recursal/Fanatic-Fandom huggingface dataset:
Velrite

Velrite was a famed mapmaker from Nidika.

Hailing from Nidika, Velrite was an adventurous spirit who loved traveling across the island. He had a hobby of making maps of the regions which were fairly accurate but not to perfection, he later traveled to Mt Nikila and stood atop Nohi’s point and made his famous map of Okoto which is used to this day. He was also known to use Gale-Speak frequently especially when he was excited.
Setu

## Biological information

### Subdivisions

* Worker
* Soldier
* Queen
* King

## Physical Information

### Average length

* 1000 kilometers (Worker)
* 1500 kilometers (Soldier
* 4000 kilometers (Queen)
* 8000 kilometers (King)

### Average lifespan

* 800 standard years (Worker)
* 600 standard years (Soldier)
* 15,000 standard years (Queen)
* 15,000 standard years (King)

## Social Information

### Diet

* Silicates
* Very large organisms
* Deceased Setu
* Otan
* Radiation

The **Setu** are a species of immense sapient beings from Teshen.
Mask Makers

The Mask Makers were an organization put in place by the Toa of Light to Make Masks and rule Okoto.

### Members

#### Founding Members

Roaik of Ikir (deceased)

Tenipi of Akida (deceased)

Carnil of Terak (deceased)

Netroia of Melum (deceased)

Ilravi of Ketar (deceased)

Daria of Uxar (deceased)

#### Current

Evramu of Uxar (retired)

Makuta of Akida (exiled)

Ekimu of Akida

### Trivia

Though the practice of forging masks is not exclusive to Mask Makers the experimentation in creating new Masks and experimenting is. As the Mask Makers have the resources to deal with a powerful failed Mask
Orahksa

The Orahksa are nightmarish creatures native to the Island of Yormel where they prey on unlucky travelers who do not reach the safety of Fort Noterik by nightfall.

The origin of the Orahksa is unknown but they are not shadows nor are they the creations of Karthan with many theories being given over the years although when light touches a Orahksa they burn and let out an unholy screech. A phenomenon unique to Yormel is the dark mist that blocks out the stars during the nights which may be caused by the Orahksa. Due to their aquatic appearance the Orahksa may retreat into the waters surrounding Yormel during the daytime.

### History

During the Kelkori War the Kelkori attempted to lay siege to the island not knowing the dangers of the night they were beaten back by the Skull Acolytes and were forced to make camp for the night and were attacked by the Orahksa an ensuing battle unfolded with several Orahksa being killed but ultimately resulting in a massacre of the Kelkori forces. The few survivors of the Kelkori army retreated to their ships and Kelkori let the Skull Acolytes keep their cursed island

### Possible Origins

A popular theory by residents of the Skull Isles is that the Orahksa are a sentient aquatic species that used to reside in a kingdom underwater in the area of the Skull Isles. When Karthan raised the islands from the Sea it destroyed much of their kingdom and the survivors congregated around Yormel attacking anyone who resided there. However since they evolved to be in the dark depths of the ocean light is dangerous to their bodies so they only come out at night.

### Varients

The Orahksa have five notable variants.

The Cleaver: by far the most aggressive variant using it's axe like appendages to attack prey. the cleaver's eyes glow red.

The Long Arm: prefers to stay out of sight and use it's namesake long tendril arm to entangle prey. the long arm's eyes glow blue

The Stalker: arguably the most dangerous variant as it is the smartest using the prey's fear to it's advantage. the stalker's eyes glow brown

The Hardshell: though it is not as smart or as deadly as other variants the hardshell has a somewhat light resistant shell that makes underestimating it deadly it usually charges attack prey. the hardshell eyes glow white

The Crusher: the crusher ressembles a massive crab with huge claws that it uses to to crush prey what it lacks in stealth it makes up for in it's sheer difficulty to kill. the crusher eyes glow green
Permafrost Border

The Permafrost Border is a Elemental Deadzone in the Pouks Mountain Range.

In the Pouks Mountain Range there is no village oddly enough. No one inhabits these mountains and there is seemingly no element there. The icy peaks of the mountains no matter how much heat they get bombarded with never melt. Some say it is the cold that drives Okotans away. But others say the mountains are cursed, infested with dangerous shapeshifting hunters called Zeisk, said to feed off elemental energy, they roam the mountains waiting for an unfortunate Okotan to wander through the mountains only to meet their doom. Others say the Koti may still live in the mountains plotting their revenge on the Ketarans and waiting for the right moment to strike. Whatever the case Okotans and most animals tend to avoid these mountains, the area is mostly uncharted but a landmark is the Fortress of Aberi where the Permafrost Guard Company watches over the mountains in case there is indeed a threat within them. The Permafrost Guard Company is made up of Okotans mainly from Ketar, Melum, and Groth and is currently led by Mekoi, an Empowered Okotan hailing from Akida. There is no known Elemental Creature or even Element to exist in the mountains, a rare occurrence on Okoto. The Pouks Mountains are also where the Skull Raiders were banished to by the Mask Maker Brothers, and later sealed underground by the Toa, but they later found a way out and have abandoned the Region.
Kel

One of the first islands to be created by Karthan, Kel is sometimes referred to as the Island of Mist due to its near always foggy landscape which limits visibility to varying degrees depending on where you are though it isn’t too much of a problem for the island’s inhabitants. Kel is also rumored to be where Karthan resides hiding in a secret temple hidden in the mists many Skull Acolytes and Skull Mages make pilgrimages to Kel to search this temple when he was younger Kulta was said to have searched Kel for Karthan and seemingly succeeded learning of the existence of Okoto. Kulta’s curiosity led him to travel to Okoto. During the Kelkori War the island was partially taken by the Kelkori but they were beaten back by the Karthan when he joined the fight. Kel is primarily inhabited by the Skull Raiders and a few Serentri settlements in terms of wildlife Kel is home to Drake Serpents, Golden Leeches, Kuluro Chargers, Mavi Flyers, and Ejsa Fish along with a small Storm Spinner population and Skullpions. Kel is one of the Northern Islands in the Skull Isles.
Shadow Siege

The Shadow Siege was the battle between the Elemental Beasts and the Six Toa, the Protectors, The Okotan Guard, and the Elemental Creatures at the City of the Mask Makers. The battle served as a distraction to give Umarak the Destroyer time to open a portal for Makuta. The Protectors, Okotan Guard, and the Elemental Creature were the ultimate victor.

