recursal/Fanatic-Fandom huggingface dataset:
Code of Conduct

2. Don't start shit. Period. All drama is IC only.

3. Arguing with admins with their calls is a bad idea. I trust my team and unless it is something well out of line, I will back them.

4. The staff are people too, please be respectful. Violating this particular rule will be met with swift removal from now on. There is no excuse for nastiness.

5. Managing all commands of the XP bot takes work, I trust players to only use it for collecting income. Using any commands to increase you balance or mess with any other players balance will result in me removing all your XP and you can start over from 0.

6. This is a world of darkness game meaning dark themes are likely to come up. If at any point you have an issue with a scene, please step away and contact a staff member in your admin channel.

7. OOC issues should be brought to the admins if a. Your unable to resolve them yourself. b. It's causing you IC character issues and you don't know how to handle it.

8. Managing all commands of the XP bot takes work, I trust players to only use it for collecting income. Using any commands to increase you balance or mess with any other players balance will result in me removing all your XP and you can start over from 0.

9. And in the words of Bill and Ted, be excellent to each other.

### Other Rules

A player will receive a warning for misbehavior, three warnings will result in a permanent ban from the server. One warning will be removed after three months of good behavior. Another after another three months if you have two.

Please keep triggering topics out of general. If you are unsure if a topic is appropriate or you see something violating this rule, please contact a member of the staff.

*Finally and possibly most importantly:*

### **The Golden Rule**

It’s been twenty years, and some things never change. The Golden Rule remains the most important rule in the game: The rules are what you make of them. Whether you’re running a long-running chronicle of tense negotiations and furious action in the Amazon, or a near-diceless political negotiation between the Changing Breeds of Africa with each player as a representative from an affected Breed, if the rules get in the way of your game, change the rules.

Nothing in this book is more important than the story that’s happening around your table (server). The Storyteller and players should determine between them what works best for the game they’re playing, and you’re free to use, alter, abuse, or ignore these rules at your leisure to achieve that goal. If you know something doesn’t work for you but you don’t know where to start changing it, a number of fan communities are just an internet search away, where you’ll find people who delight in tinkering with the rules to get the outcomes they want.
Children Of Gaia

**Appearance:** Strong Children of Gaia Pure Breed usually manifests as a white dappling on a gray or brown coat. The most renowned Children have a calm and serene bearing that can be intimidating in its own right.

**Kinfolk & Territory:** The Children of Gaia are particularly inclusive when it comes to choosing mates. Their Kin usually display great passion for progressive causes that match the tribe’s goals. However, the Children haven’t had a dominant presence in their ancestral homelands — the Fertile Crescent, particularly the areas of former Canaan — for a long, long time. They claim territories across the world, particularly in North America.

**Tribal Totem:** Unicorn. The Children of Gaia tribal totem is a powerful spirit of purity, compassionate in peace but also ferocious in war. They prefer to strike pacts with totems such as Dove and Narwhal, as well as gentle spirits of glade and starlight.

**Character Creation:** Many Children of Gaia stress Social Traits at least a little, in order to make themselves heard. They don’t neglect their combat skills, but Abilities such as Empathy, Leadership, Streetwise, Performance and Etiquette all valued.

**Initial Willpower:** 4

**Beginning Gifts:** Brother’s Scent, Jam Weapon, Mercy, Mother’s Touch, Resist Pain
Rank 1 Character Creation

### Creating Your PC

**Step One:** Character concept: Choose a concept, breed, auspice and tribe. (For Fera follow the choices of your chosen tribe, some races replace auspice with aspect etc.)

**Step Two:** Prioritize the three categories: Physical, Social, Mental (7/5/3). Note that each Attribute starts with one dot before you add any.

**Step Three:** Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). No Ability may be higher than 3 at this stage.

**Step Four:** Choose Backgrounds (5; selection restricted by tribe), Gifts (three, one each from breed, auspice, and tribe or as stated otherwise for Fera), Renown (by auspice).

Optional: Merits and Flaws are optional Advantages/Disadvantages. Purchase Merits with freebie points; Flaws selected add to the Freebie Points up to a maximum of seven points. \*

**Step Five:** Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe), and Rank (1; Cliath). Spend freebie points (25) Skills may now be increased above three.

Rage/Gnosis/Willpower cannot be increased above 6 at this time.

### Pure Breed

You get additional freebies based on how much Pure Breed background you take:

Pure Breed 0-1: 10 additional Freebies

Pure Breed 2-3: 4 additional Freebies

Pure Breed 4-5: 0 additional Freebies

### Freebie Points

Attributes - 5 per dot

Abilities - 2 per dot

Backgrounds - 1 per dot

Gifts - 7 per Gift (Level One only)

Rage - 1 per dot

Gnosis - 2 per dot

Willpower - 1 per dot (edited)

Cat/Fox Magic allows the purchase of numina during freebie spends. You may choose 1 path at the cost of 7 points per dot.

### Backstory

Rank 1 characters must provide a paragraph or two of backstory including first change and rite of passage.

*\*Cat/Fox magic allows you to start with one Rank 1 gift from other changing breeds.*

**Even Rank 1 Characters must have a Deed Name to start play.**
Rank 2 Character Creation

### Creating Your PC

**Step One:** Character concept: Choose a concept, breed, auspice and tribe. (For Fera follow the choices of your chosen tribe, some races replace auspice with aspect etc.)

