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Zius-Class Starship

Spoiler WarningThis article contains references to or details of key events portrayed in *These Sundered Stars*. To return to the home page, click the image to the left.

The *Zius*-class starship is a model of starship produced by Veldt Star Industries at its shipyards in the Coreworlds, for purchase by citizens of the Coreworlds Conglomerate.

The starship is part of the Pantheon Collection, the first ever range of starships to be capable of faster-than-light travel. As such, the *Zius*-class comes with an AIM Drive installed. It is also easily customisable and accommodates a variety of the upgrade modules produced by Veldt, much like its predecessors in the Nomad Collection.

Along with the rest of the Pantheon Collection, it was unveiled by Veldt’s CEO Ardus Lyn at the company’s 2267 Keynote Conference, at its headquarters on Ourinia.

The *Zius*-class is marketed as a bulk freighter for the long-distance transport of material goods and equipment, and as such emphasises cargo space over passenger seating. Star freighters of this kind are typically very large and bulky, and their approach has been known to cause ground tremors. The *Zius*-class starship is named after the deity Zius.

Luxury cruise operator Intrepid used a fleet of modified *Zius*-class starships to let holidaymakers tour the Conglomerate Exploration Zone from the comfort of their fully-catered cabins. The mining corporation ViCorp also owns a number of *Zius*-class freighters which it has used to expand its Astrum-36 mining operations throughout the Galactic Edge. These ViCorp star freighters are decorated with the company’s orange and yellow branding.

A number of *Zius*-class starships were retrofitted to serve as base ships of the ARK Mandate, a cultural and natural preservation initiative launched by the Aglostarros University Museum in response to the destruction of the planet Harthoe. These vessels provided an operating platform for teams of operatives, and could house a large number of organic specimens for transport to one of ARK’s custom space stations. Upon the project’s launch, the AlTime news network ran a feature exhibiting fold-out diagrams of these ARK starships and stations.
Union Defence Alliance Headquarters

Spoiler WarningThis article contains references to or details of key events portrayed in *These Sundered Stars*. To return to the home page, click the image to the left.

The headquarters of the Union Defence Alliance, the military force created by the Trifold Union from the ARK Mandate, colonial security forces and Queil military assets in order to combat the Galactic Liberation of Wonder movement, is located on the Queil Empire planet of Kidan. Queil General Stele, a high-ranking officer in the UDA, is based at and delivers press briefings from the headquarters.
Tresh System

The Tresh system is a star system located within the Conglomerate Exploration Zone. It contains a number of planetary bodies, including Tresh-I and Tresh-II.

In the era before the commercialisation of faster-than-light travel, the planets of the Tresh system were designated as exo-worlds by the Coreworlds Conglomerate, and were regularly visited by spacers and miners in the employ of companies such as ViCorp, on long-haul flights from the Coreworlds themselves. In particular, Tresh-II became a key waypoint or terminus along the Tresh-II Supply Canal, an early starlane for the transport of natural resources.

With the advent of FTL travel, the Tresh system was absorbed into the Conglomerate Exploration Zone, rendering its exo-world designation obsolete. The Tresh-II Supply Canal continues to pass through the system, but its current relevance may be somewhat diminished.
Union Defence Alliance

Spoiler WarningThis article contains references to or details of key events portrayed in *These Sundered Stars*. To return to the home page, click the image to the left.

The Union Defence Alliance is a military force created by the Trifold Union in response to threats to its territories and citizens, which chiefly include the Galactic Liberation of Wonder movement. The Alliance is largely comprised of certain Queil military assets, the ARK Mandate and most private colonial security forces, which the Trifold Union reportedly bought outright.

The UDA has its headquarters on the planet Kidan, within the Empire of the Queil. Among its leadership are Queil military officers including General Stele.

The UDA initially struggled to fulfil its objective of protecting and preserving Trifold Union space, committing to a guerilla war against GLoW, which appeared able to preempt the ARK Mandate’s movements due to having backdoor access to Project Centennial.
The Family Oramande

Spoiler WarningThis article contains references to or details of key events portrayed in *These Sundered Stars*. To return to the home page, click the image to the left.

The Family Oramande is the former monarchy of the coreworld Oramande, originally named Irin, and a founding government of the Coreworlds Conglomerate. The Family is perhaps best known for its decision to abdicate all but its ceremonial duties when the planet joined the interstellar community, serving as signatories to the Conglomerate’s Charter and forming a democratically elected planetary government within a two week period known as the Grave Ascension.

Though the Oramandes, at the time led by His Highness King Naith Oramande II, received praise for heeding the will of their people in choosing to surrender power bloodlessly, it is undoubtable that the famed family has continued to exert substantial influence on the politics of the Coreworlds Conglomerate.

To date, the Family Oramande maintains a number of corporate interests throughout the Coreworlds and the Conglomerate Exploration Zone, including a controlling share in the prestigious Montreau Conservatory. Baroness Dorn Oramande, current matriarch of the family, is highly regarded for her patronage of the arts and can often be seen attending galas and other society events on Aglostarros.