### Trivia

Before arriving at the City of the Mask Makers the Elemental Beasts broke through the defenses of Nidika which surrounded the city something the Okotans of Air are still ashamed about.
Melum (Region)

**Melum** is the Region of Ice

Melum is always in a state of unending winter. A mix of glacial terrain and frozen tundra with bridges of ice connecting the crevices of the land. Melum is home to blizzards which can flash freeze everything in minutes, making Melum the second most dangerous Region in Okoto after Ikir. Long ago Melum was ruled by the Blizzard Wizard the Sovereign Elemental of Ice who devised a complex tracking system for the Blizzards of the Region which is still used to great effect to this day, he also devised the Tower of Knowledge where all records are kept of Melum, and the rest of Okoto dating back centuries. He also instilled an analytical attitude which had awareness of your surroundings as a must, this attitude is still widely used today by many Okotans of Melum due to its practicality. The Capital of Melum is Ehrye where, Izotor Protector of Ice resides. The main Export of Melum is their fine furs which are of the highest quality in all the island. Melum is the name of the Elemental Creature of Ice and whom the Region is named after. Notable landmarks include the Tower of Knowledge built into Mt Matoro the tallest peak in Okoto going higher than the peak it is built into and also several levels down into the ground Okotans of Terak and Quig work in the lower levels, the Capital City of Ehrye, the Temple of Ice, and the Fortress of Kalif where the Melumin military is based at.
Archiv:3.4.3874: Notizen eines Soldaten der Rheddig 6

## 3.4.3874: Notizen eines Soldaten der Rheddig 6

**3.4.3874: Notizen eines Soldaten der Rheddig 6** ist ein Eintrag in der Kategorie Die Rheddig im Archiv in *Forspoken*.

## Text

Heute haben wir schwere Verluste erlitten. Durch Fallen der Tanta, mit denen wir nicht gerechnet hatten. Wir bargen einen Teil der Waffe und waren aufgeregt, zu aufgeregt. Wir haben gute Leute verloren. Andere wurden schwer verletzt.

Die Lage ist düster, aber ich darf jetzt nicht aufgeben. Das beweist nur, wie sehr die Bewohner Athias verhindern wollen, dass die Waffe in unsere Hände fällt. Das Ende ist nah. Wir müssen vorsichtiger sein jetzt mehr denn je.
Thawing Plains

The Thawing Plains is the northern part of Akida where Melum's influence reaches over the Kualus Mountains.

Normally the Regions stop at the mountain range that borders it and another Region but it seems the Ice has moved past the Kualus Mountain Range and into Northern Akida forming the Thawing Planes which gradually melt into water as the you move further south. There are a few frozen forests in this area but not much else, it's an ideal place to go if you don’t want to be found. The region is supposedly home to being or beings known as The Cold One who loosely resembles a Toa of Ice but with Icy Crystals coming out of his Mask of Ice and the Scope for the Mask being on the wrong side of the face he also has a very unnerving face with many unnatural dents on parts of the mask that look like weathering thought he does have both eyes one is hard to see unless you look really close though he does appear to have a normal Toa like head but missing the glowing brain. It is said if the Cold One were to find someone in the Thawing Plains he would freeze them and take them to his lair never to be seen again. Also in the Region is the Secondary Fortress of the Mask Knights where they retreated to during the Great Cataclysm taking as many Masks of Power with them as they could. After the Toa and Ekimu retook the City of the Mask Makers, The Mask Knights moved back into their primary Base under the Temple of Creation but the secondary fortress is still in use as an outpost for the Mask Knights.
Bingzak

Bingzak was an Okotan born in Uxar and spent most of his early life in his village before it was overrun by Skull Spiders with him being the sole survivor. Luckily Bingzak managed to run into Nilkuu the Protector of Stone, who was returning to Ketar from the Temple of Time, Nilkuu took Bingzak with him and he spent his formative years in Ketar, he chose to join the Okotan Guard when he came of age. Upon getting word of the attacks in Uxar, Bingzak gathered his supplies and headed over to Uxar to defend his old home.
Ekimu

> *"Your power comes not from numbers, your power comes from unity but duty awaits, we must hurry "*
>
>

**Ekimu** is a Empowered Okotan of Light and a Mask Maker hailing from Akida along with his infamous brother Makuta

## Ekimu

### Mask:

Mask of Creation, Mask of Adaptation (formerly)

### Pronunciation:

Eh-Kee-Mu

Ekimu his younger brother Makuta and a childhood friend of theirs Perlia were all born in a small village located on one of the central islands in Akida. In his youth Ekimu was adventurous and eager to prove himself though he was prone to sarcastic remarks and was quite stubborn. The three friends explored beyond the village looking for adventure like in the many stories they knew by heart.

