recursal/Fanatic-Fandom huggingface dataset:
Slaying Augur

**Slaying Augur** is a magic that allows the user to be able to kill a target and shatter its soul.

## Overview

Usually a venerable type of augur which can only be yielding, Slaying Augur is a type of magic that is specialized to a specific type of creature that must be slayed, usually a very powerful being. Unlike other destructive magics, this augur is the only one capable of destroying the soul of the intended target, making it a powerful augur which is rarely used.

## History

Created by Kumari, from to her kitsune heritage, slaying augur and it's first two types: God and Kitsune slaying augur were created over hundreds of years ago. Therefore from the augur's evolution, many other powerful creatures soon were developed slaying augur against them by humans to protect themselves from threats.

## Types

### Dragon

Magic meant to slay dragons or creatures similar to dragons. Due to the powerful physique and abilities of a dragon, those who possess the augur to slay dragons also gain the abilities and physical features of a dragon, such as reptilian eyes, and their magic can effect how their body changes.

### Aves

Augur meant to slay bird-like creatures, such as phoenixes. Those with this augur also can possess the abilities and powers of the being itself, but also tend to be weak defensively, but make up for it with affinity for speed or enchantment magic/abilities.

### Vulpe/Volpe

Augur meant to slay fox-like creatures such as kitsune. The rarest magic for humans to possess, rather it is inherent in kitsune and their offspring.

### Giant

Magic which is able to slay creatures who possess mythical size and strength, such as giants, talos, and automatons.

### Aqua

Augur which is able to slay creatures who live in the ocean or possess features which would require them to live a majority or all of their lives in water. Creatures which fall victim to this type of slaying augur are mermaids,
Jetsef

**Jetsef** are a race of beings and a subrace of Elsefs. Known for their various shades of grey skin, they are native to Porica and Midrun, with a majority of their people living there. In common tongue, they are known as the Sun Baskers and Sunsef/Sunsevs.

## History

Evolving as a subrace of Elsefs, Jetsef were originally a group of Elsefs whom migrated from Auralon thousands of years ago to Porica and Midrun during the War for Ascendancy, led by the soon to become cultural "Saint Varothelmez". Jetsef lived in relative peace with their human neighbors, as well as the wandering tribes of Mahtsef, but came into conflict soon with The Naazcan Empire, which in its virgining state began to conquer all of Midrun.

## Culture

Like Elsefs, Jetsef practice spiritual worship of the land, but due to the harsh environments of Porica and Midrun, adopted the practice of burning the bodies of their loved ones after death to use the augur of the spirit to survive, rubbing the ash of their ancestors on their body. Because of this practice, it is considered an honor to die for one's loved ones, particularity in combat and near death, Jetsef will encase themselves in fire magic, so that their allies and family may use their life energy to survive.

## Mythological Origin

In Jetsef religion and practices, their ashen skin was a blessing of pity from Amanareth (called Shahm) after witnessing the struggles of the pale skin the Elsefs experienced in the harsh sun. Taking pity on them, she ordered the prophet Viveer to bury himself in his ancestor's ashes, and after a day of prayer underneath the ashes, Viveer had died and come back to life, now stained grey from the ashes. With his stronger, more sun resistant skin, when he touched his fellow sefs, they gained the same skin as him, allowing them to prosper under the sun.
Tsuruname

> *"He is the still and sparkling orb, the pearl of the endless sea that is space. Beauty unknown yet pined for, he was born in love, raised in anger, fell, yet rose again to be the warden of darkness and all those who bask in it. Darkness is not evil, and he is proof of such. Great and eloquent Father Night: The moon itself, Tsuruname." -Kumari, Book of Kumari*
>
>

## Tsuruname

### Ephiphet

Father NightParson of Music

Tamand

The Twilight Warden/Warden of Twilight

Lord of Demons

The King

## Information

### Embodiment/Deity Type

Lunar Deity/God of the Moon, Night, and Darkness

### Family

Celestial FamilyAmanareth (older sister)

Kumari (daughter)

Surano-o (younger brother)

Ari Children (nieces/nephews)

Iranami (mother)

Iranagi (father)

Makannah (wife;deceased)

## Augur

### Augur

Silt/Deity MagicCelestial Striae

Lunos Imperius

Citlali Limlinaul

### Artifacts

Twilight PithRing of Diamantic Miasmatic

Yahyugir Blade (Truesoul Saber)

Skean of Yarikh

Sunder and Rive

### Temple(s)

Temple of Jeraicho (Aurzur)Temple of Everglim

**Tsuruname, also known as Father Night, The Twilight Warden, Tamand, The King, Parson of Music, and his many aspects, such as Aurzur,** is the embodiment of the moon and the second oldest in the trio of gods in the Oneto pantheon. He is also the father of Kumari and husband to Makannah, as well as the brother to Amanareth and Surano-o. Over 10,000 years ago, he was possessed by the Miasma and became Father Night, to which he was swiftly banished to the moon by Amanareth. This event, known as Heavenly Split, became the catalyst for the formation of the religion Solasnastica, which he was named Tamand. Tsuruname is known for his accomplishments as the Painter of the Stars, as well as the creator deity of demons and the Elsef subrace known as the Cairn.

## Overview

Born from Iranagi's left side Tsuruname was created to be a companion to the Sun and illuminate Arth at night, with his true form as the moon beautifully illuminating the night with the reflection of light from the sun. As a god of the moon, he is the embodiment of such, so those under the rule and influence of the moon are associating with him, such as:

* Darkness
* Winter
* The Sea/Ocean
* Cold
* Those bound to him as patrons
* Phases/Changing
* Illusion
* Enchantment
* Rebirth
* Illumination
* Dreams/Nightmares
Celestial Millenium

**The Celestial Millenium** is the ruling kingdom and land of the same name which is inhabited by the gods of the Oneto Pantheon. Considered the strongest beings in the multiverse, it is a kingdom which houses lites, powerful beings, and is a sister kingdom to The Underway, which houses spirits of the dead, ruled by Iranami.

