recursal/Fanatic-Fandom huggingface dataset:
Season 1

Season 1 focused on the school life of St. Joseph secondary school [ fictional place] in America. Ann is leading character of Class 2006 and Naomi is leading character of Class of 2005.

Mary, Issac and Ryan are listed as main characters. They are all Class of 2006 and newbies in the school along with Ann. Angus, Bob and Cherry are listed as recurring characters. They are also Class of 2006 and newbies. Angus is a new member of Glee Club. Bob is a fat teenage boy bullied by Robert. Cherry is a shy girl.

Carl, Ben, Jaw-long, Robert, Vanessa and Mathias are listed as main characters. They are all Class of 2005 in the school along with Naomi.James, Dianna, Reniece, Helen and Tylissa are listed as recurring characters. They are also Class of 2005.

## Cast

### Main Character

#### Ann

She made first appearance in School life [pt 1].

#### Mary

She made first appearance in School life [pt 1].

#### Issac

He made first appearance in School life [pt 1].

#### Ryan

He made first appearance in School life [pt 1].

#### Naomi

She made first appearance in School life [pt 2].

#### Carl

He made first appearance in School life [pt 2].

#### Ben

He made first appearance in Who is a rich boy? .

#### Robert

He made first appearance in School life [pt 2].

#### Vanessa

He made first appearance in School life [pt 2].

#### Mathias

He made first appearance in Anti-Bullies Club .

### Recurring Character

#### Cherry

She made first appearance in Queen Bees .

James

He made first appearance in Who is a rich boy? .

#### Dianna

She made first appearance in Queen Bees .

#### Reniece

She made first appearance in Queen Bees .

#### Helen

She made first appearance in Anti-Bullies Club .

#### Tylissa

She made first appearance in School life [pt 2].

## Conflict

* Robert-Jaw-long Conflict [since School life [pt 1]]
* Robert-Bob Conflict [Since Queen Bees]
* Vanessa-Cherry Conflict [Since Queen Bees]
* Naomi-Tylissa Conflict [prior to Reunion of Alumni]

## Friendship

* Ann-Mary Friendship [since School life [pt 1]]
* Issac-Ryan Friendship [prior to School life [pt 1]]
* Ann-Mary-Issac-Ryan Group [since School life [pt 1]]
* Carl-Robert Friendship [prior to School life [pt 2]]
* Naomi-Vanessa Friendship [prior to School life [pt 2]]
* Vanessa-Reniece-Dianna Group [prior to Queen Bees [pt 2]]
* Naomi-James Friendship [prior to Super Voice]

## Relationship

* Carl-Naomi Relationship [prior to School life [pt 2]]
* Ann-Ben Relationship [since Puppy Love]
* James-Cherry Relationship [Since First Dance]

## Society or Club

* Student Union [prior to School life [pt 2]]
* Glee club and Choir [prior to Super Voice]
* Anti-Bullies Club [ since Anti-Bullies Club ]
Deep Dabuz

## Overview

Dabuz is both a smash character (according to the 2nd lost tweet) and a personality in the DeepLeffen Alternative Universe. Deep Leffen clearly holds him to high regard, noting that he has the potential to be a "top 5 player" in Mario Party. He also notes that he is mid tier in Ultimate.

## Relation to DeepLeffen

Deep Leffen recalls a time where he and Dabuz is dying in a hospital bed. After exchanging a length exchange regarding Dabuz's anatomy (specifically his lips,) Dabuz relays to him all the advice and secrets he can possibly give at the time. Such advice included "Take it easy, kid" and changing his last name to "mii gunner" while he is still young.

## Dabuz as a Deity

The concept of metamorphosis is heavily introduced in the Dabuz uncut. We see instances of Dabuz's lips being able to extend and reach the ground and whispering through  DeepLeffen's teeth and into his uvula.

Dabuz also notes at the beginning that he is "technically still alive, but biologically dead". His ability to communicate with Deep Leffen in spite of this suggests that he has super-natural abilities and/ or form, which may relate to his inclusion as a smash character.

## References

1. ↑  https://twitter.com/DeepLeffen/status/1248680475499077637?s=20
2. ↑ 2.0 2.1  https://twitter.com/DeepLeffen/status/1263513536594141185?s=20
Deities/ Demons

**This page subject to further interpretation and reflects conclusions established by the community at present.**

## Overview

Between the apparent ability to transform on a whim (within the same paragraph of a tweet, for example), ability to Reincarnate, and other supernatural abilities and features, Deities/ Demons are prevalent throughout Deep Leffen lore. The presence of gods is a possible mechanic of DeepLeffen lore that combines several other lore defining mechanics.

## In Characters

 Hungrybox and Deep Leffen are two confirmed gods in the  Deep Leffen Alternative Universe. Deep Leffen reveals his godhood when he tells Jennie , while  Hungrybox proclaims his at the art museum . Deep Leffen can take on multiple identities through Reincarnation and has seemingly Time Transcendent Abilities.  Hungrybox, on the other hand can transform in Jigglypuff and Giygas within the same uncut, and can seemingly come back from the dead .