Sometime later, after seeing the use of an Ability Mask, by one of the village guards to defend the village from a large group of Skull Spiders Ekimu became interested in Mask Making and took up a apprenticeship from a local metalworker along with Makuta. after nearly a decade of apprenticeship and hard work Ekimu and Makuta gained a reputation for their skills in Mask forging and were able to get into Academy for Mask Makers in the City of the Mask Makers. Ekimu and Makuta trained under the legendary Mask Maker Evramu and were favored by the Mask Maker.

As the upcoming Trial of the Mask Makers nears Makuta worries that one of them would lose to the other and how that may destroy their friendship. To which Ekimu says not to worry because he will help Makuta when he wins. Later that day The Elders come to see the candidates with one of them remarking how Makuta only cares for those around him while Ekimu is immature and careless. Ekimu then loudly proclaims that he will win the competition and become a Mask Maker and prove The Elders wrong.

When the trials come around Makuta wishes his brother good luck and Ekimu does the same as they walk out into the Trial Grounds. Ekimu easily passes the Test of Ability and the Test of Character much to the surprise of The Elders as he enters the Test of Skill where he manages to make Masks more impressive than any of his competitors and cheered when Makuta beat his competitors. Until Ekimu arrived at the final competition where he went up against his brother Makuta

Both brothers worked tirelessly for nearly an hour making their final Masks. Ekimu
Duskwave

> Just because you can, doesn't mean you should, Ocho.
>
> Duskwave reprimanding Ocho over the Black Labels

**Duskwave** is a member of Team Airflow and a reoccurring character. They first appeared in Chapter 1.

## Appearance

Duskwave has all the features of a typical inkling. They are depicted with orange tentacles sporting the 'spiky' hairstyle, but they can change color at will. They wear the Bream-Brim Cap, Duskwave Tee, Slamgerine Slip-Ons, and shredded leggings.

## Personality

Duskwave is a bright and shining ray of sunshine! They are a spitting image of a stereotypical inkling, easy going and chillax, and has a strong sense of justice. They will do anything and everything that they can to defend themselves and their friends, and will not back down for the life of them. They are also very stubborn, once they get an idea in their head, they will not let it go for a second. It takes a lot to pry them away from their goal, whether its good or not so much.

## Relationships

### Team Airflow

Airflow

--

Anchor

--

Neon

--

## Trivia

* Duskwave has ADHD, and sometimes repeats things they may have already said before without realizing it.
* Duskwave sometimes thinks of something really good, gets distracted, and instantly forgets it. No matter how hard they try, whatever they thought of, its gone forever.
* They stim, some of them including:
	+ Playing with thinking putty
	+ Popping bubble wrap
	+ Swaying side to side when standing still
	+ Playing with their own or others tentacles
	+ Cracking their knuckles
	+ Humming songs from Diss-Pair and Chirpy Chips
* Its no secret to the rest of Team Airflow that Duskwave had three crushes, on Spyke, Warabi, and Double Egg respectfully.
	+ While their crushes for Spyke and Warabi have simmered, Duskwave is currently dating Double Egg.
City of the Mask Makers

The City of the Mask Makers is located in the center of Okoto and has been the island's capital for most of it's history.

The Capital of Okoto, The City of the Mask Makers is in the exact center of the island, surrounded by mountains on all sides and a huge pit surrounding the city. There are six bridges connecting the city to each region of the island. The city also has docks for airships that often fly to and from the city. Some notable landmarks include the Temple of Creation at the city’s northwestern edge where the Mask Maker Ekimu makes masks for the islanders, The Coliseum where Okotan’s watch champions duel for entertainment. Further away from the city is the Temple of Time where some time ago the Six Toa were summoned from and where Protectors pass on their duty to the next generation. To the opposite direction of the Temple of Time is the Temple of Life. inside the City of the Mask Makers is the Temple of Creation or the Mask Maker’s forge which is connected to the old Temple of Light. The city itself has seen many battles and events from the Coming of the Toa of Light, to the appointing of the first six Mask Makers, to the Forging of the Sovereign Elemental Masks by Makuta, to the Defeat of those same Elemental Sovereigns by The Brothers Ekimu and Makuta during their rebellion, to the awakening of Ekimu and the defeat of Kulta and the Shadow Siege. The city is also one of the only places you can find all Okotans from all thirteen different regions living together under normal circumstances.

### Trivia

The City of the Mask Makers is not the real name of the city the actual name has been lost to time.
Nidika

Nidika is the Region of Air

Located in the Akamai Mountain Range where the Norik, Bomanga, and Pouks Mountain Ranges meet is Nidika the smallest Region in Okoto. Long ago the Nidika was ruled by the Cyclone Baroness the Sovereign Elemental of Air, during her rule she helped to create good relations between Nidika and the other Regions. She also discouraged the long winded form of talking used by the Nidikans sometimes called Gale-Speak a which often put two similar words together something the Okotans of other Regions found annoying at times. Nidika is just located in the mountains surrounding the City of The Mask Makers and it is nearly always windy there, however the City is considered neutral ground for all Regions. There is no known Elemental Creature of Air. The Capital City of Nidika is Defilak there Wakith Protector of Air resides. The main export of Nidika is maps due to the Nidikans being exceptionally good at map making, with Velrite the Mapmaker himself being from Nidika. The location of the Nidika makes it a good defensible position for the City of the Mask Makers, during the Shadow Siege despite Nidika’s best efforts the Elemental Beasts managed to break through their defenses and lay siege to the City of the Mask Makers. Some notable landmarks of Nidika are the Capital City of Defilak, the Pass of Delin which leads to the city of the Mask Makers, and the Five Fortresses of Belik, Morra, Tof, Veith, and Zavi, each located on a mountain surrounding the City of the Mask Makers.
Voriki

