recursal/Fanatic-Fandom huggingface dataset:
Saint Veeda

A unique example of Saint Veeda depicted in art through his symbol: the hourglass.

### Affiliation

Estvale

Not much is known of Saint Veeda other than he was the Third god to be created. He is the tie between the Sun and the Moon to create balance. This much is known.

He brings forth comfort for it is a fact that Time Heals All. And with time comes age and as we also know with age comes death. This is the cycle that Saint Veeda has created. It is this cycle that must be protected for it is life. Without time we have no life. May His time never end. For if it does- so do we.

No mortal has set eyes on Saint Veeda yet tales and old books portray him as different things for what is needed at that time.

For the young - he is as bright as the Sun. He is the bringer of hope, a handsome young man.

For the bold - he is an old man who has seen many adventures with wise eyes and a sturdy frame.

For the old and the sick he is a dark shroud. Gentle but unforgiving. To see any of these forms is to see almost the God himself, for Veeda comes to only those he chooses and needs.

## Appearance

Saint Veeda may be depicted in many ways along the cycle of life. Most commonly, he is shown as a Grim Reaper-like figure accompanied by an hourglass. The skeleton appearance is popular as it leaves race ambiguous, as time does not discriminate. It is very rare to give a face to Saint Veeda as it seems outside of a clock, no one can agree on the face of time.

## Worship

### Place of Worship

The primary place of worship is a beautiful church in Estvale. Although simple in its layout of pews, the windows are exquisite stained glass works depicting the many facets of Saint Veeda.

### Followers

Perhaps it is the nature of Saint Veeda that allows for a variety of followers. Many in Estvale may loosely follow this God as none can escape the passage of time and as a result most can appreciate Him. Even topics such as necromancy can be held in different regards depending on who you ask - a disgusting abuse of the cycle, or an allowable borrowing of time through the use of magic. Devout followers strive to protect the passage and flow of time and the cycle of life.

The church follows a traditional structure of priests and priestesses who study and train to advance the ranks.
Owl Martin

***Owl Martin*** ( フクロウマーティン Fukuroumātin) is a character who featured in the **Revolutionary Saga.**

Once a famous politician who went mad and Increasingly violent. During the French Revolution he joined **Magpie de France** Legion and was hellbent on stopping **Pigeon D'Argenson**. He was gifted **Geokinesis** abilities by the Aztec Gods Tlaltecuhtli and Tlalcihuatl.

## Relationships

### Enemies

* **Pigeon D'Argenson**
* **Dove Cinq-Mars**

## Appearances

In chronological order:

* (Information needed)

## Trivia

* (Information needed)
* (Information needed)
* (Information needed)

## Behind the scenes

* The character was created by: Adam Boyes
Echo Council

A Group of Shadow Walkers in pursuit of righting the cosmic injustice of a fixed unsetting Sun that refuses to allow the Second in creation his time in the light. The Echo Council does not directly worship Barlow but instead engages in deeds for the Barons of Twilight, the hierarchy of beings said to be under Barlow.

### Positions

**The Medium.** Oliver Grayson. Channels the instructions of the Barons of Twilight for the Council. Performs holy rites and serves as the chief healer of maladies.

**The Guardian**. (Vacant) Concerned with the martial defense of the Council against enemies outside and within. This position is determined by the strongest and may be challenged by any Shadow Walker.

**The Advocate.** (Vacant) Concerned with the treasury, recruiting, strategy, plans and quartermaster activities.

**The Shadow Walkers.** Those who work with or for the council and also follow Barlow or the Barrons

**The Sympathizers.** Those who help advance the council through actions or financial support but do not follow Barlow or the Barons

### To Contact

To Contact the Echo Council leave a note at the Estvale Bank, Estvale Tavern or Blacksands Bank or send a messenger hawk to "Oliver Grayson"
Raine

The spirited redhead known as Raine makes a splash where ever she lands, bringing with her exciting games of chance for those who wish to try their luck. Will Tsern bless you or burn your fortunes?

## History

Not much is known about her outside of her games of chance, other than the ship that flies her colors. She seems to follow Tsern, taking great show in the testing of those who claim to be in Her favor.

## Events

* Raine expected in Blacksands - The Grand Admiral Dice Game
* Raine in Estvale? - Chaos Cards
Deep ESAM

## Overview

Deep Leffen has some bizzarre encounters with ESAM. Deep Leffen claims it was there when Eric “ESAM” Lew was born in the hidden village of Leff. It claims that ESAM is known as Eric, a name passed down by a village elder, and that Eric is simply one incarnation of many ESAMs .

ESAM and Deep Leffen also encounter each other at a barber shop  and bathroom .

## References

1. ↑ https://twitter.com/DeepLeffen/status/1249364862733619201?s=20
2. ↑ https://twitter.com/deepleffen/status/1256310400649396231?s=21
3. ↑ https://twitter.com/deepleffen/status/1246553550253064192?s=21
Berserker

Berserkers go literally berserk when they hit the thick of the battle. Dealing deadly blows with stunning speed to anyone near them, they are, indeed, a frightening foe.

