recursal/Fanatic-Fandom huggingface dataset:
Áine of Spring

*I am Áine of Spring, only daughter of the God Queen Summer, fairest of the Seasons and last of her name. And I will not see my glade despoiled!*

One of the Children of the Seasons.

## Age of the Seasons

Áine was once a high-elf cleric, righteous and fair, and a central member of the Original Eight. She was the one who first discovered the prophecy, and was curious as to how all the members had grown up as orphans. She fought alongside her allies and vanquished the dragons in the old world.

As the aspect of Spring, Áine was granted a gift by Cailleach. The Garden in the North was to forever belong to her, allowing spring to forever flourish in her domain. Delighted she built a tall castle, but soon vanished from the surface, caught up in her own musings. Refusing to even see Cailleach, she drove him to despair, as he stalked the mountains surrounding her realm. His love for her turned to hate, and it was this which led him to use the adventurers, later known as the Skyfarers, to unseal the doors to her palace.

Although she was slain by Cailleach, she managed in her last moments to heal the fallen adventurers, ushering them onwards into battle with the furious son of Winter.

She was later encountered melded together into a terrible undead abomination, a dracolich combined with Cailleach (assembled by none other than Per) - an indication of the same fate that had befallen Summer and Winter themselves. They were once again slain by the adventurers, finally granting Áine rest.

Áine's prophecy, for we have no record of where she learned it and thus still attribute it to her, has only been spoken in common. It is recorded here:

*Når de Foreldreløse samles for å kjempe skal sirkelen tegnes på ny.
Vinter og sommers barn vil måtte bøye seg for deres arvtagere idet en ny morgen gryr.
Alt som er halvt vil bli helt, og alt som er helt vil bli halvt.
Og sammen inn i en ny verden vil heltene bli kalt.*

## Splintered timeline

Áine manifested as Oréo's sister Zafari in the splintered timeline and was aided by the Heroes of Storm Isle in her battle against Cailleach, defeating him for the first time.
Maxrod Hoodwinckle

Maxrod Hoodwinckle was an opportunist gnome wizard, master of politics and maneuvering, in his quest for the highest office of Damon Thor. He was the mentor and boss of Myrmidan Jaquoff. His one remaining opponent was Witherin' Pete, and might have taken his spot as head honcho, were it not for The Black Fleet using him as the vessel for Gyevroo's avatar in Crescent.

Hoodwinckle's body is now twisted into a parody of its former self, the God within commanding Garth and The Black Fleet.
Vrachos

**Dwarves** are a minority in Davenfeldt, seldom seen outside their grand mountain halls deep under the southern mountains – **Vrachos**. They live in almost freezing temperatures where the Sun never shines, regarding the “outdoors” as a place fools go to die. Those seen in Balmar as usually outcasts or oddballs not fit for the strictly hierarchical Dwarven society. Most remember the days the Sun alone floated in the sky, and are wary even of venturing out in moonlight.
Yorick the risen one

In an ancient, forgotten era of Davenfeldt, Yorick the Risen One experimented with dark magic (or during Ycaron's childhood, if you're to believe Yorick's claims). He was likely killed for it. However, some fragment of his necromantic experiments preserved the ragged remnants of his soul within his bleached bones, which lay in a dark corner of some drow cell, a broken prisoner his only companion.

Then the world was plunged into Twilight, in the doomed maw of a Bored God. Just the ingredient needed to resurrect Yorick from his slumber. He sought out his old friend from the cell, and pledged his servitude. He fucking loves the black arts with an almost childlike glee, and is hard at work creating an army of the corpses of his enemies.

Murdered Yllaria on Quintillion's orders, turning her into a zombie puppet.

Admitted as much to Ycaron upon arrival at the Domed City, claiming to have simply been following orders. Was executed by Baron Blood. His skeletons, however, self-detonated - almost wiping out the remains of the drow army.
Home planets of the Keltrian Star system

Planet 1 (Que) - Pixs - Gravity > Earth

Planet 2 (Tri) - Prols - Gravity > Earth

Planet 3 (Reh) - Grandteli and Shifters - Gravity < Earth

Planet 4 (For) - Genteli and Faeries - Gravity < Earth

Planet 5 (Rota) - Burgis - Gravity = to Earth

The Keltrian system originally had three Suns. Two were similar to Earth's for heat and light output but slightly smaller. They closely orbited a very small dense blue sun. Que and Tri were in the same orbit around one yellow sun and the other three in a similar orbit around the second yellow sun.

(Think of a spinning bar-bell with the blue planet at the centre of the bar and the focal point of the spin. The other suns being at the end of the bar and the connection points for the weights that were the spinning planets around them.)

The primary races of Keltria had waned and grown many times over the millions of years that they had inhabited the system. They had expanded into the universe on more than one occasion.

The Planets; Reh, For and Rota were moved by the surviving Empress Wizards under the direction of Empress Hinana, with one of the suns to form a new solar system. What happened there after is another story.

BACK TO: Keltrian\_Universe\_Wiki
Special Keltrian Races - Tara

Average Height - 180 to 220cm

Skin - often a paler tone that matches their hair colours

Hair - Blacks, browns, blonde to darker honey or reds. White,
pale copper, green, blue and purple streaks in hair are common

Eyes - can vary widely but yellow/brown, greens and blue
shades are common. Often tends to depend on dominant alternate form

Life span - 130 to 140 years.

- Same as Shifters for children and fertility

- They are Shifters and also have DNA from a species call
Controllers, who were magically created
by the Pix

- They store memories in their bone structure like data
storage chips

- Some do, and some
don't grow genital or facial hair, deepened on the racial mix

- Considered adults at age twenty-one and females don't tend
to marry until that age

- Sexually mature at seventeen

## **Dog-Shifters** (New Race that was formed on Tara)

Average Height - 190 to 210cm in human form 130cm to top of shoulder in Dog form

Skin - often light beige to mid-beige

Hair - Black, red or reddish browns, with a strip of blonde
to dark honey or reds over one ear when in human form

Eyes - can vary widely but yellow/brown to dark brown is
most common.

