recursal/Fanatic-Fandom huggingface dataset:
Skipping Stone

A **Skipping Stone** is a short-range teleportation device.

## Description

It looks like a plain gray smooth flat oval river rock, made out of Grand Arcane Basalt. It has a Greater Mana Core made out of Grand Arcane Gold/Lead with a distribution of 10%/90%.

When thrown, its is able to phase/pierce straight through magical defenses, even very strong ones, thanks to the powerful spatial enchantments within the stone. Warding against Skipping Stones is tricky and - according to the manufacturers from Havenheild - needs to be done specifically. When the stone lands after being thrown, the thrower would be teleported to the position where the stone landed. That transport includes things that the thrower is concentrating on bringing along.

The distance limit of one use is 20.5 meters (25 stride), and it cannot carry more than 573.3 kg. It has a cooldown of 5 seconds, and uses up a charge of 18.8 mana points per kg per use, making the short-range transport of a 100 kg heavy person (a possible weight for Mlem?) cost 1880 mana; the maximum weight leads to a discharge of exactly 10778 mana. The mana storage of the Greater Mana Capacitance Rune of the stone can hold 45'000 mana, and allows for a very easy mana-import. Within the time span of 30 seconds after the throw, the user may summon the stone back to their hands for the one-time cost of 100 mana; this feature has a separate cooldown of also 5 seconds.

Besides the main Skipping Rune and the Return Rune, there is also a Safety Rune: No teleportations will happen if the stone is thrown outside the range limit, if there is not enough mana to power it, or if there is not enough room at the target destination.

A Skipping Stone may not function properly when too much metal in its environment prevents its magic from working, which also includes non-mundane material. *(This likely includes the Depths.)* Probably for this reason, Havenheild has an inscription on the stone to indemnify itself from any damages that may occur to the user.

The Skipping Stone is a relatively new invention, and has only been around for about a hundred years.

## Mlem's stone

Within the story, only Mlemlek Ko-Latti is known to own one of these, although many exist, although they are expensive. His stone has the Serial Number of 0034.

Mlem acquired his stone as a teenager, and owes much of his early success to it. Besides Mlem's self-driving cart with the Journey Core, his skipping stone is his most valuable possession. Being a level seven swordsman, it takes him a day to charge it for one full use. The Majistraal barrier around Fel Sadanis *was* warded against the teleportation-type of the stone, much to Mlem's consternation.

Rain first learned about it when Mlem used it to get away from Fungiform Stumpers surrounding his warehouse. Mlem used it later again to reposition himself in fights, like against the Frostbear Spirit Caller or against the Fire Eater.

## References

1. ↑ 1.0 1.1 1.2 Chapter 120
2. ↑ 2.0 2.1 2.2 Chapter 74
3. ↑ Chapter 100
4. ↑ Chapter 119
5. ↑ Chapter 139
Southern Islands

The **Southern Isles** are a part of the World that has not been detailed much. They are best accessible from the nearest continent, which is Bellost.

Known **Islanders** are Mlemlek Ko-Latti, his deceased wife Talani, and his daughter Ava Lek-Ani. As evidenced by their names, they apparently name themselves by combining elements of their parents names, while regular people from Ekrustia don't have more than one name unless they are part of a noble family.

Scimitars are also regarded as *islander swords*.

## References

1. ↑ Based on world map of Chapter 191
2. ↑ Chapter 166
3. ↑ Chapter 109
Wagarardrogrum family

The **Wagarardrogrum family** is a noble family from Fel Sadanis. The name is pronounced Wa-Ga-Rar-Dro-Grum. Atyl from Ascension is one of the family's members.

The family crest is that of an orange flower. Historically, the noble family of **Wagadoragaragada** was from Southguard, where it died out.

## Lord Wagarardrogrum

**Lord Wagarardrogrum** was a skinny, pasty guy wearing a stupid hat - according to Carten.

After Arta Rill died and the assassination attempt on Citizen Sadanis failed, Lord Wagarardrogrum served as a liaison for Citizen Sadanis, although he mostly only dealt with Carten who was named Captain of the Citizen's guard. He provided Carten with scrolls of Messaging, for example, and worked on recovering enchanted equipment that some deserting guardspeople absconded with after the assassination attempt became public news. However, Lord Wagarardrogrum was less helpful with other things, for example accounting which he said wasn't lordly work. (From this, it can be concluded that he isnt identical with Atyl.)

Carten chose to refer to Lord Wagarardrogrum as "**Lord Whatsit**" for practical reasons.

## References

1. ↑ Chapter 212
2. ↑ Chapter 94 and 98
Units of Measurement

This page deals with **Units of Measurement**.

An Awakened's interfaces uses the units of measure that the user understands. This isn't simply a matter of converting an amount to the equivalent amount in a different system, the System actually just switches units. For example, Rain's interface uses meters which are larger than strides, so his auras have a larger radius than someone's who uses strides.

## Length

The **stride** refers in colloquial understanding of common to the gait of each person, so most people measure in their own individual strides. However, there is an official definition in scholarly literature that Staavo has given Rain, which defines one stride as ~82 centimeters (0.82m). There are 6137 strides to the **league** according to Staavo, which puts the league as 5032.34m, or roughly 5km. *(Note: 6137 = 17 x 19 x 19)*

## Weight

Native weight units have not been established so far. Only the attributes of the Skipping Stone are hinting at a potential weight unit, *which might be weighing multiples or divisors of ca. 531.9 g*.

## Times and Dates

Days have 24 hours and those have 60 minutes, just like on Rain's homeworld. The days of each week don't have names, they are merely counted off. However, one week has eight days, not seven. A year has 352 days (44 weeks). The year is subdivided into four seasons; and eleven months that are 32 days each. Unlike on Rain's homeworld, this system implies that each year, each month has the same weekdays on any given date; unless there are irregularities in this calendar system.

