recursal/Fanatic-Fandom huggingface dataset:
Eugene Beaucourt

Eugène Beaucourt (in short, 'Beaucourt' ) is the head butler and master of the household to Louis Philippe de St. Cyr. He is notoriously perfectionistic and strives for excellence of service in every detail.

## Early Life and Education

Eugène was born to a proud family of butlers, head chefs and other top-level household dignitaries. They have been in service of several Behemoth households (St. Cyr, Armagnac, Alençon, etc) since time immemorial. In many ways the youth of Beaucourt scions is as unfree as that of their nobles masters. Since birth they are drilled in the noble arts and given extensive knowledge of etiquette as well as of arts and culture. Their mission in life in quite simple : to elevate the courts of their masters to absolute excellence.

In return, these master butlers are given positions of wealth, power and respect by their nobles who have depended for generations on the Beaucourts in order to be able to compete in Francian society. Behemoth nobles, while formidable warlords, aren't always the most nuanced of courtiers and as history progressed and the courtly arts became more and more dominant, (The age of brutal knights is over) they found their courts increasingly lacking refinment when compared to the more worldly Guivres courts.

This is the gap the Beaucourts attempt to close at every turn. They know their masters are often uncought, rough and tauntable. It is their sacred mission to protect their masters from social mishaps, to compensate by their dedication and vast knowledge what Behemoth scions sometimes lack in social refinement.

Ever since he was young, Eugène dreamed of managing a household of his own. He was bursting with ideas and couldn't wait to raise up the most refined household the kingdom had yet seen. Though he trained the courtly arts by day, and read philosophy by night, becoming ever more competent, he knew that he lacked one crucial thing : a noble, whose household to run.

It was not without reservations that Eugène Beaucourt accepted the position as personal valet & butler to Louis Philippe de St Cyr. He knew well enough of the boy's immaturity and his propensity for scandal, but he also knew of his keen wit, his personal charm and his authentic interest in 'the culinary arts'. *"If only I can keep the scandals at bay..*" so mused Beaucourt ".*..this lord may well facilitate the grand project i have in mind, and he has the raw potential to play the part in it i need him to play.*"

So it was that Beaucourt took on the daunting mission of trying to 'civilize' his young Dragon-noble, a mission he proudly pursues to this day. He has become quite fond of his master who is starting to finally live up to his hopes and expectations, but Beaucourts primary goal is and remains the excellence of the Household. He understands very well that Louis Philippe, at times, would be perfectly content with a more 'casual' state of affairs, but this is something he of course cannot allow. It is for his own good after all, so concluded Beaucourt, the masters play their part but so must we.
Pablo Rizzo

Pablo is Gianni Pirelli's personal assistent. A talented designer himself, he'd love to have his own salon one day. In an attempt to scrape together enough money to follow his dreams, and to learn from the famous fashionista himself, he entered Gianni's employment. Gianni doesn't seem to give him the credit he deserves, at least not yet, but Pablo is determined to prove his worth. That being so, there is no animosity between Pablo and his employer. They both have a lot to gain from eachothers company. In fact, Gianni relies way more on Pablo's organisatorial skills then he ever planned on doing. Pablo, from his side, has a lot of respect for Gianni's skill with both razor and needle. When he goes to bed at night though, Pablo secretly dreams about outshining his boss one day, but is of course smart enough to not tell him that.

These days, he assists his boss in serving Louis-Phillipe de St. Cyr and his entourage.
Sárkány

Sárkány is one of the twelve Shards of Lucifer, known as 'the Dragons'. His point of origin lies in Hungary.

## Game Data

Bonus Spells :Line In The Sand (3rd), Bloodbath (5th), vampiric touch (7th), Tough Crowd (9th), Blood Boil (11th), Repulsion (13th), Control Undead (15th), Form of the Dragon III (17th), Imprisonment (19th)

Bonus Feats : Arcane Strike, Combat Casting, Power Attack, Skill Focus (Knowledge [religion]), Spell Focus (necromancy), Toughness, Diehard, Weapon Finesse.

### Bloodline Arcana

Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.

### Bloodline Powers

**Dragon Bite (Ex)**: Starting at 1st level, you can grow your jaw and teeth as a free action granting you a bite attack. This is a natural attack that deals 1d6 points of damage (1d4 if you are Small), plus 1–1/2 times your Strength modifier. At 5th level, this bite is considered a magic weapon for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, this bite deals an additional 1d8 points of damage on a successful hit and as an immediate action you can gain sustenance from the blood. Healing you for the amount of damage dealt and nourishes you as if you’d had a full meal, the creature must be corporeal, must be at least the same size as you, and must have blood. You can use your this ability for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

**Dragon Resistances (Ex)**: At 3rd level, you gain resist 5 against acid and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

**Breath Weapon (Su)**: At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon is a 30ft cone. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. At 15th level once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized.

