recursal/Fanatic-Fandom huggingface dataset:
Elves

> "*Tread lightly my fellows, for we are the blessed children. By us do all others live, and only we may decide their fate*"
>
>
>
> —Temien of the Daybreak

## Biological Classification

### Ethnicities

* Hvel’Xiren
* Sperrhi
* Tassendrels
* Umridelan

## Physical Information

### Identifying features

* Bipedal with bilateral symmetry
* Pointed Ears

## Cultural Information

### Diet

Omnivorous

The Elves are an innately magical species of sentient bipedal mammals spread across the world of Tyrrell. They are the first of the Elderkin, ancient and powerful in the ways of manipulating magic and magical creatures. They were one of the most dominant species during the Second Age, until the War of the Dawn and the rise of Humanity changed the balance of power across the world.

## Biology and Genetics

Elven biology is similar to many other sapient species of Tyrrell, with their ancient ancestor liking being a progenitor of bipedalism and bilateral symmetry. The Elves also have the strongest genetic link with the Field, the magical lifeblood of the planet.

This natural attunement to Fieldic energy helps maintain their lifespan, which is one of the longest upon Tyrrell. Most Elves will live to see their 700th year, with stories of some reaching their 1000th. The Fieldic energy also keeps them healthy, stonger and more resilient to damage than those of the Lesserkin.

While this means their skill with the higher Fieldic arts is very strong, it has somewhat limited the range of Elven migration to locations where the Leyline currents run strong. If Elves leave these Fielded environments for an extended period, they begin to grow physically weaker and more prone to disease or damage.

## Philosophy

Speaking generally, Elves are charismatic and elegant creatures, connected strongly to the nature that surrounds and intermingles with their civilizations. Most also tend towards ignorance and arrogance, ranking their own opinions and outlooks far above those of other species and nations.

## Society and Culture

Elves are a social species in general, though typically not as closely connected as species like humans. This is mostly due to their individual or familial sense of pride, often leading to divides between family groups and many other nations.

Most Elves tend to seek beauty and elegance in all that they do, be it architecture, warfare or trade. Their close connection with nature has also influenced their culture, with ventures such as animal husbandry and genetic breeding being commonplace.

## History

### Early History

The Elves began as a species of primal proto-elves roaming across the lands of Tyrrell. After spending so much time in Leyline rich environments, these Elves began developing a biological connection to the Field. Some believe this was actually due to them being genetically designed by the Forgotten, while others believe they faced them centuries after.

Eventually, these Elves settled and formed the first empires, being one of the first species on Tyrrell to do so.
Mind Over Magic Wiki

**Welcome to**
"Design, build, and manage your magic school to explore what lies below. Study lost arcana, grow exotic plans, brew potions, and raise undead servants - only you can prepare your fragile students to harness their Mind Over Magic"

**About Mind Over Magic**

***Mind Over Magic*** is an upcoming video game of magic simulation genre developed by Sparkypants and published by Klei Publishing. It will be released on Steam for Microsoft Windows sometime in the future. (Read more...)

## Game Information

  Mind Over Magic  Building Types  Buildings  Resources  Room Types Death Magic Magic School Premise Races Rituals Tasks Underschool
## External links

* Mind Over Magic on Steam

**Helpful links**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Tassendrel Empire

## The Tassendrel Empire

The Tassendrel Empire, often shortened to Tassendrel, is an expansive Elvish ruled nation located in West-Ciradon, covering much of the Sunter Plains. It borders Voskgardia and a number of other Elderkin nations. Despite once being the height of Elderkin society, it has since fallen to a more depressive and uncertain state. Much of this stems from an internal succession that lead to the War of the Dawn and the beginning of the Third Age.

Tassendrel currently sits in an uneasy position, with many human and other Lesserkin nations continuously assaulting their borders in remembrance of Voskgardia.

## Culture

### Politics and Heirachy

Tassendrel culture is defined by a rigid hierarchy with every individual expected to know their place and act accordingly. Caste, sex, age, lineage and occupation are all factors which influence an individuals’ position within society and how they are expected to interact with others.

Tassendrel society is built around family. Due to elven longevity, each family can contain hundreds if not thousands of individuals at a time making them small political units unto themselves.

## Trivia

* Originally created by the Templin Institute in their World of Tyrrell reveal video.
Sperrhis

Sperrhis prior to its disappearance.

Said to be one of the smallest of the Elven nations, Sperrhis is a mythical realm that remains an enigma not just to humanity, but even to the other Elderkin. It is a hidden city of marble and crystal spires said to float upon the skies, a million spells of the Field keeping it shrouded from all except those the realm's strange guardians deem fit to enter.

## History

Very little is known about Sperrhis; all that is certain about it is derived from left-behind records detailing the preparations of its rise to the skies, as well as fragmented accounts of those that claim to have laid a glimpse upon the city before it faded into thin air.

It is said that after the decline of the Tassendrel Empire and during the rise of humanity's varied nations, the Elves of Sperrhis, which was already situated on a floating island, either foresaw or believed that the crumbling of the Elderkin was imminent.

