recursal/Fanatic-Fandom huggingface dataset:
Urayuli

* Act I
* Act II

Urayuli (Act I)

Urayuli (Act II)

> The level of brutish strength needs no explanation.
>
> Leshy

The **Urayuli** is a Rare Beast card that appears in Act I, Act II, and Kaycee's Mod.

## Strategies

The Urayuli has extremely high base statistics with its 7 Power and 7 Health, but also is very expensive to play at four blood. This card can deal enough damage to defeat any card or to win if played opposite an empty space. The challenge comes from playing it. Its blood requirement requires both four sacrificable cards and all four empty spaces on your side of the board.

One way to summon it is to have a card with the Worthy Sacrifice Sigil along with another card such as a squirrel.

Outside of Kaycee's Mod, an alternate plan would be to play a card with Fecundity on every empty space to fulfill the Blood cost quickly. Obtaining Urayuli may also be a good idea simply in the prospect of having the chance to obtain its Power and Health stats for a powerful Deathcard with a lower cost.

The Urayuli shares a weakness with Grizzly in that it only attacks once per turn. This means a weak wall can prevent it from tipping Leshy's scale and may even result in a loss for the player.

***Good Upgrades***

* Most Sigils work well on this card. For example, Bifurcated Strike or Trifurcated Strike will help take out multiple units, Airborne allows the card to attack the opponent directly for a win in most cases, and Waterborne negates the chance of perishing to a card with Touch of Death.
* Corpse Eater allows it to be played without its high cost.

***Bad Upgrades***

* Waterborne prevents it from using its high 7 Health stat
* Fecundity puts another 4 cost creature in your hand, making you sacrifice your first Urayuli if you don’t have a Black Goat.

## Trivia

* The Urayuli is a mythical creature that is said to live in the woodland areas of southwestern Alaska.
* The Urayuli's cost and base statistics may be a reference to a card in *Hearthstone* named Flamewreathed Faceless, which also has a "cost" of 4 and a value of 7 for its Attack and Health. Said card became an infamous gag within the community for being allegedly too cheap for its statistics with little downside. It has not been proved whether the stats were intentional or a coincidence.

## References

1. ↑ https://en.wikipedia.org/wiki/Urayuli
The Docks

**The Docks** are a location in Act II of Inscryption, one of only three non-Temple locations on the map. It is easily missed, as there is no path leading to it on the map. It is located on the same landmass as Leshy's Cabin, and can be reached by heading west from the large arch leading to the Cabin.

The Docks is a small, single screen area, consisting of a dock, a simple boat, and a chest. The chest contains a beast Card Pack. On the other side of the path is a clover which allows you to "reroll" your card choices at the start of each battle. The Angler sits on the dock and fishes, despite also being encountered at Leshy's Cabin. He gives some exposition about the boat, which was built for Leshy "in case of emergency", and he also gives some exposition on the "old fish".

Once a Scrybe has been beaten, Rebecha will finish the bridge and reside at the Docks. She gives the player some general deckbuilding advice and her negative opinions on the Scrybes.

Staying at the Docks for long enough will cause a Tentacle to appear. Clicking on both this Tentacle and the one in the bath of Magnificus's Tower rewards the player with the unique Great Kraken card.
Special Dagger

> You finally pried my special dagger from the paws of that squirrel. Though you may wish that you hadn't...
>
> Leshy

The **Special Dagger** is an item in Act I of *Inscryption*. When used, it adds a weight worth 4 points to the scale in your favor, at the cost of your right eye. Your vision will be impaired for the rest of the battle, but Leshy will let you choose a new eye when it ends. It is semi-unique, as while you can obtain it several times in a run, you can never have more than one copy of the Dagger at any given time.

The Dagger is a pivotal item for game progression: choosing the eye of Magnificus (the one with glowing green symbols on it) gives the player the ability to see, among other things, markings for the correct time to set the cuckoo clock to, earning them the Stunted Wolf card and the film roll necessary to complete Act I.

Note that Magnificus's eye will only be in the box once you are at least on your third run and you have lost at least once.

## Unlocking

* Get the Caged Wolf card from the third Wardrobe puzzle.
* Make the Caged Wolf perish by any means. The room will shake, and the cage around the wolf statue will be broken.
* Put the wolf statue next to the squirrel statue. This will cause it to release the Special Dagger.
* Grabbing the Dagger will add it to your inventory, and make it available at the beginning of every subsequent run, replacing the starting Pliers.

## Trivia

* If you pick the eye of a goat, Black Goat's image changes.
* Though it is impossible to perform in a regular playthrough, the player can use this item multiple times to place multiple eyes on the scale. Doing this will not obscure vision any further than normal.
* If the player dies or wins without the film roll in the same battle they used the Dagger, their deathcard will be missing its right eye.
* Magnificus’ eye can only appear if you previously won a battle after using the dagger
Stinky

Stinky, as seen in Act I.

> The creature opposing a card bearing this sigil loses 1 Power.
>
> Rule Book

**Stinky** is a sigil which reduces the Power of the opposing card by one. If this causes the opposing card to have 0 **Power**, then it stops attacking entirely. This sigil cannot cause the opposing card's power to go below zero.

## Strategy

### In Battle

As already mentioned, this sigil can completely neutralise creatures with 1 **Power**: highly useful if said creature possesses Touch of Death. Otherwise, this card can make other creatures less threatening, especially Airborne enemies. This sigil has the most impact when played opposite a creature with lower **Power**, as a reduction by one lowers the total damage by a much larger portion. For instance, an enemy with 3 **Power** opposing an allied creature with 6 Health would take two turns to defeat the ally normally and three when affected by this sigil, whereas an enemy with 2 **Power** would take three turns normally and *six turns* when affected by this sigil.

