recursal/Fanatic-Fandom huggingface dataset:
Nephilim

When a soul's journey through the afterlife has hallowed or tainted their souls, they are rebirthed into the Confluence as **Nephilim**, divine beings of supernatural disposition. Possible in all races across Traversus, these individuals exhibit strange and haunting abilities and appearances, which can lead to scorn, deification or intense intrigue from their societies.

## A View of Heaven

Those with auras that are coloured with the divinity of the Heavens are called **arch souls**, and are viewed as holy agents of the Gods' will, with the birth of one seen as a blessing upon a family, particularly in the Empire.

They are so sought after, in fact, that great lengths may be taken by prospective parents to produce an arch soul, and when they are born they may be 'valued' to such an extent that leads to the sequestering and manufacturing of the child's upbringing.

Typically, an arch soul displays features such as feathered wings, halos, glowing eyes or skin, and abilities such as a healing touch or a calming gaze.

## A Seat in Hell

Mortals who have had their souls corrupted are rebirthed as **pit souls**, unholy offspring who exhibit qualities that mimic those of the daemons of the Hells.

Most parents of these wicked sorts are horrified by the discovery, and quickly seek to kill or otherwise cast out the child for fear of the ill omen it foretells. Some of the more understanding folk, however, raise their child with love and kindness, despite the infernal appearance.

Those with a dark soul grow horns, forked tails, cloven hooves and leathery wings, and their skin takes on reds and purples. They may smell of brimstone or control fire or ice, unholy abilities related to the particular Circle of Hell that has touched their aura.
Ula'lume

A once-great city-state, now plagued by lingering destructive magical energies and feuding noble houses. The governing body, the Languishing Parliament, is full of in-fighting, and the current Midnight Minister, Countess Lenore vos Lacrimosa, is doing her best to unite the families in order to reclaim their long-lost grace.

Magic was once used here in excess, and still great arcane repositories can be found. But unregulated usage and malevolent mages has led to many areas of the city and surrounding lands becoming uninhabitable, as a variety of magical ailments infect the land. The Languishing Parliament has tried to figure out a way to police arcane usage but has been met with intense pushback by the citizens who don’t want their rights revoked. This is not helped by the noble houses who squabble and argue in parliament, pursuing their own individual agendas.
N

**N**, as he calls himself, is an enigmatic man who appears to the scorned and downtrodden at night.

The forgotten, the powerless, the misused - all find favour from this mysterious traveller.

Some are certain that He grants those He deems worthy of His embrace otherworldly powers, that they may use to reclaim their fates. Others warn that He is a trickster, a devil, and is never to be trusted.
Wardenfields

The vast expanse of the Levissian Empire's land encompasses the verdant pastures of the **Wardenfields**. These rolling hills abound with small villages and big hearts.

The diminutive daoine sidhe and uneducated humans of the Wardenfields are friendly, yet lacking in defensive capabilities.

To help protect the villages from the increasing threats of bandits and monsters, as well as maintain watch over the endless fields that provide food for the Empire, Greyfort was founded, inhabited by the Wardens, begrudging protectors of the stout-folk and commoners.

Due to the height disparity between the Wardens and the sidhe they protect, it is not uncommon to see grey-armoured soldiers sprouting up from the fields like stone flowers. This humorous occurrence is the region's namesake, although older sidhe, who lived on the land long before Empire occupation, have their own names for their ancestral home.
Ashen Templars

The **Ashen Templars** are a Knightly Order of the Levissian Empire. They are sworn zealots devoted to Deus and have particularly faith in The Ashen One, as they excise the Levissian lands of any threat that threatens life.

Due to the strain of working under this Order, constantly travelling and seeking out horrendous and disgusting foes, many Knights have become sullen and grey-faced, rarely leaving their armour, living only to bring death to the blighted foes of Deus. It is said that in combat they are untiring and ceaseless, much like the undead foes they face.
Kohotl and Wahaos

Kohotl and Wahaos are the patron deities of most sailors across Traversus. It is said that the husband and wife judge the fates of sailors that travel across the sea. There is much debate over what they deem as 'worthy'. Some believe the two lovers give passage to those that take the time to enjoy the journey, and relish the detours provided for them by the sea and sky. Others believe they demand direct travels, so as not to harm their precious sea with their boats. Others still believe in ritual sacrifices, tossed overboard, or the destruction of ships that they cross paths with. Many pirates claim to do what they do in the name of the two deities.

Wahaos is depicted as benevolent, yet often seen as something of a trickster, setting wayward travelers in the wrong direction and, some believe, asking other gods to rearrange the stars to confuse and bemuse. There are legends that Wahaos has forgotten about his lost love, as in most stories about the couple it is always Kohotl who is trying to find a way to reach her husband. Nevertheless, Wahaos' holy symbol is a hand graciously reaching down, in front of a compass star.

Kohotl is said to be the currents that run beneath the waves, whisking away poor souls that fall beneath the sea. They say that because she possesses no body, she steals those that she finds in hopes of reclaiming the one she lost, so that she can swim to the surface and be reunited with her husband. Her holy symbol is a hand grasping upwards in desperation, in front of a curling wave.
Currencies

Across Vestalt, various forms of currency are used. Some shopkeepers refuse to take coins from other nations, while some are less picky.

