recursal/Fanatic-Fandom huggingface dataset:
Aroo Village

**Aroo Village** is an interchange subway station, that serves both Line 1 and Line 2. This station is currently the busiest station on the network, serving approximately 75,000 passengers daily.

It is located near Aroo Village, the busiest village in SubwayVille. Aroo Village has a population of around 135,000.

Passengers (daily): 75,000

Lines connected: 1, 2

**LINE 1:**

Platform: Side

Location: Surface

**LINE 2:**

Platform: Side

Location: Underground

**Next stations:**

Towards Reed Island: Lyo Man Hill

Towards Pascow Ocean: Sync
Classes & Ranks

Within the clan there are 3 different classes that you can be apart of. Most orcs within the clan are Klompurs (warriors) but, with permission from leadership, some orcs can be apart of the other 2 classes.

* Klompurs
* Ghaash'Mojos
* Drudgurs

*There also are Snagas which are other races in the clan that work as slaves. Only a select few can be allowed to have a Snaga in the clan. This is very rare.*

\*Only mojos can wear robes/skirts. Only forbidden armor is any helmet other than an orc helm/orc mask, plate gloves, plate legs, plate chest, bone chest, or any chainmail.
Gabriel Valleras

Gabriel Valleras is an Edenian member of the Children of Adam, serving as Sentinel for its Sanctuary in Miami. A Spaniard from the Age of Colonization, Gabriel sailed with Juan Ponce De Leon, and with him, discovered the Fountain of Youth, which he swore to hide the location of. Later, he joined Hernan Cortes in his Conquest of Mexico. After discovering his immortality, he turned to piracy, and plagued the Caribbean for decades, and siring a daughter named Helena, who shared his immortality.
Roleplaying

The whole key to roleplaying is to act as though you really are the character you're portraying. Orcs are usually savages who want to protect their homeland as well as conquer others. Orcs dislike humans even if sometimes they work alongside them and sometimes they even dislike other orc clans that may not have the same views as them. Burning Axe Clan are comprised of orcs who were nomadic and given incredible strength through their god, Thorak'Ghaash. The clan worships Thorak'Ghaash and uses his burning axe he bestowed upon its leaders to perform ceremonies on orcs wanting to absorb his strength through their spirit and fight for the clan.

## Orc Language

* Orcs do not refer to themselves as "I." They refer to themselves as "Me" or "Meeb."
* Abbreviations are never used nor are things like "lol" or "ty."
* No mentioning of in game mechanics such as armor rating, strength, skill gain/number, etc.
* No discussions about anything outside of the game while in character.
* Orcs do not say "you" when talking to someone. They will use "lat" or for plural use "latz."

Below is some basic orcish words which is necessary to know in order to be apart of the clan. New recruits will be tested on the knowledge of some of these words.

**General**:

* Ug - Hi
* Gug'ye - Goodbye
* Rulg - Thanks
* Gruk - Know/Understand
* Yub - Yes
* Nub - No
* Lat - You
* Me - I
* Meeb - Me/My
* Agh - And
* Dis - This
* Dat - That
* Dem - Them
* Hym - Him/He
* Hur - Her/She
* Ere - Here
* Har/Hoho - Orc Laughter
* Mojo - Magic
* Uzg - Land
* Blah - Talk or Speak
* Mojo Wadur - Potion
* Bubhosh - Good
* Nubhosh - Bad
* Oomie/Humie - Human
* Urk - Male Orc
* Breedur - Female Orc
* Hoowah! - Battlecry
* Klomp - Kill/Hit
* Krimp - Trap
* Flezhie/Fleshie - Resurrection
* Flat - Dead
* Rag - Bandage
* Weedz - Reagents
* Wuud - Wood
* Wuulz - Wools
* Leddurz - Leathers
* Feddurz - Feathers
* Snaga - Slave
* Skah - Curse Word
* Pushdug - Stinking
* Tokshun - Poison
* Ghaash - Fire
* Brugh - Water

**Weapons**:

* Womp - Macing Weapon

* Womp'r - Mace Wielder

* Olig - Bow

* Olig'r - Archer

* Lig - Arrow

* Big Olig - Crossbow

* B'Lig - Bolts

* Igg - Dagger

* Kigg - Spear

* Kigg'r - Fencing Wielder

* Lusk - Axe Weapon

* Lusk'r - Axe Wielder

* Zult - Scimitar

* Zult'r - Swordsman

* Kult - Kryss

* Blok'r - Shield

**Numbers**:

* Zero - Zuth

* Ash - One

* Dub - Two

* Gahk - Three

* Futh - Four

* H - Five

* Hash - Six

* Hdub - Seven

* H gahk - Eight

* Hfuth - Nine

* HH - Ten
Milton County

**Milton County** is a suburban/rural county within the Athens Federation located southwest of Athens County. As of the 2020 census, Milton County has a population of 48,556 people. The county seat is Miltonton, though the county also features the town of Reneville and its most populous town, Saint Michael. Milton County is part of the Athens Meteropolitan Area. The county is the most politically conservative of the counties bordering Athens County, and typically votes for the Athens Conservative Party.

Milton County shares a border with several counties, as well as an enclave county. To its west is Tortuga County, to its northwest is Joaninha County, to its northeast is Athens County, to its south is Lake County, and to its southeast is the enclave Pakistan Republic.
Salamander

**Salamander** is a subway station serving Line 1, in the city of SubwayVille.

It is located in a desert area, near Salamander Hill.

