recursal/Fanatic-Fandom huggingface dataset:
The Enchanted/Cursed - Strengths and Weaknesses

There are a number of things that gifted humans are strong or weak to, and the following list covers the general idea. However, you are encouraged to give your character his own strengths and weaknesses, separate from this list.

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**Strengths**

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Powers

Unlike regular, unjoined humans, gifted humans have a set of "superpowers" that they can use at any time. While their powers are not as strong as a Fae's, they also do not find them extraordinarily draining, nor do they need to recoup in nature. Their human biology helps their powers to rejuvenate after they have had rest or nutrition.

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Fitting In

Unlike the other species in Haven, gifted humans do not have to worry about keeping up appearances in order to fit in with the regular human world. So long as they don't use their powers where anyone could see them, they can fit in just like any other human. They do not have to constantly pay attention to what form they are in or hassle with glamours.

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Not Cursed

Unlike the other species in Haven, gifted humans do not suffer any curses that make them weak to things like the sun, fire, or the lunar cycle. They also do not have to be aligned with a certain line of Fae to keep their strength because they are not Fae. They get all the perks of having special abilities without any of the downside of the other races.

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**Weaknesses**

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Mortal

Gifted humans, though they tend to be hardier and look younger for most of their lives, are still mortal and will die at a mortal rate. They are also not impervious to damage, so anything that can kill an unjoined human can likely kill a gifted human.

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Preyed Upon

Because they are considered "better" than average humans because of their abilities, they are often hunted by many different species, including humans themselves. Gifted humans have a higher chance of getting abducted and either killed or forced into slavery for their usefulness.

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Weaker Powers

They may have abilities that unjoined humans do not possess, but they still fall flat when compared to other species in regards to strength of body and power. Their magic is not as strong as a Fae's, and thus their abilities do not often work as powerfully as a Fae's without serious strain on the body. They are also generally physically weaker, slower, and squishier than any of the other species.
The Shifters - Shifters in the Rest of the World

While the existence of Shifters in Haven is completely known and understood, it is not the same way in much of the rest of the world. The countries most open to Shifters, besides Haven, are generally Japan and China, as people who have animal sides are revered and considered blessed in martial arts. The rest of the world is very new to the discovery of supernatural species, and thus Shifters are probably not welcome in much of the world, especially outside of the Orient.

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Shifters had been nothing more than a legend for thousands of years, and most people would like to keep things that way. Therefore, when Shifters do venture outside of Haven, they typically keep to one form or the other - human or animal - and don't change. Shifters must also keep in mind the kinds of animals that are native to wherever they are going. A shifter who can become an elephant, for instance, should not parade through downtown London as an actual elephant unless that shifter wants to draw the attention of law enforcement.
The Enchanted/Cursed - Enchanted/Cursed in the Rest of the World

While the existence of Enchanted or Cursed humans in Haven is completely known and understood, it is not the same way in much of the rest of the world. There are stories of people with super powers, but those are just stories, aren't they? The countries most open to Enchanted or Cursed humans, besides Haven, are the United Kingdom and the United States of America, thanks to a recent craze about magic due to J.K. Rowling. The rest of the world is very new to the discovery of supernatural species, and thus Enchanted and Cursed humans are probably not welcome in much of the world, especially outside of Europe and America.

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Magic had been nothing more than a legend for thousands of years, and most people would like to keep things that way. Therefore, when Enchanted and Cursed humans do venture outside of Haven, they typically keep their powers on the down low.
Location - Urban vs. Rural

Central Haven is a bustling village that combines modern technology and innovation with an old world feel. Some roads may be paved while others retain their cobblestone appearance. Buildings may be developed with brick and steel, or stone and wood. Thatched roofs are as common as shingles, and carriages ride alongside motor vehicles. On any typical day, one may find the marketplaces full of vendors selling their wares in the square, or a street musician playing on a corner. Down alleyways, dumpsters and clotheslines zigzag across the space, cats and rats skittering over fences and up fire escapes. Street lights hang lazily over major roadways, and bright shining storefronts dot the main street.

Wealthy neighborhoods are often surrounded by hills, gated communities separating their class from the middle class individual. Poor neighborhoods might contain rundown houses, slum apartments, or even lean-to’s in the harsh, dirty parts of the hamlet. Clinging to the shadows are those characters with less than noble ideals and desires. Down dark corridors, red lights flicker on the porches of the sexually deviant while boards cover windows of the abandoned motels and warehouses. Loud music thumps, shaking the walls of the unruly nightclubs, and suspicious business is conducted on street corners. Keep your eyes averted should you pass these shadowy areas of town, lest you grab the attention of the nefarious black market.

