recursal/Fanatic-Fandom huggingface dataset:
Kasne et Terral

Prince of the Forest, Toucher of Souls, Youngest of Aben and Crysania, Kasne strode from the forests that he had created, his people, the Minotyr on his heels. And yet it was he who agreed to leave his own people to take the enslaving Gren under his command, and from them came the Hrelgrens, touched by his hand, and blessed with a command of peace.

Each god is said to hold an object in their hands, and bear three sets of wings: Her holds in his hand the Green Scimitar, and rather than wings, he bears in his head two sets of horns, and from his back two more horns like tree branches grow.
The Pantheon

The Pantheon consists of 12 gods separated into the White Pantheon and the Black Coterie. Members of the Black Coterie are fallen gods, while those of the White Pantheon have stayed true.

### White Pantheon

* Aben - Husband of Crysania. Father of Lae'zeq, Grissone, Nifara, and Kasne.
* Wyv-Thüm - Husband of Sakharn. Father of Rionne, Kea'Rinoul, and Kos-Yran.
* Crysania - Wife of Aben. Mother of Lae'zeq, Grissone, Nifara, and Kasne
* Lae'zeq
* Grissone-Anka
* Nifara
* Kasne et Terral

### Black Coterie

* Sakharn - Wife of Wyv. Mother of Rionne, Kea'Rinoul, Kos-Yran, and Achanerüt.
* Rionne
* Kea'Rinoul
* Kos-Yran
* Achanerüt
Wyloth

Flying capuchin monkey

> "They were nasty creatures, wyloths: simian, gangly, destructive. They usually hunted across plains, gliding above the ground by means of the taut skin between their arms and legs. Their screams could startle a grown man, though more often it was used to startle their rodent prey as they glided overhead. They were small—known to disappear into saddlebags and come out full and fat. Fortunately, they weren’t as large as their much larger cousins the saverns, or the wyverns; but they caused enough trouble hunting in troupes of twos, threes, even tens, within cities."
>
>

1. ↑ Deathless Beast, page 34
Katiam Borreau

Katiam is the great niece of Maeda Mür, the Matriarch Superioris of the Crysalas Integritas. She is also her personal physician and a Paladame of the Rose. She follows the aspects of Peace, St. Klare, and Dignity.

## Biography

While visiting Crysalas holdings around Ganthic with the Matriarch Superioris, they visited the Crysalas College and Katiam came into possession of a mysterious pod known as the Rotha. Upon leaving the college, a Paladame botanist named Esenath Chloïse traveled with them in order to tutor Katiam in botany.
Garsaber

**Garsaber** is a powerful Undergroundian being and is the main antagonist of the *Warrior Esher* series. He is a heavily armored Sylvorian being who appears within throughout the first sixteen episodes, which ends with his defeat.

## Trivia

* In his first concept drawing, his name was simply just Saber.
* Despite his appearance, his true form is hidden due to him being covered in Sylvorian armor.
* He is the first overarching antagonistic character to be introduced in the *Warrior Series*.
Wyv-Thüm

The Three-Eyed Judge in Noccitan, the Ever-Night. Brother to Aben, and formed by the Existence from the well of a black star. When he descended to his Realm of Noccitan he donned the title Thüm, or Judge.

Each god is said to hold an object in their hands, and bear three sets of wings: Wyv carries a staff, on each end a key. His wings come in the form of wyloth-like skin-taut wings.
Ymbrys Veronia

A qavyl spice merchant.

## Biography

Ymbrys meets Hanen Clouw in Edi City while seeking to expand his merchant network. He enlists the help of Hanen to get him access to a gala where he can meet wealthy residents to sell his spice to. He is apparently very wealthy and pays Hanen a significant sum of money up front.
Aben

High King in Lomïn, the Ever-Day. Made from a white star. His way is the Path. His Gray Watchers hold lanterns to guide those that seek the Path. His tenets are an Arrow, pointing the way to the green fields of Lomïn. The Chalice raised symbolizes his first domain, the sea. And from those depths the Ancient Ones sing.

Each god is said to hold an object in their hands, and bear three sets of wings: Aben holds in his arm a shaft of light, and this wings take the form or undulating bands of that same light.
Paladins of the Hammer

The Paladins are the followers of Grissone, god of Faith. Each Paladin takes on one of the five active Vows upon becoming a member. The Paladins were founded in the Hrelgren Imperial Year 1111. Just before the T’Akai first appeared, launching attacks into what is now the Protectorate of Pariantür, and simultaneously against the Hrelgren Empire and Qavylli Republic, the seven apostles of Grissone began their work at Pariantür. Heeding the call of the seven, humanity brandished weapons against the invaders. Many of the men who survived the war stayed on at Pariantür, founding the Order.

The Paladins live in communities of two or more brothers and their monasteries are scattered across the world and have different sizes and designations. They adhere to a strict hierarchy of rank.
Sakharn

Wife to Wyv, Shepherdess of the Veld—the Dreamscape from which the impossible is dreamed and made fact. She is the goddess of the Improbable, for she impossibly birthed the Deceiver without her husband to sire him.

Each god is said to hold an object in their hands, and bear three sets of wings: She holds a wand with a 7-pointed Star on the end. From her back prouts wings like a butterfly, but those on her left side were sundered and torn.
The Twenty-Two Links

A passage of scripture for the Paladins of the Hammer. Each Paladin carries a hammer attached to them by a chain containing twenty-two links, representing this scripture.

