recursal/Fanatic-Fandom huggingface dataset:
Ocularan Worm

A frost variant of the Ocularan Worm

### Avg. Weight

Exact weight is unknown, though scholars speculate that an Adult Ocularan weighs well over 1 ton. The exact number could be anywhere between 1,200 pounds, up to or nearing 2,000.

### Habitat

Southaria
Northaria
Land of Drakes

The **Ocularan Worm**, also called the **Jedenoko** (Jay-den-oh-co) in certain regions, is a massive worm that can tunnel through various earthen materials. They rarely attack unless otherwise provoked. How they can be provoked remains just as bizarre; anything from mild earthquakes to extreme noises can evoke the ire of this subterranean beast. Due to the nature of the creature, Ocularan Worms are only found in three specific regions: Northaria, Southaria and the Land of Drakes.

## Creature Information

### Appearance

The Ocularan Worm presents itself as a massive serpent-like creature that has an aptitude for burrowing complex tunnels. The creature's fanged mandibles appear to be evolutionary traits specifically inherited for digging through sand and dirt. The main body is composed of a vulnerable stomach and a chitin carapace running the length of the back. Depending on regional variant, the carapace and stomach will be white and blue or beige and brown for the tundra and desert regions, respectively. Likewise, the namesake feature of the Ocularan Worm is a single eye mounted upon the face; desert variants feature a blue eye, while frost variants feature a more sinister red eye.

### Diet

Ocularan Worms are large creatures that are easily angered, but their feeding habits are similar to whale sharks. Special organs located down the esophagus allow Ocularan Worms to filter minerals and vital nutrients out of the sand, snow and dirt that it swallows, allowing to keep itself well-fed, even during combat. Once it has absorbed whatever it needs from these raw materials, it can then spit them back out in a deadly beam projectiles. Desert variants fire out high-impact sand blasts, while the deadlier frost variants fire out condensed ice particles capable of freezing whatever it hits.

### Habitat

The Ocularan Worm only has two known habitats: tundras and deserts. Why it only chooses to roam these two biomes is unknown, though it is assumed by scholars that the ground is easier to tunnel through in both cases. Such would not be the case for tundras, as the ground would likely be frozen over; it is entirely possible that the Ocularan Worm can break through dirt and rock through the force of its immense weight alone. At first appearance, Ocularan Worms seem to be nomadic creatures as they are always seem roaming. This is not true; they are theorized to have nests far beneath the surface. No one has ever delved down deep enough to find out, however.
Dragon

Unlike its distant cousin the Wyvern, the **Dragon** is a hyper-intelligent reptile capable of complex thought and actions. Dragons live for thousands of years, thus becoming known as wise creatures that hold knowledge from bygone eras. Dragons mostly reside in the Land of Drakes, and other sightings have remained scattered and minimal, at best.

## Creature Information

### Appearance

Dragons come in all shapes and sizes, with a wide variance between the smallest and largest among them. The most common defining features of a dragon are their massive, reptilian figure; a long neck is often accented with sharp protrusions down the spine, all the way down to the tip of the tail. While most dragons have wings, not all do. The most notable, and perhaps important feature of a dragon is their color; color often denotes what sort of dragon it is. A red dragon may have an affinity for flame-based attacks, whereas a white dragon may rely on frost-based attacks.

### Habitat

The type of dragon typically dictates what habitat it resides in. As there are many kinds, not all of them would share the same environment. Frost dragons prefer the frigid cold of tundras and mountaintops, but fire dragons dwell in caves and scorching deserts. It should be worthy of note that a dragon's type isn't necessarily the defining factor of where it may reside; dragons are intelligent creatures and can adapt to most situations.

### Diet

A dragon's diet mostly consists of meats, usually from small game and the like. Contrary to popular belief, dragons are not man-eaters; they actually detest the flavor of human flesh and actively avoid it. A typical meal may include: goat, sheep, deer, wolves or anything relatively small and able to be rapidly consumed. Beyond meat, dragons may partake in consumption of fruits and other natural-occurring plants. As it stands to reason, again, this is by a standard basis; dietary needs may differ from type to type.
Suicide Mouse

*Real suffering is not known. The sights of Hell bring its viewers back in.*

— Suicidemouse.avi

**Suicide Mouse** is an antagonist in Five Nights at Treasure Island He is a normal Mickey Mouse Toon, but colored in grayscale.

## Description

### Appearance

Suicide Mouse bears a strong resemblance to the Mickey Mouse as first depicted in his early cartoons, as all of his colors are in grayscale and his features match the original cartoon Mickey Mouse. He walks around with his hands tucked behind his back, except for when he is in the Meat Freezer.

### Behavior

Whenever Suicide Mouse is active, the TV in the Broadcasting Room will turn on and Suicide Mouse will play. Unlike most Toons, Suicide Mouse will head directly to the office rather than going back and forth through cams. When he enters The Office, the player must shut off a cam, shut off the power, or hide under the desk, where the last one will give the player a 50/50 chance of surviving. If the player fails to do this in time, Suicide Mouse will attack the player the next time the camera is put down, if they hide, or if they shut off the power.

### Locations

Suicide Mouse starts in the Broadcasting Room and will eventually enter in Character Prep 1, the Staff Area, the Meat Freezer, and finally The Office.

