recursal/Fanatic-Fandom huggingface dataset:
The Art of Defense (Combat Style 1)

by Galib al Marhan

A southerner uses less physical strength than a northerner, instead relying on agility. In the hot climate of his home he prefers light armor which permits him to move more freely. The southerner has therefore developed a style of fighting that is fundamentally different from what we are used to. This is a great advantage when fighting in locations that are not used to such fluid movements.

Probably the most famous maneuver a southerner uses is the one-armed block and backstep. The backstep enables the fighter to weaken the blow from his assailant's attack, at the same time taking up a superb stance from which to counterattack. The southerner can either choose to put focus on evading the blow or parrying it with his weapon, both defensive actions opening up great opportunities to hamper your opponent and to start to end a fight. Not getting hit is what gets one ahead.

There are some southerners as of late that have grown to enjoy fighting with a two-handed blade. Some might say this is counter-intuitive to the agility of the fighting style, and this two-handed technique is indeed very difficult, yet is nonetheless popular with southerners trained to disrupt cavalry formations. Blocking the enemy's blade with a two-handed weapon is a method used by strong fighters to stop the impetus of attacks and force their assailants to abruptly end their assault combinations. When it comes to fighting, both strength and dexterity can be used to defend yourself.

The usually resulting halt of the opponent's movement is an opportunity to take the initiative and defeat the enemy with skilled strokes.
Pathways of the Kingdom (Navigate 1)

by Harding Springfoot

Ho, wanderer! I have spent most of my life as a ranger and a woodsman in the service of the king, and now I find my career is drawing to a close. The forests of the kingdom are dark and vast and teeming with giant spiders and tenacious groups of brownies looking for their next kill, and my joints quite simply aren't what they used to be. You have made the wise choice of buying this book - my book - and I will make sure you won't regret it. First up are the basics of navigation.

First you should learn how to orientate yourself through the position of the Sun. First you have to learn the cardinal directions that were established by Garadric the Voyager - that of north, south, east and west. On the following page you will see a drawing of these cardinal directions. If you have been fortunate, then you might have seen or own a compass, which is a great tool to use when navigating the realm.

After you understand that, you should learn to orient yourself by using the landscape. Follow the contours of the land and realize where elevation lies, where brushes or woods might conceal hidden enemies, where the mud underground might not be as steady as you might think. If you are careful, then you are on the right path, as it is important to stay focused when finding your way.

If you get lost, do not panic and simply relocate. Try and get a better grasp of your surroundings from a different viewpoint. I have found this has saved me many times as an anxious youth. My advice would also be to learn to navigate during night time or bad weather in order to master the art more quickly. It is more difficult, and you risk serious injury and worse, but it pays off in troves.
Just a Dream (Illusion 1)

by Ba'al Yog

The guidance of the Dreamer is always there, yet it is hidden from the eye of the uninitiated. To him or her, the wind blows as it does, and the leaves sway, and the frogs croak, and the birds cry, and all is what it is and what it always was. To him or her who knows otherwise, it is not quite like that, for the senses are misguided, and have been lost down a path in which we are loath to recover them were we to fall ever deeper.

I speak about the illusion that is the world. The threads of the earth, you think, are bound together to form that on which you stand and live. No matter where you come from or what you believe in, we can all agree (or...) that the ground we trod on is immutable, eternal, true, and few things you can do can affect that truth for others.

That is the falsity which we have all fallen to believe. What if I were to tell you that you can pluck at those threads and to affect the very vision one has upon the world? What if you were to play with the earth so that a man walking through the desert would feel as if walking through snow, even though his feet would still be pushing through sand? What if you were to just listen, and understand, and see how it is all a warm mold for you to shape with your mind?

The power of the head cannot be underestimated. It affects everything. Even the gods. Anything you can see, touch, feel, or think about you can influence. It is only a matter of applying your willpower.

Sounds impossible? Reality is nothing but a long line on which everything lies and everything is related. Is cold the opposite of warmth, or the absence? That is for you to think on. The initiated does not become wise by reading words or listening to teachings, but by understanding them. Do not take everything at face value. After all, it is a game we play.
Hunt and Prey (Survival 1)

by Cavalorn the Hunter

Every beast or creature that has certain trophies that improve the wealth and glory of experienced hunters. The trained outdoorsman must know all about the trophies of their prey and how to gut them, for else the hunt has been in vain, only half of its bounty - that of experience - having been gathered.

Teeth are the weapons of many beasts and creature living in the wild.  If you know how to extract them from your prey, then you can easily acquire hundreds of them, which you could easily craft various baubles from to sell on the market.

