recursal/Fanatic-Fandom huggingface dataset:
PaxCalradica Wiki

Hello, this is the world created by the Pax Calradica lore team. This was made for our second scenario that was a original work by the lore team. We are a roleplay community based off of Mount and Blade: Warband and you can find our forum here:

http://pax-calradica.com/forum/

Cheers,

The Pax Calradica Staff Team

[1]Lore page

## Latest activity

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File:Placeholder
Aerik

The Jarldom of Aerik is the powerhouse of the North, at least militarily. They control one half of the straits, so they spend quite a bit on their Navy. There culture is one of openness and respect. Saunas dot the city, and many believe the strengths of any person is honesty and openness. To murder a man in the dark is considered an act so unholy, that any who do so will have their soul rot in the earth. Open duels for honor, usually to the death, or to first-blood, are commonplace, and welcomed. The Jarldom is also home to many different clans, who hold court in the jarl’s Great Circle Hall.
NPC

**Sath (Sathopian)**

Sath, also known as Sathopian, is the in-game version of the owner of "The State Of Mind" group. He is located at spawn inside the safe-zone and acts as the main-quest giver. He can be found in the main spawn zone which protects innocent players.

## **Grim Reaper**

The Grim Reaper is the first of the two time-limited npc's added in the Halloween 2018 update.

He gives you a pretty difficult quest that awards you with quite a bit of tokens and a skill - ''Soul Reap''

He can be found inside one of the tunnels next to the bridge.

## **Ghost Rider**

The Ghost Rider is the second time-limited Halloween 2018 NPC that was added.

After talking to him, and selling your soul (buying a gamepass) you can obtain the ability to transform your head into a flaming skull, and also get a flaming motorcycle that you can use to move around the map, as well as a skill - ''Hellfire''

Ghost Rider can be found close to the gas station.
Reputation

Reputation is the stat that affects your status based on the number of different people you've killed. This can eventually make you either a Supervillain or Superhero.

**Villain ranks:**

*** **-1 reputation**
* **-5 reputation**
* **-20 reputation**
* **+1 reputation**
* **+5 reputation**
* **+20 reputation**
1/6**
* Lawbreaker -1 reputation
* Criminal -5 reputation
* Supervillain -20 reputation and lower

**Superhero ranks:**

* Protector +1 reputation
* Guardian +5 reputation
* Superhero +20 reputation and higher
The Marches

The Marches is a collection of quasi-independent city states that pledge somewhat toothless loyalty to whomever claims the old title of King of a more unified world. Currently this is the King of Rossbrien but no taxes or loyalty ever goes north of the mountains. The people of the south know no loyalty to each other except that they bitterly wish to stay independent and only the chief city Eysaria even takes a remote interest in rulership of the others. She is the “Big Sister” of the other cities and frequently inserts herself to resolve disputes and to protect the other cities from outside powers. Frequently Esyria has come to the aid of Gründle as they are the most vulnerable city and every time the arrogance of the Esyarians has seen a possible alliance torn away.

The Marches know no common creed, culture, or religion and all are as different as they come but they take a certain pride in being a “Marcher”. A Marcher is a man of independence and a man who bows to only another Marcher. The Marches have been invaded many times, but never conquered and every Marcher is eager to keep that true.

The oldest city Esyria was founded by settlers from the southern isles a few hundred years ago, a dispute within the city lead to the exile of a large group of rabble rousers that would go onto and found Nalwald. The cities of Gründle and Karstead were founded by mythical rulers around this time and it is impossible to tell if they were founded by organized efforts of second sons or they were really founded by these somewhat magical founders.

The cities used to belong to Korenna but when Korenna started to dissolve and become the various weaker duchies they pledged no loyalty and no service to anybody that followed and when Gründle (with Esyrian help) totally defeated a army come to impose service and vassalage the Marches were acknowledged as lost to the north. They have remained mostly independent with very little border changes ever since.
The Heavenly Kingdom of Yeraq

Yeraq is almost totally a unknown, other then they speak the language of Atharik and they produce great trade wealth. The people rarely venture anywhere near even Rossbrien let alone the Duchies. What we do know is that they are excellent traders and they manage silk, spices and other resources from even further east. They live in great cities and are not prone to war and in fact they must rely on mercenaries of Vallik and Athar and the North.

It is impossible to know further, but mayhaps future scholars will piece together the source of the great wealth of Yeraq and why they call themselves the Heavenly Kingdom….any representative of this country is bond to not speak the Imperial tongue...
Jolsvar

The Jalsfolk of Jalsvar are the merchants, craftsmen, and artists of the North. They have a level of personal freedom unseen in the rest of the world, and Jalsvar is often the town most adventurers go to before setting off on adventures. The people there are often very open with foreigners, and consider new things to be a basic pleasure. As long as they foreigners buy things of course. They’re ruled by a council of Elders, and have signed a treaty declaring themselves a protectorate of the Jarldom.
Bannerettes

The Aerlender concept that a man of worth is able to carry his own "Banner". Said to be taken from the concept that in the age of Heroes men and women would gather around a "Banner" of a hero that recently has taken almost worship status. Heroes of the Age of Heroes have pseudo-cults around them and their tombs are almost sites of worship. Bannerettes can be seen as both an chivalry tradition of Aerlendr and also a continuation of the tradition that people worship their founding heroes.
Super Power Training Simulator Wiki

## 💥 Welcome to Super Power Training Simulator Wiki! 💥

```
👊🏻 Train your fists and punch like Superman!

```

```
💪🏻 Train your body and become Invincible!

