recursal/Fanatic-Fandom huggingface dataset:
The Golden Exalted Paragon of The Light

## The Grim Reaper of The Light

Believing himself to be destined to become the next Avatar this former Hero took it upon himself to meet out punishment to Evil wherever he went. However, he did so with such cruelty and mercilessness that even his own homeland could no longer let him run free.

He was sealed away in an extremely secure prison within the Wagashi Empire until just recently, forced to slumber via numerous magical seals in order to keep him docile - but broke out with not a single casualty (surprising many). Who, if anyone, aided this escape and for what purpose remains a mystery.

## Abilities and Skills

The "Grim Reaper of The Light" is infamous for his unbelievable sword skill. The sole inheritor of the secretive Zanretsuken School (which is passed down down the line of a single master and disciple) and the (self-proclaimed) greatest Zanretsuken master to ever be, his prowess, natural acumen and an ability for combat cannot be disputed (though many have tried).

The Golden Exalted Paragon of The Light is also the chosen wielder of the **Sword of Justice,** one of the 8 Artifacts of Virtue. Granting the master swordsman a neigh unparalleled weapon with which to punish the wicked. The magical working of the blade make it impossible for the two to be apart for an extended period of time, as well as granting him the ability to channel immense amounts of Holy Magic through the weapon in addition to his own ability to manipulate Ki. He also prefers to wear a myriad of low level Magic Items in the form of countless rings, necklaces and trinkets all over his body (using them when the need arises).

His mastery over his Ki has granted him a very peculiar body. Much faster and more powerful then his slim frame would suggest, The Golden Exalted Paragon of The Light ages very slowly, appearing to be in his late teens despite being reaching his thirties, as well as possessing his signature very pale skin and white hair. He is highly resistant to diseases, poisons, and toxins (and that is without the effects of his sword which increases those resistances even further and make him untouchable to all but the most powerful curses and sources of corruption).

## The Title of the Paragon

The Paragon is not a single person, but rather an unofficial title given to some exemplary individuals who even stood out amongst the other Heroes. Since the birth of The Light there have only been a handful of Paragons, many of whom have later become the Avatar of their generation.
League of Good Nations

## The World United

The League of Good Nations is the grand alliance between all of the nations around the world united under the protection of The Light in their battle against Evil and its servants.

Many nations, cities and even traveling tribes and some Magical Beasts (mainly highly intelligent creatures like Dragons) make up its numbers.

## The Cornerstone Nations

With the fall of Avatar Island, eight nations make up the current core of the League. They are:

* The Shining Concord Empire
* The Galande Kingdom
* The Summus Empire
* The Wagashi Empire
* The Ein Sof Magocracy
* The Elven Kingdom of the Green Vale
* The Kingdom of Nimbadnur
* The Duchy of Wicklow

There are countless other territories and city states that make up the League but these eight are amoung the most powerful and influential among the member nations.
Jacker

- Medical Knowledge (Skilled)

## The Forgotten Wizard

"Jacker" (he still has to share his real name and true identity) is hive mind made up of the former evil human Wizard who started it all and four of his victims, two peasants he abducted, a noble woman called [insert correct name here] and her bodyguard.

On Albion the wizard sought to obtain immortality some time 700 years before Mordred's invasion. His search was successful as he still lives today in a bodyless form that is somehow connected to a magical circlet and five brains in jars.

In a fairly strange turn of events he now finds himself working under the Dungeon Keeper Merlin, his circlet now an anklet worn by his new disciple Henry Mason (who was the one who dubbed his current body-jacking master "Jacker").

## Skills and abilities

Jacker is a master of Rune Magic, an ancient branch of Wizardry that has become unpopular and then mostly forgotten. He also gathered some medical knowledge from the time he was studying the human brain. His ability to control minds is an application of the combination of both fields.

While someone is wearing the circlet Jacker is able to assume control over their body. He can also communicate mentally with his host.

## Life and transition to an intelligent accessory

In the past adventurers and well meaning Heroes would regularly try to invade the Wizard's tower and put an end to his unholy research. Unfortunately most of them only ended up as test subjects for his twisted experiments. Eventually he was defeated and over the years the land around his tower turned into marshes and the building sank into the ground to be forgotten.

A few months after Keeper Mordred's failed invasion a group of Keeper Merlin's minions led by Henry Mason explored a tower sunk deep beneath the swaps in the north of Albion and rescued the brains from their sunken prison.

Since the events of "Saving the Brains from fatal boredom" Henry has worn Jacker's circlet and has been in charge of watching over him. But after the events of "The Vow" Henry hardened his resolve to achieve his dream of true co-existence and lowered his head to the ancient Wizard, becoming his student and learning his lost Magic.

Through experimentation and deduction (and some reluctantly accepted help from his uncle) Henry eventually managed to solve the riddle of Jacker's existence. Jacker did not only put the brains of his test subjects in jars. He fused with them. The five brains that were retrieved from the wizard's sunken tower share one mind and all their memories and life experience. The anclett doesn't hold any soul or person itself. Instead it is a conduit the hive mind called Jacker uses to take control over new bodies.
Dark Magic

## The Ruinous Powers

Dark Magic is the domain of the Dark Gods. It is their power channeled trough their servants and made manifest onto The World.

