recursal/Fanatic-Fandom huggingface dataset:
Wensu

Wensu was a human tinker from the town of Caero, previously a jeweler.

## History

Wensu had a shop on the Street of Jewelers, in the "richer" section of Caero, but his son died and Wensu grew old, plying in simpler trade now.

The display on Wensu’s shutter-counter ran to cheap brass objects — candlesnuffers and cookware. But beside the man sat a tiny dancing female figure - it wasn’t even as tall as Blaize’s thumb, but it was a perfect miniature - a reminder of the work Wensu once could do. Wensu tried to keep his hands cupped together, but even so, his fingers twitched and jittered. Obviously it would be impossible for him to attempt such detail anymore.

In 419 Tz, when Tulwar along with Blaize came to Wensu's shop to fix the chain on the medallion Karrudan gave to Blaize, the two haggled a bit. In the end, to spare Blaize’s purse, the craftsman agreed to take one link from the chain for repairing it - using a pair of snips, he removed his payment. Then he stirred up the heat in a small brazier, inserting a couple of irons, turning back to the chain, he opened another link, slipped the medallion in place, then caught both ends of the length of silver together. Some work with small pliers had the link roughly back together. Then came the irons and some solder. Wensu blew on the finished work and handed it back, along with some road-silver change.

Since the place where Wensu's shop was then set on fire by Atlanteans using Incendiary Golems, it is unknown whether Wensu survived the burning of the city or not.
Tibersus River

Tibersus River is a river in the Land.

Once, great Centaur herd­-clans occupied the lower plains, ranging from the base of the Wylden Plateau to the Tibersus River. During the Age of Princes, as farmers spread further into their domain, local militia made sport of hunting the Centaur, driving them back into the shadows of the plateau. In this time the Centaurs learned to hate man.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Twister

>    *When the wind suddenly shifted, snapping branches and bending small trees throughout the forest valley, Janwyn knew what was to come. While he quickly sprinted to safety, the foolish Atlanteans continued to fight the wood golems; they had no idea of what was about to happen. Within seconds, the deadly twister descended into the valley, ripping up the woods and scattering the mortals who tried in vain to escape. Even as he bunkered down in the shelter of an ancient oak, Janwyn could feel the twister's pull, wanting nothing more than to hurl him skyward like a lifeless doll.*
>
>

At the beginning of each player's command phase, that player rolls one six-sided die. If the result is a 1, the player to that player's left chooses one warrior in play; that warrior and every warrior in base contact with it is dealt 2 pushing damage. That player then moves that warrior or warriors one at a time, at least 6" but not more than 10", to any other part of the battlefield they could occupy at the level they were when they were moved; they cannot be moved into base contact with another warrior. Twister is canceled by any faith domain.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Venthia's Masque

First unearthed by slaves quarrying stone for the Kosian Pyramids in Caero, the relic was kept secret from the slavers for decades. Only after the Delphana gained control of Caero did the first ruler of Venetia begin openly wearing the enchanted helm as a crown of rule.

## In tabletop

Venthia's Masque is a relic-type card with the following effect: The wielder's defense value is equal to the highest unmodified defense value of any other friendly figures in play.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Things We Hide From the Light

**Things We Hide From the Light** is the second of three books in the Knockemout series.

## Synopsis

**Police Chief Nash Morgan is known for two things: Being a good guy and the way his uniform accentuates his butt.** Two bullets put a dent in that Southern charm but—thankfully—spared his spectacular rear end.

He’s got his hands full with the man who shot him still on the loose, healing wounds, and citizens that think of the law as more of a “guideline.” Throw in the gloomy mood that clings to him, and the last thing he needs is a smart-mouthed, gorgeous new neighbor making him feel things he doesn’t have the energy to feel.

Lina has her reasons for being in town. She’s on a mission and the fewer people that find out about it, the better. She does her best work alone and as soon as she finds what she’s after, she’s hitting the road for the next solo adventure.

Too bad the town of Knockemout has other ideas. Soon Lina finds herself sucked into small-town life.

Dog-sitting…

Saying yes to a bridesmaid dress…

Listening to the sexy AF chief of police service himself in the shower…

But when Nash finds out why she’s there, flirty friends become furious enemies. The sparks flying don’t know the difference between lust and hate. When danger forces them together, it’s only a matter of time before they both get burned.
Maeve Walton

## Maeve Walton

### Aliases

* Maevey Gravey, Mommy Maeve  (by Sloane)

### Relatives

* Simon Walton †  (father)
* Karen Walton  (mother)
* Sloane Walton  (sister)
* Cade Rollins  (adoptive nephew)
* Caitlin Rollins  (adoptive niece)
* Simon Rollins  (nephew)
* Juliana Rollins  (niece)
* Amanda Rollins  (great-niece)
* Kurt Michaels  (husband)
* Chloe  (daughter)

## Appearances

### Appears in

* Knockemout

**Maeve Walton** is the older sister of Sloane.
Thunderdoom

A Thunderdoom is a Unique League Forest Troll Mounted Unit. A Troll Chieftain that is birthed on a night of storms is known a Thunderdoom Troll, as they are doomed by fate to die in battle or violence. A Thunderdoom Troll rides atop a large Sislith into battle.

