recursal/Fanatic-Fandom huggingface dataset:
Elites

Elites are experienced Vindicator combatants who are trusted with special tasks. They do not hold rank over other Vindicators, but are recognized as experienced teachers and arbiters of peace.

Please note that Elites are a new rank that was only established after the Vindicator Mini Event.

Elite spots are competitive, but not subject to activity checks.

## Overview

Elites are older, experienced Vindicators who have been with the faction for a long time, and are generally trusted and recognized as reliable members of the faction. They are usually promoted from the rank of Soldier, but may also have been Supporters. All elites excel at a specific task, whether it be combat, tracking, explosives or any other useful field.  Elites are a new rank, established to bring a sort of a “captain” character into the growing fold of the Vindicator army.

Elites do not hold rank over other Vindicators, and don’t have authority over them. They may be selected to lead specific missions, but they don’t hold power in daily life, and any attempts to wield power are likely to be met with disdain from the other Vindicators.

The main task of the Elites is to act as trainers and mentors for the Cadets. A new recruit is usually “paired” with a more experienced Vindicator for briefing, and often this task befalls the Elites. They offer practical lessons in useful skills to the Soldiers and Supports as well.

Elites are guides, helpers and arbiters of peace. Their experience allows them to aid, comfort and support their fellow Vindicators.  On missions, they are usually entrusted leadership duties, or special tasks, such as mentoring and keeping Cadets safe.

Elites are also tasked with the general safety of the Vindicators. They keep tabs on members comings and goings, guard the perimeters of Vindicator controlled areas, and make it their business to know everyone who belongs to their faction. If someone is acting suspiciously, Elites are expected to report the issue to the Paladin.

Due to their experience, the Elites may be specifically consulted on matters that concern their expertise, and their opinions are generally held in high regard, even if they don’t have any more decision power than the others.

## Rank Levels

* **25 AP |**You are the best Vindicators have to offer, and you know it. Should it please you, choose **a tier 1 talent**. (first talent only) early.
* **50 AP |**You must be unflinching in the line of duty, and defend your people from dangers both from outside and within. To do this, receive a **Long Sword** and a **Helmet.**
* **75 AP |**With your training, you are a match for any Chevalier or Raider.  Gain **+15SP** to either **strength** or **agility.**
* **100 AP |**An extra set of teeth or talons from an ally you can always trust would suit you well. As long as your familiar slot is empty, choose a **Vagabond level 2 (except rare)** familiar for free.
Anemone

Anemone é uma personagem feminina e é a principal protagonista de Lolix Club. Ela é filha da Bloom e Sky e é a princesa de Domino. Ela é a fada da chama dourada.

## Anemone

### Ocupação

Líder das Lolix ClubPrincesa de DominoEstudante de AlfeaFada

### Família

Sky (pai), Bloom (mãe), Daphne (tia), Orchidea (prima)

## Relações

#### Sky

Ela adora e admira muito seu pai e apesar de ela ser filha única de Bloom e Sky. Anemone é muito interessada emn interesses como armas, como seu pai usava quando era um especialista. Ela tem uma relação muito boa com seu pai, embora passe mais tempo com sua mãe.

#### Bloom

É a sua mãe. Adora a sua mãe. Ela também admira sua mãe, por ser uma rainha (ex-princesa) de Domino.e ser líder das Winx Club. Anemone é um pouco mimada por sua mãe.

#### Orchidea

Filha de Daphne. Elas são muito ligadas, apesar de que ambas não se comunicam muito.

#### Oritel & Marion

Seus avôs biológicos. Anemone adora seus avôs e com eles ela sabe também mais um pouco de como é a realeza.

#### Mike & Vanessa

Seus avôs adotivos, adora eles, quando vai a Gardênia com suas amigas adora visita-los.

#### Outras Winx

Tem uma relação boa com as Winx. Elas são mães das Lolix Club.

#### Lolix Club

São suas melhores amigas e juntas vão em muitas aventuras para salvar o reino de Magix e seus reinos de origem. Sua melhor amiga é Amaryl.

## Personalidade

Anemone é a fada da chama dourada. Ela é muito amigável, otimista e uma líder nata. Ela sabe como dá e resolver problemas. Anemone pode ser exagerada e mimada, especialmente sua mãe, por ela ser protetora demais com Anemone. Apesar disso, ela tem um lado infantil e egoísta, às vezes, mas logo depois é honesta e percebe que agiu mal e pede desculpas. Ela também gosta de trocadilhos. Ela é honesta e uma grande líder e se preocupa muito com seus amigos e família.

## Trivia

* É a primeira personagem à aparecer na série.
* Seu nome significa "anêmona".
* Seu nome original seria Lilly.
* Anemone é a primeira princesa, à ser uma menina mimada.
* Ela é a protagonista principal e líder das Lolix Club.
Reaver

Reavers are the fighting force of the Flanks. They consist of both warriors and scouts, acting as one rank to patrol and gain intel.

## Overview

Reavers are often seen as the brute force of the clan, and often they can be. However, they aren’t just physically strong, and often have to be quick and intellectual too. In the Bloody Flanks Clan, Reavers have become a rank that the other members rely on to keep them safe. They are the ones who patrol boundaries, while also scouting out new areas. Sometimes lucky Reavers even have the chance to infiltrate a town and gain information undercover.