**Power of Wyrms (Su)** : At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, bleed, and acid damage. You also gain blindsense 60 feet.
Jehan of Jerusalem

As a second son of a powerful noble from the South of France, Jehan Philippe de Sanct Cyr has been trained in the ways of knighthood since infancy. He relished in knightly tournaments, chivalric pageantry and became quite the renowned jouster before being forced to go on Crusade by an overbearing father. Being part of the disastrous Third Crusade, Jehan nevertheless managed to assure the safety of Jerusalem's citizens, even if it was by yielding to the conquering forces of Saladin.

As such, he is the last Westerner to hold the title of King of Jerusalem even though in practice he only ruled for a week before relinquishing power to Saladin and his vassal, Sjeik Haqim of Tikrit.

Once back in France, he nevertheless enjoyed the privileges of a royal title in exile until death, and increased his House's power, not only by war, but most of all by forging a mutually beneficial cease-fire with Guy Lejeune, a powerful Guivres noble of the age. Several scholars of history sustain the strange theory that the unchallenged nature of his royal title was, in practice, in no small part due to the martial prowess of his wife, Sieglinde of Jerusalem, who was -interestingly enough- considered by many to be the most feared duelist of her age.
Guy Lejeune

Guy was the son of an influential Guivres noble from the North of France in the twelfth century. While this would assuredly have granted him knighthood in other circumstances, the problem rather lay with his mother, who was of common stock. Guy was what we call a noble bastard, but one lucky enough to have a father who still keeps an eye out. As such, dad used his influence to get him a position as squire among one of the highborn knights of France, Jehan de Sanct Cyr.

He joined his knight on the infamous Third crusade, and historians speculate that the succesful political maneuvers, leading to the coronation of Jehan as Jehan I of Jerusalem and the peaceful transition of control to Saladin's faction may well have been much influenced by Guy Lejeune's counciling. After returning from the Holy Land, he was dubbed knight by the king of Jerusalem, and as such above social reproach with regards to his mixed heritage.

Guy went on to become an influential Guivres noble in control of his own house, managing to ascend even further with the Guivres ranks by succeeding where others had failed : in forging a succesful and mutually beneficial cease-fire with the agressive Behemoth nobles of the age, an act which would earn him the title of Count in later life.
Game Data

## Rule Modifications

Terredei Character creation

Familiar Creation

Modified Spells

...

## Military NPC sheets [WiP]

Elite Soldiers (Enfants Houseguard / special structure)

Elite Soldiers (Others / traditional structure )

Regular Soldiers (Trained army)

Irregular Soldiers (Amateurs or militia)

## NPC Character Sheet files (GM Section)

***Warning. Spoilers ahead.***

Bordeaux Setting Building Document

Alphonse de St. Cyr : Sheet link

Nathanaelle de St. Cyr : Sheet link

Rouen NPC's (*Baron & Barones de Marbot, Père Blaise & other villains, Madame Adelaide*)

Guernsey NPC's (*Sir Betram of Guernsey, Elves of Guernsey, Barnabas' Black Christians*)

Professeur Julien d'Estère
Schultz

Siblings: Yes, some (unknown)

Schultz (given name unknown) is one of the serie's protagonist and appears since episode II. As a lowborn son of german serfs he had to struggle to survive his childhood. Little is known about the early years of this towering giant of a man, only that alcohol, brawling and secrecy were certainly a part of it. As the series unravels we will see Schultz climbing the ladder of society, unless his past cuts away the rungs of the ladder.

### Early life

Schultz's life began as a youngling born in Potsdam, Germany, as a son to low class parents. There is not much known about the early years of Schultz only that it was a very tough time. Schultz will not open up about his early years of existence. And it's probably better to leave it this way.

Schultz got orphaned at a very young age. While he struggles on the streets of Potsdam to survive, he gets forced to serve and train in the Prussian army. After his obligated training period, he quits his training and finds himself back on the streets as a teenager. On these streets his career starts as a brawler, drunk, gambler and vagabond.

In his 18th year of existence, Schultz got arrested for vagabondage and intoxication. Because of his remarkable physique he gets to choose between prison or serving in the Prussian army once again. He chose the latter. Conscription of lowborn men to serve in the army was very common. To get a soldier worthy of the Prussian flag, the conscripts had to go trough rigid and strict training. Luckily for Schultz he fell under the command of an officer of lower nobility who treated his men very well, considering the circumstances. He saw the capabilities of Schultz and did his best to mould this lowborn man into a model soldier. In return Schultz gave him his loyalty.

