recursal/Fanatic-Fandom huggingface dataset:
Ogre

Ogres are bosses in Dinos Online. They give 8000 points! Means 2 Ogres kill= 16000 points; But it is too hard for Multiquantity. Need more than 2 dinos. Fighting solo is very hard, extra hard. After many much deaths after you Beat Ogres. Which is a bad idea.

## Appearance

A huge humanoid, Large belly and small legs. Brown-Colored, Has large hands and a hatchet at right hand. A blood stripe on its belly. Have round and strange faces. Looks like not wear anything at front, But weared a cloth to hide their hips.
Werewolf

Werewolf is the first Boss of Black Hole. You can find him at Hellgate-1. He is presumably a human who transforms into a wolf, like other werewolves.

## Appearance

The Werewolf is a humanoid wolf. It has shiny Sky blue eyes. It has no eyeballs. He has Horrible and long teeth and claws. Skin leather has black stripes. Actually his orginial color is brown. But his skin changed in Dinos Online.

## Abilities

Werewolf can jump to sky. You can't see him Until He falls. If he falls on you, He will start to attack you. He can fall at any Player.
Catgeory:Single Bosses
Класс/doc

## Описание

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## Использование

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## Пример

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Tyrannosaurus

Tyrannosaurus is a strong, fierce, large Dinosaur. It has very high attack radius, Almost not possible to dodge attack. Tyrannosaurus also gives high points. Attack with team is much better than solo hunt. It is stronger than Spinosaurus.

## Appearance

It is about hundred time larger than Carnotaurus, In this game. But actually, Tyrannosaurus not too high larger than Carnotaurus. In that game, Tyrannosaurus comes in 2 Colors: Brownish and Whitish. It may impossible to dodge its Attack.
Oviraptor

Oviraptors are the 3rd featured playable dinosaur.They're going to turn into a Stegosaurus after being killed 30 times.

## Characteristics

* A slow attack that doesn't do much damage compared to attack level.
* They can withstand a lot of damage

## Trivia

* Oviraptor is a very unique dinosaur with some rather strange features. Instead of teeth it has a beak and something not seen in any other dinosaur, two teeth in the roof of its mouth. The reason it got its name is that when it was first discovered Oviraptor was sitting on a nest of eggs. It was thought it was stealing the eggs of another dinosaur. Years later, it was found that the eggs were its own and it was trying to protect them from an approaching sandstorm.
* Unlike the other playable dinosaurs, the Oviraptor accurately has feathers.
Wild Velociraptor

Velociraptor can found almost everywhere. Stronger dinosaur is Utahraptor which is stronger than Velociraptor. Sometimes Velociraptor hunts with Utahraptors. Gives only 130 points because its weakness. It also can be beaten by Compsognathus.

## Features

Velociraptors lives in pack with 1-3 members. Utahraptors also joined their pack. The velociraptors are size of a Playable Velociraptor. It can be Redish, Brownish or Greenish colored. It is hostile that means it will attack you if they see. Unlike the playable Velociraptors, the Wild Velociraptors have their trademark foot claws, but even so, they retain the large size, pronated hands, and featherlessness of their Jurassic Park counterparts.
T'yl

A magician trained an Arondel.

He helped hide Eric's body after the fight at the edge of the world.

When Eric woke up, he accidentally killed the dazu herd that was keeping T'yl alive. T'yl had a crystal prepared to hold his soul, which he stayed in until Eric found a way to transfer him into an empty elf body.

He manages the Table of Immortality, though he would like to give up the job.
Бобик

**Бобик** - призванная в качестве "испытания" на Избранного для Костика Админами собака.

*Представьте огромную собаку, словно бы целиком вылитую из расплавленного металла, при этом обладающую таким бешеным выражением морды, что кирпичей, отложенных вами, хватило бы на постройку второй Москвы. А теперь еще умножьте получившуюся картинку на десять и добавьте размеры с вагон среднестатистического поезда. ... Над головой этой страхое\*ины повесьте сияющую, обязательно зелененькую, надпись, гордо гласящую всем ее читающим, что перед ними никто иной, как Бобик.*

Способен уничтожить десяток Героев с поддержкой нескольких Младших Божеств.
Demons

Demons are a class of creature typically found in the primal chaos beyond the world.  These entities—at least, when they are manifest in or near a world—take on a variety of shapes in various sizes.  It is unknown if they take on shapes due to proximity to a world or if they choose to adopt a form to mimic what they see.  They range from near-mindless predators to fiendishly intelligent possessing spirits.  They are all vulnerable to sunlight and, if intelligent, actively avoid it.  Demons have a fascination with the physical world and can often be found at the edge of the universe, trying to peer in.

Typically, Karvalen magic-workers summon these entities to perform unpleasant or difficult tasks, from things as mundane as lifting and placing heavy stones to as complicated as assassinating their enemies.  In most kingdoms, there are laws either forbidding the summoning of demons or strictly limiting the circumstances.  It is universally considered unwise, impolite, and dangerous to summon any creature of the void.