To this end, they gathered other elves from surrounding towns, and cast a great spell that lifted their city to the skies and hid it from view. To this day, Sperrhis is surrounded by myths and legends, though some so-called deluded prophets proclaim that Sperrhis is preparing to enact some kind of grand plan.

They say that Sperrhis has made pacts with ancient powers, or, Maker forbid, the Forgotten of the Deep...

## References

* Originally created by Tax E. Vader (derangedtroglodyte)
* Art by Zhang Yixin/Esin
Tyrrell

Tyrell, also known as Tirreyahl by the Elderkin, is the common name for the world of life and the sentient races. It is a earth-like planet with a single moon. It is also a non-tectonic world, allowing for very different and extreme features across its landscape.

## Continents

The planet has four continents, Ciradon to the north, Elysia to the west, Leide to the east and Parthus to the south. They are divided into these regions. Voskgardia lies in West-Ciradon and is currently the focus of the worldbuilding project, though there are lore and nations for other places but those are yet not in focus.

## Climate

The Climate of Tyrrell is as diverse as that of the Earth, yet due to both poles being connected to land makes Tyrrell have a slightly more dryer and warmer climate.
Voskgardia

> "*Remember Voskgardia!*"
>
>
>
> —Human commemorative phrase

* Current Flag
* Original Flag

The Republic of Voskgardia, often shortened to Voskgardia, was a of Human nation in West-Ciradon and one of mankind's greatest before the dawn of the Third Age. It is known by historians as the birthplace of industry, and it was the innovations of Voskgardia that allowed humanity to finally break the stranglehold of the Elderkin.

Voskgardia stood tall against a combined alliance of the neighbouring Elves of the Tassendrel Empire and the Dwarven High Kings that came to their aid, sparking a 20 year long conflict now known as the War of the Dawn. Eventually, the nation was destroyed, though not before spreading its innovations to other human settlements.

Now, in the Third age, Voskgardia's memory acts as a rallying point for all human nations across the world of Tyrrell.

## Geography

### Interior

Voskgardia spread from a city-state based around the River Vosk. Its territory prior to its destruction extended further than most human nations, though it was still hemmed in by Elderkin on all land fronts.

### Environment and Climate

Voskgardia lay in a relatively temperate climate along the northern edge of it's home continent.

## Culture

### Values

Voskgardia was a nation of inventors and pioneers, a people tired of being turned and wheeled by the whims of the Elderkin. They valued practical mindsets and intelligent design work

### Demographics

The Voskgardian nation was fully human, consisting of mostly caucasian and lightly tanned individuals pooled together by past Elderkin regimes.

### Politics

Voskgardia was a democratic republic, whose leader was selected by vote from a number of smaller political parties.

### Religion

The Voskgardians were a mostly agnostic people, preferring to pursue scientific study instead.

### Military

The primary military force for Voskgardia was known as the VDF; the Voskgardian Defense Force. Commonly known as the 'Vos-Guard', they acted as a standing army for the Republic. Prior to the War of the Dawn, they were often drafted into action by the Elderkin nation that controlled them.

### Inventions and Innovations

* The MG-12 Machine gun.
* The Combustion Engine.

## Trivia

* Originally created by the Templin Institute in their World of Tyrrell reveal video.
* Flag designs by Binch and Damos.
Hvel’Xiren

> "*Hail to the Krakenlord, hear the ocean sing!*"
>
>
>
> —Hvel'Xiren warcry

National Flag of Hvel'Xiren

Hvel'Xiren, officially the Kingdom of Hvel'Xiren, is an Elven nation located within an archipelago in the North Sea. It is an absolute monarchy ruled by the Krakenlords, and much of its culture and history revolves around the great Krakens that call the seas home.

In recent years, since the War of the Dawn and the beginning of the Third Age, the Hvel'Xiren people have been angered by the human Kraking trade, and have attacked many Kraking ships patrolling the Northern Strait.

## Geography

### Interior

The realm of Hvel'Xiren sprawls across a network of islands, each contributing to the kingdom in different ways.

### Environment and Climate

The Hvel'Xiren archipelago's location in the North Sea subjects the land to colder temperatures for much of the year. However, the resilient elves have long adapted to the sub-polar climate, finding ways to harmoniously coexist with their surroundings.

## Culture

### Demographics

Hvel'Xiren is an Elven nation, with its people being unique among the Elderkin due to their lifestyle being intrinsically linked with the ocean.

### Politics

The governing body of Hvel'Xiren is the Court of Tides, made up of ancient noble houses and land holders with various levels of power. However, all of them bow to the Krakenlord, the ruling monarch of the isles.

## History

### Early History

Hvel'Xiren was founded around the year 1100 of the 2nd age by a conclave of Krakenlords, a rare title bestowed upon an elf who has successfully tamed a kraken, one of the magnificent and mysterious sea creatures that call the waters of the North Sea home. Originally, the purpose of the Krakenlords colony on Hvel’Xiren was to oversee the banished sirens who inhabited the seas nearby. Over the ages, as the Sirens where integrated back into society, and as more elves were drawn to the archipelago in their pursuit of a closer connection to nature, the culture of Hvel'Xiren became increasingly more intertwined with the oceans and the mighty krakens.

