recursal/Fanatic-Fandom huggingface dataset:
Breden Reaper

> "So how is it, then—breaking the silence? Sharing the rage?" -- Breden
>
>

Breden is an important character in *Choice of Rebels,* primary being the person who set the ball rolling on your inevitable descent into rebellion. Their gender is based on the Main Character's sexual orientation.

## Appearance

Breden is a helot with an attractive face and a lean build, with sun-parched skin. They wear a kyrtle, the standard helot garb.

## Personality

Upon first impression, Breden is instantly charming and compelling, able to easily convene and inspire groups of helots, and exchange a casual conversation with the Keriatou siblings. For the Main Character, their first impression is that of a form of desire in accordance with their attractive looks, or a sense of curiosity for asexual MCs. In all cases, its their charisma that makes them stand out.

Furthermore, the impression on Breden can be decided by the MC, ranging from infatuation, to awe, to unease. An arrogant Aristo MC will perceive Breden as presumptuous and immediately lash out after reaching their limit. Ultimately, Breden cajoles the MC to open up about their true perspective on the Hegemony.

Breden acts casually among their friends. They consider Aristo MCs their equal if they are humble, but they acknowledge their position if they are arrogant. However, Breden is much more biased on the nature of the nobility, unless the MC proves otherwise.

They are naturally charming and are great at inspiring others. Many people are loyal and believing in Breden because of this, such as Elery. But at the same time they are good at controlling others' opinions, and use their charisma to argue back on matters that they disagree with. They are capable of insubordination upon any sign of distrust towards them, especially so if you make it clear to them that you consider them a suspect in Chapter One.

They are devout and believe in the Angels. They frown upon the Nyrish agnosticism and are uneasy on the concept of Kenosis, and they will try to convince the band against you if you lack the Charisma and Intellect to make a compelling reason to embrace skepticism.

When taken as a romantic partner, Breden proves to be a faithful lover, but their desire for carnal engagements makes it a bit difficult for asexual MCs. They are also unwilling to bear children, and they are on the fence for adopting children. If they don't win over the MC, they partner with Ciels instead.

## Summary

Helot sold to the de Rose estate shortly before the events of Game 1 begin.

Age: roughly the same as the MC (19 at start of game).

[...]

## Spoilers and Speculation

Breden (spoilers)

Breden (speculation)
History of the Halassurq Peoples

Source: https://forum.choiceofgames.com/t/choice-of-rebels-part-1-wip-thread/1601/2477

Before the age of “Hegemony vs Empire” there were centuries of migration back and forth across the rugged Erezziano Isthmus, with Halassurq-speaking peoples coming from the vast eastern continent and the ancestors of today’s Shayardenes and Erezziano pushing up from the coast of the smaller continent.

One of the most successful groups of mounted Halassurqs fought their way all across the isthmus, sacking as they went, until they came to the great plains north of Aveche and established themselves there as pastoralists. The handful of settlements they left behind on the isthmus were conquered or assimilated over the years… but the Nyr pastoralists expanded to fill the whole northern peninsula, periodically plundering the neighboring agriculturalists and building grand but sparsely populated cities along the spine of hills in the middle.

Indeed, their expansion didn’t stop at the borders of today’s Nyryal and the Hegemony… while the cold reach west of the great firth never supported many settlements, some exiles of the Nyr pressed on between the wasteland and the mountains until they once again reached habitable grasslands in the southwest. Those tribes, descended from the kinslayer Brurq, dominated and intermingled with the previous inhabitants of that area. The land came to be known as Braurach and its people as the Brauracha – a savage folk, prone to cannibalism and Goety, whose language was nonetheless still recognizably related to Halassurq.

Back in the northern plains of Nyryal, the Nyr increasingly preferred trade to plunder. The coastal city of Umri, where they received trading ships from their newly Imperial cousins in Halassur, became the cultural and intellectual capital of the Nyr tribes. Glorious Nyrnakan remained the political capital, where the great coalitions of families gathered once a year to agree on things like migration routes, trade policies, and the occasional conquest. It was also the religious capital, home of the gods who had sustained the Nyr through all their wanderings.

The last Great Gathering of families in the (by then) Nyrnakan Republic was to agree to ally all the Nyrish tribes to their cousins in the Halassurq Empire. This meant war against the fast-expanding Karagonds, who had clearly set their sights on the whole continent, not just Erezza and Shayard.

Unfortunately, the Halassurqs were unable to make progress up the isthmus toward Karagon, so the Nyr were left to fight largely alone. They held their own for a while, but after a long and brutal war the Thaumatarch Hera dropped a mountain on Nyrnakan, marking the end of Nyrish liberties (and religion). Forty years after that, the Brauracha’s infamous Goety was reported to catastrophically backfire, creating the Xaos-Lands… and leaving Halassur with no independent allies against the Hegemony.
Plektoi

## Definition

(from Game World Index)

"The Twisted," Hegemonic shock troops whose bodies have been altered by Theurgy.

## Types

The Hegemony just has “hounds, horses, and humans,” as you can recall in that one prologue. The giant boar are Halassur’s distinctive Plektoi.

And of course, some of the Abhumans may have decided to be boar-ish this decade.  But that’s a bit different. (source)
Game II: Stormwright (spoilers)

## General

As you struggle to survive the Xaos-lands, you will encounter various potential allies, romances, and enemies. On your return to Shayard, you will spend some time lying low in a rural town outside the Rim, sending orders/advice remotely to the rebellion. At last you will travel to Grand Shayard, the capital city.

