recursal/Fanatic-Fandom huggingface dataset:
Parasite Line

This will be a short quest, you won't really have much conditions to trigger it. You just have to accept the « parasite eggs collect » quest and go to the cave. Talk to the guard so he let you pass and go for the underground. Explore it, Liliana will see a zone with a lot of eggs. Try to reach it, you will fall to the 2nd underground. If you play in easy mode, there is an invisible relic chest on the left of a pod (try to walk on each case until you bump on one of them, the chest is here). Now, get out of here to meet Aisha, an ex guild member who came here. She will say you that you can't escape... don't listen to her and try to get out by the « tentacle vines »... you will fail and came back to the parasite nest. When you wake up, you will be infected and naked. Explore the floor and check each circle. You will notice that you can't escape so... be patient until you give birth to the parasite. For this, each day and night, talk to 3 parasites for suck them and feed yourself. At the 3rd day, your parasite were born and Aisha will lead you to a pod. Follow the cutscene and you will have, once again, 3 pregnancies days. Suck 3 parasites per day and night and then, go to the pod when Liliana ask it. Finally, your parasite king will born. You can summon and unsummon him by a lust skill (500 sp cost!). When he's on your head, this parasite will fuck your mouth (but you will be able to talk anyway) and each orgasm mean he infest you. For now, keep him on the head, you will need his assistance to get out. After the cutscene, talk to the parasite king and make a choice : kill him or convince him to spare Aisha (he will trust you so...). Aisha will give you here necklace before you leave. Now, this line is over. Get out, unsummon the parasite and take an insecticide (if you spend a night, you will have parasite on you and you can't wear a suit with em... so if a guard see you, he will send you to prison... and if you let parasite take the control, you will come back in the parasite nest... but now, this is no big deal. Anyway, you need to have use an insecticide when you can for avoid this uncomfortable situation.)
Trossi

Trossi, aka red squirrel, is John's permanent slave and Gloria's sister according to her master's fetishes. She rule Torres's arena with her sister.

## Story

### Before Cursed Armor

We don't know how Trossi ended to become John's slave, but she know that Gloria were the one who trained her to become a good slave. When she fall under John's divine artefact power, she became her loyal permanent sex slave and take the nickname of red squirrel. When John kidnap Sarah, she support her sister Gloria and show no affection to the princess.

### Cursed Armor

Trossi play a less important role than Gloria. She just follow her wherever she go and get caught with her by Youde's men. when John were killed, Youde take her and Gloria for testing John's divine artifact and see if he can gain the two slaves loyalty.

## Personality

Trossi is a really submissive person. She love John and is loyal to him, but she also love Gloria. Even if she said this is her sister, it seem's that she were lovers since they share the same cell. Probably due to artifact influence, Trossi is really lewd, but have less sex experience than Gloria.

## Relationship

Gloria : Trossi have some sincere affection toward Gloria. They still together, no matter what happen (unless Gloria ask her to rule the Arena when she have something to do). They probably are lovers.

John : This is Trossi's master. John submit her by his divine artifact. Trossi love John and pledge loyalty to him. She will do absolutely anything to him.

Liliana : As a potential sister, Trossi show some affection to Liliana. But since she act less than Gloria, we cant really know how much she could like her.

Sarah : We dont really know if Trossi dislike her or no. Anyway, she supported Gloria against her so she will say that she didn't like her.
Cursed Armor Wiki

**This wiki is still under construction!**

## Introduction

Cursed Armor is an erotic game series created by Wolfzq. Its main themes include bondage, erotic combat encounters and many others. In this game, you play as an innocent girl chasing her dreams, who is chosen by a demon of lust. She is forced to wear a cursed crown (the first form of Cursed Armor), and goes on an adventure to remove the curse. We invite the player to experience her journey and find out if she sinks into corruption or realizes her dream!​

This wiki has detailed walkthroughs of many aspects of the game but is still incomplete in some aspects (e.g characters, items, etc.) and could use some proofreading and formatting. Feel free to contribute in any way you like.

Check out the official Cursed Armor reddit page and discord.

## Downloading the game

1. Download Cursed Armor I or Cursed Armor II
2. Enjoy the game!

## Tips and tricks

Main tips and tricks go here.

More tips and tricks can be found here.

## Quest Lines

### Cursed Armor I

Prologue Line

Slave Line

Prison Line

Relic Line

Hypnosis line

Parasite Line

Sacred Beast Line

Guild Line

Abbadon Line

Independent quests and events

## Characters

Main characters go here.

Character List

## Items and Equipment

Main key items go here.

Item and Equipment list

## Endings

Spoiler alert. It is recommended to finish the game at least once before checking out any of the following endings.

List of endings

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

 Stuck in the game or have a difficult problem you can't solve, wanna share tips and give advice about Cursed Armor?
Join the fan community and you can even talk to the creator!
Click link below and join us!
File:CA Discord.png
Clan de la Nuit

## Territoire :

Le territoire du Clan de la Nuit se situe dans un bois assez sombre, mais comme les arbres sont assez rapprochés, il est assez simple de sauter d'arbres en arbres. Un ruisseau traverse leur territoire et va se jeter dans la source du Clan de la Plaine. Leur camp se situe au milieu des arbres, dans un endroit où ceux-ci sont plus rapprochés pour les protéger des intrus.