Life span - 130 to 140 years.

### ***Mating***

- Can mate with any of the other races, but tend not to mate
with Prols or Pix due to size

- Fertility, female form- twice a year unless they have pups
(wait 2 years), male form - approximate every 2 years

- Children, normally born as pups even if female is in human
form

### ***Other features***

- Body shapes in human are slightly heavier than Genteli but
not as much as Burgis

- Have the ability to
absorb DNA of other animals

- Unaltered, females can shapeshift between dog and human;
males cannot and stay in dog form unless changed by gene from Utopia

- Females and most altered males don't grow genital hair,
else like shifters

- Considered adults at age twenty-one and females don't tend
to come into season until that age.

- Sexually mature at sixteen.

***Ants and Boas to come***

BACK TO: Keltrian\_Universe\_Wiki
Water of Life

The Water of Life was originally found in a massive pool beneath Woodrock, and has magical healing properties. Sounds good, right? Well, turns out the liquid also turns people into ravenous horrible demons if you overuse it. In fact, this seems to be a major factor in the destruction of the ancient elven society that inhabited Daevenfell before it fell to ruin.

Oops.
Yllaria

King Ycaron's beloved princess, lost hundreds of years ago. She's the one who introduced Ycaron to La Luna, and stood by his side until Ycaron was defeated and Yllaria forced to flee. King Gargaroth knew of her whereabouts, but SOMEONE decided to shoot him in the fucking face.

Eventually it was discovered that Gargaroth offered her up as tribute to the March, where their gruesome experiments turned her into the monstrous Mother Myrtha. After being cured with Water of Life by the Resistance, she was used as a bargaining chip to barter peace between The Drow and The Resistance, before finally being reunited with her King.

Her reign as Queen was short lived, however, as Ycaron left her in the care of Quintillion when he left for The Domed City. She was promptly killed by Yorick, on Quintillion's orders, as part of a secret scheme.
Delta Series - Maps

## **Delta Pavonis Star System**

### ***This first map is of Utopia***.

The remnants of the Keltrian races that were on Earth escaped to Utopia. It is approximately 20 light-years from Earth.

### ***The second map is of Harmony***

Harmony was owned by the Gold Wizard and the Lord Wizard. The previous Lord Wizard had left the dragons to guard his treasures and Lee had to free them. She gifted them Dragonia.

BACK TO: Keltrian\_Universe\_Wiki
Tara - Maps

## **General Information**

These maps will be added to or updated as more continents, places and islands are introduced in the stories that they are related too. They are not strictly to scale and measurements are approximate at best. They are provided to give a rough idea of how the places and towns are laid out so you have a mental picture of this world.

**The following legend is provided to help identify features:**

-      Large red dots are capital cities

-      Small red dots are principal towns

-      Small blue dots are places of interest or prominent villages

-      Only the major highways are drawn

-      Grey areas poorly represent land that is 1000m above sea level as represented by the outlines of the landmasses.

-      The lines of latitude and longitude are roughly equivalent to one hundred kilometres per degree. Some stretching and squishing of the landmasses may occur in maps representing individual continents and areas of interest.

**(I'm not that much of a perfectionist and the maths required to plot them all is too horrendous for this undertaking. It's bad enough that I've gone this far into my fantasy world.)**

### ***The Planet Tara***

the planet Tara has several major continents and lots of Islands.

In it's recorded histories it had been settled from refugees from the Keltrian Universe for about 5,000 years.

***Picture Updated: 09/12/2019 (Tara\_2019\_12\_09.jpg)***

### ***Dori Series***

This is a close up of the area on the continent of Dori that the main part of the story in Spiders is based

**Book 1 - Spiders**

(Hopefully, I will write some more books for this continent in the future)

***Updated: 18/08/2017 (Dori\_Tara.jpg***

### ***The Sister Island Series***

This map is referred to in the books that have the names of the islands name as their title.

**Book 1 - Cuttails**

**Book 2 - Dogs**

**Book 3 - Ants**

**Book 5 - Boas**

***Updated: 09/12/2019 (SistersIS\_18\_12\_22.jpg)***

### ***The Tear Islands Series***

This map is a closer view of the Tear Islands

**Book 1 - Crossroads** (coming soon)

***Updated: 09/12/2019 (TearIS\_2019\_12\_07.jpg)***

The second map is a closer view of Zeta Island

the drawing is the area around the Beernut tree at the Crossroads

***Updated: 09/12/2019 (ZetaIS\_2019\_12\_09.jpg)***

BACK TO: Keltrian\_Universe\_Wiki
Larry Pleasant

A naive half-orc who attended Numberschool to become a real life hero and paladin, but was tragically murdered during the Massacre of Numberschool. He was briefly brought back to life as an undead pawn of The Council of Eight (previously known as The Council of Nine), until Tarrik "Twitch" Timbers saw through their puppetry and disposed of his remains.
Keltrian Disciplines of Magic

## **Primary Disciplines**

Some gems and icons can vary from planet to planet. it will be noted in the book concerned if this happens.

## **Enhancers or Special Gems**

* A special gem can be linked to a Queen, Overlord or Empress to indicate the person is linked to that ruler
* Some of the special gems that are mentioned in the books are jade, benitoites, morganites, black diamonds, obsidian, black opals and red beryls.
* Some special gems have a unique symbol attached to them, such as those used on Tara for the Ant, Dog and Boa Shifters
* Shields and Paladins are often associated with the colour white.
	+ The Clasped Hands or a Shield symbol are often found on their items.
	+ Their items are often made of electrum, copper or bronze.
	+ A special power gem for them is malachite. (Green-banded gems found with copper deposits).
* Special gems tend to be used to enhance all of the skills the bearer can use, even if that discipline is already enhanced by a gem.
* The special gem will also extend the life expectancy of the wearer and improve aging and health.

