recursal/Fanatic-Fandom huggingface dataset:
Vanari Warrior (Archetype)

Founded by the Decree Tyrionic, the Vanari warhosts defend the Great Nations. Each Aelf from these armies has a rich civilian life outside of battle, but when the call comes to fight for Hysh they answer without hesitation. Some Vanari wield pikes and specialize in maintaining impenetrable phalanx formations while others favor the bow, for the Lumineth in particular appreciate the clean geometric arc and swift death brought by the arrow. No matter their martial style, every Vanari Warrior understands the importance of unity and demonstrate disciplined flawless teamwork. The Lumineth who have joined the Dawnbringer Crusade to retake the Spiral Step, an ancient city of their own alongside the other races, are all drawn from those Aelves who have deviated from the norm in some way, or have suffered some great failure, and they now seek to retake and rekindle the glory of the ancient construct in informal exile from the rest of their kin as a way of recompense. The Archetype listed below is for a Vanari Warrior dedicated to melee combat, to construct one using a bow see the Varient.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Aelf

Skills (3XP): Awareness Training 1, Determination Training 1, Reflexes Training 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (6XP): Bulwark, Shining Company, Territorial

Toughness: 7

Wounds: 4

Initiative: 4

Melee: Average

Accuracy: Poor

Defense: Average (Good against 2+ enemies)

Equipment: Spear, Shield, Vanari Plate (Medium Armor), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Tent, Glass Sphere (18D Remaining)

(Variant: For a Vanari Warrior dedicated to the bow, change Weapon Skill Training and Focus to Ballistic Skill and change the Bulwark and Territorial Talents for the Hail of Doom and Stand and Fire Talents alongside swapping the Spear and Shield equipment for a Bow and Sword.)

Sources: Core Rulebook, Champions of Order
Khazan Copperbolt

Khazan Copperbolt

**Player:** Athanor

**Name:** Khazan Copperbolt

**Species:** Duardin

**Subfaction:** Kahadron Overlords

**Archetype/Theme:** Kahadron Pistoler

**Body:** 2 **Mind:** 3 **Soul:** 1

**Toughness:** 6 **Wounds:** 5 **Initiative:** 4

**Armour:** 1

**Melee:** Avarage **Accuracy**: Good (Great when Dual-wielding guns) **Defense:**Average

**Skills:** Awareness 1 , Weapon skill 1, Ballistic Skill 2 focus 1, reflexes 1

**Talents:** Ancestral Grudge, Gunslinger, Point Blank Range

**Equipment:** Arkanaut Rig (Arkanaut Armor, Basic Aether-rig, Pudency Chute, Quadbreather, Axe, Volleypistol), Pistol, Clothes, Deck of Cards, Dice, Hip-Flask, Rations 5 days, 3 drops.

Doom: 1

Total Experience: 20

**Appearance and Personality:**

An ambitious and slightly ruthless Kahadron, he is heavily goal oriented and has a strong tendency towards sarcasm.

Khazan is wearing khaki overalls with his Rig being blue in colour, he carries an axe as well as two pistols, one of which is a volleypistol.

His mask is made of a Copper-steel alloy and it's lenses are green in colour.

Under his mask lies a set of Green eyes, blonde hair and an unkempt beard.

**Backstory:** Khazan was a top graduate of his Arkanaut academy and upon graduating joined in on several profitable ventures and got a good name for himself. He saw another opportunity for profit when his Uncle got a contract with the Dawnbringer Crusade, so he sold many of his possessions, took on loans and became an investor into his Uncle's venture and joined it himself. Things where looking good for Khazan and he even dreamed of buying or become a part owner of his own sky faring vessel.

But all his dreams where shattered when his Uncle's ship got hit by foul magic's and crashed into cultist held territory. Khazan managed to get down and out of the ship before it went down and was the only survivor as archers and mages kept picking of other survivors as went down. Khazan saw his Uncle die to a mutating spell, and even managed to spot the hideous Tzaangor Shaman, committing to memory his scarred face and oldly coloured beak.

Khazan was the only survivor, unable to return home as his creditors would bancrupt him both for his own debts but also might seek to call in his Uncle's debts as well.

Khazan saw only one way foreward, establish himself as a local merchant and build up his wealth in the Spiraling steps before paying of his debts, and if he managed to build a large enough power base then the bankers would not be able to force him to pay his Uncle's loans as well.

Speaking of his Uncle, the ship might be recoverable if found................

**Short-Term Goal:** Kill 10 Tzaangors or the Shaman who killed his Uncle.

**Long-Term Goal:** Establish a trade outpost
Vulkite Berzerker (Archetype)

Vulkite Berzerkers are the professional warriors that form the main foot troops of the Fyreslayer Lodges. Their forge-tanned, muscular bodies are honed from a lifetime of combat, and wrought with Ur-Gold runes, empowering them with the strength and resilience with of Grimnir. They are storied and renowned warriors and many are the tales told of them fighting on, bleeding from dozens of wounds, arrows protruding from their flesh, but Grimnir's fury still raging within them. They stubbornly cling to martial pride and are born from a foundation of ancient tradition and dedication to the art of war.

