recursal/Fanatic-Fandom huggingface dataset:
PowerOS 19.0

PowerOS 19.0 is a version of PowerOS released in 1995 by OS-Ready, and notable for being OS-Ready's answer to Windows 95.

## New Features

* Netscape Navigator
* A new look, which is similar to the Windows versions at the time. The old theme is still available, for those who are wondering.
* More accessibility options
* Various ISP's included
* Penguin 1.0, a Boot Camp-like tool for installing Linux distros without formatting your hard drive. In this first version, it appears to be quite primitive, with only the major distros of the era working as intended.
* Runs on 64-bit computers more easily than earlier versions
* Many Bug Fixes, some dating back from the early days.
Enron

"Enron" refers to multiple companies over the course of the YTrojanverse. The original Enron ran like in OTL, but the point of divergence is when the bankruptcy happened (where Enron got accused of slavery rather than actually committing fraud). The current iteration of Enron in the YTrojanverse is a Mexican conglomerate, currently trading as "E Corp". Of course, "Enron Corporation" is still its legal name.

## Attempted Busting of Kaylor Dale Blakley

In 2015, Enron attempted to bust Kaylor Dale Blakley and their services. They managed to get them pulled off OTA Digital, which redeemed them in the eyes of many people. Unfortunately for them, Kaylor Dale Blakley got away by creating underground transmitters. He has yet to be busted again.
House Whylder

Template:House Infobox

House Whylder is ran by Mercruio Augustinious Whylder I The Rancid and his brother little bill. Sample text Sample text etc. etc.

## The House Sigil: The funny Bee

House Whylders sigil is a funny little bee holding a little sign in front of a blank endless expanse. The bee has no official name, as the older brother Mercurio did not want little Bill to become irrationally attached to it, thought to no avail, the young boy insisted on calling the bee BeetelBee the funny bee. In retaliation, Mercurio released a swarm of Araedian bees into the boys room as he slept, nearly killing him behind a locked door. The boy was eventually able to escape through a window, but this five story drop sacrifice both of his legs. a funny bee indeed.
Traits

The following traits are available on the Crown and Cowardice campaign.

## General Traits

### Fisher

Benefit: Characters with this trait have a 50% chance to acquire one day's worth of food when traveling through coastal hexes.

### Survivalist

Benefit: Characters with this trait use 1/2 as much food and water when traveling.

## Combat Traits

### Dungeon Delver

Benefit: Characters with this trait gain Perception as a class skill and gain a miscellaneous +2 bonus to Perception checks to detect ambushes and to oppose enemies Stealth checks when in dungeons.

### Dungeon Knight

Benefit: Characters with this trait gain a +1 bonus to all saving throws against Supernatural abilities of Dungeon Monsters.

## Magic Traits

### Dungeon Caster

Benefit: While in a dungeon, characters with this trait gain a +2 bonus to concentration checks made to cast defensively.

### Affinity Magic

Benefit: While in a dungeon, characters who cast a spell with an affinity shared by the dungeon, those spells are considered to be one spell level higher when determining the Save DC and to the ability to overcome spells like *globe of invulnerability;* as well as to overcome natural immunities enemies may have to spells under a certain spell level.

## Social Traits

### Elemental Tongue

Benefit: Characters with this trait gain linguistics as a class skill, and a +1 bonus to Knowledge (planes) checks made to examine dungeon monsters.

### Hero of Reim

Benefit: Characters with this trait can use their Charisma Modifier in place of their Strength or Dexterity modifier when determining their ability bonus for Climb, Swim, and Acrobatics checks.

## Drawbacks

Campaign Specific Drawbacks can be used in addition to a normal drawback to gain an additional trait for a total of four traits if you take a drawback.

### Fear of Air

Disadvantage: You take a -2 penalty to saves against spells and spell-like abilities with the air descriper cast by dungeon enemies.

### Fear of Earth

Disadvantage: You take a -2 penalty to saves against spells and spell-like abilities with the earth descriper cast by dungeon enemies.

### Fear of Fire

Disadvantage: You take a -2 penalty to saves against spells and spell-like abilities with the fire descriper cast by dungeon enemies.

### Fear of Water

Disadvantage: You take a -2 penalty to saves againse spells and spell-like abilities with the water descriper cast by dungeon enemies.
Djinn Affinities

Dungeon Spirits are powerful spirits that reside upon the top of the towers that are popping up all over the kingdom. Each one belongs to an affinity depending on its dungeon's rank.

## Releasing a Dungeon Spirit

Releasing a dungeon spirit is carried out by clearing its respective dungeon. Each dungeon also has a theme that shares an affinity with its dungeon spirit.

## Dungeon Spirit Artifact Affinity

Dungeon spirit affinities are split up into several categories depending on their dungeon difficulty and are show in their respective difficulties on the tables below, along with that to expect from these dungeons and the artifacts you can win within.

Minor Dungeons are the most common and the easiest ones to capture.

Moderate Dungeons are slightly more common further away from civilization and tend to be longer that minor dungeons

Major Dungeons are uncommon and only found in the furthest reaches of Reim, They are very difficult and should not be taken lightly, They have fewer unique affinities but they are some of the most pure essences of power, and occasionally have one of the lesser affinities influencing them as well.

Major Affinities
 Positive (Light)
 Negative (Dark)

Grand Dungeons are the rarest and most difficult dungeons, they are also the largest dungeons as they tend to encompass multiple affinities (up to four at a time) however each Grand Dungeon always has one of the following affinities within its pool of affinities. Also there are rumors that multiple dungeon spirits often inhabit these massive dungeons.