The further away you go from central Haven, the less urban the area becomes. Farms dot the countryside, providing food and energy to the town through the growth of crops, the raising of animals, and the harnessing of solar and wind power. In the woods, few properties lie for those who would prefer to be let alone by society. Out here, one is more likely to encounter a native animal species than they are a bar or restaurant. Roads dwindle in number, replaced by dirt paths and trails created by the native fauna. For the traveler looking to relax, perhaps rural Haven is the best place to be.
Sex and Gender - LGBTQ+

Haven has a much more relaxed view on the LGBTQ+ community. The fae have a long history of disregarding gender, species, whether or not something is alive, etc., when it comes to their lovers, and as a result, Haven has grown into quite the lax town because of it. Though you will still find people that hold prejudices, particularly amongst the older werecreatures or vampires, it is not nearly as big a deal as it is in the rest of the world. Marriage between two people of the same gender is completely legal, though not always accepted by religious institutions. This is okay. The government of Haven cannot deny two people of the same gender the union of marriage. Religious institutions are allowed to based upon their belief system. It is rare that your character will encounter places like this in Haven, but if they do, know that there are other choices for your LGBTQ+ characters, and don't raise a stink about it.
Culture - Recreation

In Haven, there are a wide range of recreational activities to take part in. For family-friendly fun, there are parks and playgrounds, nature preserves, and indoor jungle gyms. There is a movie theater, as well as a live theatre, and many places where families and kids can have technology-free fun together.

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For adults, recreational activities can include local sports, restaurants, pubs and nightclubs, and species-specific places, like blood bars or gypsy campfires.

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For those who feel they need to be closer to nature, there are designated areas where clothing is not required. And for those who wish to do battle or to train together, there are areas in the woods that can be used for legal fighting and training.

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If your character is a darker soul, they might be interested in the Underground, where all manner of illegal activities occur, including gambling on fighting rings, the purchase of slaves, and the exchange of illegal substances.
Open Topics

On this page you'll find all the open topics we're currently working on when it comes to the wiki. If you like to contribute feel free to create an Wikia account (it's free) and start adding content.

If you start working on one of this topics please edit the WIP (Work in progress) status to YES (Default: NO). And add you Username (replace NOBODY with your username) to let us know how is working on the topic. If you are done with your topic please add DONE as WIP status.

## General topics

The sections follow the top menu structure which means that headline 1 is the top menu entry. Headline 2 is a menu sub item of this top menu entry and so on.

## Wiki Content

### Decorations

* a decoration navigation bar
* decoration items for category ""bench"", ""flower"", ""street"" (but maybe as a second or third step as it is lots of work)"

#### Made by Mr. Beaver

* checked/updated
* extended by a decoration navigation bar

#### Event decoration

 DECO-301
* Christmas Event
	+ Snow Angel
* Halloween Event
	+ Boy Pumpkin
	+ Scarecrow
	+ Pumpkinman
 DECO-302
* Independence Day
	+ Sam The Racoon
* Arrival Of The Pirate
	+ Undaunted Shmogwai

#### *Pages without menu item*

 DECO-401
 DECO-402

### Buildings

#### General

- Should contain Building\_Navbox and some introducing words

#### *Pages without menu item*

In general you can check if the below mentioned pages have at least the following categories:

* Buildings
* Administrative Buildings

This way the pages containing this categories will apear on the corresponding pages.
- Check with content on German page (regarding values) > Kasse

#### Shops

- Add Building\_Navbox (see page of Curiosity Shop)

- Needs to be extended by

#### *Pages without menu item*

In general you can check if the below mentioned pages have at least the following categories:

* Buildings
* Shops

This way the pages containing this categories will apear on the corresponding pages.

## Habitat

### Unique

* updated
* extended by habitat navigation bar

## More Content

### *Pages without menu item*

 EVENT-201
 EVENT-202
 EVENT-203

### Avatars

* an overview over current avatars (I already have a lot of images)
* a "Other navigation" navigation bar with misc points

### Level rewards

German version already available: http://de.zoocraft.wikia.com/wiki/Stufenaufstiege

### Awards

German version already available:
http://de.zoocraft.wikia.com/wiki/Auszeichnungen
Culture - Transportation

In Haven, cars are rare. It is difficult to import vehicles, and modern ones do not work well within the magical wards anyway. If a vehicle is ever spotted, it is most likely something very old, like a Model T or Model A. Vehicles with computers or digital engines will not function in Haven.

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The main method of transportation within the city is through the use of horse-drawn carriages, although most shifters, werecreatures, and vampires find it faster to travel on foot. Other methods of transportation include bicycles, scooters, motorized bikes (the older styles), and trolleys. There is an underground subway that runs the length of the city, as well.

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For venturing outside of the city, if a character wishes to do it above ground, it must be done on foot or fin. Haven is land-locked on three sides, and butts against the Thames River on its fourth side. There are no paved roads above ground that lead to Haven. The entrance to Haven that exists on the river Thames is disguised behind a massive outcropping of boulders, making it difficult for river-faring vessels to approach.