> Lord of Faith and god of man,
>
>
> Two parts in one,
>
>
> Grissone and Anka, with Pariantür
>
>
> Your guidance is sure—firm I stand.
>
>
> Grant me faith, fill my cup with you;
>
>
> Grant me a winged mind, soaring above the turmoil;
>
>
> Grant me strength of iron and a will of bronze.
>
>
> I will protect the helpless, and serve the weak,
>
>
> I will honor your name, and uphold your tenets;
>
>
> I will praise you in chant, in prayer, in daily ritual,
>
>
> I will be truthful, and will not over-indulge;
>
>
> I will not harm those that harm my honor,
>
>
> I will show mercy to those who attack my pride;
>
>
> I will bestow grace on those I find unworthy;
>
>
> I will take a vow and keep it:
>
>
> Chastity, Blind-Introspection, Pacifism,
>
>
> Poverty, Prayer, Silence.
>
>
> Your will is mine to deliver;
>
>
> Your way is mine to follow;
>
>
> Your faith is mine to have;
>
>
> Your grace is mine to give;
>
>
>
> Grissone, Lord of Faith, let me not falter.
>
>
Hrelgren

A non-human sentient species created by the god Kasne et Terral. They are short and green with a blunt "beaked" face like a turtle. They have two posable digits on the outside of each limb and walk on two toes like a camel or elephant.

> The hrelgren merchant had large eyes and a soft, shallow beak of a mouth. He wore dun-colored robes, with a vivid blue and purple sash. His head was covered by a tall green hat. He gestured toward Hanen with a hand. It had a thumb on each side with two fingers between.
>
>

1. ↑ Deathless Beast, page 28
Boroni

Country on the southern side of the Lupinfang Sea. Part of the nations known collectively as the Northern Scapes.

The people of Boroni are called the Boronii, and the similar naming of their two closest neighbors hint at a shared origin.

Boroni is a Confederacy of Jarldoms. Smaller Barons ow allegiance to the Jarls, and one Jarl is elected to be the High Duke of the Jarldoms. No Jarl claims royal reign, although, for all intents and purposes, the High Duke is a king.

Add to this, the Jarlwives hold a separate council, commanding a bardic control over the laws. Disagreements between the two councils never goes over well.
Qavylli

A non-human sentient species created by the god Lae'zeq. They are tall with long flat tails, giraffe horns, and flat faces.

> He stood a hand taller than Hanen in stature, and was elegant, with a stretched out and powerful neck. His legs were hinged like a horse, and he bore long arms that reached to his knees, with slender fingers, and a thumb set in the center of the palm that posed left or right as needed. Behind him a long, flat, and prehensile tail moved... His head was round in the front and tapered in the back. The face bore large eyes full of years, and a flat leathery nose with long slits for nostrils with two tendrils drooping below as a sort mustache, or like the whiskers of any number of bottom-feeding fish. From his forehead rose two short, soft, round horns, covered in skin—thus he seemed young for a qavyl, perhaps no more than eighty. His very long ears fell down and out from his skull.
>
>

1. ↑ Deathless Beast, page 137
Kos-Yran

The Mad Gift-Giver, Once-Walker-Between-Worlds, Kashir Two-Gloves, the Walker. Yet now he is banished to wander, gifting curses to those that seek him out. His own people, the vül, though small in number, are an infestation upon the civilized, sowing mayhem and destruction wherever they call home.

Each god is said to hold an object in their hands, and bear three sets of wings: Upon eahc hand he bears corrupted and beautiful gauntlets of every metal imaginable. His once beautiful wings now only the papery wings of an insect.
Savern

Flying mandrill

> "They had long mouths and manes. One opened its mouth wide, like a serpent, and screamed at another. Their arms were leathery wings, and their hind legs bent forward and back, ending with feet that resembled hands. Their long tails whipped around behind them. They were certainly nastier looking than the small wyloths that hunted across the plains."
>
>

1. ↑ Deathless Beast, page 285
Vows of the Paladins of the Hammer

Each Paladin takes on one of the five active Vows. There once were those that took the sixth Vow, that of Introspection, or Blindness. But none have taken it since the last Prima Pater to take the Vow disappeared long ago. Each Vow also has philosophies, that a Paladin may choose to adopt in order to deepen their faith. These philosophies are not true Vows, and therefore a Paladin is not punished for violating a philosophy. While most Paladins only take one Vow, they can choose to take two or even more.

There are also Lesser Vows which can be used as punishments on occasion, where a Paladin is forced to follow a Lesser Vow for a prescribed period of time in order to teach them a lesson. A Paladin may also choose to take a Lesser Vow for a set length of time in order to deepen their faith, similar to a philosophy. A violation of a temporary Lesser Vow is punishable however, unlike a philosophy.

### Vow of Prayer

Those that adopt this Vow ground themselves in the memorization of scripture, and make the conscious effort to speak all of their inner thoughts directly to their god.

#### Holy Tongue

Paladins who adopt this philosophy speak only in scriptures. Thus, few adopt it, due to the necessary memorization required to fleuntly communicate.

### Vow of Poverty

Paladins are still supported via family that pay a stipend to Pariantür, or by their own trade practiced at their location. Those that take this Vow are required to do additional duty merely to pay for their food and board. They are never paid a stipend, nor may they keep personal items.