## Overview

The Celestial Millenium is ruled by three gods, each of their title's playing a role in serving the kingdom:

 Tsuruname
 Surano-o
Кладбище

## Описание

Место где захоронены предположительно люди которые проснулись.

## Локации

Гроб,открытая могила,клиф,дом гробовщика,ворота,крипта,статуя,старое кладбище,скамейка,сарай гробовщика,кладбище,покойницкая,дом тара.

## Появления

Глава 3:

В зависимости от пути,герой либо приезжает на кладбище,либо просыпается в гробу.Игрок встречает бабушку которая сидит на скамейке,и она говорит о том что бы игрок поверил крипту,но там специальный замок который трудно открыть.Игрок видит странного пугало,находит лопату,кость,ставит кость в замок крипты.Далее надо найти спички и поджечь свечку у статуи в которой будет ключ,пугало тем временем от ходит и даёт кирку.

После этого надо открыть могилу на локации кладбище,и там у трупа взять руку и отдать гигантскому пауку в клифе.Далее надо открыть сарай гробовщика.Далее надо вернуться к трупу,там его убьёт пугало(плохой путь)либо взять мясо у паука,взяв мяса у трупа или паука надо прогнать мышь в сарае и забрать череп,вставить в крипту.Далее надо вернуться к пауку и забрать кость,вставить в крипту и зайти в неё. Там можно найти косу смерти,от которой можно очень пораниться,позже надо зажечь свечки и появиться пинтограма в стене и после этого надо найти 5 звёзд(при этом наступит ночь).После того как звёзды будут найдены пинтограмму надо активировать,нажав на неё.После этого начнёт открываться потайной проём,но в крипту ворвёться смерть.Забрав косу,и содержимое о отсека.После этого надо выбраться из крипты. Также ворота будут стёрты,а там лежать резинка.

После того как игрок вернёться в сарай там будет человек с головой медведя,он говорит что снаружи творяться странные вещи,и если вы идёте по плохому пути он вас осудит,также он говорит то что охраняет родителя своего приятеля,чъё тело и носит.И он говорит то что хочет получить своё тело обратно.Если вы идёте по хорошему пути,он просит ножницы и хочет пойти с вами,зайдя в покойницу,медведь либо отрежит голову,либо на него кто-то нападёт.Взяв голову,надо набрать в банку крови(если хороший путь),и пойти к воротам там надо нарисавать ворота,либо стереть пугало,которое предположительно и убило медведя,и пройти дальше.

Глава 8

Герой переноситься на кладбище в клиф (без паука).

Он видит мальчика,и тот говорит то что он давно не ребёнок и он на самом деле взрослый мужик,и то что ему не хватает родителей.Мальчик уходит.

Мост к дому гробовщика починин,можно найти череп от крипты но при выходе игроку пригородит путь паук,и оторвёт руку.(плохой путь)В хорошем некого нету.

После этого как герою откусили руку он очнулся.А паук уходит.Открыв крипту в тайнике можно найти бумажку с воздушным шаром.
И после нажатия на шар,он полетит,и будет стоять в клифе.

Отогнав циклопа

Игрок показывает смерти фотографии,но та говорит то что почти все пострадавшии это дело рук игрока,и говорит готовиться,игрок просыпается...

## Изменения

Плохой путь

* Игрок просыпается в гробу
* Медведя убивают
* Герою оторвёт руку

Хороший путь

* Игрок приезжает на автобусе
* Медведь отрезает себя от тел
Kaaz

**Kaaz, also known as the Consort of Heaven and the Pater of Sumer,** was a major antagonist in Neon Millenium and the main antagonist of the Midrun arc. He was the self-proclaimed "Husband of Kumari", a Jetsef male, and one of the many in The Brood who utilized the Shards of Raiha to achieve a god-like state. Previously defeated by the Savior of Silence, Methrier, he was revived by other members of The Brood, and then defeated by the current reincarnation of the Savior of Silence: Kreija Delphinonos.

## Appearance

Like many other Jetsef, Kaaz was a tall, grey skinned male. He had long, wild burgundy hair which reached his knees, as well as golden eyes. Unlike others of his race, Kaaz was muscular, with a wide build.

## Personality

Kaaz was a prideful, yet respectful and chivalrous man who deeply respected the woman who defeated him, even greeting her reincarnation with respect despite knowing either her or him would die. Believing himself to be the "lover" of Kumari, he proclaimed himself her husband, even claiming he was the founder of Sumer, and therefore he possessed the right by marriage to claim the power of a god for himself, which he believed would bring Imhar, and therefore Kumari back to the mortal realm.

## History

Born in the city of Gur, Kaaz was the son of the noble house of Mir before joining Endanta. There he met Kumari, and like many of those under her wing, she took him in as a warrior, as well as a lover. Believing himself to be above others in the rebellion, he claimed he was Kumari's husband. When Kumari disappeared after the War for Arth, he met with other former rebels, and formed The Brood. There, they discovered shards of Raiha's soul, and utilized them to achieve a god-like state, never aging and becoming extraordinarily powerful. After subjugating the city of Sumer to his whims, he was then defeated by a Champion of Kumari, sent by Aurzur, named Methrier and the Savior of Silence.