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Underground, the Tube is the only method of motorized transportation to and from the outside world. It runs from London to Haven and back, although sometimes the magic wards wreak havoc on its tech systems, and it gets shut down. Outside of Haven, the station at which the Tube picks up and drops off Haven residents is hidden behind a ward that appears to be a blocked off, abandoned section of the subway system, preventing most from wanting to enter.
ZooCraft Wiki

## Welcome to the ZooCraft Wiki

Welcome to the ZooCraft wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Tips & Tricks

Be sure to check our wiki page with tips & tricks. Maybe you find a hint which you didn't know yet and will help you with the game.

## Create pages

Creates pages about animals, kiosks, decorations and other things about the game ZooCraft!

## Known animals

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
The Shifters - Strengths and Weaknesses

There are a number of things that shifters are strong or weak to, and the following list covers the general idea. However, you are encouraged to give your character his own strengths and weaknesses, separate from this list.

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**Strengths**

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Dual Forms

Shifters have the features of both their human and their animal form that they can use to their advantage. This includes strength, power, intelligence, knowledge, and ability to blend into a situation, among others. They are in full control of their forms and can easily harness abilities in both. Unlike werecreatures, they are of one mind that is at the same time both fully human and fully animal. There is no war between their humanity and their animal nature. Their abilities and animal instincts are part of them and can be accessed at birth. This can be difficult for some, and may take training and guidance to control some instincts - like chasing someone, or being skittish near predators.

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Magic

While they cannot wield magic like Fae can, shifters were born of magic and it is that sort of energy that fuels their transformation. They have an unlimited amount of this energy, meaning that they can transform at will whenever they like without any ill effects.

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Resistant

Because of their high metabolism and their physical strength, shifters are much less susceptible to human illness. They can be around sick people all day without even catching a cough. They are more susceptible to animal-borne illness, but are rarely affected by human sickness, including serious diseases such as cancer or STD’s. Animal-borne illness, such as rabies and FIV, can still affect them, and many shifters get booster shots to prevent these sicknesses.

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**Weaknesses**

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Mental Fortitude

Though shifters are physically strong, they generally lack in mental fortitude. It is easier to get into their heads than it is others’. They are usually more open to magic than other species, as that is how they were chosen and created in the first place. Shifters, unfortunately, are targeted by black magic users for spells and attempted mind control, because they are not usually able to fight it.

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Cursed Blood

The blood of vampires and werecreatures is to shifters a sort of poison. While vampires can drink the blood of shifters, shifters cannot ingest vampire or werecreature blood, as it is “cursed” or rather, corrupt. It acts as a sort of burning acid when ingested, and can cause sickness and vomiting.

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Natural Poisons

While shifters are more resistant to human-borne illness, they are weaker to poisons or toxins that originate in nature. There are a wide range of poisonous plants in the wild that can be used in weaponry, and are unable to be healed quickly with the shifter’s Healing Factor. Wounds produced with poison-laced weapons heal at a mortal rate, and can sometimes be serious or even deadly, depending on the poison used and how much was consumed or absorbed.
Decorations

## Street Decorations

Below the value for the Beauty Points you will find a value similar to this: (X/Y). This value indicates how many Beauty Points per Field (X) or Beauty Points per Pearl (Y) you will get for a certain decoration item.

## Made by Mr. Beaver

If you clean up new areas of your see there is a slight chance that Mr. Beaver offers you to turn an obstacle into a beautiful decoration. The prices for creating the decorations can vary.

## Upgradable Decorations

These are limited decorations which are only available once or during special community events. You can **only own 1 of each** upgradable event decoration.
TheHavenRPG Wiki

