recursal/Fanatic-Fandom huggingface dataset:
Zagłada

Szkoła: Klątwy

Poziom zaklęcia: 6

Czas rzucania: godzina

Czas trwania: doba

Koszt: 80

## Opis działania

Rzucający wybiera cel i określa pewien warunek - aby rzucić zaklęcie niezbędna jest jakaś część jego ciała, np. włosy bądź kropla krwi. Oprócz tego rzucający musi szczerze życzyć śmierci ofiarze zaklęcia i znajdować się nie dalej, niż godzina drogi.

Określony warunek musi być fizycznie spełnialny przez ofiarę w ciągu krótkiego czasu. Może to być np. wypowiedzenie konkretnego słowa, odwiedzenie świątyni, wypicie alkoholu. Dodatkowo warunek nie może być sprzeczny z osobowością i poglądami ofiary (np. nie można wegetarianowi dać warunku, by zjadł kawałek mięsa). Ofiara, jeśli nie spełni warunku, umrze po 24 godzinach.

Zaklęcia tego nie da się rozproszyć, tak magią, jak i na życzenie rzucającego. Jego śmierć również nie rozproszy zaklęcia.

Ofiara w momencie rzucenia zaklęcia doświadcza poczucia nadchodzącej zagłady - przeczuwa, co się z nią dzieje, ale nie wie, kto rzucił zaklęcie ani jaki jest warunek. Istnieje 10% szans, że ofiara spełni warunek przypadkiem.
Trawiący mróz

Szkoła: Manipulacja

Poziom zaklęcia: 5

Czas rzucania: 2

Czas trwania: natychmiastowy

Koszt: 40

## Opis działania

Manipulator zmienia część wody w komórkach innego organizmu w lód, zadając 120 obrażeń.

## Wzmocnienie

Manipulator o talencie magicznym 6 może zabić istotę, która nie zda średniego (6) testu na kondycję, w przeciwnym przypadku zadaje 120 obrażeń.
Artroy Branches

Named after the conjurer who first developed a way to move along them, Artroy Branches are the common name given to a phenomenon experienced by any sentient being attempting to use long-range teleportation magics. According to those who have survived such attempts, the complex spatial paths that must be navigated appear similar to an infinitely large map of crystalline branches. Due to the inherent difficulty of moving between branches with any degree of accuracy, successful teleportation requires extensive knowledge of the spell used and these Artroy Branches.
Totalna kontrola

Szkoła: Mentalistyka

Poziom zaklęcia: 6

Czas rzucania: 2

Czas trwania: stały

Koszt: 30/dzień

## Opis działania

Zaklęcia to zapewnia całkowitą kontrolę nad inną postacią. Utrzymuje się także, gdy rzucający śpi bądź jest nieprzytomny.

Kontrolowana postać wykona najlepiej jak potrafi każdą otrzymaną od rzucającego instrukcję. Kontrolowana postać będzie kontynuować wykonywanie instrukcji nawet gdy oddali się od rzucającego, ale nowe instrukcje muszą być wydane słownie.

Ofiara będzie przekonana, że działa zgodnie z własnymi intencjami, i że działania, których dokonuje pod wpływem zaklęcia są jej własnymi celami. Nie będzie pamiętać momentu otrzymania instrukcji i nawet poinformowana, że padła ofiarą zaklęcia, nie przestanie się do nich stosować. Nie licząc powyższego, będzie zachowywać się normalnie, a poza czasem poświęconym na wykonanie instrukcji będzie robić to, co zwykle.

Utrzymywanie kontroli wymaga uwagi części umysłu. Na czas jej trwania rzucający nie jest w stanie rzucać innych zaklęć mentalistycznych o poziomie wyższym niż 4 oraz otrzymuje karę -1 do inteligencji.

Koszt zaklęcia zostaje pobrany każdego kolejnego dnia. Jeśli kontrola zostanie zdjęta (np. po to, by rzucić inne wysokopoziomowe zaklęcie), aby ponownie ją wznieść trzeba kolejny raz rzucić zaklęcie i zapłacić koszt.

Zaklęcie to może zostać zdjęte tylko świadomą decyzją rzucającego bądź za pomocą zaklęcia Zen  rzuconego przez postać o talencie magicznym 5.
Zakład

Poziom zaklęcia: 1

Czas rzucania: 2

Czas trwania: natychmiastowy

Koszt: 30

## Opis działania

Rzucający wybiera ofiarę oraz dowolne negatywne zdarzenie. Jest 50% szans, że właśnie tak się stanie, oraz 50% szans, że to zdarzenie przydarzy się rzucającemu.

Jeśli wybrane zdarzenie nie byłoby dla rzucającego podobnie negatywne, co dla ofiary, zamiast niego zajdzie inne zdarzenie o podobnej skali. Dla przykładu, gdyby biedny mag rzucił to zaklęcie na bogatego kupca, ustalając jako zdarzenie utratę wszystkich pieniędzy, i zaklęcie nie powiodłoby się, to zamiast stracić pieniądze przydarzy mu się coś innego, porównywalnego do utraty majątku bogacza.

## Wzmocnienie

Każdy punkt talentu magicznego powyżej minimum podnosi o 5% szansę, że zdarzenie przydarzy się celowi zaklęcia, a nie rzucającemu.
Marionetka

Szkoła: Manipulacja

Poziom zaklęcia: 2

Czas rzucania: 1

Czas trwania: 1 turna

Koszt: 10

## Opis działania

Manipulator porusza przedmiotami jednej postaci – jej bronią, butami itd. – w taki sposób, by utrudnić jej skoordynowane ruchy. Postać otrzymuje karę -2 do techniki oraz -1 do koordynacji na czas trwania zaklęcia.

Manipulator musi widzieć ofiarę zaklęcia oraz skoncentrować się na aktywnym przeszkadzaniu. W trakcie trwania zaklęcia nie może wykonywać innych czynności.