The festivity of Endnight takes place on Breaking 32. Daybreak comes on Promise 1.

The months and their numerals are:

* Promise (01)
* Expectation (02)
* Sowing (03)
* Seedlings (04)
* Light (05)
* First Harvest (06)
* Second Harvest (07)
* Frostfall (08)
* Winternight (09)
* Fallow (10)
* Breaking (11)

The current year according to the common calendar is 3061. The calendar counts years since the Majistraal's fall. For more on this, see Timeline.

## Essence

*See the Measurement Units section of the Essence article.*

## References

1. ↑ Chapter 67
2. ↑ Chapter 120
3. ↑ 3.0 3.1 3.2 Chapter 170
4. ↑ Chapter 80
5. ↑ Chapter 32
6. ↑ Chapter 175
7. ↑ Chapter 182
8. ↑ Chapter 214
9. ↑ Chapter 238
10. ↑ 10.0 10.1 Chapter 252
11. ↑ Chapters 114 and 140
Vanna

**Vanna** was a worker from Fel Sadanis who awakened within the story. She is the second-in-command of Ascension and has the rank of Commander.

## Background

She has black hair.

When Vanna was five years old, she met Burrik once, experiencing his Oversoul.

She grew up to become a laborer in the senior position of the working crew of Yott and Tarny. She saved Tarny from getting washed away by the filth. The three later met Rain again after he got his armor and was called *Night Cleaner*; and then the three dug Rain out of being trapped underground after the attack on Citizen Sadanis.

Vanna, Yott and Tarny were the first to notice his oversoul. Rain hired them to help him distribute clean water, putting Vanna in charge. Together they enlarged the water-distribution operation several times, always keeping Vanna as the civilian in charge although she elevated Yott and Tarny into positions of responsability, as well as her own younger brother Smelt.

After the shift (where they first met with him saving her life), she hooked up with Val, although this developed into an on-off-relationship.

She was awakened from killing a Level 5 Essence Monster from the Essed Frostbarrows lair. Even before that event, Rain trusted her to fill the position of Quartermaster for Ascension, having seen her potential in Fel Sadanis and believing she was more responsible than any glory-seeker. Vanna turned out to be very good in delegating duties and administering company resources - not stingy, but giving plentifully within reason.

While Rain was delving near Vestvall, Vanna had her position changed by company vote, to "Commander", while Smelt became the new quartermaster. She set Atyl in charge of company finances, for example, and established a three-tier rank system within the company, consisting of "Entrusted", "Trusted" and "Aspirants". While Ascension's leadership trio was away, however, negotiations with Vestvall broke almost down, due to the nobles refusing to deal with her.

Commander Vanna still remains the second-in-command under Captain Rain.

## Build

Vanna has a Level 5 Level Cap and is an Elemental Enhancement Mage, able to buff anyone with spells from the Elemental Enhancement Tree upon touch.

### Skill List

* Concussive Blows (Boost to Force damage on all attacks)
* Inner Fire (Cold resistance and Fire damage on all attacks)
* Frost Raiment (Heat resistance and Cold damage on all attacks)
* Stubbornness (Mental resistance)
* Superstition (Arcane resistance)
* *One more, not yet revealed*

## References

1. ↑ 1.0 1.1 Chapter 172
2. ↑ Chapter 95
3. ↑ Chapter 5
4. ↑ Chapter 97
5. ↑ Chapter 100
6. ↑ Chapter 104
7. ↑ Chapter 132
8. ↑ Chapter 123
9. ↑ Chapter 196
Ruce

**Ruce** is a former farmhand from Fel Sadanis. He is a founding member of Ascension.

He and Finn were part of the lead group when Ascension left Fel Sadanis. After being awakened in Essed, he became Ascension's diviner. In that position, he participated in Lyn's party that went after the Fire Eater.

He also accompanied a multi-day hunting expedition as a Diviner in 3061.

## Build

He was at Level 5 and still unclassed when the company camped near Vestvall. His skills include Eavesdrop, Identify Weakness and Threat Assessment.

After having reached Level 9, Scrying Pool is still outside his reach.

## References

1. ↑ Chapter 113
2. ↑ Chapter 114
3. ↑ Chapters 123 and 124
4. ↑ Chapter 178
5. ↑ Chapter 132
6. ↑ Chapter 199
Sparkscale Hunter Drone

**Sparkscale Hunter Drones** are a variant of the arcane-attuned Sparkscales monster type, and the first one that Ascension encountered in Sparkscale Deep.

Hunter Drones are murderous, horse-sized, spiky, floating, electric catfish. A constant aura of lightning emanates from a pair of long whiskers near their mouths, and they can use them to launch more powerful lightning bolts on a short cooldown. Hunters are typically encountered alone or escorting a small group of Sparkscale Worker Drones.

## Bodies

The Hunter Drones (Level 24) have a health of about 175'000 HP, and their natural armor makes them immune to under 10'000 phsyical damage. Given that magic is attracted and absorbed by metal, their scale "armor" can absorb up to 100'000 damage before being saturated.

They have a natural resistancy against Arcane damage (which was left untested, as well as mental and chemical resistances). They were completely vulnerable to Light damage, had a resistancy of around 2500 vs. Heat and Cold damage, and double that against Dark damage.

