recursal/Fanatic-Fandom huggingface dataset:
Humanic Era

The Humanic Era was a long era, although not as long as the Bloodic Era, and spanned for almost 12 to 13,000 years, and was the upbringing of many houses still here, and extinct.

## Background

The Humanic Era began sometime after the Hydra were all defeated, and when the humans began to settle the lands. The north-men, a bloodthirsty race of men were the first to arrive in Dynaria. The first lands they set foot on were the Riftlands, where they would found the first settlement in the mountains, called Arktel. They would spread across the region, settling the mountains and what not, sprouting up more villages and fortresses that would either live on to this day, or be destroyed. Others would sail north and settle the region of Frostbel, and then would eventually move on to Volnia. The Demrish, a tall, fair race of men from the east were the second to arrive in Dynaria, arriving in the Frostbel Bay. They would not stay there, however, seeing the north as too cold and harsh. They would instead split, with one group moving southwest, and sailing to the Imperial Isles, where they would settle there, although many Demrish who settled the Imperial Isles believed that the islands were not enough, however, and sailed west, where they would arrive in Carroval, and would begin to settle these lands, establishing their own little kingdoms and clans. And the other would go south, arriving in the Riftlands. However, the north-men present there would not take kindly to these "invaders", and so the first major conflict between humans began. However, the Demrish eventually overran the north-men, and began to push in, settling the mountains, much to the distaste to the north-men. But they would intermingle with each other, spawning a new culture that would be created in the mountains: the Mountain-men. The last race to arrive in Dynaria was the Semerans, brown-skinned people who arrived in the sandy deserts of the south, and settled there, from the east to the west. During all this, the human invaders were constantly at war with the Hydra, who were constantly raiding them, trying to drive them out of the continent. But eventually, they were all killed, and the one who survived fled east into the swampy jungle, where it's three heads would split apart, multiply, and would slaughter the southern people.
Cássia Eller - documentário

O documentário narra de forma cronológica a trajetória da carioca Cássia Eller, com depoimentos de familiares e amigos da cantora e violonista. Não é exagero falar que sua personalidade complexa e sua presença de palco explosiva tornaram-na uma das artistas mais queridas do Brasil nos anos 90.

Vemos Cássia Eller, entendemos suas mudanças, compartilhamos e nos emocionamos com seus anseios, disco a disco, Cássia Eller mostra suas diferentes faces: o começo cru, o álbum de rock, a turnê acústica com três violões, a parceria com Nando Reis (que traz imagens divertidas do músico como produtor). Está tudo lá.

A forma como o documentário trata a relação da cantora com as drogas também chama atenção. Não é segredo que elas fizeram parte da vida de Cássia, e o documentário não esconde isso.

Os episódios mais nebulosos, como ataques de pânico nos seus últimos anos ou os triângulos amorosos, são citados quase como lembranças pequenas, como se não fossem tão relevantes para entender a personagem nem sua produção artística. Cássia Eller era uma das figuras mais interessantes daquela geração porque, além de tímida e talentosa, era verdadeira, exagerada. Ao tratar assuntos profundos com zelo, a produção não só suaviza essa intensidade (reservada, na narrativa, aos palcos), como distancia o público de um lado importante do ídolo.

   Quando o tom de saudade aparece já nos primeiros minutos, o recado está dado: pode sentar e se emocionar. o espectador se sente mais um fã do músico cheio de histórias curiosas. Cássia Eller, por sua vez, não apresenta um lado tão novo da retratada, mas consegue agradar e emocionar aos fãs, que cantarão baixinho “Malandragem”no escuro do cinema.

Cássia era uma explosão. O documentário, apesar de bonito, não tem a mesma chama, carece da mesma complexidade que tornava a cantora tão interessante.Porém é extremamente emocionante a forma como retrata a vida,os anseios e a amizade presente em toda a trajetória da cantora.

Clique neste link, para assistir ao filme.
Mileris

Mileris is the capital of Carroval, and the seat of House Perusva. It is home to the Grand Vestis, the spectacle

of the city, the seat of the Great Vestis and the Great Machar, and the second greatest structure ever known, behind only Godstrike. It is the largest city in Dynaria, and is home to over 1,500,000 people.
Penmer Drull

Gender
 Position
 Age
 Status

Penmer Drull was a Royal Sword, the Blessed Sword of the Royal Swords, and was widely renowned as the most skilled fighter in Dynaria, if not the world.

## History

Penmer Drull was born as the second son of Ralf Drull. His early life consisted of training and dueling, aspiring to be a knight. Eventually he became a squire of Gallus Wydnoon, who was himself a skilled knight. He trained and squired with him for most of his life, travelling the north. Finally, when he was twenty one, he was knighted by Gallus.

Initially, he was new to the world of knights, duels and battles. He dueled with many people, including a Royal Sword himself, but he proved little of himself, until one day, an attempt on the emperor's life failed, and the culprit was known as a man named Wallem. A bounty was put on his head for 300 crowns, a very high bounty. Penmer contested with other bounty hunters, searching for the culprit. Until finally, he found him hiding out in a village near his home of Karlport. He killed Wallem, and then sailed to Brokenhall with his head.