## Leves

The Levissian coins are referred to by a shortened version of their nation of minting; thusly called ‘leves’. They are made of white-gold, and are stamped with the visage of the current reigning monarch of the Empire on one side, and the sun emblem of Deus on the other.

## Rivets

Due to the popular (and nowhere near untrue) assertion that ‘money holds the Accord together’, the people of the Steel Accord refer to their money as ‘rivets’. They are small coins made from black iron, a rare metal found in mountains near Schwarzgarten, and have imprinted upon them their year of production written in runic as well as a magic rune that can be used to detect counterfeits.

## Ducats

The standard currency in the free city of San Valento. Often used by traders that travel across the entirety of Vestalt. They are flat gold coins with a V inscribed into them.

## Teeth

Orcs buy and sell with teeth. It can be the teeth of an animal or a mortal, and are usually orc teeth, due to orc physiology allowing their teeth to regrow. Many beastfolk tribe have adopted teeth as a form of currency, too.

## Nebu

Ancient gold coins that can be found amongst the tombs that lie in the Djisenna Desert. Today, these are quite valuable and many seek to plunder these burial sites in pursuit of the riches these coins can provide.
Orcs

Cunningly brutal and brutally cunning, the nomadic Orcs eke out a warlike and tribal existence in the northern wastes of Traversus, particularly the Hissing Wildlands. Strong bodies and simple ideals are principle to orcish life, and a deep history of shamanistic tradition binds this barbaric race to the land they live upon.

## Mean and Green

Tall and muscular, orcs have tough, toned bodies with little fat. Most are over 6 foot tall and weigh between 230 and 280 pounds.

Their skin colour ranges from shades of green to brown to grey, and they often tattoo markings upon their bodies.

Their wild and unkempt hair and unfiled teeth and tusks are evidence of their alternate ideas of beauty and aesthetics.

## Clan Culture

Orcs live in clans, ruled over by the largest, strongest and smartest individual, known as a Big Boss. These tribes might only exist as long as the orc leading them can hold their fractious elements together, or until a challenger usurps power, invariably slaying the old Big Boss in a leadership challenge, and moulding the tribe after their own, unique vision.

There are many tribes, and they are often colourfully named, after their leader, their deeds or some unusual characteristic or custom exhibited by them. Some particularly infamous tribes include the Hellscream Clan, Ironfists, the Curved-Fangs, the Hunters in the Long-Grass, the Darkest Stars, and the Bloody Moons.

## Blood and Water

Unlike other races, orcs are foreign to the typical ideas of family, marriage and parentage. Pro-creation is not sought out of love, but rather physical attraction, necessity, or a desire to further the clan with a strong sire.

Orcish children are raised by an entire clan, with the older orcs taking on most of the responsibility. If a maturing orc is involved in a clan-break. they are usually temporarily bound to a mature orc who helps them to find a new clan. Sometimes, however, these young orcs are left to fend for themselves in the wild.

There are exceptions to this rule, such as half-blood orcs, which can occur by either non-orcs joining orc clans (allowable if the individual demonstrates particular strength or cunning, or otherwish 'orcy' traits) or if an orc leaves the clan-lands and settles elsewhere.

## Currency

Orcs buy and sell with teeth. Or, ‘teef’, as they call it. It can be the teeth of an animal or a mortal, and are usually orc teeth, due to orc physiology allowing their teeth to regrow.
Locobster

A 50-foot long, stalk-eyed, 10-legged desert dwelling crustacean, Locobsters (or ‘cobs’) are found in the Outback, where they travel from one billabong to another in herds, following the same path each time.

They travel along these tracks in single file, and at a rapid speed. Because of this, and their docile and ambivalent nature, denizens of the Outback have harnessed their frequent movements into a form of public transport.

Compartments are built onto the back of herds, that can carry passengers and cargo across great distances. Tamers have managed to perfectly chart the course of their movements, and thus a reliable means of travelling between important places in the Outback was created.
Grouse

Across Vestalt, goblins steal and swindle and stab. It's in their nature. It's what they learn from their parents and what they teach to their children. But, if the holy texts are to be believed, there once lived a goblin who defied this murderous existence.

His name was **Grouse**.

Grouse believed in kindness, kinship and co-operation between all people and all races. He would walk the land, His little green feet bare against the harsh terrain, spreading His love and guidance to the few who were willing to listen. Grouse loved campfires and hearths, small fires around which people could share food, drink and stories, laughing and gasping into the night alongside friend and foe alike, putting aside their differences and allowing strangers into their hearts.

Sadly, many goblins disagreed with Grouse's ways, calling Him a coward and an embarrassment to goblinkind. Grouse ignored these insults and continued on His path of peace and tenderness, eventually wandering into the Outback to spread his word to the settlers and nomads. He would walk for days upon the hot sand, sharing His water with the thirsty and breaking bread with the hungry. He became a legend across the desert, known for His unusual compassion that was not often experienced in the lawless wastes.