## Trivia

* The pose Suicide Mouse uses when he enters the Meat Freezer is a reference to the mock-up video where Suicide Mouse walks with his hands outstretched.
* Suicide Mouse is voiced by George W. Kush.
* He was originally named "Mortimer" during the time when The Purity Sinners were developing the game.
Annwn

* Veil
* Shrouded City

**Annwn,** named after the archipelago, is probably the most mysterious of the islands. Many people are unsure of where the majority of the population of Annwfyn reside, due to the lack of large residential areas in Meru. It is rumored that Annwn actually has a veiled city, protected by a ward provided by Ashur, to keep it from the outside world. Though, only those with native Sidhe blood or permission from the queen or the Astral are permitted to enter through the ward. Even if someone has entered the shrouded city before, one may lose the ability to see the city if they have wronged one of the leaders.

## Notable Landmarks

### The Shrouded City

The city of Annwn, or the Shrouded City, is almost otherworldly in its design. It looks mystical, where its skies are an abnormally bright blue and the stars shine a bit brighter at night. The storms that come through are some of the most artistic views of the world. The people inside the city are mostly Sidhes, demi-Sidhes, or humans that have mated with Sidhes. The city is not particularly sectioned off into districts, though there is a distinct line between the city and the castle, for safety reasons. Many of the businesses here also have alcoves in Meru. The city takes up the majority of the island, which is remarkable because of how well it is hidden to the majority of the world. One of the outside entrances to the city is a lighthouse, where Gwyn ap Nudd greeted Callum Grant and Leona Volpe. It is guarded by members of the Wild Hunt.

### Hylian Castle

The castle in the city of Annwn has two distinct looks to it. The older part of the castle was built with masonry, the stone still holding up after many millennia of use. The stones are a beautiful gray color. Some of the stones have black spots decorating it when the sun hits it in just the right way. The modern area of the castle, the part that has been added as an extension, is made entirely of ballistic-proof glass. The glass is a native resource that is mined and created out of Annwn itself. The glass shines a brilliant crystal blue color at night. The glass itself seems to be see-through, though the images are blurry due to how thick the glass is. Some people swear they can see members of the Hunt guarding the halls.
Mihaya

Mihaya Sisk

**Mihaya** (巳早) - poboczny bohater mangi oraz anime Akagami no Shirayki-hime. Jest trzecim synem byłego
hrabiego Sisk. Kiedy jego rodzina upadła, a ich rodzinny majątek zastał odebrany wyblakły, uciekł się do innych sposobów zarabiania na życie.
Majątek rodzinny, w którym dorastał, znajduje się na górze Koto, choć obecnie jest opuszczony i zaniedbany.

## Wygląd

Mihaya ma czarne oczy i średniej długości brązowe włosy związane w nisko osadzony kucyk. Nosi długi bordowy szal i brązową tunikę, jako swój stój codzienny. Ubiera się formalnie na bardziej oficjalne okazje, takie jak spotkanie z Zenem w celu wymiany informacji.

## Osobowość

Mihaya jest chytrą i przebiegłą osobą, z głębokim pragnieniem władzy związanym z byciem szlachetnie urodzonym i posiadaniem tytułu. Informacje wyjawia tylko za cenę, która w przeważającej mierze składa się z jakiejś formy władzy związanej z przyznaniem tytułu szlacheckiego, ponieważ pieniądze i klejnoty go nie zadowolą. W rozdziale 73.5 mangi została opisany jako ciężko pracującego z Kazukim, mimo że jest arystokratą.
Arbor Wraith

The **Arbor Wraith** is an example of magic gone wrong. They exist as horrid abominations, trees twisted with expressions of agony, semi-sapient and able to move around as a bipedal monstrosity. True to their names, Arbor Wraiths exclusively stalk forest settings and viciously persecute anyone stupid enough to disturb the otherwise peaceful setting. Though rumors are unfounded, it is strongly believed that they may have some relation to the Westarian God, Schäfer.

## Creature Information

### Appearance

Arbor Wraiths very much look like they're made of wood, which they technically are. The creation of an Arbor Wraith happens when a wayward soul is unwillingly bound to a tree through arcane means. This makes them both undead and of magical origins. They appear as often-bipedal tree monsters that can stand roughly between 10-20 feet, depending on the size of the tree they were bound to. Skin is traded for bark, with mossy growths more prominent depending on age. The face of an Arbor Wraith is skull-like; perhaps the only indication that the thing may have been human at some point or another. Despite their menacing appearance, Arbor Wraiths are docile creatures, provided no one is actively trying to destroy their home.

### Diet

As they are tree creatures, Arbor Wraiths subsist entirely off of photosynthesis. All of their energy and sustenance is gained from the sun. Therefore, it is more common to see them active during the summer months; Arbor Wraiths may have a tendency to hibernate during winter months, due to the cold and lack of sun. Likewise, they aren't as active at night for the same reasons.

