recursal/Fanatic-Fandom huggingface dataset:
Charon

put a brief description of the character here.

## Appearance

Charon was a giant Clockbot, his massive head currently mounted in Jon Witherspoon's sanctum. He has fleshy growths growing out of him, identifying Charon as a Canker.

## Personality

Not much is known about Charon's personality, due to his current status.

## Trivia

* Charon is named after the ferryman of Hades in Greek Mythology. He would carry the newly deceased souls across the River Archeron or the Styx into the Underworld in exchange for payment. Those who could not pay were forced to wander the banks.
Big Dipper City

**Big Dipper City** is one of the major cities in Fortuna, and birthplace of Hugo Wandschneider.

*Big Dipper* is a peculiar mix of big sky country and industrial metropolis that somehow coexists harmoniously together. Located over 1,200 miles from Andromeda, Fortuna’s sprawling capital city, it's as far southeast as one can go before crossing the border into some pretty rough places like the police state of Frenzy or the lawless region of Pandemonium.

Framed by the mighty Milky Way Mountains to the north and rolling into the great Oberon Star Plains to the south, it's oddly isolated compared to other cities in Fortuna, adding to its quirky personality.

Thousands of miles of gigantic pipeline carry vital karmic energy underground in a spiderweb pattern from Big Dipper’s giant torus fields (the "Ring Fields" as referred to by locals) to all parts of Fortuna—right into the heart of Andromeda. Some segments even stretch into neighboring countries.

Many—especially pretentious politicians in the country’s capital—are quick to dismiss Big Dipper as a remote, backwater town. However, the risk of someone in Big Dipper flipping a switch and plunging half the country into darkness has made them reconsider overbearing political rule of the region.

*Let sleeping dogs lie*, as they say.

## History

### Founding

Big Dipper City was founded in the year 1855 A.C. upon discovery of karma reserves in southeastern Fortuna.

Over 130 years ago, wildcatters made a risky bet coming out to this remote stretch of the country, hoping to strike the mother lode during Fortuna’s legendary *Karma Rush of 1850*. It was a time when anyone could get rich if they were ballsy enough to wrangle raw karma, bottle it, and sell it.

Fortuna’s culture of national exceptionalism made many millionaires and dead men alike during this time.

Here the city’s founders struck oil — err, *karma* — and Big Dipper was born, and so was its fiercely independent reputation. Because of its vast reservoirs of natural, positive karma, Big Dipper quickly became a chief supplier of Fortuna’s energy needs. Its citizens are well aware of this fact, and they take great pride in it.

### Modern Day

Big Dipper is a relatively young city in a country that would be celebrating its 300th birthday in only a few decades. It's a spunky town; Fortuna’s *rebellious teen* you could say.

### Economy

The Big Dipper region supplies nearly 40% of Fortuna's karmic energy.

## Residents, Businesses, and Other Locations

### Residents

* Owen Wandschneider
* Heidi Wandschneider
* Felix Wandschneider
* Hugo Wandschneider
* Gretchen Wandschneider
* Algiers Mendoza
* Maria Mendoza
* Sophia Mendoza
* Marco Mendoza

### Businesses

* Graywyler Industrial Karma Corp.
* The Cheshire Rabbit Tattoo Parlor
* Lucky 888 Noodle Shop (several franchise locations)
* Real McCoy Custom Homes

### Locations and Fixtures

* Wandschneider home
* Mendoza home
* Stardust Terrace
* Quentin Questly High School

## Trivia

* Big Dipper is loosely based on Beaumont, Texas, hometown of Flux Destiny author Chris Moujaes.
Luracian High Council

The Luracian High Council is the governing body of Luracia, and is made up of the leader of each of the seven most prominent guilds in the city. Each guild internally selects their own leader, and the council is allowed to elect new guilds into the council. This is rarely done to preserve the city's traditions and stability, but when certain guilds become powerful enough, it becomes impossible to deny their admittance onto the council.

Originally The Council only consisted of the city's three founders, but over the years as other guilds began to become more influential and profitable in the city, it was deemed necessary to add more seats to the council.

## Starlight Ring

The Starlight ring is one of the original three guilds that founded the city of Luracia.

### Sequester Uracia (376 Years)

Sequester was the original councilor who lead the Starlight Ring. If the legends are to be believed, his arcane powers were unmatched for his time, and even wizards of the modern era only dream to reach the heights of arcane knowledge he attained.

### Lyzanthir Naemora (483 Years and Counting)

Lyzanthir is the sixth and current leader of the Starlight Ring. He took over as its leader after the previous councilor was injured in an arcane experiment and became unfit to carry on in the position.

Lyzanthir is a cautious man who, like many elves, thinks the world moves far too quickly. He likes to keep things as traditional as possible, always trying to anchor the council in tradition and caution. He is a patient man sometimes to the point of inaction. But when he decides change is necessary, he implements it efficiently and thoroughly.

Lyzanthir is a man who looks at the big picture. He is old enough to have seen centuries pass and often considers the potential consequences of his decisions out several decades or even centuries out, often choosing the betterment of the future over the betterment of now, much to the disapproval of many of the shorter lived races under his rule.

He is a capable mage but battle has never been his forte. His specialty has always been research and leadership over practical application. Even so, few mortals in all of Relden would stand a chance against him in a fair fight. Though, Lyzanthir is old now and his twilight years are fast approaching if they have not already begun.