His teachings survive to this day amongst his most dedicated disciples, with holy scriptures being passed down from generation to generation. These apostles live their life in accordance to His teachings, showing kindness to strangers and helping the less fortunate however they can, and always trying to avoid bloodshed. Above all, they follow His holy decree; 'Love thy neighbour'.

Unfortunately, some translations of the contested goblin language used in His holy texts believe that what He actually said was 'Rob thy neighbour', and He spent His life wandering from town to town pinching purses and slitting throats. Some goblins have even deified Him under these beliefs.

Regardless of the avenue of faith attributed to Him, all agree that one day Grouse wandered far into the desert, never to be seen again. Some say, however, that when you are at your lowest point, when you've lost all hope and your end seems near, you may feel a small hand upon your shoulder, and a warm presence by your side, as a cheerful goblin smiles at you and helps you to your feet.
Gilded Auctioneers

In the employ of the wealthiest families and political influences of the Steel Accord, the **Gilded Auctioneers**, also known as **das Vergoldete Auktionatore**, are sellswords charged with maintaining peace and order within the Accord.

Though they ostensibly fall under the auspices of the Konsortium, in truth they receive employment from just about anyone with the gold to pay them. Thus, they are known to act according to the wishes of the rich, and few would object to calling them the nobles’ private army.

As a sellsword's loyalty may be bought, cases of bribery have grown so numerous as to earn the scorn of honest citizens. However, not all of the Auctioneers are without scruples, and a small number are apparently honourable and earnest in the line of duty.
Kingdom of Carill

A struggling kingdom, the **Kingdom of Carill** tries to maintain an air of royalty and regency. With dwindling resources and shrinking borders, the small state is on the decline.

They are often known as the **Purple Kingdom** due to their royal colours of purple and yellow. A humble history of pacifism and farming has allowed the small populace to go largely undisturbed, but increasing attacks from monsters and bandits, as well as the Levissian Empire's spreading influence has led to a decline in the kingdom's wellbeing. Many commoners have been forced to abandon their land, seeking refuge elsewhere.

The current ruler of Carill is Queen Ariannah, a young and inexperienced ruler who is straining to hold together the noble Carillian houses whilst learning what it means to govern a nation.

Carill is a member of the Iridian Triptych.
Zeth'ramnik

Zeth’ramnik is a special unit he is also the leader of the vaurkrads many armies and legions of units he has four legs and arms all tipped with claws or spikes he has one big red eye in the centre of his face his upper set of arms are shaped like pincers while his lower set are 3-digit hands his claws appear emanate heat this is likely for melee if the rest of his armaments are broken or ineffective

Wargear: Greatsword, bio-rifles, bio launchers

Health: 500

Movement: 7 inches

Armour: 65
Void'raur

Void’raur is the second in command to zeth’ramnik he is a special assassin unit he commands all units classified as stealth he alongside Vazrakx and zeth’ramnik lead the divisions of the vaurkradian empire since he is a unique unit, he has a unique wrist-blade

Wargear: the silence of a thousand souls (does double the damage of a normal wrist-blade) silenced bio-rifle

Health: 500

Movement: 8 inches

Armour: 50
Vaurkrad bio-launcher

The bio launcher fire super-heated globs of acid it appears to be used primarily on heavy vehicles like tanks and heavy walkers but sometimes it may appear in the hands of a higher soldier

Damage: 70

Range: 10 inches

Cooldown: 3 turns

Special rules: blast the area where the shot lands in a 20-inch radius for 20 damage the hit unit does not take blast damage
Vaurkrad charger

The charger is a small quadrupedal creature that can run very fast and loves ramming into things it has a long-barbed tail two hind legs that have spikes for feet two front legs that are also tipped with spikes, but these ones have serrations on them for cutting the head is like that shark but instead of being sharp the head is smooth with many teeth and four eyes its back has spines on it for when its charging low near the ground

Wargear: claws (same stats as sword)

Health: 175

Movement: 10 inches

Armour: 40

Special rules: may charge into an enemy for 50 damage min range 3inch max range 10 inches
Y

**Y** is a librarian, a keeper of lore and secrets. From his Sanctum, he collects and studies and documents history and information across the cosmos.

Some of the more intelligent and cosmically awakened folk on Traversus are aware of Y, and some who have investigated deeper seek audience with him, to learn his secrets.

Until recently, he has been assisted by his apprentice, Milo.
Ohmelasi Isolate

A secluded city-state, the **Ohmelasi Isolate** harbours no ill will to their neighbours; they simply prefer to be left alone.

Located in **Ohmelas**, the cheerful, yet mysterious Ohmelasi people frolick and sing, going about their lives with a sense of glee and peacefulness. There are no kings in Ohmelas. All are truly equal. There is no law enforcement here as there is no need for one. There is no poverty nor illness, and thus no hospitals. People may pray to whatever god they wish, and thus there are no churches - instead, the people chant their hymns of worship holding hands in parks and gardens. Ohmelas is an idyllic city, a bastion of what can be achieved when differences are put aside and doubts are discarded.

