recursal/Fanatic-Fandom huggingface dataset:
Accalia

> *"Accalia is special, more than she knows. And dangerous, more than anyone can conceive."*
>
>

**Origin Story**

Accalia is an escaped elven slave turned apostate. Originally a slave to Magister Grimaldi of Tevinter, her magical powers took her from the slave pens to a gilded prison of expensive dresses and fancy rooms. Rooms she could never leave.

With the help of an unlikely ally, the "shadow" assigned to guard her, she escaped one stormy night but lost her friend in the process. Alone and hungry in the forests of Tevinter's southern borders, she encountered Telahn, equally lonely and distraught. The two became fast friends, akin to family ever since.

**Physical Description**

Accalia is a petite elf, whose life as a pampered pet shows in her hands and face. With bright red hair, she is easily noticed in a crowd. She is not however, unmarked. Alongside the mysterious Fateswain mark, hers being that of a bird in a cage, she also bears scars from an exploded Eluvian mirror. During their escape from the Temple of Sacred ashes, the Eluvian they used shattered leaving odd glittering shrapnel in her back, whose import has yet to be discovered.

**Personality**

**Accalia** is a free spirit who has only recently escaped into the world from a gilded prison in Tevinter. Losing her best friend and possible lover in the process, she finds solace in the family she now has with the brooding Telahn.

Though inexperienced in the world, her time in the vast library of Magister Grimaldi has given her extensive knowledge. Like Telahn, she is slow to trust, even more so when it is to a filthy shemlen man. Her hatred towards citizens and friends of the Tevinten Imperium has reached higher heights thanks to Telahn's influence.

**Combat Style**

Accalia prefers the magical school of Entropy, finding such things as Affliction Hexes something she can do with disturbing ease. Debilitating her enemies, she allows her allies to make the killing blow, though occasionally taking it for herself with her Arcane Bolt.

**Plot Points.**

* The lover lost.
* The rage of a Magister.
* The mirror touched.
* Darkened Origins.
Teodor

**Teodor** (engl. **Theodore**) on päähenkilö sarjassa. Hän on yksi pienimmistä hinaajista, ja hänellä on punainen lippalakki. Hänen paras ystävä on Hannu.

## Sarjassa

* Kausi 1 - Öljynporauslautta, Koti Ikävä ja Pelottava Luoto
* Kausi 2 - Teodorin Vihellys, Haamulaiva, Yövuoro, Valas, Hätätapaus, Kylmä Aalto, Lassen Erikoinen, Päivystäjä, Carla Tosi Siisti Risteilijä ja Viikinkilaiva
* Kausi 3 - Pelastustehtävä, Vaarallinen Vitsi ja Iso Ystävä
Osiria

## Government

### Succession

Queen Fenalia has decided to appoint all future rulers, though her criteria is to only appoint the strongest possible warriors.

### Hierarchy

**Rendiol:** The true power in Osiria is the Rendiol Zaluatcla, who desires to create the largest kingdom in the world.

**King/Queen:** The ruler of the kingdom who derives their authority from their own power.

**Commissar:** Appointed by the monarch, these local judges have final authority unless superseded by the monarch.

### Military

The army of Osiria is made up of the broad order of Shorn Knights, bitter enemies of the Sun Knights. They are zealots of zastillifar who shave their head except for a single braid beside their ear, which is dyed with their own blood. Their ranks began at only a few hundred, but has since grown to over 2000 warriors.

## Economy

### Osiria City

This city of pyramids is build on the edge of Vara Lake and fed by the Osir river. The old idols of Feyus have been toppled, and lie in pieces in the corn fields around the city. Its stone buildings are made to withstand strong northern winds that come each winter. The 5000 farmers, craftsmen, and merchants who live here pay much of their output to help rebuilt the Shorn Knights.

### Key Exports

**Glass:** the western parts of Vara lake have silica sand which can be melted to produce transcluscent and transparent glass which is very expensive.

**Dyes:** The Sun Rays who live in the lake are harvested for many bright coloured dyes.
Homebrew Rules

## **Homebrew Specializations.**

This page is a collection of new rules used in the three campaigns. Largely inspired by the computer games, balanced by rules found in Fantasy Age material and by play testing, I hope you find them as useful as I do!

## Red Warden.

The only known "cure" for severe Red Lyrium poisoning to date is recorded in an encounter with the Inquisitorial asset known only as the "Apothecary." Agent Valeth, of the Ostwick cell, had been corrupted via an encounter with the Red Swordswoman.

Suffering with quickly worsening symptoms, the Apothecary concocted a formula using mostly unknown components. What is known is that includes the blood of an immature corrupted Brood Mother Dark Spawn, lyrium and most disturbingly of all: His own blood.

Apparently, the affect of the cure is more of a mode of control, allowing the infected to halt and even activate the red lyrium for a variety of new powers. While potentially very powerful, the nature of the blight infected lyrium means that constant use of these powers comes at a high cost. If used wantonly, the subject will still suffer irreparable corruption, effectively losing control of the disease.

#### Red Warden Talent

**Classes:** Rogue, Warrior, Mage.

**Requirement:** You must have a Willpower of 3 or higher and a Focus in Self-Discipline.

You have survived near fatal corruption from Red Lyrium poisoning using the mysterious formula of the "Apothecary." Almost akin to Grey Wardens, your survival has empowered you with abilities that are both mighty and dangerous.