## Feats

**Elemental Resistance**

Due to the constant exposure to the elements, your body has developed a unique ability to resist the elements, be it magical or natural. As your skill in this ability increases, so too will the resistance percent increase. Each element has its own area of resistance: Earth, Air, Fire, and Water (Water includes Acid and Poison).

**Advanced Healing**

You have learned the strange ability to go into a deep meditative trance, thus allowing your body to heal itself much faster than otherwise possible. Entering and leaving this deep trance takes a lot of concentration and taxes the body. Once leaving a trance, you lose Mana in return for your health and you must give your body time to rest before entering it again.

**Dragon Roar**

You have learned an ancient barbarian technique that mimics the power of a Dragon\'s roar, therefore striking fear into the heart of your enemy causing them to flee in terror. (NPCs will flee in terror, PCs will lose stamina and drop their weapon if they fail the save roll).

**Axe Fighter**

Long time battle training and experience allow the axe fighter greater lumberjack capability and earlier and easier axe weapon abilities.

**Berserker Rage**

You have learned the ability to become increasingly enraged while in combat, increasing their damage as they get drunk off the high of combat.

**Furious Assault**

By channelling your anger you push yourself to strike beyond the normal limits of your body's speed, so long as your endurance holds...

**Weapon Master**

You spent considerable time learning how to effectively wield weapons from a military tutor. Because of this training you are able to wield a specified weapon style better than a normal person. You may choose from Bladed, Blunted, or Piercing weaponry to specialize in. This Feat can stack with Weapon Specialization.

## Starting Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

Berserkers do not have the patience and focus to properly use a bow or crossbow. As a result, they tend to not be very skilled with them (except using them as kindling).

Berserkers have a magical ineptitude. They cannot cast any spells and are unable to use wands or scrolls.
Estvale

With its stronghold securely planted in a mountain facing a harbor full of the hustle and bustle, this human melting pot has turned into the central hub for many creatures. Up in the mountains lies the government buildings where the current ruler of Estvale - Governor Maepoyl - resides.

Because the human race is so young, one might see a wide variety of cultures mixed into this city. From Dwarven castles to Elven armor, this place is undoubtedly exiting and mixed. May Veeda the Saint bless all those who wish refuge within Estvale's walls.

## Information

### Geography

Estvale is the southernmost major city in Terra. It is nestled alongside a large mountain range and opens up to a harbor. The climate is moderate, but the city is known for its fair share of rain. Its coastal location keeps the winters from being too harsh, but the humidity in the summer causes much grumbling among locals.

### Population

The harbors may be a bustling center for trade, but not all call the city their home. The inn and room rentals by the tavern are popular for travelers just passing through. Although the city welcomes any and all, there is no doubt the majority population are humans.

### Government

The city is ruled by a governor who works alongside the Captain of the Guards to maintain order within the walls. A volunteer militia was formed to help cover areas outside of the wall and aid the small number of guards currently employed. Governor Maepoyl has been comfortably ruling Estvale and seeing to the protection of its people for the last 40 years. With his hair turning grey and his body aging it might be time for someone else to step up to the leadership of this town.

### Religion

Saint Veeda has the strongest following in Estvale. The church inside the walls is dedicated to Saint Veeda, showcasing stained glass works in his honor. The current religious climate is relaxed and the city, in true melting pot fashion, are welcoming of those following any (or no) other deities.
Ork

It would be unfair to focus entirely on the dangerous nature of the Ork when describing them. Their culture is one of struggle and overcoming, each adult orc having been put through the crucible of their way of life and having come out on top. They are a physically powerful but ultimately selfish people, often distrustful even of their own. In the past, those who could muster the loyalty of their peers enough to rise to a commanding position would enjoy an incredible power in the way of a raiding army, but times have begun to change even for the Orks. A younger generation, having grown up with trade relations allowing them peaceful contact with the other races, now struggles to find its place in the large capitals of Estvale and Montset while the older generation struggles to hold on to the noble culture they see diminishing.

They are a violent people, but as many are learning, violence is not their first choice in most cases. Their chaotic emotions swing wide in showings of pride, joy, and sadness as often as rage. The old Ork culture followed a barter system, and any matter (save the most personal slights) could be settled with an exchange of goods instead of an exchange of blows, something that the other races are coming to turn to everyone's advantage.

The careful adventurer who plies his Orkish allies with the proper gifts or tribute and knows how to deal with them gains a force of chaos and combat that cannot be matched. They excel in matters of physical strength, though in any case where conflict is needed the Ork will find a way to make the situation his.

## Information

### Appearance

Most Orks are very, very imposing. They may stand well over seven feet tall, broad and muscled, with dangerous looking fangs and stunted horns that bud as nubs from their forehead.

### Lifespan

As the older generations of Orks are not one for polite and idle chatter, it is not really known how long they can live. The more violent generations were much more likely to fall in battle before reaching any remarkable age. Although some may know of those who have seen a natural end, they are not likely to share such weaknesses with curious outsiders.
Montset

Strong and vast, the city of Montset is set in the mountains on the second continent of Terra. Surrounded by rock it is built to last and to protect. It is said that nothing can get within the walls of Montset unless it is invited or needed.

