recursal/Fanatic-Fandom huggingface dataset:
Sahara (Chapter)

**Sahara** is **Chapter 1** of Yuusaku Shibata's *Sahara the Flower Samurai*. Sahara Sanjūrō meets Yae Tokiro, a character that shares the goal of reach the Valley of the World Tree.

## Summary

Sahara happens upon a *boy* trying to get across to the next town with a aircraft. After getting mistreated and not granted entry to the aircraft,

Sahara's interest is peaked when he notices the boy has a flower with him. It apparently being something very rare in this dry and vast world.

Sahara helps the boy get on the aircraft with his sword which happens to be able to shape-shift to different forms of flowers or plant life. Safely on the ship he then finds out the kid is actually a girl, Yae Tokiro. Before long the aircraft is hijacked by a group of bandits. The bandits tie up everyone on the ship and starts looting after valuables. The leader of the bandits finds Yae's flower and demands to know where she came across it. She mentions a place called the Valley of the World Tree. The leader orders his subordinates to kill Sahara but he easily disposes of the bandits, at the same time the leader takes Yae hostage as he now realizes Sahara's real skill. Suddenly a sand-storm hits the ship and Yae is thrown out of the ship, Sahara jumps out to save her and lands safely once again with the help of his shape-shifting sword. The aircraft has landed a bit away for repair.

In panic, one of the passengers launches a distress rocket in a desperate attempt to be saved from the the threat of gigantic zombie robots which roam the desert between cities. Sahara and Yae rush over to the passengers just in time to see the aircraft getting sliced in half by a enormous zombie robot, killing the bandits who attempt to make a getaway.

Sahara dispatches the robot and we get to see one more of Sahara's sword's forms, one which grows a forest when used to kill a automated zombie warrior. When the fight is over Sahara understands that what he is looking for is the same thing as Yae, he ask her if he can accompany her on her travels. She at first says no but then agrees on the term that Sahara will enter a contract in which he will protect her flower and her fathers ashes until they reach her father's homeland, the Valley of the World Tree.

## Characters Shown

1. Sahara Sanjuro
2. Yae Tokiro
3. Aircraft Bandits
4. Yae's Father (flashback)
5. Zombie
Kenichi Tokiro

**Family** | Yae Tokiro (Daughter)
 **Manga** | *Ch. One: Sahara* (Flashback)

**Kenichi Tokiro**, the father of Yae Tokiro is a researcher and explorer who dedicated his life to finding way of restoring the world to its previous state, before the Great War.

## Background

Yae mentioned that her father was born in the Valley of the World Tree. Having in life been a researcher of plant life, he and his daughter would travel across the world, finding and researching surviving flora. Before the events of the story, he died of an unknown cause.

## Qualities

### Personality

Yae's father loved plant life and would travel with his daughter around the deserts in hope to find forests and plants. He was convinced that the earth was recovering and that one day the world might be sprucing with life once again. His homeland is where the Valley of the World Tree is located, the goal of Yae and Sahara's journey.

### Appearance

He had short and messy hair with the addition of a mustache and a goatee.

## Significance

Though he was unable to show his daughter, Yae, his homeland, the Valley of the World Tree, he spoke much about it. This, along with his research, helped convey to his daughter that there is hope that nature will one day restore itself.
Michael

* In lore
* Anime

**Michael** is the second of the Archangels created by God. To the quotidian world, he is the most famous one. In lore, he's credited with having defeated Lucifer at God's command, followed by his banishment in Hell.

## Background

Michael is considered the lord of angels, thus implying that he is the chief angelic governor.

## Personality

Michael is seen having an archaic/ancient vocabulary, signifying his immense age and sacredness.

## Powers and Abilities

**Angelic Physiology**

* **Extreme Power**: Being an angel, Michael is nearly limitless, and can accomplish almost anything he desires.
* **Cosmic Awareness**: As an angel, Michael possesses an enhanced knowledge of the universe and is aware of nearly every event that happens within it.

## Vulnerabilities

Despite being as powerful as he is, Michael has weaknesses of his own.

* **God**: As his Father and Creator, God can defeat Michael.
* **Archangels**: Being his immediate brothers, the other Archangels can go toe-to-toe against Michael.
Homunculus

## **Homunculi**

In short homunculi are a artifical organisms constructed by magic. Due to the usual requirements to make such a thing, common homunculi are often grotesque and/or unimpressive to behold. Being makeshift abominations or inanimate dolls. However there are cases with great power at play making very powerful and convincing homunculi. The two common forms of homunculi are as follows, an attempt to create an organism like most animals with organs and a complex inner anatomy (Which is much more difficult and less efficient but offers easier autonomous capabilites) and simple dolls, which look real but have no internal components besides a core (These are much harder to have run automatically but are more convincing, are easier to make, and far more efficient).

### **Homunculus Levels**

*Homunculi come in serveral levels, based on the quality and type of Homunculus.*

**Divine**

This refers to the highest form of homunculi, crafted by higher beings of immense power. They almost always prefer autonomous dolls, because the amount of power and incantation quality is not an obstacle.