## Caractère :

Les membres du Clan de la Nuit sont assez solitaires, mais lors des moments difficiles, ils savent s'entraider pour s'en sortir. Ils sont un peu vaniteux, mais ont toujours de bonnes idées lorsqu'il s'agit de préserver la paix. Ils n'aiment pas le Clan des Nuages, parce que ceux-ci leurs ont volé un part de leur territoire.

## Membres (réels):

**Chef :**

Etoile d'Argent

**Lieutenant :**

Aube Grise
Mhairi

Mhairi is a hirable adventurer and Loki's partner. She dominate Loki each night for sexual pleasure and will do the same with Liliana. Compared to Melissa, who do this for her comfort and power, she's kind with her submissives partners.

## Story

Before Cursed Armor events, she lived with Loki at Imperial City, working as Warden of the Imperial City's Prison. She left the City with Loki before the king was assasinated. Then she became Adventurer. According to what she said, she lend her services in exchange of a indecent salary, but when Seaclya awake her desires, she accept to help Liliana in exchange of some sex during the night.

## Personality

Mhairi is a lewdly dominant woman. She do this only for the sex and show some affection to her partners. Even if this is for a single night, she will submit the partner then give em some affection to the morning.According to her "Torturer" rank, she must know how to torture people, probably for her warden job.

## Power and Abilities

Mhairi use a whip as weapon. Her stats show a lacking of strenght , which men that she wont be able to damage a lot her ennemies. Her interest reside in her fight skills : she can restraint an enemy to prevent him for attack and can damage all of her enemies with snake dance. Sor her role is more suport than offensive.

## Relationship

Loki : Mhairi is Loki's Mistress. We don't really know how she consider him, if he's just his servant, his sex friend or his lover, but she spend each night with him anyway.

Liliana : If the Cursed Armor werent raised Mhairi's desire to make her help Liliana, she probably shown no intrest to her. But she finally accept Liliana as a regular sex partner. When Liliana became a model for the guild, she even show her respect for the abandoned well exploit.
Les larmes d'Etoile d'Argent (chapitre 1)

Il faisait frais dehors. Le soleil commençait à se lever et le ciel orange éclairait l'horizon. Tous les chats du clan de la Nuit semblaient dormir...

Soudain, des moustaches dépassèrent du mur de fougère qui protégeait la pouponnière. Une petite truffe se leva pour renifler.

-Je crois que la voix est libre, dit une petite voix pleine de malice.

-Laisse-moi faire, tu es aussi souple que Plume Noire, dit une petite chatte au pelage argenté et aux yeux verts luisant dans la nuit.

-Mais non ! J'étais là avant !

-Si vous continuez comme ça, on n'iras nulle part, dit une troisième voix. Petit Guépard tu te pousses, Petite Boule Argentée tu te dépêches !

Le chaton appelé Petit Guépard se mit au grogner.

-Bon, ça suffit ! Moi je reste ici !

-Mais Petit Pavot, protesta Petite Boule Argentée.

-Bon la voix est libre, s'impatienta Petit Guépard.

Petite Boule Argentée renifla une dernière fois et acquiesça.

-Qui vient avec nous, demanda Petit Guépard.

-Pas moi, lança furieusement Petit Pavot.

-Et toi Petit Ciel ?

-Hors de question de sortir du camp ! Le soleil est à peine levé !

-Alors je crois qu'on va partir que tous les deux, dit Petit Guépard à sa soeur.

Petite Boule Argentée ne prit pas la peine de lui répondre et les deux chatons se mirent à courir vers la sortie du camp.

-A nous la liberté, murmura Petite Boule Argentée, alors que les bois sombres s'étandaient à perte de vue sous leurs yeux allumés d'une lueur de magie...
Griffe de Guépard

## Description :

Griffes de Guépard est un chat au pelage beige tacheté de noir, comme celui d'un léopard. Il a des yeux bruns. Il a de très longue griffes, d'où son nom .

## Caractère :

Griffes de Guépard ressemble a son père. Il est ambitieux, mais pas au risque de devenir un danger pour son clan (comme Poil de Chien). Il est loyal et courageux.
Terre des Ombres Brisées

La Terre des Ombres Brisées est l'endroit où les chats qui ont été cruels ou qui n'ont pas respecté le code du guerrier. Elle est le contraire du Clan Céleste.

## Territoire :

Le territoire de la Terre des Ombres Brisées se trouve sur une terre nue, avec seulement quelques arbres morts. Il n'y a ni jour ni nuit, ni lune, ni soleil, ni étoiles, seulement une lueur vague pour éclairer les pas des guerriers déchus. Cette terre est infinie, on ne peut pas en sortir.

## Caractère :

Les membres de la Terre des Ombres brisées sont cruels, manipulateurs, mais aussi froid et distants. Ils sont prêts à tout pour parvenir à leur fins, même si pour cela il leur faut tuer des chats de leur ancien Clan.

## Membres :

Cœur Enflammé : Chat roux avec une tache rousse plus foncé au niveau du cœur.

Poil de Chien : Mâle au pelage noir et blanc et aux yeux gris. Il a toujours la fourrure bien lustrée.

Etain : A compléter par Tonnerre
Tonnerre Imaginaire

## Description :

dessiné par Tonerre.Imaginaire

Son œil valide est d'un bleu opalin , son œil arraché parrait blanc .

Son pelage est bleue marine tout taché de noir.

De loin il à l'air petit et faible mais de prêt on voit qu'il est un matou très musculeux.

