recursal/Fanatic-Fandom huggingface dataset:
Formulaire d'inscription

Ce formulaire est à remplir lorsque vous voulez vous inscrire. Vous devez communiquer le formulaire sur le mur d'un Bureaucrate afin qu'il puisse confirmer votre personnage et ainsi vous permettre de créer sa page.

Pour plus d'infos sur la mise en page, rendez-vous sur cette page.

Pour plus d'infos sur les proies et les plats, rendez-vous respectivement sur cette page et celle-là.

## Le modèle

**Nom :** (le nom de votre personnage) ;

**Sexe :** (son sexe) ;

**Espèce :** (Myagle, faucheux, etc) ;

**Famille (facultatif) :** (la famille de votre personnage) ;

**Ami(e(s)) (facultatif) :** (ses amis) ;

**Sa maison :** (votre personnage vit où ? dehors ou dans la maison ?) ;

**Mode de vie :** (araignée fixe ou mouvante, peut être en plus solitaire) ;

**Proies préférées :** (la ou les proie(s) préférée(s) de votre personnage) ;

**Plats préférés :** (son ou ses plat(s) préféré(s)).

## Exemple de formulaire

**Nom :** Marie ;

**Sexe :** Femelle ;

**Espèce :** Mygale ;

**Famille (facultatif) :**

- Soeur : Sally ;

**Ami(e(s)) (facultatif) :** Georges et Mimi ;

**Sa maison :** Elle vit dans une fissure dans la maison ;

**Mode de vie :** Araignée fixe ;

**Proies préférées :** Mouches et sauterelles ;

**Plats préférés :** Mouche au chocolat.

## Notes

Ce formulaire est ici pour faciliter aux Bureaucrates l'acceptation de votre personnage, s'il vous plait respectez-le. Les Bureaucrates vous en remercierons chaleureusement.
Chapitre Croc de Renarde

Chapitre premier

La pluie battait au dehors, un coup de tonnere retentit tout proche de moi en m'éclairant un instant.La peur m'envahit d'un coup, allez plus qu'un petit effort et mon bonheur n'aurait plus d'égale ! Le "petit effort" dura encore dix minutes pendant les quelles je me racroche à la pensé d'avoir un enfant pour ne pas sombrer dans le déséspoire.Enfin le miracle arriva !Vite je lui enlève la "poche" qui a héberger cette minuscule créature pendant 3 mois.Je découvre avec joie la minuscule créature qui le fait face.Elle est parfaite !Une femelle de plus!Reste à choisir le prénom...Je regarde autour de moi en la serrant contre moi et me rend compte que le creux qui nous à abriter est celui d'un jeune cerisier.La petite gémie, je me rapproche d'elle et la regarde un instant avant de souffler:

-"Bienvenue Cerise !"

5 cycles plus tard...

**-Marie-**

-"Maman !Maman!

-J'arrive.

-Regarde ce que j'ai trouvé !" fit elle en me montrant un bout de verre coloré

-"Cerise ! Fit-je en la regardant exaspéré, Quand comprendra tu que il va bientôt falloir que tu quittes le nid pour vivre ta vie? Tu as bientôt 6 cycles !" Ella baissa la tête et dit:

-"Mais maman !Moi je veut être une artiste !" Je soupira et dit d'un ton plus doux:

-"Je sait ma puce et tu deviendras une grande artiste j'en suis certaine, mais pour le moment il manque quelque chose à ton apprentissage.

-La chasse ?" Je hocha la tête. "D'accord ! Fit-elle, On commence quand?

-Maintenant." Et je lui montra une belle mouche occuper à voleter par ici.Elle se mit à l'oeuvre.

**-Cerise-**

Lorsque je me mit à crée mon piège j'éprouva alors un immense sentiment de satisfaction quand je vit les mailles serrés que j'était en train de tisser, normalement on ne parvenait à ce résultat que vers 8 cycles.J'en était très fière.Une fois mon ouvrage fini je descendit de mon piège et je vit plusieurs araignés occuper à regarder ma toile, ébahie.

-"Qu'est qu'il y a? Demandai-je à l'araigné la plus proche.

-Ta toile est magnifique, petite.Et en plus elle est très grande, tu l'as faite en un temps record." Dit-il.Je me sentie rougire puis je sentie quelqu'un tirer sur mon tissu noué autour de mon ventre.Je me retourna et vit une adulte en train de tirer dessus.

-"Eh, mais laisser moi tranquille !" Fit-je, elle me regarda et dit:

-"Que cache tu en dessous ma jolie? Je sentie une vague de panique s'emparer de moi, personne ne devait savoir ce qu'il y avait sous mon tissus, puis je vit ma mère qui s'avança et qui lui dit:

-Laisser ma fille tranquille, si elle a envie de se déguiser elle le fait." Je vit l'adulte qui lui jeta un regard mauvais puis elle partie.Ouf! Je l'ai échapper belle !Je vit ma mère me faire un signe de tête vers la toile,un mouche s´y était coincé dedans et tentait de se débattre, je souris et commença à grimper.
Lulu

## Général

**Lulu** est une araignée très intelligente. Il calcule très bien quand les grillons seront pris dans sa toile !

## Préférences

Lulu adore voyager, il aime rendre visite à sa sœur Cerise ainsi qu'a sa mère, Marie !

## Maison

Lulu n'a pas de maison fixe, c'est une araignée mouvante.