Travellers are welcome in Ohmelas, but are politely asked to leave if they begin any trouble. Many who visit decide to stay there, as it is far better than wherever they came from.

Across Vestalt, many Ohmelasi travellers can be found, perhaps having settled down elsewhere. They are always easy to spot with their strange garb, energetic enthusiasm and generally merriness. When asked about their home, a pleasant smile drifts across their face, and they politely change the topic of conversation.
Vaurkrad orion class ships

orion class ships are large stealth ships for the earlier stages of a large-scale invasion and because of this these ships carry lots of assassins and scouts and smaller weapons than most other ships

Wargear: bio-cannons and infectors

Health: 750

Armour 40

Movement: 9 inches

Special rules: cannot be attacked until it has attacked
Vaurkrad engineer

The engineer has two legs both tipped with two spikes its skin is black to protect against fire one hand is normal while the other has millions of little cilia that go inside the piece of gear or parts that it is working with

Wargear: shotgun

Health 200

Movement: 6 inches

Armour: 30

Special rules: every 2 turns this unit may repair a vehicle by 30 health points
Sisterwood

The **Sisterwood** is a dark and overgrown forest, full of plant, animal and fungal life. Few dare to tread here, fearing the noxious fumes and mutated creatures. But there is some beauty in the horror.

It is said that long ago, there lived two sisters. One of them fell ill, and the other travelled to a distant, misty land to seek a cure. By the time they returned, the ill sister's body had served as a bed for a beautiful mushroom, whose spores were carried upon the winds and nurtured by the living sister, eventually creating the Sisterwood.
Vaurkrad harvester

The harvester scours the battlefield after the vaurkrads win the battle that took place there and they pick up the dead of both armies and rip them apart and put the pieces into categories for “reuse” it is a gruesome process anyone who has witnessed this has gone for the rest of their lives without sleeping even if they go to sleep, they have horrific nightmares of them or loved ones still alive going through this process

Wargear: unknown

Health: unknown

Movement: unknown

Armour: unknown
BattleCast Wiki

**Welcome to the BattleCast Wiki!**
this wiki is designed for a little project of mine called BattleCast(name is not final) it is based off many sci-fi and fantasy games that I like so its kind of a off brand 40k remix anyways no intense gore and other R18+ content you only have 3 warning's so speak wisely please do not say mean things on this wiki and if you dont like my and others art well make your own then and put it on the BattleCast creation wiki and if you want to make ocs and stuff go herehttps://battlecast-creation.fandom.com/wiki/BattleCast\_creation\_Wiki

We're a collaborative community website about BattleCast that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Vaurkrad Pistol

This pistol is shaped like a standard issue sidearm from most races but this weapon for some reason has slits along the side of the gun we have reason to believe that these “vents” because of their direction boost the projectile therefore causing more damage and it would make sense because they have it on every projectile weapon in their arsenal and all their weapons fire a specific acid type that radiates heat so they would need a way to vent this

Damage: 20

Range: 7 inches

Special rules: gives the hit unit the acid status effect

Causing the hit unit to lose 20 armour if there is no armour do 10 damage instead
Vaurkrad Sword

This sword looks like the blades that medieval era races used but this blade is far from crude the hilt is made from black chitin the blade itself is made from super-heated bone it’s also serrated there is also a miniature blade on the pommel (the ball at the bottom of the hilt)

Damage: 30

Special rules: gives the hit unit the burn status effect causing 10 damage every turn for 3 turns
Oxenbeak

Oxenbeaks are a breed of flightless birds, characterized by their typically yellow feathers (however other plumages are possible), distinct odor, and the unforgettable chirp, "kweh!" Domesticated for their gentle nature, quick feet and strong bodies. They are often used as a mode of ground transportation, serving as mounts for knights or pulling carts for merchants and travellers. They are named for their strong beaks, which they use to dig in the ground for Squiggleslips and other insects, or to charge at predators.
Vaurkrad destroyer tank

The destroyer tank is a brutish thing it’s like a tank got mixed with flesh and bone it walks on giant sets of legs is has a head on its front and that head has a maw filled with bloodstained teeth on its back it has a bio launcher and weird arms

Wargear: bio launcher,

Health 300

Movement: 8 inches

armour: 60

Special rules: damages unit when walking over them for 20 damage
The silence of a thousand souls

the silence of a thousand souls is a special wrist-blade that does 2x damage its owner is Void'raur it comes in handy during his many stealth missions because even when its unholstered its does not appear on thermal imaging its heat can be changed likely due to new tech that is to big for a normal assassins wrist-blade to contain

damage: wrist-blade 2x

special rules: same as wrist-blade
Vaurkrad pilot

The pilot has a black dome like head which has a purple pupil the pilot has four arms to operate all the systems in its plane/spacecraft it has two crab legs

Wargear: pistol

Health: 150

Movement 5 inches

Armour: 20

Special rules: whenever this unit is near an airborne vehicle give the vehicle plus 20 to health
Snom

Snom are small, larval creatures. Most of their round white body is covered by a translucent shell of icy spikes. Its exposed head features two black eyes and round mouthparts. Four short legs are located underneath its body.

