recursal/Fanatic-Fandom huggingface dataset:
Fru Fru

**Fru Fru** — jedna z drugoplanowych bohaterek filmu Zwierzogród. Jest to córka szefa największej mafii w całej Tundrówce.

## Wygląd

Jest to młoda, ładna ryjówka arktyczna o szaro-brązowej sierści z białymi elementami, oraz czarnymi lśniącymi włosami spiętymi w koczek. Jest drobnej budowy jak na ryjówkę przystało, jej wyróżniające się oczy są koloru szarego.

Fru Fru w pierwszym pojawieniu jest ubrana w seledynową sukienkę z ciemniejszymi listkami klonu we wzorze, nosi także perłowy naszyjnik. Później możemy ją zobaczyć w pięknej długiej sukni ślubnej z welonem.

## Charakter

Fru Fru ma charakter typowej głupiutkiej zakupoholiczki, jest elegantką, lubi słyszeć komplementy na temat swojego wyglądu. Oprócz tego jest miłą i serdeczną dziewczyną.

## Zainteresowania

Bez wątpienia jej największą pasją jest moda, oraz robienie zakupów z kumpelami, lubi też wszelkiego rodzaju uroczystości.

## Historia

### Zwierzogród

Pierwszy raz widzimy Fru Fru w Chomikowie, gdy wraz z koleżankami wychodzi z galerii handlowej, akurat w tym momencie Judy Hops prowadzi pościg za Danem Łasicą, który by spowolnić młodą policjantkę rzuca makietę pączka z cukierni na jezdnię, pech chciał że replika wyrobu cukierniczego toczy się prosto na biedną ryjówkę oraz jej przyjaciółki, na szczęście Judy udaje się dogonić pączka i ratuje Fru Fru przed okrutną śmiercią, po czym chwali jej fryzurę, i kontynuuje pościg.

Następnym razem widzimy uroczą ryjówkę, w trakcie trwania jej ślubu, okazało się wówczas, że jest ona córką szefa mafii - Pana Be, który właśnie chciał utopić Judy i Nicka w lodowatej wodzie, na szczęście Fru Fru rozpoznaje policjantkę i każe przerwać "Plan B". Gdy jej ojciec dowiaduje się o tym, że Hops uratowała życie jego córeczki, ułaskawia ją i Nicka, zaprasza na wesele oraz obiecuje pomoc w znalezieniu pana Wydralskiego.

W końcowej części filmu w trakcie gdy Pan Be pomaga głównym bohaterom wyciągnąć informację od Dana Łasicy, widzimy ją w ciąży dowiadujemy się, że matką chrzestną jej córki została Judy, po której także dostanie imię.

## Relacje

### Judy Hops

Relacje między obiema dziewczynami są bardzo dobre i przyjazne, Judy często komplementuje jej ubiór i wygląd, a Fru Fru z szacunku do młodej policjantki nadaje swojej córce jej imię.

### Pan Be

Pan Be bardzo kocha swoją córkę ze wzajemnością, widać że ojciec liczy się z jej zdaniem i zrobił by dla niej wszystko. Przez wzgląd na nią zaniechał zabicia Nicka i Judy, gdyż Judy uratowała Fru Fru.

## Ciekawostki

* Aktorka głosowa Leah Latham z oryginalnej wersji filmu, pracuje jako kierownik produkcji w Walt Disney Animation Studios.
* Była inspirowana Constanzią „Connie” Corleone.
* Jako jedyna ryjówka w filmie ma ona normalne oczy, pozostali przedstawiciele jej gatunku mają czarne, jakby ślepe oczy.
* Jej nienarodzona córka otrzyma imię po Judy.
Geologist

Category: INF

Limitation: U

Description: After five minutes of intense scrutiny you can identify and classify common natural and geological formations. ====

==== Special Use: Digger

Category: P

Limitation: PPD

Description: You may spend production points to obtain mineable ores and gemstones. (Production of materials determined by rarity of material in the area currently in.  See Geoloist in the Appendix: Production List) ====

### Level 2 - Apprentice

==== Practical Use: Excavator

Category: INF

Limitation: U

Description: After five minutes of intense scrutiny you can identify and classify uncommon natural and geological formations. Further when in a cave or other naturally occurring enclosure you may make use of the Advantage: Intuition, allowing you to ask Plot a question for a single word answer or hunch. ====

==== Special Use: Enrich Vein

Category: P

Limitation: U

Description: You are capable of making an area so easy to gain materials that should you find a mineral vein that any may gain a single material from it once. ====

### Level 3 - Journeyman

==== Practical Use: Rock Hound

Category: INF

Limitation: U

Description: After five minutes of intense scrutiny you can identify rare formations and phenomena. Further you can safely locate and reopen damaged or obscured mines. ====

==== Special Use: Gnome

Category: P

Limitation: U

Description: While in a cave or naturally occurring enclosure you may hide yourself away, concealing your presence such that you will be unfindable by any mundane methods. ====

### Level 4 - Master

==== Practical Use: Field Research

Category: INF

Limitation: U

Description: Such is your instincts that you can hunt out and predict likely dig sites for less common minerals and gems. Also at the beginning of every game you may go to Production for three random gems/minerals. ====