## Généalogie

La généalogie de Lulu est très floue, en effet sa mère est une mygale et on ne sait rien de son père. Cependant, on peut supposer que son père appartenait à la famille des spinulosums car Lulu ressemble énormément à cette espèce d'araignée.
Article 1 : Vol

Code des araignées, article 1 :

Le vol d'autrui est interdit par la loi de l'Assemblée. Si une araignée est surprise en train de voler à quelqu'un d'autre, elle sera jugée. La première fois sera sans sanction, mais si la même araignée est reprise à voler autrui, elle sera sanctionnée, allant de l'expulsion temporaire de la Communauté jusqu'à l'expulsion définitive.
LINSRTS/Other experimental ships

### Cargo

39,000 Bake-on sand-witches, a CD Player, a SoundFX CD, a LINSRTS lunch box and an ant colony

### Construction

Some stuffnuffsaid

LINSRTS are building other unidentified experimental ships. They are built with Some stuff and nuffsaid, most likely placeholders, or they might have radioactive materials in them making them the most expensive.
Ypsy

## Général

**Yspy** est une grande araignée bleue marine, une espèce très rare de sa région. Elle a les pattes parsemées de petites taches blanches et oranges. Elle a le corps avec des poils gris et des grandes taches blanchesen forme de losanges.

## Préférences

**Ypsy** aime cuisiner des plats aux insectes. Elle aime par dessus tout ses enfants et aime beaucoup les cailloux. Elle en collectionne de toutes sortes dans un tronc d'arbre pour les offrir à ses enfants plus tard.

## Maison

**Ypsy** est une araignée mouvante, elle n'a donc pas de maison fixe.

## Généalogie

Ypsy ne se rappelle pas tout à fait de ses parents, mais elle rêve de les revoir un jour pour tisser des liens avec eux.

Elle a deux filles, Elsa et Esther, et un fils, Sheld.

Son compagnon est Kirk.
Earth

### Geography

Continental planet (7 continents), approximately 2,000 islands, approximately 1,500 volcanoes, many mountain ranges, five oceans, dozens of tropical areas, countless grasslands, plains, deserts, tundras and oases.

## Culture

### Affiliations

Approximately 195 countries, Shangrilantis

### Heritages

Global landmarks

Earth is a planet in the Copernicus solar system, the third planet from its sun, and is home to Humans, a species has constantly augmented across the stars within the universe.

Earth's existence has reigned for millions of years, with multiple species dominating within as much time span as they possibly cloud. Currently, humans are the apex predators of the planet, but beforehand, enigmatic beings such as the Goliaths, Merrows and other species, now considered cryptids, were once wholly dominant.

When societies were anew, the Neebla Force existed within the planet at a diminutive scale, and beings such as cryptids, beastfolk and those capable of manipulating what is believed to be magic or chi energy were uncommon, though they lived on the surface. Although they retreated to the most shadowy of depths within the Earth, the force had grown over the centuries, as well as human technology.

By 2040, the Neoteric era had begun, in which most the its modern societies were conflicted by the presence of the Neebla Force's rising energies, inquired by the Anubis Academy, whilst most of the first world had mastered space travel and other futurological advancements in order to battle resource shortages. Meanwhile, more reclusive movements, such as the Santulan Movement, have been focused on maintaining the serenity between magic and science, as it was an internal war amongst the many countries of the world.
Tomb of Yama

The Tomb of Yama was a burial site found in Umelam. Now reformed into a part of the Umelam Monastery, it has been linked to the story of Yinyan, her confrontation with Anga Dhana and a spiritual balance between the two.

## History

The settlement was originally constructed by an ancient civilisation within Tibet, still unidentifiable to this day, settled within Umelam's lowest cavern. Though its main intentions were for burial, it may have also been used as a mine, as several minerals have been noticeably extracted.

For years, the tomb had been uninhabited until it was breached by Anga Dhana, in which a landslide blocked up the entrance, trapping the woman for several decades. It was eventually excavated and reopened by Yinyan, who confronted and pacified the mad Anga Dhana, freeing her from the tomb and balancing their spiritual states. The Santulan Movement would eventually order the reconstruction of the tomb into a college with the assistance of Anga Dhana, reserving most of the carvings.

## Structure

The tomb's layout consists of a labyrinth-esque complex, filled with chambers separated by corridors. Funerary steles are littered throughout the entrance, their imagery implying the tomb was dedicated to royalty.

The interior is made up of limestone and was slightly flooded and dusty before refurbishing. Motifs are carved upon the walls and floors, many suggest to visualise faces, plants, large beasts and the language of the ancient constructors. Some of the motifs suggested they were going to be further decorated with paint. Throughout the corridors and doorways, beastly jaws and arms have been moulded upon the interior.

### Chambers

* Burial chambers are partly empty, yet house a few mummies. Albeit unidentifiable, the bodies suggestively consist of workers and robed figures. Canopies are scattered throughout.
* Treasury chambers appear unfinished, full of debris and lacking treasuries worth investing in, as the goods consist of copper for the most part.
* An unfinished chamber at a dead end, locked behind an unusually powerful door. It was believed by the Santulanist locals that only an incumbent of great spiritual power would be capable of breaching the door and any attempts from lesser spiritual folk would only find a curse to fall upon them. Hence, Yinyan was the one capable of unlocking the door, in which she encountered the suffering Anga Dhana.

The original tomb's contents had been refurbished for the purpose of reforming it into a college. Since the transformation, many of the chambers have been used for classrooms and offices, whilst some of the remains have been protected by the people of the Umelam Monastery.

