recursal/Fanatic-Fandom huggingface dataset:
Hedgehog

## Summary

**Hedgehog** is an Aggressor that first appeared on Volume 2 and a reoccurring mysterious character in the Instant Death series. Its existence is mostly a mystery with characters rarely getting a sight of it along barely anything being known about it. One of the few things that are known about it's that it is in search for God, which Lynel seems to have a few traces of and which in turn lead to him being killed countless of times by the Hedgehog before he managed to escape into the Sword Saint trial. Its dangerous nature not only threatens Gods but Sages, which led Sion to summon the sage candidates in the first place.

Later on Volume 9, it recognizes Luu as God and slices her in half, only to be blown into pieces by Hiruko. Afterwards in Volume 10, it merged with Faisel, but before it could do anything more, it was killed by UEG. After the Great Sage rewinds the world, the Hedgehog is resurrected and ends up allying itself with Kouryu to kill Malna-Rilna.

## Appearance

Hedgehog has a humanoid and metallic shape, with its body being covered in a lustrous black metal, with spikes and blades sticking out of every joint. It has two red-blinking lights, acting as both its eyes and sensors.

## Personality

The Hedgehog is stated to have no capacity for thoughts. It is always instinctively in pursuit of a certain god and stated to be killing intent personified and a murder machine. However, after being resurrected and talked with Kouryu, it is stated that it had gained some measure of intelligence and it is even able to make a speech perfectly.

## Abilities

* **Godly Strength:** The Hedgehog is much stronger than Vahanato, being able to defeat her with a single attack.
* **Memory Manipulation:** It is capable of extracting memories through inserting one of its blades into the brain of an opponent.
* **Fear Aura:** Induces fear on those who gazes upon it.
* **Extrasensory Vision:** Its eyes are like sensors that grasps everything on its surroundings, being out of its normal field of vision does not matter.
* **Temporal Movement:** The Hedgehog can dodge attacks from gods by physically moving through time itself.
* **Dimensional Travel:** Every Aggressor is capable of travelling across different worlds throughout the multiverse with the right coordinates.
* **Spatial Cut:** The Hedgehog's blades are able to cut space itself to sever targets to pieces.
* **Takeover:** The Hedgehog has the ability to take over the consciousness of someone, merging with their body and taking their power for its own use.

## References

1. ↑ Volume 7 Chapter 23
2. ↑ Volume 14 Chapter 17
Celestial Foundation Eater

* Avatar
* True Form

## Summary

**Celestial Foundation Eaters** are cosmic beings in the Instant Death series and one of the antagonists of Volume 3. They are said to be giant fishes that constantly swim in the void of the Sea, beyond space and time, where they eat countless Celestial Foundations (universes) through all eternity.

## Appearance

Their form is described as one that resembles a fish, swimming in the "Sea". Their avatars take on the form of humans, in which their appearances may vary.

## Personality

The personality of a CFE is mostly based on the knowledge they acquire after eating numerous worlds. The CFE from Volume 3 had a sense of curiosity to the point where it adopted a human form to understand how the world works, and eventually grew to like chaos, war and conflict, building its own empire and creating wars for its own entertainment.

## Abilities

* **Space-Time Manipulation:** The Celestial Foundation Eaters have full control over the surrounding space and time, manipulating universes with their thoughts to accomplish whatever purpose of their desire.
* **Time Travel:** Due to having absolute control of both space and time, they are capable of freely travelling across time.
* **Future Sight:** As one of its applications via space-time control, the CFEs are also able to predict the future, including their own.
* **Mind Control:** In their avatar form, they were able to control the minds of entire empires.
* **Large Size:** CFEs possess enormous size to the point where they completely dwarf entire universes/space-time continuums, with their mouth alone being able to swallow an entire space-time whole.
* **Fire Manipulation:** Can instantly ignite people on fire.

## References

1. ↑ Volume 3 Chapter 10
2. ↑ Volume 3 Chapter 10
3. ↑ Volume 3 Chapter 10
4. ↑ Volume 3 Chapter 10
5. ↑ Volume 3 Chapter 10
6. ↑ Volume 3 Chapter 10
Atila

* Human Form
* Dragon Form

## Summary

**Atila** is a Golden Dragon that guarded the entrance to the Garula Canyon that housed the Swordmaster. According to Atila, if one were to defeat all of her underlings, the individual in question would "pass" and be allowed to enter the canyon to meet the Swordmaster.

## Appearance

Atila's dragon form is described as enormous, wrethed in lightning, and far larger than the average dragon, with the talons on her feet being large enough to pick up a vehicle. Her enormous eyes weight down an oppressive air when locked into a target. Atila's human form is described as little girl, and it's regarded as her true form.

