recursal/Fanatic-Fandom huggingface dataset:
Orcs

The Orcs were wrongly considered to be a barbarian people by most of the other races and were originally from the volcanic and forest regions of Edenfell. They are centrally located in Summerwind, but are common in other locations in Edenfell.

Orcs are of Elven blood, but this heritage is not recognized by either the Elves or the Orcs due to the bad blood it bears. Having been slaves of the Alfen for generations before gaining freedom through battle with the help of Men, the brutish blood born have no love left for Elves but are reliable comrades of Gaians and have lived in harmony with them for centuries.

With skin tones ranging from light green to dark brown and sometimes even white, a heavily muscular frame, and considerable stature, the Orcs stand apart among all. They are as tall as Alfen, as big as Nords and as crafty as reds. They also are the only race to display tusks. Born with far less magical affinity than their Elven cousins, the Orcs have developed a strong warrior culture that makes them highly valuable in hand-to-hand combat and elemental sorcery despite this weakness. They often excel as adventurers and legionnaires in the Imperial Order.

Most Orcs hold Urv as their chief deity, as he is believed to be involved in the creation of the race from the Alfen. Orcs are smart, great blacksmiths, scholars and sorcerers but above all, they thrive the most in battle and they know it.

Like Nords, Orcs are war-born and rugged. They are very resistant to heat and flames and have great resilience. Orcs are skilled melee warriors, wielders of elemental magic, hunters, blacksmiths, traders and teachers. They are quick to anger, do not tolerate infidelity or betrayal but can also be prudent, wise and patient. Orcs are guileful but also trustworthy and reliable allies. It is said that in all of Edenfell, the best friend to have is an Orc because you can trust that they will always have your back.

Like Elves, Orcish combat depends greatly on relics and a combination of deft hand-to-hand combat manoeuvres, brutish melee strikes and elemental sorcery. Orcs believe attacking from afar is a sign of weakness and that an honourable Orc should give his opponent the chance to defend himself, as such, they care little for ranged attacks or weapons such as bows. Their magic has been adapted for close quarters combat, brawling and mowing down multiple attackers. They may not look as slick as Gaians or Elves in combat but they deal incredible damage and are arguably the most effective, heavy-hitters.

Orcs are stalwarts, religious, strong-headed and powerful. They love to display battle scars, tribal paint and exchange war stories. They live as long as Alfen and value their homes and heritage above all else. They are not always as tough as they like to look, having a weak spot for children, weak, sick and innocent creatures. Orcs, like reds, value friendship and allies and eschew betrayal and disrespect. Their eyes and hair have as many colours as those of Alfen and although the Elves will never admit it, the Orcs are a noble race and a very beautiful one.
The Great Gardens

Westernmost of Alfenheim, bordering the Western Sea, are the Great Gardens. Built round large castles and beautiful structures, the Gardens are one of the wonders of the continent and showcase the Alfenheim folks' love for nature and beauty.

People from all around come to visit here; eating, drinking, watching performances and escaping their harsh realities. The Garden is constantly maintained as it has been for thousands of years and the people of the kingdom are proud of their heritage here.

The Gardens end at a small gate that opens to a stretch of vineyards, the largest anywhere, that is responsible for the production of grapes that becomes Alfenheim's greatest export: wine.

Come in and have an eyeful of the greatest spectacle in Alfenheim and perhaps you'll understand why its people feel - no, they know - they are the greatest in the land.
Land of Snow

As far north as Edenfell goes. No one in Vanaheim knows what lies out here nor do they have the endurance and physical ability to find out yet. The Land of Snow is the coldest part of the north and continent as a whole. It is considered nothing but a barren wasteland and unbridled snow where the winds are so strong and the fog so thick, it is impossible to even stand or see.

In Vanaheim however, it is thought that there are invaders - wild men, giants, beasts, demons...no one actually knows - that lurk and walk the unbearable Land of Snow. After all, they say, there must be a reason their fathers and father's fathers built the great Northern Wall.

The real question is: was it built to keep something out...or in?
Ignis

## Guild Members

Gaians are a powerful race. Individually, they are a force to be reckoned with but together, they are a might to behold. Ignis is the first house of the red race, held together by a bond of blood stronger than the steel of its enemies.

They have produced great merchants, leaders and even thieves. Ignis are generally considered good at whatever they choose to do. The first king of the Imperial throne was an Ignis; the great Ignis Baal, champion of the east.

A great mistake it is, to cross an Ignis, for his brothers will be upon you before the sun has set.
Alfenheim Barracks

Northeast of the kingdom, bordering the dragonswood, Alfenheim Army Barracks is a set of castles that enclose a semicircular space filled with tents, campfires and equipment and is home to the kingdom's 30, 000 man army and resident Kingsguard.

It is easily the most secure place in the south and houses a large arsenal of devastating weapons.