## Chapter 1: Chaos and Telos

You will inevitably meet Cerlota de Viore, the renegade Erezziano Theurge, whether or not you learned about her from Horion in Game One. (source)

## Chapter 2: Dance of Shadows

Irduin, the town where you’ll spend most of this chapter, is a bit more prosperous than Rim Square and significantly better connected to the rest of the Hegemony. It’s definitely not an impoverished wilderness like the Brecks.

Its most important difference from the Rim is the less exploitative balance it’s found between social classes, under the enlightened paternalism of House de Irde. Its governing coalition of interests (including the helot elders) has been much better able over time to resist the erosion of traditional liberties and assertions of authority by Telones, Theurges, and the Hegemony.

You’ll get to see that balance beginning to break down under the impact of the “Rim Commotion,” and have the opportunity either to contribute to the collapse or to try shoring things up. (Or just to remain a disinterested spectator, while trying to remotely manage the Rim revolt.) (source)

## Chapter 3: A Glorious Season

Choose how much of your time you’re going to spend engaging with:

* The priesthood of the Angels, which has both its orthodox faction under the Archimandrite and its secret heretics.
* The drudges and day laborers who work the manufactories of the city, load/unload trade goods at the river and seafront, and engage in petty smuggling/crime to make ends meet.
* The traders’ guild or Syntechnia, whose Shayardene Guildmasters are growing increasingly unhappy with the restrictions imposed by Karagon.
* The foreigners in the Merchants’ Pale. These are mostly Abhuman, but include some of the independent trans-Halassurq nations of the eastern continent, which indirectly handle trade with Halassur during times of war.
* And/or of course the major noble factions: traditionalists (Laconniers), cosmopolitan malcontents (Leaguers), and supporters of the Hegemony (Loyalists). You can infiltrate either of the former factions.

## Chapter 4: The Archon’s Choice

The author has not spoken about this chapter yet, but it's probably going to involve a dilemma for the Archon that the MC may or may not be able to influence.
Politics

## Summary

(from Game World Index)

To some extent, the Hegemony's provinces are still governed by their own local nobility.  Each small district has an aristarch, or foremost noble, whose family is responsible for collecting taxes and keeping order.  The provincial governor, or Archon, is usually chosen by the Thaumatarch from this upper tier of loyal gentry.  Once appointed, provincial governors remain in power until their death or the Thaumatarch's displeasure.  The current Archon of Shayard, Phrygia Leilatou, comes from a particularly favored family; despite constant intrigues by rival aristarchs, the Leilatou have governed your home province for the past twenty-two years, through three successive Archons.

The power of the provincial nobility is kept in check by institutions of the Hegemony which extend across all of the provinces.  These include the Ecclesiasts (priests who judge heretics and preach submission to authority), the Alastors (armed and brutal law enforcement squads), and the Kryptasts (an order of assassin-spies who infiltrate suspected hives of sedition).

        Under normal circumstances, the Archon of a province is in charge of deploying its Alastors and Ecclesiasts.  But the Hegemonic institutions also have separate hierarchies which can override an Archon's order.  When you were twelve years old, you remember hearing that Pan Mieszk, the Archon of Whendery (the province to your west) had been stripped of his office by the Thaumatarch after repeated public clashes with the province's Archimandrite (high priest).  Mieszk died in his bed soon afterward.  Rumor had it he was poisoned by a Kryptast.

        In any legal dispute or political struggle, the Thaumatarch's word is final.  You've heard talk of "the Nine," his inner council of Theurges, but their best-known responsibility is upholding the nine Border Wards.  Although the Hegemony has a religiously grounded common law, the Karagond Canon, it's clear that the Thaumatarch is not bound by this or any other law.
Techne

*Techne*: a machine-assisted process that accomplishes a task more quickly, reliably, and/or at greater scale than merely human effort could do.  Generally powered by Theurgy, and much more common in Karagon than elsewhere in the Hegemony.  Examples include Harrowers and the presses used to make imprest books.  Every techne is believed to have been revealed by the Angels. (source: in-game World Index)

## Tech Epoch (real-world equivalent)

"I’ve been thinking of the tech of Shayard as broadly parallel to sixteenth-century Europe… although 300 years of Theurgy in Karagon has allowed the development of some techs there that came about in the 17th or 18th century in our world, and some Theurgical effects (like maturing crops early, allowing six harvests a year) don’t have a direct parallel." (source)
Geography

## Summary

(from the Game World Index)

In the dry, rugged heart of the Hegemony lies Karagon, smaller than its four subject provinces but far richer both economically and culturally.  You've never been to the capital city, Aekos, but you've heard stories about its wonders, especially the Floating Palace of the Thaumatarch—a hovering mountain of marble connected to Aekos below it by a dozen gossamer stairways.

You were born and raised in the southern province of Shayard, a temperate country of rolling, forested hills and rich farmland.   To the north is frigid Nereal, to the east craggy Errets, and to the west the imposing mountains of Whendery (which you can see from your town on a clear day).  At least, those are the good solid Shayardene names you grew up using.  You're aware that to their natives, the other provinces are known as Nyryal, Erezza, and Wiendrj—but to most Shayardenes, those names sound and look ridiculous.