Each Dark God has their own domain of power and, should it deem a mortal worthy, it will give onto them sliver of their might.

## Eyes and Arms of the Dark Gods

The most notable, and most numerous, users of this magic and the traditions relating to it are the priests of of the Dark Gods. Dark Gods have an innate insight into which individuals have potential to exemplify what they stand for more then others.

In return for their faith, unquestioning obedience and their eternal Soul they are granted the ability to channel mana from the Dark Realms. However their favor is hard to maintain, if one should do something to earn the ire of their patron deity they will likely be subject to horrifying punishments, the most lenient of which could be the loss of ability to use Dark Magic (though Dark Gods prefer to do much worse given the slightest chance).

These users of Dark Magic usually act as their gods agents and pursue furthering their agendas, all the while being opposed by priests of other Dark Gods and by the servants of Good in equal measure, with their lives on the line. Those who produce significant results are granted **Boons** by their deity - rewards that can range from power, wealth or even immortality (some of which request that they be granted Dungeon Hearts, the vessels of Their champions, and become Dungeon Keepers).

## Notable Domains of Evil

### Destruction

Nearly all Dark Gods hold some measure of power in this domain (as their very nature is tied strongly to this aspect). Certain Gods however, like the God of Ruinous Flame, make it their point to grant their followers powers over this domain that are hard to match with any other Tradition in terms of raw destructive power.

### Corruption

To despoil and to claim in Their name. It is by this power that the healthy becomes sick and that the whole falls into ruin. It is by this domain that Demonic Beasts come into existence and that the Good can fall to Evil.

### Domination

Gods like The Mighty Tyrant are famous for granting their chosen the power to bend others to their will. Other Dark Gods, like Crowned Death or the Vermin Lord, grant the ability to control beings they hold sway over (Undead and vermin of all kinds, respectively).
Songs of Zyreema

## The Music of The World

Different cultures put varying value on song, but music has always been tied to the history, folklore and legends of Mortal kind. Whether it was the gift of **Gods whose name has been forgotten** or whether it was created by accident it nevertheless stands as something important in the lives of those who call The World their home.

Here are some of the more well known songs:

## "The Never-ending Journey"

One of the most prolific funeral songs on Zyreema, variants of this song are used by the Good People to mark the passing of life and venerate the Great Cycle.

> You have have went on one step ahead.
> One journey over, but do not dread.
> Follow the light, fly with the breeze
> The journey is not over so be at ease.
>
>

> The things that you treasured, leave to us to treasure
> The things you held dear, we shall protect
> Fear not nor worry, your will is passed on
> Though the smiles you created, through joyous song.
>
>

> Just follow the light, flow with the stream
> Your journey continues, past hardships but a dream.
> Just follow the light, flow with the stream
> Your journey continues, past hardships but a dream.
>
>

> We stand together and wish you the best
> You lived your part, now you may rest.
> May you laugh and you cry
> Feel joy and hope anew
> For you were loved in this life,
> And in your next one may you be loved too
>
>

> Just follow the light, flow with the stream
> Your journey continues, past hardships but a dream.
> Just follow the light, flow with the stream
> Your journey continues, past hardships but a dream.
>
>
Candyland

A land once scrawling with dangerous Magical Beasts tearing each other apart for territory of the wasteland, now a sickening, sugar sweet land scrawling with dangerous, territorial Magical Beasts. Discovered in The Underworld by The Band while traveling through the underworld network.

The land is known to have three territories surrounding a Frosted Tipped Mountain: The **Sugar Rock Hills** where their portal had come out to with mint grass, chocolate pudding mud, and boulders of hard candy, A **Sugarcane Tree Forest** sprawling with canes of various flavors growing out of rock sugar. And lastly **Syrup River Planes** made of gummy short grass on top of some more chocolate pudding dirt surrounded by a river of syrup river running through the plains.

## The Three Beasts of Candyland

Candyland's three territories are each controlled the Three separate species of Mid-Rank Magical Beasts.

### Jawbreakers

The Beast in which controls the territory of the **Sugar Rock Hills** that resides the only(known) portal. Known for their large physique, these creatures are the physically toughest of the lands as they make use of their thick hide and muscles to knock foes down and crush foes underneath them.

The Band had made quick work of them when approached by them as they were proven to be lacking tactical moves aside from crushing and punching.
Ein Sof Magocracy

## The Capital of Magic

Created by Mages for Mages the city-state of Ein Sof is a strictly class-based society where one's ability and knowledge of the Art of Magic determine the worth an individual has in society.

What was once a humble Wizard Tower thousands of years ago now stands as the most Magically advanced nation on Zyreema. Generations upon generations of Magic-users have flocked to the city-state of Ein Sof from all over The World in hopes to get past the strict checks and criteria for entry and be allowed to study the Art of Magic under the tutelage under the greatest experts in a myriad of fields. Even being the home of several Spell Kings throughout its long history.