The army of the south is skilled, deadly and ferocious and is rightly respected by its neighbours. Alfenheim's military has maintained peace within its borders for centuries and has to date, never been beaten in war.

The Barracks' castles contain multiple dungeons and prison cells as well as gallows where Alfenheim's captured criminals are sent to rot and often die, as the case may be.

Sir Caedis Lannys can be found here.
Edenfell (Disambiguation)

**This article is a disambiguation page for Edenfell (Disambiguation)**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Edenfell** may refer to:

* Edenfell Wiki, the main page
* Edenfell (land), the land in which the roleplay takes place
* Edenfell (server), the Discord server that this wiki provides encyclopedic knowledge for
Aquilla Dione

**Aquilla Dione, the Queen's Maid** is a Mer of Aquilla.

## Story

A maid for both the late King Neron and Queen Naida, she spent most of her life within the castle walls, learning about housekeeping and being a servant. She was told tales of Queen Nimiane from Neron, and it touched her heart, only for it to be crushed at the sight of the greedy subjects clamouring for his wealth.

On Queen Naida's return, she informed her of the situation, then swore loyalty once the problem children were disposed of. Ever since then, she has stayed by the Queen's side. She worries about the mood swings but is otherwise clueless.
Caedis

## Guild Members

Like Eridi, the Caedis of Ironhold is a multiracial tribe of the city's dark sides. They comprise of members of other tribes that defect for various reasons. They are notoriously one of the most dangerous tribes, second only to Umbra.

They are regarded as thieves, drunkards and gamblers. On the black market, they often do the dirty work; assassination, theft and terrorism and can even start a riot for some nice hefty coin.
Umbra Myriel

**Umbra Myriel, Leather Bag**, also known as **Avalanche** is an Alfen of Umbra.

## Personality

Myriel was strong-willed as a child and has an uncontrollable temper and an unchecked sadistic streak. He has little sense of right or wrong, which often leads him to trouble, especially when he loses his temper and when things go wrong, he always blames the problems on others. Despite being wilful, he is arrogant, cruel and prone to irrational and bad judgement calls.

## Story

Myriel grew up orphaned in Ironhold, with no knowledge of his progenitors and even less of himself. Weak and gullible, the child was trafficked across the continent until he came to serve the sorcerers of the underbelly as a steward. When his Magic Sensitivity manifested itself, Myriel was taken in by the Brood and given name and rank.

Despite this, he is shown little respect or regard and often feels people ignore him, do not value his significance or treat him like a disturbance and liability. He has very few friends due to his nature and track-record which make it unwise to fraternize with the Alfen mage.

The Brood's mages see Myriel as reckless and careless and often only entrust him with menial tasks or none at all. The Dark mage is desperate to prove his worth to everyone and even moreso to make them eat their words as they take their last breaths...but this only makes him more of a loose cannon.

## Equipment and Weaponry

Umbra Myriel is known to wield an Alfen dagger and sword with which he is sufficiently skilled. He also possesses a characteristic cloak, a suit of armor and a well-made leather bag with which he is always seen, leading to his nickname and somewhat derisive title with in the underworld.
Umbra

## Guild Members

Predominantly an Elven house of Alfenheim but also found all around Edenfell, Umbra is a family of the firstborns that fell after dark mages sprung forth from it to spark the great war. Dishonoured and unrecognised by the Alfen as a noble house, its members live in silence despite their vast numbers.

Many dark mages from all the kingdoms still align themselves to the shadow, making it one of the most notorious tribes in all of Edenfell. The black markets are replete with Umbras, dealing in any and all forms of illegal businesses.

Umbras are known to be ruthless, manipulative and magically gifted. Stay out of their way.
Aquilla Ula

**Aquilla Ula, the Water Priestess** is a Mer of Aquilla.

## Personality

Very religious. She extends a branch to anyone who may need her help, being satisfied from a job well done, even if she must sacrifice something in order to achieve it.

She is so utterly devoted to Titane, that even the faintest attempt to curse her name, or bring violence to her temple will be met with a cold heart and unforgiving Priestess. If people refuse to leave, she'll force them to.

## Story

Born to a holy family, Ula was taught to worship Titane from the moment she could walk. Each day, she meditated in hopes of enlightenment and complete control over the waters.

Now, her family have passed on and only she is left, doing her best to keep the temple clean and peaceful. Ula's water control is now fine enough that her duties don't take more than a few hours a day. The Monarchy always recognises her actions, and pay small donations to help keep the temple as pristine as possible, and to help the Priestess support herself.

It's not an easy task alone, but she knows she'll be rewarded in the afterlife.

## Resources

The Temple of Titane, donations from the Queen.
Nomadic Colonies

There are two:

One on a large turtle, peaceful, quiet and pacifiist. There is no name for them.

The residents are peaceful, quiet, pacifist, and deeply spiritual. The turtle travels to cooler or warmer places, keeping the colony in a consistent season. It'll also lower itself or find shelter during hotter days. The buildings are designed to provide shade when the turtle faces away from the sun in a particular direction.