## Trivia

In religious traditions, the tomb, according to the name, is suggested to be watched over by Yama, a wrathful deity in Buddhism who judged the dead. His presence is said to guard the tomb, which may explain the jaw and arm constructions found around the tomb.
Half-Daeh

A Half-Daeh male and female.

### Affiliation

Wardens of the God-Dream, Half-Daeh Community, Anubis Academy, Eversorge societies and the Epochi Council

### Height

Same as humans, albeit slightly smaller or taller.

### Sapient?

Yes

The Half-Daeh are a interbred hybrid between a human and a Daeh'ypeel, sporting traits shared between both parent species.

## History

After many civil conflicts, several Daeh'ypeel would escape from their homeworld and traverse to the regions of space. Colonising the planet of Kamon, they encountered the sudden opening of a wormhole where a community of 'New Age' humans entered, introducing themselves as members of the Anubis Academy. As both groups were rebelling against their own kind, they formed a national band together and quickly befriended one another. Eventually, due to spiritual reasonings, their relationships scaled and interbreeding occured, birthing the Half-Daeh.

As decades passed, the Half-Daeh would also reproduce with one another and they soon populated at a rapid pace. However, after several planetary changes, humans were biologically incapable of handling the transformation Kamon went through and eventually vanquished, despite how hard the Half-Daeh attempted to aid them. This infuriated the Daeh'ypeel ancestry and many chose to abandon their offspring.

Although they felt great sorrow, the Half-Daeh still felt destined to carry on. They began to yearn for mystical superiority, surreal knowledge and generally being 'connected to the universe', expanding across the stars as they went through an arcane odyssey, hoping to fully reunite with humans and to be forgiven by the Daeh'ypeel masses. Their biggest attraction was the world of Eversorge, in which they found meaning in the religion of the seasonal deities and everything else that laid within the land.

## Language

Carrying on knowledge from their ancestors, Half-Daeh do not have an official language, but they are fluently capable of speaking and understanding most human languages, Daeh and other alien dialects.

## Culture and Society

Being biological hybrids, Half-Daeh also carried cultural traits from their ancestors. They may be prideful and narcissistic of their background, but they heavily approve of diversity and diplomacy, as they are in fact curious to venture out and know a further understanding of the universe. Despite this, they are usually frustrated with mainstream cultures to the point of depression, living in obscurity.

Possessing extraordinary intellectual capacities as a trait from their Daeh parents, Half-Daeh are psionically powerful and can maintain a hypnagogic state. These natural powers encourage them to gather magic knowledge and travel in the form of covens, as if they were witches.

## Religion

As they were born from a rebellious group of Daeh'ypeel, Half-Daeh do not tolerate their ancestral creators as much as their parent species did and are much more spiritually tolerable. However, some vulnerable individuals convert to extremist Daeh groups in an attempt to be forgiven by their ancestors, encouraging a hatred towards other religions.
Varjlatahi

A Varjlatahi male and female.

The Varjlatahi are the mutated kin of the Khwadatahi, having lived at a great disadvantage before reuniting with their enlightened relatives.

 History

The Varjlatahi were birthed upon the mothership as mutations of the Khwadatahi. They were discriminated as waste by their alien creators, becoming disposed not too long after their birth. Despite this, they would constantly seen in the artificial birthing process and could not be avoided. When the mothership was raided however, a premature batch of Varjlatahi survived in the eventual crash, but was put into continental separation from the Khwadatahi.

Upon adapting to their planetary land, they attempted to build upon tribal societies. However, they were prehistoric compared to the Khwadatahi, for their continent yielded less resources and there was a lack of scraps from the ship, which was what Khwadatahese technology built upon. The Varjlatahi were primitively cave-dwellers and spent most of their time making usually faulty tools. Herbalism was what prevented a handful of tribes from going extinct.

After several decades passed, the much more advanced Khwadatahi would finally discover the still-surviving Varjlatahi via sea-faring vessels. They were relocated to the Mykarwoa and Dhyarainta to be enlightened by the Khwadatahese cultural, religion and technological knowledge. Their tribal borders also conjoined with the Khwadatahi societies through embassies.

## Language

Varjlatahese is the primary language of the Varjlatahi, although Khwadatahese has also become a dominant language in their lexis fields. There also exists several Dhyanist scriptures written in Varjlatahese, though these are mostly exclusive to Varjlatahi communities.

## Culture and Society

Varjlatahese culture was never the strongest, for there was a huge focus on survivalism. However, there are traces of 'art' in their primitives caves, consisting of crystalline-esque doodles. Whatever cultural elements the Varjlatahi held would eventually merge with the much more vibrant Khwadatahi culture, which flourished into the lives of the Varjlatahi.

## Warfare

Since the Varjlatahi were survivalists, they fended off threats with tree branches, giant thorny leaves, rocks covered in flint arrowheads and other forms of primitive weaponry. Their migration into Khwadatahi society would also affect their militaristic lifestyles. It is not uncommon to see Varjlatahi troops serving in the Mykarwoan military.

## Religion

The concept of faith never really existed in the Varjlatahi, though if there was any sign of worship in their primitive lives, it would likely be linked to druidic practices. Aside from that, Dhyanism is the dominant religion in Varjlatahese societies, which was to be expected from the cultural influence of the Khwadatahi.
The Noetic Sense

The Noetic Sense is a metaphysical embodiment of the deep web and its contents. By traversing a gateway, one will be lead to this realm, swarmed by Cyberspawn and caught under the radar of covert activity tracked by abstract supercomputers that dominate the ever-expanding plane.