## The Floating Mountains

Ever since the Cataclysm the land and sky of Ein Sof have remained unstable. Minor examples include the strange and seemingly effects that sporadically appear and disappear (making Ein Sof a prime place for magical research) but the greatest show of the scars the City shows are in the fact that the very mountain Ein Sof used to be on is now shattered into several island-like pieces hovering around a central island, giving the city the iconic image that has fascinated countless individuals ever since the first Wizards began to gather in the area to conduct research on the miraculous phenomena that permeate the area.

## Ein Sof, The Jewel of Zyreema

There are not many people on Zyreema brave enough (or foolish enough) to lay siege to a city with the sheer amount of Magic-capable populace as Ein Sof but, in case a would-be conqueror or Dungeon Keeper did fail to learn a lesson from his **many** predecessors, they would be made known just why Ein Sof is considered one of the cornerstones of the League of Good Nations.

Countless wards and barriers are erected and layered around the city and make all but the greatest attempts to sneak in or assault the city a fools errand. Moreover, Ein Sof is the greatest producer of Magic Items in all of Zyreema, making it an invaluable asset to the League and the forces of Good in general.

But it should be known that, with all that it offers, Ein Sof is often heavily criticized by other League members for their conduct at times. Many mages, some who have studied in the Capital of Magic and some who were rejected at the door, end up finding their way to the Evil side - using their talents for the benefits of Dungeon Keepers or in the Underworld cities. Ein Sof also clashing with its neighbors, particularly the Summus Empire, over instances where one or the other magical storm or escaped Magical Beast managed to cross its borders and cause havoc.
The Party (B)

## The Journeying Group

**The Party (B)** is a group of people from Zyreema that have come together for.........some goal. Not to be confused with The Party.

They met in Wicklow five years prior to Mordred's invasion of Albion and decided to go on a quest together to find the person who ruined the lives of two of them.

**Important note:**

They are in no way inferior to The Party. Thus they do not like to be referred to as "Party 2" or "The Second Party" - Please refer to them as "Super-Party", "Mega-Party", "Awsome Party" or "Party (B)"

## The Members

### Troy

Born in Galande and raised by the Church of The Light, Troy is an experienced priest and an expert in Magic Seals and removing curses.

### Simon

Years ago Troy brought a human boy back to Wicklow from a mission. Only few know that this stubborn and angry brat called Simon is actually the sealed Dragon Ignithur.

### Ozchara

Former citizen of The Green Vale, the young Elf man has went on a journey to redeem the sister who raised him, as she was banished due to breaking an age old taboo.

## Former members

### Elizabeth Redwood

Owner of "Blind Eye Investigations", Elizabeth is a detective for hire that is even willing to take cases the authorities deem "not to be worthy of their time".
Jared

### Affiliations

- Keeper Merlin (minion, Resident Albion Spymaster)- Cecilia Brimstone (former student of)

## The Spymaster of Evercalm

Jared is a lean man in his mid 20s with fuzzy brown hair and often wearing a green tunik. He grew up on Albion and lives as a permanent guest in the All-Inn pub in Evercalm.

What most people don't know about him is that he is one of the most successful information brokers on Albion, trading information with other spy networks of the island.

He became a minion to Keeper Merlin shortly after the Keeper's first public appearance out of sheer "professional curiosity". As his personal spymaster, Jared keeps Merlin informed about all the current affairs on Albion.

## Abilities and Skills

Taught a variety of skills from the greatest spy of Albion, Jared is an expert at using wit and guile to get what he wants. Thanks to his wide-reaching network of contacts there is almost nothing on Albion that he could not find out if given sufficient time and enough money for bribes.

He avoids direct confrontation as a matter or principle but has shown an impressive amount of physical fitness when he successfully outran Hongshir during their first meeting in Evercalm.

## Jared the "Mocking Bird"

In his youth, Jared was taken under the wing of "The Demon Spy of Albion" and was taught the ins and outs of the dark side of society and how to survive in it (that is also when he picked up his excessively cryptic and roundabout speaking habits).

In a turn of events only known to the Demon Spy and himself, Jared went separate ways from his master in order to strike out on his own. While he operated away from his former master Jared put forth a great effort to find proof of her connection to the Mason Family, albeit unsuccessfully.
Quetzal

## The Eccentric Blue Dragon

Quetzal is a Blue Dragon that hails from the Wagashi Empire. Brought into the Dungeon scene at a young (for a Dragon that is) age he has been under the employ of many successive Dungeon Keepers. Working for one after the other after they either failed or he realized they were very close to failure and left before he got caught up in their fall.

He was recently approached by the legendary Keeper Merlin and some of his minions with the request to work for them. Which he graciously accepted.

## Appearance

Quetzal has two forms, one is that of an elderly human and the other is the enormous serpent-like form that is his true Draconic being.