**Step Two:** Prioritize the three categories: Physical, Social, Mental (9/6/4). Note that each Attribute starts with one dot before you add any.

**Step Three:** Prioritize the three categories: Talents, Skills, Knowledges (20/13/10). No Ability may be higher than 3 at this stage.

**Step Four:** Choose Backgrounds (10; selection restricted by tribe), Gifts (five rank 1 gifts; 3 rank 2 gifts), Renown (by auspice).

Optional: Merits and Flaws are optional Advantages/Disadvantages. Purchase Merits with freebie points; Flaws selected add to the Freebie Points up to a maximum of seven points. \*

**Step Five:** Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe), and (Rank 2; Fostern). Spend freebie points (15) Skills may now be increased above three.

Rage/Gnosis/Willpower cannot be increased above 7 at this time.

### Pure Breed

You get additional freebies based on how much Pure Breed background you take:

Pure Breed 0-1: 10 additional Freebies

Pure Breed 2-3: 4 additional Freebies

Pure Breed 4-5: 0 additional Freebies

### Freebie Points

Attributes - 5 per dot

Abilities - 2 per dot

Backgrounds - 1 per dot

Gifts - 7 per Gift (Level One only)

Rage - 1 per dot

Gnosis - 2 per dot

Willpower - 1 per dot

Cat/Fox Magic allows the purchase of numina during freebie spends. You may choose 1 path at the cost of 7 points per dot.

### Backstory

Rank 2 characters must provide a couple of paragraphs including first change, rite of passage and how they have reached rank 2.

*\*Cat/Fox magic allows you to start with two Rank 1 gifts and one Rank 2 from other changing breeds.*

**Rank 2 characters must have a Deed Name and will be held to a higher standard then Rank 1 characters!**
Stargazers

**Appearance:** Stargazers with strong Pure Breed run toward leaner, lighter builds in their wolf forms. Their coats come in a variety of grays and a few blacks, with a faint striping or brindling in some individuals.

**Kinfolk & Territory:** The Stargazers originally hailed from India and the Himalayas, but only a few of their secretive holdings there have avoided discovery and ruin. They are the tribe most distanced from their own Kin, in part due to their avoidance of strong emotional attachment — or even the material pleasures of casual dalliances. The tribe encourages the selection of wolf mates, in order to keep the lupine side of their nature in balance.

**Tribal Totem:** Chimera, the multipart creature that is expressed both in Greek mythology and in the peculiar Asian mythological beasts such as the pi xiu. The Stargazers also acknowledge other strange multifaceted spirits of dream and wisdom, such as Woneyah Kohne (the Dream Ravens) and Menegwho the Patchwork Wolf.

**Character Creation:** Stargazers encourage the development of Mental Attributes. The Mentor Background is common. The tribe’s asceticism means that Stargazers with Fetish or Resources are rare; they also avoid the emotional bonds of Allies when they can.

**Initial Willpower:** 4

**Beginning Gifts:** Balance, Channeling, Falling Touch, Iron Resolve, Sense Wyrm
Forest Walkers

Some of the earliest Gurahl to inhabit the Pure Lands, the Forest Walkers migrated across the North American continent, settling mainly in the eastern and southern woodlands of what is now the United States. Many withdrew from the world as Europeans ravaged the continent’s wilderness, although some remained hidden and slumbering in what habitat was left to their ursine Kin. When those who left for the Umbra returned in the late 20th century, they found that the vast majority of the great forests destroyed, and their Kinfolk had followed their shapeshifting relatives’ example, retreating into what wildernesses remained. Although the most populous of any Gurahl tribe, the Forest Walkers still work hard to increase their numbers, and to preserve the lore of their Kinfolk as well as their own sacred history.

**Home Territories:** Though they range across the breadth of the North American continent and even into Mexico, Forest Walkers are most plentiful in the woodlands of the eastern United States. Many stay in protected habitats such as national parks and wilderness preserves. They have also made inroads into the South American rainforests and African jungle in search of new Kinfolk — both human and ursine. Now and then, they attempt to cross into Asia, but so far have met with little acceptance among the native bear populations — and strange shifters — they have found there.

**Kinfolk:** Bear Kinfolk among the Forest Walkers consist mainly of black bears with a smattering of other bear species, including the spectacled bears of South America. Homid Kinfolk used to come solely from Native American stock, predominantly of the southern and eastern tribes. As with all of the Gurahl, Forest Walkers have begun to take their human mates where they can, often choosing those who are actively working in forest conservation, animal preservation, or other outdoor career paths.

**Tribal Culture:** Forest Walkers tend to form small groups for mutual support. They regularly attend powwows and gatherings, eager to learn and share new tales. Although independent, they treat their elders with great respect, and cooperate with one another, regardless of rank.

**Appearance:** Ursine Forest Walkers usually resemble black bears, the smallest of North American bear species. Black bears tend towards broad skulls, narrow muzzles, and coats that are smooth and dense. Despite the name, fur color varies widely, ranging from a true blue-black to warm browns and almost blonde cinnamon tones. One sub-species is known for giving birth fairly often to non-albino whitecoated young. These “spirit bears” are prized by the Forest Walkers as ursine Kinfolk mates, as they give birth to a higher-than-normal ratio of Gurahl offspring.

Human-born members of the tribe resemble the ethnic type of their human parent. Traditionally this has included Native American tribes throughout most of the continent, as well as the tribal peoples of Asia, where there was some overlap with the now-extinct Okuma Gurahl.
Rank One Character Creation

**Step One:** Character concept: Choose a concept, breed, auspice and tribe. (For Fera follow the choices of your chosen tribe, some races replace auspice with aspect etc.)