.

**BACK TO:** Keltrian\_Universe\_Wiki
Horgar Gazedark

Born only a few months ago, Horgar Gazedark and his duergar companions were spawned, fully grown, from the corpse of a great beast, in the volcanic region of Tír Annouhns. Despite being skeptical of The Resistance he allied himself with them in an attempt to reclaim the mountain he believed to be his people's birthright.

A Pyramid threw a spanner in the works as far as that plan was concerned, and instead he followed the adventurers back to their headquarters in Wood Rope, where he was promised that one day they'd be led back to their promised land.

Returning to the depths of the dungeon, Horgar witnessed the last members of his clan torn to shreds by the dragon Illawn, surviving himself thanks to the heroic efforts of Eddy Poole in chasing the dragon off.

After being encouraged by his new friend, Wolfram, he agreed to a peace treaty with the Footswamp clan, whose numbers were greatly diminished after the Pyramid episode.

He was left behind along with the other duergar, when the Resistance opened yet another red door.
Keltrian Punishments

## **Cuffs**

Crimes that didn’t inflict physical injury on others carried a sentence of the Cuff. If the perpetrator attempted to repeat the same type of crime or any other, then the Cuff would inflict a stinging buzzing sensation around their wrist to remind them to behave. It would move up their arm and into their head and the pain would get worse as they persisted, until they became unconscious.

It was commonly used for theft and minor crimes. They were normally worn for short-term sentences. They also disappeared once placed on the criminal so they couldn’t remove them, even if they had magical abilities.

## **The Hex**

Hexes could be short-term or for life depending on the crime. Brutality towards others often received this more severe punishment. This included verbal and physical abuse, rape and in some situations, the death of another even if they didn’t do it but planned for another to do it.

## **Stasis**

People found guilty of murder or repeated offences despite the Hex if they had one, got to have a long sleep. Normally putting a perpetrator to sleep for a year had a profound effect on them and they rarely re-offended.

## **Banishment from Keltrian space**

This was very rare. It was generally only enacted when the crimes against a community were committed by a magical being and they were unforgivable. Generally reserved for mass murders or people inciting rebellions or war.

The people were placed in stasis chambers with their magical items still on and sent into space in a shuttle. It was deemed a death sentence, as it was well know that magical items would desert their host if they were in stasis for more than twenty years.

BACK TO: Keltrian\_Universe\_Wiki
Tara - Facts

## **Tara Time:**

One year = 360 days, 12 months, 60 weeks.

A month = 30 days (5 weeks)

A week = 6 days

A day = 24 hours local or approx. 24 Earth hours

Time = close enough to Earth to be similar.

Seasons of year = 3 months each.

Gravity = 92% Earth standard

## **Days of week:**

Queday, Triday, Rehday, Forday, Rotaday, Saxday

## **University study periods:**

Three terms of four months (20 weeks)

* Sixteen weeks of study
* One week of exams
* Three weeks of holidays

## **Gestation:**

### ***Live birth -***

Shifters = 30 weeks (6 months)

Non-Shifters = 38 weeks (7.6 months)

Wizards who are Shifters = 20 weeks (4 months)

Dog-Shifters - 15 weeks (3 months)

Bighorns/ lankys/ baboos = 30 weeks (6 months)

Snufflers/ woollies = 15 weeks (3 months)

Boas/ Flickers/ wolfs = 10 weeks (2 months)

Faeries/ Cuttails/ Catalos/ Canines = 12 weeks (2.4 months)

### ***Egg Layers -***

Reptii = 6 weeks

Eagles/ Spiders/ Sliders = 5 weeks (1 month)

Rohans/ cluckers = 18 days (3 weeks)

## **Money:**

***Denominations -***

**1 = a square coin, 2 = triangular coin, 5 = a round coin**

 Queb, trib rotab
 Quek, trik, rotak
 Ques, tris, rotas

### ***Numbers -***

Units - 0 to 9:

0 - nil, 1 - que, 2 - tri, 3 - reh, 4 - for,

5 - rota, 6 - sax, 7 -seh, 8 - eta, 9 - nah

10s = add a 'b'

100s = add a 'k'

1,000s = add an 's'

10,000s = add a 'z'

100,000s = add a 'g'

A Million = add an 'xi'

BACK TO: Keltrian\_Universe\_Wiki
Lt. Mallark

Mallark, who's first name we do not know, was a slave runner in the illegal territorial dispute against the hobgoblins in the south of Davenfeldt. Tasked with breaking new slaves, he developed cruel and efficient methods to bind them to his will. The Shallan brothers were amongst his subjects.

Discovered by the Shallan's in Lachtstein, he had been brutally tortured and was barely able to speak. He never regained his health, facing execution by the hand of the Morass warriors alongside his General, Arlan Howl.
Riverside

Riverside is the original spawn on Ironclad Vanilla. Now that it is one of many different spawns it is considered the capital of Ironclad and most official government buildings are located there.

Riverside has several government buildings -

Riverside Courthouse, Riverside Post Office, Ironclad Museum, Server Storage Building, Riverside Trading Post, Riverside Trading Shop, Riverside Bank/Town Hall, Ironclad Prison, Mayor's Mansion, Golden Sword's Grand Arena, Turtles Castle Arena, Riverside Church, and Riverside Cathedral.

Riverside is expansive, with many different builds and building zones. The city is split in the middle between Modern and Medieval themes.
Echo of Soul - Kingdom Wiki

## Welcome to the Echo of Soul - Kingdom Wikia

This is the Wikia for **Echo of Soul - Kingdom**, created to aid Players new and old. Information regarding the game are available for Players, whether it be for guides or for finding general information about the game.