Stats (16XP): Body = 4 Mind = 1 Soul = 2

Species: Duardin (Fyreslayers)

Skills (2XP): Reflexes Training 1, Weapon Skill Training 1

Talents (2XP): Battle Rage

Toughness: 7

Wounds: 6

Initiative: 2

Melee: Good (Great with Rune active)

Accuracy: Poor

Defense: Good

Equipment: Greataxe or Battleaxe and Bladed Slingshield or 2 Battleaxes, Rune of Fury, Rune of Searing Heat, Clothes (Common), Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (23D Remaining)
In the Pipes (Mission)

It is known to the Grimeye that, for as tall as the Step may be, it also extends far into the ground, surrounded by a subterranean complex just as large as the city that wraps it above. Now that the Crusade has access to the crater, entries to these tunnel networks can be located and teams sent in to ensure we are hitting the enemy on as many fronts as possible. Scouting reports of the Step told of internal fighting around these tunnels though, and there is a skittering in the dark that is not Tzeentchian in origin.
The Grimeye Clan

Back during the Age of Myth the Step was ruled by the Duardin known as the Goldspiral Clan who governed the city alongside a council of representatives of all the other peoples of Order, including even the Orruks when they were counted among Sigmar's Pantheon, and it flourished as a beacon of wealth and prosperity. When Chaos came and so many fled to Azyr the King of the time, Drekvarik III, was dedicated to defending his home and it was only by direction of Grungi himself that he and his clan complied but before doing so gouged out his right eye and left it upon his throne to signify that he and his people will always seek to reclaim it. Renaming themselves the Grimeye Clan, their leaders continuing their last King's oath and ritually removing their right eyes even generations later, they have dedicated everything they have to reclaiming the Spiral Step.

Now the Step is isolated, far from the other bastions of Sigmar-allied power in Chamon, and while its value cannot be denied attempting to reclaim it is a bold, and some say reckless, venture as even if they succeed in seizing it they will have to hold it near alone. Nevertheless the Grimeye Clan has put forward all the wealth they have generated over the years since their retreat to Azyr into mustering a Dawnbringer Crusade to reclaim the Step. What they may find within and around their ancient hold, none can say for sure, but one thing is certain: the Grimeye will not abandon their home again. All of their number have ventured forth, selling every hold they held in the realm of Azyr, giving them no other choice than to succeed here or die trying.

The current ruler of the Grimeye Clan is Princess Magdara II, direct descendant of Drekvarik III. She is a grim and firm leader and it was by her demand that all of her clan rallied and set out for war. The Grimeye leaders have forbidden themselves from taking the royal titles of King or Queen until they reclaim the Step and now if the Dawnbringer Crusade is successful she may be the first Grimeye Queen.
Dispossessed in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Dispossessed are the remnants of the duardin Khazalid empires that were destroyed during the Age of Chaos and now forge new cities in the Mortal Realms. It is by their hand many of the God-King's sturdiest edifices and fortifications are raised and when battle calls they fearlessly march to war clad in shining gromril armor. The labour clans of the Dispossessed, and the engineers of the Ironweld Arsenal, are the builders and architects of the Free Cities. Whenever a new Realmgate is secured, it is these sturdy laborers and engineers who are called forth to aid in building settlements around these vital gateways. The warriors of Dispossessed clans are accustomed to many types of warfare. They are renowned for their skill in the arts of siegcraft, both as defenders and as attackers, and many of their tunnel-fighters have been known to be called upon to rid Free Cities of infestations of grots and skaven. It was the Duardin god Grungi that created the Spiral Step during the Age of Myth and as such the Step was always ruled by Duardin Kings before its fall, alongside a council of representatives of the other races, and it is the Dispossessed that desire its restoration the most - funding a great portion of the Dawnbringer Crusade. Chief among them are the descendants of the Goldspiral Clan that ruled in those ancient days, now known as the Grimeye Clan, who will take up the lost crown but with them various other clans have come seeking to make a new home for themselves in a place touched by their god. What shape the Dispossessed Clans will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Wanderers in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Wanderers once fought for the Realm of Ghyran, now these warriors of the wilderness fight to return life to the Mortal Realms. The wanderer kings were defenders of the goddess Alarielle and her children and dwelt in great canopy-cities deep within continent-sized forests in Ghyran but were forced flee to Azyr during the Age of Chaos. They remain true to their heritage, weaving spells of everoak and bitterthorn and they can move like shadows through the forests of the realms. Yet they still remain estranged from the goddess they abandoned. But the Wanderers continue to fight and cherish the magic of life. They follow the light of Sigendil seeking the broken trails of ancient ley lines and restore them with waystones, strange arcane artefacts created during the formation of the Mortal Realms to soothe the tormented wilds and erase the taint of Chaos from the earth. What shape the Shadowblades will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
King Sulke Skallagrimsson of Rogaland

Sulke Skallagrimsson (820-875) was the petty king of Rogaland, in Norway

## Biography

Sulke was born in Rogaland in AD 820 to King Skallagrim "the Tall" and his queen Rannveig Olvirsdottir. He was the second of three brothers, the elder being Hoskuld, and the younger being Frodi.

Sulke's mother died in AD 835, his father remarrying to a young and beautiful princess called Ingrid "the Fair, daughter of King Horik of Denmark, in AD 840.

