recursal/Fanatic-Fandom huggingface dataset:
Medb

The mysterious woman known as Medb gained fame in the Lockwood Region as one of the New World Heroes, famous people who are said to have traveled beyond the Lesser Wall and the Lockwood to spend time in the unexplored regions of Adurra. Along with the Pirate Derringer and the Swordsman Intero, it is said that Medb has seen the Western Weald, and returned unharmed. Unlike Derringer, who stays with his crew at all times, and Intero, who is almost always alone, Medb has developed a substantial host of followers. Mostly hangers-on, looking to leech of the fame of the Mystical Maiden, her followers are still among the most dedicated members of any personality cult in existence. It is said that the Maiden learned more secrets on her trip to the Weald than most wizards learn in a lifetime, though these secrets have remained as such. Many who go to Medb seeking answers about life's greatest questions find themselves spurned, saying that she didn't give the slightest hint as to what she had seen or why she had returned. Her reasons for building such a following are also unclear, although those who seek her favor find it granted willingly and easily. Though her motives are secretive, her actions are undeniably good, harboring the sick, hungry, weak, and persecuted, no matter their struggle. Only time will tell what her ultimate goals are--for now, she appears content being benevolent and secretive, slowly gathering more followers to her righteous cause.
Pan'ier

**Justice Incarnate**

Pan’ier is the incarnation of justice itself. Wholly consumed by the pursuit of evil, as well as the aid of the downtrodden Pan’ier became one of the most influential gods in Adurra. Unlike many gods (save Yss) Pan’ier views it as his duty to pursue Justice on Adurra itself as well as the numerous other planes. Pan’ier is often viewed with disdain and confusion by the other gods. For a god to extend their influence to Adurra itself is viewed as tawdry or even unethical. Pan’ier views mortals, rather, as individuals who fall within his own protection like any other. Avatar’s of Pan’ier have appeared over seven times on Adurra within historical record, every instance Pan’ier appeared to warn mortals of the malevolent influence by the gods.

Worship of Pan’ier is common amongst the poor and disadvantaged. Hidden shrines to Pan’ier are common among slaves, as they pray to Pan’ier to deliver them from the injustice of enslavement. These shrines are often violently supressed, especially amongst paranoid slavers, who fear Pan’ier’s justice. Temples to Pen’ier are uncommon, but those few that exist are often small fortified Keeps. Built to grant asylum to those who are persecuted, or wrongfully convicted of crimes by the state. Unsurprisingly priests and clerics of Pan’ier are often hunted down, exiled or even murdered for their insistence upon justice above all else. Clerics of Pan’ier are often passionate, stubborn and righteous in their sense of morality.

## Lore

With the hosts of Gods and Men in ruin Thume met Adar on the fields of perdition. Adar arrived clad in the dark Iron of the mountains wielding his hammer Ukk’ll, the Ending. Thume came wreathed in flames cradling his most powerful weapon, Pan’ll, the God Blade. Their were no words upon their meeting in battle for their futures were already decided. Adar knew Thume’s strength flowed from the terrible blade he wielded, only Ukk’ll had the power to unmake such an instrument of destruction. Though outmatched Adar knew Thume had become arrogant. The power of Pan’ll was his, but he relied upon it above all else. With Adar’s first swing he swing not at Thume, but at Pan’ll. Speaking the words of binding, and striking with the will and authority as King of Gods Adar willed Pan’ll to shatter. The blow raised a spider web of cracks across the face of Pan’ll. While powerful Pan’ll could not withstand the power of Will itself. Pan’ll ruptured releasing the power of the World Heart and casting the shards of Pan’ll across the face of the World. Standing in the crater of the Sundering were not two but four gods rising from the ground. The will of Adar had shattered the lifeforce within Pan’ll and divided its spirit into two faces of the same god of war. Pan’ier stood stunned and weak, the avatar of Justice itself suddenly facing the deeds he had done in the hands of Thume. Pan’ekk stood defiant of Adar, eager to avenge the defeat of his master.
The Siege Begins!

**The Siege Begins!** is the eighth chapter of Mega Man X: Unit 49's Season 1.

Continuing directly from Briefing, X and Zero step in the teleporter and are transferred to a  bridge to begin the invasion and reach the  factory.

Nora can be briefly understanded, since the near jamming waves are disturbing the transmission and causing noises. X and Zero start the mission attacking the incoming Neo Maverick minion, riding a Cannon Driver MK2, shortly thereafter two cannons attached in the bridge shoot against the Hunters, but they dodge. There is a Cannon Driver MK2 without a controller standing near them, and X rushes to capture it, destroying the two enemies in the way.

Zero reaches X and they proceed, but they step in a loose part of the bridge, without any pilar sustaining it.

The weight of the Cannon Driver makes it go down, and the driver minion on the other side seemed to be waiting for this and started to shoot. X's Cannon Driver starts to slip, and after seeing the minion extending his Cannon Driver upper part to adjust the angle, he does the same, but only to propel himself in an acrobacy to reach the stable ground again. X shoots a medium charged shot, piercing the middle of the enemy Cannon Driver lower torso, unstabilizing and making it decouple the upper part into the abyss, and Zero finishes the job cutting the driver in a half.
The remaining enemy Cannon Driver stares at X and Zero, then desperately activates the boosters and retreat, crashing with with the castle cannons in the way.