Grand Affinities
 Ethereal
 Astral
PowerOS/Codenames

This is an incomplete list of codenames that have been used for PowerOS versions

* PowerOS 1.0: PowerOS (1872)
* PowerOS 2.0: Second Release (1876)
* PowerOS 3.0: Tenth Anniversary Release (1882)
* PowerOS 3.1: Thirteenth Anniversary Release (1885)
* PowerOS 5.0: Fifth Release (1907)
* PowerOS 6.0: Pre-Great War Release (1913)
* PowerOS 7.0: Post-Great War Release (1918)
* PowerOS 9.0: Great Depression Release (1931)
* PowerOS 10.0: Post-War Release (1948)
* PowerOS 11.0: Cold War Release (1958)
* PowerOS 12.0: Pre-Century Release (1964)
* PowerOS 13.0: Pre-Century Release (1967)
* PowerOS 14.0: Century Release (1972)
* PowerOS 15.0: Post-Century Release (1977)
* PowerOS 16.0: "Windows Cloned Us" Release (1985)
* PowerOS 17.0: Modernization Release (1987)
* PowerOS 17.01: Open Source Release (1987)
* PowerOS 18.0: New Decade Release (1990)
* PowerOS 18.1: Serbia (1992)
* PowerOS 19.0: Cyclone (1995)
* PowerOS 20.0: Neptune (2000)
* PowerOS 21.0: Odyssey (2003)
* PowerOS 22.0: Austria (2007)
* PowerOS 23.0: Hungary (2010)
* PowerOS 24.0: Batman (2013)
* PowerOS 24.1: Robin (2014)
* PowerOS 25.0: Tornado (2018)
* PowerOS 26.0: Starlight
* PowerOS 27.0: Ratzeburg
Confederate States vs. Qualis/Divisions

**WARNING! The following article contains content referencing the Dream Logos wiki, which is an entirely separate universe. Do not treat it as canon to the Dream Logos wiki. You have been warned.**

Confederate States vs. Qualis caused the largest redistribution of assets in a capitalist nation in human history, consisting of all of Qualis's non-CPN-branded divisions. Please note that this list may never be complete due to its large size.

* Ben's: Became a brand of Endurance Digital
* CCG: Sold to Eagle; Eagle Alpha 2 released
* CPN Media Channels: Part of CPN Holdings
* CPN Sports: Part of CPN Holdings
* Disnick: Sold to Worldcom (Not to be confused with the original Worldcom); name changed to "DN1"
* Disnick XD: Sold to Worldcom (Not to be confused with the original Worldcom); name changed to "DN2"
* Eagle: Spun Off into its own entity; Eagle 5 Released
* Grupo Wagner: Spun Off into its own entity
* Jetix: Spun Off into its own entity
* LSN CNP Galaxy/Now/Movie Channel/Sports Channel/Power Station: Sold to Worldcom (Not to be confused with the original Worldcom)
* Laserium Game Studios London: Sold to THQNordic; Renamed to "London Game Studios"
* Mars Console: Sold to Worldcom (Not to be confused with the original Worldcom)
* Nextreme Entertainment: Spun Off into its own entity
* Qualis: Renamed to "CPN Holdings" after massive bankruptcy
* Qualis Family Entertainment: Spun off as Saturn Theater Group
* Qualis Zürich: Sold to Verizon through AOL
* SLN!: Spun Off into its own entity
* The Media Agency: Sold to Viviendi
* Windows Channels: Found to be legally operating as Amateur TV Channels; re-classified as such
	+ Windows XP
Light-gazer

**Light-gazer** is one of the 8 positive energy djinn that exist through the free oligarchy of Reim, and is the most powerful of these djinn for spellcasting capturers.

### **Powers and Abilities**

**AfLVL 1**: Grants the *saint flame*ability as a standard action at the cost of 8 mana. *Saint flame*causes one creature to erupt in light, It takes 4d6 points of divine damage per AfLVL to a maximum of 40d6. Creatures affected by this must make a will save or be permanented *blinded*a successful will save also halves this damage. Undead targets who fail the will save are *destroyed*instead. (DC 10 + AfLvl + Capturer's Casting Ability Modifier or Con Modifier for non-casting capturers.)

**AfLVL 2**: *Energy Prism (Ex):*All bonuses granted to the damage dice and saves of spells and abilities with a particular energy type instead apply to spells and abilities of all energy types.

**AfLVL 3**: dependent on binding item

**AfLVL 4**: dependent on binding item

**AfLVL 5**: dependent on binding item

**AfLVL 6**: Grants the *gaze of god* ability as a standard action at the cost of 12 mana. *Gaze of god* can only be used on spellcasters, and inflicts divine damage equal to the target's caster level multiplied by the combined total of the capturer's casting ability mod or Constitution modifier (whichever is higher) and lightgazer's AfLVL. Also the target is affected by the effects of *Feeblemind*for one minute unless they make a successful Fortitude save. (DC 10 + AfLvl + Capturer's Casting Ability Modifier or Con Modifier for non-casting capturers.) A successful save also reduces the damage to 8d8 divine damage. Any target struck by this ability however has their remaining mana halved until their next rest, regardless of whether or not the save was successful.

**AfLVL 7**: dependent on binding item

**AfLVL 8**: dependent on binding item

**AfLVL 9**: dependent on binding item

**AfLVL 10**: dependent on binding item
YTrojanverse Wiki

## Welcome to the Wiki

This is a wiki meant for the YTrojan-verse, which can be described as my Nationstates universe that all videos starting in 2019 will be made in.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Tornado Queendom

## Relations and opinions

### Allies

Hurricania Imperium; Nilrahrarfan; Yugoterra (Since 2010); Visigotha Nova; Blizzardian Empire; ~~Rainbowa~~

### Enemies

Earthquake Jihad; Rainbowa; Arpino; Yugoterra (Before 2010); Planet Lucia; Anti-Fairy Pact

## Status

Alive

The Tornado Queendom is effectively Austria-Hungary with Tornado Girls ruling, and with a hyper-capitalist economy. It's in the Glorious Nations of Iwaku, but is a loyal ally to the Hurricania Imperium.

