recursal/Fanatic-Fandom huggingface dataset:
Analysis: Themes

The main themes of Maus include: history, memories and racism.

## History

The overarching plot of Maus does depict the Holocaust and the events preceding the concentration camps and mass genocide. In this case, it felt like an educational but emotional story. It brought life to the hard, disconnected facts that are presented in basic high school level history classes. Because of this, the actual content of this memoir is impactful and gives more insight to the daily lives of Jews during the war.

## Memories

This theme is something that is very subjective and thus either brings stronger points, or paves way for a hoax. Of course, memories fade over time and one is susceptible to filling in the gaps with things that may or may not have happened, but this is balanced out with how Art Spiegelman jumps back to real time and his interactions with his father.

As well, considering how personal this recollection was for Vladek, it must have been difficult to have to relive everything that happened to him in such great detail. It's understandable that the one telling the story would want certain parts omitted.
It does bring to question however, just how both the memories of Vladek of the war, and Art's memories of the various interviews are as candid as they are illustrated, or if there was some fabrication.

## Racism

Given the history of this graphic memoir is absolutely drenched in racism, there is no surprise that it is such a present theme in the content of these comics. The visual representation of different races as different animals make the difference even more stark than what it was segregated to be. The animals are just a way of describing the discrimination that would otherwise be hard to see in the eyes of our society.

The prevailing racism is seen even while Art is interviewing his father. He worries about how his father may come across as just a 'stereotypical, angry Holocaust survivor' to the readers of this comic. It's a distressing thought, but one that seems all too real when it comes attached with a stigma against this whole race of simply people.

By Kaitlyn Seow
Almerahd Deneith

The Windriders were a fabled company of house Deneith. They specialized in flying over the enemy and dropping down on their heads casting spells as they fell through the sky sowing chaos and panic before they reached the ground to hack through those remaining with their weapons. This team had a problem though, because of their very specific training they lacked the discipline that gets drilled into most Deneith Soldiers. In fact their...enthusiasm...made it impossible for them to simply be rented as soldiers, and they were rather bought for specific missions that were left to their discretion.

Near the end of the Last War they were set with the defense of an important fort in Brelland, when they received word that the Karnathi had captured a group of civilians and were keeping them in a camp not far from the fort. The head of the Windriders, Tharn, had a friend whose wife and child was taken there, and he concocted a plan to rescue all of the hostages, which he presented to the commander of the fort. The commander refused saying that the fort was to important to risk sending out their best soldiers on a rescue mission. Infuriated with the commander and not willing to let his friend's wife and son stay captive in a Karnathi camp, Tharn offered his Windriders a choice, follow him to the camp to rescue the civilians and face any punishment that followed, or stay at the fort, and claim ignorance to their leaders plan thus being exempt from any of the backlash. Most of the Windriders chose to follow Tharn and those that chose to stay decided to in order to cover for their fellows. Two of the Widnriders that went on the mission were "The Terrible Twins" Almerahd and Jorad Deneith.

The plan worked but the situation was worse then they had thought. The Karnathi were deserters from the military and were using their captives life energy to fuel some terrible ritual having to do with the Dragon Prophecies. As bad as that may seem, this was the only reason every single one of the Windriders weren't arrested, and possibly executed, because while they were gone, the Aundairians launched a surprise assault on the fort they were supposed to be protecting and took it.

As a result of this the Winderiders were dispanded and all of her members were put on probation until such a time that they can prove to the leaders of House Deneith that they are capable of fighting rank and file with the other soldiers.
Stara Sahara

**Stara Sahara** *(ang. Sahara Square)* - jedna z dzielnic Zwierzogrodu, przeznaczona dla ssaków pustynnych.

Dzielnica utrzymuje stale wysoką temperaturę, przez co najlepiej czują się w niej ssaki pustynne. Znajdują się tu między innymi obiekty sportowe, na których wielbłądy ćwiczą bieganie.

   Przez dzielnicę przebiega pętla kolejowa umieszczona na wysokich filarach. Od znajdującej się tuż obok - mroźnej Tundrówki, dzielnicę oddziela potężny budynek przypominający kształtem mur, który pełni funkcję izolatora. Po jego drugiej stronie temperatura jest już niższa od zera, a mimo to w Starej Saharze utrzymuje się bardzo wysoka.
Silberschlüssel

Der **Silberschlüssel** (*"Silver Key"*) ist ein Objekt, welches in einer der Schubladen in Sans' Zimmer gefunden werden kann. Er wird benötigt, um Sans' Werkstatt, welche sich hinter seinem Haus befindet, zu öffnen. Dort können einige Hinweise auf seine Vergangenheit, Fotos, eine kaputte Maschine und unentzifferbare Entwürfe gefunden werden.

Den Schlüssel kann der Protagonist nur in der Pazifisten-Route erhalten, da man ihn nur in Sans' verschlossenem Zimmer finden kann. Um zu diesem Zugang zu bekommen, muss der Spieler sich von Sans im Letzten Korridor verurteilen lassen und dann einige Male ohne zu speichern das Spiel beenden und nochmals mit ihm reden.

