recursal/Fanatic-Fandom huggingface dataset:
Skinchangers

video File:Placeholder
Skinchangers are a catch-all name for various breeds of beings somewhere in between man and beast.

## Gauru

More commonly referred to as Werewolves, the Gauru a those who may shift between man and wolf.

## Bastet

A grouping of several different werecat breeds, ranging from tigers to house cats.

## Nanekisu

Spiderkin. Certainly among the most distrusted of all skinchangers, where most are met with caution or fear, the Nanekisu are confronted with outright disgust, even among other skinchangers. Often they are potent magicians, spinning magic as easily as they spin webs.

## Ursara=

The Werebears, alongside the Gauru, are the most plentiful of all the Skinchangers, but not necessarily the most common. They tend to be much more solitary and wary of the civilized world, and thus normally end up avoiding detection.

## Alces

The Alces come in many forms, but are some hybrid between man and Capreolinae, often times they might not even resemble a single being.
Adventure - Escape

## Prologue

Einherjar have begun being rounded up and imprisoned by the <missing Order. The companions are on the same boat on arrival and are introduced to the fortress. Nothing is explained, but clues are shown.

Torture chambers
Other Einherjar

## The Playground

After being brought through the prison, they arrive at the main courtyard, called the Playground. Here, they are introduced the primary players.

## Important People

While in the Playground, the players may encounter the following:

1) The King of the Riverdowns
2) A Seer
3) A mysterious figure who seems to know a lot, and is in fact an Immortal Aesir
4) a Woman who has been having nightmares of the Promordials
5) A Pirate

## Format

Each day and night plays out. The characters have time to act, and can perform actions during Morning, afternoon, evening and night. If they do not rest for one of these periods they begin to become fatigued.

Actions:

Day - Talk to other survivors, search the courtyard.

Night - Sneak out, talk to guards, investigate further into rooms, meditate

# Secret Passage

The Secret passage is a series of puzzles and a typical dungeon adventure.

Found: Dead body burnt to a crisp by secret entrance. Feel inner fire, but give rather than receive. Speaking to the Echo or reading the journal will reveal this.

# Aboard a ship

Getting aboard the ship can be difficult, but sneaking on when nobody is looking is the most accessible. Finding someone sympathetic might help getting on the ship.

Sneaking on the ship is somewhat difficult:

An Escape room in what is now the guest room (currently occupied)

Found: Upon realizing there are ships.

Steps required: Find out about the ship from speaking to others. Use sneak actions to gain access to one of the paths.

Paths:

Guest Room: Wait until the leave OR cause some kind of distraction that will make them leave. Sneak action then pick lock, find key, or convince guard to leave open.

Wall scale: Find tools to climb the wall.

# Joining

If the group can meet with the architect of this, they might convince them they are worth joining them by proving themselves.

# Rebellion

A full on rebellion is a possibility, but highly unlikely. For this to be possible they need to convince the other prisoners to rise up, and get weapons and armour.
Мостицька

**Мостицька** - станція, що проектується на Сирецько-Печерській лінії. Згідно з планами, має бути розташована

## Станції

### Попередня2

Виноградар

поблизу перехрестя вулиць Білицької, Північно-Сирецької та Межової. Назва станції — від розташованого неподалік Мостицького житлового масиву.

У жовтні 2017 року опубліковано проектні рендери станції.

19 січня 2018 року оголошено тендер на будівництво станції. За планом вона має бути дрібного залягання з острівним посадником.
Bernica

Bernica is the grassy lowland region on the east of Bythain. It is primarily inhabited by the Eohfolc (Æohþolc) peoples, and the petty kingdoms of Braccus and Othenia.

Historically, Bernica has been the breadbasket of the islands, and continues to be a source of food for many outside of the region.

After the first fall, the region was very quickly taken over by the Eohfolc peoples, and is now synonymous with the peoples, a separation that is unlikely to fade.

## Geography

The region of Bernica is best characterized by grassy flatlands, expansive hills, and farmlands. The temperate weather, and pleasant rainfall has provided the region with the perfect conditions for vast agricultural undertakings.

While the north tends to be a little more frigid and hilly, the south receives warm winds from the south east, and is home to numerous winerys and vineyards.

## Civilization

Such great conditions for agriculture mean great conditions for larger settlements. Bernica is a populous region, with numerous towns and even cities dotted around the region, particularly along the riverways or coastal areas.

The cities themselves tend to be sprawling settlements that have grown over time, and are home to a host of markets and other businesses.
Noregar

The Noregar is the collective term used to refer to the peoples to arrived on the Islands from the North.

Since arriving on the Islands they have spread a great deal, dominating much of Dai Riatta, and setting up settlements on Iwerddon.

The first of the noregar appeared in the coasts of dai riatta many generations ago, and in general have been known about for some time. However it was roughly four generations ago that the first settlers and raiding parties began to land in dai riatta, and later on iwerddon. While many of the original settlers came as refugees, speaking of some great approaching threat, later settlers began taking lands by force when it became clear that they were unlikely to get prime real estate.

