recursal/Fanatic-Fandom huggingface dataset:
Dverfon

The **Dverfon**, Dveron's People, better recognized as Dwarves (singular Dwarf), are on of the oldest humanoid races on Djorig. They were fashioned during the Age of Divinity by their God-Father, Moradin, from mud and bronze. They were nearly hunted to extinction by their racial enemies, the goblin-blooded children of Cylista, the Mother of Monsters, before being saved by Moradin and the firstborn Dveron. Named after their first True King, the racial pride of dwarves are second to none, and being children of the God of Craft, they are exceptionally known for their workmanship.

## **Culture**

### **Language**

#### **Dethek**

The runic script of Dethek was given to the dverfon by their creator at during their molding during the Age of Divinity. The script of Dethek is instinctively known by any born dwarf, claimed to be carved into their very bones. The language takes many much from the heavenly Celestial, one of the Foundational Languages, and it is recognized as being a strong representation of Order among mortal tongues. Though ancient in its own right, the language has seen little change in its millennia of use, with new words being adopted from other languages. Given the prevalence of Xotrossian as the trade language of Dyowan, Dethek is seeing even less use now than previous eras, though it still the dominant language in Dverchros.

Dethekis one of the three favored languages for magic, next to Draconic and Infernal. Given its incredibly consistent runic structure, it is especially popular in abjurative and transmutative rituals, where a single error can cause disastrous effects.

#### **Dverfon Idioms**

Many Dwarven idioms relate to their racial pride, and can be attributed to certain (in)famous people.

Some popular expressions of surprise include:

* *By Moradin's Beard*
* *Dveron's balls*
* *Stone's song*

Some popular Insults include

* *Clystian slob (slut) -* Usually used as an insult for goblin-blooded folk, it can also be used to say someone is disgusting or filthy.
* *Guvorkul -* A term generally saved for elves, literally "Tree Fucker"
* *Vorkul* - Fuck
* *Lozmuth(ian)* - A highly offensive way of saying someone is without honor, a traitor
Highhelm Valley

The realm overlooked by the three dwarven Fortress Cities, primarily under the care of its namesake, Highhelm. It is cradled by the Wramcrumt Mountains to the north and the Boarder Mountains to the west, while holding the Adelfos Lake at its heart.

Though Dverchros officially only oversees the cities prior to the lake, those after being under the Human Kingdom of Xotross' realm, their troops will come to the aid of any peaceful races in the valley; whether that be the Halfling settlement of Halfsbrough, the gnomish village of Trundlewundle, the druid's of Gronn Circle, or any of the human settlements along the lake's coast. The valley is host to a number of different races, both peaceful and aggressive. The dangerous Gnoll tribe under the command of Ignar the Vicious is a constant threat to the village of Trundlewundle, and despite multiple attempts of clearing them out, the slippery dogs continue to fester in the southwest of the valley.
Akaene

**Akaene** (pronounced ah-kAy-nee) is the Cardinal Goddess of Fate and one of the original 10 Gods within the Djorig pantheon. She is viewed as a ruthless but fair deity, revered by many who seek the knowledge of the future.

Akaene is aloof at the best, avoidant at worst. When depicted, she is shown as a tall figure, obscured by a black or purple robe, shackled by golden threads to the Tome of Fate, and carrying a pair of sheers upon her waist. She does not leave footprints, nor does she cast a shadow. Akaene lacks eyes, empty sockets hidden within her shrouded face. However, this does not impede her in any way as she “*sees everything that is and is to be*.” She is always somber in even the most extreme situations, choosing to speak with whispers and staying unseen, but never unfelt.

Akaene despises change and disorder, believing that all things have its place. She and her sister Desnae often come into conflict due to their diametrically opposed views. Among the Cardinal Gods, she often finds herself aligned with Ashmedae more than most of her siblings, a topic oft debated among scholars as to the true nature of their relationship.

## History

### War of Divinity

At the Dawn of the Age of Divinity, before the creation of the Prime-Material Plane and when Primordials roamed free, from the aether of the Astral Sea came ten entities. These self-fashioned Gods came into conflict with the Elder Primordials, and sought to bring order to the universe around them. Leading them was Akaene, the Firstborn. The battles of the newborn Gods and the Primordials were devastating, ripping portions of the Astral Sea open. However, the disorder of the Primordials proved to be their downfall. The siblings were able to isolate and defeat each of the elder beings, as while together the Primordials were indominable, alone they were only a difficult foe. In the final battles, the Cardinal Gods failed to destroy Primordas, the mightiest of the Primordials, and were only able to separate portions of Its essence. They used what remained of Its power to create a new realm, aiming to forever seal away their greatest foe.