#### Wisdom of Stringency

Paladins who adopt this philosophy give up all but bread and water.

### Vow of Chastity

Those that take this Vow are forbidden from marrying.

#### Chaste Mind

Paladins who adopt this philosophy refuse contact with any member of the opposite gender.

#### Upward Path

Paladins of this philosophy believe differently than those of the Chaste Mind. They believe the path of chastity is about focusing on Grissone and his wisdom. They forego the pleasures of this world to better focus on him.

### Vow of Pacifism

Paladins who take this Vow never raise their hammer against another, seeking peace by any other means.

#### Peace of Night

Paladins who adopt this philosophy are onyl awake at night and shun the sun. Needless to say, they are more active in the winter.

### Vow of Silence

Paladins who take this Vow do not speak another word for the rest of their lives, instead communicating through their hands. These brothers also give up their surnames as their founder, Sternovis did.

#### Service

Paladins who take the philosophy Service vow not to refuse any request made of them, unless it is immoral.

#### Pure Silence

Paladins who take the philosophy of Pure Silence do not even communicate by means of their hands, but adopt an incommunicative lifestyle.

### Vow of Blindness

This Vow is no longer taken. Those that did bound their eyes away from the world.
The Dreamer

**The Dreamer** is the oldest God mentioned in *AER: Memories of Old*. According to scattered lore found in the world, including NPC dialogue, scrolls, and weathered tablets, the Dreamer is believed to be responsible for the creation of everything in the game's universe. It is not just the world that the Dreamer brought into existence, but also the reality in which the Land of Gods exists. The Dreamer is said to have dreamt the Creator, who subsequently made the world, the Spirit Animals, and the humans.

Despite the best efforts of the Creator to protect the world from the encroaching darkness, the Void's fracturing of the world poses a threat to the Dreamer. If the Dreamer were to awaken, it is believed that this world would cease to exist.
Manticör

> "It was lithe and covered in dark stripes on a sleek coat the color of the dry grass it had been prowling in. On each paw it bore dagger-sized claws. Hackles rose along its spine, and within the hairs rose even longer, sharper quills. It bore a long tail that swished back and forth, a curved spike on the end oozing a deadly venom... It had red-lined eyes and a long mouth filled with rows of teeth, each wickedly sharp, like an evil grinning smile."
>
>

1. ↑ Deathless Beast, page 259
Auk

**Auk** is the protagonist and player character of *AER: Memories of Old*. She is one of the People of the Sky, embarking on a pilgrimage to visit the temples scattered throughout the fractured world. Guided by her mentor, Medvin, she receives a lantern as a gift from Karah at Karah's Shrine. As a silent protagonist, little is known about Auk's backstory or personality. However, she demonstrates bravery and determination in gathering the fragments to confront the Void.
Lifla's Key

### Acquisition Method

Gifted by the Spirit Deer upon freeing him from his prison within the Heartwood in Lifla's Grove

**Lifla's Key** is one of the three keys in *AER: Memories of Old*.

## Obtaining

This key is bestowed upon Auk by the Spirit Deer after successfully liberating it from confinement within the Heartwood located in Lifla's Grove. Obtaining this key may also unlock the Talk to All the Spirit Animals Achievement. The corresponding temple linked to Lifla's Key can be found northeast of Lifla's Grove, situated in the Eastern Steps.
The Deer

**The Deer** is a character in *AER: Memories of Old*. Auk encounters it in Heartwood, where it provides insight into the nature of the world, the Creator, and the Void. The Deer reveals that the Creator created fragments of itself to restore the world after the Void's defeat. It emphasizes the importance of gathering all the fragments to confront the Void once more.
AER Memories of Old Wiki

**Welcome to the...**
**AER Memories of Old Wiki**
**30 articles • 16 files • 221 edits**

**About the wiki**

This is a Fandom wiki about the game *AER Memories of Old*. It plans to document all of the content from this game.

**About the game**

***AER: Memories of Old*** is an indie exploration adventure game developed by Forgotten Key and published by Daedelic Entertainment. It was released on October 25, 2017.

**Navigation**

**Keys • Fragments • Characters**

**Helpful links**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Third Fragment

**Third Fragment** is one of the three fragments in *AER: Memories of Old*.

## Location

The Third Fragment can be found within the Archives located in the Eastern Steps. In order to enter the archives and obtain the fragment, the player needs to acquire the Key from the Deer in the Heartwood at Lifla's Grove. The fragment is safeguarded by the Keeper of the Dreams, whose duty is to protect its integrity and maintain the slumber of the Dreamer.
Erin

**Erin** is the young daughter of John and Daina, the keepers of the Lighthouse in the Settlement. She admires Auk and dreams of embarking on her own adventure one day. Auk encounters Erin on the main island of the Settlement and plays hide-and-seek with her. Erin shares information about the Spirit Bear and the Split Mountain to the northeast.
AER: Memories of Old

***AER: Memories of Old*** is an indie exploration adventure game developed by Forgotten Key and published by Daedelic Entertainment. It was released on October 25, 2017.

