recursal/Fanatic-Fandom huggingface dataset:
Zuharar Al’Abdulias da Mardharar

## Eine lebende Legende

Oberhaupt des schwarzen Lotus von Duhara, Großmeister der Überlieferungen des Mardharar und Bändiger des sagenumwobenen, roten Säbels "Durandal". Alleine das Aussprechen seines
Namens sorgt für Demut und Ehrfurcht, gilt er doch als einer der größten
Krieger in der Geschichte der Wüstenlande. Er hält sich bedingungslos an das
Kredo der Gilde und wertet und handelt stets so, wie es die Traditionen verlangen.
Wie bei allen Assassinen des Lotus, ist über seine Herkunft und Geschichte nichts
bekannt, nur der Weg den er innerhalb der Gilde einschlug und dieser gilt als
außerordentlich ambitioniert und ehrgeizig. Schon als Kind ist er in die Obhut der Gilde gekommen und kann sich daher mit Leib und Seele mit seiner "Familie" identifizieren. Um seine Prüfung zum vollwertigen Lotus-Assassinen zu verschärfen und seine Konkurrenz zu demotivieren, hat er sich vor den Augen des schwarzen Gremiums das linke Auge herausgerissen. Blutend und unter großen Schmerzen hat er dennoch ein respektables Ergebnis im Parcours der 12 erreicht. Zuharar war zudem der jüngste Mensch, der jemals zum Hüter der Gilde aufstieg. Als Großmeister braucht er sein
Gesicht nicht verdecken und genießt hohes Ansehen in jedem Winkel des Landes.
Manchmal begibt er sich sogar unters Volk, um Zeuge des Wandels zu werden und
seine Lehren auf die aktuelle Lage der Gesellschaft anzugleichen...
Desnia

Desnia is a PC in Act 2 of the Stormy Throne. She is a mesmerist changeling with distinct elvish characteristics. She is known as an actress in Ryslatel before adventuring with the party. She is named after the Elvish goddess of dreams, luck, travelers and butterflies. Her mesmerist powers manifest themselves in buffs and debuffs of allied and enemy minds, with her goal being the domination of minds.

She was educated in the psionic arts by Viola Dean, an agent of EAST. She has now the files of Jacque, a deceased agent of EAST that was seeking the Stormy Throne.

After meeting with Northwind and learning more about the Sihir, she has come to a significant respect for the Sihir, and is starting to question her involvement with EAST, as they never told her that she is a changeling, which is what she is according to Northwind. She has notes from Saliman about the deceased Sihir, Era, collected from her sacred temple on a deserted island between Pazara and Zemja. She also met with Avani in the Scorched Maw, and after feeling significantly intimidated by her presence, learned more about the Sihir as well as the throne's corruptive powers. She genuinely believes that the Sihir should have as much of a right to the archipelago, and wants to learn more about the true story of Rys and the fall of the Sihir.

She has learned what a Changeling is, and why she is a lot smaller and different from elves, despite having a lot of elvish characteristics.
Bloc de pierre (Stone block)

**Description**

Le **blocs de pierre** fait partie des ressources transformée, c'est-à-dire qu'il peut être obtenu en transformant de la pierre au tailleur de pierre.

## Fabrication

Les **blocs de pierre** peuvent être obtenus en transformant de la **pierre** à l'état brut auprès de la tailleuse de pierre. Vu que la pierre brute (T1) ne peut être raffinée, il n'y a pas de **bloc de pierre** de niveau un (T1). Aussi, sauf pour le bloc de calcaire qui n'a besoin que d'un de calcaire, tous les **blocs de pierre** ont besoin du bloc du niveau précédant et d'un certain nombre de pierre du niveau concerné. La spécialité des **blocs de pierre** est qu'il n'existe pas de niveau d'enchantement sur ces derniers, car leur existence ne servirais à rien étant donné que tout ce qui se fabrique ou construit avec n'a aucun niveau d'enchantement lui non plus.

## Application

Les **blocs de pierre** servent principalement à construire des bâtiments sur votre île personnelle ou de guilde. Aussi, ils sont utilisés dans la recette de fabrication des masses de démolition avec des planches de bois.
Ilyana

Ilyana is a psionic rogue currently travelling with the party.

## Background

Ilyana grew up in Ryslatel and has no small amount of history there, if anything can be gleaned from the threats on her and the party's life while there. She does what she has to in order to stay alive, although having allies has made her a bit more willing to trust those who sincerely offer help.

## Current Status

Ilyana currently has protection from Andre Daeli by swearing to help the Royal Family uncover the spies Daeli has in their household.
The Stormy Throne

There are many legends surrounding this mystic object. Some say it can bring the dead back to life, if you prop their unliving body within the seat. Others say that only the rightful ruler of the Archipelago - or even the world - can sit in it. Yet others say that its power is wholly corruptive and it exists only to lure the weak-willed to an untimely demise.
Rys

Rys the Cleansing Fire is a popular historical figure in the Archipelago. He was the one who changed the Archipelago from a distant, untamable frontier to a livable civilization. The current Royal Family is descended from his line.

## Early Life

Born in 25 RE to a camp follower of one of the many armies that roamed the distant Felman countries, Rys had a early life full of hardship and toil. He never knew his father, and his mother was killed in a skirmish in 31 RE. After that, he was collectively raised by the other camp followers, but by 38 RE he had enough of war and misery. He fled the battlegrounds and became a jack-of-all-trades who travelled between villages and towns in search of work.

## As the General

As he reached adulthood Rys looked at the damage the wars had done to his homeland and decided to leave it all behind. With several followers who believed the same things he did, he set sail to the Archipelago, which at this point was a inhospitable land that only the foolhardy tried to settle. The Sihir had revealed themselves to be wholly unwelcoming of any strange outsiders, especially ones that brought arms.