For this gracious act, the emperor gave him the promised bounty, and since he was also a knight, he made him a Royal Sword, a very high honor.
Sam

**Sam** is a hunter as well as a Man of Letters, along with his older brother Dean. He is one of the main protagonists of *Supernatural*. Both Sam and Dean are related to the Winchester and Campbell families - a Letters family and a Hunting family respectively. The pair also share a bloodline withCain and Abel. Because of this, Sam was pre-destined to be the vessel of the fallen archangel Lucifer (whilst Dean was Michael's). Sam is friends with angel Castiel, prophet Kevin Tran, the demonMeg and former lover turned enemy of demon Ruby. He is also the reluctant ally of demon Crowley and for a time was forced to be an unknowing and unwilling vessel for the angel Gadreel (before expelling him).

After the demon Azazel killed their mother, both Sam and Dean were raised in the hunting life by their father John. Sam left the Hunting life to pursue a career in law, and most likely would have married his college sweetheart Jessica Moore. At the series' start, Sam was reluctant to start hunting again. When Jessica was killed, he was pushed back into the hunting life. However, he has been repeatedly known to try and back out of Hunting in the hope of finally having a normal life as he wanted.

Sam is very mentally strong, evidenced by his ability to overpower possession by Lucifer. It has been argued that he is the smarter of the Winchester brothers, although Sam himself would disagree.

Over time Sam has accepted the Hunting lifestyle and has repeatedly sacrificed himself for the greater good, highlighting his selfless nature.
Um pouco mais sobre Mazzaropi

Existem muitas ligações entre o filme "Tapete Vermelho" e os filmes de Mazzaropi, desdes as formas de representar o povo caipira ás semelhanças entre Quinzinho e os reais espectadores de Mazzaropi, então achei interessante trazer um texto que fale um pouco mais sobre isso:

”Mazzaropi foi um autodidata: não tinha educação formal. Seu conhecimento se fundamentava na experiência de vida, em viagens e atividades que desenvolveu no circo, no rádio e no cinema. Como artista circense, percorreu vários lugares pelo Brasil, aprendeu com os mais diversos tipos de pessoas que, depois, representaria em seus filmes. O criador de Jeca Tatu expressa a linguagem destes.

Essa nova realidade social produz conflitos de identidade. “O que Mazzaropi insistentemente explora em seus filmes é o choque do reconhecimento e a sensação de estranhamento, elementos simultâneos que tais brasileiros deslocados percebem quando se confrontam com “outros brasileiros” semelhantes e diferentes ao mesmo tempo”, ressalta a autora. (BUENO, 1999: 16)

Os filmes de Mazzaropi identificam-se com esse povo simples; e esse se identifica com os personagens que vê nas telas. Sua platéia é, em geral, excluída do ambiente universitário, carente em sua formação educacional formal; são pessoas para as quais as imagens são muitas vezes a única possibilidade de acesso às informações.

O público dos filmes de Mazzaropi concentrava-se nas periferias das grandes cidades e também em cinemas situados nas regiões mais remotas do país. Era um público fiel, que esperava anualmente a estréia dos novos filmes de Mazzaropi. Para muitos era a única época em que se davam ao luxo de frequentar o cinema.”

Assita o filme em:

☀https://www.youtube.com/watch?v=HoEWHY-NFew
Houses of Dynaria

Across Dynaria, there have been many houses.

## Carrovalian Houses

***House Perusva***

House Ogenfel

House Chiton

House Gladhammer

House Knotts

House Centree

House Handor

House Dolgus

House Wistmos

House Dynlot

House Bluekeep

House Grainhill

### Extinct Houses

House Yarnmill

House Bellpal

House Harmont

Unknown House (Revolted against the dragons during the Dragonic Era)

Multiple others during the Dragonic Era

House Delent

## Riftlander Houses

***House Unnigor***

House Kollinel

House Hilltent

House Yonance

House Cest

House Queenswood

House Stoneskin

House Vinropt

House Ronver

House Graken

House Quillront

## Volnian Houses

***House Hantont***

House Molinton

House Oldbol

House Geniron

House Drull

House Fieldwhite

House Minrold

House Wydnoon

House Steed

House Dekland

## Frostbeli Houses

***House Stentfol***

House Munnald

House Soarre

House Tunshield

House Micyar

House Ironpel

House Dorrton

## Imperial Houses

***House Volgon***

House Tenrest

House Halcroker

House Lander

House Erelad

House Goldbell

House Strognest

House Cymar

House Ehaigon
Religion

Dynaria and the other continents are home to many vast and influential religions.

## The Four Lords

The faith of the Four Lords is the dominant religion in Dynaria, and by far the most powerful. It is the belief of four gods: Tekkar, the earth god, Dromgron, the fire god, Sisrien, the water goddess, Rimloen, the light god, and the creator of the four, Monar. In the Great Vestis of Machi's own custom language, Male wielders of magic are called "machars", female ones "Machess", and magic is called Machi. Churches are called Vestis's. Human machars born with one of the magical powers are believed to be blessed by the gods, depending on what power they were born with. Every ten years, a new Great Machar is elected between the four Vestis's of Machi, the Roc Vestis, Eqar Vestis, Stel Vestis, and the Ferar Vestis. Usually the Stel Vestis, the Vestis of Light usually wins these elections. Men or women who are born with machi automatically join the Great Vestis, and those who don't and keep their machi to theirselves are forsaken, and are usually imprisoned and executed.