## Caractère :

Un peut soupe au lait et légèrement sadique. Mais s'il n'est pas grognon il peut être un excellent allié lors d'un combat .

## Histoire :

Il est une jeune orphelin recueilli il y a longtemps par le Clan des Nuages, sa mère se nommait Acier et son père se nommait Etain. Il avait aussi un frère, Edward.
Deities

There are a variety of deities on Vasterion.

## Major Pantheon

Bellana, of Judgment L/N Order, Retribution, Scorn

Equinox, of Providence TN Balance, Lunar, Light

Zangar, of The Hunt None Hunting, Survival, Winter

Khalborn, The Everlasting N/G Life, Nature, Tempest

Enuun, of Chaos C/N Chaos, Entropy, Trickery

Jangwa, of Undeath N/E Death, Venom, Witchcraft, Grave

Ferrum, of The Forge L/E Forge, Kinetic, Metal

Mytres, of The Blades C/E War, Punishment, Ambition

Certiorem, of Omniscience L/G Knowledge, Arcana, Fate

Amar, of Passion C/G Love, Celebration, Protection

## Lesser Gods

Benjin, The Kind N/G Peace
Pelahj, Brinemother None Ocean
Slyphnori, Desert Mother TN Desert
Nara, Hearth and Heroism L/G Solidarity
Licht, The Plague Doctor C/N Plague
Oracle, Of Power C/E Eldritch
Kor, of The Colosseum L/N Strength
Burhb , of Order N Clockwork
Draven, The Determined N/G Zeal
Nagusame, Lusus Naturae N/E Blood
Celes Anoom, of Beauteous Slumber N/G Night
Shugenja, The Elemental Forces
Ancêtres

Les ancêtres sont tous les chats des clans connus (Clan de la Plaine, Clan de la Nuit et Clan des Nuages) morts précédemment. Ils sont chargés de veiller sur les clans et si nécéssaire, ils envoient ou transmettent des prophéties aux chats vivant. Les deux clans d'ancêtres sont le Clan Céleste et laTerre des Ombres Brisées.

Le Clan Céleste est l'endroit ou les chats morts qui respectaient le Code du Guerrier vont.

La Terre des Ombres Brisées est l'endroit ou les chats qui ont été cruels et qui n'ont pas respectés le Code du Guerrier  vont.
Plume de Duvet

## Description :

Plume de Duvet est une chat gris argenté avec une queue touffue et une patte blanche.

## Caractère :

Il est sage, réfléchi mais très timide. Il ne se lancerai jamais dans une bataille qu'il sait perdue d'avance. Il aime farouchement sa compagne, Étoile d’Éclair, et ses petits, Pelage Ensoleillé, Patte de Neige et Cœur de Lune.
Clan de la Plaine

## Territoire :

Le territoire du Clan de la Plaine se situe au milieu d'une grande plaine (comme le nom l'indique). Les quelques arbres qu'il y a sont très espacés et ne donnent pas beaucoup d'abris. Au milieu de la plaine, il y a une petite source où les chats viennent se désaltérer en grande chaleur. Leur camp est au milieu d'une cavité protégée par les buissons et les ronces. Ils chassent principalement des lapins, mais aussi parfois des oiseaux.

## Caractère :

Les membres du Clan de la Plaine sont très soudés, et les bagarres au sein du Clan sont très rares. Ils sont assez farouches, mais défendraient leur territoire au péril de leur vie. Ils sont malins, mais leur vrai point fort est la rapidité.

## Membres :

**Chef :**

Étoile d’Éclair

**Lieutenant :**

Cœur de Baie

**Guérisseur(euse) :**

Fleur de Miel

**Guerriers :**

Patte de Velours

Cœur Enflammé
Clan Céleste

Le Clan Céleste est l'endroit où les chats morts ayant respectés le code du guerrier s'en vont. Ils sont le contraires de la Terre des Ombres Brisées.

## Territoire :

Le Clan Céleste est installé au-dessus des Clans, sur toute l'étendue de leurs territoires. Leurs territoire est toujours ensoleillé, avec des proies en abondances, beaucoup de lieux de jeu et d'endroits pour dormir.

## Caractère :

Le Clan Céleste est sage, et toujours prêt à aider les vivants. Il envoie des prophéties afin de les aider en temps de crise, même si elles ne sont pas toujours claires. Ils sont gentils et soucieux des autres.
Nuage de Lueur

## Description :

Elle a de courtes griffes mais elle a une puissante mâchoire. Ses moustaches sont fines et longues.

le pelage roux pale et le bout de la queue blanc.

Ses pattes sont robustes et sa queue est touffue.

## Caractère :

Elle est plutôt gentil mais serait sans pitié pour quiconque essaye de nuire à la paix entre les camps.

Elle est juste et fidèle a son clan mais elle n'est pas une grande bavarde.

## Histoire :

petite lueur était un chaton très calme, trop calme. Sa mère était morte et son père était d'un autre clan, un jour sa mère vint en rêve lui dire qu'elle n'avait plus que quelque jours a vivre alors petite lueur se réveilla en sursaut et s'enfuie du clan. La maladie qu'elle avait était inconnue mais elle lui faisait très mal.

Elle disparue dans la forêt mais resta déterminer,le clan céleste regarda chacun de ses pas. La petite fini par trouver une rivière où de l'autre coter se trouver gibier et autre. Elle sauta mais pas assez haut..Elle tombait dans la rivière et mourra.