1/10

## About

**Echo of Soul - Kingdom** is a Korean based MMORPG that was released for North America through **Steam** and **Game & Game** on the 6th of December 2018. Originally published by **Aeria Games** under the names "**Echo of Soul - Classic**" and "**Echo of Soul - Phoenix**" , The game was newly released by **Blue Potion Games** as its Developer. The game holds many similar features to the previously released "**Echo of Soul - Classic**" and "**Echo of Soul - Phoenix**" but several aspects are different compared to the previously released versions by **Aeria Games**

* **Echo of Soul - Kingdom** is Buy-to-Play
* Territory Wars have been added
* Changes to Valhalla
* Changes to the Achievement System
* Changes to Spiros

**Echo of Soul - Kingdom** is a Dungeon-type MMORPG in which Players have the option to become Tanks, Damage Dealers, or Buffers depending on the Class and Path that they choose. Unlike most MMORPGs there are no Healers in the game, so Players must rely on themselves as they fight through Mobs, Dungeons and Raids. The game also incorporates Player VS Players aspects so that Players can test their strength against other Players in Battlefields and Arenas to name a few modes.
Realm of the Bored Gods Wiki

## Welcome to the world beyond, traveller

You seek knowledge of the so-called twelve worlds? Tread carefully, for many are those who are listening in just now. From this point you can explore those few worlds we are aware of so far.

* Daevenfell
* Kazar
* Crescent
* Davenfeldt
* The Thirteenth World

Recorded in the high language of Gnomish, these records should serve any would-be adventurer brave enough to risk associating themselves with the many worlds in which the Bored Gods have extended their reach.

Best of luck to you, traveller. Try not to perish too prematurely.

## Adventurers in the multiverse

* Principal characters in Kazar
* The Skyfarers (Himmelfarerne)
* LS Kongle (The Evergreen)
* Principal characters in Daevenfell
* The Survivors of Yearning
* The Black Fleet

## Adventure Overviews

The Daevenfell story

Chronicles of Kazar
Old Nether Hub

The servers Nether Hub portal access is in Spawn at x-145 y70 z60.

This old Nether Hub goes in all 4 directions from a center point, with private tunnels branching off of the 4 main tunnels. The main tunnels consist of the same design while the branching tunnels are all unique. The main tunnel has a packed ice floor for extremely fast world travel by using boats.

This hub was a server wide community build
Patron Rank

The Patron rank is a monthly purchase/subscription that supports the servers maintenance fees. This money goes towards hosting, plugin development, website development, etc.

**This rank cost $3 monthly.**

In-game you will get a colored prefix [Patron] and a green chat color to stand out.

Get $500 In-game in order to use commands like /sethome ($100) - /home ($50) - /tpa ($60)

Get to use /craft or /workbench - Cost $10 In-game per use.

Can do /weather for $15

Access to /enderchest for $30

Can set multiple homes - Up to 3!

You get access to /pet - This gives you a choice to select a pet and have it follow you, you can also ride them!

Can do /suit to change into colored leather armor - (CLEARS ARMOR FROM SLOTS - WARNING CLEAR ARMOR SLOTS FIRST)

Able to use Particle Effects - Use /pp

You will also get a reserved slot in case the server is ever full.

Rank should be applied in around 15 minutes after purchasing.
BlertZ Guardian Farm

For being the first Guardian Farm on the server, it does pretty good at getting you to level 30 fast. BlertZ Guardian Farm is currently public for XP grinding to all players.

BlertZ's Guardian Farm is located in the ocean at x-445 y70 z735. The Guardian Farm is very hard on the GPU and causes extremely low frames and stuttering/crashes. Please make sure to turn particles on **Minimal** to avoid complications.

While using the grinder, make sure to turn the XP mode ON while you are using it and turn Kill mode ON when you leave, this keeps the farm from breaking.

All resources other than the free cooked fish provided are kept by BlertZ as payment for use.

Please read the book provided at the entrance for rules and information before using.

Lapis, Book, and Anvil donations are welcome in the kill room.
Gold Rank

The Gold rank is a permanent purchase that supports the servers maintenance fees. This money goes towards hosting, plugin development, website development, etc.

**This rank cost $15 as a permanent purchase.**

In-game you will get a colored prefix [Gold] and a gold chat color to stand out.

Get $3000 In-game in order to use commands like /sethome ($100) - /home ($50) - /tpa ($60)

Get to use /craft or /workbench - Cost $10 In-game per use.

Can use /nick to give yourself a nickname!

Access to /enderchest for $30

Can set multiple homes - up to 5!

Can do /weather for $15

You get access to /pet - This gives you a choice to select a pet and have it follow you, you can also ride them! Gold rank gets exclusive access to hostile type pets. Gold rank has the ability to glide down slowly with Phantoms, Blaze, and Ghast pets.

Can used Particles Effects and also place Fixed Effects with /pp and /pp fixed - Fixed Particles are particles you can place on blocks, in the air, or etc.

Can do /suit to change into colored leather armor - (CLEARS ARMOR FROM SLOTS - WARNING CLEAR ARMOR SLOTS FIRST)

You will also get a reserved slot in case the server is ever full.

Rank should be applied in around 15 minutes after purchasing.
Ironcladvanilla Wiki

## Welcome to Ironclad Vanilla Wiki

Welcome to Ironclad Vanilla Wiki. This Wiki is made for the Ironclad Vanilla server on Minecraft 1.20.1 at play.ironcladnetwork.us

Ironclad Vanilla is a Semi-Vanilla survival server that focuses on community. The server is full of trust-based trading post, and the economy is depended on naturally spawned ores and resources, instead of the in-game currency (which focuses on command use instead). Everything obtained and built in Ironclad Vanilla is either mined or collected in the world, that means no items are ever spawned in and plugins like World-Edit are never used.

