recursal/Fanatic-Fandom huggingface dataset:
ND/Divine Servitor of Völundr

These are the servitors who respond to ND/Ariana Rees when using the axe Völundr's Word. In Mass Combat they have a base of TS 3 class (F), Recon before accounting for gear or skill. They are purchased as an Ally (Built on 50%; Conjured, +100%; Minion, +50%; Mass Combat Element, 1 Element \*2; No Roll Required, \*4) [40]

#### Divine Servitor [175 points]

Attributes [30]
**ST** 14 [15] (Includes +1 from 'Lesser Divine Servitor')
**DX** 11 [0] (Includes +1 from 'Lesser Divine Servitor')
**IQ** 11 [0] (Includes +1 from 'Lesser Divine Servitor')
**HT** 12 [10] (Includes +1 from 'Lesser Divine Servitor')
**Hit Points** 14 [0]
**Will** 11 [0] (Includes +1 from 'Lesser Divine Servitor')
**Perception** 11 [0] (Includes +1 from 'Lesser Divine Servitor')
**Fatigue Points** 12 [0]
**Basic Lift** 39
**Damage** 1d/1d+2
**Basic Speed** 6 [5]
**Basic Move** 6
**Ground Move** 6
Advantages [150]
Earth Element
Damage Resistance 2 [10]
Injury Tolerance (Homogeneous) [40]
Lesser Divine Servitor [44]
Extra DX 1 [20]
Extra HT 1 [10]
Extra IQ 1 [15]
Extra Perception 1 [10]
Extra ST 1 [5]
Extra Will 1 [10]
Immunity to Metabolic Hazards [30]
Dependency (Mana; Constantly, \*5) [-25]
Unnatural Feature 1 (Skin made of ore-laced rock) [-1]
Vow (Always Speak the Blunt Truth) [-5]
Wealth (Dead Broke) [-25]
Order Element
Common Sense [10]
Indomitable [15]
Unfazeable [15]
Visualization [10]
Trading Character Points for Money ($3000) [3]

Perks [0]
Disadvantages [-30]
Code of Honor (Soldier's) [-10]
Pacifism (Cannot Harm Innocents) [-10]
Selfless (12 or less) [-5]
Stubbornness [-5]
Quirks [-2]
TBD [-2]
Skills [30]
Armoury/TL3+1 (Body Armor) IQ/A - IQ-1 10 [1]
Brawling DX/E - DX+0 11 [1]
Knife (Default) DX/E - DX+0 11 [0]
Observation Per/A - Per-1 10 [1]
Shield (Shield) DX/E - DX+3 14 [8]
Shortsword DX/A - DX+3 14 [12]
Soldier IQ/A - IQ+1 12 [4]
Stealth DX/A - DX-1 10 [1]
Theology (Völundr) IQ/H - IQ-2 9 [1]
Wrestling DX/A - DX-1 10 [1]
Techniques [0]
Points Summary
**Attributes/Secondary Characteristics** [30]
**Advantages/Perks/TL/Languages/Cultural Familiarities** [150]
**Disadvantages/Quirks** [-35]
**Skills/Techniques/Spells** [30]
**Unspent** [0]
**= Total** [175]
Equipment
Armor
Standard Infantry Harness (55 lbs, $2365)
Medium Shield, Heavy ($60, 14 lbs)
Weapons
Shortsword-14 (Swing 1d+2 cut, Thrust 1d+1 imp) (2 lbs, $400)

Loadouts & Encumbrance
**Combat Load (All equipment):** 71 lbs, Light Encumbrance (Move 4, Dodge 8)
ND/Hartun

## Description

Hartun is a God, part of a forgotten pantheon that includes Bril, Yoilanta, and Danu.
Hartun is the father of the gods and husband of Danu.

### Morality and Tenets of Faith

He demands familial loyalty and the respect of his children. Those he finds worthy will sometimes have their anxieties assuaged by his bolstering presence. He respects quiet competence and abhors braggarts and chatterboxes.

## Game Mechanics

### Pacts and Required Abilities

Hartun's Pact is Vow: Silence unless actively working [-5]. Priests of Hartun must also have any three skills, including Law at 13+, and cannot have Theology or Religious Ritual higher than their highest other skill level. They may also not have any mental disadvantages more severe than [-10] to represent their character and stability.

As representatives of the judge of the gods, the priests of Hartun are often sought for their fair and reasonable judgement in the resolution of disputes. Occasionally judgments on important matters will be pronounced and have the ancillary effect of being sealed with a Geas if Hatrun feels particularly strongly about the enforcement of the outcome. This does not violate the Laws of Magic.

### Divine Elements

Hartun's divine elements are Fear, Order, and Peace.

Divine Servitors mass combat stats

### Optional Traits

Priests of Hartun often have Intolerance (Braggarts) [-1] and Workaholic [-5] is common among priests who adopt Hartun's personality traits more seriously .
ND/Danu

## Description

Danu is a God, part of a forgotten pantheon that includes Bril, Yoilanta, and Hartun. Danu is the all-mother, Creatrix of every living thing.

### Morality and Tenets of Faith

Danu gently but firmly demands respect for the young and their mothers and does not tolerate people who mistreat them. A stern household and high expectations are fine, but domestic or child abuse is anathema.

## Game Mechanics

### Pacts and Required Abilities

Danu's Pact is Sense of Duty: (Young and their caretakers) [-5]. Priests of Danu must also have some domestic skill (e.g. housekeeping, sewing, cooking &c.) at 12+.

### Divine Elements

Danu's divine elements are Life (Birth), Order, and Peace (Mercy).

Divine Servitors mass combat stats
Mima a tu Mami Momia Mario

**Mima a tu Mami Momia Mario** es el tercer episodio de la Primera Temporada de "*Las Aventuras de Super Mario Bros. 3*".

## Trama

Iggy/Hop y Lemmy/Hip roban al hijo de una momia, y esta al tratar de rescatarlo, cree que Mario es en realidad su hijo.

## Personajes

### Principales

* Mario
* Luigi
* La Princesa Peach Toadstool
* Toad/Honguito
* Reina Setacamen

### Secundarios

* Lemmy
* Iggy
* Bowser

## Transcripción

* Mima a tu Mami Momia Mario/Transcripción Latina
* Mima a tu Mami Momia Mario/Transcripción Española
Los Koopalings

**Los Koopalings**son unos personajes de la saga de series de Super Mario, son los hijos de Bowser y lo ayudan a tratar de conquistar el Reino de los hongos.