Fearing she wouldn't be able to contact the Hunters after they enter the location due to the jamming, Nora decides to pass all the instructions of the mission at once. The factory is part of the castle, it was used to produce troops for its owner, but it was suspiciously producing more soldiers than it was supposed to be, and it was closed. The Neo Mavericks probably changed the A.I.s of the troops to make them obey the army and behave aggressively against intruders. Nora suggests X and Zero to destroy the main computer of the factory and kill Kran if they have the opportunity.
Axelidros

**The First Dragon**

Axelidros is worshiped almost exclusively by Dragonkin and Dragonborn. Those few others who worship Axelidros are motivated by a reverence for all things Draconic. Though it is believed that Axelidros still lives somewhere on Adurra, all expeditions to find him have ended in tragedy. Priests of Axelidros typically reside in secluded mountain monasteries where they commune with those few Dragons who care to converse with the smaller races. Any priest or cleric of Axelidros found in civilization is typically on a mission of parlay or provision to aid their associated monastery. Often when negotiations need to be opened between governments and Dragonkin clerics of Axelidros are contacted to mediate the discussion. Worshipers of Axelidros are often viewed suspiciously, believing they may be working in concert with greedy and evil dragons, hoping to level their village and steal their livestock.

## Lore

When Axelidros was born to Ara she was frightened. His skin was scaly and rough, his back sprouted with wings, and he walked across the ground like an animal. While Ara birthed the creatures of the forest she knew such a child would not be welcomed in the court of Adar. So Axelidros was hidden away from the eyes of Adar with only Pellar to see. When Axelidros had grown to an adult he was enormous and terrifying. Axelidros hoped to fly and hunt and seek the treasure he so desired, but Ara knew this was impossible. Ara lamented, for Axelidros could not remain in the home of the gods. So in sadness Ara bid goodbye to her son and sent him to the mortal realm where he would be safe from Adar.

When Axelidros arrived in Adurra he rejoiced for the sky was so large and the riches so great. Axelidros claimed the riches of the mountains for himself, and the game of the forest for his stomach and he was content. But for Axelidros the conversation of mortals seemed lacking. While amusing like pets, they seemed unremarkable in nearly everyway. Thus Axelidros ascended to the top of Bataar, the Mountain of Fire and drew from the lava the first Dragon eggs. From the flows of ash the first Flight of Dragons ascended, powerful and wise like himself they flew across Adurra to claim their fortunes. Only two dragons stayed with their father: Rraxxa, the silver, and Jurr’ek, the Red. Together they built the city of Akaad, home of the dragons, and there he breathed the fire of creation and birthed the Dragonborn.
Maeryth

Shrouded in fog, deep in the ocean are the hidden islands of Maeryth. Few outsiders have ever set foot on these ancient islands, and even fewer have returned to tell the tale.

Maeryth has, for millennia, been home to the Aldunii. This tribe of elves thinks of themselves as the 'chosen of Illia,' and Maeryth as their goddess's sacred domain. As a result the Aldunii are highly suspicious, even violent, towards outsiders. Rumors abound on the mainland concerning the elves of Maeryth. Some say they worship demons. Others claim the Aldunii are cannibals. From the outside it's hard to parse the truth from rumor, but most everyone agrees that the Aldunii are dangerous.

## The Clans

The politics of the islands are as varied as any other culture. The clans are separated between the 9 islands that make up the Maeryth chain. Of those 9 islands only 5 are considered 'Spero Aldun,' or the descendents of the first Aldunii.

The first clan, and most powerful, are The Green Circle who safeguard the ancient temples of Illia on the main island of Maera'dun. The most rigid of the clans, the Green Circle, values priesthood above all else. Matriarchal, like most other Aldunii clans, the Green Circle is led by their Chosen Priestess. Uniquely, once a priestess dies her sucessor must earn her position through ordeal. She is brought out, naked, to a lonely reef in the middle of the ocean. She must prove Illia's favor by surviving the violent waves and elements of the open ocean. Those who survive to become their Priestess are treated like living avatars of Illia. Few survive.

The White Sparrow take their name from the thousands of sparrows who call their rocky island home. Inspired by the resourcefulness of their avian neighbors the White Sparrow are prehaps the most curious of the Aldunii. Most repeat visitors to Maeryth choose the White Sparrow island of Cieraba to land because they rarely attack outsiders. Instead they invite outsiders to stay with the clan, forcing them to undergo a grueling multi-day celebration in which every tribe member is given a chance to ask questions of the Outsiders. If at the end of this interrogation the outsiders are found worthy the White Sparrow will let them walk free.
Lolth

Though Lolth succeeded in defeating the forces of Adar she could not earn the friendship of her elvish brethren. With great sorrow Lolth was driven out of Elvish lands and into the great caverns with run beneath the surface of Adurra. Lolth was the first drow, and slowly she gained followers who came to join her to learn the secrets of magic. Soon Lolth created a dark society of elves within the Underdark dedicated to the unrestrained study of magic.