This sigil is highly effective against The Moon in Act I, as it is the only card that Leshy plays in his third phase and can be neutralised from any lane. Kaycee's Mod remedies this by applying the Made of Stone sigil to **The Moon**, making it immune to **Stinky**.

### Deckbuilding

This sigil can be applied to cards with low **Health**, as it may protect the player's creature by completely neutralising the enemy, or can be applied to cards with high **Health** to make them even sturdier (though at numbers approaching double digits, cards of this type generally survive long enough anyways that this has little effect).

Care should be taken if this sigil is combined with any sigil that can cause the creature to move (Hefty, Loose Tail, Clinger, etc.), as this may cause any creatures previously at 0 **Power** to become active again, and may make it harder to defeat enemies while they are weaker. On the other hand, if a card with this sigil has high enough **Power** or possesses Touch of Death, it may be able to quickly and safely defeat multiple creatures.
Rule Book

> Behold. The **Rule Book**.
>
> Leshy

The **Rule Book** is a glossary of useful information. By right-clicking on a sigil or item, the rule book is brought up and flipped to the relevant page with a brief explanation of the sigil's or item's function. The rule book contains explanations of all sigils, items, and boons. The player may flip through the book by using the A and D keys.

## Act I

In Act I, the rule book is placed to the left of the player in all battles once it has been accessed for the first time.

The explanations for the variable Power Stats of the three Tentacle creatures are partially obscured with ink.

The book contains the code to the safe (2-7-3) on the Mighty Leap sigil page. The Stoat instructs the player to find this code in order to free the Stinkbug.

## Act II

This act does not contain a rule book. Instead, descriptions of each sigil can be read by hovering the cursor over a card bearing that sigil, although they do not state the name of the sigil, and the description for Kraken Waterborne is the same as regular Waterborne, to confuse the player.

## Act III

In Act III, the rule book functions similarly to how it functions during **Act I**, the only differences being that it contains different sigils, no information on boons or variable Power stats (since neither exist in this Act) and has the appearance of a tablet to be more in line with Act III's technological aesthetic. When you finish a Build-a-Card event the rule book can no longer be accessed out of battles since it was placed on the conveyer belt and when Po3 sends the bot down the line, it pushes the rule book off the end of the conveyer belt.

## Finale

Although these sections are relatively short, both Grimora's and Magnificus's sections contain unique rule books, each with a unique appearance. These include listings of various sigils seen in previous acts but not available during these sections, as well as various sigils that do not appear anywhere in the game and are included either to provide the illusion of these sections being fully fleshed out experiences that are inaccessible to the player (e.g. Blood Guzzler and Haunter), or are included as jokes to amuse players who find their entries (e.g. Apparition and Virtual Realist).
Pliers

> To the user: You will place a weight on the scales. The pain is temporary.
>
> Rule Book

> Another useful implement. I'll allow you to tip the scales with it...
>
> Leshy

The **Pliers** are an item in Act I of *Inscryption*. When used, the player places one of their own teeth on the scales, earning a single point of damage.

## Strategy

Use this as a last resort to save yourself from lethal damage or to make sure your attack does lethal damage.
Splinter Cell

Splinter Cell

**Splinter Cell** is a Technology card in Act III of *Inscryption*. It can only be obtained from Card Choice nodes in the Resplendent Bastion.

## Strategy

Splinter Cell is quite powerful while in a circuit, but is otherwise below average. It pairs very well with Buff Conduit, allowing it to deal 6 damage in one turn.

### Good Upgrades

* As long as its conditions are met, Overclocking Splinter Cell will double its already impressive damage output.
* Sniper allows for all of its attacks to be manually directed, allowing it to sweep the board or pile on as much overkill damage as possible.
* Bifurcated Strike allows the card to attack five times when within a circuit.

### Bad Upgrades

* Transformer will remove all benefits this card gains from being within a conduit.

## Trivia

* This card is a reference to the *Tom Clancy's Splinter Cell* games, with the card visually resembling Sam Fisher, the main protagonist of the series.
Steel Trap

Steel Trap, as seen in Act I.

> When a card bearing this sigil perishes, the creature opposing it perishes as well. A Pelt is created in your hand.
>
> Rule Book

**Steel Trap** is a Sigil possessed by Trap cards. When a card bearing this sigil perishes, any creature opposing it perishes as well; In Act I, this creates a Wolf Pelt in your hand.

## Behavior

Steel Trap does not trigger Loose Tail and it will kill cards with the Repulsive Sigil like Ijiraq, as its effect is not considered a direct hit. If a card with this sigil perishes while no creature opposes it, this sigil will not activate. This effect activates *immediately* in the turn order, negating any overkill damage which its attacker may have been able to do to cards behind the trap.

## Strategy

Care should be taken as to what opposes a card with this sigil, as it is incapable of blocking this card's effect. The best case scenario is to use a card with Bifurcated Strike or Trifurcated Strike, as this will allow the enemy to be killed without any friendly casualties. If this card must be killed directly, weak or cheap cards should be placed opposing it to reduce the overall penalty.

## Trivia

* This sigil, along with Tidal Lock, Moon Strike, and Repulsive, are the only sigils in Act I that can never be used by the player.
* In Act II the Sigil has the same description despite not giving you a Wolf Pelt.
Scrybes

The **Scrybes** are beings from a long time ago that created the Cards. There are four Scrybes, each with their own unique deck and fighting style.

The four Scrybes are:

Grimora, Scrybe of the Dead. She creates her cards by inscribing the epitaphs of the dead with her quill.

Leshy, Scrybe of Beasts. He creates his cards by taking pictures of animals with his wildlife camera.

P03, Scrybe of Technology. It creates its cards by copying the CPUs of robots with its particle scanner.

Magnificus, Scrybe of Magicks. He creates his cards by painting his wizard pupils with his brush.
Sharp Quills

Sharp Quills, as seen in Act I.