A talent true hunters value greatly is that of skinning, for many animals have pelts which you could harvest, such as wolves and Shadowbeasts, for example. The skilled hunter also understands how to skin reptiles such as Worm Sharks and Lurkers as well, as many such creatures roam the kingdom.

The last important art is that of extracting a creature's claws. If you have lived in Vengard, then you no doubt know of their uses - decor, to ward off spirits, to create alchemical potions, to bring luck, and to bolster one's characteristics in times of need. To some, they are also useful to be sold on the marketplace instead of bought, for one might find people will pay a pretty penny for a set of valuable claws or paws.

None of this will be useful if you are not able to find your prey, however. Remember to train yourself in being abe to track a creature, as often times you will come across great situations that you can easily exploit if you just show up at the right place at the right time.

My last piece of advice? Fletch your own arrows. The creatures deserve as much.
Lockpicking Advances (Subterfuge 3)

by Anonymous

I am not a writer. I am a thief. I am a good thief. I am not such a good writer. Anyway, I want to write about picking locks. I read a book about designing locks once. It was good. It gave me lots of ideas.

I'm sure you already know everything about how locks work. If you don't, then here you go. A lock has a couple of bobby pins inside. You have to fiddle with them until they get locked in place. It's why keys look the way they do, so that they tickle that bobby pin so good that it pops. That's what you have to do too.

Go break open a lock. You'll understand. Or you won't, and then maybe this job is not that great for you. I think you should learn. Know the way a fetcher might break into your house. Open the lock to your house when your wife's disappeared somewhere. Anything. Anyways.

Some guys make locks with angled keyholes. Always carry a bent lockpick. They will work good in these locks. I do, and I open lots of locks. Sometimes I carry copper lockpicks. Copper bends easy. That way I can bend it right there. Copper lockpicks break easy too. Be careful.

Sometimes the locks have weird springs. They all spring differently, which makes picking it hard. I hold my torch close to the lock. This makes it hot. When it's hot, the springs are all the same. They don't bounce so differently any more. Be careful not to burn yourself.

Some thieves can't read. If you can't read, get someone to read this book to you. It will make more sense then.
Double Blocks (Combat Style 1)

by Oric of Holden

Blocking the enemy's blade with a two-handed weapon is a method used by strong fighters to stop the impetus of attacks and to force their assailants to abruptly end their assault combinations. This can only be done if you're brawny enough to absorb the brunt of the blow with your muscles, which is something that none but the most powerful of men can boast. The Paladins are known to be able to do this, although they are aided by the Fire Lord.

The usually resulting halt of the opponent's movement is an opportunity to take the initiative and defeat the enemy with skilled strokes. Going on the counter-attack is important once you've established a block or a parry with a two-handed weapon, as even though you might have been able to stop the first blow, the second and the third are sure to wind you due to the weapon's unwieldy nature. It is thus wise not to allow the enemy to gain any more advantages.

Galib al Marhan, the writer of the Art of Defense, is an advocate of evading blows. This is, of course, what you should do if you are attacked. That is, if you're not strong or skilled enough to parry the attacks coming your way. After all, everyone can step out of the way of a blade - but only a master can make it move aside.
Terrors of the Caves (Survival 2)

by Lothering Garand

The deep caves of the realm are home to many creatures, yet none so horrifying as the dreaded Minecrawlers. These creatures generally look similar to an enlarged species of insects that are similar to ants or perhaps termites, though this appearance can be deceitful, as Minecrawlers going through later stages of its life undergo a transformation that turn them into a killing machine.

Their name comes from he fact that they often breach into mine tunnels, whether accidentally or on purpose, and then proceed to wreak havoc among the miners. As such, most abandoned mines have become home to Minecrawlers.

They live deep underground, carving nests into solid stone by virtue of their magickal saliva, which they use to turn rock into slush. I have heard someone tell of a Water Mage claiming that this even makes the slush edible, although this could be nothing but hearsay. Alchemists pay well for samples of the saliva, and their mandibles can even be collected as a trophy.

Their saliva, besides being able to break down material as strong as stone, is also known to help harden it if needed, creating a strange, reddish material out of which they create ramps and tubes when necessary.

The warrior caste of the hive is larger and has scythe-like claws, like a Field Raider's but serrated, with which it tears its prey in half. It is also able to grab things with these claws as well, having been known to disarm adventurers who mistakenly thought these creatures are less than intelligent.

All Minecrawlers are born from a queen, yet information about the mothers of these overgrown insects is sparse. They are known to be extraordinarily large and bloated to the point of being immobilized, constantly giving birth to sacs of future Minecrawlers.