Le clan céleste était étonner et triste de la voir si jeune dans le clan céleste alors il lui redonne vit. Petite lueur se réveilla sur l'autre rive, en pleine forme et près a repartir. Elle trouva un autre clan qui accueilli a bras ouvert. Elle passe sa vie a s’entraîner pour devenir guerrière.
Galfrea

## The Fallen Kingdom of Galfrea

Far to the south of the Eastern Continent, the city of Galfrea once stood as a beacon of hope to the world. Their king, Gilaine, tempered his stern hand with mercy and generosity, ushering in a time of peace. Many flocked to his banner so his rule could spread, and it did. By the time Gilaine had died in his slee, his kingdom had spread throughout the entirety of the Eastern continent. Following in his footsteps, peace reigned supreme for some 5 generations. Peace is never lasting, however and by the time his great, great grandson, Giwell was announced as King, a beholder by the name of Xhorm took notice of his new neighbors. In an attempt to reclaim the lost dwarf holds of the mountains to the east, Giwell unearthed the lair of Xhorm. Without warning, the beholder killed everyone sent to explore those mountain shafts. Xhorm had declared war on Galfrea. It was to be a short war, for during the first battle with the beast, Xhorm flattened Giwell's armies and laid waste to the city, stealing the crown jewel in the process.  With their capital destroyed, their king slain, and the only heir, Giwain, without a way to ascend to king, the kingdom faltered and eventuall fell into several city states about 75 years ago. Xhorm still stalks the ancient holds in the mountains, hiding the crown jewel of Galfrea.
Green Hill

Named for their lodge in the grassy plains, the "Green Hill" has been extrapolated at a metonym for the organization, their headquarters, and their members. A coalition of masters of deductive reasoning, artisanal specialists, and keepers of lore they attempt to solve the great mysteries of the realm.

## Historically Exclusive Membership

The members of Green Hill are all experts in their fields. Only those who show exemplar natural knacks for investigation or have a mastery of a particular expertise are welcomed amongst their ranks. The core of the membership are investigators who excel in field work rather than the forensic study of evidence or anthropology. A mixture of detective and dungeon delver they set out into the world to bring truth to the burning questions of Atmos. Meanwhile the evidence they retrieve is tested by those who stay within the Green Hill Lodge continuing to advance forensic science and deductive reasoning.

## Authority of the Green Hill

Without their own form of authority the Green Hill relies on invitations. Without any alliegences to their own they are often seen as a neutral arbiter and wish to continue to push that perception. For these reasons members typically divorce themselves from geopolitical issues unless called upon by both parties to serve. They are typically called upon by city officials to solve murders or uncover the criminal underworld. In recent years however a movement has begun to increase the reach of their arm and begin working as lawbringers without borders.

## Adjudicators

Masters of the law of the land, Adjudicators welcome those into the ranks of Green Hill. Focused specifically on building cases and methods of inditing criminals in foreign lands they are quickly become the backbone to a police organization that was once little more than a club of hobbyist detectives.

Taking the evidence found by the investigator, and refined by their masters of lore or craftsmanship they facilitate the means of protecting the investigators after they have acted without total permission of the nation hosting the criminal they have taken into custody.

## Investigators or Bounty Hunters

There are some ethical questions regarding this new foray into law , many of their detractors calling them 'preemptive bounty hunters' as the Green Hill is often rewarded for weeding out potential issues before they fester and become injurious to governments. Exacerbated by their lack of overhead this has formed a tenuous relationship with government officials and at times an an antagonistic one.

## Joining the Green Hill

Most members of the Green Hill come from working as city guards or police in major cities. Artisans, Lorekeepers and magicians are invited on a per-person basis with the pre-existing members of the Green Hill often taking on 'apprentices'. After two years within the organization they are granted full membership.
Étoile d’Éclair

Test XDD

— *Eclair Vif s'adressant à elle même x)*

## Etoile d’Éclair

Étoile d’Éclair **(  Angl.  *Lightningstar* )** est une chatte crème, avec des pattes noires et deux taches brunes : une au niveau de l'oreille droite et une au niveau de l’œil gauche.

Elle a une queue touffue, un corps assez souple et elle est assez agile. Elle grimpe très bien aux arbres grâce à ses pattes musclés et a une cicatrice à l'épaule gauche.

## Caractère :

Étoile d’Éclair est de nature gentille, amicale et très dynamique. Elle adore grimper aux arbres, mais déteste l'eau, à cause d'une noyade à laquelle elle a échappée de justesse. Elle peut être assez ronchonne le matin si on la réveille tôt et peut être très menaçante quand on l'agace, mais au fond elle a bon cœur, est loyale envers son clan et ferait n'importe quoi pour protéger ceux qu'elle aime.
Les larmes d'Etoile d'Argent (prologue)

## Prologue

-Poil de Chien ! Poil de Chien ! Vite ! Va vite chercher Baie d’Iris !

-Quoi ! Maintenant !?

-Oui ! Dépêche-toi !

Le chat appelé Poil de Chien sortit de la pouponnière en
courant et courut jusque dans la tanière de la guérisseuse du clan, Baie d’Iris.

-Qu’y a-t-il, demanda la chatte. Pourquoi me réveiller en
pleine nuit Poil de Chien ?

-Plume de Fougue est en train de mettre bas, s’écria le chat
noir et blanc.

-Quoi ?!

