recursal/Fanatic-Fandom huggingface dataset:
Council of Nyvelume

The Hall of the Council, where all day-to-day operations take place.

The **Council of Nyvelume** is a group of prominent Elven sorcerers and scholars that govern the Kingdom of Nyvelume. With an initial member count of four, the council has expanded alongside the growth of the kingdom.

## Description

The council conducts their matters in the Hall of the Council, the oldest building in Nyvelume. They are responsible for regulating everything concering the kingdom, including diplomacy, laws and war strategy.

In theory, the Council of Nyvelume operates on a flat hierarchy model, with all members having an equal say on all topics. The members are all encouraged to speak up on matters they deem important and partake in the lengthy decision process. In practice, the more notable members hold more sway, as they are openly able to influence others to vote to their liking.

During the Bright Age, the council came to consist almost exclusively of sorcerers and wizards. As such, the Kingdom of Nyvelume has often been described as a magocracy, with the most powerful mages having the most influence.

## Original members

* Mindartis Ilphelkiir
* Adcan Meliamne
* Althaea Surinyamion
* Berrian Corlersaat
Akallnath

**Akallnath** (Augyric; *Empty room*) is a realm woven by Mithiël.

### Fellowship of Gamba

The Fellowship of Gamba might have appeared briefly in Akallnath during their encounter with Oblivia, although this remains unconfirmed.

## Appearance

Entering Akallnath begins with a sense of enveloping darkness, followed by the awareness of time being shattered. While inside, the world is heavily distorted, darkened, and at all times terrifying. Some people experience heightened emotions, while others feel drained and emptied of all such things.

Akallnath appears very much like the ordinary world, albeit devoid of nature and life. Several structures can, however, be seen only in Akallnath - most notably tall obelisks and other buildings raised by Mithiël. Their importance was most prevalent during the War of the Eternal Night.
High Magus (Direloth)

**High Magus**, or **Archmage**, is a title assigned to the keeper of sorcery in Direloth and the Cold Kingdoms. The title has mostly lost its importance following the fading of the elder art. It has essentially only been bequeathed to scale-wielders since the merging of the Houses of Men.

## History

High Maguses have historically been strongly criticized and invalidated as they are living contradictions of the heretic faith of Direloth. Following the departure of the Augûrs, the Fall of the Elves, and the protected scriptures of their existence, the opposing faith took hold even further, leading to crusades against the High Magus (and scale-wielders in general).
Helm, the God of Protection

Helm battling a marilith demon.

**Helm**, also known as the **Vigilant One**, is the god of guardians, protection and protectors. He's mainly worshipped by paladins and clerics, long being seen as a cold and focused deity who impartially took the role of defender and sometimes also enforcer. Helm's symbol is a staring wide-open eye and is often found on left gauntlets worn by his devotees.

Helm is considered to be a lawful neutral entity; he is known to aid loyal worshippers and those that faithfully serve him.

## Appearance

To mortals, Helm only appears wearing a full suit of armor, representing the weight of his heavy responsibilities.
Tower of Light

The **Tower of Light** is a tower located on the coast near Aston. Its sole inhabitant is Belba Amster, a Halfling Wizard. The building primarily serves as a lighthouse, guiding ships to the docks of the city. However, as it is also home to the area's only known Wizard, it frequently receives visitors seeking help and advice.
History

Below, you will find a brief history of the wiki. This list will be updated semi-frequently and is meant to include select events or milestones that concern the entirety of the site. This page does not, however, include any information on the actual content of the wiki or any smaller changes, as those are already regularly covered in the patch notes.

## 2018

* June 7: First Dungeon and Dragons session.
* June 10: The wiki is started by Gambaas. Subsequently, the first few pages are created.
* July 3: The wiki reaches **60** pages.
* September 23: The wiki hits **100** pages.
* September 26: The first patch notes are released.
* October 9: The wiki reaches **2000**edits.
* October 28 (?): "100% Accomplished Tasks" status is achieved.
Племя Кошачьих Приключений

Племя Кошачьих Приключений- одно из племен СЕП.

## Как создали племя?

Однажды Одетта лежала на мусорных баках и ждала Уинстона. Но вдруг к ней подбежала какая-то кошка, представилась предводителем КЕТ и предложила Одетте созадть свое племя и заключить союз. Одетта согласилась, создала племя,придумала название и иерархию и набрала котиков. Так и создали ПКП, а заодно и Союз Единорожьих Приключений.

## Должности

Тут есть только Лидер, Наследник и Целитель. Другие коты считаются "котами без должностей", так как ПКП похоже на одиночек. Лидершей считается Одетта, Наследницей Снежинка, Целителем Эмили.

## Гимн

Племя Кошачьих Приключений

Очень приключений ждет!

Так, какой у нас на этот раз,

С преступниками разворот?

Сегодня мы в ударе,

Агенты на мягких лапках!

Чего вы ждете, коллеги?

Пора приниматься за дело!

Одиночки мы,конечно,

Но наша шерстка искрится вечно!

Жаждим приключений всегда,

Одетта-раз,

Радужка-два!

## Отряды

Здесь 2 отряда: Зоркоглазые и Фантазеры.

Зоркоглазые- коты, которые следят за порядком в ПКП. Требования для вступления в этот отряд: возраст 16 лун и более, адекватность и грамотность, ответственность.

Фантазеры-коты, которые могут рассказать истории соплеменникам. Для вступления в этот отряд нужно: возраст 14 лун и более, фантазия, грамотность и адекватность.

## Вера

Облачное племя (Как говорят в КВ, Звездное племя) и Клан Сумрака (Как говорят в КВ, Сумрачный лес)
Ukun

**Ukun**, also known as **Dresdil**, is one of the biggest and most diverse continents of Azgerath. It consists of a variety of biomes and is inhabited by all Races of Azgerath.