Ofiara zaklęcia natychmiast zorientuje się, że coś jest nie tak, i będzie miała szansę rozpoznać zaklęcie.

## Wzmocnienie

Każdy kolejny punkt talentu magicznego wydłuża działanie zaklęcia o jedną turę. Manipulator może też zakończyć działanie zaklęcia w dowolnym momencie.

Przy talencie magicznym 2 manipulator może alternatywnie pomóc postaci, zapewniając jej premię +1 do techniki i koordynacji.
Ukrycie

Szkoła: Druidyzm

Poziom zaklęcia: 1

Czas rzucania: 2

Czas trwania: godzina

Koszt: 10

## Opis działania

Jest to zaklęcie oparte na zdolności, którą naturalnie posługują się cieniste koty podczas polowania. Rzucający ukrywa swoją obecność, dzięki czemu trudniej jest go spostrzec. Otrzymuje premię +2 przeciwko wszystkim testom na spostrzegawczość dotyczącym jego osoby.

## Wzmocnienie

Z każdym punktem talentu magicznego powyżej minimum premia rośnie o 1.
Uwiąd

Szkoła: Manipulacja

Poziom zaklęcia: 3

Czas rzucania: 2

Czas trwania: natychmiastowy

Koszt: 20

## Opis działania

Manipulator odparowuje dwa litry wody z dowolnego obiektu, wliczając w to żywe istoty, które otrzymują 40 obrażeń

## Wzmocnienie

Każdy punkt talentu magicznego powyżej niezbędnego minimum to dodatkowy litr wody i dodatkowe 20 obrażeń.
Harvesting

A sub group of nether and ether magic that is used to grow plants. People who know this trade are called 'Harvesters'. To harvest, a harvester must have something of the plant that wants and can grow like a seed or a live tree stump. Harvesters have a Basket which contains all the plants they're group of people grown. There is a First Basket which holds all growable plants on the island.

## Yee

The very first harvester. She lived alone on Joladi Coast near the most volatile part of the Current. One day, a horrible storm up rooted all the trees and moored a boat. Yee was able to save the sailors, but there was no food save for a single san root. The hungry sailors plotted to eat Yee which enraged the god, Kaval. He taught Yee how to harvest that single san root. The sailors were so in awe of this, they dubbed her a miracle worker and all harvesters from then on were revered.
Shigurak

A village in the Plagued Islands, on the southern half of the main island and past the Dreaming Peaks.

## Shigur

Also called 'Boat-growers' live here doing exactly what their name suggests, grow boats. A harvester named Dress is the main harvester and the leader. She is the only harvester mention in the village so it is unclear if there are others. The boats are canoes that are as sturdy as rock, but are bamboo light. They even grown their own houses which are asymmetrical and rounded with onion like roofs.
The Black Book

The second book of the Cycle of the Scour. *The Black Book* follows *The Sealed Citadel* and is followed by *The Last Tomb*. It's available in ebook, paperback, and audiobook (narrated by Tim Gerard Reynolds).

## Publisher Summary

Cally and Rowe have scoured the demonic wights from Narashtovik. But during the war, Cally learned he can no longer be part of the pacifist Order that raised him to be a sorcerer. The pair has traveled south, seeking the true copy of The Cycle of Arawn—the artifact Cally believes can restore proper rule to Narashtovik.

There's a few problems with this plan, though. For one, nobody's seen the true copy in decades. For another, in these lands, possessing a copy of the Cycle is rewarded with a quick trip to the hangman. And if anyone finds out Cally can wield the dark arts of the nether, he'll wish all he got was hanged.

Hunting for the book in the Western Kingdoms, Cally and Rowe are arrested by the Inquisition and sentenced to serve them. Since the Inquisition tracks down banned books, Cally has a better chance to find his prize than ever.

But one slip will cost him his life—and as the Inquisition pursues its leads, it exposes a conspiracy that could be more devastating than the one that almost destroyed Narashtovik.
Mentalistyka

Mentalistyka to szkoła magii, która skupia się na wpływaniu na umysł innych istot.

## Magia

Mentaliści traktują magię jak naukę. Dzięki zaklęciom mogą manipulować innymi ludźmi. Mentaliści przeważnie są inteligentnymi ludźmi, sprawnymi w logicznym myśleniu, sceptycznie traktującymi rzeczywistość.

Mentaliści nie uważają magii za coś nadprzyrodzonego bądź mistycznego, nie mają żadnych oporów choćby przed rzucaniem zaklęć dla zarobku.

Na Osi Magicznej Mentalistyka znajduje się najbardziej na prawo, po prawej stronie od Szkoły Manipulacji.

## Miejsce w społeczeństwie

Mentaliści obecni są w zasadzie tylko w miastach, zwłaszcza w Mieście Luster, gdzie znajduje się ich główna siedziba - Uniwersytet Magiczny. Mentalistyka jest scentralizowaną nauką, a jej praktykujący poświęcają sporo czasu na debaty, korespondencję i badania.

Mentalistyka cieszy się najlepszą opinią wśród wyższych sfer: mieszczaństwa i arystokracji, natomiast na wsi się nią pogardza czy wręcz traktuje jako zagrożenie dla "prawdziwej", obecnej tam od zarania dziejów magii.

Paradoksalnie Mentaliści często spełniają podobną rolę w miastach, co znachorzy na wsi, lecząc, pomagając oraz stanowiąc centrum społeczności.