## Trivia

* Der Fakt, dass der Schlüssel explizit als silbern bezeichnet wird, könnte eine Anspielung auf H. P. Lovecrafts Kurzgeschichte "The Silver Key" (*"Der Silberne Schlüssel"*) sein, welche ihren Schwerpunkt auf das Zeitreisen legt
* Der Protagonist ist nicht in der Lage, die Entwürfe zu lesen, denkt aber, dass es "vielleicht nur an der Handschrift liegt"; dies könnte eine Verbindung zu W. D. Gaster sein, da seine Schriftart Wingdings keine lateinischen Buchstaben beinhaltet.
* Die Entwürfe in der Werkstatt könnten die für die DT-Extraktionmaschine im Wahren Labor sein.
* Nachdem man mit dem Clamgirl in Waterfall gesprochen hat, kann in der ersten Schublade in der Werkstatt eine schlechte Zeichnung von drei Leuten gefunden werden, unter welcher "*vergiss es nicht*" steht. Laut Spekulationen sind diese drei Personen Sans, Papyrus und W. D. Gaster.
Influences

During an interview with Thirteen, Spiegelman has opened up to the influences that has motivated his creative career as a comic artist. He listed series such as "Tales from the Crypt", "The Vault of Horror" and their Mad Comics from *EC Comics*, A story of similar variety as *Maus*, though, that caught the eyes of Spiegelman was *The Master race*, a comic by Bernard Krigstein with a dynamic style illustrating the Holocaust in a raw way. It was the educational and influential Holocaust story-teller of its time and it has left a mark in the heart of the *Maus* author.

For *Maus* itself, though, the intimate retelling of Spiegelman's father's experience during the Holocaust and even the moments of his visits to learn about the event further from his father becomes the influence itself to the children and families that would read the books and lessen the distance between the historical understanding of the children who the adults will be trying to retell their stories to. As a representative book, it's selective of its contents of the Holocaust itself, but at the same time its animative characters and the friendliness and simplicity of the characters' rendition in the book throw it into the airs of kids and how they would percieve the incidents. Whether they would see it as a work of fiction or non-fiction would be helped by Spiegelman's decision in art and writing.

## References:

Roman, Rafael Pi. "NY Voices - Interview with Art Spiegelman." *NY Voices - Interview with Art Spiegelman*. N.p., n.d. Web. 30 Nov. 2015.

Shmoop Editorial Team. "Maus: A Survivor's Tale." *Shmoop.com*. Shmoop University, Inc., 11 Nov. 2008. Web. 30 Nov. 2015.

by Lydia Baek
Technical Aspects: Outstanding Scenes

Page 83 where four Jews are hung for illegal trading goods. This scene is unlike other by being silently impactful. The page itself has less text and takes up more space for the gruesome illustration of the hanged. White empty spaces above their heads and two close up panels of their hanging feet on the bottom comes across as a very tense and uneasy environment. One that would make a memorable impression. The next panel on the following page (page 84) uses repetition in the illustration by illustrating the hanged heads at the top of the composition as a dark and unforgettable memory. The panel is significantly darker than the rest of the page and certainly stands out as a scene in the book.
Characterization

Maus uses characters as symbols to represent various countries, the Jews were represented as rats because they were inferior and was suppose to be exterminated, Spiegelman explained that exterminated was a word used only for vermins. On the other hand, Germans were portrayed as cats, for they were superior and known to hunt, the cat and mouse metaphor is what Art Spiegelman portrays in his comic. Spiegelman attended a class with Ken Jacobs, and was inspired by old racist animated cartoons where the African-Americans were represented as a monkey, with stereotypes of them stealing chickens, water and all having fun. Here Spiegelman got the idea in making a comic with rats that deals on racism. However, soon dropped the idea and pursued in making a comic strip for Funny Animals called Maus.

Other characters that were seen was a Dog which represent America and Pig for Polish. Spiegelman way in changing his characters into animals, allows readers to distinguish between race, and at the same time feel and relate with the emotions of the characters.

## References

"Why Mice? by Art Spiegelman." *Why Mice? by Art Spiegelman*. N.p., 20 Oct. 2011. Web. 30 Nov. 2015. <http://www.nybooks.com/blogs/nyrblog/2011/oct/20/why-mice/>.
Technical Aspects: Action

Action scenes in Maus feel very close up or personal, like we could be there in person. Portrayed in page 48 the reader gets to be in first person perspective starting with the third panel looking through the gun hole. It gives a relatable action sequence that follows because there was personal context to the action. Action throughout the book stay emotional and close to the reader to intensify the moments of suspension and stress.
Explorer's Guild

## Architect, Cartographer, Mariner

Full of inspiration and wonder, the Explorer's Guild comprises those who are struck with intense curiosity. Explorers fall into two extremes; those who are obsessed with the here and now, and those that are obsessed with the far and wide. Once an explorer is bitten by wanderlust and purpose, they will doggedly hold on to it until their curiosity is satisfied.

Regional Headquarters: Maerisius

Racial Calling: Cochotl, Fayren, Syrene

Areas of Influence: Architect, Mariner, Cartographer

Expectations:

1: Curiosity is your life's blood; to seek is your way.

2: Never limit yourself with physical boundaries; land, sea, or sky uses all of our ways to travel by.

3: Find a way to be remembered. Discover a secret path, river or town; have a building named after you; the sky is not even a limit.
Official FarmVille 2 Country Escape Wikia

<hero description="The Official FV2CE Wiki is a player-run information site based on FarmVille 2: Country Escape, a a mobile application developed by Zynga for the iOS and Android devices. Our purpose is to create a go-to farming encyclopedia - an easy way for people to find information about the game." imagename="

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Welcome

Howdy, Farmers! Welcome to the official, player-run **FarmVille 2: Country Escape Wikia**!
**FarmVille 2: Country Escape** is a mobile game developed by **Zynga** for the iOS and Android devices. It may be downloaded for free from the **Apple App Store** for Apple devices or the **Google Play Store** for Android devices.
The **Official FV2CE Wiki** is a player-run information site with no affiliation to Zynga. Our purpose is to create a go-to farming encyclopedia - an easy way for people to access information about the game.