## Powers and Abilities

### Nasj de Chams

Also known as Solar Weaving, Nasj de Chams is a yielding venerating augur which allows the user to utilize the essence and spirit of the sun for many uses, especially of those the sun rules under as it's patron god.

Such powers include:
Масочник

## Описание

Масочник - является одним из второстепенных персонажей.

## Появление

Глава 1: Если игрок убил ворон(у) то на него нападёт монстр.И если это произойдёт то масочник поможет главному герою и отнесёт его в больницу.

Глава 2:

Плохой путь:Масочник будит главного героя, и говорит ему то что они находиться в кошмаре.Но происходит землетрясение и масочник уходит в неизвестном направлении.

Хороший путь:Герой приходит в больницу и видит масочника тот удивлён то что на гг не царапины и говорит то что они находится в кошмаре. Вдруг происходит землетрясение и масочник уходит.

В конце главы масочник помогает восстановить пациента,и говорит игроку отправиться на кладбище(либо отправляет на автобус либо отправляет игрока на кладбище в гробу)

## Интересные факты

* Масочник единственный имеет 2 спрайта внешнего вида
* Масочник знает то что он в игре
Bad dream coma Вики

**Добро пожаловать на Bad dream coma вики!**
Вики по серии игр Bad dream

Это онлайн-энциклопедия о **Bad dream coma**, куда любой участник может внести свой вклад. Мы рады каждому участнику! Просто нажмите «Править» в верхней части любой страницы или «Создать страницу» в меню рядом со счётчиком статей.

## Описание

Bad dream coma игра созданная компанией desert fox.

Игра о кошмаре и застрявших в нём людей.

Вторая часть серии Bad dream fever.

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Thaneholds

The **Thaneholds** are the central lowland region of Nordain. It forms the backbone of Nordain, in terms of both agriculture and population.

## Background

The Thaneholds possess the largest number of freeholders in Nordain, many of whom belong to thanes. A number of relatively minor lords also reside in the Thaneholds and, as a group, they represent a powerful political force, as well as a combined military strength that forms a large portion of the Nordish army. However, they are often prone to fighting amongst themselves constantly, over anything and everything. They will go to war with each other over such things as elopements, or even wool. One war was even started by an apple tree.

Due to this political status, it is considered very difficult to control the Thaneholds by force.
Кухарка

## Описание

Является одним из работников больницы,очень боится пауков.

## Появления

Глава 2:На её кухне завелись пауки,увидев игрока она просит его убить избавиться от пауков на кухне.Отдав ключ она отправляет игрока на кухню.Если убить их она скажет спасибо и уйдёт работать.Если посадить в банку:кухарка удивиться но оставит их себе.После этого она на кухне положит ключ от туалета.

Также у неё можно купить суп.(с пальцами если на игрока напал монстр)

Глава 5:Если убить пауков то кухарка убежит из больницы и попросит у игрока ключ от ворот,найдя его,она отдаёт монетку.Если идти на концовку мясника то её убьёт мясник.Если же отдать пауков в банке,она не появится.

Глава 5:Если дать пауков в банки то её можно увидеть на кухне.Также она отдаст заказ мужчины и попросит героя передать заказ.

Глава 8:Во всех плохих концовках её убивают в концовке мясника можно увидеть её голову.На хорошей концовки с ней нечего не происходит.И её можно увидеть на кухне.

Нейтральный финал:Когда очередь стирания доходит то кухарки,то она говорит то что стирать людей ужасно,и убегает.
Смерть

## Описание

Существо которое должно забирать умерших и тем самым пробуждать их.

## Появления

Глава 3:Когда герой открывает тайник то тогда приходит смерть и врывается с крипту и забирает содержимое тайника и свою косу,также смерть делает ночь.

Глава 7:Смерть рвёт участок к старому дому и замазывает дорогу к озеру, чтобы игрок туда не прошёл,когда игрок заходит в дом то смерть прогоняет его к озеру,и оставляет предупреждение.

Когда игрок пробирается в комнаты и выходит,смерть делает ночь.

После этого смерть прогоняет игрока к дороге и забирает все вещи.И закрывает вход в подвал.

После того как игрок зашёл в подвал будет:

Нейтральный путь:Смерть встречает игрока и говорит игроку то что она не вернётся к своим обязонастям и прелагает игроку стать смертью.После этого смерть отдаёт игроку ризинку.

Хороший путь:Смерть стирает себя нечего не оставив.

Плохой путь:Смерть остаётся в подвале и говорит игроку то что она была растрогана историей мальчика и не хочет больше забирать души и говорит то что людям теперь не нужно боятся смерти.И говорит игроку если он хочет уговорить смерть вернутся,то ему нужно сделать фотографии страдающих.

Глава 8:Победить(циклопа,мясника,пауков и ворон)

Игрок приходит на кладбище и отдаёт смерти фотографии,смерть говорит то что дело не полностью в ней,и говорит то что большинство пострадавших страдают из за игрока,и после этого она говорит игроку готовится.

Проиграть

Смерть приходит в больницу и видя картину ужасается,после этого она говорит игроку готовится.
Старый дом

## Описание

Заброшенный дом где мальчик жил со своими родителями до их смерти.

## Локации

Двор,сортир,старый дом середина,кухня,детская,комната родителей,подвал.