**Novice:** You can detect Red Lyrium and creatures and people corrupted by Red Lyrium up to a number of yards away equal to 5 x your level. You can make Perception (Detect Darkspawn) tests to find out more information, such as quantity and an indication of shape (ergo a Red Templar etc). The result of the Dragon Die determines how much information you get. You do not start with the Detect Darkspawn focus, but you can take it later when you level up.

You also gain a resistance to the Taint. You cannot be turned into a ghoul by Darkspawn blood.

**Journeyman:** As a Major Act, you may launch a projectile made of pure Red Lyrium as it sprouts from your palm. It is treated as a typical ranged attack, with a 2d6 Penetrating damage, range of 16. However, after making the attack and regardless of the result, you must test against Willpower (Self-Discipline) with a TN: 13.

Failure causes you to lose 2d6 Health and 2d6 Mana permanently.

**Master:** As a Major Act, you may seed the ground within 3 yards with a Red Lyrium crystal wall that will become an impassable obstacle for 3 combat rounds (approximately 20 seconds).

It also damages anyone in contact when it is formed, causing 2d6 Penetrating Damage. This wall may be broken by succeeding in a Strength(Might) test with a TN: 15. Regardless of the result, you must then make a Willpower (Self-Discipline) with a TN of 15.

Failure causes you to lose 2d6 Health and 1d6 Mana permanently.

**NB**: If at any point the character dies due to failing one of these tests, they become a Red Templar Horror immediately.
Teodor Pikku Hinaaja 1 (DVD)

Tiedosto:Teodor Pikku Hinaaja 1 Ruotsalainen DVD.jpg
**Teodor Pikku Hinaaja 1** on Suomalainen Teodor DVD, Mutta se julkaistiin myös DVD:llä Ruotsissa, Norjassa ja Tanskassa, Se sisältää neljä jaksoa toisesta kaudesta, Tämä DVD esitettiin vuonna 2007.

## Jaksot

1. Teodorin Vihellys
2. Haamulaiva
3. Yövuoro
4. Valas
Ishild

> *"My Axe is called Path of Destruction in the trade tongue. And you are in its path."*
>
>

**Origin Story**

Native to harsh, unforgiving mountain areas, Ishild Eirstotten of Darkhold is an Avvar and proud of it.  As the middle child in a pack of four brothers she quickly learned to fight and stand her ground, punch back and ask questions later.

She has fond memories of her father, the village shaman, telling her and her brothers stories about spirits, strange folk from the lowlands and heroic quests. Eir Strong-hand, Ishild’s mother was a big personality and left a strong impression in her daughter’s life. As long as she can remember, she has dreamed of getting legend mark of her own, just like her mother.

She left the familiarity of her childhood Hold in search of adventure, stories and to earn her legend mark. So far she has met a dwarf who really likes to talk.. a lot, and two elves who are even more puzzling. But what can you expect of these soft lowlanders.

**Physical Description**

As tall as the tallest lowlander men, just under two meters, which is normal for Avvar women.

Wide face with bright glacial blue eyes and sun touched skin covered with freckles. Tattoos resembling fangs or tusks marks her chin. A warrior’s sign common in her hold. Her hair is wild and white blond with a striped bandana keeping it out of her eyes.

Avvar value practicality over aesthetics in their clothing and weapons. Ishild wears brown and grey leather clothes that are not pretty but well made and well taken care of. She has a dark wolf-kin pelt over her shoulders making her already tall imposing figure a little more intimidating.

**Personality**

Ishild is a warrior who believes in her own strength, her axe and her gods. In that order. She does not shy away from a fight and will drag her friends out of sinking warship if she has to.

Growing up in a large family with four brothers  Ishild is likes to prove her strength, she often seeks out the greatest threat the enemy has to offer and challenges it. Eager but not reckless, she values her friends and her own survival over fighting glory. Knowing your limits and when to quit is practical and wise.

The Avvar is an eternal stoic, always shrugging away the many problems thrown at her and seeing life in a mug half full perspective. She is the group's strongest member, and she knows it, although she is not known for bragging. Preferring to show her worth, rather than talk about it. She is on the road to earn a legend-mark, like her mother and writes letters to her youngest brother Tobbi where she tells tales about her travels in the lowlands and her friends.

**Combat Style**

Ishild is a brutal double handed specialist who uses her natural rage to make her axe swings virtually unblockable. In combat she follows the code that the best defence is a brutal and unending offence. So far, this code and her axe's edge have made a very good argument!

**Plot Points**

* A legend mark for Ishild.
* A letter for Tobbi.
Altus Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

Error creating thumbnail: Invalid thumbnail parameters

## Meta-Game

* Houserules
	+ Missing 9
	+ Critical Skills
	+ Skill Specialization
	+ Half Level
	+ Variable Attribute Point

* Lists
	+ Monster Math
	+ Skill Math
	+ Tallies

## In-Game

* Religion
	+ Titans
		- Alnasia
		- Darengan
		- Adamant
	+ Pantheon
		- Akatu
		- Darnus
		- Feyus
		- Lesellia
		- Zarodossa
		- Zastillifar
	+ Demons
		- Axxaasto
		- Jarquimos
		- Xaurus
		- Purialth
		- Bathud
	+ Mythology
		- Creation Story
		- The Graveyard
* History
	+ Chapters
		- The Rise of Ghidovia
		- Arcellus Emerges
		- Ghidovian Revolt
		- The Ancient Kingdom of Morata
		- Arcellus Unites Cella
		- The Founding of Redoga
		- The Three Zarodesses
		- The Cellian Wars
		- Redoga Calmed
		- The Fall of Morata
		- Kavees Rebellion
	+ Countries
		- Cellian Empire
		- Ghidovia
		- Redoga
		- Osiria
		- Morata
	+ Culture
		- Languages
		- Scripts
	+ Equipment
		- Weapons
		- Armour
* Nature
	+ Races
		- Alfar
		- Arcva
		- Ashanzu
		- Human
		- Sprite
		- Stonekin
		- Tokai
		- Racial Feats
	+ Creatures
		- Mundane Creatures
		- Natural Creatures
		- Divine Creatures
		- Demonic Creatures
	+ Substances
		- Potions
		- Drugs and Alcohol
* Arcana
	+ Ritual
		- Rituals
		- Ritual List
Skill Specialization

Further character customization to help specialize and prevent some of the contraction of DC ranges caused by the removal of half-level.