In his humanoid form Quetzal looks very unimposing and frail. He has long white hair as well as a long beard and blue eyes. He wears incredibly fancy clothes like that of a noble or perhaps a wealthy merchant.

In his Dragon form he is an incredibly long serpentine figure with large antlers and a wispy white mustache and beard. As being a blue dragon would imply he has blue scales and four limbs each with a set of claws with four appendages each (that means four "fingers" each).

## Abilities and Skills

As a Dragon Quetzal has a sort of innate magical ability within him. With this Magic he is capable of changing his form as well as producing lightning (usually as an attack from his mouth or as defensive barrier all around him).

He is incredibly knowledgeable especially with mathematics and can recite over a hundred books word for word from memory.

## Personality

Quetzal is incredibly odd especially for a Dragon. He enjoys being in a humanoid form to the point where he almost looks for excuses to use it. Not only that but Quetzal, unlike seemingly most Dragons, values knowledge well above physical gold and wealth. Occasionally, Quetzal shows a childish side of himself as he attempts to catch people off guard with his immense knowledge.

## Experience Built Upon Bad Deals

Growing up Quetzal was fairly secluded from the world. He only had books to go off of what was happening around him. This changed when one fateful a group of Imps dug too deep and unknowingly made his den became a part of a Dungeon.

In a very rash decision, his youthful curiosity and inexperience getting the better of him, he became a minion for the Dungeon Keeper who had claimed the area. Not long after however, that Dungeon Keeper was replaced through a "revolution" and afterwards Quetzal was put in charge of the finances.

This period also did not last long as the Dungeon fell during an invasion, thus prompting Quetzal to begin a life of "Dungeon Hopping" as he calls it. Going from Dungeon to Dungeon, more often than not realizing before anyone else that the Dungeon was going into the hole and getting out before it was too late.
General of the Army

***N.B.: This rank has not yet been mentioned in the Halo Universe.***

**General of the Army** is the highest commissioned officer rank of the UNSC Army, and can be also known as "Supreme Commander" (not to be confused with the Sangheili Supreme Commander) or "General of the Armed Forces," although promotion to this rank is restricted to times of war. It is equal in rank to Fleet Admiral in the UNSC Navy and General of the Air Force in the UNSC Air Force.

Personnel of this rank command major areas of responsibility and hold some of the highest military positions in the UNSC Defense Force.
President of the Unified Earth

File:HE Ruth Charet.jpg
The **President of the Unified Earth** (officially: The **President of the Unified Earth Government**) is the civilian elected position of head of state and head of government of the Unified Earth Government. The president is responsible for selecting members of the cabinet. The president issues the commission to officers of the UNSC Armed Forces, the formal legal document that grants officers their authority.

In the aftermath of the Human-Covenant War, Admiral of the Navy Spartan Danielle-327 assisted with the official transition of power back to the president and the UEG from the United Nations Space Command, which had acted as humanity's emergency government during the war. In 2553, numerous politicians and academics contended for the office of president. Ultimately, Doctor Ruth Charet was elected to the post on January 8, 2553 and remains in office by March 2558.

## List of appearances

* *Halo: Glasslands* (First appearance)
* *Halo: Escalation*
* *Halo: Official Spartan Field Manual* Template:Mo

## Sources

1. ↑ **Halo Waypoint**: *UEG*
2. ↑ *Halo: Glasslands*, p. 70
3. ↑ *Halo: Official Spartan Field Manual*, p. 139
4. ↑ **Halo Waypoint**: *Lord Terrence Hood*
5. ↑ **Jessica Shea's Twitter**: *Today in Halo - 1/8/2553*
6. ↑ *Halo: Glasslands*, p. 43
7. ↑ *Halo: Escalation*, Issue #7
50 Stone Canary

**50 Stone Canary** is a very rare weapon in the series, created by Shadow The Worm. It only appears in Worms: Fort Mayhen. It is usually found in high supply and can be collected from crates.

## **1. Description:**

50 Stone Canary is a weapon, which replaces Sheep from the rest of the series. This weapon deals 50 points of damage and is a common weapon in crates. But, this weapon has low moving speed and can't jump as high as Sheep can.
Gilgamesh

## The Underworld Rocker

Gilgamesh is an incubus bard and self-titled "up-and-coming music legend" from the Underworld. Fairly famous in some circles (and rather reviled in others), he has made a name for himself as a deviant amongst True Demons and Underworlders alike.

Currently, he is employed on Avalon where he works on livening up the mood with music and running "The Frixy Pixie" - which has been dubbed Avalon's best (and only) bar.

## Abilities and Skills

Besides his brilliant musical abilities, Gil has been trained in the ancient art of seduction, he also is able to use his demonic abilities to take alternate humanoid forms.

He is also able to infuse his magic into his guitar to shoot lightning, heal, and inspire those around them

## Personality

Has an unquenchable wanderlust, loves to party, flirty, and absolutely refuse the idea that he is anything less than perfect.