Reaching after ever more esotric power these studies took a turn to the perverse. Lolth wanted to plumb the depths of magical knowledge, and in so doing carried out horrific experiments on prisoners, students, and even herself. In an attempt to make his people more suited to their environment Lolth forever altered them with jet black skin, and eyes that could see even in pitch darkness. Though many of her followers lamented the changes, for it made going to the surface quite unpleasant, they trusted her. Over the years Lolth grew more insane. One of the main manifestations of this madness was an obsession with spiders. She kept thousands as pets, and became consumed with the idea of becoming a spider herself: to become the perfect predator. One day Lolth succeeded in transforming herself into an enormous spider that towered over her students. Her people were terrified, but in fear for their lives began to worship her as a living God. In time Lolth sought greater and greater power to make the content of their prayers a reality. In her exploration of the Under-Dark she found a shard of Pan'll, the god blade, hidden deep in the darkest cavern. Scrying great power from this shard Lolth stabbed herself in the heart sacrificing her mortal body for something more: The Goddess of Spiders and the Dark

## Domains

Madness, Darkness, Knowledge, Evil, Magic
Molly's Journal

This page is for any thoughts you might have or I might have for you.

## Notes for you

Barbarians are a pretty simple class to play. At level 1, all you really have to worry about it how much damage your weapon does, and what the effects and benefits of raging are. You can decide what, exactly, raging means for your character. It isn't necessarily blood-in-the-eyes anger, it might be a period of true grit and determination for your character, or a stress-induced blackout. Maybe your rage is instead a state of peace, a battle meditation that allows your Micah to channel instincts honed over years of hunting(eating?) dwarves and monsters wherever you come from. In any case, your rage is the only recourse you have to keep track of. You can rage twice per day for one minute, basically a full fight. So for two fights per day, you can be in an enraged state. In story settings outdoors and stuff, this basically won't matter, since you shouldnt be running into more than that many fights in a day, but in a dungeon or battle its something you will have to consider.

When you rage, you get a number of effects that make you more fearsome in and out of combat. First, you will have "Advantage" on any strength check, which means any time you need to be strong or athletic, you are allowed to roll 2 20 sided dice and take the better result. Second, you gain bonus damage on all attacks, a number which scales with your level. Third, you take 1/2 damage from basically all physical effects--weapons, falling, fists, arrows, you name it. This is the core mechanic of the barbarian, so it'll be good to know what you're capable of. Let me know if you have any questions or need help creating a backstory!
Pan’ier

Pan’ier is the incarnation of justice itself. Wholly consumed by the pursuit of evil, as well as the aid of the downtrodden Pan’ier became one of the most influential gods in Adurra. Unlike many gods (save Yss) Pan’ier views it as his duty to pursue Justice on Adurra itself as well as the numerous other planes. Pan’ier is often viewed with disdain and confusion by the other gods. For a god to extend their influence to Adurra itself is viewed as tawdry or even unethical. Pan’ier views mortals, rather, as individuals who fall within his own protection like any other. Avatar’s of Pan’ier have appeared over seven times on Adurra within historical record, every instance Pan’ier appeared to warn mortals of the malevolent influence by the gods.

Worship of Pan’ier is common amongst the poor and disadvantaged. Hidden shrines to Pan’ier are common among slaves, as they pray to Pan’ier to deliver them from the injustice of enslavement. These shrines are often violently supressed, especially amongst paranoid slavers, who fear Pan’ier’s justice. Temples to Pen’ier are uncommon, but those few that exist are often small fortified Keeps. Built to grant asylum to those who are persecuted, or wrongfully convicted of crimes by the state. Unsurprisingly priests and clerics of Pan’ier are often hunted down, exiled or even murdered for their insistence upon justice above all else. Clerics of Pan’ier are often passionate, stubborn and righteous in their sense of morality.

## Lore

With the hosts of Gods and Men in ruin Illion met Adar on the fields of mourning. Adar arrived clad in the dark Iron of the mountains wielding his hammer Ukk’ll, the Ending. Illion came wreathed in flames cradling his most powerful weapon, Pan’ll, the God Blade. Their were no words upon their meeting in battle for their futures were already decided. Adar knew Illion’s strength flowed from the terrible blade he wielded, only Ukk’ll had the power to unmake such an instrument of destruction. Though outmatched Adar knew Illion had become arrogant. The power of Pan’ll was his, but he relied upon it above all else. With Adar’s first swing he swing not at Illion, but at Pan’ll. Speaking the words of binding, and striking with the will and authority as King of Gods Adar willed Pan’ll to shatter. The blow raised a spider web of cracks across the face of Pan’ll. While powerful Pan’ll could not withstand the power of Will itself. Pan’ll ruptured releasing the power of the World Heart and casting the shards of Pan’ll across the face of the World. Standing in the crater of the Sundering were not two but four gods rising from the ground. The will of Adar had shattered the lifeforce within Pan’ll and divided its spirit into two faces of the same god of war. Pan’ier stood stunned and weak, the avatar of Justice itself suddenly facing the deeds he had done in the hands of Illion. Pan’ekk stood defiant of Adar, eager to avenge the defeat of his master.
Ocean's Meeting

**"The tragedy of our city is not in what we are now, but what we will never be again." -Mara Odell, Natural Philosopher at the Grand Academy.**