## Geography

The entirety of the Noetic Sense is difficult to describe. It is a dark plane of nothingness where vague and murky shapes roam the view. Gigantic monitors displaying glitchy images of space-like backgrounds surround the area, giving it light and vibrancy.

There exists a dystopian and chaotic architectural style that is natural to the realm. It consists of floating platforms, gigantic pipes and several favela-like structures, alongside skyscrapers that are scattered across the atmosphere.

## Inhabitancy

The Noetic Sense is filled to the brim with artificial intelligence, alongside Burtegians and other species who have been unwillingly transcended into the realm. Almost the entirety of the population has been involved with illegal activity and have yet to be punished by federal forces. The most dangerous malefactor within the Noetic Sense is 0M3N, one of the very few interlopers capable of entering the realm by their own will. It is unlikely that other foreigners will proceed to reside in the Noetic Sense.

## History

The earliest documentation of traversing the Noetic Sense was when an experimental containment cell was constructed within the highly secured Urborium sectors. At the start of the cell's lifetime, an exploration team was sent into the realm, only to be challenged by the machine beings that live there. The Urborium has since then began surveying and controlling a selective amount of territories, only activating the cell when necessary, for it was crucial to pacify the risk of cyberspace and the ascended hackers within.
Beastfolk

Beastfolk is an umbrella term for species related to the Animalia kingdom who take on anthropomorphic qualities. Although the origins of Beastfolk widely vary between species, they are usually born from the partial influence of the Neebla force. Eversorge is widely considered to have the largest Beastfolk population.

## List of Beastfolk

* Aurok - Similar to Formicidae.
* Bunnkali - Similar to Leporidae.
* Merrow - Similar to Ichthyoids.
* Lavoudoli - Similar to Mantidae.
* Sagar - Similar to Euophrys.
* Smiosra - Similar to Marsupialia.
Umelam

Umelam is a subrange of mountains in southeast Tibet within the northeast of the Hengduan Mountains. The small subrange consists of two mountains, substantially known for its association with the Santulan Movement.

## History

Though Umelam had been remained untouched by civilisation for the most part, the earliest record of human activity dates back to an ancient civilisation utilising the mountains as a mining site, which has been proven due to the physical evidence of mining tools that could be found within the cliffsides and caverns. It is not yet known why a tomb, now a Santulanist college, was constructed at the lowest cavern at the bottom of the subrange.

The cliffsides of Umelam would eventually become a location for the Umelam Monastery, constructed by Santulanist monks during a pilgrimage.

## Geography

The system of Umelam's mountain subrange consists of only a pair of steep mountains, separated by a narrow division and a river. Archaeological documents suggest that the mountains were named 'Baise' and 'Heise' respectively. Several passages to large cavern systems can be found through the cliffsides, especially at the bottom. Clouds seclude the Umelam Monastery, obscuring it away from the normal eye.

## Ecosystem

Umelam consists of a montane biome, made up of grasslands and dense pine forests. Regarding inhabitation, though scarce of animal life, is commonly made up of giant pandas and Tibetan macaques.
Daeh'ypeel

A Daeh'ypeel male and female.

The Daeh'ypeel (Or otherwise 'Daeh') are deific humanoids, born as natural oneiromancers, with the ability to maintain a hypnagogic state and transcend between reality, the dreams of other beings and Somnus' Vault. They are considered one of the most ancient races to ever exist.

## History

Eternities ago, the Daeh'ypeel were birthed within Somnus' Vault, a realm within the astral plane that stores boundless dreams and is handled by the hands of omnipotent superiority. With intense arcane power driven into their creation, they were indoctrinated to supervise and protect the realm under divine obedience.

Their strength, even in numbers alone, would constantly draw the attention of the Voidborne, a realm known for housing imperial calamities. Countless conflict and warfare was what the Daeh'ypeel lived for within the realm, regardless of how many errors or sacrifices they made.

Whilst many grew to be vengeful and intolerant of foreigners, some Daeh'ypeel altered their educated morals and desired to retire from their supposed duties. This was frowned upon by others, seeing the differed as irrational. Civil conflicts eventually occurred, but several passionate Daeh'ypeel would finally get in reach with the other worlds.

Over time, more Daeh'ypeel began to promote justice and freedom, though many still remain devoted to their ancient traditions. The Half-Daeh people were eventually born, who are less powerful than their ancestors, but are much more popular.

## Language

Daeh is the primary language of the Daeh'ypeel. Some may seem to also harness the language spoken by their supreme creators, which remains scarce and indescribable in its existence. Their linguistic barriers are not as diverse as their descendents, the Half-Daeh.

## Culture and Society

The culture of the Daeh'ypeel has been weaved by the discipline of their creators and the entities engineered by their oneiromantic capabilities. A stereotype amongst Daeh'ypeel is that they are prideful and narcissistic as a species. They believe that if one is not perfect to the standards defined by their creator, they deserve to be punished. However, this belief would age over time and tolerant views rose amongst their societies.

A portion of their culture encouraged the handling of abstract animals. The Daeh'ypeel were also known for raising the Dormosylph, a species of aura-generating halflings. Though at first they were enslaved, they are now considered allies with free will assured.

## Religion

As the Daeh'ypeel were raised to worship their supreme creators and the dream realm, they have had a history of extreme devotion in following divine laws. Seeking a personal truth was discouraged and the intention of eternally guarding Somnus' Vault was widely promoted.