## Zakaneir

Zakaneir is the main faith of western Colorne, and was the dominant faith in the south. Zakaneir, the three headed god, is believed to be the creator of the world and all within it, and holds supreme power over all of it's inhabitants. It was created in the city of Old Colorne, and spreaded widely as the Thrah of Colorne conquered the desert lands, displacing many other religions as it conquered. Zakaneir is thought to be the one who ordered the creation of Godstrike, after telling the Thrarnen of Colorne to build it. After the dragons conquered Dynaria, they gave the Colornians special privileges over the other inhabitants, and so many thought of them to be the true gods, abandoning Zakaneir, with the last Zakaneirian worshippers fleeing and creating communities. However, after the great beasts were thrown out, people began to see them as weak, and some thought that the Hero was the embodiment of Zakaneir, and began believing in him again. It is no longer the most powerful religion in Colorne, but it has certainly began growing yet again.
Tenrest

House Tenrest

Sigil
Three bats, one golden, one bronze, and one grey

Words
Bats in the Dark

Titles
Lords of Rockrift

Seat
Rockmel

Region
Imperial Isles

Lord
Timin Tenrest

Heir
Disputed

Allegiance
House Volgon

Vassals
None

Religion
The Four Lords

Military strength
{{{Military}}}

Cadet branches
None

Date of founding
Unknown; 2nd millennium DE

Age
3000

Founder
Unknown

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Tenrest is a house in the Imperial Isles. Although endangered by the vengeance of Gelemis "The Old Emperor", they still retain their lands.

## History

### Recent History

After Gelemis took the throne, he sailed to Rockrift with a group of 50 soldiers, and stormed Rockmel. The garrison of just 20 were killed and Terlaes and his family fled outside, where just 6 men defended them. Gelemis marched outside with his group and slew the guards, and then killed Terlaes and his family, save his youngest child, which would later become the new Lord of Rockrift, with his Chancellor as the regent.
Gladhammer

House Gladhammer is a house in Carroval. They are the lords of Blun's Hill.

House Gladhammer

Sigil
{{{Sigil}}}

Words
Our Will

Titles
Lords of Blun's Hill

Seat
Blun's Hill

Region
Carroval

Lord
Ben Gladhammer

Heir
Mant Gladhammer

Allegiance
House Perusva

Vassals
{{{Vassals}}}

Religion
The Four Lords

Military strength
1,500 personal soldiers, 200 levies, 1,700 total

Cadet branches
{{{Cadets}}}

Date of founding
2nd millennium DE

Age
3,000

Founder
Blun Gladhammer

Ancestral weapon
{{{Weapon}}}

[[:Category:{{{Images}}}|Images]]
Torsoz

Torsoz is a cool Lego Mang who, fortunately, was born with 5 torsos. These 5 torsos means 5 hearts; 5 warm, beating hearts to pump blood straight into his five torso foot-long. He was asked what he would do with a million dollars once. He answered: "I'd take that money, and donate it to the nearest shelter and childrens' hospitals." What a guy. What. A. Guy. (bitchmade)
As Melhores Coisas do Mundo

Todo mundo já foi, é ou será adolescente. É uma fase da vida feita de transformações, tanto na personalidade quanto no caráter. Nesta fase as amizades revelam-se, os amores despertam, o corpo se expressa. Com tanta coisa acontecendo ao mesmo tempo, se torna um período que gira em torno de problemas. A sensação de incompreensão é muito grande, o que acaba gerando a revolta nos adolescentes.

Para realização de seu filme, a diretora (Laís Bodanzky) visitou escolas e realizou entrevistas com alunos para saber seu ponto de vista sobre o mundo, saber o que gostam, o que fazem e o que pensam. Essas várias pesquisas ficam nítidas no decorrer de todo o filme, pois a diretora conseguiu retratar a adolescência de uma forma bem realista, com todos os momentos vividos. Questões como a perda da virgindade, o preconceito, a vida em grupo e a busca por uma paquera também estão presentes no filme. Tratando de todos esses assuntos ela conseguiu mostrar a vida dentro do mundo dos adolescentes como ela é, e dessa forma permite que o espectador acabe se identificando com as atitudes dos personagens por presenciar ou já ter presenciado questões do tipo.

“As Melhores Coisas do Mundo” está diretamente relacionado com um tema difícil da atualidade, dentro e fora da escola, como reflexo da própria sociedade atual que é o preconceito. A homossexualidade, tratada dentro da família do protagonista, Mano (Francisco Miguez), mostra a dificuldade que uma pessoa passa a ter por fazer uma escolha diferente das outras e como há uma negligência muito grande em relação à estas pessoas, elas acabam sendo de certa forma excluídas da sociedade, tornando-se alvo de preconceito.

O filme também nos mostra a força de uma mulher, de uma mãe. A mãe de Mano (Denise Fraga) mostra-se forte e guerreira por ter que lidar com a solidão, com a perda, com o desprezo e pelo fato de ter que se manter firme para cuidar de seus dois filhos, Mano e Pedro (Fiuk), sozinha. Todos estes aspectos são visíveis cada vez que ela aparece no filme, mostrando que mesmo com tantos problemas, ela se mantém de pé, firme, de cabeça erguida. Uma cena marcante dessa parte da narrativa é quando ela perde o controle de seu estresse e Mano a ajuda a libertar toda a raiva acumulada, o que mostra a humanidade presente em cada personagem: Mano pela ajuda e a mãe por demonstrar sua fraqueza.

