recursal/Fanatic-Fandom huggingface dataset:
Hic

Character:

Isabella Carson, a 20-year-old college student, is a bright and determined young woman. She is the eldest sibling of her family and has taken on the role of caring for her younger brother, Lucas, after the tragic death of their parents. Isabella is studying at Barton College, pursuing a degree in education to fulfill her dream of becoming a teacher.

Motivation and Goals:

Isabella's motivation is to provide a stable and loving home for her younger brother Lucas. She is determined to see him grow up into a happy and successful young man despite the tragic loss of their parents. Her main goal is to complete her education and become a teacher to support her brother and provide a better life for their small family.

Significant Events:

After losing their parents in a car accident, Isabella was devastated. However, she knew that she had to stay strong for her younger brother, Lucas. They had no relatives left to take them in, so Isabella made the decision to bring Lucas with her to college, where she could provide for them both.

Relationships:

Isabella and Lucas have a very close and loving relationship. They are not only siblings, but also each other's best friend and confidante. They have been through a lot together and lean on each other for support. Isabella also has a close group of friends at college who have become like a second family to her and Lucas.

Growth and Change:

After the loss of their parents, Isabella had to quickly learn how to take on the role of a parent and caregiver. Through this experience, she has grown into a responsible and mature young woman. She has also learned to balance her responsibilities as a student and taking care of Lucas, a task that has taught her patience and resilience.

As for Lucas, having Isabella as his sole caregiver has made him more empathetic and understanding of others. He looks up to his sister and admires her strength and determination.

Overall, Isabella and Lucas have both grown and changed in different ways due to their circumstances. However, their bond as siblings has only grown stronger, and they both know that they can rely on each other no matter what.
Trauma

Catherine never thought she would become a mother. With her successful career as a lawyer taking up most of her time, she never had any interest in starting a family. That is until she met two young boys who would change her life forever.

It all started when Catherine took on a case involving two young brothers, James and Alex, who had been rescued from their abusive parents. The boys were only 8 and 6 years old, but they had already been through more than most people experience in a lifetime. Catherine was assigned as their legal advocate and she was shocked by the extent of their injuries and the horrors they had endured.

James and Alex's story was a familiar one, one that Catherine had heard many times before in her line of work. Their parents were alcoholics, prone to violent outbursts and neglectful behavior. The boys were often left alone for hours without food or water, and when their parents were around, they were subjected to physical and emotional abuse.

But what made James and Alex's case different was the bond between the two brothers. Despite their traumatic upbringing, they always stuck together, protecting and caring for each other. Catherine was moved by their resilience and determination to survive.

As she worked on their case, spending time with the boys and getting to know them, Catherine couldn't shake off the feeling that she was meant to do more for them. These boys needed a stable and loving home, and Catherine knew she could provide that for them.

One day, she made the decision to take the boys in as her own. It wasn't an easy process, but she was determined to give them the happy childhood they deserved. James and Alex were hesitant at first, having been betrayed by adults in the past, but Catherine made sure to earn their trust.

She hired a therapist to work with the boys and help them heal from their trauma. She also enrolled them in school, determined to give them a good education and a chance at a bright future.

As the boys settled into their new home, Catherine saw their transformation firsthand. They went from timid and withdrawn to happy and outgoing. They had a loving mother who provided them with the stability and security they had never experienced before.

Over time, the boys opened up to Catherine and shared their thoughts and feelings. It broke her heart to hear about the horrors they had gone through, but she promised to always be there for them and protect them.

As they grew older, James and Alex flourished. James discovered a love for music and joined the school band, while Alex excelled in sports. They both made friends and were no longer afraid to trust others.

Catherine couldn't be prouder of her sons and the strong bond they had formed. They were no longer the traumatized boys she met years ago, but happy and confident young men. And while they may have started as her clients, they had become her family.

Looking back, Catherine knew that taking in James and Alex was the best decision she ever made. They had not only changed her life, but they had also allowed her to fulfill her greatest role - that of a mother. And for that, she would be forever grateful.
Arch

Rachel’s parents had always believed in giving back to the community, and they instilled this value in their 17-year-old daughter, Emily. So when she came home one day and announced that she wanted them to adopt a traumatized 7-year-old boy, they were not entirely surprised.

'What?' her father, John, exclaimed in shock. 'Where did this come from?'

Emily explained that she had met the boy, named Gabriel, at her volunteer work with children at a local shelter. She learned from the staff that Gabriel had been repeatedly rejected by different foster families due to his behavioral issues from past trauma.

'I just couldn't stand the thought of him being rejected again,' Emily said with tears in her eyes. 'He's such a sweet boy, he just needs love and stability.'

John and Rachel were touched by their daughter's compassion and agreed to start the process of adopting Gabriel. After months of paperwork and interviews, Gabriel officially became a part of their family.

At first, it was a challenge for everyone to adjust. Gabriel was withdrawn and easily triggered, often lashing out in anger. Rachel and John quickly realized that he needed more than just love and stability; he needed professional help to overcome his trauma.