## Points of interest

* Alliriss' Fall
* Isles of Anchor
* Kingdom of Direloth
* Kingdom of Nyvelume
* Umberwreck
* Withered Barrens
* Woods of Jialnor
Cruz Orbs

An illustration depicting one of the Orbs.

The **Cruz Orbs** are three sphere shaped magical artifacts that are believed to contain immense power. When combined, the trifecta supposedly has the ability to counteract the Curse of Mortality and liberate its wielder from death.

## Origin

The origin of the Cruz Orbs and their powers are mostly unknown. The Orbs are only mentioned in a select few scriptures dating back to the Primal Age; one such account claims that Mithiël himself created the Orbs during the First War. The same chronicle warns of the relics' close link to Necromancy, stating that the Orbs could corrupt even the strongest minds.
Gamba's Diary

The **Diary of Gamba**, formerly known as the **Diary of the Archmage**, is an

## Contents

### Trial of the Stormborne

The **Trial of the Stormborne** is an ancient prophesy authored by the Valei, or more specifically, the Equilibrium Dyad. The prophesy implies that a Stormborne can, through a sequence of trials, inherit certain abilities.

The abilities are to be used in order to maintain the delicate balance of the Dyad. If either deity were to disrupt the balance, a prophesied Stormborne holds the means to correct it.

The entire trial consists of three individual trials in which the previous is succeeded by the next. The separate trials are said to be "*A Trial of Power", "A Trial of Wisdom"* and "*A Trial of Spirit"*. Unless each individual trial is accomplished, the prophesy is unattainable to that particular Stormborne and is not to be initiated again.
Weaving

- Uronin to Gamba

Weaving, also known as Sorcery, is the practice of using thread to weave objects and energies into existence. Weaving is performed in batches of overlaying thread, meaning dexterity and memory determines much of the speed and potency in a weaver. Weaving is most effective when used along with an anchor.

## History

### Twins

In the case of twins, or similarly triplets, their blood can be combined without an anchor and used between all siblings; magnifying their potential powers.
Одетта

Одетта-предводительница Союза Единорожьих Приключений.

## Биография

Сначала была домашней киской,жила вместе со своей сестрой Рози, ухаживала за ними добрая бабушка. У нее же была дочь, которая НЕНАВИДЕЛА кошек. Однажды дочь позвонила своему так называемому "бойфренду", и сказала:

-Когда эта старуха умрет, кошек выбросим на улицу, а сами будем жить в этой дорогой вилле!

Одетта с Рози подслушали этот разговор. Вскоре, когда добрая мать ужасной дочки умерла, всё стало как и в их разговоре, но еще хуже. Одетту с Рози посадили в тесную коробку, коробку обклеили скотчем и выбросили на улицу. Так эта коробка лежала около месяца, кошкам чудесным образом удалось выжить. Мимо проходила собака, которая гуляла с хозяином. Собака громко лаяла на коробку, хозяин собаки открыл коробку и привёз кошек в ветприемник. Оттуда Рози с Одеттой забрала девочка с матерью. С тех пор Рози жила в доме, а Одетта большую часть своего времени проводила на улице. Но потом, когда кошка по имени Радужка предложила ей создать племя, она согласилась и создала Племя Кошачьих Приключений и скоро был заключен союз с КЕТ.

## Характер

Упрямая, настойчивая,искательница приключений, заботливая.

## Интересные факты

* В последней книге "Спасти Одетту" родила котят.

* Сначала была врагом Уинстона, но потом они стали парой.
Elvish

**Elvish**, alternatively **Elven**, is the formal language of the Elves. As many of the independent Elven communities have grown isolated from each other throughout the eras, the language has developed a plethora of different dialects.

Considered to be one of the most elegant languages still in use, many bards of different races choose to learn Elvish to better express themselves in song or poetry.
Shade

**Shades** are the beasts and creatures indirectly created/influenced by darkness - either by Mithiël or other sources. Originally Lifeblood, the shades either joined Mithiël's forces or remained corrupted in silence. They are also known as *Corrupted Lifeblood*.

## History

### Shadows

In severe cases, the disturbed spirits of shades can allow them to be *shadows*. As a shadow, the shade has completely fallen to darkness and can take shapes of unknown proportions. Dark Adepts have often used these as minions and sources of power.

## Personality and traits

Not necessarily deformed and reshaped, sometimes a simple change in personality caused by dark magic is enough to be called a shade. Several creatures are senseless and bloodthirsty due to them being driven mad by the conflict in nature.
Joltan

**Joltan** is an elderly Human Wizard. Secretive to strangers, little is known of his past. He's often accompanied by a Goblin named Grumble.

## Biography

### The Cruz Orbs

At some point during his adult life, Joltan learned of the existence of the Cruz Orbs and their unfathomable potential. As he longed for power, he set off on a quest to locate them. To achieve his goal, he gathered together a small group of skillful adventurers from all over Ukun, promising them wealth in return for their help. The group later became known as the Fellowship of Gamba.

### Search and betrayal

Joltan took his newly acquainted companions on a lengthy journey across central Ukun to find the Orbs. The search firstly led them to the Cave of Cruz, where the group successfully recovered the first Orb. The party then continued their expedition to Merkwitz, where they were able to secure another Orb.

As Joltan laid his hands on the second Orb, he betrayed his loyal group of adventurers, revealing his true intentions to use the Orbs for malicious purposes. He then fled the scene, wandering off to acquire the third and presumably final Orb.
The Ardent Threads

Known by many names in many tongues, **The Ardent Threads** are long shimmering strands of light that can be seen throughout the world. They generally start from the deepest of valleys and stretch far beyond the clouds.

## History

The Ardent Threads are traces of what occurred during the Dawn of Night, showing the trajectories of light that fell from the shattered sun.