## Zaklęcia

####  Poziom pierwszy:

* Pewność siebie
* ---

#### Poziom drugi:

* Zasklepienie ran
* ---

#### Poziom trzeci:

* Ignorowanie
* ---

#### Poziom czwarty:

* Przypływ adrenaliny
* ---

#### Poziom piąty:

* ---
* ---

#### Poziom szósty:

* ---
* ---
Połącznie

Szkoła: Klątwy

Poziom zaklęcia: 5

Czas rzucania: godzina

Czas trwania: stały

Koszt: 20

## Opis działania

Zaklęcie to łączy ze sobą siły witalne dwóch postaci. Do końca jego trwania wszystkie obrażenia oraz rany otrzymane przez jedną z nich będą dzieliły się na nie po równo.

Zaklęcie to może zostać rzucone tylko na postacie, które są sobie bliskie. Zaklęcie to może zostać rzucone tylko na dwie postacie znajdujące się obok siebie, które chcą (lub chciałyby, gdyby były tego świadome) zostać poddane jego działaniu.

W szczególności zaklęcie to można rzucić na psa (zwierzę) oraz jego właściciela, jeśli więź pomiędzy nimi jest silna.

Zaklęcie to może zostać rozproszone tylko i wyłącznie wtedy, gdy obie postacie ponownie znajdą się obok siebie i wyrażą chęć jego zerwania.

Gdy jedna z postaci zginie podczas trwania zaklęcia, druga otrzyma potężną, nieuleczalną ranę, zapewniającą -1 do wszystkich testów.
Przeszkoda

Szkoła: Manipulacja

Poziom zaklęcia: 4

Czas rzucania: 3

Czas trwania: stały

Koszt: 60

## Opis działania

Manipulator podnosi lub opuszcza podłużny pas ziemi, tworząc wał lub rów o wysokości bądź głębokości dwóch metrów o stromych ścianach, długi na dwadzieścia metrów.

Pokonanie przeszkody zajmuje ludziom przynajmniej dwie tury - przez cały ten czas otrzymują karę -2 do koordynacji. Jedna tura jest niezbędna na zejście po ścianie. Wejście po ścianie wymaga zdania łatwego (4) testu na kondycję i może zająć więcej niż jedną turę.

Zaklęcie to działa tylko na miękkim podłożu oraz takim, na którym nie znajdują się żadne budowle oraz inne obiekty.

## Wzmocnienie

Każdy punkt talentu magicznego powyżej minimum potraja długość wału bądź rowu.
Dante Galand

A teenage boy who discovers a dark and mysterious book known as The Cycle of Arawn. He is pursued by a cult across the country. The only way to escape death is by unlocking the powers within the book to become a nethermancer. Joining him in his travels are another boy, Blays Buckler, and soon after
Robert Hobb.
Mennok

One of the gods of the Belt of the Celeset. He is known as the god of grief and blackbirds and is even referred to as the mopey old god. After Arawn is no longer worshiped by the main stream, Mennok is the god people look to when they have concerns about death.

His colors are gray and black and his symbol is the owl known as the Owl of Mennok. Ganneget is his book and the second rule is one shall not willingly harm another.

One story told of Mennok is how he was able to calm a fellow god, Gashen, after discovering a Gashen priest had sex with his daughter.

There is a sec. of Mennok devotees that whip their own backs with reeds to symbolize the physical agony of the world.
Lolligan

A Galladese merchant who made his fortune off of a unique strain of tea leaves and pink salt. He lives in Wending, on Bolling Island. The salt flats he owns are located in the mountains that border Gallador Rift, off one of the smaller lakes. He enjoys taking risks, like those associated with his new strain of tea when he first began, and with helping Dante and Blays in their various schemes that brought them to Gallador during *The Great Rift.* Lolligan also helped Blays with his targeted economic sabotage in Setteven following the events of *The Great Rift*.
Odruch

Szkoła: Mentalistyka

Poziom zaklęcia: 3

Czas rzucania: 1

Czas trwania: godzina

Koszt: 20

## Opis działania

Rzucający sprawia, że pewna czynność będzie wywoływać u ofiary bardzo nieprzyjemną konotację. Przykładowo, ofiara może odczuwać bardzo silny ból, gdy trzyma w ręku broń lub może jej się wydawać, że każdy metalowy przedmiot, którego dotyka, jest rozpalony do czerwoności.

Ofiara zaklęcia musi wykonać trudny (8) test na inteligencję, by móc wykonać tę czynność, i dopóki jej nie zakończy otrzymuje karę -1 do wszystkich testów.

Zaklęcie to nie wyrządza ofierze faktycznej krzywdy i może być powiązane jedynie z aktywnymi czynnościami, których wykonanie nie jest niezbędne do przeżycia (np. taką czynnością nie może być oddychanie lub niezbędne do przeżycia).

## Wzmocnienie

Każdy punkt talentu magicznego powyżej minimum to dodatkowy punkt trudności testu na inteligencję. Przy talencie magicznym 4 czas trwania zaklęcia to doba, przy talencie magicznym 5 – miesiąc. Przy talencie magicznym 6 znika ograniczenie do aktywnych czynności.
Cally

Cally, High Priest of Arawn, Viceroy of Narashtovik

>
>

> "*The voice was nasal, accented with the clipped, burnished words of the kind of man who rode around in knee breeches. Dante faced him then, expecting a strong-chinned, empty-eyed lord, and meeting instead a skinny, dirty, two-steps-from-sackcloth graybeard with stringy hair and an air of patient amusement.*"
>
>
>
Soll

A small mountain town north and east of Narashtovik, on the edge of the Wodun Mountains. It's built into the sheer cliffs to avoid the threat of kappers. The current head of the village is Vinsin. They sent to Narashtovik three years after the Chainbreakers' War for advice on the strange lights that had started appearing in the mountains, an event which coincided with a surge of aggression in the kappers. The lights weren't the typical Ghost Lights common in the north- they were the wrong colors and formed strange patterns. They turned out to be a herald of Cellen's return.
The Light of Life

## Publisher Summary

After a year of fighting across three different lands, Dante and Blays have finally brought Gladdic to justice—and in the process, they've unleashed a horror beyond all reckoning.