## Personality

Despite her frightening dragon form, Atila still retains a childish nature.

## Abilities

* **Lightning Breath:** Atila is able to release a bolt of lightning from either her mouth or any other part of her body.
* **Dragon Form:** Atila is able to turn into a giant golden dragon with lightning features. In this form, her lightning attacks are significantly more powerful.
* **Supernatural Sense:** Atila has the enhanced senses of a dragon, being able to detect unseen presences in the surroundings.

## References

1. ↑ Volume 12 Chapter 16
2. ↑ Volume 13 Chapter 2
Accessing Maps

In our game, we used Azgaar's Fantasy Map Generator to procedurally generate our entire world, right down to kingdoms, cultures, and religions. By downloading the .map file off of our discord, you can go to the above website and see the entire world. This includes useful terrain information, road routes, town/village names. Additionally, as the game progresses, the map will continue to grow alongside it as empires rise, kingdoms fall, and new landmarks are made.

We look forward to experimenting more with Azgaars map generator as the game develops!
Giant Robot

* Anime
* Manga

## Summary

The **Giant Robot** is an aggressor and a character that first appeared in the Volume 1 of *Instant Death*. After fighting with Santarou and witnessing Yogiri's power, it surrenders to the latter and decides to help Yogiri and Tomochika by explaining about how to travel to different worlds.

Its current goal relies on obtaining the sage stone, which is later revealed to be a fraction of a God's body.

## Appearance

As the name implies, it is a giant machine around 30 meters tall, with four arms and one eye.

## Personality

The Robot is usually chill and uses a formal vocabulary when talking to people.

## Abilities

**Sword, Shield and Gun User**: It can use swords, shields, and machineguns with proficiency.

**Flight**: The Giant Robot is shown to fly on his fight against Santarou.

**Information Analysis:** The Giant Robot can perform several hundred million battle simulations in a second, allowing it to take the best course of action in a fight.

**Agressor Material:** A black honeycomb structured material that the robot gave to Tomochika and Yogiri when they first met. The material appears to be the same component that the robot used for its artificial muscles. It is capable of freely changing shape, color, and hardness.

**Enegy Beams:** Can shoot massive beams of light from one of its cannons.

**Dimensional Travel:** Every Aggressor is capable of travelling across different worlds throughout the multiverse with the right coordinates.
Light Novel Volume 10

## Volume 10

The tenth volume of Instant Death light novel series, written by Tsuyoshi Fujitaka and illustrated by Chisato Naruse.

## Synopsis

After retrieving a Philosopher’s Stone from the Sage Alice and collecting three more from Shigeto, Yogiri and his growing entourage finally make plans to put the events of Ent behind them and head for the continent in the East. Despite further setbacks, they manage to find a way off the island with the aid of the self-proclaimed goddess Hiruko. But it’s no easy task locating the next Sage on their list, and they discover that even getting into this new territory might be trickier than they first thought. Meanwhile, an ancient goddess awakens in the ruins of Ent’s capital and swears to take revenge on the world that dared to imprison her by exterminating all life, one person at a time.

## Chapters

### Act 1

* Chapter 1 — Call Me the Ultimate Extermination God, UEG!
* Chapter 2 — Damn, I Screwed Up. I Accidentally Protected You. Looks Like I’m Losing My Edge
* Chapter 3 — After Going Through All the Trouble of Setting Up This Ritual, Do You Not Intend to Use It?
* Chapter 4 — Huh? You Want Me to Fight?! But I Don’t Have Any Powers Anymore!
* Chapter 5 — So This Is Something like a Draft, Then?
* Chapter 6 — It’s a Martial Arts Technique Where I Throw Something So Fast You Can’t See It
* Chapter 7 — What If I Grew Up and Ended Up with a Figure like Tomochika’s?!
* Chapter 8 — I’m Going to Attack You with This Wand! If I Die, Then I Win!
* Chapter 9 — So I Immediately Become a Student Here? I Do Not Mind in the Least!
* Chapter 10 — Interlude: I Thought They’d Flap or Something