The metallic scales of the Hunters can be used as a source of metal, meaning that this fish can be mined: These metals are, per individual, about 200kg Iron; 40kg Mercury, 20kg Lead, 10kg Silver and 30g Gold (all numbers approximations, the most significant in value is the silver). Furthermore, the scales may also contain deepened metals, though the concentration varied wildly. The working theory is, based on the abundance of the deepened metals in the scales when they were killed, that the deepened metal accumulates with them over their lifetime, meaning that freshly spawned drones carry no bounty for their killers. The bounty in Tel, Crysts and deep metal could be nothing at all (from fresh spawns), but with matured drones it could reach 3 GranTel, 1 Arcane GranCryst, 2 kg Valis, 250g Atantum, 50g Adamant and 30g Rykir.

The standard attack of the Hunter Drones are arcane Lightning Bolts: These have a range of 10 meters, deal 20k to 40k arcane damage and have a cooldown of 5 seconds. Close combat against them is unwise, given that any creature closer than 2 meters to them suffers arcane Passive Fulmination damage.
Romer

**Romer** is a former scribe from Fel Sadanis who became a founding member of Ascension.

He owns a tabby cat named Nibs that he spoils; it is the only cat in Ascension.

He became the one in ascension to write down the codes, protocols and also the pamphlets. He is dedicated to his work ethos as a scribe, which means he pens down intended meaning, and does not merely copy words with a neat script. His duties have brought him to be a trusted member of the inner circle of Ascension. His views on people are less idealistic than Rain's: He believes most people don't know their own best interest.

Romer learned a lot about runes from what Ascension discovered in the secret room in Lady Sale's estate, and later also from the vault of the Darkmane in Three Cliffs. To study rune design, he carries a notebook with his notes.

## Build

He became awakened in the Essed lair, getting a Level Cap of 5. He used this to become a Rune Worker, intending to produce Scrolls and enchant the weapons made by other crafters. His skills include Runic Intuition and Energize Runes.

He had a workshop in the camp near Vestvall, and produced "Cricket Rocks": These stones had sound runes carved into them, and upon impact they produced a screeching noise to distract enemies. Romer later also produced Muffle-runes for which he needed a special arcane ink, produced by Myth and Reason.

## References

1. ↑ Chapter 113
2. ↑ Chapter 115
3. ↑ Chapter 181
4. ↑ Chapter 183
5. ↑ Chapter 123
6. ↑ Chapter 175
7. ↑ 7.0 7.1 Chapter 179
8. ↑ Chapter 132
Hakim family

The **Hakim Family** was one of the three most influential noble families in Vestvall (not that that meant much). Their family colors in which they prefer to dress, are a rich blue, occasionally with silver ornaments. They have a family tradition to become Fire Mages, among their awakened.

## Family Members

The family likely has more members than just the following four men, but nobody else has figured in the story so far than...

### Lord Hakim

Lord Hakim was himself offspring of a lineage of nobility, and didn't spend much time outside of Vestvall. He is a Fire Mage, is mostly seen in a Vestvallian fashion "Mage robe" of the color blue, and his demeanor was troubling Rain a slight bit more than that of Lord Argan Urs.

For 700 Tel, he bribed an Ascension member into revealing the "secret correct answers" of the personality test that Rain required for new members. He slavishly followed those answers, and Rain marked him down as an unimaginative copycat, noting also how he was a pleasing lickspittle.

Despite being outraged after that episode, the Hakim family had not done anything noteworthy after that humiliating incident, as they were evacuated with everyone else from Vestvall. The Vestvallian aristocrats then left Three Cliffs just days after having arrived there, with one of the merchant ships that went for Barstone.

### Hakim sons

The three of them are all Fire Mages, likely all with the same build. They all do and behave as their father tells them, and dress the same.

## References

1. ↑ Chapter 165
2. ↑ Chapter 168
3. ↑ 3.0 3.1 Chapter 172
4. ↑ Chapter 194
The Fells

**The Fells** is a rank 11 chemical lair under the city of Fel Sadanis, and according to most accounts even older than the city itself. Its entrance below the sewers is closely guarded by the Watch.

## Lair Overview

The Fells take the form of a swamp. Asked about the types of enemy to expect by Val, Morret replies:

> "Slimes, fungiforms, plague rats, that kind of thing. All I’ve heard is speculation. No confirmed reports. I even heard that there’s a dragon down there." - Morret, Owner of the Plum
>
>

The layout of the fully recovered lair (the Fells need ~one month after depletion to recover) is always the same, and as lairs come it is a linear adventure, rather large and diverse, and holding several kinds of monsters:

* The Temple (entrance area, usually devoid of monsters but setting the mood)
* Forest of the Drowned (swamp forest, full of monsters like Plague Rat types, Kin)
* Mushroom Cavern (fungiforms, especially F. Stumpers, and Slimes)
* The Tunnel (icky beyond imagination)
* Fetid Bog (flooded swamp area - monsters include dangerous fish, lizards etc. Also Fungiform Stranglers.)
* The Shrine (exit area, containing the Core)

## History

The Watch always had the lair under close guard, using it to awaken new members in comparative safety - usually only one or two candidates accompanied by more seasoned Watch members.

After Citizen Sadanis took over the city, Lord Rill was responsible for keeping the Fells under lock. He was loyal to Citizen Sadanis, and managed to get his own son into the only Awakening Party that ventured into the Fells during Citizen Sadanis' reign:

* Citizen Sadanis, Level 48
* Rain, Level 18
* Arlo Rill, unawakened noble
* Bosco Deitrich, unawakened noble
* Rina Ashworth, unawakened noble
* Samson Darr, unawakened noble
* Kettel, unawakened commoner
* Breggeh, unawakened commoner
* *Val, illegal entry*

The expedition lasted from Chapter 84 to Chapter 89, and found a Corpulent Gill Monitor (Level 6) as the Essence Monster. All unawakened expedition members were awakened.