## List of commands and information pertaining to them -

☀https://ironcladvanilla.fandom.com/wiki/Commands Vanilla Dynmap http://51.222.10.50:8125/
## Information about our donation packages (outdated) -

☀https://ironcladvanilla.fandom.com/wiki/Patron\_Rank

☀https://ironcladvanilla.fandom.com/wiki/Gold\_Rank

## Server Builds -

~BlertZ XP Guardian Farm~

☀https://ironcladvanilla.fandom.com/wiki/BlertZ\_Guardian\_Farm

~Nether Hub~

☀https://ironcladvanilla.fandom.com/wiki/Nether\_Hub

~Turtles Zombie Grinder at Spawn~

☀https://ironcladvanilla.fandom.com/wiki/Turtle%27s\_Spawn\_Zombie\_Grinder

~Spawn PVP Arena~

☀https://ironcladvanilla.fandom.com/wiki/Vornabar%27s\_PVP\_Arena

Guide for new players -
Frozen Bones

Frozen Bones was the 34th session of the Daevenfell campaign, and the third session of Chapter 7: Crusade of the Damned.

## Morass summary

The clan buries Krin Mor in the mountains, say a few words for their fallen matriarch, then start trekking south. Most are okay with their new leadership, but Krin Mor's old bodyguard Virlon Morass is sceptical of Teft as an outsider. It's decided that the Sunstone will pass to a new person each day to pacify him.

They travel for days, the temperature sinking, and greybowl getting more and more scarce. They barely manage to scrape together enough for everyone to go fed. Lhoris especially is feeling the stress, and his weretiger side is struggling to get out. Pilgrim takes him aside, and teaches him what he's learned about suppressing the beast.

Though stealthy, they eventually encounter a group of demons, and are forced to fight. Teft and Lhoris are the clear standouts in the battle, and Virlon realizes the group is in good hands. He apologizes.

Then, they see more demons on the horizon. A massive pack of them. This time the clan uses magic to camouflage, but the demons seem uninterested. They are not here to fight. They are fleeing from something. A bad omen.

The final part of their journey is through heavy snowfall. The group considers turning back, almost out of rations and no more food in sight, but their map says there's an abandoned outpost not much further. They finally reach Honour, a March outpost ravaged by supernatural forces, that have scorched the entire area.

There's one surviving March commandant there – Serval Locke, worse for wear but alive. He explains the entire cataclysm that destroyed the outpost was the work of one single person: The high elf Har'tovh Kee.

Luckily, there's a bunch of leftover rations in the village. And, through some deft persuasion, Lhoris convinces Locke to help the clan on what the commandant fears is a suicide mission. They will sneak into The Domed City, and find the portal that leads out of Daevenfell.
Quests

The main method of Leveling is through Questing. There are a large amount of Quests that will take Players on a grand adventure as they explore the vast and beautiful world of Friggard unlocking new sights, skills and stories which all enhance the play experience.

There are a range of different Quests that Players will come across as explore the lands.

* **Main Quests** - These are Quests which are essential for unlocking the stories behind the world of Echo of Soul.
* **Side Quests** - These are Quests which take Players on a little detour while they are following the Main Quests
* **Daily Quests** - These are Quests which are available Daily, These generally grant the Player with worthwhile rewards.
* **Repeatable Quests** - These are Quests which can be completed over and over again in order to obtain a specific Item/Material.
* **Party Quests** - These are Quests in which Players must fight Minor Boss mobs in a party of 2 or more in order to clear.
* **Co-Op Quests** - These are Quets in which Multiple Players can go against a Region or World Boss, in order to obtain useful items that aid with Leveling.
Vornabar's PVP Arena

Vornabar's PVP Arena is located near the middle of spawn at x-150 y70 z-60, this arena is open use to the public and is used to host pvp tournaments. This structure was the largest build on the server when it was completed a couple weeks after the servers opening.

You can donate materials for tournament prizes at the arenas entrance.
Classes

There are a total of 7 Classes in total that Players can choose from. Each Class splits into 2 Sub Classes allowing more variety in the play style. As there are no Healer Classes, each class must pull their own weight in order to survive.

## **Paladin**

> "*A knight empowered by her unbreakable Faith*"
>
>
>

### **Crusader**

* + Crusaders specialize in continuous attacks that only improve with their buffs. This class enables her non-stop ability to attack with various types of charging and activation buffs making her ruthless.

### **Templar**

* + Templars are amazingly adept in the art of Defense. She heavily relies on her shield to block harmful attacks. Not only can a Templar defend their allies and themselves from attacks, they can weaken dangerous foes.

## **Warrior**

> "*The fearsome knight and noble brute*"
>
>
>

### **Protector**

* The Protector is a reliable tanker, shielding his allies in the front line of battle. Equipped with various survival skills, he can withstand even the toughest situations.

### **Berzerker**

* + The Berserker's strength grows in the heat of battle. As his rage increases, he inflicts more damage on his enemies with swift attack speed and critical skills.

## **Rogue**

> "*The lethal, solitary shadow'*"
>
>
>

### **Assassin**

* + Treacherous poison is the Assassin's signature, guaranteeing his enemies a slow but certain death.

### **Duelist**

* + Uses chain attacks to deal massive damage, quickly dominating the enemy with lightning reflexes.

## **Guardian**

> "*The Nymph, Warden of Nature*"
>
>
>

### **Earth Guard**

* + A hearty Class that acts as a secondary defender in party battles, an Earth Guard can both buff her allies and harm her enemies.

### **Storm Guard**

* + Her wide-range, powerful elemental attacks inflict constant damage over wider areas.

## **Sorceress**

> "*The witch with a spark of magical genius*"
>
>
>

### **Ice Mage**

* + Ice mages stop enemies in their tracks with a variety of AoE attacks. They accumulate Ice Marks to increase attack power.

### **Fire Mage**

* + This nuker takes  the offensive by mastering Fire Marks. Her incinerating attacks leave foes with no place to hide.

## **Archer**

> "*The enigmatic songbird with razor-sharp arrows*"
>
>
>

### **Huntress**

* + Huntresses deal continuous damage with elegant shooting techinques, or use frenzied burst attacks to assassinate their targets.

### **Bard**

* + Using various melodies and chain attacks to buff her allies and weaken her enemies, the Bard is the perfect party support.