==== Special Use: Bones of the Earth

Category: P

Limitation: TDL

Description: With one minute of concentration you may strengthen your connection to the earth granting yourself a four point skin. Further, events like earth quake, rock falls or cave in's do not physically harm you. ====

### Level 5 - Grand Master

==== Practical Use: Speleologist

Category: INF

Limitation: U

Description: You can find a way free for yourself or others from a collapsed mine or cave, can safely collapse a cavern or mine, and locate extremely rare ores and gems allowing you one gem or mineral, from production, of your choice at the beginning of every game. ====

==== Special Use: Voice of the Earth

Category: A

Limitation: OPE

Description: You may speak with the earth, gathering basic information and knowledge of the area, and occasionally receiving aid from the very earth in some way. Further, as long as you are in some way on solid ground and not in a building, you gain an additional point of Toughness. ====
Gemcrafting

Category: A

Limitation: PPD

Description: Access to Level 1 Novice Gemcrafting recipes. Select one recipe from the level one Gemcrafting recipes when gaining this rank in this skill. ====

==== Special Use: Buffing

Category: A

Limitation TDL

Description: By spending 10 minutes polishing a gem you are able to reset one use of the gem's abilities. This skill will work on all items made with (or out of) gems. If the item has multiple abilities, select only one you wish to restore. ====

### Level 2 - Apprentice

==== Practical Use: Gem Carving

Category: A

Limitation:PPD

Description: Access to Level 2 Apprentice Gemcrafting recipes. Select one recipe from the level two Gemcrafting recipes when gaining this rank in this skill. ====

==== Special Use: Gem Cutting

Category: A

Limitation: PPD

Description: At one production point you are able to increase a gems clarity and value. A cut gem's production value is doubled for the use in all recipes that require gems. ====

### Level 3 - Journeyman

==== Practical Use: Gem Design

Category: A

Limitation: PPD

Description: Access to Level 3 Journeyman Gemcrafting recipes. Select one recipe from the level three Gemcrafting recipes when gaining this rank in this skill. ====

==== Special Use: Gem Jaw

Category: P

Limitation: TDL

Description: After 5 minutes of work you are able to fully reactivate any item made with the Gemcrafting skills resetting all of its abilities. ====

### Level 4 - Master

==== Practical Use: Jeweler

Category: A

Limitation: PPD

Description: Access to Level 4 Master Gemcrafting recipes. Select one recipe from the level four Gemcrafting recipes when gaining this rank in this skill. ====

==== Special Use: Activation

Category: A

Limitation: TDL

Description: May use the abilities of a soul gem and other such artifacts. Each item requires being taught how to either use or research to do so. ====

### Level 5 - Grandmaster

==== Practical Use: Master Jeweler

Category: A

Limitation: PPD

Description: Access to Level 5 Grandmaster recipes. Select one recipe from the level five Gemcrafting recipes when gaining this rank in this skill. ====

==== Special Use: Creation

Category: A

Limitation: OPE

Description: You are capable of making soul gems and other such artifacts. The creation of these things do take research or teaching to make each one, and might also require special components or acts. ====

## Gemcrafting Recipes

The recipes below are available to be replicated and learned.

Level 1:
Path of the Unseen Warrior

# Path of the Unseen Warrior (Silent Walkers)

Native SubCulture: Itzcali

Preferred Weapon: Slingshot

Note: Only the ammo may be made of the preferred materials/tape. The weapons themselves may be painted or dyed any color you wish.

Preferred Material: Jade & Ivory (lime green and/or white duct tape)

## Reputation

You will not hear them. You will not see them. You will only feel the cold everlasting touch of their weapons. They are the invisible force of the jungle, they live with it and it lives within them. It is rare to see a Silent Walker moving about in cities or anywhere else for that matter.

## History

Little is known of the Silent Walker 's history, for they keep their secrets close, only a few Pyrallians have ever encountered a Silent Walker and even fewer are still alive to tell of their encounters with these silent warriors of Tecuanitzl.

## Abilities

#### Level 1 - Initiate

Harpy's Strike (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon) (dart/shot)

Tagline: "Vital Strike X"

Wall of Breath (defense, non-contact, missile parry) - allows you to dodge/knock away one incoming missile attack

Tagline: "Evade"

#### Level 2 - Apprentice

Sleep of Ages (attack, sleep dart/shot)

Tagline: "Natural Sleep"

Assassin's Will (defense, self, as Iron Mind concoction, resist one mind effecting skill/ability/etc)

Tagline: "Mental Resist"

#### Level 3 - Devotee

Frozen Heart (attack, strike, paralysis dart/shot)

Tagline: "Natural Paralyze"

Camouflage (Defense, self, as camouflage skill from woodsman)

Tagline: "Camouflage"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
The Huntress

## The Four Stewards

The Four Stewards were known in ancient times prior to the fall of magic to be individuals of nigh on infinite power who watched over the wellbeing of Othonia in various ways, each corresponding to a season of the year when their powers were the strongest. The Stewards belong to the seasons - and the seasons to them - as follows: The White Lady (Winter), The Craftsman (Spring), The Huntress (Summer) and the Black Lord (Autumn).