In the meantime, the Watch of Fel Sadanis had disposed of Lord Rill, and planned an ambush on Citizen Sadanis. They spared the expedition members and concentrated their fire on Citizen Sadanis, but the ambush failed and all Sentinels of the city perished.

After the Watch regained power in the city, they took control of the Fells again; the entrance had been temporarily walled off by Vanna's work crews.

## References

1. ↑ Chapter 81
2. ↑ Chapter 85
3. ↑ Chapter 49: first mention
4. ↑ Chapter 76
5. ↑ Chapter 89
6. ↑ Chapter 99
Shu

**Shu** was the First Starguide on the *Fist of Progress*, back then by his original name **Fechton Stone**. He continued the job as Navigator of *Temerity* after flipping to Ascension's side.

He is a young, pale, short-haired man, and wears a dark jacket. He is an Undama (lower-class citizen of the Empire) from birth. Fechton Stone, named after Potentate Fecht, was never Called. The destruction of the *Fist of Progress* shook his worldview, and he began to doubt the Empire's propaganda. He then personally surrendered to Rain, in the hope to be spared execution.

He has shown a curious and somewhat flowery vocabulary as a result of the propaganda upheld by the Empire, and which outsiders speaking Common regard as unusual. Among other things, he knew Tallheart under the Empire's name *Vileheart* and he referred to Velika as *the one that clove what could not be cloven*.

After the surrender to Rain, he was questioned and revealed a plethora of new information to Rain, both in the first interview and (assumedly) in his written reports on the Empire. His true identity became a closely kept secret among only five members of Ascension: Samson, Vanna, Rain, Tallheart and Ameliah. Fechton joined Ascension under the guise name of Shu as one of the potential recruits the company picked up in Three Cliffs, and as the new navigator.

Shu helped Ascension plot the course for *Temerity* thanks to scouting help from Ameliah. He eventually began to practice his navigation-related skills in the open, and joined Ascension in the harbor of Eastspar under his new name and identity after completing the initial test.

## Build

He is an awakened "Starguide", which is a more involved role of navigating, both using the stars and optical constructs. Where navigators in the world of delve only rely on maps, a starguide comes closer to a professional navigating officer of Enlightenment Era on Earth. His specialized build is clearly a standardized one within the Empire, but not recognized anywhere else, as far as Ascension knows.

At several points in his studies at the Academy of Danton's Spar, Fechton used the *Accolade of the Sunken Lake*, a multiple-use respec accolade granted to the Academy by Fecht personally. With that, he acquired the skills of Hard Light, Barrier Shaping, Far Sight, Intrinsic Clarity, and Twin Construct. Of these skills, only Intrinsic Clarity is known to have no prerequisites, and all of them are in different trees.

## References

1. ↑ Chapter 189
2. ↑ Chapter 191
3. ↑ Chapter 199
4. ↑ Chapter 201
5. ↑ Chapter 211
Rousers

The **Rousers** were one of the most famous adventuring groups of recent memory, active around at the turn from the 29th to the 30th millenium.

They apparently travelled all over the World and are even decades later featured in many stories. They broke up eventually when they reached their limit. Only Burrik managed to level a lot further on his own.

Halgrave's father died before 3035, and Burrik served as tutor/guidance just short of an adoptive father. Only three members of the Rousers were still alive in 3060: Burrik, Utuvus, and one other whom Halgrave considers a complete asshole.

## Members

* Frontline:
	+ Tank, drawing aggro
	+ Brawler-type DPS sword-and-shield fighter
	+ DPS-Rogue / flanking fighter / trap-dealing: Halgrave's father, Mahria's grandfather
* Backline:
	+ DPS-Fire Mage: Burrik the Volcano
	+ DPS-Ice Mage
	+ DPS-Archer: Utuvus (Citizen Jarro)
* Support:
	+ Priest of Dystees: Healer
	+ Chemical Malefaktor: Debuffer

## References

1. ↑ 1.0 1.1 Chapter 93
2. ↑ Chapter 122
Wix

**Wix** is a legendary ancient place of fairytales.

Wix appears in many myths (like the Legends of the Green Wood) as a place of powerful heroes, but there is no indication where the place may have been, as historical records are so bad.

* The *Queen of Wix* was mentioned by Sentinel Talasa as the example of a superior requiring too much adolation.
* There is a story about how ***Avarox** unveiled himself to the court of Wix and quelled them with a glance*, appparently thanks to Oversoul.
* Rain mentioned "Wix wasn't built overnight", likening it to Rome.
* Gammon of Wix could - according to legend - break the damage limit. Others who are said to have done so, are Harmon Dragon-Kin and Elm the...
* The group of adventurers that elevated Ameliah's Level Cap in Brightside, called themselves the "Heroes of Wix", though there is no indication that this was more than just pretention
* Rain mentions "straight out of Wix" when he describes strange second-/ or third-hand accounts on the Empire of Adamant.

Warden Vatreece stated her belief that Wix wasn't a place of the World, but rather of a different world, with the legends being brought to her world by ancient world-wanderers similar to Rain. She also stated that Dragons originated from Wix, being another example of world-wandering. *Given that she is a native of the world, and obviously very traveled and explored much of it including the minds of scholars, this makes better information on the subject rather unlikely.*

## References

1. ↑ Chapter 88
2. ↑ Chapter 95
3. ↑ Chapter 137
4. ↑ Chapter 149
5. ↑ Chapter 171
6. ↑ Chapter 191
7. ↑ Chapter 206
Smelt

**Smelt** is a young commoner from Fel Sadanis.

He is the younger brother of Vanna, has black hair and a neatly trimmed goatee (at least when Rain first met him). Like his older sister, he knows how to organize people and Rain quickly judged him to be trustworthy and dependable. He organized the workcrews of the Bathhouse in Vanna's absence, and later lead the digging crews for the Majistraal barrier artefact.