### Act 2

* Chapter 11 — Dannoura-Style Fatal Technique, Underworld Judgment!
* Chapter 12 — Takatou...You’re Starting to Sound Awfully Brutal
* Chapter 13 — Facing Such Danger, I Have No Choice but to Awaken My True Power!
* Chapter 14 — I Don’t Really Care; I’m Happy If I Can Just Relax Here
* Chapter 15 — Why Do You Always Go Right to Killing or Kidnapping? Why Not Talk Normally First?
* Chapter 16 — Looks Like I Have to Be the Demon Lord After All
* Chapter 17 — Whenever He Is in a Difficult Situation, a God Appears to Help Him
* Chapter 18 — Why Not Leave Half the Population Alive? That Should Help Spread Your Name
* Chapter 19 — I Was Erased, but Sorry, That Is Not Enough to Kill Me
* Chapter 20 — Interlude: If I Can’t Turn Them Back to Normal, I’ll End Up Breaking My Promise Again

### Bonus Short Stories

* Question Corner 5
* Question Corner 5 Extra Edition
Zemihisim

Zemihisim is the worship of Zemih, God of Light and Luck, and is generally considered father of Lightspren and Honorspren. Often depicted as a demon-king wearing a white rabbit mask, or appearing in Highstorms in the form of a white rabbit. Zemih is only the figureheard of his pantheon, with each sentient Lightspren considered a minor deity worthy of worship in their own right. A warlock contract with Zemih often incorporates bonding a Lightspren, who can physically take the form of the Warlocks pact boon (Tome, Familiar or Shardblade)

His few, but dedicated followers can be primarily distinguished by their hairstyle, designed to accommodate the masks used in worship. There are numerous altars dedicated to him in cities. There are many myths involving his duels with the Lunar emperor, and is known to give advice to mortals with quests.

Titles: Sight-Bringer, Stormfather, Zemih the Deadly

Domain: Fiend (Rabbit), Hexblade

Worship: Joyous individual prayer at shrines
Schools of Magic

The world of Boi'cer does not rely on the traditional D&D schools of magic. Instead, each school is associated with both a school of physics known as "Surges" (the Arcane domain) and elemental powers known as "Essences" (the Divine domain). Each class interacts with these schools uniquely, and some spells may be a literal mix of several surges. For example, the spell Fly might better fit thematically using the Gravitation Surge- though this has no mechanical game effect.

There may be more surges and elements, but they have yet to be discovered.

Players can alter the appearance of their characters appearance, gear and spells to better reflect the flavor of the setting. For example, when a character use spells or abilities that teleport them short distances, they could actually be making a high-flying acrobatic leap aided by magic. A character using a spell that paralyses a creature, such as hold person, is actually increasing gravity tenfold for that creature to make it impossible for them to move.
Lista de reis de Portugal (Reina Lusitânia)

Essa lista começa a partir do primeiro rei no rp, para informações dos reis antes de 1492 veja: https://pt.wikipedia.org/wiki/Lista\_de\_monarcas\_de\_Portugal

## Dinastia de Avis (1385-1578/1579)

Desde 1385, a dinastia de Avis reinou Portugal após uma crise sucessória e consequente guerra. Seus reis e membros foram conhecidos por financiar as viagens a Índia.

25 de Outubro de 1495
(14 anos)
(Lisboa, Portugal)
25 de Outubro de 1495
 Manuel I
13 de Dezembro de 1521
(26 anos)
(Alcochete, Portugal)
13 de Dezembro de 1521
 João III
11 de Junho de 1557
(35 anos)
(Lisboa, Portugal)
11 de Junho de 1557
 Sebastião I
4 de Agosto de 1574
(17 anos)
(Lisboa, Portugal)
4 de Agosto de 1574
 Henrique I
31 de Janeiro de 1578
(3 anos)
(Lisboa, Portugal)
31 de Janeiro de 1578
(Lisboa, Portugal - 66 anos)

Após a morte de Henrique, uma guerra de sucessão se iniciou entre seu sobrinho ilegitimo, Antonio de Crato, e sua sobrinha , Catarina I de Bragança. Antonio, apesar de reivindicar o trono e ser coroado em Leão, perdeu a guerra e foi exilado. Antônio foi o ultimo rei católico de Portugal, ja no reinado de Henrique a igreja Lusitana havia sido adotada e Antônio foi o ultimo grande defensor dos católicos em Portugal.

(disputado)
17 de Maio de 1579
(1 ano - disputado)
(Lisboa, Portugal)
26 de Agosto de 1595
(Luanda, Capitania da Angola - 64 anos)

## Dinastia de Bragança (1578-1588)

Catarina I e seu marido, João, reinaram sobre Portugal após lutar contra Antônio. Catarina I foi rainha sozinha, não tendo seu marido como co-monarca, desafiando a tendencia da época, e por muitos é considerada a "Elizabeth Lusitana". Seu reinado estabeleceu sua casa no trono e após 10 anos do mesmo, foi criado o Reino Unido da Lusitânia, assim integrando de vez as coroas de Portugal, Leão, Cadiz, Huelva e Galiza.

