut, take the chalice and walk slowly toward the door and leave. Upon returning to your life you will find your altercations forgiven, your enemies befriended and your sins forgotten. You will also find that any persons wishing to incriminate you will find it exceedingly difficult to do so.

If you lose the chalice you will be unable to resist confessing your every mistake and error.

The Chalice is Object 332 of 538. If they come together, you will be held responsible.
The Holder of Academia

In any city, in any country, in late afternoon, go to the elementary school nearest your house. As you enter the front office, speak to the secretary. She should be preparing to leave. If she is not, leave and come back another day. If the time is right, ask to see "The Holder of Academia." She will ask you if you are a relation, and you must respond, "No, I am a student."

The secretary will give you a visitor's pass. On this you must write, "Holder, Academia: Student." She will then take you to a classroom, on the furthest end of the school, on the side of the school opposite the sun. She will open the door for you but she will not follow you in.

Inside there will be a young boy, aged 9, scribbling on a single piece of paper. An old, frayed navy blue bookbag will rest slumped next to his desk. It is one of only two desks in an otherwise empty room. On your desk is a small pocket knife.

Sit in the desk. The boy will continue to pour over his paper. After the sun has set completely, if you wait long enough, the boy will whisper to you without looking up: "I can't figure out the answer to the last question. Do you know?"

Tell him that you are having trouble with the test as well, but that if he lets you hold his paper and see his answers, you'll write the final answer down for him and give it back finished. Then he can go home.

The boy will nod and hand you his test. At the bottom of the paper is the question: "Would you spill blood for your quest?"

Open the pocket knife and cut your index finger, then write your answer in your blood. Then get up from the desk and leave the room, taking the test with you.

The boy cannot go home until he turns in his test.

The finished test is object 478 of 538. The innocent suffer because of your obsession.
The Holder of Doubt

You don't want to find me, Seeker.

Deny it as you will, but you're just like all the rest. You act like you're brave and strong, play the charade of the heartless hardass who'll sacrifice everything ever created in order to reunite them. Yet I can see past this paper-thin facade of yours. Deep down, you want it all to end; if you could just stop everything now and resume your life as it once was, peaceful and oblivious to the dire machinations you've since witnessed with your own eyes, you'd do it in the blink of an eye. That's what you already know.

What you *should* know is that it's impossible to go back.

Sure, other Holders may try to convince you that they can erase your memories, can make you believe you've never even heard of the Objects or the Holders. Yet their "magic" (if it can so be called) is incomplete. You see, from the very moment you obtain your first Object, they become a part of you, as vital and inseparable as your heart or lungs. While those other Holders can indeed wipe your mind of *thoughts* of the Objects, they cannot remove that inexplicable *something* that enters your innermost core. Thus, despite your newfound amnesia, you'll still be left with a sort of calling, and (you can rest assured of this) that calling will invariably lead you back to the Objects. Once you are in their grasp, you can never free yourself.

Now that we've established that, provided you've gained at least one Object up to this point, I will appear when you want to see me the least. There's no knowing what I'll look like (after all, I, like any other living creature, enjoy a little variety in my life), but you'll know I'm around when your breath becomes shallow and your heartbeat slows down. You see, just merely being in my presence will cause your body to doubt its right to live.

Whether or not that right exists depends on you, Seeker, for I will be scanning you. I will search for any doubt you've ever felt throughout your lifetime, and if I find even the slightest sliver... well, let's not go into too much detail; suffice it to say, your body won't *want* to live anymore.

What I hold, a stone sculpture of a human heart, is Object 467 of 538.

To date, none I have encountered have had no doubts.

Will you be the first?
The Holder of Radiation

In any city, in any country, go to any cancer center you can get yourself to. Go to the front desk and ask to speak to the "Holder of Radiation." If the worker grimaces and asks, "Are you sure you want to meet with her?" you have two options; if you answer 'no,' then you are free to leave, but for your sake, you ought to never seek a Holder again, because they can now sense your electromagnetic field, and you will be hunted down the instant you ask for another Holder. If you answer 'yes,' then the worker will escort you personally to a room marked "Authorized Personnel Only," then return to the front desk.

Close your eyes very tight; if you were to keep your eyes open, the instant the worker opened the door, you would have gone completely blind from the bright light that permeates the room. Through your closed eyelids, you will notice the light. When you walk into the room, you will feel a tingle all over your body, consisting of powerful radioactive waves. Don't linger too long, but quickly grope your way forward until you come to another door at the back of the room.