## **Warlock**

> "*An avenger from another world*"
>
>
>

### **Tormentor**

* + Specializes in dealing massive amounts of damage over time by wielding an array of profane curses. Stacking damage, the Tormentor can easily overwhelm an enemy.

### **Reaper**

* + A deadly master of melee combat, Reapers leach power from their foes to destroy them. Summoning unholy forces, they quickly adapt to any situation to send foes to an early grave.
Zalasad Grum

Zalasad Grum follows the old ways. While the rest of Crescent suffered major changes after the defeat of The God King Winter and the pulling back of The Void, Zalasad Grum stood their ground, helped by the economic and militaristic intervention of Madame Vessheim.

Zalasad Grum is a floating, desert island at the border between Old Crescent and The Dark Side of Crescent, wholly based around a culture of gladiators and bloodshed. The gladiators are partly professionals belonging to three distinct schools (The Pit Lords, Ahkar Grumskall and Valleroyal), and partly slaves captured by a fleet of mercenary airships.

The island used to be under the control of wizard and portalführer Grum, but he recently passed of old age. The bloodshed is what kept the island afloat, but god knows what keeps it up now. Nostalgia, perhaps. Or the tip of the mountain it is balancing upon.

Notable characters from Zalasad Grum:

* Lartocc
* Amira Shopkeeperson
* Mark
* Pissgiggle
* Madame Vessheim
* Grum
Greybowl

Greybowl, referred to in common as "Gråskabb", is a strange fungous that grows in the Daevenfell. While most other sources of food seems scarce or non-existent, greybowl flourishes where all else dies.

Dr. Ridqeck discovered a larger species of greybowl growing in the night hag's lair, by the entrance to Tír Annouhns. It is currently being cultivated by Duke Valzmar.
Samsara Star City

Luo Yunyang is the 19th City Lord of Samsara Star City.

Many people from the Divine Union would call Samsara Star City the White Jade Capital because this city was completely made from high-quality fine jade. From a distance, it looked like a celestial city in heaven.

According to the Purgatory, this place was full of riches. Countless wealth was gathered there. Purgatory martialists harboring dreams would make Samsara Star City their goal.

The Bug Race and the Machine Empire considered this place also extremely important, because its value was just too great.

The largest auctions were held in Samsara Star City, the greatest mercenary alliance was in Samsara Star City, the strongest commerce capital was also in Samsara Star City…

Samsara Star City didn't belong to any faction. It was administered jointly by the Divine Union and the three other great factions. According to the agreement of the four great factions, the city lord of Samsara Star City would change every 10,000 years.

The four great factions would take turns appointing a city lord.

## **Myriad Flower House**

All sorts of beautiful and precious flowers made the Myriad Flower House look like an ocean of flowers rather than a building.

There was a total of more than 9.36 million different flowers in the Myriad Flower House. The flowers there were cultivated by master breeders, so taking in a breath of the flowers provided all the energy a Star-Grade martialist needed for a day's cultivation.

Thus, the Myriad Flower House was a place where people in the entire Samsara Star City flocked towards. What they breathed in there wasn't air, but a power that people went crazy over.

Of course, the energy a Star-Grade martialist needed per day wasn't considered little by any means. It also depended on the person it applied to.

If a martialist yet to enter the Planet Grade took one breath, their body would implode and die.

To control the density of this fragrance so that it suited different customers, the Myriad Flower House had 99 floors. Each floor could handle different levels of cultivation bases. For example, the first floor of the Myriad Flower House had a diluted fragrance suitable for the cultivation of Planet-Grade martialists.

The Myriad Flower House's highest floor was perfect for peak Universe-Grade Saints.

## **Samsara Wheel**

The City was created there because of the Samsara Wheel, a treasure that release 1,008 Samsara Tokens over a period of time that put you in a cycle of reincarnation.

However, each of these tokens also has a different grade.
Equipment

**(Al below are working in progress)**

## General

There are 8 types of equipment in total: weapon and armor (including headgear, linen, chest armor, gloves, belt, leg armor, and boots).

## Equipment ability

* Weapon
	+ Gem slot: Ruby
	+ Provide ability: (PVP) Piercing, Attack, Piercing
	+ Provide appraisal ability: (PVP) Piercing, Attack, Defense, Critical Evasion
* Armor (Headgear)
	+ Gem slot: Onyx
	+ Provide ability: Critical accuracy, Max HP, Piercing
	+ Provide appraisal ability: (PVP) Piercing, Critical accuracy, Critical Evasion, Piercing
* Armor (Linen)
	+ Provide ability: (PVP) Defense, Defense, Piercing
	+ Provide appraisal ability: (PVP) Defense, Critical accuracy, Critical Evasion, Max HP
* Armor (Chest Armor)
	+ Gem slot: Topaz
	+ Provide ability: Critical Evasion, Max HP, Piercing
	+ Provide appraisal ability: (PVP) Defense, Critical accuracy, Max HP, Piercing
* Armor (Gloves)
	+ Gem slot: Sapphire
	+ Provide ability: (PVP) Piercing, Piercing, Gold Boost
	+ Provide appraisal ability: (PVP) Piercing, Attack, Critical Accuracy, Defense
* Armor (Belt)
* Armor (Leg Armor)
* Armor (Boots)
## Equipment level

All the equipments hse two kinds of level restriction: Item level and Equip level.