There are even stranger realms beyond the Hegemony's Border Wards.  Past Shayard to the south is the Abhuman Federation, a land of deserts and dense jungles inhabited by tribes of nomadic werebeasts who can adopt half-animal forms.  There's an uneasy peace between the Karagonds and the Abhumans. You've heard about them visiting the Merchant's Pale in Shayard City, the small quarter where outsiders are allowed to come and trade.

The Halassurq Empire in the far east, by contrast, has spent much of the past three centuries at war with Karagon.  Even in times of truce, as in your childhood, there were frequent Theurgic clashes across the hotly disputed Errets-Halassur border.

Elsewhere, the Wards hold back nightmares.  To the west, cradling Shayard and Whendery, are the Xaos-Lands, where devastating wild magic Storms perpetually wrack the land.  Anyone crossing that Ward would have their soul stripped away even before their body was destroyed.  And you've heard whispers of even worse in the distant north—a kingdom of the unquiet dead.

## Map Scale

The map is basically Mercator-esque, so Nyryal is not as big as it appears. Rim Square to Aegre is roughly 1,000 miles. The Aegre Strait isn’t Bosphorus-narrow, but it would still be pretty tough to get ships through it if a hostile power held Aegre or its sister cleruchy of Sescia. (source)

## Natural Disasters

As for natural disasters, I don’t expect them to feature in the story – they’d distract from the human-caused disasters that are at its heart – so I’ve not put a lot of work into extrapolations from the winds, currents, and plates I came up with while drafting the world. Wiendrj and the Rim are on fault lines, and thus quake-prone, but not volcanic. With regard to wildfires, I expect the Hegemony would only intervene to protect major settlements, rather than trying quixotically to stamp out all wildfires. (source)

## Xaos-storms

Xaos-storms dissipate very quickly over water. (source)

## The Equator

The equator would not show up on the world map – it’s well to the south. The continent is in the northern hemisphere. (source)

## Rotation

The Sun rises in the east in the gameworld. (source)
Halassur (spoilers)

## Politics

The current Emperor of Halassur is named Tevqar and is in his twenties when the story begins.

There are other nations on the eastern continent that aren't part of the Halassurq Empire. Two of these, the Mahru and the Sindhul, sustain backchannel communications and a measure of trade between Halassur and the Hegemony even in time of war. A Sindhul is currently the senior trader/diplomat in the Merchant's Pale in Grand Shayard.

## Society

Halassur prides itself on not being a slave empire like the Hegemony. "The Halassurq Empire did traditionally enslave captives in war – and still does, when it can get them. But three centuries of increasing military focus on a single front, where prisoners are scarce because of heavy reliance on Theurgy and Plektoi, have changed its society in lots of ways." (source)

Notably, "they harvest blood primarily from their firstborn children rather than from a slave caste." (source)

Halassur is a strongly gendered society with a pro-natalist policy in which women of childbearing age are expected to bear as many children as possible. This isn’t because most of the kids will be sacrificed–the firstborn usually suffices–but because the war consumes so many lives. The lack of Wards on the Halassur side mean that a lot more people die there than even in the horrible border areas of Erezza. (source)

## Magic

The Halassurqs (like their cousins, the Brauracha and the Nyr) had an independent magic tradition back when no one had yet figured out how to use other people’s blood as fuel. The alchemical basis for aetherial blood was devised/discovered in Karagon and figured out a few decades afterward by Halassur–just in time to allow them to put up a decent defense against the Karagonds. (source)

Halassur uses Theurgy for agriculture to sustain its large population. But they overall need a significantly lower blood volume than the Hegemony, and would need markedly less if the war with the Thaumatarchy ended. Of course, one hope of many Halassurq generals (and perhaps of Emperor Tevqar) is that if they do finally defeat Karagon, they’ll learn the secrets of some of those distinctively Hegemonic Theurgic feats like ward-building and mountain-floating, and scale up their blood economy by mass-Harrowing the Karagonds, Erezziano, and anyone else who doesn’t fall in line. (source)

Theurgic education in Halassur has been very restricted -- until recently. (source)

## Religion

The Halassurqs worship a pantheon of Mother Ummay, Consort Kormuz, and Evren the Firstborn. The MC will be able to choose to join this religion in later games.
Urban Drudges

(source) The bought-and-sold drudges for the urban manufactories of the Hegemony have a higher comparative value than farm hands, as of course do specialized semi-skilled House slaves.

It’s actually a bit better, in a city, to be a slave than to be a tradeless, Houseless, landless freeman. If you’re a freeman with a bit of land to rent, or a trade and a license to carry it out, you can do well. If on the other hand you’re a slave with skills worth buying, then you’re at least worth feeding, clothing, and sheltering.

But there are vast urban classes of “masterless folk” who have a social status barely above helot, and who don’t have a trade of their own. The urban elites won’t enslave these classes, because that would entail feeding them; it’s not clear they could *afford* to enslave them, even if they wanted to.

These “free drudges” do a lot of the worst, most menial work in and around Hegemonic cities on a daily wage basis. When they can’t get enough to live on from that menial work–which is pretty much all the time–they break the law. They steal, or smuggle, or traffick, or carry out illegal petty trades and crafts.

By the same token, every city of the Hegemony has plenty of Harrowers, which operate in some cases on a near-daily basis, providing for a good share of the city’s blood needs. Their fodder is criminals…rioters, seditionists, smugglers, bawds. Or in thirsty times, just vagabonds and practicers of unlicensed trades…the kinds of folk who might be pressed into the lowest ranks of the army and shipped to the Halassur front if they’re lucky (and the war’s on) or sent to the Harrower when they’re (or it’s) not.