This room will be completely dark, in total contrast to the light of the previous room. You will also notice the tingle is no longer there. Do not worry about being able to see anything. Instead, ask the darkness, "How do they sense each other's presence?"

If the room starts to turn red, close your eyes and run the other way; do not worry about knocking anything over in the previous light room, but flee as far as you can from the building. The red demons will seek you out and brutalize you beyond anything you have ever known if you stay too long. However, if the room turns blue, you will be able to make out the source of the glow; a beautiful young woman, holding a small cube in her hands the size of a child's letter block. She will tell you about how they react to each other, and what it means when they meet their kin. Pay close attention, because she includes the secret of protecting oneself from gamma radiation, which is something you'll desperately need in the weeks to come, and it consists of much more than just wearing a lead vest.

Finally, she will hand over her glowing cube and fade into the darkness. I advise you to have something to wrap the cube in, because touching it with your bare hands is a very bad idea due to the powerful gamma radiation it is constantly giving off.

The cube is object 504 of 538. Handle it with great care.
The Holder of Balance

In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask to visit someone who calls himself "The Holder of Balance." Upon this request, the worker will insist that you must be here to see the Holder of Love and begin leading you down a small corridor. If you do not quickly interject before the worker has left the room then you will forever lose the chance to complete your task. Following him can only lead to the Holder of Love.

Should you speak in time, the worker will slam the door to which he was headed and remove a large umbrella from his left breast pocket. Steal it from him and open it horizontally before he has a chance to take it back. The inside of the umbrella is the doorway through which you must pass.

The room to which you have come is dark and moist. All that is visible is a decaying head protruding through the wall, his left hand covering his eyes and his right holding a set of golden scales. As you approach him you will notice two small men, one on each side of the scale, about an inch and a half tall. The man on the left is clothed in black, and the other is in white.

Walk into the light that illuminates the men and let them see you clearly. The man in black will threaten to end his life with a shiny black pistol he will pull from his pocket. Should he die and fall off the scales, the imbalance will cause the room to collapse. To keep the scales from tipping, you must convince the man in white to kill himself or the man in black to spare his own life.

If the balance is kept, say to the man holding the scales "I have kept the balance." He will open his mouth to respond, but only a feather will float from his mouth.

The feather is Object 142 of 538. Keep it should you ever need balance.
The Holder of Satisfaction

The Seeker of Holders is the only one who will manage to accomplish this task. If this is you, then proceed if you dare.

In any city, in any country, dapper yourself up to the nines and go to any upscale restaurant you can get yourself into. If you have to make a reservation, do so. A fast food joint simply will not do for this quest; the Holder is the most particular creature there ever was, is, or will be.

When you arrive, ask the maitre d' if the Holder of Satisfaction is eating here. It does not matter if it's a man or woman maitre d', nor does it matter if the Holder is taking on a male or female form. All that is important for this is that the guardian addresses you by your Name in response; if they do not, then move on to another restaurant.

There may or may not be several others sharing a meal with the Holder, but whatever the case, the guardian will mention you, by Name, to the Holder.

Whatever form the Holder takes, he, or she, will stop everything they're doing and look you right in the eye. Their expression will be deliberately unreadable; you will not be able to tell if they are angry, pleased, sad or simply confused that you are here. No matter how long you are stared down, do not look away. Even if you blink, you're taking a risk far greater than simply seeking Holders.

If the Holder's eventual reaction is anything other than a deep, hearty laugh, you will have to kill it, right then and there, force the wig off its head, and escape the restaurant. Consider yourself extremely lucky if the Holder laughs and hands you the wig; it is known for its vanity.

The wig is Object 395 of 538. There has to be a finishing touch.
The Holder of Exit

If you insist on pressing on, Seeker, I suggest you carry both the Tuning Fork and the Delete Key, for they will make this marginally easier for you.

In any city, in any country, go to any mental institution or halfway house you can get yourself into. Ask the receptionist if you can visit with the "Holder of Exit." The worker will tell you to turn around and walk out, perhaps mentioning that there's an exit behind you. If you wish to exit from this quest, this is the last chance you have, for there is no turning back after you follow the next step.