31 de Janeiro de 1588
(10 anos)
(Continua até 1614 como rainha da Lusitânia)
(Lisboa, Portugal)
15 de Novembro de 1614
(Lisboa, Portugal - 74 anos)

Para ver a continuação da lista de reis, veja a lista de reis da Lusitânia.

## Titulos

 João II
Manuel I
 Manuel I
João III
 João III
SebastiãoI
Henrique I
Catarina I
Vahanato

## Summary

**Vahanato** is one of the main antagonists of Volume 2 of Instant Death. She is a goddess with the objective of unsealing the Lord Albagarma and cause the end of mankind. She is also responsible for Lynel's bad luck and his apology stones.

## Appearance

Vahanato is described as a beautiful woman who wears wonderful clothes, which also displays excessive exposure of her voluptuous body. Her entire body is of shining gold and springs forth a mysterious effect, in addition of having numerous weapons constantly floating around her.

## Personality

Vahanato is a manipulative goddess who deceived Lynel into summoning her true form through the apology stones. She only cares about Lord Albagarma, her husband, and to such an extent that she went insane in the moment she noticed he was dead. She underestimates humans and holds no issue in killing or manipulating them for entertainment or for her own purposes.

Upon hearing that Yogiri had offhandedly killed her husband by accident, Vahanato lost her mind and became so unstable that it threatened existence.

## Abilities

* **Omnipotence:** Gods are stated to be omnipotent and omniscient. In truth, they are effectively nigh-omnipotent instead, as their omnipotence only works so long they do not become self-aware of anything that might contradict such nature. As long as they turn a blind eye to the paradoxical and contradictory natures of omnipotence, they will remain omnipotent.
* **Dream Manipulation:** Gods are capable of appearing in people's dreams and they can keep the person dreaming as long as they want to.
* **Authority:** As a deity, her words are filled with Authority, and those who are affected by it will be under her commands.
* **Divine Presence:** Emits a tremendous godly authority transmitting her majesty and forcing everyone else to bow.
* **Reality Warping:** Vahanato is capable of erasing space and targets with a wave of her hand.
* **Time Manipulation:** Can reverse time until she achieves a desired result.
* **Divine Mind:** Her mind is complex enough to understand the concept of the Heavenly Records, as well as the Deep Sea and the heavenly record eaters.
* **Non-Corporeal:** She is a transcendental existence that lacks a true physical form unless she incarnates.
* **Instinctive Reaction:** Even when insane, she was capable of instantly holding back her attacks to not aim at Yogiri due to the danger he presented.
* **Regeneration:** Capable of regenerating her body and brain after being sliced by the Hedgehog.
* **Invulnerability:** Cannot be killed by conventional attacks as long as they are not holy in nature.

## References

1. ↑ Volume 7 Chapter 22
2. ↑ Volume 7 Chapter 14
Warlocks & Clerics

In this world, we are experimenting with the concept of swapping the narrative roles of Clerics & Warlocks around.
(ie: Warlocks worship Deities (gods) and are priests, Clerics make deal with Patrons and are more like shamans)
So in this world, a Warlocks Contract is literally a legal document with their God. A symbol of status and virtue. A clerics patron however, might be a demonic or fey-like entity (yokai, etc), who are often loaning clerics their power towards their own ends.

To clarify: the subclasses/mechanics stay the same. Great Old One Warlocks, for example, are people who worship deified Spirits/Ancestors (not cthulu :v). A Tempest Cleric on the other hand, might have a bargain with a Storm Dragon (or possibly something that resembles cthulu). A Kamikakushi Great-Old-One Warlocks probably still worships cthulu.
Our Team

We have one main administrator: Me, Unodus!

*I'm a games programmer and a self-taught artist. I'm currently on a internship where I work at a school, mostly developing communication aids for children with Cerebral Palsy. Looking to graduate with a Games Programming degree in 2021 (Hopefully)! I'm also a huge D&D nerd (Aren't we all?).*

In addition, we have the following staff groups:

**Heralds** manage our RP events on Discord and may also run Freeplay Events (ie: Quests).

*Hadesherald - "Good Afternoon, I'm Hadesherald, also called Hades. You'll probably see a lot of me. I'm usually on while I'm at work, so I may be slow or disappear for chunks of time. Because of the above fact, I run almost exclusively PbP, but if you're lucky (or unlucky) enough to catch me late at night, I run some of the loopiest VC games. I'm primarily a Rules as Written guy, but I do profess faith in the holy trinity of rule-breaking:*
The Father, Rule of Cool
The Son, DM Discretion
The Holy Dice, more shiny math rocks = better"

**Ardents** are our wikia moderators and ensure our pages our up to date. We currently have no Scribes.

**Shogun** moderate our Discord and ensure our policies are being enforced.

*Kittymom is our only Shogun*

**Welcomers** are here to help new players, offer player advice, and check player sheets. We currently have no Welcomers.

