recursal/Fanatic-Fandom huggingface dataset:
Thornhill

Thornhill is the second largest city in the Sarriahn Dynasty and by far the most beautiful. It is the capital of the Petal Hills region, which includes Thornhill and the surrounding towns, The Cragmoore, and the Plains of Tu to the north. Surrounded by a large thorny, flowery hedge-wall, Thornhill is a highly defensible position that has never been broached since it's Hedgewall was raised more than 500 years ago. The Hedgewall is said to be enchanted by ancient dragon magic and nigh impenetrable without a strong mastery of magic.

## History

Thornhill was founded in Year 362, a small hamlet upon a hill surrounded by briar patches. They soon raised formidable walls, which were dashed or overtopped again and again by the invading armies of Wheelaris, Darsus, and even Goblin raiders.

It was in Year 504 that the Hedgewall was raised. It is said dragon magic was used, but even the learned men who have studied the topic are unable to ascertain how it came about. Contemporary accounts claim the thorny hedges rose overnight and were never surpassed again.

In Year 512, The Roselord, Acasius Stemclipper, married the Viscount of Vines, Lily Amaranth, uniting the two noble families of Thornhill for the first time. This title "Roselord and Viscount of Vines" has become the styled position name for all leaders of Thornhill thereafter.

The Goblin Wars of the 700s featured Thornhill prominently because it was the nearest major city to the origin of the goblin armies in The Gilded Heights.

## Details

Thornhill is currently ruled by Sir Olex Stemclipper, Roselord of Thornhill, Viscount of Vines, and Lord of the Petal Hills. The area is known for being home to the Sarriahn Dynasty's most wildly successful private banker, A.G. Basallus III. It's chief export is agriculture, decorative flowers, and wine.

The city is usually very merchant-friendly and open. However, upon the death of Sir Xander Ipswitch, Lord of the Cragmoore, and the subsequent claiming of Cragmoore by Keelorian rebels, Thornhill has shut off all trade temporarily as well as sealing it's legendary Hedgewall.
Starting Over Again

**Starting Over Again** is a song from the animated short "The Two Brothers". It is played when Elder starts thinking of his brother Junior who is captured in Great Grandfather Frost's ice castle.

## Lyrics

*Deep in the forest where children would play, a promise was broken and trust was betrayed. You made a wish to be left on your own; now you are alone far away from your home. But here in this winter land, hope will return. Remember his words; there are lessons to learn. This time, everything's different; the story needs a new end. With another beginning, you'll be starting over again*

*Silent and frozen, this world is asleep. But your eyes are open, there's a promise to keep. Now as you see in the cold light of day, there's a friend by your side who can help you on your way. When the springtime arrives and the ice begins to melt, you will get your second chance. Believe in yourself. This time, everything's different; the story with a new end, and there's another beginning. You're starting over again!*
Rules

## General Conduct

Me, I'm a stickler for being nice to each other. I know that after a shitty day at work or a particularly taxing family dinner it can be difficult, but you all have to be polite to each other.
That is to say, if you want to argue in game then by all means! However, it begins and ends in character and if you're going to draw blood you have to be comfortable with the consequences. I'm not going to stop you from fighting each other if you choose to, but unless it's play fighting or training it can make the group dynamic a bit frosty.

At the bottom of these rules is a list of topics that are off limits. If you wander into those topics then you will be removed from the game. These will be hard limits that I get from Rpol, my own personal preferences and any hard limits you all have.

## Note

All of the information posted in this Wiki is considered public knowledge. You're not, for example, going to know if there are Guardians of the Veil actively in London because the organization works in the shadows.

## Topics that are off limits

* Rape

* Excessive gore

* Child abuse
Game Start Checklist

## Please send this information to me in a Google Word Doc, I will need it for reference and to help get your character into the storyline.

**Agreement to terms:**

* Let me know that you have read the rules, as found in the Rules link at the top of the wiki.
* Statement of off limit topics

**Character:**

* Personality and physical description
* Your Path and Order
* General character concept
* What do you want out of this game? Kick ass and take names? Take control of the city? Level up as quickly as possible to get cool powers? You don't need to answer this if you don't want to, I'm just curious.

**Plot hook:**

* Let me know why you're in London. Work, school, born in England, immigrating? This is an international city, please don't feel that your character has to be born and raised in London.

**Example of writing:**

* Awakening

I find that writing your Awakening really forces you to think about your character and put yourself in their shoes. It gives me some symbolism to associate with your character. It shows me that you do understand what an Awakening is and have an idea of what Mage is about.

**Bonus point:**

If you give me all of this information before game start then you get a point of experience.

* Where your character lives in the London area (their address, specifically)
* 2 NPC's connected to your character (One can be your mentor)
* Include an image of your character (no anime please)
Nexus

## Background

Samaira came to London when she was nine, her family immigrating from Mumbai on a job offer.  A unhappy child, she spent more time lost in fantasy books and the internet than anything else.  When the web bubble burst in the late 90s, the tech startup her father had moved the family for collapsed.  Already rebelling against her more traditional parents, the 17 year old Samaira chose to remain behind in London when the family returned home.  She managed to land herself some work as a contract programmer, but the money wasn't always good, and so she spent a lot of time connecting with London's homeless services.