```

```
✨ Train your mind to achieve psychic powers!

```

```
⚡️ Train your speed to the point of teleportation!

```

```
☄️ Take the path of a Superhero or a Super-villain!

```

```
🏆 Compete in Global Leaderboards, and much more!

```

 **(1.7)**

**-- Added Features**

- Added Token Award System
- (Every Player OUTSIDE THE SAFE ZONES will receive +5 Tokens every minute)

- Added Day & Night Cycle System

- Added Ghost Rider NPC - Ghost Rider Contract Developer Product + Fiery Skull (Can only activate at Night) + Ghost Bike+ [Hellfire] Skill + "Obtained Ghost Rider Head, Ghost Bike & Hellfire" Badge

- Added Grim Reaper NPC - Quest Reward 30K + [Soul Reap] Skill + "Completed Reaper Quest & Obtained Soul Reap" Badge

- Added New Training Areas - Ancient Floating Zen Temple - Devil's Secret Training Area - God Stars

- Added New Safe Zone Force Field - (Removed Safe Zone in City Port)

- Added more tiers for [Energy Sphere Punch] Skill

- Added more tiers for Aura

- Added "Completed All Sath's Quest" Badge

- Change Map to Halloween Themed

- Added Halloween Themed Music

- Added New Halloween Themed Game Icon & Thumbnail

**FIX**

- Fixed Weight Glitch

## Social Links

* Follow Sathopian on Twitter for Update News!
* Follow RuizuKun\_Dev on Twitter
* Join the Discord Server!
* Join The State of Mind ROBLOX Group!

## Latest changes/additions

Photos and videos are a great way to add visuals to your wiki. Add one below!
Marches

The Marches is a collection of quasi-independent city states that pledge somewhat toothless loyalty to whomever claims the old title of King of a more unified world. Currently this is the King of Rossbrien but no taxes or loyalty ever goes north of the mountains. The people of the south know no loyalty to each other except that they bitterly wish to stay independent and only the chief city Eysaria even takes a remote interest in rulership of the others. She is the “Big Sister” of the other cities and frequently inserts herself to resolve disputes and to protect the other cities from outside powers. Frequently Esyria has come to the aid of Gründle as they are the most vulnerable city and every time the arrogance of the Esyarians has seen a possible alliance torn away.

The Marches know no common creed, culture, or religion and all are as different as they come but they take a certain pride in being a “Marcher”. A Marcher is a man of independence and a man who bows to only another Marcher. The Marches have been invaded many times, but never conquered and every Marcher is eager to keep that true.

The oldest city Esyria was founded by settlers from the southern isles a few hundred years ago, a dispute within the city lead to the exile of a large group of rabble rousers that would go onto and found Nalwald. The cities of Gründle and Karstead were founded by mythical rulers around this time and it is impossible to tell if they were founded by organized efforts of second sons or they were really founded by these somewhat magical founders.

The cities used to belong to Korenna but when Korenna started to dissolve and become the various weaker duchies they pledged no loyalty and no service to anybody that followed and when Gründle (with Esyrian help) totally defeated a army come to impose service and vassalage the Marches were acknowledged as lost to the north. They have remained mostly independent with very little border changes ever since.
Karstead

## The Viscounty of Karstead

The Karsteadi are a unfriendly and serious type. It is said that if you ever see a Krsteadi smile you are deeply in trouble. Karstead is named the “City of the Dead” due to the massive necropolis that sits outside the city and its frequent storms and violent weather. The city only survives on the massive mines that supply their jewelers and blacksmiths. A Karsteadi weapon is said to be the best in the world with a few exceptions and their work is beautiful but always functional. There is nothing that a Karsteadi make that is not meant to be used.

To the Karsteadi death and family are something of a obsession. Every family, be it poor or rich has a area of the necropolis they call their own and the closer to the city the richer and older your family typically is. Under each mausoleum is one’s entire family and their achievements and many Karsteadi memorize every note and it is not infrequent for them to be able to recite their ancestors achievements to somebody (if they ask or not!) To a Karsteadi your family is like a living thing that is feed by glory and doing honor to it, and it can be sickened and weakened by dishonor and shame. To a Karsteadi the worst thing somebody can do is to be exiled for that means they are of such great shame that their family to save itself had to cast them out like a cancer. Any Karsteadi that have left the city are thus almost assuredly a criminal by Karsteadi standards or a political exile.

The Karsteadi are masters of heavy infantry and their shield walls in the few wars they have fought have never broken despite numerous foes testing them. Those that have fallen in defense of the city join the Mausoleum of the Exalted which is a place of great worship among the Karsteadi that some whisper is akin to heresy. None have tried to force the Karsteadi to stop however.

Politically the Karsteadi are ruled by a Viscount who in times past was said to be a representative of the Heavens and his “Family”, for no man should claim rulership over the only family that has honored itself to rule. The Viscounts are said to be a sickly and pale type and many have accused them of being Vampire or other such creatures. This is of course foolishness for while the Karsteadi Viscounts live longer than average they do die...though many a Nalwald bard has claimed that the Vampire Viscount only claims to die and in fact acts as his own heir…
Luciela

**Luciela** (ルシェーラ, *Rushēra*) is a character introduced in the *Majo no Tabitabi* series.

## Appearance

Luciela has long ashen colored hair and light red eyes. She wears a black hat, a clear white top, and a black skirt.