## In tabletop

This mighty Troll warrior has what it takes to mix it up and come out a winner. His Charge ability, strong attack values and massive damage allow him to dramatically reduce an opposing figure’s effectiveness in a single attack. Great defense values and Toughness give the Thunderdoom Troll staying power in a long fight, while Command gives extra actions to friendly figures to aid his cause. Once damaged, the Troll gains Battle Fury to prevent him from being captured and 2 slots of Regeneration to allow him to heal himself. At 90 points, the Thunderdoom Troll is a big investment, but if well supported by friendly close combat figures, ranged figures and healers, he is a great choice to lead an attack.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Spellbook

A spellbook is an item that allows its wielder to play—or cast—spells. A spellbook is represented by a styrene card. When a warrior equips a spellbook, remove the spellbook from its card and insert it into the warrior’s base. A warrior wielding a spellbook becomes a sorcerer (it is still also a warrior). If using a spellbook, you must assign that spellbook to a warrior and spells to that spellbook before deploying your army. This will allow you to take into consideration any affinity page counts.

Each spellbook has a capacity. This is the number of spell pages it can contain, and each spell takes up a certain number of pages in a spellbook. The total page count of spells in a spellbook may never exceed the spellbook’s capacity. Only the controller of the spellbook’s wielder can view the spells in that wielder’s spellbook stack. If a spellbook has no wielder, its contents may not be viewed by anyone.
Allen Upshaw

**Allen Upshaw** was the latest protégé of Simon Walton.

#### Simon Walton

Simon was his mentor. The reason he got into law school. He invested hours in him. Helping with scholarship and grant applications. He introduced Allen to his favorite professor at Georgetown. Simon was the first person he called when he got accepted. And when he still came up short, after his savings and all those grants and scholarships, Simon made up the difference for the first year.

They met at a community job fair. He was on his own after high school, sleeping in his aunt's basement, and was working two jobs trying to save up for law school. Simon made him feel like it was possible, that he could do it. He gave him his card and told him to give him a call if he needed any help. He called him that night.
Shadow Khans

While the Orcs of the Fist typically return home after a good season of raiding, the Orcs of the Shadow Khan tribes decided to stay and occupy Prieska. By doing so, and keeping all the spoils and slaves for themselves, they have earned the eternal enmity of the traditional Orcs of the Broken Tusk tribes.

## History

In all the known history of the Orcs, there has never been a greater season of raiding than in 434 Tz, when Kzar Nabar (a kzar being a leader of many tribes) led the war-hordes of the Fist into the underbelly of the Empire. When Kzar Nabar was killed during the Battle of Rokos, and the Orc armies threatened to scatter to the four winds, Khan Rava and the leaders of the Shadow Khan tribes held a gathering long into the night. In the end, they decided, going against all tradition, to stay and control the occupied territories and make Prieska into their own homeland. By not returning to the Fist and sharing (or losing) their spoils to the traditionally stronger Broken Tusk tribes, they would be able to reap the spoils, raise whole broods of strong-limbed children, and have lives away from the heavy-handed dominance of the Broken Tusk tribes. While this strategy is dangerous, the mass of human slaves and goods taken during the raids throughout Prieska allows the Shadow Khans food, treasure and numbers of slaves they’ve never dreamed of – all of which they never have to share with the Broken Tusk or the other Orc tribes of the Fist. Whether their daring plan will work is yet to be seen, but for one summer at least, the Shadow Khans will live like kings.

By avoiding returning to the Fist, the Shadow Khan tribes earn the enmity of their Broken Tusk brethren who see the break of tradition as an evil and despicable act, but yet make for themselves a second Orc homeland along the western edge of the faltering Empire. Each of the tribal leaders, or khans, may choose for themselves whether they side with the Shadow Khans or the Broken Tusk.

Sometime during Omens, the Shadow Khans were chased out of Prieska by Raydan Marz and the Order of the Crescent Sword. Since then, the Order fights to free all the lands of their conquerors.

## In tabletop

The Shadow Khans subfaction ability is the following:

**LURK:** Decrease any damage (except pushing damage) dealt to this warrior by 1. When this warrior is in concealing terrain, increase its defense value by 1.

***Orc Raiders***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Adventuring-Companies.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Taska Lakelore

High Elven commander tasked with defending the Rivvenheim slopes. Friend of the famous Blademaster Tyrin but doesn’t totally agree with her views.

## In tabletop

The Deepwood Sentinel is a fantastic defensive figure for holding a location in hindering terrain ― but Taska Lakelore is even better. It has Battle Fury to protect against capture, and with its several slots of Stealth, enemy figures must move into base contact with Taska to engage. Pole Arm delivers an initial click of damage to any opposing warrior bold enough to come into base contact, and its follow-­up attack, with its increased attack profile, poses a greater threat than any ordinary Deepwood Sentinel. As is often the case with unique figures, Taska Lakelore will undoubtedly play a prominent role in your army’s success in battle.

