recursal/Fanatic-Fandom huggingface dataset:
Hot16challenge2

**Hot16challenge2** - wyzwanie polegające na nagraniu 16 wersów i nominowaniu kolejnych osób do akcji, które mają stworzyć swój utwór w 72 godziny. Druga edycja legendarnej rapowanej akcji to nie tylko nagrywanie muzyki, ale również pomoc w walce z koronawirusem. Wraz z #hot16challenge2 ruszyła zbiórka - *Beef z koronawirusem #hot16challenge* dla Siepomaga.pl.

Całą akcję można śledzić na stronie http://hot16challenge.network.

## Tekst

pandemia gorąca, tyle tych tekstów

w karcie na czasie szesnastek robimy już zapewne więcej niż na covid testów

nie uprawiam jogi, nie upiekłam chleba

ale nie szkodzi bo przez moje myśli z chlebem i solą już czeka pół piekła (na mnie)

nie odwiedzam mamy, nie chodzę do sklepu

bo nie chcę nikogo zarazić myślami, że boję się życia, nie braku oddechu

miało być mądrze, miało być fajnie

a tu mi znowu wychodzi litania, nie umiem w zabawy, potrzymaj mi maskę

od dawna tak mam, od dawna tak mam, teraz tak ma cały świat

i nie jest mi lżej i nie chcę tak

od dawna tak mam

nie umiem w morały i twarde słowa

nie będę wspominać o mgle, no chyba że w empikach jesienią, ktoś wie o czym mowa

nie umiem też liczyć, czy było szesnaście

i to nieliczenie się czasem przydaje, na przykład w wytwórni lub na kwarantannie

mijają lata, mijają wiosny

a ja w szklanym kloszu, czy wirus czy słońce i zamknięte przede mną jak fryzjer drzwi

kończmy

## Nominacje Marty

* Kortez
* Lor
* Klaudia Wyprzał

## Realizacja Marty

Tekst: Marta Bijan

Produkcja/mix: Haldor Grunberg

Realizacja video: Tomek Wilczyński Studio Hologram

## Ciekawostki

* W wannie miała być jeszcze być woda, ale w ostatniej chwili Marta zorientowała się, że leży w niej razem z lampą podłączoną do prądu, więc zrezygnowała z tego planu.
Rules

Words in first person usually refer to Mist.

Block policy kinda depends on the situation, but there are generally 2 warnings (along with some other stuff, if necessary) given out for each rule on this list, then the blocking will go from there.

## Main

* **Don't harrass or threaten people.** Unless it's a joke and it's obvious.
* **Don't vandalize.**
* **Don't ban evade.**
* **Don't start drama.**
* **Don't spam or necropost** (it's necroposting if the blog/thread/post is more than 2 months old. There's some exceptions with the spam rule.)
* **Don't post inappropirate images**, such as: sexual images, images with gore (unless it's minor) images that might cause harm to a person (including seizures), images that include suicide or self harm, and more.
* **Don't make inappropirate jokes.**
* **Basically, don't do inappropirate things.**
* **Don't discrimate against someone.** Unless it's not a mean joke and it's obvious.

## Anion

Most of these rules dont exactly have a blocking system, but more of a reminder/warning system, but breaking some of these rules might get a block.

* **Try not to make an anion with a number that another anion already has.**
* **Try to make your anion original**, put some thought into it! (You don't always need to make a personality for it) If you have an idea you're not sure is original, you can check the Anion Masterlist.
* **Don't base an anion of a person and make the anion have only negative traits.** It's a little rude to.
* **Don't sexualize an anion, or make it super evil and it kills people and theres blood everywhere.** They're meant to be wholesome creatures. ):
* **Don't go way off how an anion should look**, like making a literal cat and calling it an anion, or making an anion with physical traits that an anion absolutely shouldn't have. (Additional things (like cat ears and antlers) are alright though, but an anion SHOULD have a circle body (unless your idea absolutely needs to have the anion be a different shape), the arms, legs, hands, and three/two circles on the top of its head, not something like 3 antennas. Color isnt related to this, I honestly don't care what color you make it.)
* **You may add relationships, add things to the inbox, or make spelling or grammar edits to someone else's page and nothing else. If the author changes your edit, please respect it and don't revert their change!** If the author is thought to be inactive, we may review your edit and change it if it doesn't suit the anion.
* **You may make an anion similar in appearance to an existing anion and make changes to their interests and personality!**Just don't make them identical and youand basically going to be okay.
* *Not exactly a rule,***but if an anion doesn't have a personality trait section,  assume that it acts like a basic anion.**

If you have any questions ore are unsure about something,  ask right away!
Yoban

Yoban is an idyllic village set along the journey towards Ironstone bay, despite its closeness to the Southern edge of the Gieleden Forest Yoban remains unmolested. Yoban was named long ago after the hero who slew a collection of Dark Priests in the Forest who were intent on murdering a young lady. Such was her gratitude that she married Yoban and the two settled in the area building an Inn called The Grateful Wench which still stands to this day. The blade that hangs above the fireplace in the main bar is blended with powerful magics, this has been verified by Sourcerers, and cannot be removed by any means so far discovered. It is believed to be the sword that Yoban carried during his life.
Rendrith

Some 300 miles East along the coast from Malierunne lies the costal city of Rendrith; a large city of some ten thousand souls that is nestled between the great Lake Primus and the Southern Sea on the Derith. Its buildings are a mixture of Wood and stone and what little of it touches the land is surrounded by imposing stone walls. Great Chains impose themselves into the waters around the city making it an unpopular choice of attack.