In 1704 Schultz's company gets deployed in their first grand battle against the Bavarians. During a particularly bloody part of the battle his company got overrun by their foes in a bayonet charge. Surrounded by the falling bodies of his allies, he entered a terrifying rage for the first time. Schultz charged the enemy and reinforced the company's morale. Thanks to his belligerence and courage the tide turned and victory was assured.

His bravery gets Schultz promoted to personal guard of general Holstein. Holstein quickly grew found of Schultz and kept him by his side on most occasions. The next meaningful battle was in 1719 in Sicily. A tactical misjudgement on the battlefield caused the whole regiment of the general to get pinned down by the enemy forces. Schultz tried to protect the general with all his might but eventually he succumbed to his wounds.

Schultz woke up in a field hospital where he was treated by Samaelitian priests. He caught wind of the news that general Holstein did not survive the battle. Once discharged from the hospital his guilt got the better of him. He left the army and once again found solace in alcohol. The following years were vague, as he drunkenly roamed around Italy getting hired for some simple mercenary work.

Everything changed when he got recruited in a tavern by a nobleman carrying the name Louis-Philippe de St. Cyr.
Queen Titania

## Background

Queen Titania is the current Queen of Faerie folk, Friendship, and Harmony. Her symbol is a white diamond with a blue star glowing in its center, She often appears as a beautiful female faerie,  with gossamer wings, pale skin, a perfect complexion and cheek bone structure, and penetrating blue eyes, carrying a diamond-tipped wand. Titania is the leader of the Faerie Court, a large confederation of Fey Lords, which consists of her consort Oberon, their children Damh and Verenestra, as well as many others.

Titania is much disturbed by Mab's recent return, as she considers the return of her mother-in-law a threat to her own current 'Queen' title.

Known Servant Witches : Cerridwen (Ireland)

## Game Mechanics

### Patron's Demand

Titania's witches are expected to excel in the Diplomacy skill, as she is the lady of Grace.

### Patron spells granted

1st Sanctuary, 2nd Calm emotions, 3rd Daylight, 4th Fairy Form I, 5th, 6th Fairy Form II, 7th, 8th, 9th Hold Monster, Mass
Grignol

Grignol is the indentured Jacobite home-entertainer of Louis Philippe's household, and one of the last descendents of the 'house-jacks' of the late Spanish king. Much like their master, the king, however, the Spanish court-jesters have seen their bloodline deteriorate over the centuries due to 'breeding for purity'.

Consquently, Grignol is rather dim-witted and of a peculiar appearance. He was given as a gift of respect to the family of the Marshal of France, close ally to the Culebre's, by such high nobles that were once close to the executed king, that there was no way of refusing this gift. (Certainly not as Culebre's are known to take offense at slights upon their honor).

Consequently, Louis Philippe got stuck with the indolent creature who is a moderately skilled entertainer and court-jester at best. Unwilling to beat his jack in the manner of the Spanish, Louis Philippe has attempted a whole series of 'modern' pedagogical tricks on Grignol, from Sammaelite shame strategies to Sausage-reward systems, with varying degrees of succes.

Grignol usually wanders the household, either looking for sausages (he cannot control his appetite, and has consequently been placed on a strict diet) or attempting to devize new tricks and pranks, as that is pretty much the only thing he knows how to do.
Behemoth

Behemoth is one of the twelve Shards of Lucifer, known as 'the Dragons'. His point of origin lies in Rome, Italy.

## Game Data

Class Skill : Warcraft

Bonus Spells : Unseen servant (3rd), Behemoth's Lash (5th), Haste (7th), Demanding Message (9th), Dominate Person (11th), Behemoth’s Storm of Wrath (fire 'chain lightning') (13th), Hold Person, Mass (15th), Form of the Dragon III (17th), Meteor swarm (19th)

Bonus Feats : Spell Focus, Empower Spell, Skill Focus (warcraft), Combat Caster, Spell Penetration, Unimpeachable Honor, Iron Will, Intensify Spell

### Bloodline Arcana

Behemoth’s Wrath’ , Whenever you cast a spell that deals damage, add 1 point of damage per die rolled. This benefit applies only to damaging spells that belong to schools you have selected with Spell Focus or that are bloodline spells.