Voriki is the Region of Lightning

Located in the Gaaki Mountain Range Voriki has an interesting history. The Region was once ruled by the Storm Lord, the Sovereign Elemental of Lightning who was the one to convince the Sea Queen to lead a rebellion against the Ekimu and Makuta. During the battle with Ekimu, Makuta, the Ancestor’s of the Future Protectors, and the Elemental Creatures themselves Ekimu is said to have landed a powerful blow to the Storm Lord’s face with his hammer taking him out of the fight. Other than tarnishing Voriki’s reputation the Storm Lord did little to help Voriki other than helping with the creation of the Wind Glider which allows the user to glide across the winds with artificial wings. Due to the Storm lords selfish and cruel nature, traits uncommon among the Vorikian people, the Okotans of Voriki try to distance themselves from his image by being kind and selfless, they also tend to be generally more optimistic than other tribes. The main export of Voriki is Elementally Resistant Armor which the people of Voriki are exceptionally skilled at making. The Capital of Voriki is the City of Dalu where Zarda, the Protector of Lightning resides. There is no known Elemental Creature of Lightning. Some notable landmarks of Voriki are The Capital City of Dalu, the Noca Pass which splits the Gaaki Mountain Range in half the two mountains at the edges of the pass are Mt Huki and Mt Maku two lovers forever separated by the Noca Pass, the Noca pass also allows for easy access to Uxar and Akida for both tribes, and the thunder falls where the water from the falls is louder than usual.
Ferix

Ferix is the Region of Metal and is home to many great inventors.

Where the mountains hide treasure, as some would say Ferix is rich with metals beneath the surface. Located in the Bomonga Mountain Range, Ferix is home to great inventors who craft tools and all manner of things. Once long ago Ferix was ruled by the Iron Lady the Elemental Sovereign of Metal, she pushed the tribe to be more inventive and creative, leading to many creations such as the Airships. The Capital of Ferix is Garan where Talrin, Protector of Metal Resides. Ferix’s main export is the tools and airships from their region making them one of the more rich parts of Okoto. There is no known Elemental Creature of Metal. Some notable landmarks include the Capital City of Garan, the Records Temple, a large building carved inside a mountain where most of the schematics and designs are kept for all the inventions made by the Ferixans,  Airship Yards where Airships are repaired and built and Mt Kumo the tallest mountain in the Region, Ferix is also known for their tools, even Mask Makers gladly use hammers from Ferix.
Swamplings

## Personal Description

### Names

Swamplings
Swamp Inklings
Swamp Octolings
Swamp Inktolings

### Species

Inkling
Octoling
Inktoling

### Hair Color

Any (Usually green with white specks, gradient color, and streak colors)

### Homeplace(s)

Tiger Swamp
Basking Swamp
Thresher Swamp
Solitary Swamp

### Known Members

Mellow
Dyna
Riko Shiriku
Kale
Flins

### Troops

Chief
Witch and Priestess
Slasher (Splatana, Brush, and Zipcaster)
Archer (Tristringer)
Sniper (Charger and Angle Shooter)
Healer
Trappers (Wave Breaker, Ink Mine, Toxic Mist, and Point Sensor)
Protectors (Big Bubbler, Squid Beakon, Splash Wall)

## Status

### Affilation(s)

Speartooth Tribe
Thresher Tribe
Skull Raider (Language)

Skull Raider is the primary language spoken by the inhabitants of the Skull Isles.

Translations

Teridax - Friend/Allie (usually refers to Makuta)

Miserix - Leader

Tridax - Mask

Kojol - Secret

Spiriah - Traitor

Mutran - Thinker

Antroz - Honor

Vamprah - Silent

Icarax - Warrior

Krika - Mercy

Gorast - Acid

Bitil Army

Sere - Soul

Ntri - Grinder

Koa - Very

Kao - Odd

Orah - Glow/Glowing

Ksa - Eye

Diru - Skull

Xiroas - Island

Xiroae - Isles

Tenka - Basher

Kartha - Skull Magic

Derna - Thief

Kelkori - Demon Warrior
Brujah

### The Learned Clan, Rabble, Punks, Hipsters, Prometheans, Rebels, Philosopher-Kings, Hellens

The Brujah are a clan of radicals and troublemakers, Embracing those willing to put someone in their place if the situation calls for it. Most see themselves as warriors with a cause, and these Rebels are guided by their passions, strength, and dedication to their ideals — whatever those may be.

Disciplines: Celerity, Potence, Presence

Disadvantage: Once a Brujah has resisted frenzy by spending Willpower on any given night, the cost to resist frenzy again increases to two Willpower, until they frenzy.
Mariner

**Mariner** is a 25-year-old male Inkling. He is Callie's brother, and therefore Marie’s cousin. He is also good friends with Pearl. He works as an editor for the Squid Sisters’ late-night podcast.

He is the leader of Team Kaji, maining the Octobrush, though lately he uses the S-Blast ‘92 or the Ballpoint Splatling. He wears only Annaki gear, with his usual outfit consisting of the Annaki Charms, Annaki Flannel Hoodie, and Red Hammertreads. His hairstyle is unique to himself, though it somewhat resembles the Spiky hairstyle of playable Inklings. His favorite stage is Flounder Heights, and his favorite mode is Clam Blitz.
Ventrue

### The Clan of Kings, Blue Bloods, Tyrants, Warlords, Patricians, Borgias, the Cult of Mithras

The Ventrue are not called the Clan of Kings for nothing. Carefully choosing their progeny from mortals familiar with power, wealth, and influence, the Ventrue style themselves the aristocrats of the vampire world. Their members are expected to assume command wherever possible, and they’re willing to endure storms for the sake of leading from the front.