The enemy is known as the White Lich. He is ancient. He is immensely powerful. And Gladdic believes he will soon enslave all of Tanar Atain.

Their only chance to defeat him is to strike fast, before the lich has regained his power. But attacking him directly would be suicide. Instead, Gladdic has an alternative. Once upon a time, the lich was human, with a mortal body. Gladdic believes that original body is still out there, hidden somewhere in the swamps.

If they can find it and kill it, then the lich should die with it. But if they fail, the White Lich will rip the souls from the people of Tanar Atain—and turn his gaze on the rest of the world.
Lady Carraday

Lady Carraday of Rollen, an old Gaskan estate. Her family is a pillar of the Gaskan economy. Carraday herself is known as the Iron Maiden. The iron mines of Rollen have made her family very powerful over the last several centuries. Carraday's three marriages before the age of fifty ended in divorce, death, and divorce. She spends her winters in Setteven. She was set to receive Lord Pendelles's bossen deal only to have it stolen by King Moddegan. When Blays and Minn returned to Setteven, Carraday proved more interested in frustrating Moddegan than collecting the reward for Blays and cooperated with them and gave them the tip that led them into the Norren Territories after Kinnevan.
Magia Bestiaczy

Magia Bestiaczy to określenie na zaklęcia, którymi posługują się bestiacze zamieszkujące Dzicz.

## Magia

O Magii Bestiaczy wiadomo tyle, ile udało się poznać podczas walki z nimi. Bestiacze rzadko korzystają z magii, jak dotąd nie udało się określić, co je ku temu skłania. Zidentyfikowano tylko kilka zaklęć.

## Miejsce w społeczeństwie

Praktycznie nic nie wiadomo na temat społeczeństwa bestiaczy oraz tego, jak podchodzą do magii.

## Zaklęcia

####  Poziom pierwszy:

* --
* --

#### Poziom drugi:

* -
* -

#### Poziom trzeci:

* -
* -
Orlen

A leader of the norren clan of the Nine Pines with Vee at the beginning of *The Great Rift*. Responsible for more than one of Dante and Blays's misadventures, including the hunt for the Quivering Bow that was largely responsible for touching off the Chainbreakers' War. His left cheek is covered in scars.
Kandak

A village in the Plagued Islands, on the northeastern coast near the Bay of Peace.

## The Kandean

The first natives Dante and Blays meet upon coming to the islands. They are lead by Larsin Galand, then Niles Ardner, then Winden. They come across as a peaceful people, but will shove back when pushed too far. They are the people who do the most trade with foreigners. When one is about to embark on a journey, the people sing The Song of Going. Dante describes is as a mournful but yearning tune. According to Winden, the purpose of the song is to tell the gods the traveler was loved and that it is tonen (sweet lie). It is unclear if she is referring to the song or her explanation of it. There are three harvesters, Winden being the most skilled. The clothing, which is most likely worn by the whole island, are a sleeveless tunic for both genders while the males wear shorts and the females wear skirts that one side goes to mid-thigh and slants down at an angle to the knee.

## Woten (the game)

A two player cup and dice game. Each player has 6 dice which have a variety of numbers on each side. You roll/shake the dice in the cup and turn it upside down on a flat surface. You add up your numbers without letting the other player see. You want to have the highest number so you can either use the number you rolled or lie. The number you go with is written on a piece of paper. When the written number is said aloud, you can believe the other player or call their bluff and visa versa. The game must last 7 turns and the winner of turn 7 can decide to stop the game or keep going.

* If player 1 bluffs and player 2 calls it, player 1 must honestly answer a question.
* If player 1 is truthful and player 2 says bluff, player 2 must answer 2 questions honestly.

* If both players bluff and call it, then no questions are answered.

The point of the game is to judge the character of the other player.
The Red Sea

## Publisher Summary

When Dante Galand was just a boy, his father Larsin sailed away to make his fortune. And never returned. Since then, Dante has become a great sorcerer. A ruler. A destroyer of kings. And he's just learned that his father is living on a forbidden island at the edge of the known world.

Where he's dying of a mysterious plague.

In the company of his friend, the swordsman Blays, Dante travels to the island. There, his magic can do nothing for his father. As Dante and Blays quest for a cure—beset by strange beasts, angry spirits, and violent coastal raiders known as the Tauren—Dante falls sick, too.

To save his father and himself, he'll have to rediscover the island's long-lost magic. But the hunt for its secrets leads Dante on a crash course with the Tauren—and island-wide civil war.

And as he's away, an old threat begins to move against his homeland.
The 13th God

## Publisher Summary

The entity of Nolost has racked Rale with plagues, disasters, and armies of demons. Dante, Blays, and Gladdic's final effort to defeat him has failed. Within weeks—if not days—Rale will be destroyed.

One last hope remains. They can't kill Nolost, but they may be able to eject him from Rale before he can complete his work. To do so, though, they'll have to destroy a world themselves: Olastar, the home of the portals that link all other places together.

Even with a guide to help them through it, Olastar seems bent on killing them, assaulting them with grotesquely warped animals and malevolent spirits. As they work toward the world's core, they learn something horrifying: this strange realm isn't unpopulated, like they'd assumed. It's inhabited by millions of people.

And if Dante and Blays want their own world to live, they'll have to kill every last one of them.
Druidyzm

Druidyzm jest młodą tradycją magiczną aspirującą do miana szkoły magicznej.

## Magia

Celem druidów jest poznawanie i badanie naturalnych umiejętności magicznych bestii. Wierzą oni, że dzięki temu uda im się je skopiować i samym z nich korzystać. Jak do tej pory jednak osiągnęli w tej kwestii tylko szczątkowe sukcesy.