This is true not just of provincial capitals like Grand Shayard, but of Aekos (whose menial classes are a polyglot blend from every province in the Thaumatarchy, as well as desperate Karagonds).

Their “liberties,” symbolized by freedom from ritual Harrowing, are still something the menial urban classes value immensely. A future government that tried to shift from the current widespread-but-unsystematic culling of criminals to a sacred lottery like the rural Harrowings would trigger massive urban resistance.
Plektosis

To make a Plektos, you have to have not only a boatload of blood but a profound and detailed understanding of the teloi that you’re trying to change. Not just any Theurge can create viable, living Plektoi; it takes biological specialists, veterinary surgeons, inheritors of a long tradition of failed experimentation who learn their craft from master Plektasts.

The difficulty in spending enough time tweaking wild animals and (even more so) doing the necessary breeding experiments to gain your insights is the reason Plektosis is only really done with tamed animals (with a bit of superficial wild boar telos threaded back into the Halassurq war-pigs at the end to increase aggression). (source )
Survivors

Survivors are characters that work cooperatively in-game to escape the Maniac.

There are currently 7 different survivors:

* Jack Malkovich (The Basketball Player)

* Mary Cheng (The Medic)

* Gary Peterson (The Engineer)

* Lina Alvarez (The Thief)

* Marc Luttrell (The Mercenary)

* Philip Hauge (The Scientist)

* Charlie Grimes (The Police Officer)
Lina Alvarez

**Lina Alvarez** is a survivor that the player unlocks at level 9.

## Base Stats:

SPEED: 50

DEXTERITY: 60

ENGINEERING: 20

MEDICINE: 30

VITALITY: 15

MORALE: 30

## Description:

Lina was born in one of Puerto Rico's coastal tourist towns. Her family emigrated to mainland US when she was still a child. They kept moving from one town to another until they stopped in Detroit, where Lina met Andrea Monterro and became the member of the Latino Kings gang, taking the fictitious last name Alvarez. Lina specializes in pickpocketing and is an expert at diverting her victims' attention. Her smile is her secret weapon. With her natural charm, Lina can find her way to anyone's heart and captivate them.

## Skills:

*Lock-picker:* Lina receives 50% extra silver and experience for rescuing caged allies. *[Level 3 required]*

*Lock Master:* Lina acquires the ability to craft Lockpicks in the Workshop. *[Lvl 6 required]*

*Stealth I:* Lina's usual trail is reduced by 50%. *[Lvl 9 required]*

*Arcane Knowledge:* Lina acquires the ability to craft Rings of Invisibility in the Workshop. *[Lvl 12 required]*

*Useful Trinkets:* Allows Lina to upgrade Flashlights, Lockpicks, and Rings of Invisibility beyond level 10.  *[Lvl 15 required]*

*Agility:* Dexterity is increased by 15 points. *[Lvl 18 required]*

*Stealth II:* Lina leaves no trail as long as she is not wounded. *[Lvl 21 required]*

*Invisible Defense:* When Lina is under the effect of the Ring of Invisibility, all allies within a 3-meter radius of her also become invisible. *[Lvl 24 required]*

*Lone Wolf:* Lina's Loneliness bonus is doubled.*[Lvl 27 required]*

*Perfect Rescuer:* Lina can unlock any cage with a survivor inside in 1 second. *[Lvl 30 required]*
Philip Hauge

**Philip Hauge** is a survivor that the player unlocks at level 13.

## Base Stats:

SPEED: 28

DEXTERITY: 30

ENGINEERING: 35

MEDICINE: 55

VITALITY: 15

MORALE: 32

## Description:

The Norwegian astrophysicist dedicated most of his life to researching dark matter. He received a master's and doctor's degrees in philosophy of physics. Phil works at Sanford Underground Research Facility. He lives on his own--he has no children and his wife left him many years ago. Phil loves order and is pedantic about everything. Besides science, his hobbies include game theory and music. Phil possesses a phenomenal memory, which allows him to keep a huge amount of information in his head. His observation skills and attention to detail make him a great ally in any situation.

## Skills:

*Hardheaded:* Morale is increased by 10 points. *[Level 3 required]*

*Usefulness:* Phil receives 25% extra silver and experience for healing allies and repairing generators. *[Lvl 6 required]*

*Alchemy:*  Phil acquires the ability to craft Holy Water in the Workshop. *[Lvl 9 required]*

*Aura of Wisdom I:* All survivors in Phil's field of vision receive a 5-point boost to all stats. *[Lvl 12 required]*

*Holy Image:* The psycho's speed in Phil's field of vision is reduced by 10%.  *[Lvl 15 required]*

*Scientific Praxis:* Allows Phil to upgrade first aid kits, Holy Water, Tool Kits, and RIngs of Invisibility beyond level 10. *[Lvl 18 required]*

*Paramedic:* Medicine is increased by 15 points. *[Lvl 21 required]*

*Mechanic:* Engineering is increased by 15 points. *[Lvl 24 required]*

*Aura of Wisdom II:* All survivors in Phil's field of vision receive a 20-point boost to all stats. *[Lvl 27 required]*

*Racewalking:* Running speed is increased by 3%. *[Lvl 30 required]*
Quests

Quests are in-game challenges that provide rewards when completed. Quests are grouped into Chapters, and upon completing all the Quests in a Challenge the player will receive two rewards.

## Chapter 1

Upon completion gain a random survior and 50 gold.