Vengard's caverns are dangerous, yet they are also bountiful for those who dare to venture so far in the Dark God's domain. Towards the surface you will find lodes of Sky Iron, while deep underground lies the fabled magickal ore with which the finest of warriors craft Red Steel.

Some of the mushrooms within can also be used to your benefit, to nourish or to bolster your capabilities. It is only a matter of education and experience than can put you well on your way to finding your fortune in the worst corners of the world.
The Holy Fire

by Guthred the Wise

The secrets of the Fire Lord have been taught to humanity so that we can absorb their great wisdom, and pass it on to our forebears, in the hope that their lives will be more enlightened than the ones in which our revered ancestors wallowed in, stumbling through the darkness, lost in the Land, the domain of the Dark God.

All that is physical, our ancient people had learned, is but a shell of our true nature. There is, as we all know, something more to humanity than there are to other lesser species - it is this something more than can allow the village idiot to conjure chickens from empty air, without having had any clue as to how he had done it. Our bodies, forever important to us, are nothing more than vehicles which we inhabit. Inside all of us is the spirit - the spark, drawn from the Holy Fire itself whose under protection we all lay.

The bodily impulses are weak. Our minds can be weak, for they are dictated by that which we feel - our body being touched by a feather, or our eyes struggling to adjust peering into a cave. Our body, filled with blood, and made from flesh, as are many things in our world, such as the very earth itself, is thus logically drawn from the Land. The realm of darkness. It is for this reason that we understand death. For why there is hunger. For why we weep, and know pain and destruction.

Yet it does not have to be like that. Above us are the great Heavens, where the Fire Lord and his angels watch over us. If you peek into the sun, you will see. For it is him. Meet his gaze for too long, and your eyes shall be scorched, for there is nothing greater than him, and thus we cannot truly know him as he would want us to. We cannot begin to understand his true form. But he is always there. Watching us.

But we try to do so in our ways, for we know it is he who lights our paths, and grants us the fire we require to cook our daily meals, without which we would starve. The day and its warmth is the greatest gift humanity has received ever since its conception on the Land, for though we are forever trapped by the Dark God, and cursed to roam his realm and his realm only for eternity, we are nonetheless blessed by the warmth of our great Lord, to be able to thrive wherever we may go.

The scholar might ask about the true nature of the Holy Fire. It is simple. It is that which animates. Everything is the Holy Fire. You will ponder this, and if you are to be a great person, then you will understand. The nature of life is the true nature of the Holy Fire. The Dark God himself, as the scholar might know, was drawn from the very same flame. When we aspire to the Heavens, then we are simply seeking to regain our position within the Holy Fire. But within it. Not from outside.
Factions

The most known organizations of the realm are those sanctioned by the king, such as that of the Men-at-Arms, the Order of Fire, and the Ring of Water. These factions have existed for a long time and have influenced the story of the Vengard people in many ways due to their members. In the Ore Valley, the Old Camp rules over the mining operations, while the New Camp and the Sect Camp seek for ways to escape from the colony.
Song of the Alchemists Alchemy 1

**by Atrahir ul Maulay**

When the Council of Nine's court alchemist had to leave his station,

after a laboratory experiment that yielded detonation...

The word went out that the Foremost did want,

a new servant to mix his potions and brews.

But he declared he would only choose,

a fellow who knew the tricks and the tools.

The Foremost refused to hire on more fools.

After much deliberation, discussion, and debates,

the Foremost picked two well-learned candidates.

Afar al Aqra and Corben dan Berk,

an ambitious pair,

vied to prove which one was the best.

Said the Foremost, "There will be a test."

They went to a large chamber with herbs, gems, tomes,

pots, measuring cups, all under high crystalline domes.

"Make me a tonic that will make me invisible,"

laughed the Foremost in a tone some would call risible.

So Corben dan Berk and Afar al Aqra

began to work,

mincing herbs, mashing metal, refining strange oils,

cautiously setting their cauldrons to burbling boils,

each on his own, sending mixing bowls mixing,

sometimes peeking to see what each other was fixing.

After they had worked for nearly three-quarters of an hour,

both Afar al Aqra and Corben dan Berk winked at the other,

certain he won.

Said black Foremost, "Now you must taste the potions you've wraught,

take a spoon and sample it right from your pot."

Aqra vanished as his lips touched his brew,

but dan Berk tasted his and remained apparent in view.

"You think you mixed silver, blue diamonds, and yellow grass!"

The Foremost laughed, "Look up, al Aqra, up to the ceiling glass. The light falling makes the ingredients you choose

quite different hues."

"What do you get," asked the floating voice, bold,

"of a potion of red diamond, blue grass, and gold ?"