**Step Two:** Prioritize the three categories: Physical, Social, Mental (7/5/3). Note that each Attribute starts with one dot before you add any. This does not count towards your allotted points.

**Step Three:** Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). No Ability may be higher than 3 at this stage.

**Step Four:** Choose Backgrounds (5; selection restricted by tribe), Gifts (three, one each from breed, auspice, and tribe or as stated otherwise for Fera), Renown (by auspice). *Optional: Merits and Flaws are optional Advantages/Disadvantages. Purchase Merits with freebie points; Flaws selected add to the Freebie Points up to a maximum of seven points.*

**Step Five:** Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe), and Rank (1; Cliath). Spend freebie points (25) *Skills may now be increased above three.* *Rage/Gnosis/Willpower can not be increased above 6 at this time.*

You get additional freebies based on how much Pure Breed background you take:

Pure Breed 0-1 : 10 additional Freebies

Pure Breed 2-3 : 4 additional Freebies

Pure Breed 4-5 : 0 additional Freebies

**Freebie Points**

Attributes - 5 per dot

Abilities - 2 per dot

Backgrounds - 1 per dot

Gifts - 7 per Gift (Level One only)

Rage - 1 per dot

Gnosis - 2 per dot

Willpower - 1 per dot
Before You Make Your Character

## **Sheets**

These are the official sheets for the server, and the only ones we will be accepting.

https://drive.google.com/drive/folders/1w1-szTr8o16KDNyiPlSoMaLG2S1TNqJv?usp=sharing

You should be able to use this link to access our Character Sheets. From there, select the one you need, then mouseover the File tab and select 'Make a Copy'.

If on mobile, go to the Options tab, select 'Share and Export' and then 'Make a Copy'.

You should not be able to edit the originals. Please do not save your character into this folder. Please do not request access to the original sheet, it will go ignored.

Please don't hesitate to ask a staff member if you need assistance with anything.

## Character Caps

**Bastet**
 Balam
 Bubasti
 Ceilican
 Khan
 Pumonca
 Qualmi
 Simba
 Swara

**Fera**
 Ananasi
 Corax
 Gurahl
 Kitsune
 Mokole
 Nuwisha
 Rokea

*ST character do not count towards caps.*

*Kinfolk also do not count towards the total at this time.*
Darja Hassler

## Background

"The Imperial Officer Hassler, volatile, chaotic, and adrenaline loving, famous for her quick reactions and skill in hand-to-hand combat earning her the social title 'The Wolf of the Halldenz'. She prefers using her sword, named Thijn, over any gun in combat. Once she has marked an enemy she will encourage everyone to join in as she relentlessly hunts her target. She joined the military when she turned 19 to get closer to the action, she trained as a Ritter and participated in several scouting operations across Halldenz before being deployed to Hjeadilyk to assist with gurellia warfare against the kingdom's regime. During the invasion phase of the great war she was assigned under Drockheim. In the battle of Nalina her company faced near inihilation almost forcing them to surrender, however, due to Commander Drockheim lead in a final effort advance they claimed victory at Nalina. Darja, along with the other survivor Valle Nimitz, was promoted to company officer, in part due to the lack of alternatives. Darja will do her best to assist the front-line and add flares of competitiveness to the fight."

~Imperial Strategic Headquarters
Gale Stalkers

**Appearance:** The Gale Stalkers are not as ethnically mixed as other tribes; they are almost exclusively born to native peoples of North America, particularly in the north. Gale Stalker with strong Pure Breed are clean-limbed, strong timber wolves that with coats in varying shades of gray.

**Kinfolk & Territory:** The Gale Stalker human Kinfolk are exclusively Native American peoples, particularly those concentrated on reservations or in tribal communities away from the larger cities. Gale Stalker Kin usually understand more of the old ways than other Kinfolk do, having been entrusted with a surprising amount of tribal lore. The tribe has a relatively high number of wolf Kin in their strongest territories — Canada, Alaska and the plains states of the US — though they refuse to breed with wolves that have been raised in captivity.

**Tribal Totem:** Wendigo, the cannibal spirit of winter. They also strike pacts with lesser spirits of ice and storm, and with spirits that share Great Wendigo’s hunger, such as Wolverine and Mosquito.

**Character Creation:** Gale Stalkers are a hardy, warlike group; strong Physical Attributes are prominent among the tribe. They favor Abilities that are most useful for war and the hunt, and there are precious few Gale Stalkers that don’t have at least a dot in Survival. Contacts and Resources are discouraged Backgrounds.

**Initial Willpower:** 4

**Beginning Gifts:** Beat of the Heart-Drum, Call the Breeze, Camouflage, Ice Echo, Resist Pain
Ice Stalkers

The Ice Stalkers were once accused by the Garou of bringing about the Ice Age to serve the Wyrm’s purposes. Most modern Garou have never heard — or have chosen to forget — the accusations their ancestors slung against the Gurahl. But these rumors and lies came near to bringing about the destruction of an entire Changing Breed, so the point is still a sore one.

Ice Stalkers maintain a keen interest in polar bears as well as the native peoples of Alaska and Northern Canada, watching the Wendigo Garou carefully (while staying out of their way). Human exploitation of the northern icelands for fossil fuels and other natural resources has hurt both the human and bear populations tied to this tribe, as have the climate changes which are slowly but surely melting away their territories. The Ice Stalkers now labor furiously to protect what remains of their lands and Kin, before both are lost forever.