*there are 'forests' of threads at several points throughout azgerath. the first men who settled in one of them later became elves.*
Ag Amm

**Ag Amm** is a city in Ukun. It was one of several places the First Men settled during the Wars of the Twelve Faces, but the last still known by its Dormaic name.

## History

### Wars of the Twelve Faces

The First Men originally built Ag Amm as a refuge, the last stronghold against the Augûrs. Securing the walls and gates with stones upon stones, the people of Ag Amm eventually imprisoned themselves. With the arrival of the Augûrs, the fortress was leveled without much difficulty, and the inhabitants were slaughtered in what is now known as the Battle of the Red Peaks. The Augûrs were forced to retreat as the armies of \* attacked. Ag Amm was later rebuilt and has become a subject of much speculation.

## Traditions

The Battle of the Red Peaks is still vaguely remembered in Ag Amm and is celebrated with the *Day of the Red Peaks;* a day where the streets are drenched in red wine to symbolize the spilled blood.
Hour of Eclipse

The **Hour of Eclipse**, or simply the **Eclipse**, is an event in which the Moon is obscuring the light from the Sun. Together they form a passage that allows the Augûrs to enter Azgerath.

## History

For the Augûrs to traverse the passage, two anchors must be in place. The Augûrs have long searched for their sister Eophen in order to use her as an anchor in the mortal realm, and are still searching for a mortal anchor to use in their realm. Until the two anchors are in place, the eclipse means nothing to the Augûrs.
Mindartis Ilphelkiir

Mindartis in his famed alchemy workshop.

**Mindartis Ilphelkiir** was a High Elven alchemist and a founder of the Council of Nyvelume. Described by Berrian the Wise as "brilliant, but with an exceptionally short temper," Mindartis met his demise following an explosion in his own workshop shortly after the foundation of Nyvelume.
The Morning

**The Morning** is the creation of everything that was, is, and will be in the universe. It is said to never be met with Dusk.

## History

### Walls of the Morning

In the beginning, light only shone brightly onto the face of a young being. In its loneliness, engulfed by darkness, the being, later known as the Morning, endlessly etched bright white letters onto large black walls. These words were to be the rules of the world, of light and darkness, happiness and sadness, of blood and faces. At the gust of a breath, the words all came to be. It all began. Winds blew harsh on its cheeks, black clouds spat ash in its eyes and cold rain shot like glass on its hands. It was thrown and spun around, burnt by fire and bit by frost. The world was out of order, its rules were out of control. The world was swinging like two pendulums into chaos. Scraping with its broken blooded nails, the last words of the walls was its final effort to save it all from mindless mayhem. It gave the world the ability to choose, to decide its outcome, to weave a fate. But nothing changed. It kept twisting, dragging and flailing everything it had around in a giant mess. Everything the Morning had ever felt was ripped from it and thrown into despair. Below, however, the black clouds began to separate. The peak of a snowy mountain reared its head. It seemed to become larger and larger, until it understood that it was falling towards it. The sharp peak impaled the Morning through the chest and forced its final breath from its lungs, killing it almost instantly. The blood of the god began dripping down the mountainside.

### Anner

   The grotesque amount of bleeding which followed became connecting rivers which were named *Anner ("The Blooded")*. The rivers ran disembodied across the world like veins. Some covered the surface while some ran further down in large chasms and clefts where they settled in the underworld. In the quiet parts of the rivers, in the pockets which became lakes, faces appeared. These were Augusts. The Augusts were immense collections of blood, eventually drying and taking shape. The Anner would also come to be the origin of lifeblood and the First Men.

### Dawn of Night and the Broken Glass

Below the twisting ashy winds, the faces of the Augusts would mark the beginning of a new world. A world of intertwined fates and bloodlines, of nights and shattered skies, and of deaf godless prayers.

The face of each August had its own birth. For some, dry red lakes began bubbling like cauldrons, each blinking like eyes, for some the blood crept between the crevices of dead black trees and hung down like cocoons from its thin branches, and for some it even flew towards the sky and rained down like hellfire. Whichever way it was, it was never pretty.

### Primal Age

The Augusts vanished, time gained polarity, and the world needed time to thaw; this age later came to be known as the Primal Age.

### The Augûrs

*As the worlds diverged into infinite pieces, as they once were one, their sum still has to converge.*
Tower of Uronin

The **Tower of Uronin** is a citadel (or tower), located on a desolate cliff in the Kingdom of Direloth. The tower is predominantly associated with its first, and foremost inhabitant, Archmage Uronin.

Following the incarceration of Uronin, the tower sealed itself off from the adjoining Kingdom, not allowing any passage through its gates. At the presence of Gamba Ravenborne however, the tower reawakens - revealing its hidden secrets.

## History

The formation of the tower took place during the
Unvale

**Unvale** is an ethereal realm woven by \* and later expanded by other weavers. Several creatures call this realm their home and it has been used extensively by the Elves. It is one of the greatest and most infamous achievements in weaving.

## Geography

Unvale has no uniform, solid terrain and is usually traversed by flying ships driven by woven water.
Diamond Diamond No MI

Diamond Diamond No Mi, also known as Daiya Daiya No Mi, allows the user to turn it's body or parts of their body into diamond, this Devil fruit has a rarity of uncommon with a 15% chance of getting it everytime you do Sam's quest.

**Abilities**

Diamond Body: Turns the user's body to diamond, significantly increasing their defense

Diamond Blade: A sword of diamond is formed.
Gas Gas No Mi

Gas Gas no mi, also known as Gasu Gasu no mi allows the user to transform into a type of gas at will, this is a Logia-type Devil fruit and is also of the rare rarity, which means it has a 5% drop chance.