Snom anchor themselves to branches with frigid thread it extrudes from its mouth to disguise itself as an icicle while sleeping. Snom consume snow that has piled up on the ground. The more snow it consumes, the larger and more impressive the spikes on its back grow.

They are seen as a delicacy, and thus are often imported to warmer areas for use in cooking, typically deserts.
Vaurkrad Assassin

The assassin has black plating and four crab legs it has a red dot on it front of its helmet likely an optic or eye its two arms akin to zeth’ramnik upper set of arms

Wargear: wrist blades, pistols

Health: 100

Movement 7 inches

Armour: 30

Special rules: stealth cannot be attacked until it has attacked a unit
Vaurkrad fighters

a fighter is the space infantry of the vaurkrad empire it is small sleek and has an effective arsenal but can also self-destruct which does quite a bit of damage

Wargear: bio-cannons and self-destruct (same stats as bio-bombs)

Health: 200

Armour: 10

Movement: 9 inches

Special rules: if this unit self-destructs the unit will be destroyed
Witchbreed

Across the lands of Traversus, there are individuals born with abnormal and otherworldly abilities. These variants among the races go by many names. Blood-freaks. Mononoke. Lusus Naturae. But by far the most common term, owing to the theory that they are cursed via black magicks, is **Witchbreed**.

Witchbreed are categorised by the supernatural powers they wield, paranormal manifestations of varying degrees of power and usefulness. These gifts can be physical changes, such as antlers, a change of skin texture or unusual proportions, or they can be intangible, such as the manipulation of the environment, creation of energy blasts or telepathic aptitude.

The wide range of biological variations can lead to many passing as 'clean-bloods', while others with more severe deformities are persecuted on sight and struggle to lead normal lives.

These physiological changes occur during 'hemomorphosis', an event that typically occurs during a race's pubertal period. On rare occasions, witchbreed may undergo the process later in life, in their younger years or, in some cases, prenatally.

Due to the often freakish appearances and destructive powers demonstrated by witchbreed, they are almost universally hated and feared. Many parents of children showing signs of hemomorphosis make drastic choices, such as amputating morphing or growing appendages, sending them to live with faraway relatives or whoever will take them in, turning them over to the authorities or simply euthanising them.

Those that survive the ordeal of adolescence face scrutiny and detestation, with lynch mobs a common site. Thus, it can be hard for witchbreed to find work or housing, and many are forced to become drifters, constantly fleeing from those who hunt them.
Vazrakx

Vazrakx is the leader of R&D (research and development) his division is credited with creating many of the vehicles and weaponry used by the vaurkrads other than that and the fact that he is always in his laboratory we know nothing but whatever the reason is we know it’s something big

Wargear: none

Health: unknown

Movement: unknown

Armour: unknown
Vaurkrad aviator

the aviator is a plane like organism that flies above the battlefield or alongside ships it looks like your average plane aside from the fact that it has bat wings, a face and it’s made from flesh and bone

Wargear: rifle

Health: 200

Movement: 8 inches

armour: 30

Special rules: spawns’ pilot upon death. Airborne cannot be attacked by melee bonus damage taken by ranged weapons by 20
Vaurkrad death-hooks

death-hooks are large tentacles tipped with hooks or spikes the death-hooks latch on to a ship’s plating or insides then locks into place or rips the piece out/off if the death-hooks hit a weak spot it can turn and bend inside the ship causing even more damage because its not just a big room its half the insides of the enemy ship

Damage: 100 (for outside and basic inside) 200 (for twister or lucky spot)

Range: 10 inches

Special rules: every turn once per ship you may pull an enemy ship towards you,

To hit a lucky spot or do a twister you must roll a 5 or more
Stagbear

A huge omnivorous ursine creature, the majestic stagbear is illusive and dangerous, running down prey and fending off predators with it's enormous antlers. More similar in nature to an elk than a bear, these creatures prowl the undergrowth of the darkest forests, attempting to live peaceful lives. Unfortunately, they are often hunted for their antlers and hides, making them quite endangered.
Vaurkrad bio-bombs

the bio-bombs are biological torpedoes that shred the armour of artificial and biological ships because they are packed with acid, on the tip of these bombs are cone shaped bits of bone meant to pierce the outside of the ship delivering the bombs inside and then the bomb explodes causing extreme chaos in the ship

Damage: 200

Range: 8 inches

Special rules: depending on the armour of the enemy ship this weapon can do critical damage. max pierce amount: 40
Zeth'ramniks ship

Zeth’ramnik’s ship is a heavy dreadnought it serves as Zeth’ramnik’s personal ship and the most powerful ship in vaurkrads history it also has a very large hatchery which comes in useful during the many battles this ship has led

Wargear: death-hooks, infectors, bio-cannons, bio-bombs and a Bal

Health: 2000

Armour: 70

Movement: 9 inches

Special rules: fear and inspiration
Vaurkrad dreadnought

(disclaimer this unit is unusable)

this ship class was the pride of the vaurkrad race before their doom until all but one were destroyed at least the vaurkrads could replace their loss with the battleship but given the legacy and arsenal of these ships it only made sense that zeth’ramnik clammed the last one for himself and modified its arsenal with new and updated weapons and systems since the navigation was like it had been since its construction back before the fall of the old empire
Vaurkrad battleship

the battleship is a very large ship that when seen by the enemy cause’s chaos abord the ship as they all pray to their gods