## Effect

### Specialization Points

Characters may use Specialization Points to increase their skills. By placing a specialization point into a skill, they gain a miscellaneous bonus equal to the number of specialization points invested.

### Gaining Points

Characters gain a Specialization Point every second level, starting at level 2. By level 30, they will have 15 points total.

### Specialization Cap

Characters cannot have more Specialization Points in a single skill if that skill already has more than one-third of their total number of Specialization Points. For example:

 4
 7
 10
 13

### Language Alternative

Characters may forgo gaining a new Specialization point to instead learn a new language that their character had access to during the preceding level. Points foregone in such a way do not count towards the specialization cap. This option may only be used twice, up to a maximum of two additional languages learned. Beyond that, characters must rely on the Linguist feat.

## Justification

Further character customization to help specialize and prevent some of the contraction of DC ranges caused by the removal of half-level.
Sleep Deprivation

A standardized penalty for sleeping too much.

## Effect

### DC

Characters who finish 24 hours without an extended rest must immediately roll an endurance check against DC 10. For each additional 6 hour period (unless the character has started to sleep), roll again and increase the DC by 2.

### Failure

Failure causes the character to lose one healing surge which cannot be regained until the character has an extended rest with an additional hour of sleep per surge. For each surge lost, the player takes a -1 penalty to:

1. Skill checks
2. Attack rolls
3. All defences
4. Initiative

## Justification

People staying awake for a long period of time is unrealistic. We argue that most people should be able to go 24 hours without sleep - therefore a DC of 15 is used.
Aguiline LeClaire

"This sounds truly dire. But fear not! I am a little Dire myself!"

**Origin Story**

The Grey Warden LeClaire is the typical Orlesian gone wild. Originally a Chevalier she was recruited in the wake of the last Blight by the Hero of Fereldan himself.

In her early days, Aguiline excelled in the duals and competitions, earning herself the title of the Bladed Beak.

Involved in the Architect incident, she discovered the existence of sentient Dark Spawn capable of independant thought. Althought the Warden Commander demanded they be killed on sight, her target, the Dark Spawn known as the Apothecary, turned out to be quite unlike that which she expected.

Finding the Dark Spawn in disguise and healing people, she stayed her blade. Instead staying to watch the creature. Eventually they developed a kind of friendship, though her duty to slay the beast hung like a shadow on her mind.

Then she began hearing the Calling. Nightmares every night. Packing her things, she made to find her death in the Deep Roads as tradition demanded. However, as she made to leave, the Apothecary assured her that her nightmares were not due to the Taint in her blood, but from something else, trying to trick her.

Trusting the Dark Spawn, she turned to alchohol and other vices to silence the voices in her head.

Finding employ in the Inquisition via the Kestrels cell, she and her Dark Spawn friend now reside with them in the headquarters at Equine House.

**Physical Description**

LeClaire appears as a middle aged human female, dark of hair and pale of skin. She possesses a normal stature for her race, but behind that lithe form is a fierce strength.

**Personality**

Before turning to drink, LeClaire was an eternally optimistic warrior, fearless and passionate about her role as a Grey Warden. However, the ravages of the fake Calling and the near constant exposure to alcohol has rendered her more chaotic, wild and almost eager for it all to be over. Behind that smiling flirtatious face lies a worn soul, becoming with every passing day more and more detached.

**Combat Style**

As a trained Chevalier of Orlais LeClaire is adept in virtually all forms of combat. However, she prefers the single sword, using her speed and agility to their limit. She usually forgoes the shield too, preferring a free hand to swap to or to use her enemies as shields. Used to the duals of Val Royeaux, she usually seeks out the most dangerous looking enemy and challenges them to single combat.

**Character Development (Spoilers!)**

After being recruited, LeClaire has been mostly entertainment for the occupants of Equine House, for Adrian more so. When taken on mission though, she proved unreliable and unpredictable, disappearing only to reappear when needed. Risking everything in her final encounter with the Red Swordsman, she nearly died from falling from Faxhold's top level. Thankfully, her luck survived as did she, clinging to the side to be rescued by Keth and Ness.

Injured and being forced to endure sobriety until she is healed, her wounds have begun showing deeper wounds further in.
Languages

## Alti

**Regions:** The Deep

**Races:** Alti human

**Script:** Alti

**Other:** This language evolved in the secluded depths of Haurim. It later evolved into Ghido. Some versions of it are spoken by clerics living near the Deep.

## Cellian

**Regions:** Cella, Kavees, Ijhier, Papiska

**Races:** Arcva, Cellian Ashanzu

**Script:** Cellian

**Other:** The Cellian language was brought to Altus by the Arcva. It was spoken by their courts even when they ruled Ghidovia, though the locals never adopted it. When Dondoriul Rafil I was exiled, he spread the language. It has since become the ubiquitous language of commerce.

The language is quite simple to learn, adding to its relative draw among non-native speakers.