## Появление

Глава 7

Игрок приходит с леса,путь в дом ему преграждает кукла,игрок в будке находит ключ и отрезает его,открывает почтовый ящик и проходит в дом.Но смерть делает ночь и исчезает.Но забрав из леса удочки игрок ловит рисунок.И отрезав солнце,делает день.Зайдя в дом игрока не пропускает в комнаты куклы.Но зайдя в дом смерть прогоняет игрока и закрывает дверь,забрав ножницы.Смерть кладёт ножницы в ящик,от которого можно серьёзно пораниться,надо взять ножницы перчаткой.В комнате мальчика можно найти переписку смерти и мальчика.Зайдя в комнату родителей,игрок увидит подвал.После того как он уберёт кнопки и выйдет из дома,смерть снова прогонит игрока в лес,при этом забрав все вещи.

Вернувшись игрок находит свои вещи и обнаруживает то что смерть стёрла вход в подвал,но игрок чинит ящик и находит карту спальни,и через неё проходит в подвал.

Там он видит смерть,и она говорит то что история мальчика тронула его...И она не хочет больше приносить людям боль.

И говорит игроку то что если он принесёт ей весомые аргументы вернуться ей к своим обязанностям,например фотографии.

8 Глава

Игрок с помощью рисунка покидает дом,и переноситься на кладбище.

## Изменения

Плохой путь

* Что бы пройти кукл игрок вырезает их глаза на рисунке
* Смерть остаётся,и в качестве причины вернуться к своим обязанностям требует фотографии постродавших.

Хороший путь

* Игрок закрывает глаза куклам тряпкой.

* Смерть стирает себя,нечего не оставив

Нейтральный путь

* Игрок закрывает куклам глаза тряпкой
* Смерть стирает себя,оставив резинку.
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Ishgita

The northernmost central continent of Arth, as well as the second most largest continent.

## Overview

The northernmost central continent, Ishgita is what separates the east from the west, with the Apex Meridian splitting part of the country down the middle. With it’s unique geography, Ishgita is primarily a bustling trade empire that exchanges it’s lands as means of transport for other continents. With the largest amount of landmass that is split by the Augustine Line. The southern area is it’s own empire, different from the empires of the northern part.

## Geography

Ishgita is also the most diverse in its biomes, with the northernmost part having a similar tundra and snowy climate, the middle part having a temperate climate, the bridge area having incredible biodiversity with rainforests, marine life near the seas, and by the land nearest to Midrun, deserts, savannahs, and mesas with the Tamil Steppe and Gorge.

## Trivia

* Ishgita's geography and general location is inspired by Central and Southern Europe, as well as Southeastern and Central Asia, such as India and Turkey.
* Ishgita's name is inspired by the Hindi word "*gita*" which means "*song"* and generally is associated with the *Bhagavad Gita,* an important holy scripture that is part of the epic known as the *Mahabharata*. This name origin is simply coincidence according to Kit2ne9, but they have accepted the name inspiration as a fun fact.
* Ishgita also has a general 1980s and vaporwave aesthetic.
Dugrat

**Dugrats** are animals that populate the underground locations of Morgaea. They are small, hairless, and nearly blind creatures that come in a wide range of colors, and also have the ability to change color.

## Background

They are harmless and docile omnivores, which are known to eat almost anything they find on the cavern floors, including insects, worms, and when the pickings are lean, limestone and simple metals. Because of their frequent diggings in shallow pools and mud pits, the dwarves gave them the nickname of "mud splashers". Dugrats can also be found in Ondrathum as domesticated pets.

Dugrats also provide an ample supply of food for the dwarves. They can be prepared in a variety of ways such as dugrat pancakes, and dugrat-gets.

They are described as being poorly adapted for any non-temperate environments, and serving as prey to many different creatures, but still somehow manage to proliferate.

A popular sport among the lower castes is dugrat racing. Special dugrat breeders ensure that Dugrats get big enough without much fat on them. Then, before the race, special tunnels are prepared so that the viewers can watch the dugrat race from above. Starved for a day, the usually sluggish Dugrats will start running once they smell roasted roof beetles. The Dugrats are also painted with House emblems. While most nobles will prefer to go and watch the much more respected Provings, some attend the races, which brings money to the sport. Naturally the casteless are also involved, since successful breeders can earn a decent living. After Dugrats can no longer race, they are consumed as food.
Квартира

## Описание

Это место жительства мальчика,который является виновником бессмертия.

## Локации

Начало,двор,вход,лестничная площадка,верхх,квартира 01,Спальня01,Ванная01,Кухня01,Спальня02,Ванная02,Кухня02,Подвал,Гостиница01,Гостиница02.

## Появление

Глава 6

Игрок по просьбе масочника идёт на поиске мальчика,и заходит в дом.

Зайдя в дом игрок находит ключ от квартиры 01,и проходит внутрь.В квартире отсутствует свет,игрок собирает почту,и платит за электричество,также он пробирается в квартиру 02 через зеркало.

Собрав письмо герой кладёт письмо в ящик,и свет включается.

В туалете находиться настольная игра,которая была выкинута мальчиком.Также найдя пуговицу,и ключ от ящика,найдя там кассету,и зайдя в квартиру 02,кто-то ломает стекло с той стороны,и блокирует выход.Кто-то звонит в дверь.И там записка с <<Help me!>>с скрепкой. С помощью скрепки открыв гостиницу найдя ключ и кубик через дверь вернуться в первую квартиру и начать играть в настольную игру.

В игре можно закрашивать врагов,посреди игры в дверь позвонят,если открыть её в квартиру зайдёт подросток,и нарисует дополнительные препятствия.После того как игра будет пройдёна придёт мальчик.И он скажет то что игра ему не нравилась,и тут либо он говорит то что нам не понравилась игра,либо понравилась.После всего этого он рассказывает о старом доме,где раньше он жил с родителями.И просит найти его родителей.И игрок направляется в лес,и старый дом.