The "sea elves," as they are commonly referred to by mainlanders, have developed a culture characterized by resilience, adaptability, and a profound connection to their natural surroundings. They are often seen as hardy and weathered people, more rugged than their mainland cousins, yet deeply in tune with the essence of the sea and its creatures. Krakens, which are revered as symbols of strength and guardianship, play a pivotal role in their culture and history, shaping the very identity of Hvel'Xiren.

## References

* Originally created by ZimZamZimbaloo
* Flag design by Damos
Dwarves

> "*We have tamed the underground, my kin. We are its rightful masters. Those who forget this will not be remembered, for we will bury their bones.*"
>
>
>
> —High Queen Vannayka Karaz

## Biological Classification

### Ethnicities

* Vertskli
* Zurin

## Physical Information

### Identifying features

* Bipedal, with bilateral symmetry
* Short, rotund stature
* Large beards

## Cultural Information

### Diet

Omnivorous, but prefer meat

The Dwarves are an innately magical species of sentient bipedal mammals spread across the world of Tyrrell. They are the second of the Elderkin, masters of mining, smithing and craftsmenship. They were one of the most dominant species during the Second Age, until the War of the Dawn and the rise of Humanity changed the balance of power across the world.
House Commons

+25 Conviction to Student sleepers

+25 Conviction to Student diners

+10 Conviction to Student recreators

Must have:

* 5 or more Plain Beds, Fancy Beds, or Canopy Beds
* 2 or more Dining Tables
* 2 or more Recreation Furnishings
* Private
* Elevated
* Towered
* 15 or greater Luxury

Must have one:

* 3 or more Large Windows
* 1 or more Huge Windows

Must not have:

* Any Cot
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Baichuan Court

The Baichuan Court was a branch of the Sigu Sect. It is a court of justice - criminal cases in the jianghu (martial arts world) are all under their jurisdiction - which was founded during the Sigu Sect's conflict with the Jinyuan Alliance. The Baichuan Court also houses criminals and oversees executions. It is led by Fobi Baishi.
Sigu Sect

The Sigu Sect is a faction in the martial world. Its current Sect Master is Xiao Xijin.

## Before Re-establishment

The Sigu Sect was first founded by Li Xiangyi and Shan Gudao when the former was 17. It was disbanded after half of its members died in the battle with the Jinyuan Alliance, Shan Gudao's death and Li Xiangyi's disappearance. Only the Baichuan Court - a branch of the Sigu Sect - remained of the formerly renowned faction.

## Re-establishment

Ten years later, the Sigu Sect was re-founded by Xiao Zijin, aiming to rid the martial world of evil. However, the emphasis on revenge and Xiao Zijin's views of Li Xiangyi angered many.
Midboria

Midboria, also known as the Land of the Singing Lakes, is an Elderkin nation within West-Ciradon, bordering Vosk-Moreva and Istunia. During the Second Age it was one of the more powerful Elderkin nations, having stood its ground against even the Tassendrel Empire.

However, after it's involvement in the War of the Dawn, Midboria was left withered and spent. Its people retreated into their forests and caves, shoring up their borders against the new threat of humanity and the other Lesserkin.

## Geography

### Interior

Midboria is a mostly undivided nation, with many of its cities located surrounding the various lakes and rivers that flow through the land.

### Environment and Climate

The flora and fauna of Midboria is exceptional even by Elderkin standards. Trees and forests grow thickly here, the lakes and rivers deep and crystalline blue. Much of this is due to the thick Leylines of the region, and the overall density of the Field. This is also why the Midborians have fled inwards, afraid of what humanity's industry could bring to their lands.

## Culture

### Demographics

Midboria is an Elderkin only nation, consisting of Cyclopes, Elves and Dwarves of roughly equal number. They have not subjugated other Lesserkin as their neighbours have, but have never seen them as equals either.

### Magic

Much of Midboria's strength and culture stems from the relationship its people hold with magic. In particular, the Midborian lakes are known to house powerful water spirits, capable of Fieldic wonders not seen anywhere else on Tyrrell. The Midborians guard these spirits fiercely, protecting their homeland from any that would try to take it.
Yun Biqiu

Baichuan Court

 Jiao Liqiao
 (former/pretend)

Yun Biqiu is part of Fobi Baishi and a director of the Baichuan Court.

## Past

Ten years ago, before Li Xiangyi fought Di Feisheng on the East Sea, Yun Biqiu was beguiled by Jiao Liqiao's beauty. Jiao Liqiao convinced him to poison Li Xiangyi with the Bicha Poison to prevent Li Xiangyi from fighting Di Feisheng, pretending that she didn't want Di Feisheng to die at Li Xiangyi's hands because she wanted to be the one to kill him. Yun Biqiu poisoned Li Xiangyi, wishing only to delay him temporarily before giving him the antidote provided by Jiao Liqiao, but the antidote turned out to be fake. As a result of the Bicha Poison, Li Xiangyi disappeared.

Afterwards, Yun Biqiu deeply regretted his actions.