This station will be a future interchange station, serving both Line 1 and Line 3 (under construction.)

Platform: Side

Passengers: 8,400

Lines connected: 1

Location: Surface

**Next stations:**

Towards Reed Island: Mander Village

Towards Pascow Ocean: Jinxie Island
Root Stones

### Effects

Able to trap the essence of Ethereal beings indefinitely, so long as the ritual to renew its binding properties is continued.

Root stones are artifacts created by the druids of the Green Hand, using knowledge gained from the Archfae Oberon. They were gifted to the Green Hand by Oberon in order to allow them to store based magic, or if need be, imprison powerful Ethereal entities.

## Description

Root stones resemble glowing green gemstones which emanate a soft light. They are usually covered in thin roots of a plant of some sort, which is where they acquire their name. The intensity of the light that emanates from the object depends on how much magic is stored within.

## Properties

Root stones are designed to absorb and store magical energy, most optimally that of a fae variant, though it will typically suffice for other forms as well.

When in the possession of a magic user, the owner may, through an exertion of will, selectively absorb magical energy within close proximity, the range of which varies based on the strength of the individual root stone. Additionally, different root stones are capable of storing various amounts of magical energy. The type of energy they can store includes the essence of fae, demons or angels. However, unlike more inert magical energy, which simply resides inside the stone until a wielder summons it out, such beings are able to make conscious effort to break out of a root stone, thus requiring rituals of binding to be cast to maintain the entrapment of anything within the stone.
Line 1

**Line 1** "Village Line" is a subway line located in the city of SubwayVille. It is currently the busiest line in the network.

Line 1 begins at Pascow Ocean, travelling several directions, and passing through multiple villages and landmarks, before arriving at the other terminal station, Reed Island.

Line 1 serves approximately \_\_\_\_\_\_\_ passengers daily.
The Chimer

The Chimer is an Ethereal region formed of thought and imagination, built by the detritus of mortal dreams. Most of the myriad realms of the Chimer are in constant flux, for a new one is birthed with every dream, altered and twisted as that dream occurs. Certain areas of the Chimer have been given constancy, thanks to millennia of patterns in mortal dreaming, and by the will of various Chimera, spiritual beings who inhabit the Chimer.
Nowhere

**Nowhere**, formerly called **New Strasbourg**, is a town located roughly to the north of the Athens-Nowhere International Airport and to the east of Athens. As of the 2020 census, Nowhere had a population of 30,681, an increase from the 20,204 it had in the 2015 census. Nowhere features a variety of buildings, including a community pool, convenience store, fire station, a Never Eat Here and a garbage disposal.

## History

Around 1453, settlers affiliated to Arthur-Jacques Blanc, captain of the RMS Atlantic Breeze, established a settlement on the island known as ''Athens'' (modern-day Arthurburg), and expanded through surrounding land, conquering what later became modern-day Nowhere.
Caius Galerius Cato

> *"If you would have me open my city and all its bounty and security to you, then you must open your mind to me. I will have no plots within my city that do not have my sanction."*
>
>

> *-Caius to a travelling vampire dignitary*
>
>

Caius Galerius Cato is the vampiric ruler of Venice. As a mortal in the dying days of the Roman Empire, he struggled with preventing his family from falling into financial ruin. He received the embrace in his early forties, from none other than the ancient vampire Julric. Caius assisted in the rise of what would eventually come to be the city of Venice, and his machinations and influence largely resulted in its prominence. In fact, he was so successful that Venice was chosen as the host city for the Great Convention of 1486, where the wider members of the supernatural communities around the globe elected to shroud themselves in secrecy to avoid further inconvenient clashes with humanity. Known for being astoundingly paranoid and controlling, Caius requires any supernatural being entering Venice to submit themselves to routine telepathic scans by him, thus resulting in his infamous title.

## Stats

**Name:** Caius Galerius Cato

**Race:** Vampire

**Date of Birth:** 419 AD

**Date of Embrace:** 461 AD

**Sire:** Julric

**Clan:** Amaros

**Generation:** 3rd

**Blood Potency:** 8

**Power Class:** Ancient Blood

**Blood Gifts:**

**Ardor****:** 8

**Augury****:** 8

**Blood Sorcery:** 7

**Glamour****:** 6

**Legerity****:** 3

**Mesmer****:** 7

**Permutation****:** 2

**Tenebrae****:** 3

**Virtus****:** 4
Samiel

### Relatives

Cain (vampiric sire)Orvax, Jager, Kali, Lamech, Faraji, Irash, Jabal, Iriel, Rahab (vampiric broodmates)

Turel, Alaric (vampiric progeny)

Clan Dumah (vampiric descendants)

### Affiliation

Empire of Nod (member of divine ruling class)

## Physical description

### Species

VampireMage (formerly)

Human (formerly)

### Eye color

Gold

*"We all have dark and light inside us. Life is the eternal struggle between them."*

*-Samiel the Blood Angel, Founder of Great Clan Dumah*

Samiel, commonly known as the Paragon or the Blood Angel, is the youngest of the Firstborn vampires Embraced by Cain. After the rule of Atlantis was replaced by the Noddite Empire, an era where vampires ruled the land and were worshipped as gods, Samiel was among the most favored of the undead pantheon by the populace. Following the Great Flood and the destruction of Nod, Samiel's vampiric scions went on to become the Great Clan Dumah.