## Personal Information

### Worship

MeroliusLarithon

Bahamut

## Info

### Occupation

High Councilor of the Assembly of Connection
Mysteries of the Mist Arc

Ena

Monana

Leora

Minty Pineapple

Edric

Yunet

Galvur Clay

Viari Coppertail

Third Taskforce

Gridge

Tamel

Anella Tobin

Exciles

Arafel Citadel

Misty Citadell

Luracia

The Mysteries of the Mist arc began with Eero's meeting with head councilor Ollana Linege, who offered to help him find his missing family if he could uncover the source of a divination deadzone that was covering most of the Skolzem mountains.

The party infiltrated the Quedem mountains and found the Quedem on the back foot in a war against the barbarians of the Gurruptoi, and the mysterious arrival of symmic hybrids and a white dragon told the party much more was going on here than met the eye.

During the time, Galvur showed Yunet and Eero and entrance to the underdark in an attempt to find the Four Horsemen, leading the party to discover The Scrapyard. Upon returning Luracia, the party was infomred by Councilor Beggali that a mag had been spying on them under the guise of giving Ena illusion resistance, and it was likely this hag was in a coven.

After weeks of gathering intel and wandering the underdark, the party captured Tamel, a mistwalking tabaxi who was raised by the hags, and they finally discovered an underground adamantine citadel, which was the Hags' target. Teaming up with the Hellknights and an Aeon, the party defended the dormant citadel from the hags and launched a successful counterattack, killing the coven and their dragon in a final battle atop a mountain fortress.

The party defended the citadel one final time from Zahir in a corrupted form before Luracia arrived and banished the citadel back to Limbo. But not before the party entered and met the Promised Hand. As soon as the citadel was banished, all the Quedem, including Eero, lost their mistwalking powers.
Fortuna's Rings

**Flux Destiny: Fortuna's Rings** is the first book in the Flux Destiny Series, serving as a "pilot episode", or proof-of-concept. It introduces the reader to many concepts that will be found later in the series proper.

## Book Description

"Marco and Hugo are brilliant, yet quarrelsome teenagers with powerful talents in a universe where destiny itself is a visible, controllable force. When the mysterious Board of Trials orders them and their headstrong Clockbot, *Lucky*, to investigate a situation at Anderes - an isolated city straddling a gigantic rupture in space-time nicknamed Big Mouth - they discover a plague of blood-thirsty, biomechanical creatures called Cankers that are wreaking havoc on the city.

"Marco and Hugo must put aside their dislike for each other to try and discover the source of these mysterious attacks and save Anderes from certain destruction."

## Trivia

(include series disambiguation template down here)
Astral Calendar

The **Astral Calendar** is the calendar used by the vast majority of nations on Earth in the Flux Destiny universe including Fortuna and its neighboring countries.

## Timeline

* **July 4, 1727:** Fortuna is founded.
* **1740—1800:** The First Karmic Industrial Revolution
* **1750:** The first karmic-electric motor is invented in Fortuna
* **1777:** Augustus Sterling Price unveils the first "flux destiny" at the World's Fair Expo, shocking the world.
* **August 17, 1799:** The Great Mu Cataclysm
* **1801:** Wolfgang Academy founded in Andromeda, Fortuna
* **1818:** Invention of "Cosplay" karmastry leads to emergence of "designer races."
* **1820:** Invention of photographic process
* **1800—1830**: the use of flux destinies spreads quickly worldwide
* **1835—1910:** The Second Karmic Industrial Revolution
* **1835:** Scientists in Fortuna develop methods to deliver karmic energy across long distances, power lines criss-cross the continent.
* **1837:** Miniaturized dynamos invented for use in appliances and other small machines, setting the groundwork for major social change.
* **1844:** The karmic telegraph invented allowing messages to be transferred across long distances
* **1855:** Discovery of karma reserves in southeastern Fortuna leads to founding of Big Dipper City.
* **1875**: Invention of the first Telephone Exchange in Fortuna
* **1881:** Invention of the radio, and subsequent mass production and widespread adoption, especially in Fortuna.
* **1885:** Invention of the first karma-powered automobile.
* **1940:** Invention of the first karma-powered digital computer leads to the modern era.
* **1945:** Fortuna tests the first atomic bomb near False Cross.
* **1951:** Fortuna builds the first intercontinental ballistic missiles, becoming the first nation capable of delivering nuclear weapons.
* **1955:** Mass production of televisions means most households in Fortuna have a TV set.
* **June 1, 1972**: Claus Wandschneider is born.
* **October 7, 1975:** Marco Mendoza is born.
* **March 23, 1976:** Hugo Wandschneider is born.
* **1969:** Fortuna's attempt to land on the Moon tragically fails on live, worldwide television, resulting in the loss of all lives on board and subsequent attempts being halted.
Lucky 888

The **Lucky 888 Noodle Shop** is a noodle restaurant chain in Fortuna where Hugo Wandschneider works.

1990s in Fortuna is packed to the brim with fast food joints. They're on every corner and crammed into every strip mall. And in the midst of all that, you'll find the unsung hero of this culinary scene – the Lucky 888 Noodle Shop chain, or as the cool kids call it, "888."