That was how she met Davin, and the Eyes of the Crossroads.  The Eyes were a cult of street kids and gutter mages, aware of if not Awakened to the powerful Spirit Court that inhabits and feeds on the London Underground.  Comprised of Spirits of movement, darkness, journeying, and information, the Spirit Court had little need for their cultists, but tolerated their existence nevertheless.  Davin was the cult's face, a slick talking con artist with a talent for Telepathy, with aspirations of arcane might were coupled with a rather loose code of morals and ethics.  Davin had his eyes set specifically on the Crossroad's Stone, the artifact the cult was built upon.   He believed that by trapping a number of Eyes in the space between worlds, such a "sacrifice" would empower the Crossroad's Stone and grant him Influence over travel and darkness in the same manner as the most powerful Spirits of the London Underground Court.  Samaira had been suspicious of Davin for years, but had been too caught up in the dreams that were the precursor to her own Awakening to pay him too much heed.  She had already been contacted by the Guardians of the Veil, made aware that the magic which she had longed after for so long was now within her grasp.   If not for the Intervention of the Mysterium, his scheme would have succeeded not in empowering the Crossroad's Stone, but rather in ripping the Gauntlet within the King's Cross tube station to shreds.  The Awakened had been observing the Eyes for several months, however, and moved in to remove the Crossroad's Stone just as Davin tried to betray his fellow cultists.

## Description

Nexus appears as a woman in her late 20's of Indian descent.  Her jet black hair is cut short, and generally dyed one of a constantly changing assortment of neon colors.  Her skin is a light brown, suggesting more Northern Indian heritage than Southern.  Her nose is pierced with several hoops, as are her ears, though the look is decidedly more goth-punk-witch and less traditional Indian woman.  She tends to dress in a lot of flowing layers, generally blacks or dark purples, with hand sewn patches of various bands and vaguely Wiccan looking alchemical circles commonplace.  She talks with no trace of a Hindi accent, having clearly been in London long enough to pick up the Estuary English accent  of many locals.

## Relations & Contacts

### NPCs

* Sly (Mentor)
* Sara Cunningham

## Miscellaneous

### Philosophy

*"XXXXX."*  - XYZ
NPC: Bjorn

## Background

A huge man of few words, Adamant Sage Bjorn is a mountain of lithe muscle and abounding mana. He has always idealized the Spartan views of training, keeping both his body and his mind sharp. It makes him a solid representative for the Adamantine Arrow. His temper can get away from him, especially when it comes to Fulcrum.

Bjorn is not a member of either of the Arrow cabals in London, but he watches over Brujo's Boys with obvious love. They're not a trio the way the Runners are, but he feels the bond is no less tight. While past members have moved to other countries after growing tired of the constant battle dynamic, Bjorn wonders if Nova, Vulpes or Sirrus will ever leave.

## Description

### Nimbus

Bjorn's **immediate Nimbus** is an adrenaline rush. Hearts begin to pound as drums echo, a call for action. People come away from the experience feeling as if they've run for miles, their clothing soaked in sweat and muscles aching. Feral aggression demands to be displayed and humanity is only lost more as Bjorn reaches for greater power.

The beating of the drums persists with Bjorn's **signature Nimbus**. The heart quickens, as if a hunt has began far off and the viewer is the prey.

**Nimbus Tilt:** TBD

### Quotes

* "If you can't beat 'em, you haven't considered all the options yet"
* "If."
Diarmuid

## Background

Diarmuid started working at a local boxing club as a trainer. After a few months he was approached by the owner of the club, Miles O'Brien, who wondered if he would like to make a little money on the side.

Six months later and Sean was his prized fighter in the mob fighting rings. Not because he didn't lose but because he made money by losing at specific times. Take a beating for nine rounds and no one will question you “losing” in the tenth. All the while one man make a bet on the other guy at 10 to one odds.

So that was his routine. Miles made money and Sean got a cut of 10 percent. He held that routine for another 4 years before that night, that fateful fight where he took a blow to the head that didn't make him see stars, but a tower instead.

## Description

Nimbus:

Your fists begin to itch. You are unnaturally convinced that fate had ordained this moment, you were always meant to be here and nothing can stop this. Should you turn around it will be there, if you run away it will find you. If you try and hide, it will be waiting. The world itself is pushing you towards your focus and there can be only one result of this event. One way out: forward and through your opponent. This can only end in blood. **+2 brawl and 8-again**

## Relations & Contacts

### NPCs

* Daniel "Danny" Walsh
* Mr. Apercott

## Miscellaneous

### Equipment

1/2
* **Silver-plated pair of brass knuckles**
* **Silver coin of unknown make** - It features a beggar on one side in silver that seem old and worn by time and ill fortune bits of rust marking its finer features. On the other side rests a king clad in armor in front of his castle.
* **Fighting gauntlets** - Gáe Buidhe (Yellow Spear) and Gáe Dearg (Red Spear) fighting gauntlets. brass knuckles.
NPC: Fulcrum

## Background

Fulcrum is a go getter, a heavy hitter and any other quick and inspirational phrase that can be thrown at the more simple minded of her peers. She enjoys making deals, arguing minutia and finding the exact set of words to leverage her will into every conversation. Though generally considered an unpleasant individual, the Ladder knows that there are few as driven and unflinching as Fulcrum. Who better to make Bjorn bend and push the Silver Ladder to the top rung?