M2K also appears to have supernatural powers having survived drowning at the side of a cruise ship and teleporting behind DeepLeffen from the tides .  M2K also mentions being a god during his witness testimony of the court case.

Moloch is a bloodthirsty supernatural being who wishes to maximize human misery.

Deep Leffen mentions Jesus and the anti-christ. He notes that Jesus has an OnlyFans account.

Deep Leffen mentions vaping with god.

## In Forbidden Wisdom

The forbidden wisdom passages give us a glimpse at some of the godly powers possessed by characters such as "The Darkest Leffen" and "The Hungerer", two characters suspected to be related to Deep Leffen and Hungrybox. The passages describe scenery of hell being slain, great power being conjured, and other descriptions  .

## References

1. ↑  https://twitter.com/DeepLeffen/status/1257703912934707202?s=20
2. ↑  https://twitter.com/DeepLeffen/status/1266036331177803777?s=20
3. ↑  https://twitter.com/DeepLeffen/status/1283065973717839875?s=20
4. ↑  https://twitter.com/DeepLeffen/status/1290715083538984960?s=20
5. ↑  https://www.patreon.com/posts/43249310
6. ↑ https://twitter.com/DeepLeffen/status/1295426755784781825
7. ↑  https://twitter.com/DeepLeffen/status/1311344815976611840?s=20
8. ↑  https://twitter.com/DeepLeffen/status/1308073728358658053?s=20
9. ↑ [https://twitter.com/DeepLeffen/status/1281305697272160256?s=20
10. ↑  https://twitter.com/DeepLeffen/status/1288915335035457536?s=20
Cavalier

Known for their honor and merit in battle, Cavaliers are warriors born from the utmost dedication to their cause.

## Feats

**Tactical Assessment**

The character gains the ability to assess their opponent during combat. Periodically the combat statistics of a target will be displayed to the character. The skill level of this Feat determines the type of information gained.

**Riposte**

As skilled and formally trained fencers, the cavalier is able to take advantage of a foe's clumsy attack to turn it back against him.

**Challenging Strike**

A quick sharp strike to your enemy forces their attention at you, when used at range issues a Challenging Shout, bolstering your defences against the target but dealing no damage.

**Armor Proficiency**

This Feat allows the character to use the heavier armor types (plate armor) if the character\'s class can wear plate armor. The strength requirements still remain for that plate armor type. This also pertains to the magical equivalent of that armor type.

**War Mount**

When you have learned enough experience, you will gain the ability to call forth a mystical steed as your companion. This steed will carry you faithfully into battle and across the lands. Be forewarned, if your War Mount is to die in battle, the price you pay to earn a new mount will not be light.

**Mounted Combat**

You have learned the art of mounted combat through extensive and rigorous training. You are able to fight on horseback using weapons such as lances and other weapons designed for mounted combat. You have also learned how to use mounts, especially War Mounts, to their fullest extent, helping you attack and defend while mounted.

**Battle Hardened**

"A little pain reminds you you're alive. The lower your hitpoints get, the harder it gets to hurt you. You gain a damage mitigation based upon your level for each % of HP Missing.

## Starting Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

A Cavalier's training focuses on melee and mounted combat. As a result, Cavaliers cannot become proficient with bows or crossbows, and they must rely on their amor or allies to protect them from ranged enemies.

Cavaliers have magical ineptitude. They cannot cast any spells and cannot use wands or scrolls.
Kent and Abigail

**Kent and Abigail** is the relationship between Kent Griffin and Abigail Griffin. They are portrayed by starring cast members Burkely Duffield and Paige Turco and debut in the story premiere.

Jake and Abby Griffin sent their newborn to Earth in a pod, due to the Ark's law of having only one child. Kent was then found by Trikru warriors, Anya and Indra. Anya then adopted the baby who fell from the sky in order to protect him from enemies.
Trigedasleng

***Trigedasleng***, sometimes shortened to ***Trig***, is the language spoken by the earth-born people, the clans of Mid-Atlantic United States, known as Grounders. *Trigedasleng* translates to "forest language", it originated with the *Trikru* clan and doesn't have its own writing system. *Trigedasleng* is the common tongue for the various Grounder clans, but is not the only language they use.

## Description

Trigedasleng is descended from a heavily accented dialect of American English which has evolved rapidly over three generations. For example, "get knocked down" is "*ge smak daun*," which sounds like "get smacked down" and "stop" is "*hod op*," which sounds similar to "hold up."

Its development was also influenced by an early code-system that was developed shortly after the Nuclear Apocalypse. For instance, "mother" got changed to "number one" which later became "*nomon*".

In "Wanheda", it was mentioned in a flashback that Kent Griffin had to learn Trigedasleng, unlike other Grounder children who spoke their first words in Trigedasleng. Kent spoke his first word in "*Gonasleng"* which is the Trig term for regular English. Throughout his childhood, Kent would continue to speak fluent English and had to be taught Trigedasleng. Titus, the Commander's Flamekeeper, theorized that it was due to Kent's origin from the sky. Kent's adoptive mother, Anya, presumed the reason was that Kent was meant to be an astounding warrior like herself and Lexa.