### Habitat

As tree creatures, Arbor Wraiths can only be found in forests across multiple nations. They prefer warmer climates, as they cannot be found in more frigid settings like Northaria.
Dziadkowie Śnieżki

**Dziadkowie Śnieżki** - są bohaterami jedynie wspomnianymi w serii.

Dziadkowie Śnieżki zmarli jeszcze przed wydarzeniami ukazanym w mandze oraz anime. Ich postacie nie zostały także przedstawione w żadnych retrospekcjach w związku z tym wiemy o niech tylko tyle, ile Śnieżka od czasu do czasu sama opowiadała. Byli właścicielami pubu i tymi, którzy wychowali Śnieżkę po śmierci jej matki i zniknięciu ojca. Mówi się, że bardzo ich kochała. Byli to dobrzy ludzie. Są oni w dużej mierze odpowiedzialni za to kim jest Śnieżka. Wychowali ją w taki sposób, aby potrafiła sama o siebie zadbać.

## Cytaty

* *,, - Moi dziadkowie byli naprawdę silnymi ludźmi.*

*- Dziadkowie?*

*- Tak, nauczyli mnie wielu rzeczy. Myśleli z wyprzedzeniem, że któregoś dnia będę sama i mówili, że nawet wtedy gdy nie można, zawsze trzeba próbować być sobą. To jest to czego mnie nauczyli."*- rozmowa Śnieżki z Zenem*.*

* *,,Prawda, że twoi dziadkowie nie byli ludźmi potrafiącymi dotrzymać sekretu [...].* - Mukaze o dziadkach Śnieżki.
Tipos Elementales

Los tipos son las características de los Pokemon que pueden definir sus debilidades, fortalezas y hasta sus inmunidades (AVISO: Ten en cuenta que hay algunos tipos NO OFICIALES)

## Tipos Elementales Existentes

Actualmente existen un total de 21 tipos y más a descubrir

## Tabla de Tipo

En esta tabla explicaremos las debilidades, fortalezas e inmunidades de cada tipo

* Verde = 2x
* Blanco = 1x
* Naranja = 1/2x
* Negro = 0x

## Curiosidades

* Actualmente hay 19 tipos oficiales y 2 no oficiales
	+ Los dos no oficiales son Sónico y Cósmico
The Sapphirian Empire Wiki

*"The war is over, but the world is no longer as it once was. Nuclear Armageddon has been unleashed, and the survivors of the remaining nations are now homeless. Together however we can rebuild, something much greater. I have taken the pure remains of the lands and formed our own continent, those who follow me dubbed it in my name; the land of Sapphiria, the land of hope."* - The Goddess Sapphirian's Journal, Entry #1

### The world has been ravaged following the catastrophic events of World War III, more commonly known as the Great War. However, in the aftermath of war, hope did blossom. Gods and goddesses awaken from the ruins of the old world and shape it anew. This has given rise to the collection of islands known as the Sherwood Isles. It is a place of new beginnings, home to heroes and villains both. Will you make your fame here, or die trying?

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Meru

**Meru** is the major island on Annwfyn that people visit. This is particularly due to their access to ports for trade, universities and schools for scholars, business opportunities, and fashion.

To the outside world, Meru seems to be the only modern part of Annwfyn's archipelago, due to its technological advances that it continues to grow above and beyond. It is unknown how or why Meru seems to continue to advance ahead of the other islands, or even countries, but many assume it is due to some mystic power the Sidhes have acquired overtime.

## Notable Landmarks

### Meru University

The University of Meru is home to thousands of students from all over the world. Most of the students are Annwfyn natives, but the university is open to the public. It offers a range of majors and activities. Occasionally, they will have remarkable Annwfyn natives come talk to students about potential career paths within the archipelago. The university has a second campus in Annwn, but it is dedicated solely to internships. The school board hopes to extend an exchange program to other countries in the future, with the help of the new queen, Celaena Sardothien.

### The Hellguard Order

The Hellguard Order is the rebirth of an ancient Order that fell long before the war that changed everything. The Order of the Sword fell at the hands of a great invasion on the Country of Britannia. Bringing it to a swift end after the Monarchy was slain and the Order decimated by the sheer might of the demons.While their capitol city of Ocala burned, Asmodeus that whom was groomed to lead in this kind of event lead the Elders to safety. When they arrived at a heavenly fortress alike to Weiss & Daedalus who followed their tracks. They manipulated a gate way inside to transport themselves safely through time. From the ashes, the Elders and new Lord Commander, Asmodeus had begun anew with a future where they can work to establish their power and face any demonic or supernatural threat that comes. It is unknown why they have picked this island as their home base, but it is possibly due to the resources that come from the city of Meru. The Order's base is located on the edge of the island of Meru, outside of the city's border. It is currently recruiting new members. It is rumored Gwyn ap Nudd currently resides there.
Persues

## King Persues Heartsmere

Current Monarch of KoH

Head of the House of Heartsmere, the Royal House of KoH

Born as the only son of the Late king, he was the crown prince from birth having no other siblings,42 year old having a charming face who attract women very much and is know as LadiesPerson he and his two children are the last of his House.

Having fathered his son with a unknown women, the prince was born a bastard but at the time being his only Child. Thus was raised as a Noblemen. Later in life he married a princess. Caring for her deeply until she sadly passed away in the first years after there daughter was born.

Now The King is in love with Roxanne, Princess of Kingdom of Abkhazia, a Vampire kingdom, While training her the etiquette of human and assigning her the responsibility as Duchess of KOH to act better and maintaining the relation with human.