## Appearance in Other Media

### School Story of Wandering Witches

Luciela appears in the spin-off *School Story of Wandering Witches*.

## Gallery

Luciela's light novel character design (*School Story of Wandering Witches*)
Зелье бессмертия

```
10 капель яда кобры;
```

Зелье бессмертия - это зелье, дающее бессмертие (бесконечную жизнь), но не даёт вечную молодость. **В РЕАЛЬНОСТИ ЭТО ЗЕЛЬЕ НЕ ИСПОЛЬЗОВАТЬ, ЭТО ПРИВЕДЁТ К ЛЕТАЛЬНОМУ ИСХОДУ!**

## Рецепт и способ приготовления

1. Слеза ребёнка с чистым сердцем
2. Лепесток цветка лотоса
3. Крыло бабочки
4. 10 капель яда кобры

## Доза

Нормальная доза для людей от 30-40 лет: 5 капель

Для людей от 40-60 лет: 6 капель

Для людей от 60-80 лет: 7 капель

Для людей от 80-100 лет: 8 капель
Многоног

Многоног - крупное животное, живущее под землёй.

## Описание

Многоног имеет квадратную форму . Цвет кожи обычно жёлтый , реже фиолетовый. Также имеет более 15 тонких ног и умеет 2 тонких руки.

## Обитание и пища

Многоног обитает под землёй, потому что там очень много минералов и камней . Он питается камнями и минералами , там содержатся нужные ему для жизни вещества .
Literature

## Video

**Literature** (リテラチュア, *Riterachua*) is the opening theme of the *Wandering Witch* anime, performed by Reina Ueda.

## Characters

* Elaina
* Fran
* Saya

## Lyrics

* Kanji
* Romaji

彩られていけば幻想が

形あるものになるように

描いて行ける　叶えて行けるんだ

優しく吹いた風が

古いページめくるように

振り返るけど　ううんいいのよ

知らないことだらけの

出会い別れの話

滲むインクをそっとなぞった

どこ行くの　少し遠くまで

置いてきたものは　夢に

好きだから選ぶ　選びながら

私になっていく

また会いましょう　約束だから

あなたはそう微笑んだ

また会いましょう　小指のまじない

誰かの声がして　目が覚めた

期待されていること

見向きさえされないこと

どちらがいいの　ううんどちらも

嬉しいし不安だし

私だって必死だし

主人公になれていますか

雨が降る　ひとつ、ひとつずつ

誰もいない世界みたい

満月を見ないふりしながら

明日を待っている

信じるだけで　叶えられるわ

ひとりはそう背を押した

信じるだけで　助けられるわ

ひとりはそうまるで願うように

やがて　青い空の上で

星を　笑う

本で見たような夜だった

雨は止み頬を伝う

朝が来た　忘れないでいてね

旅のリテラチュア

どこ行くの　少し遠くまで

置いてきたものは　夢に

好きだから選ぶ　選びながら

私になっていく

また会いましょう　約束だから

あなたはそう微笑んだ

また会いましょう　小指のまじない

誰かを信じてもいいのかな

irodorarete ikeba gensou ga

katachi aru mono ni naru you ni

egaite yukeru kanaete yukerun da

yasashiku fuita kaze ga

furui peeji mekuru you ni

furikaeru kedo uun ii no yo

shiranai kotodarake no

deai wakare no hanashi

nijimu inku wo sotto nazotta

doko iku no sukoshi tooku made

oite kita mono wa yume ni

suki dakara erabu erabi nagara

watashi ni natte iku

mata aimashou yakusoku dakara

anata wa sou hohoenda

mata aimashou koyubi no majinai

dareka no koe ga shite me ga sameta

kitai sareteiru koto

mimuki sae sarenai koto

dochira ga ii no u un dochira mo

ureshii shi fuan da shi

watashi da tte hisshi da shi

shujinkou ni narete imasu ka

ame ga furu hitotsu, hitotsuzutsu

daremo inai sekai mitai

mangetsu wo minai furi shinagara

asa wo matteiru

shinjiru dake de kanaerareru wa

hitori wa sou se wo oshita

shinjiru dake de tasukerareru wa

hitori wa sou marude negau you ni

yagate aoi sora no ue de

hoshi wo warau

honde mita you na yoru datta

ame wa yami hoho wo tsutau

asa ga kita wasurenaide ite ne

tabi no riterachua

doko iku no sukoshi tooku made

oite kita mono wa yume ni

suki dakara erabu erabi nagara

watashi ni natte iku

mata aimashou yakusoku dakara

anata wa sou hohoenda

mata aimashou koyubi no majinai

dareka wo shinjitemo ii no ka na
Лайтинг

Лайтинг (от анг. light-свет) - дух света, всего позитивного и светлого. Брат Чернеуса (Маброуса).

## Магия

Лайтинг обладает, магией света. Может создавать свет и позитивную энергию . Также дух может , превращаться в Жар-птицу дающая ему мощную магию света и солнца.

## Внешность

Выглядит Лайтинг как, высокий и стройный ангел. Носит белый балахон и носит медальон с изображением солнца. Цвет волос черный , хоть он не любит чёрный свет.
Korvar

## The Duchy of Korvar

Korvar is an extremely rural Duchy. It’s population is thin, some even being nomadic. It’s people are tough and strong, and are considered a bulwark of defense for Korenna.

The people however are somewhat backwards and militant. Rebellions are extremely common. The Nobility still practice hard serfdom, and most of the population can be considered serfs, simple slaves to the nobility. The people are hardy, almost as hardy as the people of Aernlandr to the south.