### Bloodline Powers

Elemental Spit (Su): Starting at 1st level, you can fire an elemental ray that matches your bloodline’s energy type as a standard action, targeting any foe within 30 feet as a ranged touch attack. The ray deals 1d6 points of damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Behemoth’s Resistance (Ex) : At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against charm or mind-control. At 9th level, your resistance to fire increases to 10 and your bonus on saving throws increases to +4.

Breath Weapon (Su) : At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level, in a 30 foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.  At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Arcane Dominance (Ex) : At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Power of Wyrms (Su) : At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet.
Queen Mab

## Background

Queen Mab is one of the order of Great Fey, the immortal angels of the Wyld. Queen Mab, so it is said, was the earliest known ruler of the Fey, and the Lady of Magick, Darkness and the Moon. She was the mother of Oberon by an unknown father. During Mab's reign, Oberon began a relationship with Titania. Mab disapproved. It is unclear how the Fey family feud evolved but it is known that, eventually, Oberon and Titania overthrew Mab in a great war at some time after the birth of Merlin in the 5th century and the defeat of Mab’s last witch, Morgana Le Fay. What became of Mab is unknown, and she has not been witnessed ever since, until very recently.

Having returned out of exile, she blatantly broke the treaty stipulating there could only be 12 witches on Earth, as it was inconceivable to her that she, Mab, would not have a witch. Consequently she elevated young Justine de Leronge to Witch-status, by presenting herself as 'fairy godmother'.

## Game mechanics

### Patron's Demand

Mab's Witches are expected to excell in the Spellcraft skill, as Mab is the Lady of Magick

### Patron's Curse

Mab's witches are not allowed to consume meat and in time is expected to dine on pure magic alone. (goodberries, sustenance, etc)

### Patron Spells granted

1st Faerie Fire, 2nd Darkness, 3rd Arcane Sight, 4th Moonchild, 5th Permanency, 6th Contingency, 7th Spell Turning, 8th Protection from Spells, 9th Disjunction
Louis Alphonse de St. Cyr

Louis Alphonse, dauphin d'Aquitaine

Louis Alphonse is the first son of Louis François de St. Cyr, and consequently the dauphin of Aquitaine.

Being the firstborn of a powerful Behemoth noble isn't easy, and that's something Louis Alphonse learned from an early age on. He was schooled in Latin and trained in the old ways, but there's one problem : Louis Alphonse isn't all that magically endowed. He is blooded and can produce arcane effects, but not with the same ease that others of the blood can. He compensated however through hard work and grueling physical exercise, becoming quite a formidable fighter/noble (magus-eldritch scion) and as such demanding respect.

He has always been the earnest son, if for no other reason that he had to work for everything he has under the constant pressure of the being the ducal dauphin. All of this would have been fine, were he an only son. Louis Alphonse greatest frustration in life are his siblings, Louis Philippe and Nathanaelle, who can command the arcane, seemingly without effort. It's simply not fair and he'll be damned if he'll give way to either of them. While he dislikes both of them, he loathes his brother the most, because he can effortlessly do what Louis Alphonse, through all his work cannot, and seems to get away with a damnable lifestyle of swagger and scandal, due to his undeserved charisma and good looks.

Louis Alphonse is a convinced conservative, and much under the sway of Culebre Catholicism. He has no love for the lower classes, and it shows.
Louis François II de St Cyr

Louis Francois de St Cyr, duke of Aquitaine, Marshal of France

### Relatives

Father : Duke Louis François I de St CyrMother : Duchess Marie Eleanor d' Alençon

Spouse : Duchess Marie Helene Sybille d' Armagnac

Children : Louis Alphonse de St Cyr (heir ) , Louis-Philippe de St. Cyr, Nathanaelle Lisette Eleanor de St. Cyr

## Physical description

### Eye color

Grey green

Louis François II de St Cyr is the current Duke of Aquitaine, and acting Marshal of France. Born from a long line of Behemoth nobles, Louis François now holds the ducal crown of Aquitaine, one of the most ancient feudal titles in France, predating the unification of the kingdom.

## Early Life & Education

Born as the first son of the stern Louis François I, duke of Aquitaine, Louis François II was raised from childhood to follow in his father's footsteps. This meant training in the ancient Roman ways of sorcery, and an honorable noble curriculum, starting at the Collège in Reims and ending in the military academy, where scions of this family have trained and served every since its foundation.