## Изменения

### Плохой путь

* Картины в квартире 02 зачёркиваются.
* Из холодильнике квартиры 01 идёт кровь
Temple of Law

**The Temple of Law** is a religious building and organization located in Anachoria.

## Overview

The Temple of Law, Arth's oldest known and surviving temple, is a religious building dedicated to the veneration of the power of Law. Run by the religious order: Throats of the World, or simply Throats, it is an incredibly sacred temple which many worshippers of both Oneto and the Kumaic Orders make many pilgrimages to. It is also one of the few temples where a single god is not specially worshipped in, and communication/worship of any god is allowed within it's walls.

## History

Built over thousands of years ago, the Temple of Law was constructed after the Heavenly Split had occured, with it's first monks and worshippers believing it was a way to see and communicate with the gods using or understanding this power. However, since Law cannot be used by humans, the temple changed to a place of worship and community.
Templar Spell List

Templar (Class)

### 1st Level

* Absorb Elements
* Command
* Detect Magic
* Mage's Bane
* Searing Smite
* Shield of Faith
* Thunderous Smite
* Wrathful Smite

### 2nd Level

* Blindness/Deafness
* Branding Smite
* Calm Emotions
* Lesser Restoration
* Prayer of Healing
* See Invisibility
* Silence
* Zone of Truth

### 3rd Level

* Aura of Vitality
* Counterspell
* Crusader's Mantle
* Daylight
* Dispel Magic
* Elemental Weapon
* Protection from Energy
* Remove Curse

### 4th Level

* Aura of Life
* Aura of Purity
* Banishment
* Death Ward
* Locate Creature
* Staggering Smite

### 5th Level

* Banishing Smite
* Circle of Power
* Destructive Wave
* Dispel Evil and Good
Press Trio

Kyujin, Jinni & Jiwoo Instagram update (Jul. 14th, 2022)

**Press Trio** (*Hangul: 복수형 껴안다; Romanization: Boksuhyeong Kkyeoanda*) was the friendship pairing between Jinni, Jiwoo and Kyujin.

## Name Meaning

The name ‘Press Trio’ derives from Jinni, Jiwoo and Kyujin’s “Press” dance cover.

## Other Names

**Bold** = used; *Italic* = additional (doesn't include in the stage name)

* Que Calorz (웨가로즈)
* Kkyeoandaz (껴안다즈)
Arria Dhunne

Jarless **Arria Dhunne** was the wife of Ornand Dhunne and mother of Queen Rhealla.

## Background

Arria was a patient and detail-oriented woman who came from a long line of cabinet-makers, and had little tolerance for people who neglected their furniture. After the newly appointed Jarl of Dhunne, Ornand, had spent a month living in a tent instead of seeing to the repairs of Castle Dhunne, Arria was sent as a representative of the town to see whether the new Jarl would abandon the keep and the village as his predecessors had. Their discussion quickly devolved into a shouting match; in the end, she reminded him that he wouldn't be Jarl of anything unless his freeholders swore fealty to him, which they wouldn't do if he left Castle Dhunne crumbling and empty. Ornand reluctantly followed her advice, appointing Arria to supervise the keep's repairs. Two months later, Ornand asked Arria to marry him, and she accepted. Their daughter, Rhealla, was born a few years later.

While Ornand spent much of his time with King Baylor in Dersoden, Arria used her incomparable skills as a foreman to rebuild Dhunne. She saw to the repair of the port, the maintenance of the roads, and the operation of the lumber mills, getting them back to working order for the first time in almost an age. Arria also cared for their young daughter, who loved her very much, and would follow her like her shadow. By **9A10**, Arria had become concerned that Ornand spent too much time away from their daughter. Even Baylor had remarked on the length of Ornand's absence from his family, saying that everyone runs away from something. Ornand eventually relented, after a heated argument, and began bringing Rhealla to court with him.

King Baylor's disappearance, and Rhealla's marriage to King Renley Kaulden, put an end to Ornand's visits to Dersoden for a time. Ornand returned to Dhunne to spend time with Arria, and lived in relative peace for the next three years. When Jarless Arria died in **9A28**, the king, the queen, and the entire royal court traveled to Castle Dhunne for her funeral. The death of Arria affected Ornand deeply. When the king and queen left, so did Ornand, never to return to Dhunne.
South Hill

**South Hill** is a thanehold in southern Nordain.

## Background

The thanehold has a large fortress that once served as a look-out point against marauding pirates. It shares the same name with the thanehold but, at least during the Fifth Age, was also called Southern Hill. When their threat began to fade, it was partially abandoned and many of its watchtowers remain unmanned to this day. While South Hill is capable of holding thousands of people, it is usually only manned by a few hundred. Mostly abandoned, a majority of the fortress has been converted to storage. Many passages are long forgotten, dusty and dark, and anyone who wanders into them stands the risk of becoming lost inside. The fortress is also considered by many to be haunted.

During the unity wars between the Drahanim tribes in the Fifth Age, which would determine Nordain's first king, Baron Jorcch ruled the South Hill. Ser Gromard was a knight in his service, who himself had a squire; the young Lontan. One day the fortress of South Hill was besieged by Baron Myrddin, a candidate for the throne. During the battle, Baron Jorcch and Ser Gromard were killed, and Lontan bested Baron Myrrdin in single combat. Lontan spared Myrrdin's life who, in return, swore fealty to him, thus making Lontan the ruler of South Hill.