Welcome

https://www.zynga.com/sites/default/files/buy-buttons/button-google-02\_4.png

Social Media
Na’vari’z

# Na'vari'z, Subculture of Amari'z

Subcultural Advantage: Half cost to purchase Commune with Animals advantage, Half cost buy-in to Plainstalker martial school

Na'vari'z Nation Representative: Qaletaqa (Guardian of the People):

Current Qaletaqa: Meturato (translation: Black Kettle)

Capital City: Sequajana

Military Structure: The Na'vari'z provide scouts and Special Infiltration Units (SIU's) to the Amari'z army.

## History of the Qaletaqa

When a Na'vari'z citizen accepts the position of Qaletaqa, he (or she) renounces his own tribal roots and becomes "one of all tribes" for the duration of his appointment to the President's Council of Advisors. The Qaletaqa is elected to the position by the Council of Chieftons, and is considered a great honor and sign of trust. Each tribe presents a single nominee to the Council, not necessarily one of their own. The nominees are then examined and interviewed by the Council, and the choice announced in a formal ceremony.

Each Qaletaqa serves a two year term and a Na'vari'z Nation's representative to the President's Council and resides in New Winthrop, speaking for The People and advising the President on Na'vari'z affairs. Once his term is over, he may be renominated, but may only serve again if the Council examines his qualifications against the new nominees in a clean process of selection.Regardless of his future path, however, he will always be revered as a Wise Elder when he returns to his native tribe, and may act as a peacekeeper and adviser between tribes during times of dispute.

In the history of the position, only one female has ever served as the Qaletaqa, Magaskawee (translation: graceful swan maiden) of the Iiniwa tribe. She was elected unanimously for her single-handed intervention in the Feud of Dry Gulch, which directly resulted in the peaceful resolution of a rising wave of violence between two cattle farmers in a land dispute. Had the feud escalated, the entire town may have been burned to the ground, and, as a result of her quick thinking, the Council of Elders nominated her unanimously for the position in 1680. She served three consecutive terms, from 1680 to 1686. She is now a grandmother, and still serves as one of the most respected tribal elders in Iiniwa history.
Main Page

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Wataha

**Wataha**to jeden z wilków pracujących na komisariacie pierwszym w śródmieściu. Przydzielany jest do różnych zadań.

## Historia

Watahę widzimy po raz pierwszy przy pierwszej odprawie. Otrzymuje on zadanie z Sierżantem Rogalskim i Nosorogiem, aby poszukać zaginionych zwierząt na Starej Saharze.

Nie bierze udziału w żadnej większej akcji, co świadczy o jego niskim stopniu w policji.

Podczas drugiej odprawy pod koniec filmu otrzymuje zadanie infiltracji z Misiurą i Hipolitem . Na potrzeby zadania przebiera się ona za barana - sprawdza się tu powiedzenie "Wilk w owczej skórze".

## Wygląd

Jest to szaro brązowy wilk z białymi elementami pyska i szyi. Posiada niebieską koszulę z napisem PD (Police departament) oraz ma odznakę wiszącą mu u szyi na długim łańcuszku.

## Charakter

Niewiele wiadomo o charakterze Watahy, gdyż nie pojawia się on często i nie posiada żadnych kwestii mówionych w filmie. Zachowuje się poważnie i dorośle, ale potrafi być życzliwy w stosunku do pozostałych policjantów i bierze specyficzne poczucie humoru swojego szefa na dystans. Po za tym ściśle wykonuje rozkazy, co możemy zobaczyć w momencie jego kamuflażu-bardzo szybko się przebiera, przy czym robi to dokładnie w porównaniu do swoich kolegów z grupy, których zmiana wyglądu ogranicza się do sztucznych wąsów i założeniu innego nakrycia głowy.

## Ciekawostki

* On i Kojoto są jedynymi policjantami, którzy noszą swoje odznaki na szyi, jak wisiorki, zamiast na piersi.
Pani Wydralska

**Pani Wydralska** *(ang. Mrs. Otterton)* — nieznana z imienia wydra, jedna z drugoplanowych bohaterów filmu *Zwierzogród*. Żona Pana Wydralskiego, a także matka dwójki nieznanych z imion dzieci.

## Wygląd

Jest to ładna i młoda wydra o smukłej sylwetce i pięknych, dużych, zielonych oczach. Jej krótka, aczkolwiek puszysta sierść jest barwy brązowej z jaśniejszymi elementami na spodzie łap i głowie. Posiada długi, silny, puchaty ogon oraz niewielkie uszy. Nos, okolice ust, paznokcie, a także wnętrze uszu Pani Wydralskiej, mają kolor różowy.

## Charakter

Pani Wydralska jest niezwykle miłą, łagodną, wrażliwą i troskliwą osobą. Bardzo troszczy się o swoją rodzinę, czy też inne bliskie sobie zwierzęta.
Patrician's Guild

## Merchant, Socialite, Tactician

Members of the Patrician's Guild are blessed. They may not have physical wealth, but they have the breeding and mannerisms of the affluent. They navigate society not by strength of arms, but by influence and whispers. They are not afraid to lead; they prefer to set things in motion and then view the results. Timing becomes paramount for this guild and they look for the opportune moment for victory. After all, you are the veiled threat.