## Notes about Korvar and it’s Culture

Most freemen in Korvar are expert horsemen. And are often times Nomadic, travelling from town to town, city to city looking for work. These people are called *Kaldeirs*, or Restless men. They can be seen in every part of Korvar.

It’s current Duke is Kosvlo Kelodono, a pragmatic man in his early forties. It’s main conflict is a trade dispute with Aerik and Jolsvar to the North.

The northern folk of Korvar are separated in six tribes. According to legend they were all the sons of a legendary ruler named “Kor” who united the realm by using of his legendary steed Larik and his legendary battle skill. These tribes are the Beligar, the Murrik, Seltar, Ventaro, Kellik, and the Nevelar. The tribes together form the “Duchy of Korvar”. These people are fiercely antagonistic to both each other and to the outside and are frequently engaging in raids for women, supplies and wealth. The tribes are represented to the outside (other then by raiding their neighbors) by the “Great Mother” the wife of the senior tribe the Beligar’s chief. Other sources would render him as a Duke and under Korenna the people of Korvar were civilized and made peaceful under this senior branch but after the kingdom’s fall it fell almost totally apart.

As of late the Six Tribes are engaged in hostile warfare and long rang raids from horseback from their ringforts of the North. Their favorite target is Ezrela and Rossbrien who would strike back at them but the hundreds of ringforts and minors tribes make the land a slog of mud and cold to fight in. Most neighbors would rather fortify their border then attack the Six Tribes.

Politically a Tribe is the highest political unit and it is led by a Chief called a Unlock, under him are Diyiks who led what we would call villages but are small bands of people that range out from the main Ringfort into much smaller settlements. Under this Diyiks are the warrior caste, under them, everybody else.

Much of Korvar requires more study but it is hard to study a people so hostile to outsiders. What is known that while men led, property is held by women and passes down along those lines. Even more confusingly, women may take multiple husbands and land is divided evenly among her children.
Магические имена цветов

Магические именам цветов - это видоизменённые названия цветов под магическую манеру.

## Названия цветов

* Чёрный - Эсведумый цвет
* Серый - Тимедский цвет
* Синий - Эсрекумый цвет
* Красный - Ротый цвет
* Зелёный - Гвунский цвет
* Жёлтый - Гидринский цвет
* Голубой - Блумый цвет
* Фиолетовый - Момский цвет
* Оранжевый - Токосый цвет
* Коричневый - Лемийсый цвет
* Розовый - Роженый цвет
* Тёмный - Шкулый цвет
* Светлый - Фоший цвет
Slavers Isles

Sixteen ships, sixteen ships settled the Slavers Isles, all coming for new lands, continents, farmlands, and most importantly, trade. They came from all stalks of life, over a hundred years from the great migration.

Ten ships came from the Silver Peninsula, proud, practical, strong. Two came from Valliak, taking Laxly as there hole, four came from the Marches, led by Terebald the Magnificent, whos string of bad luck would become legend on the islands.

Aernton got its name over the overpopulated mangroves being filled with mountain men, most from Herrenet, looking for a better life. Instead they got mosquitoes, so many mosquitoes.

The Farmers Isle actually has eight names, ranging from Cornhole, Dust, The actual Slaver Isle and for pirates, a Target. It’s most common name is extremely uncreative, it’s where the few enterprising businessmen, rogues, and downright scum made massive plantations on the fertile ground, it’s where the Slaver Isles get its names, dotting the landscape are dozens of plantations, worked daily by slaves. Protected by the self-run Coastal Coalition, it’s a tough nut to crack if any plan to take a piece of it for themselves.

And finally, Terebalds Landing, or Terebalds Dread, depends which story you prefer. Terebalds Dread is a place where every man with a bit of adventure or evil in his heart goes to find their place in the annals of history. Port City is massive, with hundreds of ships docked every night. The island is a sprawling mess of shanty-towns and manor fortresses. Where the great Nalwaldan Terebald found his bad luck, or his good fortune, depends on the story.

Steel clanged against steel, grunts, screams and the cries of battle filled the air. The Commodore swung his saber and dagger, the fight of his life was raging. Ballistas sounded, crossbows twacked. Men were dying by the dozens.

Laxly is the poorest of the Major Isles. Towns are dotted across the flat and rocky isle. Populated by Valliakians, they are the most violent of the isles. With clans forming and dissolving near daily across the towns and villages of the isles. There primary export is pirates and rum. A Valliakian pirate is considered as common as a seagull, and just as loud.�
Mana Burn

Any time a spellcaster wishes to cast a spell, he makes a Caster level check.  If the Save is failed, the spellcaster suffers “Mana Burn” from the eldritch energies coursing through his nervous system. This results in one point of temporary Constitution damage for every point the Save failed by up to the level of the spell he was attempting to cast.

This rule encourages upper-level spellcasters to make more intensive (and hopefully more creative) use of lower-level spells, rather than “throwing magic at the problem.”   And most importantly, casting spells now has an element of danger, perhaps even drama.   Instead of a player merely stating that he wants to cause an earthquake, raise the dead, or destroy half an army, he now must worry about inflicting dire consequences upon himself by overusing such ruinous energies.
Маги-черви

Маги-черви - это магическое существо, умеет создавать иллюзии и становится невидимыми.

## Описание

Маги-червь достигает 10 метров в длину. Они

окрашены в красный c оранжевым хвостом и сине-зелёными глазами, но реже синий цвет с фиолетвыми полосками и чёрными глазами. Имеют язык ∞ метров.