## History

The Huntress being referenced second most in being one that protects those who protect the world itself.

Nearly all references to the Stewards stop around the fall of magic around one-thousand years ago. One phrase that does crop up often enough when they are mentioned - both before and after the fall of magic - reads as follows:

> "Qui autem electionem eligendum. Qui non solum electio crudelitate nusquam appareant crudelitate, sed nec ob benevolentiam faciunt speciem species suas".
>
>

The phrase is written in Ancient Miu, and after a few days of work, you translate it to mean:

> "Those who have a choice must choose.  Those who have no choice may never act in cruelty simply for the appearance of being cruel, but neither may they act in kindness simply for the appearance of being kind."
>
>

## Interaction

Tokens of the Huntress appear as Blood Red Hearts.
Merchant

Category: INF

Limitation: U

Description: You can determine the Fair Market Value (FMV) of common and uncommon items. You are also capable of determining the current state of the market based on things witnessed. ====

#### Special Use: Bolster Value

Category: A
Limitation: TDL
Description: You can convince a buyer that the quality of an item warrants paying 50 percent over Fair Market Value (FMV). This skill must be handled via roleplaying.

### Level 2 - Apprentice

==== Practical Use: Identify Maker's Mark

Category: INF

Limitation: U

Description: You can aid the item's creator, skill level, and typical techniques or abilities used when making an item. Further you have begun to get your name known in the market's, making it possible where you can take chances at investment opportunities for money. ====

#### Special Use: Slick Talking

Category: A
Limitation: TDL
Description: You can cause someone to sell a single item at base production cost to you once per day. This ability must be handled via roleplay.

### Level 3 - Journeyman

==== Practical Use: Antique Dealer

Category: INF

Limitation: U

Description: You can determine the Fair Market Value (FMV) for hard to find and rare items. Also given an downtime session (IBGA), you can typically find either a buyer or seller of such. ====

#### Special Use: Used Wagon Salesman

Category: A
Limitation: TDL
Description: You can sell damaged items for full appraised value whether or not they can be repaired.

### Level 4 - Master

==== Practical Use: I.O.U.

Category: A

Limitation: U

Description:You are known to be a reputable and good merchant who always pays their debts. As such regardless of the price of goods or services, someone is always willing to take you at your word that you will pay your debts. ====

#### Special Use: Windfall

Category: A
Limitation: TDL
Description: Even in places picked clean of items of value, somehow you can always find something of decent worth.

### Level 5 - Grand Master

==== Practical Use:Franchise

Category: A

Limitation: U

Description: You have connections in a number of town and cities. You can typically find out some information about the current markets in those places. Further you receive a stipend of one gold at the beginning of every event. ====

#### Special Use: Business Savvy

Category: A
Limitation: OPD
Description: Such is your knowledge you will be able to talk a buyer into purchasing a single item at five times it's Fair Market Value (FMV). As an added effect, you are also no longer capable of losing money in any investment you become a part of, which might lead to interests in game.
Chronologie

**Nom & Date de l'événement** : Léger paragraphe de description + un lien "En savoir plus" menant à une page dédiée à ce même événement

**An 0**

- L'Empire humain de Sciron dirigé par les trois grandes maisons ( Brenham, Rivenciel, ? ) s'unit aux elfes pour combattre les dragons.

- Lors d'une bataille titanesque, Nyhmai Brise-Aurore anéantit une chimère, marquant la fin du conflit.

- Les elfes se séparent rapidement des humains et fondent la Tour d'Ivoire dans les Contreforts.

- L'empire est instable. La maison Rivenciel part coloniser les Îles Sœurs à l'ouest, la maison ? migre vers l'est où ils fondent leur propre royaume. L'Empire change de nom et devient l'Empire de l'Aurore pour célébrer un renouveau.
Mirror Realm

Where Mirror Magic originates. Crossing into this realm can also cause the inverse of personality, abilities, and fears. Many creatures are territorial and not fond of conversation, and will issue a Dominance Challenge.

## Known Inhabitants

The Mad Hatter

Isaac LaTigo

Yukina (former)

"?" - Creatures that come after you for seven years when you break a mirror.

"?" - Creatures that like gems, jewelry, and gemforge weapons.

## Crossing into the Mirror Realm

"Any reflective surface is technically a portal in between Realms, however, one portal is not like the other. Currently, the number of portals has been severely limited due to increasing instability within the realm. Its inhabitants are caging these destructive creatures within the Realm by limiting their access to the Mortal Realm."

-M, 1715

Entering another Realm (Dream, Spirit, Mirror, etc) will have a one minute Ritual requirement unless the spell or artifact the caster is using states otherwise.  If you are preparing to enter another realm, you must Concentrate for one minute and then include a Three Second count to crossover.  "Going into the Mirror 1, Going into the Mirror 2, Going into the Mirror 3." ***If any spell effects, packet or otherwise, melee attacks, or skills effect you during this count, the crossover fails and you MUST remain in the current realm.***
Earth Magic

# Earth

Earth is a magic school that focuses on Healing and Protection.  Packet delivered Earth spells require green packets.