### Meta Categories

Part1Rulebook, Part1Modular, Part3Rulebook, Part3Modular, BountyHunter, Part3BuildACard

### Opponent Totem

True

> A thorny rebuke.
>
> Leshy

**Sharp Quills** is a Sigil which makes the bearer deal 1 point of damage to an attacker of said card.

## Strategy

> Once a card bearing this sigil is struck, the striker is then dealt a single damage point.
>
> Rule Book

### In Battle

When facing cards with this Sigil, it should be considered to make sure that the enemy can be killed in one hit to reduce the damage required to be taken as much as possible. Likewise, cards with this Sigil are best placed opposing cards with low Power in order to take minimal damage while dealing a fair bit. This card can combat the Repulsive Sigil quite well.

When both cards facing each other have Sharp Quills, any attack between them will trigger a cascade of effects as each activation of Sharp Quills activates the opposing card's Sharp Quills, resulting in one or both cards' destruction.

When paired with Touch of Death, any card with both sigils will instantly kill whatever opponent attacks them.

### Deckbuilding

Being mostly defensive, this Sigil should be applied to creatures with high amounts of Health (such as the River Snapper, Mole, Mole Man, etc.) to deal with weak attackers. Sigils focused on defense (like Mighty Leap and Burrower) also pair well. While Armored would seem to combine well with this Sigil, it should be noted that the destruction of armor does not activate **Sharp Quills**, reducing its effectiveness somewhat.
Overclocked

Overclocked, as seen in Act III.

> A card bearing this sigil has increased power. But, if a card bearing this sigil perishes, it is permanently removed from your deck.
>
> Rule Book

**Overclocked** is an Act III sigil that increases the Power of a card bearing it by 1. Any cards bearing this sigil that perish during a battle will be permanently removed from the player's deck when said battle ends. This sigil can only be applied by encountering the Overclock event on the Botopia map, denoted by a lightning bolt, at which point the player can choose to apply this sigil to any card that does not already possess it. This sigil does not prevent cards with Unkillable from returning to the player's hand, but will still remove them from the deck after the battle.

## Strategy

### In Battle

This sigil is high risk, and yet rather mediocre reward. While the benefit is undoubtedly somewhat useful, it comes with the very big downside of potentially losing what might be a powerful card, which might be considered much too high for the benefit of a measly 1 power. Overclocked cards deal slightly more damage, so any card with this sigil should be used offensively, though should ideally be placed where they are safe from opposing cards (often behind terrain or an enemy they can easily defeat).

If a card with this sigil is ever at risk of dying, it's often beneficial to apply armor, either through destroying Shield Latch cards or using the Nano Armor Generator, since the loss of these assets is often worth it to bring a card bearing this sigil into future encounters.

### Deckbuilding

While it may be tempting to use this sigil to buff weaker units to have more **Power**, they often have low Health and are incapable of defeating attackers, making it easy for them to perish. Instead, it's worth considering other sigils that combine well with this one; Sniper allows for much more versatility with where damage is placed, Bifurcated Strike and Trifurcated When Powered effectively double and triple the rather mediocre by itself benefits of this sigil's extra damage respectively, and Nano Armor increases a card's survivability greatly.

This sigil serves the secondary function of forcibly removing unwanted cards from your deck, either because the card itself is unhelpful or because your deck is too large. Though there are more effective means, such as either recycling or swapping the card out, this event still remains a way to do this. Once this sigil is applied, simply play the card and destroy it, either through combat or with the hammer.

## Trivia

* Similarly to the holographic barrier generated by Nano Armor (whether from the sigil or generator item), overclocked cards feature arcs of electricity trailing along the outer edges as a visual reminder of the effect.
* Overclocked cards played by P03 have +1 power and feature the arcs of electricity indicative of overclocking, but do not bear the sigil itself.
Sapphire Mox

* Act II
* Finale II

Sapphire Mox (Act II)

Sapphire Mox (Finale II)

**Sapphire Mox** is a Magick card in Act II and Finale of *Inscryption*. It can be bought to The Trader in Magnificus's Tower. As a **Mox Card**, it cannot be sacrificed while on the board.

Although not directly, this card also appears in Act III as the Sapphire Vessel, where the Blue Gem it activates is used to lower the Energy cost of your cards.

### Finale (Magnificus)

**Sapphire**, **Emerald** and **Ruby Mox** are used as a Side Deck in Finale II. It also is the only side deck that contains 3 different variants, that you randomly get every time you draw a card.

## Strategy

### Act II

**Sapphire Mox**, along with other **Mox Cards**, are the only way to play any card that requires Mox, which means that they are crucial to play almost any card of the Magick deck. However, they are completely useless in Beast decks because they can't be sacrificed. They serve some use in Undead decks since they can defeated for Bones.

Just like the Squirrel and L33pB0t cards, it can be combined with Attack Conduit to also deal damage, potentially even having 2 Power. This would make them more useful, and maybe even a good damage card because they can immediately be played. For Mox cards specifically, this can also be achieved through the use of Orange Mage.

### Finale II

**Sapphire Mox** can lead to various strategies in the second part of the Finale. Because despite the fact that it only allows you to play 2 cards, they are both able to deal a lot of damage if given the right conditions :

* The Gem Fiend is the unit that does the most damage out of all the other cards in Finale II.
* The Blue Mage draws cards the more **Mox Cards** you have on your side of the board.

## Trivia

* **Mox Cards** are the only placable Terrain cards in Act II.
Spawn Conduit

Spawn Conduit, as seen in Act II.

> Empty spaces within a circuit completed by a card bearing this sigil spawn L33pB0ts at the end of the owner's turn.
>
> Rule Book

**Spawn Conduit** is a sigil that causes L33pB0ts to spawn in all empty spaces inside the circuit created by a card bearing this sigil when the owner's turn ends.