All equines training to be Reavers are taught combat but also navigation and tracking skills. They are the force that the clan relies on to bring back information; but also to keep them safe. Reavers are typically paired up into small groups, with a range of assorted specialties. Among them there is usually a leader or captain, and possibly a Sawbones if the mission entails it. This group will be sent on small reconnaissance missions or tasked with guarding a specific sector of the territory. Groups aren’t permanent in their nature, and often equines are shifted around from group to group depending on their skills and what might be needed.

## Rank Levels

* 25AP: You’re an essential part of the clan, and are needed to help protect them. Choose a tier 1 talent early to help you (first talent only).
* 50AP:  You’re often always on the move, and are needed at any moment to come to your clan’s defence. Take a **One-Handed Bladed Weapon** and a **Small Contraption** in case you need it.
* 75AP: Being strong is an important aspect, but so is being agile!  Receive **+15SP** to either Strength or Agility.
* 100AP: An animal can do well in lifting spirits and providing good company. Claim a **Level 2 War-Forged Familiar** for free, as long as your familiar slot is empty.
Ray J & Princess' Labor of Love

***Love & Hip Hop Hollywood: Ray J& Princess' Labor of Love*** is a special starring Ray J and Princess Love that aired during season five of *Love & Hip Hop: Hollywood*. It aired on September 24, 2018 to 1.31 million viewers.

The special is executive produced by Mona Scott-Young and Stephanie R. Gayle for Monami Entertainment, Toby Barraud, Stefan Springman and Carmen Mitcho for Eastern TV, and Nina L. Diaz, Liz Fine and Vivian Gomez for VH1. Ray J, Princess and David Weintraub also serve as co-executive producers.

## Sypnosis

The special chronicles and Ray J & Princess' journey to parenthood, capturing all the milestones leading up to the birth of baby girl Melody Love Norwood. From water birthing classes to contraction simulators, everything is put to the test.

#### Minor guest stars

The following guest stars only appear on *Ray J & Princess' Labor of Love*.

**Dr. Shelley Susman**
Princess' doctor**Paniz**
Interior designer**Spencer Pratt****Eric Cozier**
Roc-A-Fella's friend**Elizabeth Bachner**
Owner/midwife**Raquel Lemus**
childbirth educator
## Trivia

* Paris Phillips, Zellswag and executive producer Treiva Williams make uncredited cameo appearances. Hugh Love appears only via FaceTime conversation with Princess.
Peddler

Peddlers traverse Hireath to sell their wares. Peddlers are Vagabonds, and belong to no herd.

## Overview

A vocation both rewarding and dangerous, the peddler deals in all manner of bits and baubles. Some are more sinister than others, but they all make the road their home. While they are prohibited from traveling to the larger cities of Eithne and Aquore, many smaller villages welcome the chance to buy their wares.

## Rank Rewards

* 25 AP l Rubbing customers the right way is as vital as good business sense. Receive **any tier 1** talent early. (First talent only.)
* 50 AP l As a traveler, you’re bound to find yourself in less favorable weather conditions from time to time. Receive an **Animal Pelt** for free.
* 75 AP l  Business is booming; your salesmanship and business sense are paying off! Gain an additional **+15 SP** to wisdom or cunning.
* 100 AP l  An exotic pet is the perfect way to display your newfound wealth. If your familiar slot is empty, receive a **Vagabond level 2 familiar (except rare)** for free.
Bruiser

Bruisers are the trained and dangerous fighters of the Water Bandits. What they lack in traditional combat maneuvers, they make up in skill.

## Overview

Bruisers are ex-military who have joined the Water Bandit cause, and bring with them their skill and expertise in combat. Representing the fighting styles and preferences of many different armies of Hireath, they come together to form a fighting force that is as varied and unpredictable as it is dangerous. Bruisers are generally entrusted with more dangerous missions than regular bandits, and act as the main combat force on any heist. When sending out smaller crews, bruisers often make for natural impromptu captains for the other Bandits.

Bruisers spend a lot of their downtime training and sparring with one another. They act as enforcers of the Marauders orders, and keep up order (such as it is) within their gang. They’re often highly valued by their Marauder, and have a lot more leeway on skipping out on the less interesting chores.

## Overview

* 25AP: The fight hasn’t really changed; only the enemy is new. Choose **a tier 1 talent** early to help win the fight (first talent only).
* 50AP:  The desert isn’t the easiest environment to fight in, but you’ve managed thus far. Pick up a **Shield** and **Exotic Weapon of your choice** from the armory.
* 75AP: People call you a Bandit, but they will soon find out that underestimating you is a dangerous mistake. Receive **+15SP  to either strength or agility**.
* 100AP: Nothing beats having a companion that can aid you in combat. Claim a **Level 2 Seroran familiar** (except Rare)  for free, as long as your familiar slot is empty.
Bard

Bards are the wandering entertainers of the Vagabonds of Hireath.