## Description

### Nimbus

Fulcrum's **immediate Nimbus** is motion. No matter how still you stand, the knowledge of the moving world around you becomes prevalent. A feeling of anticipation, of action in just the right moment for just the right result grows in urgency as Fulcrum reaches towards the Aether. Those who are affected feel an increase in clarity, their gut instincts urged on by the infinite variables contained in every situation.

Her **signature Nimbus** retains the feeling of movement, however it is much more nauseating. Similar to the feeling of having just gotten off a rollercoaster, without the adrenaline rush to make the experience pleasant.

**Nimbus Tilt:** TBD
NPC: Ptolomy

## Description

### Nimbus

His **immediate Nimbus** is a spectacle. Runes trace themselves through the air, intermingling with signatures of the recently dead in the area. Those who have tried too hard to discern the writings sometimes have found the names of those going to die flickering like warnings during his casting. Light bends towards the Mystagogue as he traces his will in the air, leaving the vicinity around Ptolomy dark. The more he calls from Stygia, the colder the air becomes, and a feeling of grim acceptance falls upon those who bear witness. It is the feeling of peace one feels when caught in a storm with no way out. When the stages of grief have passed and a person knows there is no way out.

Ptolomy's **signature Nimbus** is extremely powerful. The world appears in monochrome, washed out to the point where no colour remains. Noise is muffled, as if those experiencing the Nimbus are deep under the ground and trying to hear what goes on above. The air itself saps energy from all around, and the unwary find themselves having a hard time finding the motivation to even draw breath.

**Nimbus Tilt**: TBD
The Sarriah River

The Sarriah River runs the length of The Sarriahn Dynasty, which derives its name from the waterway, beginning in the Thundersummits north of Dragonspear, pooling in The Poisoned Well, and then streaming south into The Snagmire, dissipating in various tributaries into The Sea of Stars.

## History

Prior to 682, the Sarriah River was a major trading waterway, with trading galleys from The Orlas Empire, The Empire of Keelor, and elsewhere regularly trading up and down the river and even into southern Gildebrag. However, year 682 began what was called The Short War, in which The Principality of Gildebrag dumped the bodies of Skybranch Elves, Gildebraggian Dwarves, and their Sarriahn allies into the head of the river. This was not only a powerful act which inspired terror in their enemies, but also literally poisoned the river for years, destroyed the trade along the waterway, and spread disease throughout the border towns and settlements along the river's edge, including Dragonspear.

Since that time, the lake beside Dragonspear, previously called Allura's Pool, has been called The Poisoned Well. It is said that bodies covered the surface of the large lake and dammed up the spot where the South Sarriah began. The lake literally overflowed its boundaries, spilling into Dragonspear and surrounding towns. The Sarriahn Dynasty suffered from repeated disease outbreaks for years after this, with Gildebrag harrying the elves of Skybranch Forest and the Dwarven clans in the mountains for almost a decade.

## Current Day

Today, The Sarriah is referred to wistfully by nobles and learned men, but most people no longer use this term. North of the Poisoned Well, it is called The Wellspring. South of the lake, it is called The Streamspring.

The Poisoned Well has long since recovered from this incident, but is still considered a cursed body of water. While before The Short War the lake was over-fished with dozens of towns along its edges, today there are only a few families that dare to make their homes along the water's edge or fish the haunted waters.
Grnich Linkton

Grnich Linkton is the High Seer of The Gildebraggian Institute of Arcanic Academia, the foremost magic school in The Principality of Gidlebrag. As such, he is entitled to a seat on the Conclave of Enchantment, though that body has not met in almost fifty years.

It was rumored for weeks that Linkton was murdered by adventurers from The Sarriahn Dynasty in The Iron Company. Though no proof has yet been offered, it is a rumor that has swept the Tripartite Kingdoms in short order. His death has since been confirmed, though there are now numerous rumors of how and by whose hands he perished. It is not yet known who will precede him, as the process around choosing the High Seer in Gildebrag is shrouded in mystery.
NPCs

## Silver Ladder

**Acolytes**

* Gumshoe - Moros
* Briar - Mastigos

**Factotum**

* Oz - Obrimos

**Clavigers**

* Una Salus Victus - Acanthus - Daoine

**Deacons**

* Fulcrum - Obrimos
* Boudica - Thrysus

## Adamantine Arrow

**First Talons**

* Hillock - Thrysus
* Vulpes - Acanthus

**Thunderbolt Guardians**

* Niro - Moros - Lords of the Inanimate
* Vinge - Obrimos - Transhuman Engineers

**Banner Wardens**

* Nova - Obrimos - Tamers of Fire

**Adamant Sage**

* Bjorn - Thrysus - Perfected Adept

## The Mysterium

**Acquisitors**

* Pheidippides - Obrimos - Tellurian
* Porthos - Obrimos -Tellurian
* Faith - Acanthus - House of Ariadne

**Savants**

* Rasputin - Moros

**Censors**

* Juno - Obrimos - Eyes of Ain Soph

**Curator**

* Ptolomy - Moros - Stone Scribe

**Hierophant**

* Civitas - Mastigos - Bearer of the Eternal Voice

## Free Council

**Voters**

* Farore - Obrimos
* Entropy - Moros - Celestial Masters

**Emissaries**

* Sirrus - Mastigos

**Letter Carriers**

* Phineas - Mastigos

**Strategoi**

* Salazar - Moros

**Syndics**

* Salaam - Acanthus - House of Ariadne

## Guardians of the Veil

**Emissaries to the Mysterium**

* Phi - Obrimos - Turing Complete

**Emissaries to the Concilium**

* Sly - Mastigos

## Character NPCs

### Stele

* Sue Bellsworth
* Ys
NPC: Nova

## Background

A failed cabal and long journey brought Nova to British shores several years ago. For a while the Obrimos took part in fights with Brujo's Boys, mostly in an attempt to safely vent frustration of a lost family.