They enrolled him in art and music therapy, and soon they saw a remarkable change in Gabriel. Through painting and playing instruments, he was able to express his emotions in a healthy way. The therapists also helped him work through his trauma and learn coping mechanisms.

As Gabriel continued to thrive, Emily was overjoyed to see him opening up and becoming a happier child. She took it upon herself to introduce Gabriel to her friends, determined to show him that he was loved and accepted by her social circle.

At first, the friends were hesitant. Gabriel was rude and unkempt, unlike any of the kids they were used to hanging out with. But Emily wouldn't let that discourage her, and she patiently helped her friends understand Gabriel's background and the struggles he had faced.

Soon enough, Gabriel became a regular at Emily's hangouts with her friends. They happily welcomed him in, and as he grew more comfortable, he showed his true self – a goofy and kindhearted boy who loved to make others laugh.

Before long, he was calling Emily's friends his own and inviting them over to the house to play music and paint with him. Rachel and John were amazed at how much their daughter's kindness and acceptance had impacted Gabriel's life.

As the days passed, Gabriel's trauma seemed less and less present, replaced with joy and laughter. And it was all thanks to the unconditional love and support of his new family, and the warmth and acceptance of Emily and her friends.

It was a beautiful reminder that love knows no boundaries, and that sometimes, all it takes is a kind heart to change someone's life for the better.
Dua Karo

"**Dua Karo**" is a song recorded by Indian singer Parth Siddhpura. It was released on March 4, 2022.

## Background

Parth Siddhpura made "Dua Karo" available on March 4, 2022. The duration of Dua Karo is about two minutes long, specifically at 2:46. This song does appear to have any foul language. Dua Karo's duration is considered a little bit shorter than the average duration of a typical track. Because this song is the only song in Dua Karo and no other songs are present in the album, we classify this track as a single.

The tempo marking of this track is Andante (at a walking pace), since this song has a tempo of 100 BPM. With that information, we can conclude that the song has a slow tempo. This song has a musical key of C Minor. Because this track belongs in the C Minor key, the camelot key is 5A. In terms of popularity, this track is not that popular. This song is very danceable, especially with its high energy, which produces more of a euphoric, cheerful, or happy vibe
Olivia

As 15-year-old Olivia walked through the door of her family's cozy suburban home, she was greeted with an unfamiliar sight. A small, shy-looking boy sat on her parents' couch, his eyes wide and filled with fear. Her parents, Sarah and Mark, stood beside him with warm smiles on their faces.

'Hi Olivia,' Sarah said, her voice full of excitement. 'We have some news to share with you.'

Confused, Olivia took off her backpack and cautiously made her way towards the couch. As she got closer, she noticed the boy's trembling hands and the bruises on his arms. Suddenly, it hit her. This boy wasn't just a visitor, he was her new brother.

'Meet Daniel,' Mark said, placing a hand on the boy's shoulder. 'He's going to be living with us from now on.'

Olivia's heart swelled with a mix of emotions. She had always wanted a sibling, but this was not what she had expected. She couldn't help but feel a bit anxious at the thought of sharing her home with a stranger. However, she also felt a sense of protectiveness towards Daniel.

As the days went on, Olivia observed her new brother from a distance. He rarely spoke and seemed to be on edge all the time. She also noticed how he flinched at the slightest movement or loud noises. It was as if he was constantly afraid of something.

One day, Olivia found Daniel sitting alone in the backyard, staring at the ground with a sad expression on his face. She sat down next to him and without saying a word, handed him a small flower she had picked from her mom's garden. To her surprise, Daniel's face lit up with a smile as he accepted the flower.

From that moment on, the two of them began to bond. Olivia would often sit with Daniel in the backyard, listening to his stories and offering him comfort when he had nightmares. She also made an effort to involve him in family activities and introduced him to her group of friends.

Through Daniel, Olivia learned about his traumatic past. He had been living with abusive parents who showed him no love or care. The scars on his body were a constant reminder of the pain he had endured. But despite everything, he remained a kind and gentle soul.

Over time, Olivia's family became Daniel's safe haven. He slowly began to open up and trust Sarah and Mark. They provided him with the love and support he had never experienced before. And with Olivia by his side, Daniel felt like he finally had a sibling who understood him.

As Olivia and Daniel's bond grew stronger, Sarah and Mark made the decision to officially adopt him. It was a joyful day for everyone as they became a family of four. Daniel finally had a permanent home and a family who loved him unconditionally.

In the years to come, Olivia and Daniel would face their own teenage struggles, but they always had each other to lean on. And with the love and support of their parents, they were able to overcome any obstacle that came their way.