For more description on Trigedasleng, go here: The 100 Wiki - Trigedasleng

### Notable Phrases

* Your fight is over: ***Yu gonplei ste odon***
* My fight is over: ***Ai gonplei ste odon***
* Blood must have blood!: ***Jus drein jus daun.***
* May we meet again: ***Mebi oso na hit choda op nodotaim.***
* Love is weakness: ***Hodnes laik kwelnes.***
* You are my people: ***Yu laik ai kru***

### Common Words

* Commander: *Heda*
* Commander of Death: *Wanheda*
* First Commander: *Pramheda*
* Sky Saviour: *Skaion*
* Nightblood: *Natblida*
* Flamekeeper: *Fleimkepa*
* Sky People: *Skaikru*
* Ice Nation: *Azgeda*
* Woods Clan: *Trikru*
* Fight: *Gonplei*
* Mountain Men: *Maunon*
* Death Wave: *Praimfaya*
* Yes: *Sha*
* Please: *Beja*
* *You: Yu*

For more notable phrases and commons words, go here: The 100 Wiki - Trigedasleng

## References

1. For more information on Trigedasleng, please visit The 100 Wiki - Trigedasleng
Kent and Anya

**Kent and Anya** is the relationship between Kent Griffin and Anya. They are portrayed by starring cast members Burkely Duffield and Dichen Lachman and debut in the story premiere.

Jake and Abby Griffin sent their newborn to Earth in a pod, due to the Ark's law of having only one child. Kent was found by Trikru warriors, Anya and Indra. Knowing the Mountain Men would come and investigate the crash, Anya took Kent back to her home village, where she adopted and raised Kent as her son.
Archer

Archers are deadly when equipped with a bow. Able to hit the bullseye with a good bow at a range of 300', the Archer can hit a man at a much longer distance.

## Feats

**Hunter Stalks His Prey**

Your keen eye for tracking lends you the ability to pick out flaws in your quarry's defences, reducing the effective resistances of the target to your attacks while you're tracking them.

**Orientation**

Rangers are explorers and guides of the Realm. Because of this, they have learned how to discern the lay of the land. This Feat grants the ability to learn Cartography and the use of maps. The Ranger receives 30 skill points in Cartography and a map kit. Additional materials can be purchased from scribes.

**Animal Companion**

This Feat gives the Rangers/Druids the ability to gain an animal companion. Once this Feat is gained, the character must enter the Forest and send out the Call of Bonding. The animal type will be the animal that responds to the character\'s bonding call. As the Feat skill progresses, the higher types of that animal will answer the character's call. The death of a companion carries a heavy price.

**Called Shot**

As a master marksman with the bow, you can pinpoint vital spots on your opponent\'s body. When this Feat is activated, the Archer\'s next few arrows will do additional damage.

**Enchanted Quiver**

You have learned how to tap into your Mana pool to place an small enchantment on your arrows. This technique is a temporary, one-time minor enchantment on the weapon. The damage bonus will last only a small time before it expires. The strength of the enchantment will increase as the Archer becomes more skilled in its use.

**Marksmanship**

With your strange ability of keen eyesight, you can wield a bow with greater accuracy.

**Bow Specialization**

Being of the Archer class, you have focused your training on learning how to wield the bow more effectively than any other class. Thus, you gain the ability to use the more powerful bow types. This will allow the character to advance the skill further than normally possible as most of the stronger bow types are denied to every character class type.

**Camouflage**

You learn the great art of concealment. Stealth cap raises to 80 and you gain 30 stealth skill.

## Starting Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

Archers need to maximize their mobility to effectively use a bow or crossbow. As a result, Archers cannot wear armor heavier than chainmal.

Archers have a magical ineptitude. They cannot cast any spells and cannot use wands or scrolls.
To This Unforgotten World

**To This Unforgotten World** is the first chapter of the first season of *The Skaion Walks Tonight*. It is the first episode of the story overall.

*Set in an indeterminate year in the distant future, 97 years after a nuclear apocalypse has devastated the surface of Earth, the only survivors were approximately 400 inhabitants of 12 national space stations that were in orbit at the time.*

*100 juveniles convicted of various crimes are sent to Earth to see if it is survivable. Among them is 17-year-old Clarke Griffin, the daughter of the Ark's chief medical officer and chief engineer; Wells Jaha, the son of the Chancellor Jaha; the daredevil, Finn Collins; the illegal sister, Octavia Blake and her stowaway brother, Bellamy Blake; the lighthearted Jasper Jordan and the resourceful Monty Green.*

*On Earth, the 100 discover Earth is in fact, livable. When Clarke soon realizes they've landed on the wrong mountain and a radiation soaked forest sits between the 100 and their next meal, Clarke gathers a small group to head for Mount Weather for food and supplies. Meanwhile, those already living on Earth witness the descent of the 100, including Clarke's estranged brother, Kent from Trikru, and his adoptive mother, Anya. Kent was sent to Earth, sixteen years earlier, by his biological parents because of the Ark's law prohibiting the births of second children. Kent and Anya travel to Polis, the Grounders' Capital, and inform the Grounder Commander, Lexa, of what they saw. Having also seen the 100 fall from the sky, Lexa sends Kent, and Lincoln from Trikru, to gather intel on the invaders. Clarke and the group quickly discover Earth is filled with wonders and dangers of all sorts, when one of them is captured. The group returns to relay the news which isn't taken lightly in the midst as one of their own has already began his plan to ensure the Ark believes the 100 to be dead.*