**Home Territories:** Ice Stalkers inhabit Alaska, northern Canada, Russia, and the circumpolar regions of the globe. Some have moved further south in Canada and into Scandinavia in search of potential Kinfolk, although they are wary of coming into closer proximity to the Garou populations that call those lands home.

**Kinfolk:** Most bear Kinfolk are polar bears (with the occasional grizzly bear). Human-born Kinfolk traditionally come from the native Aleut and Inuit peoples, as well as other northern peoples like the Saami.

**Tribal Culture:** Although many see only the fierce and intimidating aspects of their nature, Ice Stalkers are also highly inquisitive, impulsive, and curious, with a keen sense of humor and playfulness.

Gregarious by nature, Ice Stalkers congregate in semi-permanent “family groups.” Buri-Jaan and cub often remain together for several years. They attend and hold more powwows and fests than any other tribe.

Subjected to extensive periods of seclusion due to adverse climate conditions, the Stalkers zealously cultivate a wide variety of art forms. They excel at crafting jewelry and other items from the bones and hide of animals they kill for food, as well as sculpting ice — where it still remains to be crafted — into intricate shapes.

**Appearance:** Most Stalkers come from polar bear stock and resemble their bear-parent in human form. Homid Ice Stalkers resemble their human parentage, whether Aleut, Inuit, Scandinavian, or other ethnic type.
Púca

" \*Chrip Chirp\* "

## Background

"They came from the wilds, offered to help us, why would we refuse an extra hand?"

~Regular at Róisín's Pub

## Unit Details

### Abilities & Traits

#### Hare Form

* Charge (Melee AP)
* Frighten (EDS)
* Advise (AAS)

* Púca: Can change appearence at will
* Local Knowledge: Can move through difficult terrain (trees, bush, bog)
* Hard Worker: can act twice per turn

#### Elk Form

* Charge (Melee AP)
* Ram (Melee AA)
* Stun (EDS)

* Púca: Can change appearence at will
* Local Knowledge: Can move through difficult terrain (trees, bush, bog)
* Hard Worker: can act twice per turn

#### Lapwing Form

* Charge (Melee AP)
* Aerocombat (Melee Flak)

* Púca: Can change appearence at will
* Flight: Can fly over all terrains and obstacles
* Fast Aircraft: Can move 6 tiles per turn, 150 base initiative
* Hard Worker: can act twice per turn
Terrorkopter

"You try run, but I am faster"

## Background

"New aviation technology has given us the fastest flying guns in the north to strike fear in the enemy"

~Imperial Strategic Headquarters

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Pin (Ranged EDS)
* Intimidate (EDS)

### Traits

* Flight: Can fly over all terrains and obstacles
* Fast Aircraft: Can move 6 tiles per turn, 150 base initiative
The internet

## meaning

commonly known as the **Web**, is an information system where documents and other web resources are identified by Uniform Resource Locators (URLs, such as `https://example.com/`), which may be interlinked by hyperlinks, and are accessible over the Internet. The resources of the Web are transferred via the Hypertext Transfer Protocol (HTTP), may be accessed by users by a software application called a *web browser*, and are published by a software application called a *web server*. The World Wide Web is not synonymous with the Internet, which pre-dated the Web in some form by over two decades and upon the technologies of which the Web is built.

English scientist Tim Berners-Lee co-invented the World Wide Web in 1989 along with Robert Cailliau. He wrote the first web browser in 1990 while employed at CERN near Geneva, Switzerland. The browser was released outside CERN to other research institutions starting in January 1991, and then to the general public in August 1991. The Web began to enter everyday use in 1993–1994, when websites for general use started to become available. The World Wide Web has been central to the development of the Information Age and is the primary tool billions of people use to interact on the Internet.

Web resources may be any type of downloaded media, but *web pages* are hypertext documents formatted in Hypertext Markup Language (HTML). Special HTML syntax displays embedded hyperlinks with URLs, which permits users to navigate to other web resources. In addition to text, web pages may contain references to images, video, audio, and software components, which are either displayed or internally executed in the user's web browser to render pages or streams of multimedia content.

Multiple web resources with a common theme and usually a common domain name make up a website. Websites are stored in computers that are running a web server, which is a program that responds to requests made over the Internet from web browsers running on a user's computer. Website content can be provided by a publisher or interactively from user-generated content. Websites are provided for a myriad of informative, entertainment, commercial, and governmental reasons.

## the internet

google

the way to browse

### Inhabitants

the dark lord(formerally),the chosen one(formerally),henry stickmin,youtube
Rothaí

"You wish you had this bike"

## Background

"Quick enough to zip around the corners before ye even notice their gone and smil enough to fit through trees no bothers on em"

~Regular at Róisín's Pub

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Charge (Melee AP)
* Grenade (Ranged Expl)
* Pin (Ranged EDS)

### Traits

* Scout: Can move through trees, bush or bog, +1 Move
* Biker: +1 Move
* Hard Worker: can act twice per turn
Towns and Cities

The Rokio Region has a lot of towns and Cities to visit and explore, heres a list of each of them in the order you would encounter them.