However, in the Archipelago Rys and his followers thrived. As his fame grew so did their camp, until their camp became a fort, and that fort a settlement. Word reached the Felman countries and the Southern Wilds that someone had finally succeeded at taming the Archipelago. By 50 RE several settlements had appeared on the islands of the Archipelago, taking advantage of the abundant resources.

However, it didn't take long for the Sihir to take note of this development. And that's when Rys showed the power that would make the people revere him as a folk hero. For each time the Sihir approached a settlement, Rys and his allies were there, and they destroyed any Sihir that crossed them.

His list of allies grew until he found himself a general of a fledgling army. With that he marched on the Sihir's leader, Saliman, and with one final battle they cast the Sihir out of the Archipelago for good.

## Founding of Pozara

It took many years for Rys and his armies to destroy all remnants of the Sihir forces. When that was done he returned to the first settlement he had founded and gave it his name, calling it Ryslatel. Ryslatel became the seat of power in the Archipelago, and the people called the island it sat upon Pozara.

## Death

In 93 RE Rys met his demise, not on the battlefield, but in a bed surrounded by his large family and his friends. His family still rules Ryslatel and Pozara to this day, and the people remember his name fondly. Such is his legacy.
Anatas Serpis

## Vorstand der größten Gilde Darias

Gildenmeister der Handelsgilde und seines
Zeichens Träger der Elementarringe von Buscajeli, eine der Schätze des legendären Greifenkönigs.

Die Handelsgilde befand
sich stets im Besitz der Familie Lapislarzuli, bis ein gerissener, junger Straßenhändler
den alten Gildenmeister Bronkja Illjemja des Betruges und der
Kooperation mit einem verfeindeten Haus überführte und sich dadurch einen beachtlichen Namen machte. Im Laufe der Jahre kämpfte sich der junge Händler bis an die Spitzenpositionen im Handelsgremium hinauf, entwarf dabei unter anderem das Konzept des "konstruierten Mehrwerts von Exportgütern", welches den Umsatz der Gilde um ein vielfaches steigerte. Sein Ehrgeiz ging so weit, bis man dem Jungen die Ehre zukommen ließ, Traditionen zu brechen und einen
neuen Namen ins Grundbuch der Gilde einzutragen und ihn damit zum neuen Vorsteher und Führer der Handelsgilde zu ernennen – Anatas Serpis. Er beschäftigt sich mit den globalen Entscheidungen, sitzt im Tribunal von Duhara und kümmert sich selbst um
wichtige Handelsabkommen. Hin und wieder reist er unter einem Deckmantel umher,
um die Dinge selbst in die Hand zu nehmen. Nach feigen Anschlägen auf sein
Leben nahe der Kleinstadt Raraban im Norden, beschloss er, sich für ungewisse
Zeit zurückzuziehen.

Seitdem begibt er sich nur noch selten in die Öffentlichkeit und meidet jegliche aktive Auskleidung der Handelsgildengeschäfte...
Maiming Rolls

So you've been seriously injured! How have you been injured? Hell if I know. That's what this page is for! Using our favorite method of random generation, the d20, you can find out in what specific way you've been maimed or killed!

This is not for use in combat in most cases. If a character wants to cause grievous bodily harm to another and succeeds but isn't specific in what they want to do, then this table could be used. This is also useful in the case of one NPC harming another.

## Maiming

* 1 - An annoying blood blister or similar annoyance (stubbed toe, paper cut, etc.)
* 2-8 - A minor broken bone, such as a finger, toe, or rib - 1d6 damage + -2 on related saves
* 9-15 - A major broken bone, such as a tibia, radius, or tail bone - 2d6 damage + -4 on related saves
* 16-19 - A serious, life-threatening injury, such as a broken spine - 4d6 damage + unable to act
* 20 - Essentially, death. Roll a related save to move this back to a life-threatening injury, DC 15.
High Council

The High Council of Ryslatel is the 5-person ruling body that presides over most executive and legislative decisions in Ryslatel and Pozara.

## History and Founding

The High Council was formed in 325 RE during the reign of King Laurin IV. King Laurin was a paranoid man, prone to inciting conflict both with and between his nobles. In 325 RE the nobles decided that enough was enough and forced him to sign a document neutering the Royal Family's power in Pozara. To watch the Royal Family and to pacify the commoners, these nobles created two councils - the High Council made up of the 5 most prominent noble families, and the Low Council made up of 50 popular community leaders elected by the general populace.

## Current Members

* Andre Daeli is the newest member of the High Council. The Daeli name is a new one in Ryslatel, as they arrived from the Southern Wilds only 2 generations ago. Since then, they have lead a deadly push into the textile industry, dramatically undercutting Celeste Rutherford. Under Andre’s father the Daeli name became a household one. Under Andre himself, it looks to become a feared one.
* Nicolae Wells is an established member of the High Council. Granted the seat by the king in a rare move against the other nobles in the High Council, Nicolae Wells has little in common with her fellow councillors. She is a former Guard Commander of Ryslatel’s guards and is well loved by them as well as liked by the general populace.
* Hiraad is chieftain of the Yral clan from Zemja. Many accuse him of being lazy and ineffective despite his claims of the other councillors constantly ignoring him. He is beloved by the Zemja natives in the Archipelago but there is a movement to get one of his sons to take his seat in the coming months.
* Lyndly Clare is an ex-pirate turned mayor of Munja City. A charmer and charismatic man, Lynley continues to rely on his underworld contacts to retain his spot on the High Council. Most people who he associates with have a love/hate relationship with him, and trust him as far as they can throw him.
* Celeste Rutherford is a member of one of the oldest families in Ryslatel. The Rutherford name is the oldest on the Council, having come from the founding of the city itself. Although an older woman in this day and age, Celeste continues to manage her textile company with an iron fist, especially as Andre Daeli encroaches on her territory.
Karia

Karia is a tiefling alchemist that travelled with the party during Steps 1 & 2.