## Overview

The Bards are travelling performers who travel across the lands of Hireath, collecting poetry, lore, songs, and stories. They will indulge anyone willing to listen to their tales, and while most appreciate when their entertainment is repaid with board or gold, the Bard does not need or expect these things. They live to create and recite, taking their music and stories wherever they go.

## Rank Rewards

* **25 AP |** Your stories are made even more vibrant and lifelike because of your unique knowledge of Hireath lore. Receive **any tier 1** talent early, if you wish. (First talent only.)
* **50 AP |** What is a Bard without their craft? Receive a **Musical Instrument** from the shop for free!
* **75 AP |**  Your reputation as an entertainer precedes you; your hours of rehearsal are paying off. Gain an additional **+15 SP** to either cunning or wisdom.
* **100 AP |** Every storyteller needs a muse. If your familiar slot is open, receive a **Vagabond level 1 familiar** for free.
Bandit

Bandits are the average members of the Water Bandit movement. They complete a variety of duties to benefit their gang, and may be either specialists or general labor.

## Overview

Bandits are the largest and most varied rank within the faction. Unlike the bruisers, who come from military backgrounds, bandits were usually civilians in their former lives, and plied a variety of trades - from a humble herder to the skilled windracer, and every imaginable profession in between. The bandits are almost entirely Seroran and Vagabond in origin, and most are very used to the Sedo climate.

Their exact tasks vary greatly based on their expertise. Ex-Windracers would be at home handling the stolen windboards - the getaway vehicle of choice - while an ex-savior would be a field medic. Some might come from a trading or mercantile background, and would handle transactions with allies. Most, however, are of a Folk background, and don’t necessarily possess any immediately useful specialty skills, making them the basic labor for the group. They pitch in where they are needed, and usually defer to the more experienced bruisers in combat situations.

Bandits can be either active participants in looting and raiding, or prefer to stay back at the safety.

## Rank Levels

* 25AP: This life is quite different from your old one, but not necessarily in a bad way - you’re growing to like it. Choose a **tier 1 talent** early to fit in (first talent only).
* 50AP:  Your gang is like your new, weird family now, and you like to stand out. With **Fabric** and **Hair dye**, you are sure to make an impression!
* 75AP: Whatever you were before this doesn’t really matter - a new set of skills is required. Receive **+15SP  to either vitality or strength**.
* 100AP: Having a familiar to keep you company on those less exciting missions wouldn’t hurt. Claim a **Level 1 Seroran familiar** for free, as long as your familiar slot is empty.
Sawbones

Sawbones are the medics of the Flanks, they operate using traditional medicine and more crude ways of medical attention.

## Overview

Sawbones are an important rank within the Flanks, and are often very respected and trusted as they preserve and save lives. With the Flanks more accepting nature, any sex is welcome to train as a Sawbones, as any extra pair of hands is useful. Sawbones often have to deal with crude tools or techniques, as they do not have the resources that others might. The Flanks are slowly obtaining better tools through various raids, but for the meantime Sawbones use what they can. They primarily focus on using herbs and traditional remedies, which limits their scope of talent.

It is unfortunate, but being a Sawbones is often a difficult job, and there often isn’t a high success rate for more difficult cases. They do their best with what they have, but more often than not Sawbones are providing palliative care to many patients. All resources collected are of utmost importance, and spread as far as they can go.

Training to become a Sawbones is rather intense, and can span many years. They typically work in a team of two, one being the mentor and the other the apprentice. Apprentices train for upwards of 3+ years if need be, and then they are given their own apprentices and the cycle continues. Sawbones are also trained in rudimentary combat, as they are sometimes sent out with a group of Reavers and may need to defend themselves.

## Rank Levels

* 25AP: You’re becoming talented at diagnosing illnesses and caring for your patients. Choose a tier 1 talent early to help you (first talent only).
* 50AP:  You’ll need something to carry all those herbs! Have a **Small Pouch** to help you, and **Fabric** for your use as well.
* 75AP: Caring for others is difficult, but it’s made easier if you’re in shape! Receive **+15SP** to either Agility or Vitality.
* 100AP: Having a comforting soul among your patients can be useful in keeping them calm. Claim a **Level 1 War-Forged Familiar** for free, as long as your familiar slot is empty.
Slave Trader

Slave Traders come in many flavors, but what they all have in common is a livelihood based on the sale of equine lives.

## Overview

Slave Traders keep the slave trade greased and running, providing fresh blood to Aodh's high demand market. If a trader plays their cards right, they'll find themselves sitting comfortably in the upper middle class.

There is no 'right' way to conduct the business, but some are more lucrative than others. The wealthiest slavers create 'premium bloodlines' by selectively breeding their slaves for specific traits, such as the Kirin-Touched line. Usually educated and taught various skills, these premium slaves are marketed to the higher classes.

Other slavers follow the 'train and resell' model, which involves purchasing slaves cheaply at auction, training them in one or several technical skills, and reselling for a tidy profit.

Still others work 'in the field', searching for Vagabonds foolish enough to be caught in Eithne territory. Though they lack big profits (malnourished vagabonds rarely sell for anything more than the paltry amount offered by the city for labor slaves,) some slavers simply take pleasure in 'the hunt'.