Totally unaware of the entry rules around the Boys, Nova beat Sirrus who had been the most recent member of the small Cabal. Welcomed with open arms, Nova initially was wary of joining another family. However, in the last three years of being part of the Boys, Nova has returned to his past sunny disposition.

After Bjorn approached him, Nova worked to hone himself until he earned the position of Banner Warden. In London the Wardens are tasked to help guard the Censorium.

While the other Wardens tend to have to switch out of ...

## Description

### Nimbus

Nova's **immediate Nimbus** is a mantle of flame, coiling along his shoulders and flowing out behind him. The fire burns bright, and it's heat grows with the power Nova puts into his casting. His eyes also glow with fire, a gaze that pierces the depths of hearts and shadows alike.

All who witness the spectacle are filled with what can only be Nova's own sense of hope; a belief that they can achieve whatever goals they have. A belief that humanity can be saved, and that they can work together to do so.

Nova's **signature Nimbus** is a lingering feeling of having just missed out on something very important. A faint smell of burned wood can be noticed, but most are too concerned by the thought they have just been passed over for some great event.

**Nimbus Tilt:** 8 again on Expression, +1 Presence
Insanipedian Times/Issue 0/Spend the Time

Are you bored and impatient like Dice, waiting for something to happen? Find out five ways to not become Dice-like!

1.) Watch other object shows. Watching other unique, well-made, enjoyable object shows are a great recommendation if you're craving for the next episode of Object Madness.

2.) Draw something you love. Drawing is something you can always improve at and help pass the time.

3.) Read fanfiction. Read fanfiction of anything, but if you're looking for Object Madness fanfiction, there's plenty here on the wiki blog posts!

4.) Find other fans. Finding other fans of Object Madness can help because you know you're not waiting alone, even if they're only from the internet.

5.) Do new activities that interest you. This will help you ease your mind off of the next episode because you get a variety of interests and not get entertainment from only one source.
Pickaxe and Tennis Ball

This article focuses on the relationship of **Pickaxe** and **Tennis Ball**. Despite not having as much similarities as Golf Ball from Battle for Dream Island, it seems Tennis Ball is friends with Pickaxe.

## Overview

Pickaxe and Tennis Ball seem to be best friends since before Object Madness takes place This is shown in the start of the first episode where a picture of both characters is hanging on the wall.

## Episodes suggesting a friendship

* Ep 1: Pickaxe greets Tennis Ball after he and five other people were poured from the bus door. Earlier in the episode, you can actually see there is a picture of Tennis Ball and Pickaxe in Puffball's house, seen a few times.

## Episodes suggesting a conflict

* Ep 1: At the end of the episode, Pickaxe calls Team B, the team Tennis Ball was on, the "loser team."
Clasm

## Background

Jordan had been an intern at a major news studio, one of the ones that had guests show up in person as often as over a camera feed. Not that she ever got to meet any of these prominent figures, despite it being part of her job to accommodate the guests, but they had staffers who'd occasionally have some inane demand of her. She was diligent in pursuing her assigned tasks, but they still wore at her. Miss Michaels, wanted his Coke *chilled*, not *frosty*. Miss Michaels, my employer wishes to know, in detail, how to get from the room she was provided to the studio without getting so much as indirect exposure to sunlight. Miss Michaels, the representative was curious if you were at all related to the basketball player.

Eventually, Jordan couldn't take it any more. The tipping point was some secretary of the governor deciding that meeting the studio's dress code meant that she was dressed like a whore. When she was sent back to her apartment in order to change into something more conservative, she decided to wash off her makeup, switch to street casual, and not bother going back to a job that paid her in "beneficial experience." When she hit the streets, she wound up on a market full of unfamiliar sorts of people and goods.

## Description

Clasm looks the part of a tourist, wearing clothes suitable for travel and an overstuffed backpack on her back. Aside from a silver ring on her left hand etched with Atlantian runes, there's not much remarkable about her in appearance. In terms of personality... she's not the sort to abstain from being involved. Hiding and running from the Seers has been *odious* to her, and she'd love nothing more than to do something with magic that didn't involve covering her ass.

## Relations & Contacts

### NPCs

* Lethe (SotT)
* Axiom (SotT)
* Mulligan (SotT)
* Maelstrom (SotT)

## Miscellaneous

### Equipment

Silver ring with Atlantean Runes, worn on the left hand.

### Philosophy

*"XXXXX."*  - XYZ
Legacies

This is a list of available Legacies and links to their pages. Unless specifically stated all Legacies here are available to be used. Also, as a heads up, this is by no means a complete list! Feel free to message me if there is an updated Legacy you'd like to use, or if there's an older one that you'd like help updating for your character!

* Bearer of the Eternal Voice
* Celestial Masters
* Daoine
* Eyes of Ain Soph
* House of Ariadne
* Lords of the Inanimate
* Les Filles de Mélusine
* Perfected Adept
* Stone Scribes
* Tamers of Fire
* Tellurian
* Transhuman Engineers
* Turing Complete (Not available)
* Uncrowned Kings (Incomplete)
The Isles of Alvost

The Isles of Alvost have, at various points, been part of The Empire of Keelor. However, over the course of The Pig War, the islands became a free state known for it's armies for hire. The Free Companies of The Isles of Alvost are well respected in the Tripartite Kingdoms and further afield.