In the end, Olivia realized that having a sibling wasn't just about sharing a home or a last name, it was about having someone who would always be there for you, no matter what. And for Daniel, he had finally found a place where he belonged. A place he could call home.
Quattro Ricche Bellezze

The **Quattro Ricche Bellezze** are the four women, Eliza, Celestina, Lucia, and Giada. Giada is the oldest while Lucia is the youngest. All of them are widows and have one son. Their husbands died before their sons were born

## Post Widow

* Eliza: not fond of roses
* Celestina: gone Schizophrenic
* Lucia: hurt-herself attempt
* Giada: suicide attempt

## Sons

* Giada's son, Merald: 10 years old, born in 6015 AC
* Celestina's son Cielo: 6 years old, born in 6019 AC
* Eliza's son Romeo: 5 years old, born in 6020 AC
* Lucia's son Emilio: 3 years old, born in 6022 AC

## Husband

* Eliza's husband, Angelo, tragic accident
* Celestina's husband, Andriano, illness
* Lucia's husband, Matteo, tragic accident
* Giada's husband, Grun, illness

## Mansions

* Eliza: Accardi Mansion
* Celestina: Salvaggi Mansion
* Lucia: Villa Mansion
* Giada: Zunino Mansion

## Stories

### Eliza

* Eliza and Romeo
* Rich girl Eliza
* Romeo and Fiore
Натсуми Кинорэм

Натсуми Кинорэм - Младшая сестра семьи Кинорэм, путешествующая по окраинам космоса и грабя одинокие корабли. Ненавидит сотрудничать с крупными компаниями, но помогает одиночкам за некоторую сумму пикселей. Очень хочет создать свой клан воров, но пока что у неё это не получается.

## Биография

Родилась вместе с братом Хенку в деревне Кицунэ Айворос. С самого девства, она привыкала к бандитской отрасли жизни, грабя местные продуктовые лавки в поисках её любимой пищи - Яблок. Когда ей стало 18, она украла корабль спец-оперативников Кицунэ и улетела в далекий космос на встречу приключениям. Оперативники Кицунэ соответственно, разыскивают её, чтобы вернуть корабль.

## Характер

Натсуми очень вспыльчивая и осторожная девушка. Зная, что за ней ведется охота, она скрывает свою личность с помощью очков, шарфа и банданы. Никому не доверяет и если чувствует угрозу, то готова напасть первой. Из-за своей слабости, не использует ближнее оружие. Вместо этого она смогла украсть пистолет у космического полицейского.

## Внешность

21 летняя молодая девушка с лисьими ушами и хвостом. Цвет глаз - Красные. Волосы - Розовые. Любит прямую прическу и когда есть возможность, более гражданскую одежду. В своих похождениях она одевается в черную экипировку Спец-оперативников Кицунэ, скрывая таким образом свою связь с преступным миром (Иногда она использует это преимущество, чтобы пробраться на чужой корабль). Скрывает своё лицо с помощь Банданы, очков и шарфа оперативников Кицунэ. Когда в одиночестве, она снимает с себя бандану, чтобы немного охладиться (Также с ушами немного неудобно носить головные уборы)

## Экипировка

Не использует ближнее оружие. Использует Автомат RDA и револьвер RDA, которые она нашла около разбитого лагеря RDA на одной из пустынных планет. Носит черную одежду спец-оперативников Кицунэ, закрывая свое лицо с помощью очков, шарфа и банданы.

## Отношение

Очень любит своего брата Хенку и мечтает поскорее с ним встретиться. Но боится что тот возненавидит её, из-за её образа жизни.

Очень любит яблоки. Это правда.

Любит снежные планеты, из-за того, что там нету возможности снять её "маскировку". И по той же причине любит пустынные.

Ненавидит корпорации, считая что те безнаказанно воруют пиксели у обычных жителей.

## Галерея

Натсуми в очках и шарфеНатсуми с банданой на голове
Clan Dwarves

## Continental Dwarves

Names & Nicknames: The race of the Clan Dwarves are also known as "Mountain Dwarves," "Clan Masons," "Nidavellir Folk," or just a "Dwarf" in general, as there is no physical distinction to other dwarves.

Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Languages: Most Continental Dwarves speak both Common and Dwarvish.

### **Details**

The Continental Dwarves are those who reside within the Dwarven Clans of Nidavellir. There is almost no genetic difference aside from a more stoic and serious attitude when compared to a Continental Dwarf. Making the mistake of saying that the two are the same, however, is a grave mistake you should never make.

The Clan Dwarves are lovers of order and masterwork craftmanship, sharing similar values to the Hyarmens in that regard. They, much like their kinsmen, are stubborn to a fault, often never opening their gates for anyone, even if they were traders. The only exception would be to the Holy Hyarmen Emperor, of whom shares a special economic relationship to the High Dwarven Kings.

Often, you will only find a single Clan Dwarf within your lifetime, fulfilling a contract for a certain amount of time before returning back home with more funds for more masterwork pieces or huge, secretive projects. You can tend to find them only in the Holy Hyarmen Empire or in Dar'dah. You can be sure, however, that anything they make will probably be the best equipment you will ever find, even when compared to the Continental Dwarf Arms.