He joined Ascension and he is somewhat protective of his sister. In the company, he again become an assistant to her as she became the Quartermaster, handling supplies.

He was awakened in early 3061 in the Sale family lair, and got a Level Cap of 7 from the essence monster.

## Build

He has a level cap of 7 and choose the path of becoming a Utility Meta-Mage.

## References

1. ↑ Chapter 97
2. ↑ Chapter 104
3. ↑ Chapter 113
4. ↑ Chapter 115
5. ↑ Chapter 138
6. ↑ 6.0 6.1 Chapter 173
The Interface

The interface of the system in the world of *Delve* is how awakened interact with Classes, Skills, Spells, Items, Attributes, etc. It is called **the guide**, by members of the Watch.

Each person has their own style of interface, based on their preferences and their Soul. Its form is in the early stages shaped by the expectations of how such an interface would look, and then alters further based on the desires of the user. This adaptation process takes some time.

The interface automatically uses the units of measure, language, and numerals that the user understands. For units of measure, this isn't simply a matter of converting an amount to the equivalent amount in a different system, the System actually just switches units. For example, Rain's interface uses meters which are larger than strides, so his auras have a larger radius than someone's who uses strides.

Skill descriptions also change depending on the Awakened. For example a Magic user who doesn't choose any weapon-related skill trees might only see rough descriptions of what such a skill would do. Whereas a physical skill-user might get more detailed rundowns, and even physical feelings on how Katas may be used.

Most system users in Ascension use the numerals in common, but some like Rain (of course) and Corrin are using Arabic numerals. Instead of using decimal numbers, most people use fractions. A common display is "1 in 4" instead of "0.25".

## Known interfaces

* Blue boxes (Rain's interface resembles the stat screens from Computer Role-Playing Games, and features tabulated boxes)
* Fire letters (Kettel's interface is hovering in mid-air)
* Parchment and liquid-filled globes (Stint's interface was still new to him when he referenced it)
* Great Book (Jamus' interface is a heavy leather-bound book that requires manual turning of pages)
* Glyphs and Runes (Val's interface consists of floating, intricate glyphs of light of different colors; allowing Val to see the correct ones from his class in pure white light)
* Old-style text (Staavo embraced his nature of being old, and has chosen to use a Gothic Blackletter font. Due to reader complaints this was changed by the author, towards a Courier font.)
* Jars with fluids (Mollo is proud of his interface being superior to Rain's, as it works without numbers, just labelled jars that he can pour into each other)

## References

1. ↑ Chapter 97
2. ↑ Chapter 124
3. ↑ Chapter 2 onwards
4. ↑ Chapter 106
5. ↑ Chapter 66
6. ↑ Chapter 19
7. ↑ Chapter 46
8. ↑ Chapter 139
9. ↑ Chapter 124
Splendor

**Splendor** is a large island between the southeastern tip of Rellagia, the northeastern coast of Ekrustia. and the northwestern coast of Bellost, sitting on the safe traderoutes between these waters. Judging from the "shitty" map Rain has, the size of the island likely ranges between the size of Ireland and Great Britain.

Splendor is under control of the Bank, *and probably includes their headquarters*.

The Bank maintains treaties with other territories that in their waters around Splendor (including the waters of neighboring cities), ships are required to raise a charter flag which is required to passage through their waters. Ships not having a charter flag are treated as pirates; charter flags need to be registered with the Bank.

## References

1. ↑ Chapter 191
2. ↑ Chapter 201
3. ↑ Chapter 211
Slimes

**Slimes** are usually low level monsters, gelatinous blobs of acid and filth. Their basic variants - level 1-2 - are generally considered the weakest of monsters and barely a threat. There are also Greater Slimes which are basically just bigger versions. Almost all slimes have a very foul or pungent smell.

All known slimes are based on water, but are flammable and explode when exposed to fire. While they are weak to Heat damage, it is strongly advised not to attack them with that element. As far as portrayed in the story, their basic form is attuned to the Chemical element, thus making them resistant to that damage type.

## Types of Slimes

The most basic regular Slime is level 1. They are attuned to the chemical aspect, have about 50 Health and are worth 25 XP. They may drop a Tel and much more rarely a Chem-Cryst, when they're not freshly spawned. They have a variable health of around 50 HP, and may look pretty different depending on their surroundings and likely their diet: The "wild" variant outside of Fel Sadanis was colored white with yellow streaks, while the "sewer" variants in Fel Sadanis were of a green or brown color scheme.

Regular slimes are the size of large dogs but the look of amoebae. They have no resistances and attack with a fairly weak acid that deals about 2 damage per second, and that is effective against fabric and flesh (but less against, for example, sewage). They also do physical attacks in which they tackle their prey, and then they try to surround and suffocate it. When hit, their body matter splatters around a lot, so killing them with physical force is possible as long as they are not allowed to re-integrate. Football-sized slimes also exist, but are then considered small.

### By Element

* Crystal Slime: Purifed regular slime, a rare neutral (non-aggressive!) monster, can easily be tamed. (See their article.) So far, all known Crystal slimes are artificial.
* **Ice Slime**: Cold-attuned variant, of light blue color and smelling of wet dogs and urine. They may be naturally smaller than regular slimes? Level 1 or 2. They may be larger in the wild, but in small numbers they are still easily beatable for unawakened. They are *not* corrosive, but are dangerously cold, doing frostbite damage upon touch
* **Dark Slime**: Dark-attuned slimes, inky black, smelling of something pungent, deep and metallic. Level 2.
* **Lava Slime**: Heat-attuned variant, and they are no joke to deal with. They are extremely heat-resistant. Touching them or getting close is obviously ill-advised. Exact level undisclosed.