La guérisseuse se tourna vers le fond de la grotte, y
disparu puis revint avec des tiges et des feuilles pleins la gueule. Ensemble, les
deux chats partir en courant vers la pouponnière d’où s’élevaient des cris de
douleur. Quand les deux chats arrivèrent à l’intérieur, une bonne surprise les
attendaient. Quatre petits chatons se pelotonnaient contre le ventre de Plume de
Fougue.

-Ils sont magnifiques, s’écria Poil de Chien.

-Oui. Félicitation Plume de Fougue !

Baie d’Iris s’approcha pour les renifler et voir si tout
allait bien.

-Tout est parfait, dit-elle. Il y a deux mâles et deux femelles.

-Comment vas-tu les appeler, demanda leur père, aux anges.

-Celui-là, dit la mère en regardant le plus petit des quatre
se tortiller contre elle, ce sera Petit Ciel. L’autre mâle au pelage ressemblant
à celui d’un guépard, ce sera Petit Guépard. La femelle écaille de tortue s’appellera
Patte de Pavot et enfin la dernière, celle au pelage argenté comme la lune s’appellera
Petite Boule Argentée.

La guérisseuse partit. Les deux parents heureux
regardèrent avec joie leurs petits chatons. Tout semblait aller pour le mieux
mais pourtant…

Chapitre suivant
Rhea

Rhea is one of the four Celestials, and the entity of Blood and Destruction.

## Overview

Rhea is a vengeful being, and one that is easily angered if provoked. She values her Blood far too much to allow others to take it, and thus the blood of a plane comes from a single drop of unknown origin. She loves Celia more than anything, but seems to resent the world that she has made, convinced that Celia must have stolen a drop of her blood to weave the planes against her profuse protests. She refrains from complete destruction of the plane due to Celia's wishes, but as the plane begins to foul, this promise weakens too.

She detests most pleas for her help, but will occasionally become inadvertently attached to a life, and will begin to take great interest in its affairs. These lives are often on the brink of becoming Vile, and Rhea has been known to both pull these lives back, and push them over the edge.

## Reputation and Worship

Rhea herself is often referred to with she/her pronouns, as she and Celia represent the origin of a female identity. She does not particularly care for being referred to at all though, and will focus on the intent of the words very carefully when she is directly communed with, often purposefully misleading those who would dare ask for her help. She does not take kindly to ignorance, and has been known to punish those who are not open to understand more. If a creature intends to harm Rhea, they will suffer for it, and possibly even have their being destroyed, leaving nothing behind in their essence. Rhea herself will barely notice that she is destroying these creatures, as it is more of an extension of her will, rather than the will itself.

Those who worship Rhea will need to be extremely careful in what they expect in return. Rhea is not the kind to simply give anything to those that she doesn't connect with. If such worship is to sour and a worshiper instead attempts to harm Rhea or those who follow her, she has been known to retaliate directly. If one learns to understand the price of Destruction though, its strengths will follow, and the ability to truly "destroy" with it. Such a relationship with Rhea is seen less as a gift and more as an extension of Rhea and a responsibility to her, along with the ability to simply communicate effectively with her.

## Aspects

Rhea, like all Celestials, has 3 aspects which have been formed from her blood. Like all aspects, they are not necessarily her, but they do derive themselves from her qualities, mixed with those of other Celestials. They are:

* **Ymir** - The gender-neutral form of Conflict, formed of Blood and Light.
* **Dalamir** - The female Dhrothen of Chaos, formed of Blood and Fire.
* **Holamir** - The gender-neutral Dhrothen of Change, formed of Blood and Dust.
Cœur de Lune

## Description

Cœur de Lune est une chatte gris-bleue aux pattes noires, assez courtes sur patte, mais fine et élancée. Elle a une fourrure très douce et soyeuse.

## Caractère

Cœur de Lune était une chatte très douce, mais aussi fière et décidée. Elle savait ce qui est bien pour le clan, et n'hésitait pas à le faire savoir. Elle fut l'une des meilleures guérisseuses de son temps.
Plume de Fougue

Noms

## Description :

Plume de Fougue est une vieille chatte rousse aux yeux ambrés. Elle n'est pas très grande, mais cela ne l'a pas empêché de devenir une très bonne chasseuse.

## Caractère :

Plume de Fougue était un chatte qui adorait chasser. Mulots, souris... Tout ce qui tombaient entre ses pattes arrêtait de voir le jour. de plus, Plume de Fougue était d'une loyauté irréprochable envers son clan. La reine était aussi très têtue et elle détestait l'eau. On dit souvent qu'elle est tout le contraire de sa fille ( Etoile d'Argent ) mais qu'elle ressemblait beaucoup à Patte de Pavot.
Magie

*La magie est une puissance issue des dieux, elle est accordée à ceux ayant travaillé assez dur pour pouvoir en maîtriser les subtilités et ainsi pouvoir la maîtriser. Elle peut permettre à son détenteur de grandes choses et lui promet, s'il l'utilise à bon escient, de puissants pouvoirs. Sur Eddra, la magie est un pouvoir originaire du dieu Katharós nommé le Khan. Ce pouvoir est séparé en trois branches nommées les Trois Grands S. Le Khan Sacrificiel, le Khan Spirituel et le Khan Sensoriel.*
Pelage d'Etoiles

## Description

Pelage d'Etoiles **(  Angl.  *???* )** est un matou au pelage d'un beau noir constellé de petites taches blanches. Il a les yeux verts et sa patte avant droite est entièrement blanche.