## Gallery

Miniature from the Lancers expansion.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
Simon Walton

**Simon Walton** was the father of Sloane.

## Personality

He was good and kind and smart and wonderful. Simon Walton had given back as an attorney, a coach, a mentor, and a father.

## Relationships

### Family

#### Lucian Rollins

Lucian was a friend and like a son to him. They were close. Lucian married his daughter, they named their son after him.

## Quotes

*"If I could have chosen a son in this lifetime, it would have been you. Take care of my girls."*
Skeleton Spear

A Skeleton Spear is a deadly weapon of the Necropolis Sect. There is much necromantic energy bound to this weapon. It reaches into the body of its victims, killing the tissue as it goes, consuming the struck. As antithetical as it sounds, the Skeleton Spear is actually alive, with undead energies infused therein. If one has any hope to removing the spear, the Elementalist first has to drive dark energies from it, exorcising the undead entities. Only then can the healer begin the long and arduous task of trying to find life in a creature who is already more than halfway dead.

***Necropolis Sect***

1. ↑ Mage Knight Stolen Destiny #1
Sect Elves

>    "Never spill your own blood when another's will do just as well."
>
>

Sect Elves, also known as Dark Elves or Darklings, are an offshoot of Forest Elves who live primarily in Necropolis Sect territories, from which they get their name. They revile all things natural and their Forest cousins as well as the Elemental League. Sect Elves tend to be pale and with dark hair, and cruel to boot. Many of them fight in the blood pits of Necropolis and become Nightblades or Nightstalkers to serve the Necromancer overlords of the Sect.

They are not known for their loyalty to their comrades, they don't think twice about sacrificing one of their number for the cause. They have no care for life - it is death that is their God.

Many Sect elves weren't born as such but instead became ones after being taken from their villages by the Sect slavers - Kerraii suffered such a fate, for example.

## Culture

There is a childhood rhyme used by Sect Elf children to choose a victim of a game that tells of the Crypt Worms and goes along the lines of "The Worm creeps up, and rears its head. It begins to feed, before you're dead. It spits in your eyes, continues to close. It chews you up, from head to toes. And when its bile eats through your clothes, and its mouth strips off your flesh. Too bad that you're still a-live!".

### Names

Sect Elves are known to bear names such as these:

* *Male:* Koruth.

### Religion

While reverence of Dark Tezla is an accepted and required model amongst all of the citizens of the Necropolis Sect, and the word of the Dark Prophet and the Deathspeakers holds absolute sway, there is a powerful cult that holds an odd place amongst Crusader society. The Blood Goddess, a cruel, hateful being capable of giving the gift of immortality, has sizable temples scattered throughout the capitol and the Vurgra Divide. However, out beyond the Necropolis, in the lands of Men, Dwarves and Elves, the agents of the Blood Goddess have worked long and hard to establish secret churches in all the major (non-High Elven) cities in the Land, and to tempt, bait, and coerce gullible people into joining the Dark Crusade in exchange for favors, satisfaction of secret or terrible vices, or even the potential of the gift of eternal life as a blood-drinking Vampire. While the Atlanteans outright banned the Blood Goddess cults early on, and getting caught with ties to one of these secret orders is a guaranteed death sentence, the Sect Elf agents of the Blood Goddess continue to work diligently to harvest souls and put them to use in the quest to flood the Land with darkness and death.

***Sapient species***
 Alien to the Land

***Necropolis Sect***

1. ↑ Mage Knight Stolen Destiny #5
2. ↑ Mage Knight Stolen Destiny #2
3. ↑ Mage Knight Stolen Destiny #4
4. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Domains.pdf
Thaniel Sollar

An Limited Edition fierce Elven defender of the Dragon Grove during an early series of battles with the Sect. Made a Defender of Roanne Valle for his efforts. He was released as part of the Whirlwind expansion.

## In tabletop

Thaniel’s strongest attribute is his attack rating. At an initial value of 12, Thaniel is capable of squaring off against even the strongest unique warrior. Charge and Weapon Master allow him to deliver heavy damage first, leaving his opponent severely weakened for a counterattack. Once engaged in combat, 3 ranks of Toughness help limit the amount of damage he takes and keep him in his strong initial slots. This is fortunate, since Thaniel’s combat value rapidly diminishes past his fourth slot. Strike hard and strike first, because in a long battle, Thaniel will come up short.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Unicorn Tracker

An Elemental forest elf Wylden Archer that rides a Unicorn provided by the Priestesses of the Emerald Glade. The Unicorns’ keen sense of smell allows them to spot clues that their sharp eyed Elf riders might miss. Older Elf warriors protect the outer edges of the Glade from intruders. They were released as part of the Whirlwind expansion.

## In tabletop

The Unicorn Tracker is an impressive combination of the Unicorn’s speed and the Ranger’s ranged attack. The Tracker has Bound, which extends its effective range to 15 inches in its opening slot. This substantial reach allows it to get in the first shot against opposing figures with a range value of 14 or flank an enemy at a safe distance. For a mobile ranged warrior with an initial damage value of 3, the Weak version is a bargain at only 37 points. Standard and Tough Unicorn Trackers gain Defend in their starting rank, increasing their usefulness when in base contact with friendly figures. Try grouping a Tracker with a formation of Rangers that share its range value.