* Soltree Town
* Mossy Town
* Serpenhive City (Formly Serpentine City)
* Crestlight City
* Bassbolt City (Formly Rustbolt City)
* Brushus Town
* Dryid Town
* Goldune City
* Orshore Town
* Dockinport Town (Formly Docking Port)
* Highpoint City
* Galatide City (Formly Waytide City)
* Goopool Village
* Coralite Town
* Sailport Town
* Rassic City
* Greenweild City (Formly Greenpine City)
* Sario Town
* Snowpeak Village
* Minerhail City (Formly Subhail City)
* Rokio League Village
Erregaradt

"That's a nice looking car you got there, mind if I take for a ride?"

## Background

"Master engineers and technicians hired and trained by the Empire to release technological chaos on the enemy"

~Imperial Strategic Headquarters

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Charge (Melee AP)
* Grenade (Ranged Expl)
* Pin (Ranged EDS)

#### Unique abilities

* Hijack (EDS)
* Sabotage (EDS)

### Traits

* Scout: Can move through trees, bush or bog
Thornclaw

**Thornclaw** is a golden-brown tabby tom with pale blue eyes.

**Thornclaw** is a ThunderClan warrior who has served under Firestar's, Bramblestar's, the impostor's, Squirrelflight's, Lionblaze's, and Graystripe's leaderships in the forest and the lake territories. He was born to Lionheart and Frostfur alongside Cinderpelt, Brackenfur, and Brightheart, and was apprenticed to Mousefur as **Thornpaw**. After becoming a warrior, **Thornclaw** mentored Sootfur, Shrewpaw, Poppyfrost, and Briarlight. As a senior warrior, Thornclaw was recruited by the Place of No Stars; however, he fought for the Clans during the Great Battle and was forgiven by his Clanmates. He became mates with Blossomfall, his fellow Dark Forest trainee, becoming the father of Volepaw, Finchpaw, Darkpaw, Grasspaw, become the mentor to Skypaw. He refused to retire to the elder's den, when his littermates decided to, saying that he could still provide for his clan. He fought in the battle against the rogues, getting killed by one of them. He ascended to StarClan, where he was joined by Blossomfall shortly after the battle ended.
Traits

## Misc

* Hard Worker: can act twice per turn
* Dodge: +50% Evasion
* Heavy Armour: All damage taken is halved
* Púca: Can change appearence at will

## Movement Types

* Mech Legs: +1 Move
* Biker: +1 Move

* Flight: Can fly over all terrains and obstacles
* Slow Aircraft: Can only move 3 tiles per turn, 50 base initiative
* Fast Aircraft: Can move 6 tiles per turn, 150 base initiative
* Very Fast Aircraft: Can move 6 tiles per turn, 175 base initiative

* Local Knowledge: Can move through difficult terrain (trees, bush, bog)
* Scout: Can move through difficult terrain (trees, bush, bog), +1 Move

* Patient: Very slow base initiative of 40
Draoi

"Tell me of your travels while I see what I can do about that wound"

## Background

"Quiet fellas, I mean they get talking and all but when I think about it I don't know anything about em"

~Regular at Róisín's Pub

## Unit Details

### Abilities

#### Unique abilities

* Pacify (EDS)
* Omen (EDS)

### Traits

* Hard Worker: can act twice per turn
* Patient: Very slow base initiative of 40
Gas-Weisser

"No armour can save you from my poison"

## Background

"Biochemists hired and trained by The Empire to develop new and more efficent methods of fighting to reduce the number of our soldiers dying in combat"

~Imperial Strategic Headquarters

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Charge (Melee AP)
* Grenade (Ranged Expl)
* Pin (Ranged EDS)

#### Unique abilities

* Gaz (EDS)
* Inhale (Toxic)
Stinger

"By the time you hear my engines, you've already lost"

## Background

"High speed, low cost aircraft that allows us to mass produce and thus make the most of the skies against the enemy"

~Royal Military Department

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Raid (Melee Expl)

### Traits

* Flight: Can fly over all terrains and obstacles
* Fast Aircraft: Can move 6 tiles per turn, 150 base initiative
Dawnheart's Story Wiki

**Welcome to Dawnheart's Story!**
This wiki is based on the fanfic of Erin Hunters series Warriors, Dawnheart's Story. This wiki contains information on every character, Clan, quest, battle, and ceremony in the book, and the main Warriors series. The book is set after the Last Hope, with a few changes. One of the most notable changes is the fact that Firestar's death has changed, as well as the deaths of Sorreltail and Foxleap.

This is not canon with the series Warriors, and everything in this wiki is based on a fanfiction. Every event described in this wiki does not happen in the main series. If there is something that doesn't happen the same way as the main series, it is because I have decided not to include it in the book. Some characters have been removed from the series, while others have been added. Adding new character is forbidden, if the character is not in the book, it is not allowed in the wiki.

## Important articles

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

*Need help building out this community?*

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

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

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

## Background

"The Imperial Officer Nimitz, known to be patient, forgiving and acts a gentle counterbalance to his usual commmander, Drockheim. After gradutaing from Osterwald Medical University he joined the military at the age of 24 during the pre-war industrial build up to assist with on-site medical treatment in military factories. His company suffered massive casualties during their first deployment in the battle of Nalina on the western theatre of the invasion. Drockheim led the remains of the company in a final advance on Nalina, in which they succeeded with major losses. Valle became inspired by Drockheims commitment to the cause and vowed to remain under her command so that he could learn from her. Valle and another survivor of the Battle of Nalina, Darja Hassler, were promoted to officers due in part to the absence of alternatives from their now depleted company. Valle is committed to minimising company casualties during combat by ensuring his forces are well looked after.