## Biography

### Early Life

Samiel was born in Atlantis, to a merchant family. Samiel was a wild and disruptive child, filled with insatiable curiosity, mischief, and rebelliousness. During his teens, he was enlisted in an Atlantean military academy by his father, Malakhay, in an effort to instill discipline in him.

After completing his initial training, Samiel was dispatched alongside his unit to collect a tithe of sacrificial offerings from one of Atlantis's vassal cities, in order to fuel a great magical ritual. Filled with misgivings, Samiel reluctantly ventured on the mission. When several fellow soldiers began beating the mother of one of the sacrifices as she attempted to cling on to her child, Samiel intervened, ending the beating and tearing one of his comrade's eyes out. The wound was promptly healed following the arrival of their captain, who demanded an explanation for the scuffle. When Samiel explained what had happened, the captain made a show of concern towards the woman, and took her off, where Samiel thought that he would be attempting to soothe her and explain the nobility of what her young son would die for.

When Samiel went to check on her, however, he found that the captain was in the midst of raping her. Infuriated, Samiel lost control of himself, brutally using his magic to explode the man's testicles, before beating him to death with his fists as he lay bleeding out on the ground. Samiel was subsequently arrested and jailed. After being put on trial, it was decreed that the murder of his commanding officer would warrant an execution.

Death came to him. Not from the Atlantean authorities, but from the Father of All Vampires: Cain.
Scourge of Delirium

The Scourge of Delirium is primarily used as a means of spreading chaos. When Asmodeus first turned his attention to the masses of humanity during the Age of Fury, he developed Delirium for the sole purpose of bringing ruin to them. Delirium allows for demons to incite mad bouts of fear or rage or to cripple their victims with despair. Low level uses can only affect a few people at a time, enabling for them to be crippled with terror or sent into a violent rage. Masters, however, can send massive hordes of mortals, or even other supernatural creatures, into mad frenzies, allowing them to sow all manner of chaos when they unleash Delirium.
Vampiric Blood Potency

A vampire's blood potency is a measure of the strength of the magic within their blood, which grows stronger as they age. As the potency of a vampire's blood grows, their physical prowess increases, and they gain the ability to utilize stronger vampiric Blood Gifts. Furthermore, this potent blood is passed on to any progeny a vampire may create. The stronger a vampire's Maker, the stronger they themselves will begin their unlife.

## Power Classes

### Godly Blood

The only vampire with blood this phenomenally potent is Cain himself. Recipient of curses from the seven Seraphim and God Himself, Cain has more magic coursing through his blood than any earthly being in existence. All this power gives the Father of Murder the potential might to wipe life from the Earth and ravage the Ethereal realms, though blessedly, Cain has never been so malicious as to do so.

### Primordial Blood

The deific levels of power granted by those with Primordial Blood flowing through their veins is held by none but the most ancient of vampires. The majority of vampires with such potent blood are Firstborn, direct progeny of Cain himself, who were worshipped by the Noddite Empire as gods beneath their sire's rule. Their most ancient progeny, sired within the first few millennia after the Great Deluge, have achieved similar potency, and come close to the power of the Firstborn.

### Ancient Blood

Ancient blood is typically held by vampires over one thousand years old. Demigods bestriding the night, ancients wield the horrifically mighty powers to be expected of beings who have spent millennia gaining strength. Such vampires are often the direct progeny of a Firstborn vampire, a Firstborn's grandscion, or in rare cases, a step beyond.

### Elder Blood

The vampires with elder blood flowing through them have typically walked the earth for multiple centuries, and hold positions of power within vampiric society. Most of their numbers stem from the 4th, 5th, and 6th Generations of vampires, with a rare few of the 7th being counted among them. As the name implies, they are the elders and rulers of most vampiric covens.

### Common Blood

Common blooded vampires have mostly been walking the earth for a few decades, perhaps a century or two, and are known by most vampiric communities as alumni. They bridge the gap between elders and the young fledglings. Most of their numbers come from the 7th, 8th, and 9th generations.

### New Blood

The youngest of Cain's children, new blooded vampires are mostly fledglings, only a few years into unlife. Whilst a cut above any ordinary human, the power their blood gives them is nothing of note among supernatural beings.
Character Creation

## Character Sheet

This is the sheet that should be submitted in the character submission channel.

**Name:** Self explanatory.

**Aliases:** What the character is known as.

**Relatives:** Individuals related to the character, such as parents, siblings, children, etc.

**Affiliations:** Groups or individuals the character is associated with, be it allies or enemies.

**Marital Status:** Whether the character is married or unmarried.

**Age:** Self explanatory.

**Date of Birth:** When the character was born.

**Place of Birth:** Where the character was born.

**Height:** Hmm...

**Weight:** What could this be?

**Eye & Hair Color:** Think. Hard.

**Species:** What race the character is.

**Biography:** Where the character comes from, how they got their powers.

**Physical Appearance:** A description of how the character looks.

**Personality:** A description of the personality of the character.

**Powers:** Physical and inborn magical traits the character has.

**Skills:** Any talents the character may possess, including learned magic.

**Other:** Other things that would be good to know.

**Picture(if any):**
Baba Yaga

> *"This land and I are one. Its bones are my bones. Its blood my blood. Its life my life."*
>
>

> *-Baba Yaga*
>
>

Baba Yaga is an ancient mage from the lands of Eastern Europe, having haunted them since the early centuries of the first millennium.