## Marshal of France

Because of his sharp insight and above all, ruthless determination for victory, Louis François steadily progressed through the ranks, cementing military fame in the Franco-Dutch wars and later in the 9 years war in the Rhineland. Though appointed marshal after a series of Northern victories, his true reputation would be forged later, when Spain collapsed into rebellion and anarchy, and the revolution threatened to sweep over the Pyrenees, into Aquitaine. Forging an alliance with the final remnants of the Spanish Culebre bloodline, he offered fierce resistance to the massive armies of Spain, using the training quality of his own troops to outclass and scatter the much more numerous Spanish troops.

It is said by some that were in not for the Marshal, France might well have fallen into anarchy herself, as the continent was utterly unprepared at that point for this political and social upheaval. Functioning now as a rallying beacon for the 'white' armies of the counterrevolution, *Aquitaine* has become synonymous for Franco-noble military superiority, and the defender of the Feudal/Sammaelite cause.

In doing so, however, the Duke of Aquitaine sealed his own fate. A Behemoth grand military leader with great popularity is exactly what the reiging Bourbon Guivres are most wary of, for good historical reasons. As such, the king of Francia decided to neutralize this threat, by binding him permanently in the South. Instead of being agressive, the king burried the Marshal under high praise and commendation, claiming that *none other could possibly command the Pyrenee forces with such acuity* and disallowed for military rotation. The 'Butcher of the Pyrenees' would not be able to pose a political or social threat from his tents in the deep south, and this is exactly how the Guivres king wanted it. Now stuck forever in a seemingly endless war, the Marshal continues his duty to Francia, attempting every day to win what cannot be won.
Jörmungandr

Jörmungandr is one of the twelve Shards of Lucifer, known as 'the Dragons'. His point of origin lies in Scandinavia.

## Info

 **Bloodline skill** | Knowledge (nature)

## Game Data

Bonus Spells :chill touch (3rd), false life (5th), clairvoyance (7th), ice storm (9th), cone of cold (11th), True Seeing (13th), Waves of Exhaustion (15th), Form of the Dragon III  (17th), energy drain (19th).

Bonus Feats "Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (nature), Spell Focus, Still Spell, Toughness.

### Bloodline Arcana

Whenever you cast a spell with the cold descriptor, increase the spell’s save DC by 1.

### Bloodline Powers

**Grave Touch (Sp)**: Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

**Winter’s Gift (Su)**: At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.

**Breath Weapon (Su)** : At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of cold damage per sorcerer level, in a 30 foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.  At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

**Incorporeal Form (Sp)**: At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.

**Power of Wyrms (Su)** : At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and cold damage. You also gain blindsense 60 feet.
Guivres

Guivres is one of the twelve Shards of Lucifer, known as 'the Dragons'. His point of origin lies in Northern Francia.

## Game Data

Bonus Spells : Obscure Poison (3rd), Enshroud Thoughts (5th), Quell Energy (7th), Horrific Doubles (9th), Mage’s Private Sanctum (11th), Veil (13th), Subjective Reality (15th), Form of the Dragon III (17th), Impenetrable Veil (19th).

Bonus Feats : Combat Casting, Combat Reflexes, Deceitful, Deft Hands, Persuasive, Silent Spell, Skill Focus (Bluff ), Stealthy.

### Bloodline Arcana

Add half your sorcerer level to the Spellcraft DC for others to identify spells you cast. If their checks fail by 5 or more, they mistakenly believe you are casting an entirely different spell (selected by you when you begin casting).

### Bloodline Powers

**Progenitor’s Venom (Sp)**: You can magically apply your toxic essence onto your weapon or onto the weapon of a willing ally within 30 feet as a standard action. (Poison—injury; save Fort DC 10 + half your sorcerer level + your Charisma modifier; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when this ability is used]; cure 1 save). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

At 5th level, the ability damage of your poison increases to 1d3.

At 7th level, each time you apply your progenitor’s venom, you can choose two ability scores for your bloodline poison to affect.

At 11th level, whenever you apply your progenitor’s venom to a weapon, you can magically apply it onto all willing allies’ weapons within 20 feet as well. This counts as one use of your bloodline ability."

**Luck of the wicked (Su)**: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

**Breath Weapon (Su)**: At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of acid damage per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon is a 30ft cone. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

**Hide Aura (Sp)**: At 15th level, you can conceal yourself from prying magic. This ability acts like a constant nondetection spell cast upon yourself. You can end or restore this protection as a move action.

**Guivres' Favor (Su**) At 20th level, you gain immunity to acid and poison. You also gain fire resistance 10 and electricity resistance 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Y Ddraig Goch

Y Ddraig Goch is one of the twelve Shards of Lucifer, known as 'the Dragons'. His point of origin lies on the British Isles.