By turning against The Empire of Keelor in the midst of The Pig War when the empire was at it's weakest point, The Isles of Alvost were able to secure independent status, recognized by the emperor, for the first time in centuries.

## The Isles

The Isles of Alvost are made up of five islands in total and are populated dominantly by Alvostari humans and a small population of Tabaxi prides as well. However, one can find members of many races within The Free Companies of the Isles of Alvost.

## Government

The Isles of Alvost are run, de facto, by the strongest leaders of The Free Companies and by the Alvostari Judges, which can be found on each of the five isles. Currently the islands are run by Arjent Darkmaul, Freelord of Alvost. He is the Alvostari commander of the The White Company.
Legacy: Katsinam Suukya

# Legacy Name

*“What is it that they say about those who forget the past?"*

Description

## Origins

**Parentage:** Thrysus, Silver Ladder

## Doctrine

**Prerequisites:** Arcanum 2...

## Magic

**Ruling Arcanum:** Spirit

Description of attainment philosophy

*Spell Name/Practice (Reach: ):*

Description

*Optional Arcanum: Life 1*

*Spell Name/Practice (Reach: ):*

Description

*Spell Name/Practice (Reach: ):*

Description

*Optional Arcanum: Life 2*

*Spell Name/Practice (Reach: ):*

Description

*Spell Name/Practice (Reach: ):*

Description

*Optional Arcanum: Life 3*

*Spell Name/Practice (Reach: ):*

Description

*Spell Name/Practice (Reach: ):*

Description

*Optional Arcanum: Life 4*

*Transform Life (Reach: Advanced Duration, Casting Speed):*

In their pursuit of union with the Katsina, the Caretakers grow more and more in tune with their personal guide, eventually learning to take on some of its traits. With an effort of will they may manifest a number of animalistic features appropriate to their guide equal to their Life dots.

### Fifth: Attainment Name

Prerequisites: Spirit 5

*Spell Name/Practice (Reach: ):*

Description

*Optional Arcanum: Life 5*

*Spell Name/Practice (Reach: ):*

Description
The Poisoned Well

The largest body of water in The Sarriahn Dynasty, located east of Dragonspear. Fed by The Wellspring and drained via The Streamspring.

## History

The Poisoned Well was once known as Allura's Pool, before The Short War. Prior to this, it was considerable resource for Dragonspear and The Sarriahn Dynasty, with numerous fishing villages along the banks of the lake, markets located on the small islands throughout the lake, and trade from The Sea of Stars, which made its way up The Sarriah River.

The Short War ended after The Principality of Gildebrag dumped thousands of bodies of allied elves, dwarves, and Sarriahns into the river. They floated, bloated and diseased, into the Allura's Pool and settled there for weeks. Eventually the bodies clogged the draining of the lake, causing it to overflow its banks. Numerous villages, farms, markets, and lakeside villas were flooded with rotting, water-logged, bodies. Even Dragonspear was inundated with the foul smelling water and saturated bodies. Disease spread rapidly throughout the local populace, with many dying. The diseases lingered for years afterward, traveling both up and down The Sarriah River afterward.

## The Name Change

It was after this event that Allura's Pool came to be known as The Poisoned Well. It was, for years, dangerous to drink the water from the lake and most of the populace still considers it unsafe to drink the water or eat fish from the lake, despite the insistence of safety from The Sarriahn Archivists.

## Current Day

The Poisoned Well maintains none of its previous charm or allure. Although it is still beautiful to behold, it is considered haunted and dangerous by the locals. Because it not well traveled or fish, it has become a frequent hide out of bandits, river pirates, exiles, and run-aways, as well as all manner of monsters big and small. The islands that dot the surface of the lake still have the ruins of various markets, lighthouses, and villas from the day The Short War ended and the bodies drifted across the glass surface of The Poisoned Well.
Bast

## Background

Bast is a young first-generation immigrant - her parents are Egyptian Coptic Christians who came to London around the time she was born. While she grew up mostly British (and very non-religious), she was fascinated by her history, and went to University to study Archeology. She Awakened as a Graduate Student working on Egyptian artifacts at the British Museum that were donated by an old, wealthy Egyptologist (and Mage, who would go on to become her mentor). Her Awakening did lead her to lose her position, leaving her to devote herself to magic full-time.

## Description

Diana Bekhit is an intellegent, determined young woman of Coptic Egyptian descent. A short, slender, typically soft-spoken young woman with a studious demeanor, she tends to dress in functional clothing - jeans, t-shirts, etc - when dealing with mundane matters, appearing as your typical young immigrant graduate student.

**Bast**, by contrast, stands out far more than her mundane counterpart. When working magic or dealing with Mage society (and with Spirits and other supernatural creatures) she dresses far more strikingly, wearing stylish clothing, gold jewelry (usually featuring a mixture of ancient Egyptian and Coptic Christian imagery), heavier, stylized makeup, and occasionally Egyptian cat masks symbolizing her namesake. Her personality changes accordingly - while acting as Bast, she finds herself becoming both far more outgoing and social, and more domineering and forceful, carrying herself with a regal bearing befitting her Shadow Name.