Over the years, and the major of the noregar were born on the islands, and no new refugees have been sighted in a generation, leading many to believe that what ever they had been fleeing from, had arrived.

Noregar culture paradoxically shares much in common with that if those native to dai riatta. The noregar consider themselves a warrior culture, with a large emphasis being placed on physical prowess, bravery and honour. They fight using a range of weapons, often dependent on the situation. Skirmish warfare is common, and they have quickly adapted the mountainous terrain of dai riatta. While they are a formidable force in small engagements, pushes into bernica have been halted by an ability to build a significantly organised fighting force, which is often easily dispatched by the more professional forced of the Sadaosans.

Outside of combat, noregar culture is rich and vast. Women are considered equal to men, although their place in religious ceremony is divided. A visitor to a noregar settlement is just as likely to find a chieftess as a chieftain.
Yazicha

## Section heading

Yazicha is the more official name given to the faith of the majority of the inhabitants of Midgard, although the use of the term is rare outside of academic settings. The faith itself reveres the Aesir, Gods who were supposedly once mortal before stepping into the Primodium and building the fortress of Pandemonium.

## Section heading

Write the second section of your page here.
Eusebeia

Eusebeia is the term given to the faith of Baselia in terms of questions on the Divine.

The Hippocampus is a major religious symbol in Baselian culture, with the creature representing the connection and unity of the Gods Equester and Poseidonna.

## Afterlife

The tenants of Eusebeia explore some aspects of the afterlife and the nature of the soul, while ignore others. The understanding is that is some concept of a soul, with individual beliefs and practices describing the nature of this soul. Eusebeian beliefs however, posit that the souls of followers that die a "Glorious Death" will be taken by either Equester or Poseidonna to reside with them in their respective realms in Elysium.

The specifics of the requirements of a death to be glorious have never been enshrined canonically, but individual philosophies have often provided their take on what is necessary. The only requirement according to Eusebeian cannon is that one must worship the twin Gods of War.

## Equester

Equester is the God of Horses and one of the two primary Gods of the Baselian faith and Eusebeian theology.

He is normally depicted as a Centaur or simply as a horse, and is often involved in hunting events and rituals.

According to legend he saw the plights of horses encumbered by husbandry and manual labour. He sought to then free the horses from their captivity. During one such instance he freed what turned out to be the King of all Horses, and was subsequently granted to become partially horse.

## Poseidonna

Poseidona is the God of the Sea, and sister to Equester. She is one of the two primary Gods of the Baselian faith and Eusebeian theology.

She is normally depicted as a mermaid, siren or various sea animals. She has dominion in all things below the sea, and is often involved in ritual combat and war ceremonies.

She is characterized by a fierce and protective nature.
Kembre

Kembre is the forested region of the south-west of the western Desiderium. It is home to the majority of the Elven settlements, and numerous ancient ruins throughout the thick forests.

The western coasts of of Kembre is occupied almost entirely by the Érinn peoples, with pockets of Elven settlements appearing in the interior, and the major central forests.

## Geography

Like most of the Desiderium, Kembre has a mild climate, and snows heavily in the winter. However, the central forests protect from much of the harsher winds and cold temperatures, and as such remains more temperate the whole hear round, particularly around the Elven settlements and warm springs.

The deeper forests are ancient, with many growing wild and mishapen. Humans tend not to venture to far into these deeper territories, and stories and myths are abound.
Human

Humans

Humans are the main race of the Continent. They have recently arrived in the Archipelago, and have begun the process of settlement. Among themselves, mankind is quite varied and while many might declare themselves in control of their own destiny, most will in some way belong to one of the primary cultural groups from the Continent.

The Seventeen Cities

The Seventeen Cities are home to fair skinned peoples, so named because of the seventeen cities that dominate the region.

Zhongao

The Empire of Zhongao is widely considered the dominant force in the Continent, and a major player in the Archipelago. While ultimately ruled by the Emperor of Emperors, the Empire is divided into several major regions each with its own unique culture.
Echoes

Echoes are a kind of left-over when the mind and body separates when a living thing dies. They are generally considered non-sentient, and those that can commune with them rarely get complex answers.

The Echoes generally move unseen through the world in the Twilight, but some have the gift of being able to see or even interact with beings in the Twilight. This ability is relatively common among the Einherjar, but even mortals sometimes have the ability to see or interact with Echoes, even temporarily. For example, the Folksidr Skalds learn the ability to speak (or at least hear) the Echoes, although most are unable to see them.
Guide for Novice to quickly level up

Once you recruited enough heroes, follow the guide and quickly start clearing stages. You can choose to auto battle or manual, and can accelerate the speed. When clearing stages, try to obtain 3 stars which means you’ll get more rewards. When your stars reach a certain amount, you’ll also obtain lots of Diamonds. If you can’t get 3 stars, go draw new heroes and enhance gears. Try to get a set of B or B+ gear enhanced to 10, with the weapon enhanced to 20.