Ocean's meeting is the most ancient city on the Free Coast. Formerly known as Kalemport, Ocean's Meeting earned its name after a massive cataclysm and tsunami leveled the ancient city. Many attribute the fall of the city to the wrath of Jurra: goddess of the sky who was tricked into devastating the most prosperous city on Adurra. Since the leveling of Kalemport the city was forever known as Oceans Meeting in respect for those thousands who perished in the cataclysm. Today the city has built up around the monolithic ruins of the ancient kingdom. Those few stone structures that survived the devastation have been salvaged, repaired, and ultimately stand as testament to the former glory of the city. The one structure that survived in its entirety is the Grand Academy at the cities center which provides the cultural hub of the community. Many ascribe the building's survival to the magical wards of protection that etch the foundation of the structure, but as the runes are so ancient none as yet understand their true purpose. The ancient dynasty of Kalemport was slain in its entirety during the cataclysm, and has left the city in a state of limbo. Many false claimants have attempted to conquer the city, presenting false proof of ancestry to the ancient family, but none have survived long. In recent years the city has come under the rule of the cities merchant guilds, and many look to this with renewed hope. As the city lies near the border of the great southern jungle trade has naturally built up in trade with the exotic kingdoms to the south. Commerce in the city has grown in bounds over the past century the merchant class has forced what few nobles remained out of power, leaving the city largely egalitarian. Because of the power of trade in Ocean's Meeting the city maintains a strict neutrality in political affairs. But when anyone threatens the merchant fleet of Ocean's Meeting, they are met with no mercy. The gibbets on the mouth of the harbor carry testament to the many pirates who have foolishly crossed the Great Merchants.

## The Grand Academy

As an institution the Grand Academy is the single oldest on the Free Coast. Even older than the venerable Archanist Tower of Densport the Grand Academy curates an archive as old as writing itself. Though most of their writings were lost during the Cataclysm the Grand Academy still maintains the oldest, and most detailed writings on Philosophy, Religion, and most importantly the Pillars of Ourell. As most of the Pillars have eroded to the point of illegibility today, many scholars rely upon the ancient transcriptions of the Prophecies for their studies. The Grand Academy's impressive collection has made Ocean's Meeting the academic center of the Free Coast, and to many the cultural center as well. Appropriately the Grand Academy also houses the largest temple to Ourell anywhere on Adurra. Though esoteric in their philosophy the followers of Ourell represent a sizable portion of the citizenry, though many see them as pretentious academics.
Misha's Journal

This page is for any thoughts you might have or I might have for you.

## Notes for you

You chose your otherworldly patron to be the Great Old One, an unknown and possibly unimaginable being of extraterrestrial or extraplanar origin. Think about how this bond came to be, and try to imagine the implications of such a connection on your character's psyche, outlook, and especially motivations going forward. Perhaps this being has spoken to you, even faintly, so faintly you believed it to be your own thoughts, about traveling to Lockwood and beyond.

This pact grants a few boons--the main thing at level one is access to spells and cantrips. Cantrips and spells are very similar, with the exception that cantrips are not expended when you use them, so you can use them infinitely throughout the day. Spells, on the other hand, are exhausted when you cast them, so you will have to rest before using it again.

Warlocks generally have access to fewer spells than other casting classes, but they will be augmented by the very interesting eldritch invocations moving forward. At level one, you have access to 2 cantrips and 2 1st level spells, all taken from the Warlock Spell List on page 191. Additionally, you have access to 2 cantrips from *any* of the spell lists in the section, as well as 1 1st level spell from *any* of the spell lists, since you took the feat Magic Initiate for being human.

So to sum up that's:

2 warlock cantrips

2 cantrips from anywhere

2 1st level Warlock Spells

1 1st level spell from anywhere.

Besides the Warlock cantrip Eldritch Blast, which is basically required, as well as pretty awesome, you can choose whatever you want. Let me know if you have any questions! Good Luck.
Pellar

**The Burning Eye**

The conflict between Pellar and Adar is one of the foundational notions of theology. As a result Adarrian and Pellarin priests often clash. Crusades, counter crusades, ex-communications and brawls between clergy are common. Often seen as arrogant or self-righteous the Pellarin’s believe staunchly that they are in the right, and view Adarrians as stubborn and autocratic. Because Pellarin priests are relatively rare compared to Adarrian priests this conflict is rarely a major Issue, but Pellarin priests still feel the pangs of betrayal.

Pellar’s martyrdom is the central tenant of Pellarin teachings and view sacrifice positively. If it were not for this notable conflict between Pellar and Adar there would be no doubt that sun-worship would be far more common, but systematic suppression of Pellarin worship has cut down on the Pellarin clergy. Clerics of Pellar are often compassionate, scholarly, aloof and righteous. During times of crisis Pellarin temples are magnets for the needy and poor in need of aid. Because of Pellar’s symbol as a beacon of knowledge and healing Pellar worship is much more common amongst the poor. Conversely worship of Pellar is also common amongst wealthy scholars as well as bourgeois nobility who perfer his love of knowledge above the stolid autocracy of Adar.