However, despite now only occupying a civilian role within the Coreworlds, the Family Oramande is not beyond controversy. The people of Oramande have begun a campaign to restore the planet’s indigenous name of Irin, to shake of the shadow of the family’s influence. This comes following allegations that the Oramandes may have influenced the passing of numerous unpopular laws within the Coreworlds, and had a more direct hand in the questionable work of the Montreau Conservatory’s agents.

Though the issue of Aglostarros University Museum Curator Endelle Stroth’s feud with Baroness Oramande and her family was sidestepped at a meeting between representatives of the Trifold Union’s member states and the Curator at the Threshold of the Ninth Plane on Andar Prime, press reports suggested that the Montreau Conservatory and their anonymous employers were among the many threats to galactic stability to be addressed.

In the year 2270, after former Curator Stroth had been ousted from her position and fled the Coreworlds seeking to avoid criminal charges, the Family Oramande purchased a majority share in the University of Aglostarros, in a transaction valued at more than ⍺1,000,000. The Baroness subsequently appointed herself as the AUM's new Curator. Speculators believed this move would be followed by the permanent closure of the Project Centennial exhibition, a rumour which drove up the price of alien antiquities substantially. The Galactic Liberation of Wonder movement was uncertain about how to respond to this development but, following confirmation of the Project's closure and the moving of its artefacts into "secure storage", according to a museum spokesperson, GLoW launched a rumour-mongering campaign suggesting that these exhibits had instead ended up in the Oramandes' private collection.
Tresh-II Supply Canal

The Tresh-II Supply Canal is one of the oldest starlanes to serve the Coreworlds, connecting them with a number of exo-worlds such as Tresh-II in the Tresh system, which gives its name to the route.

In the era before the commercialisation of faster-than-light travel, pilots and miners in the employ of companies such as ViCorp would regularly use the Tresh-II Supply Canal to undertake long-haul freighter flights to resource-rich planets beyond the Coreworlds themselves, supplying the Coreworlds Conglomerate with materials not found within their immediate region of space.

With the advent of FTL travel, much of the Tresh-II Supply Canal was incorporated into the territory of the Conglomerate Exploration Zone. Widespread use of the starlane may have diminished since its heyday, but it retains its relevance to interstellar navigation.
Xunne Operatic Players

The Xunne Operatic Players are a Xun theatre production company originating on the planet Xunne, in the Xu system of the Drakonwing Expanse. They are best known for performing works such as *The Fall of Exia*, *Teleas in Bloom* and *The Blessed March*, which showcase traditional Xun theatre and feature traditional costumes and replica musical instruments along with a high level of acting talent. The Xunne Operatic Players count high profile Xun actor Xille Tenser among their number, along with recent arrival Ellex Kor, previously of the Galaxy One Hundred super-band.

Following the commercialisation of faster-than-light travel, the University of Aglostarros and the Coreworlds Cultural Fund subsidised the Xunne Operatic Players’ performance of *The Fall of Exia* at the Gardolos Theatre of Aglostarros. The performance ran for only one week, with the Players delivering eight performances of the *Fall* in total. After the Players had concluded their tour of the Coreworlds, the AlTime News Channel published a retrospective which included statements from Ellex Kor.
Mr Ellan's Deli

Spoiler WarningThis article contains references to or details of key events portrayed in *These Sundered Stars*. To return to the home page, click the image to the left.

Mr Ellan, a neighbour of Aglostarros University Museum night guard Garrad, owned a deli near the apartment building in which they both lived, on the planet Aglostarros in the Coreworlds. The deli was Garrad’s favourite.

Following the commercialisation of faster-than-light travel, Mr Ellan decided to relocate to the colonies of the Conglomerate Exploration Zone. As a result, he closed the deli.
Special Encounters

There are a few special encounters while exploring which are listed below -

>>***The Witch***: The grandma witch living in the Deep Forest asks you to retrieve the recipe for her stew which she lost at the Deep Dark Forest (There is also a secret dialogue for when you find the book before encountering her). Upon finding the book, you can either get her wand which does an additional 5% magic damage, or you can accept 25 Silver as a reward.

>>***Travelling Merchant***: Offers you a health or mana potion for 50 bronze, which is 1/4 of the cost of anywhere else.

>>***Friendly cat***: Pet the friendly cat 6 times in total to fill all three hearts. Doing this will give you a bonus of 15 Hp added to your max Hp. Can be found when travelling to and from the settlements.

>>***Magic cat***: Play three games of Guess the Word (3 tries only) with the magic cat to get a bonus of 15 Mp added to your max Mp. Can be found while travelling to-and-from the settlements, and at the Dragon Peaks.

>>***Mysterious Traveller***: A mysterious traveller offers you a box for 1 gold coin, opening it gives a random gift. This can range from nothing (an empty box), to 10+ gold coins or even soul stones. Can be found while travelling between the Town and Capital.

>>***Friendly Farmer***: Offers you an apple which restores 5 Hp. Can be found near the Village.

>>***Frontier Guard***: Found between the Capital and Wilderness, gifts a soul stone reward after defeating the first Guild boss.