Now, don't go expecting fine dining - these places aren't five-star, fancy-shmancy restaurants. More like Panda Express's grungy, neon-lit cousins. These joints are decked out in loud neon signs, kinda dingy, and for some weird reason, always a tad humid. Not the poshest spot to grab a bite, people can't seem to get enough.

The biggest fans of 888? High schoolers and college students. Why? 'Cause the food's dirt cheap, always on point, and you can spot these noodle havens everywhere in Fortuna, in all shapes and sizes. Some are express stalls, perfect for grabbing a bite on the go, while others are full-size restaurants, made for hanging out and chowing down.

Those delivery kids zipping around the city, take-out boxes strapped to their bikes, are the 888 crew in action, dishing out your favorite black ramen right to your doorstep.

In every full-size 888 joint, a secret arcade lurks. Its a refuge for Fortuna's youth, a place undisturbed by the world of grown-ups, filled with the sounds of button smashing and 8-bit sound effects.

Inside these noodle shops, the atmosphere takes a distinct turn. The constant hum of Fortuna's "be the best" and "make good karma" propaganda fades into the background. It's like stepping into another dimension, a world apart from Fortuna's usual sunny and upbeat vibes. The vibe is a bit weird, a bit edgy, and utterly unique to 888. This unusual aura is part of what makes these places stand out, giving them a special place in the heart of Fortuna.
Gears of Destiny

A single Gear of Destiny

A **Gear of Destiny** is a piece of the Great Machine, the fundamental workings of the universe. Everything in the universe has an associated Gear.

## Description

All Gears of Destiny are unique, varying in size, shape, and number of spokes. Over time, these gears can suffer damage through unknown means, which in turn causes the personl, animal, or other object it is associated with to flicker and distort, such as a tree cycling through the seasons rapidly and erratically. In circumstances like this, Escape Artists are summoned to correct the problem by temporarily replacing it with a gear from a miniature flux destiny.

Under normal conditions, a Gear of Destiny is silver/steel grey. When removed from the Great Machine however, they can heat up and turn blue from intense friction and heat. Gears linked to humans are golden.

## Trivia

* There is an old wive's tale that when a person is unpleasant, their associated gear of destiny becomes dirty and rust-covered (this may or may not be a joke)
Clockwork Karmastry

**Clockwork Karmastry** is all about understanding the fundamental forces that govern how a the universe and flux destinies operate.

## Overview

These Escape Artists are like the engineers of the universe, tinkering with the gears and levers that make everything work. However, their powers come with great responsibility and risk, as every action has a reaction that they must be aware of. That's why advanced math skills are crucial to avoid the dangerous consequences of using karmastry incorrectly.

With Clockwork Karmastry, Escape Artists have the ability to manipulate the very fabric of reality, controlling fundamental forces like karma, light, sound, electricity, magnetism, gravitation, and spacetime. They can also control environmental factors such as weather and plate tectonics.

Their powers include:

* **Fundamental Forces:** The manipulation of fundamental forces such as karma, light, sound, electricity, magnetism, gravitation, and spacetime can lead to some incredible abilities, such as the ability to control gravity or manipulate light, create illusions, even manipulate miniature black holes.
* **Environmental Control:** The ability to manipulate the environment within a flux destiny (and to the real world to some extent, limited by payback), including weather patterns and plate tectonics. With Clockwork Karmastry, Escape Artists can create devastating storms or even trigger earthquakes.
* **Force Fields:** The ability to create a protective shield or barrier around oneself or others. This power is useful for defense or for containing a dangerous situation.
* **Density Control:** The ability to manipulate the density of objects, making them lighter or heavier.
* **Energy Constructs:** The ability to create objects or constructs out of pure energy. This power can be used to create weapons, shields, or other tools needed in a variety of situations.
Bio Karmastry

**Bio Karmastry** is the area of karmastry specialization that focuses on living organisms, both real and imagined.

## Overview

Bio Karmastry Escape Artists use their skills to bring plants, animals, and even people back to good health, as well as creating and shaping fictional organisms within flux destinies.

One popular application of Bio Karmastry is creating fictional creatures and plants within flux destinies. These creations are powered by karmastry and can be incredibly realistic, even though they are not actually alive. However, due to the risk of payback, it's only possible to make them in special containers called "fishbowls" or "canvases."

Bio Karmastry is also used for the health and wellness of living beings. Bio Karmastry Escape Artists can use their abilities to heal and cure illnesses and injuries, providing relief and improving overall well-being. While Bio Karmastry cannot regenerate organs or bring the dead back to life, it can still help people, animals, and plants in many ways.

Another area of focus in Bio Karmastry is Cosplay Karmastry. This unique form of karmastry allows Escape Artists to shape-shift into animals, plants, and other life forms. They can also manipulate the biology of human beings and living creatures, giving them super senses and physical enhancements such as super strength, speed, and the ability to generate poison or regenerate limbs. Some skilled Cosplay Karmastry Escape Artists can even breathe underwater or crawl on walls, making them formidable opponents in combat or survival situations.