The Cardinal Gods started to debate how they would divide their newly conquered realm, but their squabbles started cracking the very foundations they just formed. From the darkness came a figure unlike any they had seen, a being cloaked in flame and shadow that was neither Divine nor Primordial, holding in its hands a scroll of gold and vellum. The being spoke with civility and decorum, informing them that the adversary they fought so valiantly to seal would eventually be reborn if they did not take careful steps to ensure the stability of their newly created realm. Ashmedae referred to himself as a curator of order and divided the fundamental forces between the younger gods as a neutral party. No recollection states exactly what was said, but a contract was formed, a Divine Mandate, one that would ensure the everlasting sealing of the First Adversary and balance of the Inner Planes.
Crates (MnB2)

Crates, oh crates. When one is dropped, it will make someone happy (*most of the time...*).

Crates can contain many things, some of which are worthless, some of which can really help. Crates can contain one of seven things:

* Things like "Field Manuals", "Weapon Manuals", "Propaganda" or "Letters From Home" that give everybody in your squad a +5bonus to rifle skill, exp, or morale.
* Things like "Ammo", "Maps and New Orders", and "Rations", which give you extra Tactical Points, ranging from 1-3
* "Armor plates", which give +100 Health to all your deployed vehicles.
* Arguably the best crates are ones containing free soldiers, especially SpecOps.
* Some crates are useless except for the three exp they give to a soldier and contain things like "105 mm shells", "swimsuits", and "diapers". But since crates give the opener 3 exp, they are good to get anyway, as long as it doesn't involve going into the line of fire.
* Vital info, reducing flankers by one. *Be noted: This crate is only available in the Airborne Challenge.*
* Lastly, there are the highly controversial Detailed Orders. They decrease the wavenumber by 1, and ars considered useless by veteran players as the decrease affects wave-dependent medals like the Silver Star. They are, however, good at early games where they can decrease the number of Germans significantly, giving you an opportunity to build defenses. Late waves though, it doesn't do much good.

## Warning:

* If a crate falls into the hands of the Germans, it will cause them to instantly spawn another wave with no TP for you.

* The Detailed Orders crates lower your logical wave counter by 15 waves, but they can't make your counter go below 0.
* If detail orders will push your logical wave counter to 4 or lower, you will be awarded 2TP per wave, till the 5th wave

## Fun Facts

* When a crate explodes, lots of props will come out: Teddy bears, Tooth-brushes, plastic Xmas Trees, papers, apples, bananas, socks, and pants.

Enjoy the **fireworks!**

All crates give the soldier who opened it, 3 exp. So you can send a soldier which needs exp for it, like Frenchies (if you want a Legion d' Honneur ribbon or if you want to send them to sabotage), medics (with more exp, they heal faster), and finally, officers.

You can get the I Like Pie Ribbon in a random crate.
Dveron

**Dveron**, pronounced (dwe-run), was the first king of Dverchros and Dverstema and unifier of the children of Moradin, as well as the defeater of the first great goblin-blood wartribe. With the blessing of the All-Father, he led the dwarf people to an age of prosperity and is still renowned as the greatest True King to have ever lived.

**Dveron** was the first dwarf crafted from mud and bronze by Muradin in the Age of Divinity and is the model that every dwarf is held against. He led his people against the wartribe of Warlord Smorlmek and was instrumental to their downfall, directly causing the first Age of Chaos for the Goblin-blooded.

Though he ruled for nearly a millennia, more if including prior to the creation of *Dverchros,*he was not a true immortal. The divine seed left within his body by Muradin ensured that he would never perish from age, his body unchanging from when he was crafted fully matured, Dveron perished at the hands of the Warlord Smathec the Venomancer during the second great goblin-blood war. With his death, his axe was passed to great True King Thrakgen the Protector.

## **Legacy**

The nation of Dverchros and the city of Dverstema were named after him in his honor, and though the former capital has been lost to molten rock, it is still held with pride by dwarvenkind as the greatest city to have ever graced Djorig.

The line of true kings have all come from Dveron's blood, though that says little as every dwarf can claim lineage to the first-made of Moradin. More important to the claim of leadership is the artifact Dwarven Axe of Kingsalso known as*Dveron's Axe.*Though no dwarf has ever been able to use the axe to the same proficiency as its maker, it still symbolizes leadership to the dwarf people and as such is depicted on nearly any icon related to rulership.

There is such a racial pride and loyalty to the First Son of Muradin that no other dwarf can claim his name, and the dwarven word for their race, *Dverfon*, literally means Dveron's people.
Calestra

Calestra (pronounced Cal-Eh-stra), also spelled Kalestra, is the Heeding Goddess of Retribution. She is a vindictive and capricious goddess, not only to slights against herself, to all that would dishonor their word and contract. Despite her punishment of oathbreakers, Calestra herself does not bind her worshipers by many commands and tenants, recognizing that demanding such things of mortals would doom them to failure.

Calestra often finds followers in those that have been scorned and betrayed, taking in petitioners and using them as tools of vengeance against all that would break their word. Calestra is often depicted as a ash-blond high elf, gowned in a yellow and black dress weaved of metal thread.