Disciplines: Dominate, Fortitude, Presence

Disadvantage: The Ventrue have a rarefied taste and gain no benefit from drinking the blood of any mortal, other than their specific preference e.g. blondes, men, people of a certain ethnicity, people of a certain social class. This preference must be agreed at character creation with their storyteller. Their starting blood pool is reduced to 6. Ventrue can drink Kindred vitae without impediment.
Skull Isles

The Skull Isles or Xiroae Diru as they are called in the Skull Raider Language are a cluster of islands created by Karthan.

### Creation

Some time ago after Elemental Creatures created Okoto and filled it with their power. A being of great power, known only as Karthan, witnessed this creation, this fascinated Karthan and he decided to try creating his own island and species like the Elemental Creatures had. After he pulled some islands up to the surface with his powers. He began creating creatures notably the Skull Raiders, the Serentri, and the Kelkori. He made several islands for them to inhabit all close together forming the Skull Islands. A notable feature of the islands is that they get plentiful rainfall, and usually have cloudy skies.

### Islands

Kel

Mokka

Vroy

Xira & Xiros

Ika

Formag

Wevi

Callif

Sila

Yormel

Ania

Debak

Uertis

Henia

Zondif

Tario

Prift

Enjiai

Onatho

Javerya

Nouar

Beko

Lakada

Wahea

Izaki
Tremere

### Usurpers, Warlocks, Hemetics, Thaumaturges, Transgressors, The Broken Clan, Blood Witches

The arcane Clan Tremere were once a house of mortal mages who sought immortality but found only undeath. As vampires, they’ve perfected ways to bend their own Blood to their will, employing their sorceries to master and ensorcell both the mortal and vampire world. Their power makes them valuable, but few vampires trust their scheming ways.

Disciplines: Auspex, Dominate, Thaumaturgy

Disadvantage: Tremere only need drink twice from another Kindred to become bound to them, going straight from 1/3 bound to fully bound. Upon the embrace, most members of the clan are bound to its hierarchy, gaining ⅓ blood bond to any member of the clan of a higher rank.
Gangrel

### The Clan of the Beast, Animals, Ferals, Savages, Barbarians, Outcasts, Wolves, Strays

Often closer to beasts than other vampires, the Gangrel style themselves apex predators. These Ferals prowl the wilds as easily as the urban jungle, and no clan of vampires can match their ability to endure, survive, and thrive in any environment. Often fiercely territorial, their shapeshifting abilities even give the undead pause.

Disciplines: Animalism, Fortitude, Protean

Disadvantage: Every time a Gangrel Frenzies they adopt another animalistic physical feature or mannerism. Every third time this happens they gain a ‘Flaw: Negative trait’, reflective of the animalistic feature they have taken on. They gain no experience points for these negative traits.
Character Creation

This is intended as a guide for both beginners and experienced players. The order has been arranged to allow the easiest possible character creation, but it’s not fixed. For example, a character could be created with a background and a history in mind then the character sheet put together, or vice-versa. For additional character creation options, or anything not covered by these rules, please speak to a Storyteller who will have additional rules for these options in the Advanced Players Guide Having a copy of the character sheet to hand when creating the character will help!

##### Basic Character Creation

Concept - Character concept defines a character's core defining role. The concept has no mechanical effect on play; but it just allows the player to firm up the character’s main outlook on life. Concept could be job-based (Tinker, Tailor, etc.) attitude based (Puppeteer, Intellectual) or any short character defining sentence (Wannabe mobster, Da Vinci’s reincarnation).

Nature - A character’s Nature is their inner self, the archetypal personality trait that defines them, selected from the following list of archetypes: Architect, Autocrat, Bon Vivant, Bravo, Capitalist, Caregiver, Child, Competitor, Conformist, Conniver, Creep Show, Dabbler Deviant, Director, Enigma, Eye of the Storm, Fanatic, Gallant, Guru, Hedonist, Idealist, Judge, Loner, Martyr, Masochist, Monster, Pedagogue, Penitent, Perfectionist, Rebel, Rogue, Sadist, Scientist, Soldier, Survivor, Traditionalist, Thrill-Seeker, Trickster, Visionary Whilst not the sum total of a character's personality, their nature represents its dominant aspect. Mechanically, a character's nature dictates how Willpower is regained.

Clan/Bloodline - Clan defines the vampiric bloodline a character is descended from. Those that make up the Camarilla can be drawn from the following: Brujah; Gangrel, Malkavian; Nosferatu; Toreador; Tremere; Ventrue. A Vampire's clan or bloodline defines which supernatural powers they can innately adept at drawing upon, as well as disadvantages tied to their bloodline.
Masks

Masks are worn by most species in the known universe.