Regional Headquarters: Maerisius

Racial Callings: Human, Miu

Areas of Influence: Merchant, Socialite, Tactician

Expectations:

1: You are the velvet scabbard that wields the silver sword. Attempt diplomacy when possible. but do not be afraid of direct action.

2: The ramifications of your actions have long term effects. Remember this as you make decisions that impact people's lives.

3: Keep your allies close and your enemies closer. Be secretive and cryptic and never let your true motives be discovered.
Outfitter

Traps may be viewed plainly by anyone.  Traps may only be disarmed by someone with the item Trap Kit or Improvised Trap Kit.  These items require Engineering 2 or Outfitter 3 to use.

### Level 1 - Novice

==== Practical Use: Furnisher

Category: A

Limitation: PPD

Description: Access to Level 1 Novice Outfitter recipes. Select one recipe from the level one Outfitter list when gaining this rank in this skill. ====

==== Special Use: Basic Repair

Category: A

Limitation: U

Description: You can repair non-magical items in 15 minutes. ====

### Level 2 - Apprentice

==== Practical Use: Stocker

Category: A

Limitation: PPD

Description: Access to Level 2 Apprentice Outfitter recipes. Select one recipe from the level two Outfitter list when gaining this rank in this skill. ====

==== Special Use: Intermediate Repair

Category: P

Limitation: U

Description: Your knowledge of repairing non-magical items has increased to where you are capable of doing so in 10 minutes. ====

### Level 3 - Journeyman

==== Practical Use: Provider

Category: A

Limitation: PPD

Description: Access to Level 3 Journeyman Outfitter recipes. Select one recipe from the level three Outfitter list when gaining this rank in this skill. ====

==== Special Use: Jury-Rig

Category: P

Limitation: TDL

Description: You can bring an item to full use and ability with just the basic of things to do so. As such with 10 seconds of concentration you can fully repair any non-magical items. After 30 minutes this item if not having been seen for a full repair the item will be fully broken as if shattered. ====

### Level 4 - Master

==== Practical Use: Supplier

Category: A

Limitation: PPD

Description: Access to Level 4 Master Outfitter recipes. Select one recipe from the level four Outfitter list when gaining this rank in this skill. ====

==== Special Use: Repair

Category: P

Limitation: U

Description: With five minutes of time you can repair a non-magical item to it's full capabilities. ====

### Level 5 - Grand Master

==== Practical Use: Provisioner

Category: A

Limitation: PPD

Description: Access to Level 5 Grand Master Outfitter recipes. Select one recipe from the level five Outfitter list when gaining this rank in this skill. ====

==== Special Use: Jack of all Trades

Category: A

Limitation: PPD x2

Description: Access to all Level 1 Novice recipes of every production skill. Select one recipe from the level one Productions lists when gaining this rank in this skill. ====
Luminitsa Mu'ltave'rii

Name: Luminitsa Mu'ltave'rii

Race: Fayren

Culture: Rhuikichiin

Aliases: Jewel of the Desert, Daughter of Dulant

Born of a passionate tryst between a talented Fayren courtesan and Dulant Mu'ltave'rii, Luminitsa was brought into this world with luck and charm on her side. She grew up learning the ways of a courtesan at her mother's feet. Always a precocious young thing, she already had already left an impressive trail of suitors, conquests, and broken hearts in her wake. One day wanderlust caught hold of the young girl and she left her mother's caravan in Ehjeria and set out to see the world. Firmly a member of the Patrician's guild, she set out, traipsing her way across the different lands, taking in the different kinds of art and beauty each had to offer. One day she caught wind of a possible location of her father. Things were becoming a tad dull where she was, so she decided to see how much of the stories she had heard of him were true. After all, what's life without a little adventure?
Marlena

## Marlenka

 **Marlena** jest funkcjonariuszką posterunku pierwszego w śródmieściu Zwierzogrodu.

## Historia

Widać ją, gdy Judy wchodzi do sali odpraw. Tam słonica stoi i przygląda się siłowaniu  na rękę. Śmieje się gdy Anderson przybija rękę Johnsona do stołu i wygrywa.

Podczas pierwszej odprawy Judy , Marlena ma urodziny, co komendant nazywa sprawą naprawdę ogromnej wagi. Gdy ten zwraca się do Marleny, jest ona zdenerwowana, nie wiedząc o co chodzi. Może odetchnąć z ulgą, gdy słyszy, że to są jej urodziny. Przez chwilę na sali panuje zamieszanie, wszyscy gratulują koleżance.

Później Marlenę widać w scenie, gdy Judy wezwała wsparcie bo znalazła zaginione zwierzęta. Wówczas funkcjonariuszka zabezpiecza teren. Stoi obok niej Rogalski a między nimi przechodzi Nick legitymując się samoprzylepną, zabawkową odznaką.

Na końcu widać ją w scenie aresztowania burmistrz Obłoczek.

## Ciekawostki

* Ponieważ bierze udział w akcji aresztowania burmistrza a także burmistrz Obłoczek, musi posiadać wyższą rangę w policji.