## Dogma

Calestra and her yolk are the silent blades that loom over the head of those that would attempt to break their word or promise. She maneuvers her followers across the realms, positioning them to capture and punish those that knowingly betray not only their church, but any oath. The Calestrites are not picky in their punishment, however those that would seek to take advantage of the church should warry, for those that attempt to trick the Calestrian church will find themselves in the same position that they sought to place their enemies in.

## Relationships

Calestra is seen as a reasonable business partner to many gods and their churches. Her followers are often hired as impartial judicators. While she is sometimes at odds with Koræk and Bahamut, they respect that there are times where Judgement and Justice overlap with acts of retribution.

### Ashmedae

Calestra and Ashmedae have a cordial relationship despite their opposing natures. There are rumors that it was Ashmedae himself that raised Calestra to godhood as a weapon against oathbreakers. Though she does not seem to take orders from the Diabolical King, their servants have cooperated in finding and punishing pactbreachers.

### Desnae

Calestra and Desnae are often seen arguing. What exactly about is unknown to mortals, but there are those that suggest that Calestra harbors some jealousy towards the elder Goddess. Whether that is true or not, those that attempt to spread such tales often find themselves in unfortunate accidents.

## Worshipers

### Structure

* **Cardinal** - Therax
* **Bishop** - Abdom
* **High Cleric** - Polateur
* **Clerics** - Poideur
* **Practitioner** - Numph

### **Herald** - **Mélissa the Unforgiving**

A Deva appearing in the form of a bee winged elf, Mélissa is the greatest weapon of Calestra and a vindictive and incredibly dangerous servant. She is often deployed against outsiders who breakaway from their godly duties.
Bhalla

Bhalla (pronounced Bah-la) is the Cardinal Goddess of Life, and one of the original Ten Gods of the Djor pantheon. She is a paradoxical goddess, breather of life into all that is created in the universe, but uncaring of what happens to them after their birth.

Bhalla, like her siblings, seems to care little for mortal life; more concerned with the greater perpetuation of the universe. Though she is worshiped as the Mother of Life, she is detached from her "children" and responds to their prayers only on a seeming whim. She is depicted as a portly woman wreathed in a gown of grains and wearing a crown of flowers. She carries a cornucopia full of fruits and vegetables in her left hand and a bleeding pomegranate in her right. She is generally depicted with children surrounding her or holding a new babe.

Despite what most would assume, Bhalla finds the most comfort and affinity among her siblings towards her younger brother Karthex, Cardinal God of Death. She sees him not as an enemy nor rival, but as a partner in the cycle of life, death being but the end of one life and the seed of another. Many of the Heeding Gods that created their own races act either as agents or emissaries of Bhalla, seeking her permission prior to the creation of a new race.

## History

### War of Divinity

At the Dawn of the Age of Divinity, before the creation of the Prime-Material Plane and when Primordials roamed free, from the aether of the Astral Sea came ten entities. These self-fashioned Gods came into conflict with the Elder Primordials, and sought to bring order to the universe around them. Leading them was Akaene, the Firstborn. The battles of the newborn Gods and the Primordials were devastating, ripping portions of the Astral Sea open. However, the disorder of the Primordials proved to be their downfall. The siblings were able to isolate and defeat each of the elder beings, as while together the Primordials were indominable, alone they were only a difficult foe. In the final battles, the Cardinal Gods failed to destroy Primordas, the mightiest of the Primordials, and were only able to separate portions of Its essence. They used what remained of Its power to create a new realm, aiming to forever seal away their greatest foe.

The Cardinal Gods started to debate how they would divide their newly conquered realm, but their squabbles started cracking the very foundations they just formed. From the darkness came a figure unlike any they had seen, a being cloaked in flame and shadow that was neither Divine nor Primordial, holding in its hands a scroll of gold and vellum. The being spoke with civility and decorum, informing them that the adversary they fought so valiantly to seal would eventually be reborn if they did not take careful steps to ensure the stability of their newly created realm. Ashmedae referred to himself as a curator of order and divided the fundamental forces between the younger gods as a neutral party. No recollection states exactly what was said, but a contract was formed, a Divine Mandate, one that would ensure the everlasting sealing of the First Adversary and balance of the Inner Planes.
Air Command Ribbon (MnB2)

**Air Command Ribbon**

Requirements:
Kill 50 enemies with air-strikes.
Effects:
Further air-strikes have 1% chance to be free.
Real Life Medal?
**No**

*See also Air Defense Ribbon and Air Medal.*

Throughout their career, the special commanders that possess a preference for airplanes and air strikes shall be rewarded for their creative use of aerial domination. CAS is known to inflict massive damage on populated enemy fronts, destroying enemy infantry units and generally clearing areas.

To reward these *air-commanders*, the U.S. Military is willing to give a bit of help to those who use CAS and have a 1:99 ratio of getting a free strike. The reward is rather easy to get, yet most commanders are unsatisfied and wish for more.
Auril

**Auril** is the Heeding Goddess of Decay, also known as the *Winter Witch*. Auril started life as a powerful fae assocaited yet separated from the Unseelie Court. Despising her place in the faewild, she claimed the Domain of Decay and escaped the normal cycle with her daughters. Auril is often depicted as a green-eyed crone surrounded by dying plants and billowing frosty winds.