Their powers include:

* **Healing/Curing:** Using karmastry to heal injuries and illnesses of living beings. Bio Karmastry is also used to synthesize medicines on small and industrial scales.
* **Creature & Plant Creation:** Designing and creating fictional organisms, from tiny insects to massive creatures, within flux destinies.
* **Cosplay Karmastry:** Shape-shifting into animals, plants, and other life forms, as well as manipulating the biology and physiology of human beings and other living creatures.
* **Super Senses:** Enhancing senses such as sight, hearing, taste, smell, and touch beyond what is normal.
* **Physical Enhancements:** Enhancing physical abilities such as speed, strength, jumping, size- shifting, multiplication of self, camouflage, regeneration of limbs, generating poison or acid, elasticity, cold/heat resistance, invulnerability (tough skin), underwater breathing, and wall crawling.
* **Biofeedback:** Using karmastry to regulate and control one's own bodily functions, such as heart rate and brain activity.
Karmastry

***Note: This page is for Karmastry in general. For the variations, please visit their pages.***

## Modern Use

### Subtypes

Creative, Clockwork, Bio, Machine, Quantum

The ancient art of **karmastry** bends the laws of the universe, granting people superhuman abilities and the power to perform incredible feats.

## Overview

Karmastry is the name given to the various methods of researching and interacting with the Great Machine and the Gears of Destiny it is comprised of. These techniques can range from researching how the Great Machine works and developing sciences to creating pocket dimensions and warping reality.

However, such power comes at a steep price. This price, known as "Payback", is the Great Machine's way of counteracting the actions of karmastry usage. Evading payback is the goal of karmastry users, and earned them the name, "Escape Artists."

Escape Artists channel karma through their Torus. Without these golden rings, karmastry is nigh-impossible to preform.

## History

### Origins

Philospher origins,

Karmastry was first beveloped on the Mu continent.

first recorded use, to development of modern torus

### Modern Use

Today, the use of karmastry is widely known and utilized by Escape Artists all over the world, to the point where Escape Artists in general are treated like celebrities.

## Training

Training in Karmastry generally involves attending one of numerous schools for the art, such as Wolfgang Academy in Fortuna.

## Subclasses

There are five unique areas of karmastry specialization, each with their own set of specializations and skills, not counting the unique form of Ink Fighting. Click the links below to learn more.

* Creative Karmastry: Used by truly creative Escape Artists to make wonderful miniature worlds within flux destinies.
* Clockwork Karmastry: Used by Escape Artist engineers to study and repair the Great Machine.
* Bio Karmastry: Used by Escape Artists who specialize in healing living things, as well as creating new, fantastical ones.
* Machine Karmastry: More scientific-focused Escape Artists use this form to develop and test new inventions, as well as Clockbots.
* Quantum Karmastry: Arguably the most dangerous form of karmastry, the few Escape Artists who focus on it are to be carefully watched.
* Ink Fighting: Unique among the types of karmastry, Ink fighting is not used by Escape Artists,instead being frowned upon.
Ateneo

**The Ateneo** is a collective name for the Jesuit universities in the Philippines.

The following is a list of schools in the Ateneo:

* Ateneo de Manila University (1859)
* Ateneo de Zamboanga University (1916)
* Xavier University (Ateneo de Cagayan) (1933)
* Ateneo de Naga University (1940)
* Ateneo de Davao University (1948)
Machine Karmastry

**Machine Karmastry** is the area of specialization that focuses on the use of karmastry to design, power, and control modern machinery.

## Overview

Machine Karmastry Escape Artists use their knowledge of engineering and mechanics to create a variety of machines, particularly Clockbots, which are powered by karmastry. Unlike other areas of karmastry, the payback of Machine Karmastry is usually confined to the machine itself, rather than affecting the Escape Artist who created it.

Escape Artists who specialize in Machine Karmastry are skilled in Clockrobotics, the study of using karmastry to bring life to machines. They are also proficient in general engineering, applying their knowledge to create intricate and powerful machinery. Some particularly skilled Machine Karmastry Escape Artists have also been known to develop technomancy, the ability to manipulate and control technology through karmastry.

Their powers include:

* **Mechanics:** Using their knowledge of mechanics to design, create, and repair machines.
* **Clockrobotics:** Bringing machines to life by infusing them with karmastry, creating Clockbots that can perform complex tasks and even engage in combat.
* **General Engineering:** Designing and building intricate machinery, such as vehicles, factories, and other complex systems.
* **Technomancy:** Manipulating and controlling technology through the power of karmastry.
Foxglove Bow

Art from Strongholds & Followers

* Fire Bramble Shot, deals additional 3d8 piercing damage, target makes DC 15 Strength saving throw or be restrained (1 or 2/Day)
* Poisonous flowers grow from creature killed by arrow

## Historical Information

### **Created by**

Orchid Count

The **Foxglove Bow** is a longbow and an artifact made by the Orchid Count.

## Description

### Features

#### Dormant State

* The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
* When a creature is killed by an arrow from this weapon, a cluster of poisonous flowers instantly sprout from its corpse.

#### Awakened State

* The bonus to attack and damage rolls increases to a +2. Additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 poison damage.
* When the wielder hits with an attack, they can declare a *bramble shot*. The target takes an additional 3d8 piercing damage and must make a DC 15 Strength saving throw or become restrained by the suddenly sprouting steel-hard thorn brambles that immediately grow from the arrow. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This ability cannot be used again until the wielder finishes a short or long rest.