## Relations & Contacts

### NPCs

* Serapis (Mentor)
* Ellen McKenzie

## Miscellaneous

### Philosophy

*"XXXXX."*  - XYZ
NPC: Oz

Oz
--

## Description

### Nimbus

Oz's **immediate Nimbus** brings the sound of crackling fire in the hearth. Light that grows around and upon Oz herself, while the world around her seems to grow darker and unknown. For a moment anyone viewing Oz's Nimbus becomes aware of the dangers of the world 'outside', regardless of the physical location that she is casting. A desire to keep near the flame, to remain in the safe arms of the 'known' floods in and this combination of paranoia and desire to remain safe only grows the more power Oz draws upon.

Her **signature Nimbus** is a feeling of permeating warmth and welcome, with a note of dust and lavender in the air. The urge to stay safe remains in the wake of her spells, but it is a decade old cobweb of concern compared to her immediate Nimbus.

**Nimbus Tilt:** TBD
NPC: Phi

## Background

It's no secret that Phi is an American who crossed the pond to get away from potential followers of her Legacy, but how she came to work on the Censorium's security team is a complete mystery.

Phi rarely leaves the sanctuary of the Censorium, as the remnants of Ptolomy's magic make the area unappealing at best.

Phi is a show of goodwill, both on the part of the Guardians of the Veil and of the local Mysterium. In the past the Guardians were viewed with wary hostility for their tendency to try and destroy the more dangerous of artifacts. So far Phi has proven to only be interested in shoring up the Censorium's defences: Physical, magical and digital.

## Description

### Nimbus

As Phi casts her **immediate Nimbus** appears as gold patterns form around her, forming intricate circuitry diagrams that increase in complexity the power is put into the spell. Any who witness her casting feel their thoughts racing, scattered information coming together to form a perfect picture.
Is this how Phi sees the world? Or is it the ideal state of mind that her will is imposing?

Her **signature Nimbus** is a lingering tendency towards cool rationality. Emotion and uncertainty both become quieter as law and logic press forward.

**Nimbus Tilt**: TBD
NPC: Gumshoe

## Background

Gumshoe is the other working resident of Hayfich. Oz hosts and keeps the guests content and Briar works to update the records and establish order to London's chaos. Gumshoe keeps the taps running, the plants watered and the hinges oiled. Some argue it's a Sleepwalkers job, but Gumshoe takes pride in keeping Hayfich going.

It has absolutely nothing to do with his quiet, puppy dog love for Briar. Honest.

In all seriousness, the pair have been inseparable since meeting at Hayfich and Gumshoe will go to hell and back to protect the future Herald of London.

## Description

### Nimbus

Gumshoe's **immediate Nimbus** is a kaleidoscopic lava lamp. Objects shift and slump, colours moving in an out of sight as Gumshoe reaches for Stygia. Clothing, furniture, technology... Nothing is exempt from the warping, shifting reality that Gumshoe brings to the world.

His **signature Nimbus** is a litany of objects that have remnants of Gumshoe's machinations. Slight twists of angles or flashes of strange colours are caught out of the corners of the eye when viewing past instances of Gumshoe's magic.

**Nimbus Tilt:** TBD
Burgoyne Burbidges and Co.

## Description

216 High St S, London E6 3RS, UK

The building you stand outside of has stood the test of time and come out with a C- at best. The brick stands tall and patient while wrought iron gates topped with barbed wire warn out most explorers.

Some say the pagan gods of old are gone and dead, but anyone worth their salt will say they have been gardening. Nature slowly closes her fist around this building. Tree, bushes and vines choke at every entrance and seek to invade by climbing the walls.

Even if there wasn’t barbed wire along the top of the fences, there is no clear way through the brambles that reach out of the front gate, so eager for light and more room to grow.

An archway connects the abandoned chemical factory to the current owners of the building: the local fire station. Your research shows that the archway is nigh on impossible to cross, the floors consumed with rot. Burgoyne Burbidges and Co. sits like an ignored tumor, unused since there is no safe or convenient way to cross between the two spaces.

The back of the building has a large, clear lot. Where the building itself could not be used as storage, the lot has instead been conscripted. Large crates and wooden pallets fill the space to it’s brim. With no protection from the elements the lot is more of a dumping ground than actual storage. Most of the wood isn’t even fit to burn.

The backlot is the easiest way to gain entrance, though the iron fencing and barbed wire still merrily line the property. A small back room with a broken door allows entry into the rest of the factory.

The building has three ley lines passing through it and is placed on a node. The building was owned by the Silver Ladder, but wasn't in use due to a spirit infestation and general disrepair of the building. The Auger's Gift has taken over the building and is now using it as their Sanctum.

**Resonances:**

* Imperious
* Remembrance
* Hunger

## In Game Events

While the deed to the property was originally owned by the Silver Ladder, the Auger's Gift has taken over the building and is now using it as their Sanctum.

After several weeks of work and renovations, the building was completely refurbished and it now a respectable meeting and living space for London's newest cabal.
Selene

## Background

Selene came to London as part of rebuilding herself. Her awakening revealed not only a truth about the world but a truth about herself. One that forced her to start everything over. A new self, a new identity in more ways than one, and a new city to go with it.

## Description

Chipper and cheerful, it's impossible for most Brits to peg Charlie as anything but an Australian. She overflows with the rough-and-ready good cheer that the continent seems to inspire. Quick to joke, quicker to laugh, she's at the center of every party with boundless, intense energy. The sort of dangerous joie de vivre that many find fascinating and others find to be simply too much.