In 844 AD Frodi, his older brother Sulke, and King Skallagrim discovered the eldest brother, Hoskuld, having sex with his stepmother, Skallagrim's second wife, in Skallagrim's own bed. In a jealous rage Skallagrim drew his sword, slew Ingrid, and castrated Hoskuld before Frodi and Sulke managed to restrain him. It was revealed that the two had been engaged in a love affair since before her marriage to King Skallagrim, and that his youngest son, also called Skallagrim, was not his son at all but Hoskuld's. Hoskuld along with his love child and Ingrid's maid Thorkatla were subsequently banished from the kingdom.

Upon his father's death in AD 845 Sulke succeeded to the Kingdom of Rogaland while his brother Frodi inherited the Earldom of Haugaland. He ruled justly and wisely for many years and fathered several strong sons.

In AD 874 King Harald Fairhair began his campaign of subjugation in Norway.

In AD 875 Sulke and several other allied autonomous rulers (including his brother Earl Frodi of Haugaland) met Harald Fairhair's forces at the battle of Hafrsfjord. At once point in the battle, Sulke and Frodi were fighting together when they encountered their exiled brother Hoskuld among their enemies. In the intervening years since his banishment Hoskuld had entered Harald Fairhair's service and risen to be one of his captains. Faced with the trilemma of either hyaving to kill his brothers, letting his brothers kill him, or breaking his oath of loyalty to King Harald Fairhair, Hoskuld shared a few passing words with his brothers before throwing himself upon his own sword. In the course of the battle Harald's forces carried the day and Frodi, Sulke, and all of Sulke's sons, were slain.

Skallagrim "the Wise" Frodisson took his father's household and settled in Iceland, while Skallagrim Hoskuldsson was elevated to Thane of part of Sulke and Frodi's former lands by King Harald Fairhair.
Darkling Covens in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. During the Age of Chaos the invading armies of Chaos destroyed many aelven empires in the Realm of Shadow and, to a lesser degree, Shyish. The powerful sorceresses and wizardqueens were driven back to the safety of Azyrheim. Upon arrival in the Eternal City of Azyrheim, these shadowy spellcasters remained apart from their fellow refugees. Insular by nature, they were unwilling to share their accumulated knowledge and expertise with the already established Eldritch Council or the Collegiate Arcane. Instead, they formed their own cults and hidden orders. Collectively, these would become known as the Darkling Covens. Each Coven is ruled by a single sorceress with the aid of several underlings and major-domos. While these retinues of major-domos and generals take care of matters beneath their concern, Sorceresses have absolute power over their Covens. Darkling Covens can field entire regiments of dominated soldiers, ensorcelled aelves who will throw away their lives without hesitation to protect their mistress. The Black Guard, the elite bodyguards of the sorceresses are an exception and retains their free will. The Executioners are skull masked warriors that are not part of the Darkling Covens but fight alongside them for mysterious reasons. What shape the Darkling Covens will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Stegorrupt

**Stegorrupt** es un Dinoprehis de elemento poder, introducido en la primera generación. Pertenece al grupo fósil tetrápodo.

## Etimología

Su nombre deriva del dinosaurio conocido como 'Stegosaurus' y, de la palabra en inglés; 'Corrupt', que significa corrupto.

## Sprites

Estos son los sprites de Stegorrupt:

Dinoprehis: Destruction!

Dinoprehis: Mass-Attack
Kharadron Overlords in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Kharadron Overlords are a race of militaristic, mercantile Duardin who dominate the skies of the Mortal Realms upon gigantic skyvessels and floating sky-ports held aloft by a mix of engineering prowess, burgeoning science and industrialized magic. Driven by a need for profit as much as by honour, they employ wondrous techno-arcane devices powered by aether-gold – the lifeblood of the Kharadron empire. The Kharadron are mostly secular and prefer to rely on their own science and ingenuity than lean on any god. They live by the Kharadron Code, a constitution firmly based on meritocracy and pragmatism. With the value of the Spiral Step, both as an economic entity but strategically in the Kharadon effort to reclaim Chamon, the Kharadron have committed a considerable force to the Dawnbringer Crusade as a multitude of individual captains and their crews have signed on in hopes for future profit, and a considerable upfront payment by the Grimeye Clan. What shape this collection of Kharadron Overlords will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Drakespawn Knight (Archetype)

The Order Serpentis is a order of dragon-riding black knights that once ruled the Empire of Narkath but now forced into exile they fight alongside the armies of the God-King, going to battle upon vile and cruel-hearted beasts. Like the Order Draconis, the Order Serpentis is an ancient and storied organization whose lords rode Black Dragons in the skies of many Mortal Realms. When they were driven back to the Realm of Azyr there were few dragons left for the knights of the order to ride and so they created new and terrible war beasts such as the War Hydra and Drakespawn. It is said a pit of hatred still lurks in the heart of the Serpentis warriors which gives them greater strength in battle.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Aelf

Skills (3XP): Beast Handling Training 1, Beast Handling Focus 1, Reflexes Training 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (6XP): Bulwark, Loyal Companion (Drakespawn), Mounted Combatant

Toughness: 7

Wounds: 4

Initiative: 3

Melee: Average (Good when mounted)