## Cast

### Starring

* Eliza Taylor as Clarke Griffin
* Alycia Debnam-Carey as Lexa

### Co-Starring

* Marie Avgeropoulos as Octavia Blake
* Thomas McDonell as Finn Collins
* Eli Goree as Wells Jaha
* Aleks Paunovic as Gustus
* Paige Turco as Abigail Griffin
* Isaiah Washington as Thelonious Jaha

## Body Count

* Glen Dickson (killed in the dropship crash)
* Billy Acker (killed in the dropship crash)
* Callie Cartwig (floated off-screen; not mentioned but still happens)

## Notes and Trivia

* There are actually 101 people on the drop ship, due to Bellamy Blake sneaking aboard.

## References

1. The 100 Wiki: Pilot - visit them for more information, regarding the show's season 1 premiere. Only a few things on this page are borrowed information from there.
Kent and Lexa

**Kent and Lexa** is the relationship between Kent Griffin and Lexa. They are portrayed by starring cast members Burkely Duffield and Alycia Debnam-Carey and debut in the story premiere.

As Anya's son, Kent grew up alongside his mother's apprentice, Lexa. They essentially became siblings, Lexa being an older sister to Kent, even though they weren't related. For Kent, this eventually extended to Lexa's girlfriend, Costia, and remained that way until her death.
Army Ranks Wiki

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

## Important articles

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

*Need help building out this community?*

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

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

We've been currently editing 20 articles since July 16 of 2020.

Tensions rise between the Sky People and those on the ground. Fortunately, Kent and Clarke have ties with their leaders and can defuse the impending doom that lingered over the heads of both sides. Unfortunately, Queen Nia of Azgeda and Diana Sydney become allies and plan to unleash hell on their enemies.
**TSWT SEASON 2** - In the aftermath of the battle between the delinquents, Trikru and Azgeda, the Mountain swoop in for the picking. Clarke and forty-six delinquents are abducted and Murphy manages to hide unconscious Kent and Raven. The Commander journeys to the newly-founded Arkadia in search of her only brother. The Ark Council gathers with the Commander and the survivors of the prior battle to discuss war on Mount Weather. Love blossoms for the Skaion and the Mechanic only for the Skaion to journey into Mount Weather as a "Trojan horse" with Bellamy. Betrayal befalls the older Griffin sibling, tragedy strikes the Mountain residents and Wanheda awakens.
**TSWT SEASON 3** - Mount Weather has fallen but a bigger threat looms on the horizon; the Scarlet Ibis. Meanwhile, the Mechanic and the Skaion spawn not only the next generation of the Griffin and Reyes families but also the next generation of the Sky People and the Grounders. Auntie Clarke, on the other hand, struggles with her guilt over the deaths of the innocent Mountain people, which has coined her as Wanheda, the Commander of Death, by the very people she fought for an alliance with. What else is in store for Skaikru and Trikru? Keep reading to witness the action-packed, gut-wrenching and heart-breaking third season of The Skaion Walks Tonight.
The Skaion Walks Tonight was written by Matt and belongs to him. It cannot be copied without his permission. I do not own anything *The 100* related, which is owned by Jason Rothenberg. No infringement of any copyrights is intended.

Kent GriffinClarke GriffinAnyaAbby GriffinRaven ReyesLexa
Rye Westman

Rye Westman is a name you may hear among taverns or whispered about excitedly at libraries. Those who know of him claim him to be a famous adventurer and scholar who publishes books of his travels. His most recent works cover adventures around Blacksands and Estvale. The legitimacy of his tales may be questionable, but they are interesting if nothing else.

## Westman Scholars

### What They Do

You can find Westman Scholars around Terra who are eager to talk about his latest works. They will mention some intriguing areas that may be worth exploring should the call of adventure interest you.

### Where to Find Them

* The Estvale Westman Scholar can be found on the second floor of the tavern within the walls.
* The Blacksands Marketplace Westman Scholar can be found in the tavern on the main island.
Estvale Militia

The Estvale Militia is a recent addition to the forces of Estvale. It is a volunteer organization of residents and long-term visitors who seek to keep the walls and surrounding farmland safe. They primarily patrol the roads and keep aggressive creatures or bandits at bay.

## History

The militia was born from concerns of the dangers of the road from a gentleman staying at the inn; Lyudmil Kardos. He met with residents and drummed up interest in a volunteer group to assist where the guards could not. With the Governor's blessing and oversight from the Captain of the Guards, the Estvale Militia was officially formed. Lyudmil Kardos was named the first acting Captain. Victor Ashe was named the first Quartermaster.