~Imperial Strategic Headquarters
Fairy

"Small, fast and will f\*\*\* up yer life, just like an evil fairy"

## Background

"Them fairies are class, just whizzing around and all, absolutely class"

~Regular at Róisín's Pub

## Unit Details

### Abilities

#### General abilities

* Aerocombat (Melee Flak)
* Charge (Melee AP)
* Raid (Melee Expl)

### Traits

* Flight: Can fly over all terrains and obstacles
* Fast Aircraft: Can move 6 tiles per turn, 150 base initiative
* Hard Worker: can act twice per turn
Heliozepp

"You'll see me coming, but still be unable to stop me blowing you to bits"

## Background

"New technology has developed a helium based zepplin that can travel faster and be more armoured than ever before. the Heliozepp will intimitade the enemy and rule the skies"

~Imperial Strategic Headquarters

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Raid (Melee Expl)

### Traits

* Flight: Can fly over all terrains and obstacles
* Heavy Armour: All damage taken is halved
* Slow Aircraft: Can only move 3 tiles per turn, 50 base initiative
Renomorbus

Renomorbus is the name of the viral infection that spread throughout most Doloram, considered the main antagonist of the series.

## History

The Reno was a naturally occurring virus that mutated out of HPV. It was first seen in Doloram before spreading to small sections of Iarham City and the world as a whole.

## Symptoms

* Hair in unusual places.
* Erratic Behavior
* Aggression
* Hostility
* Neurological Decline

## Infected Main Characters

* Commander Jay
* Bruterski
EuA: Skirmish Patchnote - 1.04

Released on 06/02/22

Menu

* Added Armoury to Barracks

Armoury

* Buy gear (Enhancers and Specialties)
* Equip the gear onto your units

Combat

* Fixed Post-Combat Scoreboard

Units

* Added Slaugh unit
* Decreased likelihood of Ruhl spawning in battle
* Units can now equip 2 specialties and 1 enhancers

Abilities

* Intimidate animation changed from gunshot to shadow, icon changed to fear sweat
Ritter

"Keep an eye on the trees, that way you'll see me coming"

## Background

"Soldiers trained in extreme survival conditions who can traverse the landscape with ease"

~Imperial Strategic Headquarters

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Charge (Melee AP)
* Grenade (Ranged Expl)
* Pin (Ranged EDS)

### Traits

* Scout: Can move through trees, bush or bog
Redwine

Redwine was a clan made by "The Leader" that operated out of the City of Bulbs.

## Time In Bagrand

Redwine was recruited by Barram into the Bagrand Alliance in an attempt to gather men. Redwine eventually wars against TNHD over who is the rightful owner of Bagrand, as well as membership & power positions. Redwine members reveal their ability of invisibility, however TNHD reveals it's power of death by touch known as Otacstar, which forces Redwine into hiding.

In Book Six, Docka and Irrelevant seek protection with the Dawn Mercenaries, from a Redwine member named The Android.

## Mentions

Redwine is mentioned in Book Five by Yurian Hyperion, long after it's previous appearance in Book Two. It's final mention is in Book Eight.
EuA: Skirmish Patchnote - 1.02

Released 18/01/22

[ Abilities ]

* All actions have been given more specific desciptions of what they will do
* Inhale: power lowered from 75 to 50
* Lone Wolf: critical rate lowered from 100% to 50%
* Aid: Now removes attack, defence and initiative debuffs
* Repair: Now removes attack, defence and initiative debuffs
* Overhaul: Now removes attack, defence and initiative debuffs
* Snipe: Ranged increased to 8
* Blessing: renamed to Bless

[ Menu ]

* Barracks description added
* Patreon replaced with 'Discover More' (Linktree) extension
* Bug Reporting option available in menu
Naoscaire

"If yer lurcky enough to survuve the first shot, you won't live long enough to see if you survived the second one"

## Background

"Bastard will knock yer drink outta yer hand with a pebble thrown from the other side of the room when ye mock his aim"

~Regular at Róisín's Pub

## Unit Details

### Abilities

#### General abilities

* Charge (Melee AP)
* Grenade (Ranged Expl)

### Traits

* Scout: Can move through trees, bush or bog, +1 Move
* Hard Worker: can act twice per turn
* Good eye: Basic attacks have a range of 8 tiles
Dragon

"I will bring hell to any battlefield"

## Background

"The largest and fastest bomber in world, rightly named after its ability to scorch the earth with its flames and clear the skies with its claws"

~Royal Military Department

## Unit Details

### Abilities

#### General abilities

* Aerocombat (Melee Flak)
* Raid (Melee Expl)

### Traits

* Flight: Can fly over all terrains and obstacles
* Fast Aircraft: Can move 6 tiles per turn, 150 base initiative
Baghera

The Catfolk are an ancient tribe of humans blessed by the tiger-god of war for their feats of heroism during the War in the Wilds. When the dragon Baigali opened the doorways to the Wildlands and sent armies of beasts to destroy humanity, one tribe of humans held the line for (the legends say) three days straight. As a reward for their feats, the Baghera were blessed with cat-like characteristic and enhanced strength, speed, and agility. They now inhabit every part of Gazar, but are native to their humid fatherland of Bagheer.

### Ability Score Increase

You gain +2 strength or dexterity and +1 constitution.