Think you'd be a good fit in any of these teams? You can help by expanding them! Our community depends on activity volunteers to keep things moving, so if this is something you'd like to support- be sure to reach out!
Downtime System

**Downtime Overview**

Every 1st of the month will begin a server downtime cycle. This cycle will represent exactly one year of downtime in-game. A PC intending to use downtime must familiarise him/herself with these rules, submit a proposal, and then follow through appropriately in RP and Dice Channels. Submissions can be made in partial chunks, so that players can plan throughout the cycle. Activity's that require multiple Workweeks must be completed without being interrupted, but can carry on from the previous Turn into the next. For a full list of options, please consult the Downtime Activity List.

Downtime activities that give a number of days must be reconciled within our terminology. All downtime activities are measured in workweeks. Each cycle has exactly 50 workweeks.

Features like the Diviner’s Portent and the Lucky feat and spells like Guidance, Bless and Enhance Ability may be used once per workweek of Downtime, i.e. a character may use ONE ability to enhance ONE downtime roll per week only.

Complications are narrative consequences for when things don't go entirely to plan. Each workweek requires one 1d100 roll. If the number ends with a 1 (11, 21, 31, etc), you will receive a complication. Complications might be purely flavourful, involve repaying some form of compensation, or become a narrative thread for multiple participants to work together to resolve.

Downtime types can be split into the following subcategories

* XGTE: These are your classic Downtime Activities, and are relatively short and simple to use.

*Buy a Magic Item, Carouse, Craft a Item, Crime, Pit Fighting, Relaxation, Religious Service, Scribe a Spell Scroll, Train, Travel, Work*

* Intrigue:These are our custom Downtime Activities built for handling poltics, and are often high complexity- high reward.

*Arrange Marriage, Arrange Tutor, Build a Stronghold, Gain Renown, Honor Duel, Perform Duty, Sow Rumours, Try for an Heir*

* Spells: We treat creating permanent spell effects as Downtime, as the effects often have implications on the World Map. This downtime also represents maintaining a characters current Lifestyle.

*Spell: Druid Grove, Spell: Forbiddance, Spell: Guards and Wards, Spell: Nystuls Magic Aura, Spell: Private Sanctum, Spell: Teleportation Circle, Spell: Temple of the Gods*

**Downtime Project Proposal**

Downtime proposals should be submitted in the following format:

*[Downtime Title] ([D100]): [Weeks Completed/Weeks In Total], [Roll & Conclusion]*

A layout example (10/50):

* Work (38): [1/1], Athletics. Earned 50 GP
* Work (09): [1/1], Athletics. Earned 30 GP
* Work (17): [1/1], Athletics. Earned 10 GP
* Pitfighting (83): [1/1], Athletics:10. Acrobatics:13, Attack:7. Earned 25 GP
* Spell: Nystuls Magic Aura (11): [1/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (63): [2/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (30): [3/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (02): [4/5] Masking Sword to appear nonmagical
* Spell: Nystuls Magic Aura (91): [5/5] Masking Sword to appear nonmagical
Lain Tendou

* Anime
* Manga

## Summary

**Lain Tendou** is a sage, vampire, and one of the main antagonists of *Volume 1*. Her help was requested to deal with a case of people dying on her territory, supposedly by death magic, caused by Yogiri Takatou. She becomes interested in his ability, and proceeds to get more information about him.

## Appearance

Lain is a vampire, with a beautiful body and well designed clothes in scarlet color. She has white skin, long red hair and scarlet eyes.

## Personality

Lain is the type of person who's not convinced about something until she takes a closer look by herself. She considers her immortality a curse and apparently has been looking for someone who could deal with it, such as Yogiri, who caught her attention when she heard of his ability and capabilities.