>>***Wolf Pup***: Found walking up and down Dragon Peaks. The pup can be tamed, although there is a risk of being bitten.

>>***Tree of Knowledge***: It is found in Forest Heart after obtaining 20 orbs from spymaster for 20 silver each (Chance of encounter at capital inn; can only buy 3 orbs per rebirth).
Dreams

[NOTE: For older players(before the dream update), they have to rebirth and enable dream mode(locks difficulties, not soul stones) to access the new features, including a lot of lore.]

Dreams are achievements whose rewards you gain by sleeping. There are a total of 79 dreams, out of which 78 have been discovered by the community. (Check the dreams thread in the EXP minima discord server for the dreams{will soon all be here} and how to get them & report to the same if a dream not posted there is found out by you)
Weru

The Weru are a civilisation of highly experienced interstellar travellers, with a comprehensive knowledge of galactic geography dating since before even the commercialisation of faster-than-light travel in the Coreworlds. This is evidenced by their production of the Weru Star Almanac, an annual set of comprehensive astrological maps and charts illustrating the locations of star systems and the borders of galactic territories for a given year, among other data.

Within the society of the Weru, which spans no more than a small star cluster known as the Genn Archipelago, cartographers and navigators are highly revered for their expertise, and each new edition of the Star Almanac is considered a must-have akin to a holy text.

However, the Weru have not notably (so far) engaged in any act of empire-building which usually accompanies mapmaking exercises, unlike the Coreworlds Conglomerate or the Empire of the Queil. Instead, they seem content to chronicle the ebbs and flows of galactic civilisation and the movements of celestial bodies from a distance.
Exp Minima Wiki

**Welcome to the Exp Minima Wiki!**
This wiki is a collaborative community website about Exp Minima that anyone, including you, can build and expand.

Exp Minima is a relaxing turn-based text RPG, currently available on Google Play for android with tablet support.

At the start of the game, you are born and have to face two of the three guardians named- Guardian of Birth and Guardian of Childhood, after which, the Guardian of Adventure gives you a choice between 2 weapons, sword and bow, after selecting one, you have to fight him and defeat him to enter into the main part of the game.

NOTE: In EXP minima, there is a certain level cap which you can't get above without rebirthing (Rebirth is when you give up all your progress and start all over with an increased lvl cap, a power bonus which applies to every form of attack, all while the soul stones you gained from that life can be allocated to certain perks to get certain benefits according to the perk descriptions). Rebirthing is the way to get stronger and adventure farther into the mysterious lore-filled world of EXP minima

Join the EXP minima community on Discord at - https://discord.gg/ye6k35MjHv

Official website of EXP minima - https://karmatic.com/games/exp-minima

## Important Articles

* Settlements
* Exploration Areas
* Special Encounters
* Combat System
* Monsters
* Rebirth Perks
* Auras
* Dreams
* Soul Marathons
Tuyen

The Tuyen are or were a galactic civilisation hailing from the planet Tuyn, located within the borders of the Ele Dominion. On an astronomical scale, Tuyn is proximate to the El system, making the Tuyen one of the first societies to be contacted by the Ele species and integrated into the Ele Metanation.

It is unknown how much of the Tuyen's original cultural identity has remained intact following centuries of Metanation membership. However, aspects of the Tuyn's biome are preserved in the Fields of Elkre, a botanical garden in Korus, on the Ele capital world El-Kera. This includes the flowering plant Opalescent Ven-of-Tuyn.

The Tuyen were preceded in their integration into the Ele Metanation by the Xyll and the Foros Cluster, and followed by the Vildarne Exiles.
Soul Marathons

Soul marathons are events triggered while exploring an area once you have completed all soul temples & defeated the final boss of that area.

Completing a Soul Marathon will reward you +5 stat points.

The marathons are split across 3 areas, (Grasslands -> Forest Heart) + (Wilderness -> Dreaded Swamps) + (Dragon Peaks).

There are currently 5 marathons in the game:
Auras

Auras are a kind of passive skill that can help you in your adventure in Exp Minima and can be retained throughout rebirths using the help of soul stones. Currently, there are 5 common auras, 8 uncommon auras and 78 rare auras in the game.

Auras can be acquired at the end of every dungeon specific to the area via chests. Forbidden Forest can only give common auras, while Wilderness & Great Caverns can only give uncommon auras, and the Dreaded Swamps, Dragon Peaks, Shallow Waters, can only give rare auras with varying chances.

Upon Rebirth, You are given a choice between keeping, changing, or discarding your current aura. Discarding your aura is free, while keeping/retaining your aura takes 25 soul stones, but they are unallocated after rebirth and left to use up for your next rebirth. Changing your aura to some else discovered aura of yours also costs 25 soul stones, but an additional cost is needed, which is 1 charge.