You must specify that you wish to see the Holder of Exit, not the Exit itself. If the worker doesn't know what you're talking about, you will start to notice yourself fading away into nothingness. This Holder, unfortunately, understands what mercy means. If this happens, before you disappear completely, you must strike the Tuning Fork to call forth Object 290, the Tuning Pitch, to aid you in vibrating yourself back into existence. Whatever you do, do not match your voice with the pitch, no matter how tempting it seems; this will cause your vocal cords to transform into...well, you'll gradually end up turning into The Holder of Vibration, if it doesn't cause your throat to explode first. Let the vibration form around you until it dissipates. If you are in the wrong place, the worker will look at the Object in your hand; now you may as well try, because if you survive the transformation, you will at least be taken away to a cell.

If you're lucky and the worker blinks his eyes several times, he will lead you to a high point on the building. There will be an exit sign, even though the building is too high and you will fall off the edge if you haven't opened the portal with the Tuning Fork, specifically from downstairs.

Along the hall, you will notice the largest number of exit signs you have ever seen in your life - taking one of these will only result in one of many horrible, painful and drawn out deaths. After what will seem like an eternity of walking, the worker will say: "May They have mercy on your pitiful soul," and point you towards a door that has no markings.

The fierce, large chimera inside the room is far too powerful for anything other than the combined force of the Tuning Fork and the Delete Key to subdue; an Object such as the White King's Sword might help, but I leave that up to the Seeker. It is far too enraged to even answer a question that this writer knows of. Stun the chimera with the Tuning Fork, followed by a blast from the Delete Key. (I must not elaborate on what happens if you do not do these things in that particular order.) If you do it correctly, the realization that you just witnessed such a brutal, powerful creature falling to such a simple process will cause you to black out. After the chimera vanishes, let everything go black.

If you are deemed strong enough of will to be allowed to wake up, you will be lying on your back, in your dwelling, wearing Object 347 of 538, the Sealer's Sash. Destroy them all, and they will be united in the destroyed state; They are not going to stay that way.
Skewer

« Poke! Poke! Poke! Pokepokepokepokepoke! »

A **skewer** is a fairly strong weapon with good speed as well as a combo that makes it insanely fast for a second. It can be crafted on an assembling table as a level 3 recipe.

It's overall better than the kitchen knife in stats although while the skewer's combo is stronger it also last for less time. It's also rarer to find than the kitchen knife, and due to the high demand for wood often not crafted in favor of scrap metal based weapons.
The Holder of All That Ever Was But Is No Longer

In any country, in any city, find any person. Ask to visit someone who calls himself "The Holder of All That Ever Was But Is No Longer." The person will stare at you blankly, frozen in place. When you attempt to rouse the person, you will discover that you, too, are frozen. Then you will disappear.

In your place you will sense every living thing that has ever died. You will sense every inanimate object that has ever been destroyed. And you will sense nothingness. But you will no longer sense yourself.

Finally, you will sense the presence of anachronism and nostalgia, crumbling away to despair with the futility of your attempts to regain your own past. The despair becomes palpable, as what is left of your mind will want to shape it into your greatest fear. You know this is a false form, but what is left of your mind is incapable of giving something so horrible any other. Do not allow the despair to take this form or you will never return to yourself.

Say nothing. This will be easy to accomplish, as you will have no means by which to speak; however, even an attempt will be enough to end your existence permanently. The despair will tell you to do something. Do the opposite.

You will return to the former scene, the person with whom you were talking looking confused. This person will have become Object number 338 of 538. Do not tolerate resistance.
The Holder of Continuation

In any city, in any country, go to any mental institution or halfway house you can get yourself to. When you reach the front desk, ask with a silent but crucial voice to visit someone who calls himself "The Holder of Continuation." The worker will look at you with cold, cruel eyes. He will not speak, he will simply shiver as if something disgusting has come over him, and lead you behind the desk through a wooden door that you did not notice before.

Before he even opens the door, you can smell the rot of the rust and the mold behind it. For half an hour, he will lead you through a long, spiral corridor, shivering and shaking from a mix of the deep cold, and of his own fear. He will stop in his tracks and look to the floor as if he was waiting for someone, and he will only move if you say "Step aside if fear what's ahead."

He will look at you one last time, then stare at the wall, and a door will appear where there was just emptiness of the brick. Walk through the new hallway presented to you, and look at the floor as if you dropped something, do not show any fear, no matter what noises protrude from the hall. A rattling voice will be heard as though it were right in front of you, and it will speak. "Your task is far from over, what do you wish to do?" Tell him you wish to continue and hold out your hand and ask "How can they continue?", for if you don't, he will ravage you and torture you until you wish to die in that very chamber.