 Escape 2 times
 Level up Jack's Amateur chemist skill
 Craft 1 Energy drink
 Rescue 1 ally out of cages
 Repair 5 generators
 Heal 1 teammate
 Help 1 ally escape
 Get Jack to rank 2

## Chapter 2

Upon completion gain the Butcher and unlock the map Temple.

 Level up Jack's Egoist skill
 Get your account to level 7
 Get Gary to level 5
 Get Jack to level 8
 Get Gary to rank 2
 Craft 1 Compass

## Chapter 3

Upon completion gain a random survivor and 250 gold.

 Upgrade the Rage Potion to level 3
 Get the Butcher to rank 2
 Get any survivor to level 10
 Learn the Butcher's Crusher I skill
 Kill all 4 survivors in a match
 Wound survivors 15 times
 Craft 1 Tool kit in the Workshop
 Escape with all 3 allies in 5 minutes

## Chapter 4

Upon completion gain a random survivor and unlock the map Village.
Agricultural Theurgy

## Food Crops

Theurgy is used across the Hegemony to accelerate the growth of food grains, bringing enough harvests to sustain a larger population that our world achieved until modernity. However, there are indications that this is ultimately unsustainable, exhausting the soil over time, so incrementally more blood is required every year to bring the same yield.

"It’s possible to do Theurgic farming more sustainably than at present–but the science of it is poorly understood, because for so long the Hegemony has been enjoying a blood surplus that meant it could ignore the limitations of their current agriculture model with e.g. just a bit of crop rotation.

"It will take either a whole lot more blood or many years of soil repair to fix the problem–and the solution needs to be done at a large scale to avoid starvation. You’ll also need a lot of landowners to convert from commercial cash cropping back to food." (source)

## Cash Crops and Herbs

### Dyes

The Valley of Dyes in Karagon is full of Theurges continually breeding new dye-plants, with colors never yielded by nature. (Though they've yet to reproduce the rich notteco dye, made from a plant that grows only in the far southern reaches of Abhuman territory.)

### Mullow and Shrub Yam

The herb mullow was carefully bred by Theurges to sedate the homunculi in both male and female seed, As both homunculi are needed to unite into a new human being, either a man or a woman can chew mullow and prevent conception. The effects of chewing a few dried leaves lasts about a week. The shrub yam, helots' primary food, was tweaked to have the opposite effect, and helots are forbidden to eat mullow. Mullow grows wild across Shayard, though rather less so in higher or dryer areas; many yeomen families do well gathering and selling it to traders.
Charlie Grimes

**Charlie Grimes** is a survivor that the player unlocks at level 15.

## Base Stats:

SPEED: 35

DEXTERITY: 25

ENGINEERING: 20

MEDICINE: 20

VITALITY: 50

MORALE: 60

## Description:

Sergeant Charlie Grimes is a regular police officer from Nash County in North Carolina. He graduated from a local police academy. Charlie was suspended from service for misconduct on several occasions. He has never been particularly heroic, but one wouldn't call him a coward either. He often likes to abuse his power and prefers to solve all work-related matter with brute force. Very patriotic, Charlie is completely loyal to the police force and other officers. He really loves his family, especially his son, Justin.

## Skills:

*Common cause:* Charlie can give his items to other survivors. *[Level 3 required]*

*Radio Operator:* Charlie acquires the ability to craft a Radio transceiver in the Workshop. *[Lvl 6 required]*

*Hand-to-hand combat:*  Charlie acquires the ability to craft Machetes in the saad

How unlock Charli. *[Lvl 9 required]*

*Officer's token:* Unlocks a new location--the Police Station. *[Lvl 12 required]*

*Armed and Dangerous:* Charlie acquires the ability to craft the Shotgun in the Workshop.  *[Lvl 15 required]*

*Self-sacrifice:* Charlie can hold the psycho back for 15 seconds, but he will die of wounds as a result. *[Lvl 18 required]*

*Survive at all costs:* Morale and vitality are increased by 10 points each. *[Lvl 21 required]*

*Amateur Jeweller:* Charlie acquires the ability to craft Silver Bullets in the Workshop. *[Lvl 24 required]*

*Heroism:* Charlie can carry a wounded person in his arms for some time. *[Lvl 27 required]*

*Marksman:* Shotgun's reload time is halved. *[Lvl 30 required]*
Workshop

**The Workshop** is the area in which you craft the Items used by survivors. In here you can choose which items to produce, upgrade items, and collect the items you produced.

## Items

* First aid kit
* Energy Drink
* Compass
* Tool kit
* Lock picks
* Grenade
* Flashlight
* Holy water
* Ring of Invisibility
* Shotgun
* Silver Bullets
* Machete
* Radio Transceiver
Mary Cheng

Mary Cheng is a survivor who is unlocked once the player reaches Level 3

## Description

Mary Cheng knew that she would dedicate her life to medicine from an early age. She completed an internship at the John Hopkins Hospital and was one of the top students in her medical school class. She is a real doctor who would put her patients' well-being above anything else. Mary has no bad habits, and she is adamantly against smoking and drinking. She is usually quite modest but also very open to others and always happy to meet new people. Mary also loves dancing. She is a great singer.

## Tips

Mary is a natural rescuer, frees allies from cages fairly quickly and features a really good healing speed.

Her trail doesn't last too long therefore she is also stealthy when maneuvering.