## Способности

Маги-черви умеют становится невидимыми, для маскировки. Также они умеют создавать иллюзии для создания страха, которым они питаются, или они этим пользуются когда, заточённый сбегает , черви создают иллюзии для приманивая из обратно.
Ammunition Checks

Rather than unrealistically and unnecessarily track every round in a character's weapon, PathModern uses an abstract representation encompassing a weapon's magazine capacity as well as the character's ability to manage ammo consumption under fire.  Much like an attack roll with a sword is not a single swing, an attack roll with a firearm can represent anything from a single carefully aimed shot to a wild spray of panic fire.

When making attacks with a firearm, when the unmodified to-hit roll is 5 or less, the weapon runs out of ammunition after the completion of that attack.  The character must either reload the weapon using the normal rules or switch to a different weapon before making another attack.  There are many modifiers that can affect the chance that a firearm will run out of ammunition, from feats to attack modes to magazine capacity. These modifiers all affect only the natural roll number to see if the weapon runs out of ammunition afterwards and not the result of the attack.

Note that no matter what other modifiers are in effect, natural rolls of 1 always result in the weapon being out of ammo, no matter what other modifiers.

### Relevant Feats:

Improved Ammo Management: Keeping a cool head under fire, the character gains a +2 bonus to ammo checks.

Superior Ammo Management: Picking and choosing his shots for greatest effect, the character gains a +4 bonus to ammo checks.

Quick Reload: A character with this feat may reload a weapon with a standard box magazine with a swift action. Reloading a weapon that normally requires a full-round action, such as a revolver or break mechanism, may be done so with a move action instead. The time required to reload a more complex weapon requires half the normal time, provided the character is proficient in the weapon's usage.

### Ammo Check Modifiers:

-2     Attacking an opponent within 50'

-1     Attacking an opponent within 100'

-2     Using the Double Tap action

-4     Using the Burst Fire action

-8     Using the Autofire action

-1     Magazine size less than 10

+1     Magazine size 20 or greater

+2     Magazine size 30 or greater

+4     Magazine size 50 or greater

+6     Magazine size 100 or greater

+8     Magazine size 200 or greater
Фалиния

## Герб

Фалиния - это государство, расположено в Северном полушарии. Столицей страны является город Гетагорск .

## История-легенда

Давным-давно в совсем другом мире обитали синие волки. Они были сильным телом и духом народом.

Однажды вожак стаи дал указ:

> «В*олки, идите отыщите источник могущества и силы! Срочно!*»
>
>

Волки два года искали источник могущества и силы. Только маленький волчонок смог найти этот источник , это оказалось озеро. Вожак приказал всем искупаться в нём, но всё волки попади в другой мир и стали людьми.

Волки обустраивались и строили города. Так образовалась Фалиния.

## Что значит герб

Синий волк на гербе означает что, фалинцы произошли от синих волков.

Чёрное пламя значит что, фалинцы сильный,храбрый и могущественный народ.

Красные полоски - это реки крови побеждённых в бою драконов.

## Что значит флаг

Синий цвет - это озеро из которого их предки вышли из другого мира.

Чёрный цвет - этот цвет значит силу и могущество народа.

## Отношения с соседними странами

### Страна Драконов

Отношения Фалинии с Страной Драконов совсем не дружеские. Между ними всегда идут войны, но драконы проигрывают фалинцам. Никто из них не имеет даже между собой торговые отношения.

### Меголия

Отношения Фалинии с Меголией дружеские. Между ними не было войн и даже самых маленьких конфликтов. Эти страны помогают друг друг материально и морально. Торговые отношения тоже очень хорошие: **Фалиния даёт серебро и золото, а Меголия даёт горючую глину и жемчуг.**

###
Historical Figures

Bargle the Black - An ancient and terrible evil from the a dimly remembered past epoch, Bargle was born an ordinary man in the Second Age but dark rituals had extended his life seemingly indefinitely. His schemes for power have been the cause of untold misery over the millennia but they all came to an ignominious end when he attempted to use the most recent Convocation to transcend the mortal realm in pursuit of godhood. Fortunately for Rakendawn he failed and has not been heard from since. The overflow from the power struggles that wracked the underbelly of the world in the wake of his end are but one of the symptoms that most know as the Sundering.

Crius the White - Another immortal wizard, Crius the White has been a stabilizing force for as long as history has been recorded. Thought to be the oldest living being on Rakendawn, he was a founding member of the Circle of Nine - a group of powerful magi from the First Age. While possessed of immense personal power he has generally been content to remain aloof from world affairs. All respect his wisdom and even the most power-hungry dictator and bloodthirsty warlord are given pause when he chooses to offer his counsel. He currently resides on Oakenbend Isle, the largest of Rakendawn's floating islands, and ventures forth even more rarely than he permits visitors.

Gerfeldt the Orange - The only other living founder of the Circle of Nine, Gerfeldt is almost as old as Crius the White. Always a little mad, he has become more so as the years took their toll on his psyche. For someone whom the primal forces of nature and creation still leap to his command, any lack of sanity is a dangerous thing. Fortunately, he does not venture beyond the confines of the interior of the isolated western continent Bemaryl and only the most foolhardy adventurers dare his domain.

Mahogany Trialan

The Jrade

Empress Cathariella - Youthful ruler of Sarcasionne, a figurehead for most of her life but as she has come of age has been grasping for the reins of power more strongly. Spurred by the widespread suffering of the commoners of her nation, she may one day become a wise and just ruler - assuming the nobles do not remove her before then.