#### Exalted State

* The bonus to attack and damage rolls increases to a +3.
* The poison damage dealt by attacks with this weapon increases to 1d6.
* The wielder can use the *bramble shot* ability twice between rests, and the saving throw DC increases to 17.
Luckystar

**Luckystar** is Marco Mendoza's Clockbot.

## Appearance

Luckystar is an 8 foot tall C-type clockbot, weighing in at around 1000 pounds. He has a broad chest, with sturdy shoulder guards and strong forearms, giving Lucky a warlike, intimidating presence. This look is somewhat softened by the rabbit ear-like antennae made of metal and glass tubes atop his head.

## Relationships

### Marco Mendoza

Luckystar is Marco's designated Clockbot, assigned to him as a Destiny Engineer to assist him.

## Trivia

* The Flux Destiny Fandom's Discord server features an official bot fashioned after Lucky.
Great Machine

The **Great Machine** is the underlying machinery of the universe...

## Overview

Centuries ago, an ancient philosopher posited that the world and all people within it were interconnected by an “incredible, ethereal apparatus, designed by the gods and invisible to man.” He proposed that its purpose was to “keep men of all races and creeds accountable for their actions through mechanical consequence.”

At the time, this was considered fantasy as it conflicted with contemporary mythology. The chaotic relationship between their legendary, arrogant gods and flawed humans couldn’t possibly reconcile with such a rigid concept. The passage of time would later prove that his theories would perhaps not be so far-fetched.
The universe is governed by a cosmic network of Gears of Destiny that connects all things into an invisible system of cause-and-effect called the **Great Machine**. It controls how the entire world works, looks, and feels. Human activity naturally produces a byproduct called karma. Karma—both good and bad—has turned the Great Machine’s gears since the beginning of time creating visible, physical changes in the real world called destiny.

Karmastry is the art of manipulating the ethereal gears of the Great Machine, allowing people to control the universe and achieve incredible things. It’s god-like magic powers modern society, and even allows people to manifest superhuman powers. Imagine controlling the weather, creating unique plants and animals, or even altering the laws of physics. The possibilities are nearly limitless with karmastry, but they are not without drawbacks, such as payback.

### Escape Artists

Escape Artists are highly skilled individuals trained in karmastry, a complex art that allows them to harness and control karmic energy. They earn their name from their unparalleled ability to dodge payback and perform complex karmastry, pushing the art to new heights.
Escape Artists use a torus, a ring-shaped device, to siphon karma from the environment and use it to perform karmastry. Only those who have completed rigorous training and proven their expertise can become official Escape Artists, recognized by the government and revered by society. These elite individuals are highly respected for their incredible ability to create self-contained worlds called flux destinies, whether working alone or in collaboration with other talented individuals.

## Variations

Karmastry is divided into five primary specializations, each one having its own specific set of unique skills and attracting different kinds of Escape Artists.

### Overview

For instance, Marco Mendoza practices a unique form of Creative Karmastry called "Animate," while Hugo Wandschneider focuses on a form of Clockwork Karmastry called "Automate." It's important to note that all forms of karmastry are subject to the limitations of real-world karma usage and the risks of attracting payback. However, performing karmastry within a flux destiny offers Escape Artists the opportunity to fully utilize their powers, as they don't have to worry about payback in the same way as in the real world.
Flux Destiny Wiki

**Welcome to the Flux Destiny Wiki!**
An information hub for the Flux Destiny series by Chris Moujaes.

We're a collaborative community website about Flux Destiny that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderFlux Destiny (Series)Hugo WandschneiderFortuna's RingsFortunaPlaceholderA Key EventPlaceholderTorus

## Welcome to Fortuna

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Evren Morrigan

**Evren Morrigan** is the youngest son of Empress Ulydia Morrigan and Conall Iver.

## **Biography**

### **Background**

Before the start of the first campaign, Evren had run away from home for unknown reasons. According to Mira Algard, he's the one who had planted the idea of escaping their noble responsibilities in her head in the first place.
Gridge

Gridge is the coalescence of the negative, evil energies of the combined lower planes. Working in secret to spread misery and pain, Gridge has ruined the lives of millions. Born from the darkest ritual ever performed by demons and devils alike, Gridge's first act was to summon Orcus into the world of Reldren. One of Gridge's eyes is actually the Eye of Gruumsh, and the other the eye of Vecna, his uncle. Unable to abide the evil Gridge brought, he was expelled from Hell to walk the mortal planes.
Valencia

**Valencia** is a city in Spain. Several different territorial divisions in Spain, centred on the city of Valencia, have been called *Valencia*:

* Valencia, the autonomous community for the Valencian Country, in Spain.
* Valencia, the province of the Valencian Country, Spain.
* Valencian Country, a popular name for the autonomous community, used especially by Catalan speakers (*País Valencià*).
* Kingdom of Valencia, a historical name of the modern autonomous community. Its origin is the ancient kingdom created by James I of Aragon in the 13th century (see Kings of Aragon). It was also used by Spain as an administrative denomination from 1833 to 1939.