However she suffers from low morale and engineering, doing objectives is harder for Mary as she keeps revealing herself via screaming and is very slow on repairs.
Overall Series Plot Spoilers

## Use of Theurgy?

In response to a query on whether all protagonists would ultimately need to resort to Theurgy, the author wrote: "If you want to end up as the leader of one of the major continent-spanning factions, on a par with the biggest internal and external actors, you need to have Theurges. But that’s not going to be the only way to 'win'.

"You may choose to be one of the smaller factions, and consider victory to be surviving and establishing stable relations of one kind or another with the other successor states. You may choose to not consolidate your rebellion in any one bit of territory, but remain a permanent rebel challenging the status quo, either violently or non-violently.

"The 'choice of rebels' shouldn’t be limited to creating a new empire or major nation, with all the compromises that that would inevitably entail. A purist rebel will have other choices." (source)
The Phantom

**The Phantom**, also known as **Scott Barns**, is a Psycho that is now **UNOBTAINABLE** with the onset of quests

## Base Stats:

SPEED: 45

STRENGTH: 45

OCCULTISM: 30

REPRESSION: 40

TERROR: 40

PURSUIT: 25

## Description:

**Personal Case 103**

Name: Scott Barns

Even in life, Scott Barns was the embodiment of evil to those who knew what kind of man he really was. He worked at a power plant where he became a victim of an industrial accident. As a result, his body sustained severe irreversible damage and his face was deformed. Scott blamed his colleagues and all the people that surrounded him for the accident. Over the years, Scott became completely consumed by hatred, which one night drove him to murder 13 plant workers. The perpetrator was arrested and executed, but his spirit transformed into a vengeful entity known as the Phantom.
Natalia Neko

**Monika Uzumaki** to Mroczny Mag należąca do Gildii Zurafa jednej z czterech najpotężniejszych mrocznych gildi rządzących Czarnym Rynkiem znanych jako Sojusz Grymuar. Jest jedną z najsilniejszych magów w gildii należącą do Siedmiu Wojowników Królestwa Zwierząt.

## Wygląd

Nati jest młodą dziewczyna o, blond włosach które są długie, opadające do połowy pleców i są nieco kręcone. i dużych zielonych oczach. Nosi czarne puchate nauszniki. Ubiera się w obcisły niebieski kostium z brązowymi butami na wysokim obcasie sięgającymi do ud oraz granatową pelerynę ze srebrną obwódką.
Weaponry

## Explosives

The *telos* of black powder is to explode -- a more volatile *telos* than any other substance in the gameworld. That volatility is conspicuous to a Theurge who’s looking for it, so it’s not easy for someone carrying powder to remain concealed. And it’s very easy for Theurges to accelerate that potential, creating a much bigger and more destructive explosion than you’d get by simply striking a spark to the powder.

So bringing "miner's powder" to any fight involving Theurges would be foolish – a bit like trying to use liquid nitroglycerin in combat. It’s much more likely to kill you than your enemies. (source)

### Tunneling

Miners’ powder is indeed used for mining, but not much used in battle, in part because the only war of note for centuries has been carried on in heavily Theurge-ridden areas and across a Ward. Besides not being Ward-crossable, black powder is ungainly (very little tech development has gone into it as a weapon, for reasons explained on the WIP thread) and conspicuous – it’s too hard to keep Theurges from sensing it while it’s in transit to wherever you want it.

Once you’ve got it off a cart or ship and into a tunnel, it wouldn’t need to be all that deep to escape most Theurges’ telos-sense. Twenty feet deep, maybe, to avoid the notice of a sensitive Theurge who was actually walking over it? But Theurgic warfare doesn’t really lend itself to heavily fortified positions anyway; it privileges mobility.

In a civil war/ insurgency scenario, the tactical uses of miners’ powder will somewhat increase, as there will be walls you want to blow up in places that aren’t crawling with Theurges. (source)

### Fireworks

Fireworks have not been invented in the gameworld. (source )

## Guns

The evolution of firearms on Earth took centuries, starting (in the West) with adapting bell-casting tech to make cannons. In the gameworld, that process of evolution stalled before it had a chance to get started. Just as cannon-making was properly taking off, Karagond Theurgy was developed, and the armies that had started to use crude artillery were literally “hoist by their own petard.” The lesson of those early conquests was that black powder weapons are worse than useless. (source)

In Erezza, some effort has gone into developing *ventisputori* (wind-spitters), rifles that use compressed air. They can be quite effective against magi at medium distances. This is why the Karagonds have gone to some lengths to confine them to the Halassur front, outlawing them in the rest of the Hegemony.
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The Cultist

**The Cultist**, also known as **Shane Cooper**, is a Psycho that the player unlocks at level 11.

## Base Stats:

SPEED: 60

STRENGTH: 40

OCCULTISM: 40

REPRESSION: 30

TERROR: 20

PURSUIT: 10

## Description:

**Personal Case 102**
Name: Shane Cooper

Young priest Shane Cooper was a religious fanatic. One day when he was on his way home after his usual service of worship, he lost his balance and hit himself on the head. Ever since the accident, he has been seeing dark silhouettes whose voices follow him everywhere. They whisper names or fragments of names to him. Nobody knows for sure whether these entities appeared as a result of his head injury or if they are some kind of demonic force that possessed his consciousness. In the end, the "dark masters" took complete control of the preacher's mind. Shane founded the Dark Cult, whose members worship the demons inside his head.
Marc Luttrell

**Marc Luttrell** is a survivor that the player unlocks at level 12.

## Base Stats:

SPEED: 50

DEXTERITY: 30

ENGINEERING: 15

MEDICINE: 20

VITALITY: 30

MORALE: 60

## Description:

Marcus served in a special counter-terrorist unit in the RSA, his homeland. He took part in military operations in Iraq, Syria, and Cameroon, for which he was awarded a Military Service Medal. Besides karate, Marcus is highly proficient in 4 other martial arts, which include kickboxing, Muay Thai, kung fu, and tae kwon do. His talents did not go unnoticed, and soon after he completed his service, he was recruited by a private US military company. Marcus loves to be in charge and doesn't take long to make strategically important decisions, albeit not necessarily the right ones. The mercenary's special move is the reverse roundhouse kick. He also has no weapon preferences.