## Domains

Sun, Community, Knowledge, Healing, Plants

## Lore

Pellar left the body of Io after Jurra and saw the world that his siblings had created together. Pellar greeted his shardbrother and sister happy to see the court of Adar in such splendor. For many years Pellar lived at the court of Adar, entertaining young Thume and Illia with the many stories he had learned from across the Planes. Adar became jealous of Pellar’s knowledge of the world he had created. Though omnipotent Adar looked upon Pellar’s omniscience with great envy. As Thume and Illia became enamored with the stories of Pellar so too did Adar descend into a great brooding jealousy of Pellar. As ruler of his court it should be Adar who knows it best.  Adar began to believe that Pellar was planning to usurp his throne, and steal his children away with his entrancing stories. Once Adar’s envy had consumed him completely he called Pellar before his throne. Pellar was told that he must pluck out his eyes so that Adar may see as Pellar sees, and Cut off his ears to he may hear what Pellar hears. If Pellar agreed he would become Adar’s greatest advisor, but if he refused he would be exiled from the realm of the Gods never to return. Shocked at the cruelty of his shardbrother’s request Pellar left the domain of Adar, but so great was his sadness that once he stepped one foot past Adar’s domain he laid down. From that moment on Pellar looked upon the world of Adar with sadness, always shining so that Adar may know the truth of his envy, and leaving every day so that Adar may understand the depth of his Ignorance.
Drow

**"In no singular instance have I seen a people so closely mirror their homeland" -Thoros Myn, Grand Archanist of the Tower.**

The Drow are a close cousin of their surface brethren: Elves. For millennia the Drow have lived below ground in the vast under-world known simply as the Under-Dark. Here the Drow maintain dominion over their vast network of cavernous cities, and lay in wait for their final vengeance against their hated Elf enemies. The seed of this hatred was born at the dawn of time. When the Pillars of Ourell taught Elfkind the secrets of magic there was one elf who mastered it before any other: Haradin. But in Haradin's hubris he drew the wrath of the gods, and brought ruin upon his people. Haradin was driven out of his home and into the Underdark where he and his followers became the first Drow.

Today the Drow worship Haradin as Lolth, god of spiders, and hope to avenge his humiliation at the hand of his elvish bretheren.
Sermontil

Sermontil, known as the Jewel of Lockwood, is the largest and northernmost city on the coast of Lockwood Lake. Commonly the first stop for travelers on the way to the greater Lockwood region, Sermontil is indisputably the most famous city in the area as well as the most economically significant. In addition to being an important stop for pilgrims visiting holy sites around the lake, it is the birthplace and center of Lockwood's Guild activity.

### Guilds

The focal point of economic activity in Lockwood, the Sermontil Guilds are largely the reason that the region has seen a resurgence of immigrants in recent years. Unusually adept at creating profits through their areas of expertise, the Guild Union, led by the powerful Merchant's Guild, use the abundant natural resources of the region to great profit. The largest guilds include the Coalition of Craftmen's Guilds, the Merchant's Guild, the military enforcers of the Thornclaw Company and the Fighter's guild, who control the city's famous Colosseum as well as provide private security, though on a lesser scale then Thornclaw. The many smaller guilds are equally crucial to the thriving economy of the city and, by extension, the region. Among the smaller guilds are the Mages Guild, the Artists Guild, and the Hunter's Guild. Though it is publicly denied by the Merchant's Guild, it is rumored that the city is home to a Thieves Guild and a mysterious group of assassin's known as the Gemini.
Petra

The last remnant of a forgotten Empire, Petra has existed since long before the founding of Sermontil, Densport, and even Ocean's Meeting. Who its founders were and when they lived in this city has been lost to the passage of time, and in its wake, only the whispers of the dead remain. Petra is known as the City of Lost Souls, as it is said that ignorant travelers merely passing by the city have been swallowed by the curse. That is not to say, however, that the city is unexplored. Lockwood is home to brave explorers and strong warriors, with more arriving each day, and Petra's danger and mystery is its strongest allure. The surface levels of the city have been comprehensively plundered, but even the bravest warriors fear to travel through the catacombs of the city, guarded as it is by traps, monsters, and evil magic. The risk is not without reward, however, and the Mages Guild offers substantial rewards for the recovery of artifacts from within the Sarcophagus City, or information relating to the Lost Kingdom that built it.
Dairine Haden

Altezza
 Segno zodiacale

Dairine Haden è la Capopalestra di Sparesun City.

## Personalità

*"Ogni cosa che cresce, cambia."*

Capopalestra di Sparesun City, proviene dalle campagne del Cloveyshire. Figlia di semplici agricoltori, fin da piccola si è dimostrata non solo affascinata dai Pokémon, ma anche dotata di grande talento come Allenatrice. Dopo una sfolgorante carriera in questo campo, è diventata Capopalestra, prediligendo i Pokémon di tipo Erba, per via del profondo legame con tutto ciò che è verde e rigoglioso, trasmessole dall'attività dei genitori. In seguito tuttavia si è avvicinata sempre di più al tipo Terra, comprendendo il forte legame che esso ha con la crescita: in mancanza di una terra ricca e fertile è impossibile per una pianta crescere.

Perseverante, tranquilla e amichevole, sa dimostrare al contempo una tempra e una grinta invidiabili, perseguendo ogni obbiettivo con estrema tenacia. E' sempre disposta al dialogo e ad elargire consigli, ma vista la sua testardaggine è piuttosto difficile farle cambiare idea su questioni per lei importanti. E' ottima amica di Doona Blackburn, Capopalestra di Cliffog City, situata sull'omonima isola, e con il suoi aiuto si dedica anche all'allevamento di una particolare specie di Pokémon, pressoché assente in natura.