#### Circle 1

**Pebble Skin**

Adds 1 point of Skin. This spell stacks with the Skin Advantage, but not other spells.

**Mental Shield**

Touch activated. The caster grants a Mental resist that lasts until sunset or consumed.

**Earthen Grasp**

Packet delivered Root effect. Target cannot move from its current location for 3 seconds.

**Rockslide**

Packet delivered Knockdown effect. Target must kneel for 10 seconds and must take a 3-count to get back up.

**Heal Minor Wound**

Touch activated. Instantly Heals one limb wound, but cannot be used on a torso wound.

#### Circle 2

**Resist Destruction**

Touch activated. Target has a Resist to a Destruction effect.

**Mask Deformity**

Touch activated. The target may Ignore one wound effect. Does not stack with other spells or abilities.

**Earth Meld**

Camouflage for the caster only. Cannot move or carry items while under the effects of this spell. Lasts until gesture is dropped or the caster is revealed.

**Lesser Disease**

Packet delivered Lesser Disease effect. Target is diseased and must be administered a cure before using any skills or abilities.

**Lesser Earth Skin**

Triggered Earth Dart on next Source of Damage.

#### Circle 3

**Rock Skin**

Adds 3 points of Skin. This spell stacks with the Skin Advantage, but not other spells.

**Heal Wound**

Touch activated. Instantly Heals torso wound.

**Pin**

Packet delivered Pin effect. One leg is pinned down and cannot move indefinitely. The caster must remain in Line of Sight for Pin to hold.  If the caster runs out of Line of Sight, or drops the spell, Pin is broken.

**Earthquake**

Packet delivered Knockdown effect. Targets must kneel for 10 seconds and must take a 3-count to get back up. Caster uses 5 packets.

**Guardian of the Forest**

Add 1 to TDL for all Landworkers' Guild Abilities. This spell does not stack, and is caster only.
Ocean's Fury

Native Culture: Maerisius

Preferred Weapon: Short Sword and Round Shield, Polearm

Preferred Material: Sapphire & Obsidian (dark blue and/or black duct tape)

## Reputation

The Ocean's Fury attack as swift and sudden as the rip tide. Always in motion they seem to flow through combat rather than to battle against it. Like a ship caught in a maelstrom so are their enemies often destroyed.

## History

The Ocean's Fury are often called so serve with the Maerisian navy, they fight beside the Pyrallian forces as almost equals. Where the Pyrallian are the tip of the sword, The Ocean's Fury are often seen as the shield arm. To believe that however, is to court disaster for they have fought in every major war known and their skill have come from hard training and a long days studying the wars of old.

## Abilities

#### Level 1 - Initiate

Force of the Ocean (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Move with the Tide (defense, non-contact) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

#### Level 2 - Apprentice

Undertow (attack, strike)

Tagline: "Knockdown"

Sandblast (defense, self)

Tagline: "Triggered Weapon Break"

#### Level 3 - Devotee

Siren's Call (attack, point and click) Your song keeps your enemy unable to act, making them defenseless to you.

Tagline: "Natural Stun"

Shadow of the Water (defense, self,) opponent's weapon passes through your body as if you were the water itself, may call "Pass Through - No Effect" to any one strike

Tagline: "Pass Through - No Effect"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Thieves' Guild

## Espionage, Gambler, Stealth

Things that go bump in the night are often attributed to the Thieves' Guild. Generally despised by the common folk, thieves fulfill a strange niche in society. As observers and operative of the night, they hold the pulse of the city in their hands. Knowing when to tug on the strings to induce chaos, or to act as a release valve, to restore order, is the dichotomy of what it means to be a thief. You have to manage your resources and be patient; for you cannot impoverish an entire city without dire consequences and far ranging repercussions. To act as a thief is to operate in the night and be faceless, no one should know your name.

Regional Headquarters: Unknown (Rhukichii)

Racial Callings: Kaliska

Areas of Influence: Espionage, Gambler, Stealth

Expectations:

1: Thieves are generally not viewed on with favor, as such keep your membership in the guild secret. Openly admitting that you are in the thieves guild places not only your in jeopardy, but also places others in peril.

2: The Guild's law is absolute and respect is not only expected of its members, but demanded. You are to respect higher ranking guild members and obey them without question. To flout guild law is to court death.

3: You are not alone in the dark, thieves are everywhere. As such do not poach another thief's turf and operate without restraint. The Guild works best on commission and with discretion.
Ghost Lily

An Extremely Rare (ER) flower, it grows at the grave of someone who has passed on with a Pure Soul, and even still under very rare circumstances. it is the proximity of the Spirit World that allows it to flourish. There are only three remaining in the world.

## Uses and Identification

The Ghost Lily is an additive reagent for Apothecary recipes, and is known for its curative and restorative powers.

It can be identified as a solitary white plant glowing purple where the veil to the Spirit World is thin.

## Cultivating

No matter how many times a Ghost Lily is replanted, it is the proximity of the spirit world that allows it to flourish.

## Harvesting

Though it can be saved it in such a way that you will be able to harvest it again, you will not be able to do so safely until the following autumn when the veil is thinnest.