## Ghido

**Regions:** Ghidovia, Unowned Forest, Southern Saeva.

**Races:** Ghido humans

**Script:** Ghido

**Other:** This ancient language is taught to the educated scholars of the world even within the Cellian Empire to make use of the many texts which are written in it.

It is a very complex language, but is learned by many wizards around the world who wish to make use of the script.

## Jarissian

**Regions:** Iridia, Morata

**Races:** Iridian humans

**Script:** None

**Other:** The Jarissian language is mysterious in origin, spoken by so few outside of their circles that learning it is a strong barrier to foreign relations with Iridian humans. Its dialects are very different, making inter-Iridian communication difficult as well. However, those who know the language can easily use it to identify the origin of the speaker.

## Luxen

**Regions:** Morata, Sungrass

**Races:** Alfar

**Script:** None

**Other:** The language was said to be spoken by Feyus to the first Alfar. due to the long-lives of the Alfar, the language has not changed much since its creation, although lack of writing means there is difficulty in verifying this claim.

The words flow together gently, and it is easily sung by bards around the world. Many clerics of Feyus also learn the language.

## Saeven

**Regions:** Saeva

**Races:** Saeven humans

**Script:** Cellian

**Other:** This language is very basic, making use of literal descriptions and compound words. Its gruff syllables are distinctive and low-pitched, carrying easily over the hills of Redoga and western Saeva.

## Token

**Regions:** Borava

**Races:** Tokai, Sprite

**Script:** Token

**Other:** This guttural language borrows many words from Ghido and Cellian, especially words pertaining to magic and civilization.

## Vasten

**Regions:** Vasta, Skymetals

**Races:** Vsaten Ashanzu

**Script:** Token

**Other:** The language is claimed to be a mixed language. It borrows properties from Cellian, Ghido, Token, and Luxen. It is more vowel-intensive which helps carry over the wide, flat vasten desert.
Chapters

https://www.youtube.com/watch?v=CKjm9c-KRVA

## Ancient History

The Rise of Ghidovia

Arcellus Emerges

Ghidovian Revolt

The Ancient Kingdom of Morata

## Early History

Arcellus Unites Cella

The Founding of Redoga

The Three Zarodesses

The Cellian Wars

Redoga Calmed

## Bronze Age History

The Fall of Morata

Kavees Rebellion

Ghidovia Fractures

Decline of the Cellian Empire

## Iron Age History

The Castle Age

New Lands

Cellian Civil War

Ijhier War

Thertian Returns
Character Creation

## Background Bonus

Characters have the opportunity to bonuses to their skills.

### Effect

Each character gains access to one of the following bonuses when they are created:

* A miscellaneous +2 bonus to two different skills
* Training in any one skill

### Rationale

Provide extra customization in line with PHB2 suggestions, without the restrictions imposed by the handbooks. Also gives an opportunity to get training in a non-class skill to give characters unique talents outside of the normal for their class.

## Heirloom Item

Characters have access to one magical item at character creation.

### Effect

Characters have access to one magical item at character creation. The power of this item should be variable such that its usefulness scales up with the character as that character levels up. This could take the form of an enhancement bonus an accuracy bonus, a skill bonus, etc.

### Rationale

Create a custom magical item of significance to a character's backstory, enable earlier character strategies that rely on a magical item, and assurance of being able to get magical items that might not be found while adventuring (e.g., enchanted longswords are common, but enchanted throwing knives might be less common).
Phillip ja Filmore

**Lautta Kaksoset** (engl. **Phillip and Filmore**) ovat lautta kaksoset.

Suomeksi, Heillä ei ole nimiä.

## Sarjassa

* *Kausi 1* - Öljynporauslautta (Ei tee mitään) ja Pelottava Luoto (Ei tee mitään)
* Kausi 2 - Teodorin Vihellys (Ei tee mitään), Yövuoro (Ei nimetty, Ei puhu), Hätätapaus (Ei tee mitään), Kylmä Aalto (Ei tee mitään), Lassen Erikoinen (Ei nimetty) ja Carla, Tosi Siisti Risteilijä (Ei tee mitään).
* Kausi 3 - Pelastustehtävä (Ei tee mitään).
Anime

Aller voir :

Un anime (アニメ), également appelé parfois japanime ou japanimation désigne une série animée ou un film d'animation japonais. C'est le diminutif du mot animēshon (アニメーション)

Alors que les toutes premières animations japonaises connues datent de 1917 et qu'un bon nombre de dessins animés originaux sont produits durant les décennies suivantes, la caractéristique et le style anime se développent durant les années 1960 (notamment grâce aux travaux d'Osamu Tezuka) et se popularisent hors des frontières du Japon durant les années 1970 et 1980.
Critical Skills

This is a simple houserule that changes the bonus a character receives for a natural 20 or a natural 1 on their skill tests.

## Effect

### Natural 20 Skill Test

Characters receive a +5 bonus to their result when rolling a natural 20 on a skill or attribute test.

### Natural 1 Skill Test

Characters receive a -5 penalty to their result when rolling a natural 1 on a skill or attribute test.

## Justification

Upon discussion with the party, many felt that critical results were fun, and less harmful than giving the DM the power to design a critical fail or critical success "story."
Unit

You must pay a Units play cost before it is placed onto a Terrain.

A unit must be placed onto a Terrain which does not already have a unit occupying it.

They can be upgraded with only one Weapon card. (If this unit ever dies, its weapon card returns to your hand).