Na Osi Magicznej Szkoła Klątw znajduje się mocno po prawej stronie, pomiędzy Szkołą Manipulacji  a Mentalistyką.

## Miejsce w społeczeństwie

Druidzi żyją z dala od cywilizacji, w pobliżu niedostępnych siedlisk rzadkich magicznych bestii, gdzie poświęcają się badaniom. Szanują naturę i pragną móc stosować metody z niej podpatrzone do rozwiązania ludzkich problemów

## Zaklęcia

####  Poziom pierwszy:

* Ukrycie
* --

#### Poziom drugi:

* -
* -

#### Poziom trzeci:

* -
* -
Zaostrzenie

Szkoła: Manipulacja

Poziom zaklęcia: 1

Czas rzucania: 1

Czas trwania: starcie

Koszt: 5

## Opis działania

Zaklęcie to można rzucić na dowolną broń posiadającą ostrze. Jego efektem jest krawędź ostrzejsza, niż można to osiągnąć poprzez fizyczne ostrzenie. Obrażenia zadane tą bronią są większe o 20% podczas pierwszego ataku, który trafi w cel, i 10% do końca starcia.

## Wzmocnienie

Każdy punkt talentu magicznego powyżej minimum oznacza podniesienie obrażeń o kolejne 10% podczas pierwszego ciosu i 5% podczas kolejnych.
Franric the Eldor

An eldor of Taim at the time of the Second Scour. He led the attacks on the Collen Basin, which had spent the last seventeen years free of Mallish rule thanks to the efforts of Kon the White-Haired. Franric and his ethermancers eventually took the city of Collen itself, after the Andrac appeared during the siege. Franric rose to power after surviving assassins from Orell, the former Eldor who Franric then succeeded.
The Night of Fire and Falmac's Eve

The Night of Fire is the day Carvahal gave fire to humans and Falmac's Eve is the day Carvahal and Eric the Draconat fought against Tiam and every year after, comes to earth and rebels again. The days happen after the autumnal equinox, but before the winter solstice. This is possibly late October/early November.

On one of these 2 days, several bon fires are built and boys in masks 'steal' apples and tin pennies, a representation of Carvahal stealing the fire, and 'stab' men wearing beards, a representation of Eric the Draconat stabbing Tiam. Performers act out the stealing of the torch. After Falmac's Eve, farmers don't work and drink to the gods Lia, Simm, and Barrod for their plentiful harvest and Carvahal for stealing fire.
Deepstone

A type of stone that looks like black marble streaked with thin veins of silver. It glows green in the presence of active nether, but will only do so a few times and with decreasing intensity before it stops reacting for several hours. One account claims that Cellen's previous manifestation, in the Norren Territories, occurred on a platform of deepstone. The next manifestation, in the Woduns, did occur in a structure made of deepstone. It's also mentioned briefly in some of Narashtovik's oldest historical records that the stone was the inspiration for the city's silver and black heraldry.
Arawn

File:Placeholder
The first god of the Celeset (in non-Mallish regions). Arawn is the god of death and cycles. His worship is centered in Narashtovik .

## Associated Symbols

The holy book of the Arawnites centered in Narshtovik is The Cycle of Arawn. Symbols associated with Arawn include the White Tree- Barden, the duset- two wavy vertical lines that connect at the bottom, representative of the constellation of duset ('two rivers'), the millstone, an iron ring, and the nether. Black and silver are the most common colors associated with Arawn and his priesthood.

## Stories & Lore

### Creation

According to the story in the final third of the Cycle of Arawn, before earth or people existed, Arawn fought dragons in the north with Taim- hang on let me get the text in front of me
Czytanie aury

Szkoła: Mentalistyka

Poziom zaklęcia: 2

Czas rzucania: 1

Czas trwania: natychmiastowy

Koszt: 10

## Opis działania

Jest to najprostszy rodzaj czytania w myślach. Mentalista uzyskuje ogólne wyobrażenie o tym, jakim człowiekiem jest cel zaklęcia oraz jakimi wartościami kieruje się w życiu.

## Wzmocnienie

Mentalista z talentem magicznym 3 dowie się dodatkowo, jakie cele przyświecają obiektowi zaklęcia. Przy talencie magicznym 4 mentalista dowie się co lub kto jest najbliższy obiektowi, kogo lub co obiekt obdarza najsilniejszym uczuciem. Przy talencie magicznym 5 mentalista pozna dodatkowo najbliższe zamiary osoby, na którą rzucił zaklęcie. Przy talencie magicznym 6 mentalista dowie się, o czym w danym momencie myśli ofiara (dotyczy to jedynie świadomych, aktualnych myśli).

Mentalista nie może dowiedzieć się czegoś nowego za pomocą tego zaklęcia. Na przykład, jeśli zaklęcie to zostanie rzucone na postać, której celem jest zdobycie pewnego potężnego artefaktu, który jest nieznany mentaliście, to mentalista dowie się tylko, że "celem postaci jest zdobycie potężnego obiektu". Mentalista nie dowie się, o jaki przedmiot chodzi, o ile już wcześniej o nim nie słyszał.
Andrac

Also known as Star-Eaters is a black, a shadowy figure roughly in the shape of a human. The size depends on the number of traces used to make it. Its eyes and throat shine brightly like a star, which is probably where the name came from. They possess long claws that, when hit by, turn the skin black. Andrac are faster and stronger than humans and can learn. They also have the ability to track the nether back to the user. They can only be hurt by ether or ether imbued weapons. However, once they've been hurt by the ether, a nethermancer can syphon the nether from the Andrac as long as the injury hasn't healed. Star-Eaters is the original name and later they are dubbed Andrac, an old Mallon word, most likely in an attempt to pin their creation on Mallon.