### Warriors

Baghera are proficient with one type of armor and three weapons of their choice.

### Fearsome Endurance

Whenever you are reduced to 0 hp but not killed outright, you can choose to drop to 1 hp instead. Once you have used this feature, you may not use it again until they have completed a long rest.

### Tiger’s Senses

Baghera have advantage on perception checks that rely on hearing or smell, and are proficient in acrobatics.

### Baatar’s Blessing

Whenever you make an attack or damage roll, you may choose to roll 1d4 and add the result. You may use this feature a number of times equal to your proficiency bonus per long rest.

### Size and Speed

Baghera are medium and have a walking speed of 35 feet.
Medimeker

"I'll fix you up, even though I know you'll be back to get fixed again"

## Background

"Brilliant doctors combined with incredible mechanics to create a single and effective support to aid the frontlines advance"

~Imperial Strategic Headquarters

## Unit Details

### Abilities

#### General abilities

* Guns (Ranged AP)
* Charge (Melee AP)

#### Class Specific abilities

* Aid (Health restore AP)
* Repair (Health restore AA)
* Overhaul (Health restore Flak)
Neraida

Neraida is a reflection of xaekla, moreso xaekla a reflection of it, as neraida was the first of the two to be made. It was created by Zafrielia, goddess of the sun, and was intended to be a plane of life which would blend livable environments with those that were more taxing for civilization to survive in. After the creation of the realm Zafrielia saw it fit to remain within the cosmology just not as the core realm, and handed the realm off to other deities who wished to make use of its lush environment.

## Calendar

There is no strict calendar for the realm as each time one had been made the realm seemed to warp to defy it. Most generally assume that a Neraidian year is half of a xaeklan year, roughly 192 days, though this is merely an assumption and hasn't exactly been proven true. Each day is exactly 19 hours. The sun stays in the sky for 18 out of those 19 with just 1 hour being night.

## Satellites

### Lumus

The largest of Xaekla's moon is shared between all of the innerweb realms. It is visible in the sky during the night but invisible to the naked eye during the day. It is pockmarked with craters with a collection of craters being known as the "watchful woman" that is in the shape of a woman's head.

### The Sun

Likewise to the shared moon of Lumus, Neraida as well as all the other innerweb realms share the same sun; a bright orange and yellow glowing orb which crests the sky at sunhigh and is often simply called the sun. In different cultures there are other names for the sun though such as: Blessing of Zafrielia, Blessed Light, Sudar, and Grudisikk.
Zi

Zi, also known as the Thousand Puppets Killer, was a TNHD Super-Legionnaire, and presumed to be an Absolute.

## History

Zi first infiltrated the CCDC with her partner, Washington, and lead TNHD's attack against it, being the soul orchestrator of its colonization.

## Collective States of the Conquerland

Two years later, Zi joined the 47th Coalition, becoming a member of the United Corps of the Consociation and created the New Collective States of the Conquerland after meeting Kingston Von Kingsley, the two becoming close friends. CSC was used as a spy clan by TNHD to monitor Coalition Grade.

## Betrayal

Four years after founding CSC with Hawkeye, Zi revealed her secret identity as Razzia, as well as her partner, Washington AKA Agent Kopenhagen. Super Legions from TNHD revealed their positions within Coalition Grade, some brothers even appearing to be Bagrand spies, attacked the UCC, in an attempt to merge it back into the Bagrand Alliance. Yurian Hyper escaped, and abruptly disappeared.

Zi and Washington threatened to destroy the Coalition, before disappearing, resulting in Coalition Grade eating itself alive.
The Super Legions

The Super Legions were a key feature of the structure of TNHD

## Founding

To implement members from the CCDC, TNHD was expanded to Five Regiments. The Super Legions were two regiments that housed only the best of the best of the 18 legions.

## Known SL Members

* Zi
* Washington
* Kingry
* Ireland
* Frankentek

## Appearances

* Book 1
* Book 2
* Book 7
* Book 8
Units

All of the units fall under a combination of 1 of 3 unit types and 1 of 7 unit classes

## Types

There are 3 types of units; Personnel, Armoured, and Aircraft

### Personnel

Terrestrial units, usually appear as human-like characters or other small animals.

### Armoured

Terrestrial units, usually appear as vehicles or are bulky well armoured

### Aircraft

Areial units, usually appear as an easy to recognise aircraft. By default all aircraft units can fly over forest, water and buildings

## Classes

### Infantry

Pawn piece units designed to counter other units of similar class

### Support

Bishop piece units designed to restore health, give advantages to allies or give disadvantages to enemies

Usually weaker defences (DEF) and attack (ATK), but higher inititive (INI)

### Scout

Knight piece units designed to quickly initiate combat or target specific units, such as enemy support or commander units

Usually higher energy (ENG), initiative (INI), and movement (MOVE) with limitations to usage of abilities on general targets

### Assault

Rook piece units designed to enflict large scale damage on enemies of all types. Some units are built to have advantage over specific unit types

Usually high defence (DEF) and attack (ATK), with lower inititive (INI) and movement (MOVE)

### Officer

Queen piece unit designed to provide support to the frontline by restoring health, give advantages to allies or give disadvantages to enemies

Usually high defence (DEF), initiative (INI), and movement (MOVE) with lower attack (ATK). They canact 2 times per turn by default

### Commander

King piece unit usually not designed for frontline combat. If the Commander's health reaches 0 they will surrender and end the match regardless of the status of the any other unit in that match.