**Ulimate Arcane**

This is the product of a complex ritual involving usually several Grand Master level magic users all contrubiting to a powerful ritual spell. The end result is a high-caliber homunculus that very rarely matches Divine level.

**Advanced Arcane**

This is the highest level a single person can usually create. Advanced magic users (in classes of magic that can contribute to manipulation of organic matter) may be able to craft a homunculus on their own. Results very greatly but if done well, they can create a rather impressive and/or convicing specimen. But autonomous options are rather limited. And often alternerative magics similar to puppetiering are used in lieu of autonomous features.

**Basic Organisms**

This is the weakest kind of homunculi. Often used for sacrifices and alchemy. Very simple and very easy to make. Often rather tiny and not capable of much at all, simply serving as a life counter. To spend or fulfill a requirement. Doll homunculi are rarely made of this level.
List of Races

## Overview

This here is the list of known races that we have seen in Twilight Town at the moment. That is not to say there aren't more races out there we have yet to discover or use for a character basis.

## List of Races

* Angel
* Arcana
* Astrid
* Celrian
* Chimera
* Deviluke
* Demon
* Dwarves
* Elf
* Endermen
* Fairy Ermines
* Faunus
* Gnome
* Half-Elf
* Half-Elementals
* Halfling
* Homunculus
* Human
* Kosmos
* Lycanthrope (Diseased State)
* Ork
* Otrus
* Prinny
* Spirits
* Timelord
* Trolls
* Vampire (Diseased State)
* Varris
* Veltrikarian Mixed-Blood
* Virtues
* Void Imp
* Mutants (Mutated Myths)
Beowulf

## Appearance

Beowolves share a few certain common traits. Consistently, Beowolves stand on their hind legs, albeit with a slouch, and are extremely muscular.

Beowolves also have the bone-like ask with red markings as is characteristic of most Grimm aswell as the bone-like spike protrusions from their arm, back, and knees.Their glowing eyes also now leave a visible trail of red light as they move. Black smoke also seems to emanate from their bodies. Their hands and feet are also tipped with long sharp white claws. They can vary greatly in size with the average Beowolf being about the size of a human, although larger Beowolves appear to be more than twice as large. The Alpha Beowolf, which is essentially a pack leader for the Beowolf is a distinct type or subspecies.It is covered in more bone-like armour and spine-like protrusions. They also have a more angular skull, larger teeth, and sharp triangular ears.

## Abilities and Powers

They attack like a regular wolf would, with clawing and lunges, and no special skills or abilities demonstrated as of yet. Their behavior varies depending on age. Younger Beowolves do not act like normal wolves, lacking any sense of self-preservation. They relentlessly attack no matter how hurt they are or how many of their pack members are slain. Older Beowolves gain a sense of self-preservation like normal wolves and eventually become more intelligent than them, observing their allies, retreating when needed and developing strategies for future encounters against Huntsmen and other threats. They are extremely agile, as they can stalk someone through a forest, unseen.

Alpha Beowolves are a much more dangerous, armored version of the Beowolf. Alphas are easily capable of destroying a pair of Atlesian Knight-200 androids, literally ripping them apart. Unlike the standard Beowolves which are easily dispatched in droves by trainee Huntsmen and Huntresses.
Veltrikarium

## Overview

Veltrikarium is a kingdom far to the north-east of Dong Dank, comprised of five areas comprised of either a city, or a group of towns and communities. Veltrikarium is divided into five different regions/cities: ***Aeltrin***, the capital of the kingdom, ***Jelfrin***, a more rural area comprised of two towns, where most of the kingdom's crops are grown, ***Ainfel***, where many of the nobles build their mansions and estates, ***Hynkel***, a military city where the kingdom trains most of it's soldiers, and finally ***Delris***, a much poorer region located somewhat farther from the capital. A large wall lies in the middle of Veltrikarium, separating Aeltrin's inner district, along with Ainfel, Jelfrin, and Hynkel, from Aeltrin's outer district, Delris, and the ***Primal Chasm***.

## Aeltrin

### **Overview**

Aeltrin, the capital, is a large city comprised of two districts, the inner district, inside the wall, and the outer district, outside of the wall.

### **Inner District**

The inner district is where the larger buildings are constructed, along with the housing for the middle and upper class in the city. The inner district is also home to the royal palace, where the King lives.

### **Outer District**

The outer district, beyond the wall, is home to the poor. Mostly comprised of smaller buildings and shacks, the outer district is filled with all kinds of criminal activity, as it is not actively policed.