## Creation (Dante and Blays style)

To start, go to a location that's seen a lot of death. Battle fields are ideal. Expose the netherworld to ether. The best way to do this is to shadowalk with a torchstone. Once back in the world of the living, illuminate the same area you did in the netherworld with ether. Small, black star shapes should appear. These are traces. A trace is nether that's made contact with a soul. Raw nether and traces cannot be mixed. Only traces with traces. To do this, create a thin trail of blood from one trace to another and they will combine to make a bigger star shape. Keep doing this until you have the desired size.

If your Andrac's been blasted back into the netherworld, but not torn apart, you can create a doorway for it to come back. The doorway requires nether infused bones to be placed in a hexagon pattern on the ground with 3 bent flanges and big enough for the Andrac to pull itself through.
Council of Narashtovik

The governing body of the city of Narashtovik and the priesthood of Arawn, composed of nethermancers and headed by the High Priest. The council members typically reside in the Sealed Citadel in the center of Narashtovik. Though not necessarily the most powerful nethermancers of the order, they are often highly proficient. The council keeps its chambers in the Sealed Citadel. Though there has more than once been fewer than twelve members, their numbers never *exceed* twelve.

## Members (current)

* Dante Galand (High Priest)
* Nak Randal
* Somburr
* Hart
* Olivander
* Tarkon Vastav
* Joseff
* Merria
* Pinya
* Wellimer

## Members (former)

* Callimandicus/Cally (formerly High Priest)
* Samarand (formerly High Priestess)
* Wint
* Ulev
* Kav
* Varla
* Jackson
* *the following were members of Samarand's Council, slain under Barden*
* Walter
* Baxter
* Vannigan
* Baksho
* Fanshen
* Pioter
* Varla
Zasklepienie ran

Szkoła: Mentalistyka

Poziom zaklęcia: 2

Czas rzucania: 1

Czas trwania: starcie

Koszt: 15

## Opis działania

Mentalista zmusza ciało rannego do zaciśnięcia naczyń krwionośnych i mięśni w pobliżu rany, hamując krwawienie. Cel zaklęcia tymczasowo odzyskuje 10 punktów życia. Zaklęcie to nie jest substytutem leczenia i nie ma wpływu na długofalowe efekty obrażeń, a jedynie pozwala na dłuższe uczestniczenie w walce.

Zaklęcia tego można użyć tylko raz na każdą otrzymaną przez postać ranę. Po zakończeniu walki cel zaklęcia traci połowę odzyskanych z jego pomocą punktów.

## Wzmocnienie

Każdy punkt talentu magicznego powyżej minimum niezbędnego do rzucenia zaklęcia zwiększa ilość uleczonych punktów życia o 5.
Dennever Stotts

Minn's uncle who still lives in Wending. He has an extensive collector's library that he is in theory willing to sell but in practice rather attached to. When Tallivand, a Gaskan nethermancer, came looking for *The Almanack of the Cycle of Heaven* and Dennie refused to sell, his son Cal was kidnapped and held until Minn led his rescue.
The Dreaming Peaks

Situated in the mountains that separate the northern and southern halves of the Plagued Islands. Home to the Dreamers. The Dreamers are a group of people who consume dreamflowers, an orange flower that grow on some kind of bush, that send them into the Mists without having to die first. This mission is to beg the head god, Kaval, to spare those that are chained to the Rock, though it is rare for Kaval to change his mind. A Dreamer can spend their entire lives trying and never succeed. This was probably true for the native dresh since the dresh woman in the Mists refers to the peaks as sacred, but that is not what is currently happening.

The Dreamers are actually begging the deceased dresh people to forgive the Mallon ancestors that murdered them. By doing this, it is believed the curse preventing them from leaving the island will be lifted.

Winden claims the Dreamers need shaden to cure them of the poisonous flower they must ingest to enter the Mists. It is later revealed not to be true.
The Wound of the World

## Publisher Summary

Dante and Blays have forced Gladdic from the Collen Basin. But the victory might only be the first battle in a much larger war. With the land on the brink of starvation and politically fractured, Dante and Blays scramble to secure Collen's food, borders, and allies. Before their work is done, rumor arrives from Mallon. The enemy is mustering for another attack.

Even if Collen can weather the coming storm, there's no guarantee their independence will last out the year. During a border raid, Dante learns Gladdic has fled to the shadowy realm of Tanar Atain, home of the Andrac.

And the secrets Gladdic returns with could tip the balance of power forever.
Cricket River

A river in Gask that runs south to north through Dollendun, Cling, and Honder. It eventually joins the Rommen River before reaching Setteven.

Ships and towns on the Cricket were often attacked by the Bloody Knuckles, a group of pirates and their watercraft headed by a three-deck galley called the *Ransom* prior to the events of *The Great Rift.*
The Sealed Citadel (book)

The first book of the Cycle of the Scour. *The Sealed Citadel* is followed by *The Black Book* and *The Last Tomb*. It's available in ebook, paperback, and audiobook (narrated by Tim Gerard Reynolds).

## Publisher Summary

Young Cally is an apprentice within the most unusual order of sorcerers in the known world: the only one that forbids its members from using their powers to kill.

Despite his lowly status, Cally's chosen by the Master of the Order to join a delegation to see their allies The Lannovians. The meeting will be historic: sixty years ago, the Order's enemies attacked them with a host of demons, forcing the Order to trap the monsters inside their own citadel and seal it shut with impenetrable wards. The trick worked so well the Order hasn't been able to get it back open since.

But the Lannovians may have just discovered a way.

As the meet unfolds, the Order's day of joy turns into a massacre. Cally and a grim soldier named Rowe are the only two to make it out of the ambush alive. As they flee into the wilds, they uncover a conspiracy that threatens to destroy everything Cally holds dear—but in order to stop it, he may have to betray every one of the Order's beliefs.