The other a colony of pirates and thieves on a collection of floating ships.
Adventurers

Notable Adventurer

A weaselly rogue that gets out of trouble through cowardice and lying, and is trying to escape debts and past betrayals. In Yemimo he often finds free food and drink by buddying up to overworked, lonely men. He's a noble coward who was extremely talented and was enlisted but went awol, labelled a traitor.

A warlock

The Sandman, not be to confused with Sandmen

A cartographer

A bard, referred to by the narration as the busker

Travelling merchants, both Fayish and competing against each other frequently.
The Circus of Secret Stars

The Circus of Secret Stars is a magical circus that travels the world on floating isles. It is the home to the Children of Reynarde named after its owner, Ringmaster Oskaar Reynarde. Although they are called the Children of Reynarde, roughly half are adults or older, the other half mostly teenagers or young adults. But due to their magical Soul Bond to Oskaar, most live well beyond their years without aging, stuck in whatever age they joined. Some are dozens of years old, if not hundreds. Oskaar is the oldest member by almost 2,000 years.

The name is derived from the fact that guests always lose memory of ever having gone, attributing any lingering memories, and due to the circus being up in the sky, starting their big-top acts when the stars come out. The members are sometimes called Stars.

## Acts

The acts take place in a big-top suspended between floating isles, such that it is bottomless leading to a hundred foot fall. However, skilled acrobats can sometimes use the many slackwires to catch themselves, but primarily, they rely on their Dreamkin familiar, large flying beasts, should they fall.

The main acts always start on sundown. Some acts serve to tell a chapter within some story, such as one involving the history of the circus and a worldwide war they got involved in hundreds of years ago, before they had the ability to protect themselves with the Forget-Me aura. Other acts turn the big-top into an arena, in which Stars fight each other or captured monsters known for terrorizing people.
Roo/Roo/Kon

The capital of Amezmeron. It is a large stone structure, shaped vaguely like the crescent moon, with its other half disconnected. It floats in the center of the Amezmeron forest, where it is broken up by isles and twists in the laws of physics, a point where trace magic of the Dreamworld leaks out. It's marked by its numerous waterfalls, and waterrises, which the Mes and Mer consider sacred.

A hyperintellectual and pragmatic culture that places emphasis on order, logic, philosophy, and personal enlightenment and exploration. There are open forums, and very little is taboo, including drug use for personal use. People are often times made to deal with mental health problems on their own and are generally wary of unsolicited help, but are otherwise extremely energetic and cheerful, if not sometimes arrogant, this especially to tourists.

One tradition is to place notes of personal anecdotes on a certain wall, meant to summarize that year in the city.

## Architecture

In the higher levels of the floating mass, the buildings are made of marble or stone, perfectly symmetrical, and some are cut in half and the opened walls protected by glass windows, with bridges conjoining. There are never any lawns, or gardens. Every space is used for some function. There are many elevators. The city is constantly abuzz with people or the churning of water, often seen under glass walkways or above.

As a result, there is almost no natural sunlight, except in some areas. Rather, the people rely on strict schedules and clocks that everyone is expected to follow. Also, many of the trees that do grow, mainly as a building, grow from moonlight and the gasses spewed from certain fungal spores, as supposed to straight sunlight. It's believed the moon does more than simply reflect sunlight, altering the light in some fashion that when combined with those nebula-looking gasses, produce some effect yet to be studied and understood.

Their culture believes the moon is part of the Dreamworld.

## Nebulomancy

An artform of magic that involves smokes and gasses that have illusory and mind control effects.

## Trivia

* Circus members who came from here have a slight affinity towards Dreamcrafting water or nature.
* Their language lacks state-of-being verbs. For example, instead of Love is beautiful, they may say Love beautifies. The closest they have to neutral, passive voice would be "Love may beautify."
Dreamkin

Dreamkin are familiar creatures born from the Dreamworld. They often resemble real animals or some hybrid of it, such as canine or birds of prey. Each one is different depending on the child of whom it is the guardian, though it is not restricted to children; they're just slightly more likely to have Dreamkin.

The most consistent feature is their feathery wings. Other physical features include their odd fur (or feather) patterns. They communicate through telepathy, which to the unacquainted can be uncomfortable, the feeling comparable to falling or getting yanked as their vision becomes filled with the Dreamkin's piercing gaze, even at a large distance. Some have protruding rib cages and extremely thin, curved spinal bodies. Almost all Dreamkin have strange, moon-like eyes.

They can change their size at will, but growing often takes up energy. Every Dreamkin has a unique ability that they can temporarily grant to their child. They aren't considered to have genders. In some rare cases, Dreamkin have adopted orphan children to protect, or agreed to enter soul contracts with adults.