## Present

Ten years later, Jiao Liqiao approached Yun Biqiu once more and he pretended to submit to her charm. He gave her information such as the locations and blueprints of the Baichuan Court's One-Hundred-and-Eighty-Eight Cells, etc. and designed the mechanisms of Jiao Liqiao's headquarters.

Not knowing this, Li Lianhua met with Yun Biqiu. To allay Jiao Liqiao's suspicions, Yun Biqiu stabbed Li Lianhua - purposefully missing a fatal point - and took him to Jiao Liqiao. It was later revealed that Yun Biqiu had sabotaged the mechanisms in Jiao Liqiao's headquarters to give Li Lianhua a chance to escape.

Thinking that he deserved to die, Yun Biqiu did not reveal that he betrayed Jiao Liqiao and would have been executed by Shi Shui. Li Lianhua arrived in the nick of time to clear his name and used Yangzhou Man to cure Yun Biqiu of Jiao Liqiao's poison.
Orcs

> "*Beasts? Maybe for you and your kin. I am a warrior first. Remember that.*"
>
>
>
> —Khal Urdagi of the Longhorn clan

Orcs of the Red Steppes

Orcs, also known as ‘Greenskins’, are the most prolific members of the sentient Orcoid species of Lesserkin. They are large, powerful bipeds known for the strength and aggression. Though dismissed as mindless brutes by many Elderkin, the Orcs are a proud race of warriors, honourable in ways few others understand.

## Biology and Genetics

Orc biology is similar to other sentient races, having evolved convergently to the Elderkin and several Lesserkin. However, they grow much larger than many others, and their muscle and bone structure is far denser, making them one of Tyrrell's most physically dominant species.

Their green skin is another notable trait. Some theorize this skin is similar to the leaves of plants, allowing Orcs to absorb energy passively from sunlight. This theory has yet to be confirmed though.

Like all Orcoids, Orcs require some small intake of the Field to remain at full strength. However, this need is far less than species like the Elves, allowing Orcs to roam more easily in lands where the magical Leylines run dry.

## Philosophy

Orcs are a very physical species, prone to spirited displays of emotion in much that they do. This has lead to them having a reputation as an aggressive, brutish species, which has only been enhanced by Elderkin discrimination.

Orcs are also seen as less intelligent than many other sentient species, a stereotype again stemming from their general sense of passion, often at the cost of subtlety.

## Society and Culture

Orcs are a nomadic species, preferring smaller tribal communities over larger nations. These communities clash frequently, though not always violently. Often, tribal disputes are settled by competition rather than war, with many Orcs showing great respect towards displays of physical and mental prowess.

## History

### Early History

Orcs evolved as a sub-species of the larger Orcoid family, developing within the lands of the Red Steppes.
Sustenance

The ports of Sustenance

Sustenance, also known as the city of Gunpowder and Oakem, is an independent floating city located within the Ruby Sea. Comprised mostly of humans, it lies at the heart of several major trade routes, promoting a culture of mercantilism and good business.

Its growth has largely been due to the dawn of the Third Age, and the technological advancement of neighbouring human nations.

## Trivia

* Originally created by Khronotik
* Artwork by Tyler Edlin.
Eisenheim

The flag of Eisenheim

Eisenheim, officially the Republic of Eisenheim, is a nation of Lesserkin located on the northern coast of West-Parthus. Growing from a single city of refugees fleeing Elderkin retaliation from the War of the Dawn, the Republic has since become a nation of strict military order and duty.

Though no major Elderkin attack has yet their borders, they remain ever vigilant against the threat, some say to the point of societal paranoia.

## Culture

### Values

Eiseheim is a duty-driven country, united by the potential threat of an Elderkin invasion. As such, its people are a hard lot, bound by a sense of community and societal fear.

### Demographics

Much of Eisenheim's population is human, but its borders are open to many other Lesserkin. However, they hold a deep-seated animosity towards Elves and Dwarves, who are chased from their lands.

### Politics

Eisenheim is ruled by a federally appointed council, initially formed from the refugee leaders that built the nation's first city. This parliament, humbly called the Council of Eisenheim, maintains a strict code of order throughout the republic.

### Military

The military of Eisenheim is its societal backbone. The nation mandates a two-year service commitment within its armed forces, followed by a five-year reserve duty in readiness for any prospective incursion.

## History

### Escaping West-Ciradon

Many of Eisdenheim's founders fled from the shores of West-Ciradon during the War of the Dawn. These displaced industrialists, laborers, and farmers initially formed an alliance to ensure their survival, fearing an Elderkin army at their back. After spiriting their people across the Ruby Seas to West-Parthus, the founders made their alliance official and began expanding, creating a nation without Elderkin subjugation.
AL Wiki

**Welcome to the AL Wiki!**
Welcome to the AL Wiki! A family friendly Wiki for the upcoming Youtube Channel!

hanter pancino

## Important articles

PlaceholderAustinPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

## AL Wiki

*Need help building out this community?*

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

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

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

The War of the Dawn, sometimes shortened to the Dawn War, is the colloquial term for the conflict between the human republic of Voskgardia and the Elderkin nations that surrounded them; most prominently the Tassendrel Empire, Midboria, the Elruth Empire, the Empire of Frieredral and the Union of Great Holds.