## Gilgamesh's rocking past

Once upon in the Underworld there was a clan of succubi and incubi, and in that clan there was an incubus was named Gilgamesh, who just so happened to be the son of the head of the clan. As the heir to their age-old traditions he was trained in the art of seduction, but he was never really into it, enjoying only his music lessons.

When his studies were complete he was sent to the mortal world to seduce and absorb the life essence of his assigned mortal. And some strange twist of fate, the one he was to seduce happened to be a young bard.

Something strange happened though, instead of seducing the young man, they just talked. The talked about music, their favorite songs composers, it was during their talk that Gil realized he didn't want to seduce people, he wanted to be a musician!

So he went back and told his clan, who hastily booted him out and shunned him - but perhaps it was for the best. He soon learned how to absorb essence through admiration of his music rather then lust, and traveled around the Underworld, playing to those who would hear.

He then came across a band of orcs, not a brigade mind you, just four orcs, all carrying instruments. Gilgamesh had never heard orcish music and followed the group to a pub.

Everything he knew about music, was blown right out of his brain after hearing them play. When the band had finished, he asked what manner of music they played, to which they replied "Rock." a name which literally translates to "Music with Rocks in it."

With a new found passion in his heart, he know goes to the mortal world once again, to preach the gospel of rock.
Owl Bear

Owlbears are fierce and territorial beasts that make their habitats in dense forest areas. Their bodies are large and muscular, covered in a coat of brown, grey or black patterned feathers. Their four clawed paws are strong and sharp enough to cut trough unenchanted metal and shatter bone. Owlbears can easily grow up to twice the size of an average Human and their large beaks are able to crumple hard wood like it was paper.

The reason why these creatures are feared however, is not their sheer raw might (as there are plenty of predators which can beat an owlbear in a test of pure brawn) but due to their almost unbelievable ability to move undetected considering their size. A healthy adult owlbear is capable of moving trough dense forest, over trees and trough treetops without making a sound. As such, unless adventurers and hunters are cautious and look for signs that they have entered an owlbears territory, it is possible to accidentally wander trough a forest and be jumped by an owlbear with little to no warning whatsoever.
Altar Tasina

- The Band (Overseer)

## Inquisitor of Wicklow

Altar (pronounced "*Alt-air"*) Tasina became an inquisitor of Wicklow following in his fathers, High Inquisitor Abert Tasina's, footsteps. A man that takes his mission seriously and by the book for the safety and security of those involved. Including his current task as Overseer of The Band.

## Appearance

Keeping rather thin and fit, being a bit more than average height, and long straight brown hair, his appearance is seen by some as quite handsome. Generally seen with black inquisitor robes fashioned neatly and clean as a direct correlation to how serious his work ethic is.

On occasions, as a disguise, he may be dressed in Vonderwaldian noble tunic-suit combo to give an appearance of superiority.

## Abilities and Skills

**Light Magic Inquisitor:** To follow in his father's footsteps, Altar trained to become an Inquisitor from an early age. Primarily focusing on his early physical training in the combative form of Light magic and his studies in the analytical form. Following the strict training regimen, Altar became the official rank of Inquisitor at age 16, 3 Years after his brother Troy Tasina. The current state of his control of Light Magic has reached the stage of Master.

**Investigator:** The first mission he was ever leading as Inquisitor is seen as a failure to most of the fellow agents in Wicklow, but the amount of study, investigation, and contacts that Altar pulled and leads he followed were taking seriously which lead the leadership of Wicklow to not see a real fault in the investigation itself and him... but bad luck.

## Personality

Even in at an early age, Altar had a quite serious personality. To the point that most of the adults around saw him as an "Uncute Child." When Troy became his brother his serious personality only solidified with all the trouble that he was dragged in (including multiple kidnappings). Some say that Altar to this day still has a grudge on how many times Troy got him into trouble.
Stick of Yew

Just a stick made of Yew... mainly used by Ril as a confidence/safety net when ghosts are involved.

### Mk. 1

The first Stick of Yew was created when The Party traveled to the Silver Islands for the first time. It served him well up until they explored the sealed Temple of Fear, where the stick was destroyed when Henry Mason mercilessly and cruelly (in Ril's opinion) tossed it into the black pool.

### Mk. 2

The second Stick of Yew was created by Ril shortly after and was mainly used as a means of personal protection during the Winter Solstice.

It too however was lost in the line of duty. This stick was played up as a fake "mighty artifact that was key to Merlin's plan to resurrect the White Wyrm.". It was destroyed Henry Mason in a dramatic display during the Winter Fakery.
Carmila

### Affiliations

- Shining Concord Empire (aerial recon force)- Dungeon Keeper Merlin (honorary minion)

- Team "Younglings" (member)

### Relatives

- Dandel (older sister)- Mellisa (older sister)

- Anise (older sister)

- Seras (older sister)

- Tilia (older sister)

- Roselle (older sister)

## Biographical information

### Date of birth

15 years before Mordred's attack on Albion

## The Fairy of The Shining Concord

Carmila is a (very) proud resident, as well as part of the military of, The Shining Concord Empire and she holds all the beliefs that could be expected of such a heritage.