## History

Inmeasurably before the mortal races were created, the fae courts were brought out of the aether by the God Zovlik. Once the gods had left the faewilds to fill the Prime-Material Plane, the fae were left to their own devices in the wild lands. One among their members seemed to be a foul crone surrounded by an air of death. She was despised by the other courtiers for her hideousness and her daughters suffered. Though a powerful servant of the Ashen Quene Mogruia, Auril was never properly respected or acknowledged for her deeds among the other fae.

After an undetermined period, Auril grew impatient with her status and left the courts behind, taking her daughters with her to the Prime-Material Plane. There, she and her daughters found the fledgling children of Arodus, Humans. Her daughters found the humans easily manipulated and so very delectable, finally finding an audience that would worship them as they deserved.

With time, Auril grew more and more powerful, worshipers empowering her near-divine state. Through unknown means, she took control of the Decay Domain and launched herself to the status of God. She was removed from her dominion upon the Prime-Material Plane and banished into the Astral Sea, never to return to her subjects. Her daughters formed covens of their own, worshiping their mother and continuing her ways.
Languages

There are many languages throughout the world of Djorig and the planes beyond. Some of the common known ones are listed below.

## Mortal Languages

### Common

* Common is a bit of a misnomer. Common is actually not a single language but the most popular trade language at an exact moment of history. The "Common" tongue has changed over time and will continue to change. The first common tongue was the Elvish *Eloyrian.* It has changed hands several times, and the current common-tongue of Dyowan is the Human Xotrossian.

### Dwarvish

* Dwarvish, or Dethek, is the sturdy runic language of the dverfon. Dethek is a notoriously powerful language for magic rituals.

### Elvish

* Elvish, or Eloryrian, is the fluid language of the terrestrial elves of Dyowan, a descendent language of their original Espruar which the Lunar Elves still speak. Both languages are degenerate languages of the fae-tongue *Sylvan.*

### Sylvan

* The fae-tongue of Sylvan is the chaotic language of the Faewild, it was created by The Eldest and are spoken by all faefolk.

### Giant

* Giant, or Jotun, is the ancient language of the Giant races. Jotun is one of the oldest languages known to mortals, rivaling Sylvan, Draconic, and Dethek. Jotun is the progenitor language to the human tongue, which has now evolved into Xotrossian. Many locations in Dyowan were first named by the giants as they roamed the land prior to the smaller races' creation. Though many of these names have been lost and changed, some can still be heard and if one were to ask any of the higher giants, they would be able to recall their original names.
Maw of Morkren

A super-volcano who's eruption was responsible for darkening the skies during an eruption 667 X.R., an alliance of the Arcanum Majoris, the Cloud Giant tribes, and the Prasinos Circle manage to alleviate disaster. It has lain dormant since, occasionally rumbling to the concern of the coastal towns east of it. Within the volcano itself lives the undisputed ruler of the Isle of Morkren, Morkren The Devourer. From his throne within the volcano, he has terrorized the west coast of Dyowan for over a millennia.
Selufron

Selufron (pronounced selluh-fron) is theCardinal God of Magic and one of the original Ten Gods known to Djorig. He is the Watcher of the Weave, the Guardian of the Astral Sea, and the overseer of all that is magic. He is an extremely popular god as the spark of magic can be found in nearly all mortals. He is most often worshiped by humanoids that practice the arcane arts but is also sought as a teacher by those that wish to master all forms of magic.

Though popular to mortal practitioners, Selufron tends to direct would-be-worshipers towards his subservient ally in knowledge, Mimiron. Only when a mortal has proven themselves to be powerful beyond mortal norm does Selufron take notice, granting them a glance into the secrets the Weave reveals. Selufron is depicted as the archetypal Archmage, a figure of the same race as the viewer adorned with multicolored robes and wielding a staff. No matter his form, his iridian eyes betray his modest appearance.

## History

### War of Divinity

At the Dawn of the Age of Divinity, before the creation of the Prime-Material Plane and when Primordials roamed free, from the aether of the Astral Sea came ten entities. These self-fashioned Gods came into conflict with the Elder Primordials, and sought to bring order to the universe around them. Leading them was Akaene, the Firstborn. The battles of the newborn Gods and the Primordials were devastating, ripping portions of the Astral Sea open. However, the disorder of the Primordials proved to be their downfall. The siblings were able to isolate and defeat each of the elder beings, as while together the Primordials were indominable, alone they were only a difficult foe. In the final battles, the Cardinal Gods failed to destroy Primordas, the mightiest of the Primordials, and were only able to separate portions of Its essence. They used what remained of Its power to create a new realm, aiming to forever seal away their greatest foe.