## Skills:

*Vigor:* Vitality is increased by 10 points. *[Level 3 required]*

*Defender:* Marcus receives 25% extra silver and experience for every survivor that has escaped from the location. *[Lvl 6 required]*

*Basic Tools:*  Marcus acquires the ability to craft Flashlights in the Workshop. *[Lvl 9 required]*

*Assault Weaponry:* Marcus acquires the ability to craft Grenades in the Workshop. *[Lvl 12 required]*

*Art of War:* Allows Marcus to upgrade Compasses, Flashlights, and Grenades beyond level 10.  *[Lvl 15 required]*

*Dodge I:* Marcus receives a 15% chance to dodge the psycho's attacks. *[Lvl 18 required]*

*Endurance:* Marcus never groans in pain when he is wounded. *[Lvl 21 required]*

*Mighty Throw:* Grenades thrown by Marcus stun for an extra 0.5 seconds. *[Lvl 24 required]*

*Dodge II:* Marcus receives a 30% chance to dodge the psycho's attacks. *[Lvl 27 required]*

*Athlete:* Grave wounds have the same effect on Marcus as regular wounds. *[Lvl 30 required]*
Gary Peterson

**Gary Peterson** is a survivor that the player unlocks at level 7.

## Base Stats:

SPEED: 25

DEXTERITY: 15

ENGINEERING: 65

MEDICINE: 35

VITALITY: 19

MORALE: 30

## Description:

Cars are Gary's true passion. His father was a mechanic, which explains why Gary has been good with machines since childhood. After graduating from the Massachusetts Institute of Technology with honors, he started working as an engineer for the world's largest automobile conglomerate. He is also very shy. He has never been in a serious romantic relationship. Gary always has a positive mindset and smiles almost all the time. Despite his intellect and skills, he is a huge klutz, who constantly gets himself in trouble.
The Beast

**The Beast**, also known as **Torwin Edmund**, is a Psycho.
Current unlock criteria unknown.

## Base Stats:

SPEED: 70

STRENGTH: 60

OCCULTISM: 20

REPRESSION: 20

TERROR: 20

PURSUIT: 40

## Description:

**Personal Case 104**

Name: Torwin Edmund

Torwin Edmund's origins remain unknown to this day. According to ancient legends, his race already existed before what is known as the Common Era. His people are described as merciless, bloodthirsty killers who don't feel any fear or have any weakness. Torwin and his kin are cursed: under the light of the moon, whether he desires so or not, he transforms into the Beast - a huge black wolf that stands on its two hind legs. In his beast form, he possesses superhuman strength, and his reflexes are dozens of times faster than those of humans. The Beast is considered to be a separate personality that is even more ruthless and aggressive than Torwin.
Slade

Slade is a 5 star general for the empire as well as holding the title of the first general. Over all Slade is one of Red's most trusted allies and is known for his skill, loyalty and leadership.

## Appearance

Somewhat muscular physique with short black hair and blue eyes. His appearance is noted to be quite similar to Red except slightly taller and overall slightly more masculine.

## Personality

Somewhat stoic but more idle compared to some of the others and without a doubt the most reserved, preferring to take a step back and look at the situation before engaging. When with people he his comfortable with he is quite open, cracking jokes when he can and making light of the situation, he rarely lies or hides much from the people he is with. In times of crisis and without direct leadership Slade is one of the first to take control and often acts as the leader of their trio.

## Powers and Abilities

As a 5 star general Slade possess incredible physical strength, dexterity and reflexes. His specialty however is his work as a commando, utilizing his rifle and assortment of weapons with incredible proficiency. So while Slade is not the strongest in 1v1 combat he is the strongest in war scenarios. He posses incredible eye sight and hearing, further he is one of the best shots using an automatic or semi-automatic weaponry both standing still and flying through the air. At times he began to show properities that suggest he has started to become "Beyond Human"

## Skills

Leadership ~ Though usually working in solo missions when working in group Slade is usually the one deciding how they act, planning out strategies and tactics in the middle of a mission. He was the one who lead the siege against Ragnorak's castle and pushed forward with everyone.

## Notes

* His name is does not follow the 5-star General naming conventions due to it being his code name as a mercenary and his time with the empire.
White Colossus

The White Colossus is one of 13 Colossi, formed of one the Thirteen Primordial Deities as the power. It was the first Colossus to come into being and as such was granted the first spear. It is responsible for seeding humanity throughout the multiverse and creating an earth for each one. It used the last of it's strength to do so, already having burned through the white Leviathan. It is on the side of humanity rather than the Ancients now, but refuses to offer its full potential. Its bound to Red currently. It still resides in it's vessel.