Accuracy: Poor

Defense: Average (Good with Shield, Great against 2+ enemies)

Equipment: Spear or Sword, Serpentis Mail (Medium Armor), Shield, Clothes (Common), Cloak, Glass Sphere (3D Remaining)

Sources: Core Rulebook, Bestiary
The Counterattack (Mission)

While the enemy's main focus remains defensive, they eagerly look for any opportunity to lash out at the Crusade. Forward bases are being established but while supplies are still being funneled in they can hardly be considered entrenched. It's not considered an if the enemy will attack, it's when. The loss of any of these bases will not only be a serious blow to the logistics of the siege, but could easily snowball into further losses as the breach widens and pressure is lost. In this Mission, players will be on the defense and must protect a forward base from multiple waves of enemy attacks.
Devoted of Sigmar in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. Devoted of Sigmar are the true believers of Sigmar - men and women willing to do anything for their divine lord. Sigmar often inspires fanaticism in his followers and the previously secluded peoples of Azyrheim are no exception and they are further inspired and encouraged by the many places of worship within that realm. The Devoted now flood across the Mortal Realms, bringing the word of Sigmar to the peoples of those land. Many are flagellants caring little for possessions or even their own health. Warrior Priests stride forth to smite the enemies of their master, singing his praises as they do so whilst Witch Hunters stalk the shadows looking for the hidden enemy - the cultist of the dark gods of Chaos. What shape the Devoted of Sigmar will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Scourge Privateers in The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. Scourge Privateers are aelven raiders and beast-slavers who sail the seas of the Mortal Realms in search of plunder and prey before returning to the Realm of Azyr or one of the mighty Cities. Aelven pirates of the Scourge have travelled the waterways of the Mortal Realms and hunted mighty sea monsters for generations. Some are dragged back to the free ports to be sold to pitmasters or curious wizards for a rich haul while others are slain and stripped of valuable materials. However the ambitious Fleetmasters of the Scourge chafe under the rule of Sigmar's servants and many disavow the rules of the God-King's new empire to pursue their own ends. While slavery is outlawed under Azyrite decree, loopholes are frequently exploited by fleetmasters. They are most often employed by the Conclaves of the Cities of Sigmar to hunt down monstrous beasts of the seas and enemy fleets. Though the Spiral Step has no waterways connecting to it, that can be seen by aerial recon at least, ancient tales speak of a great merchant fleet working out of the city. These tales have drawn a small collection of Scourge Privateers to join the Crusade seeing it as an opportunity to forge their own powerbase away from the lords of the existing Black Arks. What shape the Scourge Privateers will take within the Spiral Step when it is restored is yet to be seen, but when they do they will be recorded here.
Wildwood Ranger (Archetype)

Those Aelves known as the Wanderers were once the followers and guardians of the goddess Alarielle in the realm of Ghyran but were forced to flee to the realm of Azyr at the dawn of the Age of Chaos. Now, after Sigmar's return, they remain distant from their goddess with many believing that their flight to Azyr was an abandonment of her. Seeking both to make a new home for themselves and to atone for this sin the Wanderers have dedicated themselves to rooting out the corruption of Chaos from the wild places of the realms. The most fervent in this task are the Wildwood Rangers, wielders of mighty driach axes they cut down any monstrous abomination that crosses their path.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Aelf

Skills (3XP): Awareness Training 1, Medicine Training 1, Reflexes Training 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (6XP): Bulwark, Sever, The Bigger They Are

Toughness: 7

Wounds: 4

Initiative: 5

Melee: Average

Accuracy: Poor

Defense: Average (Good against 2+ enemies)

Equipment: Driach (Greataxe), Ranger's Armor (Medium Armor), Deepmire Cloak, Clothes (Common), Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Tent, Glass Sphere (18D Remaining)

Note: Wanderer characters all start with a Deepmire Cloak for free, as it does not have an assigned value and is unique to the Wanderers.

Sources: Core Rulebook, Steam and Steel
The Collegiate Arcane of The Step

The realms are vast and varied, with the people inhabiting them just as diverse. Though those mortals who joined or were assigned to the Dawnbringer Crusade to retake and control the Spiral Step were drawn from a great many places they will soon coalesce into a unique unifying culture. The Collegiate Arcane is a faction of sorcerous artisans that create magical devices to siphon and channel the magic of the Mortal Realms into powerful spells. Whenever the armies of the Free Peoples need magical support it is the Collegiate Arcane they turn to. While Battlemages are the most commonly encountered members of the Collegiate, a visitor to the floating towers of the Collegiate, can find all manner of mages, sorcerers, wizards, seers, alchemists, and elementalists walking the halls, all welcomed with open arms, as well as a great many scholars. The mages and scholars of the Collegiate will often employ adventurers and sellswords to seek out and acquire arcane tomes, eldritch lore, and artefacts of power. Though they often put forward a united image, internally the Collegiate is full of competitive factions that vie for dominance both in arcane might and politically. What shape the Collegiate Arcane will wake within Spiral Step is restored is yet to be seen, but when they do they will be recorded here.
Witch Aelf (Archetype)