## Relations

Anti-Fairy Pact: ***AWFUL! VERY AWFUL! HIDEOUS!***

Earthquake Jihad: ***~~F\*\*KING DONKEY C\*CK YOU ARE SO F\*\*KING STUPID GO F\*\*KING DESTROY YOUR OWN NATION YOU MOTHERF\*\*KING TERRORISTS~~*** ~~[cut off]~~ Wait, you're Commies now? Why haven't you changed your name?

Camel Empire: At least you don't support terrorism, but PLEASE don't support Rleesrikhani and their Anti-Fairy Gang.

Rleesrikhani: WHAT?! YOU ARE COMMITTING A GENOCIDE ON FAIRIES ***JUST BECAUSE THEY CALLED YOU SCOTLAND?!*** SERIOUSLY?!
Justice

Justice is the virtue governing right, equality, and condemnation to those who commit wrong. It is favored by druids and inquisitors.

**Ability Scores:** Strength / Wisdom

**Skills:** Diplomacy, Perception, Sense Motive

**Sense:**Detect evil and wrong-affiliated creatures within 60-feet.

### **Deeds**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Justice.

**Angelic Resistances (Minor):**Your minimum resistance to Acid, Cold and Electricity is 5, this resistance does not stack with items that grant resistances, and only the highest applies.

**Armor of Good (Minor):**You gain +2 to AC against Evil creatures.

**Devotion (Minor):**You gain 4 hit points, and an additional hit point for each character level.

**Angelskin (Major):** You gain DR 10/evil, If you already have DR -/evil from your race, class or other effects, this is added to the total.

**Heightened Senses (Major):**The range of your virtue sense is doubled, and you may always act in the surprise round when fighting evil creatures.

**Judge's Will (Major):** Your Will save is increased by +4 (virtue)

### **Abilities**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Justice.

**Advantage of the Righteous (Minor):**You and Allies who start their turn within 10 feet of you gain +2 to their initiative.

**Judgement of Justice (Minor):** You may use the Justice Judgement ability of Inquisitors, treating your virtue rank as your inquisitor level. If you have this ability due to being an inquisitor, whenever you use a judgement other than justice on a creature, justice is also applied.

**Blood of the Righteous (Major):**Whenever you take damage from a bladed or piercing weapon, you may heal one creature adjacent to you for 1/2 of the total damage. You cannot heal yourself with this ability and it can only be triggered once per turn.

**Heart of Truth (Major):**Whenever you are targeted by the effects of a Charm, Compulsion or Dominate effect, you may roll your save twice, and choose either result.

### **Forfeitures**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Justice.

**Blind Justice:**Whenever the effects of a spell or ability would apply blind to you, take a -2 penalty on your Save vs that ability.

**No Quarter:**You cannot subdue evil creatures with attacks.

**Lull of the Law (Greater):**Take a -4 penalty to attacks, saves, and AC vs Lawful creatures.

**Machine of the Law (Greater):**You are unaffected by emotion spells and abilities, and cannot gain morale bonuses.

### **Virtuous Power**

**Smite the Wicked (Su):**Up to five times per day, you may add your character level to your attack roll against Evil or Chaotic creatures as a swift action. If you threaten a critical hit against the creature, increase your critical hit multiplier by 1.
C&C Classes

## Classes

Djinn Slayer: These dungeon capturers are a zealous sort that seek only one thing, to bring down the dungeons and the dungeon spirits within. They use dark energy to sever the connection that djinn have with the world.

Magi: Masters of mana these powerful spellcasters have great versatility in their spell selection being able to use witch or druid spells However they are spontaneous casters so the number of spells they can know is quite limited.

Mana Blade: Mana blade is a martial warrior with limited spellcasting and use mana to improve their own attacks. They are often employed to hunt down rogue dungeon capturers.
Djinn Slayer Spell List

### 1st Level Djinn Slayer Spells

Anticipate Peril, Bane, Bed of Iron, Bowstaff, Build Trust, Chill Metal, Command, Conditional Favor, Create Water, Dancing Darkness, Dark Whispers, Darting Duplicate, Deadeye's Arrow, Detect Charm, Detect Poison, Diagnose Disease, Divine Favor, Disguise Self, Doom, Emblazon Crest, Endure Elements, Enhance Water, Firebelly, Ghostbane Dirge, Grace, Guardian Armor, Haze of Dreams, Hedging Weapons, Heightened Awareness, Honeyed Tongue, Horn of Persuit, Identify, Ironbeard, Keep Watch, Knight's Calling, Know the Enemy, Liberating Command, Linebreaker, Longshot, Magic Weapon, Mindlink, Murderous Command, Obscure Poison, Protection from Good/Evil/Chaos/Law, Rally Point, Read Magic, Resistance, See Alignment, Shield of Fortification, Shield of Shards, Stunning Barrier, Swift Girding, Sun Metal, Tactical Acumen, Technomancy, Touch of Truthtelling, Tracking Mark, True Strike, Wartrain Mount, Word of Resolve.

### 2nd Level Djinn Slayer Spells

Abeyance, Aquatic Cavalry, Bestow Weapon Proficiency, Blade Tutor's Spirit, Blinding Ray, Blindness/Deafness, Bullet Ward, Bull's Strength, Darkvision, Delay Disease, Delay Poison, Detect Thoughts, Disrupt Link, Eagle's Splendor, Effortless Armor, Endure Elements, Enemy's Heart, Fairness, Fox's Cunning, Hidden Blades, Hold Person, Instant Armor, Invisibility, Ironskin, Magic Siege Engine, Martyr's Bargain, Mindshock, Open Book, Protection from Alignment (communal), Remove Paralysis, Resist Energy, Saddle Surge, Sea Steed, See Invisibility, Sense Madness, Shadowmind, Silence, Soothing Word, Spellcurse, Spell Gauge, Undetectable Alignment, Undetectable Trap, Widen Auras, Winged Sword, Zone of Truth.