Its beginning is often listed as the ending of the Second Age and the beginning of the Third.
Gadget's Trivias.

**Gadget's Trivias.**

As a few memes have pointed out, the "Sore Guru" bears more than a passing resemblance to Osama bin Laden.

This clip from Inspector Gadget 2 contains a reference to If the Walls Could Talk, an episode from Round the Twist which featured Mark Mitchell.

He reveals to them that after Gadget arrested him in the previous film, Scolex Industries was shut down, and all his assets were confiscated by the police. This time he has his headquarters in an old-abandoned bowling factory.

None of the actors from the 1999 film reprised their roles, except for D.L. Hughley, who returned as the voice of the Gadgetmobile.

It was filmed in Pittsburgh, Pennsylvania, Baton Rouge, Louisiana, and Los Angeles, California, with the castle-like main tower of Pittsburgh's PPG Place playing a central role.

The film was shot entirely in and around Brisbane, Queensland, Australia. Filming locations included Queensland University of Technology Gardens Point Campus, Queensland Parliament House, University of Queensland St. Lucia Campus, South Bank Parklands Beach, Toowong Village, Anglican Church Grammar School, and the William Jolly Bridge.

The movie is filmed in Vancouver, British Columbia and Toronto, Ontario, Canada. Filming locations including Vancouver Stanley Park, University Canada West Campus, 264 Milan Street M5A3Z6 house, Rock'N'Horse Saloon bar, Toronto Furniture Warehouse Etobicoke, Vancouver International Airport, Toronto Eaton Centre Shopping Mall, Royal Ontario Museum, IBM Toronto Software Lab, RBC Royal Bank, Trinity Bellwoods Park, Harbour Green Park BC, University of British Columbia, Allan Gardens, Garrison Crossing Bridge, and the Vancouver Art Gallery, 750 Hornby Street.

Claw's actor, Rupert Everett, is British.

Due to being shot in Brisbane, most of the cast are from Australia. The exceptions being French Stewart (Inspector Gadget), Elaine Hendrix (G2), Caitlin Wachs (Penny), Jeff Bennett (the voice of Brain), and D.L. Hughley (the voice of the Gadgetmobile). Another exception is Jungle Bob's actor, Mick Roughan, who speaks in his natural Australian accent, which fits his character.

When Gadget uses his Spanish translator to translate the word "Si" it says it translates to "yes". However, without an accent, the correct translation would be "if".

The cast is made up of mostly Australian actors due to being filmed in Brisbane. For the most part, their American accents are flawless, but there are a few times where they slip. One example being Claw's actor, Tony Martin, slipping back into his Aussie accent during the scene were Claw comments on, particularly the way he says "deep fried and burnt to a crisp".
Mage's Study

+100% Research rate

+100% Scrivening rate

Must have:

* 2 or more Bookshelf
* 1 Door
* Private
* Skewed

Must have one:

* 1 or more Arcane Secretary
* 1 or more Scrivener's Desk

Must not have:

* Any Other Crafting or Cooking Stations
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Fine Kitchen

+200% Cooking rate

+2,5% Conviction to cooks per Fire Skill

Must have:

* 1 or more Dragon Wok
* 2 or more Small Spice Rack
* 2 or more Large Spice Rack
* 2 or more Pantry
* 2 or more Chimney
* Lofted
* 40 or greater Luxury

Must not have:

* Any Research or Crafting Station
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Mysterious Lotus Casebook Wiki

**Welcome to the Mysterious Lotus Casebook Wiki!**
"Mysterious Lotus Casebook" is a wuxia drama adapted from the novel "Auspicious Pattern Lotus House" (吉祥纹莲花楼) by Teng Ping (藤萍). It follows travelling doctor Li Lianhua and aspiring detective Fan Duobing as they investigate mysteries that arise in the martial world. Li Lianhua is determined to run from his past, but this becomes difficult as guilt, grief, and past relationships continue to haunt him. Among these is his rivalry with Di Feisheng, the leader of a powerful sect, who is bent on convincing Li Lianhua to return to his former life.

## Characters

Li LianhuaFang DuobingDi FeishengQiao WanmianShan GudaoJiao Liqiao

We're a collaborative community website about Mysterious Lotus Casebook that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

*Need help building out this community?*

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

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

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

+15 Conviction to Student sleepers

+15 Conviction to Student diners

+5 Conviction to Student recreators

Must have:

* 4 or more Plain Beds, Fancy Beds, or Canopy Beds
* 2 or more Dining Tables
* 2 or more Recreation Furnishings
* Private
* Towered
* 15 or greater Luxury

Must have one:

* 3 or more Windows
* 1 or more Large Windows

Must not have:

* Any Cot
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Mage's Tower

+200% Research rate

+200% Scrivening rate

Must have:

* 1 or more Arcane Secretary
* 3 or more Bookshelf
* 1 or more Scrivener's Desk
* Private
* Towered

Must not have:

* Any Other Crafting or Cooking Stations
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Salle a Manger

+25 Conviction to Staff Diners

Must have:

* 1 Dining Table
* 85 or greater Luxury
* Private
* Lofted
* Towered

Must have one:

* 3 or more Large Windows
* 1 or more Huge Window

Must have one:

* 3 or more Small Roof Decorations
* 1 or more Large Roof Decorations

Must not have:

* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Teaching Stations
* Any Beds
* Any Ritual Sigil
* Any Medical Bed
Auditorium

Required for intermediate Rituals

Must have:

* 1 or more Ritual Sigil
* 2 or more Solemn Braziers or Solemn Pedestals
* 35 or greater Luxury
* GroundedMust not have:

* Private
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Teaching Stations
* Any Medical Bed
Door

>
>
> Door
> ----
>
>
>
>
>
>
> A hallway door that keeps pests out and can be used to permit or disallow access to a room.
>
>
> ### Dimensions
>
>
> 1 x 2 x 4 tiles
>
>
> ### Durability
>
>
> 200
>
>
> Crafting
> --------
>
>
>
> ### Wood
>
>
> 10
>
>
>
> Bonuses
> -------
>
>
>
> ### Luxury
>
>
> +3
>
>
>
>
>
>
>
>
>
>
> "---"
>
>

A hallway door that keeps pests out and can be used to permit or disallow access to a room. Adds Luxury.
System requirements

This is a list of **system requirements** for *Mind Over Magic*:

* Requires a 64-bit processor and operating system
* **OS:** Windows 10
* **Processor:** 2 GHz
* **Memory:** 4 GB RAM
* **Graphics:** 1 GB VRAM
* **DirectX:** Version 11
* **Storage:** 4 GB available space
* **Additional Notes:** Thanks to all the computers out there for making magic happen!
Windy Pinnacle

The specialized classroom for Air Learning.

+300% Air Learning rate

Must have:

* 1 or more Chalkboard
* 1 or more Air Teaching Mechanism
* 3 or more Fluttersail
* Towered

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Underschool

This mysterious labyrinth holds dark secrets and deadly magical battles with ghastly creatures and can lead to great rewards.

## Unlocking

Unlocking the underscool requires completing a ritual at the Mana Font. It takes 15 minutes and requires:

* 2 Staff
* 2 Students
* 5 Wyrmweed Pod
* 5 Phoenix Flower
* 5 Viscera

## Exploring

You explore Underschool by completing a series of Battles. In addition to the standard rewards for winning battles, each room may contain some combination of buildable spaces, buildings, resources, and permanent structures. Battles become progressively harder as you explore deeper in Underschool.

## Wings

Wings have themes in the battles you find in them. The final room you unlock at the end of each one has special rewards.

### Lava Mines

The final rewards include the Burrower Larva Rematch Effigy

#### Stone Ruins

The final rewards are the Oraculum of Power, the Oraculum of Health, and the Boss 2 Rematch Effigy
Bedchamber

+25 Conviction to Staff sleepers

Must have:

* 1 Door
* 1 Canopy Bed
* 60 or greater Luxury
* Private
* Lofted
* Elevated

Must have one:

* 3 or more Large Windows
* 1 or more Huge Window

Must not have:

* Any Other Beds
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Teaching Stations
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Tasks

**Tasks** are the different jobs that can be performed around the school. Tasks some tasks can only be performed by Staff while others can also be performed by Students or Quilted. Each Task is associated with a type of Magic, the Skill in which determines and individual's ability to perform the job.
Geomancer's Hall

The specialized classroom for Earth Learning.

+300% Earth Learning rate

Must have:

* 1 or more Chalkboard
* 1 or more Earth Teaching Slabs
* 3 or more Stacking Stones
* Grounded

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Sculpture Studio

+100% Carving rate

Must have:

* 1 or more Statue Carvery
* 3 or more Statues
* Grounded
* 45 or greater Luxury

Must have one:

* 3 or more Large Windows
* 1 or more Huge Window

Must have one:

* 3 or more Small Roof Decorations
* 1 or more Large Roof Decorations

Must not have:

* Any Other Crafting or Research Stations
* Any Cooking Stations
* Any Beds
* Any Refining Beasts
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Humans

> "*The Age of the Elders is at an end, and its demise has been wrought with human hands.*"
>
>
>
> —Lord Kladmir of Voskgardia

## Biological Classification

### Ethnicities

* Mitannians
* Svendanese
* Turangan
* Voskgardians

## Physical Information

### Identifying features

* Bipedal with bilateral symmetry
* Rounded ears

## Cultural Information

### Diet

Omnivorous

Humans, sometimes referred to as Men or Mankind, are a species of sapient bipedal mammals spread across the world of Tyrrell.

Despite a history of dismissal by the Elderkin, humans are now one of the most numerous and technologically powerful species on the planet. Their drive for industrial innovation and penchant for efficient warfare is what began the Third Age of the world.

## Biology and Genetics

Human biology is similar to many other sentient species of Tyrrell, having liking descended from a common ancestor thousands of years prior. However, unlike the Elderkin and many other Lesserkin, humans did not evolve a genetic symbiosis with the Field, the magical lifeblood of the planet. This is partly why they live shorter lives then others.