## Oggetti conferiti

Dopo essere stata sconfitta, conferisce la Medaglia Semina e la MT77, contenente la mossa Trincea.
Gaela Grieg

"It doesn't matter who your ancestors were. If hundreds of years of Griegs didn't spawn a demon, they're not about to start now." Sanda Grieg regretted saying to her husband the moment their daughter was born. With curling black horns, fiendish red skin, and a scaly, winding tail, Gaela Grieg was a demon indeed. Though her parents, nobles from Venta, had long awaited the arrival of a child and an heir to their dynasty, the disturbing countenance of their spawn was too much for the sheltered nobles. Sent away to a school on an island far to the south of Summer's End, Gaela lived as an outcast among outcasts, even the most troublesome of children rebuffed the young tiefling, though whether it was from fear or malice she knew not. Just when Gaele believed there was no place for her on earth, the school was set upon by pirates under the flag of the pirate Derringer. The pirates looted and stole everything from the school and its noble progeny, not fearing the host of guards or the revenge of the wealthy elite they stole from. Gaele relished in the chaos, and proved to the pirate crew that she belonged among them by picking the lock to the school's armory and letting the pirates inside. Gaele grew up among the pirates, learning to fight, steal, and explore with the world's most notorious criminals. She proved time and again to be a capable and worthy member of the crew until the day that Derringer himself set the ship toward an inland river. "There is a lake beyond the river, and beyond that, our dreams. Across the plains, and over the desert, there lies a sea in the shadow of an ancient kingdom, where nobody from this world has ever set foot. A pirate without a dream is nothing, and the dreams of this ocean are long dead." Though she wanted to come with them on their adventure, Derringer simply said, "When you're strong enough to have a dream of your own, you can meet us on the other side of the world, at the Western Weald!" Years after the pirates left, Gaela set out once more, with two swords, all the gold she could carry, and her dream: to find the one place in the world she fit in.
Yss

**The Lord of Song**

 Yss values freedom and happiness above everything. As the Halfling people have come to value the lifestyle of Yss, so too has Yss come to value the life of the mortals. Though Yss is a god now he is still fond of the Young Races. Always an advocate for the welfare of the races of Adurra Yss is a good friend of Pan’ier and Illia. Worship of Yss is typically confined to the Halfling people and necessarily carried across the coast. Those few non-Halflings who worship Yss are often freespirited adventurers, bards and musicians. Priests of Yss often aid the church of Pan’ier in their quest to aid slaves and the indigent. With disguised Yssian priests guiding escaped slaves to the churches of Pan’ier. Clerics of Yss are often wandering minstrels and adventurers seeking out new stories and histories to integrate into the spoken library of Yss.

## Domains

Luck, Trickery, Charm,  Liberation, Knowledge

## Lore

Yss was the god no other god cared to be. As the last god born few expected much from him, and as the youngest god few respected him. Still Yss was born with a chip on his shoulder and a natural talent for song. Yss became known for his bawdy songs at court, and particularly for his love of mortals. In the early days of the races of Adurra Yss would wander countryside as a mysterious story teller. Yss would pass from village to village telling stories of the gods and angels, in this way many people learned the stories of creation. The gods grew concerned that Yss was too candid, no mortal need know of the reality of godhood. As Adar heard of these bawdy stories of himself and his shardbrothers and sisters Yss was commanded to court. 'How dare you slander our names, corrupting the young races with your false stories,’ Adar asked from his throne of granite. Yss smiled answering 'for some a lie may lie at the heart of the truth, for some a truth at the heart of a lie. For me my stories tell only the truth, but you are deceived only by yourself’ Yss quipped motioning at the seat vacated by Adar’s son Illion, an embaressing moment in the court of Adar. Adar was furious he commanded Yss to live amongest the mortals for a generation, lest he gain any more arrogance as a god. So Yss lived a lifetime as a common Halfling, singing songs, working the fields. Yss even had a son and a daughter Oddel and Hilma. His children came to rule first tribes, and their songs are still sung today.
Garrakg

**Chef of the Humble Feast**

Garrakg, also called Garrakg Battle-Cook, is an orcish god of chefs and cooking. His followers almost completely consist of orc cooks. He is often depicted wearing a bloodstained apron and a chef's toque, brandishing two gleaming meat cleavers. Garrakg's goal and purpose is the pursuit of culinary perfection. He is known to show favor upon those who cook fantastic meals, and he is known to have hatred towards those who waste or discard food. Waste of something edible is an Abombination unto Garrakg. While other orcish gods wage war in the cosmos, Garrakg merely follows behind to cook the perfect meal for ancient fallen heroes. He maintains a 'kitchen', of sorts, on the plane of Limbo. Garrakg is considered a minor orcish god, and is not typically known to have entire temples devoted to him. Often enough, one can find small shrines to him within orcish kitchens. Very few are devoted enough in the culinary arts to become clergy of Garrakg, but those that do typically uniform themselves in aprons and chef toques, to better reflect their Culinary Lord.