Their military is strong while their ironwork is that which cannot compare to any other culture. It is because of this that Montset becomes the home fo the extraordinarily devout and strong-willed.

Everyone who lives here works for the mountain which in turn is for the people. No one is to step out of line as everyone follows the master plan that has been set by the Council. Justice has a hard hand up in these mountains and one would be a fool to challenge it.

## Information

### Geography

Montset is perhaps the most harsh and unforgiving of cities in its frigid climate. Inside the walls of the city they have found ways to cope with the cold, but travelers best be bundled up before making the trip.

### Population

Strongly populated by Dwarves, this city stands proud which can often be mistaken for stubbornness. Set in their ways, the Montsetians that live here are much like the place they live - cold and unforgiving. Although it is said they know how to celebrate it is rarely seen because they are always working on improvements. Devout followers of Aralkor frequently make their way to this city where her most grand temple can be found.

### Government

The city is ruled by a Council primarily of Dwarves. They work closely with the highest ranking Priestesses of Aralkor to guide the city to continued greatness.

### Religion

Aralkor's light can be felt in nearly every corner of this grand city. She brings warmth to the otherwise cold region. Aralkor and the city are nearly one and the same as the power and influence of the Priestesses are strong. It is extremely abnormal to be a resident of the city and not follow Aralkor - potentially earning a poor reputation and lackluster treatment from others.
Aralkor

An example of Aralkor depicted in art.

Aralkor was the First created by the All Bringer. She is the Sun. She is the burning passion that brings justice to those that overstep their boundaries of the light.

She is the light - she burns for us and her Sun shall never set.

Those that follow The First know that the truth must be told and justice must come to those that bring the bad into the world.

Through training and devout study, they join the following of The Sun and vow to protect and serve her and her people in whatever means they can. She shows no mercy to the wicked, so neither shall her followers. If you wish to seek the truth of the Sun, perhaps you should walk into the light.

Aralkor comes to those who wish the truth as a tall female warrior. Some might even say they cannot see her for she is far too bright for our eyes to see. She carries her shield- which in turn has the power of the Sun to light the way and protect the weak while her other hand holds a flaming sword to punish the wicket.

## Appearance

Aralkor is often described in literature and depicted in art as a winged woman carrying a flaming sword and large shield. She is shown as many races depending upon the artist. Some say her Light burns so bright one could never know her appearance even if she stood before you. Features tied to the sun are commonly associated with her - golden hair, freckles, or tanned skin. Those proud of their appearance may go as far to say as they are traits 'touched' by her.

## Worship

### Place of Worship

The primary place of worship is a large golden temple in Montset, truly a centerpiece of the city that leave many who stand before it in awe.

### Followers

Devout followers of Aralkor would be incredibly strict on certain matters. They are far less open minded than followers of other religions, taking pride in punishing the wicked and protecting the Path of Light. They may be revered as just beings or criticized as cruel and harsh by being judge, jury, and executioner.

The Priestesses rank at the top of the religious hierarchy and play a large role in the governing of Montset.
Meerdistrin

Confusing tunnels, dark caves, and dim dank camps make up what is called Meerdistrin. Populated by the Dark Elves, Darklings, and some Orks peppered in by some other races would make it quite the sight to see. Entirely underground, this massive city is completely in the dark and is lit by fires.

If you live here you either have chosen to or have found yourself in the shadows and are unable to get out. This is the case with most of the Dark Elves, forever cursed as the creation opposite Elves. While few choose to sneak up to the top, others have made it their goal to stay and serve their Mother.

Much like the city of Montset, one would be a fool to wander these tunnels uninvited.

## Information

### Geography

Meerdistrin has carved its way in the dark tunnels deep within the caves of Terra on the same continent as Estvale. No light reaches this city. Without the sky, there is not much weather to speak of. The dark and twisting caves seem to ignore the weather outside and maintain a similar temperature year-round.

### Population

Meerdistrin is comprised of its residents and the occasional slaves. Dark Elves maintain a majority in this city, but Darkling and Orks are not an uncommon sight. Humans are a rare sight outside of the slaves, but those with dark enough desires would surely be welcomed into the shadows.

### Government

A counsel of Priestesses and Warlords keep the tunnels of Meerdistrin on track. Many of whom are corrupt and power-hungry - they take their devout passion for Barlow seriously. They have made it their life goal to not only survive but thrive. Their leader is Mother Superior, the strongest among the Dark Elves. It is said that Barlow himself whispers orders in her ear. None have dared to question it as they all wish the same thing- to see the Sun, to thrive, and take what is rightfully theirs.

### Religion

Barlow represents those who lurk in these tunnels. He is believed to be the savior that can lead them from the shadows of ruin to the light where they can take their rightful place and rule. Whether the residents of these tunnels have fallen to the shadows or willingly found their way there, the ways of Barlow speak to them all.