## Recovery

Later of the Empire's formation, Red having placed a tracker, moved the Colossus and the spear to an arctic military base. Much later after the construction of Delta Hub it is moved there, to a special section underneath the planet's plating.
Taisto Sieghild

Taisto Sieghild is a Lord of unknown race shrouded in mystery and heavy armor. Only few things are known about him to any party, however one thing is loud and clear, he is a force to be reckoned with.

## Appearance

Taisto is clad in heavy armor, leaving his entire body covered with darkness emanating from his eye holes, hiding his identity completely save for when he bleeds. This armor is a darkish beige was lots of angular parts covering himself with movement in mind. His legs are particularly armored on the front and less so from the back. His helmet sharpens to a blade at the top with four eye holes dotting it. Taisto stands at a menacing 7 feet tall. His blood is purple.

When his armor has been shed there are light platings protecting him still, but mostly he is covered in a skintight metal like fiber save for his helmet and few other remaining parts.

## Personality

Normally silent and stoic Taisto is reminiscent to a knight, fighting an opponent head on rather than through trickery. He also values someone’s skill as a warrior and even in battle helps leads his enemies to grow stronger, due to his overwhelming power he can do this in comfort for the most part. He is loyal to whoever he pledges too.

## Abilities

Though his ability are rather straightforward it makes him no less dangerous as he commonly overpowers enemies through sheer power, speed, and skill.

Immense strength: Though not as strong as Atlas at full power his strength is more than enough to rival his.

Immense speed and reflexes: He is capable of fighting toe-to-toe with Cassandra at her max.

Elemental Manipulation: Though not very potent he uses them in conjecture with his high speed and damage.

Flexibility: Despite how is armor suggests he is pretty flexible and can commonly dodge his way out of situations, when his armor is removed this is made even more apparent.

## Skills

Masterful Sword skills: He is capable of going and dominating opponents with styles directly countering his, and uses his blade to the utmost maximum, utilizing its long size to attack his enemies from afar.

## Stats

Strength 9/10

Speed 9/10

Intelligence 7/10

Charisma 4/10

Senses: 8/10

Potential: 6/10

Unique ability level: 3/10

Regeneration: 2nd

## Bio

Height: 7' 1"

Weight: 370lbs

Soul Type: Lord, Sharp

Blood: Purple (Hemerythrin)
Old Gods (Faction)

The Pantheon are a small council composing of most of the surviving old gods, they oversee and manage several colonies, space ports and are a influential figure in the interuniversal community. Though they will end life, they generally consider life something worth perserving after all their time living among them and generally look out for them. They also manage several Deities underneath them and act as a sort of law amongst them, though their range is not infinite and they generally fear intervening in large scale mortal empires such as The Empire or the Propietary Arm. They also do not engage other Gods (unless a serious issue approaches) as well as avoid Ragnorak.

Members:

Hydar the Unbreakable: Alive, Unofficial leader.

Omanata the Relatble: Alive, disabled God with Amneisa

Julian the Trickster: Alive
White Leviathan

The White Leviathan, also known as the White Bishop, was the previous bound to the White Colossus. He willfully gave his life to fuel the White Colossus in it's journey to seed life, the last of which gave birth to humanity. The White Leviathan was one of the most skilled and powerful Leviathans in history, its only equal being the Black Leviathan. It was originally not a candidate to be a bound, only for reports of it's power and skill when it was created to change the minds of their creators. The Wretch was demoted in Status to Arch Bishop and acted as the strongest non-bound Leviathan.

Unlike the Black Leviathan, the White Leviathan never questioned it's creator and followed orders to a T, it commonly reinforced following orders to the Black Leviathan, resulting in a strained relationship.
Jack Malkovich

A scandlous NBA player that plays well but bad at medicine.

**Jack Malkov**i**ch** is the survivor the player starts the game with.

## Base Stats

 Dexterity
 Engineering
 Medicine
 Vitality
 Morale

## Description

"*This former basketball player used to play for various NBA clubs.: He is also the proud owner of two championship rings. Jack is well known for his aggressive rebound style of play and rough defense technique. Eventually he was fired for his scandalous behavior and regular fights with other players.*

*After his dismissal, there were media rumors suggesting that he had some kind of connections with drugs. He had been in a relationship with Erika Brinson since high school. In criticical situations, Jack can be gutsy and brave. On the flipside, he is also somewhat doltish and prone to acting overly self-confident and egotistical*."
Canals

The Thaumatarchy has used Theurgy to carve immense canals linked to the continent's major rivers, facilitating provincial trade routes into Karagon. Much Hegemonic trade is carried out on these waterways on Theurgically driven barges.

The biggest series of existing canals runs from Veldrin (in northern Shayard) to Aekos, with a lesser canal route mostly complete linking the river Aekos and the river Fyrne (in eastern Shayard/western Erezza). Both were created to bring the wealth of Shayard and Erezza (particularly Shayardene grain and Erezziano minerals) to Karagon.

The much sparser wealth of the northern coast generally gets funneled up the river that runs past Nyrnakan (capital of Nyryal) and thence overland to Aekos.

Some dreamers have conceived of a trans-Erezza canal, which would facilitate trade directly between provinces. This is not a project the Hegemony would ever carry out, as it would circumvent Karagon. It would also be enormously ambitious, given the scale of Erezzan isthmus: "It's not Panama or Kra, even at its narrower points – it’s more like a canal from the Bay of Biscay to the Mediterranean through the Pyrenees. This would not stop the Theurges, but it’s not the kind of earthworks they’d do in their spare time." (source)