Nobody knows exactly how they originate, but they seem to manifest and appear suddenly to lost children or adults in danger. It's theorized that a combination of emotional pain, childhood imagination, and magical talent leads to the creation of one. Scholars and the world in general regard them as a myth born from folklore and fairytales, due to lack of evidence. Oskaar and the Stars constantly observe the Dreamworld where they are "born", and watch as they make their way to the real world to a child in suffering who has unknowingly summoned them; this is one way to find new members to recruit. Dreamkin and their powers often physically reflect the personalities or even traumas of its master. It isn't until Book 3: The Fox & The Owl that we get more information on them.

The feather of a Dreamkin holds a large amount of power that the user can "burn" restoring a large amount of their own energy. They're also a powerful alchemical ingredient.

When a Dreamkin dies, any feathers disintegrate. The name of a Dreamkin varies heavily, from simple, plain names to exotic swords, for they sometimes have their own name, such as in the case of adult masters, or are given their name by the master.

## Notable Dreamkin

### Pelagia ("Doughey-Nose")

Ringmaster Oskaar Reynarde's Dreamkin. Pelagia resembles a fennec fox, but with black outline markings, and a pentagram on its forehead. Pelagia often has a grumpy face and is usually found either sitting nestled as Oskaar's cravat, or roaming the circus grounds and observing Stars.
Aquilla

## Guild Members

Their name comes from the quiet melody released from their amulets when near the seas. This noble tribe of Mer, children of Titane, have protected the sea and aquatic life since the beginning of time. They champion the running of ports and harbours and are great builders, leaders and allies.

Show them respect; the Aquilla do not take kindly to perceived insults.
A Secret Passage

***A Secret Passage*** is the very first connection project established by New World System, set to test the functionalities of the system.

The Project is marked as **"Test Project"** due to small scale interfering references.

## Summary

On the planet Earth, two major enemy forces that threat human kind for years: Neuroi and Abyssals.

Their existences have put human lives in great danger and are believed by most authorities that they might bring the extinction of the human.

In order to stop them from bringing more destruction to innocent people, the 501st Joint Fighter Wing has their allies contract to share both sides technologies and combat skills:

Kanmusumes gonna learn how to enhance their anti-air capacity by learning magic system, and Witches will need to face the problems from submarines and other water-borne Neurois with the help from Kanmusumes.

However, the evolution from Neurois was faster than they can image, the secret for their unexpected evolution may be hidden in the alliance of these two powerful foes...
Task

***Task*** is the most important component of New World, and serves the primary and fundamental practical purpose of New World System.

Each connection comes along with one major task, allowing all members to solve the given objectives to bring back the **key result** to members' home world (In New World System, members' home world are called target worlds).

## Create a Task

Based on the rules of Interfere Protocol and Dynamic Balance Protocol, the objectives of a task must be **beneficial** to target worlds and capable of creating the **key result**. And the key result should remain its availability after these members disconnected from the New World System.

The key result is taken as the final reward once the task is solved by any character member, and the process to create the corresponding result would be logged in the server for handling the similar situation in future.

If we treat the issues from target world a disease, creating a task is like create a possible recipe of this antidote, and selected members are asked to proceed the process in New World.

## Objectives of a Task

In order to put the task into practice, the objectives of the task must be able to be "**explored**", "**executed**", and most importantly "**finished**".

For example, in the connection project "**Into New World**", the task is aimed for analyzing the commonality of alien enemies that threaten the planet Earth again and again.

The character member alliance of spiritualized warship girls and Protosses were responsible of defeating the fierce foe, "the Abyssals". Servers of New World System recorded the process until either side of forces were defeated or a truce were called.

For warship girls, the objective is to defeat the enemies, who threaten the prosperity of the planet Earth, and the key result is the alien assistance from Protoss.
Into New World

***Into New World*** is the second connection project established by New World System, and the first complete standard connection to join two different major worlds together.

In ***Into New World,*** the system does not make use of any catalyst or optimizer to interfere the members in search of key result of potential threats. The system stays as the sole observer in this time's connection.

## Summary

In the year of 2050s, after the fallen of Amon, another unexpected ancient enemy, was waiting for bringing the great disaster to the entire universe, once again.

But this time, their ambitious conquer might be not for the sake of ruling the world, but seeking for a salvation, and an answer they were eager to know for centuries.

Artanis, Hierarch of the Daelaam, noticed an unstable reaction of Void Energy on the planet called "Earth", and this may be the first time he and his Templars traveled here with their gigantic spaceship, Spear of Adun.

As the time they sent some Probes for investigation, a sudden eruption of Void Energy just made the time and space itself into a huge distortion, making multiple universes connected with each other.

Everything just happened too fast, when Artanis and other warriors with him, opened their eyes again, they just found out they changed into young human girls without any warning.
​Karax, the phasesmith, told Artanis that the phenomenon they saw here is called "spiritualization", which would change their physical appearances with enhanced combat ability.