Whilst still a port Rendrith fails to attract as much trade as does Malierunne. Indeed its position upon the estuary of the river Derith has made it more popular as a naval seat of power and it has over the years become a thriving industrial base for the construction of the royal navies fleet. The greatest benefit comes from Lake Primus though; this huge expanse of water shelters many fleets away from the storms on the main ocean and the threat of piratical attack. Great shipyards roll out from the shore of the lake and it seems that Rendrith is always producing vessels like some great mother producing a thousand offspring.

The city falls under the governorship of Admiral Sedgley LeWain, a stalwart officer of the Royal Navy, he maintains the running of this bustling city. 500 marines are constantly at his disposal, as are three frigates and a number of Barques and sloops dependant on his needs. All of the Admirals Captains were handpicked and proficient in their skill as sailors and leaders.

One other landmark of note that exists at Rendrith is a mysterious lighthouse that appears to have been built centuries before even the kings had come to the land. None have as yet been able to divine the purpose of the lighthouse and indeed it remains an enigma to this day.
Rising of Chaos Wiki

# Welcome to the Rising of Chaos Wiki!

The Rising of Chaos is a Live Roleplaying game by DA Studios that has been running since 1997. It has changed a lot in its long years but you should be able to find everything you need to get into or back into the game here.

**Overview**

**Games in RoC**

**Gameplay Rules**

**Character Creation**

**Skills**

**Races**

**Nations of Daer Akmir**

**The Basics of Magic**
Arith

The village of Arith comprises about 200 souls dwelling in 120 or so wooden buildings guarded by a simple palisade and a handful of recruited militia. Arith is a farming community but also contains several small wood mills, indeed the wood of Arith is famed as being soft and pliable when green but as it dries it becomes quite strong, possibly the strongest wood in the basin. This has made the area reasonably rich with a wood trade that supplies mainly the nobles of haven.

Recently rumours have begun to circulate that a group of Wood Elves have moved into the area and are teaching the locals how to make better bows in return for refuge. However the locals refuse to verify these rumours and no proof has been found as yet; Arith bows are said to have a difficult pull but an incredible range and the shafts of the arrows are said to be as strong as steel.
St Mundensberg

St Mundensburg started life as a trading outpost for the benefit of trading with the Dwarven communities of the Razorback mountains. Over the years however it has developed into the strongest concentration of Basanic military forces in the North: St Mundensburg has massive 40 feet high stone walls surrounding what has become little more then a city of barracks, training grounds and stables. Siege towers poke out above the height of the wall like silent sentries whilst catapults and ballista defy any warleaders to bring their forces to bear.

Approximately 1,000 military man St Mundensburg; some are Silver Saints, some cavalry, some archers and so forth. For every 10 men is a young knight in training leading them, these knights report to the Lord of St Mundensburg Sapphire Darkspur whose Herald is Jonst Ataxis. During the Winter seasons almost a third of the Basanic forces are positioned at St Mundensburg.

Alongside the army the Clergy and the Colleges also maintain a strong presence within St Mundensburg with perhaps 50 Priests and 50 Source Users being present at any one time. The Massporters guild also has a strong presence and twelve greater massport circles stand ready for use. There are facilities for housing travellers within the walls but they are basic and Spartan, the civilian populace makes its living servicing the armed forces that have made St Mundensburg their home.

St Mundensburg guards the North from any incursions that may come South out of the Tribal Lands and against any aggression that may attempt to sneak its way from the warrens of the Ironbloods. There are many other threats that could make their way down from the wild lands beyond the Razorbacks and St Mundensburg stands ready.
Varrow Remnants

The children of the Astral have always been outcast and hunted by the people of the Royal Basin for fear of their unseen talents and the lies told to them by the Ministry if Murder. Psionicists took refuge in the dark places and made their circles in places where the Varrowsite grew, something that would haunt them for generations to come. Many were infused with its power and found themselves become a place where it could cultivate itself. Down the years the curse of the crystal was to manifest as the Varrowsight grew in the children of these long ago Haruspexes marking them as something to be feared in the Royal Basin.

The Varrow Remnants are touched by the darkest part of the Astral, a power that comes from deep within the White. They tend to be deeply secretive and sophisticated individuals who play out quiet manipulations from the shadows. They are not inherently evil or wicked but find themselves easily detached from morality, observing the world from as a third person, seeing each individual they meet as a tool, a threat or easily dismissable. As most of the Basin hates them they tend to be planners, preparing for dangers and laying their plans with the veteran skill of a seasoned General as they revise their tactics again and again.

### **Specific Look**

* Varrow Remnants have crystals growing from their skin.