## Physical Appearance

Baba Yaga appears as an ancient, shriveled crone, of years beyond determination. Her back his bent over, and she walks with a hunch, relying on her pestle staff for aid in moving about. Her limbs are twig like, so thin that the bones can clearly be seen beneath her shriveled flesh. Her hair is bone white and thin, though long, and she usually braids parts of it.
Book of Shadows

The Book of Shadows is an ancient text, held as a holy book by religious vampires. It details the origins of their race, their rule over the world during the nights of the Noddite Empire, the chaos that followed, as well as the commandments and lessons set down by Cain for his children. The text is believed to date to some millennia after the Great Flood, with the oldest copies, usually set down on stone tablets, being written in No'ash, the language of the Noddite Empire. Full copies of the Book of Shadows almost nonexistent, but fragmented translations are oftentimes being found in the secret libraries of elder vampires. It is speculated that some or all of the book was authored by Cain himself, his progeny, Lamech, Iriel, or perhaps one of their early descendants.

## The Chronicle of Blood

The first section of the Book of Shadows, known as the Chronicle of Blood, details the events of Cain's curse, his initial wanderings, and the lessons that he learned upon his journeys. Many of the teachings and stories in this section, such as they are, are discounted as myths and parables devised by ancient vampires, and are often discarded and ignored by vampiric scholars in the modern nights.

## The Genesis Fragments

The Genesis Fragments are supposedly accounts of edicts and teachings set down by the Nine Firstborn Vampires, the founders of the Great Clans, for their descendants to adhere to. Some clans follow these writings to only a small degree, while others adhere to them religiously. The Genesis Fragments also count among their number the supposed word of Cain himself, and the commandments he set down for all his children to adhere to, which have all largely permeated vampire society in some form or another.
Drudgurs

Drudgurs are orcish crafters. They make supplies for the clan such as armor, weapons, boots, etc. Although they are required to have the hiding skill, they do not have to have healing or any other combat skill if they don't prefer one. It's encouraged to have magery to recall from place to place but also not required. A member of the clan can only make a Drudgur if given the go ahead from Sek'Morag or Or'Gug.

## Drudgur Ranks

### *Mahg'Drudgur*

This is the highest rank for the drudgur class. It is the equivalent of a Quarg'Mahg. These are the best crafters in the clan who provide the best equipment. They can earn Badges & Trophies based on certain criteria. They wear short boots to signify their rank which are to be dyed the 0 hue color (default color) unless they've earned a specific trophy that allows them to be dyed a certain color.

### *Drudgur*

This is the most common drudgur in the clan. Although it is lower than most ranks, they still are a higher rank than Boneswarne, Boneshaw, or Unburned. They can earn Badges & Trophies based on certain criteria. They wear thigh boots to signify their rank which are to be dyed the 0 hue color (default color) unless they've earned a specific trophy that allows them to be dyed a certain color.

*\*All drudgurs are to wear a full apron at all times. It is to be dyed the 0 hue color (default color) always.*
The Underworld

The Underworld is a vast Ethereal Plane linked to the Tellurian via the Shadelands and predominantly populated by ghosts. Like the Shadelands, it is a realm composed purely of Plasm, a substance formed by the memories of conscious beings. All ghosts naturally feel a pull towards the Underword, which they can resist through the use of Tethers in order to remain in the Shadelands.

In addition to ghosts, the Underworld is also filled with objects, structures, and landscapes that have Dimmed, being destroyed in the Brightlands and fading from the Shadelands. Much of the Underworld's landscape is derived from the wars of Atlantis and the other Precursor Nations, who wielded the power to level mountains, carve out valleys and alter the course of rivers.
Mage Sects

Throughout their millennia of history, mages have frequently banded together for numerous purposes. Whether for protection, the sharing of knowledge, or simply to mutually amass power, the fact remains that mages have unified repeatedly across the ages, forming mystical coalitions which are usually referred to as sects. Each sect has its own variation of recruitment, training, views on magic, and methods for creating spells.

Here are several notable mage sects.

## House of Life

Among the oldest of the mage sects which prevails to this day. Founded around 5,000 BC by Atum-Ra, one of the few surviving mages of Atlantis, the purpose of the House of Life was to rediscover the might mages had wielded at the height of the Atlantean Empire.

## Zheng Dao Monks

The Zhèngdào de zhuīqiú zhě (正道的追求者), the Seekers of the Righteous Way, commonly referred to by outsiders as the Zheng Dao Monks, are a sect of mages originating in ancient China, some two and half millennia BC. The Zheng Dao focus their magic, or chi, as they refer to it, through discipline and meditation, with their practices having inspired the teachings of numerous monastic orders across the Asian continent.
National Democratic Party

The **National Democratic Party** is a conservative-liberal and liberal-conservative minor party in Athens. It got 0.5% of the vote in the 2019 national elections, its highest ever. It is an extremely small splinter party made up of some right-leaning NDM members, formed after the formation of the NDM in October, 2007. It has never won above 0.5% of the vote.
Precursor Nations

The term "Precursor Nations" is usually used to describe the five mage ruled human civilizations which rose during the Age of Wonders.