Demons are sometimes summoned by individuals with minimal magical training through a pact or binding, making a bargain with a mortal in exchange for power.  Such entities are often at the higher end of demonic intelligence.  The bargainer normally gains a single magical ability—turning lead to gold, projecting fire from the hands, flight, invulnerability to normal weapons, a voice to charm any listener, et al.—and is regarded as a sorcerer (*hekar*). When the sorcerer dies, the demon, having been summoned and taken up residence within the flesh of the summoner, is then free to emerge from the corpse and roam the world, doing whatever such a creature might choose to do.
Виргилия Ариала Пайнментрон

Виргилия Ариала Пайнментрон - глава Службы Внешних Операций королевства Меларет.

Тонкое и какое-то воздушное лицо, обрамленное белокурыми волосами, вьющимися удивительно миловидными кудрями, ладная и очень изящная фигура, которую можно было бы назвать даже слишком худой, дополнялись пронзительными голубыми глазами, что смотрели, казалось, в саму душу и еще глубже. Леди выглядела едва ли на двадцать, так что трудно было поверить в то, что эта женщина разменяла четвертый десяток. То ли сказывались множество алхимических препаратов, то ли правдивы были истории о капельке эльфийской крови, промелькнувшей в жилах ее предков. Она могла бы покорять собой балы и рауты, забирать разбитые и брошенные к ее ногам сердца, но явно предпочитала иные занятия.

Виргилия Ариала Пайнментрон была той, кто управлял всеми боевыми операциями Меларета за пределами территории и юрисдикции, собственно, Меларета. Она не водила армии, хотя ей и доводилось проявлять полководческие таланты, но все ликвидаторы и диверсанты ходили под ее приказом и едва ли не молились на эту дамочку. Двоюродная тетушка нынешнего Короля, чья слава пришлась именно на его правление, обладала цепкостью крокодила, жадностью росомахи и кровожадностью куницы. А еще она никогда и никому ничего не забывала - ни хорошего, ни плохого.

Ей немало пришлось потрудиться ради создания репутации той, кто разрушит жизнь даже целого графа из-за одного неосторожного высказывания о ее персоне, но с некоторых пор ее трогать просто боятся. Даже те, кто ей будут, по факту, равны. Что уж говорить о нижестоящих, которых она гнобит и вовсе безжалостно. С другой же стороны, эта многоуважаемая леди всегда достойно вознаграждает - в ее ведомство идут многие, несмотря на высокую смертность и вероятность того, что тебя признают "никакого отношения к Меларету не имеющим". Идут потому, что награда всегда достается тем, кто ее заслужил, а не очередному родственнику или любовнику.

Была той кому пересадили от Героини Ребекке класс **Танцующая с Ураганом (Легендарный)**
Nightlord: Void

Void is the fifth book of the Nightlord series by Garon Whited.

Eric knows it's not easy, being King. Fortunately, he has a Queen for that.

Eric--or King Halar, or Vlad, or any number of aliases--doesn't want to be bothered. It's hard to pin down what he does want, if anything. He lives a quiet life, almost a solitary one, mourning in his own way for the loss of someone dear.

His quiet solitude can't go on forever. Despite the empty places inside him, events and creatures move through the worlds and across the void between, forcing him into action, into fighting, into confronting Things perhaps better left alone...

...even forcing him into being a King.

https://www.amazon.com/gp/product/B07DFWRQFL
Gwyden

Gwyden was a druid from the world of Asterwelt. (AS-ter-veldt)

Gwyden visited pre-Empire Rethven at Eric's behest. Eric was unwilling to devote years of his personal time to the gradual education of various tiny villages in the ways of farming. Therefore, after considerable searching and negotiation, he persuaded Gwyden to do it for him. Being well-versed in the magic of his homeworld, Gwyden recognized the vast expanse of knowledge available through Eric and agreed quite readily to the request. In payment, Eric provided Gwyden with materials, equipment, and instruction on optical instruments, such as telescopes.

Eric provided Gwyden with all the materials he requested and/or required for teaching primitive people how to farm. These were delivered mostly by Velina via a shift-space built into Gwyden's wagon/mobile home. Later, having been in close proximity to his wagon's shift-space for a prolonged period, Gwyden was able to reconstruct some of the spellwork involved, sufficient to cast gate spells of his own.

After returning to Asterwelt, Gwyden became the headmaster of the Aetherian Academy for a time. He was eventually relieved of this position by the High Druidess, Rhea, after it was discovered he was the leader of a heretic organization called the Starspinners. The Starspinners held the belief that the world of Asterwelt was, in fact, one planet among many, all orbiting a central sun.
Simulata

*Simulata* is the name Eric gave to the gods of Karvalen to differentiate them from “actual” gods, since they simulated the functions of gods.  The Karvalen word for them is *numenae.*

Typically, simulata are bodiless entities composed of energy.  The exact type of energy is unknown, but it has some relation to the energy class of “psychic” energy, which apparently serves as the primary diet for these creatures.  Simulata encourage humans and other sapient beings to regard them as gods and engage in active worship.  This attunes the minds of the creatures to the correct psychic channel and projects their energies in such a way as to be edible–in an energy-being sense–to the simulata creature being worshiped.