### **Less Generic Look**

* They may also have:
* Cracked and broken skin
* Prominent veins
Humans

*In the first days of this world the Gillieabad, the spirits that created all things, made humanity to stand as soldiers to defend it. Many thousands of years later the great Nexus came to this world and through its magic, the races that we know now were born of that humanity. The majority of the great civilisations of the world are dominated by humans who dictate the culture and attitude of those societies and continue to spread insidiously across the world.*

The most widely spread, Humans are an eclectic race full of people from all sorts of locations and occupations. The variety of different cultures within the Royal Basin leads itself to have a varying range of Humans each with their own traditions and styles.

Humans live on average to the age of 80.

Humans are found in every culture even picking up traits of some of the other races while integrating into various elements of the diverse lands of The Royal Basin, thus leading them to be an enigmatic race of variety and acceptance.
Angelic Remnants

The power of the Divine runs through the veins of a handful of mortals that walks this world and in the words of many Priests these beings should be known as the Blessed. In days before the Laws and contracts between Divinity and Mortality existed those beings that rose to be as Gods walked the lands. Whilst in the world they took their pleasure, some loved, some lusted and others rose families but whatever their motives they were eventually relegated back to their power but their legacy remained. Those born of such remnants are revered and reviled, they are dangerous beings whose souls are considered pure by some and corrupt by others, most will hide their heritage those few that embrace it are often hunted.

Angelic remnants are deeply gifted individuals, they seem to all be born with a supremely advanced gift in one field or another. They move to become masters of their craft no matter what it might be although it is usually expressed as an artistic or creative streak: Painters or Woodworkers of generational inspiration have often been Remnants of an Angelic line. They are naturally, deeply spiritual and gravitate toward the faiths where they become vocal and ardent followers of a faith. So much so that they sometimes gain supporters and occasionally followers who awaken the Divine Spark within them. In moments like this the true nature of their heritage is revealed with great and uncontrollable danger.

### **Specific Look**

* Angelic Remnants have feathers running in sequence from their hair.

### **Less Generic Look**

* They may also have:
* Broken lines around their eyes.
* Silver or Golden highlights in their hair
Broade

Broade is a popular fishing village nestled in the pocket of land created by the River Derith. Broade has only fifty undefended buildings and a population that remains steady throughout the years. Indeed little has changed in Broade over the generations since its creation. As well as being a popular fishing spot and provider of fish to the local area there are a number of mills alongside the Derith. The mills produce enough flour to create a thriving bakery industry and the area has become famous for both Broade Bread and Broade cakes. The town has only one Inn imaginatively named The Sea Serpent which also doubles as a village store, stocked with agricultural rather then adventuring goods.
Szczelina

**Szczelina** - siódmy singel Marty Bijan i drugi zapowiadający jej drugi album, który premierę miał 13 listopada 2020 roku. Jest to trzeci utwór z drugiego albumu artystki - Sztuki płakania.

## Opis

> od kilkudziesięciu lat w zimnych miesiącach w tajemniczym paśmie górskim Trybecz na Słowacji znikają ludzie. po prostu rozpływają się w powietrzu. według większości to zwykła legenda, inni twierdzą, że w górach wśród drzew mieści się przejście - może być nim nawet niewielka szczelina, cienka jak włos - do światów, o których istnieniu wolelibyśmy nie wiedzieć.
> ,,szczelina” to altpopowy, hipnotyzujący utwór o miejscu, w którym czas nie istnieje, a cisza może patrzeć tysiącami par oczu. tekst nawiązuje do powieści o tym samym tytule, autorstwa słowackiego pisarza Józefa Kariki. on sam mówi o Trybeczy, że kojarzy mu się z Twin Peaks: ,,duże nagromadzenie drobnych, dziwnych rzeczy na niewielkiej powierzchni”.–Opis utworu na kanale artystki na YouTube
>
>

## Tekst

tutaj cisza ma oczy zielone

w oczy ciszy nie zagląda słońce

możesz ją zawołać, podpisać ciszy pakt

w zielone zagrać na sam koniec

zobaczyć co podpowie

noc nastanie głucha i ciszy poznasz chłód

i chyba rację miał, kto mówił, że

w lesie zniknąć można, lecz ja

chcę zniknąć, chcę

i znaleźć się, odnaleźć się

chcę zniknąć, chcę

i znaleźć się, szukajcie mnie

nagle cisza ma oczy ruchome

oczy ciszy zjadają czas, milczące

ciężki sufit lasu opada na mnie

strach odczuwam głębiej niż bym chciała

wychodzę z sieni ciała

noc nastanie głucha i ciszy poznam chłód

i chyba rację miał, kto mówił, że

w lesie zniknąć można, lecz ja

chcę zniknąć, chcę

i znaleźć się, odnaleźć się

chcę zniknąć, chcę

i znaleźć się, szukajcie mnie
Character Tiers

video File:Placeholder
Character tiers are a measure of your overall ability. As you gain more endeavour, the maximum levels of various skills you can purchase will increase - sometimes skills will also require a certain amount of other skills to purchase first, this is noted in the skill descriptions.