## Rank Levels

* **At 25 AP** | Though you trade in equine lives, you’re still technically a merchant, and knowing how to be liked by clients is vital. You may gain your **Tier 1 Talent** early (for your first talent only).
* **At 50 AP** | Slaves can be unruly, but you’ve learned how to manage that. Receive a Whip.
* **At 75 AP** | You’ve gained quite a bit of experience. Receive +15 SP to Cunning or Strength.
* **At 100 AP** | Do you wish to be perceived as luxurious or intimidating? If your familiar slot is free, receive an **Aodhian** **Level 2 Familiar (except rare).**
Sentinel

The Sentinel Squadron are the stationary defenders and police force of the Freedom's Flight.

 Overview

The Sentinels make up half of the Freedom's Flight military force. Their role is to defend Flight resources, protect the Aerie and Flock against enemies, and bring criminals within the Flight before the Primary.

They answer to the Sentinel Commander.

Like all Flight, these horses lead an extremely regimented existence, with daily training and guard shifts. They make up the patrols that protect the Aerie, the airspace around it and the passage leading up to it. They might be gone for days on a patrol, but rarely venture far from the Aerie. Sentinels are expected to be especially disciplined and level-headed, but also alert and perceptive. When there is conflict in the Aerie or Flight resources are in danger of enemy attack, calm and diplomacy are highly valued to deescalate a situation. For this reason Sentinels might be deployed together with Strikers to partake in diplomatic missions. Those with a strong sense of justice or personal control climb the ranks quickly in the Sentinel Squadron.

Most new recruits or inexperienced soldiers are placed among the Sentinel Squadron. The highly-disciplined officers within the Sentinels teach the basics of combat with patience and repetition. The Sentinels are trained to work in pairs, and to utilize more defensive strategies than the Strikers. Fresh Sentinels usually patrol in the Aerie, shadowed by a more experienced partner. As a Sentinel grows in experience and skill, they might be sent to patrol the passage up to the Aerie - a journey which will see them gone for days at a time.

Unlike the pegasus-only Strikers, the Sentinels accept all species of equine (except of course hippocampi). Their pegasus members will sometimes be called upon to aid the Strikers in particularly demanding attacks, but generally their place is as the first and last line of defense between the Flight and its enemies.

## Rank Levels

* **25 AP |** Not everything can be smooth in the Flock. Receive **a tier 1 talent** (first talent only) early to help unruffle feathers.
* **50 AP |** Things are tough in the wilds. Sentinels are given a free **Shield** and **Helmet**.
* **75 AP |** Protecting the Flock and keeping them safe is your priority. Add **15 SP** to Strength
* **100 AP |**  Greatly respected, it seem the Primary wishes to offer you a **Vagabond level 2 familiar (except rare)** if you have a free Familiar Slot. Perhaps the extra muscle will keep everyone safe.
Growers

Living primarily in Vasall, a hybrid town located in Sirith's Vastlands, Growers are responsible for building up a sustainable food source for the Kawaru.

### **Overview**

A new rank among the Kawaru, Growers are the hope for the faction's future. Studying and learning new farming techniques and combining their knowledge with the Serorans willing to aid them, Growers spend their time working to end the food shortage among the Kawaru with a sense of self sustainability.

That said, surface life is hard, especially for those who have lived underground their entire lives, leaving them unequipped to deal with the hazards of the surface, making it an incredibly dangerous job. Even so, many dedicated Kawaru are willing to put their lives on the line if it means improving the future of their brethren.

## Rank Levels

* **25 AP|** Working on the surface means long days and short nights, as well as coping with the sun beating down on your hide in ways you've never really experienced. Still, the work you labor at is rewarding at the very least even if it is dangerous. Receive a **rank 1 talent** early.
* **50 AP|** There are many tools essential to your job but how you use them will determine the path your career may take. Between the wild animals you must defend against and the long hours of harvest you and your family must endure, you may receive either a **harness or a cart** for free.
* **75 AP|**The work is hard and the hazards are life threatening, as such, making adjustments in the way you go about your day to day life is necessary. **+15 SP to strength or agility**.
* **100 AP|** Farm work on the surface can leave you feeling isolated and exposed. Receive a **Level 1 Breimian Familiar** to help protect your farm from wild animals.
Reunion (Love & Hip Hop Hollywood Season 5)

* Part 1
* Part 2

The two-part reunion special of ***Love & Hip Hop: Hollywood season five*** serves as the 17th and 18th episodes of the season, and the 75th and 76th episodes overall. It first aired on November 12, 2018 and November 19, 2018 to 2.00 and 1.93 million viewers respectively.

## Synopsis

### Short synopsis

#### Part 1

The cast comes together on one stage to speak their truth. A1 and Lyrica are on the hot seat, and Kimberly shows us that she will stand up for her friends. Things go left when Teairra confronts Akbar and his women, face to face.

#### Part 2

Host Nina Parker dives into Teairra Mari's sex tape allegations, Brooke's cat-fishing extravaganza, and Princess' long standing battle with Moniece. Kimberly has a heated one on one sit down her former assistant, Paris, and later performs.