When your BP reaches a certain limit, you can try to manual challenge stages and not use the SP skills first, but keep them for the BOSS. You can also wipe-out previously cleared stages. You should check out what your heroes need to Advance or Rank Up and wipe-out those stages.

**Mythic Fantasy** uses bread as vitality. When you level up, your bread becomes full. So you should try to use up all your bread before you level up. For example, you have 25 loaves of bread left and you’ll level up soon, what should you do? Then you should use the Wipe-out Vouchers and wipe-out a stage that requires 5 loaves of bread 5 times. VIP players will get free Wipe-out Vouchers daily, and they are also sold in Shop. Go stock up on some Wipe-out Vouchers and level up easily.
Geographical Overview

## Geography

The Islands themselves are a hilly mix of mountainous highlands and dense forest, with occasional rolling plains or farmlands. The climate varies from region to region, with the south being warmer than the north, but winter will cover most of the lands in snow during the winters.

The southern lands tend to be warmer, more forested, and wetter; while the northern lands tend to be rockier, more mountainous, and colder.

Most of the forested regions have become more wild and less tame, as civilisation will tend towards the more open farmlands and plains of the central regions.

## Regions

In classical historiography, there are 5 traditional regions: Iwerddon (blue), Dai Riatta (Yellow), Kembre (Orange), Bernica (Red), and the Island of Irmunsil (Green).

In tradition, the 5 regions make up the administrative subdivisions of the old Empire, with Irumsil being the seat of the religious community and Tree of Souls.

Throughout the years, many of the petty kings that have risen and fallen have claimed kingship over one of the regions, but such declarations are usually ended by a successor after civil war.

## Cultures

   The islands are home to a rich array of cultures and groups. The image to the right displays the general distribution of the major documented cultures from the research of Amergin Glúingel.

Tuathan cultures are displayed in shades of green, residing primarily on the island of Iwerddon and western Kembre.

Sadoaxan culture groups dominate most of Bernica, split into the northern (Frisi) and southern (Doloran).

The more recent Noregar invaders are in pale blue, encroaching into Dai Riatta.

## Kingdoms

    Kingdom of Velsvijk (Orange)

Kingdom of Othenia (White)
Shroud (Talent)

You may use Shroud at a cost of 4 AP. You place Shroud on a single target. This counts as a Mark. It stays on that target until you go into lure, or the target does. Once per turn when you deal weapon damage to the target of your Shroud you deal 2 additional physical damage. This bonus damage increases by 2 each round up to a maximum of 8 total. You may only have one Shrouded target at a time. Shroud qualifies as using a skill in combat for the purposes of talents and abilities.
Eagle's Island

Eagle's Island is a major island in the Archipelago, with Eagle's Keep being the major port of the Island

## Eagle's Keep

Write the first section of your page here.

## The Temple Ruins

One of the major ruins on Eagle's Island is the Temple Complex. Unlike Eagle's Keep it hasn't been settled, and instead has been left mostly to its own.

The complex itself is incredibly large, and connects to underground passages and pathways beneath the mountains. It is a common site for explorers and adventurers.

## Labyrinth Entrance

Eagle's Island marks on of the known entrances to the Labyrinth. In this case it is a large gate, which leads into a temple or hall-like structure. The entrance is currently guarded by a contingent of soldiers from Eagle's Keep.

## A King Without a Crown

Eagle's Island is ruled by Alexios, the self-styled king. He was once an explorer for Baselia, but upon finding the ruins on Eagle's Island declared himself king of the Eagles.

Since then he has done a great deal to build Eagle's Keep as one of the major settlements, and after a few attempts by Baselia to put him under arrest, Baselia eventually announced his freedom on the condition Eagle's Keep be used as a centre of trade by the empire.

Rumors on the island and beyond claim he discovered something underneath Eagle's Keep which allowed him to control the ocean around the island.
Drachenfolter Kingdom

Write the first paragraph of your page here.

## Section heading

The Drachenfolter Kingdom, commonly referred to as the Drachenfolter Empire is a foremost power in Midgard and the surrounding regions. It gets its name from the ruling dynasty of Drachenfolter, a dynasty which can allegedly trace its roots back to an ancient hero.

## Structure

The ultimate power of the Kingdom officially lies in the High King, which is then supported by his vassals. While the make up of the Kingdom has changed over the time, the core vassals have usually been the King of the Riverdowns, the High Druid of the Irminsul, and the King of the Bight.
Inquisition

## Section heading

The Inquisition is an organization that spans across the Empire. The ultimate goal of the Inquisition is to root our heresy, demons, and other unnatural occurrences. The organization acts as a team of investigators, secret service, and police force depending on the situation, but are often sent to investigate strange phenomenon, and resolve accordingly.