### **Geography/Landscape**

Aeltrin's landscape is that of a flat plains area, with very few hills. In the inner district, most of the ground has been turned into road, the outer district, however, has been left without roads, instead relying on dirt paths. The climate of the city cannot be properly classified, as seasons seem to arrive in no proper order, allowing such phenomenon as a five day winter followed by a year-long summer. The reason behind this is speculated to be connected to the primal chasm.
Sahara the Samurai Homepage

Sahara happens upon a *boy* trying to get across to the next town with a aircraft. After getting mistreated and not granted entry to the aircraft Sahara's interest is peaked when he notices the boy has a flower with him. Apparently something very rare in this dry and vast world we are introduced to. Sahara helps the boy get on the aircraft with his sword which happens to be able to shape-shift to different forms of flowers or plant life. Safely on the ship he then finds out the kid is actually a girl, Yae Tokiro. Before long, the aircraft is hijacked by a group of bandits...
(**Read More...**)

TV Anime
* *7th Time Loop: The Villainess Enjoys a Carefree Life Married to Her Worst Enemy!*
* *Akuyaku Reijou Level 99: Watashi wa Ura-Boss desu ga Maou dewa Arimasen*
* *Ao no Exorcist: Shimane Illuminati-hen*
* *Banished from the Hero's Party, I Decided to Live a Quiet Life in the Countryside Season 2*
* *Boku no Kokoro no Yabai Yatsu*
* *Bottom-Tier Character Tomozaki Season 2*
* *Cardfight!! Vanguard: Divinez*
* *Cherry Magic! Thirty Years of Virginity Can Make You a Wizard?!*
* *Chou Futsuu Ken Chiba Densetsu*
* *Classroom of the Elite III*
* *Delicious in Dungeon*
* *High Card Season 2*
* *Hokkaido Gals Are Super Adorable!*
* *Ishura*
* *Kingdom 5th Season*
* *Mahou Shoujo ni Akogarete*
* *Mashle Season 2*
* *Metallic Rouge*
* *Mato Seihei no Slave*
* *Momochi-san Chi no Ayakashi Ouji*
* *My Instant Death Ability Is So Overpowered*
* *Sengoku Youko*
* *Shaman Kings: Flowers*
* *Solo Leveling*
* *Synduality: Noir Part 2*
* *Tales of Wedding Rings*
* *The Fire Hunter Season 2*
* *The Foolish Angel Dances with the Devil*
* *The Unwanted Immortal Adventurer*
* *The Weakest Tamer Began a Journey to Pick Up Trash*
* *Tsuki ga Michibiku Isekai Douchuu Season 2*
* *Urusei Yatsura Season 2*
* *Witch and the Beast*
* *Yubisaki to Renren*

TV (Multiseason)
* *Captain Tsubasa Season 2: Junior Youth-hen*
* *Frieren: Beyond Journey's End*
* *Hirogaru Sky! Precure*
* *Ragna Crimson*
* *Shadowverse Flame: Seven Shadows-hen*
* *Shangri-La Frontier*
* *The Apothecary Diaries*
* *Yu-Gi-Oh! Go Rush!!*

ONA
* *Ensemble Stars!! Tsuioku Selection Checkmate*
* *Great Pretender: Razbliuto*
* *Monsters: 103 Mercies Dragon Damnation*

OVA
* *My Happy Marriage: Watashi no Shiawase na Katachi*

Specials
* *Classroom for Heroes Specials*

Film
* *Dead Dead Demons Dededede Destruction*
* *Haikyuu!! Movie: Gomisuteba no Kessen*
* *Kizumonogatari: Koyomi Vamp*
* *Mobile Suit Gundam SEED Freedom*
* *Oomuro-ke*

*[Edit this list]*

Noragami
My Dress-Up Darling
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Ette-Illos

The home world of the descendants of the Arcana.

## Geography

Little is known of this world besides the terrain of and surrounding Tovrak, located in the western hemisphere of the planet. This hemisphere mostly composed of a small continent, in the center of which lies Tovrak. The terrain was at once volcanic but has become dormant. Over time, the people took to settling within the expansive mountains as the surrounding terrain became slowly uninhabitable.

## History

Ette-Illos once began as a fertile world, created in the wake of the disaster caused by members of the Arcana. Its people and their culture descended from the genes of the Arcana. Most of these people descended from Levia Than and Spades. As such, this created a race of mortals with high magical and psionic potential, as well as massive souls.
Ruby Project

## **The Ruby Project**

Details of this organization’s inner workings still remain unknown. But if there is anything that is common knowledge about the Ruby Project, it is their primary objective. The eradication of any and all demons, as well as any who associated with them.

### **History/Rumors**

Not even most who work with the Ruby Project know how long the organization has been in operation. However their combination of influence and ruthlessness have instilled great caution and often fear in those that know the name. Their influence stretches far and wide. Any major city would have at least one functioning cell. Their ability to manipulate the local government is quite unnerving. Amassing tremendous amounts of resources from unknown sources. Armed with a variety of arts, incantations, charms, artifacts, and technology dedicated to dealing with demons. These specialized methods suggest that they have a very extensive knowledge on demons as a whole. It is also clear that there is seemingly no length they will not go to to accomplish their mission.

How in recent months the Ruby Project’s activities have decreased to absolute silence. It is unclear what this means for the relentless organization, but regardless many will still look over their shoulders and flinch at their very name.
The Arcana

The Arcana are a mysterious race of supposedly divine beings, responsible for the creation of the realm home to the people of Ette-Illos.

## History

The Arcana were created by the Blighted Pantheon in an effort to seed a universe from which the Pantheon would feed. Each one would carry aspects of divine power and act as the caretakers of the new world.