### 3rd Level Djinn Slayer Spells

Accursed Glare, Adjustable Disguise, Arcane Sight, Aura of Inviolate Ownership, Aura Sight, Battle Trance, Bestow Auras, Blessing of the Mole, Burst of Speed, Claim Identity, Clairaudience/Clairvoyance, Daylight, Deadly Juggernaut, Deceitful Veneer, Delay Poison (communal), Detect Anxieties, Detect Desires, Discern Lies, Dispel Magic, Draconic Malice, Heroic Fortune, Illusion of Treachery, Isolate, Magic Circle against Alignment, Magic Weapon (Greater), Mantle of Calm, Marks of Forbiddance, Nondetection, Phantasmal Reminder, Remove Blindness/Deafness, Remove Curse, Resilient Reservoir, Resist Energy (communal), Retributive Reparations, Scales of Deflection, Shield of Fortification (greater), Shield of Darkness, Sky Steed, Stunning Barrier (greater), Tail Strike, They Know, Vigilant Rest.

### 4th Level Djinn Slayer Spells

Break Enchantment, Bloodsworn Retribution, Chains of Light, Claim Identity (greater), Companion Transposition, Conditional Curse, Darkvision (greater), Death Ward, Detect Scrying, Dimensional Blade, Dispel Alignment, Eaglesoul, Flash Forward, Forced Repentance, Forceful Strike, Illusion of Treachery (greater), Invisibility (greater), King's Castle, Magic Siege Engine (greater), Mark of Justic, Neutralize Poison, Paragon Surge, Planeslayer's Call, Reprobation, Resounding Blow, Sea Stallion, Scrying, Spellblight Jinx, Stay the Hand.
Anyanka Durkhan

### Distinctive features

Red hair, silver eyes, a series of sigil scars along the underside of her forearms as a result of attempted magics to bring her son back to life. A poppy brand on her hip.

## Relationship Information

### Family members

* Mikhail Durkhan-Maith (son)
* Venjamin Victor (husband) 💀
* Vintor Victor (son) 💀

### Loyalty

* Astoria and South Feyshore
* Pirate King Bradai Maith
* the Southern Federation

### Occupation

Queen

Queen **Anyanka Durkhan** of Astoria and South Feyshore, formerly the Duchess of Vincentien prior to her exile, was born to the former duke of Kath. She ended the slave trade in Vincentien and took those freed slaves with her to Marin to join the fight for South Feyshore's capital, Stormalong, with Randall Storm. Queen Anyanka formed Astoria from the land won in the war and took South Feyshore under her dominion after Storm abdicated before his coronation.

A deeper understanding of this character can be found by looking at her bio, which is linked here.
Compassion

Compassion is the virtue governing kindness, leadership and good.

**Ability Scores:** Constitution / Charisma

**Skills:** Diplomacy, Healing, Use Magic Device

**Sense:**Detect good within 60-feet.

### **Deeds**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Compassion.

**Durability (Minor):**Equipment you are using has twice its normal hit points.

**Kindness (Minor):**All non-hostile creatures have +1 attitude towards you, and shops have items up to 1.5 times their normal limit.

**Wand Expertise (Minor):** Using a wand has a 50% chance to not expend a charge.

**Defiant Shimmer (Major):** Your charisma modifier is added to your Reflex save in addition to your dexterity modifier.

**Keeper of the Moor (Major):** Animals and Magical beasts will not attack you.

**Wand Mastery (Major):**Wands you use have your Charisma modifier added to the DC of their spells.

### **Abilities**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Compassion.

**Auric Light (Minor):** This ability can be activated as a free action, as long as it is active, the light level in your immediate area and in a 10-foot radius is increased by two categories

**Touch of Purity (Minor):** Once per round you can cure one poison or disease effect from one creature.

**Dire Charm (Major):** As a standard action you may use this ability to cause one creature to defend you for 1 minute. Any hostile actions made against the creature breaks the effect of this ability. Only one creature can be affected at a time, using it on another creature instantly dispels it from the previous creature if the duration hasn't expired. A successful will save negates this. (Dc 10+ Virtue Rank + Charisma Mod)

**Ward (Major):** Once per round, if you fail a saving throw against a spell that does not directly damage your hit points, you may make a second save.

### **Forfeitures**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Compassion.

**Sportsmanship:**You take a -4 penalty to initiative rolls.

**Respect:** You do not benefit from precision damage.

**Forgiveness (Greater):** You cannot attack living creatures below 25% Hit points, except for Constructs, Undead, Aberrations, and Oozes.

**Fairness (Greater):**You cannot take attacks of opportunity.

### **Virtuous Power**

**Share Life (Su):**Up to five times per day, target any number of friendly creatures within 30 feet of each other, combine their remaining hit points into a single pool, and then split the total amount of hit points amongst all your targets as equally as possible, any hit points that would be granted to anyone beyond their maximum HP are granted as temporary hit points.
Equip mode

Djinn-boarded equipment also known as dungeon artifacts, gain powers as the djinn's Artifact Level increases. At fourth level, the dungeoin artifact can be used to boost itself and its user in the form of an Equip Mode. Below are the details.

### **Equip Mode**

Equip Mode is activated as a move action.

While 'equipped' a second layer of equipment is formed over the wearer's normal gear, which 'fills' the djinn equipment slot. Some equip modes take up two equipment slots, but never more than two.