## Involvement

Prince Baylor's rebel forces suffer a devastating defeat at the fortress of South Hill when they are ambushed by King Alain's Chevaliers during the campaign to free Nordain from the Maudesian Empire and restore the royal Kaulden family to the throne of the kingdom. Baron Terund Argander, the commander of the rebel army, was amongst the casualties. This major defeat was the result of an Maudesian spy infiltrating the rebel forces and informing the Prince that South Hill was a site where the yearly salaries of the chevaliers stationed in Nordain were being stored.
Surface Dwarf

*In ancient times the dwarves ruled a huge empire made of many cities and settlements far beneath the surface. Today only two dwarven cities remain: Ondrathum in the White Spine and far-distant Nar-Lodahr in the Hunteron Mountains. Both are waging an endless war against the fiendish hordes that conquered the old dwarven lands. While the two fortress-cities remain strong, dwarven numbers have been dwindling slowly for the past thousand years. For the most part Ondrathum and Nar-Lodahr look inward. Dwarven society is rigid and caste-based and politics are notably vicious.*

*One "caste" stands apart from the others though: the surface dwarves. Cloudgazers, the stone-blind, skyers—these are how dwarves describe their surfacer brethren. It's traditional to snort these words with disdain. A dwarf who goes "topside" forfeits his caste, his house, and the favor of his progenitors. Once he sets foot on the surface, he is no longer welcome in Ondrathum. Despite this, in recent years a great many dwarves have moved to the surface. Some are casteless and have nothing to lose. Others are merchant caste dwarves who trade goods and raw materials to humans and elves. And some think it's only a matter of time before Ondrathum falls to the fiendish hordes.*

## Background Feature

Having integrated yourself, or having been born, into human society on the surface, you share many of the same opportunities and occupations. Choose one of the Freeman backgrounds.

## Variant: Exile

* **Skill Proficiencies:** Insight, Survival
* **Languages:** None
* **Tool Proficiencies:** Navigator's tools, one type of artisan's tools.
* **Equipment:** A memento from Ondrathum, a walking stick, a set of traveler's clothes, and a small pouch containing 5sp.

### Cause of Exile

Why were you exiled? Are you guilty or innocent? Who was responsible for your exile? You can work with your DM to determine the story behind your expulsion, or you can choose to roll on the table below to determine why you were exiled.

 2
 3
 4
 5
 6
 7
 8

### Resourceful

Being forced to live among humans, without the purpose of a caste, has pushed you to be more observant in hopes of finding opportunities for yourself. As you spend time in a city, town, or tribe, the social dynamics of the system quickly become evident to you. By interacting with locals and spending time in an area, you are able to determine things like the current balance of power, pressing issues and news, if there is unhappiness with the current status quo, and who important figures might be. However, as an outsider, your criticism or interference are less welcome without good reason.

### Personality Traits

 2
 3
 4
 5
 6
 7
 8

### Ideals

 2
 3
 4
 5
 6

### Bonds

 2
 3
 4
 5
 6

### Flaws

 2
 3
 4
 5
 6
Лес

## Описание

Обычный дикий лес где есть болото и старый дом.

## Локации

Стена,гора,домик ведьмы,лес,озеро,палатка,дорога на болото,болото,дорога,старый дом.

## Появления

Глава 4:

Выйди из кладбища игрок идёт в лес и по дороге путь преграждает собака,рядом с ней есть ключ от дома ведьмы,там есть мясо,и его можно положить в капкан или дать собаки(несколько раз).На озеро находиться парень.Он говорит то что он подбросит гг до города когда отдохнёт,и просит найти приманку.Найдя червяка и насадив его на крючок парень начинает рыбачить,а подойдя к забору можно найти парня рядом с которым есть рецепт энергетика или яда.Собрав все ингридиенты и отдав парню тот либо падает,либо уходит к машине,но кто-то проколол шину(если сделать яд то мы увидим то что шину проколол подросток)Парень просит игрока найди что-то для починки.Найдя метериалы для починки(слизь улитки,жувачка,мёд)И найдя ключи в палатке(плохой путь)надо садиться в машину и отправляться в путь в город.

Глава 7

Игрок возвращается в лес,но путь к старому дому закрыт ручкой,игрок рисует ручкой путь к озеру.(Или убив кролика,если игрок истратил ручку в прошлой главе)Также в начале можно найти оторванный участок экрана,а там найти ножницы.Далее пройдя к озеру там локация немного сломана.Но найдя фотографию,и отрезать её часть и выйдя из палатки,смерть предупреждает игрока.

Игрок приходит снова приходит в лес и забирает удочку.

Смерть выгоняет игрока на дорогу.И приказывает уходить.Но игрок не отступает и возвращается к дому.
Ashcloaks

The **Ashcloaks** are an elite and renowned unit of Nordish fighters who use vicious wargs in battle. According to the legend, their training is considered to descend from the dwarven berserkers, and particularly Lugas Dwarfson. They are pious mercenaries who work for no pay, instead working for whatever cause they deem just. They are so admired by common Nordishfolk that, wherever they go, they are treated as heroes.

## Joining

Despite the prestige, few people choose to join the Ashcloaks, as they are denied the opportunity for both personal wealth and personal glory.

Indeed, the Ashcloaks' ranks are often composed of former criminals, joining the group as a means to redeem themselves. Their past identities are expunged, as "even in legal records their old life is erased; contracts voided, marriages annulled, and records of birth erased".

## Training

Part of their training focuses on the belief that you should "die" before battle. Otherwise death will catch you unaware. Ashcloaks also receive training in tracking.

## Fighting Style

The Ashcloaks' training has, according to the Ashcloaks, been passed down since Lugas Dwarfson, a Ketharri warrior who first harnessed the battle-rage of the dwarves after being trained by his wife, Jynnis. Ashcloaks harness the battle rage inside, nurture it, and draw it out so they cannot fall in battle until their last foe is slain.