Among the Arcana, twenty-one were born before the betrayal of Levia Than and Behemo Th. The two attempted to seize control of the final Arcana, what would become the Cradle of Life which all Arcana were meant to guard over. Instead, this caused the death of all Arcana save Levia, Behemo, and Ziz. In the process, Levia and Behemo had seized nearly all of the aspects of the Arcana, yet failing to destroy their souls. A wounded Ziz would receive the

In revenge for her betrayal, Ziz struck a deal with the Blighted Pantheon, an order of twelve Cosmic Horrors, who in turn smote Spades into the Beyond and enslaved Levia into the creation of a new world as penance for her crimes against creation.

Levia and Behemo were freed from their fates upon the destruction of the Blighted Pantheon by Ina, Poptart (the first), and Tolvan (the first). Behemo made to reclaim his soul and the body of Cruce Ible. Levia returned to the town to take back the Seven Sins of Ette-Illos. Ziz eventually arrived in Twilight Town under the alias of Griffon.

Currently, Levia seeks to create a new realm for Ette-Illos which she would rule. Behemo works at all times to fight her efforts. Ziz is currently seeking allies to defeat both Behemo and Levia.
Virtues

## Overview

Virtues are a race of people from a different home-planet known as **Feuhl'raah** ("*Feh-lu-raw"*). They have light or dark purple skin, and white, grey, or black hair. Their eyes are different colors, and are thought to signify magical capabilities, every color meaning a different thing. They have very faulty organs and often have to get them replaces medically or magically. They're a united people, working together effectively. They have a natural resistance to any magic that they possess from birth. They are an inherently magical race, and have many odd chemical makeups.

## Organs & Insides

Virtues have an extra chamber in their heart; **The Mana Chamber.** It's an extension on the anterior side, that has small green vessels that lead to most parts of the body. This pumps mana around their body, spreading out their magical power. This makes them effective physical-mages, able to evoke magic from their body in many ways and manipulate it easily.

They have very sensitive Cochlea hairs, meaning they are sensitive to louder sounds but can hear much more low sounds and quiet ones. They have small fragile bones in exchange for this, however. They can be easily pushed and broken by other races.

## Virtue Eyes

The colors of Virtues detail what types or categories of magic they will posses and be able to access. For the biggest types of magic, both eyes are the same color. For smaller, more remote ones, each eye is a different color. They often retain these from past generations, but not their direct parents.

## Most Common Eye Colors/Magic Types

**Blue:** Water Magic

**Brown:** Earth Magic

**Orange:** Fire Magic

**Dark Gray:** Wind Magic

**Red:** Bloodbending/Bloodmagic

**White:** Anti-magic.

**Green:** Nature Magic/Druidic Magic

**Black:** Void Magic

**Light Gray:** Aura Magic

**Purple:** Psionics/Telekinetic Powers
Faunus

## Lore

### **Faunus Rights Revolution**

Faunus have had at least one major conflict with Humans in recent history. In particular, the Faunus Rights Revolution was an attempt by Faunus to gain rights through violence. The revolution is said to have stemmed chiefly from Humans' attempts to confine the Faunus to an area of Remnant known as Menagerie. Given that Faunus are seen living amongst Humans in the present day, it can be deduced that the Faunus were at least successful in preventing this confinement. While still being able to live within the human kingdoms, it has been noted that some Faunus have lived outside of their borders.

### **Present Day**

In spite of any gains they made during the revolution, Faunus still tend to be treated like animals or second-class citizens by some Humans, and are shown as still trying to gain equality.

Often times this is exemplified by a human, tormenting a Faunus, using their animal features as a way of teasing them in some fashion. Children are allowed to attend at least some schools with members of other races, but may be at risk of bullying from their non-Faunus peers. Thus, Faunus still seem to suffer from racism and discrimination in the present day.

The continuing racial tensions between Humans and the Faunus can be attributed to the discrimination they have faced, also believing it to be the cause of ongoing conflicts in the present. A group of Faunus known as the White Fang have been in bloody conflict with the Schnee Dust Company for the past three generations of the company's leadership.

## Description

Faunus are similar to the Humans of Remnant, except for the fact that they share certain traits with animals. Some types of Faunus are more common than others, with some being extremely rare. Faunus with mammalian traits in general seem to be quite common.

Some, have been shown to have animal ears. Faunus with animal ears also appear to have a set of Human ears. Other Faunus in the background have been shown to have horns protruding from their heads. Some Faunus, may have prehensile tails. In some cases, a Faunus may have a trait that is not immediately apparent, such as retractable claws.

Faunus can only have a single trait in common with their animal. It has been stated that most Faunus have remarkable night vision, a trait that they use to great effect in combat.

In addition, Faunus have been shown on multiple occasions to possess other non-physical traits of the animals that they are based on. One such example is food preference, like a Faunus with a monkey tail, prefering bananas to other types of food.
Thaumaturgy

## Overview

Thaumaturgy is the capability of a magician to work miracles. A practitioner of thaumaturgy is a thaumaturge, thaumaturgist or miracle worker. They draw magic from physical objects in the form of Essentia and reshaping it to perform miracles.

## Prerequisites

Thaumaturgy is an art that may be learned by anyone with enough patience. Make sure to create a wand before beginning.