Multiple equips can only be used if they 'fill' different djinn equipment slots. There is djinn equipment one slot for each magic item slot available to the character's race/type. Which slot is required depends on which equipment item the djinn is bound into.

Djinn cannot be bound into non-wearable or slotless magic items. (i.e. you cannot bind a djinn to travel rations or ioun stones, or alchemist fire, etc.)

Equip-Mode costs 1 mana to toggle on but lasts for 1 minute per AFLv

### **Full-Equip Mode**

Many djinn have the ability to perform a full-equip mode at 10th level, a full-equip mode is very similar to a normal equip mode with a few exceptions.

Full-Equip Mode is activated a full-round action.

While 'equipped' a second layer of equipment if formed over the wearer's normal gear, however instead of filling the djinn equipment slot in the magic item slot where the djinn's bound item is equipped, A full-equip takes every djinn equipment slot on the character except for the Main Hand weapon and Offhand slot, which prevents more than one-full equip to be active at the same time in the majority of cases.

Djinn bound to weapons and shields have full-equip mode as well, but this is the only time in which two full-equip modes can be activated at once.

When a weapon or shield full-equips it takes both the main hand and offhand slot, though in some cases it leaves the hands free, this is dependent on the djinn and its full-equip mode's description, shape, and power. Full-equip modes that leave the hands free do not allow you to further equip more weapons and armor unless specifically stated in the djinn's description, hands freed by the full-equip mode are only free in order to perform the following actions: Reload, Somatic Casting, Drink Potion, Mundane Somatics, Manual manipulation. (i.e. reading, pulling levers etc.)

While active, passive household vassal abilities become active as well, without the vassal having to call upon it themselves. Targetable household vassal abilities however, do not, but can be used with the effects of a single meta-magic of the user's choice as long as the full-equip is active.

Full-Equip mode costs 1 mana per round to sustain, and 2 mana to toggle on.
Connor Deveraux

Duke **Connor Deveraux** took power in Kath after the death of his father during a court dispute. The Deveraux house led the revolution of Kath, with Connor and his father personally leading the revolt to take House Durkhan off the throne. After installing themselves into power, Connor now leads the Amorothian territory.

A deeper understanding of this character can be found by looking at her bio, which is linked here.
Fanalis

The **Fanalis** are a hunting tribe from the Dark Continent to the south.

Somewhat similar in appearance to humans, the Fanalis all have a striking red color to their hair. Nomadic in nature they are often seen traveling in bands as protectors of caravans and sometimes are sought after to protect the sultanate of the different cities.

Male fanalis often stand at heights of 6' to 7'6" which is drastic compared to the females of the race who stand at 5' to 5'6". Their appearance is uncanny though as they all have a striking reddish-pink hair color and eye color, and tend to have tanned-looking skin that ranges from fair-to-dark to very dark.

Due to their faster-than-normal metabolism they tend to be quite lean but it is not unusual to see them with more muscular builds. They have them a fair strength advantage over other races as well. They are said to be descendants of an ancient race of red-skinned giants in their oldest roots throughout the Great Rift of Alma Torran. Their power comes with a weakness though as they tend to have very low reserves of mana.

### Racial Traits (20 RP)

* **Ability Score Modifiers**: Fanalis are lean, powerful, but tend to be naïve about normal society. They gain +2 Strength, +2 Dexterity and -2 Wisdom.
* **Type**: Humanoid (Fanalis) (0 RP)
* **Size**: Fanalis are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
* **Senses**: Fanalis have Low-Light Vision, Darkvision 60 feet and Scent (6 RP)
* **Base Speed**: Fanalis are fast and well-travelled. They have a base speed of 50 feet. (2 RP)
* **Languages**: Fanalis speak Common and Dark Folk. A Fanalis with a high Intelligence score can choose from the following: Dwarven, Draconic, Elven, Gnoll, Ignan, Nagaji, Orc, Reiman, Sphinx, Syrinx and Terran

#### Special Racial Traits

* **Jumper**: Acrobatics is always a class skill for Fanalis characters. Fanalis gain a +2 racial bonus to their Acrobatics skill. (2 RP)
* **Natural Armor**: Fanalis have strong skin granting them a +2 Natural Armor bonus to Armor Class (2 RP)
* **Powerful Arms and Feet**: Fanalis have powerful limbs and their unarmed strike damage is stronger than normal. Due to this their monk unarmed strike damage is treated as if they are a monk of 5 level higher, and base unarmed damage for other classes is 1d8 instead of 1d3. (6 RP)
* **Unarmed Legacy**: Fanalis gain the Improved Unarmed Strike feat as a bonus feat at first level. (4 RP)​​

#### ​​​Racial Weaknesses

* **Weak Magoi**: Fanalis have no inherent talent for harnessing magoi and their maximum mana is reduced by 1/2.(-2 RP)

### Favored Class Bonuses

* Barbarian: +1/4 to unarmed strike damage
* Djinn Slayer: +1/4 damage to smite spirit attacks
* Fighter: +1/4 to unarmed strike damage
* Mana Blade: +1/2 to mana.
* Monk: +1/4 to unarmed strike damage
* Paladin: +1/4 to unarmed strike damage
* Ranger: +1 to Survival
Items

Items and Magical Properties specific to campaign.

## Virtue Armor and Weapons Modifiers

These can only be found on virtue items or when crafting virtue items. Applying one or more of these abilities to a weapon or armor flags it as a virtue item, an item cannot have more than one modifier of a different virtue on it.

### **Armor Modifiers**

*Divine*: +2 ability, spirituality; Divine armor allows you to make a second saving throw against a spell or ability that inflicts divine damage on a failed saving throw (*flamestrike etc.*)However you must use the result of the second roll, even if it is worse than the first.