## Background

Not much is known about Karia. From her skills as an alchemist it can be assumed that she has connections with the Alchemist's Guild in Munja City, but she rarely speaks about her time there.

## Current Status

Upon arriving in Ventice, Karia received a missive that summoned her to the Alchemist's Guild. She left with wide eyes and a pale face, explaining nothing to the party. Nothing has been heard of her since.
Kapela Sv. Križa

**Kapela Sv. Križa**

U Milanovcu je, na suprotnoj strani od Presvetog Trojstva, također na jednom vrhu Bilogore koji je danas zasađen lozom, stajala crkva Svetog Križa koja je u bombardiranjima tijekom Drugog svjetskog rata u potpunosti uništena.

1757. sagrađena je i kapela Sv. Križa koja je u II. svjetskom ratu uništena i više nije obnavljana. Kapele su Virovitičani već u 18. st. obilazili u procesijama u nedjelju iza blagdana Presvetog Trojstva i Križeva.

### Izvori

* http://www.virovitica.hr/mjesni-odbor-milanovac/
* Mr. sc. Filip Škiljan: Kulturno – historijski spomenici zapadne Slavonije s pregledom povijesti zapadne Slavonije od prapovijesti do 20. stoljeća, str. 307
Ventice

A medium-sized port town encountered by the party in Step 3.

## City Description

Ventice is a small city of around 5,000 citizens, a majority of which are dwarven and orcish. Although it is known mostly for the Ship-builder’s Guild, who employs over 65% of the populace, Ventice also has a fantastic night market filled with cuisine from a plethora of races that can’t be found much elsewhere. There are three inns of good repute in the city. The largest, the Wandering Lily, is known for its improv theatre and unique berry wine. The local lord here is Lord Mayor Theodore Williams. In addition, Ventice has a sizeable criminal element funded largely through extortion and smuggling.

## Nobility

The dwarven Lord Mayor Theodore Williams is known as a wholesome man, a family man. He is married to Lady Cecily Thatch and has 7 children ranging from age 7 to 46. He has ruled Ventice for over half a century and is well-regarded by the populace. He does have a number of unsavory rumors around him, the most notable of which have him siring several bastard children with the orcish wife of the head of the Ship-builder’s Guild.
Act 2

## Step 1

### May 24th, 544 RE

A new group of adventurers arrives at the Archipelago, consisting of Desnia the Actress, Roque Ja and Reorx Axebreaker the Mercenaries, Kregg and Daniel the Wizards, and Luke the Corgi. They are met in Ryslatel by Loma Palune and presented with an offer - prevent an assassin from attacking the Princess at her grand ball that night and get a pocket full of gold.

The ball proves to be a fantastic affair, filled with shenanigans, intrigue, and with a aftertaste of death. The party is framed for the death of the Princess' fiance, Andre Daeli II, who was assassinated while the party fought off bandits in the castle. While they claim innocence, all evidence seems to point towards the party having done the dirty deed...
Ignis

Ignis is a Ifrit Sorcerer that joined the party in Step 6.

## Background

Ignis is largely a traveller, a wanderer, and a vagabond. He is constantly restless and dislikes staying in the same place for long. He has the blood of the Sihir in him, diluted by generations of distance, but has some power of the Storm - specifically, a Fire Storm.

## Current Status

Currently travelling with Ilyana and Arken. Has possession of the shards of the Heart of Fire.
Stormy Throne Wikia

## The Hunt for the Stormy Throne

The Hunt for the Stormy Throne is a weekly Pathfinder game set in a place called the Archipelago.

After Rys the Cleansing Fire drove the elemental beings, the Sihir, out of the Archipelago, the lesser races settled there and built their cities. Centuries later, the Sihir want them back. How does the Stormy Throne factor into all of this? That's your job to find out.

## Where to Start?

Story Summary.

Want to create a page for your character? For various peculiarities you come across in the Archipelago that I didn't note for some reason or another? Want to build on your character's backstory? Create pages for their various contacts? You can begin by creating an account and contacting me if you're a member of my Pathfinder group. If not, then just have fun looking through the pages here.

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

File:Placeholder
Lady Loma Palune

Lady Loma Palune is a relatively minor noble of Ryslatel. She is, however, the most powerful information broker in the city. While known as being relatively secretive and a homebody, she is protective of those she cares for.

## Professions

Nobles in other Kingdoms may waste their time away on frivolous activities, but the nobles of Ryslatel and the Archipelago in general often come from adventurous and active backgrounds. Some nobles create merchant empires, some rule the kingdom in the High Council, and others wander in search of adventure. Loma, herself, teaches the magical history of the Archipelago at the University in Ryslatel as well as assisting in experiments involving native magicks at Eurika Corp.

With her assistance several new technologies have been produced.

* The horseless carriage, where the horses were replaced with a restless fire spirit that powers a motor with its fury. While it can go double the speed of a horse-drawn carriage with no exhaustion, the anger of a contained fire spirit can prove troublesome.
* The knowledge glass, an enchanted pane of glass that contains the knowledge of a single person and can display it in fine print. This knowledge is typically extracted from books written by the person - while the knowledge can be taken directly from another's mind, the knowledge giver often ends up in poor shape.
* The crystal lamp, a revival of an old piece of magic that allowed light to be stored indefinitely within crystals. While mages and wizards have used that sort of magic for as long as mortals have claimed use over magic, the crystal lamp is unique in that it rarely needs recharging by a magically-attuned person and does not need a steady flow of magic in order to stay bright.

## Current Status

Lady Loma Palune is currently indisposed, having been allegedly poisoned by an assassin sent by Andre Daeli.
Ogre Magi

The Ogre Magi was a half-ogre cleric that travelled with the party in Part 1 & 2.

## Background

Not much is known about the Ogre Magi, other than the general knowledge one might have about his particular race. While not the most intelligent nor the most focused of the group, he did have a purity of heart and simple wisdom about him.