The origins of simulata are something of a mystery.  One theory holds that they can be spontaneously created by human or human-like thought, given sufficient psychic energy and a suitable environment.  For example, if several thousand worshipers of an imaginary deity consistently project a unified idea into the raw chaos of the void, it may be possible to inflict form on that raw chaos, essentially creating the being so envisioned.  Another possible origin of simulata comes from an early stage of a Big Bang universe.  During the post-Bang period, while the universe is composed of primarily energy wavelengths, it may be possible for energy-state beings to evolve.  Such evolution would happen much more quickly than in matter-based biological organisms, leading to rapid development of such life forms.  However, as the universe cools from the Big Bang–a matter of a few hundred thousand years, perhaps–the intensity of ambient energy may then fall below the threshold where these life forms can easily survive, prompting them to look to other universes for new sources of their energy-food.  Properly adapted, such creatures may then feed on the psychic energies emitted by sapient beings.

In many ways, simulata are similar to angels.  They both possess areas of specialization–i.e., the Goddess of Fire or the Angel of Dawn, et al.  Both types are energy-based entities.  Both can take on physical forms.  However, simulata are quasi-organic in their structure in the sense they are not designed to perform a function.  Whatever their origins, they adapt to their circumstances and have their own motives and goals.  Angels, by contrast, are clearly mechanistic, designed and constructed to perform functions.  For the most part, angels are not adaptable and do not generally seem to have their own goals and motivations, carrying out instructions from those above them in their hierarchy. Simulata appear to have free will and act in their own interests. Any hierarchy or rules are self-imposed, as in forming a civilized group, or pantheon.
Gol-Taroth

Gol-Taroth was a large, flat area in the center of the Rethvan world. The Heru met there because of the unending cheating in their Great Game. It is the place where Rendu built the Spire and the Heru entered into it, to wait and watch while their creatures battled on the world. The location is now an inhospitable area in the middle of the Mountains of the Sun. The Spire stands in the center of a crater-like area and is surrounded by the sleeping dragons who are the mounts of the Heru.
Stuffins, Mister

Phoebe's childhood teddy bear. He is a pale brown, somewhat fluffy, and considerably overstuffed. He stands slightly over a foot tall, wears a plaid, three-button vest, and has two black buttons for eyes.

Created by Eric, Mr. Stuffins is an exceptionally deadly magical golem meant to protect her. While he has conditional instructions on who or what to kill, he can also be ordered to kill, and with dreadful effect. Phoebe later insisted he be given a safety to prevent his automatic attack routines. Mr. Stuffins then required permission to kill.

Mr. Stuffins' primary mode of attack is with magically-animated lines of monomolecular material. These long-chain molecules are effectively cutting tools about a meter long. Originally, one unreeled through the hardened material of each eye. Nearly invisible, they whipped, opening great gashes in anything they struck, even to the point of coiling around a gun barrel and squeezing through it like a knife through cheese. Later, his offensive capabilities were upgraded with additional reels of monomolecular line behind his vest buttons, as well.

Like all true golems, Mr. Stuffins is immune to pain, stunning, and pleading. He is implacable and as ruthless as any mindless robot. Phoebe, once she was older, knew exactly what Mr. Stuffins was, but remains sentimental about her childhood toy.
Diogephone

A phone with a micro-gate in it, leading back to Apocalyptica. This allows the phone to communicate with Diogenes, even across worlds.

Similar designs utilizing micro-gates are sometimes referred to as "multiversal roaming" phones. However, a Diogephone is one specifically designed to run through the control center operated by Diogenes.
Fae

The fae are otherworldly alien creatures who sometimes interact with earth lines. Lesser fae, like the fairy Trixie, live on and interact with humans but can only be seen by children who believe in them.

More powerful fae can be seen by anyone, but only appear when called and when the concentration of ambient magic is high enough.

Their courts can be accessed through a variety of apparently-natural gateways leading between worlds.
Lissette

First daughter to Prince Larsus, a lord of Rethven.

She became the queen of Karvalen when she married Eric. Her father attempted to assassinate Eric, but failed.

She dreamed of being a warrior and a knight from her youth, despite being a woman.

After becoming queen, she came to be known as Lissette the Bright Queen, and is well known and respected in the Kingdom of Karvalen.
Ziran

Zirans are an alien race encountered by Eric, Phoebe, Bronze, and Jerry while aboard the space battleship *Birmingham.* They are characterized as being "bug-like," although, as aliens, they are clearly not insects. They do possess a hive-mind consciousness, coordinated and operated by centralized brain-bugs, colloquially called "queens."

It has been noted their biochemistry is similar enough to humans that humans--at least, some parts of humans, possibly after proper preparation--are edible to the Zirans.

Ziran technology differs markedly from human. Their ships do not make use of warped space to achieve FTL travel, nor do they warp space as a defensive field around their ships. Instead, they travel through hyperspace. The ships disappear from one location and, after traveling for some length of time dependent on the distance, they emerge again into normal space.

Likewise, their weapon technology is greatly different. They utilize projectile weapons of some sort, although the details are sketchy. Jerry theorized an electromagnetic railgun with a gravitic-field assist might produce a weapon similar to the Ziran projectile weapons. For this reason, Zirans designed their ships to be heavily armored. Most are incapable of landing safely on any habitable world and certainly cannot achieve orbit again. This makes them difficult to harm with Terran laser weaponry, but it can be done. Under ideal circumstances, a non-combat vessel can be destroyed by one well-placed shot, but a front-line vessel will likely survive even a hit from a Terran battleship's main gun, although whether it would remain effective as a combat vessel is questionable.
The Hunter

The Hunter is an energy state being Eric first encounters in Rethven. He is known as the God of the Hunt, and has been known to chase beings down if given a certain price.