## Premise

*Transform into a bird and fly to explore and experience a vibrant world of floating islands in the sky. Venture down into lost ancient ruins where each step leads you closer to the end of the world.*
Second Fragment

**Second Fragment** is one of the three fragments in *AER: Memories of Old*.

## Location

The Second Fragment is situated within the Monastery at the Roof of the World, guarded by the Watcher of the Veil. To reach the monastery and retrieve the fragment, the player must first obtain the Key from the Cave of Harmony in Howling Peaks.
Daina

**Daina** is an NPC and quest-giver in *AER: Memories of Old*. She resides in the Settlement with her husband, John, and their daughter, Erin. Daina met John near Karah's Shrine, and they decided to move to the Settlement and become Lighthouse keepers. She provides guidance to Auk, emphasizing the importance of visiting the three temples and suggesting the next destinations, such as Eventide Sanctuary and the Archives.
Twilight Guardian Key

### Acquisition Method

Found within the Vault by locating two glowing pillars of light in Twilight Lake

**Twilight Guardian Key** is one of the three keys in *AER: Memories of Old*.

## Obtaining

To obtain the Twilight Guardian Key, which grants access to the Eventide Sanctuary and encounters with the Twilight Guardian, players must venture to the Vault. The Vault is located by following the two illuminating pillars of light situated within Twilight Lake. For more detailed instructions, refer to the provided guide.
First Fragment

**First Fragment** is one of the three fragments in *AER: Memories of Old*.

## Location

The First Fragment is located in the Eventide Sanctuary, under the protection of the Twilight Caretaker. To gain access to the sanctuary, the player must acquire the Key to the Caretaker, which is found in the Vault situated at Windsong Falls.
The Void

The Void is an all-consuming darkness and serves as the primary antagonist in *AER: Memories of Old*.

According to the game's lore, the Void originated as a gnawing emptiness within the Creator of the world. As the Void grew in power, the Creator fragmented himself to keep it at bay. He entrusted Karah with safeguarding these fragments, hoping to prevent the Void from unleashing its destructive force upon the world. However, despite these efforts, the Void continued to expand, causing the world to fracture. It manifested as pitch-black shards that pierced through anything living in their path.

Now, Auk, the player character, is entrusted with the task of reuniting the fragments of the Creator in a final attempt to halt the decay and prevent the Void from causing further destruction. Auk must journey to the three temples where the pieces of the Creator are safeguarded by temple Caretakers.

Once all the fragments are collected, Auk enters the Creator's Shrine, where she confronts the Void firsthand in the game's final cutscene.
John

**John** is an NPC and quest-giver in *AER: Memories of Old*. He resides in the Settlement, a small village below the Lighthouse. John settled as a Lighthouse keeper with his wife, Daina, and they have a daughter named Erin. He recounts his encounter with Daina near Karah's Shrine and expresses his desire to rebuild the shrine. He guides Auk to Windsong Falls and recommends heading east towards the next temple.
Yohal

**Yohal** is a character in *AER: Memories of Old*. He is presumed to be a human and an earlier pilgrim to the Land of Gods. Auk discovers scrolls left behind by Yohal, warning future pilgrims about the breaking lands and his unsuccessful attempt to contact the Spirit Animals for assistance. A snapshot shows Yohal meeting the Fox, who advises him to turn back.
Karah

**Karah** is a shapeshifter who resided in the Land of Gods in *AER: Memories of Old*. Auk receives a gift from Karah's shrine at the beginning of the game. Karah played a vital role in hiding fragments of the Creator to prevent the awakening of the Void. She created a safe zone around the Lighthouse and is honored with Karah's Shrine. Later in the game, it is revealed that the light carried by Auk is Karah herself.
Medvin

'*Medvin* is a human NPC and Auk's mentor in *AER: Memories of Old*. He guides Auk to Karah's Shrine and can later be found in the Pilgrim's Study beneath the Lighthouse. Medvin explains the significance of the Keys to the Caretakers and the role of the Twilight Guardian in Eventide Sanctuary. He provides crucial information about the temples and fragments needed to confront the Void.
A "Alpha Vertical"

A

* A [Alpha Vertical- Now]
* A [Episode 1 Intro Render]
* A [Old 2020}

### Team

Alpha Vertical: Team Party AgainBF7DFN Battle For 70,000 Dollars For Nothing: Team Wicked

## Relationships

### Friendship

* B [Alpha Vertical]
* R [Alpha Vertical]
* U [Alpha Vertical] sometimes
* O [Alpha Vertical]
* K [Alpha Vertical] sometimes
* X [Alpha Vertical] sometimes
* Z [Alpha Vertical] sometimes
* I [Alpha Vertical]

### Negative Friendships

* Q [Alpha Vertical]
* Scribbles [Alpha Vertical]
* U [Alpha Vertical] sometimes
* W [Alpha Vertical]
* M [Alpha Vertical] sometimes

## Ranking

### Eliminated [Episode Eliminated and Elimination Number]

Episode Eliminated Alpha Vertical: N/AElimination Number: N/A

## Behind the Scene[s]

### Voiced by

paintbrushmadfan23

**A "Alpha Vertical"** is a male contestant/character from Team Party Again who is battling in Alpha Vertical!! Woohoo anyways A competed in Alpha Vertical!!,

## **Appearance**

A's appearance started pretty badly at the first scene of BF7DFN 1. His design was all black and had red shoes. But was eliminated at BF7DFN 3 WITH NO EVIDENCE . When BF7DFN was discontinued, A's New Appearance [Alpha Vertical] Now Started himself as just red with a shade of dark and the right side of his line in the right.
The Gray Organization Wiki

**Welcome to the The Gray Organization Wiki!**
fictional

We're a collaborative community website about The Gray Organization 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

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
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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.
Application

Facial recognition technology has a wide range of applications, spanning across various industries and domains. Below are some of the key areas where facial recognition is being used:

1. Security: Facial recognition technology is widely used in security applications, such as airports, seaports, and public transportation systems. It can be used to identify potential threats and enhance security measures.