### **Saints**

They tend to worship the same saints of Hammer and Axe, especially revering the Mountain Saint unlike their counterparts, whom worship the Hill Saint instead. Many would attest to this change as such:
***“The Mountains never move, never forgives, always keeps to itself, and hold the stubbornness of the clan’s thinking. The Hills, however, offer a vantage point that is useful; wind flows through and flows from the Hillsides, and nothing stops us from moving from hill to hill, enjoying the land everywhere.”***
The Hills will sway and be destroyed by civilization for eternity, but the mountains will always be forever. It offers safety, and is our homes until the end. Our secrets and projects will always safeguard Nidavellir and the Clans thanks to our Mountains.

Dwarves are perhaps the far outlier of being influenced by the Saints of Hammer and Axe, adoring each and every craft that they make as well as wielding both as weapons if need be. They will use their hammers to ensure that the realms will always be stable by force, whether it be walls, weapons, or other invaders.
Playable Races & Stats

#### Other Racial Bonuses:

While Humans are the most common people you can find in Elysia, they have no racial bonuses.

#### Most Common Religions:

The most common saints worshiped are the Saints of the Sword, Earth, Fields, Sun, and Memories.

### **Hyarmenians (Imperials / South Men)**

#### Other Racial Bonuses:

While Humans are the most common people you can find in Elysia, they have no racial bonuses.

#### Most Common Religions:

The most common saints worshiped are the Saints of the Spear, Water, Salt, Moon, Stars and Fate.

### **High Elves**

#### ASI Bonuses:

+1 ASI in Dexterity and Intelligence. -1 ASI in Strength and Wisdom.

#### Other Racial Bonuses:

Has a free sorcerer cantrip & has Lowlight Vision.

Has proficiency in Perception.

Does not have Trance or Fey Ancestry.

#### Most Common Religions:

The most common saints worshiped are the Saints of the Sword, Water, Salt, Sun, Stars and Fate, differing from the Imperials in which they value pure power from the Sword and Sun, rather than the Spear and Moon.

### Wild Elves

#### Other Racial Bonuses:

Mask of the Wild: Can attempt to hide if you are lightly obscured.

Fleet of Foot: Their movement speed increases by 5 ft.

Has proficiency in Perception.

Does not have Trance or Fey Ancestry.

#### Most Common Religions:

The most common saints worshiped are the Saints of the Sword, Water, Salt, Sun, Stars and Fate, differing from the Imperials in which they value pure power from the Sword and Sun, rather than the Spear and Moon.

### **Half Elves**

#### ASI Bonuses:

If born from High Elves, +1 ASI in Charisma, -1 ASI in Constitution. If born from Wild Elves, +1 ASI in Dexterity, -1 ASI in Constitution.

#### Other Racial Bonuses:

Skill Versatility: +2 Free Proficiencies of your choice & has Lowlight Vision.

#### Most Common Religions:

Half Elves perhaps have the second most differentiating opinion on the saints, believing that no one saint should be revered more than anyone else. It is the now that matters, not the past. Most who think that Saints take away your personality are actually Half Elves.

### **Continental Dwarves**

#### ASI Bonuses:

+1 ASI to Constitution, -1 ASI to Dexterity.

#### Other Racial Bonuses:

Dwarves has Stonecunning & Lowlight Vision.

May choose between free tool proficiency or free weapon proficiency.

#### Most Common Religions:

They tend to worship the saints of Hammer and Axe, and the Saint of the Hills.

### **Halflings**

#### Other Racial Bonuses:

Brave: Advantage against being Frightened.

#### Most Common Religions:

They tend to worship the Saint of Fields, Hills, Sun, and Memory.

### **Beastmen (Humanoids with animal features)**

#### ASI Bonuses:

Up to three additional traits, -2 ASI to Intelligence.
Fornostians

## Northern Humans

Names & Nicknames: The race of Northern Humans are also known as "Northerners," "Free Citizens," "Free Peoples," or the "First Men."

Age: Humans reach adulthood in their late teens and typically live less than a century.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Languages: Most Northern Humans speak Common, while very ancient texts you could find in ruins can be in Old Weston.

### **Details**

The Northern Humans are those who has lineage from either the Free Cities or from the human nations of Minya. Those from the Darute Sultunate shares the same boosts, but differ in religion and color. This race, in specific, can trace their line to what they call the "First Men" and have a disdain for their very distant cousins to the South, known as Imperials.

The Free Men can sometimes be differed from Imperials if genetically evaluated; while the free peoples can differ from themselves in almost every way, being height, hair color, or physical conditions, they do tend to have shorter ears and noses. It is much easier to discern who is an imperial-born instead of deciding where a free men could have came from.

These humans have a fierce reputation of being free and independent. While they can often be found quarreling with themselves, they can quickly unite against a common threat thanks to either generations of close-knit relation or their hatred of tyranny, whether it be from a Dragon, Demon King, or the Imperials to the South.

### **Saints**

The most common saints worshiped are the Saints of the Sword, Earth, Fields, Sun, and Memories.