Podemos dizer que o filme é crítico do início ao fim: traz assuntos desde os mais polêmicos até os mais banais e mostra como isso está relacionado com a criação da identidade de um adolescente. Além de trazes questões que fazem quem assiste refletir sobre sua própria vida, mesmo que esse não seja mais um adolescente.
Drull

House Drull

Sigil
{{{Sigil}}}

Words
Nay the finest; nor the lesser

Titles
Lords of Karlport

Seat
Karlport

Region
Volnia

Lord
Fordsworth Drull

Heir
Benter Drull

Allegiance
House Hantont

Vassals
House Dekland, House Steed

Religion
The Four Lords

Military strength
1,100 personal soldiers, 2,000 levies, 3,100 total

Cadet branches
None

Date of founding
Unknown

Age
Unknown

Founder
Unknown

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Drull is a house in Volnia, and are the lords of Karlport.
Dynarian Empire

The Dynarian Empire is the greatest and most well-known empire in History. It has known many turbulent times, and fell apart in 1051 IE, only to be soon after remade in 1116 IE.

## History

### Foundation

The Dynarian Empire's predecessor was the kingdom of Imperia. After the Hero drove the dragons out of the continent, it was once again plunged into chaos, as houses declared their own kingdoms while others fought. The first king of Imperia was Magonius I, who was the first child of the Hero, and he would have hundreds of descendants. After his death, there would be four more kings, Derius I, Magonius II, Tegerius I, and Ragen I. Ragen I's son, Dogorius I, would lead a war with the weaker, smaller kingdoms and Thrahs. In just 3 years, he went from king to Emperor. In 62 IE, the Dynarian Empire was founded.

## Society

Dynaria is a massive continent, and such is home to many cultures, religions, customs, and races. The Imperial Isles are home to nobles, rulers, and commanders. The powerful are the rulers there, and many cities thrive in the isles. Carroval, the fertile lands of the west, are home to the rich, merchants, but also farmers, commoners

and peasants. In Carroval, the poor are treated terribly as the rich and powerful mingle and gossip about what the man next door wore last night, or how the peasants are getting angry after rations are cut. The craggy mountains of the Riftlands are home to the friendly but dangerous mountain-men, a seperate culture created from the intermingling of the north-men and the Demrish. It is also home to the Elkmen, who dwell deep within the Riftlands, and still keep to their old ways, although some venture out of their homes for a better future. Colorne, the harsh desert is home to the Colornians, a brown-skinned people who adapted to their new home when they left their old home from the east. They are fiercely independent from any foreigners, and often fight amongst themselves. The Western Colornians are somewhat more peaceful and welcoming of others. Many retain their old faith of Zakaneir, even when being oppressed by the Dragon Cult. In the north is where the north-men live. Frostbel is home to the stout and hardy warriors, and many want glory and wealth. West of them is Volnia, where it is home to the honorable and more calm nobles and rulers, content with their current situation. The north is also home to the giants, who are believed to be taller than a tower, however this is highly exaggerated. In reality, most of them are 10 or 11 feet tall, and live deep within the forests, minding their own business while the outsiders tear themselves apart.
Holvelius I

Holvelius I was the second emperor of Dynaria. He was the first son of Dogorius I.

 Gender
 Position
 Age

## History

### Early Life

Holvelius was born in 56 IE, in Brokenhall. He was raised by his mother in the palace. He was a squire to a knight and was trained in sword combat, and fought against many boys in the courtyard. In 70 IE, he accidentally killed a man in a tournament, breaking his lance into the man's chest. however many believed it to be intentional and he became despised for a time. This would affect his rule when he became emperor in 73 IE.

### Reign

After his father's death in 73 IE, he sailed to Carroval and then rode to Mileris for his coronation.
Dynaria Wikia

## Welcome to the Dynaria Wikia

This is the Wiki for the Fantasy world of Dynaria.

## Describe your topic

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

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Unnigor

House Unnigor is the ruling house in the Riftlands, and are the lords of Domepeak.

House Unnigor

Sigil
A stag

Words
Arise my Warriors

Titles
Lords of Domepeak, Kings of the Riftlands

Seat
Domepeak

Region
Riftlands

Lord
Homtidar Unnigor

Heir
Grandat Unnigor

Allegiance
House Volgon

Vassals
House Kollinel, House Cest, House Vinropt, many more

Religion
The Four Lords

Military strength
{{{Military}}}

Cadet branches
House Queenswood

Date of founding
6th millennium HE

Age
{{{Age}}}

Founder
Unknown

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
Kollinel

House Kollinel is the ruling house of Stoneport, and is possibly the oldest house in Dynaria.

House Kollinel

Sigil
A boar on a crossed black background

Words
The Old, The Proud

Titles
Lords of Stoneport

Seat
Stoneport

Region
Riftlands

Lord
Hogwell Kollinel

Heir
Fenten Kollinel

Allegiance
House Unnigor

Vassals
{{{Vassals}}}

Religion
The Four Lords

Military strength
{{{Military}}}

Cadet branches
House Graken, House Quillront

Date of founding
Late Hydric Era

Age
16,000

Founder
Koll "The Mad Boar"

Ancestral weapon
Mad Tusk

[[:Category:{{{Images}}}|Images]]

## History

### Ancient History

Very few know the truth of the origins of House Kollinel, although many do accept that they were most likely the first to call themselves a house. There are many stories and legends of the old house, but the most popular one is that a man named Koll was one of the first north-men to arrive in Dynaria. He was a deadly, destructive warrior, often driving himself up into a frenzy during battles. He rode a massive boar, with massive tusks. It is said that he had thousands of boys and girls, however it is believed he only had more than 40, still a large amount. He conquered the Riftlands and unified it, then looking his ambitions north. He founded a guarding organization called the Sons of the Boar, which is exactly what it sounded like: His various warrior sons guarding him and protecting him. After their grumbled attempts to invade, he and his sons marched north to face his north-men brethren. The king of them, King Stentfol (It is unknown what his first name was) assembled his massive army of men and even women, where the two forces clashed. It would be known as "The Battle of Boars and Axes". They fought and fought, with his sons leaving the ground in a sea of bodies and blood. King Stentfol also had a giant general, who faced Koll in open battle. However, his colossal boar was brought down, yet Koll managed to kill the giant general. After many days of nonstop massacre, his sons were being killed one by one, until his youngest was the last.