THE SEALED CITADEL is the first in a new series following the rise of one of the greatest sorcerers of the age.
Siekający deszcz

Szkoła: Manipulacja

Poziom zaklęcia: 2

Czas rzucania: 1

Czas trwania: natychmiastowy

Koszt: 15

## Opis działania

Zaklęcie to można rzucić na szybę, które najpierw się napręża, a następnie pęka, obsypując wybraną przez rzucającego stronę deszczem ostrych odłamków. Wszystkie postacie znajdujące się nie dalej, niż 3 metry, otrzymują obrażenia – 30 na pierwszym metrze i 5 mniej za każdy kolejny.

## Wzmocnienie

Każdy punkt talentu magicznego powyżej minimum to dodatkowy metr zasięgu i 5 punktów obrażeń.
The Last Tomb

The third book of the Cycle of the Scour. The Last Tomb follows The Sealed Citadel and The Black Book. It's available in ebook, paperback, and audiobook (narrated by Tim Gerard Reynolds).

## Publisher Summary

The demons have been defeated, along with their masters. At last, the Collen Basin is at peace.

But that peace is a lie. The prince of Mallon is conspiring to wage war on Collen—and young Cally is the only one who knows of his scheme.

He and his new girlfriend Myla rush to the basin to warn them. Yet the Colleners have only just begun to react when the Mallish vanguard arrives in force. Led by Inquisitor Vara, they swiftly take the city's children hostage—and deliver an offer of peace from the king.

With no idea if they can trust this offer, the rebel leaders send Cally and Myla to the Oracle of Kela, hoping the seers can help them avert disaster. Getting to the Oracle is a dizzying nightmare, but the answers it gives Cally will soon send him to an even more hellish trial.

For hell is always deeper than you think. As Myla abandons him to return to Collen, Cally must travel into the deep desert alone. He doesn't even know what he's searching for. Only that the Oracle told him he must.

And that the future of all Collen depends on what he might find there.
Volo

A young woman from Tanar Atain. She's a member of the Maggots, disposing of the dead. She was caught in the crossfire and injured by Gladdic during the fighting for Aris Osis. Her body healed, but she hasn't really woken up yet. She'll follow simple instructions, sometimes with a good deal of prodding, but she won't do anything of her own volition. She's been left in the Silent Spires until such time as the world isn't ending and people can actually be spared to help her.
The Silver Thief

## Publisher Summary

Dante Galand has cured the sickness that trapped him on the Plagued Islands. Now, it's time to leave.

And kill a priest.

The target is Gladdic of Bressel. Gladdic, who executed Dante's friend, the pirate Captain Twill. Who all but enslaved the Plagued Islands. And whose visions of empire are far from over. But Gladdic is trained in both ether and nether—and a darker magic than Dante has ever known.

He's the most dangerous foe Dante has faced. And if Dante falls, so will an entire kingdom.
Kav

A member of the Council of Narashtovik during Cally's second tenure, promoted to the Council within days of Cally's return.

Kav was born in the year 867 PC and was in his 60s by the time of the Chainbreakers' War. His parents were the Baron and Baroness Ronnimore and Allyria of Landry. He had an older brother who died under mysterious circumstances when Kav was nineteen and a younger sister who married the third son of the Earl of Prater, per Somburr's research. After his brother's death, Kav became Baron, though he left the estate to a steward when he was thirty in order to join Arawn's priesthood. Following Cally's death during the Chainbreakers' War, Kav took over administration of Narashtovik, still trying to steer towards a peaceful resolution that didn't result in Narashtovik getting stomped by King Moddegan's army. While investigating Kav on suspicions of his part in Cally's death, Dante found coded letters in Kav's room that Somburr eventually cracked, revealing love letters to an unknown man. During the final battle for Narashtovik, Kav took an arrow to the lung and died.
Clan of the Nine Pines

A norren clan widely reputed to be one of the three fiercest in norrendom, along with the Dreaming Bear and the Three-Part Falls. The Nine Pines were under the leadership of Orlen and Vee until their deaths- Vee in battle and Orlen at Mourn's hands after his betrayal at Borrull. The clan is now led by Mourn, much to his disgruntlement. It was the Nine Pines who were rumored to hold the Quivering Bow, leading Dante and Blays to the clan in the first place. The Nine Pines were on the front lines of the Chainbreakers' War both in the Territories and in the final battle in Narashtovik. They remain on good terms with their cousins of the Broken Herons.
Deladi

The largest city in the Plagued Islands, on the southern tip of the main island. It was once the capital of the whole island. It is home to the tauren people and contains the High Tower which holds the First Basket.

## The Tauren (People)

A warrior culture governed by tolaka (war families) that rarely, if ever, agree. They have a tradition of leaving new born babies at the Bloodfalls for three days. They believe the falls is a place of courage and the baby will absorb that courage. If the baby survives, it is welcomed and if not, the baby was too weak and would have been no use to the tauren. Because of this, their babies don't cry. To aid the tauren in their hunts, for man or beasts, they use a jone. A jone is either the word for pig or a type of pig. Jones are said to be better for tracking than any dog and are either carnivorous or omnivores.