The five great Precursor Nations are:

* Kitezah: The eldest of the Precursor Nations, Kitezah was built in modern day Central America. For several centuries, it held a preeminent position over the other precursor nations, thanks to the mastery its ruling class held in the art of binding spirits, which they used to wage their wars and ensure their prominence.
* ??
* ??
* ??
* Atlantis: The city that claimed supremacy over all others upon defeating Kitezah, Atlantis was the last of the Precursor Nations to rise. Following its successful subjugation of all other Precursor Nations, it dominated Earth and all nearby realms for several millennia, beginning a new Atlantean Age. Atlantis ruled from a continent within the modern day Atlantis Ocean, though it sunk beneath the waves upon the fall of the Atlantean civilization.
Faust

> “I have lost more loved ones than I care to count. I have seen homes burned to the ground, and the works of those I admired crumble to dust. My honor is the only thing that I will never lose.”
>
>

Faust, commonly known as Faust Ironhand or simply the Judge, is an ancient vampire of Clan Malcador. A direct scion of the clan founder, Faust is one of the Sacred Eight, and the progenitor of the Faustine Malcador.

## Stats

**Name:** Faust

**Race:** Vampire

**Date of Birth:** 444 BC

**Date of Embrace:** 415 BC

**Sire:** **Orvax**

**Clan:** Malcador (Faustine Bloodline)

**Generation:** 2nd

**Blood Potency:** 9

**Power Class:** Ancient Blood

**Blood Gifts:**

**Ardor****:** ?

**Augury****:** ?

**Fera****:** ?

**Glamour****:** ?

**Legerity****:** ?

**Mesmer****:** ?

**Permutation****:** ?

**Virtus****:** ?
Dominic Vitel

Dominic Vitel, born Dominicus Julius Vitellus in the age of the Roman Republic, is an ancient Edenian immortal, and an esteemed member of the Children of Adam. He is the advisor to Antonio De Mariano, the Sentinel of the High Sanctuary of East America.

## Biography

### Early Life

Dominicus Julius Vitellus was born in the Roman Republic, a few years after the onset of the First Punic War. Born to a family of patricians, the young Dominicus grew up with the education that was due his station. His slave tutor, Marius, instructed him in philosophy, history, mathematics, and politics, and he also was trained as an athlete and to fight, per the will of his father Camillus, a commander in the Roman Legion. When Dominic was twenty, he himself signed on as a legionnaire, like his father before him.

### Second Punic War

By the time the Second Punic War began in 218 BC, Dominicus was a sixteen year veteran of the legion. having risen to become an officer. He fought against the Carthaginian forces in Italia, and led his troops against Hannibal Barca in the Battle of Cannae in 216 BC. The Roman defeat there was disastrous, and Dominicus experienced his first death as he was impaled by a Carthaginian spear. He rose from the field, only to be captured by Carthaginians, and taken before one of their commanders, a man by the name of Akros, who revealed that he was, like the fallen Roman, an Edenian. As an introduction to his nature, Dominicus was forced to fight Akros over and over again, defeated and mutilated each and every time, his Edenian nature slowly restoring his body and prolonging the torturous ordeal. Fortunately. the arrival of another Edenian by the name of Damekos brought it to an end. The newcomer was a member of the Children of Adam, an Edenian society which Akros was a member of, and had been sent to find him after he had abandoned them without explanation. Damekos was outraged at how Dominicus, a fellow Edenian had been treated by Akros, and the Roman witnessed the duel between them. After the fight ended with Akros defeated, the Gaul's men intervened on his behalf, leading Damekos and Dominicus to fight their way out of the Punic camp. Damekos then took Dominicus to the Grand Sanctuary of the Children in Athens, where the Conclave who ruled it expelled Akros from the society and welcomed Dominicus into it.

## Physical Appearance

Dominic appears to be in his late thirties, with smooth black hair combed tight against his scalp, and a short, neat beard, with a slight tan on his relatively pale skin. He is possessed of a lithe and graceful build, and always carries himself with poise and dignity, preferring to clad himself in expensive, high quality suits, always pressed to neat perfection.
Cours Mountain

**Cours Mountain** is a subway station serving Line 1, in the city of SubwayVille.

The station is located inside Cours Mountain, a tall mountain within the Oak region used for hiking, sightseeing, and other outdoor activities.

This station has an artwork display outside and on the roof of the entrance, showing minecarts looping around in a circle.

Platform: Side

Passengers: 6,950

Lines connected: 1

Location: Surface (Indoors)

**Next stations:**

Towards Reed Island: Oak

Towards Pascow Ocean: Acacia Lands
Demonic Pacts

Across the world, all mortal beings have desires that they would pay dearly to fulfill. The truly desperate among them engage in bargains with demons, the denizens of Hell, and allow the infernal creatures to draw upon their souls to make their dreams a reality. However, this act, the forging of a demonic pact, also forms a terrible bond with the demon who carries it out, and casts an irrevocable mark upon the mortal's soul. But the wishes that can be fulfilled and the powers that one can gain are tremendous, and such, the prospect of selling away pieces of one's soul to fulfill one's desires is often too tempting to pass up. As such, mortal supplicants across the world turn to demonic patrons for their dark aid.