## Cast

### Starring

* K. Michelle
* Teairra Marí
* Moniece Slaughter
* Nikki Mudarris
* Brooke Valentine
* Lyrica Anderson (part one only)
* A1 Bentley (part one only)
* Princess Love
* Ray J

### Also starring

* Bridget Kelly
* Solo Lucci
* Apple Watts
* Paris Phillips
* Marcus Black
* RoccStar (part one only)
* Pam Bentley (part one only)
* Lyrica Garrett (part one only)
* La'Britney
* JayWill
* Amber Diamond
* Shun Love
* John Watts (part one only)

### Guest starring

* Safaree Samuels
* Akbar Abdul-Ahad
* Sade Abdul-Ahad
* Alejandra Perez

## Gallery

Roccstar, Safaree, Brooke, and Marcus at the reunion.A1, Pam, Ray J, and Princess at the reunion.
Ambassador

Ambassadors are War Forged diplomats living amongst the other herds.

*Ambassadors are a limited rank and subject to monthly activity checks*

## Overview

Ambassadors are the voices of their herd and War Lord in foreign lands. Therefore they go through rigorous training before they are deployed. They’re expected to be on their best behaviour while on duty. Because of this, War Lord Prax is much less likely to send young equines in his stead as they represent him and the entire Forged so having strong life experience is an essential skill as alliances can end and wars start with just a few choice wrong words.

Often the Ambassadors are handpicked by the War Lord, with recommendations from their Shields, but that shouldn’t stop a determined mind.

An equine interested in becoming an ambassador can petition to the Stone Circle and War Lord to gain a trial period to prove to them they can commit to such a word heavy rank (very unusual for a Forged) and have obvious passion for the herd they plan to live amongst. During this trial period, they are fed and looked after without having to do the corresponding work to earn their place or risk being culled. They are expected to work with the Illuminators, learning every piece of knowledge about their host herd that they can while learning to read and write simultaneously.

The most common background ranks for Ambassadors are Merchants, coming from a strong relationship building skill and Scouts for their quick thinking and strategic abilities.

## Current Ambassadors

* Aodh - Open
* Breim - Open
* Serora - Open
* Talori - Fijalahr

## Rank Leveling

* At 25| - Your wisdom in adapting to different cultures has paid off. Ambassadors need to be good with people and knowledgeable in both their source- and host-herds' histories. You may gain your **Tier 1 Talent** early (for your first talent only)!
* At 50| - Traveling between Onea and the other herds can get tiring. Treat yourself to a **Saddlebag** and a **Hat**.
* At 75| - Being immersed in different cultures has sharpened your mind & made your body more resilient to changes in the environment. Add **+15 SP** to either your Cunning or Vitality stat.
* At 100| - It's nice to have a little piece of home wherever you go. If your familiar slot is empty, If your Familiar Slot is empty, you may receive a **War-Forged Mythical or Rare Familiar** for free
Striker

The Striker Squadron are the mobile defense and flying military force of the Freedom's Flight. Only Pegasi may join the Striker Squadron.

## Overview

The Strikers make up half of the Freedom's Flight military force. They act as scouts and protectors of the Flock outside the Aerie. In times of war, they are the primary raiding and invasion force.

They answer to the Striker Commander.

Following the events of Chapter 5, there are not many Strikers left. The Strikers were responsible for the death of the Talori Emperor Hawkeye, and the majority of them were killed in the battle for Inaria. They were the soldiers responsible for the raids on Talori, for dropping bombs on Aquore, and for leading the invasion that conquered Inaria. As the Flight prepares for a resurgence following Chapter 6, new Strikers are being aggressively recruited.

Like their Sentinel counterparts, Strikers have an extremely strict schedule to keep, and a lifestyle that demands incredible discipline. Strikers report for daily training and a rotating schedule of aerial patrols. Although the Sentinels are usually responsible for protecting the Aerie, the far-reaching flying units of Strikers stay sharp between missions by surveying the roads leading to the Flight's base. New recruits are not automatically trained to become Strikers; instead, promising winged trainees are plucked from the ranks of the Sentinels by the Striker Commander to join the Flight's attack and reconnaissance Squadron. Most Strikers specialize in aerial close combat, but some are trained in the use of explosives or ranged weapons.
Strikers on mission may be gone from the Aerie for weeks, even months at a time. They are required to be highly independent and self-sufficient. Unlike the Sentinels, who always patrol in pairs, the Strikers may be deployed in any number of ways - from a single scout to a whole regiment of fliers.

The primary function of the Strikers was to launch attacks on the Talori, but with the open war over, their tasks have shifted. Now the Strikers run reconnaissance missions, escort Flock members working outside the Aerie, and act as protectors and scouts on diplomatic missions. Strikers are expected to be flexible and bold, able to improvise should a situation change unexpectedly. They tend to be a little more high-strung than the peacemakers in the Sentinel Squadron, and have a reputation for being somewhat overzealous in execution of orders. This is often necessary, as the dangerous work set before the Strikers is not for the faint of heart.