## History

It is said Meerdistrin rose with the Dark Elves. As they were not welcome in Aralkor's light, they quickly found home among Barlow's shadows in the deepest caverns. Perhaps at one time there were many settlements among the caves of Terra, but today this city is all that remains. Only the strongest survive, after all. Perhaps it was Mother Superior's strength and connection to Barlow that brought prosperity to the city and allowed their foothold in the caves to stick despite the many hostile creatures and dangers lurking in the shadows. No recorded history remains as the Dark Elves only look forward, shrinking away from their despised past cast away from the light. One can only guess at the history of this shadow city.
Monk

Monks are dedicated warriors who have honed their body into a weapon. Monks are fighters specialized in unarmed combat; martial artists who strive for perfection in their fighting style.

## Feats

**Flurry of Blows**

By precise understanding of their martial art the monk is able to rain a number of blows on their foe seemingly simultaneously.

**Mind, Body, and Soul**

Through dedication and discipline the monk is able to train to perfect their Mind, Body, and Soul to their peak condition.

**Wholeness of Self**

With absolute mastery of their Mind Body and Soul the Monk can perfect their physical and metaphysical self

**Body of Iron**

Through intense training the Monk's flesh and bone have toughened considerably, as they grow in experience they become even more impervious.

**Ki Strikes**

Through a deep understanding of the movement of life force within all living things the Monk is able to imbue their attacks with their own living essence.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

A Monk's body and mind are one and adding layers of metal or leather only serve to hinder a Monk's ability to move and disrupt their concentration. As a result, all Monks forgo the wearing of armor.

Monks have a magical ineptitude. They cannot cast any spells and cannot use wands or scrolls.
Merchant

After time, a merchant will hone their skills and begin to create artisan works. Merchants are the true force of any society. They prepare the steel that fights wars; build the structures that house us; and create the amenities of our everyday life like clothing and furniture. Without them, societies are crippled.

## Feats

**Carpentry Training**

You've taken an interest in Carpentry, this is one of many trades a Merchant can specialize in but be warned, each specialization feat will hinder your ability to gain skill in any of these specialized crafts.

**Tailor Training**

You've taken an interest in Tailoring, this is one of many trades a Merchant can specialize in but be warned, each specialization feat will hinder your ability to gain skill in any of these specialized crafts.

**Cook Training**

You've taken an interest in Cooking, this is one of many trades a Merchant can specialize in but be warned, each specialization feat will hinder your ability to gain skill in any of these specialized crafts.

**Fletcher Training**

You've taken an interest in Bowcraft and Fletching, this is one of many trades a Merchant can specialize in but be warned, each specialization feat will hinder your ability to gain skill in any of these specialized crafts.

**Master Craftsman**

Take the time to perfect those crafts you've specialized in. A Master Craftsman is able to go beyond the natural limits of merely specializing in a craft and will truly master it completely. Further this will unlock the secret traditional crafts handed down by artisans of your race.

**Combat Training**

You've taken an interest in Combat, a wise decision in an unsafe and uncertain world, with this you'll learn the basics in all the major combat forms, though no mastery in any. It is not a specialization feat and has no impact on skill gain.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

NOTE: Stealth and Hiding are a combined Skill on UOMyth

## Restrictions

Merchants can wear light and medium armor of most types and use most weapons though they are generally not effective in combat without combat training.
Dementia

*“Another fear of mine is early onset dementia.”[1]*

A strong explanation for DeepLeffen’s contradictory information in his accounts is that he has dementia or memory loss, and is therefore an unreliable narrator.

The following are possible symptoms of dementia[2] along with some direct examples from DeepLeffen Lore.

* Recent memory loss:
	+ “Can’t remember any of my memories, lol. Pretty sure I'm fucking sick tho.” [3]
	+ “Last day for the DBFZ subgoal with mango, LOL. I have no idea who the fuck he is or why I think so much about him.” [4]
	+ “I can barely remember my kid’s name, lol." [5]

* Problems communicating:
	+ “You can also find me on Twitter. You can also find me on Twitter. You can find me on Twitter. You can find me on fucking Twitter. If you or your friends can find me on Twitter, Find me on Twitter. Find me on Twitter if you or your friends can, you won't.” [6]
	+ “I only had one problem; I knew the names of every Kirby, but I had no idea how to pronounce them.” [7]

* Disorientation/ Difficulty completing familiar tasks:
	+ “I've been working my ass off several hours a day (9 months in Leff years) trying to figure out how old I am.” [8]

* Problems with abstract thinking:
	+ “Jennie tried to learn how to train them and I said, “don’t bother, it takes you 1 1/12 hours to learn the same thing it only takes me 5 hours to learn.” [9]

* Misplacing things:
	+ “If you want some really cool tips and combos, there is a good ass video for learning them all but I can’t remember where it is or how I found it or what it is or where I found it. Let me know if you know what I’m talking about.” [10]