## Current Status

The Ogre Magi drowned in the churning seas outside the island of Silverglen when the party was ambushed by the dread pirate Northwind.
Lyndly Clare

Lynley Clare is an ex-pirate turned mayor of Munja City. A charmer and charismatic man, Lynley continues to rely on his underworld contacts to retain his spot on the High Council. Most people who he associates with have a love/hate relationship with him, and trust him as far as they can throw him. He currently is one of five nobles on the High Council.

He has a connection of some strength with Andre Daeli, and many suspect that he is the one that convinced the others to allow Daeli onto the High Council.
The Archipelago

The Archipelago is a diverse and magical land for the more adventurous among us. Millenia of powerful magic has crafted the islands into unique and beautiful sights. From the Sapphire Pillars of Pozara to the Earthen Fingers over the Scorched Maw, the land is far from normal and is infused with magic and wonder.

## Geographical Details

To the south lies the mysterious and deadly Southern Wilds.

Pozara is the largest island in the Archipelago and is known for its crystalline beaches, rolling green hills, and sapphire towers nestled throughout the land. It also has several active volcanoes. The de facto capital of the Archipelago, Ryslatel, is on the western coast of this island.

Munja is the home of the Munja Storm Observational Center, which observes all meteorological phenomena in the Archipelago. As a place of high concentrations of magic, the Archipelago is a magnet for storms both natural and man-made, and MSOC plays an integral role in making sure the Archipelago remains a habitable place.

Padati is the island for the most adventurous people with its mountains, dangerous wildlife, and deadly storms. It is difficult to survive there but people do so for the love of danger and adrenaline.

Zemja is the remaining large island in the Archipelago. With steep cliffs lining its shores it is extremely difficult to travel there by normal means. Home of the Scorched Maw and over 50 tribes of nomads, Zemja remains an untouched jewel in an ever-changing place.

The Archipelago itself has over 500 island of varying sizes and populations. There are representations of most races, magical or otherwise, throughout the Archipelago.
Bâtiment de fusion (Artifact foundry)

Le Bâtiment de fusion est un atelier spécial se trouvant dans chaque capital, il permet d'utiliser les fragments d'artefact: Runes, Âmes et reliques pour fabriquer, enchanter des objets. Le bâtiment sert également a transmuter les runes, âmes, reliques et sceaux royaux et recycler des objets pour récupérer une partie des ressources.

## Création d'artefact

La création d'artefact sert à fabriquer des objets rares. Les artefacts sont obtenus aléatoirement en fonction des paramètres choisis: Palier, fragments d'artéfacts.

* Coût de 50 fragments d'artefact pour une sélection adapté en guerrier, mage ou chasseur
* Coût de 36 fragments d'artefact pour une provenances incertaines qui choisis aléatoirement une rune parmi toutes les runes

## Enchantement

L'enchantement sert à augmenter le niveau de rareté d'un objet grâce à des artefacts.

### Peu commun

* Les **Runes** servent à augmenter des objets commun à peu commun (.1)

### Rare

* Les **Âmes** servent à augmenter des objets peu commun à rare (.2)

### Exceptionnel

* Les **Reliques** servent à augmenter des objets peu rare à exceptionnel (.3)

### Coûts de l’enchantement

Le nombre d'artefacts requis pour passer à l’enchantement supérieur dépend de l'objet enchanté:

* 48 artefacts pour des chaussures, tête, capes et armes secondaires
* 96 artéfacts pour le torse et le sac
* 144 artefacts une arme à une main
* 192 artefacts pour une arme à deux mains

## Transmutation

La transmutation permet d'améliorer les fragments d'artefact au rang supérieur du même fragments ou passer fragments d'artefact à un autre du même rang.

* Coût de 5 fragments d'artefacts de rang inférieur pour 1 fragment d'artéfact ( ex: 5 Runes T5 pour 1 Rune T6)
* Coût de 1 fragments d'artéfact et de l’argent pour 1 fragment d'artéfact de tier supérieur (ex: 1 Rune T7 + 5 000 argent pour 1 Âme T7)
Sihirja

A Sihirja is a mortal with Sihir blood - blood either obtained magically or through birthright.

## Birthright

It was uncommon, but not rare, for mortals to find Sihirs attractive enough to form unions in the early history of the Archipelago. Children born of these unions retain the appearance of their mortal race but with the powers and strength of the Sihir. The more direct the blood, the more powerful the Sihirja. A daughter of a Sihir may be just as immortal as her father and all related powers over the Storm; a great-great-grandson, however, may live only twice as long as their mortal race and merely trend towards magical proficiency in the Storm.

Before the colonization of the Archipelago, Sihirja were often praised as protectors and their bloodlines prized. However, after Rys the Cleansing Fire declared worship of the Sihir heresy and destroyed all Sihir and Sihirja that openly showed their powers over the Storm, it became more prudent to hide.

## The Chosen

The more uncommon way to become a Sihirja is to be a chosen pupil - or victim - of the Sihir. Although the process is largely unknown these days, we know that the Sihir infuses the potential Sihirja with the power of their Storm. If the potential survives the process, they become as powerful as a first-generation Sihirja - essentially becoming a Sihir in all but name.

Several cults have appeared throughout the history of the Archipelago centering around this process.
Northwind

Northwind is a legendary pirate who is said to be a Lightning Storm Sihir.

## History

For as long as mortals have sailed between the islands of the Archipelago, pirates have preyed on them. The most notorious of them is Northwind, a Sihir that traps ships within her Storm and takes everything of value from the victims - including their lives, in the end.

Few people have survived encounters with Northwind, and few of those remain sane.

Little else is known of Northwind.
Wikia Albiononline

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Die Eisen Chroniken Wikia

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Bois (Wood log)

**Description**

Le bois est la ressource la plus commune dans le monde d'Albion Online. Polyvalent, le bois est utile dans de nombreuses applications, de la fabrications d'équipements jusqu'à la construction de Bâtiments.