## Game Data

Bonus Spells : burning hands (3rd), Fog Cloud (5th), Protection from Energy(7th), wall of fire (9th), cloudkill (11th), Repulsion(13th), delayed blast fireball (15th), Form of the Dragon III (17th),  elemental swarm (19th).

Bonus Feats Diehard, Endurance, Great Fortitude,Spell Focus ,Empower Spell, Power Attack, Toughness, Widen Spell.

### Bloodline Arcana

you cast a spell that deals fire damage, that spell deals +1 point of damage per die rolled.

### Bloodline Powers

**Claws (Su)**: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.

**Dragon Resistances (Ex)**: At 3rd level, you gain fire resist 5  and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

**Breath Weapon (Su)** : At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of fire damage per sorcerer level, in a 30 foot cone. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.  At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

**Power of Giants (Sp)**: At 15th level, you may grow to Large size as a standard action. At this size you gain a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus. You may return to your normal size as a standard action. You may remain in this size for up to 1 minute per character level per day; this duration does not need to be consecutive, but it must be used in 1 minute increments.

**Power of Wyrms (Su)** : At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and fire damage. You also gain blindsense 60 feet.
Guiraume the Bear

## Guiraume

The theft of the heartbranch which led to the events on Guernsey with Les meilleurs amis de Terredei, also caused anomalies to happen in the Wyld. Green lightning struck the tree and the area around it, including an unknowing bear sleeping in the neighbourhood. Wyld magic in the lightning turned the bear into a big, hairy human.

Les meilleurs amis de Terre Dei bumped into the huge, naked man and adopted the confused bear turned human. Guided by his new friends, he soon learned to wear clothes, eat with a spoon and to ‘mind his manners’. Because Guiraume had nowhere else to go, he joined Les Amis on their journey to Guernsey.

Here, he fought in the rebellion, together with his new friends. The encounters with fairies, gremlins and elves caused him to doubt his role in the world. Being a bear, the lies and deception of humans bothered him. On the other hand, he felt a loyalty to Les Amis. In the end, he decided to stick with Les Amis as long as they kept in touch with the Wyld and helped free all creatures of the Wyld from the Merlinian oppression.

After the events on Guernsey, Guiraume travelled with Les Amis back to Bordeaux. He is still figuring out his position between the Wyld and civilization, but enjoys the company of Les Amis.
Chapter 3

## Summary

Chapter 3 opens with a flashback of Yumeji staying he'll be Chieri's prince and will protect her. It then cuts to Yumeji being woken up by Chieri after she was able to squeeze through his bedroom balcony door.

They proceed to walk to school together, with Yumeji riding on Chieri's shoulder. On the way to school, Chieri helps out multiple individuals by making use of her current size. One of these interactions involves stopping a purse snatcher from making a get away on a motorcycle.

After running late beecause of these kind-hearted tasks, Chieri & Yumeji decide to take a break at a local park to cool down where Chieri shows thankfulness of her newfound size that enables her to help those in need. The chapter ends after Chieri jokes with Yumeji, asking him to pet her head as if his was the prince he used to say his was. This ultimately backfires leaving them both blushing with embarrassment.
Guernsey

Guernsey is one of the channel islands between Avalon and Francia. Its capital is St. Peter's Port. While not directly part of Avalon, it is dependent on the Avalonian Crown. The island has a mixed British-Norman culture, although British cultural influence is stronger, with English being the main language and the pound sterling its primary currency. The island has a traditional local language known as Guernésiais.

Guernsey is special in a supernatural sense in that the island lies very close to the Wyld. In fact, the entire island is mirrored in the 'dreamworld' and offers passage back and forth between the Wyld.
CASSWR Wiki

**Welcome to the CASSWR Wiki!**
RTYUB

We're a collaborative community website about CASSWR 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

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Gwyndala

**Gwyndala** (More commonly called **Gwyn**) is one of the main protagonists of Star Trek Prodigy, she was a young female Vau N'Akat who lived during the late 24th century. She was the artificially created daughter of The Diviner and was sometimes referred to as his "progeny" or the "Progeny of Solum. She used to live on the Tars Lamora prison colony until 2383, when she was taken hostage by Dal R'El aboard the newly-discovered Federation starship Template:USS. Eventually, she joined the crew as they fled the Diviner and searched for meaning and a new life in the Federation.
Star Trek Prodigy Wiki

**Welcome to the Star Trek Prodigy Wiki!**
Wiki for the Nickelodeon Animated Series Star Trek Prodigy!

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## Important articles

Star Trek ProdigyPlaceholderSeason 1Lost and FoundPlaceholderDal R'ElGwyndalaPlaceholderA Crucial Item

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Guidelines

Below is a suggested set of rules to follow when editing this wiki. Administrators of this wiki should read these rules and adapt them as necessary. It is also recommended to move this page into the Project namespace.