## Strategy

This sigil synergises well with Attack Conduit, giving the spawned creatures additional free damage alongside their capacity to block incoming damage. Alternatively, these spawning **L33pB0ts** act as easy sacrifice material if the player has any beast cards that need it. Unlike other conduit sigils, **Spawn Conduit's** effects can linger even if the card bearing it is destroyed, as the **L33pB0ts** will remain on the field (though naturally, no new ones will spawn), meaning that it may still be worth playing in a deadly position or even deliberately destroying with the hammer in order to create room.
River Snapper

River Snapper

The **River Snapper** is one of the Beast cards from Act I of *Inscryption*.

## Strategy

The River Snapper is one of the bulkiest cards in the game, surpassed only by the Moose Buck and Urayuli. It is also easier to play compared to other cards with either the same or more Health. since it requires less Blood. This makes it a great card to have when dealing with opponents that have high Power.

It is recommended to give the card a defensive Sigil such as Mighty Leap or Guardian. It may also be smart to pick up a second River Snapper to combine at The Mycologists Event, as they benefit greatly from being merged into an even bulkier card. If done correctly, River Snapper can become the best defensive card in the game.
Noella Kawaguchi

**Noella Kawaguchi** (川口ノエラ, *Kawaguchi noera*) is one of the main protagonists of *My Little Pony: Sunshine!*, She is the human partner of Alice Unicharm and a member of the Pony Café Sunshine.

She is voiced by Rina Hidaka.

## Apperance

Noella has curved lavender purple eyes and thick chest-length wavy blonde hair. Her bangs are entirely pulled back and worn with an or magenta headband with a knotted bow on the side, She has a beauty eyes.

## Personality

Noella was an arrogant and selfish girl, who didn't really care for Kirara and her friends as she was mainly on her mission to collect Magical Gems, so she could conquer the Pony Café Sunshine along with Rod. Aside from being posh, mean and nasty. Ironically, despite being the protagonist, she can sometimes be considered an antagonist. Noella did whatever it took to collect magical gems, even if it meant sabotaging Kirara and her friend's activities, and even endangering the lives of others.

## Noella Kawaguchi

### Relatives

Kanna Kawaguchi (mother)
Bruce Kawaguchi  (father)
Meisa Kawaguchi (little sister)

### Affiliation

Kirara HojoAiko Yoshida
Joe Ono

## Appearances

### Portrayed by

Rina Hidaka (Japanese)
Emily Neves (English)
Lis Kurniasih (Indonesian)
Kim Ha-young (Korean)
Joe Ono

**Joe Ono** (小野ジョー, *Ono jō*) is one of the central characters in *My Little Pony: Sunshine!.*

He is voiced by Yoshitsugu Matsuoka.

## Appearance

Joe's most prominent feature is his spiky black-colored hair. He has dark cyan eyes and a fair skin tone.

## Personality

Joe is shown to be quite mischievous. He seems to be friends with Kirara and Aiko, since he eats lunch with them. He has a strong sense of justice and will always lend a helping hand to those in need. In episode 6, Aiko has a flashback that shows that he met her when she was small when he rescued her from some raiders.
Endros Wiki

## Mechanics

* Rules & Mechanics
* Character Backstory Creation
* Endros Gameplay

## Setting

* Astrological Effects on Magic
* Alchemy
* Currency & Living Expenses
* Magical Storms
* Magical Domains (Powers)
* Monster Types
* Races
* Secret Factions

## Elmara & History

* The History of Endros
* Kingdom of Elmara

## Donburr Forest

* Donburr Forest
* Costurch
* Deleeron
* Jarlang
Sinkhole

The Sigil, as it would have appeared in Act I.

A mock-up of what the Sinkhole card may have looked like, made using assets extracted from the game's files

### Sigils

**Sinkhole**

**Sinkhole** is an unused card and Sigil that would have been in Act I of *Inscryption*. Although there is no code for it, images for its portrait and sigil exist in the game's files.

According to Daniel Mullins, the Sigil would have dragged cards towards it before destroying them. The Sigil was removed for complexity purposes, as well as generating too issues that would require debugging.

## Trivia

* The Sigil can be seen when putting in Magnifcus's eye.
* When you make your extra sigil '27' by modifying your save file, your extra sigil will be the Sinkhole.
* The Sinkhole sigil is recongized as the 'Skinning Knife' in the rulebook, It also does nothing in battle.

## Gallery

* An email where Daniel Mullins describes the effect of Sinkhole, and why it was cut
My Little Pony Sunshine! Wiki

**Welcome to the My Little Pony Sunshine! Wiki!**
**My Little Pony: Sunshine!** is a upcoming anime series based on the *My Little Pony* franchise. It is the 6th generation in the My Little Pony franchise.

For the first time in the franchise, It becoming an anime series, Come check out its successors as we continue our Idol Activities and Magical Girls.

## Important articles

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

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

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

**Rod** (ロッド, Roddo), formally known as **Prince Rod** (プリンスロッド, Purinsuroddo), is one of the main protaganists of My Little Pony: Sunshine!.

## Rod

### Relatives

Queen Olive (mother)
King Cozby (father)
Thomp (half-brother)

### Affiliation

Tromp
Mion
Noella Kawaguchi (formerly)

## Appearances

### Portrayed by

Nobuhiko Okamoto (Japanese)
Bryce Papenbrook (English)
Ari Wibowo (Indonesian)
Kim Young-eun (Korean)

### Appears in

My Little Pony: Sunshine!

He is voiced by Nobuhiko Okamoto.
Butter Silva

**Butter Silva** (バターシルバ, Batāshiruba) is a female Japanese fictional character who represents Luck of Equestria, and one of the main ponies of the My Little Pony franchise. who appears in the sixth incarnation (also referred to as the sixth generation or "G6") of Hasbro's My Little Pony toyline and media franchise, beginning with *My Little Pony: Sunshine!* (2027-present), She becomes Kirara's pet partner.