Powerless Masks

Powerless Okotan Mask

Powerless Skull Mask

Powerless Skull Beast Mask

Powerless Koti Mask

Powerless Flarlok Mask

Powerless Serenti Mask

List of Masks of Power

Mask of Adaptation

Mask of Accuracy

Mask of Acid

Mask of Adhesion

Mask of Air

Mask of Allies

Mask of Animation

Mask of Annihilation

Mask of Armor

Mask of Banishment

Mask of Biomechanics

Mask of Black Magic

Mask of Calmness

Mask of Camouflage

Mask of Change

Mask of Control

Mask of Combustion

Mask of Creation

Mask of Decay

Mask of Decryption

Mask of Discord

Mask of Draining

Mask of Earth

Mask of Elasticity

Mask of Elemental Awakening Type I

Mask of Elemental Awakening Type II

Mask of Elemental Recharge

Mask of Elemental Resistance

Mask of Empathy

Mask of Explosions

Mask of Fear

Mask of Fire

Mask of Flight

Mask of Foresight

Mask of Friction

Mask of Fusion

Mask of Gardening

Mask of Gateways

Mask of Gravity

Mask of Healing

Mask of Hindsight

Mask of Hyper Plasma I

Mask of Hyper Plasma II

Mask of Ice

Mask of Instructions

Mask of Intangibility

Mask of Jump Boost

Mask of Jungle

Mask of Knowledge

Mask of Lasers

Mask of Lava Resistance

Mask of Leadership

Mask of Life

Mask of Light

Mask of Lightning

Mask of Luck

Mask of Magma

Mask of Magnetism

Mask of Metal

Mask of Mimicry

Mask of Mind Wipe

Mask of Mud

Mask of Mutation

Mask of Power Burst

Mask of Projection

Mask of Protection

Mask of Psionics

Mask of Psychosis

Mask of Redirection

Mask of Sensory Aptitude

Mask of Sensory Deprivation

Mask of Shadows

Mask of Sickness

Mask of Siphoning

Mask of Skull Magic

Mask of Skull Spiders

Mask of Sound

Mask of Speed

Mask of Stasis

Mask of Stealth

Mask of Stone

Mask of Strength

Mask of Summoning

Mask of Taming

Mask of Telekinesis

Mask of Telepathy

Mask of Teleportation

Mask of Time

Mask of Tracking

Mask of Translation

Mask of Tree Cutting

Mask of Tree Growing

Mask of Truth

Mask of The Acidic Dutchess

Mask of The Amethyst Baron

Mask of The Blizzard Wizard

Mask of The Cave Prince

Mask of The Cyclone Baroness

Mask of The Desert Knight

Mask of The Dirt Mage

Mask of The Iron Lady

Mask of The Lava King

Mask of The Molten Duke

Mask of The Sea Queen

Mask of The Storm Lord

Mask of The Uma

Mask of The Wood Princess

Mask of Undeath

Mask of Ultimate Power

Mask of Velocity

Mask of Vision

Mask of Volcano Eruptions

Mask of Water

Mask of Water Breathing

Mask of Warning

Mask of Weather

Mask of Weight

### Golden Masks

Golden Mask of Fire

Golden Mask of Ice

Golden Mask of Jungle

Golden Mask of Water

Golden Mask of Earth

Golden Mask of Stone

Golden Mask of Light
Malkavian

### The Clan of the Moon, Lunatics, Madmen, Jesters, Oracles, Dervishes, Visionaries, Children of Malkav

Derided as Lunatics by other vampires, the Blood of the Malkavians lets them perceive and foretell truths hidden from others. Like the “wise madmen” of poetry their fractured perspective stems from seeing too much of the world at once, from understanding too deeply, and feeling emotions that are just too strong to bear.

Disciplines: Auspex, Dementation, Obfuscate

Disadvantage: Malkavians start with the Derangement flaw. This can never be bought off.
Toreador

### Divas, The Clan of the Rose, Degenerates, Artists, Harlots, Arikelites, Hedonists, Sensates, Perverts

Known for their seductive nature, enthralling demeanour, and eloquent grace to the point of obsession, Toreador vampires Embrace artists and lovers into their ranks, forever trying to stir their own deadened hearts. Supernaturally graceful and charming, the Divas are always looking for the next thrill, leaving a detritus of discarded lovers and victims in their wake.

Disciplines: Auspex, Celerity, Presence

Disadvantage: When a Toreador encounters something remarkable (as decided by a Storyteller, but typically a person, performance or artistic object) they become enthralled by the experience and cannot act beyond discussing or interacting with the subject of their enthralment for at least ten minutes, unless they spend a Willpower to resist the compulsion for fifteen minutes. Continually resisting grows harder as a night goes on and, on any given night, the cost to resist increases by a Willpower each after time they do so (so 1 the first time, 2 the second time and so on).
Relen

**Relen** is a region of Yirea, home to the Northern Lizardfolk (actual name pending, reminder to change) and Grungi. The swamps and forests are extremely bio-diverse, home to numerous birds, amphibians, and insects that are not found anywhere else in the world.

## Northern <Lizardfolk>

The <Lizardfolk> in Relen are renowned for their pottery and non-magical fuels. Their preservation methods also make their food exports valuable, as their low perishability allows them to survive long trading ventures.

While they do not have a centralized system of governance or major settlements, they are generally accommodating and peaceful to other groups of <Lizardfolk> in the region.

## Grungi

The Grungi in Relen are chiefly known for their harsh caste system and aggression for other species. Being capable fighters, they often battle <Lizardfolk> and western Elves to expand their territory.
UKM Durham Wiki

**Welcome to the UKM Durham Wiki!**
A larp community hub for rules and information

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Lizardfolk- Name Pending

Two main subraces of <Lizardfolk> exist in Runaria, the Crocodilian <Lizardfolk> of Relen, and the Scaled <Lizardfolk> of the Hadhra Desert.

## Crocodilian <Lizardfolk>

Characterized by their semi-aquatic lifestyles and smaller sizes (relatively speaking), the Northern <Lizardfolk> are adapted to swimming and moving through muddy or swampy terrain effectively.