## Weakness

* emotion driven
Arcania

**Arcania, Goddess of the Arcane**, and widely considered to be the progenitor of magic in all forms within the Sherwood Isles. Although a goddess, Arcania has no association with any pantheon and remains entirely independent. She currently resides on the Isle of Magi in the South Seas, surrounded by her 7 disciple mystics.

## Biography

### Master of Magic

The origins of Arcania are largely left a mystery; one could assume she has existed as long as magic has, and long before the Great War and the creation of the new world. Following the end of the Great War and the formation of the various islands that make up the Sherwood Isles, the Isle of Magi became one of them. Nothing more than a small, forested island off the coast of Rubidia, it houses little beyond a grand temple in service of Arcania. It is here that she remains with her 7 mystics, occasionally journeying out into the wide world beyond to grant her boons to those she deems worthy of them.

## Appearance

Arcania's physical appearance reflects that of a 12 year old child; her height just barely reaches 4 feet tall, though weight is surprisingly heavy for a woman of her size. Skin is of a slight off-color of peach, with soft, blue eyes and light blue hair. Blue, ceremonial robes adorn the goddess' body, trimmed with gold and thought to be imbued with the very magic that she claims rule over. Fitted over the robes is a plated chest-piece, made of some hardened material that is likely enchanted as well.

## Personality

Though Arcania is likely to be millions of years old, she looks and acts like a child. Her immature personality results in cruel pranks and a general enjoyment of everything around her, much to her own amusement. Beyond her child-like demeanor, Arcania shows little interest in events that go on beyond her Isle. She refuses to become involved in political or military affairs, and will never pick sides in times of war. However, she does take some vested interest in those with an aptitude for magic. She will occasionally seek out those with potential, easily sensing magic users that exist within the realm. Despite all this, Arcania is not to be trifled with; though childish, she is a master of magic and can easily contend with some of the most powerful forces that the world can offer.
Kraken

The **Kraken** is the apex aquatic predator; a species that surpasses all else in terms of destructive power. Often depicted as octopuses of gargantuan size, Krakens are a rare sight; they are only seen in waters close to the equator. Tales are still told about the nature of this savage beasts, and how they are sometimes referred to as the kings of the ocean.

## Creature Information

### Appearance

Kraken appear as massive octopuses, often ranging anywhere from 100 to 150 feet, from the tip of the longest tentacle to the ridge above its eyes. Like octopuses, they have eight tentacles with similar lengths, except for the front two, which extend a few feet further. Each tentacle is lined with suction cups that often hide spikes to make grabbing onto things easier; typically surfaces to pull itself around on, or boats that it may drag underneath the water. Eye color tends to be a rather vibrant yellow, easily seen in the dark if one knows what exactly they may be looking for.

### Diet

Given their colossal girth, Krakens can only feast upon the largest aquatic creatures. This usually includes whales and sharks of varying sizes and breeds. Krakens will latch onto potential prey and quite literally squeeze the life out of them. The many tentacles strangle the victim, either breaking bones or crushing internal organs until death. The prey is then eaten whole, shoveling into the Kraken's massive gullet, which contains 13 rows of razor-sharp teeth, perfect to rip up flesh for easy consumption. The Kraken will rarely ever go after creatures that are too small, as there would be no point in doing so. However, much like their origin tales, the Kraken has been known to pull down sea vessels and eat the sailors aboard. Mostly averted; the Kraken in question would have to be very pissed off to do so.

### Habitat

Krakens cannot survive in cold environments, as they are cold-blooded and prolonged exposure to frigid temperatures would inevitably kill them. As such, Krakens tend to dwell in warmer waters; the closer to the equator, the better. Sightings tend to remain in the Amethyst Ocean; the body of water between Sapphiria, Rubidia and Kafath, though they have been reportedly seen elsewhere in the Sherwood Isles. Krakens can be found at any ocean depth, though will usually remain at lower elevations. They hide in darkness, so they can be most commonly found near the ocean floor. To this end, they prefer the cover of night if they ever do find themselves journeying towards the ocean's surface.
Minotaur

The **Minotaur** is a race of half-bull, half-man creatures that likely descended from a similar species found in Ancient Rome. Unlike their ancestors, the modern Minotaur is an intelligent creature, capable of forming crude tools and using language. Minotaurs will often form complex tribes, roaming mountainous territories to strike out a place to call their own. Due to centuries of negative stereotyping, the Minotaur often avoid humans and human settlements.

## Creature Information

### Appearance

Minotaurs appear as they always have; half-man, half-bull creatures. Legs are double-jointed, with hooves rather than normal feet. They are often covered in a thick fur that can range in color, from brown to black to white. Minotaur are often seen with an exceedingly immense musculature, likely due to intense physical labor and frequent, nomadic journeys. The head is of a bull, with two horns of various sizes and an elongated face.

### Habitat

As Minotaur refuse to stray anywhere near human settlements, the locations that they reside in are often remote and isolated. This mostly includes mountainous territories like those seen in Westaria and Magna Roma. Minotaur tribes will hole up inside the various cave systems that mountains provide, often leaving behind crude cave drawings as a warning to anyone who dares to come too close into active Minotaur territory. The Minotaur is known to be a nomadic sort as well, and will constantly move about from place to place. To see a tribe anywhere near a human settlement is rare; more than likely, that tribe is either in transit, or for some unknown reason, has been unable to move on from their current location.