### Tenets of Worship

In an ancient and secret book of recipes, Garrakg sets forth his tenets, the most important being the first:

I. No Waste Good Food

II. No Let Man Starve

III. No Eat Man--Meat Bad

IV. No Interrupt Chef During Cook

V. Too Many Spices Means Bad Cook

VI. Pray Through Feast

VII. Cook For Friends Is Most Important

VIII. Always Cook For Guest

IX. Try Every Food Once

X. Eat Food Around The World On Pilgrimage

## Domains

Community, Healing, Strength, Plant, Animal
Birth of a Plagiarist

**Birth of a Plagiarist** is the fifteenth chapter of Mega Man X: Unit 49's Season 1.

The chapter starts with Saturn and the Mysterious Man inside an elevator talking about infiltrating Saturn's new War Machine in the Earth's Government, then Saturn mentions his new creation is equipped with an information deviced similar to Mantra's. Seeing the man didn't know about this, Saturn tells him about Mantra. The Keros-Luthier Number 001 Mantra was a joint project of Kerbekeros and Kran for the Caribbean Convention of that year, but their objective was too complex and they couldn't finish it in time. Mantra would be equipped with the **Soulstream Exchanger**, a device that could give, drain or exchange energy with other Reploids, creating a link between them and giving him access to the information of their bodies (specifications, DNA, etc.) and their **minds.**In that time, hours of contact were necessary to grant the bear of the *Soul Ex* a full access. Kerbekeros banished Kran from his laboratory for unknown reasons and took Mantra for himself. Later, Kran still accepted to join the Neo Maverick Army on Kerbekeros' side and gave the blueprints of the Soul Ex to Saturn. The Mysterious Man says such a treacherous man shouldn't have so much influence in the N.M. Army.

Later, Saturn meets Dave and Herbie and they are finishing to weld D1's hand. The Mysterious Man considers that D1 could be influenced by other ideologies when absorbing data of minds and eventually betray them, but Saturn replies saying D1 is a hollow shell made to obey his orders, and would manipulate people using their own feelings if it was necessary. Then, Saturn activates SWM 02 D1 Doppelganger.
Avna

## Appearance

6 feet tall, long blonde hair, wears it over in face to cover scar next to right eye (except while cooking of course when it is always worn up).

## History

From the outskirts of a remote Elvish City in the North. Avna left her family to fight against the human invaders from The Bay of Needles. When her forces where divided and largely decimated she was wounded and lost consciousness. When she awoke she found herself in the back of a wagon, a prisoner of war.

After a series of harsh masters, an equal amount of failed escape attempts, and a greater number of painful reprimands, the soldiers grew tired of her disobedience and sold her to an infamously cruel noble house. House Sadarius had clawed its way into wealth and power over generations of devious plots. They now spent that wealth on high military positions and cavorting in court. The family was known to be exceedingly racist and kept a full stock of Orcish and Elvish slaves.

Avna was thrown into the kitchens and was immediately expected to serve the Sadarius family without fault, despite her inexperience in the kitchen. She suffered increasingly harsh punishments for even the smallest mistakes. The slaves of the house learned quickly to disregard race and work together to survive. Salvation came in the form of an edlerly Half-Orc slave, named kardash, who worked the kitchens.

Despite the harsh environment, Kardash was not only optimistic but somehow jovial. He helped Avna to become a great chef though the teachings of his god, Garrakg the orcish god of chefs and cooking. Kardash promised her deliverance from their hell if she devoted herself to Garrakg and his noble tenets of cooking. She agreed and swore an oath then and there to to god and his tenets if she could survive the ordeal.

It took one and a half years to escape from that house. One and a half years of extreme dedication to cooking and the noble god. But Kardash and Avna survived the bloody slave revolt in the house, as well as the 6 months of running, hiding, and fighting to escape the hostile Bay of Needles.

Never once did she lose faith in Garrakg or in Kardash. In the end, she saw him returned to lands friendly to him and took up his journey to serve Garrakg.
Cyrus Akagi

**Prima apparizione** | -

Cyrus era ritenuto un geniale medico psichiatrico, che lavorava presso il manicomio di Giubilopoli fino alla sua scomparso in seguito ad un incidente.

## Pokémon

### Team Principale

 **Magnemite -> Magneton -> Magnezone**

 **Magikarp -> Gyarados**

 **Murkrow -> Honchkrow**

 **Sneasel -> Weavile**

 **Houndour -> Houndoom**

## Curiosità

* Magnezone è l'unico Pokémon che Cyrus non ha in nessun gioco ufficiale, ma solo nel manga, esso gli è stato dato per dargli un team comune completo.
Orren the Arcane

One of the few true wizards in the world, Orren studied the magical arts since childhood at the Noviomagus Library in the heart of Densport. Learning among sorcerers, clerics, and the occasional warlock, Orren always found himself at a disadvantage against the natural spellcasters. Though he had a knack for history and the physical sciences, for years, Orren struggled to cast even the simplest spells. Even his teachers believed his lack of natural ability would prevent him from ever becoming a true mage. But Orren persisted, and his comprehensive understanding of the physical world allowed him to finally make a breakthrough in his spellcasting--though transmutation. His great knowledge was a boon to his masters at Noviomagus, but he scorned those who had doubted him. When he was offered a position in the Mages Guild of Sermontil, he was quick to abandon the school that now relied on his studies. The only thing that mattered to him was understanding the Nature of the world, and his masters knew nothing of the world beyond the Densport walls. Booking a caravan to Ellesmere, he set out for a new adventure, one beyond the black waters of Lockwood Lake. There, the secrets of the old world still lived, the ruins of an ancient kingdom, and the support of likeminded mages. Orren boarded the ferry, promising to prove to those who had doubted him that his discoveries would change the world.
Rousseau