## Rank Levels

* **25 AP |** You must always be on your toes, for the enemy can be anywhere and everywhere. Receive **a tier 1 talent** (first talent only) early to help you with your cause.
* **50 AP |** Being the air military can leave one vulnerable. Strikers are given a free **Breastplate** and **Knife**. Stay Safe
* **75 AP |** You are becoming a master of the skies. Add **15 SP** to either Agility or Strength.
* **100 AP |** The Primary values you greatly, and offers you a free **Vagabond level 2 familiar (except rare)** if you have a free Familiar Slot. The Primary hopes the familiar will keep you safe.
Jarl

The Jarl is the leader of the Bloody Flanks Clan. They oversee clan life and have the final say on all decisions.

## Overview

The Jarl comes to power a few different ways within the clan system. It can be a hereditary title, one self obtained by the most powerful or revered equine, or the bearer of the title can even be voted in by a general consensus. While blood does not have as much importance in this title anymore, one is made Jarl often by a mixture of the second two options.

The Jarl commands respect and honour, and this can be won by strength or intellect. Either is acceptable. They are the head of the Bloody Flanks clan, and make the say on any decisions that need to be made. While they have the Thanes to help with advice, ultimately it comes down to the word of the Jarl. Depending on the Jarl, they may decide to put a lot of weight into the Thane’s advice, or dismiss it completely. The current climate of the Bloody Flanks has this leaning more towards the former, with input from the Thanes and even others within the Flanks being considered. The Jarl must decide what is best for the clan and what path to take, even if it is not the popular decision.

Similar to the War Lord, the Jarl only steps down if they are defeated and forced to resign, or killed. It is a position they can hold for life, or pass on the title (often this is when hereditary laws fall into place).

## Rank Levels

* 25AP: You are in a place of power, and must make the right choices for your people. Choose a tier 1 talent early to help you (first talent only).
* 50AP:  Being able to show strength and determination is important, as well as keeping a stable head in times of stress. Take a **Two-Handed Bladed Weapon** and a **Breastplate** in case they might come in handy.
* 75AP: You need to be a good talker, and keep your people on your side. You know the path, now convince them too.  Receive **+15SP** to either Cunning or Wisdom.
* 100AP: A sidekick that can help to enforce your word may aid you in your efforts. Claim a **War-Forged Mythical or Rare Familiar** for free, as long as your familiar slot is empty.
Calendar

This is Starborn’s month by month calendar, including planned future updates/events, as well as specific deadlines for events currently running. It’s good to check back occasionally to see what is going on, what is planned, and when things are due!

For past events and updates, check out the Update Log.

## Always Running

* Monthly Prompt Suggestions
* On-Going Creativity Contest
* Monthly Prompts (change monthly)
* Monthly Challenges (change monthly)

## Every Month

* **Start of the month:** New monthly prompt and challenges
* **7th of each month:** Activity saves are due! (if needed)
* **Last of the month:** Activity checks are due! (if needed)
* **Your birthday month:** Redeem your birthday present!

## 2021

### March

* **2nd** Aodh Mini Event (ends 6th of April)
* **30th** Breim Mini Event (ends 13th of April)

### April

* **1st** April Fools Event (ends 18th of April)
* Planned: WF Mini Event
* Planned: Vindicator Mini Event

### May

* Planned: Vagabond Event
* Planned: Talori Event
* Chapter 10 signup window likely 24th to 31st

### June

* Applications will likely close around end of June in preparation for chapter.
* New member joining window will close until post Chapter 10

### July

* **2nd** Tentative Chapter 10 launch date
Knight

Knights of Asylon are the emergent leaders of the new faction. They act as arbiters of peace and as advisers to both the citizens of the faction, and Digend himself. The title was first granted around the events of chapter 8 (autumn 1701).

**Knights of Asylon are a limited rank, and require a monthly activity check.**

## Overview

While Asylon was small, the merry anarchy of its existence was unproblematic, but as the city grew, it became apparent that while strict leadership was undesirable, pure anarchy was not the good kind of chaos Digend sought, and so, the first Knights emerged. The Knights are rather evenly distributed, with half at Asylon, half at Dikos, and they may move between the cities as they wish. Occasionally they will also spend time at Alasi or Choro, although usually only if summoned there by the residents.

A Knight is generally a specialist in one way or another. These specialties reflect their varied and valued life-experiences, and the careers they left behind when they joined Asylon.

The Knights are not elected leaders, but instead wise and dynamic individuals who the people trust and favor. No Knight is above others, and when decisions must be made, they are made together. Compromising and negotiating is a key aspect to being a Knight.

One of the main duties of the Knights, besides making decisions for the faction, is to guide the populace and arbiter their conflicts. A Knight should always be available for Digend’s people, and they are approached for advice and judgement as needed. They are expected to be understanding in nature, and any Knight who is known to be cruel or who seems to become drunk on power is sure to lose their respect among the people - for the title can be taken as easily as it was given.

The Knights also advice the god himself when he so requests, providing his information about the societies and cultures of Hireath, as well as the practical day to day matters concerning his settlements.

## Rank rewards

25: Asylon will rise, and you will be there to guide her. Choose **a tier 1 talent** early if you’d like.

50: As a Knight, you should look the part - a protector and guide to His people. **Helmet** and **Cloak** will help you be recognized in the streets.

75: The work is endless, but oh so rewarding. To help you keep the peace receive +**15SP** to either **cunning** or **wisdom**.