* Item level: an indicator showing how well the abilities can the equipment provide. The higher the item level has, the stronger the ability provides.
* Equip level: a requirement for equipment that players need to reach a certain character level in order to equip
Ganise Nurin

**Ganise Nurin**, Tochter von William und Rosalie Nurin, lebt auf der Nurin-Farm nördlich von Koeglin in Sturmhafen. Ganise's Mutter Rosalie war eine Blutmaid von Charleroi d'Amberville, aber er besuchte sie nur selten. 2Ä536 musste Charleroi Rosalie umbringen, da sich diese für die Überirdischen Träumer hat anwerben lassen, mit denen Charleroi im Zwist lag. Anschließend verkuppelte er Ganise's Vater William mit dessen NAchbarin, die ihren Mann verloren hatte und nahm sich Ganise zur neuen Blutmaid.
Garth

## Origin

Garth is a woof elf from Mellow's Wood, raised by the now deceased druid Medion the Wise. He had allegedly been left as a young child alone in the woods and had been rescued by the druid. Following his time as an apprentice to Medion he set out to explore the world, travelling for over a century. After having lived as a bounty hunter and a guide in the wilderness he returned home after having received a letter from Medion. There was new information concerning his real family, related to The Garden in the North. But when he arrived at Medion's home, the druid was gone. Signs of violence and struggle. He set off in pursuit.

## In Age of the Seasons

Garth met and joined the other adventurers and became a founding member of the Skyfarers. Despite not finding his old mentor or the truths he sought, he continued his alliance with the random fools, all the while reporting to the Keepers.

Journeying together with them he encountered Morrow of the Blazing Void, who in turn revealed himself as Garth's father. After the discovery of the Bane of Seasons Garth advocated caution and wished to turn the weapon over to the Keepers. When denied he abandoned the Skyfarers and instead became the Primus Pilus of that same order.

He was last seen during The Crossroads, desperately trying to employ the Skyfarers aid in preventing Tearach of the Frozen Depths from escaping his prison. When no help was given he left for the Isle of Yearning himself, alongside a retinue of Keepers.

## In Rise of Garth

Reappearing after over three decades, Garth has proclaimed himself as The Wise, inheriting the title from his old mentor, Medion. The Bane of Seasons had found him adrift in the realm of the Fey, where he had been trapped after Tearach had successfully escaped.

Driven mad both by his imprisonment but also by his exposure to the Bane of Seasons, Garth now wished to bring Gyevroo back to Crescent. He insisted the Skyfarers had been wrong in murdering the Gods and destabilising the balance, and now works tirelessly at hunting down the remaining heroes, trying to link his master back to Crescent.

Foiled again during the Massacre of Numberschool, Garth's face has been badly burnt by Myrmidan Jaquoff.
Heloise Menoit

Heloise in Uniform der Schornhelmwache.

**Heloise Menoit** war eine Bewohnerin von Schornhelm und als Heilerin Mitglied der Schornhelmwache. Sie war lange Jahre eine Blutmaid von Charleroi d'Amberville. Nach einer schweren Krankheit machte er sie 2Ä583 zum Vampir, um sie zu retten. Seitdem lebt sie in der Wildnis südlich von Schornhelm oder besucht für einige Tage Charleroi in seinem Haus in Sturzlauf, wo sie ihre, recht offene, Liebesbeziehung ausleben.
Mission 90

**Mission 90** is the ninetieth *Wii Play* Tanks stage.

## Tips

* Due to the fact that there are no barriers to hide behind on this stage, it is generally a good idea for the player to fire all five bullets at the same time. By firing only four bullets at once, the player will always have an extra bullet to defend themselves if necessary.
Serine Dathieu

**Serine Dathieu** **[10. Eisherbst 2Ä533 in Nordspitz]** ist eine Einwohnerin von Raureifthal und die Mutter zweiter Kinder. Seit ihren jüngsten Jahren ist sie eine Blutmaid von Charleroi d'Amberville, der sie jetzt, wo sie älter geworden ist, nur noch selten besucht. Sie ist zwar betrübt darüber, verzeiht ihm aber.

Sie hat eine erwachsene Tochter namens Aubrey und einen ebenfalls erwachsenen Sohn namens Martin. Aubrey arbeitet im Gasthof Zur Dämmerung, Martin war lange Zeit ein Unruhestifter und eine Belastung für seine Familie. 2Ä587 schlug er aber einen seriöseren Weg ein und verpflichtete sich zur, durch den Montclair-Krieg stark dezimierten Schornhelmwache.
Magic Lamp

Magic Lamps are in-game items that randomly give Items which normally can not be obtained in game. These items range from Common Items/Consumables (High Drop Rate) or Costumes and Mounts (Low Drop Rate).

Magic Lamps do not drop in game and can only be obtained through the Cash Shop (Alt + C) with Soul Gems (1,500 Soul Gems).

The Magic Lamps can not be Sold to Merchants, Traded or put up onto the Marketplace for Sale to other players.

## Contents

The table below shows what Items drop from Magic Lamps as well as the Quantity per Item when dropped.
Nirn-Ritual

Das **Nirn-Ritual** ist ein komplexer Ritualaufbau der Hohen Magie mitten in der Ritualhalle des Polymagikums. Der Ritualaufbau stellt symbolisch die Spirituelle Welt Nirns dar. Die Symbolik erklärt sich wie folgt:

### Lichter

* Die 9 Kerzen stehen für die 8 Cyrodiilischen Götter, plus einem unbekannten oder vergessenen Gott (Lorkhan, oder jemand anderes?). Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr und Zenithar.
* Die 4 Lichter an der Wand hinter dem Altar stehen für die Kinder der Sterne, die Magna Ge, namentlich für Mnemoli, Merid-Nunda, Xero-Lyg und Una.

### Teppich

* Die Monde auf dem Teppich stehen für Massa und Secundus, der Kristall in der Schale für die Sonne.
* In der hinteren rechten Ecke steht eine Sanduhr als Symbol für die Zeit
* In der vorderen Linken Ecke steht ein Kristallschädel, der dem Augur des Obskuren nachempfunden ist. Er Symbolisiert die magischen Sinne
* Die Statuette in der vorderen rechten Ecke zeigt Molag Bal und steht im Gegensatz zur Statuette in der gegenüberliegenden Ecke.
* Die Statuette in der hinteren linken Ecke zeigt Vivex und soll einen göttlichen Gegenpol zu der gegenüberliegenden Statuette bilden.

### Altar

Der Altar wiederholt in verkleinerter Form die Symbolik des Aufbaus.