"By the One," said al Aqra, his face in a wince,

"I've made a potion to fortify my own intelligence."
The Buying Game (Commerce 3)

by Agathe Gosway

So many people simply buy the items they need at the price they are given. It's a very sad state of affairs - when the game is really open to all, you don't need an invitation. And it is a game, the game of bargaining, to be played seriously and, I hasten to add, politely.

Bargaining is expected all over Myrtan, but the game can be broken if one's offer is so preposterously low that it insults the shop-keeper. If you are offered something for ten gold pieces, try offering six and see where that takes you.

Do not look like you're very interested, but do not mock the quality of the goods, even if they deserve it. Much better to admire the quality of workmanship, but comment that, regretfully, you simply cannot afford such a price. When the shop-keeper compliments your taste, smile, but try to resist the flattery.

A lot of the game depends on recognizing the types of shop-keepers and not automatically assuming that the rural merchant is ignorant and easily fooled, or the rapacious city merchant is selling shoddy merchandise. Caravans, it should be mentioned, are always good places to go to buy or trade.

Knowing what you're buying and from whom is a talent bought only after years of practice. Know the specialties of certain regions and merchants before you even step foot in a shop. Recognize too the prejudices of the region. In Vengard, where I hail from, for example, Shedomites are viewed with a certain amount of suspicion. Don't be surprised or insulted if the shopkeepers follow you around the shop, assuming you're going to steal something.

If you see something you really like or need, buy it then and there at the best price you can get. I cannot tell you how many times I passed up a rare and interesting relic, assuming that I could find it elsewhere in the region, perhaps at a larger town at a better price. Too late, I discovered I was wrong, and when I returned to the shop weeks later, the item I wanted was gone. Better to get a great purchase at a decent price and discover it again at a worse price than to miss out on your opportunities for ownership. Occasionally impulsiveness is the best buying strategy.

Sense the moves of the game, and everyone can win.
Vengard Wiki

The kingdom is crumbling. The servants of the Dark God are encroaching upon our land, pouring out of our ancient woods to destroy that which we have labored so hard to create - a homeland for our people.
The wild animals seem to have gone mad, their slavering jaws poised to strike at our friends and family, searching for vulnerability to take advantage of.

The roads are not safe, threatened by horrifying manifestations of the dreaded Beast, foremost servant of the evil one, and armed brigands wander our countryside in search of the next honest Vengard to kill.

There have been sightings of magical aberrations as well, no doubt a punishment from the gods for our dwindling faith. And worse - rumors speak of dragons being sighted in the Wintry Rise.

Our people are despairing. We must defend our homeland, and we must not fail. Take up arms against the darkness, and fight, or else all has been in vain.    Welcome home, weary traveler. Take a rest here. You are safe. There are many things to take in before you can rejoin the fight. It would be wise for you to prepare well.
## Important Entries

PlaceholderCharactersSettlementsFactionsLore BooksSkill BooksPlaceholderActors

*Interested in playing in Vengard?*

* Discord Server
* Vengard PHB v2
* UESRPG Drive
* How to Contribute

*Vengard is a game hack for the Unofficial Elder Scrolls Roleplaying Game 3e v2.*

*The theme is of a Gothic Low-Fantasy atmosphere and concentrates on the struggle between Man and Beast.*

*This is a shared project in which everyone passionate about medieval roleplaying can contribute to.*

*Everyone is welcome to join the Discord server and come partake in wandering the Dark God's Land.*
The Gray North

by Syflede the Manly

The Gray North is a mountainous region locked in ice and covered in snow. It is full of valleys, ridges and mountain chains that make it almost impassable by those who do not know how to do that. Roads cannot be seen because of the snow covering them and there are many traps and abysses hidden under the snow curtain.

The climate is very cold, the summers are mild, and the winters are very harsh. Almost all of the water except the sea freezes during the winter time. It is usually very foggy in the valleys, and especially in the mornings, where you can barely see more than a couple of feet ahead. That is bad, because there are dangers all over, and those who do not learn to be careful die no sooner than they leave their mother's womb.

Impossibly high cliffs make it impossible to establish a human presence near the shore. The most populated area is in the center, where the various tribes of the Gray North organized themselves into three main clans -those being the Bone clan, the Hammer clan, and the Wolf clan respectively.

Not many things grow in the Gray North, mostly because of the harsh winters. Forests there consist of conifers, mostly pine trees, and evergreen bushes. A skilled alchemist will still be able to find some useful herbs, but many are hidden to the naked eye. The shamans know many secrets when it comes to this, but they are not willing to disclose them.