## Galeria

"- Marleno...""- Masz dziś urodziny."Prawy dolny rógZabezpiecza
Soundtrack

Die **Soundtrack-Alben** von *Undertale* wurde in vier Artikel aufgeteilt.

Der offizielle Undertale-Soundtrack.Alle Stücke, die in der Undertale-Demo vorkommen.Offiziell lizenziertes Album mit Neufassungen von Stücken aus dem ursprünglichen Soundtrack.Offiziell lizenziertes Album mit Jazz-Neufassungen von Stücken aus dem ursprünglichen Soundtrack.
Itzcali

# Taca: Itzcali (Northwestern Tecuanitzl)

Subcultural Advantage: Half cost to purchase Resilient advantage, Half cost buy-in to the Path of the Unseen Warrior martial school

Ruler: Citlamina

Capital: Chinampas

Notable Cities: none known

**Reputation:**

The city of Chinampas is the only established city within Itzcali. Elsewhere throughout their territory, there are homesteads and farming communities, but nothing terribly organized. Citlamina rules with and iron fist, ruling over a matriarchal monarchy that treats its men as second class citizens. Her first born daughter, Coaxoch, leads the Warrior Caste, while her younger daughter, Teicuih, rules the Priestess Caste. The warrior women protect their territory and sacred grounds fiercely, and patrol their borders in small parties of well-concealed warrioresses. These women are the sole providers and protectors, leaving the men to work the farms and handle household chores.

The city's center is a floating, mutli-tiered garden, dotted with water gardens and waterfalls, bridges and parks. At its center is their most sacred temple, devoted to Zipactonal, the Avatar of Light and Life. The Priestesses of Zipactonal tend the gardens and cook the public meals and great feasts for the Palace and various gatherings and celebrations. Overall, they are a very warm and kind people, but they are extremely suspicious of outsiders, particularly male outsiders. Most non-Itzcali males who lay eyes on the gardens do so in chains, if they survive crossing the border. There is only one road in or out of the city, though you can be assured that anyone wishing to cross into their territory will be stopped, searched, and questioned at length. The Itzcali rarely venture out of their territory, and generally perfer to be left to their own devices.
Way of the Archer

Native Culture: unknown

Preferred Weapon: Bow, Crossbow

Note: Bows and arrow shafts may be any color and marked any way you like. They are assumed to be dyed or painted wood in play.

Preferred Material: Wood & Steel (brown and/or grey duct tape - arrowheads only)

## Reputation

Only a bowman with exceptional aim, a sharp eye, steady hands, and nerves of steel are taken into this secretive school. These archers never seem to miss and it is said that the masters of this school can shoot through a chink in armor to find their opponent's heart.

## History

From all the lands, from all the races are the best archers chosen. This is the only school where you must be chosen by a Devotee of the school. Once chosen the archer is taught the finest control of their weapon and their already impressive skills are sharpened to a killing edge. It is of no small coincidence that the Assassins' Guild always tries to hire even initiates of this school.

## Abilities

#### Level 1 - Initiate

Blunt Strike (as Cold Clock, archer must carry 1 arrow with a rounded ivory head for each level in this skill & must use those arrows to deliver these blows)

Tagline: "Knockout"

Arrow's Spin (defense, non-contact, sidestep) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

#### Level 2 - Apprentice

Pin Leg (successful strike pins target's leg to the ground, must specify left or right leg, one leg is pinned down indefinitly and cannot move.  The caster must remain in Line of Sight for pin to hold.  If the caster runs out of line of sight, or drops the spell, Pin is broken.)

Tagline: "Bind"

Lighting Hands (missile parry: your reflexes are so quick that you can literally catch arrows/thrown weapons/etc in mid air without taking any damage, cannot be used against firearms)

Tagline: "Evade"

#### Level 3 - Devotee

Dead Eye (called shot, pierces armor and shields, can be dodged or taken on skins/protectives as normal)

Tagline: "Armor Pierce" or "Shield Pierce"

Smoke Bomb (You fire into an advancing line, causing a smoke screen in a 5ft radius, Blinding any enemies for one minute. Must use White arrowhead)

Tagline: "Archer Blind"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Strongman

Limitation: U

Description: Can carry one person at full speed or lift objects of 250 lbs, can also hold a door shut against a single person with no issues.

#### Special Use: Recover

Category: A

Limitation: TDL

Description: Recover from a disarm effect. Tagline: Recover.

### Level 2- Apprentice

#### Practical Use: Stout

Category: A

Limitation: U

Description: Can carry two people at full speed or lift objects up to 500 lbs. May a hold a door against multiple opponents.

#### Special Use: Break

Category: A

Limitation: TDL

Description: Smash a single tagged item with a single blow. Tagline: Break.

### Level 3 - Journeyman

#### Practical Use: Tenacious

Category: A

Limitation: U

Description: May lift up to 750 lbs of weight, also you may now throw simple objects with harming effect. (May make non tagged rocks and similar such objects to throw at others for damage. Thrown Weapons must be white in order to represent these are your special weapons and can be picked up during a hold, and following Thrown Weapons guidelines.)

#### Special Use: Death Grip

Category: A

Limitation: U

Description: Your grip is such that you can not be made to drop an object you hold on to. (Immune to Disarm and Drop effects.)

### Level 4 - Master

#### Practical Use: Steadfast

Category: A

Limitation: U

Description: May use a two handed melee weapon with only a single hand accurately, further all melee attacks are given an additional +1 to damage. Further you may now lift 1000 lbs of weight.