Not much is known about this young bard or his reasons for setting out in the first place. Some say his story begins in a storm, when the sounds of thunder ceased their cacophony and sounded one brilliant chord at his birth. Some say when his family and friends fell to the swords of Bloody Fortune, the sounds of the battle brought him tears of joy, and he vowed to recreate the symphony. Some say he was lost in the forest, and the song of the spirits tried to drive him further and further into darkness, until he played a single song and the forest was drawn to him. Others still say that he is a Gemini, that death follows all in his path. The boldest among them say that he is no man at all, but a figment of a dream, come to Lockwood Lake to be made real. It is as they say, you can only be sure of what you have seen, and you see him here, before you. Is this the end of your story, or only the beginning?
Cyrenox

**Cyrenox** is an antagonist introduced in Mega Man X: Unit 49's second season. He is a Liquid Metal Reploid developed by the Jamison Industries who suffered a brain damage and lost the ability to care about his equals and the world he lives in.

## **Personality**

Cyrenox seems to be the only of the Liquid Metal Reploids who does not hold a grudge against his creators nor mankind, so he does not care about the Neo Maverick ideals either. He dislikes following orders and joined the Army only because the war seemed a source of fun, but he keeps being reprehended by his sister Corrosive Nagaxid, to whom he shows distaste and envy.

Cyrenox is aware he is demented source of problems, but he is completely indifferent to the consequences of his acts. He is still childish and feels humiliated when facing a stronger enemy who does not acknowledge him as a big threat.

## **Abilities**

Just like all the Liquid Metal Reploids of the Jamison Industries, Cyrenox' body is made of a substance that can shift between solid and liquid in their own will, which corrodes the parts of normal Reploids when it touches them while heated or liquefied. Due to that, his ability to liquefy can be nullified if he is frozen by an ice weapon. Unlike his brothers, Cyrenox seems to be unable to morph into other kinds of bodies.

Cyrenox has two heated liquid metal guns and a Liquid Metal Saber.

## **History**

*Recommended Reading: Jamison LMEF's History*
During the experiments that gave birth to Cyrenox, he suffered a damage in his nucleus that affected his personality, but since the Jamison LMEF Researchers did not care about their minds, he was kept alive.

After being freed by Corrosive Nagaxid, Cyrenox became interested in the idea of fighting in an Army and joined the Neo Mavericks. However, he was put as a patrol unit in the same facility and tasked to warn the NMA in case any Maverick Hunters were sighted.

On June 27th, Cyrenox was riding one of the cargo vehicles when the security detected unknown Reploids teleporting outside the Production Sector. He was sent to check and somehow noticed the small distortions in Illusion's mirage, but it is unknown if he actually told the truth about that. He jumped in a liquid metal tube and travelled to his sister's room and told her he wanted to fight the Maverick Hunters, but she ordered him to escape and remain in safety.

   Cyrenox disobeyed Nagaxid and ambushed the Hunters, who saw him as annoyance. Cyrenox fought X and Blue Knight, but the battle ended very quickly when he was hit by Blue Knight's freezing shot. X gave him a chance to surrender, but he found that humiliating and said he would not stop causing trouble if they kept him alive, insisting to fight and shooting X, who released his charged shot. Cyrenox had half of his body destroyed, but he felt on a liquid metal pool and escaped.
The Free Coast

The Free Coast is home to a wide range of societies. From the frigid expanses of Kingsport to the balmy harbors of Ocean's Meeting.

Politically the nations of The Free Coast are fractured into many different city states. The largest City, Densport, spreads imperiously across the foothills of the Maw. Further south, Ravenna, and its many fortress estates plays host to dozens of knightly orders, offering aid to those with a worthy cause (or a worthy contract). Across the Calladus Narrows, Summer's End sits in turmoil as a great civil war splits the island in two. Ocean's Meeting lies atop the ruined city of Kalemport, though a shadow of it's glorious past the markets at Ocean's Meeting are the largest in the human world. Wren holds vigil along the vast western marches holding back the vast horde of orcs that threaten to overrun the Free Coast. To the far west Lockwood Lake stands as the western edge of a new frontier drawing settlers from across the coast.

## The Lands Beyond

To the south lie the deadly Jungles of Curau. This vast expanse of tree choked forests is the southern edge of civilization. Many doubt that anything exists beyond, though some have visited the lush islands to the south, none have stepped foot on land in respect for an ancient taboo. An ancient curse, and a lingering shadow over the twisted trees of Curau.

The the Far North lies unending expanses of frozen waste. Tundra goes on for leagues, and few believe that anything at all could live in such conditions. Though the wise know that an evil calls these wastes its home, and the few that return from the wastes are haunted with an darkness few can comprehend.

To the west lies a mystery. Many fear that a vast sea of orcs threatens to lay waste to the Free Coast. Others fear far worse in the lands beyond. Either way, to the west lies danger. A danger that drives these orcs to further acts of desperation as they encroach into the lands of men.

To the Far East lies vast ocean for leagues, though a few ships have arrived from a land known as Socia. Heaping with fragrant spices and exotic cloth these trade flotillas arrive in the ports throughout the coast offering untold riches, and knowledge from an alien culture.