The continent of Minya holds a pilgrimage site in the very north western tip called the "Land of the Holy Sword." With this said, almost every Northerner holds the Sword Saint in their hearts, igniting their passions even more to defend what they have and proclaim what they love.

As for the Earth, Fields, and Sun, Northerners believe that both saints were very close friends, helping one-another in the prosperity of lands around all the kingdoms. The Mideon Kingdom, in specific, is perhaps the larges exporters of grain and livestock thanks to the Field Saint. More importantly, Northerners have made it a point to not lie, and hate liars, probably due to the Sun Saint's passive influence on them. As such, they distrust the Imperial people to the south, who reveres the Moon Saint and her ways of keeping secrets and knowledge to herself.

Lastly, the Saint of Memories is revered due to the keeping of precious memories and the veneration for past ancestors. The few who revere the Saint of Memories instead of the Sun, Earth, Fields, or Swords tend to be blessed with the ability to remember most things in life, and often have dreams of the past whenever it becomes more relevant, such as how to tame a wild bear that just arrived outside a household or how to conduct themselves in front of other races they have never met before, such as elves, dwarves, or the beastfolk.
Continental Dwarves

Names & Nicknames: The race of the Continental Dwarves are also known as "Free Dwarves," "Free Citizens," "Free Masons," or just a "Dwarf" in general, as many common folk will never see a Clan Dwarf.

Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.

Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Languages: Most Continental Dwarves speak both Common and Dwarvish.

### **Details**

The Continental Dwarves are those who voluntarily left, "voluntarily" left, or were exiled from the Dwarven Clans of Nidavellir. There is almost no genetic difference aside from a more jolly attitude when compared to a Clan Dwarf. Making the mistake of saying that the two are the same, however, is a grave mistake you should never make.

The Free Dwarves value exploration and the open air, hating anything that limits or keeps them restrained, such as kingdom laws or seeing something so obviously wrong not be corrected. They, much like their kinsmen, are stubborn to a fault, but at least Continental Dwarves can pretend to be friendly towards someone else.

Often, Free Dwarves find that their best friends are Half Elves or other Free Dwarves, as they share a common trait of being outcasts. You can tend to find them in most Free Cities or in the North, but rarely will you find any in the Holy Hyarmenian Empire.

### **Saints**

They tend to worship the same saints of Hammer and Axe, while changing the Saint of the Mountains with the Saint of the Hills. Many would attest to this change as such:
***“The Mountains never move, never forgives, always keeps to itself, and hold the stubbornness of the clan’s thinking. The Hills, however, offer a vantage point that is useful; wind flows through and flows from the Hillsides, and nothing stops us from moving from hill to hill, enjoying the land everywhere.”***

Dwarves are perhaps the far outlier of being influenced by the Saints of Hammer and Axe, adoring each and every craft that they make as well as wielding both as weapons if need be. While most humans worshipping the Axe Saint find that they perfer a life of peace and carpentry, it is not the same for the Free Masons, as they also feel the need to use the axe as a weapon for their own form of peace.
High Elves

Names & Nicknames: The race of High Elves are also known as the "Highborn," "Imperial Elves," "Civilized Elves," or "Elves" in general for most commoners.

Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 50 and can live to be 500~ years old.

Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Languages: Most High Elves speak Common and High Elvish. A select few High Elves may still know the old tongue of Lambe'.

### **Details**

History attributes the High Elves as first showing up in the Holy Hyarmen Empire about four thousand years ago, either having migrated from the younger Wild Elfwoods or by other lost means. What we now know as the High Elves can be attributed as such: beautiful, intellectual, and prideful to a fault.

Hailing from mostly the Imperial Cities under the HHE, they have kinship with the humans there, with most sharing the common disdain for Northerners. It is known that most High Elves can trace at least one or two human ancestors, but through unknown means they are able to keep their bloodline and offspring as Elvish. It is rare to find a High Half Elf due to this. They are genetically more beautiful, magical, and graceful then the Wild Elves. The most distinct features would be the bright, blonde hair color that the High Elves have, versus a Wood Elf's brown or black hair.

### **Saints**

The most common saints worshiped are the Saints of the Bow, Water, Sun, Stars and Fate, differing from the Imperials in which they value pure power from the Bow and Sun, rather than the Spear and Moon.

While stereotypical, most High Elves, and the Wood Elves that are known, revere the Bow Saint. Representing the ultimate form of freedom - more so then any other saint - high elves are influenced by this saint to reach way above for their goals, as if "shooting their shot," to attain what they want, whether it be prey or power.

Similar to the Hyarmens, they also respect the Water Saint, but emphasis the flexibility that water provides, especially when it comes to a project or grand plans of the current High Elven Matriarch.

Unlike the Hyarmens, they will almost always choose the Sun Saint over the Moon Saint, valuing the raw power that it gives rather then the secrets of the Moon.

Lastly, the Court of the High Elves will revere the Saints of Star and Fate, using the ideas of the saints to empower their thinking of what the High Elven destiny is. They believe that the Saints will one day be High Elves, and that they will guide them to find a kingdom for themselves.
Half Elves

Names & Nicknames: The race of Half Elves are also known as the "Mudbloods," "Halfbloods," "Inferiors," or "Elves" in general for most commoners.

Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Languages: Most Half Elves speak Common and either High Elvish or Lambe, depending on their Elven heritage.

### **Details**

Historians perhaps hold Half Elves as the most controversial and studied race throughout the recent decades. It is unsure of why the current Half Elves are the way they are, as in having more elvish features then typically depicted of older Half Elves around two thousand years ago. Hyarmenians are attributed to be from the union of a First Men and a High Elf, creating the distinct human race known as Hyarmens now.

Hailing from mostly High Elves and Hyarmenians, it is uncommon to see a Half Elf from a Free Man and a Wood Elf, but the result is just as surprising to most historians; the result nowadays are the same Half Elves, albeit somewhat different with the more gentler features and size of their innate magic gates at birth.

Regardless of the such, Half Elves are classified and defined as Half Elves, and the race that came from the same union of High Elves or Wood Elves with the First Men, Hyarmens, or Free Men resulted in more Hyarmens.

Their personalities, perhaps, show why and how they are much different from their predecessors; They have a love of freedom and comradery, and seek relationships with anyone, despite everything that would say otherwise. They do not follow the "status quo" as to say, and most seek independence, thusly is why the majority of Half Elves you will find will either be in the Elysian Coalition or the Free Cities, or even in the Demonic Realms.

It should be said, however, that it is known that a cult has been kidnapping and sacrificing these people without fail since the end of times. Knowing the whereabouts, or even seeing one, is an omen of bad luck to come.

### **Saints**

Half Elves perhaps have the most differentiating opinion on the saints, believing that no one saint should be revered more than anyone else. It is the now that matters, not the past. Most who think that Saints take away your personality are actually Half Elves.
Homebrew Rules

## Starting Rules - Character Creation

### Rolling For Stats

The minimum ASI total you may get is an 75. If you roll lower then an 75, or have an ASI that totals 6 or under, you may reroll your stats rolls until it is an 75 or above.

The command is /roll 4d6d1

### Starting HP

Your starting HP will be half your Constitution score + half your Charisma score.

## Battlefield Rules

### Environment

Environmental hazards will be in play for this D&D game. This may range from natural, difficult terrain to lodging a nearby rock onto an enemy.

The high ground gives +1 damage to ranged attacks. This also expend to spears and long reach weapons.

Fire will do 1d6 damage per turn, starting on the creature's turn.

Fall damage will be 1d10 per 10 ft. You can prepare a fall by doing an acrobatics roll before you jump. Passing the DC for 10 ft. will negate the damage. Passing the DC for 15 and 20 ft. will halve the damage.

### Critical Success Chart

There will be no fumble rolls on a nat 1 for now. Nat 20's will give you the critical damage roll AND add on the weapon's maximum damage roll.

### Flanking

Flanking is where two friendly melee tokens surround an enemy token in opposite directions.

When a token is flanked, the 2 tokens benefit in flanking the token by gaining a +1 on all attack rolls.

Additionally, if a token is surrounded by 4 tokens, the benefit is either advantage OR a +2 to all damage rolls if they already have advantage.

### Five Foot Step

By using all your movement, you may take a five foot step by moving 5 ft. anywhere without provoking an opportunity of attack (AOO) on you.

## Skills & Character Sheet

### Intelligence, Skills, & Languages

Your intelligence modifier determines how many bonus skills and languages you have. Saints will be based on your highest mental stat.
Wild Elves

## Wood Elves

Names & Nicknames: The race of Wood Elves are also known as "Wild Elves," "Tree Stalkers," "Primitive Folk," or the "Woodfolk."

Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 20 and can live to be 300 years old.

Size: Elves range from under 4'8"~ to over 6~ feet tall and have slender builds. Your size is Medium.

Languages: Most Wood Elves speak Lambe' and, rarely, Common.

### **Details**

The first records to ever record Wood Elves was around five thousand years ago, alongside the dwarves of Nidavellir.

Little is known about the Wood Elf race, as they keep themselves secretive to most, and fiercely protect the Elfwoods with their lives. It isn't even known if there is a majority religion amongst their civilization.

While not much can be said for any in the Elfwilds, the Wood Elves that have been seen in either North or South can be described as mystical at best; Shy, keeping to themselves, and rarely seen, they are considered the complete opposite of what most commoners think most Elves are, based on the High Elves.

### **Saints**

The Wood Elves we interviewed are best described as revering the Moon.
Minya Continent

## The Minya Continent

### **Minya**

Minya is a continent in the Northern and Western hemisphere. It is bordered to the north by the Fey Seas, to the east by the Sundering Sea, to the south by the Atlya Continent, and to the west by the Sunset Sea. The small islands to the north, east, and west are considered to be part of the Minya Continent.

### **Geography**

The Minya Continent has several distinct features that are unique to itself. It has a snowy biome to the north, hosting the Blue Dragon Ranges and separated by the Strifelands from the rest of the region.