## Butter Silva

### Affiliation

Kirara Hojo
Galaxia
Sugar Pie
Alice Unicharm
Snowstorm

## Appearances

### Portrayed by

Reina Ueda (Japanese)
Alexis Tipton (English)
Srilan Wulan (Indonesian)
Jeong Mi-sook (Korean)
Aiko Yoshida

**Aiko Yoshida** (吉田愛子, *Yoshida Aiko*) is one of the main protagonists of *My Little Pony: Sunshine!*, She is the human partner of Lazuli and a member of the Pony Café Sunshine.

She is voiced by Aya Uchida.

## Appearance

Aiko has lime green eyes and long teal hair with a portion braided across the head with tented bangs to hang over the left shoulder.

## Personality

Aiko is 14 years old and attending junior high school. She is Kirara's childhood friend and classmate. She greatly treasures her family, but she holds her friends the closest to her heart. She does not express negative connotations with anyone, even if they engage in conflict. Like most people in the human world, Aiko has been taking on the responsibility of looking after the troublemaker Kirara, sometimes being taken advantage of. Despite that, she also was always protected by Kirara which makes Aiko trust her. She strives to lead a quiet school life but is often dragged into various things by Kirara.
Strażnicy

**Strażnicy** - rasa tajmniczych istot strzeżących mostów łączących wyspy Czaczapurii. Są to potężne istoty które za wszelką cenę bronią mostu przed intruzami. Przejście przez most jest możliwe przy pomocy osób zwanych upadłymi. Potrafią uśpić strażników przez co inne istoty mogą przejść przez most.

## Wygląd

Ich skóra jest śnieżno biała. Są łysi, nie posiadają brwi ani owłosienia na twarzy. Ich oczy są błękitne i przenikliwe. Na ich plecach widnieją skrzydła.

Ekwipunek strażników różni się w zależności od wyspy na której stacjonują.

Ubiór zaczyna się od białych szat ze złotymi zdobieniami, przez lekkie oraz średnie zbroje po w pełni opancerzone jednostki.

Zaopserwowane bronie strażników to:

- miecz z tarczą

- halabarda

- miecz dwuręczny

- księga

- laska

- młot bojowy

## Umiejętności

Główną i najważniejszą zdolnością jest wgląd w duszę każdej osoby przechodzącej przez most. Dzięki temu przepuszczają tylko osoby z dobrymi intencjami i czystymi sercami.

Skrzydła pozwalają przemieszczać się z olbrzymimi prędkościami nie zauważalnymi przez ludzie oko. Przelot z jednej strony mostu na drugi nie zajmuje zwykle dłużej niż minutę.

Strażnicy są istotami niemymi lecz posiadają umiejętności porozumiewania się bez pomocy słów. Osoba dostająca komunikat nie słyszy dźwięku lecz czuje to co strażnik chce jej przekazać.

Poprzez wielką siłę oraz zręczność są niezwyciężonymi wojownikami, niezależnie od broni jaką posiadają.
I Might Only Have One Match... But I Can Make an Explosion

**Next:** | "I Didn't Come This Far Just to Get Squashed"

**I Might Only Have One Match... But I Can Make an Explosion** is the twelfth episode of *Motionvivor: Midnight Noir*.

## Challenges

**Challenge:** Past Affiliates Distortions

**Winner:** Edvin

## Tribal Council

* First Vote
* Revote

 Casey (3 votes)
 Marek (3 votes)
 Troy (1 vote)
 TIED:Casey, Marek (3 votes each)

 Casey (3 votes)
 Marek (2 votes)
 VOTED OUT:Casey
Setting: Deleeron

## Map Notes

* Deleeron is a Lizardfolk village. Population of about 320.
* There is an outer wall around the city, up to the cliff's edge.

## Important Citizens

### Services

* Mother Crestworm [Church]: Follower of Marus (Marked), loved by most citizens, sweetheart.
* Ekin [Large Turtle Breeder]: Breeds large turtles, calm, slow-going, likes good food, family of seven.

### Houses & Tribes

* Jax [House Leader]: Muscular, shirtless, respects warriors, has multiple girlfriends, not easily swayed in opinion.
* Kant [House Leader]: Elder, gray beard, now uses a spear-cane, wishes he could do more to improve things.
* Leef [House Leader]: Young, bold, a bit on the naive side, rebellious, excellent fighter.

### Production

* Abbey (f), Yento (m), Sheena (f) [Fishermen]: Oversee much of the fishing in the village.
* Suun (f) [Herbalist]: Gathers many of the herbs and outdoor supplies that are needed within the village.

### Mercenary Work

* Maxx, Shini (f), Cobalt: Notable soldiers for the village. Well respected.
* Boon, Marix (f): Protect their fishing boats from sea creatures.
Lexox: Costurch

## **Heretical Books**

The secret vault in Maio's library (as part of the Chamber of Ciphers club) contains several heretical books that are available to the members. Many of the contents are individual scrolls, journals, and maps. A few of the books that stand out include:

* Secrets of the Day of Omens
* Myths and rumors about Marus' sanctuaries
* The beasts at the edge of the void ("edge of the void" refers to the furthest reaches of the ocean ships can reach; see Magical Storms for explanation)

There are also several written requests for books that need to be imported (i.e. smuggled in and copied). Maio has either seen these before or is aware of them in some capacity and wants to duplicate them for her records.

* A chronicle of my time with a necromancer
* The God of Alchemy and his alliance with Marus
* The seven great beasts of Elmara
* The golem lairs of the Dwarven Kingdoms
* Maps of Dauron's Territory
* Tactics used by the God of Battle
* The magical awakening of a peasant farmer
Ring Worm

Ring Worm

> The underappreciated Ring Worm. Its value is not readily apparent.
>
> Leshy

The **Ring Worm** is one of the Beast cards from Act I of *Inscryption*.