## Abilities

* **Abnormal Strength:** Sages have monstrous physical power, capable of obliterating normal humans and sage candidates with ease, as well as contending with beings capable of pulverizing mountains with mere movements. Like Sion, Lain also considered the power of a nuclear weapon to be nothing more than "disappointing".
* **Philosopher Stone:** Each Sage contains a special stone inside themselves, which grants them immortality. If a Sage happens to die, it means the stone's power had been exhausted.
* **The System:** As a Sage, she should be capable of using all the unique abilities the Battle Song grants.
* **Charm:** Just by glaring at someone, Lain can use the skill *Charm*, which induces complete paralysis in her targets by manipulating their soul.
* **Regeneration:** Lain's passive and most notable ability. Her regeneration is able to heal her from almost any type of injury instantly (even if she dies in the process), and somehow even restore her clothes to its original state.
* **Duplication:** Lain can make clones identical to her with the same abilities, strength, and mindset. Lain can control all her clones at will and every clone can also duplicate themselves if needed.
* **Transmutation:** If Lain bites someone, she can choose to turn the target into a vampire, manipulating their minds to obey her orders. Their stats are dramatically increased, and they acquire abilities associated with their newfound status as "vampire".
* **Healing:** Lain is considered to be one of the best specialists in healing magic, capable of healing people's entire organs with ease.
* **Self-Destruction:** Used by her clones, Lain can self-detonate by ramming into something, creating a powerful explosion. Strangely, she doesn't seem to regenerate from this.

## References

1. ↑ Volume 1
2. ↑ Volume 4
3. ↑ Volume 4 Chapter 21
Cultures

Dragonborn: Technically a subdivision of tiefling in this world, but genetically diverse enough to be considered their own unique race. It is fairly common for Dragonborns in this world to be born with horns, whiskers, mandibles and chitinous plating. They are most prominently found in Ulus communities.

Dwarf: A close relative of Halflings, Dwarves make up a large part of the working class and are usually associated with mining and manual labour. They are broadly considered to be of an ill-temperament for political leadership, and make up a significant proportion of the Berberan clans.

Elf: Elves are native to boi'cer. Eladrin, Shadar-Kai and Drow in particular being the most ancient. They constructed the first Lighthouse, but since have been driven to the brink of extinction. The more modern variants of Elves that have survived, now make up a bulk of Carnatic and Hantzu society.

Halfling: Not to be confused with archetypal Hobbits, Halflings in this world tend to make up the largest proportion of the civilised world, and are renown for their unique class of nobility. Rich in culture and possessing large portions of the worlds wealth, they are most commonly found in Tehrani, Yamoto and Maui culture.

Half Elf: Half-elves and bastardlings in general are often rejected in their own communities, their mixed heritage a source of ridicule and embarrassment. Because of this, many families and exiles congregate to find new lives within Efratic and Vietic circles, who accept them with open arms.

Half Orc: The product of rigorous discipline and selective breeding to create ideal foot soldiers. Because they are an attempt to domesticate the savagery of Oni's and Ogres into a modern militia, their skin varies from green to blue or red. The resulting wars proved so devastating, that the world nations disbanded all Half-Orc militias. However, Half-Orc slaves are still commonplace in Tehrani, Turchian and Eurabian culture, only in Efratic and Carnatic societies are they beginning to develop their own communities and culture.

Human: Humans are not native to Boi'cer, having travelled or descended from Kamikakushi of other worlds. Because of this, many human settlers have access to bizarre technologies, philosophies and concepts. While humans are known to travel anywhere, they have mostly established societies in Eurabic, Hantzu and Yamoto regions.

Gnome: While Svirfneblin are as ancient as Drow and Eladrin, present-day Gnomes more closely reflect Halfling tastes and characteristics. Considered by many to be the most technologically and magically modern species on Boi'cer, they are most prevalent in Guantzu, Ulus and Maui societies.

Tiefling: Unlike the western interpretation of devils, Tieflings in this setting most closely resemble anthropomorphic animals, with each variant coinciding with the Chinese Zodiac. Such groups are often marginalised and treated like monsters, so much so that the Rooster (Aarakocra) and Snake (Yuan Ti) variants have been driven to extinction. Berberan, Guantzu, Turchian, Vietic cultures do not hold such prejudices, and have become a haven for Tiefling society to flourish.
Lore Nutshell

On Boi'cer, it is said that Honor is the one thing that a Highstorm cannot wash away. While even the finest Shardbearer can bend and break in the heat of one battle, the Malipian Empire’s society has been built on politics and war for more than a thousand years, and it has not yet broken. Boi'cer is a land of strict social stratification, where an improper look at the wrong time can mean death. Face- the concept of a samurai’s stoicism and outward self-control- is paramount. To lose one’s face is to lose one’s status and reputation in society, and potentially one’s life.

The White Narwhal is an allied organisation of Samurai on Boi'cer. Their headquarters are centred at Malipia, but they live all across Boi'cer. They consider it their duty and privilege to stand vigilant at preventing a third Oni War. The order is unique in that, it considers Kamikakushi to be refugees and exclusively seeks them out to offer them sanctuary and support.