The animals there have also adapted to the climate, having adopted a much more dense fur than any place else. A great amount of extraordinarily fearsome beasts can be found there, from wolves the size of an ox and larger, to spiked bears, and those creatures with saber teeth. Talk is of worse still - of giants! Though Syflede has never seen one, she suspects it is true. She has seen many things in the great fog. You would not believe.
Fighting Chance ( Combat Style 2)

by Hrodulf of Onford

Someone once asked me how to survive a fight. A tough fight, or a skirmish, or a full-scale battle. To that, I have a couple of suggestions. I fought much in my life, and hope my words will come to help someone when they need it the most.

First of all, fearlessness is a fool's boast, to my mind. The only men with no fear in them are the dead, or the soon to be dead, maybe. Fear teaches you caution, and respect for your enemy, and to avoid sharp edges used in anger. All good things in their place, believe me. Fear can bring you out alive, and that's the very best anyone can hope for from any fight. Every man who's worth a damn feels fear. It's the use you make out of it that matters.

I hear you asking: "Be scared, Hrodulf? Really? That's your advice?"

My advice would be to find a good woman and steer well clear of the whole bloody business of fighting, and it's a shame no one told me that twenty years ago. But if you have to fight, then there's three rules to it. Learn them, and learn them well. Or don't, and die a painful death. Matters not to me. You bought my book already.

First, always do your best to look the coward, the weakling, the fool. Silence is a warrior's best armor, the saying goes. Hard looks and hard words have won few battles, and lost many.

Second, never take any enemy lightly, however much the dullard he seems. Treat every man like he's twice as clever, twice as strong, and twice as fast as you are, and you'll only be pleasantly surprised. Respect costs you nothing, and nothing gets a man killed quicker than confidence.

Third, watch your opponent as close as you can, and listen to opinions if you're given them, but once you've got your plan in mind, you fix on it and let nothing sway you. Time comes to act, you strike with no backward glances. Delay is the parent of disaster, my father used to tell me, and believe me, I've seen some disasters.

There's no replacement for seeing it, and doing it, but master all of that, and you're halfway to beating anyone, I reckon.

"Halfway?" I hear you saying. And what's the other half?

Luck.
Introduction to Stagecraft (Persuade 1)

by Stedd Candler

In order to be a successful stage performer, there are several things you must never forget.

The most important element of performing is … drama! Every performance must have some engaging or surprising element to it or it shall fall flat regardless of the entertainer's other skills. Find a hook, preferably one tailored to your audience, that captures their imagination, ire, or hearts—preferably all three! Then you have the foundation of an unforgettable performance. Look to famous characters, historical events, a loathsome monster, or anything else you know will command the attention and interest of your patrons.

Now that you have the heart of your act figured out, it's time to make it truly impressive! Some will tell you that you need to have explosions and trained beasts to be successful, but the truth is that creative use of any and all available resources will likely serve you just as well. Can you throw your voice or speak several languages? Do you know someone with even rudimentary talent in magick? Do you have access to brightly-colored fabric or color-shifting kindlepitch? Any of these things and more can be a key component of your performance and nothing should be overlooked.

With the premise and supporting mechanics determined you can now start refining your script! You never want to be at a loss for words on the stage so this part is just as critical as the rest. Start with a rough draft and work from there, keeping in mind the tone and context you've already established to ensure it all comes together. Try your act on friends and family to iron out the rough spots.

Once you feel confident with the script, it's all about practice, practice, practice! Your performance should be second nature to you, but remember, you may need to improvise when hecklers or enthusiastic crowd members speak up, so don't be so locked into your speech that you can't make adjustments on the fly.

One last tip. Make sure you relax and have fun up there! If you are enjoying yourself, so will your audience.

There you have it—you are ready to get on stage and bring joy to your audience!
Jari

Jari is the language spoken by most folk native to Montabi, and the Tabaxi of Rautta, although each region has a distinct dialect of the language. The language is mostly made up of hoots, growls, and other bestial noises. Jari's Alphabet is made up of paw and claw marks, similar to the ancient dragon languages still used by kobolds.
Census of the Realm

Comissioned by King Rhobar in the Year 230, and finally completed two years later by the painstaking efforts of the Royal Scribes and a small army of surveyors, the Census of the Realm collectively refers to the many ledgers, registers and maps that are referred to when detailed statistics of the king's domain are required, be they population size, the taxable wealth and produce of a particular household, or just how many taverns there are in a particular town.

Based upon the Census, the population of the kingdom is proclaimed to be exactly 445,243 people, a highly specific and only somewhat inaccurate number that is nonetheless treated as fact because it has been found to impress people who don't think too hard on the matter with the implied superlative bookkeeping of the Royal Scribes.