## Strategy

The Ring Worm is by and large useless on its own, as it is effectively a Squirrel that requires Blood to play. Its true power and versatility is revealed through the Campfire event.

If the Ring Worm is consumed by the Survivors, they will be absent from the camp on all subsequent visits, allowing the player to fully upgrade any card of their choosing without repercussions. If it *isn't* consumed, it can still turn into an incredibly cheap and powerful unit. As a result, the exact strategic use of the Ring Worm is largely dependent on whether its **Power** or **Health** is buffed.

Ring Worm also fulfills the requirement for the *Trial of the Ring* during Leshy's Trials, further increasing its potential.

## Notes

* Despite being an Insect Tribe card, the Ring Worm is excluded from the reward pool of The Prospector's Boulder Picking Event, and as such can never be obtained this way.
* In real life, a Ring Worm is a fungal skin infection (not an actual worm).
The History of Endros

Some 1000 years ago, 72 immortal beings were born to the world of Endros. Each was capable of a minor power related to their personality: conjuring fire to light a torch, causing plants to wilt, and so forth. It was weak, but nevertheless enough to set them apart from the terrestrial races. Religions and societies emerged and centered around them, and so they labeled themselves the Gods of Endros.

The Gods lived as Kings and Queens, worshiped by the terrestrial races. There were many wars and large-scale squabbles between civilizations, resulting in countless deaths, but the Gods were always spared due to the fears of divine retribution. That changed when a feud between Cyprus (the God of War) and Yaeno (the God of Speech) ended with Cyprus' soldiers stabbing Yaeno through the heart. In that moment, Yaeno's death granted a small amount of power to each of the Gods.

This act began the War of the Gods. The Gods realized what had happened and understood the implications: their power flowed between each other, and could be distributed or "acquired" if other Gods were to die. Chaos ensued. Millions of terrestrials died in the wars that broke out. Some Gods lusted for more power and sought to cull the weak. Others became fearful and defensive. It marked the age of tense alliances, betrayal, mistrust, and zealotry. Worship was no longer a convenience - loyal followers represented a legitimate source of power, resources, protection, and soldiers. A God without followers would inevitably be hunted down and slain.

The War of the Gods lasted for 137 years, with far fewer Gods remaining at the end of it. Scholars disagree on the exact number that still remain, but generally assume somewhere between 20 and 30. The Gods that survived enjoyed a significant increase in their powers. On the final year, after Hypolian fell (the God of Alchemy), something new and unexpected happened: the awakening of the mages.

Suddenly, the death of a God resulted not just in the Gods becoming more powerful, but certain members of the terrestrial races as well - and what they'd gained was not trivial. Though the remaining Gods still had greater powers, they no longer had sole domain over it.

## Timeline

* Year 0 - The Age of Gods; the Gods arrived on Endros.
* Year 813 - War of the Gods; Yaeno is killed by Cyprus. War breaks out between gods.
* Year 950 - The New Age; a handful of citizens began to develop magical powers. Knowledge is suppressed.
* Year 974 - Marus & his top lieutenants are killed by Dauron, followed by a full invasion of Elmara.
* Year 977 - The Kingdom of Elmara is conquered and dealing with economic collapse and despair from Daruon's pillaging and destruction.
* Year 980 - Dauron withdraws most of his forces from Elmara, leaving some to retain influence as needed.
* Year 982 - Current Year
Currency & Living Expenses

## Currency

* Pence = Base Unit of Value
* Copper = 10 Pence
* Silver = 10 Copper
* Gold = 10 Silver

## Salaries

* Unskilled Labor = 6.8 Silver per month / 1.7 Silver per week / 24 Pence per day
* Skilled Labor = 1 Gold per month / 2.5 Silver per week / 36 Pence per day
* High-Demand Labor = 2 Gold per month / 5 Silver per week

## Living Expenses (per household)

* Lower Class = 4 Silver per month
* Middle Class = 6-8 Silver per month
* Upper-Middle Class = 1-2 Gold per month
* Upper Class = 3+ Gold per month
* High Upper Class & Nobility = Rarely Taxed (or inconsequential)

## Food & Drink (per person)

* Lower Class = 2.5 Silver per month
* Middle Class = 3 Silver per month
* Upper-Middle Class = 4-5 Silver per month
* Upper Class = 6-8 Silver per month
Cross Tribal, Cross Worlds, Cross Universes

**Next:** | "Nobody Listens to the Words of a Dying Dog"

**Cross Tribal, Cross Worlds, Cross Universes** is the seventh episode of *Motionvivor: Family Game Night*.

## Board Game Chest

**Visitor**: Jericho

**Available Options**: Seven Wonders Idol Clue, Mutiny Ticket, Vote Steal Clue, One-Round Instant Exile

**Rolled**: Two, took the Seven Wonders Idol Clue

## Tribal Council

 Ryan (6 votes)
 Ang (1 vote)
 VOTED OUT:Ryan
Upadli

**Upadli** - Losowo wybranie dzieci dowolnej rasy obdarzone niespotykanymi cechami m.in przechodzenia przez mosty przy obecności strażników. W królestwie Zjednoczonego Archipelagu są uznawani za szlachtę.

## Wygląd i cechy charakterystyczne

Najbardziej rozpoznawalną cechą Upadłych są ich śnieżnobiałe włosy, niespotykane u innych ras. Posiadają bladą skórę. Ich nienaturalne błękitne oczy wywołują niepokój. Osoby takie czują jakby Upadly spoglądał w ich duszę.

Z charakteru są bardzo wyniośli i pyszni. Na obcych reagują obojętnością, a na osoby z niższych klas społecznych pogardą.

Rzadko kiedy można zaopserwować u nich skrajne emocje.

## Od narodzin po naukę w Kolegium Bieli

Upadli rodzą się u każdej z ras. Przyszli rodzice aż do momentu narodzin nie są świadomi błekitnookiego potomka.