One may return at any time during the year to take what remains if you need it. The lily will not die, but if you do so before the following autumn, it will not be as potent, nor can you save any of it for future use.  Once autumn has arrived, it will be whole once more and ready to use as you see fit.

## Replanting

The skill, Herbalist (Botany 1, Apothecary 1) is required to replant the Ghost Lily successfully. The Lily must be replanted in the proper location (I.E. where you found it originally),
Dragon Style

## This style is not available at Character Creation, however you can be initiated at any point once in play.

Native Culture: Sheng Tai

Preferred Weapon: Unarmed

Preferred Material: FOIP

Note: You must use a set of white Unarmed Phys Reps that follow the safety and weapon standards as provided in the Combat section of the Rules.

While starting players cannot start the game with this school, they may purchase it at Character Creation and be inducted at their first game, if a trainer is available and agrees to teach you.  If you train this Martial School, you CAN NOT learn the Phoenix Style School.

## Progression

You MUST maintain a stance of true Neutrality in order to continue walking this path.  Failure to do so WILL result in In-Play consequences.

You MUST be initiated into each circle by a Grand Master teacher.  Each Circle has a mana requirement to achieve before initiation can occur:

Circle 1: 5 mana

Circle 2: 10 mana

Circle 3: 15 mana

Circle 4: 20 mana

Circle 5: 25 mana

## Abilities

#### Circle 1 - Initiate

Earth Dragon Claws - 1 mana or 1 minute of concentration to pull out unarmed Phys Reps

Tagline: "Earth Dragon Claws"

Earth Dragon Skin - 1 mana will grant 1 point of Magical Protection equal to your current circle within the school.

Tagline: "Earth Dragon Skin"

#### Circle 2 - Apprentice

Fire Dragon Talons - 1 mana grants a Fire Strike 2.  As you progress in the school, you may spend an additional mana for an additional point of damage.

Tagline: "Fire Dragon Talons - Fire Strike X"

Fire Dragon Rage - 2 mana will allow you to ignore the effects of a wound until the end of combat.

Tagline: "Fire Dragon Rage"

#### Circle 3 - Devotee

Water Dragon Breath - 3 mana will allow the caster to attack with a Greater Poison.

Tagline: "Water Dragon Breath - Greater Poison Strike"

Water Dragon Body - 1 mana will allow the caster a Reduce to damage.

Tagline: "Water Dragon Body - Reduce"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Weaponsmith

Category: P

Limitation: PPD

Access to Level 1 Novice Weaponsmith recipes. Select one recipe from the level one Weaponsmith list when gaining this rank in this skill. ====

==== Special Use: Basic Repair

Category: A

Limitation: U

Description: Takes 10 minutes to repair a broken or damaged weapon. ====

### Level 2 - Apprentice

Practical Use - Apprentice

Category: P

Limitation: PPD

Access to Level 2 Apprentice Weaponsmith recipes. Select one recipe from the level two Weaponsmith list when gaining this rank in this skill. ====

==== Special Use: Intermediate Repair

Category: A

Limitation: U

Description: Takes 5 minutes to repair a broken or damaged weapon. ====

### Level 3 - Journeyman

Practical Use - Journeyman ====
Category: P
Limitation: PPD
Access to Level 3 Journeyman Weaponsmith recipes. Select one recipe from the level three Weaponsmith list when gaining this rank in this skill.

==== Special Use: Honing

Category: A

Limitation: TDL

Description: Take 5 minutes to hone a weapon allowing a person to call an additional point of damage for ten minutes. ====

### Level 4 - Master

Practical Use - Master

Category: P

Limitation: PPD

Access to Level 4 Master Weaponsmith recipes. Select one recipe from the level four Weaponsmith list when gaining this rank in this skill. ====

==== Special Use: Repair

Category: A

Limitation: U

Description: Takes one minute to repair a broken or damaged weapon. ====

### Level 5 - Grandmaster

Practical Use - Grandmaster

Category: P

Limitation: PPD

Access to Level 5 Grandmaster Weaponsmith recipes. Select one recipe from the level five Weaponsmith list when gaining this rank in this skill. ====

==== Special Use: Knowing Hand

Category: A

Limitation: U

Description: Due to your intimate knowledge of your own weapons, any of your own weapons that you use may be used with an additional point of damage, they also can not be broken when in your hands. Further any enhancements given to your weapons while in your hands, have the duration of that effect doubled, including making single strike effects happen twice. ====

## Weaponsmith Recipes

The recipes below are available to be replicated and learned.

Level 1:
Rhukichii

As a nomadic culture, the Rhukichiin people have no topography to speak of. Their capital city, el Cielo del Ysari, is also known as the City of Light, or the City of Tents. The Rhukichiin traditionally travel in familia caravans, with great wagons pulled by Gypsy Vanner horses. When they stop for a time, they erect entire cities of brightly colored tents. The caravan normally sets up just outside of a major city, providing the local denizens with food, drink, and entertainment for the duration of their stay.