Every noteworthy settlement in the Kingdom is assigned to it's own personal section of records, listing their population and number of individuals working in jobs considered specialised enough to warrant the distinction. The disastrous reign of the now former-Head Scribe Egisel Reeve has seen the ledgers of several towns be lost or rendered erroneous to the point of uselessness, and was in the process of ruining the record of the Capital itself before the auditors figured out how badly he was bungling the records. The Royal Scribes remain hard at work restoring the Census to it's former state of blessed absoluteness, but for the time being the registers of several settlements remain inaccessible.

### **Vengard**

The royal capital, where King Rhobar and his officials reside, home to 10,009 people.

### **Faring**

The foremost trading town of the realm, home to 7643 people.

### **Gray Keep**

A castle and its surroundings, home to 6742 people

### **Moor**

A hamlet by the forest, home to 5781 people.

### **Holden**

A holdfast by the crossroads, home to 5988 people.

### **Wald**

A large village by a dark wood, home to 4992 people.

### **Onfold**

A settlement on the banks of a river, home to 5721 people.

### **May Grove**

A town by a flowered bog, home to 6133 people.
Donation Benefits

10$ Donation Claimed In-Game

5% drop rate

Access to ::dzone

Accessibility to ::yell chat

Regular Donator Icon In-game (Will have To request it for Forum and Discord rank)

::setyelltitle (title) - This Command allows you to have a custom title for your yells (to Reset it, set the title to "null". The color is based off your rank.)

Donator Zone

Druid npc store for extremes overloads

Altar that boost your stats

Dark Beast

Portal Rune Armor Stall (thieving)

Frost Dragon Teleport

Rocktail Barrel

x3 King Imps (hunter)

50$ Donation claimed In-game

Includes all of the above benefits plus:

10% Drop Rate

Access to ::bank command

Access to ::szone

Access to ::szonenpcs

Super donator spiders (Pvm Box and Elite Bones) and Shukarhazh Boss (Drops $5 scroll)

Access to ::hex command

Access to use ::setyellhex (Hex code here)

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Super Donator Icon In-game (Will have To request it for Forum and Discord rank)

Super Donator Zone

250$ claimed in-game

Includes all of the above benefits plus:

15% droprate

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::ezone

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Extreme Donator Zone

Extreme Donator Icon In-game (Will have To request it for Forum and Discord rank)

Access to Gambling (100% safe)

500$ claimed in-game

Includes all of the above benefits plus:

20% droprate

Unlimited prayer

Extreme Donator Icon In-game

Sponsor Donator Zone (::sponsorzone//::sponsorzone2)
Song of the Alchemists (Alchemy 1)

**by Atrahir ul Maulay**

When the Council of Nine's court alchemist had to leave his station,

after a laboratory experiment that yielded detonation...

The word went out that the Foremost did want,

a new servant to mix his potions and brews.

But he declared he would only choose,

a fellow who knew the tricks and the tools.

The Foremost refused to hire on more fools.

After much deliberation, discussion, and debates,

the Foremost picked two well-learned candidates.

Afar al Aqra and Corben dan Berk,

an ambitious pair,

vied to prove which one was the best.

Said the Foremost, "There will be a test."

They went to a large chamber with herbs, gems, tomes,

pots, measuring cups, all under high crystalline domes.

"Make me a tonic that will make me invisible,"

laughed the Foremost in a tone some would call risible.

So Corben dan Berk and Afar al Aqra

began to work,

mincing herbs, mashing metal, refining strange oils,

cautiously setting their cauldrons to burbling boils,

each on his own, sending mixing bowls mixing,

sometimes peeking to see what each other was fixing.

After they had worked for nearly three-quarters of an hour,

both Afar al Aqra and Corben dan Berk winked at the other,

certain he won.

Said black Foremost, "Now you must taste the potions you've wraught,

take a spoon and sample it right from your pot."

Aqra vanished as his lips touched his brew,

but dan Berk tasted his and remained apparent in view.

"You think you mixed silver, blue diamonds, and yellow grass!"

The Foremost laughed, "Look up, al Aqra, up to the ceiling glass. The light falling makes the ingredients you choose

quite different hues."

"What do you get," asked the floating voice, bold,

"of a potion of red diamond, blue grass, and gold ?"

"By the One," said al Aqra, his face in a wince,

"I've made a potion to fortify my own intelligence."
Matrix

> **"The Matrix has been restored to optimum efficiency."**(Message when completing the Matrix Archive with a five-Star Clear Rank.