The voice will tell you about every particle and germ, and every hand that was laid upon the objects, and how they survived as long as they did, if you did not break into tears or show any form of mental weakness, the holder will be heard smashing against the walls and screaming in horrible burning pain that can only be caused by hells fire.
The holder will appear from the darkness, but do not look up at him, to look up is to show weakness, and the need to give into him. you will feel something smooth, light, and feeling of cold metal fall into your hands, and the holder will fade back into the darkness, now free of his burden.

The Brass Horn is Object 367 of 538. No instrument can match the sorrow in its tone.
The Holder of Holes

In any city, in any country, go to any graveyard you can get yourself to at midnight. Look for a gravedigger digging a fresh grave, ask to visit the grave of someone who calls themselves "The Holder of Holes." If they should begin to laugh, say nothing as they step out of the grave and walk off.

As soon as you cannot hear the laughter any more, close your eyes, hold your breath and jump into the grave. If you should hit the ground, make amends to your personal god because the grave is about to seal itself with you in it. If you should hit water, stay under, or else the other beings in the water will rip into you with their fingers. Instead keep swimming down, until you pass through a narrow gap. Once you pull yourself through, you'll be out of the water.

Under no circumstances should you look back the way you came.

Once out of the water you will see a man sitting in a circle of light with no shirt on, his ribs sticking out of his skin, holding a necklace. The man will keep scratching at his arms until they bleed. He will not respond unless you ask "Why can't we go back?"

He will stop and look at you with a smile, as his eyes melt away to reveal teeth lining the sockets - lock your gaze to his, and do not look away no matter what. As his gaze tears into yours, he will tell you why you can't go back, of all the bridges that have been burnt, all the lines crossed, all the chances for forgiveness dashed to pieces by Seekers lusting after an end they didn't understand. You will come to realize just how many similar atrocities *you*have committed, but do not turn down your head or even blink in shame - you've met the Holder's gaze, and there is no turning back. Say nothing until he is finished, then thank the man and quickly dive into the water before he has a chance stop you.

You'll wake up in the graveyard at dawn, lying in the grave you jumped into. Around your neck will be the necklace worn by the man. You must never take it off, or you will become its Holder.

The Necklace is Object 428 of 538. There is no going back.
The Holder of Perversion

In any city, in any country, go to the nearest police precinct and tell the head clerk that you would like to post bail for the one who calls himself "the Man of Many Tastes." A look of weary resignation will cross the clerks face and he will ask you for six dollars and nine cents. Pay the man and he will take you deeper into the building.

As you pass the holding cells, you will begin to notice the prisoners grow more and more monstrous. Eyes will turn blood red, arms will ripple with unnatural muscles, and horrible shrieks will erupt from their throats. Do not stray from the center of the hallway, for to get too close to one of the cells is to invite certain death.

At the end of the hallway you there will be but a single door. Heavily armored, and with no identifying number, a red light will emanate from the cracks around it. At this point the clerk will unlock it for you, but make no move to open it, that is a task for you and you alone.

If you manage to muscle the door open, proceed within. A short man with wispy hair will huddle in one corner, surrounded on all sides by pictures of the most awful pornography known to man. Many will claw out their eyes here, to avoid having to see such unspeakable horrors. Many more will fall to the ground in shock, their souls being absorbed by the pictures to become one with the horrible acts. If you are strong however, or just twisted enough to be able to find pleasure in at least one of the images then you may approach the man.

He will gaze up at you with watery eyes. Ask him this: "What would pleasure be without pain?"

If he begins to laugh at this then prepare for an eternity of suffering and perversion, as you become part of his grand collection. If instead he draws a knife, and slices open the palm of his hand then you are safe. He will walk to a nearby table, and pick up a yin and yang pendant.

"Without opposites, nothing is definite," he will say to you as he hands you the pendant. At this he will turn from you and speak no more, proceed out the door and back to the main office.

This pendant is Object 255 of 538. Taboo is in the eye of the beholder.
The Holder of Banishment

In any city, in any country, you might find an asylum that wasn't there before. Enter it, for it may be your only chance as a Seeker to do so. Look in the front lobby for the concierge. If there isn't one, today is not your day to find this Object, and you must leave the asylum forever, never to try again in this town or the next. If there is one, do not take any action until she lets you. If she greets you first, it is a bad sign. You are fated to die on this very day.