## Récolte

Le bois brut (ou bois T1) peut être ramassé à main nue.
Le bois niveau 2 et plus (T2+) nécessite une Hache à bois du niveau approprié afin d'être récolté.
Le bois peut être récolté à l'aide d'une Hache à bois d'un niveau inférieur à celui de l'arbre coupé. Par exemple, un arbre de niveau 2 pourra être coupé à l'aide d'une hache de niveau 1.
Avoir une hache de haut niveau permet de récolter plus vite.
Pour récolter des arbres d'un niveau hors du commun, vous devrez avoir une hache du niveau approprié. Par exemple, un arbre peu commun de niveau 4 nécessite une Hache à bois de niveau 4 ou plus.

## Application

Le bois brut de niveau 2 et plus doivent être transformés en planches de bois dans une Menuiserie afin de pouvoir être utilisé dans la construction de Bâtiments ou dans la fabrication d'Équipements ou d'Armes.
El'Shalam

Der Name ist einem alten Magister aus Duhara gewidmet. Narum El’Shalam war seines Zeichens erster Verzauberer der untergegangenen Gilde der Magi von Duhara und Mitbegründer der Derwische von Kolossos, kurz nach Yorr’Haxx Fall. Er war maßgeblich an der Verbannung des grausamen Halbgottes beteiligt und eiserner Vertreter der These, dass der Körper des Yorr’Haxx vom Zerfall vollkommen gefeit ist. Weiterhin sagte er, dass Yorr’Haxx nur dann in den Fluß der Wiedergeburt eintauchen könne, wenn Körper und Seele gleichermaßen von der Existenz gelöst seien. Gemeinsam mit den fähigsten Magiern und Baumeistern der Wüstenlande, schufen sie einen komplett isolierten, magisch abgeriegelten, tempelähnlichen Komplex im nördlichen Gebirge, dem „Grat der Hyäne“. Man wollte sicher gehen, dass der Körper von Yorr’Haxx diesen Ort unter keinen Umständen verlassen und Grabräuber und Diener des Tyrannen niemals in die sakralen Hallen eintreten können. Aus diesem Zweck entschied man sich die Hallen aus dem vor allem damals sehr seltenem Glimm zu bauen, die magischen Einfluss von außen abschirmen, während sie von innen heraus mit der mächtigsten Magie verschiedenster Schulen zusätzlich geschützt werden. Yorr’Haxx selbst wurde in die zentrale Halle des Exils gebannt, umhüllt von mehreren, mächtigen, permanenten Barrieren. Die Zauberweber stammten aus vier der größten Völker des Landes – jeder hatte Interesse daran, den Tyrannen niemals wieder auf der Welt wandeln zu sehen. Der Tempel selbst, sowie die Barrieren können nicht ohne die Hilfe der damaligen Ursprungsheber der Magie aufgelöst werden und jeglicher Versuch, per Gewalt durch die massiven Tore des Tempels einzudringen wird von mächtigen Wächtergolems, der „Kristallgarde“ und magischen Fallen aufgehalten, ohne Rücksicht und Gnade. Für die Kontrolle und den Schutz der Anlage wurde ein Orden ins Leben gerufen, die „Schattengarde“, die seit Generationen über die Tempelanlagen wacht. Da im Laufe der Geschichte Duharas nicht nur Yorr’haxx zum Problem wurde, gibt es in seinen Vorhallen auch andere Personen und Kreaturen, die im Laufe der Geschichte eingesperrt wurden, allerdings zwangsweise tot. Einige von ihnen leben seit Jahrhunderten in Gefangenschaft, wartend darauf, befreit oder erlöst zu werden. El’Shalam, eines der sichersten Gefängnisse und Grabmäler Darias.
Tychus

Tychus is a [four armed desert dweller] gunslinger that travelled with the party through Step 3 until Step 7.

## Background

Tychus kept his personal demons mostly to himself, but through their trials and tribulations together the other members of the party gleaned bits of his history. He was born and lived in a vast desert region outside the Archipelago, and at some point arrived at the Archipelago in poor shape. He had a wife and child, but both were lost in some catastrophe that Tychus could not protect them from. He wears this tragedy close to his heart, and it heavily affects his reactions towards people - especially children.

He only trusted 2 people in the Archipelago - Arken Valtyra, the woman who nursed him back to health after his arrival in the Archipelago; and Ilyana, the psionic rogue that he travelled with for a time.

## Current Status

Tychus heroically stood between Ignis and a monstrous Volcanic Amalgamation that destroyed Cinderglen and threatened the region of Western Pozara in order for Ignis to finish a spell that would release the villager's spirits that were empowering the Amalgamation. Unfortunately, he was consumed by the Amalgamation just before Ignis was able to complete the spell.
Francis

Francis Ferrigno is a archivist bard that travelled with the party from Step 1 until Step Step 5.

## Background

Francis grew up in Furrordin, a small village in the dry mesas of Zemja. While he was still a teenager, his village was caught in the middle of a vast duel between two rival wizards. Through several mishaps of spellcasting and a teenager's mistaken sense of invulnerability, Francis was caught in the crossfire and became cursed with a hulking alternate version of himself. Unable to control his rage, this version destroyed the wizards that had placed the village in danger. Using this curse as an asset, Francis became Furrodin's guardian and ensured that such a thing wouldn't happen again.

When Francis turned 24, he left the village.

## Current Status

When he visited Ryslatel in his journey to find the Stormy Throne, Francis came face-to-face with the corruption that plagued the city. Moved by the words of the Revolution leader, Christopher Tell, Francis decided that helping the people of this city was more important than his desire for the Stormy Throne. This feeling was doubled upon Christopher Tell's assassination.