Koll himself faced King Stentfol in battle, and the two clashed for hours, until Koll was finally struck to the ground, but then his son came and attacked Stentfol, where his son struck the king down. Koll was dying from his wounds, and so he passed his greatsword Mad Tusk to his son with his dying hands. The northern army was all but destroyed, but the Sons of the Boar were all but gone, save the youngest son. After the battle, young Kollinel rode back south, where he would continue fighting, and giving off many descendants.
Ehaigon

House Ehaigon

Sigil
Knight driving a lance into a dragon

Words
Ride to Battle

Titles
Lords of Knight's Home, Lords of Estfor

Seat
Knight's Home

Region
Imperial Isles

Lord
Alfrek Ehaigon

Heir
Karl Ehaigon

Allegiance
House Volgon

Vassals
{{{Vassals}}}

Religion
The Four Lords

Military strength
1,000 personal soldiers, no levies

Cadet branches
None

Date of founding
200 IE

Age
950

Founder
Ordis Volgon/Ehaigon

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Ehaigon is a house in the Imperial Isles, and are the lords of Knight's Home.

## History

House Ehaigon began with Ordis Volgon, who decided to leave the Imperial court and make his own life outside of poltics. He traveled Dynaria, fighting in many tournaments and winning most of them. He showed himself as a great knight after fighting against a peasnt revolt in the Riftlands, fighting alongside the Tolmars, and eventually returned to Brokenhall. To reward his bravery and greatness, the emperor granted him the island of Estfor.

However, there was already a house there, House Parrem. Lord Parrem and his family did not take kindly to this, and challenged Ordis to a duel, to rid any threats to his lands and titles. Little did he know, that Ordis was a skilled knight, and Ordis struck down lord Parrem. The Parrem family fled Estfor, leaving the island to Ordis. He renamed the keep there to Knight's Home, and passed down his skills to his sons, and then their sons, and their sons, and so on and so on.
Summer's Curse

Summers Curse is a deadly plague that can wipe out countless lives within Dynaria. It is highly prominent in Colorne and Carroval. It is named Summer's Curse due to it usually appearing in the Summer months. It has no cure, but it can be treated and halted.

## Symptoms

Summer's Curse is spotted by the pealing of skin, along with the hair falling out. It rots the brain, causing those with the disease to go mad, and hostile to others, attacking them and biting, clawing and more. However, the victim of the plague usually dies not long after their madness (usually a day or two).

Other symptoms are:

- Bloodshot eyes

- Heavy Diarrhea

- Puking
Bluekeep

House Bluekeep

Sigil
Three blue keeps, a grey and yellow background

Words
Cold and Strong

Titles
Lords of Bluekeeps

Seat
The Bluekeeps

Region
Carroval

Lord
Iros Bluekeep

Heir
Sam Bluekeep

Allegiance
House Perusva

Vassals
None

Religion
The Four Lords

Military strength
900 personal soldiers, no levies

Cadet branches
None

Date of founding
Unknown

Age
Unknown

Founder
Unknown

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Bluekeep is a house in Carroval, and are the lords of the Bluekeeps. They rule over three keeps painted in dark blue: Coldstone, ruled by the branch House Bluekeep of Coldstone, Frostshield, ruled by the main branch, and Littlewall, usually ruled by the heir to the house.
Goldbell

House Goldbell

Sigil
{{{Sigil}}}

Words
The Ships Have Come

Titles
Lords of Sword's Bell

Seat
Sword's Bell

Region
Imperial Isles

Lord
Glenn Goldbell

Heir
Carl Goldbell

Allegiance
House Volgon

Vassals
None

Religion
The Four Lords

Military strength
300 personal soldiers

Cadet branches
None

Date of founding
Unknown

Age
Unknown

Founder
Unknown

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Goldbell is a house in the Imperial Isles, and are the lords of Sword's Bell. They rule over the primary port of the Imperial Isles.
Dekland

House Dekland

Sigil
{{{Sigil}}}

Words
Always Kings, never servants

Titles
Lords of Wrentmuster

Seat
Wrentmuster

Region
Volnia

Lord
Papper Dekland

Heir
None (given to House Drull upon lord's death)

Allegiance
House Drull, House Hantont

Vassals
None

Religion
The Four Lords

Military strength
70 personal soldiers, no levies

Cadet branches
None

Date of founding
5,000 HE

Age
9,000

Founder
Harmus Dekland

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Dekland is a house in Volnia, and are the lords of Wrentmuster. They are nearly extinct, with their last lord, Papper, as the last member of the house.

## History

The Deklands were once a mighty and powerful house, who ruled as the kings of Volnia several times. However, after the dragons came, their power and influence was shattered after their kingdom was revoked. The Deklands then went into hiding, going across Dynaria disguised as simple peasants. However, they managed to find their way back to Volnia, and under the protection of House Qaylor (now extinct), they became their vassals, and for a time, they became powerful again. When the hero began to drive out the dragons, they were skeptical at first, not wanting to risk being wiped out, and as such they stayed neutral throughout the entire Extinguishing.