100: For your service to Digend and his people, you have been gifted a powerful friend. If your familiar slot is empty, choose **a Vagabond Mythical or Rare Familiar** as your new companion.
Feathered Serpent

The Feathered Serpent is native to Aquore's thick jungles. Though Talorians once revered her as sacred symbol of good luck, her reputation was tarnished in the aftermath of the God's War. Because she bore attributes of both the wind and fire gods, public opinion quickly turned negative, and the Feathered Serpent became an omen of ill luck and impurity. This prejudice has thrived into modern day, and all across Aquore the rare, beautiful serpent is chased from villages or even killed by more superstitious individuals. Some Talorians believe that touching a Feathered Serpent with bare skin or hoof will imbue three years of bad luck. Whether they believe that is true or not, almost all Talorians accept the idea that the animal is impure, and one should bathe after handling it, as swiftly as possible.

Yet despite her reputation, there exist Talorians willing to give the Serpent the benefit of a doubt, or who use her as a symbol of rebellion and tolerance. The one place she thrives as a companion are the Isles of the Dead, where ne'er-do-wells find kinship in her misunderstood status and loyal nature.

## Creation Rules

### The Feathered Serpent will always:

* be the size of it's real world counterpart (eg: a garter snake specimen would not be the size of an anaconda)
* be naturally sentient and understand the speech of equinity.

### The Feathered Serpent can:

* be any tropical or sea snake.
* have wings that either match the snake's color scheme, or mimic those of any tropical or sea bird.
* have minimal feathering, leaving it entirely "bald", save it's wings.
* be completely covered in feathers from nose to tail tip.

### The Feathered Serpent can **not**:

* have bat wings
* be covered in, or have any fur
Rogue Captain

Charismatic individuals with a natural tendency towards leadership, Rogue Captains play a vital role in the current economy of Aquore.

**Rogue Captains are a limited rank and are subject to SA's Monthly Activity Checks.**

\*Note- Captains players can not pick and choose who joins thier crew. Any member is welcome to join any crew that their character's lore fits.

## Overview

While seemingly lawless, these horses don’t necessarily break the rules, but they definitely find ways to bend them. Captains own their ships, and many have their own set of rules for crew to live by. They answer to the Keeper of the Code and no one else, making them a force to be reckoned with.

Most sea faring rogues partake in some sort of trade, taking valuable trade items throughout Hireath and even smuggling them across borders when need be. They sell all manner of potions, poisons, pharmaceuticals, fruits and veggies, pearls, shells, precious stones, animals, and some even trade Aquoran criminals as slaves. While they tend to live in a sort of moral grey area, the Emperor chooses to ignore their seedy activities as they play a vital part in the herd.

Those who don't act as Aquore's Traders often make a living off stealing from unsuspecting ships and looting shipwrecks along the coasts. Some even go after official Talori vessels, though this is often frowned upon, and carries the risk of being deported if ever caught. Still, some Captains seem to have a bone to pick with the mainland and are happy enough to throw caution to the wind if it means getting some sort of revenge.

### Notes for Creation

* Rogue Captains must have their ship name and their colors (Template Here) available for potential crew to refer to and use upon applying for the rank.
* Rogue Captains must also have a brief explanation outlining their relationship with the mainland, what they look for in crew members (In character), and how they run their ship/ what kind of rules they enforce
* Rogue Captains must be willing to let ANY PC rogue characters join their crew as long as the lore fits.

## Rank Levels

* **25 AP l** Running a ship is harder than you would have thought! Even so, your crew believes in you, even if they won't always say it. You may gain your **Tier 1 Talent** early (for your first talent only).
* **50 AP l**  What a good little scoundrel you’ve become! Getting out of sticky situations is almost easy with a silver tongue like yours. You could probably even charm a guardian right out of their weapons… In fact, you probably have. Receive a **one handed bladed weapon** from the shop!
* **75 AP l** Your reputation precedes you. With smooth talkin’ like yours, you can expect to secure some amazing deals. Great for selling the good, even better for buying. Add **15 SP** to your **Cunning** or **Intelligence**
* **100 AP l** Get yourself some help on your endeavors! If your familiar slot is empty, receive a Talorian **Mythical Familiar for free.**
Homunculus

The Homunculus (plural Homunculi) is a Vagabond mythical familiar, and a peculiar equine-like being with magical origins. Held together by mysterious magic, these small horse-shaped creatures are the creations of Hedgewitches or other powerful Imbuers, and are bonded to their master for life. They can be constructed of most any material, including branches, stone, paper, or simply a living doll.

Legend has it that the first homunculus was the result of an attempt to resurrect the dead, and that a homunculus is the spirit of a deceased equine inhabiting a new physical body. Skeptics claim that the miniature equines are merely drones, enacting their creator's will. In truth, homunculi are neither ghosts nor merely extensions of their master. They are their own, new being, brought to life by powerful magic.

Homunculi are incapable of any kind of speech, and do not have any "voice" beyond the sound their components are capable of making (bells jingling, rocks rubbing together, etc). Their intelligence is hard to know, as they don't seem to understand full complex speech, but are capable of interpreting simple commands from their bonded equine. They have distinct personalities, and can communicate with a Familiar Whisperer.