Few of the mortal races can match the Aelves in agility or grace, but there are few even amongst the Aelves who can rival the lethal sublimity of a Witch Aelf of Khaine. For them shedding blood is an ecstatic act, and even their combat exercises are imbued with the deadly seriousness of sacred rites. They dance at speed amidst their opponents, cutting with lethal abandon, leaving screaming foes, severed limbs, and spurting blood in their wake. Though most ‘civilized’ folk find the Khainites’ practices deeply disturbing, there is no organization outside of the Stormhosts of Azyr more fiercely opposed to the encroachment of Chaos and only a handful that can boast warriors so deadly.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Aelf (Daughter of Khaine)

Skills (3XP): Awareness Training 1, Medicine Training 1, Reflexes Training 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (6XP): Ambidextrous, Blood Frenzy, Unrelenting Assault

Toughness: 7

Wounds: 4

Initiative: 5

Melee: Average (Good while dual-wielding)

Accuracy: Poor

Defense: Average (Good while dual-wielding)

Equipment: Sacrificial Blade (Dagger), Sacrificial Blade (Dagger), Witch Leathers (Light Armor), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Tent, Glass Sphere (18D Remaining)

Sources: Core Rulebook
Purchasing Station

Non-functional ContentWhatever function this may have has not been implemented.

The purchasing station is a building that floats in the sea. When interacted with, a player can exchange cargo (scrap?) in return for coins.

### Locations

Purchasing stations are found all throughout the Open Sea. A non-functional purchasing station can also be found on the Archipelago map.

## Trivia

The purchasing station was revealed to be an upcoming building on December 12th, 2020

1. ↑ Tweet
Survival

## The Survival Arena

The player versus AI gamemode is featured in the Private Beta of Illuvium Arena that already is live. The team has allowed 500 players to test and look for bugs in the game.

The Survival Arena functions as the training ground for everyone to get accustomed to the game. The gamemode is all about defeating an infinite amount of increasingly difficult waves. The waves become harder and harder until they eventually defeat you, which creates the perfect environment to practice placement and countering synergies.

## Summary

Lore summary purpose

page for: Placement, tanky illuvials etc.

## How to play it

Start off with mastery points, place X and get more illuvilas and equipment.
Braki Flametongue (NPC)

An Auric Runesone of the Fyreslayer Lodge of Bulder, Braki Flametongue is as brash and violent of an individual as one would expect of a Duardin of his station yet beneath this harsh exterior lies a calculating and pragmatic mind. The third son of his lodge's Runefather it is unlikely that he will inherent the mantle of Runefather there and as such he has struck a deal with the Grimeye Clan to found a new Lodge within the Spiral Step - should they be successful in retaking it. This Lodge will be a Vassal Lodge to Bulder but in exchange for this oath of fealty, and the payment of a literal mountain of gold, Bulder's Runefather has permitted his son to lead a force of those Fyreslayers close to him in this endeavor.
Aldrich Kron (Player Character)

**Player:** Ember

**Name:** Aldrich Kron

**Species:** Human

**Subfaction:** Freeguild

**Archetype/Theme:** Army Medic

**Body:** 2 **Mind:** 3 **Soul:** 2

**Toughness:** 7 **Wounds:** 4 **Initiative:** 4

**Melee:** Poor **Accuracy:** Average **Defense:** Average

**Skills:** Awareness Training 1, Ballistic Skill Training 1, Medicine Training 1, Medicine Focus 1, Reflexes Training 1.

**Talents:** Applied Anatomy, Medic, Stand and Fire

**Equipment:** Rifle, Apothecary's Satchel (3 Uses), Guardsman Uniform (Medium Armor), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (10D Remaining)

**Doom:** 1

**Total Experience:** 20

**Appearance and Personality:** Black hair that he keeps trimmed short and near-shaved around the sides is accompanied by a neatly-kept mustache. His eyes are a dark brown and his complexion fair with numerous small scars scattered across his face. He rarely goes without gloves, only taking them off when he has to perform some form of medical activity, and rarely speaks unless spoken to. Often coming across as cold or standoffish he deliberately tries to distance himself from his companions so that making difficult medical calls are easier for him.

**Backstory:** The son of a surgeon in Azyrheim Aldrich had a bright future laid out for him from the moment he was born but like many a foolish youth he chafed under the expectations of his family and dreamed of a different life, one of earning glory in the name of Sigmar. It were these dreams of fancy that compelled him to leave his family and join the Freeguilds, only to discover that the reality of war is not what the bard's tales make it out to be. The gleaned medical knowledge of his youth allowed him to save many of his comrades during those days of mud and blood and the irony is not lost on him that in his attempt to escape his family's expectation for him to become a doctor, he became an army medic. Now, older and disillusioned from those early days, he has signed onto the Dawnbringer Crusade to retake the Spiral Step in the hopes to make a name for himself in a new place; to become a doctor just as his parents wanted, but to establish his own practice in a place free from their influence. To prove that his accomplishments are his own.

**Short-Term Goal:** Save at least one life during the Siege of the Step.

**Long-Term Goal:** Become a certified doctor.
Player Character Profiles

For information on creating a character please see the Character Creation page.

Players are encourage to create profiles for themselves here, so that others may see the inhabitants of their shared world, and for ease of organization they are divided by Subfaction below.