The Cardinal Gods started to debate how they would divide their newly conquered realm, but their squabbles started cracking the very foundations they just formed. From the darkness came a figure unlike any they had seen, a being cloaked in flame and shadow that was neither Divine nor Primordial, holding in its hands a scroll of gold and vellum. The being spoke with civility and decorum, informing them that the adversary they fought so valiantly to seal would eventually be reborn if they did not take careful steps to ensure the stability of their newly created realm. Ashmedae referred to himself as a curator of order and divided the fundamental forces between the younger gods as a neutral party. No recollection states exactly what was said, but a contract was formed, a Divine Mandate, one that would ensure the everlasting sealing of the First Adversary and balance of the Inner Planes.
Karthex

**Karthex** is the Cardinal God of Death, and one of the original Ten Gods known to Djorig. Paradoxically, Karthex could be said to be the most caring of mortals among his siblings, keeping a watchful eye over each and every mortal until finally collecting their souls when they inevitably die.

Karthex, similarly to his siblings, does not truly care about the mortal that inhabit the Prime-Material Plane, doing his duty with a detached fatalistic disposition. Karthex is often depicted as an emaciated man dressed in the finest clothing of the viewer’s perception. He wears upon his neck a golden ankh and wields in his right hand a large, though simple, scythe.

Despite popular convention, Karthex despises the existence of Undeath, something he sees as a personal insult against his realm. In his eyes, all things have an end, and to avoid it in any way is an act of impudence. Though unallowed to directly interfere with the realm of mortals, he has been known in the past to pick champions and empower them to destroy particularly powerful Liches, Vampire Lords and other stains upon his reputation. The rise of Vecna, Ramethotem, and their ilk to godhood continually vexes him, though he patiently waits, knowing that before the end, all will be collected by him.

## History

### War of Divinity

At the Dawn of the Age of Divinity, before the creation of the Prime-Material Plane and when Primordials roamed free, from the aether of the Astral Sea came ten entities. These self-fashioned Gods came into conflict with the Elder Primordials, and sought to bring order to the universe around them. Leading them was Akaene, the Firstborn. The battles of the newborn Gods and the Primordials were devastating, ripping portions of the Astral Sea open. However, the disorder of the Primordials proved to be their downfall. The siblings were able to isolate and defeat each of the elder beings, as while together the Primordials were indominable, alone they were only a difficult foe. In the final battles, the Cardinal Gods failed to destroy Primordas, the mightiest of the Primordials, and were only able to separate portions of Its essence. They used what remained of Its power to create a new realm, aiming to forever seal away their greatest foe.

The Cardinal Gods started to debate how they would divide their newly conquered realm, but their squabbles started cracking the very foundations they just formed. From the darkness came a figure unlike any they had seen, a being cloaked in flame and shadow that was neither Divine nor Primordial, holding in its hands a scroll of gold and vellum. The being spoke with civility and decorum, informing them that the adversary they fought so valiantly to seal would eventually be reborn if they did not take careful steps to ensure the stability of their newly created realm. Ashmedae referred to himself as a curator of order and divided the fundamental forces between the younger gods as a neutral party. No recollection states exactly what was said, but a contract was formed, a Divine Mandate, one that would ensure the everlasting sealing of the First Adversary and balance of the Inner Planes.
Телефон

**Телефон** (англ. **Phone**) - один из неотъемлемых предметов в CASE: Animatronics и CASE 2: Animatronics Survival.

## Появление в CASE Animatronics

Телефоны лежат на всех столах в каждых комнатах и кабинетах. Однако по сюжету используются телефоны, которые находятся в кабинете Джона Бишопа, в коридоре, в кабинете директора, в комнате допроса и в архиве. По телефону с игроком разговаривает Скотт Диджи, который звонит нам пять раз.

## Появление в CASE Animatronics 2 Survival

В отличии от первой части, телефон появляется только в кабинете Мэттью. Также игроку звонит Неизвестный два раза, а разговаривает по громкой связи - один раз.

## Интересные факты

* Некоторые фанаты думают, что по телефону звонит не Скотт Диджи, а Скотт Коутон - создатель серии игр FNaF. Данное мнение является ошибочным.
Ho Chi Minh Sandals (Recon)

**Ho Chi Minh Sandals**

Path Finders Ribbon
Strengths:
Prevents Ranger from leaving tracks, increases speed
Weaknesses:
2x Damage against Punji Stick Traps
Description:
Passive item.

## Overview

Rangers equipped with the sandals will not leave any tracks behind and will move noticeably faster in both covert and overt statuses. However, a ranger wearing sandals will take 2x as much damage from punji stick traps.

## Tips n Tricks

* HCM Sandals are great on Rangers with Higher bulk gear to be able to catch up with the enemy and snatch or perform a takedown.
* Rangers will still create noise with the sandals equipped.
* Punji stick traps can be quite deadly to rangers with sandals. Beware.