**Abilities**

Airless World: Creates an aura of gas near the user that causes damage to others, scales with defense.
Gacrodh Uz

- Khilad Ukana in the Chronicles of Khilad

**Gacrodh Uz** is one of two Orcish settlements located in the Withered Barrens; the second being Zron Varred. It is thought to be one of the most open Orcish communities in the region, as the Orcs living there are considered hospitable to outsiders and occasionally conduct trade with other nearby settlements (primarily Aston).

## History

The settlement is believed to have been founded by a long-established Orc tribe that had lost their previous home for unknown reason(s). Gacrodh Uz was established prior to the Drought of Essence, which was an event that transformed the lands into a desert-like wasteland. The then lively lands provided the Orcs with resources that allowed them to quickly expand their territory. This development was detailed by Khilad Ukana in the Chronicles of Khilad, who described the Orcish encampment as "a place that flourish[ed] with life and spirit".

### Battle of Adar

#### The Crisis

The Drought of Essence caused discord in the settlement, as many of the inhabitants relied on the grassland around them. This feeling was magnified by the accusations made by Dhohzag the Intimidating, a general from Zron Varred, who alleged that the Orcs living in Gacrodh Uz were indirectly responsible for the entire disaster. Dhohzag claimed that the non-traditional ways of Gacrodh Uz and their reckless usage of natural resources had angered the gods.

#### The Battle

As tensions between the two tribes escalated to levels never before witnessed, Dhohzag ordered an assault on Gacrodh Uz. However, he greatly underestimated his opponent's resistance and capabilities. Dhohzag's army was met with unexpectedly fierce opposition before even reaching the settlement, and Dhohzag was ultimately forced to retreat with the remainder of his warriors. This gory two-day encounter became known as the Battle of Adar.

#### Aftermath

As both parties suffered heavy casualties, a fragile peace treaty was negotiated between the tribes.
Chop Chop No Mi

Chop Chop no mi, also known as Bara Bara no mi, allows the user to be immune to slashing or sword attacks and allows the user to split their body apart for different reasons

**Abilities**

Cannon: The user's arm splits off the body, and propels itself directly forward to increase Melee distance but doesn't increase damage.
Swim Swim No Mi

Swim Swim No Mi, also known as Sui Sui No Mi allows the user to swim through any surface, this Devil fruit has a rarity of common with an 80% chance of getting it everytime you do Sam's quest.

**Abilities**

Swim: Allows the user to swim through surfaces. It does not, in fact, let you swim in water as a Devil fruit user.
Augûrs

- Lu'ran on the Augûrs

**Augûrs** is the name given to the twelve siblings who have played a pivotal role in the history of the world.

## History

The twelve faces of the Basilisk.

Augurs could be the actual singularity acting out its vengeance, or the agents seeking to develop the singularity, namely Dusk.

## Appearance

The Augûrs appear as angelic beings, different from the flesh and blooded shape of lifeblood and men.

## Notable figures

* Abelthiel
* Penemu
* Helm
* Eilë
* Hilas
* Vorthar
* Balzhar
* Desmund
* Sinu
* Umbren
* Eophen
* Mithiël
Задний двор

Задний двор- место для отдыха. Тут отдыхает СЕП.

## Внешний вид

Есть кустики, мусорные баки, даже старенький, но надежный диван. Здесь раньше жила Одетта. Еще тут есть тайный ход- по нему можно пробраться в пещеру.

## Для чего предназначено место?

Здесь место для отдыха. Котики СЕП лежат на мусорных баках, предводители по тайному ходу пробираются в пещеру и спят там. Котята и ученики отдыхают за кустами.
Snipers

"Snipers" are the ranged weapons of One Piece, there are currently 4 types of Snipers, a Slingshot, Ninja Stars, Crossbow, and Flintlock, The merchant for these guns can be found in Snow Island further behind spawn island

**Prices**

Slingshot:1,000 Beri

Stars:5,000 Beri

Crossbow:7,500 Beri

Flintlock:10,000 Beri
Союз Единорожьих Приключений вики

## Добро пожаловать на **Союз Единорожьих Приключений вики**

ДОБРО ПОЖАЛОВАТЬ на СОЮЗ ЕДИНОРОЖЬИХ ПРИКЛЮЧЕНИЙ ВИКИ! Тут вы можете узнать всё всё всё об этом союзе. Он существует в детской онлайн игре Шарарам. Это союз одного клана и племени: Клан Единорожьих Тайн+Племя Кошачьих Приключений. Создали этот союз 2 девочки играющие в Шарарам, и они обе предводительницы своих кланов/племен. Они не Коты Воители, они Воители Радиации/ПКДшники. Потому что коты-воители это дно.

## Помощь участникам

**Фэндом** — это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой вики: просто нажмите кнопку «Править» в верхней части любой страницы. Посетите Вики Сообщества и задайте любой вопрос на форуме.

Вот список некоторых служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Шаблоны
* Активные участники
* Категории
* Свежие правки
* Новые изображения на вики
* Справка

## Создать страницу

Вы можете улучшить эту вики. Создайте новую статью!
<createbox>
width=24
break=no
buttonlabel=Создать новую страницу
</createbox>
Так же вы можете улучшать уже созданные страницы
Союз Единорожьих Приключений

Союз Единорожьих Приключений- союз, который создан 9 июня.

## Начало союза

Однажды Одетта лежала на мусорных баках и ждала Уинстона. Но вдруг из-за кустов появилась какая-то странная кошка. Она была белого цвета, почти точь в точь как Одетта. Она элегантно запрыгнула на бак и сказала:

-Приветик. Ты же, как я понимаю, Одетта?

Одетта не уверенно ответила:

-Эмм..да... А ты кто?

-Я Радужка, одновременно и хранительница солнца КЕТ и немного одиночка. Одетта, не хочешь ли создать свой клан и присоединиться к КЕТ? Тогда у нас будет союз.

-Хм... Неплохая идея! А приключения же будут, да?

-Если хочешь, то будут.