Currently, Francis is leading the Revolution in Tell's place.
Atelier (Workbench)

**Type de bâtiment**
 **Composants nécessaire**
 **Information**

L'atelier (ou Workbench) permet de fabriquer des éléments simples. Les joueurs peuvent fabriquer leurs premières épées et boucliers, qui leur permettront de se défendre par la suite pour récolter des ressources plus haut niveau.

## Application

### Armes

* Épée de débutant
* Bouclier de débutant

### Armures

* Capuche en cuir de débutant
* Armure en cuir de débutant
* Bottes en cuir de débutant

### Outils

* Hache de débutant
* Couteau à dépecer de débutant
* Marteau en pierre de débutant
* Pioche de débutant
Kapela Presvetog Trojstva

Na obroncima Bilogore, južno od grada Virovitice, 1757. godine sagrađena je kapela Presvetog Trojstva. U početku kao drvena, a 1782. godine je preuređena i popločena ciglom. Današnji izgled je dobila nakon ponovnog obnavljanja 1962. godine. U isto vrijeme 1757. sagrađena je i kapela Sv. Križa koja je u II. svjetskom ratu uništena i više nije obnavljana. Kapele su Virovitičani već u 18. st. obilazili u procesijama u nedjelju iza blagdana Presvetog Trojstva i Križeva.
BLX-1 Minigun (Sasha)

This unusual gun was produced as an experiment by Eurika Corp. in combination with the Advanced Firearms class at the University. Although the initial gun proved troublesome to wield effectively, adding the spirit of a powerful gunslinger allowed the gun to be used. Unfortunately, Sasha, the spirit, proved to be a restless one, and will often grow unhappy if she is not allowed to wander and test her limits.

## Stats

* Alignment - Chaotic Neutral
* Cost - Priceless / Cannot be sold
* Dmg - ***x***d8
* Critical - x2
* Range - 20 ft cone (10 ft wide at 20ft)
* Misfire - None
* Weight - 80 lb.
* Type - B and P
* Reload - 1 Full Actions (as a 4-handed minigun)

## Levels

Sasha gains a level after dealing the killing blow on several creatures, which increases at every level.

1. 1d8 damage
2. 2d8
4. 4d8
5. Gains the Lucky Enchantment
6. 8d8
8. 16d8
9. Gains the Stalking Enchantment
10. 32d8
Andre Daeli

Andre Daeli is the newest member of the High Council. The Daeli name is a new one in Ryslatel, as they arrived from the Southern Wilds only 2 generations ago. Since then, they have lead a deadly push into the textile industry, dramatically undercutting Celeste Rutherford. Under Andre’s father the Daeli name became a household one. Under Andre himself, it looks to become a feared one.

## Criminal Activities

Andre Daeli is currently being investigated by the party for his part in the attack on Lady Loma Palune. It appears as though he poisoned her (and possibly others) with Midnight Wort, an otherwise-undetectable and slow-acting poison that only has a single antidote - Sapphron.

In addition, he has put a bounty on Ilyana's head for 100 gold pieces.
Tour du mage

**Information**
 **Type de bâtiment**

La **tour du mage** est un est un bâtiment qui peut être construit sur un terrain de guilde, dans une cité, une île de guilde ou sur une île de joueur. Elle permet de fabriquer des armes magiques et de l'armure en tissu.

## Fabrication

* Armes
* Équipements en tissu
* Fourniture
* Décorations

## Liste des Bazaars

 3
 4
 5
 6
 7
 8
Low Council

The Low Council is a group of 50-some community leaders from a variety of paths of life that represent the lower classes of Ryslatel. Although it once held power equal to that of the High Council, several pieces of legislation passed by the High Council have recently made them relatively powerless. This, combined with rampant corruption amongst the representatives' ranks, has caused no small amount of unrest amongst the commoners of Ryslatel, leading to the formation of the Revolution.
Hotel Slavonija

Hotel Slavonija je nekadašnji hotel B kategorije u centru Virovitice. Otvoren je 4. rujna 1971. godine.

### Povijest

Poduzeće "Slavonija" započelo je samostalno poslovati Odlukom Gradskog narodnog odbora Virovitica 1948. godine kao Gradsko ugostiteljsko poduzeće, koje je do tada bilo u sastavu Direkcije privrednih komunalnih poduzeća. Poduzeće, koje je isprva kao podružnice u svom sastavu imalo Gradski hotel s restoranom i kavanom, Gradski restoran i bife, narednih godina bilježi promjene nastale uslijed osnivanja, pripajanja ili gašenja poslovnih jedinica. Jedne od najznačajnijih promjena u tom pravcu predstavlja pripajanje Ugostiteljskih radnji "Željezničar" i "Sajmište" UP-u "Slavonija" 1955. te nedugo zatim i pripajanje UP-a "Plavi Grozd" iz Suhopolja i "Gradske kavane" u Virovitici 1964. godine. Jedan od značajnijih investicijskih zahvata poduzeća bila je izgradnja hotela B kategorije, u Virovitici u ulici S. Radića 2, koji je i službeno otvoren 04. rujna 1971. god.

Iduće razdoblje donosi izvjesne statusne i organizacijske promjene u poslovanju poduzeća. Na temelju ustavnih amandmana XXI i XXII Ustava SFRJ (SL 29/71) iz 1971. Ugostiteljsko poduzeće "Slavonija" konstituira se kao složena radna organizacija, koja je u svom sastavu imala tri samostalna pravna subjekta: OOUR "Slavonija" Ugostiteljskotrgovačka, OOUR Hotel "Slavonija" i RZ Zajednički poslovi. Svoje međusobne odnose, kao i odnose prema radnoj organizaciji «Slavonija» one su regulirale samoupravnim sporazumima. Takav organizacijski ustroj traje do 1984. kada se, uslijed pada poslovanja i nemogućnosti dugoročnog udovoljavanja obvezama, dvije OOUR-e i RZ gase, a sva njihova prava i obveze ponovo prelaze na radnu organizaciju "Slavonija".