Their carnivals and shows present a cavalcade of entertainment not normally seen throughout Othonia, with circus acts, acrobats, and fortune tellers alike. Due to their reputation as wise wanderers, most cities welcome them with open arms. There are many, however, who eye them distrustfully from afar, but no one dares to call them thieves and liars to their faces, lest a Curse befall them. A Rhukichiin's word is his honor, to question him when he gives his word is to call him a liar. As one can imagine, it is not often that a Rhukichii gives his word, for they take their honor very seriously.

In the public eye, the most commonly known Rhukichiin legend is the telling of an Ancient Memory. Tradition holds that in the days of magic, the Oracle could possess and speak through Her people, warning them of unseen dangers or helping them to master quests and tasks important to the greater good of Othonia. To interrupt an Ancient Memory was once akin to the highest blasphemy that once could visit upon a Rhukichiin, for one was also paying the Oracle great disrespect in turn. The result was a death curse, placed by the Oracle herself, that was so powerful that only the most repentant of souls might survive it. No one has borne witness to an Ancient Memory prophecy since before the collapse of magic, yet the legend is so powerful that tales are still told of the phenomenon even to this very day in every culture.

The other widely recognized tradition of the Rhukichiin people is the wearing of bells and scarves. They believe that bells signify a direct tie to the spirit realm and the spirits of their Ancestors. They will always have bells on their person, and will only silence them in moments where silence is called for. The scarf, or Talith, signifies a person's soul and the connection to one's Familia. Tradition holds that to lose one's Talith is to lose a piece of one's self. It must be regained if intact, or ritually replaced as soon as possible. The Talith can also be used for a number of practical purposes, such as pulling back one's hair, holding up one's trousers, handling hot dishes or pots, drying one's hands, etc. The Talith can also be used to silence one's bells. If one is hiding, sneaking, trying not to wake up one's kin, etc, silencing one's bells is acceptable. Bells are always silenced at funerals, so as not to confuse the spirit you are laying to rest, for it is said that spirits will follow the sound of bells.
Spirit World

The Realm of the White Lady.

## Crossing into the Spirit World

Entering another Realm (Dream, Spirit, Mirror, etc) will have a one minute Ritual requirement unless the spell or artifact the caster is using states otherwise.  If you are preparing to enter another realm, you must Concentrate for one minute and then include a Three Second count to crossover.  "Going into the Spirit World 1, Going into the Spirit World 2, Going into the Spirit World 3." ***If any spell effects, packet or otherwise, melee attacks, or skills effect you during this count, the crossover fails and you MUST remain in the current realm.***

## The Three Faced Guardian

A guardian of the river of souls. Should you choose to take a soul, he asks that you do so in fair trade. He will barter the soul of the one you seek, for a soul that he seeks. Only one of Pure Soul may hope to make this arrangement.

Note: this might not be the only being you must negotiate with. Recovering souls from the Spirit World has only been successfully done once by the "Heroes of Skyfall."

## The Ferryman

Immortal who escourts souls to the Spirit World.
Water Magic

# Water

Water is a magic school that focuses on Healing and emotional understanding.  Packet delivered Water spells require blue packets.

#### Circle 1

**Riptide**

Packet delivered Knockdown effect. Target must kneel for 10 seconds and must take a 3-count to get back up.

**Accelerate Healing**

Touch activated. Adds one level of healing to target and lasts until sunset.

**Sense Emotion**

Point and click. Detect emotion in target.

**Breathe Water**

Touch activated. Allows target to Breathe Water for 60 minutes

**Purify Water**

Removes corruption, poison, and disease from water.

#### Circle 2

**Heal Minor Wound**

Touch activated. Instantly Heals one limb wound, but cannot be used on a torso wound.

**Cleanse Toxin**

Touch activated. Removes Lesser Poison and Disease from target.

**Bind**

Packet delivered. Binds the target's hands.

**Lesser Poison**

Packet delivered Lesser Poison effect. Target is diseased and must be administered an antidote before using any skills or abilities.

**Lesser Ice Skin**

Triggered Water Dart on next Source of Damage

#### Circle 3

**Decanter of Life**

The caster enchants a bottle or glass of water to grant Accelerate Healing to those who drink liquid from it.  Caster must be carrying the container where the enchantment ends when the bottle leaves the casters hand or the container runs out of water.

**Heal Wound**

Touch activated. Instantly Heals torso wound.

**Instill Emotion**

Touch activated. Instills emotion into a target. Lasts for 1 hour.

**Ice Gauntlet**

The caster gives the target a resist to Disarm effect and causes 1 pt of damage to target.

**Guardian of the Seas**

Add 1 to TDL for all Physicians Guild Abilities. This spell does not stack, and is caster only.
Dark Pasages Larp Wikia

## Welcome to the Dark Passages Larp In-Play Library

A Wiki for and about the Live-Action Role Play game, Dark Passages, featuring the In-Play Library.

http://www.darkpassageslarp.com/

## Othonia

After nearly a thousand years, the Wayfarers have spoken of new openings within the Periphery. Calls have gone forth from every Nation, seeking those who would join the Explorer’s Guild in discovering new treasures and adventures waiting to be claimed. To some, it is a time of excitement and adventure; when heroes can once again be heroes… For others, it is a time to reflect on ancient worries and half forgotten warnings of that which exists beyond the known world…

## Library Rules

**Only Players may add submissions to the Library.** NPCs may add submissions through a member of town that is an upstanding member of the Scholar’s Guild.  Submitted information can be edited with confirmed, more accurate information, and notated by the Editor.  Remember, this is information your player knows or has acquired, and then becomes public knowledge.