Since the rise of rebellious Daeh'ypeel, they had also become more spiritually diverse, yet still showing respect to their creators. On the other hand however, several extremist Daeh groups had formed, seeking to vandalise the presence of other deities, which has been looked down upon by a majority of the Daeh community.
Celestial

Santulan, one of the Celestials.

The Celestials were astral beings that possessed heavenly qualities, living on universal balance and peace. Though now extinct, their divinity has been passed down to the Santulan Movement.

## Characteristics

Celestials take the form of haired draconic creatures with two wings and a singular eye, radiating a glowing aura. These traits are not absolute, as they may adapt to their ever-developing personalities. They can be compared to that of a Chinese dragon. With the strength and resilience of their bodies, it would not take much brawn for a Celestial to defeat a foe.

Naturally, they are mentally powerful and intuitive, tolerant to all sorts of mystical energies and are believed to strive towards bodhicitta with the union of such energies. Mental potent has also lead to psychic sensory perception. With enough energy drawn, a Celestial could 'breathe life' into astral objects such as wisps, hence the birthing and maturing of their nurturing kind, the Devata.

Unfortunately, Celestials are not immortal and are incapable of reproduction. For this, this was the reason why they had gone extinct. The only way for a Celestial to carry on after death is to give up their power in order to reincarnate and transcend into a just-birthed physical body. Santulan was the only Celestial to realise this power.

## History

The Celestials were birthed upon the astral plane, hovering above the eastern regions of Earth as a metaphysical bubble. As majestic as they were, they struggled against the malicious and corrupting forces that also inhabited the plane. To rid of the dangers, Santulan, one of the Celestials, cooperated with his kin to construct the Celestial Kingdom as a sanctuary of harmony against the astral dangers. From the sheer presence of the heavenly constructs and mighty abodes, an aura of protection would force the malicious enemies of the Celestials to retreat. Thus, the kingdom would continue to thrive in peace.

Time passed and the Celestials were still intact with their harmonic place. Unfortunately, they were self-conscious of their upcoming death and had to take action. By breathing life forces into wisps, they began to raise the Devata, teaching them their values of compassion, awareness and definitely harmony. The Devata would become loyal children to their parent figures.

When the gradual deaths of the Celestials came, Santulan gifted their power to his fellow Devata, Trung. Santulan would then realise the ability to transcend beyond death and pass into the physical world. The traces of Celestial power now remained in Trung and the reincarnations of Santulan.

## Culture

Although Celestial culture is enigmatic, their architecture was believed to be quite beautiful. The values they developed made up of freedom, virtue and union, all of these supposedly leading to a harmonic state amongst their kind.
Attribution

Creators of items may release their items to the public. The intent is so other creators can create their own items using this source. When you list your items you must give credit to the original creators, or attribute them.

To assign a basis item when you are listing in the shop use the attribution section and select an item from your favourites. If someone uploads an item that should be attributed but is not, the item should be Reported so that it can be Deleted.

## Profit

The source creator gets 50 percent of the base price (same as the original item) and the derivative creator gets 30 percent of the remaining cost.

## See also

Item Deletion

List

Pricing

Report

Upload
Kakto

A Kakto 'male' and 'female'.

The Kakto are living constructs in the form of cactuses, conjured with the ability to perceive and feel.

## Characteristics

Kakto are commonly tall and lanky, though height and body shape can most definitely vary. They sport lengthy noses and are sexless, albeit masculine or feminine features are aesthetically present based on their creators.

As cacti, they are capable of storing water for future, including the ability to concentre and pressure stored water and quench thirsts. they may also force out spikes as a form of defense, although they may take a day or few to regrow. They tend to sleep by rooting into the ground and remaining idle for several hours. Kakto are naturally immune to most diseases.

## History

The Kakto were originally constructed by warrior-shamans with the purpose of being sentries and protecting their militaristic tribe. During the rise of the American frontier, the shamanic knowledge was stolen by bandits, but was snatched from their hands by the law before they could conjure any Kakto.

As the knowledge remained concealed for decades, a coven, simply known as the 'Axel Coven', would eventually take its physical remnants and retreat to secluded lands, summoning a new generation of Kakto. Rather than treating them unfairly, they would allow them to blend into their society and live as civilians. They would also protect the coven from the rise of the anti-magic movement for as long as they could before moving on and settling into independent bands as nomads.

## Culture and Society

Most Kakto live entertaining and nomadic lifestyle, alongside what can be described as a 'bard culture'. They tend to frequently host festivals regarding music and dancing, including traditions their coven ancestors practised such as painted faces and tattoos. The inhabitants are stereotypically sassy, sarcastic and easily laid back.

## Religion

Due to their coven background, Kakto believe in spirits and witchcraft. Alongside this, they do not take religious practice too seriously, though they are willing to tolerate most spiritual practices.
Laberinto

"El laberinto es el desafío de robo definitivo que requerirá de todas tus habilidades para ser recompensado. Tu objetivo es llegar al cofre con la mayor salud posible. En el laberinto, no comienzas de nuevo después de ser golpeado por una trampa, pero tu salud se reducirá. ¡Buena suerte, y recuerda que la llave es solo para una vez!" -Geffi-

El laberinto es un nuevo modo de juego incluido en la versión 2.10. Este modo de juego coloca al jugador en una gran mazmorra llena de Sierras, Guardias rojos y Cañones. El jugador empieza en una puerta en la parte inferior derecha del laberinto y el cofre se encuentra en la parte superior izquierda del Laberinto.