**Matrix** is the first Archive in *Child of Eden*. It is themed around cubes and digital technology. It is split into six Sections.

## Sections

* Cube Tunnel
* Reflection
* Music Box
* Wall Break
* Memory Gear
* Memory Core

## Viruses

* Starburst
* Pulsefish
* Neuron
* Octet
* Bit
* Mini-Worm
* Worm Virus (Boss)
* Purple Worm
* Music Box
* Cube Worm
* Memory Gear (Mini-Boss)
* Memory Core

## Rewards

Matrix's Garden Rewards include the following:

* Matrix
* Bit
* Octet
* Neuron

## Music

The Archive's music is based off of the Genki Rockets song *Fly!* from the album *Genki Rockets I: Heavenly Star*. Enemies use sampled pieces of music from the song.
Settlements

The kingdom of Vengard has always been small. Yet human civilization always gathers together under the light of the Fire Lord, and settlements are bound to crop up wherever men roam. Two of the biggest towns in the kingdom are that of Faring and Moorhal, which are known to attract many adventurers, while over in the Ore Valley, the Old Camp, the New Camp, and the Sect Camp live out their doomed existence.
Men-at-Arms

The **Men-at-Arms** is a permanent guard organization sponsored by **King Rhobar** himself. Membership counts for every location in the land. This group was originally formed by a fellowship of knights called the **Eight** who saw themselves as more than just brothers in arms after surviving through the **Orog War**.

Any upstanding citizen of Vengard can choose to be trained in the art of combat by the Men-at-Arms. By paying **100 Coins** you can add a new weapon or armor type to your **Combat Style**.

### **Recruit**

Rank One

A member of the Men-at-Arms instead only pays **50 Coins** to expand his Combat Style and receives access to unique **Quests.** Furthermore, they receive a **5%** discount to upgrading that Skill per Rank, as long as he spends **Downtime** by training.

### **Regular**

Rank Two

A regular is given access to unique **Merchants**, as well as limited legal rights to conduct official arrests when under suspicion of illegal activity. This comes in the form of a black metal pin in the shape of a Shadowbeast's head.

### **Guard**

Rank Three

A fully recognized member of the Men-at-Arms. Functions as the kingdom's police force and is tasked with protecting the interests of its people. Grants a bonus **Degree of Success** to all Command tests made against other Men-at-Arms equal to the difference in rank
Eternal-Era Wiki

We're a collaborative community website about Eternal-Era 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

PlaceholderCommandsPlaceholderGear GuidePlaceholderInventionPlaceholderProgressions

## Founders

* Ezrah
* Harze

## Wiki Editors

* Stromy

*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.
Rangers

Rangers were warriors who excelled at exploring the fringes of civilization and hunting down deadly monsters. Hunters, scouts, trappers, and assassins, rangers could be found wherever civilization bordered the wilderness. To aid them in their outback treks, rangers were trained in a number of combat techniques, survival skills, and even Magic.
Pets

Here are some of the pets and how many PVM tickets are needed to upgrade them.
the higher the pet level, the higher the drop rate you will receive from it:

Starter Pet = 3% DR pet

3% DR pet to Scorpion (4% DR) = 300 PVM tickets

Scorpion to Unicorn (5% DR)= 600 PVM tickets

Unicorn to Bear (6% DR)= 1200 PVM tickets

Bear to Wolf (7% DR)= 2400 PVM tickets

Wolf to Gorilla (8% DR)= 4800 PVM tickets

Gorilla to Vegeta (10% DR)= 10k PVM tickets

Vegeta to Yoshi (15% DR) = 15k PVM tickets

Yoshi to Charizard (20% DR)= 40k PVM tickets

Charizard to Donkey kong (25% DR)= 100k PVM tickets

Donkey Kong to Sonic (30% DR)= 200k PVM tickets

Sonic to Mario (35% DR)= 350k PVM tickets

Mario to Star (40% DR)= 500k PVM tickets

Star to Bumble bee (45% DR)= 1m PVM tickets

Bumble bee to Zorbak (50% dr + 10% ddr) = 750k pvm tickets

Zorbak to Raichu (60% dr + 10% ddr) = 2.5m pvm tickets
Darkness

Casting Darkness

Darkness is an evocation spell that creates an area impenetrable to normal light.