Dzieci są wychowywane przez biologicznych rodziców do ukończenia 7 roku życia. Po tym czasie zostaje wysłany po nie przedstawiciel Kolegium Bieli aby zabrać go tam na naukę. Często są to inni Upadli.

Rodzice dostają od takiej osoby 2500 sztuk złota.

Zdarzają się niekiedy próby ucieczki lub ukrycia obdarzonych dzieci co skutkuje surowymi karami (nawet śmiercią).

Po przetransportowaniu dziecka na Wyspę Bieli przystępuje on do nauki na pełnoprawnego Upadłego. Edukacja w kolegium ma bardzo szeroki zakres. Przez pierwszy rok uczeń ma za zadania odnaleźć swoje słabe i mocne strony. Kolejne lata opierają się na zniwelowaniu wad oraz doskonaleniu talentów.

## Rola w świecie

Ze względu na swoje wyjątkowe umiejętności, są bardzo pożądani przez wszystkie dziedziny życia.

W wojsku królewskim pełnią rolę generałów.

Szlaki handlowe nie mogły by funkcjonować bez przekraczania mostów.

Specjalne jednostki są formowane w oparciu o ich umiejętności m. In. Łowcy Kameleonów.

## Umiejętności

Podstawową umiejętnością Upadłych jest powstrzymywanie Strażników od atakowania osób na mostach.

Są bardziej wytrzymali od przeciętnego mieszkańca Archipelagu.

Wielu z nich ma specjalną zdolność którą doskonalą w czasie pobytu w kolegium
Monster Types

## Aerokin

Flight-based beasts.

* Falcos – Giant hunting birds, tend to be very fast and perceptive.
* Ravenos – Highly intelligent birds. Learn quickly, generally more cooperative.
* Waterwing – Aquatic birds covering a variety of peculiar types.
* Wingmate – Birds that are usually land-based. Excellent companions, not great for combat.

## Drakonis

* Skyrider – Extremely rare, miniature dragon-like beasts capable of mounted flight.

## Earthkin

Land based beasts.

* Gorillos – Highly intelligent mammalian beasts, closest relation to humans.
* Packmate – A canine beast: wolf, dog, fox, etc.
* Predator – A predatory quadruped: wolf, panther, tiger, lion, etc.
* Runner – Fast land-based mammalian beasts.
* Trampler – A large beast intent on trampling: rhino, buffalo, etc.
* Tunneler – Burrowing beasts, such as prairie dogs.
* Tusken – Quadrapeds, beasts of burden: bull, ox, moose, donkey, horse, buffalo, etc.
* Ursali – Strong, bear-like beasts.

## Fey

Unusual, rare beasts with extreme mutations or unknown origins.

* Bulbs – Extremely fast and small bulb-like beasts, levitation movement, potent magic.
* Ent – Tree-like beasts. Defensive, but slow. Rare, but can live extremely long.

## Floran

Plant-like monsters, often semi-sentient.

* Thornkin - Large vines or other plants with thick, deadly thorns.
* Toxus - Poisonous or toxic plant-like beasts.

## Mutants

Monsters with stronger mutations and powerful auras.

## Reptilus

A reptilian or amphibian beast, such as a lizard.

* Leaper – A frog-like beast. Generally not well-suited for land combat.
* Raptor – A highly unique and rare raptor-like beast. Fast, intelligent, dangerous.
* Slither – A snake-like beast. Usually very clever.
* Snapper – Turtle-like beasts.

## Seakin

Beasts that live in the sea or other major sources of water.

* Seakiller – Shark-like beasts, or Seakin that possess powerful combat mutations.
* Shellkin – Shelled beasts: clams, oysters, etc.
* Swimmer – Fish-like beasts. Generally easy to tame and cooperate with.
* Tentaclor – Tentacle beasts: octopus, squid, etc.

## Sectoid

Insect-like beasts, or beasts with exoskeletons (e.g. crabs).

* Arachnid – Spider-like beasts. Intelligent, manipulative, dangerous, often terrifying.
* Crawler – Insects with many legs, like centipedes.
* Pincher – Beasts with pinching claws: scorpions, crabs, lobsters, etc.
* Stinger – Bees, wasps, and other stinging insect beasts.

## Undead

Zombies, skeletons, mummies, and other undead abominations.
Alvaro's Arms

**Alvaro's Arms** are a recurring character on the JackWK Gaming Show. They are used to accompany Alvaro Figueroa on Alvaro's Cooking Show. They are portrayed by Jack Kelley.

## Origin

Alvaro's Arms were created by Jack Kelley for Alvaro's Cooking Show. In the sketch, the host Alvaro Figueroa, who has been portrayed by himself, Jon Wascher, and Gabe Read, does not know what his hands will do or the ingredients they will add.

## Appearances

* S.1 Ep.8
	+ Alvaro's Cooking Show
* S.1 Ep.9
	+ Alvaro's Cooking Show
* S.2 Ep.2
	+ Alvaro's Cooking Show
* S.2 Ep.4
	+ Alvaro's Cooking Show
* S.2 Ep.5
	+ Alvaro's Cooking Show
That's Just Me in My Optimistic Fantasy

**Next:** | "The Modern Day Icarus"

**That's Just Me in My Optimistic Fantasy** is the second episode of *Motionvivor: Happily Never After*.

## Challenges

**Challenge:** Coven Connections

**Winners:** Dúnelfen

## Tribal Council

This tribal was cursed by Oceania Alba Aquarelle. If the vote resulted in a tie, there would be no revotes and players would automatically draw rocks

 Nota (8 votes)
 Olly (1 vote)
 VOTED OUT:Nota

## Player of the Episode

> Despite what seemed to be a large blunder on her part last episode, Bean recovered masterfully after playing both sides at the first tribal council of the season and remained solidly at the top of her tribe this episode as well. She managed to ingratiate herself with her old alliance with Cathy and Gray once again, gaining their trust back, while securing the bonds she already made with her newfound majority. While she did not manage to get Nota back on her side, she slowly let the target fall on him at tribal. Even though he voted for her for seemingly being sketchy, everyone stayed on her side and voted with Bean. Overall, Bean's ability to gain allies back even after voting against them and maintaining such a strong dominance while having a likeable presence made her truly shine this episode, giving her the second Player of the Episode!
>
>
Łowcy Kameleonów

**Łowcy kameleonów** - elitarna jednostka królewska przeznaczona do identyfikacji oraz eksterminacji rasy zmiennokształtnych.