## Miembros

Ludwig Von KoopaLemmy KoopaRoy KoopaIggy KoopaWendy O. KoopaMorton KoopaLarry Koopa
### Ludwig Von Koopa

El mayor del grupo, es un cientifico loco. Su nombre y su cabello estan basados en Ludwig Van Beethoven.

### Lemmy/Hip Koopa

El segundo Koopaling, sin embargo es el menor en tamano, es muy infantil e inmaduro aun que se dice que es el Koopaling mas cruel.

### Roy Koopa

El tercer Koopaling, usa unas gafas de sol, es calvo y no se le ven los ojos

### Iggy Koopa

El cuarto Koopaling, usa unos anteojos, es el gemelo de Lemmy/Hip.

### Wendy O. Koopa

La quinta Koopaling, una Koopa mimada, engreida y malcriada.

### Larry Koopa

El menor del grupo, no puede pronunciar muy la "p" y cuando la intenta pronunciar suena a una "f".
ND/Upgrade Lens

Adept
Imbuement 2 (3 Skills Only) [12]
Imbuement Talent 1 [5]
Imbuement Skill at DX [4]
Imbuement Skill at DX-1 [2]
Imbuement Skill at DX-1 [2]
Adept (Arcane or Divine)
You must take the Divine Caster or Arcane Caster Major Role Lens to take this upgrade.

Imbuement 2 (3 Skills Only, Divine or Arcane) [10]
Imbuement Talent 2 [10]
Imbuement Skill at DX [2]
Imbuement Skill at DX [2]
Imbuement Skill at DX -1 [1]
Climber
Lifting ST +1 [1]
Special Exercises (Lifting ST) Perk [1]
Acrobatics at DX +1 [8]
Climbing at DX +3 [12]
Throwing at DX +0 [2]
Herald
You can't take this upgrade and the Ambassador Major Role Lens.

Talker Talent +2 [10]
Charisma +1 [5]
Detect Lies at Per+1 [2]
Diplomacy at IQ+2 [2]
Fast-Talk at IQ+2 [2]
Leadership at IQ+3 [2]
Psychology (Applied) at IQ+1 [2]
Interrogator
Eidetic Memory [5]
Skilled Observer Talent [2]
Detect Lies at Per+1 [2]
Intelligence Analysis at IQ +1 [2]
Interrogation at IQ +2 [2]
Search at Per +2 [2]
Thief
ONE of Cat Burglar 2, Sticky-Fingered 2, or Street-Smart 2 [10]
Lockpicking at IQ+1 [4]
Observation at Per +1 [4]
Pickpocketing at DX [1]
Improve Stealth to DX+2 [4]
Traps at IQ [2]
Tough
ST +3 [15]
HT +1 [10]
Trapper
Craftiness Talent +1 [5]
Camouflage at IQ +2 [2]
Naturalist at IQ +0 [4]
Improve Stealth to DX +2 [4]
Tactics at IQ-1 [2]
Tracking at Per +2 [4]
Traps at IQ +2 [4]
War Captain
You can't take this upgrade and the General Major Role Lens.

Born War Leader Talent +2 [10]
Gifted Commander [5]
Intelligence Analysis at IQ+0 [1]
Leadership at IQ+2 [2]
Soldier at IQ+1 [1]
Strategy at IQ+2 [4]
Tactics at IQ+1 [2]
ND/Mikael Orna

Backstory
Mikael is a Tzavarim. He was selected by the elders of his tribe to aid the Resistance in Engenstut County.

In May 508, after the creation of the Ruling Council, Mikael was promoted to Ambassador from the Tzavarim. He attends Council meetings as an observer.

Attributes [149]
ST 13 [14]
DX 13 [60]
IQ 12 [15] (IQ includes +1 from 'Extra IQ')
HT 12 [20]
HP 13
Will 12 [20]
Per 13 [20] (Perception includes +1 from 'Extra Perception')
FP 11
Basic Lift 39
Damage 1d/1d+1
Basic Speed 6.25
Basic Move 6
Ground Move 6
Water Move 1
Advantages [106]
Heroic Archer [20]
Lifting ST (1) [1]
Luck [15]
Weapon Master (Bow) [20]
Reputation (Resistance Member) 1 (All the time; Almost everyone) [5]
Street-Smart +2 [10]
Tzavarim (35)
Extra IQ +1 [15]
Extra Perception +1 [10]
Night Vision 6 [6]
Parabolic Hearing 1 [4]
Perfect Balance [15]
Telescopic Vision 1 [5]
Trance Sleep [1]
Hidebound [-5]
Increased SM +1 [-10]
Skinny [-5]
Distinctive Features (Glowing Eyes) [-1]
Perks [1]
Fast-Draw Training
Disadvantages [-35]
Code of Honor (Soldier's) [-10]
Curious (12 or less) [-5]
Another -20 points
Quirks [-3]
Humble
Practices archery compulsively
Snarks during combat
Skills [57]
Acrobatics DX/H - DX-0 13 [2]
includes: +1 from 'Perfect Balance'
Area Knowledge (Cape Har) IQ/E - IQ+0 12 [1]
Bow DX/A - DX+7 20 [28]
Brawling DX/E - DX+0 13 [1]
Camouflage IQ/E - IQ+0 12 [1]
Cartography/TL3 IQ/A - IQ+0 12 [2]
Climbing DX/A - DX+0 13 [1]
includes: +1 from 'Perfect Balance'
Diplomacy IQ/H - IQ+0 12 [4]
First Aid/TL3 (Human) IQ/E - IQ+0 12 [1]
Lockpicking IQ/A - IQ+1 13 [4]
Naturalist (Earth) IQ/H - IQ-2 10 [1]
Navigation/TL3 (Land) IQ/A - IQ-1 11 [1]
Observation Per/A - Per+4 17 [8]
includes: +2 from 'Acute Vision'
Pickpocketing DX/H - DX 13 [1]
Stealth DX/A - DX+2 16 [12]
Throwing DX/A - DX-1 12 [1]
Traps Per/A - Per 12 [2]
Two-Handed Sword DX/A - DX+1 14 [4]
Stats [149] Ads [106] Disads [-35] Quirks [-3] Skills [75] Unspent [1] = Total [293]
Hand Weapons
1  Large Orcish Falchion  LC:4  $625  Wgt: 4.5 lbs
  Sword swing  Dam: 1d+4 cu  Reach:1,2  Parry:9  ST:9†  Skill:SK:Sword!, SK:Two-Handed Sword, ST:DX-5, SK:Broadsword-4, SK:Force Sword-4
  Sword thrust  Dam: 1d im  Reach:2  Parry:9  ST:9†  Skill:SK:Sword!, SK:Two-Handed Sword, ST:DX-5, SK:Broadsword-4, SK:Force Sword-4
Ranged Weapons
1  Composite bow (ST 13)  LC:4  Dam:1d+3 imp  Acc:3  Range:x20/x25
  RoF:1  Shots:1(2)  ST:10†  Bulk:-7  Rcl:  $900  Wgt:4  Notes:[3]
  You do 1d+6 with your bow, equivalent to a 2.8d Innate Impaling
Attack, worth [23]. Rapid Fire +5 is a +70% enhancement, so
[16].