## Real Life

Dép Lốp sandals, commonly referred to as "Ho Chi Minh sandals" by American forces, were a style of sandal commonly worn by Vietnamese soldiers fashioned out of recycled tire rubber. This gave them a very distinctive, barely noticeable tread pattern, making the wearer virtually impossible to track via footprint. They were also incredibly effective at quickly maneuvering through thick brush due to their lightweight nature and great traction in mud or swampy terrain.
Isle of Morkren

An large island off the west coast of Dyowan, so named for the Magma Great Wyrm inhabiting the large super-volcano within the center of the land, the Maw of Morkren. The island is currently inhabited by several small tribes of Lizardfolk as well as the aforementioned Morkren, the Devourer, and his legion of fire and lava elementals.
Shaman

**Shamans** are Clan cats that treat illnesses and wounds. They talk to Serenity every half-moon as well, and are not allowed to have a mate or kits.

## Description

Shamans are Clan cats that treat sicknesses and injuries and receive guidance and help from Serenity when truly needed. They have their own den in camp, in which they store herbs and heal cats in, as well as rest. They may not have a mate or kits, as they may be too caught up trying to help everyone and take care of kits, or may not have time to talk to their mate much and as such would feel heartbroken if their relationship was cut off. Unlike other Clans, there are always be two Shamans at a time, not counting Shaman novices. If there is only one at a time, but they are mentoring a novice, then it is fine to only have the one. There are two ceremonies when one becomes a Shaman novice, first one done by the leader, to affirm that they are on their way to becoming one, and one by the Shaman, who confirms this in the face of Serenity.

WIP
Extraction (Recon)

To end a patrol successfully in Mud and Blood: Recon, you must call an extraction and send all your men onto the chopper when it arrives. Currently, the methods of extraction are through 1 chopper which may be called at any time and will land at the designated landing zone (LZ), either primary, secondary or impromptu. To access this extraction, set your radio to the 'Hueys' channel and choose the preferred extract option if available. You will then hear a response, which will either give you an ETA for the chopper's arrival in the AO (not the LZ) or give a reason why it can't arrive yet. If the latter happens, you must wait a few minutes before requesting another extraction, or HQ will start filtering out your requests and denying them. When the chopper eventually arrives, you will hear it coming and should group your men around the LZ; after it touches down, presuming the LZ is large enough for the chopper, you can send your men in. The chopper does not remain on the ground waiting for all your men to enter, and you will receive radio warnings with the remaining time before the chopper heads back to base. Any rangers left on the ground after the chopper leaves will be considered MIA, and there are no 'second chances' for extractions.

It is important to remember that after the landing zone update, the mission goes overt on the moment the chopper enters the AO, rendering stealthy extractions far more difficult. It is important to make proper preparations when planning to extract in order to either remain unseen, or unharmed at the least.

In some specific missions, you might need to extract thru a specific spot at the top of the AO. Said spot is not marked on the minimap but is visible like any terrain feature. To evac, simply move a Ranger inside it. If after 30 seconds not everyone has exited the AO, any units behind will be considered MIA.

## Extraction Under Fire

An extraction under pressure, that is, engaged by a closely pursuing enemy force, was among the most dangerous action LRRPs encountered. All manner of techniques were used to break contact with a pursuing enemy force: minimizing tracks, laying deceptive trails, ambushing the back-trail, deploying trip-wired grenades and Claymores, tear gas and smoke grenades, calling artillery fire on the back-trail, wading down streams, and crossing rocky ground. A combination of these techniques was used, with the goal of giving the enemy an excuse to quit the pursuit. The team being pursued had much more to lose and could use extraordinary measures to outrun the enemy. Attack helicopters were invaluable in suppressing pursuers. Their 7.62mm machine gun and 40mm grenade launcher fire could be brought in extremely close. It was a different matter with their less-accurate 2.75in rockets. Essential to a successful extraction under pressure was for the team to be able to accurately mark its position so that gunships and extraction choppers could locate them and have a reference point from which to engage the unseen enemy.
Primordas

## The Progenitor of Elementals

Before the gods came into existence, there were beings of unfathomable power, Primordials. These bastards of creation roamed purposeless, ruled swaths of elemental chaos. and rivaled the newcomer gods. In the War of Divinity, the Gods hunted and destroyed most of the elder entities, but some proved too powerful for them to vanquish. One such example was Primordas, The mightiest of the primordials was fashioned from the four core elements and intrinsicly tied to the elemental chaos that birthed it. The Gods attempted to slay Primordas time and time again but were rebuked each time. And so the gods performed their first combined divine act and split Primordas' power into the Four Elemental Lords, and fashioned from the Elemental Planes a new realm, the Prime-Material Plane to house the corpse of the Primordial to lock it away from its children.

While Primordas is not an active player in the Divine balance, its influence can be seen in its children. The Elementals defy the control of the gods, refusing to acknowledge their dominion of the cosmos. Truly, any worshiper of the Divine should be wary when summoning an elemental, for they are just as likely to strike their summoner as anyone else.