## Caractère

Pelage d'Etoiles était calme en toute circonstance. Il était prêt à donner sa vie pour les blessés. Il avait aussi une très grande affection pour son apprentie, à ce moment là encore sous le nom de Nuage de Brindille. Il est mort comme il a vécu, avec courage, assassiné par Cœur Enflammé.
Nos fanfictions

L'histoire principale du wiki se déroule sur le RPG, mais pour aller dans le passé de personnages importants, ou qui ont eu un passé spécial, vous pouvez créer votre fan-fiction. Appuyez-vous sur ce modèle :Le choix d’Éclair Vif.

## Les fanfictions

Le choix d’Éclair Vif : Par Éclair Vif

Les larmes d'Etoile d'Argent : Par Cœur de Renarde
Belladon

Belladon are powerful beings, and one of the highest tiers of life.

## Overview

When a Mata changes form, it tears a giant rift in the world which forms into a Belladon. They are incredibly powerful beings, capable of shifting the immediate world around them on a vast scale, even influencing the Attributes of the lives that are born. They are completely unfiltered forms of life, without a species or any concept of needs to define them, and thus their form is always completely unique. Unlike Mata, they possess the ability to exert a will of their own, rather than just the base interaction of the fundamental forces.

## Categories

While Belladon lack the ability to be classified into species, they will fall into one of 3 categories:

* **Ephemeral** - Belladon with no physical form. They are purely hypothetical manifestations of will. They are responsible for influencing the Mind of the world around them. Even their existence is transient, with their life seemingly having no tether to itself, dissolving away given enough of a shift in the void. The vast majority of Belladon that are born are Ephemeral.
* **Brihn** - Belladon with no fixed physical form. They will constantly change shape, having an uncanny appearance as if the form itself is not solid, liquid or gas. They are typically born far underground and in space, and are responsible for influencing the Spirit of the world around them. Everything about them is unpredictable. They will eventually either collapse into an Ephemeral or Hoxen form, with the former being far more common than the latter.
* **Hoxen** - Belladon with a fixed physical form. They are the ardent will of life. They are the most obvious, but least common, form of Belladon, and are responsible for influencing the Body of the world around them. They are typically the only form of Belladon that will directly interact with the world, and they require a fulfilled purpose in order to properly die.

Any form of Belladon may create a Chiromata, given an unwarranted death, but Hoxen are by far the easiest to kill, and therefore the most prone to birthing Chiromata.
Rifts

Rifts are holes between the plane of existence and the void.

## Overview

Rifts are largely temporary means of interacting with the void in a physical way. They act as a two-way stream of laws, allowing physical things to exist in the void and essential things to exist in the physical world. They can be created, through -Name Shifting, or they may occur naturally.

Natural rifts signal that the physical plane is breaking apart, and these rifts will continue to distort reality and exponentially grow unless the plane is stabilized. The longer that these rifts are open, the less that rules of reality, like gravity, form, and death, will apply to the world.

## Mera

If Mera was to be compared to The Forces, then Rifts would be their element. They are the physical manifestation of essence in the only way that it can exist; by distorting the rules of reality. Rifts are fundamentally what allows Chiromata and Vile creatures to exist, as these forms themselves become rifts to the void, and thus embody its will and strength.
Nara

## Worship

Family gatherings by lit hearth fires, singing and feasts amongst the community, prayers and preparation in trying times

## Temples

Nara's worshippers congregate in their homes, feasting halls, and other gathering places. You won't find temples, but you will find an idol of worship on the mantle of any followers of Nara.

## Lore

"Take from me all that I can hold in my arms, excepting my kith and kin, and you will find me still whole."

Nara is the mother protector of family and community. She is seen by adventurers and soldiers as the guardian of heroes. A follower of Nara has a duty to provide shelter to all those in need; you can expect that they will be the first and last with an open door in times of danger. Looking for the common ground between individuals and groups from all walks of life is an important part of following her beliefs.

Before her ascension, she was an aged mother and widow in a simple village in the plains. With knowledge of an oncoming army that was discovered far too late, she took her neighbors into her home and marched alone to face them. Having shown a lifetime of devotion and unending love to her children, her family, and her community, Amar saw fit to bless her with the power to turn back this terrible force. Power granted by a deity, we find, is wearing on the body and soul. After the army was rebuked, she was given the knowledge by Amar to ascend so that she may continue to watch over mortal life into eternity.

As time passed, a spark of life began to show itself in the children that Nara embraces. They have become known as Lightborn, Blessed of the Hearth.
Lyrin

**Tier:** Driven

**Size Range:** M

**Proficiencies:** Leap Enhancement

**Traits:** Clawed, Darkvision, Keen Hearing

*See Also:* Traits

## Description

Humanoid Driven, well adapted for life amongst colossal trees or mountain ranges. They have considerable claws on both their hands and feet, and a natural proficiency in shift-assisted leaping, making traversal of vertical faces relatively easy. They have large ears atop their head that pick up sound quite effectively with directional precision, and wide eyes capable of seeing in the dark. Their bodies are covered in a short layer of fur that bears hereditary markings, however it’s usually only the longer hair atop their head, parts of their tail and the mane around their neck that reveals their Colour. Their faces somewhat resemble that of a fox, however with more muted features to fit their bipedal form and thus their sense of smell is not as fine.