*Irreverent:*+2 ability, spirituality; Irreverent armor grants you 10 energy resistance against *divine* damage (*such as that inflicted by 1/2 of flamestrike*)

*Metaphysical:* +4 ability, spirituality; Metaphysical armor has its armor and enhancement modifiers to AC applied against touch attacks.

*Sacred:*+1 ability, spirituality; Sacred armor has a sacred bonus to Armor Class equal to 1/2 of its base armor bonus.

*Ungodly:*+1 ability, spirituality; Ungodly armor grants a +1 Sacred bonus to all saves against Divine spells.

### **Weapon Modifiers**

*Devotional:*+2 ability, spirituality; attuned devotional weapons can be used once per day to prepare a divine spell you know as a swift action.

*Discarnate:*+1 ability, spirituality; discarnate weapons inflict 1d4 additional force damage against incorporial creatures.

Intangible: +2 ability, spirituality; Intangible weapons can roll twice for concealment or mirror image rolls and take the better result.

*Hylothic:*+2 ability, spirituality; Hylothic weapons count as having *bane* against divine spellcasters.

*Iconoclastic:*+3 ability, spirituality; Iconoclastic weapons always inflict critical damage against magic items on a successful sunder attempt.
Incinerate

**School** evocation [fire]; **Level** sorcerer/wizard 9; **Domain** fire(alternative) 9; **Elemental School** fire(alternative) 9;

CASTING

**Casting Time** 1 standard action

**Components** V, S, M (a sprig of burnt wood)

EFFECT

**Range** long (400 ft. + 40 ft./level)

**Area** Single

**Duration** instantaneous

**Saving Throw** Reflex negates; **Spell Resistance** yes

DESCRIPTION

An *incinerate* spell generates an orb of red-hot flames that engulfs a single target in searing fire inflicting 25 points of fire damage plus 1d12 + 5 points of additional fire damage per caster level (maximum 30d12 + 150)
Mana

**Mana**is a resource used to activate both dungeon artifact powers as well as household vassal powers.

## Determining Max Mana

The formula below is used to determine how much Mana a character has access to.

**2 + HD + Constitution Modifier**

## Using Mana

Mana can be used to activate the powers of dungeon artifacts of which you are part of the household or the holder of.

Both of which consume 1 mana per round in which they are active.

Activating both a personal artifact power and a household power can be achieved by consuming 2 mana per round.
Ring of Fire

**School** evocation [fire]; **Level** bloodrager 4, magus 4, sorcerer/wizard 4;

CASTING

**Casting Time** 1 standard action

**Components** V, S

EFFECT

**Range** personal

**Targets** creatures within a 20-30ft radius of your position, goes through barriers.

**Duration** instantaneous

**Saving Throw** Reflex halves; **Spell Resistance** yes

DESCRIPTION

Inflicts 6d6 points of fire damage +1 per caster level to creatures within the radius regardless of barriers.
Lightrail

About Lightrail Trains

Lightrail Trains are a type of transport to go around Sydney, Newcastle, Canberra or the Gold Coast. Running from Dulwich Hill - Central, Central - Randwick, Central to Blacktown, Parramatta, Westmead, Olympic Park, Sydney CBD, Honeysuckle, Newcastle Interchange, Civic, Crown Street, Queens Wharf, Newcastle Beach, North Part of Canberra, and Helensvale - Burleigh Heads.

What will become of Lightrail Trains in the near future.

There will be New Lightrail Lines to go on.

Dulwich Hill - Central Line

Dulwich Hill o

Dulwich Grove o

Arlington o

Waratah Mills o

Lewisham West o

Taverners Hill o

Marion o

Hawthorne o

Leichardt North o

Lilyfield o

Rozelle Bay o

Jubilee Park o

Glebe o

Wentworth Park o

Fish Market o

John Street Square o

The Star o

Pyrmont Bay o

Convention o

Exhibition Centre o

Paddy’s Markets o

Capitol Square o

Central o

Central - Kingsford Line

Surry Hills o

Moore Park o

ES Marks o

Kensington o

UNSW Anzac Parade o

Kingsford o aka Nine Ways
Taedra Westbrook

***This character is now a Needed Canon. If you are interested, please contact the Marin Staff!***

Lady **Taedra Westbrook** is the daughter of Lord Tredor Westbrook, dubbed 'The Sunrise' of Asairde. She's highly religious and believes the gods have plans for her and her family. She fears the war in Northwind won't come to a close soon, and that her family may be called to help end it.

A deeper understanding of this character can be found by looking at her bio, which is linked here.
Richmond

About Richmond

Richmond is a Sydney train station between The Demolished Kurrajong Line and East Richmond. It is

so that trains run here every so often.

What will become of it in the near future

Richmond will have Sydney Metro like Penrith and St Marys and Badgerys Creek.

Previous: Phillip (The Demolished Kurrajong Line)

 Next: East Richmond
Central

1. Next: Town Hall
2. Previous: Redfern
3. Towards Dulwich Hill: Capitol Square
4. Towards Randwick/Nine Ways: Surry Hills
5. Towards Haymarket: Rawson Place

About Central

Central is a Sydney train station in the Sydney City. between Redfern and Town Hall train stations. It is known to be Sydney’s Central train station.

## What it’s known for

It is known to be the Sydney city Central train station.

## What will become of it in the near future

Sydney Metro opens in 2019 so it will have Sydney Metro joining it.
Kingsford

*If you were looking for the article about Kingsgrove then click that link.*

About Kingsford aka Nine Ways

Kingsford is a Sydney Lightrail Station between UNSW Anzac Parade and Nine Ways.

What will become of it in the near future.

It’ll have a new Lightrail Station and new Lightrail Trains.

Previous: UNSW Anzac Parade

Next: Terminus (unless Nine Ways is a real Lightrail station).
Bart Simptronic

Ay Caramba

**Bart Simptronic** is one of the main enemies in Fun Times at Homer's.

## **Lore:**

He is one of the main mascots of Simpsons Happy Donuts.