Straight laced, stubborn and sometimes a crybaby, the young girl has a strong mistrust towards anything related to Dungeon Keepers and considers them to be a menace The World would be better off without.

She has six older sisters. Anise, Cerasse, Dandel, Melissa, Roselle and Tilia.

## In service to her country

Together the seven sisters from the most elite full-fairy aerial recon force of the Shining Concord Empire! (Questions about how many other full fairy recon forces there are besides theirs are politely dismissed.) At one point in time, the group had been on a mission when they got ambushed and separated. While her sisters could escape she was caught sold to slavers who hoped to sell her at the next slave market. There she was  ~~captured~~ rescued by The Party following the events of The Auction House War.

The Shining Concord is still trying to figure out the devious ploy of nefarious Keeper Merlin and what he hopes to achieve by freeing slaves and even escorting them home.

## Time in the Dungeon

After being rescued by The Party and waking up in the Dungeon, Carmila was so shocked to find out where she was that it took the good part of an hour just trying to get her to stop throwing lightning magic at the drop of a hat. Needless to say, even then trust was not something she could afford to give in the den of vipers that was a Dungeon.

The people around her were minions of a Keeper and she would not - nay - **could not** forget that!

But Carmila's personality seems to be weak to "Good" behavior however. On numerous occasions when being treated nicely her air-headed personality shines trough and she completely forgets to be on guard (often regretting it after the fact). A fact that has caused a certain Keeper to find her to be quite adorable.

The month and some spent in the Dungeon along with the whole of the Beach Incident has gotten her to open up a bit however. Now she believes that some of the minions she has gotten friendly with (Lucy, Michael and Henry) are being tricked by the wicked Dungeon Keeper instead of being outright Evil.

In the latter part of her stay she shared a room with along with Lucy whom she has managed to form a....*curious* friendship with. She has a much more straightforward relationship with Michael (who has, unknown to her, developed a fancy for the young Fairy).

~~She has bunked with Lucy and Michael with Sirra as their team captain (of team "Younglings") during the Beach Incident~~ **We do not talk about the Beach Incident.**
Raventhorn

Although they technically are a band of mercenaries, the description doesn't do them justice. Founded by former holy knights of the now-ruined Avatar Island, the members of Raventhorn are closer to crusaders who want nothing more than free this world of evil.

## History

A small company led by holy knights of Avatar Island was on a relief mission in the north eastern part of Zyreema, just after having lost many of their leading officers to a Keeper's ambush they received the bloodcurdling news of the fall of their homeland.

But whilst many would have faltered there they did not give up hope no matter how bad the situation. They, the founding members of what would be later known as Raventhorn, swore a holy oath to continue the fight against Dungeon Keepers and the servants of the Dark Gods until the day they could return home or die trying.

As they earned one victory after the other and grew in fame, many more would gather under their banner. Their noble battles and steadfast beliefs inspiring not only adventurers but also myriads of common folk to take up arms in the name of Good. It did not matter whether you were a knight or a commoner, well-off or destitute due to the Keeper plight, or even if you were human or not - all those who wanted to make the world a better place were welcomed under the Raventhorn's standard.

What started as a small band of survivors quickly grew into one of the biggest standing armies of Zyreema.

## Important Figures

### Lorelei

As a duchess, sorceress, a founding member of Raventhorn and the main supplier. She is one of the most famous characters on Zyreema's political parquet. After Raventhorn's many victories against the forces of evil it is no surprise that she is also the bearer of one of the largest Keeper-placed bounties on Zyreema, with Keeper assassins sparing no effort in their constant attempts on her life.

### Darik

One of the founding members of Raventhorn and commander of its First Company. Although he is neither of noble birth nor an actual knight, he has earned the respect of his men and the right to lead by his many victories on the battlefield (Although he still has to rely on his officers and staff to take care of the paperwork in his stead)

### Iris

One of the founding members of Raventhorn, Iris is the daughter of a pair of Elven bards that chose to make use of her acquired skills in order to pursue a career as a diplomat. Eventually beginning to work closely with Avatar Island, she had accompanied her friend Herveus to Zyreema on the failed relief mission when the Avatar Island fell. She was not only a mayor role in the founding of Raventhorn but also in its current operation. When she isn't using her silver tongue to find sponsors and supporters for Raventhorn or smoothing out contracts, she accompanies Darik in the field, taking care of his paperwork so he can concentrate on the things he does best.
Gem Warrior Connie

"I will conquer every world in his name"

Gem Warrior Connie is an AU version of Connie Maheswaran, from the show Steven Universe. The AU is an extension to the Yellow Steven/Steven Diamond AU.

Connie is Yellow Steven's Elite Knight, Bodyguard, Second in command, and secretly, his girlfriend behind the backs of nearly all of Homeworld.