* Mood changes/ Personality changes:
	+ “Easiest way to deal with toxic people is to get well acquainted with them personally. If you are kind to them, they will be kind to you. Toxic people cannot survive in positive and healthy environments. I like to pretend I'm someone else and send them death threats.” [11]
	+ “At the end of the day, the responsibility is on every one of us to build the community we want see in the world.  We have a choice to be kind and loving to everybody we meet, or to join the chorus of voices promoting hate and toxicity. Our biggest weakness is that we refuse to take ownership of our community. We are only as good as our worst representative. Do we want the community to be a place where we can feel safe together?  Or do we want to find reasons to hate one another and grow distant? If we can't decide as a community the path we want to take, let me know. I will happily hurl the first insult. I will happily ridicule people for their playstyle. I will set fire to a Nintendo executive’s house with their family inside. Just let me know." [12] [13] [14]

* Loss of initiative:
	+ None yet… seemingly.

Direct evidence such as this leaves little room for other interpretation. It is easy to interpret his lack of coherent thoughts as a different universe with different mechanics entirely. However, connecting direct examples to eight of the nine symptoms of a real life mental disease, combined with his seemingly lack of incoherence, makes this a strong candidate mechanic in the DeepLeffen Alternative Universe.
Tsern

An example of Tsern depicted in art.

Created as the opposite equal to Amil - Tsern sits on a throne of quills and spikes. She lives only to see her followers rise and those that oppose her melt. She breeds anger, war, and passion. She has many names but in the beginning her true name was given - Tsern.

Those that live to serve her are swayed by the fortune and fame she brings. Those that want power look to her to help take it. This goddess almost always brings war, violence, and chaos.

However, one more trait lies with this deity which is strange but all too true. Within Tsern lies passion and with passion comes love. Those that follow her are known to be quite passionate; for the ones that want love would die to protect it.

It is because of this that this goddess seems to have a vast difference in followers. From war-loving Orks to the passionate songs of Bards, Tsern can be either much misunderstood or vastly loved. She is a wild card with two sides.

## Appearance

Tsern is truly a Queen, always shown with a crown. The sharper and more menacing the better. Her Red title often translates to artist depictions with red hair, as it represents both the passion of lovers and the blood of those who stand against Her. What race she is painted as depends on the artist, but a human appearance is popular as the short-lived race is seen as living the most "in the moment" as any other - an aspect that feels very much like a way of Tsern.

## Worship

### Place of Worship

A fairly informal place of worship is not uncommon for Tsern, although a statue of her likeness is known to appease her. A place of worship may be a place to clear your mind and focus your goals, or a place to get in touch with your passions.

### Followers

Those with ambitions or strong passions are ideal followers of Tsern. While not a traditional religious structure, there are still plenty who will sing the praises of their Red Queen. They may have flexible views or morals and may rationalize that the ends justify the means if it creates an ideal outcome.
Myth UO Wiki

**Welcome to the Myth UO Wiki!**
This is a wiki containing information about the world of **Myth**. This is a free to play custom roleplaying shard for Ultima Online. Learn about the lands of Terra, its gods, and more.

See our website for more information about the game, or see how to play here.

Want to see what events are coming up soon? Check out the event calendar.

Visit the forums to read and post roleplay stories for player characters.

## Important articles

Estvale: The Starting CityMost Recent Campaign of the Gods: TsernNew Organization: The Wardens of Nique TaureNew City Open: Nique Taure

*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.
Symbols

### Religious Symbols

Religious symbology is attached to the major deities, these symbols can be seen on architectures, clothing, armor and other works of art.

#### Saint Veeda

The Hourglass is central to depictions of Saint Veeda. It is even used by some clerics in a hand gesture to focus their divine energy or as a show of their devotion. The order one draws it is not important and is based on the personal preference of the user, it is said that the way a person draws it speaks a lot about them and their story.

Rarely seen also is a Sun and Moon, sometimes in eclipse signifying the balance Saint Veeda brings.

#### Mother Amil

No specific symbols though nature, a circle of stones and the cardinal directions have significance to the Amil symbology. The Moon is also a source of symbology for the followers of Amil. See Moon Ritual.

#### Tsern

No specific symbols though dice, coins, and chaotic thorn like images are known to be used by Tsern followers. The color red is strongly associated with Her.

### Other Symbols

#### Ankh

A t-shape with a loop on top, the Ankh or hoop and cross is the symbol of the healers.

#### Pentagram

A five pointed star within a circle, typically seen in demonology and undead, the pentagram is found in several dungeons of Terra.
Matt Summers

Matt Summers was one of the contestants *Survivor: Extinction Island* & *Survivor: Icons and Stars*. He is also the Sole Survivor of *Survivor: Redemption Islands*.

**Favorite Survivor Player**: Ciera Eastin

**Most Used Emoji**: 👀

**Desired Superpower**: Cloning, so I never have to leave my house.

**Title of Autobiography**: Always The Bridesmaid, Never The Vibe

**Best Advice Given**: Whatever you are, be a good one.

 Ep. 3 | Pennington
 Ep. 4 | Xavier
 Ep. 6 | ~~Stephe~~;Xavier

###

* Matt's Superlative Award was "Fucking Summers."
* Matt and Nic Pereira were named as making the Worst Move of the Season by voting for Xavier in Extinction Island Ep. 4.