## Gallery

Miniature from the Whirlwind expansion.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Things We Never Got Over

**Things We Never Got Over** is the first book in the Knockemout series.

## Synopsis

**Bearded, bad-boy barber Knox prefers to live his life the way he takes his coffee: Alone. Unless you count his basset hound, Waylon.**

**Knox doesn’t tolerate drama, even when it comes in the form of a stranded runaway bride.**

Naomi wasn’t just running away from her wedding. She was riding to the rescue of her estranged twin to Knockemout, Virginia, a rough-around-the-edges town where disputes are settled the old-fashioned way…with fists and beer. Usually in that order.

Too bad for Naomi her evil twin hasn’t changed at all. After helping herself to Naomi’s car and cash, Tina leaves her with something unexpected. The niece Naomi didn’t know she had. Now she’s stuck in town with no car, no job, no plan, and no home with an 11-year-old going on thirty to take care of.

There’s a reason Knox doesn’t do complications or high-maintenance women, especially not the romantic ones. But since Naomi’s life imploded right in front of him, the least he can do is help her out of her jam. And just as soon as she stops getting into new trouble he can leave her alone and get back to his peaceful, solitary life.

At least, that’s the plan until the trouble turns to real danger.

## Tropes

* grumpy sunshine
* forced proximity (boss vs employee + neighbors)
* bad boy vs good girl
* runaway bride
* co parenting
* fake dating
Tina Witt

## Tina

### Aliases

* You Know Who
* Evil Twin

### Relatives

* Lou Witt (father)
* Amanda Witt (mother)
* Naomi Witt (twin sister)
* Waylay Witt  (biological daughter/adoptive niece)
* Bridget Morgan  (adoptive niece)
* Gillian Morgan  (adoptive niece)

## Appearances

### Debut

* Things We Never Got Over

**Tina Witt** is the identical twin sister of Naomi Witt.

## Notes/Trivia

* When she was ten years old, Tina played softball for one season.
Undead

Undead are beings that defy death, rising once more either by the power of a Necromancer conjuring vile magics or through other circumstances. Often aligned with the Sect or the Mage Spawn, these creatures can come from any background and are often used as servants and slaves for magicians who manage to control them. Some of them possess intelligence, but such a case is very rare - much often they are mindless, behaving like automatons or beasts. It is unknown whether sentience is part of some ritual or but a happenstance, but if the word of Necromancers is anything to go by - the longer something has been slain, the more mindless it becomes upon its grisly rebirth.

## Types

There are many types of Undead roaming the Land - some engineered by the malignant members of the Sect and others born of unfortunate deaths or aeon-long curses:

### Nupheratii

Nupheratii are the lesser undead.

* Zombies - reanimated corpses that serve the will of the Sect wizards who created them. Zombies have no memory of their previous lives; they are merely unthinking automatons that do what they are told.
* Skeletons - animated Skeletal Mage Spawn that menace travelers and adventurers. Skeletons aren’t created; they just “are.” They have no intelligence or memory of their previous lives and are merely animated killing machines.
* Shade - a Mage Spawn Spirit often found in ancient Dungeons and forgotten places. Strong­-willed people with unresolved issues who die in places ripe with magical energy tend to become Shades.
* Ghouls - undead closely resembling vampires, created by the Scrolls of the Grave sold by Blood Cultists.
* Marsh Zombies - flesh­-hungry monsters created by Sect Necromancers from rotting corpses. Unusually smelly.

### Nopheratu

Nopheratu are the higher undead.

* Vampires - immortal humanoids with pale skin and a thirst for blood, though more bestial and even skeletal vampires have been known.
* Wraiths - jealous of any living creature and take great pleasure in draining the living of their life energy. Their origins are thought to be tied to a combination of Vampirism and Necromancy.

## Sentience

While the nopheratu are, without a question, quite sentient, the nupheratii rarely exhibit intelligence, though that varies from individiual to individual. One peculiar case is Borryan's gang of zombie bandits, all of whom seemed to possess a level of sentience, being able to express emotions and even hang out at Red Oak's tavern - Borryan himself is quite the case, possessing a personality and even pride, styling himself as the "bandit-king".

***Sapient species***
 Alien to the Land

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Items.pdf
2. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
3. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-Unlimited-Starter-Set-Comic-Book.pdf
Emry Sadik

**Dr. Emry Sadik** is a friend of Lucian Rollins.

## Biography

His wife passed way after a car accident.

## Personality

Emry's a man who believes in routine and efficiency. And being there for his friends even when they didn't want it.

## Relationships

### Friends

#### Lucian Rollins

Lucian is one of his former patients and a close friend. He officiated Lucian's wedding to his wife.