1. **Keep it civil**: Do not make personal attacks on other people. If you need to criticize another user’s argument, do so without attacking them as a person. Do not use bigoted language, including slurs which degrade another person or group of people based on gender, race, sexual orientation, nationality, religion, etc.
2. **Be a productive member of the wiki**: Contribute to the wiki in line with the established processes and conventions. Need help? Ask an administrators! Disrupting the wiki with “edit warring” over differing opinions of a topic with another user or group of users is not productive.
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5. **Do follow community guidelines for formatting**: When a community has established formatting, it’s important to adhere to that, especially when spoiler content is involved.
Dion's Top Singles Archive Wiki

**Welcome to the Dion's Top Singles Archive Wiki!**
The complete archive of my personal music chart.

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## Important articles

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Fase 3

La **Fase 3** es la tercera temporada de Batallas Súper Geniales de Rap. Se estrenó el 1º de junio de 2023, con Bomberman vs Megumin 2 como estreno de temporada.

## Batallas

1. Bomberman vs Megumin 2 (31) (Estreno)
2. TBA
3. TBA
4. TBA
5. TBA

## Elenco

1. Paúl Curiel (31)
2. DusTy (31)
3. Masteredit (31)
4. Eru Hanma (31)
5. RobMoon (31)
Nathanaelle de St. Cyr

Nathanaelle Lisette Eleanor de St. Cyr is the youngest daughter of Duke Louis François II de St. Cyr and Duchess Marie Helene d'Armagnac.

## Early life & Education

Nathanaelle was born as the youngest child and spoiled daughter. While raised in Latin and inducted in the Roman ways, she was spared much of the combat training imposed on her brothers. Instead, she was allowed to indulge in her hobbies and interests and spend improper amounts of money on her small vanities. By the time she entered the Lycée, Nathanaelle was a strong-willed, spoiled, but socially very capable young girl. Together with her clique, she dominated the social scene of the Lycée for years to come and got by adequately on her academic courses. She may not have attained an 'Optima' award during the examinations, but she did manage somehow to emerge as Valedictorian, giving an entrancing graduation speech as little black hats flew into the air.

## Prime Debutante

Nathanaelle now enters into adult social life filled with confidence. She's pretty and she knows it, she's strong blooded, and she knows it. Nathanaelle is well aware of her assets and doesn't hesitate to use them. Now she has made her 'debut', young bachelors will be falling before her feet. She completely intends to ignore them for the time being, however. For now, she very much intends to take a page out of brother Louis Philippe's book, and 'explore life' before considering settling down. Sure, father might object at first, but at the end, daddy always gave her what she wanted so she sees no reason why she shouldn't get her way now.
King Oberon

## Background

King Oberon is the Lord of the hunt, wild places, and animals. His symbol is a white stag. Oberon appears as a male fairy of perhaps unusual size (4' 6") with no wings, and strongly muscled by fey standards. His cloak is made of green leaves stitched into brown leather. Oberon is son of Mab, the consort of Titania and a member of her Faerie Court. He is the father of Damh and Verenestra. He is called King Oberon, but this is an honorific due to his marriage to Queen Titania; he has little political authority among the Faerie Court. (remember the Wyld is matriarchal)

Known Servant Witch : ?

## Game Mechanics

### Patron's demand

Witches of Oberon are expected to excel in the Survival skill, as he is the Lord of the Hunt.

### Patron spells granted

1st Sanctuary, 2nd Eagle’s splendour, 3rd, 4th, 5th, 6th Heroes feast, 7th, 8th, 9th
Chieri No Koi Wa 8 Meters Wiki

**Welcome to the Chieri No Koi Wa 8 Meters Wiki!**

A wiki dedicated to the manga series **Chieri no Koi wa 8 Meters** (ちえりの恋は8メートル) by Mitogawa Wataru.

### Synopsis

A childhood friend and transfer student girl that's 8 meters tall...?! An extraordinary romcom begins!

We're a collaborative community website about Chieri No Koi Wa 8 Meters that anyone, including you, can build and expand. We appreciate any contribution to the wiki's pages, but are specifically in demand for wiki structural help. Thank you!

## Characters

Chieri OomineYumeji KotakiTsukino YanaseHina SasakiRingo OomineNeiro Nanami

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MediaWiki:Mainpage
Affiliations

This page provides the criteria for affiliations requests to affiliate with **Chieri No Koi Wa 8 Meters Wiki**.