## Scaled <Lizardfolk>

Southern <Lizardfolk> are adapted to an arid environment, covered in spiny scales that help them retain water and offer protection to predators. Their scaled feet also allow for traction on sand, as well as protecting their feet from the scorching heat.
Runaria

**Runaria** is the primary world players visit in Legends of Runaria.

The following is an alphabetical list of the regions of **Runaria**:

* Relen (Marshes/Rainforest)
* Ruby Falls (Elven Great Forests)
* Valen

* Caldrian Pass (Flying Mountain)
* Dracomarches (Fertile Plains)
* Hadhra (Far-Eastern Desert)
* Kahil Wastes (Frozen Desert, West of Dracomarches)

* Aseri
* Grung (Island Rainforest)
* Halron

## Polities

The following is an alphabetical list of the polities of **Runaria**:

* Belam (Oceania and Orena)
* Kel' Oram (Merfolk Kingdom in Oceania)
* Morena (huge city in Orena)

## Races

The following is an alphabetical list of the races one may encounter in **Runaria**:

* Elementals
* Elves
* Genasi (half-elemental, half-human)
* Humans
* Grungi
* Lizardfolk (name pending)
* Orcs
Regions

The following is an alphabetical list of the **regions** of Runaria:

### Yirea

The northern continent.

* Relen (Marshes/Rainforest)
* Ruby Falls (Elven Great Forests)
* Valen

### Orena

The southern continent.

* Caldrian Pass (Flying Mountain)
* Dracomarches (Fertile Plains)
* Hadhra (Far-Eastern Desert)
* Kahil Wastes (Frozen Desert, West of Dracomarches)

### Oceania

Non-continental territories scattered throughout (and beneath) the seas.

* Aseri
* Grung (Island Rainforest)
* Halron
Seafoam

> *Hey, what's poppin'?*
>
> -Seafoam greeting Team Blue.

**Seafoam**, also known as **Foam**, is a character in the Fanon Splatoon Manga. He and his younger brother Dust are currently recruiting for a team of their own. He was originally created by WaferSpace.

## Quotes

* *"Hm. How about some 2v2 Tower Control, then?"* -Seafoam challenging Goggles and his friends to a match.
Nosferatu

### Horrors, The Clan of the Hidden, Sewer Rats, Lepers, Hives, Carnies, Scabs, Kapos, Vagrants, Orloks

The Nosferatu wear their curse on the outside. Their bodies horribly twisted and deformed through the Embrace, they lurk on the fringes of most cities, acting as spies and brokers of information. Using animals and their own supernatural capacity to hide, nothing escapes the eyes of the so-called Sewer Rats.

Disciplines: Animalism, Obfuscate, Potence

Disadvantage: Hideous to behold, members of clan Nosferatu bid a maximum of 3 social traits in non-intimidatory social challenges they initiate, including disciplines, unless their true visage is supernaturally hidden.
Clan/Bloodline

In Vampire: The Masquerade, Kindred are separated into clans. Clans are ancient lineages of vampires who share common characteristics, passed on through the Blood. Each clan provides certain powers, weaknesses, and sometimes even behaviours and beliefs to those who belong to it.

### Classic Clan/Bloodlines;

* Brujah - The Brujah are rebels, sometimes thugs and bullies, or skilled politicians supporting the underdog.
* Gangrel - The survivalists of the Kindred world, self-sufficient outsiders with shape-shifting abilities.
* Malkavian - Members of this clan are insane, but from great madness may come great wisdom and hidden truths
* Nosferatu - These hideously deformed creatures skulk and spy. They are often loners by nature but band together for the trade of information which they then sell to others.
* Toreador - Members of this clan are thought of as artists and degenerates. They often gravitate to the higher echelons of politics.
* Tremere - This close-knit ‘House and Clan’ were once Mages and is known to have many arcane and magical skills.
* Ventrue - The most old- fashioned of the vampires, the sophisticates who move in the highest social and political circles.
* Caitiff - The clan less and the dispossessed, abandoned by their sires and clans.
* Ghoul - A human fed Kindred blood, granting them a measure of their creator’s power and limited immortality, as long as they continue to receive the gift of blood from their ‘Regnant’
Archiv:Erinnerungen an Cinta

## Erinnerungen an Cinta

**Erinnerungen an Cinta** ist ein Eintrag in der Kategorie Geschichte Athias im Archiv in *Forspoken*.

## Text

Ein Porträt Tanta Cintas aus glücklicheren Zeiten. Sie trägt darauf ein fließendes Kleid und ein sanftes Lächeln umspielt ihre Lippen.

Cinta war den Einwohnern Junoons eine geschätzte Herrscherin und eine geliebte Mutter. Sie behandelte jeden ihrer Untertanen gleich und überschüttete alle mit ihrer bedingungslosen Liebe. Ihre einfühlsame Art lehrte die Menschen, dass man aus Misserfolgen lernen kann und dass jeder Einzelne zu Großem fähig ist.
Archiv:Johedy: Vom Schicksal gebeutelt

## Johedy: Vom Schicksal gebeutelt

**Johedy: Vom Schicksal gebeutelt** ist ein Eintrag in der Kategorie Andere im Archiv in *Forspoken*.

## Text

Eine Obdachlose, die oft in der Nähe von Freys Apartment in "New York" angetroffen werden kann. Sie war früher Bibliothekarin, aber wurde entlassen, als ihr Chef entdeckte, dass sie ständig nur schmökerte, anstatt zu arbeiten, und seitdem lebt sie auf der Straße.