## Positions

**Acting Captain** - Lyudmil

**Quartermaster** - Victor
Sign Language

Sign language and non-verbal communication are important ways to pass information quickly or discreetly. Many forms and variances

### Rogue's Dialect

Used by members of the underground, beggars, hustlers, bandits and gypsies the Rogues Dialect (thieves cant, peddlers vernacular) uses hand gestures and other body movements to communicate warnings and intents. While the spoken word of subtle rogues can take four times as long to deliver a message due to its indirectness, the Rogue's sign language is often to the point. The speed of the motion or casualness may serve as modifiers to the message itself. Known examples:

* *Four fingers across the face* - I'm acting. This motion is used when one rogue is in the middle of a con job and another rogue enters the scene. To make this motion quickly means to assist if possible. Casually means don't interfere.
* *Two finger flick* - Danger. When playing cards, dice and drinking or in a parlay the two finger flick, usually around the chin area as if scratching beard stubble means the situation is about to get violent.
* *Licking lips* - Pay attention.
* Fingers across the lower part of the neck - Easy Target.
* Hand on the belt area covered by the other hand - Ally.
* Palms up - Don't know (honestly). Usually done at waist level. This hand motion has been over used to the point of having no meaning.

The target of the intention is usually noted with eye contact. Looking at a party member Jill then looking at the banker and licking your lips for example is says "Jill pay attention to the banker."

### Barlow's Shadow Dancing

"Whispers in the dark not screaming in the sun." - Barlow disciple

The followers of Barlow often use shadows to communicate. This can be varied from wearing wide brimmed hats and tilting the head in order to project shadows on the face to wearing a hooded shroud of shadows and masking the entire face. Barlow's followers will often communicate emotions using environmental shadow, choosing ancient temple places and over grown ruins as places for gathering.
Clarke and Kent

**Kent and Clarke** is the relationship between siblings Clarke Griffin and Kent Griffin. They are portrayed by starring cast members Eliza Taylor and Burkely Duffield and debut in the story premiere.

Because of the one child law on the Ark, Kent's birth was covered up by his parents, Jake and Abby, who sent their newborn to Earth in a pod. Kent was then found and adopted by Triku warrior, Anya.

Since Clarke was only a year old at the time of Kent's birth, she essentially forgot/never knew she had a brother. Clarke and Kent were reunited in ***Lost and Profound***.

## Notes and Trivia

* Kent's name is a reference to Clark Kent, the alternate identity of Superman. This is the sole reason for the choosing of Kent's name, since his sister's name is Clarke.
	+ Kent being the Skaion (kind of a superhero like Superman) and Clarke being a normal person (Clark Kent) can be seen as a mirror to the alternate identities.
	+ Matt, the author, isn't really into superheroes but if he had to choose one as his hero, it would be Superman. Matt also really loves cultural references.
	+ One reader of *TSWT* commented on ***The Pauna and the Frogs*** and said that every time "Clarke" and "Kent" are said together, it makes her giggle.
Those Without Words

Those Without Words are rumored to be Barlow's earliest creations. It is a colloquialism used to describe races who do not have enough of a culture, or structure, to be recognized. They are traditionally creatures of lower intellect even if some are capable of speech. They've traditionally included the following:

* Gargoyles
* Giants
* Goblins
* Lizardmen
* Ratmen
* Trolls
* Tribal Orks
Thero Alaryn

### Background:

Thero Alaryn is the first born son of Thehorn and Ravarie Alaryn. He is a second generation Warden born into the order during his parent's service. He chose to remain in the Wardens despite his parents retiring from service and was granted the rank of Warden Commander for his service that stems back to the formative years of his childhood. Thero is an expert tracker and a master of the sword, bow and spear. His parents emigrated to Montset after his sister Syviis was born and the previous Warden Commander permitted their retirement. He is the 27th Warden Commander.

#### OOC Info:

Staff Played NPC

POC: The Nickel Knight
Terra

The world of Myth is known as Terra. There are two primary continents. Estvale is located on one continent, Nique Taure and Montset on the other, with Blacksands Marketplace bridging the two via small islands. The third continent remains a mystery - nothing but tall tales and rumors exist.

The current starting city is Estvale, a trading hub and melting pot where all races are welcome. Player characters may hail from any other location in Terra, but you will spawn in Estvale once leaving the creation room.
Darkling

Magic on Terra is a powerful force for change. Often chaotic or discordant, it’s rarely possible to predict the change terrestrial magic will have on the younger races, even more so if the magic is divine. Such is the case of the Darkling; the shadow of humanity. Though the story often takes an evangelical bend it is clear that some small sections of humanity, cults to be blunt, began worshiping dark entities whose magic pervaded their very essence. Why or how this happened is less well known, but the results are clear to see.

Each Darkling is a unique creature, even if there are common types. For this reason they as a race haven’t specialized enough to excel in anything without question. Their dark powers make them obvious choices for rogues and vagabonds but many are wary about their presence. It could be that anyone you know may secretly be a Darkling.