To find out the answer behind spiritualization, Artanis had to seek for other lost Kanmusumes on the planet Earth, and help they to defeat their feuds, the Abyssals.
Member

The ***member*** is the selective components for the consistence of New World, they can be the elements to form the terrains, or the important people to solve the tasks given by New World System.

If the selected member is required of other relative members to keep its primary functionality, then this group of members will be selected at once. And the former will be called as "active member", the latter as "passive member" due to the non-directive selection. In most cases, environment members are passive members, and rule members are always generated by character and environment members.

## Member Type

New World consists of four kinds of member: **character**, **environment**, **rule** and **support**.

### Character

The character member plays a vital role in solving the given tasks and missions, and bring back the results to help their origin worlds' prosperity.

A character member must be able to **take actions** and **perform tasks**. If a member with a physical appearance has been confirmed being unable to do so, it should be taken as an environment member.

To see all character members, please visit here.

### Environment

The environment member usually **provides a character member the crucial elements for their activities**, or the materials for solving the given task.

For example, oxygen is necessary for human to keep alive, ocean is an adaptable terrain for fish. Then both oxygen and ocean are qualified members, if human and fish are character members selected in advance.

### Rule

Compare to character and environment member, a rule member has **no physical appearance** in most common cases.

Each character and environment member will come along with at least one rule.

A rule member indicates that which member should be selected as a group due to mutual relationships, or some members are technically impossible to be existed in the same space.

New World will inherit the characteristics of members to form the temporary space; thus, if a conflict occurs during the member selection (network establishment stage), it means that certain rules may be violated, and the member should be selected again for the availability of the further progress.

### Support

The support member is a special member that is provided as the direct assistance from the New World System.

In most cases, support members can have the features of either character or environment members, and they are usually deployed after initializing the connection.

The primary mission for support members is to prevent or repair any permanent or direct damage to the target world. With the rules given by Protection and Defense Protocol and Recovery Protocol, support members have the ability to break down some rule member if urgent.

If a support member is designed for gaining possibilities in solving tasks, then such member is called "catalyst".
Nightmare

## Description

Its body has no pigment whatsoever, and its eyes are cloudy. Even though it exists in exactly the same living environment as Quiltail, it conveys a totally different eeriness than Quiltail. Its sinister look can only be described as a nightmare

## Clues

Since it inhabits a lightless environment, its sight should have degenerated. Then why is it sensitive to movement? It seems to react to weak movement.

It seems to have been eating bugs that are weakened and have fallen into the water. If that's the case, lures with mild movement that are bright like white flowers will work.
Network

***Network*** is a collective covering through all selected members in one single New World, established for finalizing the functionality of New World.

As the top-level general rule to maintain New World work, a Network shows mutual relationships and interaction rules between primary members.

A Network is like **natural laws** to specify what corresponding New World should actually look like, and cannot be broken or turned down by any hands from any members.

Network won't need to be built manually, once members are selected for a scheduled connection, a network would automatically generated as the highest guidance, to maintain the balance of the temporary space (New World) by rule members.

In other words, Network is the guidance to help New World System protect New World from losing control with even more precise, less resources spent action of interruption.
Thomas and the Special Letter and Other Stories

**Thomas and the Special Letter and Other Stories**, retitled **Thomas and the Special Letter**, is a US VHS/DVD featuring six fourth series episodes narrated by George Carlin and one song. It was first released by Anchor Bay Entertainment and reissued by TV Static in 1995, again in 2002 and released on DVD in 2007.

## Description

### 1995 VHS

**PEEP! PEEP!** Here comes Thomas the Tank Engine with the latest tales from the Island of Sodor. Come along for the ride as the engines take an exciting journey to a far away station. Help welcome Skarloey home from the menders and watch Oliver and Toad teach the trucks a lesson they'll never forget.

Join Thomas, Rusty, Sir Handel, Daisy, and the rest of the gang for these brand new adventures with lots of new friends never before seen on TV!

### 2002 VHS/2007/2008 DVD

**PEEP! PEEP!** Thomas and his railway friends welcome you to the Island of Sodor, a magical place where the sun invariably shines and storms never last long. Meet George, a bad-tempered steamroller who is convinced that roads are much more important than rails. Welcome Skarloey back home, and watch as Oliver and Toad teach some Troublesome Trucks a Really Useful lesson.

So get your tickets ready for more freight yard fun with Thomas and Friends™.

## Episodes

1. Thomas and the Special Letter
2. Home at Last
3. Rock 'n' Roll
4. Steam Roller
5. Toad Stands By
6. Bowled Out

## Bonus Features

* Sir Topham Hatt's Scrapbook from Salty's Secret
* "Fun with Numbers" game from Best of Gordon

## Trivia

* This was the first Thomas VHS distributed by Anchor Bay Entertainment.
* On the cover of the 1995 VHS release, an image from Paint Pots and Queens is used.
* This was the first Thomas VHS to have Duncan and George's nameboard sequence.
* The original version with the Anchor Bay logo came in a 1995 box, meaning that it was released in 2000, but the 1999-2007 styled box was not released until 2002.
* The 1995 VHS description mentioned Daisy, despite her not appearing in any episodes featured on the release.
* The 1995 VHS does not display any home video logo (Video Treasures logo was still being used as Anchor Bay did not have an on-screen logo yet) and starts off with the Britt Allcroft logo.
* On the cover of the 2002 VHS release and DVD release, the image of Bertie is mirrored.