**Table of Contents:**

LOCATION

- Climate

- Terrain and Geography

- Urban vs. Rural

- Population

- Current Setting

- Sustaining the City

- The Founding of Haven

- Timeline of Events

CULTURE

- Food Overview

- Special Herbs and Foods

- Fashion and Standards of Beauty

- Politics and Social Classes

- Recreation

- Architecture

- Transportation

- Language and Slang

- Units of Measurement

- Technology and Communication

EDUCATION

OCCUPATIONS

LAW ENFORCEMENT & HEALTHCARE

- Who is Law Enforcement

- Crime Rates and Opinions About Law Enforcement

- Courts, Judges, Trials, and Arrests

- Healthcare Providers, Existing Medicine, and Natural Remedies

- Legal Drugs

- Laws of Haven

SEX AND GENDER

- Gender Roles

- Marriage

- LGBTQ+

- Pregnancy and Birth

- Polyamory and Harems

THE FAE

- The History of the Fae

- About the Fae

- Skills and Abilities of the Fae

- Fae in the Rest of the World

- Strengths and Weaknesses

THE SHIFTERS

- The History of the Shifters

- Animal Species of the Shifters

- About the Shifters

- Skills and Abilities of the Shifters

- Shifters in the Rest of the World

- Strengths and Weaknesses

THE VAMPIRES

- The History of the Vampires

- About the Vampires

- The Vampire Capital

- Skills and Abilities of the Vampires

- Vampires in the Rest of the World

- Strengths and Weaknesses

THE WERECREATURES

- The History of the Werecreatures

- About the Werecreatures

- Skills and Abilities of the Werecreatures

- Werecreatures in the Rest of the World

- Strengths and Weaknesses

THE GIFTED

- The History of the Gifted

- About the Gifted

- Skills and Abilities of the Gifted

- Gifted Humans in the Rest of the World

- Strengths and Weaknesses

THE UNJOINED

- About the Unjoined Humans

MAGIC AND WEAPONS

- How Fae Blood and Magic Work

- Magic Limitations

- Black Magic

- Weapons For the Average Citizen

- Weapons Used by Law Enforcement

SLAVERY

- Legal Servant Contracts

- The Illegal Slave Trade
The Werecreatures - History of the Werecreatures

Werecreatures may be the youngest of the races, but they have been nightmare-worthy since the first full moon they stalked the earth. It is thought that shortly after the Fae hunters, along with their shifter companions, dealt with the Undead, that humans turned their sights on their next prize. The Fae no longer trusted the humans enough to ever bestow such a gift onto them as they had the first shifters. After the shifters were created, the Fae stopped turning humans into anything, keeping them far away from magic and the like, fearing that humankind might try to continue the sacrifices that led to creating vampires. But the shifters that already existed were still young, and naive to the trick of those that wanted their magic and power for their own.

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After the first vampires, humans might have failed to steal the power of the Fae, but surely an animal that was gifted powers would be different. The fiercest of the shifters were hunted, and like the Fae before them, were slaughtered in black magic rituals. Bears, canines, cats, dolphins, sharks, and others met their fate on the stone altars under the peak of the full moon. Bits of their flesh and bone were eaten and washed down with their blood. The magic that had flowed through the shifters was corrupted in a manner none could foresee. Bodies dropped to the ground twisting to become grotesque things that could not be called human nor animal. The strain on the bodies was too much for most, causing instant organ failure, and the most painful of deaths.

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Only a few survived - the ones who happened to have eaten the flesh of canines or felines. It is unknown why none of the other rituals worked despite how many times they were tried. There were not many attempts before the Fae and shifters realized what was happening, and the hunt for the misshapen beasts began. Those lycans that had learned to work with their new beastly sides survived to spread their curse on the next full moon.

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Werecreatures, unlike vampires, never grew to have a large population - partly due to being hunted by humans, Fae, and vampirekind alike, and the fact that they were rarely able to procreate naturally or by bite. They can be found anywhere humans or animals thrive, though are often considered nomads since it is rare for them to stay in a location for too long. If supernatural species had a scale of population, werecreatures would be considered endangered.

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In present times, some werecreatures have been able to adapt enough to human society to hold jobs and raise families, but many still find it challenging. Those who cannot thrive in a human-run world have taken to more illegal occupations that better suit them - like pit fighting, poaching, smuggling, and hunting. And for the small population of lycans who have found Haven and decided to make it home, it is obvious that their kind is not wanted in the town, and with the Fae and shifters mostly in control, and with the increase in vampire populations, it is assured that life for lycans in Haven will be easy.
MAGIC AND WEAPONS - Weapons for the Average Citizen

The average citizen has access to a wide range of weapons, both legal and illegal. The following list separates out legal weaponry from illegal weaponry:

**Legal Weapons (can be found in stores, but must be registered with the government)**

- Longbows, recurve bows, and crossbows with standard arrows (no fancy arrow heads like the Order uses)

- Daggers and knives

- Short swords (blades over one meter in length are prohibited)

- Natural deterrents such as herbs and potions

- Whips, riding crops, blunt objects such as bats

- Brass knuckles

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**Illegal Weapons (Can only be found on the black market)**

- Swords with blades longer than one meter

- Poisons, toxins, and potions that cause debilitating effects and death

- Anything made of iron (these are EXTREMELY rare)

- Projectiles such as throwing stars

- Special arrow heads (like those used by the Order)

- Explosives such as grenades (also EXTREMELY rare)

- Silver bullets and bullets containing U.V. liquid

- Guns (also EXTREMELY rare)

- Enchanted weapons

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**Weapons Outside of Haven**

The legality of weapons outside of Haven depend on that country's weapon laws. Please defer to the real life weapon laws of the particular country that your character will be visiting/traveling through to understand what is legal and what isn't. Also, remember that enchanted weapons should not be used outside of Haven's walls unless extreme care is taken. Magic is still not widely accepted in the world, and enchanted objects will be treated in the same way that magic-wielding or supernatural creatures are.
Sex and Gender - Gender Roles

Human gender roles are similar to what they are in the rest of the world. The differences occur in the other species, especially those with animal forms.