If a unit ever received enough damage in a turn than it has H.P, it is destroyed.
General Feats

## Heroic Tier

**Feat:** Extra At-will

**Prerequisite:** 6th level

**Benefit:** You learn a new level one attack power from your class. If you are a hybrid, you may learn from either of your classes. This feat may only be taken once.

## Altus 4 Campaign

**Feat:** Animate Origin Specialization

**Prerequisite:** Max one other Origin Specialization

**Special:** This feat may not be learned through retraining, and may not be retrained.

**Benefit:** You gain a +1 bonus to attack rolls against creatures with the Animate (Stonekin, Adamantites, artificial creatures) origin.

**Feat:** Demon Origin Specialization

**Prerequisite:** Max one other Origin Specialization

**Special:** This feat may not be learned through retraining, and may not be retrained.

**Benefit:** You gain a +1 bonus to attack rolls against creatures with the demonic (Darengan's spawn, archdemons, and Demonic Creatures) origin.

**Feat:** Divine Origin Specialization

**Prerequisite:** Max one other Origin Specialization

**Special:** This feat may not be learned through retraining, and may not be retrained.

**Benefit:** You gain a +1 bonus to attack rolls against creatures with the Divine (Arcva, Divine Creatures, Alnasian Creatures, Gods)

**Feat:** Racial Origin Specialization

**Prerequisite:** Max one other Origin Specialization

**Special:** This feat may not be learned through retraining, and may not be retrained.

**Benefit:** You gain a +1 bonus to attack rolls against one of Ashanzu, Humans, Sprite, or Tokai.

**Feat:** Undead Origin Specialization

**Prerequisite:** Max one other Origin Specialization

**Special:** This feat may not be learned through retraining, and may not be retrained.

**Benefit:** You gain a +1 bonus to attack rolls against undead (all undead other than resurrected).
Weapons

## Definitions

*Breakable:* After being used to make an attack, the weapon is rendered useless until five minutes are spent repairing it.

*Bulky:* This weapon takes a -2 penalty to melee attack rolls.
*Overlapping:*Your shield bonus becomes +3 if you started your turn adjacent to another ally with a shield with the overlapping property. If at any point you are no longer adjacent, the shield bonus returns to normal.

## Military Melee

 **Properties** | Heavy thrown, Breakable, Bulky

The Cellian Javelin found success against early nomadic tribes of the Callian Rise. It offered a way for a solid wall of infantry to harass light infantry skirmishers who were reluctant themselves to engage, or piercing shields and rendering them useless for the ensuing melee. In a pinch, the javelin can be used as a spear in melee.

## Superior Melee

 **Properties** | Off-hand, Heavy thrown, Bulky

The Pizors Hawk was so named because of its use in hunting. Accurate at short range and unobstructed by underbrush, it is widely used by hunters the Donoughen Forest. In battle, it allows Ghidovian soldiers to fight at a range even in dense forest that does not permit effective archery. Over time, the axe became balanced for throwing over use in melee.

 **Properties** | Two Handed, Bulky

One counter to a shieldwall is a blow so strong it breaks a formation. Unable to fight line-to line with Ashanzu, the Ghidovian army has brought in a large two-handed sword which can shatter the ranks of a Centile without needing to score a perfect hit between gaps in armour like smaller swords would.

## Heavy Shield

 **Properties** | Overlapping

The Dondorius Wall, named to mimic the "Betalium Wall", was the infantry's best protection against a larger, more powerful foe. For a species like the Ashanzu, this was an important development. The shield was constructed so that when placed adjacent to another shield on its left, there would be a seamless wall. If enough were brought together, the formation became nearly impenetrable to conventional attack.
Chibi

Un *Chibi* est un dessin d'une Petite personne comme bébé Ou enfant. En Occident, un chibi est un enfant ou un bébé ou la version « jeune » d'un personnage d'anime de manga. Quelquefois, le mot chibi est associé avec un nom de personnage pour dénoter la version enfant du personnage (exemples : Chibi Vegeta, Chibi Marik, Sailor Chibi Moon, et Chibi Sonic). Cette forme est employée principalement pour des personnages d'anime ou de manga. Les chibis sont connus pour parler avec une voix de très petit enfant, pour avoir de grands yeux de chien en peluche et pour être malfaisants. Les chibis tendent à ne pas avoir de doigts, leurs mains ressemblent à ceux d'une poupée en tissu ou semblent être recouvertes par des moufles. Lorsqu'ils ont des doigts, ceux-ci ressemblent à ceux d'un bébé. Les chibis n'ont souvent pas de pieds. À la place, leurs jambes toutes droites se terminent comme une sorte de « sabot de chair » autrement dit coupé net dans la continuité de la jambe ; ou bien, ils peuvent aussi avoir des « moignons » en forme de V / U comme les chaussures d'une ballerine. En général, ils n'ont pas de nez, quand ils sont représentés avec un nez, il est réduit à un simple point.
Flat Altus

LKFMM WAS AN INSIDE JOB

The Horiztion exists because the land is curved. \*Drops Quill\*

Light is more effected by gravity on Altus than on earth. \*releases quill into the air and the land accelerates up to meet it\*

But than shouldn't there be visable distortions in the geography when one looks upon the landscape from any vantage point?
Giant Panda

**This page is under construction.**

**Giant Panda** (ジャイアントパンダ, Jaianto Panda) is a Friends that appeared in the Kemono Friends game and a small cameo in anime.

Giant Panda is the national animal of China.

## Media

### **Mobile Game (2015)**

*Voice Actress: **Hirohashi Ryou (広橋涼)***

"translation"

### **Anime**

Giant Panda appeared as a live audience in Episode 8: PPP Live.