Other places named Valencia include:

* Valencia, Venezuela
* Valencia, California, United States
* Valencia, New Mexico, United States
* Valencia, Pennsylvania, United States
* Valencia de Alcántara, Spain
* Valencia de las Torres, Province of Badajoz, Spain.
* Valencia del Mombuey, Province of Badajoz, Spain.
* Valencia del Ventoso, Province of Badajoz, Spain.
* Valencia County, New Mexico, United States
* Valencia West, Arizona, United States
* Valencia City, Bukidnon, Philippines
* Valencia, Negros Oriental, Philippines

Finally, the region has lent its name to several things associated with it:

* Valencia orange
* Valencia Football Club
Church of the Gesu, Quezon City

**The Church of the Gesu** is a landmark church of the Ateneo de Manila University campus in the Philippines. Designed by Jose Pedro Recio and Carmelo Casas, the edifice's massive triangular structure symbolizes the Holy Trinity. The site has a total area of 10,200 square meters, and a seating capacity of 1,000 people.

There are also two chapels alongside the church, one for the exposition of the Blessed Sacrament and another dedicated to the Blessed Virgin.

In front of the church is the Sacred Heart statue, a statue of Jesus Christ with welcoming outstretched arms. At the base of the statue is an inscription from Matthew 11:28:
"Come to me all of you who are burdened, and I will refresh you. Take my yoke upon you and learn from me, for I am meek and gentle of heart, thus you will find refreshment for your souls. My yoke is sweet and my burden light"

## History

When Ateneo de Manila University transferred to Loyola Heights in 1949, Fr. William Masterson envisioned the construction of a gymnasium and a church on the campus. However, only the Blue Eagle Gym was built at the time.

It was not until more than 50 years later that construction of the church began. On September 30, 2001 the cornerstone of the church was blessed and laid. The church held it's dedication liturgy on July 31, 2002, which was attended by several distinguished guests including former Philippine president Corazon Aquino.

## External links

* Ateneo de Manila University
* The Guidon - Official Student Publication of Ateneo de Manila University
Adrenal Blades

**ITEM** is a...

TIP: If this item appears in D&D sourcebooks, you may find {{dnd ref}} useful. Preview for link to that template and instructions on its use.

## **Description**

If the item does not have a lot of information for both Appearance and Properties, the sub-headers can be deleted and everything combined into a single section.

### **Properties**

Mechanical properties, such as bonuses, spells, or other abilities it confers.

Paragraph form is preferred. However, if the item has a list of multiple properties that can be concisely communicated, you may want to consider a bulleted list.

## **History**

Insert sub-headers if the item appears in multiple campaigns or miniseries.

It is not necessary to mention every use or mention of the item. Focus on information such as: first appearance, purchase history, first use by a given owner, significant or noteworthy uses, important narrative moments, first use of a specific property, uncovering further information about the item, instances where it is significantly altered, transfers of ownership, and destruction.

Paragraph form is preferred. However, for a series of brief appearances, you may want to consider a bulleted list in the form of:

* **?x??:** Summary.
* **?x??:** Summary.

## **Trivia**

* Remove this section if there aren't any fun facts.
Valencia, Negros Oriental

**Valencia** is a municipality in the province of Negros Oriental in the Philippines. It has a population of 20,147 people, and a land area of 7,716 square kilometers.

## History

Valencia was originally named Ermita, which means "a secluded place", due to its being a refuge from marauding Muslim pirates. In 1856 it was renamed to Nueva Valencia by Spanish colonizers, in honor of its parish priest Fr. Matias Villamayor from Valencia, Spain.

In 1920 it was renamed Luzuriaga in behalf of Don Carlos Luzuriaga, a delegate from Negros island to the Philippine Legislature who promised town officials he would work hard to help improve the town. The promise was unfulfilled, prompting local leaders in 1941 to agree to revert to the old name Nueva Valencia.

In 1948, right after World War II, then Mayor Rodolfo "Odol" V. Gonzalez Sr. and his Municipal Council officially adopted the name Valencia for the town, dropping out "Nueva".

## Barangays

The municipality is divided into 24 barangays, or local divisions.

* Balabag East
* Balabag West
* Balayagmanok
* Balili
* Balugo
* Bong-ao
* Bongbong
* Caidiocan
* Calayugan
* Cambucad
* Dobdob
* Liptong
* Lunga
* Malabo
* Malaunay
* Mampas
* Palinpinon
* Poblacion North
* Poblacion South
* Puhagan
* Pulangbato
* Sagbang
Creative Karmastry

**Creative karmastry** is one of the five official variants of Karmastry, used primarily by more artistic Escape Artists.

## Overview

### Limitations

Creative karmastry is probably the most sucseptible to payback, owing to its raw potential.

## Known Users

* Marco Mendoza: Uses a unique form called "Animate."

## Gallery

Escape Artists who specialize in **Creative Karmastry** are true creatives, bringing to life the worlds within flux destinies.

## History

Creative Karmastry was first used in DATE,

## Overview

Creative-type Escape Artists use their mastery of karma to shape and reshape reality according to their visions, drawing inspiration from their imaginations to craft everything from stunning landscapes to fantastical creatures. This area of focus attracts all types of artists, from flashy creators to quiet dreamers, who use the polarities of positive and negative karma to create, destroy, and reshape their environments. They draw inspiration from their imaginations, as well as from the world around them, and use their powers to bring their ideas to life.