## Backstory

She was abducted by Gem Soldiers when she was two years old so that Steven could have a human companion as he grew up. She was Augmented by Gem Shards injected into her body to make her lifespan just as long as Steven's as well as giving her superhuman strength and speed, and was trained in the art of the sword by a very talented Agate, of which she soon became a master. She has devoted her life to protecting her Diamond at all costs, and helped lead many successful colonies.

## Personality

Connie and Steven are best friends in front of and lovers behind White and Blue Diamond's backs. But just like Steven, Connie cares for nothing else but furthering the Diamonds' empire, and turning planets into new Gem Colonies.

## Powers

When Steven's army defeated the remaining Crystal Gems on Earth and Pink Diamond was bubbled (And later Rejuvenated) by White for betraying her own kind, Connie took possession of her sword and began wielding it all the time.

She also gained a special Gem armor built by Peridot. Using the Ruby and Sapphire of the Crystal Gem Garnet, Connie gained two shoulder plates that can spread a skintight armor on her body whenever she wants.

Her preferred weapon is Rose's Sword, but if she needs to, she can summon a Ruby blade and several Sapphire throwing stars from the gems on her shoulders. Garnet's gems also give her the power to manipulate fire with her left hand and ice with her right hand.

## Trivia

* The Art on the InfoBox is made by AngeliccMadness on DeviantArt.
	+ In addition to making the art, they also made the first iteration of Gem Warrior Connie, and the Bad End Friends Fandom incorporated it to fit with Yellow Steven's story.
		- The original Gem Warrior Connie is vastly different, with the story taking place in a universe where Homeworld attempts to take over Earth. The Ruby on Connie's left pauldron is instead Eyeball Ruby, rather than being the other half of Garnet. The Sapphire on Connie's right pauldron being a completely new Homeworld character. The original "Bad End" is when the two gems corrupted Connie, and made her attack the Steven of that AU.
		- The Connie portrayed in the Info Box is supposed to be 18 years old, as shown by Angelicc Madness's original title for it. However, this was changed to fit the Yellow Steven AU.
Black Crusades

## When Evil Stands United

The words "Black Crusade is coming" might be one of the most fear inspiring that mortals of Zyreema are capable of imagining. For those on the side of Good, it is a phrase that is synonymous with making your peace and taking up arms to face what very well may be your final battle. For those on the side of Evil it is a choice -will you throw in your lot and risk everything or, once the battle is over, will you become the next target?

Black Crusades are by no means a regular event. Those who follow Evil spend as much time fighting amongst each other as they do facing Good and situations where evildoers join together are usually just a prelude to some inevitable betrayal. In this sense it is very rare for those on the side of Good to ever fight a truly united enemy.

But exceptions exist. When the Dark Gods put aside their differences and offer rewards and boons so tempting that even the fiercest of enemies stay their knives. When enemies of all that the Dark Ones stand for must be put down with absolute certainty.

When madmen with guile, charisma and power rise to unite Evil just long enough to shake The World.

Each time such an event happened Good always rose to face it. Each time Evil was put down or laid low by the greed and ambition within its own forces - but the cost is always great.

## The Worlds Greatest Wars

### The First Black Crusade

Spearheaded by a Dark Priest that attained the tittle of **Black the Second**this was the first time Evil united in any such form since the First Demon King Invasion. This Crusade was called as a response to the appointment of the first ever Avatar of The Light.

### The Fifth Black Crusade

The Fifth Black Crusade was the one responsible for sundering the Wulfsmund Jarldom, which still has not recovered even after half a century.

### The Sixth Black Crusade

Led by the insane schemes of Mukrezar, this Black Crusade marked the deaths of many powerful and feared Dungeon Keepers - including Mukrezar himself.

But regardless of the price that was paid there is no one in The World who would dare to say that it was anything less then the greatest blow ever dealt against Good in history.

The Sixth Black Crusade marks the fall of Avatar Island and forever marked the man who led it as **"The Man Who Brought Down The Sun"**.
Super Sheep

**Super Sheep** is a common weapon in the series created by Shadow The Worm. It appears in all story builds, except Worms: Ultimate Golf and Worms: Fort Mayhem. It is usually found in zero supply, but can be collected from crates.

## **1. Description:**

This weapon acts like a normal Sheep, except that it can be sent flying. When the Super Sheep is in flight, it can be completely controlled, making it a perfect weapon for the situations, which render the normal Sheep useless.
Michael Friktor

## The student of Heroes

Michael is a young, well-intentioned (although sometimes dimwitted) human boy with a significant overabundance of energy.

Picked up by Hongshir from the the slums of Sweetwater, he is an apprentice to the martial artist as well as to the Death Knight Herveus in Merlin's Dungeon.

## Abilities and Skills

Michael lack the patience for the study of Magic, preferring his teachers swordplay and martial arts lessons. While only an apprentice for now and lacking in both physique and experience he shows a remarkable ability and raw talent. Unfortunatelly he also lacks the drive to improve and the respect for authority. Hongshir is about the only person he actually listens to ─ sometimes.