After Eric demonstrates that he is no mere human, The Hunter decides to leave off his hunt, but requests that Eric sacrifice a wild animal to him at least once every month.

Eric later encounters The Hunter on an Earth world in the company of the Fey.
Trixie

A fairy befriended by Eric and Mary while Eric was pursuing research at Applewood Hall. She enjoys gillyflowers as food and children as playmates. She is invisible to anyone "too old" to see her. Her specific species is believed to be "pixie," one of the subset of the Fae.

After being captured by a curious child, Eric rescued her and presented her with equipment to prevent or correct any such incidents in the future. These included a specialized garment to hold her new sword and dagger. She also wore an enchanted necklace.

Under the rules of Rethven's chivalry, this means Trixie became, technically, the first Faerie creature and first pixie to be knighted by the King.

Trixie was killed in the Battle of Applewood Hall. She deliberately shorted a technomagical transformer with her sword, giving her life to summon a larger force of Fae in order to deal with the invading paratroopers. She was reduced to dust, and her dust sprinkled over the gillyflowers surrounding the fountain of Applewood Hall.
Cameron

Born in a branch line of the 1950's, Cameron met Pheobe while at school. He suffered an automobile accident when he was young and was thereafter restricted to a wheelchair. He attended Eric's table top gaming sessions regularly, playing a fighter. At Phoebe's behest, Eric placed a regenerative spell on Cameron, causing him to slowly recover the use of his legs and build up the atrophied muscles. About this time, Cameron became romantically involved with Phoebe.

Thanks to Phoebe's gate magic, the two were able to continue their relationship even after she and Eric moved on from Cameron's earthline branch. Their romance continued until Reverend Adam Alden identified Cameron as a potential link back to Eric and Phoebe. Alden invaded Cameron's mind to obtain information and thereafter used Cameron's gate connection to Phoebe's world. Cameron suffered considerable psychic damage under Alden's mental probe. His prognosis is indeterminate.
Rethven

Rethven was a kingdom in the western territories of the central continent.  It’s capitol was Carrillon, near the middle of the southern coast of the kingdom, at the mouth of the Dormer river.  Originally a feudal monarchy, it was overthrown due to a lack of clear succession and machinations of the Church of Light.  The collapse of the kingdom reduced it to a number of warring states.  Some of these states claimed to be the “rightful” kingdom of Rethven, while others merely maintained their independence from outside authority.

While some consolidation of the former kingdom did occur during the interregnum, the reintegration of all the former territories of Rethven did not occur until the Demon King came to power.  A direct, military campaign ensued, forcing some of the more indomitable states into submission and intimidating lesser states into capitulation.  The kingdom was then known as “Karvalen,” rather than “Rethven.”
Apocalyptica

Eric's old earth line after its destruction. Diogenes is in the process of rebuilding this world, and controls a significant portion of it with his machines.

The wildlife here is extremely hazardous, with vines that grow extraordinarily quickly, giant mutant elephants that throw rocks, and ants the size of a fist.
Glossary

Curiate: Rethvan. The governmental institution consisting of the City Guards and the judges in the city of Vios.

Daelet: Rethvan. A Karvalen canal boat, usually sized to carry about four tons.

Defi: A game in Rethven.

Fiesha: Rethvan. Literally translated, it means "power."

Hekar: Rethvan. Sorceress; feminine form of "one who consorts with demons."

Hetaru: Rethvan. Magician; one who uses magic only in carefully constructed, memorized, formulaic spells.

Hetu: Rethvan. Wizard; one who does not use magic in pre-defined spells.

Kathali: A dish consisting mainly of sweet apples seasoned with cinnamon.

Kushimir: Tassarian. Someone acting as a concubine, but not from the appropriate caste.

Lahaik: Kamshasan. Roughly translates to, "One who bears responsibility," but in common usage means the woman who is in charge of supervising a man.

Lios: A fruit resembling an orange squash, with a hint of pumpkin in the taste and smell.

Mahrani: Tassarian. An administrator of a village, town, or other urban unit. Derives his authority through an appointment from a Mazhani.

Manzhani: Tassarian. The patriarch of a noble house.

Marivel: Rethvan. A vampire that walks only in darkness; a demonic monster.

Mazhani: Tassarian. A nobleman; a person of high social rank.

Mekak: Rethvan. Literally, "distance."

Na'irethed: Rethvan. A vampire of non-demonic characteristics, usually able to survive sunlight.

Sallev: Rethvan. A greeting; "Hello."

Salleve: Rethvan. A greeting in the old Imperial tongue; "Hello."

Salus Cup: Rethvan. A ritual cup passed around the table before the meal begins.

Sanctorii: Rethvan. The collective body of law regarding the duties and privileges of the Temples within Karvalen law.

Sicaricudo: Rethvan. A training game for the Knights of Shadow involving two or more teams, each defending a key team member.

Strina: Rethvan. Literally, "fire."

Tarak: Rethvan. Literally, "lightning."