### By Level / Rank

* Greater Slime: a larger and nastier variant of any regular slime. (See their article)
* Greater Crystal Slime: A combined variation of the Crystal and the Greater variants... as the name implies
* Mucus King: A very large, house sized slime that had a surprising amount of health and was capable of generating mucus/slime.

## References

1. ↑ 1.0 1.1 Chapter 2
2. ↑ Chapter 101
3. ↑ Chapter 101
4. ↑ Chapter 70
5. ↑ Chapter 114, 126
6. ↑ Chapter 39
7. ↑ Chapters 145, 147, 151
8. ↑ Chapter 101
Test

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.Just a test page for formatting or trying things out. Feel free to edit at will...

Level 8 & +1 Free Skill Points (*Hover Over Skills For Descriptions*)

[CHAPTER 120] Max Equippable Stats: 139
 Synergy

 Page B
 Page C

 Page B
 Page C

 Page B
 Page C
Westbridge

**Westbridge** is an old city in Ekrustia, the ancient capital of a former kingdom on the continent, but now a part of the DKE.

## Geography

The city is fairly far away from Jarro and Fel Sadanis - far enough that several teleportation relays are used when travelling between the cities.

It is located in an unranked zone at the West River, and is one of the largest cities in the DKE.

The neighboring cities of Westbridge, connected via overland trade routes, are Tem in the north, Halfstone in the east, Greenfield in the southeast, Falking to the south and Orman in the northwest. Gamon is to the west of Westbridge at the mouth of the West River, connected by river trade. According to Ascension's maps of Ekrustia, Westbridge is located on a large island surrounded by two banks of the West River, actually.

## History

Westbridge is an ancient city, built in an era of wars. It had enchanted walls of white marble, that also served as an air defense against people who passed over them.

Under the old Citizen Westbridge, the symbol of Westbridge was that of an owl. The old Citizen Westbridge helped to elevate Citizen Sadanis by helping her conquer Fel Sadanis from the Watch and adding that city as the newest city of the DKE. To defend the City from an Imperial attack and prevent a counter attack by the Watch, he caged all its inhabitants inside the shield bubble of an ancient Majistraal artifact. Because her daughter Mahria was trapped in there, Lavarro made a surprise-attack on the city of Westbridge itself, shattering its walls and destroying the palace in which Citizen Westbridge resided at the time. Being defeated and kidnapped by Lavarro, a still defiant Citizen Westbridge revealed to her, that killing him was not going to free Mahria, and cause quite the opposite.

The damage wrought by Lavarro was extensive (she leveled many buildings and created a new volcano in the palace area), and it is unknown who the new Citizen Westbridge was.

## References

1. ↑ Chapter 74
2. ↑ 2.0 2.1 2.2 2.3 Chapter 106
3. ↑ Chapter 88
4. ↑ Chapter 191
Tristin

**Tristin** is one of the founding members of Ascension, and one of the few ones who aren't yet awakened.

Tristin joined Ascension in late 3060 as one of the Laborers and Porters. Rain noticed he liked gambling and hoped that this would not turn into a problem.

He wasn't mentioned prominently a lot, but Tristin was together with Fredek one of the litter-bearers for Rain when Ascension reached the begin of the plains of the "salt flats". On that occasion, Fredek named him as his "Chief Party Assistant" when Rain named Fredek as the "Chief Party Officer" to celebrate the end of that leg of the journey.

Argle Thrast casually broke Tristin's arm when he climbed the cliffs to reach Ascension's camp close to Three Cliffs and Tristin tried to stop him from entering the camp. He needed to be treated down at Ascension's clinic on the middle cliff, and apparently was okay soon.

## References

1. ↑ As of chapter 197
2. ↑ Chapter 113
3. ↑ Chapter 175
4. ↑ Chapter 190
Yelfenn

**Yelfenn** is a city of the Democratic Kingdoms of Ekrustia, sitting at or near the northern coast of Ekrustia. Its closes neighbour cities are Northharbor to the West, Harrport to the east and Elfield about 250 km to the south.

Yelfenn has Teleportation platforms and a notable Guild branch. The people of Yelfenn have a fashion that prescribes saddle-shaped hats, uncommon in other territories of the DKE.

After the attack on Northharbor during the Empire-DKE war, perpetrated by Lightbreaker and other imperial forces, Citizens Tem, Yelfenn and Elfield returned from the southern frontlines to protect their cities on this new northern front. *(It is possible that the Warden's decision to assemble all Citizens under her command, might have weakened the northern front which might include Yelfenn, as well.)* The war has brought a large influx of refugees to Yelfenn.

## History

Yelfenn became the next travel destination for Ascension aboard *Temerity* after they finished their business in Barstone, on the explicit wish from Tallheart. On Light 5 3061, a forward team from Ascension went from Eastspar to Yelfenn via teleporter, the team consisting of Samson, Mlem, Ava, Lyn, Mahria, Belson, Corrin, Lago, Stint, Dust and Ameliah. The larger team's tasks were to scout for ore for Tallheart, build a camp and find a suitable place at the coast to moor Temerity.

Ameliah then broke off of that team to do a recon run towards the Cervidian settlement that Tallheart and Snowlilly had founded at a yet undisclosed place outside the grasp of the Empire.