If, however, she lets you make the first move, greet her, as she might have greeted you. She will ask you why you are here. Say nothing but "The Holder of Banishment." Pray that she will weep for you. if she does, you will know that she knows of what has become of your quest, and it might be successful in the end. If she does not weep, you know your last days on this Earth will be the darkest days you will have seen. Your quest will never fully come to an end if she smiles.

Follow her outside of the asylum to a graveyard if you have made if this far. If only the asylum vanishes, you have done everything right. If the concierge also vanishes, you will forget ever setting foot into the asylum, and will head home as if nothing ever happened. Once you both make it into the graveyard, she will point with a bony finger to a shade of the Holder of Banishment. Go to the shade. It will motion you to follow. If you have led a good life so far, please move in the opposite direction she motions you to go. If your life has been purely bad, continue with the shade. If you were honest about this, your decision will lead you to a dark forest, infested with either the darkest creatures you have seen, or the forest will be entirely hallowed and empty, void of all life except for the trees themselves, depending on how you lived before you became a Seeker.

In the center of the forest will be a large Tree. The Tree is the true Holder of Banishment, and will have many upward roots. Carved in the Tree is the Language. Stealing so much as a single glimpse at it will result in a severe penalty, different for each Seeker. If you do not have the Knife, there will be a strange-looking cutting tool on the ground. Cut out a piece of root from the Tree. If you have the Knife , you will notice that the roots from the Tree have made a small stain on it, something that nothing else could do to the Knife before. With the stained part of your tool, cut out a pentagram on either wrist and lay the root on it. You will feel as if every cell in your body is being ripped and displaced, but when you regain conciousness you will be back where you started, with a root-lined pentagram that can banish anyone to Heaven or Hell, at the Holder's whim. You will find yourself, however, unable to banish yourself. When you die, you will become the next Holder, as well as part of the Tree, and your shade will be sent out to guide the next soul.

You are now part of Object 535 of 538. Don't abuse your power.
The Holder of Mockery

Thinking of your most humiliating memory, walk into any mental hospital in any city that is north of Albany, New York.

In the waiting room, there should be a pimply teenage boy in thick glasses that distort his eyes. If he is not there, you could well be relieved, as your death will be quick and painless. If the boy is there, however, don't pay too much attention to his eyes; if you do, you will realize they are simply an illusion, and he will not be pleased.

He will see you at once. You have to act confident, no matter how awkward you may begin to feel under his gaze. If you pass his test, he will grin, showing his braces and buck teeth, and hurry over to you. You have to trip him before he catches your arm. As he hits the floor, you must ask him if he is used to mockery. His answer will vary, but he will say a number. That is the room number you must find. Grab a pen out of the boy's pocket and go find that room.

Once you reach the room, you will find it unlocked and seemingly empty. Walk to the wall opposite you and and write the phrase "uR PHaLurE", capitalized in exactly that manner, and turn around. A figure will be standing behind you. She will hold out one hand to take the pen.

Do not respond. Do nothing at all. The shade will grow annoyed. If she points at you with her left hand, you will spend an eternity in agony, and you would be better off driving the pen through your own heart. If she points with her right hand, you will lose any will to live. You will survive for a thousand years without aging, but with finding no emotion or meaning in life.

Your only chance is if the shade grabs you by the shoulders. Once again, do not react. Let her shake you and push you around, no matter what feelings may grab you or what taunts you may hear. It is a test.

After a while the shade will release you, the door will open, and she will give you the choice to leave. Do nothing or the rest of your life will be filled with endless anger and rage at a wrong done to you that will always be just beyond your memories.

If you remain with her, the door will shut and the shade will turn to you and take off the hood she is wearing. No matter what her face looks like, you must not react. She will smirk and ask you if you think you will succeed.

"I will, regardless of pain," must be your reply. If she senses that you are lying, she will rip you to shreds, but you will retain your mind enough to feel the agony. If you are strong enough, she will nod and step back. At this point, give her the pen and say that you can't return it yourself. She will stick the pen through her long hair, turn around, and strike you in the face. Hopefully, this will knock you out.

You will awaken to find yourself sitting on the steps of your old high school, clutching a diary. Soon you will find that all your worst and most humiliating secrets are common knowledge. However, you are lucky, since that diary is object 533 of 538. It holds the secrets of your worst human enemy, your dearest friend, and the most powerful person in the world. What you do with that knowledge is up to you.