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For shifters and werecreatures, specifically those who travel in groups or packs, males are often seen as the dominant ones. Alphas are most typically brutes, though wifs can be alpha if they prove themselves strong enough. Due to their animal natures, males of any shifter or werecreature species will generally naturally take the leadership role, the hard worker role, or the hunter role. This does not mean that all shifters and werecreatures are like this. Wifs or females of the species generally take on the maternal roles or supportive roles, though they can be just as tough of fighters and hunters as the males.

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Vampires are similar to humans, however the older the vampire, the more they might have a problem with today’s freedoms. A vampire born in a time where women were to be seen, not heard, for example, may have a problem with a female vampire showing leadership capabilities. Just keep in mind the time that your vampire came from, and how they have coped with and changed with (or not changed with) the world around them.

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Fae are generally much more lax about gender roles. They see their genders as not only equals, but generally they just don’t care. They have had kings and queens as leaders in their history, and fae families generally have both the mother and father involved in the offspring’s growth unless they push their offspring off as a changling. The fae do not have the same sorts of instincts that the shifters and werecreatures have, nor do they generally have the prejudice of the humans or vampires.
Culture - Technology and Communication

Technology in Haven does not work the same way it does in the rest of the world. Modern technology, such as computers, televisions, digital cameras and video recorders, and smart phones, don’t work at all. The wards around Haven do not agree with digital devices. The magic has been tweaked just so that satellites cannot detect the existence of the city, and no recording equipment can be used to record the city and spread the information to the rest of the world.

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Technology is very much like it was thirty to fifty years ago. Landline phones are common sights in houses, while pay phones dot the streets. Old televisions with antennae might be able to pick up a stray channel here and there. Typewriters are used instead of computers. Cameras that use film instead of memory cards can be used, although film cameras are rarely found, and the footage is said to look “phony” if shown to anyone outside of Haven.

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Movies are shown on film reels and projectors, and radio programs are caught sometimes. Local radio stations that play a wide range of music from modern and contemporary to folk and classical are popular, though these radio waves do not penetrate the magical wards to the outside world.
The Vampires - Strengths and Weaknesses

There are a number of things that vampires are strong or weak to, and the following list covers the general idea. However, you are encouraged to give your character his own strengths and weaknesses, separate from this list.

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**Strengths**

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Prowess

Vampires are much stronger, faster, and more "evolved" than many of the other species. Physically speaking, their bodies are powerhouses that require little maintenance compared to a race like humanity. They also have an incredible amount of knowledge, generally speaking, considering most of them are older than a century and have accumulated knowledge, wealth, and skill for most of their lives.

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Immortal

Vampires, while they are not invulnerable, are immortal. They stop aging at whatever age they are awakened, and their bodies become physically strong and adaptable. Unless an outside force, or immortality sickness, were to take their lives, vampires would literally live forever.

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Resistant

Because they are, in effect, undead, vampires are not affected by human illness or weakness at all. They never get sick, and they are never affected by disease, even when they are starving. They are also resistant to many types of wounds, and it takes much more to harm them than it does to harm any other species.

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**Weaknesses**

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Fire

Vampires are extremely flammable. Like, paper dipped in gasoline, if a fire breaks out around them, they better not touch it or else they're going to have a hell of a time putting it out. If they do catch fire, they have an extremely short duration of time to put the fire out before it consumes them entirely. And, if a limb is lost in a fire, it cannot heal or regrow. Any other wound caused by fire can be healed, though it heals at a mortal rate and will significantly scar. Note: this is only for fire produced naturally. Flames produced through magic have less of an effect and will not catch a vampire on fire any faster than it will anything else.

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Sunlight

Vampires are extremely susceptible to the sun. While they will not burst into flames immediately upon entering sunlight, they will suffer. It burns more like a third degree burn - with boils and blisters, as if the vampire has severe sun sickness. If exposure is prolonged, they will eventually burn to a crisp, but it takes a while for the effects to be that bad. Any wound received due to exposure to sunlight heals slower than normal, though faster than at a mortal rate, unless the vampire has been exposed so long that they are set on fire. If this occurs, follow the guidelines for their weakness to natural fire.