Umati: A vegetable shaped much like zucchini. The texture and flavor are more like avocado, with a slight meaty or savory taste.

Vallamon: Rethvan. Literally, "dark."

Vas'haar: Rethvan. Literally, "dread."

Ven: Rethvan. Literally, "blood."

Ven'fiesha: Rethvan. Literally, "blood of power."

Ven'strina: Rethvan. Literally, "blood of fire."

Vrai: A Rethvan board game similar to checkers, but with a narrower, longer board.
Rendu

Rendu is a member of a race of beings collectively known as the Heru. While every Heru is a unique creature, among themselves a few are known for exceptional qualities. Rendu, nicknamed "The Artificer," is one such. As a chaos creature, a native of the Void, he can alter the stuff of chaos by imposing his will on it to create whatever he can imagine. He is reported to have created the first sword during the initial conflicts among the early Heru, as well as armor, shields, and the primal dragons. It is unknown if his personal prowess is in any way remarkable, compared to the others of his kind, but it is certain the other Heru respect his abilities and the abilities of his creations.

Rendu, unlike most Heru, does not particularly care for conflict. He--insofar as the Heru have a gender--prefers to be left alone to wrestle with more cerebral difficulties. He is a creator, entirely pleased to create little things like living beings and personal moons.

In the time before the creation of Rethven, Rendu lived on a succession of such moons, content to create more and more elaborate versions, with a series of life-forms designed for the care and maintenance of them. He was not, initially, on board with the Heru, Maddarrah, and her plan to create a great game for the Heru. She was persuasive, however, and Rendu eventually agreed to build a game board--the world of Rethven--where the other Heru could play with their primitive and basic life-forms.

Later, when it became apparent the other Heru were cheating in the game by interfering directly, Rendu was called upon again. Finding a way to block out the Heru from the world was impractical, so Maddarrah suggested imprisoning the Heru--all of them, including Rendu--until the game had run its course. Again, Rendu was not pleased with the idea, but Maddarrah was persuasive. Rendu designed the Spire as the prison of the Heru. As the creator of the Spire, Rendu could not leave it without the assistance of another Heru, just as no other Heru would be able to leave without the assistance of Rendu. If anyone did leave the Spire, it would release everyone, ending their imprisonment and making their game vulnerable to interference and cheating again.
Ice giants

In Shadows, book 2:

Ice giants came in two main types. True Ice Giants lived farther north and looked very much as if they were carved from ice. (Compare with Frost Giants.) They stood as much as four times the height of a man, but seldom came far enough south to encounter temperatures higher than sub-zero. Rarely, one might be seen wandering around in the winter, but they tended to be more concerned with other matters and humans were generally content to let them.

In Penumbra, book 8:

Ice Giants during the Long Night were a constant thorn in the side of humanity, squishing warm bloods left and right. They communicated over long distances using what was presumably a psychic effect. At closer ranges, they communicated using the spines on their backs. The individual spines would generate different tones, depending on how they were angled into the wind or vibrated internally, producing rising or falling tones, harmonies, and harsh clicking sounds. The ice giant language has not been deciphered, primarily due to the utter lack of cooperation.

While ice giants are capable of casting spells, either individually or in concert, they lack something of the creative spark. This may be due to their original designer seeing no need for it, or lacking the skill to include it. While the ice giants are capable of powerful magic, they almost never develop new spells because of this design flaw.
Toilet

The Toilet is a pocket universe trap constructed by Eric. It is a one-shot Shift-Box destination point designed to the lethal to the maximum possible variety of potential pursuers.

This pocket universe is a heavily-shielded box inside a multi-phase firmament spell. There is nothing else in the universe but the box. Inside the box, in one half of it, there is a shift-space receptor diagram. Built into the other half of the box is a matter-conversion reactor to power the spells.

Upon arrival--*any* arrival--the matter conversion reactor self-destructs, instantly converting everything made of material substance into electromagnetic radiation. Given the mass so converted, this translates to roughly 4.5x10^20 joules, or 10.7 gigatons of raw energy. This also destroys the enchanted plaques maintaining the firmament spells around the pocket universe. An instant later, the firmament spells collapse, allowing the raw Chaos of the primal Void to come rushing in on anything left.

The Toilet is obviously a one-shot device, but, as Eric puts it: "...[it was] designed and built solely for the purpose of dealing with things I’m not sure I can kill but definitely never want to see again."
Резчик

Резчик - некий безумец, который занимается созданием артефактов. Он живет внутри своих же собственных Артефактов. Его фигурки нельзя полностью уничтожить, пока хоть одна цела.

## Кодекс Резчика

Как ни странно, могут найтись такие индивиды, которые сами бы с радостью пошли на материал для фигурки, но там свои сложности, главной из которых правило самого Резчика - фигурка не должна знать об охоте на нее, все ее чувства, какие заключат в материале артефакта, должны быть настоящими, а не наигранными. Если же кто-то сумеет вовремя толкнуть очередного мастера- владельца (там очевидно, кто именно владелец, а кто инструмент) под руку во время работы со столь деликатным материалом, если чуть подтолкнуть токи энергий, дав Инферно вцепиться в зарождающийся микродомен Резчика... то ему будет очень плохо и обидно, а обида это длится станет крайне долго.