After the Extinguishing, they remained vassals of the Qaylors until they eventually died out in 110, and the Deklands were given all the titles of the Qaylors. However, they would keep their titles for only a brief decade when lord Danal Dekland revolted against the Hantonts for unknown reasons, until their defeat, where all their titles were removed and given to House Drull. However, the Drulls were merciful enough to land them as their vassals.

The next few centuries would be uneventful for the Deklands, save for when House Steed was brought under the vassalage of the Drulls.
Hydric Invasion of the North

The Hydric Invasion of the North, or more commonly known as the "Hydric Invasion", was the invasion of Dynaria by the immortal hydric chief, who came out of hiding and began his conquest of Dynaria. It was the deadliest and most horrible war since the Extinguishing up until that point, and resulted in the sacrifice of thousands of innocent men, women and children at the hands of the radicalized followers of the Hydra.
Chiton

House Chiton is a house in Carroval, and are the lords of Jansroot.

House Chiton

Sigil
A swan on a grey and green background

Words
We are not Broken

Titles
Lords of Jansroot

Seat
Jansroot

Region
Carroval

Lord
Gerrar Chiton

Heir
Pendek Chiton

Allegiance
Perusva

Vassals
House Roseberry

Religion
The Four Lords

Military strength
{{{Military}}}

Cadet branches
{{{Cadets}}}

Date of founding
Unknown

Age
Unknown

Founder
Jans Chiton

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
Currency

Currency varies across the world, with many types in Penemor and Dynaria.

## Dynaria

Currency in the Dynarian Empire are called Dins. They are the basis of every coin, and the coins tell how much they value. The system of the coins is quite simple, however.

### Bronze Coins

Bronze dins are the most common type of coin. All of them have a portrait of Yanvarius I on their front and the date they were made on the back.

* Peg: Worth 1 Din
* Rast: Worth 10 Dins
* Sword: Worth 50 Dins

### Silver Coins

Silver Dins are mostly used by the richer class. All of them have a portrait of Holvelius I on their front and the date they were made on the back.

* Griffon: Worth 100 Dins

* Vol: Worth 500 Dins

### Gold Coins

Gold Dins are the greatest of the Dins, and are used by nobles and royalty. All of them have a portrait of Dogorius I on their front and the date they were made on the back.

* Goldstrike: Worth 1,000 Dins
* Crown: Worth 10,000 Dins
Deep Ones

## The Deep Ones

From the dark recesses of subterranean pools, a monster not of this world has recently emerged in Bacas County, Wallachia. Slithering up from cracks and caves in the mountain, they are simply referred to as Deep Ones by the local population.

In a region where supernatural creatures are as common as farm animals and magic is part of everyday life, these unfamiliars have upset the delicate balance. There is no reference to them in traditional folklore, and precious few have any idea how to deal with them.

It appears obvious that their natural habitat is under water. Their hands and toes are webbed and their skin is slick and scaly. A thick tail lined with suction cups helps these bipedals keep their balance even in difficult terrain. They move with deliberate slowness, as if impervious to the passing of time. Although clumsy on land, they glide with the swiftness of a crocodile in water.

It is apparent that they have some sort of telepathic communication with each other and with that which controls them. This tenebrous link is stronger near caves, pools or springs, which is where the Deep Ones are most likely to be found.

After surfacing from their underground lakes, they started corrupting the water sources in the mountains. Secretions from their bodies fill every spring, puddle and creek in the nearby area; the water has been transformed into a dark, slimy and toxic liquid. Locals have learnt the dangers of these pools and warn strangers about them.

The puddles have grown in size and number; in a few places, caves lead to tunnels that are completely flooded with the black ooze. It is impossible for humans to pass through, like trying to swim through a lethal jelly. But for these monsters born of nightmare, it is a lifeline, a direct connection to their master.

The Deep Ones are servants of an ancient sleeping evil, created only to protect their darkly dreaming master. Dormant when there is no threat, they have recently risen to meet the gathering storm and ensure that, when the sleeper finally awakes, the night is grim enough to greet it.
Blue Mountain

The Blue Mountain is a region of Solomon Island, a disconcerting island located off the coast of Maine, USA.

Blue Mountain is situated in the northwestern quarter of the island, with Kingsmouth to the east and the Savage Coast to the south (via Black Goat Pass).

Blue Mountain is home to the Native American tribe that lives on the island, the Wabanaki, and holds a lot of places worth investigating :

* The Asylum
* Blue Ridge Mine
* Franklin Mansion
* Golden Wigwam Casino
* Moon Bog
* Turner House
* Wabanaki Village
Olga - Muitas paixões numa só vida

O filme “Olga – Muitas paixões numa só vida” é um filme de origem brasileira, produzido em 2004, com duração de cerca de 2 horas e 21 minutos. Dirigido pelo diretor de cinema e televisão também brasileiro Jayme Monjardim, é um filme daqueles que possuem seu gênero dividido, sendo uma espécie de drama e romance.