Some Escape Artists use their powers to create works of art, while others use it to dream up new technologies or innovative solutions to problems. The power of Creative Karmastry lies in its ability to shape and reshape reality according to the artist's vision They often work in collaboration with Escape Artists from other specialities to make more complex creations function, ensuring that their designs are both beautiful and functional.

In addition to creating works of art, Creative Karmastry is also used to bring joy and happiness to people's lives. For example, Escape Artists can use their powers to create special events, entertainment, or experiences, or to design environments that promote well-being and positive emotions.

## Abilities

* **Producing Objects:** Creating new objects out of thin air or from raw materials.
* **Animating Objects:** Bringing inanimate objects to life, giving them movement and personality.
* **Duplicating Objects:** Making exact copies of existing objects.
* **Art Manipulation:** Using karmastry to create and manipulate art in various forms, such as paintings, sculptures, and the like.
* **Elemental Constructs:** Creating constructs from different elements like fire, water, earth, or metal, and using them for different purposes, like construction, defense, or attack.
* **Elemental Control:** Controlling the elementsfor construction or to create powerful attacks or defenses. Some examples of this include controlling air currents or creating walls of fire.
* **States of Matter Control:** Manipulating the state of matter, such as turning solids into liquids or gases, or manipulating the properties of plasma.

## Limitations

Creative Karmastry, like all forms of Karmastry, is subject to Payback. Unlike most forms, due to its raw potential, this type is probably more susceptible than most.
Ezran

## Summary

**King Ezran** is the king of Katolis and one of the three main protagonists of the 2018 animated Netflix show *The Dragon Prince*. He is the best friend of Bait, the maternal half-brother of Prince Callum, the nephew of Amaya, and the son of Queen Sarai and King Harrow. He and his friends form Team Zym, a group dedicated to returning Zym to his biological mother, the Queen of all dragons.

Two years after becoming king, Ezran and his friends venture on a quest to prevent the liberation of Aarovus.

## Statistics

* **Debut:**
* **Origin:**
* **Species:**
* **Physical Description:**
	+ **HAIR COLOR**
	+ **EYE COLOR**
	+ **SKIN COLOR**
	+ **HEIGHT**
	+ **CLOTHING**
* **Classification:**
* **Gender:**
* **Age Group:**
* **Sexuality:**
* **Morality:**
* **Ethnicity:**
* **Martial Status:**
* **Status:**
* **Affiliations:**

## Powers and Abilities

* **Level:**
* **Powers:**
* **Abilities:**
* **Weaknesses:**
Philippine Accrediting Association of Schools, Colleges and Universities

The **Philippine Accrediting Association of Schools, Colleges and Universities (PAASCU)** is private, voluntary, non-profit and non-stock corporation which was registered with the Securities and Exchange Commission on December 2, 1957. It is a service organization which accredits academic programs which meet commonly accepted standards of quality education.

In November 1967, the Bureau of Education and Culture (now the Department of Education, Culture and Sports) officially recognized PAASCU and endorsed its work as an accrediting agency.
Minty Pineapple

Short Summary of who the character is as a person/what their goals are.

## Backstory

This can be split up into subsections if you like. Just give a ~~summary~~ of your character's journey from the beginning of their life to the moment the campaign started. Be as detailed or as brief as you like.

## Campaign

A brief history of your character's major contributions to the campaign, broken down by arc, and some of their stronger character moments that defined their growth/journey. You can even include some of their thoughts about how different situations turned out that you might not have had a chance to express during the session.

### Aether Nightsong Arc

(Everything from the very beginning of the campaign to when we left Eero and Yunet behind to enter the Quedem Mountains. (Sessions 1-5)

### Mysteries of the Mist Arc

From Session 6 to the present (Currently we just finished Session 14).

## Relationships

You can include NPCs and PCs, anyone your character has any sort of bond with whether it is like or dislike. Just a brief paragraph on how they see/relate to that other person. I put placeholders for every party member, but if your character doesn't have particularly strong feelings towards a party member, you can just remove the name if you like.

## Magic Items

A quick list of their magical items here.

* Millie II, *Acquired from Luracian Armory*

## Trivia

Any fun metagame or in-game trivia you feel like adding.
Parallel port

In computing, a **parallel port** is an interface from a computer system where data is transferred in or out in parallel, that is, on more than one wire. A parallel port carries one bit on each wire thus multiplying the transfer rate obtainable over a single cable (contrast serial port). There are usually several extra wires on the port that are used for control signals to indicate when data is ready to be sent or received.

This type of port is most often used by a microprocessor to communicate with peripherals. The most common kind of parallel port is a printer port, e.g. a Centronics port which transfers eight bits at a time. Disks are also connected via special parallel ports, e.g. SCSI, ATA.

The parallel port of an IBM-PC compatible is the only standard computer peripheral that brings standard computer logic voltages directly out to a set of pins. It is much beloved by experimenters and engineers who often use it for inexpensive computer controlled projects. Standard logic voltages are virtually harmless: five volts (roughly the same as two run-down flashlight batteries), and ground (zero volts).

The connector is rather bulky and has 25 pins, the wire is also pretty thick.

Lately, the Universal Serial Bus (USB) port has grown in popularity and started displacing parallel ports because USB makes it simple to add more than one printer to a computer.

Some examples of parallel ports:

* IEEE 1284 is the IEEE] standard for the common PC printer port.
* 8255 for Intel microprocessors
* Z80PIO for Zilog microprocessors

## Port addresses

Traditionally IBM PC systems have allocated their first two parallel ports according to the configuration in the table below.