  DR 4 (Forcefield +20%, Front Only -20%) [20]
Armor & Possessions
1  Hip Quiver  $15  Wgt:1  Location:
20 fine arrows
1  Hip Quiver  $15  Wgt:1  Location:
20 fine bodkin arrows
1  Shoulder Quiver  $15  Wgt:1  Location:
12 Meteoric Iron bodkin arrows
ND/Cob Bocgenda

Sir Cob Bocgenda is a Cushee gentlemen of the Fae Courts who serves Queen Carys as Border Grand Reeve. He is a thoughtful, careful fellow and deeply loyal to Wynne Merch Wynn, the Most Exalted Greenskeeper.

### Border Grand Reeve

The Border Grand Reeve is the most senior military official of the Fae Courts. He reports directly to the Most Exalted Greenskeeper and to the Queen. He is senior in rank to, and in command of, the High Constable of the Woods.
ND/Kaja Thoen

Kaja Thoen is a human woman in her mid-thirties who was one of Finbar Gullvan's recruits to the latest incarnation of the Resistance. She served as the crew captain for "Finbar's Folly", the light ballista that was constructed in secret before the 17th Battle of Trones. She continued to serve with distinction through the early months of the Liberation War and transferred to Hortskink to take command of the garrison there in May 508 and was promoted Princeps Primorus. After feuding with Uster Vaipnesterk, she was promoted to Cohort Vertex in July 508 and sent to assist General Aisling Mhic Muiris on the southwestern front with Venrike, to Kaja's immense relief. As of early October 508 she commands one of the cohorts at Zerniless' northern border and is often breveted to Vertex Dux and given command of the 2nd Legion when a General isn't available.

Aisling passed her suit of magical armor to Kaja following the Third Resistance Battle at Hortskink.

Kaja is a solid and reliable officer. Like many Liberation officers, she takes inspiration from Consul Trahaern and Generals Aisling and Sven and prefers to inspire her troops from the front lines.

Game Mechanics
Good Quality Cohort Vertex
Gifted Commander: Lead from the Front
Come Out Swinging [1]
Outnumbered but not Outmatched [1]
Intelligence Analysis-12
Leadership-16
Strategy-16
Engineer (Artillery)-14
Administration-13
ND/Hanist

Hanist was peninsular realm in the southeast of the continent. It is now another province of the Empire of Night. It is bordered by Menkgu in the north, Venrike to the west, and the Gray Sea to the south. There is a small border with Zerniless in the northeast.

The Berger river runs from its headwaters in the northwest down through the center of the country, splitting off Cape Har in the east from Cape Sood in the southwest. On the way, it is joined by the Fenstra River and then the Lustra River coming out of the Elver hills and finally the Helin River flowing west from its source on Lake Avvin in Red Hills. The Stone river has headwaters in Zerniless and flows as a stream past Sikotaishy before growing and meeting the Fenstra river near Bergen. The Yelmer River runs from the western steppes to join the Berger near Stinecrice and the Starm runs east, joined by the Swartz Rver and the Yotun River west of Mannestarm.

This map shows Hanist at 1 mile per pixel in thumbnail and 1 mile per 4 pixels at full size. The hexes are 50 miles from side to side. Each hex is roughly the tax area of one of Hanist's 27 towns and 8 cities. Hanist's total population is roughly 800,000. Roughly 80,000 live in the 8 major cities, another 70,000 live in the towns, and the rest of the population lives in the farming villages and in the countryside. The southern forests and northern plains are much less densely populated than the central plains.

In November 508, large number of Minotaur refugees from Zerniless were resettled into Hanist in the depopulated areas around Grimstut and Kristinsund and around Swartun and Hortskink. The Bear-Witness and allied Eastern clans are especially concentrated near Swartun.

Engenstut County is located in hex containing Swartun and includes all the land from there, west to the Berger River. Namdalside County contains the east coast around Costvud. The central hills around Travgrave are in Stineyer and the plains around Hortskink are in Otern.

~~Arcane~~Whitemist's castle Duzen Iken, and the Black Library it contains, are located about 70 miles southeast of Grimstut near the town of Oferartan on the Helin River in Dorget County.

Stinecrice, the mystic standing stones, are located west by northwest of Bergen at the joining of the Berger and Pegtun rivers.

### Military Recruitment

The following elements can be recruited in Hanist at these troop qualities:

Hanist has a strong Militia tradition, only partially suppressed by the Empire of Night. Many young men and women in Hanist spend a summer or more, sneaking around the hills and forests and training to fight. Levies raised in Hanist are initially Rough Wardens (Rabble in the cities), or Disarmed Irregulars in areas with a guerrilla tradition, such as all hills and forests. Hanist levies improve normally with time.
ND/Thondyn

The Thondyn are a type of Seelie Fae. They are a fairly plentiful type, and have few nobles for their numbers. Thondyns are master hunters among the Fae, tracking and killing prey to put food in the larders. They also serve as rangers in the military, scouring the woods for enemies of the Faerie Queen.

Thondyns prefer to stay among trees, as they are so light weight that strong winds blow them around. They avoid melee combat whenever they can, preferring to use their uncanny accuracy to engage at range.