## Culture and Relations

While some lyrin will engage in wider society, they tend to prefer small communities of people, often forming mutual bonds with other species to provide help to each other where their natural abilities lack. While they can be a little distrusting upon first encounter, given enough time they form incredibly loyal bonds to those around them. They are usually quite comfortable with shifting, and will make use of it regularly in everyday life.

They have two primary sexes, male and female, and both are needed in order to reproduce. The range of sexual traits can vary wildly from lyrin to lyrin. While an extravagant mane might be a sign of a fertile male in one culture, in another it might show sexless strength and health. Due to this, it is quite uncommon for members from different colonies to mate, or possibly even interact. Monogamy is very common among lyrin, however extended relationships are rare, with most sexual encounters being for the purpose of birthing and rearing a child.

## As the Player

Lyrin make excellent player characters as is and will provide a bit of mobility to an otherwise ground-based party without the complications of full air-travel characters. Stat/trait adjustments aren’t recommended, as they can be very easily shifted into a strange area of half-specialities very easily.

## Tier Shifting

### Augmenting

Lyrin will typically augment fairly predictably, however they will occasionally change species. In the event that they don't, in addition to the tier effects, augmented Lyrin have impressive claws, three tails, and illusory fur, giving them Clawed+, Hidden and an extended lifespan (700+ years).

### Diminishing

As well as the Tier effects, diminished Lyrin will lose their natural proficiency for shift assisted leaping and their darkvision. They will appear slightly roughed up, with un-tameable fur and a natural tendency to become heavily isolated and distrustful, diminishing further more often than not.

## See Also

It's recommended that you read everything in the basics page if anything here doesn't make sense, or at the very least the Character page.

For other species, see Species.
Rounds

Rounds are a method used to break time into turn-based actions.

## Overview

When a situation calls for more structure on who can perform what, such as a combat situation, time is divided into rounds of 4 seconds each, and a turn order is established by a +Mind check of every creature involved. If there is a tie for turn order, the creature with the highest mind goes first. If there is still a tie, the GM will decide who goes first, or prompt both creatures to roll again to decide. The Rounds last until the situation that caused them to begin is resolved.

## Turns

*See Also:* Focus.

On a creature's turn, it may perform any action while no more than 3 seconds have passed during its turn, after which its turn will automatically end. If a creature attempts to perform any action that would surpass the 3 seconds of total action, it is considered to be currently performing that action until its next turn or the action is interrupted. Any creature that is in this state forfeits the ability to react until its next turn, but once its next turn begins an additional second is counted towards the action's time cost, provided that it is still underway.

Provided a creature is currently focused on something and it is not otherwise unable to, it can react during another creature's turn, but otherwise it must contain its actions to its own turn.
Wild Shifting

Wild Shifting is a status that alters the effects of a creature's shifting.

## Overview

Wild Shifting causes Shifting to become unpredictable, producing a randomly assigned effect *instead* of the desired effect. The effect of Wild Shifting will *always* take a check based off the initial shifting Attribute, rather than the attribute that would be required by the randomly assigned effect. For example, if a creature inflicted with Wild Shifting attempted to enhance a leap, they may instead set themselves on fire. The strength of that fire would be determined by that creature's +Body check, rather than any -Mind check as you might expect for the binding of fire.

## Affliction

Wild Shifting may be inflicted by any desired source, obviously, but the fundamental cause is that a creature's tie to the void is filtered or distorted through something else. A common cause of this is certain music, where the music will distort a creature's ability to read the void, and instead the creature will only interact with the music's perception of the void. Certain illnesses will have a similar effect, but by directly affecting the creature's ability to read the void, as opposed to filtering it.

## Wild Shifting Table

Below is a table that provides an effect for Wild Shifting based on the results from 2D6, using two distinguishable die to randomly determine its effect. This is merely a template, and other tables/methods/effects are of course allowed and encouraged. The effects below always have an effect on the area that was targeted, but this is not necessary for custom effects. In the event where the specific effect isn't specified below, such as "Pull something from the void into the area", the GM will decide the specific effect. However if the creature has performed that action before, a repeated effect will be more likely.

The effects below last for 1 turn unless otherwise specified. This may be altered as necessary.

It is advised to keep these secret from the creature involved.
Human

**Tier:** Driven

**Size Range:** M

**Proficiencies:** N/A

**Traits:** Survivor

*See Also:* Traits

## Description

Upright, furless Driven, well adapted to flat, dry terrain and the namesake of the term “Humanoid”. They have an impressive plume of hair on their head. One of the less attuned species in the world, they rely on innovation and societies to thrive, and their capability in shifting depends largely on the individual. Naturally a bit of a blank canvas, many humans have morphed themselves or others to better suit environments, however this practice is frowned upon in many large cities and the changes are not passed on to offspring, unlike changes from the world itself. As they were originally born through the fall of a dead Fae, humans were one of the first species of driven to inhabit the world, and are therefore the ancestors of many other upright driven. As they spread to new environments, their bodies changed through many cataclysmic events, and eventually splintered into the self-sustaining species of Dyrell, Naathi and Lyrin, and – to a certain extent the swarm – among others.

## Culture and Relations

Humans primarily live on the ground and above water. They inherit their sedentary tendencies from the Fae, and are known to build extensive housing that can last even more than their somewhat limited lives, possibly for generations. They are also known to expand somewhat uncontrollably given the need or chance to.

Humans are also well known for using their clawless hands and shifting to innovate with surprising tenacity, and have been responsible for the creation of many mechanical advancements, including the Mox.