Tremond Dwarfslayer

Prime Minister Myrkul

First Citizen Westlind

Sky Marshall Rickers
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http://trikky.ru/ - Тесты для девочек

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Bear Clan

One of the 13 Great Clans with command of the Northern National Army, part of which is tasked to manage and guard the Northern Border, The Wall, between the Nation and the Pristine Frontier.

The Pale Watchers, the Army's military force responsible for The Pristine Frontier, is the main portion of the Army that still develops and maintains a reliance on magic to supplement  troops.
Rokugan

Rokugan - The city state from which the Fox Clan originates. When they once ruled the region from their city which was notoriously hard to reach and penetrate, their capitol now serves as base for the Ortugan XOF and ONI.

The City: originally created to be a hidden city, with a portion built underground, receiving light through openings into the ground to support underground parks. As time went on so did construction above and below ground. The city now hosts as spectacular underground city of near perpetual night while the portion above ground features the largest effort to blend nature and modern construction.

The Country: Bamboo forests and mountainous ravines make up most of the landscape while farms are formed on terraces.
Gilded Shadow

The Gilded shadow came to be after the second Eldar war many high ranking and other such officials trying to hide from prying eyes after the fall of the elves would turn to the shadows to avoid anyone after their lives. Slowly the organization started to gain traction after a few wealthy individuals came together and started to recruit anyone with skills and the need for money.

The Gilded Shadow's name came to be because at the time the leaders of the organization wanted to make a name for themselves. So to spread the word that their services were available they would have there assassins leave a calling card on all their marks so the Leaders provided all their assassins with gold-plated needles embedded in their marks after the deed had been done.

The only way to know if someone is an assassin for the Gilded Shadow is from an enchanted ring that all members wear on their person in one fashion or another. While outwardly it would appear to be a perfectly ordinary simple gold ring its enchantment causes it to turn pitch black when in the presence of another similar enchantment. Entrances to hidden facilities for the Gilded Shadow are crafted to activate the rings of individuals passing through them, indicating who are to be allowed entry.

In current time many people already know of the
Kuma Corp

Kuma Corp was founded in 2009 by Hanzo Chen. Unlike most corporations in the Ortugan, Kuma corp has military and civilian contracts with multiple clans within the Empire as well as a limited presence west of the Worldspine. Rohall's past disaffection for autonomous magical constructs has spread into a distrust of similar technological devices, preventing Kuma from gaining a foothold in Rakendawn's northern continent. Capitalizing on the last vestiges of imperial pride in the defense of the Pristine Frontier has given this company unprecedented reach among the increasingly fractious family groups. Kuma produces and maintains drone of all types but their premier design is a souped-up drone called, Well Equipped Personal Technical Servant or W.E.P.T.S. for short with revolutionary a AI created by Chen himself, who remains an active part of their R&D team. While their drone designs are well-known in the industry for their high quality, it is in the field of autonomy programming that they truly excel. Kuma's revolutionary AI is the first technical effort that is beginning to exceed the capabilities of the more conventional arcane and spirit-bound golem constructs that have dominated the field for centuries.

W.E.P.T.S. looks like a drone with a bat, helicopter and, a snake put together. It has a 3-barrled Gatling gun loaded with exploding FMJs and has a high-end flight system. It has many sensors that allow it to see in all light levels and with any wave length a long the electromagnetic spectrum. it can cling to any surface that a spider or bat can. it can be customized for any situation with click of a button. more versions are still in development.
Комната иллюзий

Комната иллюзий - это ловушка (тюрьма) для опасных злодеев. В этом месте находится пустота и в этой пустоте создаётся иллюзия.

## Заточённые

1. Ведьма Мальда
2. Ведьма Кареллия
3. Чёрный маг Ломелий
4. Злой дух Фаронд
5. Монстр Рогорт

## Охранники

Эту тюрьму охраняют Маги-черви. Они сидят в каждом углу тюрьмы в невидимой форме . Когда заточённый сбегает Маги-черви начинают создавать иллюзии, таким образом приманивая их обратно.
Fox Clan

The Fox Clan, the Heirs of Shadow, began as the dominant Intelligence force of the country long ago through a development of ninja and spy operations (geisha) while accepting the illegitimate and mercenary. Many branches of the Fox Clan operations developed into special forces, investigation, espionage and counter-espionage fields. Throughout the early history of the clan they have also sought to eliminate competitor clans, which they would then assimilate and incorporate into their own branches.

The Fox Clan has come to consist of or incorporate many illegitimate members of Clans, and has had little opportunity to possess direct control over the Country. Part of this has come from occasional "cleansing" of the clan of traitors or in-fighting within the Clan as different branches come to support different sides of the Country. As their reputation declined, more branches of the Clan developed a focus on communication-media or expanded a control of (interpersonal) entertainment.

As modernization of the Country grew, so has the Clan's approach to internal problems through a development of each branch's shared resources for lateral cooperation, specialization of operations, and further development of inter-Clan collaboration.

Today, the Fox Clan possess branch-operations that provide Entertainment/Communication, Occult Research, Counter-Espionage, in addition to Special Forces, while the central focus of the Clan remains Intelligence gathering and analysis.