-Тогда хорошо! Я назову свой клан (племя) Племя Кошачьих Приключений.

После того, как Одетта придумала иерархию и набрала котов в ПКП, она мяукнула:

-Радужка, я готова к созданию союза! А называться он будет Союз Единорожьих Приключений.

-Отлично!

С тех пор существует СЕП.

## Должности

Котенок- 1-6 созвездий

Обучаемый Судьбой, Обучаемый Исцелению или Обучаемый Доверию- 6-12 созвездий (тоже самое, что и ученик, ученик целителя, ученик глашатая)

Возвышающийся в Небеса - 12-16 созвездий (тоже самое, что и Восходящий)

Мяушкетер или Обучающий Судьбу- 16-30 созвездий (тоже самое, что воин или учитель)

Исцеляющий- 30-40 созвездий (тоже самое,что целитель)

Наследник- 40-59 созвездий

Хранитель Приключений- 59-70 созвездий (Одетту взяли в 36 созвездий, поскольку она создатель ПКП)
Клан Единорожьих Тайн

Клан Единорожьих Тайн-один из кланов СЕП.

## Жизнь в клане.

Все коты помогают друг другу, заботятся друг о друге и преданы КЕТ. Участвуют в патрулях.

## Верхушка КЕТ

Хранители солнца: Одетта и Дочь Солнца.

Глашатая:?

Хранитель здоровья: Звездная Кошка (бывшая Ирискошерстка).

Ученик Хранителя здоровья:?

## Должности

Хранитель солнца

Глашатай

Хранитель здоровья

УХЗ

Атакующий

Младший атакующий

Дитя Солнца
Hobby Hobby No Mi

Hobby Hobby No Mi, Also known as Hobi Hobi no mi, allows the user to turn others into toys and obtain control of them, While under the influence of being a toy, the affected cannot use abilities or attack, they can move freely until the Hobby User denies.

**Abilities**

Transform: Transforms the affected into a Toy, this affected is only released when the Hobby user dies or when the hobby user disables the effects

Release: The affected turns back into their human forms.

Control: Can control where the affected move towards.
Session 10

Session 10

Sunday, December 18, 2016

5:19 PM

At the memorial service for all those fallen in the serpent folk attack many nice things were said for Ziggy.

Scout Niketas arrived to warn them that the Legion is under siege from Ash Giants, there was a warband hot on his trail.

They were attacked by a giant and 24 Kardan Bugbears.

They killed the first wave of 5 with the help of the 4 GMPCs.

Then they charged the remaining 19 and their Ash Giant leader (a Fire Giant).

They defeated the Ash Giant warband.

Scout Niketas tells them that there are at least 4 more giants and around 100 goblinoid mamluks beseiging the fort.  He estimates that the fort can hold out for another 2 weeks.
Chandrila

### Planetary Bonuses

* RESTRICTED BUILDINGS: Production and most defensive buildings can't be built due to Chandrila's pacifism.

## Special Structures

### Rebels/New Republic

* Alliance Base
* Medium Factory

### Galactic Empire

* Small Mining Colony
* Army Headquarters
* Advanced Factory

### Black Sun

* Black Sun Palace
* Black Market

## Subsidiary Information

### Wildlife

Bulabirds, Marmal-fish, Skor-fin, Starleg

## Historical Reference

Chandrila was a pacifistic planet in the Core Worlds of the galaxy. The female human Mon Mothma hailed from Chandrila, and represented her homeworld in the Senate of the Galactic Republic. It was also the homeworld and birthplace of Ben Solo. Chandrila was one of the planets targeted for destruction by Emperor Sheev Palpatine's second Death Star, who planned to use the station's planet-shattering superweapon to end the Rebellion through sheer terror.
Skymtes Naïlo

**Skymtes Naïlo**, formerly known as **Aelar Amakiir**, was a cast-away aristocrat turned adventurer.

## Biography

### Early Life

Born in Aserion, a rather open village in the Woods of Jialnor, Aelar was a part of the esteemed family of Amakiir. The Amakiirs had protected the village and the surrounding woods for centuries. Aelar was a child with a burning passion for mischief, which was condemned by the rest of the family. During a festival designated to the family's older brother, Rolen Amakiir, Aelar went too far with his misconduct and was cast out of the family, forcing him to leave his hometown.

#### The Pack of Wolves

Stripped of his name, the young Elf began wandering from village to village as a work for hire while gaining knowledge in languages, deception and stealth. After spending a vast amount of time on the streets, he got acquainted with the Pack of Wolves, a tight-knit crew of people renowned for their willingness to take on difficult jobs. During his time there, he acquired the name Skymtes Naïlo as well as proficiency with poisons, disguises and the basic thieving tools. Skymtes turned out to be a fast learner and swiftly became a full fledged member of the pack.

### Death

During an ill-fated battle as part of the Fellowship of Gamba, Skymtes was hit by a magical tidal wave and subsequently died in combat.
Gamorr

## Historical Reference

Gamorr was an agrarian planet located in the Opoku system of the Outer Rim Territories. It was the homeworld of a porcine sentient species, the Gamorreans. Its varied terrain ranged from frozen tundra to deep forests, and was considered quite pleasant by off-worlders. Nevertheless, tourism was highly discouraged to Gamorr because of the vicious lifestyle of ferocious, bloody warfare constantly being waged between rival Gamorrean clans.
Disruptor Mercenary Platoon

## Lore Description

Used as frontline soldiers for the Black Sun, these mercenaries were outfitted with armor and illegal disruptor rifles to enforce Xizor's will across the galaxy. While costly, they were extremely effective at vaporizing any foe that crossed their path.