## Quotes

"As one of the few people on this plant who you tolerate, I'm only pointing out that two father figures dying within six months of each other is a lot for any human."
Knockemout

## Knockemout

### Inhabitants

* The Knockemout Police Department
* The Knockemout Fire Department
* The Knockemout Public Library
* Knockemout High School
* Knockemout Elementary School
* Honky Tonk's Bar
* Whiskey Clipper
* Café Rev

## RESIDENTS

* Naomi Witt
* Knox Morgan
* Nash Morgan
* Lina Solavita
* Sloane Walton
* Lucian Rollins
* Cade Rollins
* Caitlin Rollins
* Simon Rollins
* Juliana Rollins
* Chloe

## EDUCATIONAL SUPPORT

* Sloane Walton: Head Librarian
* Amanda Witt: Guidance Counselor for the School District

## OPERATIONS/MANAGEMENT

* Nash Morgan: Chief of Police (Knockemout PD)
* Wylie Ogden: Former Chief of Police (Knockemout PD)
Zechkin The Molog

Zechkin The Molog is a male Krugg Limited Edition Mage Spawn Unit. Zechkin is the leader of a number of Krugg tribes and is recognized by Shyft as a Molog. Zechkin earned his title by slaughtering six of the Shyft warriors that originally tried to empathically condition him. Leader of the Blue Water Krugg. Zechkin is a mounted warrior that rides atop a Horned Drake. He was released as part of the Whirlwind expansion.

## In tabletop

Zechkin is a Limited Edition variant of a Horned Impaler. Unable to carry enough boulders to throw from a mount, this Krugg wields a crude bow instead. Bound gives the Zechkin an initial effective range of 16 inches, well beyond the range of most other figures making Zechkin perfect for sniping at enemy ranged attackers. The modest attack values, however, will mean you must choose you targets carefully to get maximum benefit from this Mage Spawn. Toughness and a good defense value provide safety from any ranged counterattacks, while multiple slots with Battle Fury prevent capture attempts if an opponent closes to base contact.

## Gallery

Krugg miniatures. Zechkin is the one in the back, riding a horned drake.

***Shyft***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Whirlwind.pdf
Waylay Witt

**Waylay Regina Witt** is the niece and adoptive daughter of Naomi Witt.

#### Lucian Rollins

Lucian is an uncle figure to Waylay as her step-dad's best friend. He's also her father-in-law and the grandfather to Waylay's daughter, Amanda.

## Quotes

"Trust me. I'm basically the queen of trash talking on the soccer field."

"Maybe he had to fart."

## Notes/Trivia

* Waylay practices soccer, and likes to watch football games.
* Waylay's jersey number is #6.
Things We Left Behind

**Things We Left Behind** is the third of three books in the Knockemout series.

## Synopsis

***There was only one woman who could set me free. But I would rather set myself on fire than ask Sloane Walton for anything.***

**Lucian Rollins** is a lean, mean vengeance-seeking mogul. On a quest to erase his father’s mark on the family name, he spends every waking minute pulling strings and building an indestructible empire. The more money and power he amasses, the safer he is from threats.

Except when it comes to the feisty small-town librarian that keeps him up at night…

**Sloane Walton** is a spitfire determined to carry on her father’s quest for justice. She’ll do that just as soon as she figures out exactly what the man she hates did to—or for—her family. Bonded by an old, dark secret from the past and the dislike they now share for each other, Sloane trusts Lucian about as far as she can throw his designer-suited body.

When bickering accidentally turns to foreplay, these two find themselves not quite regretting their steamy one-night stand. Once those flames are fanned, it seems impossible to put them out again. But with Sloane ready to start a family and Lucian refusing to even consider the idea of marriage and kids, these enemies-to-lovers are stuck at an impasse.

Broken men break women. It’s what Lucian believes, what he’s witnessed, and he’s not going to take that chance with Sloane. He’d rather live a life of solitude than put her in danger. But he learns the hard way that leaving her means leaving her unprotected from other threats.

It’s the second time he’s ruthlessly cut her out of his life. There’s no way she’s going to give him a third chance. He’s just going to have to make one for himself.

## Other notable characters

* Kurt Michaels: Sloane's former love interest
Spiritbind

Target a single opposing figure with a ranged combat attack; if it succeeds, deal no damage to the target. Remove the caster and any items it wields from the game. You control the target until it is eliminated or removed from the game.

***Solonavi***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Spells.pdf
Amazon Queen

The amazons are not known for being passive warriors, and in battle this leader is hardly ever content to sit back and wait. Relying on her great speed and ability to sense the flow of battle, she often races to the point where she is needed most. Her presence tends to lend nearby troops newfound strength and vigor. The queen herself might employ powerful offensive magicks to strike at the enemy­­, or, more rarely, wade into the fray and lay about her with staff or sword. Throughout the last century, the once reclusive Amazon Queens are heading their warhosts, and even their whole tribes, into battle more frequently than before. Whether they fight against tyranny, for political position or for a cause not even of their own choosing, they are always just as deadly.