**Only Players may retrieve information from the Library.**
NPCs may acquire information from the Library through a member of town that is an upstanding member of the Scholar’s Guild.

**Once submitted, information cannot be burned or purged from the Library.**
There will be serious in-play consequences with the Scholar's Guild.

**Recipes can be added to the Library**. Recipes added in this manner may be then learned in downtimes. These recipes are shared only with members of town. Guilds are not directly involved. Recipes can be shared through a member of town on behalf of a guild.
Historian

Category: INF

Limitation: U

Description: By researching the facts and related texts you can trace the path of a well known object or individual through history. Further by studying an object and cross referencing with available documents you are able to learn the origins of most objects. ====

==== Special Use: For Posterity's Sake

Category: A

Limitation: U

Description: You are capable of cataloging, in detail, recent historical events for future generations to come. Further your word in this matter is infallible, making you a credible witness in most events. As such attempts to alter your memory of an events you have cataloged are met with utter failure. (Any events you have recorded with this ability are immune to effects to alter your memory. You must write this out and keep a journal.) ====

### Level 2 - Apprentice

==== Practical Use: Archaeologist

Category: P

Limitation: PPD

Description: You are capable of pulling from the artifact deck at the cost of two production points (PPD) per pull.  Note: You can use the Advantage Luck on this pull. ====

==== Special Use: Superstition

Category: A

Limitation: TDL

Description: After spending 5 minutes researching or observing a mythological beast, you can appraise and assess their means of attack and defense as well as note any supernatural weaknesses. ====

### Level 3 - Journeyman

==== Practical Use: Trace the Forgotten

Category: INF

Limitation: U

Description: By using texts and other historical references, you are able to trace the abilities of an object or the more obscure histories of a person. ====

==== Special Use: Whispers of the Past

Category: A

Limitation: OPD

Description: By listening carefully, you may hear the ghosts of the history guiding your path. When Whispers of the Past are used, consult Plot for any inspiration that may fall your way. Be warned; listening too closely to the dulcet tones of history, may result in madness or the inability to stay rooted in the present. ====

### Level 4 - Master

==== Practical Use: Converse with the Bones

Category: INF

Limitation: U

Description: With 10 minutes of examination you may study the bones and broken pieces found within an area to garner information as the life (and death) of those who once lived there. ====

==== Special Use: Fill in the Blank

Category: A

Limitation: OPD

Description: With intense study, you may take partially written texts, drawing or other historical documents, and make logical guesses as to fill in the blanks of them. ====

### Level 5 - Grand Master

==== Practical Use: Ancient Ways

Category: INF

Limitation: U

Description: You are an expert on the ways of the ancient past. You have cursory knowledge of lost magics, artifacts and building techniques. ====

==== Special Use: One for the Ages

Category: A

Limitation: OPD

Description: You are capable, after 5 minutes of study, of identifying the properties of any historical artifact with a drawing or description of it, and also capable of tracing down its possible whereabouts. ====
Gemforging

Imbuing an existing weapon takes the normal PPD and silver cost for that weapon type but the additive materials are required. Weapons must be melted and re-smelted with the additives.

Repairing Gem Weapons requires melting and re-smelting of the damaged weapon. The only way a Gem Weapon may be repaired beyond special abilities is with a Repair solution made by an alchemist.

### Level 1 - Novice

==== Practical Use: Novice Work

Category: P

Limitation: PPD

Description: Access to Level 1 Novice Gem Forge recipes. Select one recipe from the level one Gem Forged list when gaining this rank in this skill. ====

==== Special Use: Imbue Weapon

Category: A

Limitation: TDL

Description: Access to Level 1 Novice Imbued Abilities (See corresponding chart). ====

### Level 2 - Apprentice

==== Practical Use: Apprentice Work

Category: P

Limitation: PPD

Description: Access to Level 2 Apprentice Gem Forge recipes. Select one recipe from the level two Gem Forged list when gaining this rank in this skill. ====

==== Special Use: Imbue Weapon

Category: A

Limitation: TDL

Description: Access to Level 2 Apprentice Imbued Abilities (See corresponding chart.) ====

### Level 3 - Journeyman

==== Practical Use: Journeyman Work

Category: P

Limitation: PPD

Description: Access to Level 3 Journeyman Gem Forge Recipes. Select one recipe from the level three Gem Forged list when gaining this rank in this skill. ====

==== Special Use: Imbue Weapon

Category: A

Limitation: TDL

Description: Access to Level 3 Journeyman Imbued Abilities (See corresponding chart.) ====

### Level 4 - Master

==== Practical Use: Master Work

Category: P

Limitation: PPD

Description: Access to Level 4 Master Gem Forge Recipes. Select one recipe from the level four Gem Forged list when gaining this rank in this skill. ====

==== Special Use: Imbue Weapon

Category: A

Limitation: TDL

Description: Access to Level 4 Master Imbued Abilities. (See corresponding chart.) ====

### Level 5 - Grand Master

==== Practical Use: Legendary Work

Category: P

Limitation: PPD

Description: Access to Level 5 Grand Master Gem Force Recipes. Select one recipe from the level five Gem Forged list when gaining this rank in this skill. ====

==== Special Use: Imbue Weapon

Category: A

Limitation: TDL

Description: Access to Level 5 Grand Master Imbued Abilities. (See corresponding chart.) ====

## Additional Gemforging Information

Gemforging requires not only the gem one is wanting to make an item out of, but also an equal amount of diamond to stabilize the mixture. In general, a recipe requires the same number of gems (and diamonds) as production points.