Malipia is a feudal society: all of the land belongs to the Emperor, who bestows the rights of stewardship on champions and lords within the White Narwhal, who in turn pass on the tasks of administration to lesser-ranked samurai. All Imperial authority and patterns of life proceed from the Emperor. Members of the White Narwhal and their representatives vie for dominance in the courts of these daimyō, prevailing over others with silk and spheres.

The root of the word samurai is, literally, “one who serves.” The samurai in the Malipian Empire rule as nobles and lords, but they also serve others- whether the common people below or those samurai who sit as lords above them. Most samurai fall into one of three broad categories: bushi, who train their martial skill; courtiers, who engage in deadly political games; and shugenja, who serve as priests and conduits between the mortal and sacred realms.
The Malipia Empire

* The Ruler of Malipia is Emperor Andras Ademaj
* Malipian culture is predominantly Mauian, with small Vietican and Ulusan communities
* Zemihism is the most dominant religion in the region
* Puawe is the capital city
* The Empire only has one settlement with a port, Ohouka Lau
* In Malipian fashion, it is considered obscene for a woman to leave her left hand uncovered. Upper-class women adhere to this tradition by wearing a sleeve that covers their "safehand" loosely. Lower class women wear a glove so they can use both hands freely. Prostitutes often wear no covering at all.
* Malipian social hierarchy also revolves around Eye Colour. Typically, nobles tend to have lighter eyes while peasants have darker coloured eyes.
Levelling up and Retiring Characters

At the end of each Turn, players have the opportunity to level up their characters by one level. This reflects the growth your character undergoes over the course of the year, and your own commitment to the game.

To qualify for a level up, a player can do any one of these things:

* Spend atleast 25 actions on Downtime
* Made or Commissioned Fan Art
* Be a current Member of Staff, Ruler of a Nation, or a DM

 The number of levels above your starting level is referred to as your Player Level.

At any time, for any reason, you can withdraw your current character from play. You may wish to give their absence context (retirement, permanent death, etc), or keep their sudden departure ambiguous.

Should you then create a new character, you can choose to carry over the Player Levels you earned to your new characters official starting level.

Alternatively, you can choose to keep your current character and roll a new level for them, adding any Player Levels you may have earned to your new total. This is referred to as "Snapping" a character, and typically reflects a character undergoing an especially traumatic or supernatural experience. For example, a Paladin put in a dilemma that causes them to snap might bring out an even deeper power within them- or inadvertently breach their oath and lose some of their strength. Spellbooks and stats gained from ASI are not lost between snaps.

You can only play one Active character at a time, and you can only create/snap a character once per Turn.

Don't be discouraged if you happen to roll a very low starting level! Your character is no less interesting because of how they begin their journey. And, if you don't enjoy your character, you have an increased chance of rolling a higher level in the next turn!

If your character ends up a higher level than 20, consider reading our custom rules on Levelling Beyond 20
Beyond Level 20

At 20th level, you have reached the peak of mortal achievement, and begin to border powers associated only with Higher Beings and Demigods. You cannot obtain new class levels once your overall character level has reached 20, meaning you do not gain additional HP or class features past level 20. For each level over 20 your character reaches via Levelling Up, you can choose an Epic Boon from the list below.

Being a Paragon also creates it's own narrative opportunities. Another player can theoretically appoint you as their Deity (ie: Worshipping you) or their Patron (ie: Binding magical contracts to yourself). This should only ever take place if the two players agree to it, and can decide between themselves which domain or subclass is the most thematically relevant. Similarly, a new fighting style might be founded on your Warriors legacy- or your legendary Archmage may be accredited with devising a new school of magic pioneered out of the one they specialised in.
Shogun

Our Shogun team is the first line of defence in ensuring the Rules of the server are being enforced. This means being vigilant against obvious disturbances (spam attacks, etc), but it also means setting an example to others and being a reliable confidante for others to reach out to. This mostly entails passing forward and following up any issues, but also can entail issuing warnings if necessary. Distributing of punishments is decided and enforced by our Administrator.

**Please Do**

* Be swift, kind and respectful in handling grievances
* Read the rules and ask if there's any confusion
* Tell us if an existing policy needs changing or updating

**Please Don't**

* Withhold, or promise to keep secret, information that someone has confided to you.
* Take on more work than you are comfortable with
* document your own interpretation of a grievance. Stick to facts given to you
The White Narwhal

The White Narwhal is a private boardhouse, commissioned by the Malipian Government as a forum for international diplomacy. It was originally founded, with the support of the Four Lighthouses, to negotiate the worldwide demilitarisation of Half-Orc militias, and promote global welfare. In modern times, it has become a hub for professional adventurers to meet and aid those in need.