2. Law enforcement: Facial recognition technology is increasingly being used by law enforcement agencies to identify suspects and solve crimes. It can be used to match images captured on surveillance cameras with criminal databases, helping police identify and apprehend criminals.

3. Healthcare: Facial recognition technology is being used in healthcare settings to improve patient care and safety. For example, it can be used to monitor patients for signs of distress or to identify patients who may be at risk of wandering.

4. Marketing: Facial recognition technology is being used in marketing to enhance customer experiences and target advertising more effectively. For example, retailers are using facial recognition technology to analyze customer behavior and recommend products based on their preferences.

5. Attendance management: Facial recognition technology is being used in schools and workplaces to monitor attendance and reduce fraud. It can also be used to track employees and students, enabling organizations to improve accountability and productivity.

6. Access control: Facial recognition technology is being used for access control in various settings, such as buildings, vehicles, and smart homes. It can be used to grant or deny access to authorized individuals, enhancing security measures and preventing unauthorized entry.

7. Financial services: Facial recognition technology is being used in financial services, such as banking and payments, to improve security and prevent fraud. For example, some banks are using facial recognition technology to verify customers' identities before allowing them to access their accounts.

8. Entertainment: Facial recognition technology is being used in the entertainment industry to enhance user experiences. For example, some theme parks are using facial recognition technology to personalize rides and attractions for each visitor.

9. Social media: Facial recognition technology is being used in social media platforms to improve user experiences and enhance security. For example, Facebook uses facial recognition technology to help users tag photos and prevent unauthorized access to their accounts.

In conclusion, facial recognition technology has a wide range of applications across various industries and domains. While the technology offers many benefits, there are also concerns around privacy, data protection, and algorithmic bias that need to be addressed to ensure that the technology is developed and used ethically.
BF7DFN Battle For 70,000 Dollars For Nothing

* BF7DFN [Episode 4+]
* BF7DFN [Episode 2]

Battle For 70,000 Dollars For Nothing [BF7DFN] is a World tour competition show created by paintbrushmadfan23, With the host Question Mark and the prize is Seventy Thousand Dollar

[BF7DFN] which is the continuum of Alpha Vertical!! if your wondering about that.

[The shows cancelled but making What was left of BF7DFN]
Alpha Vertical Show Wiki

**Welcome to the Alpha Vertical Show Wiki!**
Alpha Vertical is a show with alphabets replaced by objects battling for a prize, A hundred thousand dollars and The power to be SMART!! With your host Exclaim and Co-host Wendall and... a Demigod who is coming back to steal the show..
```
<br /><gallery type="slider" orientation="bottom">
Alpha1thumbnail.webp|//Alpha-Vertical//S1 Episode 1//Teams Am I Right//(Old)|linktext= Alpha Vertical First Episode! (Old), It was made in November 19 2019 and the Thumbnail

```

We're a collaborative community website about Alpha Vertical Show 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

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*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.
Viktor A. Kazo

## Viktor Antonovich Kazo

### Overview

**Viktor Antonovich Kazo**, also known as "**The Siberian**" and "**Viktor Russian**", is a Russian crime boss, assassin, and arms/drug trafficker.Viktor has also been a bussiness associate of several terrorist organizations such as the al-Shabaab, the Lord's Resistance Army, and the Mujahideen, earning him the position as one of the U.N.'s most wanted criminals. However, Viktor's allegiance lies with the Soldaty Bratva (Brotherhood of Soldiers), as he is currently one of the 12 heads of the syndicate and one of three of the founders. Viktor is the husband of the now deceased, Anya Kazo, and the father of his two sons, Josef and Zenin Kazo as well as his two daughters, Ekaterina and Anastasia Kazo. Viktor is also a veteran of the Soviet Army, having previously served in the Russian Army and the FSB's Spetsnaz Vympel.

## Biography

### Early Life

Viktor Antonovich Kazo was born in Rykgorod, Russian SFSR, Soviet Union on December 4th, 1976. Viktor was born in exile to Siberia, his father, Anton Kazo, was a disgraced nuclear physicist who was convicted of espionage and treason in 1974, while his mother, Sofia Levkova, was an political extremist who was convicted of conspiracy to commit murder and unlawful expolsives possession in 1973. The desolate town he was banished to, Rykgorod, was home to a defective nuclear plant which suffered a radioactive explosion in 1954, leading to it's eventual decay. Viktor's mother died during his birth, resulting in his father's abuse and neglect towards him. In 1984, Viktor and his father illegally immigrated to Tbilisi, Georgia, where Anton attempted to regain a proffesion in physics, however, eventually fell into substance abuse and deppression. Despite this, Viktor grew up with top grades in secondary school, graduating early in 1991. During the Georgian Civila War, Viktor's father was murdered by soldiers of the National Guard of Georgia. During the following years, Viktor utilized the ongoing conflict to steal firearms and smuggle drugs throughout Georgia, Armenia, and Chechnya.