## External Links

* ジャイアントパンダ(けものフレンズ) - Giant Panda's Nicovideo Encyclopedia Page
* ジャイアントパンダ - Japanese Game Walkthough Site
Redoga

## Government

### Succession

In Redoga, the death of a Zarod has historically meant war between claimants for at least a year. The victors often make many enemies, become wounded during the campaign, or are assassinated by agents of claimants with large armies. This phenomenon occurred mainly during the Shattering of Redoga.

In principle, the ruling Keizash dynasty means to have their line remain in control. Their claims have temporarily ended the bloody succession wars, but have yet to be put into practice.

### Hierarchy

**Zarod:** In theory the most powerful figure, they do not have the right to raise soldiers from, impose laws on, or directly tax any Dogas.

**Doga:** The most powerful figures in Redoga are its dogas. They are totally independent except for loose "moral obligations" to assist the Zarod when he requests it. These Dogas have been historically rebellious towards the Zarod until now, almost all are in open rebellion.

**High Copper:** The head of the church of Lesellia within Redoga. Although many outside view him as a religious figurehead, he has the power to take tolls from bridges and harbours.

**High Bishop:** The head of the church of Feyus within Redoga. Although many outside view him as a figurehead, he owns all land in the town of Coppershade.

**Chief:** Local villages are run by chiefs, of varying selection. They are responsible for the taxing and judging of the entire village, but must provide soldiers to their Doga.

## Economy

### Roha

This city is a sprawling collection of wooden houses in the flat river-valley around Redoga Lake. Home to 35,000 human farmers, merchants, craftsmen, and merchants, its existence is owed to being at edge of lake traffic and river traffic. The fertile soil of the basin means that farmers do not need to let their fields lay fallow.

The Zarod and his court live in Roha, and a presence of Arcva soldiers can usually be seen in the city. Although surrounded with wooden walls, the city has been sacked many times by rival Dogas bitter over their failed claims to the throne.

### Notable Regions

**Coppershade:** This basin was once important for it's copper mines, now largely redundant. Legends say it was once a piece of the sun which fell from the sky.

**Duarch River Valley:** Home to small, wild horses that farmers over the past centuries have slowly begun to tame and breed to be large enough to carry humans.

**Aval Hills:** These rural mountain villages and their many local mines are the main suppliers of Iron for the country. The dangerous mines are employed mainly by forced labourers.

**Dan:** Naturally rich clay deposits as well as a powerful trade guild has made the town of Dan into a world-wide manufacturer of pottery of low price and exceptional quality. Many merchants from as far away as Ijhier make trips to buy this pottery.
Missing 9

The "Missing Nine" is a houserule issue that I took to D&D was in essence to try and remove the nine points of "missing" accuracy that characters had.

## Effect

### Physical Damage

Damage from any source that does not specify a damage type and comes from a non-effect source is deemed "physical damage." Some common sense may apply for certain magical effects.

### Enhancement Bonus

The "Enhancement bonus" from magical items has been altered as follows:

1. **Weapons:** Enhancement no longer provides a bonus to any attack rolls
2. **Implements:** Enhancement no longer provides a bonus to any attack rolls
3. **Armour:** Enhancement no longer provides a bonus to AC. Instead, it provides a flat reduction to all physical damage IN ADDITION to any other resistance the character has.
4. **Cloak:** Enhancement no longer provides a bonus to NADS.

###

### Expertise Feats

Any feat with the word "Expertise" in it that provides a scaling bonus to any D20 or defense is no longer usable.

## Justification

The "Missing Nine" issue that I took to D&D was in essence to try and remove the nine points of "missing" accuracy that characters had.

To make D&D monster creation simpler, almost all DCs, including defenses and attack rolls were made linearly dependent on the target level. The formulas were some variation of "X + level." This meant that a character of level 1 had an "X+1" bonus to attack, while a level 30 character had an "X+30" bonus. A rough breakdown is as follows:

* +15 from half level (The largest portion of accuracy bonus)
* +4 from scaling attributes (note that it is assumed this scaling takes the attribute from 18 to 26)
* +1 from paragon path (This is often circumstantial +2s, averaged out)
* +1 from epic destiny (often in the form of +2 to one attribute)

The result was +21. The remainder came from enhancement bonuses and expertise bonuses. Enhancement Bonuses, I felt, forced players to pursue magical equipment that most of my worlds don't have in surplus. The result was either a constant deficiency, zealous pursuit of ANY items, or a magic item economy which I didn't feel plausible for my settings. Expertise bonuses were removed because of their power. Their sheer ubiquity meant that characters were being "taxed" a feat in order to even participate. Removing it affected all characters equally, and thus made low-level characters more unique and customize able.
Alfar

Both Plains and Valley Alfar come from a shared heritage as children of Feyus, the sun god. Their ancient homeland was destroyed by Iridian and Tokai invaders, and then torn apart by civil war and famine. Those who remain in Morata serve as followers of Zastillifar and shun the “traitor-god” Feyus. Others exist as "Blood Knights" who wander the islands of Iridia as pirates, taking revenge on the Iridians who destroyed their home.

Alfar are friendly and open to new friends. They enjoy casual conversation and getting to know new people and places. They are loyal to a fault however, and will never forget an enemy in their long lives. They tend towards good alignments and usually worship Feyus or Lesellia. Alfar society is egalitarian and very respectful of religious figures. Age matters little to them, and after reaching adulthood all Alfar are considered equal.