Thondyns in general tend to be kind and generous, willing to aid others and feeling bad when they can't. Despite their soft nature, they are as dangerous to cross as any other Fae.

Thondyns are uncommon among the Fae at about 5% of the population. They have few nobles and gentry but more than Leprechauns or Dynfarches.

## Physical Description

Thondyns look like anorexic humans. They tend to have wood brown skin and faded green hair, but some clans have paler skin or have brown or auburn hair.

## Racial Template

Thondyn [15]
ST +3 [15]
DX +2 [40]
Perception +1 [15]
Extra Move +2 [10]
Stick Hunter Talent 2 [10]
Shadow Form (Always On; Can Carry Heavy Objects +100%) [0]
Terrain Adaption (Forest) [5]
Good with Snakes [1]
HP -4 [-8]
Fae Mana Dependency [-25]
Fragile (Brittle) [-15]
Skinny [-5]
Vulnerability (Knockback Damage, x4, Knockback Only -50%) [-20]
Weakness (High Winds, 1d/second, Knockback Only -80%] [-8]
Stick Hunter covers Bow, Spear Thrower, Stealth, Throwing, Thrown Weapon (Dart, Knife, Stick), and Tracking. It gives +1/level to Per rolls to keep track of a specific quarry you’ve already spotted using other skills.
Thondyn take an effective 2d of knockback per second that they're in strong winds, and prefer to stay among trees where they can anchor themselves down easily. They take half damage from all other physical attacks, but effectively double knockback.
Determine a Thondyn's height and weight from the Build Table (B18) by looking up ST before the racial modifier. Take the height as normal but divide weight by 2: the average Thondyn is between 5'3 and 6'1" tall and weighs 40 to 60 lbs.

### Optional Traits

Acute Senses and Faerie Indomitable are common positive traits among the Thondyn. Compulsive Generosity, Guilt Complex, and Phobia: Open Spaces are common negative traits, with most Thondyns having at least one, if not all three.

## Mass Combat Notes

Thondyns serve the Fae Queen in the Fae Rangers corps.
ND/Roads and Bridges

*see also Imperial Road Network*

## Roads

Highways cost $10M per mile to construct, with a minimum build time of two months per mile. Double time and cost for highways through hills and quintuple time and cost for highways through mountains.

Military roads cost $1M per mile to construct, with a minimum build time of two weeks per mile. Double time and cost for military roads through hills and triple time and cost for military roads through mountains. Military roads are usually built 2-5 miles at time.

There's no mechanical advantage to building peasant paths, but they cost $45K per mile with a minimum build time of one week per mile.

A Good or better quality spellcasting unit that spends a month building roads of any kind doubles the effectiveness of any money spent that month, and that month's work counts as two months for minimum build times.

## Bridges

### Stone Bridges

Stone bridges count as highways for movement, and any highway that crosses a river must have a stone bridge.

A river, no more than 400' wide, can be spanned by a small stone bridge for $81M, with a minimum build time of 12 months.

A river, no more than 700' wide, can be spanned by a large stone bridge for $200M, with a minimum build time of 24 months.

Building a bridge on top of a quarry reduces the cost by 25%; building a bridge with no nearby quarries increases the cost by 50%. See the Fortifications page for rules on locating quarries.

A Good or better quality spellcasting unit that spends a month building a stone bridge can increase the effectiveness of money and time spent.

### Quality Wood Bridges

Quality wood bridges count as military roads for movement. If a military road crosses a river that is not spanned by a stone bridge or quality wood bridge, it takes an hour per 50 elements to cross.

Quality wood bridges have 1/20th the cost and half the minimum build time of a stone bridge. The cost of wood bridges is not affected by the presence or absence of quarries, but a wood bridge is 25% cheaper to build in a forest. A Good or better quality spellcasting unit that spends a month building a wood bridge can doubles the effectiveness of money and time spent.

Winter storms can destroy quality wooden bridges. For each day of stormy weather in winter, each bridge has a 0.05% chance (1 in 216) of being destroyed. To check if a particular bridge is destroyed when a force needs to cross it in winter, roll 3d per month of winter that has elapsed: the bridge is destroyed on a 17+ (14+ on the eastern coasts of Zerniless, the Fae Court, and the Dwarfen Safeholds). On the first day of March, roll for any wooden bridge of concern: it is destroyed on 12+ on 3d (8+ on the eastern coasts).

### Cheap Wood Bridges

Peasants paths often span creeks or narrow rivers with cheap wooden bridges. They cost $3K per 100' of water spanned, to a maximum of 250', and are so close to the water that they do not count as bridges in Raining or Storming weather. Cheap wooden bridges have a 50% chance of being washed out per month in winter and are generally replaced each spring.
ND/God Ward

The God Wards are sites located through the Empire of Night. Presumably created by Dread Emperor Karsen, they limit the ability of the Gods to influence the world and prevent the Incarnate Hope from reincarnating and challenging Karsen.

## Locations

1. Stinecrice in Hanist. This God Ward has been broken.
2. Somewhere in or near the Dwarven Safeholds.
3. In a forest far in the northwest.
4. On a section of plains in the southwest, around Isenmarch.
5. In the Dodenrike.

## Function

Each God Ward is both a prison for the Gods and a place to speak with the Gods. Anyone entering a God Ward is subject to trials, the traps and guardians that Karsen left to prevent people from destroying the ward. They are also subject to testings, the efforts of the Gods to find servants of faith and ability. Anyone who passes the trials and testings will be given an opportunity to speak briefly with the Gods, as well as destroy the ward.

It is not known if the testings remain after the trials have been successfully completed.
ND/Liberation Officer Skills

These are the average, maximum, and minimum officer skills for randomly generated Liberation Officers. Specific named officers may have different skills.

Officers assigned to commands larger than appropriate for their actual rank suffer familiarity penalties. An officer can command a formation that is one size larger than appropriate with penalty, and each size increase after that imposes a -1 to Leadership, Strategy, and Intelligence Analysis. An Elite Princeps can command a Legion, but not as well as an Average General.

Average Officer Skills by Unit Quality and Rank

Skills are Strategy (Str), Leadership (Ldr), and Intelligence Analyis (Ldr). Prime Princeps and above ideally have a dedicated intelligence chief with -1 to Strategy and Leadership and +2 to Intelligence Analysis.