#### <<COMMON AURAS>>

1. Elven Aura: Grants 3.5% magic damage
2. Pure Aura: Grants +1 stat point to all stats
3. Graceful Aura: Grants +3 Base Agility
4. Ruthless Aura: Grants +3 Base Weapon(Sword and Bow) Damage
5. Shadow Aura: Grants +3.5% Dodge Chance

#### <<UNCOMMON AURAS>>

1. Eldrich Aura: Grants 10% of total Mp(max 10)
2. Vampiric Aura: Grants the ability to recover 10% of monster HP each round(max 75)
3. Healthy Aura: +25 Character HP
4. Arcane Aura: +15 Character MP
5. Fortified Aura: +5% Defense Bonus
6. Heroic Aura: Grants +7.5% Damage if character is 10 levels lower than enemy
7. Deathly Aura: Grants +7.5% Damage if character is higher level than enemy
8. Wise Aura: Grants 1 stat point every 10th Level

#### <<RARE AURAS>>

1. Concentrated Wise Aura: Grants 1 stat point every 5th level
2. Wise Bowmaster Aura: Grants 1 stat point every 10th level Grants 7.5% bow damage
3. Wise Blademaster Aura: Grants 1 stat point every 10th level; Grants 7.5% Sword damage
4. Wise Healer Aura: Grants 1 stat point every 10th level; Grants +15% Heal Effectiveness
5. Wise Merchant Aura: Grants 1 stat point every 10th level; Grants +50% Potion Discount
6. Wise Shinobi Aura: Grants 1 stat point every 10th level; Grants +4.25% Crit chance
7. Concentrated Eldrich Aura: Grants 10% of total Mp(max 25)
Nere Tree

Spoiler WarningThis article contains references to or details of key events portrayed in *These Sundered Stars*. To return to the home page, click the image to the left.

Nere trees are a type of flora common to the planet El-Kera, capital world of the Ele Dominion. However, the biological records of the Ele suggest that the trees are not native to El-Kera but rather an invasive species, introduced from elsewhere in the Dominion centuries ago. The rapid spread of the plant across El-Kera has made Ele botanists wary of introducing further invasive species, leading to intense testing of new plant specimens before they are integrated into the Fields of Elkre botanical gardens.

The nere tree is a flowering plant which typically measures around two metres in height. The trees are distinguished by their combination of small, rounded leaves in blue-grey colours and clusters of intricate white flowers, giving the entire plant a frozen or ghostly appearance. The tree can also be recognised by its pleasant scent, smelling like a combination of fresh mint or tea and rich honey.

Nere trees are perhaps the most abundant plants found in the hinterlands of El-Kera, particularly a region known as the Greyghost Marches. They benefit from the planet's abundant sunlight, warm climate and unique soil structure, which allows for the growth of vast root networks. The trees bear no fruits or seeds, instead producing new trees through the expansion and eventual division of roots.

The plant's prolific nature means it is not cultivated using traditional farming methods, but rather harvested as needed. Nere trees are grown in some apartment courtyards in the city of Korus on El-Kera, including that of El-Endelle's apartment building. Maintenance of these small groves involved the pruning of dead flowers using secateurs, which caused the severed stems to produce a little moisture. Nere-picking is also a popular pastime on El-Kera.

Nere trees are prized by the Ele for their scented leaves, which are used in everything from medicinal tea to perfume.

Nere tree branches, leaves and flowers are often featured as motifs on Ele masks. Stylised nere designs appear on all forms of mask, suggesting no deeper significance than beauty.

Upon joining the Ele Metanation in the year 2270, the former bounty hunter Tren Krellos - now going by El-Krellos - took up responsibility for tending the grove of nere trees adjacent to his apartment building. He was surprised to find that the meditative process pleased him. It was while tending these trees that El-Krellos briefly removed his Builder mask and experienced a strange 'creeping' sensation at the edges of his vision, until he replaced the mask.
"Original" (Tab-Ration)

"Original" is the most common flavour of tab-rations, a range of meal replacement tablets developed and patented by ViCorp. Like all tab-rations, "Original" tablets resemble one-centimetre circles for oral ingestion.

"Original" tablets are distinguished by their white colouration and lack of any artificial flavouring.
The Owlets - Earth 98

The Owlets, a clandestine group within the Court of Owls, consists of the ambitious and determined children of current Court members who aspire to follow in their parents' footsteps and inherit the dark legacy of the secret society.

Raised within the secretive world of the Court, the Owlets are groomed from an early age to embrace the ideals and practices of their influential parents. They are instilled with a sense of loyalty, secrecy, and the desire to uphold the Court's sinister agenda.

While still in their formative years, the Owlets undergo rigorous training and education, honing their physical and intellectual capabilities to prepare for their future roles within the Court. They are taught the art of manipulation, espionage, combat, and the intricate rituals and traditions that have been passed down through generations.

The Owlets not only learn from their parents but also from the Court's extensive network of mentors and tutors who impart their knowledge and skills. Through this comprehensive training, they develop a deep understanding of the Court's intricate web of power and control.

However, the path of the Owlets is not without its challenges. They face constant scrutiny and must prove themselves worthy of their lineage. They are pushed to the limits, facing rigorous tests and trials designed to test their loyalty, cunning, and ability to adapt to the ever-changing landscape of Gotham City.

While the Owlets strive to emulate their parents' success, they also harbor individual aspirations and motivations. Each Owlet brings their unique talents and perspectives to the table, contributing to the Court's collective power and influence.