## Combat Information

**STRENGTHS:**

A platoon of well armed, well armored mercenaries that can decimate enemy vehicles and vaporize infantry with their powerful disruptor rifles. In regards to vehicles, medium armored targets and lightly armored targets like the Seraph-class Urban Landspeeder, AT-PT, and T1-A Hovertank can be melted quickly by this unit. They are also armed with Ion grenades which can bring down the shields of enemy vehicles or stunning vehicles if they are un-shielded. Once un-shielded, the platoon can help bring the enemy vehicle down with their rifles. These platoons fit well within the Black Sun battle line because of this versatility.

**WEAKNESSES:**

Their high cost make them difficult to field unless you have a well established economy. Also, as their status as infantry, they can be overwhelmed by anti infantry vehicles. Keep in mind also that disruptors are rather weak against shields. Their armor can allow them a few hits, but they will still fall quickly to this damage type. Keeping them protected from too much anti-infantry fire is essential for bringing out the best of this platoon.

## References

* **The infantry weapons used by this infantry unit have DXR-6 Disruptor Rifles.**
Yomu

Sturdy Elk-folk of the coniferous Emerald Mountains. They organize in strictly-tiered patriarchies, with the royal House Bokail at the top. King Elias Bokail leads all Yomu in a year-long cycle of rituals and standards (which include atheism and abstinence from magic). Though relatively small in numbers, the Kingdom of Iom is known around the world for their export of fine materials and competent warriors. Exiled Yomu are considered dead by their society, but make up roughly 1/5 of the Yomu population, and generally congregate in communities in South Ygsen or Tekra.

### Role Playing

* *+*1 CON (+3 for females)
* +2 STR
* Size: M
* Speed: 30
* Darkvision: 30

———

* *Antlers:* Male Yomu begin growing antlers in the early spring. They are fully-grown by the end of spring and fall off mid-autumn. With full-grown antlers, you may make a rush attack by moving into an adjacent space to target, adding STR to base attack mod and 1d6 damage. Target makes a STR saving through. If fails, is shoved back 15 feet and is knocked prone.
* *Heirloom:* Each Yomu inherits an item, weapon or garment passed down by the ancestors of their House. Gains proficiency and advantage in the use this object.
* *Herbivore:* Can only eat plants. Special effects of herbs are augmented by 1d4.
* *Status:* If exiled by Yomu society, -4 CHA in interactions with those within, but +2 CHA with fellow outcasts.

———

* Skill prof: Nature, History
Idin

The God of Stillness, Balance and the Ocean.

Little is known about Idin. Known widely the "Sleeping Sea God," as there are few accounts of any Idinic sorcery. Some still worship her, namely sailors, travelers and hermits who claim doing so grants them safety and harmony with their environment. With accounts of this fifth God fading into myth, many any are beginning to doubt her existence.

Depicted by the Avians as a heron.
Selg

These amphibians are the second-most populous race in Mauga. Two subraces exist- the seafaring Saltwater Selgs and the tribal Freshwater Selgs. The difference in the two is so extreme, they will be listed here separately.

## Saltwater

Saltwater Selgs hails from in the briny deltas of South Ygsen, where they hold the wealthiest trade network on Mauga. Adapted to live in shallow tide pools. Their skin generally takes on earthy brown, grey or green hues, occasionally with patterns of yellow, red or orange. As a society, they excel in astronomy, mathematics, and communication. Their cities typically consist of foreign delegates and expatriates.

### Role Playing

* *+*2 INT
* +1CHA
* Size: M
* Speed: 20 (land) 40 (swim)
* Darkvision: 0

———

* *Multicultural:* Has a basic comprehension of all modern languages.
* *Amphibious:* Fingers and toes are webbed. Can stay underwater for up to one hour. Has an advantage on all physical rolls underwater. Must thoroughly soak in saltwater at least once every two days (their homes typically have a saltwater mud bath), or take a -2 CON penalty for subsequent each day without moistening AND lose the Fast Healing ability.
* *Fast Healing (must be moistened):* May heal 1d4 damage once a day

———

* Skill prof: Deception, Persuasion, Slight of Hand

## Freshwater

Freshwater Selgs live in the tropical slopes of East Ygsen. Typically colored in vibrant neon patterns. Their resistance to solidifying their culture with the written word or permanent structures has led to the misconception that Freshwater Selgs are primitive, though in reality, their harmonious living and verbal transmission of wisdom has resulted in one of the oldest and successful cultures on Mauga. They generally worship Ygseni, ancient and elusive plant folk considered to be the direct children of the goddess Ujar.

### Role Playing

* +2 WIS
* +2 DEX
* Size: M
* Speed: 30
* Darkvision: 20

———

* *Amphibious:* Must coat skin in freshwater at least once every two days (Typically gleaned from the misty rainforest air), or take a -2 CON penalty for subsequent each day without moistening AND lose the Sticky Fingers ability.
* *Sticky Fingers (must be moistened):* Add DEX mod to climbing rolls. Can climb even the smoothest of surfaces, and stick to them for up to 20 minutes.
* *Poison Secretions:* If threatened or stressed, skin produces a poison that effects any non-Selg that touches it directly. The effected area is paralyzed for 30 minutes (DC 15 CON save). Can be applied to weapons. If entered the body through injury, the target takes 1d4 poison damage and is paralyzed entirely for 30 minutes (DC 15 CON save)

———

* Skill Prof: Nature, Medicine, Survival, Religion (Ujar)
* Weapon Prof: Blowgun
Captain Atana

Atana

* Ground

## Combat Information

So, this is Captain Atana, the madlad that thought it was a good enough idea to command ATPT's and not something with more heft of say ATST's. Atana and Co. are fairly good in the direct early game when you're just trying to get worlds secure and take out a few of the enemy's. (Since the 2.9 update ATPT's have had their armor buffed to being medium armor so they no longer get shafted instantly by a company of seraph speeders, this does not mean you can just send them near AT units and expect them to be fine.) Having only 5 ATPT's and captain Atana in the company there's no real reason to keep him active in the front lines unless you are really in need of his 10% vehicle bonus when Veers or Heget are busy/dead (dont worry, you can rescue veers, he'll be fine.... unless the intervention system breaks) However, Atana has a cool paint job, and not only that, his ATPTs have 200 HP. (I'm not sure about this, but I think that as long as Atana's atpt survives, even if you lose all 5 others, you still keep him.)