**Favorite TV Show**: The Handmaid's Tale

**Least Favorite Emoji**: 💉

**Favorite Pizza Topping**: pepperoni

**Language You Want To Learn:**: Japanese

**If you were a chicken/veggie nugget, what type of sauce would you want to be dipped in?**: Please just let me LIVE in honey mustard

###

* Matt won the Best Duo Award with Asya Noelle.
* Matt's Superlative Award was "Council Regular"

**Is there an age people should stop having birthday parties?** omg NEVER the fact this question was even posed makes me so sad

**Favourite kind of salad?** fruit salad….yummy yummy

**What's the most iconic and/or star-like quality you possess?** being hot

**What was your favourite moment last time you played?** tying with asya at the end and then WINNING omg

TBD

###

* TBD

###
Guides

Need assistance? Look no further!

Myth Podcast S1E2 Mages

Myth Podcast S1E3 Rangers

Myth Podcast S1E4 Merchants

### Vanity Tickets

Learn about the extended customization item Vanity Tickets - where to get them and how to use them.

## Housing

As of 09/26/2020 housing is available in the following locations:

Crossroads Inn (Wagons, and Inn Rooms)

Estvale (Housing/Shops/Inn Rooms/Farms/Bank Vaults)

Nique Taure (Housing/Shops/Inn Rooms/Farms)
Moon Ceremony

### Summary

A ceremony by the Children of Amil to celebrate the cycles of the moon. Typically led by Virgle of the Wood, and for a specific moon cycle such as New Moon or Full Moon. The participants number four or more and are located at a Circle of Cairn Stones. The ceremony begins by opening the circle though speaking to the unseen ones in each cardinal direction from EAST, SOUTH, WEST, then NORTH. The participants then feast and drink, speak of things past and things to come.

The ceremony has seen many participants swear off their darker traits in favor of balance and the blessings of the Mother.
Kent and Raven

**Kent and Raven** is the relationship between Kent Griffin and Raven Reyes. They are portrayed by starring cast members Burkely Duffield and Lindsey Morgan and debut in ***The Queen and the Heda***.

After having a dream vision of Raven getting shot, Kent vows to protect Raven at all costs. Eventually they start talking and getting to know each other which leads them to fall in love.
Light Cleric

The clerics of light are seen as shining beacons in the sea of chaos that exists throughout the world. Their extensive studies, divine powers, and generally supportive and thoughtful demeanour have inspired many to feats exceeding the ability of the common man.

## Feats

**Alchemy Science**

This Feat will grant the character knowledge of the Art of Alchemy and its uses. Upon learning this Feat, the character will receive 30 skill points in Alchemy and gain the character's proper Alchemy equipment.

**Advanced Healing**

You have learned the strange ability to go into a deep meditative trance, thus allowing your body to heal itself much faster than otherwise possible. Entering and leaving this deep trance takes a lot of concentration and taxes the body. Once leaving a trance, you lose Mana in return for your health and you must give your body time to rest before entering it again.

**Turn Undead**

Through the character, the deity manifests a portion of its power, terrifying evil, undead creatures or blasting them right out of existence. No action can be taken while the character is attempting to turn undead. A lower skill levels, the character can turn undead so they lose moral and run away. At higher skill levels, the character will have a chance to destroy them outright.

**Holy Aura**

Your training and deeds to your deity have granted you the ability to protect yourself from evil-aligned characters. As you continue to follow your Path and gain experience, so too will the potency of the aura increase when it is used.

**Bestow Blessing**

You have been gifted with the ability to place blessings upon specially prepared items. This Feat is a requirement in creating holy items, such as Holy Water which is a bane of the Undead. The type of items that can be blessed increases based on the skill level of the Feat.

**Divine Might**

Using your Holy Symbol as a foci, you are able to call upon the Divine energies and grant yourself a damage boon in combat. For a limited time, you are able to deal extra damage to most undead creatures. Using this Feat will require you to expend a portion of your Mana pool.

**Healer's Oath**

By dedicating themselves to the preservation of life, the cleric casts off the mantle of zealous warrior and gains a profound talent for the preservation of life, gaining greater experience through the practice of their arts.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research

## Restrictions

Clerics are restricted to medium armor, maces, staves, and daggers.
Necromancer

Necromancers walk a fine line between life and death. Restoring a semblance of life to the discarded husks of flesh and bone, the Necromancer doesn't walk the fine line between life and death so much as rape and manipulate it. They depend on a deep knowledge of anatomy and the dark powers to fuel their creations.

## Feats

**Alchemy Science**

This Feat will grant the character knowledge of the Art of Alchemy and its uses. Upon learning this Feat, the character will receive 30 skill points in Alchemy and gain the character's proper Alchemy equipment.