### Diet

Minotaur are considered to be omnivores, eating whatever they can find. This usually includes whatever grows in mountain areas, as well as local wildlife. They are natural born hunters; they make traps and have extensive knowledge about how to get the most from a fresh kill. Due to their rigid moral codes, Minotaur refuse to steal from anyone and anywhere; even if tempted, they would never steal any livestock or food from local settlements. The Minotaur tribes believe it to be weakness to have to resort to such acts, and it further contributes to the negative stereotype already placed upon them by mankind. Thus, many tribes have been able to thrive on little to no sustenance, able to go weeks without eating.
Dire Bear

**Ursus Maximus**, colloquially known as **Dire Bears**, are an abnormally large ursine creature that exist in alpine and woodland habitats. The reason for the creature's large size is unknown, though common consensus is that it is because of radiation from the Great War. Dire Bears are extremely hostile and are a dangerous threat to anyone who tread upon their territory.

## Creature Information

### Appearance

True to their name, Dire Bears are massive bears which can reach in upwards of 10 feet. Their fur is a thick brown, or white depending on the variant. Fur patterns are uniformly the same color, with lighter fur typically seen just underneath the Dire Bear's neckline. Claws seem to be extra long, with each individual one being at least 7 inches in length. Most notable of their appearance is the red eyes; they can be spotted in the dark, as their eyes reflect light quite easily.

### Habitat

Dire Bears typically hole themselves up in heavily forested regions. Different variants reside in different climates; the Brown Dire Bear is seen in warmer climates, with the Polar Dire Bear seen in more frigid locations. Dire Bears are very territorial and even a single bear will fight to maintain an entire region to itself. This can be everywhere from a square mile of land to an entire forest. Considering this, Dire Bears will often fight each other over land, resulting in grisly battles with no true victor.

### Diet

Dire Bears are entirely carnivorous; they eat meat and plenty of it. Given their immense mass, they typically must eat nearly half their body weight just to sustain themselves. Dire Bears have adapted to become lethal hunters. They will hunt just about anything that is below their size: rabbits, deer and whatever other woodland creatures they can get their paws on. If truly desperate, Dire Bears will attempt to take on creatures bigger than themselves, or even humans. The latter is not as common, as humans are not part of a usual woodland habitat.
New Marai

The Barrens of New Marai

### Influence

Architectural influence is mostly centered around French and African lifestyles. Other influences may exist here and there, though they are small enough not to notice.

### Ruler

Much like the rest of The Bogwood, New Marai suffers from a lack of any government institution. Lawlessness is the law; it comes upon the people to protect what is theirs.

## Overview

**New Marai** is nestled right in the center of The Bogwood, protected on all sides by a dense swamp. The capital city of The Bogwood is interesting in that it has actual architecture, unlike the shanty towns and rural villages that otherwise dot the kingdom's landscape. Architecture seems to be a marriage of French and African cultures, with multiple districts lined with row-houses and connected via intersecting streets and roads. It is strange to consider that The Bogwood even has a capital city, as they do not have a ruling body to speak of.

## City Sectors

### Old Quarter

The oldest part of the city is also the most interesting. Much like the rest of The Bogwood, occultism is important to the culture. The Old Quarter sees this come to life in the form of wretched covens and fanatical cults tucked away, full of powerful witches and sorcerers who are not too keen on sharing their knowledge. The most notable being the Vadari and the Black Sons; both of which are constantly vying for control of New Marai.

### The Barrens

The lowest part of the city is the Barrens, merely consisting of houses that are so packed together that it creates a psuedo-labyrinthine maze. To put it in the most simplest of terms possible, it represents the slums of the city. Disease and poverty are at an all-time high, with the higher class rarely ever caring about those beneath them. It is increasingly commonplace to find dead bodies in alleyways, making a good feast for a pack of rats. Some have come to believe that this place exists on purpose; many less savory folk utilize the dark arts, and corpses are sometimes needed for such rituals.

### Ivory Heights

The heights of the city are reserved for those with money, power or both. As the lack of laws in the land dictate, those who force their way to the top shall remain unless otherwise deposed by an outside element. Such is the way of New Marai. The Ivory Heights consists of several high class estates, where the most powerful and influential people in The Bogwood reside; be it power earned through connections, or other, supernatural means. At the edge of the Heights is Nakai Manor; it is here that The Bogwood's self-proclaimed god, Baron Zamedi, resides.
Alexis the Barmaid

Alexis Night was an average girl who was born in a nearby town of a Kingdom. Growing up she was always interested in joining the Kingdom, as she was always getting in trouble. She was often caught trying to sneak in or secretly watching numerous people enter and leave the Kingdom. Occasionally, she would often sneak to the castle gate and make small talk with people she saw leaving, most of the time annoying them, since she wanted in.

Years and years passed of struggling to live made her a little rough around​ the edges, she started having trouble trusting people and making friends. Those she did trust usually betrayed her. Once she was in her adulthood, she finally had enough. This town couldn't do anything so she started traveling and looking for a new place to call home. While she was looking, she noticed the castle and walked inside. Not being a kid now, she was able to enter freely. She did the same thing there as her town, doing odd jobs for money. After saving enough money to get a house nearby the Market District and get new clothes, she started to look for a job. One days while looking, she noticed the Tavern and met Tessa, the Barkeeper of the Tavern. After talking to the Barkeeper for a bit, she finally got a job working there as a Barmaid.