Michael is the caretaker of a griffin named XXXXX, whom he has taken care of ever since The Party rescued his egg from the Pale Wing Auction House. With whom he is so close to that he considers him his "brother", but he hides his compassion in his attempt to project the image of the tough guy.

While XXXXX is far too small to ride for now Herveus hopes to teach Michael how to ride the creature when it comes of age.

His teachers have tried to teach Michael a wide range of subjects regarding the basics of tactics, strategy, literature and the handling of animals, though he has proved to be a tough case due to his habit of slacking off when he thinks no one is looking.

## From apples to griffins

Raised in the bad part of Sweetwater by a father with double whamy of a drinking and a gambling problem, Michael's early life was by no means an easy or blessed one.

He closed up emotionally, didn't allow anyone to get close. He doesn't react well to authority, to being forced. Thus he ran away when he was told to become an apprentice to the carpenter.

Hongshir was the first adult who actually got through to him, to have Michael open up a little. It was a tedious process to persuade the boy to try meditation, and even more difficult to prevent him from giving up. After several weeks it began to show results as Michael's inner turmoils subsided, he became quieter, less aggressive and stubborn, more at piece with the world and easier to deal with overall.
Mordred

## The villain named Mordred

Keeper Mordred was a Dungeon Keeper from Zyreema. His failed attempt to invade the hidden Island of Albion triggered the current events.

During his time on the Zyreema he was a sworn enemy and rival to the Keeper Grasthurasa, as well the man responsible for the events which led Hongshir to Albion.

He was executed at the stake in Evercalm after his defeats at the hands of Baron Leopold's militia and Dungeon Keeper Merlin.

## The failed invasion

After a series of battles which ended up with all but one of his Dungeon Hearts getting destroyed, he fled across the ocean with what was left of his army rebuilding his strength. He set a course for the legendary mist from which no one has ever come back, hoping that this yet undiscovered land will be the key to his return.

Mordred soon learned that sailing trough the mist was not a matter to be taken likely. Within the mist he lost several of his ships leaving him with only his flagship vessel. But he did make it to Albion and laid low for a while. He created a second dungeon in the mountains further to the south as a last resort, then deactivated the heart he had on his ship so he could safely move it under ground and build his main base around it. Only when most of his gold was spent and his preparations made did he send out his minions to terrorize, raid and pillage.

Baron Leopold immediately gathered all available forces, including a militia of adventurers, and prepared the counterattack. He took advice from a foreign hero named Hongshir who had followed Mordred to Albion in his quest for revenge. Hongshir cautioned the Baron, who so far has never heard of Dungeon Keepers, not to underestimate a Keeper and be prepared for any underhanded tactic. This advice was taken quite seriously as the Baron held nothing back in his battle, even going so far as to request assistance from the Institute of Higher Learning and their wizards. Their magical support turned out to be the decisive factor, as they provided superior intelligence (by *scrying*) and communication (by *sending*) as well as mobility (by *teleportation*). In one battle the enemy was defeated and the Dungeon Heart destroyed.

But some of Mordred's minions escaped and moved south to regroup at Mordred's second and last dungeon. Shortly after the Keeper had returned from banishment to the Dark Realm, his unfinished hideout got attacked again, this time by a small group of insanely powerful individuals accompanied by nothing less than a Horned Reaper. Mordred's meager defenses didn't last and he was forced to bow his head to a novice Keeper who introduced himself as Merlin.

A few days later a hooded figure delivered a mind broken Mordred to the authorities of Evercalm where the wanna-be invader was put to trial and burned at the stake.
The Seekers

Ewiel stems from a long line of prophets and farseers that tracks back to the first Oracle of the Shining Concord Empire.

He was born and grow up in the Empire. He spent the first 50 years pretty sheltered, doing some boring day job and collecting stories about lost treasures as a hobby. Until one day he discovered that his useless hobby wasn't that useless after all. He stumbled across some clues by comparing different versions of stories about his favorite mythical treasure. When he started to investigate in earnest, people were calling him a dreamer and scolding him for chasing shadows. Despite that he used up all his savings and hired a group of adventurers on Zyreema to check out a certain location. When they actually found the mythical artifact, he couldn't believe it at first.

From then on, he would hunt down rumors and items of legend. More often than not, these turned out to be no more than stories. But the few times he struck true and uncovered secrets of the past or long lost artifacts made more than up for it. One time the adventurers following his leads even ran into a secret expeditions by Evil dungeon keepers that was hunting down the same item. Once word of his success spread, people were suddenly contacting him and asking for his advice. A completely new experience for him. How strange!

One of these people was a monk from the Order of the Phoenix from Wagashi. He/She was travelling through the Shining Concord Empire searching for clues to the lost phoenix feathers that were scattered across the world. Of course Ewiel offered his help and the two promissed stay in contact. Before returning home, the monk adopted a Shinu child named Long Fang.

More than a decade later, the monestary was attacked and destroyed. When he learned of that, Ewiel decided it was time to leave the safety of home and visit his old friend in person.