1. Tier 1 - Endeavour 20-29
2. Tier 2 - Endeavour 30-79
3. Tier 3 - Endeavour 80-179
4. Tier 4 - Endeavour 180-349
5. Tier 5 - Endeavour 350+
The Nations of Daer Akmir

## The Royal Basin

*- Freedom, Ambition, Pride, Integrity -*

The Royal Basin is a Monarchy, ruled by Queens and Kings who are supported by great noble houses. Their power is built on the back of the loyal common folk who toil in the fields, support their industries and take up arms when war is declared. The people of this nation are proud of their heritage and their achievements, determined in action and impossible to break. Even in defeat they are always rising.
Codex Born

# **Codex Eaölfs *(Co Dex)***

The first race of the Eaölfs this race are touched by the power of the Gillieabad and the eldritch force that is the Codex of War during a time of a great upheaval of Faith. They are Intuitive, visceral people with a great connection to the deities of the world which makes them a deeply spiritual people. Through them, the power of the Divine freely flows and they often find the dreams of those powers speaking to them in their dreams as once their predecessors, the Zoranethi, once so dreamed.

Codex Eaölfs are both a thoughtful and faithful people who find themselves dominated by positions within the Clergy and various Priesthoods of the Royal Basin, most commonly among the faith of The Kraken. Their birth into the world has left them a little naïve but full of wonder for the land and people that they have come into and the Deities are the highest of these reverences. They are often dedicated to their deity giving themselves and their souls wholly to them and their purpose.

Codex Eaölfs are designed for people who enjoy playing “hip and thigh” style believers of faith, fervent and unwavering in their beliefs. They are, however, still new to the world and have much to explore and learn taking much at face value and being openly trusting and unquestioning. They are also likely to have their lineage with the Zoranethi and their once, portentous abilities called into the game.

### **Examples in the real world**

* Night Crawler from X-Men
* River Tam from “Firefly”
* The Iron Giant from “The Iron Giant”

#### **Essential Look**

* Codex Eaölfs have various shades of soft purple as an undertone to their facial colouring
* They often have long pointed ears

#### **Common Fashion**

* They prefer simple robes that fit with a deity
* They usually carry Priestly tokens
* A seahorse is often worn with prominence.

### **Roleplaying Guidance**

* *Codex Eaölfs are skilled brewers and crafters***–**From the days of the Zoranethi they have been skilled in the arts of herbs and limited artifice. They follow these traditions as a homage to the days gone past
* *Codex Eaölfs were Zoranethi***–**They were one of the original tribes and were trapped in time for over two thousand years, whilst they have had almost a decade to adjust they follow many of the ways of their people from pre-comet times.
* *Codex Eaölfs are impressed upon by faith –* They are a part of the Kraken and have become infused with a part of his being. In this, they are extensions of faith and are easily influenced by those of faith and bend easily to anyone who presents strongly of their deity.
* *Codex Eaölfs are patient***–**They understand that they have been ripped from time but that once they were a powerful empire. They are quite likely to play the long game in any given situation to see their plans born to fruition.
Tier Four Skills

**When on desktop, try hovering your mouse over a skill to quickly see the description**

*Example*

## Tier Four Skills - 180 Endeavour Minimum Spent

#### Chirurgical Skills

 Greater Noblemancy | 3
 Resuscitation | 5
 Medical Training | 2
 Skilled with a Bonesaw | 2

#### Magical Tables Ref

##### Cast Alone

**These bonus mags are added to your maximum level of effect when casting Transcendental Magic. Always pull backlash at MAG 10 if you use this skill.**

 2
 3

##### Cast With Others

**This magnitude level is the maximum amount of mags you add when casting with others, even if you could not cast that many mags normally. Add all the mags used in the effect together and divide by the number of participants to determine the backlash (to a maximum of 10)**

 2
 3

Go To Tier One Skills

Go To Tier Two Skills

Go To Tier Three Skills

Go To Tier Five Skills
Daemonic Remnants

During the early days of sourcery and savagery, the early ancestors of today’s orcs and humans used bastardized versions of Skagriagaard blood magic and sourcery to summon daemons to them. The summoning was not as one would expect today, calling a physically manifested daemon to the caster, instead the creature was summoned screaming from the Shadowlands to wear the skin of the summoner, enhancing their strength and ferocity. Children produced by such casters were dubbed the daemon born and their line still exists today.

Daemonic Remnants maintain much of the need for power that their Daemonic counterparts do: A Daemon feeds on power of any kind, political, the power of a soul, reputation; all of these things enhance the magical nature of the beast. This desire remains strong in these creatures of the Source and they are keen to exploit the world around them to gain it. This drive does not make them reckless more it leads to them being calculating intelligent beings whose blood calls to the corrupted beings of the now defunct Lands of Shadow. Daemonic Remnants are often killed at birth in the Royal Basin such is the hatred of Daemons there, however, those that hideaway and survive are found in places of strength making themselves indispensable.

### **Specific Look**

* The mark of Daemon kind comes in the form of horns that manifest on the forehead, pushing their way through the mortal flesh.
* These are of varying lengths some more prominent than others.