## The Inquisitors

The Inquisitors themselves are made almost entirely of Einherjar, their lack of personal ties and special powers are of particular use for the Inquisition, and are trained to hone their particular abilities for use in investigations.

While there is no strict organization into specific roles, the Inquisitors can generally be broken down into several groups, based on their expertise and common assignments.

## Witchhunters

The Witchunters usually specialize in tracking and executing magical or otherwise dangerous beasts. Inquisitors that have specialized in combat expertise, tracking, investigation, and other such abilities are usually classified as Witchhunters.

## Censors

The Censors are the more esoteric branch of Inquisitors, often taking on far more aloof or separated roles among the rest. Ultimately, Censors are usually classified by those that explore the darker arts of the inner fire, as well as exploring divination.

While still highly regarded, access to such darker and more mysterious elements of the inner fire have an effect on the psyche of the Censors, and are often treated with a small amount of caution. Most other Inquisitors are of the opinion that the Censors are to be treated with disgust or distrust.

## Alchemists

The Alchemists are the practical branch of the Inquisitors, often finding straight forward and practical solutions to problems. The Alchemists are generally just any Inquisitor who specializes in the Alchemical arts, but will often have other specializations to accompany it.
People of the Desideria

The People of the Desideria are varied, depending on where they come from, and their lot in life. Women and men, in most practical senses, are treated equally. However, the various reaches of the Imperial lands produce varying societies and identifies.

## Baselians

Baselia is the heartland of the Empire, and the wealth of the Empire shows in its citizens. The Baselians are the most wealthy of the Empire, with denizens of the cities often displaying their wealth with fashionable attire and a regal stature.

## Valourheimers

Valourheim is an a forested and wild land, filled with smaller settlements and chaotic communities. Valourheimer society is built around the village or township, with many looking to their local law enforcement as the most important part of their society. Life can be isolated for most, and is a people perhaps most effected by the Withering.

Outerlanders

The Outerlands are a far more lawless place, filled with stretching forests, valleys, and shrubland. The Outerlanders mostly solve problems themselves, being so far from the Imperial heartlands, they rarely feel connected in the way other regions might.

Othentians

Othentia still holds it's chivalric past in high regard, and while wealthy, is often seen as more backward or primitive than other regions might be. Armour and melee weapons are still often donned as a sign of importance or strength.
Imperial Cities

## Toruń

Toruń is the largest of the cities in Midgard, and is most commonly chosen as the Capital of the Commonwealth. It's position along the Great River places it as an easily accessible location, and a major stop off point for trade.

## Stargard

Stargard is generally considered the most battle hardened of the cities, it is close by common conflict zones and has been sieged numerous times, even more it's inclusion into the Empire. The high walls of Stargard are a sight to behold.

## Koszalin

Built surrounding a hilltop fortress, Koszalin is one of the oldest cities in the Commonwealth. The fortress at the top of the hill gives an astounding view of the surrounding area.

## Legnica

Situated along the coast, and the only coastal Imperial City, Legnica is the primary destination for merchants from Baselia or the North. Because of the flowing cultural exchange, the city is home to wide variety of peoples.
Érinn

The Erinn are the primary Tuathan culture group covering most of western Bernica, upper Kembre, and eastern Iwerddon.

Historically, the the Erinn people were dominant in the tribal lands during the days of the Empire, before the fall. After the Empire began to split and break apart, the ancestors of the Erinn began to move into the previously Imperial lands. While many still continue to live in tribal societies in across isles, many began to adopt new customs in the old cities and settlements.

Over the decades, local clan leaders used the wealth and defensiveness of old cities and fortresses to establish new power bases, and thus many new small kingdoms and states began to form around these old urban centres. However, the variety of tribal areas have seen ever constant in fighting, making centralisation of power difficult.

## Warfare

Horses are a vital part of most of Errinan life, and thus they play a large role in warfare too. Battles tend to focus around manoeuvrability, and thus Erran hosts tend to be experts at skirmishing tactics. Using a mix of mounted spear throwers and horse archers will attempt to skirmish and route enemy troops. Moreover, unlike the Eohfolc, they and their horses are well adapted to the wooded lands of Kembre and parts of Bernica, allowing them to use the forested woodlands to their advantage.
Duchy of Calinfray

The Duchy of Calinfray is a small but relatively wealthy independent duchy in Bernica.

The Duchy is ruled by the co-rulers Bridgett and Fiona, cousins and powerful spellcasters.

The duchy itself is small, but covers a harsh terrain of crags, valleys, and forests, making it significantly isolated from other lands in the region.

The lands and titles consist of four counties: the nominative greater and lesser Calinray, Offestar, and Minimheim.
Dunward L. Colvect

**Dunward L. Colvect** was the king of the night.

## Appearance

He appears to be a tall, muscular man with dark colored hair that is straight on his head and curls at the ends down the nape of his neck, in the past it was longer. His eyes harbor slitted pupis. He often dresses in formal attire of a suit, top hat, and fancy shoes. In the past he wore an open chested, long sleeved shirt, dark pants, fancy shoes, and a cape/cloak. In his Gnir form, he takes on the appearance of a large wolf beast like creature that is a bipedal like being; able to move swiftly even more so then his regular vampiric form.