While this means their skill with the higher Fieldin arts is very weak, it has allowed them greater migratory range then their fellows. Humans do not require land near the Field's Leylines to remain healthy, and have maintained stable population centers across all of Tyrrell's various habitats.

## Philosophy

Broadly speaking, humans are tenacious and adaptable creatures, though their intelligence was looked down upon until very recently. They are often seen as crude or reckless by the Elderkin, due to their haste towards glory, heedless of their limited life spans.

## Society and Culture

Humans are predominantly a social species, typically grouping together into large communities and even larger nations. However, it is only recently that they have been able to push back against the grip of the Elderkin, resulting in a societal expansion of new innovations, technologies and general industry.

## History

### Early History

Humans developed alongside the other sentient races of Tyrell in a relatively unremarkable way. Often overlooked by the Elderkin, they were thought little better than the Orcs. Various human nations sprung up across the continents, often warring with themselves and other Lesserkin unless subjugated by the Elderkin

### Rise of Voskgardia

It was only near the end of the Second Great Age that humanity began to prosper. This was heavily influenced by the rise of the Republic of Voskgardia; a protectorate state of the large Tassendral Empire.

### War of the Dawn

When news of the this strange sorcery reaching the Elvish ears, the Empire descended to put humanity back in its place. However, they were met with fierce human resistance backed by new weaponry and machinery. The War of the Dawn, as it was later coined, lasted for a period of twenty years, allowing for the innovations and attitudes of Voskgardia to spread throughout Tyrrell.
Hospital Ward

+10% HP per hour from Bed Rest

Required for advanced Rituals

Must have:

* 5 or more Medical Bed
* 4 or more Incense Burner
* 2 or more Tincture Shelf
* 2 or more Medicinal Cart
* Private
* Lofted

Must have one:

* 3 or more Large Windows
* 1 or more Huge Window

Must not have:

* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
Pyromancer's Infernum

The specialized classroom for Fire Learning.

+300% Fire Learning rate

Must have:

* 1 or more Chalkboard
* 1 or more Fire Teaching Pyre
* 2 or more Lava Amphora
* 2 or more Red Brazier
* Skewed

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Lair of Dark Arts

The specialized classroom for Dark Learning.

+300% Dark Learning rate

Must have:

* 1 or more Chalkboard
* 1 or more Dark Teaching Portal
* 1 or more Obelisk
* 1 or more Eye Globe

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Torches or Braziers
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Private Quarters

+15 Conviction to Staff sleepers

Must have:

* 1 Door
* 1 Fancy Bed or Canopy Bed
* 25 or greater Luxury
* Private
* Elevated

Must have one:

* 3 or more Windows
* 1 or more Large Window

Must not have:

* Any Other Beds
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Teaching Stations
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Woodcuttery

+50% Wands Crafting rate

+100% tree growth rate

Must have:

* 1 or more Wand Shaper
* 2 or more Trees
* Grounded

Must have one:

* 3 or more Large Windows
* 1 or more Huge Window

Must not have:

* Any Other Crafting or Research Stations
* Any Cooking Stations
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Magic

It can’t be a school without class! Students learn magic every day on a schedule you choose and teachers you assign. Learn and harness powerful abilities from a range of magic disciplines to unlock your students true potential.

There are 7 schools of magic, each of which offers combat benefits and is associated with certain Tasks:
Premise

Design, construct, and optimize every detail of your ideal magic school! Keep everyone alive and content while preparing students to explore the horrors of the Underschool, a deadly subterranean trial. Study lost arcana, grow exotic plants, brew potions, and raise undead servants. But don’t forget to stop the deadly fog from consuming everything in its path.
Hydrolaboratory

The specialized classroom for Water Learning.

+300% Water Learning rate

+ 150% Alchemy rate

Must have:

* 1 or more Chalkboard
* 1 or more Water Teaching Fountain
* 2 or more Aquarium
* 2 or more Tincture Shelf
* 1 or more Alchemist's Station
* Elevated

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
MG-12 Machine gun

The MG-12 recoil-operated machine gun was one of Voskgardia's strongest weapons during the dawn of the Third Age. Its reveal and subsequent use turned the tide of the battle at Tirgaard Crossing, and it was indispensable for the Voskgard defenders throughout the next few years.

Though now outclassed by more modern designs, the MG-12 retains a near mythical status in the histories of humanity and the Elderkin.

## Characteristics

The MG-12 is a long barreled machine rifle constructed of iron and steel. It is belt fed, firing 7x57mm 'V' rounds, constructed of lead and brass, and uses a Voskgardian blend of smokeless gunpowder.

## Development

The MG-12 was created in secret by the head engineers of Voskgardia. It was the culmination of years of research and painstaking development, with it's development obscured by rumours of strange sorcery and unseen Field manipulation.
Kitchen

+100% Cooking rate

Must have:

* 1 or more Cooking Station
* 1 or more Small Spice Rack
* 1 or more Pantry
* 1 or more Chimney
* Lofted
* 13 or greater Luxury

Must not have:

* Any Research or Crafting Station
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Eos IV Wiki

**Welcome to the Eos IV Wiki!**
The worldbuilding behind Eos IV and the city Neosilios

We're a collaborative community website about Eos IV that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

*Need help building out this community?*

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

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

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

***Mind Over Magic*** is an upcoming video game of magic simulation genre developed by Sparkypants and published by Klei Publishing. It was released for Early Access on Steam on December 14, 2023.