Now Alexis spends most of the day working and maintaining the Tavern along side her boss Tessa. Together they talk and server the numerous visitors and residents of the Kingdom. On days the Tavern is closed and before it opens, Alexis spends her mornings and nights in the Orchid, sitting quietly alone and humming under the moonlight and sunrise. Finding peach in the Orchid, she also developed sort of a hobby, occasionally maintaining the Orchid, watering and planting new flowers from time to time.
Xian

**Xian** is the most northern island of the Annwfyn archipelago. It was formed by the active volcanoes that decorate the landscape. There are multiple temples dedicated to various religions, some native to Annwfyn and some native to the outside world.

Xian is home of the Mazoku, who relentlessly train on the side of the volcanic mountain of Xian. Within the heart of the largest volcano is the abode of Ashur, the indifferent Grim God.

## Notable Points

### Trial Grounds

The Trial Grounds is where potential leaders of Annwfyn would meet up with Ashur, usually for the first time, in order to gain his respect and blessing to rule over the lands he has made. It is located on the side of the main volcano, where Ashur resides inside. The landing is flat and opens out to the hazy air of the island below. This standpoint is fremarkable because it seems to be immune from the smoke of the volcanoes. The skies are clear from this point, which many assume is Ashur's doing, due to his love of the stars.
Charmes

-Salubra

Les **Charmes** sont des objets spéciaux dans *Hollow Knight*, donnant des bonus variées au Chevalier. Les Charmes utilisent des Emplacements quand ils sont portés et ne peuvent être équipés ou enlevés qu'en étant assis sur un Banc.

Il existe un total de 45 Charmes, mais seulement 40 peuvent être collectionnés simultanément, car 5 Charmes peuvent être remplacés par d'autres tout au long du jeu:

* Âme-royale pour Coeur du vide
* Avarice fragile pour  Cupidité Irréversible
* Coeur fragile pour  Coeur Indestructible
* Force fragile pour  Force Inébranlable
* L'héritier de Grimm pour  Mélodie insousciante

## Emplacements de Charmes

Les Emplacements de Charmes sont nécessaires pour équiper des charmes. Les différents charmes nécessitent un nombre différent d'emplacements. Le Chevalier commence avec 3 emplacements. 8 autres peuvent être trouvées tout au long du jeu, pour un total de 11 emplacements.

Ramasser un Emplacement de Charmes restaure entièrement la santé du Chevalier.

## Surcharmé

L'effet Surcharmé est activé si le nombre de Charmes équipés est supérieur à ce que le nombre d'Emplacements peut supporter. Dans cet état, la barre de Santé a une aura violette et le Chevalier subit deux fois plus de dégâts provenant de toutes les sources.

Si toutes les Emplacements sont utilisées, l'effet Surcharmé ne peut pas être activé. L'activation de l'effet Surcharmé pour la première fois nécessite 5 essaies.

Être Surcharmé est très avantageux pour les combats en difficulté Radiant dans la  Salle des Dieux puisque il n'y a pas de contrepartie à doubler les dégâts reçu car les boss tuent le Chevalier en un coup.

## Galerie

Tous les charmes, y compris les Charmes fragiles, le Charme Mélodie Insouciante et le Charme Âme royale.Tous les charmes, y compris les Charmes incassables, le Charme L'héritier de Grimm et le Charme Coeur du vide.
## Succès

 Obtenir votre premier Charme5G

 Obtenir la moitié des Charmes d’Hallownest10G

 Obtenir tous les Charmes et recevoir la bénédiction de Salubra15G
Northaria

## Overview

The **Northarian Empire** is populated by the strong and mighty Russians, and their military prowess more than speaks for what revelations they have undergone in the current age. Carved from the barren fields of ice and snow-capped mountains, the Northarian people have managed to build an empire in a place once thought uninhabitable. That empire has grown into the secure and protective kingdom that it is today, always under a watchful eye from the Northarian Royal Army. As such, tourism is surprisingly popular in Northaria, despite the frigid temperatures. Visitors flock to Northaria to gaze in awe upon the latest in military technology. Under the rule of Dark Frost Rodriguez Ogami Senior, the Northarian Empire is ruled from the capital, Corinth.

As Northaria is a frigid climate, it is natural that animals who inhabit the tundras and mountains are hirsute mammals; popular sightings include timber wolves and polar bear. As fur is a high commodity these days, poaching has become an increasing problem, almost to the point where these animals have become threatened. Recent laws have made it illegal to hunt in non-sanctioned areas, which has cut down on the problem somewhat.

## Major Cities

### Corinth

As the capital of the Northarian Kingdom, Corinth is the biggest city in Northaria, and the second largest city in all of Sapphiria. The main bulk of the Northarian Army rests here, either watching over the city itself or sent out to overlook other locations. Corinth also remains as the largest contributor of firearms and security drones for all of Sapphiria. The throne is currently taken by King DO.