Base Template

**Freeguild Characters:**

* Aldrich Kron
* Aegis Warrent
* Grennadi Kakerlakk / Svab

* Skon of Redhauch
* Mannheim Aeldwyn

* Mendoryn Anh Savin

**Dispossessed Characters:**

* Thorek Dustbeard
* Borden Dalbrehr
* Brynda Gunsdottir

* Thrun Grurson
* Khazan Copperbolt
Black Ark Corsair (Archetype)

The monster-filled treacherous waters of the Mortal Realms are plied by the dreaded Black Ark Corsairs, Aelves known to be the deadliest and most successful of all the reavers of the sea they are a ruthless and pragmatic lot. Famed for their monster hunting abilities and their uncanny aptitude for extracting profits from even the harshest conditions there are few things a corsair will not do for a hefty sum of gold - from bringing down a Sea Dragon to raiding a lonesome merchant vessel for slaves. By harsh necessity a corsair can fill about any role on a ship, with most capable of stitching a wound or mast just as easily as they can create said wound with blade or crossbow. While often not trusted by outsiders, or even each other, most abide by a crude code of honor and their worth as allies, however temporary such arrangements may turn out to be, are without doubt.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Aelf

Skills (5XP): Awareness Training 1, Ballistic Skill Training 1, Ballistic Skill Focus 1, Medicine Training 1, Reflex Training 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (4XP): Ambidextrous, The Bigger They Are

Toughness: 7

Wounds: 4

Initiative: 4

Melee: Average

Accuracy: Poor

Defense: Average

Equipment: Cutlass (sword), Repeater Handbow, Corsair Armor (Medium Armor), Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (23D Remaining)

(Variant: If wanting a melee-focused Corsair, drop Ballistic Skill Training 1 and Ballistic Skill Focus 1 for the Relentless Assault Talent and replace the Repeater Handbow and Corsair Armor (Medium) with another Cutlass (sword) and Corsair Armor (Light) increasing your remaining Aqua Ghyranis to 73D.)

Sources: Core Rulebook
Borden Dalbrehr (Player Character)

Player: Hjalti

Name: Borden Dalbrehr

Species: Duardin

Subfaction: Dispossessed

Archetype/Theme: Cogsmith

Body: 2 Mind: 3 Soul: 1

Toughness: 6 Wounds: 5 Initiative: 3

Melee: Poor Accuracy: Good Defense: Poor

Skills: Ballistic Skill Training 2, Ballistic Skill Focus 1, Crafting Training 1, Crafting Focus 1, Dexterity Training 1

Talents: Combat Repairs, Point Blank Range, Tinkerer

Equipment: Gerkum 72 (Blunderbuss), Engineer’s Armor (Medium Armor), Smith’s Tools, Smoking Pipe, Bandolier, Hipflask, 62 Drops

Doom: 2

Total Experience: 22

Appearance and Personality:

Borden has brown hair and smoke-gray eyes.  He tends to style his beard with beads that identify his connection as a member of the Ironweld Arsenal guild, The Cog in Splendor.

His two great joys in life are smoking his pipe and repairing the great machines of the Ironweld Arsenal.  He likes to think of himself as a connoisseur of pipe weed but is strangely shy about revealing this to others (he is currently a bit miffed that he recently misplaced his favorite sparke).

Borden is an agreeable sort who is often happy to help where needed.  However he will often get so enamored with the complexity of a mechanism that he loses track of time.

Backstory:

Borden grew up in the bustling industrial city of Greywater Fastness.  He happily followed in his parents’ footsteps and became a member of The Cog in Splendor, a modest guild of the Ironweld Arsenal.

Word of the crusade to retake the Spiral Step even found its way to far-off Greywater Fastness.  When the guild leaders of The Cog heard of it, they decided it would be the ideal opportunity to help increase the reputation and prosperity of the guild.  Thus they sent several guild members off to the crusade to offer their technical expertise.  While most of these guild members are eager to establish The Cog’s place in the soon-to-be-liberated Spiral Step, Borden is more interested in studying (and maybe even helping to repair) the wondrous Spiral Door.

Short-Term Goal: Acquire a new sparker

Long-Term Goal: Study the Spiral Door
Sea Of Craft Wiki

**Welcome to the Sea Of Craft Wiki!**
This wiki is a community made wiki about the game Sea Of Craft.

We're a collaborative wiki about Sea Of Craft 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

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Darkling Sorceress (Archetype)

Few champions of Order are what the common folk of the realms would refer to as "good" but those belonging to the Darkling Covens have an especially ruthless and cruel reputation. The Aelves called Darklings are near compassionless creatures, singularly lacking in empathy or conscience, and it is a rare thing indeed for any to take on any task that will not enrich them in some way. Their covens are organized around powerful spellcasters that manage their powerbases through elaborate webs of espionage and even those members of a coven are often ensorcelled into obedience. This Archetype represents a sorceress of the Darkling Covens, one that is not likely the leader of their coven but is studying directly beneath said leader with machinations to expand their powerbase and eventually either overthrow them or form their own splinter coven.