## Premise

*Design, build and manage your magic school to explore what lies below. Study lost arcana, grow exotic plants, brew potions, and raise undead servants -- only you can prepare your fragile students to harness their Mind Over Magic.*

## System requirements

### Minimum

* Requires a 64-bit processor and operating system
* **OS:** Windows 10
* **Processor:** 2 GHz
* **Memory:** 4 GB RAM
* **Graphics:** 1 GB VRAM
* **DirectX:** Version 11
* **Storage:** 4 GB available space
* **Additional Notes:** Thanks to all the computers out there for making magic happen!
Roof

>
>
> Roof
> ----
>
>
>
>
>
>
> Inexpensive ceilings for rooms. Used to block Rain and add Luxury.
>
>
> ### Category
>
>
> Construction
>
>
> Crafting
> --------
>
>
>
> ### Wood
>
>
> 1
>
>
>
> Bonuses
> -------
>
>
>
> ### Luxury
>
>
> +1
>
>
>
>
> "Raindrops beating a rhythmic lullaby."
>
>

Inexpensive ceilings for rooms. Used to block Rain and add Luxury.
Arboretum

The specialized classroom for Nature Learning.

+300% Nature Learning rate

Must have:

* 1 or more Chalkboard
* 1 or more Nature Teaching Tree
* 1 or more Terrorium
* 6 or more Planters
* Lofted

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Crafting Stations or Refining Beasts
* Any Research or Crafting Stations
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
Windows 8 Taskbar

**Windows 8 Taskbar**

File:Windows8Taskbar.png

## Overview

The Windows 8 Taskbar marked a significant departure from its predecessors, introducing a more streamlined design and innovative features.

## Features

The Windows 8 Taskbar included several key features:

### Start Screen

Windows 8 replaced the traditional Start Menu with the Start Screen, featuring Live Tiles for quick access to apps and information.

### Charms Bar

The Charms Bar, accessible from the right side of the screen, provided access to system functions like Search, Share, Devices, Settings, and the Start Screen.

### Taskbar Icons

Running applications were represented as icons on the taskbar, allowing users to switch between open programs easily.

### Aero Peek

Hovering over the bottom-right corner allowed for a peek at the desktop.

## Customization

Users had limited options for taskbar customization in Windows 8.

### Locking and Unlocking the Taskbar

Users could lock the taskbar to prevent accidental changes or unlock it to make adjustments.

### Taskbar Position

The taskbar was typically located at the bottom of the screen.

## Legacy

The Windows 8 Taskbar represented a significant shift in design and user interface, laying the groundwork for further changes in later Windows versions.
Lightning Observatory

The specialized classroom for Lightning Learning.

+300% Lightning Learning rate

Must have:

* 1 or more Chalkboard
* 1 or more Lightning Teaching Orrery
* 1 or more Ion Conduit
* 1 or more Lightning Rod
* 1 or more Arcane Secretary
* Private

Most not have:

* Any Learning Stone
* Any Other Skill-Specific Teaching Stations
* Any Crafting Stations or Refining Beasts
* Any Beds
* Any Dining Tables
* Any Ritual Sigil
* Any Medical Bed
ЭР200

ЭР200 (Электропоезд Рижский, с конструкционной скоростью 200 км/ч) — советский скоростной электропоезд постоянного тока в Electric trains.

Является самым быстрым электропоезда в игре. Есть в двух раскрасах.

Интересный факт: в игре присутствует вымышленная разновидность ЭР200 , который мощнее чем обычный и состоит из 4х вагонов по 1й схеме.

#### Окрасы:

* Бело-голубой
* Серо-голубой
* Красно-черный(отдельная версия)
* Сине-красно-черный (Отдельная версия)

#### Пользовательские комбинации вагонов:

1. Пг+Мп+Мп+Пг
2. Пг+Мп+Пп+Мп+Мп+Пг
Mage's Hermitage

+400% Research rate

+400% Scrivening rate

Must have:

* 1 Arcane Secretary
* 2 or more Bookshelf
* 2 or more Large Bookshelf
* 1 Scrivener's Desk
* Isolated
* Skewed
* Lofted
* Elevated

Must have one:

* 3 or more Large Roof Decorations
* 1 or more Bell Tower

Must not have:

* Any Other Crafting or Cooking Stations
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed
Atelier

+100% Quilting rate

+100% Quilted lifetime

Must have:

* 1 or more Spindle
* 1 or more Tanning Rack
* Grounded
* 45 or greater Luxury

Must have one:

* 3 or more Small Roof Decorations
* 1 or more Large Roof Decorations

Must not have:

* Any Other Crafting or Research Stations
* Any Cooking Stations
* Any Beds
* Any Refining Beasts
* Any Dining Tables
* Any Teaching Stations
* Any Ritual Sigil
* Any Medical Bed