## Общие Сведения

### Первое появление

Его искали, а он нашелся.Глава пятнадцатая

## Экипировка

Свыше полутора сотен костяных игрушек, в которых хитрым образом запечатаны частицы сути тех, с кого снимали мерки для этих фигурок. Каждая фигурка по-своему уникальна, обладает целым списком свойств и эффектов, каждая из них сама по себе тянет на не самый слабый эпик. Однако, полный потенциал, даруемый сбором всей коллекции в умелых руках, уже действительно пугает.

Кость - лишь материал, как все зачарования и ритуалы. Суть фигурок живет, покуда цела хотя бы одна из них. Стоит как-то разломать чрезвычайно устойчивые артефакты, как души и осколки их притянет в некий нематериальный эгрегор, который существует покуда цела хоть одна из фигурок и даже уничтожив их все, сие творение можно будет восстановить. Потому что там, в глубине небытия, в существующем лишь для пленников этого артефакта домене, сокрыта ярко сияющая душа Резчика, навсегда поселившегося в своем творении. Поселившегося и снимающего плату за пользование. Каждый новый владелец, каждый мастер ритуалов, который сможет совладать с артефактом, должен сотворить новую фигуру для коллекции. Нужное вдохновение подарит Резчик, которому там, в своих владениях, и делать нечего, кроме как придумывать новые фигуры. И снова ищут по всему миру самые причудливые в своей сути реагенты, самых разных и самых уникальных людей, а то и монстров, чудовищ или даже тварей. И режут, режут острым ножом по отделенным от плоти, если та вообще была, костям. Даже отсутствие костей не мешало вырезать нужную фигуру хоть из чистой эссенции, лишь бы завершить работу.

## Примечание

1)Резчик имеет все шансы из запертого в собственноручно созданной тюрьме безумца стать новорожденным божеством с крайне интересной специализацией.

2)может выйти так, что Резчик сумеет сам возвысится до Божественной сущности, а после вытащить за собой слуг мертвого Бога, дав им Бога уже живого, только с иной специализацией. Но вероятность такого, скорее, математическая, чем статистическая.
Gata

The *gata* are wandering tribes after the manner of gypsies. They travel throughout the regions west of the Eastrange mountains, including the Kingdom of Rethven.

One of the specifics of their culture is the adoption of names beginning with a vowel sound. Each tribe seems to utilize the same vowel sound, possibly to distinguish its members from other tribes. It is not known, at present, how many *gata* tribes there are.
Avatars, Divine

Gods and Goddesses as known in Rethven are capable of creating avatars for themselves. These are physical bodies that allow them to act on the physical plane.

Special rules between the gods govern avatars, and their progeny may have special properties like the ability to wield powerful fire abilities (all of the Mother of Flame's priestesses are descended from her first Avatar.)
Hellhound

Hellhounds are not single like most Bosses. It have a group. The group has 5 HELLHOUNDS!!! So they are very strong. If you're not not too strong and fight solo, that is almost impossible to beat them. See Tactics in bottom to see how to defeat them easily.

## Tactics

* Your team must have at least 3-4 Dinos (Slightly Strong).
* You can beat them solo if you are extremly strong.
* A very large team (5-15) can beat them slightly easily.
Nightlord: Sunset

Sunset is book number 1 of the Nightlord series by Garon Whited.

**Sunset brought a hangover, a beautiful woman, and the thirst for... blood?**

**Eric didn't ask to be a vampire.**

In fact, he didn't even believe in them. Then he meets a beautiful woman, wakes up with a hangover, and bites his tongue with his own fangs.

**Which pretty much settles the question.**

Now he's trying to hold down his day job while learning the rules of the Undead -- the most important being that bloodthirsty urges and predatory instincts are a real bitch.

**Upside; Eric has the beautiful Sasha to teach him the ropes, including the magic he'll need to survive.**

**Downside; it turns out being a vampire is the least of his problems.**

When Sasha is killed, Eric is thrust into an alternate world in his quest to avenge her death. There he becomes a Nightlord, fights a dragon with the help of his magical steed, Bronze, and upchucks a sword named Firebrand.

But things get really interesting when Eric finally finds Tobias, head of the Church of Light. Soon Eric finds himself at the center of an epic battle at the literal edge of the world in a fight to keep a terrible darkness at bay.

*"When you fall off the Edge of the World into hordes of demonic 'Things from the Outer Darkness,' you really start to wonder about your life choices."*

**--Eric, part-time undead, expectant father, and short-term astronaut.**

https://www.amazon.com/gp/product/B00NMMPRU6
Vampire, Periplanomenos

The Periplanómenos are animalistic vampires from Phoebe's World. Created by accident or by indiscriminate feeding, these vampires rise from the dead in a mindless, blood-hungry state and immediately set about feeding. Left unchecked, this can result in the rapid spread of vampirism through an unprepared population. Fortunately, the incubation period is three days, and any corpse can be treated--"beheaded"--to prevent their rising.
Elves

### Rethven Elves

In Rethven, elves originate from the creations of Rendu. They are generally evil and incredibly graceful creatures. They tend to associate with evil races such as the orku. Their names are extremely long and are a description of everything the elf has accomplished in their life.

The elves believe that they are a perfect union of the body and soul, together for all eternity. Having their souls eaten by something like Eric is immensely terrifying to something like them.