A diferencia del juego normal, golpear una trampa en el laberinto no mata al jugador, sino que disminuye su salud y deshabilita la trampa.

Al llegar al cofre al final del laberinto, el jugador recibe Lagrimas en función de con cuantas estrellas llegó el jugador al cofre.

 2
 3

También aparece una ruleta después de llegar al cofre que contiene 4 secciones:

1. Oro (45%)
2. Llaves (35%)
3. Lágrimas (10%)
4. Orbes (10%)

## Como entrar

Todos los días al jugador la dan 3 desafíos diarios, la misión es aleatoria, pero puede ser:

* robar 3 gemas al azar
* robar una cantidad de oro
* pasar otras mazmorras 5 veces
* pasar una mazmorra con 3 estrellas

* robar una gema de color especifico

Cada misión completada otorga una parte de la llave del laberinto, que requiere 3 partes.

Las misiones completadas se reemplazan por otras nuevas y la llave se mantiene si no la completaste en un día.
Omnilocus Wiki

## Welcome!

Welcome to the Omnilocus Wiki, a fictional universe created by Urbomni, the owner of this wiki. This is a very privileged and personal wiki, so expect me to be the one editing the pages.

## What is this about?

Omnilocus is a universe that emphasises diversity in its genre, promising a sci-fantasy sandbox with much potential in ever-expanding information and lore. This wiki can be treated as some sort of touring gallery, in which visitors can take a gander at any archetype or region they're interested in.

## Directory

* **Figures**
* **Species**
* **Locations**
* **Worlds**
* **Societies**
* **Organisations**
* **Concepts**
* **Events**
* **Arcs**
Dormosylph

The Dormosylph are simian-esque wisps raised by the Daeh'ypeel, capable of emitting sleep-affecting auras based on their mood.

## History

At first, the Dormosylph were fetal thoughts floating in the depths of Somnus' Vault. In times of trouble, they were given the ability to develop after a discovery by an interested squadron of Daeh'ypeel. The relation between the two kinds was spiteful, for the Dormosylph were enslaved for the sake of aiding the Daeh'ypeel with little to no reward. Over time however, the Daeh'ypeel became more sympathetic and open-minded, therefore leading to the Dormosylph no longer being seen as slaves, but rather friends who had the free will to assist whenever.

The Dormosylph would eventually build upon their own civilisation in the form of tribal villages across various worlds - the most popular destination being Thorasia.

## Language

Dormon is the primary language of the Dormosylph, the secondary being Daehish. The common Dormosylph will not find much difficulty in adapting to the language of their guardian, at least if they are nurtured.

## Culture and Society

Dormosylph are friendly by nature and will usually assist and bond with another person, in which a Dormosylph will consider them as their guardian. When nurtured, they will enter a zen state and begin generating a certain aura that will affect the dreaming experience of their guardians, mainly giving them a positive experience. When sick, the guardian will experience negative dreams, possibly nightmares or even night terrors if the condition of the Dormosylph is fatal. It is believed that a Dormosylph who recently passed away must be cremated so that its aura moves on with its spirit, otherwise a flurry of terrible sleeping experiences will fall upon the guardian.

## Religion

The Dormosylph consider themselves worshippers of the supreme beings and creators behind Somnus' Vault. Otherwise, they are open to any religion and will sometimes follow the same spiritualistic practices and traditions as their guardian.
Pociones

Las pociones son objetos que puedes usar cuando asaltas las mazmorras de otras personas, que usualmente hacen más fácil el ganar oro y gemas de ellas. Hay actualmente cinco tipos en el juego, correspondiendo cada una a un color de gema. Las pociones cuestan siete orbes el comprarlas, o puedes combinar gemas del mismo color para obtenerlas.

NOTA: el ritual debe terminar con las tres gemas del mismo color, no comenzar.

## == Pandilla de Ladrones ==

Recibes una de estas pociones al inicio del juego. Multiplicará  tu único ladrón en seis, uno detrás del otro, que saltarán mas o menos al mismo tiempo. Es útil ante cañones guiados y pájaros rastreadores, ya que ellos sólo pueden centrarse en un solo ladrón, y lo hará continuamente hasta que éste muera. Se obtiene al combinar tres gemas azules.

## == Cámara lenta ==

Esta poción ralentizará el tiempo, haciendo que los momentos en los que se necesita mucha sincronización sean más fáciles. Es útil en situaciones en las que hay dos sierras y debes caer justo en el medio, o cuando un cañón cubre el camino por debajo de un guardia rojo. Se obtiene al combinar tres gemas verdes.

## == Fantasma ==

Esta poción revelará el camino para llegar al tótem. Ésta, combinada con la poción ralentizadora, es muy útil y puede usarse cuando no estás seguro en cómo llegar al tótem. Se obtiene al combinar tres gemas violeta.

## == Desactivar Trampa ==

Esta poción se explica sola: a pesar de que muchas trampas se desactivan luego de siete muertes, con ella puedes desactivar la trampa que más veces te haya matado o, si la usas al principio, desactivará una trampa aleatoria. Se obtiene al combinar tres gemas rojas.