## Goofs

* In the captions, **Bertie** is misspelled as **Burty**.

## DVD Packs

### US

* Totally Thomas Volume 6
* Thomas and the Special Letter and New Friends for Thomas 2-pack
* Thomas and the Special Letter and James Goes Buzz Buzz Double Feature
Greedia

## Description

The Dia species is seen almost all over the world and is the most common. Greedia is considered to be relatively large among the Dia species. They're not very rare.

## Clues

A crack-like thing on the Dia species' head is believed to emit sound waves. It uses this organ to communicate with others of its kind and to hunt.

Lures that emit muffled sounds from their interiors might interest this fish. Maybe tin lures.
Curry Revolution

***Curry Revolution*** is the fourth connection project established by New World System, set as the sequel of Into New World to keep searching of **key result**, and protect the target worlds by deploying catalyst (character member) even further.

The project is marked as the first connection to active the use of catalyst.

## Summary

After the destructive and drastic damage brought by Zerg's Shelter and their fellows, Abyssals, the Earth again falls back to the darkness age of mankind civilization.

With so much difficulties ahead, the protector of the Earth, Kanmusumes would not choose to give up so easily; by teaming up with spiritualized elite Terran combat and supportive units, they decide to rebuild the world again.

Still, the reason of spiritualization could still keep stable remains a big mystery. According to Karax's research, Void Energy should be the essential matter to sustain such phenomenon, so there was no one can explain why for now.

As they rebuild the broken world brick by brick, a brand new editable, multi-purpose resources dug out from the ground, **rock curry**, or simply curry, was found at the same time.

After understanding the curry can be used as flammable fuel, editable food, and the stabilizer of Void Energy, the curry is treated as the crucial key to regain the lost technologies during the war of Zerg's Shelter.

Some of people call the grand discovery of rock curry, **The Curry Revolution**, or **The Third Industrial Revolution**, since they find how to use curry to generate stable electricity.

However, the **rock curry** seemed to be discovered and gathered by a strange group of yellow **penguins**, who are believed to live in the underground world for numerous years.

The underground world beneath the solid soil they stand, had a name called **Netherworld**, a place where demons live.

The seemed-to-be destined meet with these demons, Kanmusumes and Terran are all understand, there would be a storm coming very soon.
Server

***Server*** is the mainframe located in the headquarter of New World System automatically operated by an artifical intelligence called **"Kurokiri (黒霧)"**.

Server handles massive **static** and **dynamic** data over all members and New Worlds.

All connections' activities, logs and other static data would be stored in the the databases of the server, and as for dynamic data from active connections, the server is responsible to keep its eyes on suspicious activities, and give proper response for those activities.

## Purposes

With the server's functionalities, it is responsible for executing the following actions:

### Data Handling

Server could utilize its mass storage databases to record all major activities in all connections and create the reports for the recommendation in improving the system.

### Surveillance and Protect

This action is ruled under Protection and Defense Protocol.

If any member performs suspicious activities which are considered being possible to break the Protocols, the server needs to take down these acts by sending the support-type member to New World.

In the aggressive case, the server may need to remove the certain member to make sure that the further violation against Protocols would not occurred again.

The backup data of each member would need to be created before activating the connection, it is performed to prevent any member from being permanently erased if destroyed or killed in New World.

### Member Recovery

This action is ruled under Recovery Protocol.

If a member lose its primary functionalities (killed, destroyed, or disabled by any other method), the server would need to use the backup data to recover it.

After recovering process, if a member shows fatal issues to maintain its capacity (like a character member can no longer perform tasks as his or her initial level), the server must send the member back to its home world as the connection remains active.
Spiritualization

***Spiritualization***, orMaterialization,is a phenomenon majorly taking place on the planet Earth, causing a series of type of inorganic objects like *machine* or *vessels* (usually combat units like warships or tanks) turned into human form and gaining full control of the bodies.

Subjects affected by spiritualization is called *spiritualized individuals*, or simply *spirited*.

According to Karax's study, the cause of spiritualization may derive from the leaking Void Energy left on the Earth, leading to "population condensing", and eventually bringing the subject successfully "inherit" the cumulative power and/or features from other objects.

That is to say, the more people passively participate in a single spiritualization , the more power (incl. body strength, lifespan, etc.) the subject gains.