#### Rendu's First Elves

These elves are genetically identical clones of one another and were originally created by the Heru Rendu to be his servants and entertainment on his personal moon. They only have one gender and do not reproduce naturally. They are immortal and skilled at making magical items.

#### Second Generation Elves

These elves were created by the first elves when they realized they needed to bolster their population. They would kidnap a pregnant woman and manipulate the fetus within her for a period of around seven years. Once in ten times, they would be successful in creating a new elf to add to their numbers. Giving birth to the new elf is lethal to the (usually human) mother.

Despite looking similar on the outside, these elves are very different on the inside with vastly different organ structures.

#### Immortal Wizards

To satisfy wizards seeking immortality, Eric created the Table of Immortality. This transfers the conciousness of whoever lays upon it into an empty body. These empty bodies are usually cloned elf bodies. Originally, these were first elves. But after some wizards started expressing discontent at the first elves' sexless nature, they began demanding Second Generation elf bodies.

Now, there is a large population of elves in Rethven who have the souls of human wizards. These elves share biological similarities with the other elves of Rethven, but are less innately evil (at least as far as the wizard-turned-elf Ty'eal is concerned). Most of them are presumably based in Arondel, the city of Magicians.

### Fey Elves

The fey elves have entirely different origins as those from Rethven. These love dancing and singing, and are innately mysterious fey creatures. They share the same style and seamless grace of the elves of Rethven, but it is unknown how these elves came about. They appear to have gender like humans, but like other fey are long lived, if not immortal.

They call the summer and winter courts home, which can be accessed through Unicorn World.
Vampires, Thessaloniki

A breed of vampire from Mary's world of Nexus.

Mary was originally a Thessaloniki before being converted into a Nightlord hybrid.

While Nightlord vampires have multiple magical/psychic tendrils, Thessaloniki vampires have only a single tendril. Mary demonstrated great facility with it, however, possibly due to long practice and focus; having only one, her attention did not need to be divided among several at once.
Cloak of Darkness

Eric's cloak, created by his Altar Avatar as a work of Divine Will.

It has the appearance of a strip of utter darkness, like a patch of the night sky between the stars.

At night, it is capable of swallowing things into itself. Where these things are transported to or how they are destroyed is a mystery.
Karvalen

Karvalen is an ambiguous term, used in a number of ways and defined by context.  Literally, it translates to “The Kingdom of the Living Stone,” and for good reason.

Karvalen can refer to a political body largely occupying the territory of the old Kingdom of Rethven.  The Kingdom of Karvalen stretches from the Western Sea, across the Darkwood, through the main body of the old Kingdom of Rethven, through the Eastrange, and two or three miles into the Sea of Grass.  It is bounded on the north by the Averill river and on the south by the Southern Sea.

Karvalen can also refer to the city of Karvalen, the de facto home of King Halar the Undying.  In this usage, it consists of a circular, walled city approximately four miles in diameter, centered on a tall, oddly-symmetrical mountain.  The city is unusual in many respects, but chief among them is an unnaturally high living essence within the stone of the city itself.  This allows it to be strangely responsive to those living within it or on it.  The buildings aboveground are all solid rock, with a peculiarly organic feel to them.  There are few sharp edges or corners, for example.  Belowground, inside the mountain (or the Undercity), the caverns and tunnels are oddly regular and hospitable.  The maps of the city are hard to reconcile because of the willingness of the stone to be helpful to the residents and to obey the commands of the ruler.  It is possible to re-route a street or move a home simply by asking the stone of the city to do so.  It may only move an inch or two per hour, but in the course of a week, any given piece of rock may have moved up to thirty feet from its original position–enough to open a lane between houses.  In a month, a house can move completely across the street without ever disturbing the furniture.
Amber

Amber is a fire priestess.

She is the daughter of the Fire Priestess Tamara and the Nightlord Eric.

She is the princess of Muchara and rules over it. While Eric was asleep following his battle at the edge of the world, she was the ruler of his kingdom.

She was assassinated by a man possessed by a demon, and to save her Eric bound her body to a pillar of divine fire. She now exists as a fire spirit.
Tamara

Tamara is a Priestess of the flame who meets Eric while he is in residence as the Wizard of Baret.

Being a priestess of the flame, the Mother of Flame can speak through her. She offers healing and acceptance to all who have need.

Through her duties, and also a bit of desire, she requested Eric assist with the yearly fertility ritual, where she became pregnant with Amber and Beryl.