## Information

### Appearance

Darklings often show one or more traits associated with nocturnal creatures such as fangs, pointed ears or menacing claws. This will often be thematically tied to the divine source, such as some worshipers of a certain goddess showing owl-like features with large eyes and hooked claws. While monstrous, many Darklings have an almost supernatural gift of charisma or charm. Many never age, instead retaining an otherworldly grace over their long lives.

### Lifespan

Until reaching adulthood they appear to age much like humans. They appear to not age after a certain point and as a result it is not known how long they can live to.
Dark Cleric

The clerics of the darker deities come in many shapes and forms. While some of them treat their God or Goddess as a simply misunderstood being, many of them openly speak of the death and destruction that will be wrought by their vengeful lords unless they are appeased by horrid and sinful rituals which would make any good person cringe.

## Feats

**Alchemy Science**

This Feat will grant the character knowledge of the Art of Alchemy and its uses. Upon learning this Feat, the character will receive 30 skill points in Alchemy and gain the character's proper Alchemy equipment.

**Advanced Healing**

You have learned the strange ability to go into a deep meditative trance, thus allowing your body to heal itself much faster than otherwise possible. Entering and leaving this deep trance takes a lot of concentration and taxes the body. Once leaving a trance, you lose Mana in return for your health and you must give your body time to rest before entering it again.";

**Rebuke Undead**

Through the character, the deity manifests a portion of its power, taking control of undead creatures. However, since the power must be channelled through a mortal vessel, success is not always assured. No action can be taken while the character is attempting to rebuke undead. A lower skill levels, the character can control certain forms of undead. As the skill progresses, the types of controlled undead available increases.

**Dark Aura**

Your training and deeds to your deity have granted you the ability to protect yourself from good-aligned characters. As you continue to follow your Path and gain experience, so too will the potency of the aura increase when it is used.

**Bestow Dark Blessing**

You have been gifted with the ability to place blessings upon specially prepared items. This Feat is a requirement in creating unholy items, such as Unholy Water which is a boon to the Undead. The type of items that can be blessed increases based on the skill level of the Feat.

**Unholy Might**

Using your Unholy Symbol as a foci, you are able to call upon the Divine energies and grant yourself a damage boon in combat. For a limited time, you are able to deal extra damage to most lawful creatures. Using this Feat will require you to expend a portion of your Mana pool.

**Healer's Oath**

By dedicating themselves to the preservation of life, the cleric casts off the mantle of zealous warrior and gains a profound talent for the preservation of life, gaining greater experience through the practice of their arts.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research

## Restrictions

Clerics are restricted to medium armor, maces, staves, and daggers.
Oliver Grayson

### Description

Just under six feet Oliver Grayson shows the signs of late middle age. A black oily hair reaches his shoulders and frames a high forehead and pale face with blue eyes. A small burn scar notes the corner of his forehead. He has bad posture and walks with a limp. Oliver looks as if to be carrying a host of maladies unseen though built of solid and wiry stock.

### History

Hailing from the frozen regions east of Black Sands, Oliver Grayson has recently traveled west to perform Unending Deeds for The Quest. He serves as the Medium for the Echo Council and is currently searching for a champion. Life in the frozen lands is difficult, survival was made through infernal contracts with Shadow Walkers.

### Goals

Oliver claims to work for a set of beings he calls The Barons of Twilight (sometimes The Barons of Dawn). He states these are members of Barlow's Shadow Pantheon (hierarchy) and in exchange for protections he offers his services. The chief most goal is to hunt and destroy the Corrupted Bloods, beings who have made a contract with the Barons, received their blessings, and did not fulfill their oaths of service.

### Other Notes

Oliver makes a living through healing services and a small side business of reading palms and fortune telling. He is a familiar practitioner of occult sciences. He will actively try to diagnose and treat disorders other than physical harm such as Gold Sickness or Mercurial tempers. See also Echo Council and Book of Echoes
Dragoon

Dragoons are ferocious warriors feared by all but fools. A fearsome sight, the Dragoon is usually a massive figure, striding in heavy armor towards their enemies.

## Feats

**Elemental Resistance**

Due to the constant exposure to the elements, your body has developed a unique ability to resist the elements, be it magical or natural. As your skill in this ability increases, so too will the resistance percent increase. Each element has its own area of resistance: Earth, Air, Fire, and Water (Water includes Acid and Poison).

**Advanced Healing**

You have learned the strange ability to go into a deep meditative trance, thus allowing your body to heal itself much faster than otherwise possible. Entering and leaving this deep trance takes a lot of concentration and taxes the body. Once leaving a trance, you lose Mana in return for your health and you must give your body time to rest before entering it again.

**Dragon Roar**

You have learned an ancient barbarian technique that mimics the power of a Dragon\'s roar, therefore striking fear into the heart of your enemy causing them to flee in terror. (NPCs will flee in terror, PCs will lose stamina and drop their weapon if they fail the save roll)

**Axe Fighter**

Long time battle training and experience allow the axe fighter greater lumberjack capability and earlier and easier axe weapon abilities.

**Armor Proficiency**

This Feat allows the character to use the heavier armor types (plate armor) if the character\'s class can wear plate armor. The strength requirements still remain for that plate armor type. This also pertains to the magical equivalent of that armor type.