Temeljem zakona o poduzećima iz 1989. izvršeno je usklađivanje poslovanja prema odredbama zakona organiziranjem radne organizacije kao društvenog poduzeća pod nazivom UP "Slavonija". Opsežnije organizacijske promjene slijede u skladu s državnim osamostaljenjem te promjenama društveno-ekonomskog uređenja, 1991/1992. godine. Donošenjem Zakona o pretvorbi društvenih poduzeća (NN 19/91) te odlukom Radničkog savjeta UP "Slavonija" od 14. svibnja 1992. provodi se pretvorba društvenog poduzeća u dioničko društvo, uslijed koje je na Skupštini dioničara 18. prosinca 1993. izglasan statut poduzeća, koji utvrđuje osnovni kapital društva u iznosu od 4,687,000 DEM, raspodijeljen na 4,687 dionica, svake u nominalnoj vrijednosti od 1,000 DEM. Razdoblje koje je uslijedilo nanijelo je poslovanju tvrtke znatne gubitke. Golema inflacija u godinama neposredno nakon ratnih zbivanja, pad vrijednosti osnovnih sredstava, gubici u poslovanju, koji su rezultirali smanjenjem broja zaposlenih i stalnim blokadama žiroračuna, te – što nije manje važno – gubici uzrokovani zbrinjavanjem i smještajem prognanika i izbjeglica u hotelskim sobama, doveli su poduzeće u nezavidan položaj, iz kojeg je izlaz pronađen u pokretanju stečajnog postupka 1999. god., koji je i službeno okončan brisanjem tvrtke iz sudskog registra Trgovačkog suda u Bjelovaru.

### Izvori

* http://arhinet.arhiv.hr/details.aspx?ItemId=3\_2315
Southern Wilds

In the 500 years since the colonization of the Archipelago, the more dangerous aspects have been driven out. Many monsters, demons, and lawbreakers fled to the vast expanse of jungle to the south. The Southern Wilds. This place is much like pre-colonized Archipelago, full of danger and mystery and magic. Much adventure tourism has shifted from the Archipelago to this area.

## The Kingdoms of the Southern Wilds

Despite the danger, many people have attempted to settle the Southern Wilds. However, it wasn't until 294 RE that a settlement survived more than one generation. Advances in technology and magic allowed more and more people to settle, but the danger that lurks in the jungle has yet to be defeated. Many prefer it that way, and encourage the more skittish settlers to travel to the calmer Archipelago.

As of 540 RE, there are several dozen 'Kingdoms,' broad swaths of jungle loosely civilized and ruled by whoever claims the land. This causes frequent land disputes between kingdoms, and war is often waged these days in the jungle.

The five most populated kingdoms are as follows:

1. Calden, the Old Kingdom, encompasses the mouth of the Culst River. Deep Vale is the capital city. Because of the river's strategic importance to trade, Calden is often under attack by lesser kingdoms seeking to wrest control of the waterways.
2. Miserth, the Swamp Kingdom, lies deep within the Southern Wilds. The Duskgrove Stockade is the capital city, elevated with damp wood over murky and mysterious waters. Known as the home of witches and sorcerers of ill repute, few kingdoms face Miserth in open battle.
3. Madhorn, the Dead Kingdom, controls many of the minor islands and beaches along the eastern coast of the Southern Wilds. While initially controlled by a powerful necromancer that threatened all kingdoms of the Southern Wilds, he was slain by a group of adventurers and his kingdom left to rot. However, his legions of undead servants regained their free will, and those that retained their sanity afterwards formed filled their masters void. The capital is the Shadow Keep, a overgrown castle overlooking the dead forest that surrounds the land.
4. Edgewood, the Blessed Kingdom, controls a large swatch of the thick jungle of the Southern Wilds. Siezed in the name of their lord, this kingdom is ruled and filled with acolytes, pilgrims, and priests. They are the most warlike of the kingdoms, proclaiming that all of the Southern Wilds belongs to their lord. The capital of Edgewood is the Watcher's Sanctuary.
5. Darkcross, the Young Kingdom, splintered in various uninhabited sections of the Southern Wilds left unclaimed by the other large kingdoms. While clever, this leaves Darkcross in the tenuous position of relying overmuch on its various neighbors. It has no true capital.
Station de réparation (Repair Station)

La station de réparation est un batiment qui peut être utilisé dans 3 situations.

1. Réparer les objets endommagés jusqu'à 100/100 de durabilité (coute de l'argent)
2. Recycler des objets (Détruit les objets et vous rend jusqu'à 50% du coût en argent et en ressources)
3. Reforger des objets (Permet de changer les sorts présents sur l'objets, coute de l'argent)

Des stations de réparation PNJ se trouvent dans toutes les villes majeures.
Écurie (Saddler)

C'est ici que vous pourrez seller vos animaux (arrivés à maturité) et ainsi leur donner le statut de monture. Par exemple, vous devrez seller votre cheval pour pouvoir le monter.

Pour seller un faudre, il vous faudra l'animal mature ainsi qu'une ressource du tier appartenant à celui de l'animal :

cheval : cuir

boeuf : bois
Mises à jour

Albion Online a été **mis à jour** maintes fois depuis son lancement en 2017, et même avant ce dernier. Le jeu est généralement **mis à jour** deux fois par an, une première fois au début de l'année et une seconde vers le milieu/fin d'année. Par contre, durant la bêta et peu après le lancement, le rythme des **mises à jour** était plus rapide; environ quatre par an, étant donné que le jeu était encore en développement. Les **mises à jour** ajoutent des nouvelles fonctionnalités au jeu et apportent de l'équilibrage. Les **mises à jour** sont premièrement annoncées par le directeur du jeu, Robin Henkys, puis sont plus précisément présentées dans les semaines qui suivent.