Internal Divisions / Branches: each founded (and lead or owned by) a family of the Fox Clan

* XOF (eXecutive Operations Force): a command component to unify special operation protocols, training, and coordination. The XOF is the primary national-administrative agency of Fox Clan.
* Jian: a branch-division, under XOF which focuses on the development of special forces training.
* FNC: the Fox News Corporation
* ONI: Office of National Intelligence, often works in concert or parallel the XOF, to gather, process, and analyze national and foreign security information
Chapter 11

## Thriving Among the Ruins

**"Thriving Among the Ruins"** is the eleventh chapter of the *Wandering Witch* manga.

## Differences in Adaptation

* Saya appeared in this chapter and helped Hoki to save Elaina from the objects. Saya doesn't appear in the light novel.
* Because of Saya's inclusion on this chapter, Hoki's role and the way the story progress is sightly different than the light novel version:
	+ The Magic Association gave Saya a task to save the old man from the ruins.
	+ Saya being the one suggest Hoki to pretend she was cursed by Elaina in front of the objects.
	+ Saya saved the old man from the ruins rather than Elaina who just regained her sanity.
	+ Saya's reunion with Elaina and how she gives her a necklace, being adapted from Volume 2's chapter "The Land of Truth Tellers" which was skipped in the manga adaptation.

## Characters

* Elaina
* Hoki
* Saya
Aisha

## Aisha Mason

Heri Guardian is a Starwaever Pegasi. She has Divinities of Peace, People and Order.

## Stats

Title:
Hope [Allows the wielder to increase their rapport with other people easily]

Race: Vanir
Age: Chronological 5 Months, Physical 19 Months, Mental 4
Level: 1

POW: I11
END: H101
DEX: I13
AGI: I08
MAG: I41

SOUL: 3 [Lord Soul]

Divinity: Peace[pseudo:52%], People[pseudo:25%], Order[pseudo:4%]

Skills: [Jurist Scale:Innate:I]

Magic: [Palace of Peace:Innate:(sealed)]

Development Abilities: [Saint's Sacred Aura:Innate:(sealed)], [Peerless General:Innate:I]

## Skills

 Sealed
 Sealed
 I
Норей

Норей - великий лекарь, учёный. Является представителем древнего рода королевских лекарей.

## История

Он родился в Гетагорске. Его мать Фатта была королевским лекарем, а отец Кофий был обычным крестьянином. Они жили в достатке, но не очень богато. В 6 лет Норея отправили в школу. Там он изучал письмо, чтение, счёт, лекарственные растения, алхимию, магию и мегольский язык (язык Меголии).

Школу он окончил в 16 лет, а 20 лет в серьез занялся изучением растений и магией. Тогда он стал королевским врачём короля Элдона III. На Фалинию напала эпидемия пятнистого норейского гриппа. Он изучил грипп и лекарством от него был отвар из фалинской розы. Тогда ему было 16, через 4 года он поженился на Луиде. А через год у них родилась дочь Софиния.. Тогда они переехали в Косинбург. Сейчас ему 60 лет.

## Открытия

Открыл лекарство от пятнистого норейского гриппа - это отвар из фалинской розы.
The Ashlands

The Ashlands is the a blighted wasteland to the northern west of Ortugan. The Ahslands is home to The Interslice and Mount Korah. To the eastern border of these cursed lands is the Twisted Forest, home to a variety of Taint infused and aberrant flora and fauna. To the south west are the Swamps or Sorrow, once prosperous farming land twisted to a nightmarish swamp.

Mount Korah - A towering mountain in the center a crater in the formerly rolling hills of northern Ortugan. Mount Korah was created when a massive meteorite struck Rakendawn and burrowed deeply into the crust. Almost the height of the Skyway after only a few decades of near-continuous eruption. Other than the obvious climate disaster this impact and pyroclastic event caused, a stable portal to another dimension was created deep in the heart of the mountain. Horrors from beyond imagining slither through this portal whenever the lava flow abates, menacing the
countryside of Ortugan. Additionally, through this portal a cloud of foul-smelling otherworldly ash continually spills out and reaches hundreds of miles in every direction. In addition to choking the land like a heavy silt, the Taint also mutates unprotected plants and animals in ways that range from the subtle to the ghastly, but always foul in nature.

Blasted Wastes - the former rolling hills of the northern Ortugan plain-lands

Twisted Forest -

Swamp of Sorrow -

Interstice - A hole or rip in reality in northern Ortugan formed after the impact of a massive meteorite. The Interstice provides a stable bridge to a dimension of horror that regularly permits armies of demons to enter Rakendawn. After the first incursion by these other-dimensional ravagers, the Clans of Ortugan, banded together and constructed The Pristine Frontier to prevent these legions from ravaging the countryside. While demons continue to menace man and nature alike, the constant threat has had a dramatic stabilizing effect on the region.

Ashstorms - Violent, turbulent winds and cyclones which form around Mount Korah and thunder across the Blasted Wastes. High winds and tons of ash, embers, lightning that stream up into the air, and Taint offer no mercy. Partly magical in nature, they would often lead to the corruption of plants and wildlife, or even people, exposed to it when they do not kill everything in their wake. Legends hold that those killed by these storms will rise to devour the living. Most of these storms die out quickly, but their force and after-effects are strong enough to ensure death or mutation.
Suzuka Gozen

## Identity

Saber's True Name is **Suzuka Gozen** (鈴鹿御前, *Suzuka Gozen*), a dancing princess who made her stronghold on Mount Suzuka during the Heian period. Together with Sakanoue no Tamuramaro, she engaged in Oni extermination. Regarding her in literature, she is known as a thief, an Oni, and/or a celestial maiden, but all of them share a common legend that she also go by the name of **Tate Eboshi** (立鳥帽子, *Tate Eboshi*).
Races