## References

1. ↑ The map in 191 isn't too clear on that distinction
2. ↑ Chapter 191
3. ↑ 3.0 3.1 3.2 Chapter 216
4. ↑ Chapter 193
5. ↑ Chapters 207
6. ↑ Chapter 215
Rellagia

**Rellagia** is one of the continents of The World. The continent to the north of Ekrustia has been mentioned only rarely.

The largest realms on the continent include:

* Entin Theocracy (central, possibly landlocked), with the other realms clockwise:
* Gi (to the Northeast)
* East Nov (to the Southeast)
* West Nov (to the South), having Se as an 'international' harbor
* Dallow (to the South)
* Holy Ember Kingdom (to the West), having Scarport as an 'international' harbor
* Lemario (to the Northwest)

The four southernmost realms (East Nov, West Nov, Dallow and Ember) appear to engage the most with world trade: Ember maintains connections to Ter’karmark and Lendis, Dallow and West Nov to the DKE, and East Nov to Splendor. This information may however be highly incomplete, and is just based on what Ascension knows so far.

Rellagia is apparently controlled by the monarchies, who are feuding between themselves to the point that collaboration between them all is seen as ludicrous. The monarchs and their courts are awakened themselves, while unaffiliated awakened are frowned upon all over Rellagia, especially in times of war. To prevent power-pileups and the ensuing corruption through power, like evident on other continents, Rellagia relies on unawakened armies that are trained in effective formations to fight each other, while there are set rules between the monarchs and nobility what they cannot do, which likely includes directly interfering in warfare.

The monarchies of Rellagia can back up their ban on awakened with Limit Spikers, an apparently non-magical tool that serves as an equalizer, said to have been developed in the "Third Mage War". Their use is now restricted to defense against foreign powers and against the few members of the Guild that are granted permission to set foot on the continent, should they exceed their bounds.

Lower-level awakened without connections or influence would apparently have to fear for their lives in Rellagia. Myth and Reason were originally from Rellagia and are afraid to ever return. *Vejik* is a language where they come from.

In the coastal cities of Rellagia, Guilders are tolerated to some degree, provided that they don't meddle in politics.

In West Nov people cover their mouths with black scarves, and it's considered lewd to show your teeth. People wearing blue scarves are members of Royalty, though that doesn't means they are awakened, they could be just distant relatives.

## References

1. ↑ Chapter 191
2. ↑ 2.0 2.1 2.2 Chapter 170
3. ↑ Chapter 128
4. ↑ Chapter 109
5. ↑ Chapter 227
Vigilance

**Vigilance** is the headquarters of the Watch.

The location of the island of Vigilance is south of Rellagia and Landis, close to the east of Karmark and far to the west of Ekrustia.

Normally non-Watch members may not enter the island, although Citizen Magabor was allowed access.

The awakened crafters of the Watch are all safely assembled in Vigilance due to their weakness, and Warden Vatreece rarely leaves Vigilance herself. The headquarters of the Watch also contains extensive records about archetypical classes.

## References

1. ↑ Chapter 191
2. ↑ Chapter 63
3. ↑ Chapter 93
4. ↑ Chapter 104
5. ↑ Chapter 101
Southguard

**Southguard** is a city formerly of the DKE, fairly close to Fel Sadanis. It is in fact the only DKE city other than Jarro that can be reached quickly from Fel Sadanis.

While Jarro is to the north, and there is apparently mountainous terrain in the way to get there, Southguard is to the west of Fel Sadanis, and more easily accessible by roads.

Trader caravans of Southguard to Fel Sadanis were mentioned several times. When Halgrave got locked out of Fel Sadanis, he went to Southguard in order to reach Xiugaaraa.

Southguard and Jarro were both affected by The Shift of 3060, but less harshly. Fel Sadanis' citizens were still evacuated towards those two cities via the Teleportation network, given they were the closest reachable cities.

After Ameliahs return from her scouting mission, Vanna speculated that the city would be the next target of the Empire's army (instead of Vestvall), given that it's actually part of the DKE which the Empire is at war with.

Several months later, news got to Three Cliffs that the Empire managed to conquer the well-fortified Southguard despite its strong Citizen, as well as another DKE city. The Guild had more recent information, already knowing that two more cities had fallen, and that Lavarro was busy attacking the Empire's supply lines.

## References

1. ↑ Chapter 104
2. ↑ Chapter 109
3. ↑ Chapters 74 and 98
4. ↑ Chapter 77
5. ↑ Chapters 108, 109
6. ↑ Chapter 168
7. ↑ Chapter 184
8. ↑ Chapter 193
Tahir

**Tahir** is a member of Ascension.

He has curly black hair.

## History

Tahir is an accomplished bowman and hunter, who was a founding member of Ascension in late 3060. He brought his weapon to Ascension himself, a simple but well-crafted bow. Being a simple hunter, he had no experience dealing with nobles like Lyn and Samson Darr.

Tahir won the slot of ranged fighter in the party that explored the Essed lair, by vanquishing Hanes, Ava and Kettel in a makeshift target practice. The lair and its monsters turned oout to deeply frighten him. When it came to role selection after securing Essed, Tahir surprised Rain by using his priority slot to choose becoming a healer, not an archer.

After becoming awakened in the Essed Frostbarrow, Tahir and Mereck became the on-duty healers for Ascension, doing little else than this. However, for delicate healing operations, Rain still preferred Ameliah, at first. They totally exhausted themselves when they needed to heal Ameliah after the attack of the Crimson Swords.

Tahir was stationed with Jamus, Val and Lago in Vestvall when Rain had the company camp moved next to the crack in the hills above the city.

Tahir took part in the second expedition with Lyn and Staavo to hunt the Fire Eater. He excelled both as non-skilled Archer as well as a Healer.