Wargear: Bal, bio-cannons, bio-bombs and death- hooks

Health: 1250

Armour: 60

Movement: 9 inches

Special rules: can emit an emp that disables movement for the enemy for 1 turn every 5 turns
Vaurkrad bio-cannon

the bio cannon is a point defence weapon that fires hundreds of globs of plasma/acid this plasma/acid hybrid is very damaging but because of the size of the globs it takes a while to melt though heavy plating but very little time to destroy a small ship

Damage: 100

Range: 9 inches

Special rules: does half damage against large ships
Lower vaurkrad soldier

This soldier has not yet ranked up higher in the chain of command for some reason the lower soldier has normal legs like that of a human its rank is signified by the patterns on its chest-plate

Wargear: bio-rifle/shotgun/sniper, 2 grenades

Health: 175

Movement: 6 inches

armour: 40

Special rules: may charge into the enemy causing 25 damage
BAL

the biological acid launcher or bal for short is a large cannon that fires giant calcium spikes packed with acid the velocity of the spike adds extra damage to the shot making the shard extremely damaging

Damage: 400

Range: 10 inches

Cooldown: 3 turns

Special rules: cause 100 damage every enemy turn once fired
Vaurkrad carrier

the carrier is a floating sack of meat with tentacles on the bottom, many eyes and a large mouth that acts as a door into the carrier where the units inside are put into pods inside and they rest until they must battle once more

Wargear: none

Health: 400

Movement 7 inches

armour: 30

Special rules: can store 6 small/3 medium units
Vaurkrad war-hound

the war-hound is a quadrupedal like the charger but instead of spikes for feet it has claws that are razor sharp its head is like the charger’s head but more dog like it also lacks a tail and doesn’t have spines on its back it trades these for acidic spit and a strong sense of smell

Wargear: claws and acidic spit (same stats as pistol)

Health: 150

Movement: 8 inches

armour: 40

Special rules: may act as a mount for soldiers and scouts
Vaurkrad weapons

the weapons of the Vaurkrads are biological in nature their ammo is mostly a sort of stomach acid with others having calcium spikes as ammo instead below are links to the whole Vaurkrad armoury

### ranged

Vaurkrad sniper rifle

Vaurkrad shotgun

Vaurkrad bio-launcher

Vaurkrad bio-rifle

Vaurkrad Pistol

### melee

Vaurkrad Sword

Vaurkrad Wrist-blade

Vaurkrad greatsword
Solaire

Solaire, the Gleaming City. Seat of the Empire, throne of the Royal DuLeviss line. Perched atop a gargantuan pillar of stone, it is said that the higher one lives within the city, the higher the status of your bloodline.

Beneath the Blinding Bridge, which connects Solaire to the Wardenfields, hangs an immense shanty town has been constructed by the lower-class of the Empire, eking out a living quite literally below their superiors. This settlement, dangerous and unstable, is referred to as Underbridge.
High King Theorick

The current High King of the Levissian Empire is **Theorick**, a dutiful elven ruler who is devout to Deus and is loved and respected by the people.

Theorick has not been seen for a few years, and rumours abound that he has left his throne behind. Margrave Warwicke appears to be in charge as Regent until Theorick returns to the kingdom.

His whereabouts are unknown.
Normal vaurkrad units

* Vaurkrad scout
* Higher vaurkrad soldier
* Lower vaurkrad soldier
* Vaurkrad Assassin
* Vaurkrad aviator
* Vaurkrad war-hound
* Vaurkrad charger
* Vaurkrad carrier
* Vaurkrad Psyker
* Vaurkrad pilot
* Vaurkrad harvester
* Vaurkrad destroyer tank

### space units

* Vaurkrad frigate
* Vaurkrad fighters
* Vaurkrad dreadnought
* Vaurkrad orion class ships
* Vaurkrad cruiser
* Vaurkrad battleship
* Vaurkrad scavenger
Squiggleslip

A tiny, worm-like species that lives in soil. They absorb nutrients from the soil via their long, stringy tongue, which is also typically emerged from the ground as a way for the squiggleslip to breathe. Unfortunately, this means they are quite easy to pull up by foragers or Oxenbeaks.

The fur on their bodies contains a potent poison that can cause nausea in most creatures, except for the Oxenbeak, which has evolved to withstand the chemical.
Rachel Buchanan

**Siblings:**

* Jo Buchanan (twin sister)

**Other Relatives**

> "Shouldn't you be the smartest of the two of us?"
>
>
> "Why would I be?"
>
>
> "The older twin is always like that."
>
>
> "Since when?"
>
>
> "Since birth, Rach!"
>
>
>
> "Who put this nonsense into your head? It'll be obvious to anyone with common sense that **you** are the smart one. So use it, for Mum. I know you can do it. And if I can help in any way, I'm here."
>
>

**Rachel Maeve Buchanan** (also known as **Rachel II**) is the first and eldest of the Buchanan twins. She was born almost half an hour before her sister but still claims to be the slowest one.