Olga, filme baseado em fatos reais, é inspirado na história de uma mulher alemã, judia e comunista, chamada Olga Benário Prestes (interpretada por Camila Morgado), que foi companheira do também comunista, Luiz Carlos Prestes (interpretado por Caco Ciocler ). Na época, e de certa forma atualmente, ela era uma grande revolucionária pelos seus pensamentos e ideais, condenados pela ideologia do sistema entreguerras, o qual o mundo vivia nesse mesmo período. O filme aborda boa parte de sua vida, da sua luta e dificuldades, desde a saída de sua casa (para se dedicar à causa comunista) até o momento de sua morte. No Brasil, Olga se tornou conhecida principalmente pelo seu envolvimento com Prestes. O romance dos dois começou ainda na viagem que fizeram apos ter sido dada a Olga a tarefa de trazê-lo em segurança ao Brasil, e, como esse era um trabalho secreto, se passaram por um casal, o que foi um passo a mais para que sua relação se iniciasse. Porém, vemos que com o passar do filme, infelizmente não se trata de um conto de fadas. Ao chegarem no Brasil, os planos revolucionários de realizar a depois chamada intentona comunista os condenam, ao ponto de terem seus disfarces descobertos, suas posições políticas reveladas, e assim, suas vidas arruinadas,  quando principalmente são obrigados a viver clandestinamente, e verem suas esperanças diminuindo aos poucos, se agravando no momento em que as dificuldades passam a ser parte de suas vidas.

Em “Olga – Muitas paixões numa só vida”, mesmo em um cenário político diferente do que vivemos atualmente, vemos em certos pontos que nada mudou, como uma certa hierarquia quando se trata da mulher e o sistema político que mesmo com o passar do tempo continua de certa forma repressor . Isto fica claro quando vemos que as mesmas coisas podem nos dar e tirar o que mais temos como valioso (como o Brasil e a felicidade para Olga). Além disso, vemos que mesmo tendo o máximo de esperanças, tudo pode dar errado, e que principalmente, amizades e paixões, mesmo à distância, podem sim continuar existindo. O filme também acrescenta muito no lado histórico e no aprendizado, onde podemos sentir o quão era duro viver naquela época.

O filme *Olga* é uma boa oportunidade para analisar e observar um projeto bem desenvolvido que conta com um despertar de diversas emoções e sentimentos em quem assiste, devido as cenas repletas de surpresas ao longo do filme.
The Roman Baths

In 106 AD, the Romans conquered some regions of modern day Romania. The province, Dacia Traiana, covered parts of Transylvania, Banat and Oltenia. Even after two thousand years, evidence of their history remains in the mountainous valleys.

Elsewhere in Dacia, the Romans made way as they did across most of Europe during this period, but in Bacas County there was a more nefarious reason to their presence.

In Rome, the Emperor, Senate and Praetorian Guard were being corrupted by Lilith. She knew of a great power in Dacia and slowly gained control over the government. Dancing to her tune, the emperor decided to find this unknown energy and learn its secrets. Lilith had the Emperor under her thumb, as well as his son, a high ranking officer in the Roman army. She arranged for his military units to be under her control rather than that of the Emperor directly.

One such unit, along with builders, tenders and servants, was deployed to the Custirii mountains. Here, they built structures to support the Roman lifestyle, such as shrines, baths, cisterns and bridges. A few farms were established to supply food to the small community. The Romans who lived here were happy and mimicked life in Rome as best they could. To begin with, Lilith accepted their frolics as those of children who had found a new playground.

Her patience wouldn't last.

Eager to get to the point of the expedition, she arranged for most of the men to be sent away only a few years after they arrived, leaving the outpost and Bacas County to a single centuria of eighty men and a commanding officer. With a change of focus, these men would search for the slumbering force deep beneath the earth.

The excavation attempts didn't last long, abruptly halted by the officer himself.

The ruins of the Roman baths high up in the mountain mark the site where the soldiers dug in their attempt to unearth the secrets of the region. Never completed and never a beautiful structure, it has endured the wind and snow for millennia as a lonely, bleak reminder of their presence here.
The Son of the Dragon

## Vlad Dracula, The Son of the Dragon

Initiate the secret histories.

The Templar knights once had an interest in this area, when they passed through on their way to the crusades. But it was not until the rule of Vlad III that the village reached its prime. The Son of the Dragon ruled the village benevolently, save for some object lessons to lawbreakers that, in time, would build the legend of "Vlad the Impaler." The Ottomans came, as did darker forces, and all were repelled, and the village people lived well under Vlad's rule - if only for a short time.

When Vlad Dracula fled in 1462, the villagers and the Romany were the first victims of the new vampire queen. The streets ran red, but they did not stay red. We watched the undead lick every inch clean.

Vlad eventually returned with Octavian, Cucuvea, and the Romany, marshalling their allies for a final push against the vampires. At the cost of Vlad's life, they destroyed the fiends, and the vampire queen herself fled the valley, with the Romany in determined pursuit.

In the aftermath, Cucuvea laid a curse on the village, binding its evils to the soil so that it might never leave. And there it remains - all of that concentrated, wicked intent soaked into the earth. If you call the name Iazmaciune, sweetling, it might answer.
Steed

House Steed

Sigil
{{{Sigil}}}

Words
Humble and Strong

Titles
Lords of Yerlock

Seat
Yerlock

Region
Volnia

Lord
Chass Steed

Heir
Daven Steed

Allegiance
House Hantont

Vassals
None

Religion
{{{Religion}}}

Military strength
2,000 personal soldiers, no levies

Cadet branches
None

Date of founding
400 DE

Age
4,100

Founder
Unknown

Ancestral weapon
None

[[:Category:{{{Images}}}|Images]]
House Steed is a house in Volnia, and are the lords of Yerlock.
Red Mage

The Red Mage is a playable character from the Core Classes set of characters. His appearance is derived from the Red Mage job class from Final Fantasy 1.

## Bio

These warrior mages bring a variety of talents to the party, from white and black magic, to skill with melee weapons, enabling them to adapt swiftly to the changing tides of battle.