Draconian: +2 CON & INT, Natural attack 1d6 bite, +3 natural AC, Darkvision 90'

* Ortugani: +2 WIS, Fly 30' (good), Blindsense 30'
* Ancalamaran: +2 DEX, Fly 60' (clumsy),
* Haringian: +2 STR, Burrow/Climb 30', x2 claw attack 1d4, +6 natural AC

Dwarf: +2 CON & WIS, Slow Speed (not decreased by armor or encumbrance), +2 vs Poison, spells, & spell-like effects, +4 CMD vs. bull rush/trip, +1 vs ogre & goblinoid subtypes, +4 AC vs giants

* Makaanate: -2 DEX, +2 Appraise & Use Magic Device, Darkvision 90', Weapon Familiarity
* Rohall: -2 CHA, +1 to-hit, +2 to Craft (choose 2), Personal Firearms Proficiency

Elf: +2 DEX, -2 CON, Low-Light Vision, +2 Perception, Immunity to sleep effects, +2 vs enchantment spells & effects, +2 caster checks to beat spell resistance

* Argens: +2 CHA, +2 Stealth & Survival, Personal Firearms Proficiency
* Flaeaness: +2 INT, All Knowledge skills are trained (+1 if class trained), +2 Spellcraft, Weapon Familiarity

Goblin: Darkvision 60'

* Olarisian: +2 STR & DEX, -2 CHA, WIS, & INT, +2 Intimidate & Acrobatics
* Gurkhuli: +4 DEX, -2 STR, WIS, & CHA, Small size (not Slow), +4 Stealth & Ride, Weapon Familiarity

Halfling: +2 DEX & CHA, -2 STR, Small size, Slow speed, +1 ranged to-hit, +2 Perception, Acrobatics, & Climb, +1 saves, +2 vs fear, Weapon Familiarity

Hobgoblin: +2 CON & DEX, -2 CHA, +2 Intimidate, +1 natural AC, +1 CMD

Human: +2 ANY, +1 Feat, +1 skill rank/level, +1 Action Point/level or Pool maximum

Moreaus: +2 CON, -2 WIS, various bonuses (depends on sub-type)

* Bovine
* Canine
* Chiroptine
* Delphine
* Feline
* Muroidine
* Ursine

Ogre: +4 STR, +2 CON, -4 DEX, -2 INT & CHA, +2 natural AC, Low-light vision, Size Large, Reach, Archaic Weapons Proficiency
Jian

Jian: A division of the Fox Clan which focuses on the development, study, and coordination of special operations. While many soldiers, even of other Clans, may receive training through their program there are only a few task-forces which operate consistently. Those trained through this branch are distributed into other forces to elevate their effectiveness. Should a new task force be needed, soldiers will be re-organized (pulling on those trained) to create new units.

Task Force:

* Fox-Hound: unit which takes in orphans to raise and train for future combat positions as part of Fox Clan
* Raiders: special-forces units made of Fox-Hound graduates (or survivors).
* Kyuubi: Special Task force handling military research into the Taint
The Clans of Ortugan

Ortugan is governed by a layered series of loyalties. Each citizen is a member of an extended family whom all share the same surname, thereafter to a Clan made up of several families, and finally to the Shogun himself. The country is divided into 13 city states, 4 of which reside along the shores of Lake Kaolee along with the nation's capitol, ------. The government's administrative functions and military forces are divided among 13 Clans, while the head of state (Shogun) moves to the Head of one of these Clans. In addition to a primary administrative function, each clan maintains their own investigative/intelligence and tactical force to support their administrative function, as well as their own private industries which compete with other civilian companies. The clans host two major military forces that aim to always be combat ready for enemies from the "Goblinlands" and The Ashlands.

* Crane Clan - Traditionally diplomats & duelists. In addition to the current head of state they provide control of the Ministry of Internal Security
* Falcon Clan - Traditionally scientists, artisans, & politically neutral. This clan oversees the Ministry of Science and Transportation
* Boar Clan - Traditionally farmers & berserkers, they are currently in disfavor. They oversee the National Self-Defense Corps (military & emergency reserves corps)
* Orca Clan - Traditionally sailors & traders, guardians of the Wailing Coast; they oversee the National Maritime Guard (Navy)
* Jaguar Clan - Founders of the Shogunate, currently in disfavor, oversees the Ministry of Justice
* Bear Clan - Traditionally engineers & architects, guardian force against the Ashlands; They command the Northern National Army and defend the Pristine Frontier
* Dragon Clan - Traditionally philosophers & Monks, dedicated to opposing the "Goblinlands"; They command the Southern National Army and watch over the Kokka Canyons
* Fox Clan - Traditionally ninjas, geisha, & dishonorable; Provides services through the Executive Operations Force (XOF) and Office of National Intelligence (ONI), the nation's special forces command and chief intelligence agency. Fox Clan resides and originates from the city-state of Rokugan.
* Owl Clan - Traditionally ninjas, scouts, & honorable; Provides services through the Ministry of Defense
* Elk Clan - ...oversees the Ministry of Agriculture
* Wolf Clan - ...oversees the nation's Ministry of Treasury and Commerce
* Ox Clan - ...oversees the Ministry of Health and Human Services. Oversees the tactical force of Search-Contain-Protect to control contagions & threats from the Taint.
* Eagle Clan - Commands the National Air Defence Corps