## Lore

### Excerpt about Primordas

*"Before the gods created Prime-Material Plane, before the Astral Sea spewed forth the Outer Planes, before even the split between divine and mortal. Within the coiling chaos, at the center was a spark that held the four, Air, Earth, Fire, and Water.
When the young godlings came and bore witness, they called It "Primordas", for It was first and mighty.*

*The Light spoke first, 'Brother, be with we who ignite creation.'
The Twins spoke second, 'Preceptor, reveal the ways of the cosmos.'
The Spinster spoke last, 'Forerunner, abdicate your rule of existence.'*

*Primordas stood still through the requests of the nascent gods until Its mouth spoke with a cacophonous reverb.
'Who are you to command that which was before you? You who could not bear my load for even a moment.'
The Others took offense to the Spark's accusations, 'Release then your burden and witness our power.'*

*The Eldest yielded its grip and bore witness to the incipient gods abilities.
Together they attempted to bear the strain of the Four but their fledgling powers were not enough to bind the opposing forces together.
The Four split and fled from the younglings, spreading their chaos throughout the Astral Seas.*

*'See your mightiness you wretches, you who are intoxicated with your hubris, who could not even assemble the foundations of creation.'
Shamed by the Elder being, the inchoate gods retreated from the center to create their own abodes to rule over.
Primordas split portions of itself into its charges, birthing children who would hold each of the four.*

*Grasping a piece of each, It fashioned a new domain.
Its task complete, It laid to sleep within the center.
And so the Prime-Material Plane was formed."
-The**Stoicheio Momentus, iXII.II*
Counter LRRP Units (Recon)

**Counter LRRP**

Rifle:
? (High)
Skills:
Silent & Heavily resistant to explosives
Description:
One of the deadliest units in the game. These elite units will always fight in squads and they're extremely hard to notice as they're the only unit in the game that doesn't talk or whisper. The only heads up you'll get is the foot steps they make and the grenade they'll throw at your team. They are armed with a suppressed MAT-49, they'll often carry multiple grenades and are extremely resistant to explosives

Counter LRRPs are challenging enemies that can quickly eliminate an inexperienced squad. They fire accurately and can quickly gun down a ranger who is not aware of their presence. The only noise they make is

their footsteps when they move, and they do not talk to themselves or
other VC,
 regardless of the covert level of the mission. They are heavily
resistant to explosives, known to take direct hits with grenades and
rockets and continue fighting. The best thing a squad can carry if they
know they will encounter them is White Phosphorus,
 as it is an instant kill no matter what. If none is available, make use
 of ample support and call in something to deal with them. A commander
should never engage them unless they know for a fact that they can take
them down without trouble. They are dressed in a darker shade of NVA

uniforms.

## Tips n Tricks

* On the bright side, these deadly guy's weapons don't change the misison to overt when they fire at you.
* They're the only unit to make no sound, except the sounds of their footsteps. They will not engage your team until they're on top of you. They're extremely proficient in CQC and can eliminate your squad without you realising. All VC units can preform a take down, a move that requires the enemy to be behind your Rangers and will instantly kill him, it's the same as your take down with a combat knife. But it's so extremely rare to see any other units preform the move except these guys, they often try to perform it.
* They carry multiple grenades and will often open up with a grenade or 2... or 3, so spread your Rangers out. They always bunch up extremely tight, a well placed WP grenade will instantly wipe out the team. These guys are also extremely resistant to explosives.
* They always fight in a squad (2-7, possibly more), so be careful.
* They are known to 'camp' the main LZ, on rare occasions, they can spawn at the main LZ.
* Counter LRRPs are always aware of your team's location.
* Due to URB thinking it's impossible to snatch these guys, they don't have a choke animation (they will rapidly change skin textures if captured and will disappear if let go).

## Real Life

In November 1968, NVA command dispatched a special Counter LRRP unit to patrol the area. This special unit was formed as a direct response to LRRP incursions into Laos and Cambodia. Members of the Counter LRRP unit come from the disbanded 304th Airborne Brigade of NVA. They were highly motivated individuals skilled in martial arts and trained by Soviet Special Forces in tactics and weapons. The counter-recon unit’s sole reason for existence is to hunt down SOG and LRRP teams.
DShK (Recon)

**DShK**

Rifle:
?
Skills:
Static emplacement
Description:
Static emplacement often found in defensive positions

DShK(pronounced 'Dishka'), static heavy machine gun usually for a defensive

position manned by a single NVA soldier, often with other supporting

troops. DShK damage is completely random, but will often outright kill or critically down your Rangers. They have fantastic suppressive capabilities & their accuracy are random, they can instantly hit & kill your team, or they lay down covering fire, while the enemy will advance on your team. They can fire in a 360-degree angle
Dwarven Axe of Kings

*Moradin's Mercy*, or *Axe of Dveron*, more commonly known as the ***Dwarven Axe of Kings*,**is a powerfulartifact created with divine metal given directly from Moradin, created by the first Dwarf Great King Dveron within the First Forge. It is the symbol of leadership to the Dverfon, being wielded by every True King.