## See also

* Serial port
* Port

## References

http://www.fapo.com/porthist.htm - Warp Nine Engineering: history of the parallel port
Dino Meadow

The characters/cute critters in merge meadow all have names. These names have the same first letter as the characters species, as a general rule. The dino meadow characters are all species of dinosaur and ancient long-extinct creatures! There are some very well-known dinos and some very obscure ones. Once again there are 2 accessories you can get from leveling up your xp in this meadow, one at xp level 15 and one at xp level 25. The hat for xp level 15 is a cute safari hat that sometimes goes over a critter's eyes. The accessory for xp level 25 is a dino skull! It's base color is an off-white grey color, and there are designs painted on it in teal, pink, and orange.

On this list of critters, unfortunately I'm not going to be able include the species of many of them. I'm not very educated on dinosaur species, I'm sorry. I will do my best, though! If you could give any help on identifying the species of the dinosaurs, it would be much appreciated!

1. Percy (pterodactyl)
2. Georgia (graciliceratops)
3. Dougie
4. Elanor
5. Frank (fukuisaurus)
6. Tito (triceratops)
7. Bianca
8. Addison (allosaurus)
9. Dwight
10. Allison (ankylosaur)
11. Audrey
12. Stanley (stegosaurus)
13. Tobias
14. Sherri (sinornithosaurus)
15. Debbie
16. Nick
17. Baxter (brontosaurus)
18. Courtney
19. Kelly
20. Matt
21. Vivian (velociraptor)
22. Nigel (nigersaurus)
23. Norah
24. Poppy (parasaurolophus)
25. Phyllis (pachycephalosaurus)
26. Morris
27. Tyra (tyrannosaurus rex)
28. Sid
29. Irene
30. Stu (styracosaurus)
31. Aaron (argentinosaurus)
32. Sunny (spinosaurus)
33. Coco
34. Diego
35. Clark
36. Pippin (pachyrhinosaurus)
37. Phil
38. Ronald
39. Yasmine
40. Karen
Day Meadow

The characters/cute critters in merge meadow all have names. These names have the same first letter as the characters species, as a general rule. All but one of the day meadow characters are real animals, that range from farm animals, wild animals, and even some animals you can have as pets! There are 2 accessories you can get by getting to xp level 15 and 25 respectively in the day meadow. At level 15, you can get a cute white chef hat, and at level 25 you can get a baseball cap that looks like Freida the fox.

Anyway, back to the characters and their names. here's a list of all the characters and their species, that I know of. I'm unsure of the specifics of what Claire is. If you have any information that I don't, please please add it!

1. Craig (chinchila)
2. Gary (guinea pig)
3. Hugo (hedgehog)
4. Sally (squirrel)
5. Ollie (owl)
6. Melissa (meerkat)
7. Patricia (pig)
8. Freida (fox)
9. Sam (skunk)
10. Claire (monkey?)
11. Shelly (sheep)
12. Octavia (otter)
13. Randy (rabbit)
14. Brad (badger)
15. Liam (lion)
16. Lisa (leopard)
17. Rocky (raccoon)
18. Christine (cow)
19. Daryl (deer)
20. Hannah (horse)
21. Larry (lynx)
22. Abigail (alpaca)
23. Stella (seal)
24. Teddy (tiger)
25. Paul (panda)
26. Sandy (sloth)
27. Olena (opossum)
28. Brady (bear)
29. Preston (penguin)
30. Ellie (elephant)
31. Pedro (platypus)
32. Kelly (koala)
33. Raul (red panda)
34. Wiona (wolf)
35. Ursula (unicorn!?)
Pets Meadow

The characters/cute critters in merge meadow all have names. These names have the same first letter as the characters species, as a general rule. In the pets meadow, it's not really a meadow. The setting in the pets meadow looks like a living room, what with the couch and (book?)shelf. All the critters here are pets you could keep in your house! There are reptiles, cats, dogs, birds, and more in this meadow! In this meadow there are 2 accessories you can get from playing and leveling up your xp. At xp level 15, you can get a hard hat to keep your cute critters safe. At level 25, you can get an adorable little acorn hat! Maybe it was made by a gnome?

Unlike the other meadows, this list is incomplete. I couldn't find a list of the critters in the pets meadow anywhere, and I only got to critter 20 in my game, so there won't be any more critters than that. Also unlike the other meadows, I'm quite sure I know all the species of the critters I've seen! Keep in mind, though, that I didn't make this game I might be wrong. Feel free to correct me or add more critters if you can!

1. Ruby (rat)
2. Chloe (cockatiel)
3. Taylor (tortoise)
4. Boots (black cat)
5. Buddy (beagle)
6. Gobi (guinea pig)
7. Camille (chamaeleon)
8. Callie (calico cat)
9. Pepper (pug)
10. Copper (cockatoo)
11. Charlie (chihuahua)
12. Bigsby (budgie)
13. Conor (corgi)
14. Gordon (gecko)
15. Simon (siamese cat)
16. Layla (labrador)
17. Tabitha (tabby cat)
18. Polly (parrot)
19. Gilian (golden retriever)
20. Sammy (sphynx, hairless cat)