Rarely does a tribal queen take to the field herself, and even more rarely will they fight under a strange warlord. An amazon queen is not easily won to any standard other than her own. Only the Necropolis Sect has been able to compel the temporary allegiance of an amazon queen, but their exact methods of persuasion have been kept a strict secret. Many tribes believe that an amazon queen cannot be killed until, tired of life, she wills it. This belief, however fanciful, has been borne out on countless battlefields. Enemy warlords prefer not to kill one of these powerful leaders, most often ordering their host to take her alive. This in itself is an impressive coup that enhances the warlord’s reputation. Also there is the possibility of ransom, which amazons pay without any sense of dishonor, or the chance to command the queen and her amazons in return for her later freedom.

## In tabletop

The Queen is a departure from the Black Rebel norm. First of all, she has the faction’s sole magic attack, and it’s on par with that of an Atlantean Magus. Also, she has the rare Quickness ability. Team her up with other characters with the Quickness ability - a fast raid into enemy territory could bring victory quicker than you think!  Finally, she is also capable of providing enhanced protection to her friends. With Command, this makes the Queen a very flexible combatant. She can sit back and add actions to her army, or she can be used to dart towards an opposing champion, launch a powerful ranged strike and withdraw. Alternately, she can be kept in a tight knot of friendly troops to Defend everyone with a 17 while Magic Blasting from behind. Teaming her with Blademistresses in this last situation makes for a very fast­moving and deadly formation. You might also consider hooking the Queen up with some Woodland Scouts from the Elemental League for raids deep into enemy territory. Since they all have Quickness, good speed and ranged attacks, as a group, they can be quite a fearsome force.

## Gallery

Miniature from the Rebellion expansion.

***Black Powder Rebels***
 Major characters

1. ↑ 1.0 1.1 Mage Knight Rebellion Trading Card Game
2. ↑ 2.0 2.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Temple Masters

The Temple Masters, led by Master Cyrus. continue a tradition of military excellence that has been a part of High Elven life for millennia. The defeats at the Battle of Khamsin cost the Elven Lords dearly, but the Temple Masters are still ready to take up the fight against the lowlanders that took the lives of so many of their fathers, mothers, sisters and brothers. Armed with age-old magical weapons, giant griffons for mounts, and books of spells never before seen in the Land, the Temple Masters now are ready to confront the lowland races and destroy them wherever they stand.

For now the main bastions of the Temple Master armies guard the slopes of the Rivvenheim Mountains against invaders, while bands of griffon-riding strike groups lash out at more remote enemy targets with a lethal precision.

## In tabletop

The Temple Masters' subfaction ability is the following:

**GALLANT DEFENSE:** Each friendly Temple Masters figure in base contact with this warrior can use this warrior’s unmodified defense value instead of its own.

***Knights Immortal***

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf
Karen Walton

## Karen

### Aliases

* Mrs. Walton
* Love  (by Simon)

### Relatives

* Simon Walton †  (husband)
* Maeve Walton  (daughter)
* Sloane Walton  (daughter)
* Caden Rollins  (adoptive grandson)
* Caitlin Rollins  (adoptive granddaughter)
* Simon Rollins  (grandson)
* Juliana Rollins  (granddaughter)
* Chloe  (granddaughter)

## Biographical information

### Marital status

* In a relationship with Max
* Widow

## Appearances

### Debut

Things We Left Behind

**Karen Walton** is the mother of Sloane.

## Physical description

Karen Walton's always been beautiful with her sleek blond bob.

## Personality

She has always been nothing but kind to others.
Storm Druids

Following the capture of the Wylden Forest and the siege of Sanctuary by the Dark Crusade, there are many among the Elemental Freeholds who fear that the Elemental cause teeters on the brink of destruction. Though they still support the Spirit of Tezla and the Circle in Exile, the Storm Druids share the anger of the Wylden Host at those who have ravaged their homeland. Focusing their rage into growing magical power, Storm Druids can be found both protecting the leadership of the Freeholds and accompanying those who go into the Wylden to retake it from its conquerors.

## In tabletop

The Storm Druids subfaction was introduced with the release of the Sorcery expansion. The Storm Druids' subfaction ability is the following:

**NATURE’S FURY:** When this warrior is given a close or ranged combat action, roll one six-sided die. If the result is less than or equal to its unmodified damage value, add its attack bonus (if any) to the attack.

***Elemental League***
 Minor characters

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Sorcery-Rules-2004.pdf
Chloe

## Chloe

### Relatives

* Unnamed father
* Maeve Walton  (mother)
* Kurt Michaels  (step-father)
* Sloane Walton  (aunt)
* Cade Rollins  (adoptive cousin)
* Caitlin Rollins  (adoptive cousin)
* Simon Rollins  (first cousin)
* Juliana Rollins  (first cousin)
* Amanda Rollins  (first cousin, 1x removed)

## Appearances

### Appears in

* Knockemout

**Chloe** is the niece of Sloane.
Duke Morgan

## Duke Morgan

### Relatives

* Unnamed wife
* Jayla Morgan †  (wife)
* Knox Morgan  (son)
* Nash Morgan  (son)
* Waylay Witt  (adoptive granddaughter)
* Bridget Morgan  (adoptive granddaughter)
* Gillian Morgan  (adoptive granddaughter)
* Memphis Morgan  (grandson)
* Jayla Morgan II  (granddaughter)