After their mother’s disappearance, the girls directed all their efforts to search for the biological family of the latter in the hope of getting help. This is how they came across Kat’s cousin, Peter, who turned out to be a much more useful aide than they expected.
Familia Ante Omnia Wiki

**Welcome to the Familia Ante Omnia Wiki!**
TBA

## Important articles

PlaceholderThe Missing TenPlaceholderSuperheroesPlaceholderThe Renaud Bloodline

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Jo Buchanan

**Siblings:**

* Rachel Buchanan (twin sister)

**Other Relatives**

> "Holy sh—"
>
>
> "Jo!"
>
>
> "Sis, don't even think about lecturing me. Our uncle is Spider-Man!"
>
>
> "You do realize that officially speaking, he's not our **uncle**, right?"
>
>
>
> "Meh. I prefer to use shorter terms."
>
>

**Parker Joanne Buchanan**, who prefers to be called **Jo**, is the younger twin sister of Rachel Buchanan and the second daughter of The Missing Ten’s Katherine Buchanan.

She was the one who suggested asking Shane about their mother’s biological family. Jo thought they might know something, or at least have better connections to help find the woman, and as it happened before, the blonde’s instincts did not fail her.
Higher vaurkrad soldier

Unlike its lower ranking kin, the lower soldier the higher soldier it has the classic crab legs it has more complex patterns on its chest-plate it has a purple eye in the centre of its helmet

Wargear: bio-rifle/shotgun/sniper 3 grenades and sword

Health: 250

Movement: 7 inches

armour: 50

Special rules: inspire when within 3 inches of another unit that unit becomes inspired increasing health by 10%
Vulture

Vulture is a mysterious woman of unknown species. She is a member of the Wild Hunt (Company).

## Description

### Appearance

Vulture wears a floor length black dress, with a black capelet over the top. She wears black gloves as well. Most notably, she wears a pointed hat, with opaque black lace draped over the brim. The lace hangs down to her bust, obscuring all facial features, and skin. Little more is known about her appearance underneath the veil, except for an occasional glimpse of blonde hair falling out from underneath the veil.

### Personality

Vulture is quiet, keeping to herself in most cases. She is incredibly private, maintaining her total anonymity. She values protection of innocent people, and will do everything in her power to help those who are oppressed or in danger. She has a cold manner of talking to others, but has a soft spot for children, who seem to like her despite the unsettling appearance.

## Biography

### Route de Soleil

Whilst travelling away from Solaire, Vulture encountered a garrison town, and had to travel through it in order to progress. Whilst sneaking through the town, she found what looked to be a small red child being beaten by a guard. After defeating the guard with wind magic, she tried to find out more about this child. They had red furry skin, and yellow eyes. In the town, Vulture found a jail full of Daoine Sidhe. She freed them using her own blood in the lock, and coagulating it to form a key. She lit fire to the barracks, causing a distraction to allow the Daoine Sidhe to escape. After they all escaped, Vulture entrusted care of the child, whom wrote their name "Kurze" in the dirt earlier, to the escapees, after it became clear the child had no parents with them.

### Lac Vierge

In the battle of Lac Vierge, Vulture prioritized the protection of the young and injured, who were taking refuge in the church. She maintained an illusory protective barrier, covering the whole church, for the duration of the battle. This spell completely obscured the church, as if there was just an empty plot of land where the church lay. She remained completely unaware of the chaos outside, but thanks to her, none of the children or injured were lost.
Chaos Break

**Chaos Break** is a special doping for Sacred Gears made from the blood of the original demons, created by the Khaos Brigade with the help of the True Satan Faction.

## Summary

Chaos Break was created by the Hero Faction by researching and experimenting about what would happen if Sacred Gear possessors were to inject themselves with blood of the original demons, who were enemies of the Biblical God, who was the creator of the Sacred Gear system.

With the assistance of the True Satan Faction, they were able to make contact with a cat-eyed demon who provided his own blood for the research experiment as the Khaos Brigade was able to perfect the idea before betraying their figurehead Ophis.

Following the Hero Faction's defeat and susciquent joining Team D×D as reserved members, the research and experiment revolving around the Chaos Break were confiscated and all the remaining doping were destroyed. The project's head researchers, Leonardo del Vacca and Jonathor Galvani, were also taken in for questioning by the Grigori.

## Abilities

Chaos Break is a special doping created from the concentrated demonic power within demon's blood which increases the power of Sacred Gears, enhancing their powers by several levels, as well as granting the user the ability to undergo Chaos Drive. However, in order to use the doping, the user required to undergo an extensive purifying ritual.