## Personality

He is the definition of a prideful, male chauvinist, seeing Dornez as a whore despite having slept with her on multiple occasions, despite being married to a human woman. He is highly arrogant, refusing to bow down to anyone, and even on the rarest occasion of making a bow attempt, he harbored a cocky sneer beneath his poised position. He refuses to submit to anyone, not even to Dornez when she became the Queen of the Night in his place. He does harbor a few redeeming qualities, as he keeps his human wife's last words to his heart to "Embody the grace and pride of a king.", he even quoted those words to Oscar when Dunward himself was nearly ready to throw in the towel of defeat when he was beaten. Harboring a core value to himself to never drink the blood of another man. He is also both calculating and manipulative, coming up with dastardly plans and not caring about the effect they might have on others, so long as he can obtain his goals from the plans succeeding. Over time after the arc he appeared in, when he later appears in another arc, while he was reluctant and appeared irritated at having to "repay" Ashaf, he has mellowed out mildly to be less of a chauvinistic man and be a bit more sociable.

## Powers & Abilities

- Immense strength, he is able to easily rip apart a fellow vampire's top half of their head off easily with no strain whatsoever.

- Immense speed, he is quite fast, in his Gnir form he is faster then the vampire's sharp gaze, even Dornez couldn't keep up with him.

- Immense durability, he is able to withstand large amounts of damage and still manage to fight back.

- Shape-shifting, when certain conditions are met, he is able to shift into his Gnir form. It looks akin to a type of large werewolf.
Bohemia

## The Home of the Carnival of Death

Bohemia is the seat of power of the Harlequins, and more or less the only site of permanent settlement. It is from this island that the ships bearing the many colours of the Carnival set sail from, whether this is to engage in piracy and capture some slaves, or to being a circus tour is almost down to the flip of a coin.

## A City of Colours

The Capital of Bohemia is Jubilee, and is the focus of most of the attention of the island. It has become one of the major trading ports of the Archipelago, and a go-to destination for those seeking to engage in rampant hedonism.

The city is run by the Harlequins, who keep the peace (in a manner of speaking). Although there are constant brawls in the various bars and on the streets themselves, the Harlequins will only step in if someone draws a weapon outside of specific areas.

The city itself is deserving of the name, and is filled with voices of drunken laughter, singing, and moans of pleasure throughout the day and night. The streets of Jubilee celebrate individuality and extravagance, and precessions of musicians and dancers wearing various costumes can be seen making their way down the many cramped streets.

## The Queen of Masks

The apparent leader of the Harlequins is a woman named Bethgethany. While the Harlequins do not have a particularly strict hierarchy, the general ringleader of the troupe since its inception has been, for the most part, hereditary. Bethgethany took command of the Harlequins after her father ventured into the Labyrinth, never to return.
City of the Dead

The City of the Dead

## The City

The City itself is one of the major settlements of the Archipelago, and has become a haven for the Undead which have fled the continent. The City has grown over time, but acts as an independent entity providing support and protection to any Undead who desire it. The City itself works closely with pirate groups and other independents.

## Section heading

Write the second section of your page here.
Role system

In Heroic Shooter, click the role button to enter the role system, from the role system, you can view the heroes you have, change the heroes you use, you can upgrade heroes, star up heroes and set the passive skills for different heroes.

In the role system, the left side shows the hero list currently owned by the player, and the right side shows the currently selected hero's appearance, passive skill status, hero’s stat information, pet's status, and upgrade button

After unlocking the special passive skill field, you can tap to equip special passive skills.

By upgrading a hero to reach full star, a player can acquire a special passive skill of the hero to become a public passive skill, and a public passive skill can be equipped on other heroes.

Click on the hero model on the right to check the current hero's appearance and mutation skills. Click on the Ready button to make the currently selected hero to join in the competitive game.

The pet interface shows the current character’s pet, and the current pet's special skills are shown.

Click the change button to change the pets

Click the upgrade button to unlock the passive skills

Unlocks Special Skills or Special Passive Skills slots when your hero Star up.

The upper limit of the gold coins that a character can obtain each day is directly related to the star level. Higher star level means obtaining more coins each day.
Dragons

The Dragons are major deities.

It is said they were created from the Elemental Primordials and reside in the space between them., they are also considered to be Promethean, and share multiple traits with them.#

## Horus

Horus is the Dragon of Storms. He dwells between in the Storms between elemental Air and Fire.

He is most revered by the peoples of the North and is considered a vital deity in their faith of Folksidr.

When not depicted in Dragon form, Horus is often depicted as a blacksmith or wanderer.