## What is Affiliation?

It's simply a unofficial cross-promotion thing with wikis with similar subjects. If you have a wiki about a show or franchise, you affiliate with a wiki about another of the creator's shows, or the network's other shows, or shows or franchises aimed at the same audience. Things like that.

It's an opportunity to boost visitor numbers, and at the same time, allow fans to explore new waters.

## Criteria for Affiliation

### Compulsory Requirements

* The wiki must have at least one or two active admin.
* The wiki must be fairly active with an average of at least 5 edits per week during periods of regular activity.
* The wiki must have a wordmark.

### How to Affiliate

1. Go to affiliation forum board
2. Post your request
3. Wait for any admin reply
4. Save the Chieri No Koi Wa 8 Meters Wiki logo below (make sure to save the file with the name SKNS\_wordmark.png) File:Wiki-wordmark.png
5. Upload the image on your wiki
6. Copy paste this code
```
{{Wordmark|Name={{SITENAME}}|Wiki=Wiki URL(chieri-no-koi-wa-8-meters.fandom.com)
```

## Contact us

For sending the request, you can contact an active admin here.....
Chieri Oomine

**Chieri Oomine** (大峰 ちえり, *Oomine Chieri*) is an 8 meter tall 2nd year high school student and classmates with her childhood-friend and designated helper Kotaki Yumeji. Ringo Oomine is her older sister.

## Appearance

Chieri's most recognizable physical trait is her immense height, standing at a towering 8 meters (approx. 26 ft.). As stated in Chapter 1, the cause for her growth is still unconfirmed.

She has long light brown hair with bangs that hang to the left, light purple eyes, and a well-endowed curvaceous figure. Her usual attire is a button up long-sleeved beige sweater over a white button up shirt (with the top two buttons unbuttoned), a red tie, a black short skirt, black crew socks, a loop earring on the right ear, and a stud earring on the left ear.

## Personality

Chieri is a cheerful, easygoing, and lively girl. She's kind and is always looking for ways to help others. But, with Yumeji, she's often playful and picks on him when given the chance. Despite not having any reservations about getting physically close to Yumeji, she blushes and gets easily flustered when put into any romantic situation or confronted about her feelings of Yumeji.
Steve Porter

**Stephen Carl Porter** (1864 – January 13, 1946) was an American pioneer recording artist, who recorded prolifically for numerous recording companies in the 1890s and early 1900s. He was also an entrepreneur who helped establish the recording industry in India in the early years of the twentieth century, and successfully marketed a new form of hearing aid.
John Philip Sousa

John Philip Sousa (November 6, 1854 – March 6, 1932) was an American composer and conductor of the late Romantic era known primarily for American military marches. Sousa organized the **Sousa Band** which toured from 1892 to 1931 and performed at 15,623 concerts

## Singles

 1901 | "The Stars And Stripes Forever"
 "American Patrol"
 "The Invincible Eagle March"
Ryousuke

## Ryosuke

**Ryosuke** was a pivotal antagonist in the *Oshi no Ko* manga series. He was an obsessive fan of Ai Hoshino whom he murdered after learning of her secret children before committing suicide to avoid arrest. Prior to this, he also killed Gorou Amamiya when the doctor interfered in his first attempt to kill Ai before she gave birth.

## Personality

A shut-in, Ryosuke was a mentally unstable person who turned toward idols to feel loved in his life. As a result, upon learning that his top idol had "deceived" him by having children, he snapped and tried to kill her on two separate occasions, succeeding on the second.

## Plot

After learning from someone that Ai Hoshino was pregnant, Ryosuke was enraged and went to the hospital where she was staying. Garnering suspicion from her doctor, Gorou Amamiya, a chase started between the two, ending with Ryosuke taking Gorou's life.

After a few years, Ryosuke would learn from the same person the address of Ai's new apartment. Concealing a knife within a bouquet of white roses, Ryosuke went to the apartment and fatally stabbed Ai in her home. As Ryosuke began to lash out at a bleeding Ai, she weakly told him that she wanted to love her fans, even remembering his name and the star sand he gifted her. Hearing those words caused Ryosuke to run away in horror and anguish, leaving Ai to die from her injuries.

Ai's death was announced to the public, and it was later revealed that Ryosuke had committed suicide shortly after. Because Ryosuke was already dead, the investigation revolving around Ai's murder ended instantly.

## Trivia

* It is theorized that the reason why Ryosuke committed suicide was to cover up for the same person who leaked Ai's address information to him.