## The Price

In order for a demon to forge a pact and make a mortal being's wish come true, they must draw upon the power of their soul, taking the magic into themselves and then using it to manifest the chosen wish into reality. The more extravagant and wild the wish, the more of the soul that the demonic patron must draw upon. And the more the demon draws upon the soul, the stronger their connection to their soon to be thrall becomes, allowing those with sufficient mastery over the Demonic Scourge of Enthrallment to exert greater influence over them.

After a soul has been drained to fulfill a wish, the thrall will spend periods of weeks, months, or even years replenishing the lost magical energies, depending on how much was taken.

### Demonic Influence

As demonic pacts are forged, every piece of a thrall's soul that a patron employs to grant a wish forges a more powerful connection between them, which sufficiently skilled and knowledgeable demons are able to exploit. The more of the soul the patron makes use of, the stronger the connection becomes. The effect is cumulative, and a thrall who makes multiple pacts with a demon steadily grants them more and more control over the thrall. However, the influence demons have over a mortal's soul is separate for each demon a mortal makes a pact with, though having pacts with multiple demons causes nothing but trouble, especially if and when they get to Hell.

 Tethered
 Bound
 Shackled
 Enthralled

## Demonic Boons

Most demonic pacts fulfill a single wish. One expenditure of power is made to bring it into reality, and then it is done. Some mortals, however, come bargaining for magical abilities, asking for supernatural powers that they can call on at need to be bestowed upon them. These powers are known as demonic boons, and require more skill to bestow than merely granting a wish. As such, only certain demons, practiced and learned in certain boons, are able to bestow them. The teachings of demonic boons usually stem from one of the thirteen Greater Demons, such as Nergal, Moloch, or Asmodeus, who teach boons to their demonic servants, who in turn use them to tempt mortals with power.
Clan Dumah

Clan Dumah

The Dumah count themselves among the seven Great Clans of the vampire race, founded by one of Cain's Firstborn progeny. Among their fellow Cainites, they are commonly referred to as the Zealots in the modern nights, though in ages past, they were known as the Seekers. Whatever one calls them, the Clan of Champions are a fractured and divided lot, with a tendency for fanatic support of whatever cause they find appealing, be it the oppressive totalitarian regime or the rebellious peasant populace. It is rare that a leader with sufficient charisma and drive ever rises up to sway any large portion of the clan, but on those occasions where such a paragon does appear, the Dumah are a force to be reckoned with, as their ferocity and zeal is unmatched.

## Organization

While they are infamous for being fractured and divided as a clan, the Dumah are not utterly unorganized. Lacking a cohesive clan hierarchy, they instead congregate into groups based on shared ideology or due to the sheer charisma and power of a certain leader. In theory, the Dumah choose who they follow, and unlike other clans, they do not simply bend to someone because they hold a title. Instead, Dumah attach themselves to those who have something to teach them, or support goals and ideals that they support.

### Cohort

A cohort is the most commonly found unit of organization among the Dumah. Typically, a cohort refers to a group of clanmates, all of whom work (and oftentimes, live) together, sharing similar ideology and goals. Oftentimes, a cohort will consist of a sire and their brood, though it is also perfectly common to find Dumah simply congregating into a cohort around a charismatic leader. Cohorts range vastly in size, ranging from less than a dozen to sometimes a few hundred.

### Leagues

A league is a term among the Dumah for an alliance of like minded cohorts, who have joined their power, minds, and resources together to further support their chosen cause. Typically, most leagues are headed by a powerful and charismatic elder who was able to bend the other cohort leaders to their will, or is governed by some sort of council of the leaders of the most prominent cohorts contained within the league.
Pyromancy

Pyromancy, or as it is also known, pyrokinesis, is the magical ability to manipulate heat and flame. Mages who specialize in its use are known as pyromancers.

## Powers

### Minor Powers

Embers: Embers allows for a mage to influence small amounts of fire. Through its use, they are able to light or snuff out candles, cause a fireplace to roar and writhe, or to expel a few small embers of fire from their hands. Embers allows users to manipulate more fire than they can produce, with the mage being able to shape fires that fill a small fireplace with little trouble. However, they can only conjure enough fire to fill the palm of their hand, and additionally, cannot conjure fire much hotter than red flame, or between 1100 and 1800 degrees Fahrenheit.

### Lesser Powers

Blaze: Blaze is a more potent version of Embers, allowing them to manipulate a large bonfire's worth of existing flame, and conjure streams of fire equivalent to the average flamethrower, which they can use to hurl at enemies. Additionally, the heat of the fires they can conjure can be orange-yellow, or around 2000 degrees Fahrenheit.

### Major Powers

Channel Flame:

Inferno: White hot fire, 2400-2700 degrees

### Greater Powers

Hellfire: Hellfire is an incredibly dangerous ability, that involves conjuring flame and imbuing it with infernal magic. The resulting flame is greasy and dark, and when used by mortals, orange with black streaks in it. When employed by demons, the primary color is dependent on their allegiance. The summoned hellfire can be shot out from the users hand and molded to any shape or directed to any location they desire, provided that they are skilled enough in the use of the power. Hellfire is far more destructive than ordinary flame, and is capable of destroying most magical objects and harming incorporeal beings, such as demons, angels, ghosts, and fae. However, what truly makes it dangerous is that it is extremely difficult to control, requiring immense willpower and skill from the caster to use. Furthermore, hellfire has a sort of will of its own, and will actively spread towards living beings, in an attempt to consume them.