Just like all the other Simptronics, Bart was built for the Simpsons Happy Donuts place, long time after the failure of "botsons scary palace". Bart's design is a V.2 of the faulty prototype that became Old Barto Botson in Fun Times at Homer's 2.

## **Behaviour:**

bart is acts like hes cool gamer but no, he is not, he is dumb fortnite normie, yep.

He may show up some cameras with are:

* Show Stage
* Dine area
* Entrance
* Arcade Room
* Hall 02
* Portrait Room

Once he enters the Portrait Room, you will have to shut the left door to make him leave.

## Trivia:

* He is the "Bonnie" of the game, and so he attacks from the left side since early nights.
* Bart is the only Simptronic who is shown going outside of the establishment during nighttime.
Bankstown

About Bankstown

Bankstown is a Sydney train station between Yagoona and Punchbowl.

What will become of it in the near future.

It'll join Sydney Metro along, with the rest of the T3 Line.

Previous: Yagoona

Next: Punchbowl

 World Line

About Bankstown

Bankstown is a world train station between Riverview and Norway.

What will become of it in the near future.

Nothing planned for Bankstown.

Previous: Riverview

Next: Norway
Food/Water

Throughout the duration of the Crown and Cowardice campaign, Food and Water are very important. Traversing each hex requires one day's worth of food and drink per player for easier terrains, but more difficult terrains like mountains and swamps may require more. For each hex you traverse without food or drink you will get the following effects until you rest (which also requires one food and one drink per player)

Certain spells or items can lower this such as Ioun Stones etc.

Travelling without Provisions
 2
 3
 4
 5
 6

## Exceptions

Lake and River tiles do not require water when travelling, but may require food unless the character has the fisher trait.

## Campaign Specific Feats & Traits (Food/Drink)

*Survivalist* (trait): Characters with this trait use 1/2 as much food and water when travelling.

*Fisher* (trait): Characters with this trait have a 50% chance to not require food when travelling through coastal hexes.

**Forager** (feat) (req: 4 ranks in survival): Characters with this feat do not need food or water when travelling through lush terrains (Forests or Jungles) (Negated when heavily encumbered)

**Pack Forager** (Feat) (req: Forager): Characters with this feat can also provide food and water to their party while travelling through lush terrains (forests or jungles) (Negated when heavily encumbered)

**Beggar** (feat) (req: 4 ranks in bluff): Characters with this feat do not need food or water when travelling through urban terrains (Cities, Farmlands) and have a 50% chance to gain 4d8 gold pieces when travelling through cities. (Negated when heavily encumbered)
Weight

Encumberance is a vital part of travel. Travel is normal if all party members are only lightly encumbered, however, for each character who is either Moderately or Heavily encumbered, travel requires an additional day's provisions between hexes, this is doubled if the person in question is Heavily encumbered.

## Campaign Specific Feats (Weight)

**Quartermastery** (feat) (req. 4 ranks profession: quartermaster): Allies are considered to have two additional strength when determining encumberance.
Schofields

About Schofields

Schofields is a Sydney train station between Riverstone and the T17 Line to turn off to Amritsar Glade (pretend). With a few stations on the way either than that, you go straight to Amritsar Glade (pretend).

What will become of it in the near future.

It’ll join Sydney Metro

Previous: Riverstone

Next: Vaughan Drive (pretend)/Amritsar Glade (pretend)

Towards: Marsden Park: Marsden Park
Spirituality

Spirituality is the virtue govering faith and arcane sensitivity, it is favored by wizards and rogues.

**Ability Scores:** Dexterity / Intelligence

**Skills:** Appraise, Linguistics, Spellcraft

**Sense:**Detect divine and arcane casters within 60-feet.

### **Deeds**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Spirituality.

**Iconoclast (Minor):**Gain +2 to saves against Divine spells.

**Knowledge of the Beyond (Minor):** Gain +2 to all Knowledge skills (misc).

**Mystic Preservation (Minor):**Each day, you may prepare an additional spell of any level you are able to cast.

**Arcane Movement (Major):**Gain 20 feet to your base movement speed if your Intelligence Score is at least 16.

**Demon Eye (Major):**Gain +8 to all perception checks made against magical effects (such as invisibility).

**Master Craftsman (Major):** Campaign penalties to Crafting are removed for you.

### **Abilities**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Spirituality.

**Arcane Bolt (Minor):**Inflict 1d4 force damage + 1 force damage per virtue rank to a creature as a standard action. There is no save for this ability and spell resistance is ignored.

**Cleverness (Minor):**Activating this ability is a free action, as long as it is active, Dexterity and Intelligence modifiers are swapped.

**Arcane Proliferation (Major):**Whenever you affect a creature with a hostile spell that has a duration longer than instant, creatures who end their turn within threat range of the targeted creature must make a save vs the spell on the beginning of their next turn or become affected by it as if they too were targeted by the same spell. (i.e. if a creature ends it turn next to a creature under the effects of *hold monster* must make a will save vs the same spell at the beginning or their turn or become held)

**Copy (Major):**At the beginning of each of your turns you gain a single *mirror image* *(as per the mirror image spell).* You cannot have more than 1 *mirror image*from this ability at a time.

### **Forfeitures**

As shown on table: virtue ranks, choose one of the following at each level if your sworn virtue is Spirituality.

**Arcane Vulnerability:**You have a -4 penalty to saves vs arcane spells.

**Negligent Faith:**You have a -4 penalty to saves vs Divine spells.

**Arcane Lethargy (Greater):**Whenever you are successfully affected by a hostile spell, become staggered for 1 round.

**Signs Unseen (Greater):** Divination spells you prepare require two spell slots. Hostiles Divination and Hostiles Abjuration spells cast on you are cast at +4 caster level.