## Traits

**Realm: Core Classes**

**Class: Red Mage**

**Role: Master of Magic**

Wields rods and staves. Can use rare white magic and black magic abilities, switching between offensive spells and healing as needed.

## Stats

As a Master of Magic, the Red Mage can equally handle black and white magic. He can also serve as a physical attacker of sorts as well, though he is best served handling magic. His most important stats are his HP, MAG, RES and MND. Being a Core Class character, these stats leave a lot to be desired in comparison to his named counterparts.

## Soul Breaks

**Doublecast Fire** (Default)

* **EFFECT:** Cast Fire twice in a row.
* **TARGET:** Single
* **SOUL GAUGE:** 1 Gauge

**Doublecast Thunder** (Unique)

* **EFFECT:** Cast Thunder twice in a row.
* **TARGET:** Single
* **SOUL GAUGE:** 1 Gauge
* **RELIC:** Feathered Hat (III)

## Useable Equipment/Abilities

### Equipment

* Daggers
* Swords
* Spears
* Rods
* Staffs
* Bows
* Hats
* Light Armors
* Bracers
* Accessories

### Abilities

Black Magic

White Magic

 Recruitment

* Darill's Tomb (Classic) - First Time Reward

## Memory Crystal(s)

* MC1: Giant of Babil, Part 2 (Elite) - First Time Reward

## Gallery

*Standing Pose*

*Battle Pose*

<< Go back to Character Profiles
Anastasia, the Seer

On the opposite side of the lake from the Romany camp is a small clearing with a classic vardo wagon parked amidst blooming flowers and a vegetable garden. It's a strange sight - while everything around it is in autumn, the old caravan is surrounded by summer and soft music. The glade looks warm and pleasant, bright and cozy, in complete contrast to the dark forest around.

This is the home of Anastasia the Seer.

The wagon is old - older than the forest itself. It doesn't belong to Anastasia or to any human before her. It's the property of the Vantoase, capricious female spirits of Romanian mythology. They are spirits of the air and can travel wherever they want, also in time and space.

The Vantoase bind the seer to a complex and, to outsiders, unforgiving relationship. It is they who see the details of the future but because they can't communicate with the non-spiritual world, they choose a medium among the humans - always a psychic female - who will interpret their revelations.

They give the magical wagon to this blessed woman, who is shown the visions of the future inside it, and also use it to travel where the spirits require her to go.

Anastasia is the current medium. She was an unusually gifted clairvoyant even in childhood, and was taught ancient magical knowledge by her grandmother. At fourteen, she ran away from home in Tarnaveni, Romania to avoid getting married, and started a nomadic existence that would last a few decades.

She wasn't always comfortable with her gift. Sometimes she would tell people's fortune, but often when she saw glimpses of grim futures she couldn't lie to the client, much to their dissatisfaction. Eventually, she avoided using her abilities as a source of income.

About ten years ago, Anastasia was in an ashram in northern India when she met an old woman she immediately connected with. They became close friends and it was the elder woman who reassured Anastasia that her gift - her premonitions - was a sign that she had been chosen for something important and that she should trust herself and her abilities.

When the other woman felt that the young seer was ready, she explained that she had been given a vision about Anastasia's future. She told her about the wagon and its owners, that these spirits had seen her potential and chosen her to be the next caretaker.

On the day Owl and Eagle and Dragon soar together, and the Eye brings the Champions forward, the Dark Sovereign shall fall.

Not long after she got the wagon, Anastasia started receiving very intense visions - always identical. As she travelled aimlessly, she felt compelled to return to her homeland. During the long road there the visions formed a prophecy:

As soon as she uttered it, she knew her intuition was right. Her place was in Romania, to do her part in fulfilling the prophecy.

Not long ago, she met up with a Romany group and travelled with them to the valley hidden away in the Custurii mountains. Anastasia instantly knew this was the place - where the foretelling would come true. She hasn't looked back since and is determined to stay, despite the dangers.
Primordial Catacombs

## The Primordial Catacombs

The Primordial Catacombs are old. Majestically old. Blasphemers whisper that they might even predate the Black Pharaoh himself, and they are right. The catacombs are ancient, from a time long before dynastic Egypt.

The architecture is refined, and although the Egyptians later carved hieroglyphs into the wall there are traces left of an unknown language below. Only a civilization far more advanced than the Egyptians could have built this.

When Akhenaten's slaves built the temple city, they found several underground chambers close to the pyramid. They were worn down by time and the elements, covered in mystic writing, and scattered with unfamiliar instruments and strange devices, built for a purpose the Aten followers could never comprehend.

Thousands of years before the pharaohs of Egypt ruled the land, these chambers were part of an outpost where scientists measured the hibernation of a dormant horror below. When the outpost was ruined by earthquakes and sank into the ground, the chambers were abandoned.

During Akhenaten's reign, the dark, circular rooms were used as tombs for his most loyal priests and other individuals who showed dedication to the Dark God. It was the final resting place for hundreds of men and women.

This was also the place where the shades were born.

Worshippers of the Pharaoh's sun god were brought here to die, selected to serve as test subjects for royal embalmers gone mad. They were tortured for weeks - beaten, strangled and broken - until their souls were separated from their bodies to be reborn into immortality as terrible creatures called shades.

When Akhenaten died, so did the practices that filled the catacombs with such horror.

Today, 3500 years later, the catacombs are dark places, lined with the remains of those who died in the service of an evil god and haunted by those who were given an unholy afterlife.

Now, few mortal things can survive in this horrific place, and it is populated almost exclusively by the dead, or worse.