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Ash Wood

Vampires are weak to weapons made of ash wood. In the past, these weapons were stakes which would be driven through the heart of a vampire, but in recent years, bullets made of the wood are the more preferred method, though any weapon constructed from an ash tree is effective. The wood burns the flesh of the vampire, and if it is introduced into the body (through projectile, stake, etc.), it weakens the vampire's strength. Vampires cannot heal from a wound caused by ash wood until the projectile is removed from their body.
MAGIC AND WEAPONS - Weapons Used by Law Enforcement

In Haven, the law enforcement is known as the Order of Ashes. For more information on the Order, visit this page of the wiki. The Order of Ashes uses a wide range of weapons, both enchanted and non-enchanted, to help in their efforts to fight the rising crime rates in the city. The following is a list that any Order agent might use:

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**Bows and Arrows**

Since guns are outlawed in Haven, this is the next best projectile device, and is a common sight for Order agents to use. Bows can come in a wide range of sizes and styles, including long bow, recurve, and crossbow, but it is the arrows that are enchanted (if the Order agent prefers to use enchanted items). Some of the following are arrows that an Order agent might use:

- standard arrows with different tips based on need (standard tips, "fish hook" tips, etc.)

- poison-tipped arrows (nonlethal)

- incendiary arrows (explosive)

- negation arrows (able to temporary block the powers of the target if it makes contact)

- heat-seeking arrows (do not work on vampires)

- eagle eye arrows (allows the user to see from the arrow's point of view as it flies through the air until it makes contact)

- power extension arrows (allows the user to use the arrow as an extension of their body, giving them the ability to use their power within a four foot radius around where the arrow makes contact)

- nerve gas arrows (detonates nerve or tear gas upon contact)

- Cupid's arrow (originally started as a prank, but is now used to make the target infatuated with the user so that the target is less likely to attack - this arrow does not cause physical harm when it makes contact)

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**Swords**

Swords are also very popular amongst Order agents, and can be used with or without enchantment. Swords can come in a wide range of sizes and styles, anything from scimitars to broadswords. Swords are made of special metal alloys that do not contain iron.

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**Knives and Daggers**

Short blades are carried by all Order agents, regardless of whatever other weapons they prefer to use, and are made of metal alloys that do not contain iron. These blades can be enchanted, but magic is not usually wasted on them.

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**Whips**

Some Order agents prefer to use whips that can be made out of leather, rope, or a woven metal alloy that does not contain iron. Whips can also be enchanted.

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**Batons and Blunt Objects**

For those who patrol city streets, you might see batons used more often.

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**Restraints**

The Order uses special restraints when they take down perpetrators that negate the abilities of the person wearing them. These restraints integrate new technology with old magic, as the base for them is the petrified wood of a special tree only found in Underhill. New technology has captured this ancient magic and uses it to assist in arrests of supernatural kind.

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**Everything Else**

There are a dozen different kinds of weapons that your character can use that aren't listed here. These are just some of the more common ones and give you an idea of what you might find in Haven.
Red Bear

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Last checked: 2022-02-23 at 12:21 UTC+1

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The Red Bear is an animal from the game ZooCraft. For more information about the profit and breeding costs, see the category page.

### Notes

* The red bear was added with the Valentine Event 2022.
* An adult can be obtained by collecting 50 of the corresponding puzzle pieces.
* Presumably it can sometimes be bought for real money, like most other amazing animals.
The Vampires - Vampires in the Rest of the World

While the existence of Vampires in Haven is completely known and understood, it is not the same way in much of the rest of the world. The country most open to Vampires, besides Haven, is actually the United States of America, as Vampires have become somewhat of a craze over there. It is still taboo to have actual Vampires anywhere in the country, but they generally have more fan bases when they expose themselves in America versus the rest of the world. And, due to the events of the Vampire Capital, Vampires are now generally hated amongst the European countries that do know of their existence. Vampires are also probably not welcome in much of the rest of the world, either.

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Vampires had been nothing more than a legend for thousands of years, and most people would like to keep things that way. Therefore, when Vampires do venture outside of Haven, they typically keep their fangs to themselves.
Law Enforcement & Healthcare - Who is Law Enforcement

In Haven, the police force is known as The Order of Ashes. This umbrella term covers every law enforcement agent from traffic cops to S.W.A.T. teams. Within the Order, there are many branches. The main ones that your character will encounter are as follows:

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**Guardians:** This is a group of law enforcement agents that patrol the magical wards to make sure nothing is corrupting the magic. They also make sure there are no trespassers entering with violent intentions or illegal substances or properties.

**Rangers:** These are law enforcement agents that are much like typical city police. These individuals patrol Haven to keep the city streets safe. They are the ones that will be dispatched if a crime is reported.

**Nightblades**: These are law enforcement agents that specialize in more dangerous situations. They are the equivalent of America’s S.W.A.T. and are only dispatched when the Rangers need back up in dangerous or violent situations.

**Mages:** These are law enforcement agents that specialize in magic and elemental manipulation. These agents rank above Rangers and Nightblades, and are only called in when Haven is under heavy attack or when a serious magical disruption is occurring. They are similar to the F.B.I. NOTE: Only fae are allowed to join the mages, as they are the only ones deemed strong enough to control the necessary magic.