### Voronezh

Unlike the other cities in Northaria, Voronezh is a city based entirely on Russian culture. The city was built to uphold all values of their culture and as such, hosts many aspects that were thought to be lost in the Great War. Russian architecture is more prevalent here as opposed to the capital; Voronezhi people prefer history over security.. Every year around December, Voronezh holds a cultural festival, celebrating their heritage and who they are as people. At the heights of the city lies a more recent addition; the Northarian University of Arcane Sciences (NUAS). The academy teaches magic and how best to apply it to technology, a profession that has becoming increasingly high in demand due to the current magical-industrial revolution.

### Saratov

Resting directly on the west coast of the Northarian lands, Saratov is a port city, though is more focused on military efforts rather than trading. It is here that most of the Northarian Navy is stationed, utilizing state-of-the-art military technology, bolstered by magitek. Since the Sapphiria/Rubidia War, Saratov has seen extensive renovations, mostly dedicated to preventing another possible ambush from taking place. This city is also home to the Saratov Military Academy, where many future soldiers pursue a career in one of Sapphiria's military branches.
Księgi

**Księgi** to tajemnicze artefakty stworzone najprawdopodobniej dziesięć lat przed rozpoczęciem fabuły. Zapisana jest w nich wiedza jak przekształcić płynący jednostronnie ether według woli użytkownika i przemieniać otaczający nas świat oraz własne ciało w celu uzyskania super mocy.

By używać mocy księgi użytkownik musi stać się jej właścicielem. By stać się właścicielem księgi należy własną krwią zapisać swoje imię na pierwszej stronie księgi. Jednak nie ma nic za darmo. Właściciele ksiąg przyjmują na siebie nieprzewidziane skutki uboczne.

## Znane księgi

* Smocze Wzmocnienie
* Królowa Lodu
* Dziecię Słońca
* Gniew Kosmosu
* Tytan Niebios
* Niszczyciel Światów
Antiqua

**Ivory Knight Antiqua** is the counterpart of Azure Knight Aqua. Having been comprised of the darkness within Aqua's heart, Antiqua was once meant to represent everything that Aqua had declined as part of her personality. Anger, hate, selfishness, and jealously, these were the things that had originated in the heart of The Dark Counterpart. That is until she had been discarded by her master and had been rescued from her vile fate by the very counterpart she swore to destroy, Aqua.

## Biography

In all legal rights, Antiqua herself is only a year and a half old. Having been created from the darkness dwelling within Aqua's heart she was not born traditionally. Rather, she was conceived by scientific means at the hands of Alex Daragon. Professor Daragon has been and still is a friend of The Dark Lord Rendokunaga who Antiqua had served until the occurrence of recent events. After she had been defiled and cast out by The Dark Lord, Antiqua had nowhere to run. This was when she had been rescued by her counterpart of the light, Azure Knight Aqua. A story only to be told by history has brought Antiqua and Aqua to become sisters of the blade. It is to this end that they take the mantle of the "Knights Of Sapphiria", a branch off of Thomas' "Heroes Of Sapphiria". Together the Knights and the heroes operate from the Republic-Sapphirian join encampment settled upon the Northarian border.

## Appearance

Antiqua herself takes the presentation of a young, pale skinned woman matching about the height of any average Sapphirian. Unless you are distracted by her golden pupils, her hair can been seen as a frock of ivory locks complimented by rainbow tips. These oddly colored locks are perhaps a side effect of the magic which had been cast during her transformation from her former self. The ivory knight is both prideful and confident of both her new attire, and her new cosmetic transformation.

## Personality

At the beginning of her life Anti-Aqua had been christened with the feelings and attributes that rivaled everything Aqua had been. After her transformation to her new identity, Antiqua, she had drifted into a being of paranoia, mistrust, and loneliness. Only after the events of the first months of The Anti War dubbed "Duskfall" was she able to learn trust and comfort in relation to her new allies. Faith, trust, integrity, and benevolence were key in the transformation into what she is today. Today, Antiqua is a kind yet sheepish soul who spends most of her time in the arms of her beloved boyfriend (And hopefully someday husband) Thomas Frost. It was the efforts of Thomas and Aqua that had made Antiqua's transformation a reality. It is with those same efforts that they hope to secure a benevolent future for Antiqua and her other sisters.
Mourner

The **Mourner**, alike the Dreamrunner, is a spirit who is unable to pass on to the afterlife. Typically presented as beautiful women with long hair, they haunt areas of great tragedy, usually when there has been recent death involved. Though normally docile, they will become immensely hostile if approached by anything with a pulse. It's best to leave these ones alone.

## Creature Information

### Appearance

The Mourner appears much like they did when still alive, and it is incredibly easy to mistake them for being among the living. They typically appear as frighteningly tangible women with faces hidden in long hair, and their body hunched over, grieving over the death of a loved one or close companion. It is strongly advised not to approach them, as Mourners are in a fragile state of mind and can become easily triggered into a more bestial state. Mourners usually have disfigurements, as most cases of Mourners involved a grieving widow or mother committing suicide over the loss of someone close to them. Being in a state of perpetual undeath has only seemed to worsen these life-ending wounds, which appear as lengthy scars or constant bleeding. When enraged, they show no restraint in relentlessly assaulting the one who disturbed their mourning. Eyes glow red and fingernails elongate into claws. If a Mourner has been enraged, leaving them alone for an extended period of time will allow them to eventually regress back into their passive state.

### Diet

As spirits, Mourners lack any bodily function that would deem consumption of any substances necessary. Mourners exist entirely off of their own grief, and do not go away unless dealt with.