#### Special Use: Dogged

Category: A

Limitation: U

Description: Such is your strength and determination that even while wounded you may carry yourself and your strength of others towards safety as long as you are not dead. (May remain conscious and mobile even while critical. Must move at a slow walk.)

### Level 5 - Grandmaster

#### Practical Use: Herculean Strength

Category: A

Limitation: OPE

Description: No task is able to defeat you; any object may, with Plot attendance and five minutes of effort, be destroyed. Also may be used to move an immovable object or other truly heroic feat.

#### Special Use: Destructive

Category: A

Limitation: TDL

Description: Your strength is so massive, that a single blow from you may destroy your opponents utterly. Tagline: Mortal Blow.
Otto Hops

**Otto Hops**  *(ang. Otto Hopps)* (przypuszczalnie "Pop-Pop") - dziadek Judy i jej rodzeństwa, królik zamieszkujący Szarakówek. Pierwszy raz pojawia się on na dworcu kolejowym, drugi raz jego podobizna pojawia się w gazecie w artykule o skończeniu przez niego 101 lat, przez co stał się najstarszym mieszkańcem wsi. W poprzedniej wersji filmu pojawiał się częściej i jawnie wygłaszał swoją niechęć do lisów.

## Wygląd

Jest to królik w podeszłym wieku, o smukłej sylwetce i dużych, brązowych oczach. Jego krótka, aczkolwiek puszysta sierść jest barwy szarej z elementami bieli na spodzie łap, ogonie i głowie. Tak jak każdy królik posiada on długie i silne kończyny tylne, umożliwiające mu szybkie bieganie i skakanie. Ma również krótki, niewielki, puszysty, biały ogon oraz długie, owalne, sterczące ku górze uszy. Nos, okolice ust, a także wnętrze uszu Otta, mają kolor różowy.

## Charakter

Nie wiemy zbyt wiele o jego charakterze, jednakże możemy się domyślić, iż jest on niezwykle stereotypowym królikiem, gdyż w pierwotnej wersji filmu jawnie wygłaszał swoją niechęć do lisów.

## Umiejętności

Ze względu na swój wiek nie posiada on już tak dobrej kondycji jak za czasów swojej młodości, jednakże można się domyślić, iż będąc młodszym, potrafił on szybko biegać i wysoko skakać.

## Ciekawostki

* Otto jest najstarszym mieszkańcem wsi Szarakówek, liczy on bowiem 101 lat.
* Jako, że Stu Hops posiada brązowe oczy, podobnie jak Otto, można spekulować, iż to właśnie on jest jego dzieckiem, nie zaś Bonnie.
Way of the Spirit

Native Culture: Ejheria

Preferred Weapon: Twin Sai's (daggers), Scimitar (long sword), Sickle (short axe), or Scythe (polearm)

Preferred Material: Amethyst & Fayren Wood (purple and/or tan duct tape)

## Reputation

Motionless and mesmerizing, these peerless warriors fight with mind, body, and spirit, combining all into the speed of a striking adder. Attacks seem to cut through armor as though it isn't there; unstoppable, deadly maneuvers are turned on those who strike at them; wounded enemies suddenly halt in place. All these skills, and more, are the purview of the Spirit Warrior.

## Abilities

#### Level 1 - Initiate

Serpent's Fangs (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Cat's Grace (defense, non-contact, sidestep) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

#### Level 2 - Apprentice

Eyes of the Serpent (attack, mesmerize)

Tagline: "Natural Mesmerize"

Salau's Cunning (defense, self, parry-fling)

Tagline: "Parry, Disarm"

#### Level 3 - Devotee

Nekhtew's Sight (attack, bypass armor)

Tagline: "Natural Spirit Lance"

A'nekh's Curse (defense, self, transfer wound) May only be used to transfer a wound from one person to your self.

Tagline: "Transfer Wound"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Vikaa'ra

Capital City: Lochnaa'r

Relative World Location: Northern Othonia

Current Ruler / Title: Lofdungr Wulfirc Erikson, of Clan Vi'darrleif

Type of Government: Monarchy

Military Structure: palace guard, border patrols, standing militia

Guild Associations/Headquarters: Jewelcrafters, Warcrafters

Cultural Advantage: Reduced cost buy-in to Jewelcrafters or Warcrafters Guild (player's choice), half cost buy-in to the Northmen martial school

Association/Affinity: earth, steadfastness, survival, craftsmanship

## Topography

Vikaa'ra is a warlike culture, which is divided into four Clan territories and one neutral territory in the center. There are five Clans, however the most docile of them, the Bragindur, controls the neutral territory around Lochna'ar, the Great Hall of the King. Due south of Lochna'ar, within sight of the stronghold, stands Yggdrasil (the World Tree). The coastal regions are riddled with deep fjords, allowing the seararing tribes to build very secure and nearly impenetrable harbors for their fleets of longboats. The longboats draft shallow, and, being controlled by oarsmen, can be safely maneuvered into very tight spaces. The villages situated atop the cliffs construct makeshift elevators, stairs, ladders, and scaffolding to allow access to their floating docks at sea level.

Some ports are built into existing caves, allowing the longboats to be grounded rather than docked, while stairs carved upward in the rock provide access to the village and easy defense against invasion. Along the coast, the Great Southern Current brings frigid arctic water down from the ice cap, making the climate quite cold throughout the Vikaa'ran coastal region and even into the northern province of Ejheria. The northeastern portion of the country is almost exclusively dense mountainous evergreen forest with mixed hardwoods farther south. In the mountains, waterfalls and caverns dot the landscape.