## Thoth

Thoth is the Phoenix of Volcanoes. He dwells in the Magma between elemental Fire and Earth.

He is closely associated with hidden knowledge, technology and writing, and is said to keep a hidden library inside a volcano.

Thoth is often depicted as a feathered dragon, often serpent or bird-like. When depicted as a human he is presented as an extravagant warrior.

He is most revered by the people of Baselia, and the active volcanoes in the area are considered a manifestation of his will or presence.

## Anubis

Anubis is the Phoenix of Swamps. He dwells in the bogs between elemental Earth and Water.

While not generally worshipped by anyone on the continent, the peoples of the Archipelago revere Anubis a great deal. Many of the islanders claim that he still resides in the jungles and swamps.

He is closely associated with the cycle of life and death. Anubis' association with rot and decay is part of the reason many view him with a kind of distrust.

When depicted, Anubis is often shown as a reptile or bird-like beast with a forked tongue. A common theme is also to have him constantly be decaying and reanimating. He is almost never depicted as a person, but instead will be shown as being able to shape shift into various animals, fungi and plants.

## Khonsu

Khonsu is the Dragon of Ice. He dwells in the frost between elemental Water and Air.

He is normally given credit for favorable weather, brining rains in times of drought and winds for long voyages at sea. Khonsu is highly associated with the sea and is also often seen as a protector against Prometheans.

Khonsu is most revered by the people of Zhongao, and Emperor is considered his descendant.

He is usually depicted as a long snaking serpent. It is said his body wraps around the entire world. His gender varies when depicted as a human, often appearing androgynous, and will usually be a traveling monk or wiseman.
Knightly Orders

There are several active Knightly Orders that operate in the Desideria. While they each have their own purposes, membership and activities, most work as protectors against the becoming.

### The Order of the Blighted Stag

The Order of the Blighted Stag are among the most exclusive, but also newest Orders. They are said to have been founded shortly after the becoming, when their founder Bolias Tethrander, saw a decaying Stag in a blighted forest. He took it as a sign and founded the Order. Although its reasons are only known to its members.

The Order is well known for its use of dark imagery and Stag-like emblems, often adoring their armour with antlers.

### Knights of the Eternal Candle

Centred in the fortress of High-rock, the Knights of the Eternal Candle have been dedicated to guarding pilgrims to holy sites to their primary Gods. They are dedicated to the Hallowed Pentarchy, consisting of the Gods and Goddesses of Writing, Learning, Time, Oil, and Dust.

### The Order of Storms

The Storm Knights are among the fiercest of the knightly orders, dedicating themselves to the Storm Gods and living a far more nomadic life than many others.
Einherjar

## Section heading

The Einherjar is the name given to a group of individuals who consistently return from the dead with their mind (mostly) intact. Reception to the Einherjar is mixed, but in general they are treated with caution, but a sense of reverence due to their abilities, and apparent favour of the Gods. They can easily be identified by the change in their eye, where they turn green and black.

It is not know whether Einherjar are born or made, but there are no known signs of their status until they are killed for the first time, after which they begin to manifest supernatural abilities.

Each time they return they lose a little bit of themselves, and there is no guarantee they will return.

## Daily Life

Because most Einherjar become outcasted by their previous communities, most go off to join mercenary bands or otherwise work as persons-for-hire. Because of their reliance to death, as well as the various powers they begin to manifest, they make a perfect choice for a range of jobs and tasks. Many end up working as adventurers, or crime-solvers.

## Powers

While the new abilities the Einherjar develop upon their first resurrection vary, there are common themes and abilities that show up more often than others:

The ability to communicate with Echoes, animals, or plants.

The ability to manipulate or create primal forces of energy, such as lightening or fire.

The ability to foretell the future, or view the past.

The powers the Einherjar manifest are thought to be born from their inner fire, and many of the resurrected seek to better understand and refine their power, often treating it like an art. While individual Einherjar have an innate talent for a particular kind of ability the understand naturally upon waking from their first death, they can continue to learn more, and epiphanies about certain abilities come with time or through revelation.

In general however, affinity with the abilities comes with practice, and as the Einherjar continues to use their abilities they become more skilled and more adapt at using their inner fire to manifest.

## Manifestation

The manifestation of the Einherjar's inner fire can come out in a variety of ways, sometimes being a passive understanding or awareness of something they were not previously able to do (such as see Echoes), or active where the Einherjar will consciousness invest their inner fire into something specific. Those that are particularly adept at controlling this inner fire can even use it to animate the dead.
Commonwealth

## Section heading

The Imperial Commonwealth is the foremost entity in the Midgard region, and encompasses large areas of the region.

## Structure and Organisation

The Structure of the Commonwealth has developed organically, and operates under a mix of traditional feudalism and a kind of elective Monarchy. The Commonwealth itself is divided into numerous lands ruled by individual Kings, Dukes, Lords, Bishops, and Mayors, collectively referred to as Princes. The individual Princes are all considered Imperial Estates assuming they have no intermediate rulership between themselves and the High King.