## Weaknesses

Despite the beneficial enhancement, Chaos Break does have several detriments:

* Common health side effects such as insomnia, anxiety, weight loss, dehydration, tremors, dependence and addiction, etc. that are commonly associated with performance-enhancing drugs.
* Due to its original base as demon's blood, upon consumption, the user will receive all the common weaknesses of demonic creatures, such as a natural weakness toward the Light element, the holy attribute, or items with religious symbolism.
* Repeated usage of Chaos Break will extensively shorten the user's lifespan by several years, and if used carelessly without the purifying ritual, the user's soul will be deteriorated to the point where it is destroyed beyond salvation.

## Forms

### Chaos Drive

**Chaos Drive** (業魔人カオス・ドライヴ, *Kaosu Doraivu*), also known as the **Karma Technique of the Demon**, is a transformation state that users of Chaos Break can undergo after interjecting it, taking on the physical characteristics of their Sacred Gear on their bodies as they mutate into various monster-like forms with immense physical capabilities in addition to their strengthened Sacred Gear's ability.

## Trivia

* The names **Chaos Break** and **Chaos Drive** are from Balance Breaker and Juggernaut Drive.
* Chaos Break was likely created as a way for the Hero Faction to strengthen themselves without relying on Ophis' snakes, in the eventual preparation for their betrayal of them.
SuperSonic.EXELogin Wiki

**Welcome to the SuperSonic.EXELogin Wiki!**
We're a collaborative community website about SuperSonic.EXELogin that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Ilys M'Aryah Wiki

**Welcome to the Ilys M'Aryah Wiki!**
We're a collaborative community website about Ilys M'Aryah that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
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* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Una Loca Historia De Amor Discapacitado

Una Loca Historia De Amor Discapacitado es un libro lanzado en 2019, tiempo después se lanzo una versión definitiva en 2020, que mejora algunas faltas de ortografía, así como añadir la playlist, y 2 nuevas canciones.

## Argumento

Narra la travesía del presidente de Studio Hardcore Aoki Xu en la universidad, en el conoció a una muchacha de la que caería enamorado perdidamente, el libro cuenta las vivencias de Aoki intentado enamorar a dicha chica.

## Desarrollo

El libro se basa en los días que Aoki paso en la universidad, resumiendo algunos sucesos ahí.
El libro se lanzo en 2019, pero tiempo después se lanzo en Wattpad y Wordpress una versión definitiva, que mejora y añade nuevas cosas al libro original.

## Soundtrack

Una Loca Historia De Amor Discapacitado: Una Loca Lista De Canciones

## Curiosidades

- Este es el primer libro de la editorial Studio Hardcore

- Es hasta el momento, el único libro de SH, que no forma parte de ninguna cronología, ya que esta basado en una historia real.

- A mediados del 2020, se lanzo un álbum musical llamado Una Loca Historia De Amor Discapacitado: Una Loca Lista De Canciones, que añade todas las canciones del libro, así como nuevas canciones.
Karen Conflict

### Statues

OngoingCeasefires signed between the Karen National Union and the government of Myanmar in 2012 and 2015

## Belligerents

###

MyanmarFormer:

```
Union of Burma (1948–1962)
```
AFPFL

```
Military governments (1962–2011)
```
Socialist Republic of the Union of Burma (1962–1988)Union of Myanmar (1988–2011)

```
DKBA (1994–2010)Karen National UnionDKBA-5 (since 2010)KNU/KNLA Peace Council (since 2007)ABSDF (1988–2015)
```

## Commanders And Leaders

###

Myint Swe
```
Min Aung HlaingSoe WinMya Tun Oo
```
Former:

```
Sao Shwe Thaik (1948–1952)U Nu (1948–1962)Ba U (1952–1957)Win Maung (1957–1962)Ne Win (1962–1988)San Yu (1981–1988)Saw Maung (1988–1992)Than Shwe (1992–2011)U Thuzana (1994–2010)Wai Lwin (2011–2015)Thein Sein (2011–2016)Sein Win (2015–2021)Htin Kyaw (2016–2018)Aung San Suu Kyi (2016–2021)Win Myint (2018–2021)Saw Mutu Say Poe (since 2008)Saw Tamlabaw (2000–2008)Bo Mya (1976–2000)Saw Ba U Gyi † (1949–1950)Saw Mo Shay[1]Bo Nat Khann Mway (1994–2016)
```

## Units Involved

###

Tatmadaw
```
Myanmar Army
```
Southeastern Command

```
KNLA/KNDO
```

## Strength

###

Burma: 43,000 (1951)
```
Yuan State: 30,000Kayin State: 4,000+ (1951)
```
Kayin State Again: 6,000–7,000

```
Have No Idea: 1,500
```

## Casualties And Losses

###

Since 1989:~4,500 killed200,000 civilians displaced

The **Karen conflict** is an armed conflict in Kayin State, Myanmar (formerly known as Karen State, Burma). The conflict has been described as one of the world's "longest running civil wars".

Karen nationalists have been fighting for an independent state known as Kawthoolei since 1949. In the over seventy-year-long conflict there have been many different combatants, the most influential of which are the Karen National Union and their Karen National Liberation Army (KNLA), and the Tatmadaw, the armed forces of Myanmar. Hundreds of thousands of civilians have been displaced throughout the course of the conflict, 200,000 of whom have fled to neighbouring Thailand and are still currently confined to refugee camps.