## Biographical information

### Marital status

* Married
* Widower

## Appearances

### Appears in

* Knockemout

**John Wayne "Duke" Morgan** is the father of Knox and Nash.

## Notes/Trivia

* He lives in D.C. with his girlfriend and their two rescue cat.
KNOCKEMOUT Wiki

**Welcome to the KNOCKEMOUT Wiki!**
We're a collaborative community website about KNOCKEMOUT that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

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

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* Rules of this wiki
* Getting Started
* How to Contribute
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*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.
Lina Solavita

**Angelina "Lina" Solavita Morgan** is the female protagonist from Things We Hide from the Light. She is the love interest of Nash Morgan.

## Physical description

She's long-legged and edgy. Whiskey-colored eyes. Short dark hair.

## Personality

Lina's not the touchy-feely type with anyone (other than Nash). She is fierce.

## Relationships

### Family

#### Naomi Witt

Naomi is one of her best friends and sister-in-law.

#### Knox Morgan

Knox is one of her best friends and brother-in-law.

## Quotes

"Good-looking? The man looks like the hottest gods in the universe got together and made the hottest baby in the universe. I'm not convinced that he's mortal. Has anyone ever seen him sleep?"
Shyft Isles

The islands to the south of the Wylden Plateau became a perfect breeding ground for the Shyft. Able to fly there on winged horses, the Shyft took residence in the ancient, broken temples and structures littering the tropical island, and the Matriarch of the tribe set about the task of creating an army that would one day cover the Land in a tide of blood. While Kastali was part of a band that attacked the Shyft Isles, and succeeded in her mission, the rest of her warband was slaughtered by the angry Shyft warriors.

***Shyft***
Simon Rollins

## Simon

### Relatives

* Simon Walton †  (maternal grandfather)
* Karen Walton  (maternal grandmother)
* Sloane Walton  (mother)
* Lucian Rollins  (father)
* Cade Rollins  (adoptive brother)
* Caitlin Rollins  (adoptive sister)
* Juliana Rollins  (little sister)
* Amanda Rollins  (niece)

## Appearances

### Debut

* Things We Left Behind  (flashbacks/mentions)

**Simon Rollins** is the son of Sloane Walton and Lucian Rollins.
Valor

The shield was once carried by the warrior-princes of the Windstones, a noble elven family destroyed in ancient cataclysm during the Time of Mists.

## In tabletop

Valor is a relic-type card with the following effect: The wielder ignores other figures' Hex. The wielder and all other friendly figures ignore other figures' Terrify. At the beginning of your command phase, friendly figures in base contact with the wielder are healed of 1 damage if they have Demoralized.

***Knights Immortal***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Card-Set-Relics.pdf
Soulwinders

Soulwinders are god-like being who's immense tension is able to manifest their desires at their will. They are created when a single person is under a massive amount of emotional stress. Soulwinders were believed mere legends for centuries since the defeat of the darkness. Key characters who are known to be, or thought to be soulwinders include Lyllian Keyton, Seth Kolton, Cora Steelhead, Nathan Amias, and The Artificial Soulwinder.
The Starwinder

The Starwinder

The Starwinder is one of the most key items in Soulwinder. This powerful object was created by Zale using the soul of the original Julia to win the fight against the Great Evil. The Starwinder collects tension from those around it, and allows whoever possess it to become a soulwinder. This is what gives The Artificial Soulwinder their power.

Spoilers end here.
Slurshem

While zombies never remember their former lives, it is rumoured that Slurshem was once an infamous pirate captain who served the Sect in life, until he ran afoul of a senior Deathspeaker. While most Marsh Zombies prefer carrion, this flesh-eater prefers its meals alive - and kicking. By magically infusing this Zombie with vampiric energies, the Sect's necromancers managed to create a shambling monstrosity that enjoys drinking blood even more than it likes the taste of rotten meat.

## In tabletop

Nothing is more satisfying to a player using Necromancy than bringing a unique warrior back into play at full strength. This tactic is possible since Slurshem is both a unique and a Zombie - ­and what a Zombie! Slurshem is two slots deeper than even a Tough Marsh Zombie and has Vampirism to prolong its duration on the battlefield once it engages in close combat. Use this unique warrior when a situation calls for an aquatic assault and your opponent's fate will be sealed.

## Gallery

Miniature from the Lancers expansion.