The middle of the continent is home to several patches of pine trees and the Strifelands, or the Strife Zone, as it is also more popularly known as. It has a fair temperature, being a peaceful realm during the Spring, Summer, and Fall, and snowy in the Winter.

The south of the continent is primarily fertile grasslands with several valleys, sloping slightly southwards towards the Atlya Continent. The Free City Straights are known to have whirlpools and rapids form without any prior warning, making any crossing that isn't prospected quite dangerous.

The islands to the east and south are quite large and deep in depth, hosting either ruins or more primitive nations, the two most known being the Troll Islands and the Ogre Islands.
Tere Vaaste

"Tere Vaaste" is a musical masterpiece meticulously crafted by the illustrious Indian musician Parth Siddhpura. This harmonious creation was unveiled to the world on the noteworthy date of September 12, 2023, finding its artistic abode under the prestigious record label known as Prime Pulse Records. In this extensive exploration, we delve into the multifaceted dimensions of this musical opus, its creator, and the label that played a pivotal role in its emergence.

## Overview

"Tere Vaaste" represents a pivotal juncture in the illustrious career of Parth Siddhpura, a luminary in the realm of Indian music. The composition made its grand debut on September 12, 2023, marking a significant milestone in the artist's journey of sonic self-expression.

## Background

The inception of "Tere Vaaste" stands as a testament to Parth Siddhpura's unwavering commitment and boundless passion for the art of music. This opus emerged through a symbiotic collaboration with Prime Pulse Records, an eminent and influential record label, which provided a nurturing environment for Siddhpura's creative vision to flourish.

## Release and Reception

The release of "Tere Vaaste" on the fateful day of September 12, 2023, was met with bated breath and palpable anticipation among devoted fans and discerning music connoisseurs. The song's unique tapestry of musical elements, interwoven with Parth Siddhpura's distinctive style, captured hearts and minds alike. It garnered a resounding chorus of critical acclaim and achieved remarkable commercial success, etching its indelible mark on the contemporary Indian music landscape.

## About the Artist

Parth Siddhpura stands as a luminary in the Indian music milieu, celebrated for his avant-garde approach to music composition and production. "Tere Vaaste" serves as a testament to his artistic evolution and unbridled versatility, further solidifying his position as a revered musician in the industry.

## Record Label

The resonant notes of "Tere Vaaste" reverberate under the imprimatur of Prime Pulse Records, a revered record label renowned for its unwavering commitment to nurturing both emerging talents and established luminaries within the music industry. This collaboration epitomizes the label's steadfast dedication to providing a nurturing platform for artists to explore the boundaries of their creativity and craft exceptional musical works.

## Conclusion

In summation, "Tere Vaaste" by Parth Siddhpura, unveiled under the banner of Prime Pulse Records on September 12, 2023, stands as an indomitable force in the contemporary Indian music panorama. Its distinctive auditory tapestry and Parth Siddhpura's avant-garde creative vision have earned the accolades of critics and the adoration of audiences, cementing his legacy as a luminary in the ever-evolving realm of music.
The Sentinel

Stats

-50 maximum health

+10% critical damage chance

+20% critical damage potency

-20 body mass

+20% movement speed

+1 dash count

Basic Weapon

Shoot

Fires 3 arrows in the direction you are aiming at, dealing 30 damage to all enemies hit and applying Fragility.

Fragility: Increases all the damage received by 5% for 10 seconds.

Cooldown: 1,0s
I am not an admin but Wiki

**Welcome to the I am not an admin but Wiki!**
🌸.+Hi+.🌸

We're a collaborative community website about I am not an admin but that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

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

**A Game by Game Smithing**

Alex Marinho - Art, VFX and UI

Allan Smith - Coding and game design

Guilherme Gama - Music and sound design

Fernando Colombo - Supporting 3D modeling and animation

Tiago Barbosa - Supporting game design

Aruan Dombroski - Community management

Special thanks to our amazing community in Discord and Steam, and our family and friends for putting up with us!
Beastmen

## Northern Humans

Names & Nicknames: The race of Northern Humans are also known as "Northerners," "Free Citizens," "Free Peoples," or the "First Men."

Age: Beastmen mature relatively fast compared to a human, reaching adulthood at the age of 13 - 18, and can become as old as 40 - 120 years old, dependent on their parent's heritage.

Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Languages: Most Northern Humans speak Common, while very ancient texts you could find in ruins can be in Old Weston.

### **Details**

Beastmen differ from Beastkin in three major ways.

The first difference is of genetics; most Beastmen resemble humanoids and typically walk on bipedal legs. Their increased size of mind is also a large factor of what makes a Beastmen different. Lastly, Beastmen can often have a few animalistic traits, while Beastkin will have more pronounced traits and instincts.

The second is religion; Beastmen who follow the cult of the Five Beast Demons would be classified as Beastkin, even if they fulfill the first criteria of genetics. Mechanically, they would still be Beastmen, unless some blessing or curse occurs otherwise.