## == Doble Oro ==

Si estás de cacería buscando oro para una mejora, o quieres iniciar tu propio gremio, usa esta poción. Encuentra a un jugador con mucho oro en su tótem, usa esta poción junto con alguna otra y te irás de allí con mucho oro para usar. Se obtiene al combinar tres gemas naranjas.
Animaster

Animastery refers to an adept in extraterrestrial essences and emanations. Unlike typical paranormalists, animasters are surrealists that can comprehend abstract concepts, vague to even the sights of curious outsiders, by digging into ludicrous amounts of research in order to obtain alien knowledge that can cause disturbance on a global scale. Their practices are symbolically associated with drawing power from the souls of alien entities, including inanimate objects natural phenomena. To put it simply, they are wizards of mystical arts beyond their own sense of reality.

Whilst religious folk seek heavenly sanctuary and stability, animasters defy their sanity and detach from reality in order to 'see the whole picture'. They are not necessarily frantic, as a good amount of them are well-tempered, but all of them will unexpectedly take insane courses of action, whether it be carelessly spilling one's date of death or overwhelm one's thought process with zealous ramblings.

## History

### Early Documentation

The term was coined in Indo-Greek mythology by a multi-religious sage to describe pagans and Asian spiritualists. On rare occasions, emissaries were sent out to visit nearby animasters when they had the chance to witness their surreal powers. According to one report, a group was met with an animaster in Mathura, potentially of Romani origins. She apparently presented the emissaries with ancestral readings, displays of aberrant objects (A bat-like eyeball creature of mucus was reportedly shown) and filtering contaminated liquids with pure energy.

As quoted: "She monologued about an journey through the cosmos and how she sought a holy nebula, too bewildering for the human mind, and unveiled the tree of life (Supposedly referring to Jewish mythology), bestowed with the 'fruits of Keter' that nourished her soul into ascendance". After scurrying away from the unsuspecting emissaries, the animaster mysteriously vanished and was never seen again. Though the returning group were unable to put their discovery into a clear explanation, one humorously stated that "she smelt like ripe apples and a burning odour". They were unable to receive her name nor her future motives, dubbing her the "Animaster of Mathura".

### Modern Age

In more recent cases, the term has further been used to describe aberrant beings with surreal powers, specifically Daeh'ypeel and human hybrids. They are reported to have been encountered in uncanny locations, whether it be near Earth or in the abandoned depths of space and beyond, drawing energies from extraterrestrial forces. Some cultures have aliased them as astromancers.
Blaze

## Général

**Blaze** est un des trois juges, il se prend comme le chef des trois juges mais Emilia sa sœur n'aime pas du tout ça.

## Préférence

Blaze aime beaucoup son métier de juge et aime faire des blagues mais avant tous il préfère se prélasser dans la grande bassine d'eau chaude

## Maison

Blaze habite dans une fissure en bas du mur à côté de la grande bassine d'eau chaude.

## Généalogie

Blaze descend des Coriaceas et il est le fils de Marguerita et le frère de Emilia.
Free Synced

File:003.png  The **Free Synced** Server was a free server hosted on the same computer as the full version. It did not have as much functionality as the full site, and was simply a copy of whirled with minor bugfixes. It was intended as a proof of concept for having whirled running on another website.

Free Synced was shut down at (8/24/2016 7:08 PM [Pacific Time]) All data on the site upon its shutdown was also deleted.
Mejoras de Mazmorra

Actualmente existen ocho mejoras.

## Mercader

Mejora tu habilidad como mercante para conseguir mejores descuentos en otras mejoras.

Requisito para desbloqueo: Bonus de calavera de oro nivel 4.

## Probabilidad de defender la gema

Mejorarla hará que tu defensa para los robos de otros jugadores sea mayor.

Requisito para desbloqueo: Velocidad de la mina de oro nivel 4.

(precio con mercader al máximo)
Totems

Los tótems son estructuras que se encuentran en las mazmorras donde se realizan los rituales. Son usados para fusionar gemas, ya que se tiene un límite en cuanto a la cantidad de gemas que se pueden tener al mismo tiempo. Tienen capacidades máximas en cuanto a las gemas que pueden ser colocadas en cada uno de ellos, para prevenir que un jugador encante repetidamente la misma gema al principio del juego. Las chances estándar para robar una gema de un tótem son de 50%, 25% y 5%.

## Destrucción

Cada tótem tiene un total de 8 dientes (exceptuando los primeros dos), y son destruidos cuando todos los dientes son usados. Cuando esto ocurre debes moverte a la siguiente mazmorra. No estás obligado a mudarte: algunos jugadores no lo hacen, y aprovechan su tiempo para mejorar sus trampas.

## Tótem Antiguo

El tótem antiguo fue sacado en la versión 1.21 y activado en la versión 1.22.1. Este tótem se encuentra debajo de tu mazmorra y se puede acceder a el cuando haces clic en el trono de tu ladrón. Este tótem ocupa gemas únicas y esmeraldas para generar mejoras poderosas que te ayudarán a ser el mejor ladrón. Algunas mejoras son temporales y otras duran para siempre.

## Mejoras del Tótem Antiguo

Mejoras Temporales: Como su nombre lo indica, estas mejoras solo duran un periodo de tiempo, tienes que gastar recursos para volver a activarlas, no tienen mejoras.

* Ladrón Imparable: Te permite saltar gratis una mazmorra cuando estés atacando a otros jugadores.

* Defensor Habilidoso: Esta mejora te otorga un 15% extra de probabilidad de defender tus gemas de los ataques de otros jugadores.

* Ladrón Competente: otorga una probabilidad extra de 15% de robar una gema de otros jugadores.

Mejoras Permanentes: Estas mejoras duran para siempre y si se pueden mejorar, tienden a ser más baratas que las mejoras temporales.