Bronze requests her assistance in healing Eric after he battles a dragon, at which point she leaves Baret for good. She joins Eric as he starts toward Karvalen, and lives the rest of her life in the kingdom of Karvalen.
Corinthia

Corinthia is the name of a teenager Eric encountered in the story of the same name. For her native world, see "Corinthia's World."
Corinthia is first encountered in her village. She is about 5'6" and appears mostly human. Her only visible mutation is her hair. It is blue and grows not only from her head, but along her neck and partway down her back, almost like a mane. She and her peers--Bree, Kirsten, and Tanya--were Eric's primary contacts within the village, although Corinthia was the one who most often spoke with him.
During an attack by the Bad Men, Corinthia prayed to "anyone who will listen," which may have attracted the attention of Eric's altar ego. Whether this influenced Eric in any way is conjecture, but Eric did arrive shortly thereafter.
Corinthia's interest in Eric became a fascination after he cast a spell to keep her cool. As a self-sustaining spell, it lowered her local ambient temperature and made the jungle's heat much more tolerable. To Corinthia, this meant he was a mutant, but one with less of a physical mutation and more of a supernatural power, referred to in local legends as "the Wondrous."
Her interest and apparent friendliness, however, was not unnoticed by the young man her parents betrothed her to. Kadan's jealousy caused considerable trouble and difficulty.
Later, after Eric intervened on behalf of the village--mostly for Corinthia's sake, but at least partly because fighting the Bad Men would be an outlet for his aggressions--Corinthia admitted her love for him and asked if she could accompany him on his travels. He refused her, gently, and encouraged her to explore other villages for new friends and possible husbands. His altar ego promised to keep an eye on her.
Shift Box

A shift-box is a three-dimensional expansion of a Gate spell.  Instead of opening a two-dimensional portal between locations, it defines a three-dimensional space, finds a location, defines a three-dimensional space there, and exchanges the spaces along with anything occupying them.  The actual shifting of spaces is almost instantaneous and requires much less energy than holding open a typical transportation-sized gate spell.

A shift-box spell starts by defining a space, of any shape.  Ideally, this is an enclosed area, such as a box, closet, coffin, barn interior, or living room.  It takes longer to cast if the wizard has to mark off an area of floor and add a height definition to the spell manually.  If one is going to a known, pre-defined target space, the cost in magical energy is much lower than utilizing a full-sized gate.  If aiming for somewhere unprepared to receive a spatial teleportation, the cost is generally still lower, although the casting time increases as more parameters must be added to the spell.

A shift-box spell in action requires a gate spell as a targeting function.  This gate—usually a micro-gate—is used to locate the destination point and establish a wormhole connection to the location.  Wise spellcasters will scry on the destination through the micro-gate to determine if they have the correct location.  Once the location has been targeted, the shift-box spell activates, “castling” the two spaces and everything in them.  A wizard may arrive wherever he wishes, assuming there is no untoward interference.

Note that a shift-box spell can be used to bring part of the room along—walls, floor, ceiling, and so on—if so desired.  However, severing physical matter in this fashion drastically increases the amount of energy the caster must channel.  It is not an efficient cutting tool, nor is it an exact one.  The “edges” of the spell’s effect produce a spatial distortion.  This is usually not an issue, but there is a zone of instability created based on the density of matter at the boundary layers.  This can result in unusual effects.

As an example, if a shift-box is triggered to bring the caster from a wooden cabin to a stone castle, it is possible to bring along some thickness of floor.  Ideally, the caster would then arrive on a small wooden platform—an area of the former floor—on the flagstones of the castle courtyard.  However, it would also be possible to arrive level with the courtyard, exchanging some of the stonework for wood.  Within the spell’s boundaries the wood would be unharmed, but around the edges, the wood and stone would be intermingled, fading from solid wood to solid stone over the course of several inches.  It would also be prohibitively expensive for most groups of wizards working in concert.
Malana

Twin sister to Malena. Has two twin sons sired by Eric while the Demon King was controlling his body.

While training his knights, Eric inserted the spirit of a warrior conjured from his mind into her, bestowing her with tremendous martial prowess.

Killed during an assassination attempt on Queen Lisette.

She had two twin children, fathered by the Demon King. They are Trael and Traen.
Bob

An evil elf.

Before the events of Sunset, he was capturing humans with a calling spell and using them to work the nearby mines.

After, he united the monsters of the Eastrange under the banner of the Nightlord Eric. He conquered the human city of Eastgate, renamed it Vathula, and became known as the Duke of Vathula.
Gus

Gustavus Bartholomew Goldeneyes McFluffins Kent is the name Phoebe gave to their (her) dog, shortened almost immediately to "Gus."

Gus is a mixed-breed dog of German Shepherd and Golden Retriever. He was rescued as a puppy by a five-year-old Phoebe. He has since served as a test bed for several of Eric's biomorphic enhancement spells, as well as subject to frequent psychic contact. Overall, he weighs almost a hundred kilos, is extremely intelligent, is physically enhanced, and wears a collar with several utilitarian and defensive enchantments. He is also extremely floofy.
Leisel

A woman from the warrior caste of Tauta. She was hired by Eric to protect the mine he was living in after some of his things were stolen. She was the first in Tauta to know that Eric was - in her eyes - multi-classed.

When Eric started gearing up to build La Mancha, it was Leisel's idea to hire other Warrior caste women to perform the manual labor. She was in charge of the day-to-day planning of how the new state would grow, and soon became Eric's Vidat.
Mochara

Mochara was a fishing village on the coast, almost due south of Karvalen. It was founded when the mountain city of Karvalen was haunted by the ghosts produced by Eric during his slumber. For a while, Amber ruled over Mochara. Mochara grew into a town and later into a city. Eventually, Amber gave up rule over the city to become priestess on a more permanent basis after her assassination and death as a human (followed by her resurrection as a soul bound to a pillar of divine fire.)

The city has successfully fended off multiple attacks from the Witches of Kamshasha and later from some of the independent lords of Rethven prior to reunification.