**Huntsmen:** These are law enforcement agents that are dispatched to hunt down criminals and do investigative work. They may help with missing persons cases, or act more like bounty hunters. Shifters and werecreatures are most often sorted into this branch because of their instincts and ability to hunt.
The Enchanted/Cursed - History of the Enchanted/Cursed

Before the werecreatures, shifters, and even vampires existed, Fae turned their attentions toward the human population. They rather enjoyed humanity, and many of them saw no issue with having physical relationships with humans. Some Fae thought humans were too simple to be more than a passing fancy, while others decided to take long time lovers. But no one really expected the offspring of these couplings to be very special, until it finally happened. While many of the physical relations between Fae and humans did not produce offspring, and the ones that did did not produce offspring with certain powers, there were times when the child of a Fae and a human would begin to exhibit strange magic that others of their kind could not. These rare few seemed to be able to pass as a Fae as much as they did a human, and were endowed with great power.

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It was not until most of these special human children grew older that it became known there was something different about them. The magic that flowed through their Fae parents flowed through their veins, though not nearly as strong. Those of Fae descent were called many things in each culture; Some were thought to be blessings, others - demons. And some were unlucky enough to be captured for sacrifices that led to nowhere.

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They quickly learned to blend in, since they were never accepted as Fae or allowed into Underhill, nor did the humans really accept them as their own. And because there were always power-hungry humans looking for the next way to become stronger, these gifted humans kept to themselves lest they attract the eye of the more nefarious. Generation after generation passed and so did the magic, never weakening from one to the next though not all received it even if both parents had magic. In time, those that could trace their blood back to a Seelie Fae became known as Enchanted. Their magic was usually helpful, at least compared to those that traced back to the Unseelie Fae, the Cursed.

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When the Fae and other magical races went into hiding in Haven, most of the Cursed and Enchanted were left to flourish or fail amongst the humans. Only a few families were able to keep the knowledge of their Fae bloodlines, while most were lost and do not even know where their abilities come from. Today, these gifted humans are found everywhere on the planet, though many have taken up residence in Haven so that they do not have to fear showing their powers in public.
Amphibian

**Amphibians** are a group of natural organic beings.

## Common Amphibian Traits

As their name implies, amphibians are mainly distinguished by their ability to live both in the water and on solid ground. Amphibians are usually unintelligent, small and slimy. The bulk of amphibian species only have latent magical abilities to be used in potions, which means they are known to Muggles (though they are of course unaware of said latent magic).

## List of Amphibians

* Toads
* Aranaccios
* Giant Purple Toads
* Three-Toed Tree Toads
* Briar Toads
* Wide-Mouth Toads
The Fae - Strengths and Weaknesses

There are a number of things that Fae are strong or weak to, and the following list covers the general idea. However, you are encouraged to give your character his own strengths and weaknesses, separate from this list.

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**Strengths**

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Alignment

Fae are stronger if they are aligned to Seelie or Unseelie. If Fae choose not to be aligned to either, they are considered “Wilde” Court and do not get the benefits or shared power from being aligned to either Seelie or Unseelie Courts. *Note: Wilde Court Fae are not currently permitted to be played in Haven.*

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Magic

Fae are very strong magic-users compared to any other species, and most of their abilities come from the use of magic, so the stronger the magical energy is in an area, the stronger the Fae will be.

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Tricksters

Fae are tricksters. No matter what court they fall under, they are known to be wily, cunning, and impish. They are able to get their way, whether through suggestion, persuasion, or deceit, most of the time, and most Fae have silver tongues with which they sway opinions.

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**Weaknesses**

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Forget-Me-Nots

These flowers or herbs cause adverse reactions in Fae. Forget-Me-Nots repel Fae with their scent, and if consumed, these flowers stop the flow of magic inside of a Fae for a short time, cutting them off from nature. They may also make the Fae sick and induce vomiting or fever.

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Iron

Fae are extremely weak to iron - that’s why large amounts of iron are forbidden in Haven, including the use of iron in weaponry. Iron burns the flesh of Fae, and causes brands and scars that will never fully heal.

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Sage

Sage only affects Fae who have been lost to the dark arts of black magic. Sage acts as a cleanser of black magic, and so any black magic-using Fae that comes in contact with it will feel extreme pain. Sores might crop up over their skin, and they may become sick. Sage is used in ceremonies to cleanse Fae, and others, of black magic when the government captures someone using it.

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Salt

Salt does not affect a Fae unless it is poured around the Fae in a circle. If that happens, a Fae’s magic goes on the fritz and the Fae cannot escape the circle until someone else breaks it for them.
Как впустить в свою жизнь большие деньги

**Как впустить в свою жизнь большие деньги** - первая книга, написанная Дарьей Трутневой на тему денег и установок подсознания, связанных у людей с деньгами.