Maximum Officer Skills by Unit Quality and Rank

Minimum Officer Skills by Unit Quality and Rank

The Liberation Army makes some effort to screen field and senior officers for competence, so Prime Princeps and above have half the negative variation than the lower ranks do.
ND/Rank, Status, and Wealth

Game mechanics wise, we're ignoring Rank, Status, and Wealth for PCs in this game. But I want to write up some details so here we go.

These musings do not affect PC point totals!

### Wealth

The Liberation is a TL 3+1 (effectively TL4) society, with a typical monthly pay of $800. The PCs have a monthly spending budget of ~$60M after expenses, or roughly $5M per PC. Even though the PCs aren't given $5M in cash at the start of the month, they have unlimited authority to disperse those funds, so it seems fair to treat it as their wealth.

$5M/month is roughly 1000 times the starting income, so each PC is a Multimillionaire [75].

### Rank

There are two formal types of rank worth mentioning: Administrative Rank and Military rank. Administrative Rank represents control of the limited Liberation tax system and justice; Military rank is rank inside the Liberation Army.

Ranks

A Rank 3 Regional Administrator would administer the area around an orc stronghold, making decisions for roughly 8-12 thousand people. Each Count has 3-6 Regional Administrators that report to them.

A 5 Rank Administrator (Duke?) would have about 6 Counts reporting to him. A Rank 6 administrator (Vice-Consul?) would control an entire nation, such as Hanist or Zerniless.

### Status

All of the PCs have imputed Status 2 from their wealth. Most are also Counts, for another +1 imputed Status. Some are also senior army officers, for another +2 imputed status.

Effectively, though, PCs are "trusted allies of the Consul" for Status 5. Different PCs would pay differing amounts of CP for that final status, if the game were charging for Status.

Imputed Status levels

 6 | Trahaern

Status examples

## Advantages and Disadvantages

Most PCs have 75 points in Wealth, 0-20 points in Administrative Rank, 0-30 points in Military Rank, and often 0-20 points in Status for about 100 points. All of this is balanced by Duty 15 or less (Extremely Hazardous) [-20] and Enemy (The Empire; Huge group; 12 or less) [-80].
ND/Brangwen

Lady Brangwen Merch Lludd is a half-faun, half-Hifnewidew Fae noblewomen of the Fae Courts. She is the daughter of the previous king, Lludd Mac Oberon and was raised as a princess and the heir presumptive. Upon her father's death a few centuries ago, her aunt Carys used legal trickery to disinherit her and usurp the Titian throne.

Brangwen has spent the last few centuries scheming and plotting unsuccessfully to recover her throne while living in genteel poverty on the land she inherited from her mother. Her schemes have been unsuccessful. In 507 ANI, she sent out her most trusted and capable retainers as ambassadors to the world beyond the Fae Courts, hoping to find allies. Her only remaining allies of note in the Fae Courts are her cousin, Dame Sefni Merch Moris; the Lord Butler of Hollyfield, Ian O'Von; and the Catshee noble Brummel, Aethel of Silence.

Brangwen is a competent warrior, a modestly skilled wizard, a well-trained administrator, and a shrewd judge of character. She is nearly a 800 years old - old for a Fae, but the Mac Oberons are long lived - and is in her prime. Centuries of adversity and defeat have worn her down, and she is often listless and distant. She rallies to action after a success, and will not spare herself or her feelings in doing what is necessary to achieve her goals.

Among her allies, Brangwen insists on be treated as a Queen, and referred to as "Her Majesty." In public, she reverts to her legal title and honors.
ND/Confluence

A Confluence is a location that has a complicated set of metathaumaturgical properties that make it easier to perform certain types of magical rituals. All of the God Wards are located at a confluence, and many major cities are also located near a confluence.

Confluences have no obvious uses, but one of the simpler uses of a pair of confluences is to use them as portals for the Walk Between Worlds spell.

The Liberation is still studying the confluences under its control; it is possible and probable that there may be other spells that can only be performed at a confluence. The Liberation is reasonably certain that the confluences they control cannot be used by hostile mages to perform Walk Between Worlds, but other magic may be possible.

Dorin Mhic Sekag, the Grand Mistress of the Stars of the Fae Courts, is very interested in using confluences to further her magical studies.
ND/Piiraladel

Piiraladel is a land of hills, forests, and swamps in the southwest Empire of Night. It is bounded by Islatauraian and Uzbadabud to the northwest, Dorakarture to the northeast, and Humma to the east. Its western shores lie on the Gray Sea, and its northwest shores on the Coast of Storms.

Piiraladel is sparsely populated, and Resistance scholars theorize that it is the birthplace of the Orcs, though it is not clear how so many orcs could come from such a wilderness.

Piiradel has many major rivers. The Bulgshronk feeds into the Salt Gulf near Bubhoshronk, the Minlian feeds into the swamps near Ashlug and extentually emerges as part of the Great Fens River. The Ash River runs out of the mountains near Mingond and meets the Venta River northeast of Venta, becomes part of Marsh Lake, and then feeds out into Black Bay. The Seda and Varska Rivers meet southwest of the capitol of Varska and the Seda river exits to the Gray Sea near Pakapy. The Baiso River joins the Colpos River at Sawko Bay. Finally, the Kolicksalmy River runs north along the Dorakarture border into Mesogaius Lake.
ND/Dorakarture

Dorakarture is the capitol province, and largest province, of the Empire of Night. It entirely surrounds, but not does include, the mountain province of Noirath Naughoth. It is bounded by the Dodenrike to the east, Isenmarch to the southeast, Humma to the southwest, Tar-Aldorian to west and Majorosa to the north. Gandabria is northwest of Dorakarture, across the Silver Sound.

Resistance scholars cannot references to the name Dorakarture or any of its major cities and citadels prior to the establishment of the Empire. Most scholars believe that Dorakarture is a name imposed by Dread Emperor Karsen. The area was possibly two to four other countries that were prominent in fighting against Karsen.

The Karl River runs out of Noirath Naughoth, past Karlovuk, and meets the Colpos River near Stavros. The Sigin River runs from the Isen Mountains in the east, defining the boundary with Humma, before meeting the Semo River out of Stavros and then merging with the Colpos.