**Power Lunge**

This Feat is a speciality of Barbarian Dragoons and allows him to sweep his weapon damaging all opponents within his range.  This ability is usable with polearms, axes, and viking swords with polearms having a longer reach.

**Furious Assault**

By channelling your anger you push yourself to strike beyond the normal limits of your body's speed, so long as your endurance holds...

## Starting Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

Dragoons refuse to rely on any weapon that doesn't require brute force, and that includes bows and crossbows. Unless they invent a bow that can beat a man to death without breaking, Dragoons are better off avoiding ranged weapons.

Dragoons have a magical ineptitude. They cannot cast any spells and cannot use wands or scrolls.
Tournaments

## Combative Tournaments

### First Combative Tournament by Saurine Imports & Fine Goods

Located in the Arena west of Blacksands Mirielle Saurine of Saurine Fine Imports & Fine Goods of Estvale hosted two sessions of combative tournaments. It included one versus one and two versus two events.

The first session participants included Furio, Polemics, and Virgle. Furio won handily followed by Virgle and Polemics. The second session saw the return of Furio and Polemics and added Marduk Lorethian, Huon Ter and assistant host and spectator Veldrin. Marduk and Furio bested team Polemics and Huon before Furio went on to win single elimination one against one.

The Elf Archer Arqowynn arrived late and fought several scrimmage matches against Polemics and Furio winning and losing equally.

For certain though, none bested Furio even once this day. Mirielle's prizes included a special merchants ticket from Blacksands,several piles of gold, and a curious artifact of Tsern showcased to the participants during the awards ceremony.
Shapeshifter

Shapeshifters are so in tune with nature they can become a part of it. A Druids' duty is to nature first and anything else comes second. Most Shifters gain a strong attachment to a certain form but are not afraid to shift into something else if the necessity comes about.

## Feats

**Resist Poison**

Through some strange twist of fate at your birth, you have a strange ability to resist any form of natural poison. As a result, you gain a bonus to your poison resistance. (NOTE: This is a special resistance ability and is not magical)

**Wild Shape**

Wild Shape will grant access to additional forms, but the Shapeshifter must still meet the requirements for that form. As the skill progresses, the number of forms available will also increase. The Forester version of this feat has less forms available than the Shapeshifter feat.

**Animal Companion**

This Feat gives the Rangers/Druids the ability to gain an animal companion. Once this Feat is gained, the character must enter the Forest and send out the Call of Bonding. The animal type will be the animal that responds to the character\'s bonding call. As the Feat skill progresses, the higher types of that animal will answer the character\'s call. The death of a companion carries a heavy price.

**Advanced Healing**

You have learned the strange ability to go into a deep meditative trance, thus allowing your body to heal itself much faster than otherwise possible. Entering and leaving this deep trance takes a lot of concentration and taxes the body. Once leaving a trance, you lose Mana in return for your health and you must give your body time to rest before entering it again.

**Telepathy**

Shapeshifters have the capacity to take on creature abilities in every form, including the unique ability to communicate with each other. This Feat allows Shifters to contact other Shapeshifters when they are in creature form regardless of where they are located. Other Shapeshifters must also have this Feat in order to communicate; otherwise the receiver can only receive the mental messages and not send them.

**Bite**

Harness your inner savagery and sink you teeth into your enemy. Deals a portion of damage based on your strength and recovers hitpoints based on the damage dealt. Can also be used on recently deceased corpses to provide sustenance.

**Physical Resistance**

Although some creature forms have an innate ability to resist damage due to their tough hides, this Feat grants that toughness for all of a Shapeshifter's forms that are available. This only applies when the Shapeshifter is in creature form. The strength of the resistance will increase as the Shapeshifter gains experience.

**Pounce**

Tapping into the shapeshifter's primal nature allows them to stalk their pray with brutal efficiency, picking the perfect moment to lunge from the shadows and pounce.

## Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

NOTE: Stealth and Hiding are a combined Skill on UOMyth

## Restrictions

Shapeshifters cannot wear armor or equip most weapons. They are restricted to some maces, staves, and clubs.
Lauryn

**Lauryn Alisa McClain** es un personatge de ľunivèrs espandit de Planetes. Nasquèt lo 9 de genièr del 1997, e es una actritz adolescenta americana, cantaira, compositritz e dançaira. A doas sòrs, China Anne McClain e Sierra Aylina McClain, en formant lo grop McClain Sisters. La siá sòr China Anne McClain es la protagonista de la sèria de Disney Channel ANT Farm. Lo sieu paire, Michael McClain, es un productor de musica, escrivan, musician, vocalista e enginhèr de son. La siá maire, Shontell McClain, es tanben vocalista, cantaira e compositritz. Las sòrs nasquèron a Atlanta, Georgia, e vivon a Los Angeles, Califòrnia amb lor familha.