***Necropolis Sect***

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Lancers.pdf
2. ↑ Mage Knight Lancers Trading Card Game
Operation Peril Gambit

Operation Peril Gambit was an large-scale arrest warrant and raid led by Supreme Bishop Roma Peryl on behalf of Enforcement. The raid took place under Roger’s Fish Dealer Store, although it was suicide mission it resulted in a successful raid as Magnus Steelhead and Cora Steelhead were both put in custody and arrested. Initially over 200 Knights under the command of both Roma Peryl toppled down to over 50 knights surviving as the rest were KIA by the Great Contraption’s machinery. The raid also resulted in the disperse and destruction of the Brawlers organization.
SOULWINDER Wiki

**Welcome to the SOULWINDER Wiki!**
The wiki for the WEBTOON Original series, SOULWINDER

We're a collaborative community website about SOULWINDER that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Navigation

CharactersGroupsLocationsPlaceholderObjects
## Important articles

Lyllian KeytonPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderThe StarwinderSoulwinders

*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.
Brawlers

The Brawlers or Brawler was an underground community and organization formed around organized brawling tournaments and fighting under Roger’s Fish Dealer Store. The organization was founded and led by Magnus Steelhead. The Brawlers location, a sewer system, became an hideout for criminals and crimes.
Basil

### Associations

Walter White (accomplice), Stephan Alexander (enemy), Sunny (accomplice & friend)

## Media

### First Appearance

Crystalline Lies

**Basil** is a primary character in Crystalline Lies. He served as one of the primary accomplices for Stephan Alexander's schemes. He currently resides in and takes care of the Horse House,

## Appearance

During Crystalline Lies, his appearance has not changed since the death of the universe, Basil appears the same as he did in Faraway Town.

During Bonkerverse, he is seen in overalls & with a hat.

## Relationships

### With Sunny

While Sunny is an off-screen character, Basil's relationship with him is still prominent in Crystalline Lies. He is shown to rely on and trust Sunny for advice on getting his schemes afloat. Outside of that, it is implied they are still as close as friends as they were in the original timeline. Basil occasionally shows frustration with Sunny if he doesn't comply with a plan (though this is primarily to insure his own safety).

By Bonkerverse, Basil and Sunny's relationship has remained strong. The two get along well enough to live together and are seemingly able to understand one another without having to communicate.

### With Stephan Alexander

Basil despises Stephan Alexander. Throughout Crystalline Lies, Stephan's force over Basil and the rest of the gang & his threats to Basil's safety define him as an unpleasant character in Basil's mind. He frequently protests Stephan's ideas, even though he may not always have the choice not to follow them.

### With Walter White

Basil's relationship with Walter White is distant. The two don't interact much, and Basil seems wary around Walter, but he puts more trust in Walter than he does Stephan. The two share a mutual understanding that Stephan's actions are wrong.

### With Bismuth

While intimidated by her, Basil is shown to respect and have trust in Bismuth. Basil often seeks her out for safety during Crystalline Lies, and mourns her death when she is shattered.

### With Ryoji Kaji

Out of all of Stephan's Gang, Basil has the closest relationship with Kaji. The two have an almost familial bond, with Basil going to Kaji for safety and advice. The two also bond over a shared love of gardening.

## Abilities

### Warping

Basil's ability to move between Timewarps is considered remarkably poor for an Original. While he has unintentionally gone between warps without help, and is aware enough of their existence to utilize pre-existing ones, he usually requires outside help when trying to move to another Timewarp.
Shade

A Mage Spawn Spirit often found in ancient Dungeons and forgotten places. Strong­-willed people with unresolved issues who die in places ripe with magical energy tend to become Shades.

Shades either rise from actual graves or, if born from an outside source, for some reason are attracted to grave sites. No one is certain which. If they are in fact the risen spirits of the dead, they certainly possess more intelligence and free will than the animated skeletons which sometimes claw their way from the earth. But they lack direction, at least until outside forces act upon them, bending them to another's will or setting them off to haunt and terrorize and kill.

## In tabletop

As one of the fastest warriors in Mage Knight Rebellion, it is unsurprising that the speed value and speed special abilities of the Shade are what make it so useful. The Shade begins with Quickness, allowing you to move your Shade first turn without taking an action away from the rest of your army. Shades are best used around the edges of a battle, waiting for an opportunity to close and strike. With their low damage values, high speed and low point cost, Shades are naturals for making capture attempts. Another strategy for the Shade involves using its Stealth ability to block lines of fire. To do this, set up your hindering terrain 23” from your starting position. Move the Shade using Quickness in turn 1. Then push the Shade in turn 2, ending its movement in the hindering terrain and taking a click of damage, exposing the Stealth ability. Follow up with a Magus and several Demi­-magi to hide behind the Shades. Reposition the Shades during the game to continue to block enemy lines of fire through the hindering terrain.

## Gallery

Miniature from the Rebellion expansion.

***Sapient species***
 Alien to the Land

1. ↑ 1.0 1.1 https://www.mageknight.net/wp-content/uploads/Mage-Knight-Lore-Expansion-Rebellion.pdf
Immobilize

Immobilize is a damage-related combat special ability represented by a purple circle with an X in it.

Give this warrior a close combat action, with a single opposing figure as the target. If the attack succeeds, deal no damage to the target. Instead, if the target has zero or one action token, give it an action token. If a second action token is given to the target in this way, the target is pushed.

1. ↑ https://www.mageknight.net/wp-content/uploads/Mage-Knight-2.0-Special-Abilities-Subfaction-Abilities-Card-2003.pdf