## Capabilities

Thaumaturgy has a very broad range in what it offers. Some may prefer thaumaturgy itself, or creating items with the intention of casting. It also dips into alchemical concepts, enchanting, artifice, and golemancy.

## Limitations

Proper thaumaturges will be tasked will massive amounts of research. While tomes exist in order to pass knowledge off to another thaumaturge, it may result in the mass collection of warp within one's mind.

Creating objects that have not yet been added to the Thaumonomicon has been proven to be extremely difficult.

## Known Users

* Wand
* William
* Sunset
Thanos Territory

The Thanos Territories are a secluded part of the continent, separated by massive mountains that span a good chunk of the south-eastern edge of the continent in which Twilight Town currently resides. Frequent volcanic activity has been reported there, making settlers steer clear of the area. Dwarves have been rumored to live underneath these mountains, but this has not yet been confirmed.

 Overview
Doppelgangers

## Physical Description

Doppelgangers are a grey-gelatin in their base form. They have blue veins running around their body, and small bones and tendons twisting about. They stand tall with long, dark black claws on their hands. They have jagged, sharp teeth, and usually a couple stick out from behind the lips. They have dark black eyes and no hair, not even eyelashes or eyebrows. They're unreadable when being spoken to.

## Capabilities

Doppelgangers can memorize and adapt the forms of humanoids or creatures they stalk and see for an consecutive time of three or more hours. Depending on how long they spend, the better the disguise. They like to take the forms of humans, sneak into their roles and slowly slaughter everyone related to them. Often they kill the true person they adapted the form of, to tie up loose ends.

Doppelgangers know Arcane Magic in most cases, and become extremely effective at murder and trickery. They can use runes to better their disguise and deepen or lighten their voice. They could also open up suddenly with an Arcane spell, etc.

## Origins

Doppelgangers are creatures shrouded in mystery. There's many origin stories. Here's a couple of the best and most accepted ones.

**Richtofen's Theory:** Doppelgangers are lab-expirments gone wrong. Their gelatin-form suggests maybe it was some sort of food or ooze factory. In one of the only bodily examinations of a Doppelganger, it was seen that they have organs similar to that of an ooze; barely any. They don't eat or sleep, and they only have to drink a small amount of water every week.

**The Maiden and the Cube:** This theory suggests that Doppelgangers are the result of an interspecies love-affair between a gelatinous cube and a human lady. These creatures are a mix between jelly and humans, and that's most of the backing for this theory. It's very up in the air about it's proof, but it's one of the most accepted stories about the creation of the Doppelgangers.
LoM Twilight Town Wikia

## Welcome to the LoM Twilight Town Wikia

Twilight Town's been through a lot over the years. And this wiki is a compendium of such things that we have been through. So why not take a browse through what exactly people mean by Ethereal Blue, why they call Kaladin a godbaby, and when and where to blame Max. You can find it all here, from the locations we know of, to the races we've seen. And of course do remember, protagonists will be shot on sight.
Marblemen

## Physical Description

Marblemen are humanoid figures made from a very solid and secure enchanted and refined marble. They're completely featureless in the face, and have very little distinction from one another. They have many runes placed on their back and neck, and many more inside. They're constructs, and thus act very professionally and deliberately.

They wield large black-marble guns that are very smooth and slick. The guns could be Sidearms, Handheld-Submachine Guns, Rifles, and Sniper Rifles. They're all railguns, and shoot purple beams of energy.

## Creation

Marblemen are made by *The House of Number*, or the home of the Number family. They're made from the Earth's finest marble and carefully composed with Arcane runes slowly applied with extreme caution. Each Marbleman is a killing machine for hire. They're all made 5'11", with a weight around 300 lbs from the marble.

## Capabilities

These constructs are made to kill and made to be effective. They don't talk often, they don't waste time, they prepare and brace, they aim quickly and shoot when they're ready, they have set prices and aren't swayed. Marblemen work as mercanaries, and thus, they earn money for the estate/owner, and kill or defend.

They don't know any magic except the most basic levels of Runic Magic, and they have either a left or right hand primary which can charge with a small reserve of Arcane energy, causing a very hefty blow to be dealt when used.

## Culture

There's around a few thousand Marblemen in the world, and they're considered some of the best mercanaries. They travel in groups ranging from three to thirty-five. In a small group, the elect one leader, whom wears sunglasses. In a larger group, they elect a leader and one or two officers, depending on the size of the group. They charge very high prices in exchange for their services as bodyguards or hired killers.
Warding Magic

## Overview

Warding Magic is a type of Runic magic that is very defensive and more dangerous. Wards are runes used to repel attackers and defend estates or people. You could put a genetically-sensitive ward on a sword-hilt to where it lets off intense heat when it senses other genetic signatures other than your own.

Runic magic can take time if you're an artificer, making magical artifacts. Warding is quicker, and sometimes instant. It can be used to combine and stack magical effects to no ends to defend, safeguard, and repulse.

## Capabilities

There are an unlimited amount of wards and an even further unlimited amount of combinations for said wards. Wards can be used in many ways, often to defend places. Maybe the wards don't allow demon-like entities into the premises, or maybe they receive a high degree of blood-pressure upon stepping the boundary. Truly powerful wards take time and effort to craft and meld with objects or people. You could alter yourself with wards, making invisible shields and such. Warding Magic requires creativity and effort to pull off effectively.