The Atina, Clar, and Rako Rivers, and the Naugainirien and the Hyarnasire all flow into the Mirilnende near the center of the country. The Mirilduine flows out of the Mirilnende, is connected to Kartaras by the Karpiacelma, is joined by the Offeyo River, and flows north through the Noirinende and into the Silver Sound along the border with the Dodenrike. The Karturacelma connects Kartaras to Feruty and the Karduine, which flows north and defines part of the board with Majorosa.

The Morolo River flows out of Noirath Naughoth past Orontaras and merges with the Hoshzew at Morolo. The Hoshzew then runs northwest along the Majorosa border before flowing out into Belegaer Lake. The much shorter Bano River also flows from Noirath Naughoth in Beleagaer Lake.
Yoshi

**Yoshi**es un personaje principal en la serie *El Mundo de Super Mario.*

## Personalidad

Yoshi es un gran amigo y muy gloton, le gusta comer, ya que come todo lo que puede, como en el episodio *Koopa Circo*donde se come las pelotas del juego de tenis de Mario y la Princesa.

*Este artículo es un esbozo. Puede ayudar en Super Mario Bros. Series Animadas Wiki expandiéndolo*.
ND/Dyngaffer

9% of the Fae Court population, mostly common.

## Physical Traits

Unseelie. Goat folk with horns on the men.

## Racial Template

Dyngaffer [15]
DX +1 [20]
HT +1 [10]
Perception +2 [20]
Acute Hearing +2 [4]
Animal Empathy [5]
Claws (Hooves) [3]
Musical Abilty +2 [10]
Striker (Horns; Crusher) [5]
Fae Mana Dependency [-25]
Lecherousness (15) [-7]
Vulnerability to Iron x2 [-30]

## Mass Combat Notes

Dyngaffers serve in the Fae military reserves as Rangers.
ND/Bone Needle

Bone Needle is a Luminal. Although not from Isenmarch, she retreated into that territory in October 508 after losing in the Civil War.

As the most knowledgeable Resurrectionist among the Luminals, Bone Needle was capable of sewing together the bodies of the dead into massive abominations given a crude semblance of life. Her abominations were weak and vulnerable to the magic of the other Luminals, but potent against the human armies of Free Isenmarch. She has crafted new monsters and sent them against the defenses of Free Isenmarch, battering them back and reclaiming the resources of Isenmarch for herself.

As of April 509, Bone Needle has reconquered the southern peninsula, leaving the lands north of the Moss River free.
ND/Karsen

Not much is known about the mysterious Dread Emperor Lord Karsen, leader of the Empire of Night. This is what Resistance does know.

History
500 years ago, Dread Lord Karsen defeated the Incarnate Hope, conquered the human realms, and established the Empire of Night.

No one is sure exactly who Dark Lord Karsen was or where he originally came from. He gained his first infamy in the savage northlands by forcibly unifying several orc tribes. He swept south, eventually attacking the Isenmarch. Legends of the Resistance claim he was defeated then, but the official histories of the Empire of Night don't acknowledge any defeat.

Eventually, the Dark Lord Karsen faced off against the Incarnate Hope, a group of demi-gods made flesh and empowered to defeat him. He and his lieutenants defeated the Hope, conquered the remaining human realms, and formed the Empire of Night.

It is rumored that he was killed in 507 ANI during the Capitol Coup, presumably at the hands of renegade Luminals. The word of the Gods imply that he cannot be killed except by the Incarnate Hope and they are still bound behind the God Wards, so he may be still alive.

Abilities
Karsen routinely violates the Laws of Magic. It is not known if he is insane or has some ability to stay sane while violating the laws.

There is speculation that Karsen is an Elf. His daughter Nima is at least half-Elf, though no one is sure if that means her mother was an Elf and Karsen is human or that Karsen is an Elf and Nima's mother was a demon.

Karsen has apparently bound the Gods off from the world via the God Wards. This limits their ability to talk to worshipers and to allow worshipers to perform miracles. The Resistance has no idea how he was able to do this.

Per the word of the Gods, Karsen can only truly defeated with the (Incarnate) Hope. The exact meaning of this statement is unclear.

Appearance
In the forest quarter of Elverum and in Whitemist's villa, artwork and statuary represent Karsen as a tall, slender figure in jet black full body plate armor, crowned with seven spikes. There are no known representations of Karsen outside his armor.

Family
Little more than rumor is known about about Karsen's family. Karsen himself is reputed to be a powerful priest or sorcerer, and may have been married multiple times - but it is not clear if there is currently an Empress. Imperial Princess Nima, the Dark Daughter, is his heir. Rumor claims she is a half-demon and her twisted heritage is visible to all who see her. There current fates unknown but they are generally believed to be victims of a coup at the capital.

Notable Figures in Karsen's Story
Masque the Luminal: Is a senior bodyguard of the Dread Emperor Karsen and fought at his side in numerous battles.
Princess Nima, The Dark Daughter: Heir and Future leader of the Empire of Night. She is Karsen's half-demon daughter. The one presumed picture of her shows her to be an Elf and not demonic, but whether the picture is a lie or the rumor about her heritage was twisted is unknown.
ND/Kristinsund

Kristinsund is the largest and most populated city in Hanist. It is a major port thanks to its sheltered natural harbor. A long bridge spans the Berger river, about ten miles north of town, and a well-maintained road connects Kristinsund to the imperial capitol of Elverum.

Kristinsund is a major consumer of wood harvested in Engenstut County, and ferries travel between Kristinsund and the western shore of the Berger in Otern, transporting wood and finished goods.
ND/Caoilinn Uí Finnghail

Caoilinn ("Kaylinn") is the the eldest daughter of a Dynfarch tribal chief from northern Zerniless - one of the last remaining holdouts in the region loyal to the Fae Queen. Fifteen years ago, the tribe's chief hunter, Maodhóg Ó Cuanáin, killed the chief, turned his coat, and led the tribe into service with the Empire. Caoilinn fled to the Fae Court, where she served with some distinction and grew into a skilled general in her own right. She was sent south by the Queen after contact with Ambassador Aisling Mhic Muiris' group was lost.