But anyways a TLDR here: Atana gud for early game, or desperate mechanized units in need of buff, Atana and the gang after early game are better suited to protecting your economy worlds that dont have atleast a outpost garrison and will be a nice help if you have other vics in battle. You can still use him aggressively as a vehicle tactician on the front lines, since 10% vehicle bonus is pretty important. Also his atpts are like a discount ATST, so if you dont have them/don't feel like building them, Atana can be a good subsitute.

### [Land Combat]

**HERO BONUSES:**

* **VEHICLE TACTICIAN: (10% Combat Bonuses for all Vehicles)**

**UNIT CAPACITY: 1**

* **x6 AT-PTs**
	+ **Captain Atana**
	+ **x5 Elite AT-PT Driver Units**

**SPECIAL ABILITIES:**

* **HUNT:**
Orhi

Raptor-folk from the jungles of Orhi whose sheer cliffs carved in their elaborate architecture. Tall and lithe, crested with beautiful feathers of any color. Many believe the Orhi are related to the now-extinct Avians. Collectively value art and mythology. Most Orhi worship Eme.

### Role Playing

* +1 WIS
* +2 INT
* Size: m
* Speed: 30
* Darkvision: 10

———

* *Light Bones:* Advantaged in Acrobatics and Athletics rolls, but -2AC vs bludgeoning.
* *Raptor Claw:* Each foot is equipped with a 5-inch claw. Add DEX mod to attack bonus. Damage: 1d6+ STR mod, slashing and piercing
* *Cultural Inheritance:* Gains advantage in Performance with specified art or craft.
* *Solar Rest:* Must bask in the sun once a day or take -1 on CON. Gain 2 CON an hour after solar charge.

———

* Skill prof : History, Religion (Eme), Performance
East Thulia

The Western shore of the Thulian Sea steadily rises up to the Barricade Mountains. In the North, the **Tallgrass** thickly blankets the land, wherein the Grasslings hunt giant millipedes and other prey, much of which are mere larvae of the creatures that lurk in the southern rainforest of **Orh**, where more monstrous bugs lurk. In the highlands of the southern Barricades, stand the intricate structures of the ancient and isolated Orh.
Tekran

Highly social rodents from the deserts of Trekra. Sociable and industrious, their United Warrens makes the largest nation on Mauga. Generally known for ingenuity, quick reflexes and powerful legs, which launch them great distances.

### Role Playing

* +2 DEX
* +1 CHA
* +1 INT
* Size: S
* Speed: 30
* Darkvision: 60

———

* *Cuteness:* Advantaged in Persuasion roles against non-evil alignments.
* *Sensitive Ears:* +2 Perception regarding sound. All cognitive rolls disadvantaged in the presence of loud noises.
* *Spring:* May freely jump 10 feet high or 25 feet forward.
* *Rodent instinct:* +2 to DEX saving throws.  Disadvantaged against intimidation.

———

* Skill prof: Athletics, Acrobatics
Idim

The God of Stillness, Balance and the Ocean.

Little is known about Idim. Known widely the "Sleeping Sea God," as there are few accounts of any Idimic sorcery. Some still worship her, namely sailors, travelers and hermits who claim doing so grants them safety and harmony with their environment. With accounts of this fifth God fading into myth, many any are beginning to doubt her existence.

Depicted by the Avians as a heron.
Tekra

Beyond the Barricade range stretches a vast arid landscape of foothills and plains. Five huge rivers carve valleys and canyons in their lateral journey to the WEST ocean. The cliff faces of these gorges are absolutely pocked with tiny entrances to wide and comfortable burrows. These United Warrens, whose population exceeds 2 million (and steadily rises). The busy rodents mine, fish and grow tubers in the river basins. The entire region is dominated by the sheer numbers of the Tekrans. Rarely seen are the gigantic Horrors that once roamed the land.

The rumply Northeast Peninsula is an active super-volcanic rim, hence the aptly named **Boiling Sea** some ten miles off shore. There, and the nearby isles are a haven to fungi and bizarre insects. Among them is the Seeker Moth, which is domesticated for its ability to carry messages to well-lit beacons. The Seeker Larva produces a soft yet sturdy silk, which is responsible for the affluence of Silkport, Tekra’s capital.
Numiib

South of Tekra lies the equator, where huge red rocks litter a rolling bed of hot orange sand. Little can survive this climate- though one civilization does thrive among the rugged peaks of **Ragsh.** The reptilian Ragshir are as tough and unforgiving as their environment, with the color and texture to match. Their unique form of Okosic sorcery is used to carve stone blocks and irrigation irrigation channels- thus the Ragshir clans are capable of quickly constructing fortresses in their ongoing competition of the limited resources of the desert.
Mezaad

The tropical isle of Mezaad is a land of extreme weather, volcanic eruptions and spores poisonous to most outsiders. Insects thrive here, growing huge, strange and clever. The highly intelligent ant-folk known as the Mezaadi just recently arose to world power, introducing to the world a highly-sophisticated language scents which command legions of workers, soldiers and insect livestock.
Human

The majority of humans remain underground in the Lightless City, where they live in a autonomous utopia centered around the worship of the goddess Agna. The only individuals allowed to the surface are the Librarians, who travel the surface every ten years to collect information and history around the world. Those who do not conform are exiled. There are some human colonies on the surface- the result of mass exoduses in the early stages of civilization…

## Agnite

Agnites are pale-skinned, light-haired humans. Their features are typically androgynous, with males growing little to no body hair. Many are screened for aptitude in Agnic from an early age, and trained well, as the use of Agnic spells are central to their society. Even those without this magic ability have heightened senses in the neglect of sight.