It helps, undoubtedly, that she's gorgeous. Just over six feet tall, with wild blond hair. Lean and muscled, like she'd walked onto the Tube directly from the cover of some pulp novel about a jungle princess and her jaguar hide bikini. Tattoos run up both her arms, dozens of thin black rings and interlocking symbology from some forgotten tribe. Even in the damp gray of London, she's always got a smooth tan. No one's quite sure how.

## Miscellaneous

### Philosophy

*"XXXXX."*  - XYZ
Kvasir

## Background

Since awakening Cade’s circle of contacts has increased slightly. He very quickly joined the Mysterium after learning of the order and their opinions on magic and knowledge. His mentor and the one who introduced him to the magic of the Obrimos and Mysterium is Judith Morgan, a middle aged woman, short and a bit bigger, generally kind but a stern teacher. She was very helpful to Cade when he first awoke, helping to explain how a lot of this new world worked and what kinds of things to expect from it. She was the first mage to approach him, the Mysterium having an interest in him considering his natural inclinations and the general attention on mages that seem close to awakening. He has started to really enjoy talking with Judith although at times she can be just as intense about a subject as he can, but that intensity is usually directed towards him as a student which he sometimes finds scary. Her focus is more towards the Forces end of the Obrimos specialty rather than Cade’s fascination with Prime, but she tries to be as helpful as she can in his pursuits.

## Description

Of average height and build, with neatly kept brown hair Kvasir is a kindly looking man with a warm smile on his face most of the time.

He is prone to gesticulating when talking, especially about things he enjoys. He generally dresses very neatly, nice but functional, as his job requires a professional appearance. In his free time he appears more relaxed, athletic gear when out exercising, or comfortable jeans and t-shirt or shirt and sweater depending on the weather.

Cade is a kind individual who often keeps to himself. Generally preferring the company of books, especially those of his area of study and work, he keeps only a few close friends. But for those who can put up with his sometimes obsessive or manic moods he can be a great friend.

**Nimbus:**

 Short term nimbus: is a faint sound of buzzing bees and the smell of wild flowers.

Long term nimbus: Long lasting magical effects seem to last a little longer than they should, lights glow brighter, sometimes burning out

Immediate - Radius of light surrounds the character with a smell of o-zone and a buildup of static

Signature - Subjects look paler, almost sun-faded. Anything that could hold a charge has a static shock if touched, even multiple times.

## Relations & Contacts

### NPCs

* Skylar Fowler & Eva Hudsen
* Noah Barnes

## Miscellaneous

### Equipment

* Decorative feather pen with gold inlay along the tubing
* Small steel framed mirror with folklore engravings
* German 5 Mark gold coin
Crossing the Snow

**Crossing the Snow** is an animated short that is adapted from a Japanese folkloric tale. It is part of the anthology series *Animated Tales of the World*

## Summary

This tale tells the story of siblings Shiro and Kanko can finally go out and play in the forest. The two discover a snowman made by fox cubs and the two decide to meet the foxes for themselves, despite the warnings from the parents saying that foxes are mischievous and cunning. The siblings call the cubs to meet Konzaburo, a white fox. After a friendly exchange from Konzaburo, Shiro and Kanko are still a bit hesitant to accept the dumplings that Konzaburo offers them. They do, however, accept tickets to the Magic Lantern Show by the school of foxes. The two return to the forest on the next full moon for the Magic Lantern Show and the two are greeted by the fox cubs. This tale is then known that Shiro and Kanko found out that the foxes are friendly even though the siblings' parents thought they are mischievous and cunning, as a misunderstanding.

## Voice Cast

* Zach Beauvais - Shiro

* Chiwetel Ejiofor - Konzaburo

* Courtney Fudge - Kanko / Girl Fox Cub

* Josh Jamieson - Saburo / Fox Cub

* Ben Johnstone - Ichiro / Fox Cub

* Andrew Melville - Narrator / Kanzo

* Alexander Pownall - Jiro / Fox Cub
Known Runewalks

File:Placeholder
"The number of possible routes from one point in the city
to another is nearly infinite. A person might choose to walk
partway and take the train the rest, or go bus-Tube-bus, or hail
a cab — whose journey will depend on the driver’s knowledge,
local traffic patterns, construction, and other factors.
If you were to plot out those varying routes on a map, most of them might
appear as nothing more than scribbles — a twisty squiggle here,
straightforward lines and angles there. But some routes, mages
through the centuries have discovered, tremble with power.
Those ones, if you traced them from start to finish, spell
words in High Speech.
Though not all words written in High Speech are runes,
London’s mages have dubbed these mystical routes through
the city “Runewalks.” One of the Awakened who travels these mysterious places
paths intentionally, with a specific outcome related to the sigil
he’s spelling in mind, is usually rewarded with that outcome.

A Thyrsus makes a symbol for healing with his steps and
strengthens a spell. A Mystagogue gets on the Underground at
Westminster, switches lines half a dozen times to spell out a word
for clarity — and when she exits at Marble Arch, a choice she’s
been struggling with is finally clear. What appears to Sleepers as
a group of tourists meandering through Regent’s Park is actually
a cabal tracing out the elaborate path that will grant them access
to an ally’s sanctum."