Gemforged items require natural "pure" gems to create, but can be maintained with Alchemically created "impure" gems.

## Gemforging Recipes

The recipes below are available to be replicated and learned.

Level 1:

Thrown Weapon (makes 2)

Dagger

Short Sword

Short Axe/Mace/Club/Hammer
Phoenix Style

Native Culture: Sheng Tai

Preferred Weapon: Polearm and Kite-shaped buckler OR Spear and Kite-shaped shield OR just Polearm, Glaive or Spear

Preferred Material: Citrine

Note: New Players may purchase it at Character Creation and be initiated at their first game.  If you train this Martial School, you CAN NOT learn the Dragon Style School.

## Reputation

Defensive school used by most Imperial guards.

## Progression

You MUST be initiated into each level by a Grand Master teacher.  Otherwise, progression is that of any other Martial School.  Skills function like any other martial school, and will reset after 10 minutes of rest.

Level 1: 10 EXP
Level 2: 15 EXP
Level 3: 20 EXP
Level 4: 25 EXP
Level 5: 30 EXP

## Abilities

#### Level 1 - Initiate

5 EXP each

Resplendent Plumage:  + 3 Skin
Tagline: "Resplendent Plumage."

First Duty: Deflect a blow by knocking away someone's attack, making them miss it's mark. Deflect allows you to call the Tagline: Deflect, on a non-magical attack made on someone or yourself within ten feet of you, negating the attack.

Tagline: "Deflect"

#### Level 2 - Apprentice

10 EXP each

Dazzling Shield: When an enemy hits your shield, you can call a triggered Blindness Strike 2.

Tagline: “Triggered Blindness Strike 2”

Second Duty: The life of a guard always comes second.  With this knowledge you may give of yourself to protect those near you. Any packet delivered magical attack on someone within five feet of you, you may take upon yourself instead.

Tagline: “Dodge-Block”

#### Level 3 - Devotee

15 EXP each

Luminous Plumage : + Skin 5

Tagline: “Luminous Plumage”

Third Duty: The hearty nature of your duty, has made you more adept at shrugging off the most of fearsome of attacks. Any attack that would cause a wound, either by lack of skin, or mortal blow, may be resisted.

Tagline: “Resist Wound”

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Lio

Human

Gunslinger

Head of the Blast Rattler Gang

Master or Grand Master Engineer

Alchemist

Able to transport himself in and out of secure locations through a black portal of some type, via the use of Infernal tokens.

Wanted in Amari'z, Sheng Tai, and Rhukichii

Father of Lysander and Aiden

A Giant Asshole with no finesse
Miu

## Miu (me-you)

Nickname:  the Shadowcats

Ancestral Affinity:  Shadow

Ancestral Land:  Ejheria

Average Lifespan:  100-150 years

In Ejheria, Miu are known as both the Keepers of the Shadows and the Guardians of the Dead. Their place within Ejheria is to guide and watch over their peoples' spirits, both in life and in death. They specialize in laying spirits to rest, and bringing peace to those left behind. As such, all Miu are born mediums, no matter where they call home. Most Miu have several siblings, but even as cubs or kittens, they tend to be more independent than Kaliska pups. Once they choose to settle down, however, Miu are the most loyal companions a person could ask for. Miu can be found in every nation, and are quick to adapt to new surroundings. Often they become restless, but will generally return home once their wanderings cease. The Shadowcats have a long and proud history, and have made their mark on each culture of Othonia.

Most speak in hushed tones when The Great Deluge is mentioned. In the early days of Ejheria, there was a power struggle. The oldest known Miu encampment lay within a great valley to the north. In the night, the valley flooded, killing men, women, and children alike. Upon investigation, it was found that the aqueduct atop the ridge had been sabotaged. While the Jackals were suspected, it was never proven who committed the act. To this day, the Miu traditionally do not enter the Valley of the Spirits. The first of the pyramids was constructed to lay those drowned souls to rest, and to this day, the Pyramid of Lost Souls is guarded day and night to honor and appease those who lost their life that fateful night. The current Pharaoh, Queen A’nekhamen, is a Miu.
Fièrecombe

Davantage qu'une ville, Fièrecombe trône près des montagnes du nord en véritable forteresse. Elle est l'une des rares cités à avoir été maintenue en état après la Grande Ignition, et hérite par conséquent son architecture de l'Empire de Sciron. De grands murs courbés vers le ciel sont caractéristiques de celle-ci, desquels émergent des dispositifs de tirs, puisqu'à l'origine élevés pour se protéger des dragons.