**Arcane Enchantment**

The powers of the Arcane can be harnessed if the Mage is skilled enough and well-versed in the proper Lore. This Feat will grant access to the Magecraft system. As the Mage becomes more skilled in creating enchantments, the types of items the Mage can enchant will increase.

**Inscription**

During your years of research, you have learned to master the pen and quill, among other things. Because of this aptness, you can use your skills to work on other aspects. This Feat grants you access to the Inscription system. When this Feat is first learned, the Mage receives 30 skill points in the Inscription skill and a Scribe's Kit.

**Rebuke Undead**

Through the character, the deity manifests a portion of its power, taking control of undead creatures. However, since the power must be channelled through a mortal vessel, success is not always assured. No action can be taken while the character is attempting to rebuke undead. A lower skill levels, the character can control certain forms of undead. As the skill progresses, the types of controlled undead available increases.

**Summon Undead**

You have learned how to create a strong link between the material plane and the netherworld. This allows you to summon undead minions to serve you.

**Advanced Necromancy**

Years of training in the art of Necromancy has granted you the ability to use advanced spells and dark incantations for your sinister purposes.

**Undead Bond**

Your years spent down in the crypts have made you forge a unique bond with the undead. This allows you to speak through them as well as replenish your energy through their dark life-force. As your strength grows, several forms of undead will consider you as one of their own.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

NOTE: Stealth and Hiding are a combined Skill on UOMyth

## Restrictions

Necromancers have no need for armor that only serves to disturb their grasp on undeath, and as a result, they wear no armor at all.

Necromancers can only use staves and daggers. When one can summon the forces of the dead, one refuses to waste time with trifling mortal tools.

Good deeds do not befit masters of death, and Necromancers cannot gain notoriety/karma.
Bard

While more at home in a tavern or entertaining the masses at a festival, the Bard is no stranger to the dangers of the world. Cunning and guile are their watchwords as they spin a clever yarn to dazzle and confound the unwitting.

## Feats

**Backstab**

You are a creatures of the shadows. As such, one of the skills you have learned is the ability to approach your target unseen and unheard. By taking them from behind, you are able to strike one of the critical areas of the body and inflict greater damage than normal. As you become more experienced, the damage you can inflict will increase.

**Acrobatic Combat**

You have honed your reflexes to a state above normal. You're able to dodge ranged attacks, even magical ones. As well as learning to trick your enemies into attempting to block a faked attack, devastating their defences.

**Disguise**

The character has learned the ability to use disguises and can use the disguise kit to its fullest extent. The character is also granted a disguise kit to their inventory when choosing this feat. Use a Disguise kit to change your appearance including Name, Gender, Race, Hair/Facial hair Style. Beware talented Detectives who may expose your disguise should they examine you too closely...

**Use Magic Device**

You have learned to use enchanted items that spellcasters use. The type of item you can use depends on the your skill in this Feat. Some items include: wands, staves, scrolls, as well as other arcane items. But there is a risk, however, just because you can use the item doesn't mean that you know what the item will do when activated. A rogue's life is never easy, especially when it comes to the arcane.

**Espionage**

A cool head and a quick wit allows the rogue to understand the finer points of espionage, Eavesdropping at doors to hear what happens inside and deciphered hidden messages left in books and scrolls.

**Enchanting Melody**

Allows the Bard to play an enchanting tune that those nearby cannot help but stop to listen to.

**Cutting Words**

Through cunning, guile, and a mastery of provocation the bard is able to sow discord and strife through provocation even among his peers.

**Jack of All Trades**

As a traveller of the world, you have become well versed in a variety of skills, Allows the use of Cartography, Forensics, Tracking, Lockpicking, and Trap Removal. Increases the Total Skill Cap to 1200.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

NOTE: Stealth and Hiding are a combined Skill on UOMyth

## Spells

Bards can learn to use scrolls and wands through the Use Magic Device feat

## Restrictions

Bards travel light on the roads, and their lifestyle doesn't often call for metal armor. As a results, Bards can only wear leather armor.

Bards have no domain over the arcane and cannot cast spells. With a bit of study though, they can learn how to use scrolls and wands.
Lost Tweets

Lost Tweets are those that do not appear on the twitter account due to either being deleted or being posted elsewhere.

## Reddit-Exclusive Content

**Reddit Uncut 1:**
*It hurts my feelings as a man as well as a player when you take my stocks away. Also I'm not even taking this game seriously, so it's a little embarrassing how hard you are trying. Sometimes I like playing in training mode because that way I don't have to deal with clowns like you. Please don’t worry, guys. I’ll take care of you. If you have any questions or concerns, please feel free to ask and I’ll reply. For more personal help, it would be highly appreciated if you could send me NSFW pics. Also it's a fact that I can literally beat you in an actual fight. So in my honest opinion, I am better than you. In my honest opinion I’m not good at anything, I just play as a spongebunny. The rest of you are either idiots or dipshits. As another one of my characters I also play, I must say what the fuck is up with the up b at ledge with such a wide hurtbox. As far as I’m concerned, I've reached elite smash because I can get combos that last a long time. It doesn't matter how small my stocks are, what matters is how I use them. Edit: Also I play a lot of Ness.*