### **Less Generic Look**

* There are many vestigial traces of the heritage that passes through the blood:
* Scales and blackened red skin traces
* Tattered wings
* Unnatural growths on arms or legs
Tier Five Skills

**When on desktop, try hovering your mouse over a skill to quickly see the description**

*Example*

## Tier Five Skills - 350 Endeavour Minimum Spent

#### Tactical Skills

 Whirlwind
 Battlefield presence | 5

#### Individual Skills

 Inspirational | 5
 Living Legend | 3

#### Academic and Crafting Skills

 Malefic Armourer | 3
 Divine Armourer | 3

#### Chirurgical Skills

 Resuscitation | 5
 Skilled with a Bonesaw | 2

#### Magical Skills

 Greater Hidden Strength | 2

Go To Tier One Skills

Go To Tier Two Skills

Go To Tier Three Skills

Go To Tier Four Skills
Tactical Skills Descriptions

## Tactical Skills

Tactics represent your ability to beat opponents in battle through your characters training rather than your own personal abilities.

### How I buy them?

* You purchase the skill Tactics which gives you one Tactical Point[1]
* You then purchase any of the Tactical Skills once
* You may NEVER have more than 10 Tactical Points

### How do I use them?

* You may use them in combat at any time by spending one of your Tactical Points
* All of your Tactical Points come back at the end of combat or rollovers.
* Each skill is succinctly described
Ironbloods

# **Iron Blood Kuldisar *(Cull Dee Sar)***

One of the races of the Kuldisar these people are touched through the power of the comet with the Gillieabad of the Deep Mountain and blessed with the gift of the soul. They are secretive individuals who work through the power of Oaths to protect the souls of the people of the Mountain. They are bound to the darkest part of the Mountain and as such are ruthless, ambitious souls whose responsibilities are the only thing that redeems them.

Their immense connection to souls has meant that they are often priests, drawing on ancient pacts and power to create tattoos from an individual’s own blood that wards and guards over the soul. They are family or gang orientated and find it better to function in and understand a society when they are working with others of their own ilk. Their instinctive nature to conceal truths, their actions and themselves has made them less popular than they would like with other peoples and they repeatedly operate as criminal masterminds or as thugs working for them.

Iron Bloods are designed for players that want to get their teeth into a proper anti-hero; they are bound by sets of rules and oaths but they will also be happy to pursue their own personal gains and goals that will affect the game one way or the other. They provide an excellent opportunity for players that want to follow a redemption arc story.

### **Examples in the real world**

* Moriarty from “Sherlock Holmes”
* Badger from “Firefly”
* Hoggle from “Labyrinthe”

#### **Essential Look**

* Iron Bloods have pale skin
* They wear the tattoos of their clan on their arms

* They often have fanged teeth

#### **Common Fashion**

* They prefer to be beardless
* They wear gang colours and markings like a uniform
* Hats are often an Iron Blood thing

### **Roleplaying Guidance**

* *Iron Bloods are marked from Birth –* The tattoos on the Ironbloods are designed to protect them from possession by spirits called Ikari that haunt the areas of their original evolution. These are drawn from their own blood and can only be called forth by members of the Iron Blood community called Oath Smiths.
* *Iron Bloods come in clans –* There are many clans or gangs that exist across Daer Akmir and an Iron Blood is generally loyal to one of these. They rarely switch allegiance and their codes and Oaths are dictated by this clan or gang. The rivalries between the gangs are great and there is rarely any sleep lost over killing each other.
* *Iron Bloods are sentimental –* The deep dwellings of the Ironblood are beautiful places that contain generations worth of art and created beauty. These things are for the family of the Ironblood to enjoy and show as a demonstration to their kin and peoples. Beyond that into the Royal Basin an Ironblood sleeps where they can and when they can but they always carry at least one heirloom with them to decorate their abode no matter how temporary it may be.
* *Iron Bloods yearn for redemption –* Long ago the Iron Bloods harmed the heart of the Mountain and were banished to darkness, many still feel a need to redeem themselves.
Zumatakans

# **Zumatakan Eaölfs *(Sue-Mat-A-Kan)***

One of the races of Eaölfs this race are touched through the power of the comet with the Gillieabad of Summer and the Vorokian world of Jorven Kel Karenik Veek which makes them passionate and emboldened individuals who are known for their fiery temperament. They are quick to love and swift to hate and love to express their feelings.

They are an extremely proud race, brimming with confidence and a resolution that they have better cards in most situations. They have become a race of traders and heroes who live their lives by their accomplishments and use their wealth to surround themselves with people and things of beauty and power.

Zumatakans are designed for players that want to express as a confident and passionate individual that is suited to roles at the forefront of the game be that as a leader, a priest or a trader. They are keen, active and wear their hearts on their sleeves in any situation that they find themselves in.

### **Examples in the real world**

* Leia Skywalker from “Star Wars”
* Jim Lake Junior from “Troll Hunters”
* Marty Mcfly from “Back to the Future”

#### **Essential Look**

* Zumatakans have various shades of dark red as an undertone to their facial colouring
* They often have long pointed ears

#### **Common Fashion**

* They favour brighter colours and silks
* They tend to tie ribbons and feathers in their hair
* Opulence for preference.