### Role Playing

* +2 INT
* Size: M
* Speed: 25
* Darkvision: 40

———

* *Light Sensitivity:* Disadvantaged in bright or hot environments. Advantaged in total darkness.
* *Heightened Senses:* Advantaged in all Perception rolls that don’t involve sight. -2 in Perception rolls regarding sight.
* *Agnic Traning:* Advantaged in saving throws against Agnic spells. May use one 0 level Agnic spell/day even if they don’t have magic abilities.

———

* Skill prof: Insight, History, Religion (Agna)

## Thulian

A small but prosperous kingdom of umber-skinned humans who rule the sub-tropical regions of the Thulian sea and much of its coast. Long-time cooperatives of the Selgish trade network, though Thulian society is culturally isolationist, opening their doors only to exiles of the Lightless City. Known for their fishing, farming, cuisine and the famed School of Reason. Their unique language combines elements of Human, Selgish and, curiously enough, ancient Avian.

### Role Playing

* +2 CHA
* +1 INT
* Size: M
* Speed: 30
* Darkvision: 0

———

* *Adaptive Mind:* When you roll a critical for a skill check, gain .5 points on that skill.
* *Merchant’s Instincts:* Advantaged in persuasion rolls regarding monetary value.

———

* Skill prof: Investigation, persuasion
* Weapon prof: Swords

## Weepinglander

A race of humans in the lush northwestern regions of the Thulian Sea. Tan to light-brown skinned, generally broad and hairy. Typically worship Eme. Currently in a state of clan warfare, pirating and raiding. Due to the instability of their homeland, Weepinglanders can be found in nearly every corner of the world, where they are known for their passionate music, strong ales and potent potions.

### Role Playing

* *+*2 CON
* +2 STR
* Size: M
* Speed: 30
* Darkvision: 0

———

* *Iron Stomach:* Advantaged on rolls with food, potions, drinks and ingested poisons .
* *Northern Blood:* +2 Survival when outdoors, advantaged in saving throws against cold

*———*

* Skill Prof: Survival (Forests), Nature, Healing, Religion (Eme)
* Weapon Prof: Two-Handed
Espo Walker

## General Information

### Unit Class

* Fighter
* ROLE: Gunship

### Build Limit

* 2 (Galactic)
* 6 (Tactical)

None

### Build Time

* 1400 Credits (Galactic)
* - Credits (Skirmish)

* - Seconds / - Weeks (Galactic)
* - Seconds (Skirmish)

### Required Structures

* Global Space Tech 1
* Imperial Advanced Fighter Dockyard

## Combat Statistics

### Shield Refresh Rate

60
* Slow Charging Anti-Laser

- per second

### Health Regeneration Rate

100
Heavy Fighter Armor
None

### Max Attack Range

* 1000 (Max)
* 500 (Ideal)

### Unit Hardpoints

Non-Targetable:* x2 Hvy Laser
* x2 Med Laser
* x4 Lt Repeating Laser

### Unit Abilities

* HUNT: This unit will seek and destroy enemy units on its own.
* LASER DEFENSE: Shoots down incoming enemy torpedos and rockets.

## Technical Specifications

### Passive Abilities

* CREW REPAIR
* CO-PILOT ACCURACY BOOST
Dantooine

## Historical Reference

Dantooine is an isolated, unspoiled world covered by sprawling grasslands and oceans. Two moons float in the skies above, while herds of livestock roam empty steppes and savannas of lavender grasses. Dantooine is largely uninhabited save for a small human population and a few tribes of the nomadic Dantari that can be found wandering the coastlines. Separated by forests of spiky blba trees, colonists maintain individual family estates largely isolated from each other.
Endor

## Historical Reference

The largest moon of the gas giant Endor is known as the Forest Moon or simply Endor. It is covered by savannas, mountains and woodlands with trees that reach thousands of meters in height. A wide range of intelligent creatures inhabit Endor, from the vicious and towering Gorax to the courageous Ewoks. Ewoks are deceptively innocuous, but are keen warriors and hunters capable of using their ingenuity and natural surroundings to their advantage.
Ygsen

The sub-continent of Ygsen is totally covered in a rainforest, rimmed with mountains like a shallow bowl. The freshwater Selg tribes live throughout, and worship the elusive Ygseni who live somewhere in the center of the wild country. The forest drains southward through the flat flood-plains and deltas which support the lives of a million saltwater Selgs.
Mezaadi

Large, ant-like creatures whose colonies function at full capacity day and night, employing a force of millions of drones and huge domesticated insects. The Mezaadi military is unmatched, with soldiers grown strong through a lifetime diet of the Foam Spore. Dependance with this fungus once resulted in hive-mind which threatened all the other civilizations. After the destruction of the fungal brain which commanded them, the Mezaadi are free to peacefully integrate into society- that is, if the other races can forgive them for a generation of war.

### Roleplaying

* +2 STR (Soldier)
* +1 CON (Soldier)
* +2 DEX (Drone)
* +1 INT (Drone)
* Size: M (Drone) L (Soldier)
* Speed: 35
* Darkvision: 0

———

* *Alien Appearance:* -2 charisma with those unaccustomed to Mezaadi.
* *Antennae:*Chiefly relies on smell. +2 in perception regarding odors. All cognitive activity is disadvantaged in the presence of strong odors.
* *Four* *Arms:* Has a pair of smaller arms that may use or carry items at a disadvantage. For example, may wield two two-handed weapon.
* *Exoskeleton:* +2 AC natural armor. Cannot wear non-Mezaadi armor or apparel.

——-

* Skill Prof: Animal Handling (Drone), Intimidation (Soldier)
* Weapon Prof: Martial (Soldier)