Stats (9XP): Body = 1 Mind = 3 Soul = 2

Species: Aelf

Skills (7XP): Arcana Training 1, Awareness Training 1, Channeling Training 2, Channeling Focus 1, Guile Training 1, Intuition Training 1, Lore Training 1

Talents (4XP): Spellcasting (Grey), Unbind

Toughness: 6

Wounds: 3

Initiative: 4

Melee: Poor

Accuracy: Average

Defense: Poor

Equipment: Witchstaff (quarterstaff), Dark Leather (light armor), Ebon Dagger, Clothes (Common), Cloak, Hip Flask, Lantern, Rations (5 Days), Ink (pot), Paper (10 sheets), Quill, Bedroll, Backpack, Cup, Dice, Robe (50ft), Tent, Glass Sphere (37D Remaining)

Sources: Core Rulebook
Warehouse

Non-functional ContentWhatever function this may have has not been implemented.

Not much is known about the warehouse. Presumably, this building will provide the player with a way to exchange raw materials for coins. Either through a direct transaction or through completing quests.

### Locations

Currently only one warehouse is in the game and it is located on the Archipelago map.

## Trivia

The warehouse building was revealed to be an upcoming building on December 19th, 2020

1. ↑ Tweet
Shipyard

Non-functional ContentWhatever function this may have has not been implemented.

The shipyard is a building that, when near, is used to enter build mode and modify the player's ship.

### Locations

The shipyard can be found in the Archipelago as well as on select islands scattered across the Open Sea.

## Trivia

The Shipyard was revealed to be an upcoming building on December 5th, 2020

1. ↑ Tweet
Talents

Talents are permanent upgrades in the Open Sea gamemode. Talents can be bought with coins earned from defeating strongholds. Talents can vary in their effect. However, all talents are a part of a "skill tree". This means that some talents have to be bought in order to buy others. All talents can be bought.
Customshouse

Removed ContentThis once existed in the game, but was later removed.

The customshouse is an Open Sea exclusive building found in the ocean. The building creates a whirlpool centered on itself. The building is used to open up your Open Sea world and allow players to join and play with you. The invitation can be set to either public or private. This building can allow up to 16 players (15 not including the owner of the world) to join.

### Locations

Multiple customshouse's were dotted across the Open Sea map but they were removed.

## Trivia

This building once existed (during the second demo) but was removed upon the update to Early Access.

The Customshouse was revealed to be an upcoming building on January 23rd, 2021

1. ↑ This image is a screenshot taken from the video in the tweet
2. ↑ Tweet
Freeguild Guard (Archetype)

While the servants and defenders of the Cities of Sigmar are as varied as the realms themselves, the mainstay of their forces are the stalwart Freeguild Guard, mortal men and women who have taken up arms to face whatever horrors threaten them with faith and steel. While the armament and training of a Guardsmen can vary significantly from titular Freeguild to Freeguild this Archetype represents one who has dedicated themselves to holding the line and defending their comrades from harm.

Stats (11XP): Body = 3 Mind = 2 Soul = 2

Species: Human

Skills (7XP): Awareness Training 1, Reflexes Training 2, Reflexes Focus 1, Weapon Skill Training 1, Weapon Skill Focus 1

Talents (2XP): Bulwark, Shield Mastery

Toughness: 7

Wounds: 4

Initiative: 5

Melee: Average

Accuracy: Poor

Defense: Good (Superb with Shield, Extraordinary against 2+ enemies)

Equipment: Spear or Sword, Guardsman Uniform (Medium Armor), Shield, Clothes (Common), Cloak, Glass Sphere (3D Remaining)

Sources: Core Rulebook
Skyrigger (Archetype)

Skyriggers are highly mobile rapid-response specialists defined by their back-mounted aether-endrin that makes them flight capable. The word Skyrigger describes two different troop types; Endrinriggers are members of the Endrineers Guild responsible for the maintenance of a sky-fleet's vessels and report to a ship’s Captain as well as the fleet’s Endrinmaster. They bear rapid-fire rivet guns and aethermatic saws for conducting airborne repairs, flying to wherever they are needed in order to patch up damage to a ship. While the Skywardens are elite members of the Arkanaut crews, a form of aerial cavalry that can scramble to aid the fleets. They use potent, heat-generating vulcaniser pistols to fell foes before lowering their skypikes and charging in to finish the foe. The listed Archetype below is for a Skyrigger planning to become an Endrinrigger, details for a Skyrigger training to be a Skywarden are listed in the Variant.

Stats (14XP): Body = 3 Mind = 3 Soul = 1

Species: Duardin (Kharadon Overlords)

Skills (4XP): Awareness Training 1, Ballistic Skill Training 1, Craft Training 1, Weapon Skill Focus 1

Talents (2XP): Tinkerer

Toughness: 7

Wounds: 6

Initiative: 4

Melee: Average

Accuracy: Average

Defense: Average

Equipment: Select a Starting Rig, Clothes (Common), Hip Flask, Lantern, Bedroll, Backpack, Cup, Dice, Robe (50ft), Glass Sphere (15D Remaining)

(Variant: If wanting a Skywarden swap out Craft Training 1 with Weapon Skill Training 1 and change Weapon Skill Focus to Training and Ballistic Skill Training to Focus then swap the Tinkerer Talent with the Ambidextrous Talent.)