### **Roleplaying Guidance**

* *Zumatakans are proud people* – They love their achievements and they are keen to show them off to people. They can be easily hurt by people that do not take the time or effort to recognise what they have done.
* *Zumatakans are passionate* – They will quickly get caught up in things that are happening around them, especially if it is something that they believe and will often find themselves championing causes that were not originally their own.
* *Zumatakans do hospitality* – They believe strongly in the concept of hospitality for those who enter their home and camp a tradition that harks back to their original homelands in the Great Deserts of Egaria. To break or have hospitality broken is a deeply grave insult that may never be forgiven.
* *Zumatakans never forget* – Be it a grudge or owed a favour, a Zumatakan takes these matters very seriously and will ensure that either is paid in full. This may be a thing that is passed down the line to an offspring but such debt is always honoured.
Fae Remnants

When the world was young and the magic of the Gillieabad still being learned and understood, evils came to the world that could not be fought by humanity. In fear and terror they dreamed of shining saviours that would stand against the void and keep them safe. From the weave were born the dreams of our ancestors, the Seelie and the Banner Houses, who were the best of us but from our nightmares came the Unseelie and the Nightmare Children who were our darkest soul. They blended with the world and its peoples before they returned to the home that we made for them, Eidelos and closed their doors forever.

Fae Remnants are passionate and emotive people that carry a presence and a power with them wherever they go. They flirt with their own emotions, at one point gleeful and welcoming and suddenly cold and distant with that change sparked by a handful of words spoken by a comrade. They seek to be the centre of social activity and to act through the hands of others, manipulating people and guiding situations. However, they tend to be deeply loyal people to the few that they trust and often die defending that handful of souls of the things that they hold dear. They are well thought of in the Royal Basin and tend to fit into most roles or jobs.

### **Specific Look**

* A Fae Remnant have large antlers or curved horns

### **Less Generic Look**

* They may also have:
* Glittery/Sparkling skin
* Butterfly markings
* Colourful Scales
Granite Hearts

# **Granite Heart Kuldisar*(Cull Dee Sar)***

One of the races of the Kuldisar these people are touched through the power of the comet with the Gillieabad of the Forged Mountain and blessed with the gift of the craft. They are ambitious individuals who strive for mastery of craft and creation driven to create perfection and attain a sense of enlightenment. These skills are passed down, as a trade, through tradition, parent to offspring, with each generation achieving greater mastery of their own ability, the society they inhabit and the people within it.

The Granite Hearts are a close-knit culture, with their drive making them skilled in almost all areas of any society that they live in. They thrive with the challenges before them and they tend to become almost epitomes of the task before them: A Priest that will one day become the Primus and better the church that they represent. Their weakness lies in their inability to work as well with others that share the same ideology as them; they are constantly working and seldom take the time to appreciate others around them

Granite Hearts are incorporated into the game for those that want to play hard working ethically minded folk that want to achieve great and personal goals. They are for those who want to build tremendous works or lead nations but who are willing to sacrifice their friendships and their personal lives with ruthless efficiency to achieve this.

### **Examples in the real world**

* Doctor Rodney McKay from “Stargate Atlantis”
* Queen Elizabeth the First from “Englands History”
* Cersei Lannister “Game of Thrones

#### **Essential Look**

* Granite Hearts cultivate facial hair
* They wear their family colours

#### **Common Fashion**

* They prefer to wear expensive jewellery
* They generally carry the tools of their trade
* They carry something from their homes with them

### **Roleplaying Guidance**

* *Granite Hearts are perfectionists –* They generally cannot leave a job half finished or watch a job that they can do better be done by someone else. They are very rarely wrong in these situations but where they could teach they do not, preferring to do the job themselves over assisting another.
* *Granite Hearts are driven to achieve –* They work harder than most and will continue to attempt to achieve long after their jobs are done. They will move on, one project after the next, relentlessly and cannot stand the concepts and ideals of laziness or complacency in others be they subordinates or superiors and will be happy to explain their beliefs to them.
* *Granite Hearts are Stubborn and Independent –* As a race they are capable of working together as a family but they keep their families traditions and secrets. They generally refuse to be domineered by anyone that has not first tried to gain and show respect to themselves, their culture and their people.
* *Granite Hearts find it hard to ignore a Challenge –* Whether it is a challenge to their authority or a challenge to create they find it hard to turn them down. They are highly competitive and find it difficult to make endearing friendships unless their companions learn to understand their nature.
Tier Two Skills

**When on desktop, try hovering your mouse over a skill to quickly see the description**

*Example*

## Tier Two Skills - 30 Endeavour Minimum Spent

#### Aptitude Skills

 Urban Venator | 2
 Keen Sense | 2
 Evaluate | 2

#### Magical Tables Ref

##### Cast Alone

**These bonus mags are added to your maximum level of effect when casting Transcendental Magic. Always pull backlash at MAG 10 if you use this skill.**

 2
 3

##### Cast With Others

**This magnitude level is the maximum amount of mags you add when casting with others, even if you could not cast that many mags normally. Add all the mags used in the effect together and divide by the number of participants to determine the backlash (to a maximum of 10)**

 2
 3

Go to Tier One Skills

Go To TierThree Skills

Go to Tier Four Skills

Go to Tier Five Skills
Kwiat wielu nocy

**Kwiat wielu nocy** - tomik wiersz napisany przez Martę, który wydała samodzielnie. Tomik zawiera wiersze napisane w latach 2018-2019. Tomik można nabyć w internetowym sklepie eufobia.pl.