### **Virtuous Power**

**Arcane Flexibility (Su):**Up to five times per day, you may cast any spell on your classes spell list even if you do not know it or have it prepared in place of a spell you prepared of the same level. (I.E.: You may expend a memorized *fireball* spell to cast any other third level spell on your class spell list.
Old Marje Botson

do you wana se something inapropriate ;)

**Old Marje** is one of the broken antagonists in *Fun Times at Homer's 2.*

## **Lore:**

She is one of the old bots in Krusty Burger.

Old Marje is a broken prototype robot.

She was never intended to be used; and was kept inside the garage of the *manager's* house. But since the *dine*had an *incident*, the management tossed her and all the other faulty prototypes in the *dine* and changed the dine name to "botsons scary palace" and changed the theme to horror attraction. However that did not attract customers due to the unstable building eventually causing to close its doors.

Later on with the success of Simpsons Happy Donuts, the management decided to repair and rebrand the "botsons scary palace" place and make it Krusty Burger themed, with leaded to the New Bots being created, Marje and Gang ended up being tossed in the Parts & Service room.

In this Krusty Burger place, New Nedlyonette stuffed a corpse inside her and now she is possessed and suffered amnesia so he can't remember who she is or why is she there, which leaded to her aggressive behaviour.

## **Behaviour:**

She won the long jump event when the olympics came to springfield :)

She may show up some cameras which are:

* Parts & Service
* Dine Area (Easter Egg)

Old Marje isn't tricked by the mask, instead you must use the flashlight on her when she is in the Front Hallway.

## **Trivia:**

* Old Marje's hair has a huge rip in her hair revealing a pair of bunny ears which is a reference to the early days of Simpsons where it was to be revealed that Marge had bunny ears beneath her hair.
* Old Marje's name, much like the other Old characters, has a messed-up name (Marje instead of Marge).
* Much like the other Old characters, Old Marje is **not**MargeSimptronic.
OS-Ready

OS-Ready is a Tornado Queendom-based company best known for PowerOS, an open source OS which Microsoft stole from and called "Windows". Since 1988 (when PowerOS went open source, which saved the company.), they've made most of their money on merchandise and warranties.

## History

OS-Ready was founded in 1871, based on the work of a Tornado Queendom university. A year later, they created PowerOS to power the first computers. It became successful, and OS-ready dominated for over a century. Eventually, other companies stole their thunder. OS-Ready went into a decline throughout the 1980's, and people thought the company would die. In 1988, they open sourced PowerOS. This worked, and the company was successfully saved (though critics thought the company would be committing suicide by doing this). It accidentally created the Open Source community we know today, and is the largest open source company in the world. It even has a sort of Boot Camp-like system (Penguin), where OS-Ready based computers can easily run any Linux distro without having to reinstall the OS or wipe the hard drive.

## OS-Ready License

The OS-Ready License is an open source license that allows copying and modification, as long as OS-Ready is credited and no trademarks are stolen. Also, the license has to be included. It is compatible with the Gnu Public License, AKA GPL, and is commonly used in OS-Ready and Linux software. OS-Ready even has an alliance with the Gnu Foundation (similar to the Microsoft-Apple alliance).
Temple of Resilience

The Temple of Resilience is an old, crumbling Iludin base on the western edge of the city of Marovir. It has six acres of land, but only three buildings: the offices, the barracks, and the temple itself.

The temple is consecrated to both Samaradin and Raea, the Gods of Light.

Its name has become ever more appropriate as the years roll on. Ever do the Iludin strive to make a difference and enforce some semblance of justice upon both the lawmakers and lawbreakers of Corealta. Yet, they are always on their heels from the combined pressure of the Black Blade, underhanded noble families, or independent mercenaries.
Nigel Colvin

People just likes making rumors because they are bored and unemployed.

**Nigel Colvin** Is the Owner and Founder of plenty of diner locations, including Simpsons Happy Donuts.

## **Lore:**

This guy is basically the icon of who can't get enough of insomnia from all the bad decisions he constantly makes.

His very first diner name haven't been yet revealed in the game. This location was said to have caught on Fire as Professor Frink stated in the Fun Times at Homer's night 6 cut scene you get after beating the night.

During this first diner, Nigel have been practicing with robotics, with lead him building the Botsons with were test dummies as he was still very new to understanding the concept of animatronics, but they never been used in this first diner and were always just left in Nigel's garage.

After the fire that took place in this first diner. Nigel grabbed these test dummies and put them in display on the aftermath of this diner as a attempt to create a cheap "horror attraction", with failed. So the place was abandoned and the test robots were left there.

A long time after that event, Nigel was ready to give another shoot at the restaurant busyness, with Simpsons Happy Donuts was the result of it. With the help of Professor frink, the robots in that location had very advanced AIs, but in exchange, Frink wanted to run an A.I test on his latest invention, The Security Couch. the test, along the place was a success, And this location shown to had given Nigel great profit, with he would then want to expand the busyness.

After that. He decided to salvage the first diner who caught on fire, and rebrand it to a Krusty Burger themed location, and so the Krusty Burger location was born. The reason as to why its advertised as a Krusty Burger, is because the Krusty company wanted to share some of Nigels success by allowing him to brand his new place as a Krusty Burger. Nigel wanted to create new mascots for the place, with ended in the creation of the New Bots. But this time around, things did not went as smooth. With by the time Fun Times at Homer's 2 happens, this place is already not far from being closed down from rumors and possible health violations.

## **Trivia:**

* Nigel Colvin appears on The "Romer Go! Go! Go!" minigame showing his disapointed on the Botsons.
* The Simptronics were always the first mascots to be blueprinted, the Old Bots were simply built first as for practice.