## **History**

When the unstoppable goblin-blood armies marched upon the last stand of the favored creations of Moradin during the first age, the god broke the great Divine Contract and directly aided his favored son Dveron in fashioning a weapon without equal. Inviting his child into his personal realm of the First Forge, he provided Dveron with divine metal directly from his own armor and tools of his personal make. From the union of celestial and mortal hands came a weapon that could quake the very earth, vanquishing any in its path. Returning to his people, Dveron swayed into battle armed only with his axe, armorless and alone. According to legend, he struck the ground with such force that the ground opened up below the warleaders of the goblin-blood army and swallowed up their invincible army of mountain trolls. He then challenged the First Warlord Smorlmek to individual combat. With a single throw of his axe, he sundered the First Warlord's dragonbone armor and separated his heart from his body. Without their leader, the unified goblin-blood armies descended into insurgency and were defeated soundly. Dveron took the rest of his people north, forming a great kingdom and a nation that proudly bore his name.

The *Dwarven Axe of Kings*passed down through the line of True Kings for generations until it was stolen from the Last True King Ythres by the Magma Great Wyrm Morkren and his conquering armies. Without the rightful mark of the throne, as well as the lose of their original capital, there has not been a Dwarf King in over two and a half centuries. This break in the chain of kings has been the attributed cause of the slow decline of the dwarvish empire, and many fear if the axe is not recovered, their favor with their creator god will be lost and the dwarven people will cease to exist.

## **Power**

While no wielder of the axe has been able to accomplish as much as First King Dveron, the axe has been always been wielded by a powerful monarch and has been a major factor in no less than six major wars, including the four great goblin-blood wars, the Giant Uprising and the Invasion of the Drow. During each, both the might of the axe and the racial morale behind the throne was able to unify the dwarf empire against their threats.

The pinnacle of any dwarven crafted weapon, *Moradin's Mercy* is an impervious weapon of incomparable power. It is said that any that wield the axe is the indisputed ruler of Dwarvish kind, with the blessing of Moradin himself. Any command the wielder makes must be obeyed by any dwarf within earshot lest they be smote by their god. Any weapon crafted by a dwarf cannot pierce the skin of a True King, while any crafter's tool is familiar in their hands. Truly, the most well-crafted things of dwarvish history has come from the hands of a True King.
M18 Smoke Grenade (Recon)

**M18 Smoke Grenade**

Starter
Strengths:
Low bulk, block LOS, marks support
Weaknesses:
Low usage
Description:
A great verstile equipment

Disperses a cloud of smoke after detonation.
Essential to mark improvised LZs, to vector the Cobra attack helicopter or just to conceal movement/hide.
The cloud will only last for a few seconds, so bring a few if you plan to use them to block line of sight.

Alternatively, one can use Artillery to smoke a position and block line of sight. Obviously the M18 will provide faster results, but there will be less smoke. Used right, a commander can make great use of smoke, whether it be to shield rangers, mark targets, or designate a secondary LZ.

## Real Life

The M18 smoke grenade is a very simple concept. If one required smoke for any of the above reasons, they could easily throw this to that position. First developed as a replacement to the World War 2 smoke grenade, the M18 provided thicker, more vivid results and produced smoke for a longer period of time. They also came in an assortment of colours for different uses.
Duck Pond (Recon)

**Duck Pond**

Rarity:
Uncommon
Destructible:
No.
No.

One of the efficient and cheap ways to feed the VC and NVA who travelled the HCM trail
 was to convert old bomb craters into ponds where livestock and fish
could be kept and maintained. From the sky, the pond would look
inconspicuous and provides local VC and NVA troops on the move with a
sustainable food source. These ponds were often maintained by local
sympathizers which would claim to have no affiliation to the VC.
Extra Water (Recon)

**Extra Water**

Starter
Strengths:
Able to dispel over heat def buff, High use
Weaknesses:
High bulk
Description:
Only item to dispel the over heat status effect

When used on a ranger, extra water removes the dehydration effect on target ranger. (dehydration gives a 10% penalty on all actions to the affected ranger)

Dehydration is caused by excessive moment during patrols in which the weather is extremely hot. Stopping your rangers from moving for a period of time, or giving them extra water are currently the only methods to remove the dehydration effect. Stopping your rangers in ponds will reduce the time needed to remove the dehydration effect
Fengrin

Fengrin, a relatively young lesser goddess, was named and originally worshiped by the Silmathrian elves in the Age of Creation. Not to be confused with the Moon of Djorig, of the same name. Fengrin was originally a Lunar Elf princess, an incredibly powerful sorceress who elevated her to Demigod status. When she acquired enough worshipers among her own people and her racial cousins, the Greater Goddess Nyxas took an interest in her, and elevated her to a Lesser God and granter her immortality. Since then, she has watched over the people of Djorig, as well as her decedent kingdom with a gentle eye. Fengrin has only physically come to the Prime-Material Plane twice within her avatar; one of those instances causing the Great Moonscar that is still visible even millennia later.