The Owlets, driven by ambition and a desire to carve their own path, are aware of the high stakes involved in their journey. They understand that their future lies within the Court of Owls, where their loyalty and dedication will be rewarded with positions of authority and influence.

As they grow older and mature, the Owlets become vital assets to the Court, bringing fresh perspectives and ideas to the table. They form a close-knit community, bound by their shared experiences and the dark secrets they hold.

While the Owlets may be seen as the future of the Court, their journey is fraught with challenges, rivalries, and internal power struggles. They must navigate the intricate dynamics of the Court and prove their worth to earn the respect and trust of their parents and other Court members.

The Owlets, with their unwavering determination and the legacy of their parents behind them, embody the next generation of the Court of Owls. As they continue to grow and evolve, they hold the potential to shape the future of Gotham City, ensuring the Court's dominance and influence for generations to come.

#### Members:

* Oz Cobblepot
* Brody March
The Elliots - Earth 98

The Elliot Family, esteemed founders of the Court of Owls, have long held a dominant position in shaping public perception through their control of news outlets. Initially establishing their influence through the creation of the renowned Gotham Herald, they later expanded their reach to encompass telephone networks and television, granting them unparalleled power to mould public opinion and regulate the dissemination of information.

Throughout the years, the Elliot Family has maintained a prominent role in the realm of digital communication and television. Leveraging their expertise and resources, they continue to make a name for themselves as pioneers in these industries, remaining at the forefront of technological advancements. Their control over media platforms enables them to shape narratives, control the flow of information, and manipulate public sentiment in favor of the Court's agenda.

While the family's legacy lies in their mastery of media manipulation, the current patriarch, Thomas Elliot, has carved a distinct path for himself as a highly celebrated surgeon. Renowned for his exceptional skills and contributions to the medical field, Thomas Elliot's surgical prowess has brought him both prestige and respect. However, his role within the Elliot Family and his ties to the Court of Owls remain integral to their overarching influence.

The Elliot Family's intricate control over news outlets, digital communication, and television serves as a formidable tool in their pursuit of power. Through carefully curated narratives and strategic dissemination of information, they ensure that the public remains largely unaware of the Court's existence and activities. This ability to shape public opinion and control the flow of knowledge reinforces the Court's dominion over Gotham City and beyond.

While the Elliot Family's involvement in media manipulation remains a significant aspect of their influence, they also understand the importance of adapting to the ever-evolving digital landscape. By embracing emerging technologies and staying ahead of the curve, they continue to solidify their position as key players within the Court of Owls, safeguarding their control over information and maintaining their grip on power.

As founding members of the Court of Owls, the Elliot Family's enduring influence in the realms of media and technology, coupled with Thomas Elliot's renowned surgical expertise, reinforces their status as a force to be reckoned with. Their ability to shape public perception, control information, and navigate the intricate webs of power cements their position as integral figures within the secretive and powerful Court of Owls.

#### Former Members:

* Roger Elliot - Deceased
* Marla Elliot - Deceased
The Labyrinth of The Court - Earth 98

The Labyrinth, a diabolical creation birthed from the twisted mind of the architect Knute Rudd in the 1800s, stands as a testament to the Court of Owls' sadistic methods of destroying their enemies. This macabre construct serves as a nightmarish maze designed to break the mind, spirit, and body of those unfortunate enough to be trapped within its ever-changing walls.

Designed with a level of sophistication that defies comprehension, this labyrinthine structure is filled with treacherous corridors, shifting walls, and deceptive illusions. Victims who find themselves ensnared within this malevolent construction are subjected to psychological and physical torment beyond imagination.

The more recent architects of The Labyrinth, wishing to employ an even more sadistic method of psychological warfare than their predecessors, stole canisters of Scarecrow's fear gas from the GCPD's evidence lockup. These canisters are strategically deployed throughout the maze, releasing waves of debilitating fear upon those trapped within. As victims stumble through the seemingly never-ending hallways, they are subjected to their deepest and darkest fears, their sanity gradually eroded with each terrifying encounter.

Depravity knows no bounds within The Labyrinth. Food and water are deliberately withheld, leaving victims to suffer the agonizing torment of starvation and dehydration. The Court revels in the cruelty of this slow and agonizing demise, for their pleasure and entertainment. In the central coliseum, Gladiators—trained assassins loyal to the Court—execute the weakened prisoners, turning their deaths into gruesome spectacles for the amusement of the Court's members.

Few have survived the nightmarish trials of The Labyrinth. Those who emerge battered and broken are forever scarred by the horrors they endured, their wills shattered and their minds forever haunted. Those who perish within its claustrophobic depths become mere statistics of the Court's insidious agenda.