The central territory is a vast field of rocky terrain, known as the Bjargvollr, with a single peak towering above the landscape. This ancient volcanic neck, aptly named Fjall Myrkr (the Mountain of Darkness), is a stark reminder of why the central plains are so flat and lifeless today. While the soil is fertile, the igneous rock formations make it thoroughly impractical to grow more than the occassional garden. As such, this neutral area is dedicated to housing the burial mounds of all five Clans, as well as four of the six Temple sites in the country. Just south of the rock field lies Draugrmyrr (the Ghost Swamp).

The southeastern region at the base of the southern range is primarily mixed deciduous hardwood with a sprinkling of evergreen at the higher elevations. Sprawling across both of the southern territories are the Heilagrbjarg, or Sacred Rocks. This area is sacred to both the Haldibjorg and Leucetormr Clans, and is said to be the Realm of Fairies (speaking of the Fayrens' distant, very wilde cousins). Both clans patrol the border of the Heilagrbjarg, not for fear of invasion from Ejheria, but to ward of incursions by the mischeiveous Wee Folk.
Psychology

Due to the unique nature of this skill it may be used TDLx2.

Category: A

Limitation: U

Description: You have learned some of the nuances of human behavior and as such understand basic emotions and how to read them. Tagline: Sense Emotion. ====

==== Special Use: Psychic Barrier

Category: A

Limitation TDL

Description: Creates a mental shield that protects the target against the first Mental Effect that is used against them. ====

### Level 2 - Apprentice

==== Practical Use: Subliminal Messaging

Category: A

Limitation: TDL

Description: Using a phrase of 10 words or less, you may subtly command a subject to do your bidding. Tagline: Command. This will not counteract a person's native survival instincts making them walk into odds they are utterly uncertain to win. ====

==== Special Use: Clarity

Category: A

Limitation: TDL

Description: After a minute of intense counseling you are able to negate one active Mental Effect for one hour. ====

### Level 3 - Journeyman

==== Practical Use: Instill Emotion

Category: A

Limitation: TDL

Description: After a minute of intense counseling you are able to instill a specific emotion in your target, this will counteract the opposite negative emotions and lasts 10 minutes. This will not counteract a person's native survival instincts making them walk into odds they are utterly uncertain to win. ====

==== Special Use: Calm Emotion

Category: A

Limitation: TDL

Description: After one minute of intense counseling you are able to calm a specific emotion in your target. This may also be used passively to instill a sense of peace and tranquility in your subject that lasts 10 minutes. ====

### Level 4 - Master

==== Practical Use: Hypnosis

Category: A

Limitation: OPD

Description: With 10 minutes of uninterrupted, intense work, you can program a triggered response/emotion/action in your target to react to a specific stimulus. This lasts until deprogrammed, objective is achieved, or fades at sunset. This will not counteract a person's native survival instincts making them walk into odds they are utterly uncertain to win. ====

==== Special Use: Deprogramming

Category: A

Limitation: OPD

Description: With 10 minutes of uninterrupted, intense work, you can deprogram the hypnosis done to a subject. ====

### Level 5 - Grand Master

==== Practical Use: Counseling

Category: A

Limitation: U

Description: With 5 minutes of conversation you are capable of giving a patient a Mental Resist against an ongoing mental problem such as addiction/phobia/etc, or a simple Mental Resist to be used at any time. This resist may be used at any time but may not be stacked with further mental resists from Counseling. ====

==== Special Use: Driving Force

Category: A

Limitation: OPE

Description: With 5 minutes of intense, uninterrupted work, you are able to drive a person towards a single, desperate action, making them willing to face horrible odds and death without hesitation. This cannot override the effect of a Rhukichiin curse. ====
Woodsman

Category: A

Limitation: U

Description: You can follow game trails and obvious tracks; locate an obvious food or water source; safely fell a tree, or remove a downed tree. ====

==== Special Use:Skinner

Category: A

Limitation: U

Description: You are able to harvest useful materials from creatures killed.  Harvesting takes one minute, and will grant you anything you can search for in addition to anything you can harvest. ====

### Level 2 - Apprentice

==== Practical Use: Bolo

Category: A

Limitation: TDL

Description: You carry a small set of weighted ropes you can throw at a fleeing creature to catch it. (You may use a single white packet delivered Tagline: Invoke Stun against a fleeing foe, i.e. a creature running away from you.) ====

==== Special Use: Scavenge Game

Category: A

Limitation: TDL

Description: You are capable of going into the woods and finding recently deceased game and harvesting a useful common item of your choice from it. ====
**Common Items that can be Scavenged from Game:**
Blood, Small bone, Small claw, Small tooth, Hide, Meat, Viscera

### Level 3 - Journeyman

==== Practical Use: Evaluate Creature

Category: INF

Limitation: U

Description: After spending 10 minutes examining a carcass, you are able to determine the creature's natural weakness. This will result in a +1 attack bonus that expires with the following sunset. Note: You can only know three weaknesses at any one time, and this does not uncover Supernatural Weaknesses. ====

==== Special Use: Concealment

Category: A

Limitation: TDL

Description: You are capable of hiding yourself away from threats while in a wooded area, allowing yourself to be concealed from most mundane ways of searching. ====