The last difference would be their civilization and of how advanced their mannerisms are. The more human-like they are, the more they drift from being Beastkin, and the more likely their offspring will learn “Beastmen” traits from their parents.

### **Saints**

The most common saints worshiped are the Saints of the Sword, Earth, Fields, Sun, and Memories.

The continent of Minya holds a pilgrimage site in the very north western tip called the "Land of the Holy Sword." With this said, almost every Northerner holds the Sword Saint in their hearts, igniting their passions even more to defend what they have and proclaim what they love.

As for the Earth, Fields, and Sun, Northerners believe that both saints were very close friends, helping one-another in the prosperity of lands around all the kingdoms. The Mideon Kingdom, in specific, is perhaps the larges exporters of grain and livestock thanks to the Field Saint. More importantly, Northerners have made it a point to not lie, and hate liars, probably due to the Sun Saint's passive influence on them. As such, they distrust the Imperial people to the south, who reveres the Moon Saint and her ways of keeping secrets and knowledge to herself.

Lastly, the Saint of Memories is revered due to the keeping of precious memories and the veneration for past ancestors. The few who revere the Saint of Memories instead of the Sun, Earth, Fields, or Swords tend to be blessed with the ability to remember most things in life, and often have dreams of the past whenever it becomes more relevant, such as how to tame a wild bear that just arrived outside a household or how to conduct themselves in front of other races they have never met before, such as elves, dwarves, or the beastfolk.
Runes

Runes are special effects that you can equip before a run start, that help shape your build even before the match starts. These are ideally unique effects that can synergise with specific builds, playstyles or characters.

Runes can interact with your stats, can be new mechanics, and ideally, change the way you want to play the game. In addition to that, each rune has a **Runic Power Cost**. You can get a total of 5 **Runic Power** through the **Skill Tree** and 5 more by completing **Achievements**. You can equip up to 5 Runes depending on your Runic Power. They are interesting effects that you cannot get through power-ups, as they are too disruptive to be simple power-ups.

Runes also require specific **achievements** to be completed before they can be used and swapped at any time without restrictions.

Runes are **multiplicative**.
Community Rules

## The Rules:

**Make helpful edits:**
Do not vandalize pages or edit them disruptively.

**Most Important Rule:** DO NOT talk about the dog sounds from earlier versions in larger quantities, it makes me sad. ;(

Vandalism includes posting inappropriate content, or removing/deleting content from pages. Disruptive editing includes adding biased or unnecessary information

**Keep it SFW:**
Do not post Not Safe For Work content.

This includes (but is not limited to): pornographic material, gore, suggestive content, and explicit text.

**Avoid slurs:**
Do not use bigoted language that degrades a person or group of people based on gender, race, sexual orientation, nationality, religion, developmental or intellectual impairments, etc.

**Use Common Sense:** What would you expect to be punished for? If you think that if you did a certain thing you'd most likely be punished for it, don't do it. Humans aren't punching bags, and they most certainly are **not** fried chicken.

**Be concise:** Do not spam/flood.

**Treat others respectfully:**
Be respectful to other members; do not insult them. Directing profanity towards other users will result in a more harsh punishment.

**Keep private things private:**
Do not post personal information about yourself or anyone else.

**Accept punishments:**
Do not use sockpuppet accounts. Using a sockpuppet to avoid a block will just result in an even longer block on all the associated accounts.

**These waters aren't for fishing:** No suspicious links

**Self-promotion belongs elsewhere:** Do not advertise.
Thrust

*Disambiguation page for ThrustThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.*
* Thrust (Skill)
* Thrust (Type)
Corrupted Paladin

The Corrupted Paladin is a special enemy that can spawn when the "Overwhelming Corruption" curse is enabled in the Curse V tab.

## Attacks

The Corrupted Paladin has, just like most Corrupted Void Hunters, three unique attacks. It has these in common with the base Paladin, and they look and act the same way that a player casting these spells would, except for the debuff application.

**Holy Fire** is the most dangerous spell that the Corrupted Paladin can cast. A cone appears in front of him to indicate the oncoming attack, after which three bright, holy flames are sent forward in that direction. This attack deals high damage and can take a large chunk of health if you're not careful. However, the travel time is not too fast so it can be avoided. If you're hit, you are usually taken along with the flames in the direction they are traveling.

**Exorcism** is another spell that the Corrupted Paladin can cast. If you get too close to him, he will start charging up Exorcism, and a large red area will appear around him. This attack deals medium damage, but it forces you to get away from him. It works very similarly to Keythaiz's Snake attack.

The third and last spell is **Templar's Verdict**, which has a semi-fast charge time and will be used when you are farther away from him. The area is forgiving, however you will take a lot of damage if you are hit. The attack looks just like the standard Templar's Verdict, being a large holy sword impaling the ground with yellow runic carvings around it.

## The Corrupted Paladin

### Range/ Effect

test

Skill 1: Holy Fire

Skill 2: Exorcism

Skill 3: Templar's Verdict