The existence of The Labyrinth is known only to a select few within the inner circles of the Court of Owls. It serves as the pinnacle of their ruthlessness and their dedication to maintaining their dominance over those who oppose them. The Labyrinth stands as a chilling reminder of the Court's capacity for unrelenting cruelty and their willingness to employ even the most abominable means to achieve their sinister ends.
The Owls Nests - Earth 98

The Owls Nests, a network of secure hideouts, headquarters, and weapon caches scattered throughout Gotham City, serve as the Court of Owls' vigilant eyes and ears, enabling them to survey and control their prey. Each Nest operates as a covert stronghold, equipped with advanced surveillance technology and protected by dormant Talons ready to unleash their deadly might upon unauthorized intruders.

Strategically placed throughout the city, the Owls Nests occupy prominent locations within Gotham's tallest and most influential buildings. Some of these structures have historical significance, while others were commissioned and funded by The Alan Wayne Trust and the Gotham Renewal Corporation, solidifying the Court's influence and control over both the past and future of the city.

Within the Nest's fortified walls, the Court's sinister activities unfold. They conduct secret meetings, plan covert operations, and manipulate the threads of power that bind Gotham. Each Nest is carefully designed to maintain the Court's anonymity, utilizing advanced security systems and hidden compartments to protect their secrets from prying eyes.

The dormant Talons stationed within the Nests act as the first line of defense, awaiting activation at the slightest sign of intrusion. These enhanced assassins, honed to perfection through brutal training and physical augmentation, are programmed to eliminate any unauthorized intruders with ruthless efficiency. Their presence serves as a constant reminder of the Court's formidable power and the consequences of crossing their path.

The Owls Nests also serve as repositories for the Court's arsenal. These hidden caches hold a vast array of weapons, gadgets, and resources meticulously gathered and maintained for the Court's use. From advanced technology to ancient artifacts, the Nests are stocked with tools of destruction and manipulation, ensuring the Court's readiness to strike at any given moment.

Through the Owls Nests, the Court of Owls maintains an unrelenting grip on Gotham City. Their vantage points within the city's most iconic structures grant them unparalleled surveillance capabilities, allowing them to observe and manipulate events from the shadows. The Nests are integral to their insidious machinations, providing a stronghold from which they extend their influence and ensure the continued dominance of the Court over the city they claim as their own.

To the unassuming citizens of Gotham, these Nests remain hidden, concealed by the façade of ordinary buildings. Few are aware of the Court's presence lurking just beneath the surface, their Nests serving as the pulsing heart of their dark agenda. As long as these Nests stand, the Court of Owls remains an ever-present threat, watching and waiting to strike with deadly precision.

Key Nests:

1. Arkham Asylum for the Criminally Insane
2. Arkham Academy
3. Gotham Academy
4. Securitas Island
5. The Gotham Willowood Orphanage
6. Blackgate
7. The Monarch Theatre
8. The Powers Club
9. The Orchard Hotel
The Owls - Earth 98

The Owls, a devoted faction within the Court of Owls, voluntarily underwent Dr. Abel Cuvier's groundbreaking genetic modification and animal-human splicing, resulting in irreversible owl-human hybrid transformations. These alterations granted them heightened senses, enhanced agility, and distinct avian characteristics such as sharp talons, feathered wings, and keen eyesight. Their physical metamorphosis serves as a testament to their unwavering loyalty to the Court, showcasing their commitment to the organization's cause.

With their owl-like attributes and unique abilities, the Owls have become revered members of the Court, embodying the perfect blend of human and avian traits. Their transformed nature allows them to play a vital role within the organization, offering valuable insights and formidable skills in executing the Court's covert operations. Their unmatched stealth, precision, and adaptability make them feared adversaries, striking fear into the hearts of the Court's enemies.

However, the Owls must navigate the complexities of their hybrid existence. Balancing their animal instincts with their loyalty to the Court presents ongoing challenges, requiring them to maintain control over their enhanced abilities and remain steadfast in their commitment to the organization's objectives. Their avian-human fusion not only symbolizes their dedication but also serves as a constant reminder of the sacrifices they have made in service to the Court.

The Owls' physical transformations, rooted in loyalty and devotion, bolster the Court's influence and expand its reach far beyond the shadows of Gotham City. Their avian nature and unwavering commitment solidify their position within the organization, reinforcing the Court's power and ensuring that their presence is felt in the darkest corners of the city and beyond.
The Kanes - Earth 98

The Kane Family, renowned for their expertise in military industrialism, has long played a pivotal role in advancing the Court of Owls' agenda. Leveraging their knowledge of strategy and warfare, they have become indispensable assets to the Court, overseeing the training and deployment of the dreaded Talons. These undead soldiers serve as their personal army, enhancing their power and extending their influence.

With a lineage deeply intertwined with the Court, the Kane Family has cultivated a vast network of resources, connections, and technological advancements to serve the Court's dark ambitions. Through their military-industrial prowess, they ensure the Court's dominance on the battlefield and in the shadows.

Armed with intricate knowledge of strategy and tactics, the Kanes provide invaluable guidance in deploying the Talons. These formidable soldiers, reanimated and bound to the Court's will, become the enforcers of their power. Under the Kane Family's command, the Talons unleash their combat skills and relentless loyalty, bolstering the Court's influence with ruthless efficiency.