After gaining enough money to buy his way out of Georgia, Viktor emigrated back to Russia, residing in Moscow and enrolling in Moscow State University in 1994. In 2000, Viktor graduated with a graduate degree in applied mathematics. Viktor subsequently participated in high stakes poker games. During these games of chance, Viktor utilized his mathematical knowledge to earn large amounts of money, making a total of $150 million in 2002 at the Sochi Casino.
Ignat A. Kuznetsov

## Ignat Anatolyevich Kuznetsov

### Overview

**Ignat Anatolyevich Kuznetsov**, is a Serbian-Russian former Alpha Group soldier of the Federal Security Service and member of the Izgoi Bratva. For decades, Ignat has been selling military-grade firearms and combat supplies out of primarily Chechnya, Dagestan, and Syria.

## Biography

### Early Life

Ignat Anatolyevich Kuznetsov was born in Leningrad, Russian SFSR, Soviet Union on October 30th, 1979, to Anatoly Zurabovich Kuznetsov and Anđela Horvat. Ignat's mother was a Serbian librarian while his father was a steel mill worker and former disgraced proffesional bodybuilder which had been ruined opiod addiction. In 1982, Anatoly was imprisoned for aggravated assault, and Ignat moved to Belgrade, Serbia with his mother, and later to Vilnius, Lithuania in 1989. Ignat's mother expirienced financial issues for many years, eventually leading her to alcoholism and living among a Roma gypsie community which suffered from severe poverty. In 1991, Ignat's father requested to take custody back of his son, to which Anđela accepted.

Subsequently, Ignat moved back to St. Petersburg, Russia, where although he grew up in a lower-class neighborhood, he was taught boxing by his father. In 1994, Ignat moved to Astana, Kazakhstan and later to Yerevan, Armenia, where his father had him participate in underground boxing events. In 1996, after Ignat won a boxing match, his father was shot several times and died by an Armenian gangster who bet and lost on the fight. At 17 years old, Ignat emigrated back to Russia, where he enlisted in the Russian Army in 1998.

### Military Career

Ater enlisting as a Private in the Russian Army in 1998, Ignat served his first tour to Dagestan in 1999. In 2001, Ignat joined a spetsnaz GRU unit, deploying a second time in 2002 to Chechnya and again in 2004. The same year, Ignat joined Battalion Zapad, deploying a third time to Chechnya. During this time, Ignat began to sell illegal arms, eventually receiving the recognition of the Chechen Bratva who made him a member. In 2006, Ignat was deployed to Lebanon for a peacekeeping operation. From 2007 to 2009, Ignat was deployed again to Chechnya, South Ossetia, and Georgia, and in 2008 after expanding his operation to nearly 100 soldiers, Ignat began workign directly for the Izgoi Bratva. In 2010, Ignat joined the Federal Security Service (FSB) and spetsnaz Alpha Group, and went on to serve several more tours to multiple nations in the Caucaus, becoming the largest arms dealer in the region by 2014. In 2015, Ignat was deployed to Syria where he continued his operation.

### Criminal Conviction

After a team of U.S. Navy SEALs found a safehouse stored with hundreds of military-grade weapons, a full investigation was set into place, and eventually Ignat and several other soldiers were placed on trial by the International Criminal Court, and in 2017, was convicted of rackeetering and sentenced to 85 years in in the Russian Black Dolphin Prison.
The Gray Organization

### Overview

**The Gray Organization** is an exclusive, international criminal agency which operates as the sole superpower of the criminal underworld. The Gray Organization's members have virtually complete immunity to incarceration, as long as they respect the Organization's rules and guidelines. The Gray Organization originally was founded as a Latin-American drug cartel, however eventually transitioned due to Juan Rucío's push towards domination of the world's criminal industry.

### Etymology

The Gray Organization was initially known as "The Rucío Organization", however because of the surname, "Rucío", meaning "gray", the meaning eventually changed and The Gray Organization was concreted as the agency grew.

### Members

* The Leónes Cartel - A founding member; founded in Mexico City, Mexico.
* The Caracas Cartel - A founding member; founded in Caracas, Venezuela.
* The Fortaleza Cartel - Founded in Fortaleza, Brazil
* The Buenos Aires Cartel - Founded in Buenos Aires, Argentina
* The Majors' Posse - Founded in Kingston, Jamaica
* The Havana Cartel - Founded in Havana, Cuba
* The Klaue Syndicate - Founded in Johannesburg, South Africa
* The Al-Zari Clan - Founded in Beirut, Lebanon
* The Warsaw Bratva - Founded in Warsaw, Poland
* The Soldaty Bratva - Founded in Yerevan, Armenia
* The Black Mob - Founded in London, United Kingdom
* The Iadanza Mafia - Founded in Catania, Italy
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New York: Territory

### Operating Gangs

Soldaty Bratva, Iadanza Mafia, Gonzanelli Mafia, Sorrentini Mafia, Zhangtao Triad, Trovato Mafia

### Crime Industries

Drug Trafficking, Arms Trafficking, Human Trafficking, Extortion, Money Laundering, Contract Murder, Robbery, Illegal Gambling, Counterfeiting,

## New York (state)

### Overview

Since the founding of New York in 1776, it has suffered as a center of organized crime. Over centuries and decades, countless crime syndicates, many of which from foriegn and overseas countries including: Mexico, Columbia, Cuba, Venezuela, Brazil, Russia, Poland, Belarus, Ukraine, Armenia, Romania, Germany, Albania, Sweden, England, Ireland, Jamaica, South Africa, Canada, Haiti, Italy, China, Hong Kong, Japan, The Philipines, Afghanistan, and India. Despite the immense variety, since the 1940s, Italian gangs have overuled the majority of New York, most especially New York City. Other large ethnic gangs include the Russians, Jamaicans, Chinese, Mexican, Polish, English, Haitian, and Japanese.