## Limitations

Wards can be exhausting to craft for some, and require pools of mana. Wards also often display themselves in physical forms, making them hard to disguise. They can often be riddled with holes, and so much as a single mistake could destroy days of work and effort.
Gnome

## Description

Gnomes were very small compared to most other races and, with an average height ranging between 3'0" – 3'6" (0.9 – 1.1 meters) and a weight range of 40 – 45 lbs (18 – 20 kg), gnomes were generally larger and heavier than halflings, though forest gnomes, ranging between 2'1" – 2'10" in height (0.6 – 0.9 meters) and 21 – 35 lbs in weight (10 – 16 kg), tended to be smaller than halflings, leading some scholars to erroneously classify all gnomish races as "smaller than the Hin". However, while halflings were commonly said to resemble short humans, gnomes were more comparable with elves, with whom they shared pointed ears and high cheekbones, or even dwarves, due to their tendency to grow beards and live underground. Many gnomes had a more feral appearance than either, however, with hair that often sprouted from their heads in odd directions.

The skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome. Similarly, gnomish hair varied wildly in color from blond and brown to more exotic colors like white, orange, or even green. Gnomish eyes were often—particularly in individuals who are native to the Feywild—glittering black or blue, although more natural eye colors were also known to the race.

Gnomes were very long-lived, often living as long as elves, which meant living over three centuries was not uncommonly rare and five centuries was not unheard of. Generally, gnomes were considered to reach maturity at forty years of age. However, unlike elves or eladrin, gnomes showed a greater degree of aging as they grew older and once a gnome had passed his or her first century, their hair began to gray, if it was not already white, and their skin began to wrinkle as in humans or dwarves. However, even the oldest gnome retained a vitality that would be extraordinarily unusual among many of the younger races.
Sahara Sanjūrō

**Sahara Sanjūrō** is the titular wandering samurai who, alongside Yae Tokiro, is in search of the Valley of the World Tree.

## Qualities

### Personality

Sahara is characterised as vibrant and high-spirited, and courageous; constantly smiling despite the difficulty of the situation. He has shown to also be altruistic, willing to give the last of his food and water to orphan children and his willingness to aid his soon to be companion, Yae Tokiro, after she had been mistreated and denied entry onto an aircraft.

Despite his love for flowers and sword's ability to produce flora from its tip and otherwise slain zombies, he is heavily allergic to pollen.

### Appearance

He is a tall individual with blonde, shoulder-length hair tied into a ponytail and green eyes. He wears a dark-coloured hat that has a flap to, for an unknown reason, cover the entire right side of his face — the top of which extends far beyond the top of his head. In combat, Sahara dons an orange respirator resembling the lower half of a kabuki mask. Notably, it also featured three filter cartridges on its sides and bottom in order to keep his pollen allergy under control. Because most of his journey is done traversing the desert, he sports a pair of goggles.

His attire consists of a beige shirt and loose fitting black pants tightened by a belt wrapped multiple times over his waist — between which the Flower Sword is strapped. The entirety of right hand, arm, and shoulder is covered up by dark golden-coloured leather and plated with blue samurai armor. His left hand and arm, up to his forearm, is covered by a lighter golden-coloured leather. Though, underneath it is accented by blue bandages. He also sports dark-coloured (possibly black) shinobi sandals and a dark brown cloak that reached down just below his knees.

## Abilities

**Swordsmanship:** Sahara, typical of a samurai, has considerable skill as a swordsman. Having mastered the Flower Sword's many forms, he is able to use its abilities in quick succession to land debilitating strikes upon his targets. He is also capable of skillfully wielding a sword with his off-hand or two in tandem.

**Heightened Speed and Reflexes:** Sahara has considerable speed and reflexes, having been capable of intercepting foes despite having to cover noticeably lengthy distances and dodging attacks from other swordsmen despite being bound. With aid from the versatile Flower Sword, he is able to react and save himself and others from varying difficult situations. This proves himself to be adaptable to even the most surreal danger.

## Equipment

1/2 | **Flower Sword – Form of the Cherry Blossom:** Taking on the form of a asymmetrical tuning fork styled with a petal design, Sahara is able to use this form of the Flower Sword to more directly attack his targets.
1/3 | **Flower Sword – Form of the Violets:** When using this form the Flower Sword takes on a gun-like function. Starting off closed, the sword blooms open and fires out multiple thorns as bullets.
Index of Grimm/Heartless

## Overview

### **Grimm**

**Grimm**, or the **Creatures of Grimm**, are the universal enemy of the World or Remnant, inhabiting the various continents.

They are described as "creatures of destruction" and lack a soul; hence, they are unable to use Aura. They are also drawn to feelings of negativity- such as envy, sadness, loneliness, and hatred- often congregating towards the source of these emotions.

At one point, ancient cultures believed that Grimm were animals possessed by evil spirits or were the spirits of once tortured animals.