The Kanes' involvement with the Talons grants them unparalleled control and influence within the Court of Owls. They marshal these undead soldiers as their personal army, coordinating strategic maneuvers to maintain the Court's dominance. Understanding the delicate balance of power, the Kanes utilize the Talons as instruments of fear and destruction.

Beyond their military expertise, the Kanes possess extensive knowledge of technology, intelligence gathering, and weapon development. They provide the Court with cutting-edge resources, ensuring their operations stay one step ahead of adversaries. The Court's supremacy owes much to the Kane Family's unwavering loyalty and expertise.

While the Kanes hold influential roles within the Court of Owls, internal complexities and power struggles within their family may arise. Nevertheless, their dedication to the Court's cause and understanding of power dynamics make them indispensable figures within the organization.

The Kane Family, with their strategic acumen, remains a vital force within the Court of Owls. Commanding the Talons solidifies their position as one of the Court's most powerful factions. Through unwavering support, the Kanes preserve the Court's dominion, ensuring their grip on power remains unyielding against opposition.
The Cobblepots - Earth 98

The Cobblepots, one of the five founding families of Gotham City, have carved a legacy for themselves as prominent steel barons and key players within the Court of Owls. Their influence spans various industries, including politics, industrial materials, and construction, making them influential figures in Gotham City's economic and political landscape.

From their beginnings as steel barons, the Cobblepots leveraged their expertise in manufacturing and trade to build an empire. Their mastery of the steel industry allowed them to accumulate immense wealth and establish themselves as astute businessmen and industry leaders. The success of their ventures provided a solid foundation for their involvement in other sectors.

Recognizing the power and influence that comes with political involvement, the Cobblepots expanded their reach into the realm of politics, with one of their family making history as Gotham's longest-serving mayor. Through strategic alliances and calculated maneuvering, they secured positions of authority and used their political clout to shape policies that favored their business interests. Their involvement in politics further solidified their position as influential figures within the city.

In addition to politics, the Cobblepots diversified their portfolio by venturing into the industrial materials sector. By supplying crucial materials for construction projects, they played a pivotal role in shaping the architectural landscape of Gotham City. Their control over the construction industry allowed them to exert influence over the city's infrastructure, further bolstering their wealth and power.

As founding members of Gotham City and key figures within the Court of Owls, the Cobblepots' entrepreneurial prowess and strategic investments have granted them significant power and influence. Their success in the steel industry, combined with their involvement in politics and construction, positions them as formidable players in Gotham's economic and political spheres.

While their wealth and influence have opened doors to vast opportunities, the Cobblepots are not immune to internal complexities and power struggles within the family. Ambitions, rivalries, and internal dynamics have occasionally shaped their trajectory and fueled their drive for further success.

Overall, the Cobblepots' legacy as founding members of Gotham City, influential figures in politics, industrial materials, and construction, underscores their business acumen, resourcefulness, and ambition. Their economic prowess and strategic maneuvering have solidified their position as a powerful force within Gotham City, commanding respect and wielding significant influence in both business and political circles.
The Council of Owls - Earth 98

The Council of Owls, a select group of 24 influential individuals, serves as the governing body within the Court of Owls and the more global Parliament, ensuring the execution of their secretive plans and overseeing the organization's operations in each country. This council, divided into regions, holds immense power and authority, operating at the highest echelons of the Court's hierarchy.

Composed of individuals who possess unparalleled intellect, vast wealth, and connections to the world's most influential circles, the Council of Owls represents the epitome of power and control. Each member is carefully chosen for their exceptional abilities and unwavering loyalty to the Court's cause, making them a formidable force within the secret society.

The Council's structure mirrors the global reach of the Court itself, with each member presiding over a specific region or country. They are responsible for maintaining the Court's influence in their respective territories, ensuring that their operations remain hidden and undisturbed by outside interference.

These powerful figures, known only by their code names, gather in secluded locations, shielded from prying eyes, to discuss and make decisions that shape the Court's agenda. Their meetings are steeped in secrecy, cloaked in ancient rituals, and obscured by layers of mystique, making their deliberations impenetrable to outsiders.

As guardians of the Court's interests, the Council of Owls possesses extensive knowledge and access to vast resources. They maneuver behind the scenes, pulling strings in political, economic, and social realms, exerting control over key institutions, and manipulating events to serve the Court's hidden objectives.

Their influence transcends traditional boundaries, forging alliances with powerful figures across various sectors, from politics and finance to academia and technology. By weaving a complex network of alliances and leveraging their considerable resources, the Council ensures that the Court's reach extends into every facet of society, both nationally and internationally.

While the Council of Owls is bound by a common purpose, they are not without internal rivalries and power struggles. Ambition and self-interest occasionally breed conflicts within their ranks, leading to subtle power plays and intricate machinations behind closed doors. Yet, the Council's unity and shared loyalty to the Court's enigmatic vision ultimately prevail, allowing them to maintain a firm grip on their dominion.