## New York City

### Current Territory in NYC

There are 7 total syndicates that operate most prominently in New York City. These gangs are: The Trovato Mafia, The Iadanza Mafia, The Gonzanelli Mafia, The Sorrentini Mafia, The Soldaty Bratva, and The Zhangtao Triad.

* The Iadanza Mafia: The Iadanzas are the oldest gang in New York and operate throughout the entirety of Brooklyn. (Member of The Gray Organization)
* The Trovano Mafia: The Trovanos share their territory with the Sorrentini Mafia, with whom they operate in Queens and Staten Island along with the Soldaty Bratva.
* The Sorrentini Mafia: The Sorrentinis share their territory with the Trovano Mafia, with whom they operate in Queens. The Sorrentinis also share territory with the Soldatys in the Bronx.
* The Soldaty Bratva: The Soldatys operate in Manhattan, the Bronx, and Staten Island. The Soldatys also share the Bronx with the Sorrentini Mafia. (Member of The Gray Organization)

#### Rebel Syndicates

* The Gonzanelli Mafia: The Gonzanellis operate against gang-enforced laws in Brooklyn, Queens, and the Bronx.
* The Zhangtao Triad: The Zhangtaos operate against gang-enforced laws in Manhattan, Queens, Brooklyn, and the Bronx. (Member of The Eastern Alliance)
Чудеса 1-го уровня

#### Blinding Faith

Богослов призывает свою внутреннюю веру и направляет ее, чтобы стать невидимым для существ, следующих по Пути Проклятых.

#### Doubtful Soul

Богослов проецирует свою веру и порицает греховные пути объекта воздействия что часто дает им повод задуматься и пересмотреть свои действия.

#### Flames Of Truth

Богослов направляет божественные огни творения и использует их, чтобы отличить правду от лжи с теми, с кем они сталкиваются. В крайних случаях пламя может испепелить грешника. Обратите внимание, что цели, получающие урон от пламени, порожденного чудом, не загораются. Пламя проникает глубоко в цели, сжигая ее дух.

#### Fortitude

Мольбы богослова о божественной помощи и поддержке приводят к временному (или, возможно, постоянному) увеличению жизненной силы и прочности. Бонусы к выносливости дают временные хит-пойнты за каждый уровень персонажа (пересчитайте хит-пойнты на основе нового модификатора выносливости). Временные хит-пойнты действуют до тех пор, пока их не уменьшит урон или пока не закончится время действия чуда.

#### Godsight

Персонаж получает проблески будущих действий окружающих, позволяющие на короткий миг внести решающие коррективы.

#### Holy Sponge

Богослов проявляет губку со святой целебной силой, способной исцелять раны, болезни, яды и другие недуги у тех, кто верен.

#### Righteous Symbol

Богослов использует святой символ в качестве фокуса для направления божественных энергий для обличения сил тьмы.

#### Sanctify

Богослов благословляет область, чтобы помочь защитить ее от сил тьмы, позволяя союзникам безопасно отдыхать и дать им преимущество, если они подвергнутся нападению.

#### Shield Of Faith

Богослов яляет след божественного, который проявляется как средство для защиты верного слуги.

#### Tongues

Богослов напрямую общается с духом своих братьев и сестер, позволяя общаться с теми, кто обычно не может говорить на родном языке персонажа.
Wyoming Whiskey Cure

### Описание

Лекарство для виски Wyoming превращает воду в виски высшего сорта. По сути, это лекарство от того что ваша вода не является виски. Если эта смесь используется на существе, состоящем из воды, оно получает спасбросок против превращения в виски (спасбросок Fortitude с DC, равным проверке Brew), эффект которого должен определить судья. Чем выше уровень пользователя, тем выше качество виски. Персонаж 1-го уровня создает пойло, которое может понравиться только арканзасскому горцу, а персонаж 10-го уровня создает настолько божественный нектар, что он может превратить возрождение умеренности в мальчишник дьявола. В результате варки получается одна крошечная капля, которую в течение часа нужно добавить в воду, чтобы она превратилась в виски.

### Манифестация

Бросок 1d4:

* (1) вода кружится и кружится, медленно превращаясь в виски;
* (2) вода превращается в крошечное облачко, которое затем выливает виски обратно в емкость;
* (3) на одно прекрасное мгновение, свет озаряет варево и сопровождается звуком, похожим на пение хора ангелов;
* (4) вода выпрыгивает из емкости и превращается в виски, попадая обратно в сосуд и не проливая ни капли.