### Habitat

Mourners are drawn to death, typically those of people who were related to them in life. Depending on where they died and the circumstances of the Mourner's creation, the grieving spirit can and will appear there. If a Mourner has taken residence in an inconvenient spot, there are a few ways to deal with them. The easiest is to leave them alone; keeping distance away from a Mourner will keep them passive and docile. They can also be exorcised through holy rituals, as they are technically hostile spirits, although only in certain circumstances. A third and more difficult way is to somehow have the Mourner make peace with whatever individual they mourn over. If the Mourner is able to overcome their grief, they will be able to pass on to the afterlife, and disappear for good.
Artyom Blithe

> *"If that kid survives, we gotta buy him a drink!"*
>
>

Artyom Blithe is a lycanthrope regulator, who is currently using his vacation time away from Sorona to help his bros in their time of need. After the war, he's decided to use the remainder of his vacation time to hang out in Shanghai, until things went awry.

## Biography

### Before Sapphiria

His birthplace was on the jungle planet, Dha'twité, to Odessa Blithe, who was a native and member of the Khakan clan, and an off-worlds retired veteran, Viktor Sungrogov.

*Further information pending...*
Southaria

## Overview

The Southern Kingdom are a land of sand and dreams. Polish culture has overtaken this empire in many ways, while being lead by Queen Asimov Byko and King Kaoru Byko, the southern empire proceeds to prosper via commerce and tourism. While sporting a firm and bolstered military force, the Southern Empire is know more for the treasures hidden beneath the sands; archaeology has been on the rise for several decades now, with archaeologists gaining immense fame by finding long ancient relics of civilizations destroyed in the Great War.

As popular as these dig sites are, many of those who would decide to spelunk these sites would do to be wary; the inhabitants of the sand don't take kindly to having their home be disturbed. Such creatures mostly consist of venomous king cobras, and the opportunistic and greedy vulture. Death by heat exhaustion and dehydration is surprisingly common: as such, vultures and coyotes to regularly patrol dig sites, hoping that a fledgling archaeologist will soon meet their demise.

## Major Cities

### Toruń

The primary purpose of Toruń is that it serves as the headquarters of the Sapphirian Archaeology Guild. This organization is dedicated to unearthing secrets long thought lost since the Great War, and helping humanity gain back what they might have lost during the 200 year gap since the war's end. However, selling said secrets tends to be a lucrative business; theft is immensely common in these parts.

### Inowrocław

The city of Inowroclaw rests in the massive crater of a meteor, which made landfall thousands of years ago. The people there are almost fanatical about space and all of its dealings; astronomers are a common sight. The recently refurbished remains of the Inowroclaw Observatory now rest within the city walls, which allows these fledgling scientists to see beyond the great, blue marble they live on.

### Stargard

Considered to be an oasis in the desert, Stargard is the capital of the Southern Empire. With a pre-dominantly Persian influence in architecture, Stargard offers many things to the Sapphirian Empire: martial arts once thought lost to time, crops that can withstand freezing temperatures and arid climates, and even a bustling bazaar where almost everything is sold. Were one to be traveling in the desert, visiting Stargard is an absolute must.
Lublin

The port city of Lublin

## Overview

The Polish people of the South value the Grand City of Lublin as their port in the storm. When you enter this city, you'll find something others perceive as unique. Polish culture, in Sapphiria, has always been something of an odd one out. In light of this Queen Asimov's Grandmother, a faithful and true queen had the city of Lublin commissioned in order to spread the newer and youngest of the Sapphirian cultures. The fine cuisines, the upbeat attitudes and the intriguing architecture brings to light many changes within the infrastructure of the empire. To this end, Queen Asimov maintains her ideology to continue the legacy of her grandmother and her family.

## City Sectors

### Harbor District

As it is the largest harbor in all of Sapphiria, the Harbor District takes up the most space in Lublin. Ships of all shapes and sizes come to dock here, either from other kingdoms or even other isles. Merchants frequent this place, as Lublin acts as the gateway into the rest of the Central Empire. It's a common sight to see the harbor packed with cargo ships and trading vessels, tightly compacted to fit into the minimal space of the dockyards. Also, right on the harbor front is the marketplace, allowing merchants to immediately set up shop after they offload their cargo.

### Residential District

The Residential District lies along the outer ring of the city, and although Polish is the dominant influence of architecture, Lublin lies so close to the ocean that immigrants from all over the world have steadily altered the influence. Though most do not stay for long, the effect has been long-lasting; one need only look across the city to see the difference. Houses hold a myriad of various architectures, with a long history of being welcoming of different cultures and traditions. Considering how large the district is, it's managed to house the full 3.5 million population of Lublin, and more as new people ship in almost every single day.

### Desert Pass

The Desert Pass is at the edge of the city, and acts as the gateway into the cruelly hot South Deserts. A Northarian detachment constantly monitors the border, making sure that no criminals or generally shady individuals are allowed to pass into the desert, nor are allowed to come from it. Over the years, it has become a growing problem for smugglers to cross the border, often stowing away illegal cargo in their ships. Security has doubled in the last five years alone, with what was originally a small fence becoming a large, walled off gate, surrounded on both sides by the mountain range that encloses Lublin.