Even thought partial memories and thoughts may come to affect the result of spiritualization, the subject still can send a flood to drown them down by possessing a complete and powerful freedom will.
Sergeant Witch

***Sergeant Witch*** is the fifth connection project established by New World System, and the third project to do the close observation on planet Earth, with the merged world from original two separated ones.

The project's timeline is set after the event of **Third Industrial Revolution,** or Curry Revolution, as the curry plays a crucial role in establishing the order and the fundamental technologies in the quality of human lives.

The project is marked as the first connection to active the use of optimizer.

## Summary

Who can know curry can actually bring the mankind civilization back alive? But as the fact is, it can.

With the help from kanmusumes and other spiritualized individuals, people's lives are finally back to the average level to enjoy electricity along with its products like computers or televisions.

However, as the thing seems to be going well, a time and space fault just get opened out of the blue, and brings another even more advanced world with the feature of prosperity in the digital game industry.

And his world, is called **Gamindustri**, just like what it is famous for.

The **Gamindustri** is majorly divided into four countries and each of them is ruled by one **Goddess**, who receives the shares, the power of belief, from the people to hold the unique power to protect their own country.

This time, four Goddesses notice that the quality of share is somehow dropping down dramatically in the recent years. Such problem makes them need to solve it as soon as possible or face drastic damage to their countries.

And the time and space fault which is connected to the planet called Earth, gives the four Goddesses a hope to resolve the crisis.

When it comes to the practical solutions, Goddess from Lastation suggests holding a gaming competition can accumulate shares efficiently.

As the advertisement starts to appear everywhere, the event draw the major attention of kanmusumes and a mysterious girl named **Spark**, who is capable of manipulating the power of Magic, to join the competition, in order to win the big price, and meet her old best friend dated back to 1950s.
The Royal Library

*Found in Viridian Castle.*

The Royal Library is home to collections of the countless tales and fables of Edenfell, passed down for generations. Built during Queen Nimiane's reign, the books hold tales of both modern legends and ancient ones. Each volume is precious.

This room is the only important room within the Castle kept open to the public (though not without being searched before entering), and is said to be one of the city's prized possessions.

Just remember not to take any books, or damage them.
Amatsukaze

天津風（あまつかぜ

 Curry Revolution

Amatsukaze (天津風), a spiritualized Japanese Navy Destroyer, built in the era of World War 2 (WW2).

Like most spiritualized warships, Amatsukaze served at a navy base located in Japan called **Chinjubu** (鎮守府), which has the primary mission to fight against their archenemies: **The Abyssals**.

## Introduction

Amatsukaze first introduced in the first connection project, ***Into New World*** and joins the Protoss to investigate the abnormal phenomenon happening on the planet Earth, which is responsibly believed to be connected to several high-rank spiritualized Zergs .

## Personality

Amatsukaze shows a shy personality, and usually finds a hard time to face herself honestly, which may leads to speak unwillingly or simply causes some troubles.

Even though, her loyalty toward her admired Admiral won't be affected by a bit, yet it may not be clear for others to find out.

## Invited History

Amatsukaze appears as deuteragonist in ***Into New World*** and ***Curry Revolution***.

## Primary Tasks

After the long sleep in the underground hibernation machine, Amatsukaze then wakes up in the year 2500s, and tries to follow the last order given by Wanges.

According to Wanges's briefings left in the document box right next to the hibernation machine, there is a war soon would happen around this era and cause unrecoverable catastrophic damage to Earth; thus, they must find other sisters located at different places and create a strong army to prevent Zergs and Abyssals' alliance to bring chaos to the Earth.

After joining Protoss forces, she follows the instructions from Artanis to collect information and build a picture about how to defeat Zerg's Shelter.
Alchemy Crisis

***Alchemy Crisis*** is the third connection project established by New World System. Different from the previous connection, the system makes connection between another two complete different worlds, in order to expand the searching range of reaching key result.

The alchemy, an ancient skills in pursuit of turning metal into gold, is treated as the possible skill to create **key result**; thus, the system manager decides to see whether it can generate a practical solution against the **threat**, which endangers the world from destruction.

And since the purpose of Chaldea is similar to New World System, the manager is looking forward to make a visit to them.

## Summary

**Chaldea Security Organization**, an organization which has it's duty for restoration of **Human Order**, in order to protect and extending the future of mankind. Which the time is fated to end at the certain period of time, and such time is considered an error due to abnormal interferes.

On the recent **Grand Order**, an unexpected error during **Rayshift** leaded to master Ritsuka to land on a mysterious place where no records in the Chaldea's database.

Ritsuka is a **Magus** who is capable of giving command and controlling the Heroes and Heroines, who are spiritualized as '**servant**' in their current summoned space.

After accidentally stepping into this unknown place and losing the contact with Chaldea, Ritsuka must first build up the outpost to figure out the situation; even her best comrade, Mash was not on her side, so Ritsuka ended up with finding out the solution on her own, but at least she realized that she might be able to look for the help from locals.