### **B**

* Beowulf
* Beringel
* Boarbatusk

### **D**

* Death Stalker
* Dragon (Grimm)

### **G**

* Geist
* Goliath
* Griffon

### **S**

* Sea Dragon
* Seer
Persona

## **The Power o**f Persona

A Persona is a manifestation of a Persona User's personality, referred to as a "mask" for an individual to use to face hardship. A Persona is similar to a Shadow. Shadows are malevolent manifestations of one's inner thoughts, while a Persona is a manifestation of the same feelings but tamed and trained. If an individual takes up a resolution in their heart, the Persona will undergo a metamorphosis into a stronger form. While the summoning sequences of a Persona differs from one user to the next, a common observation is that blue-ish fogs are always released when a Persona is invoked. A fight using Personas weighs the user's mind and spirit. Continuous use of a Persona will eventually drain the user's strength and stamina.

In the depths of human hearts, shared with all people, there is a domain where mythological archetypes dwell, and they grant an influence over an individual’s personality development. Anecdotes of mythological divinities the world over probably exist because of that, so one could say that gods and demons exist not in Heaven and Hell but in the hearts of humanity. Personas even have an influence on physical and mental abilities, making their users superhumans, for example giving them mastery over weapons or resistance to terror and madness.
The Reboot Arc! - Coming Soon

***Coming soon this fall to a TT near you!***

> *"10/10 stars, the perfect arc!"* **-Gamespot**
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> *"A story arc so good I thought I was going to have to use it in Crit Role, by the way, new clothing available!" **-*****Matthew Mercer**
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> *"Needs more Incest, but it was great!"* **-Upper**
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> *"7.8/10 needs more hamon and posing..." **-*****Glacious**
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> *"Not enough protagonists."* **-Anonymous**
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> "*Man, I was so hype when this was announced! Its only getting better as time goes on!"* **-TT Magazine**
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> *"Decent amount of punching. I'm satisfied."* **-Eli**
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> *"Jfraz would be proud."* **-LAN**
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> *"Also needs more incest."* **-Liquid**
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> *"BEEEEEEEEEEEEZ."* **-Adiosa**
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Elf

## Lore

**Elves**, much like their living ancestors, the eladrin, who are also commonly called elves, are a long lived race of the Tel-quessir found most commonly in forests, shrublands, and other wildernesses. From time to time the elves have organized strong nations, though with far less frequency than eladrin, in some cases adopting even a nomadic lifestyle. Almost all elves worship the Seldarine, otherwise known as the elven pantheon, and the elves are generally, though not always, good in nature.

## Description

Elves stand at average from 5'4" – 6'0" (1.63 – 1.83 meters) and weighing in from 130 – 170 pounds (59 – 77 kg). Usually, true elves are a naturally slender and athletic race. Elves have a similar range of complexions to humans, with wood elves typically coppery or pale skinned and wild elves having darker pigmentations. Often, elven hair is dark, either brown or black, with copper red or blond hair also found amongst wood elves, although orange or even green hues are not completely unheard of. Elven eyes are commonly brown, hazel, or an emerald green. Elves, like their cousins the eladrin, are fair and beautiful, handsome, and have pointed ears and no body hair except eyebrows, eyelashes and hair.

Elves mature at roughly the same rate as humans, though they are not usually considered past adolescence until they reach 110 years of age. Unlike humans, elves do not age dramatically as their lifespan comes to a close, with the most obvious changes being a change in hair color, alternatively graying or darkening. Most elves remain healthy and full of life up until their death, which, if age-related, is usually between two[5] and nine centuries.

## Sub-races

* Wood Elves also called Sylvan Elves (**Or-tel-quessir**)
* Wild Elves (**Sy-tel-quessir**)
* High Elves (**Eladrin**)
	+ Sun Elves (**Ar-tel-quessir**)
	+ Moon Elves (**Teu-tel-quessir**)
	+ Star Elves (**Ruar-tel-quessir**)
* Drow
* Avariel (Winged Elves; **Aril-tel-quessir** )
* Aquatic Elves (**Alu'Tel'Quessir**)
Shadow-Walkers

## Physical Description

Shadow-Walkers live in the Schandian Onder Realm. They are wispy black figures with porcelain faces. They all lost their souls when they transferred to the realm. They were taken there by Rengun, dead Shadow-Walkers that serve one of the *Four Darklords of Schandian*. They have a thick black line for lips, and two black spheres for eyes.

## Culture

Shadow-Walkers live in villages, towns, and cities. They belong to one of the Four Darklords, living in their province. Each Darklord has a specific difference in their culture and laws, but they're often small differences. They talk in Shadow-Speak, a language similar to common but localized for the Onder Realm. Shadow-Walkers rarely leave their villages unless it's mandatory, as the uncivilized lands are riddeled with dangers. Besides, no Shadow-Walker wants to become a Rengun.