Mereck and Tahir were invaluable healing electrocutions from accidents with badly isolated lightbulb-wires in the camp near Vestvall. When Ascension and the nobility of Vestvall had a falling out, food deliveries from Ascension and the two healers were the only remaining people welcome in the town.

## Build

His skills include Healing Word and Intrinsic Clarity.

Due to their low skill limitation of only six, Tahir and Mereck can't deal with Mental damage, or with limb loss.

## References

1. ↑ Chapter 113
2. ↑ 2.0 2.1 Chapter 120
3. ↑ Chapter 118
4. ↑ Chapter 122
5. ↑ Chapter 123
6. ↑ Chapter 127
7. ↑ Chapter 125
8. ↑ Chapter 135
9. ↑ Chapter 130, 131
10. ↑ Chapter 139
11. ↑ Chapter 163
12. ↑ Chapter 165
13. ↑ Chapter 123
14. ↑ Chapter 179
Stat ring

**Stat rings** are rings that enhance the attributes ("stats") of their wearers, and are possibly the most common jewelry used in equipment. Such rings may have very different enchantments, however.

## Low-class rings

Very cheap stat rings give a constant +10 boost for one of the six attributes, like the cheap rings that the Havenheild shop sold to Rain. Rain chose to buy 2 rings for 15 Tel total, one for Focus (which later exploded on his finger because of overdrawing mana) and one for Strength (which gave up its life in the Everdeep Fortress much later). These rings had a durability rating of 14-15 and two basic enchantments:

* +10 boost for their chosen stat, costing 2.4 mana points, holding for as long as the mana reservoir allows
* a mana reservoir of about 90 mana points that slowly depletes when worn, and which cannot be recharged

Making rings out of lesser metals, like iron, wastes lots of potential.

Wallace's imbalanced and low-stat healer build led him to have crippling mana issues, which he compensated with expensive but low-quality Clarity stat rings.

## High-class rings

Quality rings are made out of gold or better material; they are rechargeable with a Mana Capacitance Rune allowing for Mana Manipulation to refill the charges; and they provide larger bonuses than merely +10.

While a Malleable Ring deserves a special entry (see there), it is not the only available high-quality type of a stat ring.

Tallheart fashioned Ameliah non-malleable stat rings out of Atantum and GranCrysts, since she needs to maintain the same numbers in all her stats all the time - this makes a malleable enchantment unnecessary. While high quality, those stat rings are also much less complicated than malleable ones.

Also, Tallheart began crafting "Ascension's Standard Stat Rings" on the evacuation march away from Vestvall, apparently unbound and in large numbers. Rain could hand out ten rings for Focus and Clarity directly out of Ascension's armory.

## References

1. ↑ Chapter 17
2. ↑ Chapter 24
3. ↑ Chapter 45
4. ↑ Chapter 21
5. ↑ Chapter 75
6. ↑ Chapter 185
7. ↑ Chapter 173
8. ↑ Chapter 192
Jaks

**Jaks** is a human Vivificant adventurer who uses axes.

## Appearance and Behavior

He is bald and incredibly scarred, appearing to have more scar tissue than actual skin. He was often seen training in the Guild of Fel Sadanis, and was a notoriously grumpy loner, only banding together with other adventurers for profit.

## History

Rain noticed him very early as one of the most recognizable adventurers in the Fel Sadanis Guild, but hesitated to speak with him due to his scary dangerous looks. Rain became more interested in Jaks after learning they both pursued monolithic classes, but Jaks wasn't really approachable for conversation.

Jaks was the most outspoken adventurer to oppose Rankin for bending the knee to Citizen Sadanis and fulfilling quests for the good of the city, but their dispute over Guild policy was interrupted by Rain.

During the ongoing evacuation of Fel Sadanis, Jaks looted some promising spots in the abandoned parts of Fel Sadanis, including the Havenheild shop at the Guild square where he looted Stat rings. Jaks then participated in a Fel Sadanis looting party with Kettel, Stoneshield, Elmwood, Mahria and Mindyblades to find Rankin's embezzlement treasure.

## Skills

He uses the Summer aura to heal himself, but his minuscule mana pool doesn't allow him lots of usage for it. Still, Jaks has leveled it up to rank 10, which Rain estimated to have taken him years. Rain also supposed Jaks is using Blood Magic to boost himself.

Jaks also uses Healing Trance.

He is a bronzeplate, but his exact level is unknown.

## References

1. ↑ Chapter 5
2. ↑ Chapters 5 and 6
3. ↑ Chapter 13
4. ↑ Chapter 24
5. ↑ 5.0 5.1 Chapter 59
6. ↑ Chapter 77
7. ↑ Chapter 111 and 112
Tel

**Tel** are very tough rice-sized shards of crystal. When killed, Monsters sometimes drop them.

They are used as an alternative form of Currency. Many commoners do not like to deal in Tel. A thousand Tel is equivalent in value to one GranTel.

The conversion rate between coppers and Tel varies. Mlem gave a conversion rate to Rain of fourteen copper coins for one Tel. In the morning of 3060-07-31, the current Bank exchange rate in Fel Sadanis was given as 14.3 copper to the Tel, less the Bank's exchange fee.

Tel can be used in the creation magic items as well as in the creation of some alloys and inks.

Normally when shattered, Tel dissolve into nothing. As a result, it takes an Alchemist to be able to powder them and mix them into pigments.

## References

1. ↑ 1.0 1.1 1.2 Chapter 179
2. ↑ Chapter 71
3. ↑ Chapter 21
4. ↑ Chapter 124
5. ↑ Chapter 187
6. ↑ Chapter 9
7. ↑ Chapter 61