## Opis

Tomik przepełniony jest bólem, smutkiem, emocjami […]. Każdy wiersz ma w sobie coś, co sprawia, że chce się go czytać, że chce się wracać, że chce się napawać każdym słowem, zatapiać w nim i przeżywać wszystko razem z podmiotem lirycznym. Całość jest spójna, łączy się ze sobą, co daje dodatkowy efekt ładu i harmonii.

Tytuł tomiku idealnie opisuje wszystko, co w nim znajdziemy, a także jego powstanie oraz samą autorkę. Proces tworzenia wierszy wiąże się z co najmniej kilkoma dniami czy nocami, więc te trzydzieści sześć wierszy jest efektem wielu nocy. Każdy wiersz dla autora jest dzieckiem, które rodzi się i dojrzewa, by potem żyć na papierze dla innych ludzi. Jest kwiatem, który dojrzewa i ludzie go podziwiają, ale zanim rozkwitnie, musi minąć kilka nocy.

## Spis treści

* do Smutku
* gdy byłam dzieckiem
* \*\*\* (ugasili już we mnie wszystkie pożary)
* \*\*\* (pod naciskiem Twoich palców)
* lato rośnie mi w gardle
* sonata księżycowa
* \*\*\* (dziś w nocy zasnęłam na zawsze)
* może
* \*\*\* (każdy dzień przynosi świeże kwiaty)
* niepokój
* \*\*\* (kiedy już uwijesz sobie gniazdo)
* nie dotknął
* \*\*\* (są takie noce,podczas których ściany)
* \*\*\* (z muszli dobiega szum, a ty kłamiesz, że morze)
* (nie)szczęście
* \*\*\* (jesienią pokutuję za lato)
* przyszedł przeze mnie
* halloween
* w biały dzień
* listopad
* \*\*\* (idąc plażą musisz być czujny)
* \*\*\* (mylę Cię z Bólem)
* wyrwanie zęba
* \*\*\* (przytulam się do Twoich dreszczy)
* świeże kwiaty
* \*\*\* (ten niepokój z malinową obręczą)
* był taki dzień
* kwiat wielu nocy
* ile razy
* \*\*\* (a Nietzsche mówi)
* \*\*\* (mogłam przewidzieć, że dwie otchłanie)
* nie wystarczy nocy
* wierszobóle
* \*\*\* (zatopisz się we mnie jak w bursztynie owad)
* \*\*\* (cała nasza m i ł o ś ć)
* przpypływ

## Ciekawostki

* Osoby, które zamówiły tomik w grudniu 2019 roku dostawały specjalną dedykacje (imienne lub nie) od Marty *Na bezsenne noce*.
* Wydanie własnej książki było jednym z trzech marzeń Marty.
	+ Pozostałe marzenia to wydanie własnego albumu, który wydała w 2018 roku, album ten nazywa się Melancholia. Drugim wyreżyserowanie własnego filmu, którego premiera odbyła się w grudniu 2019 roku, film ten nazywał się Luna.
* Obraz na okładce to *Chrysanten* Julie de Graag.
* Marta zadedykowała tę książkę swojej mamie i babci.
* Obraz na stronie piątej to *Vintage Victorian style flowers in a vase*.
* Inspiracją do pisania wierszy był smutek.
* Marta pisała wiersze głównie nocami z stąd prawdopodobnie tytuł tomiku.
WiDESHOT Wiki

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Vobde

The Unfortified town Vobde sits on the Western edge of the Gieleden Forest and is used as a base of operations for a large number of adventurers who seek to make names for themselves within said woods. The Gieleden Forest has long been a breeding ground for monstrous creatures, the lair of bandits and the hideaway of those who follow the Dark Gods. Despite Vobdes presence on the edge of the Golden Lands these problems still persist and there is always a good amount of coin to be made by the enterprising adventurer.

Merchant companies pay handsomely for the recovery of stolen goods and for the collection of rare creatures dead or alive. To this end the population of Vobde is strongly made up of merchants or adventurers which leads to a large presence of inns in the town; The Driving Rain, Southern Breeze and Drunken Centaur being the best among the many: Wyvern heads, Hunting Horror Cadavers and the bones of Owlbears and similar decorate many of these establishments.
Tzi Tzain

# **Tzi Tzain Eaölfs *(Sea Zain)***

One of the races of Eaölfs: This race are touched through the power of the comet with the Gillieabad of Winter and the Vorokian world of Zartherinyialial which makes them intense and dominating individuals who have little room in their heart for the more positive aspects of life. They value action over inaction and see the world as it stands, with little time left to it. They are often seen as wise beyond their years but this wisdom riding on the back of a sorrow that cannot be understood.