Hellstorm: Blue flame, up to 3000 degrees
Julric

*"Immortality is not achieved through any magic, but through one's legacy. So long as one's legacy endures, they can never truly die."*

*-Julric*

Julric is one of the most ancient vampires of the Amaros Clan, having been Embraced by Iriel herself. The oldest of her surviving progeny, Julric is a legendary member of the clan, and has influenced the course of history throughout his seven thousand years of existence, during which he has been an architect, a king, and a god. His lineage is the most prominent and widespread branch of the Amaros.

## Stats

Name: Julric, the Stormcrown

Race: Vampire

Date of Birth: 5035 BC

Date of Embrace: 5016 BC

Sire: Iriel

Clan: Amaros

Generation: 2nd

Blood Potency: 10

Power Class: Ancient Blood

Blood Gifts:

Ardor ?

Augury 9

Fera ?

Glamour 9

Legerity 9

Mesmer ?

Permutation ?

Tenebrae ?

Virtus 8
Mephistopheles

> "The mortals call my brother the Prince of Darkness, but the dark is *my* weapon. Nothing incites such primal terror within them as the blackness of the abyss, of the shadows and all that stalks through their depths. So I claimed it as my own. I am the thing in the dark, little flesh bag. I am the Demon Prince of Fear. I am *Mephistopheles.*"
>
>

> -Mephistopheles
>
>

## Personality

Mephistopheles is the most sadistic of the seven Demon Princes, and delights in inflicting pain and suffering upon any lesser being who he happens to come across. He relishes in all manners of torment, be it physical, mental, or emotional, and finds great pleasure in causing fear and madness. However, psychological torment is his favorite. He is extremely duplicitous and deceptive, and will invariably twist any deal he makes so as to bring as much pain and terror as possible to whoever he bargains with.
The Umbra

The Umbra is the Incarnal Realm of Shadow, and the source of all darkness within Creation. Like the other Incarnal Realms, it was formed by the Conciliator Angels during the Age of Fury, for the purpose of regulating Creation in the absence of angelic oversight. The primary architect of the Umbra was a Manahim of the Seventh Host, Umbriel, Virtue of the Shade, for whom the realm was named.

## Environment

As the Umbra was originally intended to be inhabitable for most beings within Creation, particularly, humans under the protection of the Conciliators, it has many environments similar to those of Earth. As one might expect in the Incarnal Realm of Shadow, however, there are notable differences with regards to the amount of darkness present. For one, it is always nighttime, and the sky is utterly devoid of the traditional light sources, such as the stars and moon. There are no sources of light present, save for the glowing eyes of Umbaran inhabitants, and light brought from the outside. However, such light is certain to inevitably draw the attention of the Umbra's natives, something the majority of visitors would rather avoid.
Green Hand

The Green Hand is an order of mages originating with the Celts of ancient Ireland.

## Archetype: The Crafts

The magical archetypes of the Green Hand take the form of what they call the Crafts. Eschewing the traditional names for the spheres, they instead name them thusly:

Animate Sphere: Lifecraft

Dynamic Sphere: Powercraft

Etheric Sphere: Soulcraft

Expansive Sphere: Reachcraft

Immaterial Sphere: Dreamcraft

Quiescent Sphere: Formcraft

Temporal Sphere: Timecraft
Niklaus Albrecht

10'10 *(lycan form)*

Niklaus Albrecht is a werewolf. He is very furry.

## Biography

Klaus was born in Frankfurt to a wealthy family, although his family were not human but belonged to a clan of werewolves. His family was the most influential in the clan, in his teens Niks family was attacked by three vampires. He was then forced to watch and choose how his mother, father, and little brother were to be killed. This traumatic event caused him to transform into a werewolf for the first time, but due to his inexperience Nik was utterly defeated by the vampires but was left alive by the leader of the three as a sick joke. After having to learn to deal with his now messed up mind he became stronger and learned to fight in multiple styles such as Krav Maga, Systema, and German army combatives. Nik then left off to America and joined a pack where they taught him to use his power after sometime he made close friends and formed a pack with them and went to hunt the three bloodsuckers who killed his family. He managed to kill the young progeny and the older progeny, but the progenitor still is around somewhere. As he hunted the vampires Nik fell in love with a woman who was in his pack and she him, he decided to marry her and have a family with her thus he gave up on his quest for vengeance upon the last vampire who killed his family and took everything he had.

## Personality

Strict about somethings overall kind but if crossed or pushed he will not let you take him for advantage or disrespect him.

## Skills

Leadership, wise, hand to hand, multilingual.
Biokinesis

Biokinesis is a magical ability that allows the supernatural beings able to employ it to manipulate the organic matter of animal beings, such as blood, muscle, skin, and bone. It can be employed to facilitate healing and regeneration in allies, or to utterly eviscerate the bodies of enemies. Monstrous horrors can be crafted with its use, and plagues engineered and cured.
2023 Trevorville-New Covington explosion

During the morning of June 16, 2023, a severe car crash and explosion occurred on the I-420 near its end in Trevorville, which was caused by a drunk driver veering an ammonia nitrate truck into a traffic jam causing a massive explosion. This destroyed over 50 cars and a double-decker school bus, killing a total of 237 people, making it the single deadliest car crash worldwide. Of the 237 fatalities, 79 of them were secondary school children aboard the school bus. After the car crash, the AFDOT confirmed that the section of I-420 between I-20 and Trevorville Road will be closed for at least the next 7 days as cleanup and repairs take place. Traffic was rerouted along the damage site.