## Effects

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

## Components

Darkness requires a tuft of bat fur and either a drop of pitch or a small chunk of coal as ell as a Verbal Component.
Half Elves

In the times since the first Dal came from Dalindwell Humanity and Elven Kind have intermingled, from witch many half elves have been born, While not fully human or not fully Elf, they usually are the more unsure of the races, they tend to live on fringes of both societies being intermediaries to each kind. Because of their being two different kind of humans, there are actually many kinds kind of Half Elves, however the most common pairing is between Humans and Elves with the offspring of Half Dal, and Half Dalkin. *Half Scion* Born Bastards of The Noble Elves, These children never gain their parents wealth but always their burden. Brought up by human parents they have more human mindset. However they possess small inoperable wings, that make them yearn for the sky they are denied.

**Half Elf Traits**

*Ability Score Increase:* Your Charisma score increases by 2

*Age:* Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

*Alignment:* Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

*Size:* Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

*Speed:* Your base walking speed is 30 feet.

*Darkvision:* Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

*Languages:* You can speak, read, and write Common, and Elvish
Principality

A **principality** (or sometimes **princedom**) can either be a monarchical feudatory or a sovereign state, ruled or reigned over by a regnant-monarch with the title of prince and/or princess, or by a monarch with another title considered to fall under the generic meaning of the term *prince*.

In the Northern and Eastern Holy Elvish Empires, Thier regions are divided up into several Principalities.
Twilight Domain

***The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite, bravery or protection, travel or transition, or the night and dreams might grant their clerics the Twilight Domain. Clerics who server these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light.***

 1st
 3rd
 5th
 7th
 9th

### Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

### Eyes of Night

Starting at 1st level, your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

### Vigilant Blessing

At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on your next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

### Channel Divinity: Twilight Sanctuary

At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits.

• Give it 1d8 temporary hit points

• End one effect causing it to be charmed or frightened.

### Steps of the Brave

Starting at 6th level, you draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits.

• You have advantage on saving throws against being frightened.

• If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

### Midnight Shroud

At 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes. Whenever you cast the Darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.
Wyldling Halflings

Hidden Somewhere in the wild is said to be a race of halflings who have completely abandoned their ways in turn for the protections of nature. Wyldlings Live lives of survival. hunting and gathering to survive. They also have adapted an ability to speak with their minds as to remain silent in the wilderness.. Wyldlings Have tend to have dark brown skin to blend in with the environment and dress in light clothing. Their eyes tend to be browns and greens. They smoke their tobacco in rolled up leaves.

#### **Wyldling Halfling Traits**

* *Ability Score Increase:* Wyldlings are Naturally stronger than their kin, Increase your Strength score by 1.
* *Mask of the Wild:* You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* *Silent Speech:* You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.
Pachyrhinosaurus

***Pachyrhinosaurus*** (meaning in Greek "thick-nosed lizard", from *Παχυ* (*pachy*), thick; *ρινό* (*rinó*), nose; and σαυρος (*sauros*), lizard) is an extinct genus of centrosaurine ceratopsid dinosaur from the Late Cretaceous period of North America. The first examples were discovered by Charles M. Sternberg in Alberta, Canada, in 1946, and named in 1950. Over a dozen partial skulls and a large assortment of other fossils from various species have been found in Alberta and Alaska. A great number were not available for study until the 1980s, resulting in a relatively recent increase of interest in *Pachyrhinosaurus*.

Three species have been identified. *P. lakustai*, from the Wapiti Formation, the bonebed horizon of which is roughly equivalent age to the upper Bearpaw and lower Horseshoe Canyon Formations, is known to have existed from about 73.5–72.5 million years ago. *P. canadensis* is younger, known from the lower Horseshoe Canyon Formation, about 71.5–71 Ma ago and the St. Mary River Formation. Fossils of the youngest species, *P. perotorum*, have been recovered from the Prince Creek Formation of Alaska, and date to 70–69 Ma ago. The presence of three known species makes this genus the most speciose among the centrosaurines. *Pachyrhinosaurus canadensis*, was described in 1950 by Charles Mortram Sternberg based on the holotype incomplete skull NMC 8867, and the paratype incomplete skull NMC 8866, which included the anterior part of the skull but was lacking the right lower mandible, and the "beak". These skulls were collected in 1945 and 1946 from the sandy clay of the Horseshoe Canyon Formation in Alberta, Canada. In the years to come, additional material would be recovered at the Scabby Butte locality of the St. Mary River Formation near Lethbridge, Alberta, from terrestrial sediments considered to be between 74 and 66 million years old. These were among the first dinosaur sites found in the province, in the 1880s. The significance of these discoveries was not understood until shortly after World War II when preliminary excavations were conducted.
Druids

Druids were Divine spellcasters of considerable power and versatility, who gained their power through being at one with nature or through a connection to a powerful deity or nature spirit. Guardians of the wilderness, druids saw themselves less as masters of the natural order and more as an extension of its will.