Ľan 2013, Josep Maria 17 demandèt a İhi Kadse que parle amb las sòrs McClain per tal qu’elas los ajuden. Quand las coneis, 17 ditz que las pòrte sul FEF 07 per lor explicar tot. A la fin, İhi se vei obligada a explicar tanben tot al sieu managèr, e las tres sòrs e lo managèr ďİhi pujan a bòrd. La sòr granda, Sierra, sembla antipatica e i vòl pas collaborar. La sòr pichona, China, crei que tot es una pellicula. E 17 sentís atraccion per la sòr mejana, Lauryn, sens saber perqué. 17 e İhi fan un nòu concèrt sus Gobòla, ont i pòrtan las tres sòrs. Sierra, pasmens, i vòl pas davalar e demòra a bòrd sens creire res. Mas unes jorns mai tard, quand İhi aviá ja tornat dels Estats Units, las doas sòrs que davalèron sus Gobòla pèrdon lor memòria coma Kimberly, e sonque Sierra remembra tot pr’amor qu’i a pas davalat. İhi e 17 trason en conclusion que quicòm se passa sus Gobòla, e sabon pas s’es ligat a Erika o non. İhi vei que los remembres son pas estats entièrament escafats. Mai tard descobrisson que Lauryn a una “frequéncia”, e Josep Maria sentís ara per aquò atraccion per ela, doncas que las personas amb frequéncias ľatrason coma las personas especialas.

Lauryn.
Mother Amil

An example of Mother Amil depicted in art.

Amil the Great Mother looks after all on Terra. She creates and maintains the balance in Nature to protect everything that All Bringer has given to Amil to guard and keep safe.

Mother Amil is very protective of her children. Because of this her children protect her as well as anyone else under her canopy. Her Children are the voices of the forest, the protectors of Nature. They will bring wrath and punishment to any who threaten the delicate balance of Terra and its forests, rivers, or mountains.

It was She who created the Treekin said to be made out of pieces of Her very own heart. Although they may seem "newer" their ages are genuinely unknown for it is scarce to see a Treekin away from the delicate forests of Nique Taure. With the world waking up however more and more of this unique race have said to make appearances.

To show respect to Amil is to show passion for all that she brings while her children are said to be the ones who live with Nature or very close to it. They strive to keep the balance and sometimes see more prominent, more modern cities as hurtful to the delicate environment. Everything is to happen for a reason and anything out of place could upset The Great Mother and her Kin.

## Appearance

Mother Amil takes on many different appearances in literature and art. She may resemble a Treekin in the way she is covered in elements of nature, but which elements vary from artist to artist. Some say her hair is a flowing waterfall, others a tangle of vines blooming gloriously. Her skin may be the bark of a tree, soft moss of the forest, pebbled sand of a riverbank, or anything in between. Those who stare hard enough into the forest may see her likeness anywhere, for it was all created in Her image.

## Worship

### Place of Worship

The primary place of worship is a shrine of sorts near Nique Taure. It is not common to see churches or temples like that of some other deities, as worshiping Mother Amil is a way of life. Her place near Nique Taure is seen much like a focus of Her to remind all of the nature they protect and serve as a quiet retreat to reconnect.

### Followers

Followers of Mother Amil are said to be both the most strict and the most relaxed of any of Terra's religions. Mother Amil does not boast a rigid church or temple structure like that of Aralkor in Montset, but following Mother Amil is truly a lifestyle and not a half-hearted moral compass. Their whole way of life is shaped by nature and guided by the need to preserve and protect it. While a follower may not have schooling and a traditional journey through priesthood, Her trials never end. The community and nature are the teachers, and Mother Amil followers forever the student.
Fighter

Fighters are ferocious warriors often skilled with many different weapons. The Fighter is the most versatile type of warrior, able to master almost any weapon and wear any type of armor.

## Feats

**Tactical Assessment**

The character gains the ability to assess their opponent during combat. Periodically the combat statistics of a target will be displayed to the character. The skill level of this Feat determines the type of information gained.

**Shield Bash**

You can use your shield as a weapon in combat by hitting your opponent from the front. Shield Bash will inflict damage plus having a chance to stun your opponent. The effectiveness of the bash increases as the skill advances allowing for more damage.

**Critical Strike**

This ability can be activated when using any weapon. The character has a chance of finding a vulnerable place on the target (usually the vital points of the body) inflicting more damage than normal. The amount of the damage modifier will increase as the skill progresses.

**Armor Proficiency**

This Feat allows the character to use the heavier armor types (plate armor) if the character\'s class can wear plate armor. The strength requirements still remain for that plate armor type. This also pertains to the magical equivalent of that armor type.

**Weapon Master**

You spent considerable time training in a specific Weapon of your choice. Because of this training you receive weapon and tactics skill bonuses when wielding this weapon.

**Furious Assault**

By channelling your anger you push yourself to strike beyond the normal limits of your body's speed, so long as your endurance holds...

**Battle Hardened**

A little pain reminds you you're alive. The lower your hitpoints get, the harder it gets to hurt you. You gain a damage mitigation based upon your level for each % of HP Missing.

## Starting Skills

\* - Can be raised through .perks 'Professions'

\*\* - Can be raised through .perks 'Skill Research'

## Restrictions

Fighters have a magical ineptitude. They cannot cast any spells and cannot use wands or scrolls.