Ashcloaks are also famous for their use of wargs. They trust their hounds with their lives, as the hounds do them. They fight side by side with their hounds in battle, and it is common for an Ashcloak to pair with their dog for life. The sight and smell of the Ashcloaks fighting with their dogs is legendary.

## History

In **-355D** the Battle of Redfall occurred. This was last great battle between the Drahanim with their legendary leader Lugas Dwarfson and the Cleve with their warrior queen Gwen'nan. Even though he was thought to be unbeatable, he and Gwen'nan slew each other. The Ashcloaks were founded shortly after his death in order to honor his memory.

Some time before, or during, the Eighth Age, the Ashcloaks were led by a man named Meyar who received a vision of Sibylla while the Drahanim warred with the Cleves and Welserine over land. He then helped spread the faith of the Watcher, and helped unify the religion where Sibylla could not. Ever since then, the Ashcloaks have been fierce followers. However, this is not to say they are a part of the Ministry, as they predated its formation, and don't practice the teachings of the Holy Tome.

Ashcloaks in the past once stood with King Lontan, when he was uniting Nordain, and still remain "king's men."
Кассета

## Описание

Это кассета в которой показана история двух клоунов и розыгрыша между ними. Кассета принадлежит медсестре. Появляется только при прохождении игры на плохую концовку

## Появление

Глава 5

Весёлый клоун что-то делает дома и уходит из него, приходит грустный клоун, и начинает подготовку к розыгрышу.

Также грустный клоун читает о том что весёлый клоун приказывает ему приготовить еду, или же тот убьёт его собаку. И рыбка грустного клоуна мертва. Взяв рыбу в холодильнике и положив в духовку и закрыв её клоун взял соль и сковородку, он поставил сковородку на плиту, насыпал соль, вытащил рыбу и положил её на разделочную доску, взял нож, выпотрошил рыбу, взял червей, положил на сковородку, подсыпал туда же яд, покинул квартиру. Спустя время, весёлый клоун умирает, и пришёл грустный клоун, который добивает весёлого клоуна ножом. И выпрыгнул в окно, вылетев через экран телевизора.

На этом запись с кассеты заканчивается.
Gareth of Croftdale

Ser **Gareth of Croftdale** was the father of Ornand Dhunne and the grandfather of Rhealla Kaulden.

## Involvement

Gareth's family originally hailed from Croftdale. He was once a sergeant-at-arms in the service of King Bersnal Kaulden, but went on to become a farmer. One year, Gareth was unable to pay the increased taxes that the Maudesian King Alain had imposed on the populace. As punishment, a Maudesian commander raped and murdered his wife in front of him and his son. In retaliation, Gareth killed the commander, which forced him and his son had to abandon their home and live in the wilds. Eventually, he went on to lead a band of rebels in the Northron Hills with Sister Avita. During their travels, Gareth led an outlaw camp too close to a nest of scourge-infected wolves. As a result, fourteen people within the camp were killed, six of them children. Gareth wished to remove himself from the position of leadership, but Sister Avita helped convince him to stay. After the death of the Rebel Queen, Naranna Kaulden, her son, Baylor Kaulden, stumbled upon Gareth's group as he fled her killers. Gareth's rebels took care of him, treating his wounds, without knowing his true identity. When Maudesian forces surrounded Gareth's camp and Baylor revealed his identity, Gareth ordered Ornand to escort the Prince out of the camp while he distracted the encroaching forces with some of his men, allowing them to escape. For his sacrifice, Baylor knighted Gareth before his departure.
Noble hunter

**Noble hunter** is the term applied to dwarves who seek to improve their life, and advance their social status in the rigidly defined caste system of Ondrathum, by seducing members of higher castes and siring children with them. Most noble hunters are female, and part of the casteless. The group's somewhat derogatory name derives from the fact that noble hunters are typically pursuing members of the noble caste.

## Background

The dwarven caste system operates upon the principle that dwarves inherit their caste from their same-sex parent. In practice, this means that if a woman is married to a man of a different caste, her son would be the same caste as his father, while the daughter will inherit her mother's caste. In such cases, however, the family would normally live in the house of the parent who belongs to a higher caste. Due to this system, and because dwarves have a low fertility rate, the noble hunters are a valuable asset to a dwindling dwarven society. Beyond practicality, noblemen enjoy the status of having a beautiful and sophisticated noble hunter as a paramour as well, so the mutually beneficial system perpetuates itself.

In order to make themselves especially attractive, noble hunters undertake extensive training in articulation, singing, elven poetry, musical instruments such as the string-harp, and even gossip, and enjoy cosmetic enhancements such as gold-capped teeth, making them into the most educated and sophisticated of the casteless. Few casteless presumably set out to become noble hunters of their own accord, as most are funded by a "patron" and thus groomed to make them more attractive to higher-caste dwarves. They are even taught how to play Diamondback; a card game. Considering that nobles rarely set foot outside of the Gemstone Quarter, noble hunters have to use bribery in order to enter this district, a practice which is well-known, but ignored by the rest of society. The bribes are costly, however, so usually only noble hunters with patrons can afford it. Should the gamble work, the noble hunter becomes a concubine, an official member of the higher caste's household, so long as the child lives. The noble hunter's immediate family would then also join the household. The patron of a casteless noble hunter can also claim to be immediate family, such as an uncle, and can join the house of the higher-caste dwarf, along with the rest of the noble hunter's family, since the Repository does not keep lineage records of the casteless to contradict this claim.