## Historique

* 2013-12-09: Première bêta-test privée
* 2015-11-23: Bêta ouverte aux joueurs
* 2016-03-23: Mise à jour "Cador"
* 2016-05-18: Mise à jour "Darian"
* 2016-08-01: Bêta finale
* 2016-09-28: Mise à jour "Elaine"
* 2016-11-23: Mise à jour "Faye"
* 2017-03-13: Mise à jour "Galahad"
* 2017-06-07: Mise à jour "Hector"
* 2017-07-17: Lancement
	+ 2017-08-01: VER. 1.0.327 - REV 93586
	+ 2017-08-04: VER. 1.0.327 - REV 93973
	+ 2017-08-11: VER. 1.0.327 - REV 94396
	+ 2017-08-18: VER. 1.0.327 - REV 95041
	+ 2017-08-22: VER. 1.0.327 - REV 95287
	+ 2017-08-24: VER. 1.0.327 - REV 95452
	+ 2017-09-06: VER. 1.0.327 - REV 96272
	+ 2017-09-15: VER. 1.0.327 - REV 97446
* 2017-09-27: Mise à jour "Joseph"
	+ 2017-09-28: VER. 1.0.332 - REV 98609
	+ 2017-09-29: VER. 1.0.332 - REV 98729
	+ 2017-10-17: VER. 1.0.336 - REV 100246
	+ 2017-10-25: VER. 1.0.340 - REV 101111
	+ 2017-11-09: VER. 1.0.340 - REV 102503
	+ 2017-11-15: VER. 1.0.345 - REV 103225
* 2017-12-06: Mise à jour "Kay"
	+ 2017-12-08: VER. 1.0.351 - REV 105874
	+ 2017-12-09: VER. 1.0.351 - REV 105947
	+ 2017-12-14: VER. 1.0.351 - REV 106399
	+ 2017-12-20: VER. 1.0.351 - REV 106758
	+ 2018-01-10: VER. 1.10.351 - REV 107915
	+ 2018-01-17: VER. 1.10.351 - REV 108460
	+ 2018-01-19: VER. 1.10.351 - REV 108460 #2
	+ 2018-02-01: VER. 1.10.351 - REV 109546
	+ 2018-02-15: VER. 1.10.351 - REV 110927
	+ 2018-02-28: VER. 1.10.351 - REV 112152

À continuer...
Monstres

Les monstres sont des PNJ agressifs sur lesquels on peut ramasser de l’argent et des matériaux de fabrications tels des armes ou des composants pour trophées.

Les hérétiques :

* ~~Le Voleur hérétique (Heretic Thief)~~ (à vérifier)
* ~~L’Archer hérétique (Heretic Preacher)~~ (à vérifier)
* ~~Le Mage hérétique (Heretic Mage)~~ (à vérifier)
* ~~Le Soigneur hérétique (Heretic Healer)~~ (à vérifier)
* Le Vaurien hérétique (Heretic Scoundrel)
* Le Braconnier hérétique (Heretic Poacher)
* Le Scout hérétique (Heretic Scout)
* Le Lanceur de feu hérétique (Heretic Fireslinger)
* L'Hermite hérétique (Heretic Hermit)

* Le Moissonneur d'âmes (Harvester of Souls)
* L’Ombre (Shade)
* L’Épéiste maudit (Cursed Swordsman)
* L’Archer maudit (Cursed Archer)
* Le Marchand de mort maudit (Cursed Deathmonger)

* Le Druide (Druid )
* Le Berserk (Berserker)
* Le Géant (Giant)

* Le Guerrier squelette (Skeleton Warrior)
* L'Archer squelette (Skeleton Archer)
* Le Mage squelette (Skeleton Mage)

* L'Apôtre de Morgana (Apostle of Morgana)
* Le Servant de Morgana (Morgana Footman)
* Le Chevalier de Morgana (Knight of Morgana)
* Le Champion de Morgana (Champion of Morgana)
* Le Disciple de Morgana (Disciple of Morgana )
* L’Arbalétrier de Morgana (Morgana Crossbowman)
* Le Hallebardier de Morgana (Morgana Halberdier)
* [UNKNOWN]
Royal Family

King Malik Sofsongar is the current ruler of Pozara along with Queen Amelie Rutherford Sofsongar. Malik is the 23rd descendant of Rys the Cleansing Fire.

## Family

The two have 3 children.

* Sophia Sofsongar, the crown princess. Age 17. She is currently engaged to marry Andre Daeli II in 1 year.
* Basile Sofsongar, the crown prince. Age 11. He is currently training to become a knight.
* Nitesh Sofsongar, the baby prince. Age 3.

## Opinion

The Royal Family is currently well liked by the populace with an approval rate of 56% as of recent polls, which dwarves the High Council's approval rate of 27% and the Low Council's approval rate of 13%. Some of the martial elite, lead by Dame Nicolae Wells of the High Council, criticize King Malik's soft stance towards relations with the Southern Wilds, saying that peace is impossible with the outlaws that reside there.
Peau (Hide)

**Information**

Les peaux sont récoltés sur les Animaux. Vous devrez être équipé d'un Couteau à dépecer.

## Récolte

Lorsque vous aurez tué l'animal, vous pourrez cliquer sur le cadavre en étant équiper d'un Couteau à dépecer pour le dépecer et retirer sa peau. Chaque niveau du Couteau à dépecer sera assez efficace pour dépecer un animal du niveau au-dessus. Par exemple, un couteau T1 permettra de dépecer un renard, qui est un animal T2 (qui donne une Peau T2), et ainsi de suite.

## Application

Les peaux (T2+, niveau 2 et au dessus) doivent être raffiner en Cuir auprès du tanneur dans une Tannerie avant de pouvoir être utiliser dans la fabrication d'équipements.

## Liste des peaux

Cliquer sur chaque icône permet d'en connaître plus sur chacune des peaux.