As the unseen puppet masters behind the Court's operations, the Council of Owls remains a mysterious force, shrouded in secrecy and draped in shadows. Their decisions shape the fate of nations, and their authority permeates the darkest recesses of global power structures. Few are aware of their existence, and those who dare to challenge them often find themselves ensnared within a labyrinth of calculated manipulation and deadly consequences.
Marcus Row - Earth 98

## Marcus Row

### Relatives

Miranda Row (Deceased), Harper Row (Estranged Daughter), Cullen Row (Estranged Son), Tyler Row (Estranged Son)

## Appearances

### Appears in

The Tales of Earth 98

Born and raised in Gotham City, Marcus Row grappled with personal demons that overshadowed his role as a husband and father, tainting his marriage to Miranda Row and their shared parenthood. Struggling with alcoholism, a history of abusive behavior, and involvement in illicit activities as a gunrunner for the crime lord Oswald Cobblepot, aka The Penguin, Marcus fell short of providing the loving environment his children deserved, inflicting deep pain on his own flesh and blood. His erratic behavior repeatedly landed him behind bars, leaving his eldest child, Harper, to shoulder the responsibility of caregiver and protector after Miranda's passing in 2013.

Currently incarcerated in Blackgate Penitentiary after an encounter with the vigilantes Bluebird and Spoiler, his eldest child Harper has moved her younger siblings to an apartment in the Narrows. Neither Harper, Cullen or Tyler want anything more to do with him.

### Legacy:

Amidst the hardships they endured from Marcus, the Row siblings discovered solace and resilience in their unbreakable bond. United by their unwavering support for one another amidst his constant violent outbursts, homophobia, transphobia and physical abuse, they bravely faced life's trials head-on. Harper emerged as a pillar of strength, exemplifying remarkable determination as she stepped into the void their father left behind, offering stability and support that he had failed to provide.

While memories of Miranda served as a poignant reminder of the love and warmth that once enveloped their family, Marcus's absence starkly highlighted the urgent need to break the cycle of abuse. Drawing upon their shared experiences and the fortitude they developed, the Row siblings forged their own paths with an unwavering resolve to create a brighter future.

Their journey toward heroism - for Harper becoming Bluebird, Cullen an ally of the Bat Family, and Tyler an operative for the Gotham Knights & partner to Batboy - extended beyond safeguarding others; it became a personal quest to reclaim their lives and heal the wounds inflicted upon them. Armed with resilience and an indomitable spirit, the Row siblings embarked on a mission to build a future liberated from the shadows of their troubled past.
Settlements

#### <<VILLAGE>>

After defeating the three guardians, Every player spawns at this location, it is the starting settlement for players.

##### >Actions performable<

1. Adventure at the Grasslands & beyond.
2. Go to the Town
3. Elder Quests ( Repeatable )
4. Sleep at home for complete recovery of Hp and Mp.
5. Buy basic gear for adventure at the village Blacksmith.

#### <<TOWN>>

##### >Actions performable<

1. Buy potions at the merchant.
2. Buy better gear at Town Blacksmith
3. Join and visit the Guild for Bounty missions.
4. Sleep at the inn for a small cost with a chance to try your luck at gambling.
5. Go to Village and Capital.

#### <<CAPITAL>>

##### >Actions performable<

1. Sleep at the inn for a small cost with a chance to try your luck at gambling or encounter the spy master.
2. Buy better gear at the Capital's Blacksmith and potions at the Merchant.
3. Join and visit the Guild for Bounty missions.
4. Explore the wilderness to complete Bounty Missions and level up.
Earth 98 Timeline

### 17th Century - 1600s:

* 1635: The colony of Gotham is founded by Dutch settlers. Among them are the Arkhams, The Cobblepots, The Elliots, The Kanes and The Waynes. Less influential families include The Crownes, The Dumas and The Galavans.
* 1636: Gotham begins to expand.
* 1640: Four of these five big family's band together in search of a common goal; to seek immortality. Hearing legend of a Fountain of Youth beneath the land, they pool their resources into one shadowy cabal, keeping their findings a secret to all but a trusted few. They call themselves The Court of Owls, due to the animal's reputation for being wise.

### 21st Century - 2000s:

#### 2004:

* The highly successful amusement Phoenix Parks opens to the public.
* Logan Nguyen is born.

### 2005

* Barney Guttman is born.
* Norma Khan is born.

#### 2010

* Pauline Phoenix meets a tragic fate during a movie shoot, leading to her untimely demise. Her vengeful apparition emerges, tormenting the park's visitors. Remaining concealed, she starts gathering a formidable army of devoted enthusiasts. Gradually, she seizes control of various young women through abduction and possession, utilizing their bodies as vessels to exact retribution upon those she holds responsible for her downfall.

### 2022:

* Both Barney Guttman and Norma Khan are hired as security guards for Phoenix Parks, working to protect the visitors (during the day) and the world at night, by guarding the multi-plane elevator located in the old Dead End attraction.

#### October:

* Barney Guttman and Logan "Logs" Nguyen start dating.
Tsunamis

Tsunamis are a series of large waves that strike coastal areas. They can happen with little warning and result in flooding and damage to coastal communities. Thankfully, they are a rare event. Storm surges are more common. Residents, particularly those living in low-lying areas near the coastline, should prepare in advance.