* Obrero Sabio: Disminuye los tiempos de mejora de las habilidades (no incluye trampas).
The Story

A staged kidnapping. His estranged mother. One last chance to get answers.

Marny Cresswell's life is (finally) back on track. With a job he likes, and his sister's beautiful home to come back to, Marny couldn't be happier to bear the Cresswell name. That all changes when he reunites with Sam, a handsome lover from his past. After he learns Sam is being stalked, Marny has no choice but to help.

Unforeseen dangers land both Marny and Sam on a beautiful uncharted island where his estranged mother now lives. As Marny learns more about the strange, unstable woman, he discovers that her ties aren't only with the notorious organization,*The Delta Stream*, but she is also under watch by a paranormal research facility, *Willa Corp*. When Marny stumbles into his mother's private chambers, he would give anything to turn back time.

His mother bears a terrible secret. A secret that could destroy their family. A secret that could reveal the true identity of his sister.
King of thieves 2.0 Wiki

## Novedades

King of Thieves está actualmente en la versión **2.22.1**, con las siguientes características:

Hemos mejorado la estabilidad y solucionado algunos fallos.

TÓTEM ANTIGUO

- Descubre el nuevo Tótem Antiguo bajo tu mazmorra

- Reúne gemas únicas de esferas mágicas

- ¡Aprende más de diez hechizos y derrota a tus oponentes!

NUEVO MODO DE MUDARSE A UNA NUEVA MAZMORRA

Ahora no tienes que completar una partida para mudarte a una nueva mazmorra. Si tu tótem se rompe, ¡puedes abrir un portal a la mazmorra siguiente para encontrar tu nuevo hogar!

## Descripción

King of Thieves es un juego MMO de plataformas para iOS y Android, donde los jugadores toman el rol de un ladrón cuya meta es robar, coleccionar y combinar gemas para convertirse en el más rico, protegiendo sus propias gemas construyendo un calabozo con defensas personalizables. Fue creado en 2015 por la compañía rusa ZeptoLab (los creadores del popular juego Cut the Rope). Tiene mecánicas similares a las de Super Meat Boy.

## Lanzamiento

12 de febrero de 2015: King of Thieves es lanzado en la Apple App Store

26 de febrero de 2015: King of Thieves es lanzado en la Amazon Appstore

05 de marzo de 2015: King of Thieves es lanzado en la Play Store

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

## Páginas de Esta Wikia

* Tronos

* Gemas
* Pociones
* Mejoras de Mazmorra
* Trampas
* Laberinto
* Totems

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. Encuentra videos sobre tu tema en la videoteca de Fandom.

Archivo:Placeholder
Glade Bay

A beautiful city nestled next to one of the longest beaches in **Waldon**. As misleading as the name sounds, **Glade Bay** is the most populated area in the province of **Eastbourne**, (rivaling the populated capital, **Wellspring**) and second biggest city in the country of Waldon.It is home to Waldon's biggest seafood provider, successfully led by the head of the Cresswell Family, Marmaduke the 8th.

Glade Bay is the home of **Brookfield School**--one of the only private senior high schools that focus on Theater, Art, Music, and Writing--giving students a more than fair advantage when preparing for their careers in the world of Arts and Entertainment.

**Thermidor College of the Arts** (one of the best Art and Entertainment post-secondary institutions in the world) only accepts applicants with a GPA of 4.0, have an outstanding portfolio, or applicants with a 3.0 or above that went to Brookfield School.

## History

Archaeological evidence demonstrates that the First Nations had occupied the Glade Bay area almost 3000 years ago. Within a few hundred years, they had built sustainable villages. Archaeologists have found the evidence of their habitation from as early as the 13th century. Known settlers of many diversities arrived in 1742, and cultivated a town for themselves, giving birth to the quaint name Glade Bay. It is rumored that a Cresswell had taken residence in the village of Glade Bay to escape his tyrannical family from overseas, escaping with his lover (presumed to be a Lady's maid) to start a family in this new world.

###

## Economy

Glade Bay is the second largest economy-driven city in Waldon, like the Cresswell Fisheries brand, The Waterford Seafair Cuisine, and Matticus Exports. New up-and-coming businesses sprout yearly, claiming that Glade Bay is prime for all sorts of businesses.
Story

## Synopsis

17 year old Willow Thames is a scholorship student at the elite Brookfield School. From meeting her favourite celebrity to ranking high in the Turf War Tourney, Willow's luck is strong. That all ends when Mattie, her best friend goes missing, and the stakes go up when it's discovered that the notorious Delta Stream is behind her kidnapping. Will Willow manage to save her, despite all odds?

16 year old Sam Wade is Brookfield School's finest math student (almost). His life changes when he's asked by Marny of the Cresswell Family to tutor him. Little does Sam know that the esteemed Cresswell Family hides a secret, a secret that could expose all of the country's most high profile citizens, and their connection to the Delta Stream.

Read the comic here
Willow Thames

```

## Willow Thames

 ### Full Name

 Wilomika Rachel Thames

 ### Nickname(s)

 Willow (Due to the sheer embarrassment by her real name)

 ### Born

 November 5th, 1999

 ### Age

 17

 ### Appearance

 Dark brown curly hair, hazel eyes

 ### Height

 5'9

## Personal Information

 ### Relatives

 Lisea Rivers (mother), Sam Wade (cousin), Sammy Wade (aunt)

 ### Friends

 Rachel Veronica "Mattie" Matticus, Sam Wade

## Career Information

 ### Profession

 High School Student, Overnight Manager

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