While each of the Princes was represented (not necessarily equally) at the Sejm, several of the Princes are designated as Prince-electors. The Prince-electors choose the next High King from a selection of eligible candidates.

## Imperial Cities

There are four designated Imperial Cities, each held by a city Mayor or Stadtholder. These cities are where the Commonwealth will hold court, and where the Sejm convenes. The Capital also lies in one of the four Imperial Cities, but varies from King to King, usually choosing the closest to the place of origin.

Toruń

Stargard

Koszalin

Legnica

## Army and the Military

The majority of the Commonwealth army comes from feudal levies supplied by the Princes. However, the Princely armies are normally only called during large scale wars, with the majority of internal conflicts being handled by the Imperial Army or Mercenaries.

The Imperial Army is a professional army made from paid and willing recruits. They are heavily funded by the Imperial cities in lieu of providing manned levies, and generally act as guards in major cities.

Professional troops are also provided by a number of mercenary bands that are sworn to the Commonwealth, most notably the Hussars.

## Religion

The majority of the populous of the Commonwealth follow the Yazicha faith, with a significant portion practicing Folksidr, especially in the border regions. While freedom of religion is enshrined in law, there is a significant push for Moralism and only Yazicha dioceses are formally recognized as princes and have representation. More importantly, while in principle nothing in law prevents a non-Yazicha Emperor rising to power, the Emperor of the Commonwealth must first be crowned by the High Keeper, who is unlikely to crown a heretic.
Zhongao

Zhongao, also referred to as the Celestial Empire, is an expansive political entity which covers numerous lands, Kingdoms and even other Empires. The power of the Empire rests in the hands of the "Rainbow Emperor", or the Emperor of Emperors (Kōtei no ten'nō).

## The Rainbow Emperor

The Rainbow Emperor gets its name from the multicolored attire and throne room they sit in. The different colours represent the different entities in the Empire.

## Shangu

The home region and seat of the Empire, Shangu is a mostly mountainous region filled with winding valleys and canyons. The region is best known for its immense beauty, and is a large part of the reason Zhongao is referred to as the Mystical Kingdom.

## Caoyuan

Often referred to as the breadbasket of the Empire, Caoyuan makes up the sprawling grasslands of Zhongao, and is home to untold amounts of farms and fields. The soil is rich and fertile, with numerous rivers flowing through the lands.

## Tianzhu

Tianzhu is one of the more culturally and ethnically distinct regions of Zhongao. Geographically it is categorized by larger and drier open plains. Architecturally distinct, the buildings are made from complex stone work.

The region is most inhabited by the Assami culture.

The Immortals are a group of elite warriors from this region.

## Hueisong

The Hueisong region is categorized by its vast jungles and the sprawling metropolises and temple complexes that exist within them.

Heuisong is mostly inhabited by Isan culture.

## Daohai

The Daohai region is made up of numerous islands, and is mostly inhabited by the Haifang culture.

## Personal Combat

Warfare and personal combat vary greatly in Zhongao. Personal combat varies greatly from region to region, with the majority favouring fluid and light styles.

## Dervish

The Dervish are a group of Zhongao warrior monks who utilize elemental magic and dancing.
Communauté 💙

```
Ici chacun peu écrire des trucs (n'importe quoi) sur la communauté. Tu peux aussi venir te défouler ici.

```

* C’est Dieu  TUTTI! IL VOUS PASSENT PLEINS DE BONBON!!!!!!
* Bonjour tout le monde, ici logent des ~~PUTAIN~~ DE LICORNES ARKENCIEL DONC CHUT !!! ET PUIS ON EST GENTIL DONC VIENS PAS M'EMBETER !! ~Mémé~
* Je suis super triste parce que je viens de perdre une amie, qui plus est, qui m'a fait du mal mais que j'aimais vraiment. ALORS LES LICORNES ALLE VOus ~~faire je veux pas de votre amour!~~ ~~Thé~~
* bonjour ici Sourcette qui viens dire à lulu que tout s’est arrangé et les licornes ~~BARRÉ VOUS~~  vous etes belle
* Bonjour je suis un monstre mangeur de pizza à la menthe et d’éléphant/poireau sauce chocolat. Et non, je ne prend pas de cannabis arc-en-ciel...~~Truffe~~
* JE COMPRENDS PLUS RIEN ~~bande de chiens~~ !! ~Mémé~
* Je m'incruste et je vous aime tous!!!!~~Rayure~~
* Je m'incruste moi aussi et vive la family et l'incruste! Rivy
Archipelago

The Archipelago

The Archipelago is a chain of tropical islands in the Western Sea. The islands themselves are natively inhabited by Darfellan, and have recently begun to become settled by humans from the Continent.