### Gesamtaufbau

* Die beiden Längsseiten der Halle dienen als Darstellung des Dualismusses von Anu und Padomay. Daher werden beim Ritual die Lichter an den Säulen zur Rechten entzündet, die zur Linken nicht.
* Die 3 Kerzenständer stehen für die drei lebenden Götter des Tribunals von Morrowind, Vivec, Almalexia und Sotha Sil.
* Das Behältnis an der Ecke, an der kein Kerzenständer steht, enthält Blut und ist ein Symbol für Sithis.
* Der Altar steht auf einer zweischrittigen Empore
* Die drei Stühle, die dem Altar gegenüber stehen sind für Ritualteilnehmer, die jeweils die Aerdra, die Daedra und die et'Ada repräsentieren.
Valyrie Spenard

**Valyrie Spenard** ist eine Dame vom Orden des Heiligen Pelin in Immerfort. Sie war die Leibwächterin von Prinz Adrien von Immerfort, der 2Ä582 im Kampf gegen Reikmannen fiel. Ein einschneidendes Erlebnis für sie war die Wiedererweckung des Prinzen durch eine daedrische Macht, die sich als Arkay ausgab. Sie erholte sich nie wieder ganz davon und entwickelte eine Obszession für intelligente Untote. So lernte sie 2Ä586 Charleroi d'Amberville kennen und verliebte sich in ihn. Seitdem ist sie, trotz aller Ordensschwüre, seine heimliche Geliebte.
Nekromantie

**Nekromantie** ist eine der Schulen der Magie. Sie gehört nicht zu den 6 Schulen, die die Magiergilde lehrt.

> "Um einen Geist zu befehligen, verwendet man einen Fokus, den man aus seinen Knochen oder aus denen enger Verwandter von ihm herstellt. Eine Grundregel der Nekromantie."
>
>

> - Telacar, ehem. Vertrauter von Mannimarco
>
>
Dekan

Der **Dekan** ist der Leiter des Polymagikums. Er ist sowohl finanziell als auch wissenschaftlich und magisch der Entscheidungsträger für alle Bereiche des Instituts. Somit ist er der Vorgesetzte der Lehrer und des Personals. Er hat Entscheidungsgewalt über den Inhalt der Lehre, die Verteilung der Finanzen und darüber, wer angestellt und entlassen wird.

Erster Dekan und Gründer des Polymagikum Tamriel ist Ravnos Thule.
Haushälterin

Die **Haushälterin** leitet und verwaltet das Hauspersonal im Polymagikum Tamriel. Genau wie der Wachmeister der Hauswache liegt das anfängliche Gehalt bei 500 Gold im Monat. In der Regel übernehmen Frauen diese Tätigkeit, ein Mann in dieser Position wird Majordomus genannt.

Die Haushälterin zahlt die Gehälter des Hauspersonals aus, überwacht den Einkauf und die Lagerhaltung und organisiert die tägliche Arbeit des Hauspersonals. Die Einkäufe auf dem Markt macht sie in der Regel selbst, und sie trifft auf Absprachen und schließt Versorgungsverträge mit den örtlichen Händlern.
Naril Nagaia

Eingang zur Ruine

Karte der Ruine

**Nagil Nagaia** ist eine Ayleidenruine in Grünschatten. Sie ist die erste Ruine, die die Schüler des Polymagikum Tamriel im Rahmen einer Exkursion besuchen. Das praktische Ziel der Exkursion ist, Bücher aus der umfangreichen Bibliothek zu bergen und der Bibliothek des Polymagikums zuzuführen.
Elementarmagie

**Elementarmagie** ist eine Schule der Magie, bei der bestimmte elementare Materialien magisch beschworen und/oder verändert werden. Grundsätzlich unterscheidet man 4 Elemente, Erde, Feuer, Wasser und Luft. Die Elemente erlauben es dem Magier, sehr starken Einfluss auf die materielle Welt auszuüben. Die meisten Anwendungen von Elementarmagie finden sich daher auch im Feld der Zerstörungs- und Schutzmagie. Wasser zeigt sich dabei meist in Form vom Eis-Zaubern, wohingegen Blitze der Luftmagie zugeordnet werden. Nach der engeren Elemente-Lehre ist das nicht ganz richtig, da Eis und Blitze keine reinen Elementarprozesse sind, sondern Effekte aus verschiedenen magischen Bereichen. So ist Eis im Grunde Wassermagie plus Energiesenkung, während Blitze Luftmagie plus Energiesteigerung beinhaltet. Diese werden als Quasi-Elementare Kräfte bezeichnet.

Nach der Lehre der Ayleiden ist nicht das Feuer das Element, sondern Licht. Feuer ist für sie nur eine besondere Spielart des Lichts.

Feuermagie UnterrichtMystisches ElementargeflechtAlchemistische Symbole der Elemente
Fek Sisei

**Fek Sisei** ist ein Argonier und war vom 21. Sonnenaufgang 2Ä587 bis zum 20. Mittjahr 2Ä587 Schüler am Polymagikum Tamriel. Er wurde von Makler Jagt-den-Schwanz angeworben und nach Himmelswacht gebracht, wo er von Ravnos Thule und Vallisephona empfangen wurde.

Fek wollte zum Heiler ausgebildet werden. Da das Polymagikum nur allgemeine anatomische Kenntnisse vermitteln konnte, verließ es die Schule bald wieder mit unbekanntem Ziel.
Hierot Belland

**Hierot Belland** ist ein Einwohner von Sturzlauf und der Ehemann von Victrice Belland. Während seine Frau betrunken ist, stellt er im Gasthof den jungen Frauen nach. Er scheint keine Gelegenheit auszulassen und zeigt auch wenig Skrupel oder Diskretion.

Es ist ihm nicht nur egal, ob seine Frau seine Avancen mitbekommt, er redet auch recht offen mit den anderen Gästen über seine amourösen Abenteuer.