Została skompletowana oraz założona przez Króla XXXXX, po próbie jego zamachu w roku XXX. Przedsięwzięcie zyskało miano Kameleoniego Spisku.

## Skład jednostki

Lilly Hotback - przywódca grupy. Niziołka z genem Upadłych. Ofiarowana. Dzięki swoim umiejętnościom potrafi wyczuwać obecność zmiennokształtnych. W odróżnieniu od innych Upadłych jest bardzo energiczna. Ma obsesję na punkcie zabijania zmiennokształtnych.

Calahir Lundlar - główny tropiciel. Elfi łowca i wyśmienity łucznik. Spokojny i zrównoważony.

Alain Redwald - główny strateg. Mag. Człowiek o niespotykanej inteligencji. Zajmuje się całą logistyką grupy od prowiantu po złożone plany niszczenia osad zmiennokształtnych. Lilly nazywa go starszym bratem.

Halbar Gorunn - mięśnie całej drużyny. Wojownik Szybciej guje niż myśli. Jedyne czym mu zależy to na godnej walce. Słucha we wszystkim Lilly.
Zmiennokształtni

**Zmiennokształtni** - rasa istot rozumnych, której charakterystyczną umiejętnością jest zmienianie kształtu oraz formy. Ze względu na incydent związany z zamachem stanu, poprzez dekret króla są rasą prześladowaną i sukcesywnie tępioną. Głównym oddziałem to ich tępienia są Łowcy Kameleonów.

## Brak wyglądu

Podczas narodzin zmiennokształtnego przejmuje on formę dziecka taką jaką posiada jego matka.

Nie istnieje naturalna forma, wszystkie wyglądy są kopią wcześniej zaopserwowwnych istot.
Morsel

Morsel

> When a card bearing this Sigil is sacrificed, ⁣it adds its stat values to the card it was sacrificed for.
>
> Rule Book

**Morsel** is a Sigil that, when the card it's on is sacrificed, adds its power and health to the card it's sacrificed for. When interacting with special behaviours such as Ants, it will simply add the value of the Morsel card to the special behaviour. For example, if there are 2 Ants on the field, but one has been summoned by sacrificing a 1/1 Morsel unit, then that Ant will have 3 **Power**, which is one more than the special behaviour usually gives.

It has no special interaction with the Mysterious Stones event used to transfer sigils, stats won't be affected and only the sigil will be transferred.

This Sigil naturally appears on Mealworms, which only appear in Kaycee's Mod.

## Strategy

### In Battle

This Sigil is ideal for boosting the next Blood cost card intended to be played. As a result, it is important that the card it is on is either protected from damage or not played until it needs to be. Furthermore, the stats passed onto the card that uses the Morsel bearer as a sacrifice will inherit the stats at the time of its sacrifice - not the original base line. So if the card is affected by another Sigil such as Leader or Stinky or has taken damage, then the modified stats will be what is added.

For example: a standard Mealworm is adjacent to a card with Leader but has lost 1 **Health** to damage. The card that uses Mealworm as a sacrifice to be played will inherit 1 **Power** and 1 **Health** as that was Mealworm's stats at the time of its sacrifice.

### Deckbuilding

Morsel should be placed on cards you intend to sacrifice at a later time. A card like the Kingfisher, for example, is an effective candidate since it cannot defeat opposing cards nor can it defend against them. The exact unit, however, is up the players own choice as to what they deem the best fit.

It is recommended that the player upgrades a card bearing Morsel at the Campfire event or combine copies of the host card at The Mycologists as much as possible, to increase the stat line that is added to the card that uses it as a sacrifice. An indirect side effect of this is that it can transform the card it is on into a powerful unit by itself if upgraded enough.
Wyspy Czaczapuria

**Wyspy Czaczapuria** - Archipelag składający się z 69 wysp. Każda z wysp ma swój unikatowy klimat nie związany z położeniem geograficznym.

Jest to jedyny znany świat dla istot go zamieszkujących. Ze względu na dwa księżyce Kiba oraz Tsuki pływy morskie są tak potężnie, że nie ma możliwości odpłynąć poza archipelag.

Na każdej wyspie znajduje się co najmniej jedno duże miasto.

Większość wysp jest zajęta przez kraj Zjednoczonego Archipelagu ze stolicą w XXXX.

Wyspy łączą mosty o szerokości 500 metrów, które są pilnowane przez tajemniczych Strażników.

## Rasy rozumne

- Ludzie

- Elfy

- Niziołki

- Zmiennokształtni

- Smoki

- Centaury

- Avatary

## Rasy prymitywne

- Orkowie

- Gobliny

- Utrongi

## Czas

Tydzień = 12 dni, Miesiąc = 48 dni, rok = 2496 dni

## Religie

Fleksus

( siła, kondycja, męskość, tężyzna, ciało)

Astoria

(mądrość, inteligencja, duch)

## Wyspy

- Konoha

- Infles
Swapper

Swapper, as seen in Act III.

> After a card bearing this sigil is dealt damage, swap its Power and Health.
>
> Rule Book

**Swapper** is a sigil that causes a card bearing it to swap its Power and Health values when it takes damage.

## Trivia

* A card with 0 attack bearing this sigil will die upon taking any damage.