### Level 4 - Master

==== Practical Use: Forester

Category: A

Limitation: TDL

Description: You are able to track down most things given enough time. As such you are able to find creatures or people hiding from you. Tagline: Reveal. ====

==== Special Use: Ears of the Forest

Category: A

Limitation: U

Description: By spending so much of your time in the forest you are aware of the sounds of normal behavior in them. As such you know when something is amiss. You are impossible to ambush when in the wilds, and may occasionally find unexpected aid in the wilds. ====

### Level 5 - Grand Master

==== Practical Use: Here there be Monsters

Category: A

Limitation: OPE

Description: You are capable of tracking down and finding a thing of rare quality, able to find any rare natural ingredient you might need, but might have to fight for it. ====

==== Special Use: Forest Walk

Category: A

Limitation: OPD

Description: You can enter into a forest and travel through it in speeds unknown to most men. Should you wish you will be able to walk into a wooded area and go out of play, at which point you may then seek out Plot informing them of where you are going that is near those woods. For example, you would be able to go to a nearby city, do some trading, and then return by the end of a Monster Shift. This does require, a map to know what is nearby and how to get there. ====
Ancient Memory

**Rhukichiin characters also take the Disadvantage: Ancient Memory.**  This is a Rhukichiin-only mechanic that, for in play purposes, involves the character going into a trance and reciting a pre-scripted plot device.  These notes will be handed out at various times throughout an event, sometimes before the event with a set trigger listed, and sometimes individually as needed to provide clues, prophecies, portents, etc that are useful to the players.

**Mechanic:**

The tag line is "Voice Effect, Mesmerize, Invoking Ancient Memory" then read the note aloud.  After reading the note, the character is momentarily stunned, then proceeds as normal with the previous activity or sentence as if unaware that they just revealed a prophecy.  This should be roleplayed as staring blankly into space without focus for a moment before and after reciting the passage.  The in-play mechanic is that the Oracle is speaking through you to relay an important message, thus it is crucial that people nearby pay attention.  After reading the note it should be handed back to a plot member immediately.
Written Word

Limitation: PPD

Description: Access to Level 1 Written Word Novice recipes. Select one recipe from the level one Written Word list when gaining this rank in this skill.

#### Special Use: Symbolism

Category: P

Limitation: U

Description: With the clever use of simile/metaphor/insinuation/etc. you can obscure the real meaning of your writing, so that only those w/ inside knowledge will realize the truth of what you say. In other words, you can say one thing while meaning another, either by encoding your true meaning or by simply using analogies and the like. If you are caught lying you can counter with the Tagline: Bluff.

### Level 2 - Apprentice

#### Practical Use: Scribe

Category: P

Limitation: PPD

Description: Access to Level 2 Written Word Apprentice recipes. Select one recipe from the level two Written Word list when gaining this rank in this skill.

#### Special Use: Deeper Meaning

Category: A

Limitation: TDL

Description: You can detect an author's real intent and meaning in the underlying symbolism and phrasing. In other words, you can read between the lines to determine if an author was writing in metaphor or code. Further you can translate this to conversation, becoming a human lie detector. (Tagline: Detect Lie in response to Bluff. You then determine who has the higher TSL between the two, Higher being the one who wins to determine if the lie is detected or not.)

### Level 3 - Journeyman

#### Practical Use: Scrollwork

Category: P

Limitation: PPD

Description: Access to Level 3 Written Word Journeyman recipes. Select one recipe from the level three Written Word list when gaining this rank in this skill.

#### Special Use: Clarity of Thought

Category: P

Limitation: TDL

Description: Your writing can reveal the truth of an item/situation/person/etc. This Special Use can negate a single mind effect by allowing the reader to "realize" the truth of the situation.

### Level 4 - Master

#### Practical Use: Masterwork

Category: P

Limitation: TDL

Description: Access to Level 4 Written Word Master recipes. Select one recipe from the level four Written Word list when gaining this rank in this skill.

#### Special Use: Propaganda

Category: P

Limitation: TDL

Description: Sway the reader's opinion or emotion towards a subject, or instill an emotion towards a subject. (As suggestion, ten minutes of reading required, effect lasts ten minutes per reading.)

### Level 5 - Grand Master

#### Practical Use: Legendary Work

Category: P

Limitation: PPD

Description: Access to Level 5 Written Word Grand Master recipes. Select one recipe from the level five Written Word list when gaining this rank in this skill.

#### Special Use: Subliminal Messaging

Category: P

Limitation: TDL

Description: You can literally embed subtle instructions or thought patterns into reader's minds. (As per Alter Memory.)
Jewelcrafter's Guild

## Gemcrafting, Gem Forge, Geologist

You are the privileged few, your gifts allow you to work with objects that can barter a king's ransom. As befitting your skill, you are the authority on gems, jewels, and jewelry. The richness of your craft sets you apart from others and grants you great prestige. However be warned; the greater your prestige, the greater the pressure to excel. You may find yourself cutting a stone for the elite, and their wrath knows no bounds for failure.

Regional Headquarters: Vikaa'ra

Racial Callings: Ragna'ar

Areas of Influence: Gemcrafting, Gemforging, Geologist

Expectations:

1: Your reputation must be beyond reproach; craft quality and dependable products.

2. Strive for excellence; your art is where elegance and function intersect. Be both beautiful and bold in all ventures.

3. Your abilities must be as sharp and multifaceted as the stones you carve. Never be afraid to try something new and different for the sake of your art.