They have two primary sexes, male and female, and both are needed in order to reproduce. Some cultures have modeled their society on this need, assigning roles and genders by these characteristics. Some cultures enforce strictly he/him and she/her pronouns by perceived sex, but many more allow for fluidity between them and the adoption of pronouns from other species along with the neutral they/them of the common language.

## As the Player

Humans are well suited to player characters, and don’t require any changes to play, but you might consider allowing the addition of some extra trait(s) in exchange for some base stats, proficiencies, traits or simply as is, due to the natural adaptability of the species.

## Tier Shifts

### Augmenting

Humans are especially hard to augment, and doing so will have unpredictable results, creating a new species.

### Diminishing

Diminished humans look incredibly fragile, having almost no muscle mass or colour in their skin, usually manifesting as a sickly grey. In addition to losing the survivor trait and the tier effects of being Primal, diminished humans also take -1 recovery.

## See Also

It's recommended that you read everything in the basics page if anything here doesn't make sense, or at the very least the Character page.

For other species, see Species.
Status

A status effect expresses that a creature is currently in an abnormal state.

## Overview

A status can encompass a variety of effects. They are much like traits, except *all* of their effects are temporary. A status will have no permanent effect once the status is resolved. For example, if a creature with attuned is given grounded through a status, it will lose the effects of attuned until the status wears off, at which point it will return to its previous state. The most recent status will override any prior conflicting statuses. Any permanent effect that is applied as an indirect result of a status, such as a character death from a Paralysis stack, will be permanent.

## List of Statuses

Much like traits, a status can encompass any desired effect, and so the list below is non-exhaustive. Furthermore, rather than listing all traits again, the list below will exclude statuses that apply a preset trait.

* **Confused** - The creature may not focus. The creature may spend 3 seconds on its turn to attempt to remove confusion.
* **Crippled** - Any time the creature spends essence, it also loses that much HP. This does not count as damage dealt, and thus will apply no additional effects and may kill the creature with any amount of health loss.
* **Exhausted** - The creature's recovery is halved, rounded up.
* **Hindered** - The creature loses all bonus movement, so any movement taken must be taken as a full action. Movement taken this way still takes 1 essence per second, and a creature may not pay 2 essence to move twice as fast.
* **Paralysis** - Each stack of paralysis increases the cost of any essence consuming action by 1. At 5 stacks, the creature becomes unconscious, and at 7 stacks the creature will die.
* **Unconscious** - The creature is unable to perceive anything in the physical world, however they may safely interact with the void.
* **Wild Shifting** - Randomizes any shifting. See Wild Shifting.
Dyrell

**Tier:** Driven

**Size Range:** M

**Proficiencies:** N/A

**Traits:** Aquatic, Darkvision, Strange Shape, Poor hearing

*See Also:* Traits

## Description

Humanoid Driven, well adapted to life in and around swamps and lakes. They have large, external gills on each side of their head, concealing the basic ear-holes below, and dark, round eyes that can see proficiently in the dark. The fronds of the gills always appear to be underwater, and glow vibrantly with their Colour, along with a small patch of hair atop their head. They are exceptional at travelling through water at high speeds due to the dorsal fin that runs down their back to their long, flat tails, and are completely capable of living underwater for their entire lives. Their skin is soft, and becomes irritated and cracked easily in dry conditions, and that combined with their overall strange form means that they tend to make their own attire to suit their needs.

## Culture and Relations

Dyrell tend to be rather friendly, and will often be a key part of societies that live near fresh water. Very few Dyrell live solely in the underwater colonies that exist in vast lakes, but instead migrate between the land and water as they want.

Shifting tends to be a common part of their lives, and they rarely require the complex technology of other species.

Dyrell have 3 primary sexes - Daxen, Breth and Harpi - and all three are required in order to reproduce. Very little weight is given to these characteristics, with sex being primarily a recreational act that rarely involves all 3 sexes. There is very little noticeable external difference between the sexes, mostly subtle changes in gill and hand size; Daxen typically having the largest and Harpi typically having the smallest. Polygamy is very common among Dyrell communities, with approximately 60% of Dyrell being polyamorous. Dyrell traditionally use they/them pronouns for all 3 sexes, but many that interact with other species will adopt other pronouns that fit their identity.

## As the Player

Dyrell make an interesting addition to a party, provided the party is equipped to handle them. Due to their aquatic trait, any sort of trips away from water should be thought through, and giving them some way of taking care of their skin is recommended. While challenging them to care for themself is interesting, forcing them to do it all the time is not.

## Tier Shifts

### Augmenting

Augmented Dyrell will retain their species at a very stable rate. In addition to the tier effects, augmented Dyrell have considerably larger gills, harder teeth and claws, and more adaptable skin, giving them Clawed, Aquatic+ and a greatly extended natural lifespan (1300+ years).

### Diminishing

Diminished Dyrell do not technically have one form, and will tend to be largely based on the individual. The exact form should be decided on a case-by-case basis.

## See Also

It's recommended that you read everything in the basics page if anything here doesn't make sense, or at the very least the Character page and its associated links.

For other species, see Species.
Basics

Below is a list of pages about basic game mechanics. They will help to give you a feel for how the game plays. It is recommended that you read these pages before attempting to read other pages. Additionally, be sure to download what you need from the Resources folder.

* Actions
* Attributes
* Character
* Checks
* Colour
* Damage
* Focus
* Levels
* Proficiency
* Rounds
* Size
* Stats
* Status
* Tiers
* Traits