**Male Names:** Lekin, Feyden, Alken, Guerren, Yann

**Female Names:** Kima, Tellovine, Serayne, Feya, Fela

### Physical Qualities

Alfar are humanoid creatures. They are taller than most humans, but are more slender, trending towards toned and sleek bodies. Their ears are pointed, and extend two inches from their heads. Alfar hair comes in blonde, light green, or light orange. Most have blue, green, or grey eyes. Their skin varies between pale to bronze.

Maturity is reached at eighteen years of age, but Alfar never grow old. Alfar Hair grows very slowly, They begin to weaken very suddenly and die sometime between 200 and 400 years of age. Given their long lifespans, Alfar are extremely infertile and population shocks persist for a very long time.

**Play This Race if You Want to;**

* Be an ancient and pious race.
* Have ties to the gods and the sun itself.
* Excel at the cleric, paladin, and avenger classes.
* Never need to carry a torch!

## Statistics

Alfar possess the Longevity and Luminosity traits, and may identify as either Plains or Valley subspecies.

### Longevity

Alfar gain a +2 bonus to death saving throws, and a +5 bonus to all tests made to resist disease.

### Luminosity

Alfar know the racial power Luminocity:

Glow (Racial)
A soft yellow glow rises up from within your skin.At-Will - Minor Action - PersonalEffect: You create a bright light in two squares, and dim light in five squares. You can end this effect as another minor action.
### Valley Alfar

**Languages:** Luxen, choice of two others.

**Skill Bonuses:** +2 Religion, +2 Insight

**Radiant Affinity:** Gain a +1 bonus to damage rolls that have the radiant keyword. This bonus increases to +2 at 11th level, and +3 at 21st level.

### Plains Alfar

**Languages:** Luxen, choice of two others.

**Skill Bonus:** +2 Religion, +2 Nature

**Radiant Resistance:** Gain a +2 bonus to all defences against attacks that have the radiant keyword.
USA

**USA** is an our country in Earth.

## States

* New York
* California
* Colorado
* Arkansas
* Kentucky
* Kansas
* Alabama
* New Jersey
* Idaho
* Utah
* Arizona
* Oklahoma
* Oregon
* Florida
* Nevada
* Rhode Island
* North Dakota
* South Dakota
* Wisconsin
* Pennsylvania
* Wyoming
* Illinois
* Iowa
* Indiana
* North Carolina
* South Carolina
* Montana
* Maine
* Alaska
* Tennessee
* Texas
* New Hampshire
* Hawaii
* Missouri
* Michigan
* Minnesota
* Massachusetts
* New York
* Virginia
* Georgia
* Ohio
* Washington
* Nebraska
* Maryland
* Connecticut
* Louisiana
* Mississippi
* New Mexico
* Vermont
* West Virginia
* Delaware
Sitting

"Sitting" is a houserule status effect similar to prone.

## Effect

A sitting character is not considered prone for the purpose of feats or other effects.
While sitting, a character has a -2 penalty to attack rolls and grants combat advantage to melee attacks, but gains a +2 bonus to defences against ranged or area attacks. This effect is the same as prone.

If a sitting character wants to stand up, they must spend half of their move action. A character cannot shift while sitting, but may spend one square of movement to stand up while slowed. Standing up while immobilized takes their entire action.

## Justification

It was silly that there was no in-between laying down and standing up. Plus it made it unclear if people were laying or sitting using the prone icon on tokens.
Half Level

Half level is removed from almost every place it previously appeared.

Characters no longer use their half level to:

1. Increase their accuracy on attack rolls
2. Increase their AC or NADS
3. Increase their Skill or Attribute tests
4. Increase their Initiative tests

1. Some feats, powers, or traits that give bonuses to non-D20 related stats

## Justification

One major teak to monster design was to reduce their hitpoints and increase their damage. This meant that luck was more likely to determine the outcome of battles. While I accept this detriment, one side effect was that higher level enemies, whose previously higher defences made them considerable obstacles could still be defeated over time. Given the increased randomness, it was plausible that the party could be killed by higher level enemies before they even landed a blow, even if the enemy was only a handful of levels above them. Similar problems existed with lower level enemies being too weak.

It also prevented skills from being unreasonable powerful at higher levels. Level 30 characters could expect to be more than twice as good at their weakest skill compared to level 1 experts. We did not feel this accurately reflected the level of story we wanted to tell.
Alexander Luthor (DCAU)

None

**Character name** is...

This first section is called a lead. You'll want to fill it with the most important aspects of the character's life. Think about a newspaper article. Put the best stuff up front!

## Biography

Use this section to give greater details about the character's life.

## Behind the scenes

If there's anything you'd like to say that's not derived from episodes, but maybe comes from interviews that actors or crew gave, use this section.
Pantheon

## The Pantheon of Gods

There are six different gods who govern Altus. They are children of the Titans, Alnasia and Darengan (see Creation Story). They are the most powerful creatures alive, but they are not omnipotent. They possess physical bodies which may be slain, although that has not stopped Akatu or Feyus from continuing to influence the world.

### The Gods

The gods, as well as their followers, are:

* Feyus the Alfar is a true-good god worshiped by Alfar, farmers, artists, and builders.
* Lesellia the Shapeshifer is a chaotic-good god worshipped by nomads, brewers, and many Human, Ashanzu, and Tokai.
* Zarodossa the Arcva is a lawful-neutral god worshiped by Arcva, rulers, wizards, and judges.
* Akatu the Ram is a true-neutral god worshiped by healers, hunters, fortune tellers, and many Sprite.
* Darnus the Leviathan is a chaotic-evil god worshipped by pirates, sailors, and many humans in Iridia and Yakug.
* Zastillifar the Rendiol is a true-evil god worshiped by Rendiols, warriors, and many Tokai.
Titans

Titans were the most powerful beings to ever exist. To them, reality was whatever they shaped it into, and limitations of power or strength were nonexistent except when they fought each other (see Creation Story). They preceded both the Pantheon and the Demons.