A young country girl, Shallotte, who ran a local atelier with her Alchemy, showed herself in capable of helping out this foreigner girl with her full hospitality.

However, after seeing the receipt written by Ritsuka, Shallotte seemed to know that things got a little bit out of her expectations.

The counterpart by exchanging the information, they knew they were going to face and try to solve the utmost, distorted, upcoming chaos together, or it would no more be something capable to be solved by a single treasure, Holy Grail.

The **Dusk** mentioned by Shallotte might be the key to cause the instability of Rayshift, and for Ritsuka, the overture of the Holy Grail War has already begun.
Sophie Neuenmuller

ソフィー・ノイエンミュラー（

Sophie is one of the main characters in the second connection project ***Alchemy Crisis*** and appears with the outfit in her latest costume.

## Invited History

Sophie appears as one of protagonist in ***Alchemy Crisis*** for helping several servants(Spirits) to find out the current situation about all abnormality in the Holy Grail War.
Red Line

## Description

The Line species is as well-known in the world as the Dia species.
The one with red lines on its body surface is called Red Line.
It's omnivorous and eats pretty much anything.

## Clues

This fish seems to react sensitively to sounds.

If you observe this fish closely, you'll notice it eats insects that fall into the water.

You might want to try lures shaped like dragonflies.
Project

***Project***, also known as "connection project", is a complete and firm New World network consisting of verified members and clear tasks. To active a connection, New World System would need a project as a named file folder to **track**, **record** and **archive** the **data** after the connection is closed.

Project reveals all events that members inside the New World have participated and created, and arranges them in the form of tagged **illustrations** and **texts** for effective search.

All projects would be stored and archived in the database in New World System, to keep every connection's record as well as its important **key result** safe.

The data which kept in the mainframe of New World System is crucial to generate a least one effective "key result" in order to help target worlds maintain stability in prosperity.

## Active Projects

 **Suspended** | **Test** | Jan. 2nd, 2017 A.D.

 **Suspended** | **Standard** | Aug. 19th, 2017 A.D.

 **Suspended** | **Standard** | Jul. 10th, 2018 A.D.

 **Suspended** | **Standard** | Feb. 16th, 2019 A.D.

 **Active** | **Standard** | Aug. 1st, 2019 A.D.
Protocol

***Protocol*** is the guidance and fundamental policies to tell how New World System should work like, what can be done and what else should not be done.

Protocol shows a insight about New World System's purpose and mission, and specify the system's mechanism.

There are four protocols which each of them shows different but relative perspectives in utilizing New World System, and the system would strictly follow every rule given by protocols, to ensure the system would not be used against other worlds deliberately, if possible.

## Interfere Protocol

This is the basic protocol above all other three, to specify the requirement and restriction of creating connection and tasks, and establishing selective members for maintaining the sustainability of each connection.

## Protection and Defense Protocol

During one active connection, the existence of New World System is not allowed to be discovered by any member.

If any member tries to break in to the system, the New World System would be responsible for eliminating the qualifications of the member.

## Dynamic Balance Protocol

This protocol tells that the completion of any given task should be **beneficial to the prosperity of the world itself.**

## Recovery Protocol

If a direct damage from connection is considered inevitable, this protocol tells how much direct assistance can be provided.
Alarak

Sergeant Witch

Alarak is the highlord of Protoss tribe Tal'darim, who believes in strength and power to rule over all living things.

## Introduction

Alarak comes to Earth along with Artanis and her comrades via ***Spear of Adun*** to investigate the leaked Void Energy, accidentally affected by spiritualization.

During the war against Zerg's Shelter, Alarak finds out the traces about spiritualization and then realize Ofye holds the clues about the current universe.

By investigating further, Alarak is marked as the potential threat to New World System due to the awareness of this integrated world.
Catalyst

***Catalyst*** is the *parameters adjustment* component for increasing the *possibility* of accessing the objectives of a task, ensuring the possibilities for members to solve.

Basically, New World does not always require a catalyst to gain the access to the task; however, if the completion of a task is considered **difficult** for members to finish, discover or simply be aware of by themselves, then the use of catalyst would be active in such a case.

Unlike optimizer, catalyst does not be treated as a sub member of any kind, but a sole component that is capable for New World System to utilize directly.

Thus, catalyst does not affect members directly, but usually has the power to create a "tendency" or a "choice" for members to cope with.

## Example of Catalyst

For example, if a character is walking alone in a humid forest, a catalyst can increase the chance of creating heavy fog, possibly creating a sense of danger for this character.

At the moment, the character can choose either moving on or heading back depending on character's own freedom will.

In the same case, if a catalyst wants to generate same fog in the desert, it would face its absolute failure due to insufficient water in the air.

## Comparison between Catalyst, Optimizer and Support Member

Note that catalyst is a time-limited component and cannot be deployed too much at once, or it would permanently damage involving members even after the connection is closed.