While casteless dwarves are disdained by the higher castes, noble hunters, paradoxically, are looked upon with a certain respect by nobles, as they can provide children, and thus more members to higher caste Houses. With dwarven birthrates dipping dangerously low, any plan to supply noble houses with more children is welcomed. In spite of this, it often varies whether a noble's wife condemns noble hunters, or tolerates them as a necessary fact of life.
Kitsune

Kitsune are a species of lites in the universe and the second most powerful beings to exist. They are also known as

## Overview

Kitsune, which are known as powerful tricksters, are actually soldiers and creatures designed for destruction and slaying. With numerous skills and an enormous wellspring of power, kitsune also possess the ability of great physical reach, unlike gods.

Kitsune can only be made in the Vulpan Star System, and often in their creation they are a single shard of the star as a whole, and other shards of the star are considered their "siblings" or "family", with one rare exception of a kitsune taking up an entire star to form their soul. Commonly made by
Fourth Age

< Third Age | Fifth Age >

**4A01**: Werewolves, long present in Nordish lore, are said to reappear, assuming the appearance of regular people. The use of dogs as guards able to "detect" werewolves becomes common. An especially bloody chapter of Nordish history ends with the apparent extinction of the creatures.

**4A20**: Herbalists re-discover the "medicinal qualities" of eldenroot.

**4A22**: The Lysadoren King Guilmar the Younger meets his end at the hands of Calliste da Bastion, a soon-to-be legendary member of the Lysadoren Ravens.

**4A30**: Asha Gelena Bamadur, the future Queen of Lysadore and "Queen Mother of Morgaea," is born in Ghallen.

**4A40–5A10**: The Ministry declares a series of four Crusades to destroy the "heathens" within the Adamantium. All four times, large armies are gathered from around the Ministry's domains, and an assault is launched deep into the Adamantium. Every time, however, the Crusade falls just short of its goal of conquering the City of Adamantium. In the end, the Crusades serve simply to cement the separation between the City of Adamantium and Ducailles. The Adamantine Ministry starts to form its own dogma and policies, and the groundswell of mages fleeing from northern lands into the Adamantium bolsters their waning power.

**4A45**: The most famous elven criminal in Maudet, Tanila of Aerasala, is arrested for slaying twelve chevaliers. She escapes and kills twenty more, before cutting her own throat to avoid capture.

**4A46**: Matron Margaux I commissions Adamantine fugitive (and former magister) Adalia of Byrantium to write the Recitation of Adalia, a tool to protect against blood mages and demonic possession.

**4A52**: The Great Riot of Ducailles occurs. Some historians allege that the riot was sparked by a performance of the lost play *The Setting of the Light*.

**4A80–84**: The Maudesian Empire takes advantage of the Drahanim's fractured state and crosses the White Spine to invade the valley for the first time. However, the Drahanim jarls set aside age-old differences to push the Maudesian Empire back. The Maudesians hope to take the port of Seaworth, but the fortress of Erencliffe holds out too long, and winter in the Spine leaves many Maudesian units without supplies. By the spring of **4A84**, most of the invaders pull out or are captured.

**4A85**: Drahanim legends of Tolamir and the Werewolf are recorded about a time in the past when the tribes suffered repeated werewolf attacks until the hero Tolamir managed to slay the lycanthropes. The events these legends refer to most likely took place in the First Age.

**4A90**: The famed Fortress Hainesault is built in the western Ansoun Mountains by Lord Robert de la Hainesault, who uses it to stage numerous failed invasions of Freemark states.

**4A99**: The war Red Crusades persist.

< Third Age | Fifth Age >
Tolamir

**Tolamir** is a legendary Drahanim hero and reportedly the father of Heford. Many Nordish nobles claim their descent from his line.

## Legend

No one knows how many stories about Tolamir are true, but there was once an Drahanim warrior named Tolamir. One of his legends says that he owned a pack of wolves, from which wargs are descended. Tolamir is also credited with killing Tulnunn, a monstrous dragon, and also orchestrating a major campaign against werewolves allegedly during the early Fourth Age, which dramatically reduced the werewolf threat in Drahanim lands.

According to the saga of *Tolamir and the Werewolf*, Tolamir had killed a rare white hart when he encountered a werewolf, who demanded tribute for the kill that had been made in his woods. Surrounded by a pack of werewolves, Tolamir had no choice but to strike a bargain; he would exchange lives and bodies with the werewolf. Tolamir lived as a werewolf for a year and a day while the werewolf lived the life Tolamir had left behind. The truth of this tale has never been proven however. While Tolamir himself almost certainly existed, Nordish scholars doubt that he spent a year as a werewolf. A witch also appears in many versions of *Tolamir and the Werewolf*.

The Tolamir River in Nordain, which is best known to modern Nordishfolk as the place where the rebel forces of Prince Baylor Kaulden, under the command of Ornand Dhunne, defeated two Maudesian legions of chevaliers, is named after the hero Tolamir.
Hahmaak

> *"Do not share your bleedings and talk, Devourer of the Flayed. I was shaped by the blood of my father. Your hands toiled with the power of dragons, yet I weaved that blood as it flowed in my veins. Now, I have bastards to kill." -*Hahmaak to Juvell
>
>

**Hahmaak, known as the Son of the Baned and Khataschli (King of Armageddon in Law),** was a priest of Dominus' Temple of Anaxul and the biological son of Odiosum, as well as one of the first Draken, half-human and half-dragon beings to exist. Disappearing from history after the disappearance of dragons, he remained in hiding until with the return of Kumari, dragons began returning, and he resumed his goal of slaying every "Bastard Dragon", until he was killed in battle by Juvell.