Attributes [89]
**ST** 29 [4] (Includes +18 from 'Extra ST')
**DX** 12 [40]
**IQ** 11 [15]
**HT** 12 [10] (Includes +1 from 'Extra HT')
**Hit Points** 29
**Will** 11 [10]
**Perception** 11 [10]
**Fatigue Points** 12
**Basic Lift** 192
**Damage** 3d/3d+2
**Dodge** 10
**Basic Speed** 6
**Basic Move** 7 [0] (Includes +1 from 'Extra Basic Move')
**Ground Move** 10
Advantages [155]
Born War-Leader 6 [30]
Dynfarch (Centaur) Racial Template [60]
Claws (Hooves) [3]
Enhanced Move 1/2 (Ground) [10]
Extra Basic Move 1 [5]
Extra HT 1 [10]
Extra Legs (4 Legs) [5]
Extra ST 18 (Size, -20%) [72]
Lifting ST 2 (Size, -20%) [2]
Teeth (Sharp Teeth) [1]
Terrain Adaptation (Forest) [5]
Fur [1]
Penetrating Voice [1]
Faerie Mana Dependency [-25]
Increased SM 2 [-20]
Restricted Diet (Very Common; Fresh Meat) [-10]
Charisma 2 [10]
Combat Reflexes [15]
Gifted Commander (Fire Class Commander) [5]
Gifted Commander (Stonewall) [5]
Luck [15]
Stalker 1 [5]
Talker 2 [10]
Perks [3]
Grip Mastery (Pole Weapons) [1]
Reach Mastery (Pole Weapons) [1]
Weapon Bond (Heartseeker) [1]
Disadvantages [-35]
Code of Honor (Xia) [-10]
Obsession (Kill Maodhóg Ó Cuanáin and take leadership of her tribe back) [-10]
Selfless (12 or less) [-5]
Sense of Duty (Fae Court) [-10]
Quirks [0]
Skills [88]
Brawling DX/E - DX+2 14 [4]
Camouflage IQ/E - IQ+0 12 [1]\*
Detect Lies Per/H - Per+1 12 [2]^
Diplomacy IQ/H - IQ+1 12 [2]†^
Fast-Talk IQ/A - IQ+2 13 [2]†^
Hiking HT/A - HT+0 12 [1]\*
Intelligence Analysis IQ/H - IQ+5 16 [2]‡
Intimidation Will/A - Will+1 12 [4]
Leadership IQ/A - IQ+9 20 [4]†‡
Naturalist (Earth) IQ/H - IQ-1 10 [2]
Navigation (Land) IQ/A - IQ+0 11 [1]
Pole Weapons DX/H - DX+6 18 [28]
Psychology (Applied) IQ/H - IQ+1 12 [2]^
Shield (Shield) DX/E - DX+4 16 [12]
Soldier IQ/A - IQ+5 16 [1]‡
Stealth DX/A - DX+2 14 [4]\*
Strategy (Land) IQ/H - IQ+7 18 [8]‡
Survival (Forest) Per/A - Per-1 10 [1]
Tactics IQ/H - IQ+5 16 [2]‡
Thrown Weapon (Spear) DX/E - DX+2 14 [4]
Tracking Per/A - Per+0 11 [1]\*
\* Includes +1 from 'Stalker'
† Includes +2 from 'Charisma', either at all times (Leadership, Public Speaking) or for Reaction Rolls (Diplomacy, Fast-Talk, Intimidaiton, Sex Appeal, Savoir-Faire, Streetwise)
^ Includes +2 from 'Talker'
‡ Includes +6 from 'Born War-Leader
Techniques [0]
Points Summary
**Attributes/Secondary Characteristics** [89]
**Advantages/Perks/TL/Languages/Cultural Familiarities** [155]
**Disadvantages/Quirks** [-35]
**Skills/Techniques/Spells** [88]
**Unspent** [0]
**= Total** [300]
Deed CP & Enchantments (Spent/Earned)
**Weapon:** -/-
**Armor:** -/-
**Choice:** -/-
**Enchantments**
Equipment
Weapons
Loadouts & Encumbrance
Episodios de El Mundo de Super Mario

Esta es la lista de los **Episodios de El Mundo de Super Mario**, una serie basada en el videojuego del mismo nombre.

## Episodios

1. **La Venta de Fuego:** Kootie Pie secuestra a Mamá Planta de Fuego y la usa para calentar su palacio de hielo.
2. **La Rueda:** Reinventa Mario coches para la gente de la cueva tenga la vida más fácil, pero en última instancia conduce a los atascos de tráfico, y Chiflis y el Rey Koopa atacan ciudad Domo.
3. **Koopa Circo:** Rey Koopa, Bocota y Kootie Pie ponen en el castillo de neón un circo para atraer a todos los hombres de las cavernas en su trampa.
4. **Los Fantasmas Juguetones:** Cuando Magikoopa secuestra a Mario, Luigi y la princesa Seta, Yoshi y Ougtar debe ser valiente para buscarlos en un bosque encantado para rescatarlos.
5. **El Koopa Ingrediente Secreto:** Luigi, Yoshi y la gente de la cueva se vuelven adictos a comer comida rápida Scoopa Koopa, lo que les da efectos secundarios no deseados.
6. **La Cueva de Navidad:** Mario y Luigi deciden introducir la Navidad a la gente de la cueva, pero Rey Koopa roba todos los juguetes de Santa Mario.
7. **Nacido para Vagar:** Después de conseguir ser regañado por Mario y Luigi, Yoshi se une a una mala banda de dinosaurios motoristas, quienes eran los secuaces del Rey Koopa.
8. **Problemas Telefónicos:** Mario reinventa el teléfono para la gente de la cueva, pero pronto se encuentran hablando por el teléfono demasiado.
9. **Topos Comelones:** Cuando Luigi enseña a los hombres de las cavernas cómo cultivar sus propias cosechas, Trampas consigue un grupo de topos Monty a robar las cosechas.
10. **Roca Televisión:** Rey Koopa vende aparatos de televisión a la gente de la cueva. Los aparatos de TV son en realidad estrategia Koopa para hipnotizar a los espectadores con ayuda de la magia negra de Magikoopa, en la captura de los hermanos Mario.
11. **El Gran Partido de Fútbol:** Magikoopa convierte a Luigi en un huevo que Bravucón y Trampas lo roban. Cuando Mario y Yoshi saben que se tienen que desafiar a un partido de Fútbol Americano , con Luigi como la pelota y el premio.
12. **Un Poquito de Aprendizaje:** Hip y Hop deciden entrar al jardín de niños de la princesa Seta, para gran sorpresa de todos los demás.
13. **Mamá Luigi:** Luigi le dice a Yoshi un cuento acerca de cuando fueron a Dinosaurio Landia de vacaciones y se encontró con el.
ND/Winter Queen

Mab is a God. Her most prominent worshiper is the Ogre Tezcatlipoca.