Usually above average in stats.

### Turret

Special piece unit designed to enflict damage to several enemies at once or a few enemies several times

Usually high defence (DEF) and initiative (INI) with 0 movement (MOVE). They can act 3 times per turn be default

## Units per Faction

### Empire

* Infantry
	+ Schutzen
	+ Gas-Weisser
	+ Iskarl
	+ Kozak
* Scouts
	+ Ritter
	+ Erregaradt
* Assault
	+ Panzer
	+ Elekeroeh
	+ Ruhl
	+ Mortalvand
	+ Terrorkopter
	+ Heliozepp
* Support
	+ Medimeker
* Officer
	+ Vallle Nimitz
	+ Darja Hassler
	+ Ysiks Erhard
* Commander
	+ Mina don Drockheim
	+ Wegnar Jokheim

### Kingdom

* Infantry
	+ Conscripts
	+ Stinger
* Scouts
	+ Knight
	+ Dodger
* Assault
	+ Challenger
	+ Patriot
	+ Dragon
* Support
	+ Field Surgeon
	+ Engineer
	+ Steamboy
* Officer
	+ Sir Oscar Mitchell
	+ Dame Eliza Taylor
	+ Sir Luther Atkinson
* Commander
	+ Duchess Lillian Hunter
	+ Duke William Ressex

### Republic

* Infantry
	+ Trodaire
* Scouts
	+ Faolchú
	+ Naoscaire
	+ Rothaí
* Assault
	+ Fairy
	+ Púca
* Support
	+ Draoi
	+ Ceoltóir
* Officer
	+ Searc Uí Duibhlin
	+ Mic 'Mór' Máirthín
	+ Eolann Mac Cana
* Commander
	+ Órnait Ni Úbáin
	+ Tuthail Ó hArgáin
Zelena

Zelena was the leader of the Holy Devils and later, the New Holy Devils.

## History

In Book One, Zelena joins Barram's Bagrand Alliance. Zelena leads TNHD mainly from the shadows, and holds a meeting at some point in Book One, strategizing on how to attack AntiRe, and having lose involvement in the attack against the Crime Conglomerate.

Zelena fights on the front lines with TNHD against Redwine, heavily influencing the battle to TNHD's victory.

## Appearances

* Book 1
* Book 2 (mentioned)
The Holy Devils

The Holy Devils were a small clan in Doloram that fought against the Infected ands anybody they deemed morally or physically unfit.

## Activity

The Holy Devils were active for one to two years inside of Doloram, after being founded by Zelena Deus, and co-founded by Kor. The Holy Devils eventually joined Barram's Bagrand Alliance, at which time they fought the Crime Conglomerate of Doloram City. After absorbing it's membership the Holy Devils was succeeded by a new clan named the New Holy Devils.
Washington

Washington also known as Agent Kopenhagen in his time in the Templaro, was a Templaro member, before joining the Bagrand Alliance as a Super Legionnaire of TNHD.

## History

Washington worked with Zi to destroy TNHD in Book 1.

## Infiltration

In the beginning of the 47th Coalition, Washington infiltrated it as Kopenhagen, and joined the newly formed UCC.

## Return

When Zi revealed her identity, Washington killed all of his associates at the time, before going straight for Yurian.

## Appearances

* Book 1
* Book 6
* Book 7
* Book 8
Character Rules and Restrictions

We have a 3 character per player maximum.

We have restrictions of only 1 of each of the following per player:

Animal born

Fera

Kinfolk

Playing more then one of these requires ST permission. *When making an animal born please keep in mind this is a game driven by Player interaction. You will need a reason to interact with others, not just STs.*

Resources are restricted to no more then 4 at character creation.

We are not allowing lost tribes.

Character must be of age, this means 18+.

This is a world of darkness game meaning dark themes are likely to come up. If at any point you have an issue with a scene, please talk to Crimzon Devil or MayhemQueen. OOC issues should be brought to the admins if A. You're unable to resolve them yourself B. It's causing you IC character issues and you don't know how to handle it.
Goldenpelt

### Brothers:

Sandpelt, Marshfur, Dustkit, Ashcloud, Alderkit, Graymist, Whitefrost, Flameheart, Hawktail

## Education

### Apprentices:

Flywhisker, Mothwhisker

**Goldenpelt** is a golden, brown tabby she-cat with yellow eyes, and tufts of fur around her ears.

**Goldenpelt** is a ThunderClan warrior under Firestar's and Bramblestar's leaderships in the lake territories. She was born as **Goldenkit** to Brambleclaw and Squirrelflight alongside her brothers Marshkit, Sandkit and Dustkit, the latter dying shortly after birth. She was apprenticed by the name **Goldenpaw** to Firestar, after he promised to mentor Squirrelflight's first kit.

She earned her warrior name, after helping to drive off a badger, **Goldenpelt** and fell in love with an apprentice by the name of Patchpaw. She mentored Flywhisker, before realizing that she was expecting Patchfur's kits. She gave birth to three kits, Lunarkit, Sunkit, and Stripekit. She received her second apprentice Mothwhisker. During a battle with ShadowClan, her brother Marshfur died, and later Firestar died from his injuries from that battle. She watched as her father became leader.

During the battle with the rogues, she watched as her other brother Sandpelt was killed and her sister Dawnheart later died from her injuries. She mourned the loss of them both with her family surrounding her.