Humans

While there have been organised plans to settle and take control of the islands in the Archipelago by major powers from the Continent, a significant amount of humans have gone rogue and have abandoned their old allegiances. The major factions can be divded into the following:

## Baselia

Often referred to as the Serene Republic or just the Republic, Baselia is an expansive merchant republic which as steadily expanding to become one of the most dominant forces in the Continent and the Archipelago. The Republic is made up numerous provinces, each ruled by a rich merchant factions. In the Archipelago the Republic rarely acts united, instead each of the separate merchant factions act independently.

## Zhongao

Perhaps the largest power on the Continent and a major player in the Archipelago, Zhongao (or the Celestial Empire) covers a large expanse of land with numerous cultures and peoples.

The Zhongao fleet is mostly made of large floating fortresses and smaller scouting vessels. Their presence in the Archipelago is more concentrated on investigating lost artifacts and uncovering lost cities.

## Pirates

Pirates are a common site in the Archipelago. There are a few larger pirate factions, but most operate independently. "Each ship is a nation uton itself" is a concept often quoted by pirates.

## Harlequins

The Harlequins are a group that existed back on the continent in small numbers before moving into the Archipelago. They were once traveling performers, before moving to the Archipelago and attracting large amounts of followers.

Since then they took over the Island of Masks and renamed it Bohemia, and enslaved the local populous. Now, the Harlequins do a mixture of traveling performances and outright piracy, leading many to see them as unstable, which they most certainly are.

The Harlequins themselves are heavily inspired by their carnival routes, and engage in rampant hedonism supported by slavery and piracy.

## List of Notable Islands:

The Island without Faces

The Island with Faces

Misty Island

Salt Rock

The Obsidian Tigers

The Ghostly Isles

Eagle's Island

The Grimshaws

Pillar of the Moon

The Island that Sinks

Bohemia

The Shaking Chain

The Swamp Islands
Valorheim

Valorheim is the largest of the mainlander kingdoms, dominating the majority of the Central Nandol.

## Section heading

Much of Valorheim can be characterized by a particular aesthetic. While the constituent states that make up the confederation have their own charms and character, Valorheim is dominated by bleak and darker colours brought on by noble fashion and the bleak effects of the Industrial Revolution.

## Section heading

Compared to some of the surrounding lands, Valorheim is behind the times, with the majority of the towns still being rural villages with little to no industrialization. The cities however, have begun the initial steps into an industrial world, with factories propping up, and manufactured goods being produced.

Despite this however, superstition is still very dominant in Valorheim, with rural communities sticking very strongly to their faith, and outsiders being viewed as dangerous.
Witch and the Beast Wiki

**Welcome to Witch and the Beast Wiki**

Witch and the Beast (anime) • Manga •  Characters • Administrators • Recent Changes • New Photos • New Pages • Help Wiki

Welcome to the **Witch and the Beast Wiki**, a Wiki dedicated to everything about the manga Witch and the Beast / Majo to Yaju written and illustrated by SATAKE Kousuke that anyone can edit. Please help us by creating or editing any of our articles!

We currently have **319** edits to **37 articles** and **40 images** on this wiki.

Template:Portal

**Introduction**

The stage; a city where "witches" collect people's worhship. Who appeared there was a man carrying a coffin, and a girl with a beast's eyes. Their prey, "Witches"! And nothing else. When the evil "witch" and the starved "beast" meet, their magnificent and fierce battle begins!

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Kingdom of Velsvijk

The Kingdom of Velsvijk is a petty kingdom making up central Bernica. The Kingdom itself is dominated primarily by Bruhae Eohfolc.

More formally styled as the Kingdom of Velsvijk-Ostammer and the grand princedom of Honhaven, it is a feudal territory made up of the crowns of Velsvijk and Ostammer and it's constituent subjects, as well as the Grand Principality of Honhaven, who owes fealty to the King of the dual monarchy.

   While a relatively young kingdom, the constituent parts are far older, with Ostammer having a long history going back to the start of the cycle, and Honhaven as a prestigious principality. The Kingdom of Velsvijk itself was only united in C4:789, before the crowns of Velsvijk and Ostammer were eventually united in C4:874.

In recent years, the Kingdom has seen an aggressive set of expansions into the surrounding territories, coming lose to conflict with the Kingdom of Othenia on numerous occasions. The current king, King Harold II, has been very obvious with his ambition to become King of all Bernica, with Othenia being the largest obstacle preventing this goal.

## Velsvjik Military

As with other feudal states, the Velsijk military is primarily made up of the troops their vassals provide the King with. However, the state has more recently began to rely on mercenary companies and a standing army of professional soldiers. The professional army tends to serve an internal peacekeeping role rather than an external one, but their role remains flexible.

Over the years Kings of the either monarchy have attempted to standardize equipment and tactics for troops across their kingdoms. And while formation certainly does vary, there has been a deliberate move towards polearms, which has become a trademark of the united Kingdom. Professional footsoldiers will hold large polaxes or halberds, while mounted forces will wield large Bernican spears or axes.