## Description

Also known as Mab and titled Binder of Contracts, Goddess of Air and Darkness, and Guardian of the Outer Gates.

### Morality and Tenets of Faith

Mab's morality can best be described as 'Darwinistic' in that she favors competitive success, even among her followers. She is not wasteful with her followers, but does encourage them to stretch their capabilities and compete for her favor. Her chosen servitors are self reliant, some to the point of callousness towards the deaths of the infirm, whom they view as being harvested by their patroness.

## Game Mechanics

### Divine Elements

Air, Darkness, Winter, maybe others. The Winter Queen's servitors must have the Winter divine element.

Divine Servitors mass combat stats

#### Winter Divine Element

Appropriate for gods of cold or ice. Servitors are covered in ice and emit a freezing field that saps energy; powerful servitors are made of ice and can create ice slicks.

Winter
***Advantages***: Claws [5]; Damage Resistance 9 (Ablative) [9]; Damage Resistance (Limited to Ice/Cold) 10 [20]; Fatigue Attack, 1 point (Always On -40%; Area Attack 4yds +100%; Aura +80%; Contact Agent +150%; Freezing Hazard +20%; Melee Attack Reach C Cannot Parry -35%; Metabolic Hazard +0%; Nuisance Effect: Doesn't stack with similar auras -5%; Onset 1 Minute -10%; Resistible HT-2 -20%) [11]
Winter (Doubled)
as above, plus:

***Advantages***: Create Ice Slick\* [38]; Damage Resistance 4 (Ablative) [4]; Doesn't Breathe [20]; Injury Tolerance (Homogeneous) [40]; Sealed [5]
***Disadvantages***: Fragile (Brittle) [-15]; Vulnerability to Fire x2 [-30]; Weakness (Normal Heat, 1d/minute) [-12]
\*Control Ground Friction 2 (Persistent, +40%; Extended Duration, 30 seconds, +20%; Cannot Concentrate to Extend Duration, -10%; Accessibility, Only to Reduce Friction, -25%) [38]. Concentrate for one second and leave an ice patch in your hex and adjacent hexes: while standing on the ice, all DX-based activities are at -2 and anyone moving into or through the area must roll against DX-2 every turn or fall. This roll is at +1 if walking at Move/2, +2 at Move/4, and +3 at Move/8 (round down, minimum 0). Critical failure causes 1d-2 injury to a randomly chosen limb. Anyone with Perfect Balance, Terrain Adaptation (Ice), or special footwear can ignore this effect.

### Optional Traits

Priests of Mab are often Callous [-5] or at least have the Reputation of being so [-5].
ND/Völundr

### Morality and Tenets of Faith

Völundr is a god of smiths and artificers. He expects careful attention to detail and does not tolerate people attempting to pass off shoddy goods. Justified pride in the excellence of one's work is no sin, but attempting to claim unearned honors is anathema.

## Game Mechanics

### Pacts and Required Abilities

Völundr's Pact is Vow: Speak Nothing but the Blunt Truth [-5]. Priests of Völundr must also have Armorer or Smith at 12+, and cannot have Theology or Religious Ritual higher than their high skill level in an Armory or Smith specialization.

### Elements

Völundr's elements are Fire, Earth, and Order. His Divine Servitors may double up on one of the elements.

Divine Servitors mass combat stats

### Optional Traits

Priests of Völundr often have Intolerance (Liars, Frauds, and Con-Artists) [-1]. Odious Personal Habit -1 (Insultingly Frank) [-5] is common among priests who confuse speaking the truth with sharing all their thoughts.
ND/Ruling Council

The Ruling Council of The Liberation are the advisers to Consul Trahaern ab Owen. They are tasked with developing a unified legal system and advising the Consult in the conduct of the war against the Empire of Night.

Charter Council Members
Trahaern ab Owen, Consul for the Liberated Lands
Greex, Speaker of Kobolds
Ariana Rees, Regina Sanctorum
Hloomawl, Auctorus Rex of the Liberation Army
Uster Vaipnesterk, Count Costvud
Attivi Valar, Count Duzen Iken
Himmel Detfin, Count Kristinsund
Finbar Gullvan, Count Swartun
Heike Kohlberg, Countess Elverum
Albin Dietrich, Count Travgrave
Diana Behm, Countess Grimstut
Kara Berg, Countess Hortskink
Karla Pauli, Countess Elvby
There are two ambassadors from other sovereign nations:

Aisling Mhic Muiris, Ambassador from the Fae Court
Mikael Orna, Ambassador from the Tzavarim of the Virten Forest.
Finbar Gullvan serves as Prime Councilor and organizes the meetings in Trahaern's frequent absences.

As a practical matter, the Council rarely meets in full: Hanist is a large country, and the Counts are not courier riders who can travel 100+ miles in a day. More than half the Council is in active and vigorous service in the military and cannot spare time to attend. The laws are being worked by a subgroup of Gullvan, Kohlberg, Dietrich, and Berg meeting at Hortskink; Vaipnesterk attends as he has time between overseeing training of new Army recruits.

Replacement Counts
With the murder of Countess Grimstut in June 508, the Ruling Council has needed to come up with rules for replacing Counts much earlier than anticipated. After meeting the Countess' surviving adult child and her minor child and grand-children, they decided that any system of inheritance would produce terrible results and decided to continue appointing Counts from people of demonstrated ability and loyalty. Diana Bhem's assistant Brianna Hooper was made the second Countess Grimstut.

Expansion Counts
The counties of Ravenrock, Avvinsee, Rundbord, Groanridder, Soroverstine, Mortilbaser, Buctun, Frederikvud, Skogsty, Swarlug, Vartop, Landzby, and Gicunocoo have been liberated since the establishment of the Council, as well as the cities of Bergen, Frederikstut, Valldalen, Skien, and Ulvik. No Counts have been added for these areas as of June 508.