## The High Tower

A massive stone tower that is believed to have been created by the goddess Loda during a wager with her sister and fellow goddess, Mora. Located at the top is the First Basket.
Clan of the Broken Herons

A norren clan currently led by Hopp. The clan accepted Dante, Blays, Lira, and Mourn into their number after Blays nearly drowned in a swimming trial set by Hopp- an extremely unusual move in the case of the three humans. Like their cousins of the Nine Pines, the Broken Herons were at the forefront of the Chainbreakers' War and the two remain on good terms.
Carvahal

A god of the Celeset, Carvahal is a god of trickery, cunning, and trade. His worship is often favored by thieves. He is Arawn's half-brother and is missing an eye thanks to Taim. He is sometimes credited (largely in Mallon) with stealing the pole fire and delivering it to Eric the Draconat. Foxes are often associated with Carvahal. Books held dear by his followers include *The Golden Road* and *The Silver Thief*.
The Silent Spires

Hidden within the Hell-Painted Hills, the Spires are the home of the Knights of Odo Sein. Staying in the Spires for too long will result in permanent physiological changes that will kill you if you try to leave. For this reason, most of the Knights stay only long enough to learn the basics of the Odo Sein.
The Bloody Knuckles

A gang of river pirates that haunted the Cricket River. The Bloody Knuckles had multiple ships under their command, the most impressive of them the *Ransom*. The Bloody Knuckles terrorized many and thoroughly razed the last village that stood against them. They transported the norren of the Green Lake to Dollendun. They later targeted the *Boomer*, the barge carrying Dante, Blays, Lira, and the Nine Pines downriver. Among their number was a nethermancer whose talents didn't extend much beyond dropping a shadowsphere over their ship. That was usually enough to hide them from their prey until it was too late, but against another nethermancer the trick was less effective. The pirates liked to wrap their knuckles in red cloth for dramatic effect. The Bloody Knuckles were stopped by the Nine Pines and their allies when they killed most of the crew of the *Ransom* and sunk the ship.
Old Gask

This section of Gask includes the capital of Setteven and most of the northwestern corner of the region.

## History

The region of Old Gask was first conquered by the Settives, a people from the western woodlands. They swept east, claiming everything between the western coastline and the Woduns, including Narashtovik. The Gaskan capital currently resides in Setteven, though it hasn't always. For some time the capital was Narashtovik, though due to frequent raids on the city the position was relocated to Setteven, significantly farther west and inland than Narashtovik. Gask is around 800 years old in its current form.

Before the Settives conquered most of what's now Gask, they had a law regarding the punishment of murderers. The murderer, along with his older brother (or younger, lacking an older, or his best friend, lacking any brothers), were made servants of the victim's family. It was the muderer's companions duty to punish the murderer as necessary, up to and including killing him if he eventually killed another member of his first victim's family. This story was relayed pointedly by Cassinder of Beckonridge in the early stages of the Chainbreakers' War.

Following the Chainbreakers' War, Gask was forced to give up its claims to Narashtovik and the Norren Territories, and soon after were forced to sell their claim to Gallador Rift following a series of bad investments by King Moddegan.

## Culture

Gaskans as a people are notably pale-skinned, and much of their fashion includes practical long coats and fuzzy hats, similar to the styles in Narashtovik. There is an Old Gaskan tradition for receiving guests, where the guests are served tea by a prominent member of the household and each person's presence is acknowledged by the host, who makes eye contact with everyone. Gaskan buildings typically have pointed, snow-shedding roofs. Modern architecture is fond of sets of parallel lines while more classical architecture features more arches. Iron coins are often referred to as 'hammers'. Meetings between Gaskan sorcerers don't typically involve excessive hand waving or shaking, since that could quite easily be mistaken as an attack by another sorcerer. Instead, all hand and arm movements are kept visible and obvious, with the palms held together in front of the stomach. Most Gaskan sorcerers are trained at the Endless Pillars in Setteven, where they are kept largely isolated from the non-magical populace. The Gaskan nobility in recent years has developed an intense interest in norren art, following the end of the Chainbreakers' War and norren slavery, a fact that was leveraged to their economic detriment by "Lord Pendelles". The current fashion is to wear the hair long and wavy. The nobles often have wide, flat noses. About sixty years past, the besette (a rapier-like sword) was a popular weapon, particularly for duelists.
Cycle of Arawn Wiki

## Welcome to the Wiki

Wiki for the Cycle of Arawn, Cycle of Galand, and Cycle of the Scour books by Edward W Robertson here!

# Where to start?

Help setting things up is greatly appreciated. Welcome!
There's an active list of pages that have been made so far here. Most of them still need work, but there's links to everything so you don't have to wade through all of the notifications in recent activity to find a page.

## Categories

* Books
* Characters
* Locations
Pinya

A member of the Council of Narashtovik under Dante. A combination of bureaucratic politics and spite left her in the kitchens for a time, put she nominated herself for one of the openings on the Council following the Chainbreakers' War. This was an extremely irregular move- both the self-nomination and the fact that it didn't come from the existing Council. She gained Dante's support however, and eventually made it to the Council. In her 40s. She was part of the raid on Corl to retrieve Cellen.
Barden

The White Tree, one of the most common symbols of Arawn and one of the most important sites to the Arawnite priesthood. It is similar in shape to a leafless oak, but it is made entirely of bone. The White Tree sits in a valley five days’ leisurely march north and a bit east of the city of Narashtovik, in a mountain valley with the northern sea just on the other side of a line of hills. There is a point in the valley past which horses will refuse to go, leaving the last stretch of the journey to be completed on foot. Barden’s trunk is more than three feet across and made from ropes of spines twisted and melded together. The larger branches are made of ribs and long leg and arm bones fused together, progressing to smaller bones as the limbs extend. Teeth and the small bones of feet and hands make up something like flowers and tiny branches, and jaws and backbones the roots. The whole thing is unnaturally still, even in high wind, but for all its stillness it seems alive. It’s more than a hundred feet tall and its branches stretch at least as far across at their widest point. The tree inspires feelings of intense *wrongness* in most people, sometimes to the point of nausea. Per the *Cycle*, Barden is where Taim and Eric the Draconat fought, and where Carvahal and Arawn conspired to hand down fire to man. The area immediately surrounding the tree is a potent source of nether. The larger valley is littered with old bones not necessarily part of the tree itself. It is where Samarand and her council planned to release Arawn during the Unlocking, and where she and half her council died when Cally retook his place in Narashtovik. At the time, no one really went to the White Tree except for extremely special occasions. Dante had intended to change this policy, but it’s unclear if he ever got around to it.