## Aftermath and reactions

After the crash, the Athens and Alvin Counties school districts closed all schools to allow families to mourn and deal with the deaths. President Zurgenstine said after the event, that "We got him. Only complied after falling over on flat ground. Multiple injuries, clearly intoxicated. Has trace amounts of ammonium nitrate in dust form over his clothes. Seems to be today's c--t, this guy."

Zurgenstine announced he supports a federation-wide speed limit of 55 mph in response to the event. At present, there is no federal speed limit, with some highways in Norlander not even having one (I-15) and some highways having a speed limit as high as 80 (I-25 in rural areas north of Karlsholt). The ACP and Liberty Party has condemned Zurgenstine's proposal, noting that the speed limit on I-420 was already 55 mph, and the proposed law would not have done anything to prevent the accident. Many rural senators have also objected, noting that the interstates rarely have accidents there despite speed limits of 80+ mph.
Atasaiah

Atasaiah is the oldest and most powerful Wendigo on the planet. He was the first fae entity to possess a human cannibal, an act that took place some seven millennia before the birth of Christ. Over his long thousands of years of existence in the physical realm, Atasaiah has grown his measly level of original intelligence and power to the point where he is able to fully dominate any host he takes, or even craft a physical form for himself.

## Physical Appearance

Atasaiah takes the shape of a towering giant, standing over fifteen feet tall. He retains a vaguely humanoid shape, though his legs are bent in a shape reminiscent of a predatory canine. Both his toes and fingers are possessed of long black claws, and his body is coated in matted brown fur. His most defining feature, however, is his enormous head. It has a black, lion-like main, and his skull has a shape somewhere between a goat and a wolf, with a pair of jaws filled with fangs and a goatee upon his chin. A pair of enormous goat horns stretch out from just above his glowing yellow eyes, which gleam with a malicious light.

## Personality

Atasaiah is an extremely malevolent and sadistic individual. Over his thousands of years on earth, he has developed a love of tormenting and terrifying his mortal prey, enjoying inflicting as much fear upon his victims as he can before killing them.

Additionally, Atasaiah is an immensely egotistical individual, fiercely proud of himself for rising from an entity that could barely be called sentient, to become the Lord of the Wendigo. As such, his vanity means that he can easily be distracted by being tricked into talking about himself.

However, despite his immense ego and sadism, Atasaiah is an immensely cowardly individual. He still remembers his roots as one of the lowliest of fae entities, and will almost always flee in terror whenever he encounters an individual capable of destroying him. Furthermore, reminders of his lowly past by beings weaker than himself will usually send him into a murderous rage.
Codex of Notable Locations

The Codex of Notable Locations is a list of descriptions on the most important places within the Divine and Damned universe.

## Cities

### United States

Dallas, Texas, USA:

New Orleans, Louisiana, USA: New Orleans is known as "the supernatural capitol of America" due to the high number of supernatural beings which reside within it.
Unios Island

Discover a world where life slows to a leisurely pace and worries melt away amidst island rhythms. Awash with vibrant colors and lush landscapes, Unios Island transports adventurers to a relaxing paradise that captures the essence of island life. Celebrate the spirit of the island with blissful sights in the moon elf home of Lunika, to the sun elf forts of Solas Natu, and explore the ruins of the once great Celestia. The lively markets, pristine beaches, splashy florals and swaying hammocks are sure to put any traveler at ease.

## Locales

* Solas Natu
* Lunika

## Government

The Island is part of the Merri Empire, but it has it's own form of government. The elves have a chief of their tribes that make laws and policies that the elves of the island must follow.
Clairvoyance

## Powers

### Minor Powers

Precognition: One of the first abilities most magic users learn, precognition allows mages to sense the tides of mystical energy flowing through the universe, allowing them to gain brief glimpses into the future. Generally, these glimpses will be about a few seconds, in certain rare instances being up to a minute, or even two. The image they initially receive is blurry in sight and distorted in sound, and grows clearer as it approaches, to the extent that the magic user will often respond to any stimulus from the future the instant before the event is carried out.

Sense Magic:

### Lesser Powers

Dangersense: Dangersense makes it so users are able to sense fore-coming danger within their immediate future. This may entail them being able to sense that a person intends to attack them, or that touching a certain enchanted object may bring them harm. This is generally a low level ability common to all users of divination.

Psychometry: Psychometry is an ability that allows its users to make physical contact with an object, and gain flashes of visions of the objects past, mainly, who it has interacted with. If the object was strongly connected with an individual, the visions experienced will be more numerous and detailed.

###  Greater Powers

Farsight: Farsight is an ability that allows a person to see months or even years into the future. It is easiest to foresee ones own future, but it can also be done for others. It is easiest to peer into another person's future if they are physically present, less so with merely having an object that they own, and almost impossible without some physical connection to them.
Spirits

The word "spirit" is a broad term that can be applied to a variety of entities. However, the common requirements for an entity being classified as a spirit are that it lacks a physical body, resides primarily within the Ether, and can exist indefinitely until destroyed. When not using the general term, spirit is most commonly taken to mean a Wyld entity.