Johedy liebt nichts mehr, als mit Fremden, die ihr etwas zu essen anbieten, über ihre Lieblingsbücher zu plaudern. Frey kennt sie zwar noch nicht lange, aber da die beiden denselben Geschmack haben, was Literatur angeht, hatten sie schon die ein oder andere nette Unterhaltung.
Hajori

**Hajori** is the Region of Acid located in the Iruini Mountains.

Hajori is home to many dangers, mainly the acid falls and lakes that dot the Region. Once long ago the Hajori was ruled by the Acidic Dutchess the Sovereign Elemental of Acid, under her rule she fostered competitiveness among the Hajorians rivaling that of their neighboring Ikirans. The main Export of Hajori is the many acids and poisons of the Region which are stronger than most others on Okoto. There is no known Elemental Creature of Acid. The Capital City of Hajori is Piruk there Varis Protector of Acid Resides. Hajori has seen some major events in the past such as the first sighting of the Skull Raiders as they sailed to Okoto, and the discovery of the Sovereign Elemental’s plan of betrayal. Some notable landmarks include the Capital City of Piruk, the Falls of Cayiz the largest acid lake in Hajori named after the first Protector of Acid, Hemi’s point where the Skull Raider Ships were first sighted.
Raya

Raya is a character created by **Lunanoova.**

## Personality

Raya for the most part, Is a very kind individual with a heart of gold. She cares deeply about innocent people in her hometown and does all she can to help them. Despite being kind, she can be very angry sometimes. She despises rude people and can't for the life of her watch someone get harassed. But, she manages to be a kind, cheerful girl.

## Appearance

Raya is a 20 year old Inktoling who has mud brown skin, peach pink eyes that fade into lavender, an infinity symbol as her pupils, one fang and a gap in her teeth, and light pink and lavender tips on her fingers. Her attire consists of a pink dress with a checker patterned sash belt on her waist, the sleeves of her dress don't connect to her dress. underneath her dress is a mauve no sleeve shirt and a black choker on her neck. Her stockings are light pink and light purple with white stripes and the right stocking is cut down to knee size. Her boots are built very strong with thick heels. The left boots are lavender and white while the right is pink and black. Her hair is pink that fades into royal blue, and her hair is long.

## Trivia

- She is dyslexic.

- She is ambiverted.

-In her free time, she likes to reasearch history of inklings and octolings.
Mia

## Appearance

Mia has blond hair that is not up in anything, blue eyes, and has light skin. She always wears a green or olive jacket, has long pants, and wears green shoes. She wears a necklace and always keeps it with her, as it was a gift from her mother. She has a mark on her forehead from when Marie shot her.

## Personalty

Mia is very outgoing at times, but before she got to know Callie, Marie, Shiver, Frye, Big Man, Agent 3.2, Cap'n 3, and Cuttlefish, she was very hostile to them because she was so scared.

## Main Story

Mia is a Human who lived in Alterna with other humans, and she listened to the “wise ones” when they said that it was dangerous to make a rocket to escape Alterna, and so she came to them and they Cryogenically froze her, and erased it from ORCA's memory so that no one could find her. During the end events of Splatoon 3 (The rocket battle with Mr. Grizz) Mia woke up from her Cryogenic slumber, and saw the rocket go up into space. She tried to stop it, but was still getting used to maneuvering her legs again, and could only watch. After a long time, she saw someone come back to earth and her along with two others and a manta ray, go down into a sewer pipe. As she walked around Alterna, she found O.R.C.A, and read what happed by the Alterna logs. She then made a
Daze

### Dislikes

When people don't agree with him, not being able to do anything, people talking too loud

## Gear

### Shoes

Onyx O1STERS

Daze is OC created by user EnbyFrenemy

## Appearence

Daze is a tan-skinned octoling with white ink (simular to the ink color of Team Order in Splatpocolapse/Final Fest). Wearing the Tentaclinger Earring, Ink-Wash Shirt and the Onyx O1STERS, alongside having shorts over some leggings. And finally for the appearance, he has their tentacles in the tentatwist hairstyle.

## Gallery

Drawn by Nylon Orca: Daze as a shiny UmbreonA bustshot of Daze, drawn by Peacock
Noir

noir hehe hoohoo silly guy

noir is an oc made my toxykiri who has been used in several rp's.

noir is trans masc. pronouns are he/him. his debut was in the "another rp" thread on the splatoon wiki

https://splatoon.fandom.com/f/p/4400000000000187872

noir's an octoling. was a part of the octarian army. at the age of 13 he was already the 4th best member of his regiment. at the age of 14 he was kidnapped and experimented on for years at grizzco resulting in his appearence now.

he has 17 eyes and is able to pop them out and regrow them. and wings were sewn onto his back, they worrk at some moments but at others are entirely useless. he is a blue ring octopus so he is able to inject others with his own poison which will act quickly killing the victim. only those close to him have the cure.

in the "sanitized idol rp" made by uni noir got sanitized. it was reversed but it left him with an ability. noir will get extremely violent fits where he will become feral and attack anything. during these fits his eyes turn bright pink, and his arms get a dark blue hue. noir has a tanned skin tone

### early childhood part 1

On September 13th noir was born into octarian society. As a rare species of blue-ring octopus, this caught Octavio's eye. he spent seldom time on noir but the time he did it was training. noir was trained from age 6 until she was 12, but before that noir's childhood wasn't the best. he went to school when he wasn't in training, and at school, everyone looked at him like she was crazy. noir's appearance differed from what was said about him. For 1 thing she didn't care for the boundaries set up for people. she constantly broke these rules and guides. She would get in trouble frequently at his school. her home wasn't any better. her parents would constantly fight and didn't give 2 shits about their child's name, age, and the fact that he wasn't a girl. noir felt as if something wasn't right with him, like that she wasn't right with how she was.
Uni

Uni is an OC made by UniQueen357. She is also in the same AU where Elaza, Anna, Delta, and Peacock exist.

## Appearance

Uni is a light skinned 15 year old inkling with cyan hair and the "Banger" hairstyle, Pearlescent Crown S, Seafoam hoodie, and the Hunter Hi-Tops.

## Gallery

A doddle of Peacock and Uni doing UCE work, drawn by Peacock
## Trivia

* Uni's full name is Uni Q. Unicorn
* Uni was a unicorn, but only Elaza and Anna know this.
* The crown that she wears as an inkling is a reference of how she wears a crown as a unicorn.