**Reddit Uncut 2:**
*Shall I compare thee to Ness or Lucina? Thou art more beautiful. I put thine ear to the ground and fucking discover thee to be a rich man! A prince is an incomparable protector of the rich! What a treasure then we lay claim to! If we were the penguin prince ourselves, we would add treasures more magnificent, and in all other respects more strong than those, which thou now discourses of, to that treasure. In this depth of covetousness there is nothing but iniquity and weakness, on one side, and this covetousness there is nothing but an excessive admiration of wealth. I take up one last time, to give thee an idea of that vanity which thou so boldly proclaims.*

*Shall I compare thee to ROB? Thou art more beautiful Than the fairest Princess Peach Thou hast lain with a million men, Many a man has she taken And made them as stones of clay. Ness knew these things, And showed the true way To a woman who knew not, Or was unwilling to know. -- "At Dawn" by Carl Heinrich Bloch "In The House of the Spider" by Hans Christian Andersen "Closes The Door, With A Last Picture" by Neil Gaiman "The Magus and the Mirror" by Edward Bulwer-Lytton "Behold My Skull Without A Soul" by Martin Durkin "Which Way Is Heaven?" by Ralph Wald.*

## References

1. ↑  https://www.reddit.com/r/smashbros/comments/fuv4km/the\_leffen\_bot\_twitter\_page\_is\_amazing\_if\_you/fmfjzos/?context=3
2. ↑  https://www.reddit.com/r/smashbros/comments/fpyn6i/we\_trained\_a\_neural\_net\_on\_leffens\_tweets\_and/flnx9gf/
Dwarf

It’s generally accepted that Dwarves were cast from the stone by early godforms to build Terra’s foundations. They have a need to turn resources into finished products and bring order where they see chaos. To them, all levels of culture and life should be strictly ordered. Much of the leadership of the Dwarven community is run by distinguished warriors and soldiers. Justice has a firm hand in the halls of the Dwarves.

Dwarves make hearty adventurers and, though stubborn, are among the most loyal beings in existence. They hold grudges as if they were carved into their hearts, and are often the first to join the battle against their ancient enemies. They hold a special hatred for the raider races, the Dark Elves and Orks, owing to countless skirmishes over the centuries.

Most Dwarves met outside of their kingdom are knight errants or miners collecting resources. Dwarven society is pragmatic and their affinity with the natural forces limits their ability to cast some magic. They do however boast legendary defenders who's fighting prowess cannot be matched toe to toe.

## Information

### Appearance

They are stout and hardy looking. Their shorter and wider stature makes it easier to keep warm in cold, harsh mountains of Montset.

### Lifespan

These sturdy people said to be as old as the mountains themselves have a lifespan to rival even the Elves. If they do not fall in battle, legend tells of ones who live to even see 400 years old. Like most other races on Terra, their early years keep pace with the youthful races like human, reaching maturity at around 18.
Deep MKLeo

Credits to Discord user Archie for the initial write-up!

## Overview

MKLeo's personality is not mentioned, but there is one overarching theme about him: He's really, really good at video games.

* He can memorize his character's name by heart, which is a much bigger deal in DL's universe than in ours
* On game 4, he cannot be beaten by anyone except Leffen who is on game 7
* He's also good at diddy kong racing, implying his skills go beyond simply smash bros
* He's described as top 30 in the world, oddly inspecific

His death and planting into the ground has given evidence towards reincarnation, which has been proved via other sources.

## Relationship to Deep Leffen

**Note that the entirety of this content is patreon exclusive . It has been summarized for the sake of completeness.**

Deep Leffen has interviewed MKLeo during his tenure as the number 1 Super Smash Ultimate Player in the World. In this hard hitting interview, Deep Leffen asks MKLeo the hard questions regarding:

* his allegations about killing a leprechaun
* his opinions on Fruit by the Foot
* his take on a hypothetical where he is a baby being sacrificed to aliens
* what he would do during his final moments on earth
* his take on a hypothetical where he has to murder Dragon Hitler
* his opinion on  Deep Leffen's feet

## References

1. ↑  https://mobile.twitter.com/DeepLeffen/status/1262764314403852288
2. ↑  https://mobile.twitter.com/DeepLeffen/status/1247200080987402240
3. ↑  https://mobile.twitter.com/DeepLeffen/status/1246458128054484999
4. ↑  https://mobile.twitter.com/DeepLeffen/status/1245739689522446337
5. ↑  https://www.patreon.com/posts/smash-with-with-41593107
The Wretched Woman

Her bag was heft on her back, she wheezed and she panted. Her bones creak.

She has what you need.

She takes what you don't.

She trades, and she has gold.

She has a red eye of glass, and it bobbles as she talks. Her breath smells.

But she buys, and she sells.

If you come to the tavern, about once a month- perhaps she will be there.

Because she buys, and she sells.

## History

Not much is known about this mysterious traveling trader. Surely any who knew of her past are long dead. Anyone you ask seems to know of her as she is now, and nothing more.