### Мутагенная реакция

Бросок 1d10, модифицированный Удачей:

* (0-1) смесь взрывается, нанося 1d6 повреждений пользователю;
* (2-3) смесь становится разумной, немедленно прокладывая себе путь в горло пользователя, вызывая сильное опьянение;
* (4-5) у пользователя на 1d5 дней появляется аллергия на алкоголь - один глоток вызывает сильнейшую тошноту;
* (6-7) над пользователем появляется крошечное облако и льет на него дождь виски в течение 1d3 часов;
* (8-9) пользователь становится невосприимчивым к воздействию алкоголя на три дня;
* (10+) весь алкоголь в радиусе трех миль от пользователя превращается в воду;

### Эффект

Brew Check - 1d20 + модификатор интеллекта + уровень:

* 1 - Провал, неудача и даже хуже! Бросок по таблице таблице мутагенных реакций.

* 2 - 11 - Провал. Неудача. Формула больше не может быть использована до тех пор, пока пользователь не сможет повторно оценить ингредиенты (24 часа).

* 12 - 13 - Одна честная порция воды навсегда превращается в первоклассный виски.

* 14 - 17 - Один высокий стакан воды навсегда превращается в виски премиум-класса.

* 18 - 21 - Фляга с водой навсегда превращается в премиальный виски стоимостью $25.

* 22 - 25 - Галлон воды навсегда превращается в элитный виски стоимостью 50 долларов.

* 26 - 29 - 1d3+CL галлонов воды навсегда превращается в элитный виски стоимостью $75 за галлон.

* 30 - 31 - 1d10+CL галлонов воды навсегда превращается в элитный виски стоимостью $100 за галлон.

* 32+ Бочка воды объемом 20 галлонов навсегда превращается в виски высшего сорта стоимостью 200 долларов за галлон.
Aslam M. M. Al-Zari

## Aslam Muhammed Moammar Al-Zari

### Overview

**Aslam Muhammed Moammar Al-Zari** is a Lebanese crime boss, the head of the Al-Zari Clan, and a member of The Gray Organization. Aslam is also the founder and CEO of a private weapons company, Al-Zari Technologies, LLC, alson known as "AZT".

## Biography

### Early Life

Aslam Muhammed Moammar Al-Zari was born in Beirut, Lebanon, on June 15th, 1969. Aslam's father, Muhammed Al-Zari, was the then-patriarch of the Al-Zari Clan, while his mother, Rashida Moussawi, was a former shopkeeper. Aslam's family being of primarily criminal proffesion, he was introduced to organized crime when he was young. In order to teach him, Aslam's father provided him with jobs and missions for him to carry out, such as robberies, thefts, and even murders. In 1972, when Aslam was arrested and charged with grand theft auto, his father allowed the prosecution to continue although he influenced the trial as to shorten his prison sentence. In 1972, Aslam was convicted of grand theft auto and sentenced to 2 years in prison, being released from the Beirut Juvinile Detention Center in 1974. Aslam earned his GED shortly later, enrolling in the Beirut Arab University in 1975, and graduating in 1980 with an undergraduate degree in finance.

### Organized Crime

Throughout the 1980s to 1990s, Aslam carried out dozens of assassinations and narcotics smuggling operations across the Middle-East. In 1993, Aslam founded Al-Zari Technologies, LLC, a private weapons manafacturing company based in Beirut. Al-Zari Technologies is currently the fourth largest military contractor for the Lebanese military. Many of AZT's firearms and combat resources are also sold and trafficked around the world.
Создание персонажа и 0-й уровень

Персонажи в Weird Frontiers начинают свой путь с 0-го уровня и не имея класса. Только если персонаж переживет свое первое приключение и наберет соответствующее количество очков опыта, он сможет выбрать свой класс:

Каждый персонаж, который участвовал в Событиях и выжил при этом, получает опыт.

В начале создания персонажа, определите атрибуты - сделайте бросок 3d6 для каждого и результат занесите в лист персонажа:

В зависимости от значения, атрибут может прибавлять положительный или отрицательный модификатор к броску:

2 - определите количество очков здоровья, броском 1d4 + модификатор выносливости (отрицательный модификатор вычитается):

3 - отпределите количество очков рассудка (Grit) - (Stamina + Personality) / 2 - округление вниз:

4 - Armor Class персонажа равен - 10 + модификатор ловкости (Agility), если таковой имеется:

5 - определите стартовый капитал через бросок 1d4 - результат, есть количество долларов, с которым вы начинаете путешествие.

6 - если параметр Удачи персонажа достаточно высок (или низок), что бы создать +/- модификатор, сделайте бросок 1d30 и определить "счастливый бросок", по таблице ниже:

Результат можно выбрать во всплывающем окне, если вы используете лист на Ролл20:

7 - наконец, броском d100 определите происхождение, а так же стартовое оружие и прочие предметы вашего персонажа:
The Creator

**The Creator** is an old God who created the lands, the flora and fauna, and eventually, the humans. After the Dreamer brought forth everything, she dreamt up the Creator. The Creator was tasked with fabricating the world within the dream.

However, deep within the Creator, a darkness stirred. This darkness grew and became known as the Void, posing a threat to burst forth and destroy the world. To prevent this catastrophe, the Creator made a sacrificial decision. He divided himself into four parts, an event known as the Great Divide among humans.

Three of these parts were entrusted to Karah, who hid them away in three temples scattered throughout the Land of Gods. The final piece, the Void itself, the Creator imprisoned within his own Shrine.

Now, it falls upon Karah to reunite the fragments of the Creator, gaining access to the prison within the Creator's Shrine and confronting the Void.