## Abilities & Innate Magics

Shadow-Walkers barely have a physical form, meaning they can move quickly and quietly. They know no magics innately, and they're immune to any form of Soulvision/Aurasight, as they lack both of those things. They exist in a magical state, able to be dispelled by Anti-Magic abilties. They resist physical damage such as a slash or stab.
The Warp

## Overview

The warp is a sect of reality that exists alongside our own, running in parelle to it. Often attributed to the forces of chaos that burrow their way into our reality, it's laws are unlike anything else in existence or nonexistence. A constant whirlpool of ideas and emotions, infinite universes and galaxies, all colliding and impacting to form a current of pure chaotic energy. The main cause of this energy is the nature of The Warp and its accounts of creation. Most living creatures capable of any sentient thought, such as humans, animals, and monsters, attribute to fueling The Warp. They do so by simply having emotion and ideas. For every belief and idea that comes to said sentient creature's mind, The Warp creates a universe in which this idea is absolute. For example, a narcissistic person may believe they are the most perfect person in the world. The Warp takes this idea and belief and creates a universe in which it is true. However, another person may believe that this narcissist is a horrible person. Again, The Warp creates a universe where this is true. Naturally, these universes collide in ideas and realities, resulting in a release of chaotic energies. Of course, this happens a literal infinite amount of times, for every single idea and belief in every single sentient creature that is capable of contributing to The Warp.

## Landscape

The Warp, as stated above, is a collaboration of all ideas and beliefs, crammed into a limited space. As a result, The Warp is never the same as it was only moments before. In fact, in most cases, it is simply impossible to exist in The Warp, as the energies simply do not allow for matter or energy as we know it to survive the barrage of forces. The only known example of an area where physical beings can exist in these energies is The Eye of Terror, which is the hole between our reality and The Warp.

## History

It is currently unknown how The Warp came to existence, and most likely never will be. It is as old as all reality, seemingly born when the first thought was had, whether by a god of some sort, or something else.
Beringel

## Appearance

The **Beringel** is a Creature of Grimm resembling a large gorilla. It is one of the stronger known types of Grimm, being surprisingly durable, strong and aggressive for its size. Like many species of Grimm, the Beringel is covered in black skin, with bone-like plates covering its body at certain places like armor. A red pattern or symbol resembling an eye is present on its back. It appears to have "burnt" skin, with an internal red glow visible from within, where the skin is thinnest. It has well-developed hands with opposable thumbs. It is quite large, at almost twice the height of a human.

## Abilities

The Beringel proves to be quite a difficult opponent for most Huntsmen to defeat. It is very durable, able to take multiple slashing attacks from various without being appreciably incapacitated; and displays impressive strength, destroying structures with blows from its bare hands. The Beringel also has some ability to think on its feet, often catching its opponent unaware.

One of the Beringel's more unique moves is throwing or propelling other Grimm at an enemy.
Stands

## Overview

Stands are defined as personifications of "life energy" whose abilities are given visual form. A Stand can also represent the manifestation of an individual's innate "fighting spirit" and represents, to an extent, the individual's psyche. However, Stands may also derive through exploration of possibilities and expression of the mind, in which case, only a large amount of mental strength is required.

### Rules Pertaining to Stands

The concept of and rules governing Stands are summarized here:

* A Stand protects its user, like a guardian. The name comes from "standing by" the user, sometimes using their powers without direct orders in order to protect the user, and by extension, themselves.
* A person can have only one Stand.
* Stands can be inherited.
* A Stand is part of its user, and damage is usually reflected between the two. Usually, if a Stand's leg is cut off, its user will lose their leg as well. If the Stand is not exactly humanoid, they may reflect damage to their user's body relative to the area of the Stand that was damaged, or are an exception.
* Stands may only be seen by Stand users; the exception being Stands bound to physical objects (e.g.Strength; attached once to a boat), or those with Spirit Release.
* A Stand can only be directly damaged by another Stand.
* A Stand's energy or power is inversely proportional to their operating range. The further a Stand is from its user, the weaker it becomes – Long-range Stands and/or Stands' long-range abilities are simpler in mechanism.
* Stands are usually bound to their user's body, but exceptions can be made. Some may be bound to a physical object, such as a car or even sand.
* When a Stand User dies, their Stand typically disappears with them; however, stands originally bound to physical objects generally stay tied to them.
* When a Stand is defeated, their user is either knocked unconscious or killed, depending on the level of injury.
Locations

## Overview

These are the places we happen to know exist, in the universe around us. This is a compendium of places we have heard of, and or seen, in our various adventures. That is not to say there are not uncharted civilizations or dimensions.

## Places Within Twilight Town

* The Meteora Guild Hall
* The Arena

## Places & Countries Outside of Twilight Town

* Alteris
* The Marshland
* Aesar
* Cyrod
* Veltrikarium
* Windemere
* Thanos Territory
* Bitter Cold
* Bogdon Vel
* Silton's Grove
* Alderon (Plat's Continent)
* Realthian Lands (Upper's Continent)

## Worlds & Dimensions

* The Void
* Mythor
* The Realm of the Arcana (*Wand's Stuff*)
* Varris Prime *(Oranland)*
* Hell
* Nethalra *(Sapp's Stuff)*
* The Unknown *(Zero's Stuff)*
* The Emperor's Domain *(Oran's Stuff)*
* The Warp
* Reverse World *(Matt's Stuff)*
* The World of Remnant *(Ruby's Stuff)*
* The Faewild
* The Schandian Onder Realm *(Upper's Stuff)*
* Lyra *(Jared's Stuff)*