### The Titans

* The Adamant was the being which created, or was created by, the universe. It fathered twins Alnasia and Darengan with its final breath.
* Alnasia was the weaker but smarter of the twins. She crafted much of the cosmos, including Alnasia's Orchard. She killed Darengan with the seeds of an apple.
* Darengan was the stronger of the twins. He created the Platinum Keep and imprisoned Alnasia.From his blood came the first Demons.
Parable of Cras

## The Parable of Cras

Lesellia spends her time walking the mortal world in search of new people to meet. When she does, she will often test them to ensure they are being true to themselves, and good to each other. This story is thought to originate in Redoga, but it is told to young Ashanzu around the world.

### The Story

> *Long ago, before the Arcva and the Zarods, there walked a man by the name of Cras. Now Cras thought himself to be a pious man and acted in a way which he believed his beloved Lesellia to love. In every way, he tried to be free from authority and enjoy the natural world as best he could, following every urge he could, celebrating the holy days, and questioning all authority he encountered - so that he may be free.*
>
>

> *The trouble of Cras came as he walked between his town and another, on an errand to trade his corn crops for another's; he came across an old man who lay injured on the side of the road. The man said to Cras that he had been robbed and left maimed, and that he needed to be carried back to his town. Cras, as a man who strove for piety, reflected upon the situation and of the teachings of his beloved Lesellia. "If I were to help you, I would be obeying you, and in obeying you I would not be free - so I will not help you" and with that, Cras continued his journey to the next village.*
>
>

> *Before his departure back to his home town, he encountered a sore-covered The child declared that he was sickly and that he needed an ear of corn to trade for a cure from the village Shaman. Once more, as a man who wished to be pious, he reflected upon the teaching of Lesellia. “If I give you an ear of corn, then I sacrifice my freedom. My urges tell me to leave you be”*
>
>

> *As Cras walked back to his village, he encountered a fair woman struggling to carry a heavy load of straw in the direction he walked, she asked him for help, but once more he refused charity. Upon his refusal, the load the woman carried melted into water and pooled at her feet, and she then looked him in the eye.*
>
>

> “It is I, your beloved Lesellia, the God which you wish to worship. Thrice you have been tested and thrice you have failed. Every stranger you encounter in the world is partially me, when one such as yourself denies alms, you deny me”
>
>

> And with these words, leaves and branches sprouted from the top of Cras’s head and he grew until he was twenty meters tall. Cras stands as a tree between the two villages to this day, giving shade to all those that stop looking for rest.”
>
>
Rituals

## What This Replaces

These rules are meant to complement the rules found in the PHB. Specifically, there are adjustments to the types of ritual components and to the rituals themselves.

## Components

There are three types of ritual components: Specific, Focus, and General. Both are required to be met and are sometimes expressed in gold point equivalence. These are for convenient measurement of their value, and does not vary with market prices. If a shortage of rare herbs doubles the cost of rare herb components, you may not use half as many herbs for the same total cost. Instead, you would have to pay the extra market cost or find a substitute.

### Specific Cost

Specific costs are typically rare items whose destruction or sacrifice is necessary to the completion of the ritual. Only edited or custom rituals have Specific costs. If a ritual is cast without the necessary specific costs, the ritual has no effect and no components are expended. Sometimes there will be substitutes offered for the specific costs. A ritual may require 100ml of Rendiol blood or a Rendiol's scale. You may choose to expend one of these or the other, but not both.

### Focus

Focuses are magical catalysts whose presence is required for the completion of a ritual. If a ritual is cast without the necessary focus, the ritual has no effect and no components are expended. Sometimes there will be substitutes offered for the focus. A ritual might require a polished mirror or a 100gp diamond. You may use one focus or the other, but not both. Focuses are not destroyed when a ritual is cast, so they can be re-used multiple times. Gold values on focuses are proxies for size, not transaction value.

### General

General costs are common components with inherent properties that allow them to be converted into magical power. Some forms of general components are more effective than others, and using a substitute form of component requires 25% additional components. You may use any proportion of general components so long as they sum up to the total general cost of the ritual. If a ritual is cast without the necessary general components, the ritual has no effect and no components are expended. A ritual might require 500gp of rare ink, and you can pay for the ritual using 300 gp of rare ink and 250gp of a substitute, such as alchemic dust. Mana Crystals never suffer this penalty.
Kiss him, Not me!

**Kiss Him, Not Me!** , ou Watashi ga Motete Dusounda, est un anime.

## Synopsis

Kae Serinuma est à la fois une otaku et une fujoshi très enrobée, qui adore imaginer des hommes (aussi bien réels que fictifs) dans des relations romantiques. Un jour, choquée et déprimée par la mort de son héros d'anime préféré, elle s’enferme dans sa chambre pendant une semaine entière. Après une importante perte de poids, elle revient au lycée et découvre qu’elle a dorénavant un physique de rêve, qui attire l'attention de quatre garçons de son école : Yūsuke Igarashi, Nozomu Nanashima, Hayato Shinomiya et Asuma Mutsumi. Alors que ces garçons, rejoints par une fujoshi du nom de Shima Nishina, s'engagent dans une compétition pour gagner l'affection de Kae, celle-ci n'a qu'une envie : imaginer des relations amoureuses entre eux quatre !   [1]