Homunculi are living, and draw their energy from their master. Because of this, they cannot exist too far away from their equine partner; if their master is more than 100 ft away, they will collapse into useless items and animate again when their master returns. They have no need to eat or rest, but the harder a homunculus works, the more exhausted their master becomes. Homunculi feel no pain, and as long as their master is alive, even a damaged or destroyed homunculus can pull itself back together. When a homunculus's master dies, the homunculus falls apart, the life force permanently drained from its components.

## Creation Rules

### The Homunculus will always:

* have 4 limbs and be equine in shape
* be half its masters height or shorter
* be made up of 3 or fewer different substances/types of items, or be a doll/statue/toy that has animated
* be made of solid materials (no water, fire, or fog)

### Homunculi can:

* be surrounded by a faint glow, the color of their master's teke
* be made out of non-living organic materials (feathers, bones, horns, cut flowers, taxidermy body parts)
* be made out of any inorganic material (glass, gemstone, paper, coins, clocks, fabric, spoons, buttons)
* have a shape that somewhat defies gravity, with improbable weight distribution or things like ribbons/twigs holding up heavier components. some pieces of a homunculus may "float" in place inside a teke glow

### Homunculi can **not:**

* consist entirely of a full skeleton or taxidermy of any creature
* be "elemental" - no ice, water, fire, etc. Rocks and dead plants are acceptable
* be made of currently-living plants, flesh, or other organic material
* use teke to hold anything except for hold their own form together
Rogue Admiral

The Alliance's Admiral was established following the events of the King's Proposal, a meeting called for all rogues to decide whether or not they would go to war with the Mainland.

Because the decision was largely to rebel, the Keeper of the Code named a charismatic, steadfast figure as commander of the Rogue fleets, in charge of working with the captains to create an organized battle plan. The Admiral is a temporary rank called upon only in times of war.

The current Admiral is Captain Ursilla.

## Overview

The Admiral is a Captain elevated to a higher level of influence solely for the purpose of leading the Rogues into a conflict. The Keeper of the Code *always* names the Admiral and the Admiral is always expected to relinquish their command over the rogue captains come the time the conflict is over.

The Admiral is someone often begrudgingly followed as captains are typically leader of their own, devoted to cultivating their own freedom; however, the Admiral seeks to grant rogue captains freedom during the planning phase of any coming attacks so long as the captains pledge to fight when it is time for the plan to be set in motion.

## Rank Levels

* **25 AP l** Running a ship is harder than you would have thought! Even so, your crew believes in you, even if they won't always say it. Receive the **Perception** or **Shadow Hoof** for your first talent early if you wish.
* **50 AP l**  What a good little scoundrel you’ve become! Getting out of sticky situations is almost easy with a silver tongue like yours. You could probably even charm a guardian right out of their weapons… In fact, you probably have. Receive a **one handed bladed weapon** from the shop!
* **75 AP l** Your reputation precedes you. With smooth talkin’ like yours, you can expect to secure some amazing deals. Great for selling the good, even better for buying. Add **15 SP** to your **Cunning** or **Intelligence**
* **100 AP l** Get yourself some help on your endeavors! If your familiar slot is empty, receive a Talorian **Mythical Familiar for free.**
Outsiders

From far away lands they come, equine born of another herd or no herd at all.

Outsiders are equines that have moved to Sirith from another continent, having not been born into the herd’s unique ways of life. While all horses are treated respectfully, outsiders will find it difficult to feel fully integrated into Breim, especially as the Old Generation still harbors a deep distrust of them. Foals are often pulled closer or hurried away when outsider are spotted within the herd and shop keepers will keep a close eye on anyone that stands out.

While Outsiders are initially distrusted, there are several ways they can begin to earn the trust of those around them. Making friends and being seen with other Breimian's will often relax passerby's. Making an effort to participate in Breim culture and holidays, will also earn Outsiders points for trying to be a part of the community. Those who show they are hard working and dedicated to Breim will ultimately integrate them into the herd. This process can often take years, as trust is earned, but as times change so too do views. With more and more equine coming from other lands for trade and politics, Breim is beginning to see a more regular stream of equine from other lands.

## Rank Levels

* **25 AP|** Everything in the underground is so new yet so dazzling. The herd has always been kind to you, despite your roots being elsewhere. Still, you have noticed a bit of distance there and it frustrates you. Whether you are new to the herd or have lived in Breim for years, your skin has become thick and easier to brush off what you think is ridicule. Receive a **rank 1 talent** early.

* **50 AP|** Where you were once shied away from, others now approach you at will. It may take more than just you to change a herds culture, but your enthusiasm and sociability have shone through making the locals accept you as one of their own. As a token of friendship, you are given a set of **anklets**.

* **75 AP|** You are fed up with the way others are treating you and decide it is time to do something about it. Your first step is to get out there and make yourself known. Your speaking skills have increased, as has your tenacity. Someone is bound to listen now. +15 SP to Vitality or Cunning.

* **100 AP|** Feeling like such an outsider has made you a bit lonely. Why not get a companion to help you along the way? Receive a **Level 1 Breimian Familiar**.