- **Mage the Awakening, page 267**

## The Runners

There is a well known Cabal in London called The Runners. These three mages take orders from various mages, cabals and Orders in the city to walk the paths for them. Not only is it a lucrative business, it allows the trio to test and verify potential rune walks. Others have studied the Rune Walks in the past and their findings are closely guarded by The Runners. They are happy to co-operate with investigations led by the Guardians in instances of abuse of rune walks. Between this and the fact the Runners are a Mysterium based Cabal, most are happy to allow the Runners the privelige of hoarding the information and simply making use of their services.

The Auger's Gift worked with The Runners to verify that a local branch of the Seers were using rune walks to avoid detection and increase their chances of success during a robbery in the Censorium.

## Known Rune Walks

* "Success in endeavors"

* "Lose my pursuers"

* More to be added
Cap O'Rushes

**Cap O'Rushes** is an animated short that is adapted from the English fairy tale of the same name by Joseph Jacobs. It is an episode part of the anthology series "*Animated Tales of the World*".

## Summary

An elderly man whose wife had passed away lives with his three daughters as the two older sisters wish to be married. Julia and Maria love their father very much as the two sisters say that they love "him as much as life and the world". The youngest of the sisters says that she loves her father "as much as meat needs salt". Misinterpreting her, the third daughter's father declared to her that she did not love him at all and that it was not enough, and she is misunderstood and banished from home. She then finds herself in a nearby marsh where she weaves a cap and gown of rushes just like the wading bird in the marsh.

One rainy night, the daughters' father tells his servant to search for the missing daughter who was mistakenly banished from home as her father is worried that he lost his daughter as a misunderstanding. Meanwhile, the daughter tries to find shelter by going inside and scrubbing the pots and pans hired by a woman. The nameless daughter begins scrubbing the pots, the pans, and the kitchen supplies as she goes to rest. The next day, the woman does not give the daughter a name, but she calls her "Cap O'Rushes". Rather than continuing to work with the woman, a young master suddenly arrives to Cap O'Rushes as she finds shelter and works in the master's home.

Meanwhile, a girl named Polly is excited with Cap O'Rushes to know if she is coming to see a ball dance in which she tells her that she doesn't have time to watch the dance. Meanwhile, all the servants went to take a look at the fine people during a ball. Cap O'Rushes then says that she was too tired, but she took off her cap and gown; then, she wore a ballroom dress and attended the ball. The ball repeated two more nights, but during the third night, the master is disappointed with Cap O'Rushes to know why she refuses to tell her name since he doesn't know her yet. However, she receives a ring from him as a token of his love. The next day, the young master searched everyone for Cap O'Rushes, but was unable to find her.

Meanwhile, Cap O'Rushes prepares some gruel (a type of porridge) for the young master upon his return. Upon serving the gruel to the master, he then discovers the ring on his gruel for Cap O'Rushes, the woman whom he truly loves. Cap O'Rushes then falls in love with the young master and everyone, including the father of Cap O'Rushes, attended the wedding feast. A course of unsalted meats is served that reminds the father of Cap O'Rushes, who thinks he lost his daughter. The father of Cap O'Rushes is sad until Cap O'Rushes eveals to him who she is. Cap O'Rushes, her father, and the young master, live happily ever after.

## Voice Cast

* Emily Woof - Cap O'Rushes

* David Calder - The Father

* Dominic Rowan - Young Master

* Julie Higginson - The Cook / Julia

* Sheridan Smith - Polly / Maria

* Juliet Stevenson - The Narrator
Puffbull

* Current
* Pre-Debut

### Friends

Puffball (even though they fight a lot; partly), Nickel, Penny, Tennis Ball, Cup

### Rivals

Puffball (partly), Nickel (sometimes), E.D. (possibly)

## Media

### Latest Appearence

Re-tree-ve to Achieve

**Puffbull** is a male contestant in Object Madness and the brother of Puffball. He is a limbless character, but makes up for it by flying. He also has a vocoded voice, and can change sizes. He is placed on team Talented Tacks.

## Appearance

Puffbull appears to be a craft pom-pom, a material used in arts and crafts. His main body is grayish-pink and he has curly bangs/a hair tuft.

## Personality

Puffbull is rather competitive and a bit selfish compared to Puffball's cheery and nice personality. Like Puffball, he's rather strange as he has a vocoded voice. He also shares the same short temper.

## Understanding

Some people can't understand what Puffbull or his sister are trying to say. Puffbull's vocoded voice is fixed in "Re-tree-ve to Achieve."

## Trivia

* In his original design, Puffbull's hair was different. It was changed twice, however.
* Also in his original design, Puffbull was going to be pink, but was given a grayish tint to differ from Puffball. He was also going to sparkle when he talks, but he doesn't do it in the final.
	+ It is possible he doesn't sparkle in the actual series because he may be harder to animate that way.
* In "Re-tree-ve to Achieve," E.D. "kinda" blamed Puffbull for making the Talented Tacks lose. This may show E.D.'s dislike for Puffbull.
* Puffbull may be able to vomit a rainbow substance like his sister.
	+ He may also have a carrying capacity.
* Puffbull is the first *male*to make a weird face.
	+ Overall, he is the second character to make a weird face, the first one being Penny.
		- Coincidentally, their names both start with a P (**P**enny, **P**​uffbull).

## Gallery

Puffbull's original design. Notice that his hairstyle and color are different.Puffbull's assetPuffbull's weird face in Worthless Change.Puffbull in New Object Madness