Sources: Core Rulebook, Champions of Order, Steam and Steel
Panteón

*"Los Días Antiguos han terminado. Los Días Medios ya están pasando. Los Días Jóvenes comienzan ahora. El tiempo de los Elfos ha quedado atrás, pero el nuestro ya está ya muy cerca: el mundo de los Hombres, que hemos de gobernar. Pero antes necesitamos poder, para ordenarlo todo como a nosotros nos parezca, y alcanzar ese bien que sólo los Sabios entienden". **- Saruman el Blanco hablando con Gandalf el Gris.***

## Mitos y Religión

Eru el Único - la única deidad verdadera-, creó Arda. Sin embargo, primero concibió a los Ainur, o los "Poderes". Los ainur fueron los primeros seres que hablaron que habitarion el mundo de Tolkien, y dieron forma a Arda según el esquema de Eru.

Los Ainur son espíritus todopoderosos e inmortales. Entre ellos se incluyen los exaltados Valar, como Manwë y Varda, así como los Maiar, entre los que se encuentran Sauron y los Istari (Los Magos). La mayoría de los Ainur (incluyendo a todos los Valar salvo uno) se mantienen fieles a su creador. Otros, como el Valar Melkor (Morgoth) o su seguidores Maiar Sauron y los Balrogs, han caído en desgracia.

Aunque su influencia directa sobre la Tierra Media va menguando a medida que pasan las Edades, los Poderes siguen siendo los seres más poderosos de toda la Existencia. Las gentes de la Tierra Media siguen adorando sus diferentes encarnaciones, aque adoptan incontables formas. Después de todo, representan el Pensamiento de Eru y sus grandes Temas.

### Panteón de la Tierra Media

A continuación se enumeran los Valar, dioses creados por Illuvatar (Eru) que optaron por entrar en la Tierra Media. Los semidioses menores, los Maiar, son numerosos, muchos desconocidos, y por regla general son sirvientes de los valar, salvo otros muchos que han sido corrompidos por Morgoth y habitan en la Tierra Media.

### Religión de la Tierra Media

Hay que entender que en mi visión de la Tierra Media no existe Religiones en la Tercera Edad asociadas a una organización tipo Iglesia, sino a un compendio de tradiciones que algunas culturas celebran en modo de fiestas, himnos y canciones que podrían considerarse como cultos dentro de su cultura.
Chapter 0 - To Reclaim the Step

The Spiral Step is in enemy hands, controlled by the Keepers of Flux, and a mighty Dawnbringer Crusade has been launched to reclaim it!

Chapter 0 focuses on the Dawnbringer Crusade and its efforts to siege and retake the Spiral Step. The Siege will take place in 5 phases, with each phase unlocking further missions and options as the players progress. The phases, and related Missions, are detailed below.

Phase 1: A foothold

When the Dawnbringer Crusade arrives at the Spiral Step they find the spire protected by a great magical field that amplifies the profane magics of the Tzeentchian sorcerers within. With their magics so elevated, any deployment of massed formations, heavy equipment, or airborne elements will be met with ruin. This foul field is maintained by heavily-guarded totems positioned near the edge of the Step's crater and the Collegiate Arcane believes that if these totems are destroyed the enemy's magical might will return to a more expected level. There is no clean way to approach this, as such Crusade leadership has decided to surround the city and launch a simultaneous massed ground assault on all identified totem locations to prevent the enemy from focusing their sorcery too heavily in any one area. Resistance is expected to be heavy, fighting fierce, and losses high, but if the totem network can be successfully disrupted the warmachines of the Crusade can be deployed and the siege can truly begin.

Related Missions:

- The Outer Wards - Difficulty Rating: 1 - Theme: Freeguild - Tag: Intro

Phase 2: The Outer Walls

With the totem network disrupted the Crusade can enter the crater and begin the siege of the Step. It is here that the strategic variety and flexibility of the Crusade makes itself evident as the war is waged in a multitude of ways. While the city that once surrounded the base of the spire has been reduced to little more than ruin it still poses significant challenges for the Crusaders. The goal now is to reach the spire itself, inside is where the defenders will be the most entrenched, and as such the Crusaders must dig in themselves for the long haul.

Related Missions:

- Forest of Horrors - Difficulty Rating: 1 - Theme: Wanderers, Freeguild

- Skies of Flux - Difficulty Rating: 1 - Theme: Kharadron - Tag: Vehicle

- Armored Core - Difficulty Rating: 2 - Theme: Freeguild - Tag: Vehicle

- In the Pipes - Difficulty Rating: 1 - Theme: Dispossessed, Shadowblades

- The Counterattack - Difficulty Rating: 1
Cacturne

**Cacturne**

**Cacturne** is a Steel/Dark-type Pokémon introduced in Pokémon and the Last Wish: Part II.

It evolves from Cacnea starting at level 32.

## Game data

### Pokédex entry

> Unlike Peskan Cacnea, Cacturne are very dangerous due to their aggressiveness. During a fight they will hide their spikes in order to surprise their foe.
>
>
Ship Expo Building

Discarded ContentThis was content that was planned to be added, but was later discarded.

# **Ship Expo**

The ship expo is a huge building in the shape of a ship in a bottle. When interacted with, players can upload and subscribe to ships.

## Trivia

This building was revealed to be an upcoming building on January 9th, 2021

1. ↑ This image is a screenshot taken from the tweet
2. ↑ Tweet