Эта книга от Д. Трутневой уже помогла многим людям узнать, что же мешает получать огромные деньги, в каких вы отношениях с финансами и как подсознание влияет на денежное благополучие. В книге есть научная методика работы с подсознанием, которая поможет разобраться почему наши некоторые желания не исполняются и как сделать так, чтобы мечты всё-таки осуществлялись. В своей книге Дарья описала метод, который помогает настроить своё подсознание так, чтобы вы смогли открыть дверь большому потоку финансов! Эта книга отличается от подобных в этом жанре тем, что написана в совершенно лёгком стиле - короткая, ёмкая и на 100% применимая на практике.

Книга переведена на английский язык.

## Содержание

Моя история

Как Вы обычно достигаете результатов?

Для кого этот метод не подходит?

Что такое деньги?

ТЕСТ: Какой образ денег у Вас?

Чего Вы на самом деле хотите?

ТЕСТ: Что важнее – душа или деньги?

Два главных вопроса: почему и зачем?

ТЕСТ: ПОЧЕМУ ИЛИ ЗАЧЕМ

Осознанность – ответственность без вины

Наши индивидуальные качества: зачем они нам нужны?

Почему важно принимать ВСЕ в себе, а главное, КАК?

ТЕСТ: Какие качества Вы в себе не принимаете?

Лентяй, неудачник, жадный?

Богач, ты какой?

ТЕСТ: Какой у Вас образ богатого человека?

Что такое желания?

Страстные желания и процесс создавания

ТЕСТ: Страстное желание

Как осуществлять мечты?

Как создается Ваша реальность?

Управляете ли Вы Вашей реальностью?

Что такое установка?

Откуда берутся установки?

Эмоции

Зачем нужны эмоции?

Эмоции в проработке

Как трансформировать установку?

Этапы трансформации

Как понять, что установка трансформировалась?

Можно ли усвоить чужую установку?

Практика. Пускаем в свою жизнь большие деньги

Жизнь в кайф

Любовь и развитие, и нелюбовь к себе – стимул к развитию

Подводим итоги

Вот каких невероятных результатов достигли люди с помощью методики управления подсознанием «Master Kit»

## Ссылки

Дарья Трутнева в ВК

Дарья Трутнева - официальный канал - YouTube

Сайт автора

Книга в интернете в свободном доступе, поэтому её можно скачать по ссылке
Culture - Fashion and Standards of Beauty

In recent years, Haven has become a melting pot for all kinds of fashion and trends. It is not uncommon to see those who feel more in tune with nature running around in hand-sewn clothing or animal hides, while those who wish to keep up with the times have a wardrobe more like what you would see in any big city in Europe. Shops cater to all sorts of clothing styles, though natural colors and fabrics seem to be much more popular to buy and sell than anything synthetically made.

Haven is more laid back than most cities, and its public nudity laws are a bit lax. It is acceptable to be wearing the minimum amount of clothing out in public so long as the “private areas” are covered. It is not uncommon to see a half-naked shifter or werecreature wandering town with shredded shorts, or a fae with just leaves covering the necessary areas. There are also safe zones in the woods and near the river that are used as nudist colonies for those individuals who feel freer without the confines of clothing.

Fae are naturally beautiful creatures, though their beauty can be harsh and terrifying at times, and they are attracted to pretty things – including people. While the outside world’s beauty standards may not always apply to the fae in Haven, there is pressure to look good. However, “looking good” just might not be the same as it would in the human-run world. Instead of starving oneself into smaller dress sizes, healthy bodies are considered beautiful. Makeup and hair products can be an asset, although the fae generally like to use them in a more extreme way. The more nature-infused something can be, the prettier it is to the fae.

Shifters and werecreatures have different standards of beauty, as well. Generally speaking, it is known that the stronger the body, the more suitable the person for mating. While makeup and clothing might have little to do with their opinions, they are more likely to judge someone by their stature or expression, and if in animal form, by how well-maintained they keep themselves.

Vampires see seduction as beauty, generally speaking, though their opinions can also change depending on how old they are. A vampire from the Victorian era might appreciate a bigger woman with a paler complexion while a newborn fledgling might want tanned skin and bleach blonde hair.

Human opinions of beauty are much the same as they are elsewhere in the world, and often change with the times. They are as fickle as their magazines and newspapers display, though that is a generalization.
The Werecreatures - Werecreatures in the Rest of the World

While the existence of Werecreatures in Haven is completely known and understood, it is not the same way in much of the rest of the world. The country most open to Werecreatures, besides Haven, is Russia. Werecreatures have been legend there for centuries, and there are plenty of wild lands for them to roam. While they might find themselves at home in Russia, it is not common for Werecreatures to go around telling people they are Werecreatures. That is still quite taboo. They are also probably not welcome in much of the rest of the world, either.

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Werecreatures had been nothing more than a legend for thousands of years, and most people would like to keep things that way. Therefore, when Werecreatures do venture outside of Haven, they typically keep to themselves, and transforming is an absolute no-go if they want to survive without incident.