Tzi Tzain are happiest in positions where instant choices and hard actions are required which means that they find themselves most frequently thrust into the difficult worlds of commerce, politics or military leadership. They also make impressive Priests, speaking with fervour for the souls of those that could so easily be damned.

Tzi Tzains are designed for people that want to play dynamic characters who care very little for the viewpoints of others and avoid deliberation often going ahead with a course of action that others would find reckless. They are not good at getting on with others but are not supposed to be villainous, more anti-heroes that play the part of the loner on the outside of a group that will come good when needed.

### **Examples in the real world**

* Romulans from “Star Tek”
* Han Solo from “Star Wars”
* Gru from “Despicable Me”

#### **Essential Look**

* Tzi Tzain have various shades of white and silver as an undertone to their facial colouring
* They often have long pointed ears

#### **Common Fashion**

* They favour practical garb
* They are invariably armed
* They wear aggressive colours and clothing

### **Roleplaying Guidance**

* *Tzi Tzain are instinctive***–**Unlike most of their brethren they tend to act as they think, no second guessing and certainly no hesitation. Regardless of what is happening around them they have a tendency to “pull that lever” or “push that button” if they feel it is the right thing to do. This is not some inquisitive trait but a gut feeling one instead.
* *Tzi Tzain do not apologise or explain themselves*– You would have to be a true friend or heavily respected by a Tzi Tzain to receive an apology for an action that may have cause offence or even the death of a loved one. What has happened has happened; it may affect later actions in the future but apologies would be a waste of time and dishonest.
* *Tzi Tzain have too much remorse –* Their links to the Gillieabad of winter and the dead world of Zartherinyialial means that they have a deep-seated sense of remorse and unhappiness. This does not surface but it does mean that happenings such as death and loss are things that rarely touch them. People believe them to be cold and uncaring, this is true but for all the wrong reasons.
* *Tzi Tzain are fiercely loyal and will fight for things they respect*– Life is short and the things that you believe are worthwhile you will fight for. If it is a friendship then you will walk to the ends of Vaklam for that person. The same applies to land and physical possessions that a Tzi Tzain has formed an attachment to.
Ghuls

Ghuls are a unique race of people that receive mixed receptions wherever they go: They are neither living nor dead, their origins are a mystery and they are few and far between. They are souls returned to the bodies of the dead, woken from slumber but with flesh whole and being intact. They come into the world adults but as a blank slate with only basic knowledge of the world remembered.

They are inquisitive creatures but seek control and management not just of their life but of power in general. They rise to positions that allow them rule and dominance of what takes their interest but are inherently lonely creatures who are often shunned and driven from social circles leaving them only political or professional avenues. The reasons behind their return, their past and who they are evades them and their nature drives them to madness and a cold “inhuman” nature mostly develops leaving them more calculating than compassionate.

Ghuls are designed for players that seek an antihero role in a group; that want to achieve a level of heroism that is capable of challenging present roles of right and wrong and that sometimes committing an “evil” act for the greater good is the way forward. They are often redemptive or justice based characters who will step willingly into roles of power and make decisions that others simply would not.

### **Examples in the real world**

* Batman from the DC Universe
* Agent Coulson from Agents of Shield
* Gregory House from House

#### **Essential Look**

* Ghuls have palid white skin
* Ghuls have dark undertones to their eyes and cheeks
* They will have features as to their original race in life

#### **Common Fashion**

* They prefer practical, smart attire
* They relish objects and items that project power
* They heavily observe the traditional dress of the land they travel in.

### **Roleplaying Guidance**

* *Ghuls often lack social graces –* With little contact with social groups and being late to the party of life Ghuls often mistake actions and are clinically blunt in most situations..
* *Ghuls are rarely afraid*– Ghuls have little time for fear, they have an inherent understanding of their place in the order of things and will make choices and decisions without second guessing themselves or being cowed by the actions or threats of others.
* *Ghuls are naturally distant –*Their very nature makes them difficult to associate with but Ghuls are not comfortable with associations. They will complete tasks and obligations for self-fulfilment but will soon take their leave of a situation rather than waiting for glory.
* *Ghuls hear voices –* Their past haunts them and they are constantly aware of the ghosts of their true pasts as voices in their heads. This can lead them to wanderlust or, more frequently, degeneration into forms of madness that fuels their basic need to control and to rule.
Zerith

This town of about fifty buildings is located where the trade roads from Haven and Great Strabain cross. Zerith has little about it to make interesting beyond the following: It marks the spot where Ekimelahw was chosen and risen to the heavens and because of this contains a sizeable church and monument to such fact. Due to this the village of Zerith is visited by a sizeable number of Ekimelahwians every year and once a year upon the anniversary of her ascendancy the majority of the clergy make their way here to hold religious ceremonies for 6 days. The Cloud Elf Junthil Servianaox is the Ekiemlahwian responsible for not only the temple but also the welfare of the willage.
Remnants

Through the many ages of the world of Vaklam it has received visitors from other places and they have left their mark on the world. Their patterns and legacies have mingled with the blood and souls of the mortals of this world and the remnants of who they were are left behind, clearly visible, in a handful of those.