Membership is considered quite exclusive, awarded to adventurers deemed of a particularly noble or heroic quality. The White Narwhal also acts as a sanctuary for Kamikakushi refugees, who are often persecuted by other cultures. The halls have signposted access points in various uncommon dialects, and access to teaching resources and food. On the higher floors, the tavern has a teleportation circle, commonly referred to as an Oathgate.

For player characters, it is assumed that your character starts off, or is in the process of receiving membership, but it is not required. Similarly, a characters membership might be revoked if they behave inappropriately.

Members are given a pin badge, bearing the teleportation sigil of the White Narwhal. It varies in size and ornamentation, denoting the characters rank (C, B, A, or S), and costs 50 GP to replace if lost. Carrying it on your person, it grants several benefits:

* Exclusive entry into the White Narwhal tavern, and the four lighthouses of Boi'cer
* Access to the White Narwhal teleportation circle, as well as ability to request access to the lighthouse circles
* The insignia is typically indicative that it's wearer has powerful allies who are not to be made enemies of. This happens to make you less likely to be targeted by common thieves and brigands

Like any other guild, the White Narwhal will also support if you are accused of a crime, if a good case can be made for your innocence or the cause is justifiable. While you are at the White Narwhal, fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. There is a monthly fee associated with maintaining your guild membership, but it is considered a trivial amount that your character automatically takes into account with their expenses.
Light Novel Volume 12

## Volume 12

The twelfth volume of Instant Death light novel series, written by Tsuyoshi Fujitaka and illustrated by Chisato Naruse.

## Synopsis

With the vast majority of Luu’s powers restored and the UEG dead, Yogiri and Tomochika are on the verge of finally making it back home. However, in order to undo the damage wrought by the UEG’s rampage, the Great Sage resets the entire world to the moment Yogiri’s class was first summoned. While the people Yogiri killed remain dead, everyone else is brought back to life, including Sion, the Sage responsible for summoning his class in the first place. Having retained her memories of her previous encounter with Yogiri, she agrees to help him and Tomochika collect the Philosopher’s Stones once again. While things seem poised to go more smoothly this time with her assistance, it doesn’t take long for another Sage’s carelessness to throw the entire world into a brand new kind of chaos.

## Chapters

### Act 1

* Chapter 1 — Something like a Time Loop or a Restart at This Point Feels like a Rather Cliché Development!
* Chapter 2 — It Sounds like You Are Just Giving Us the Highlights!
* Chapter 3 — A Guy Like Those Enemies in RPGs Where You Have to Defeat All of Them at the Same Time
* Chapter 4 — I Would Be Better Throwing Myself In Front Of a Truck In Hopes of Being Sent to Another World
* Chapter 5 — I Guess I'll Need Her To Die Again
* Chapter 6 — You Are Being As Much of an Antiheroine as Ever
* Chapter 7 — Why Should I Have To Give Them To A Guy I Don't Even Know?
* Chapter 8 — In A World Dominated By the Seyla, I Alone Am Safe
* Chapter 9 — It Seems Like The Introduction Scene to an Other World Reincarnation Story
* Chapter 10 — Interlude: A Beautiful Goddess Like Me is Accompanying You! You Should Be Moved to Tears!

### Act 2

* Chapter 11 — A Guild Card Made With Inscrutable Technology, Somehow Recognized across the World, and Impossible to Forge
* Chapter 12 — I Want You To Figure Out the Rest Yourselves
* Chapter 13 — How Did Someone Who Can Defeat Anyone End Up in a Situation like This?
* Chapter 14 — I Have a Bit of Experience with Torture
* Chapter 15 — It's Easy Enough in Games, but Identifying Plants Is Actually Pretty Hard
* Chapter 16 — Okay, We Understand Your Situation. You Can Keep Fighting Now If You Want
* Chapter 17 — It All Feels as if We Are Being Looked Down Upon Just for Being Monsters
* Chapter 18 — I Am the Ruler of the Battlefield! Behold My Power and Despair!
* Chapter 19 — What a Disappointment. Or Are You Still Planning Something?

### Bonus Short Stories

* Question Corner 7
* Question Corner 7 Extra Edition
Intrigue System

The Intrigue System measures the balance of power within a kingdom, between scheming ministers of varying levels of nobility. Each kingdom has it's own unique form of government, but it's hierarchy can be boiled down into the essential components in the table below. The goal of the system is to develop self-contained social eco-systems that evolve each Turn, with Rulers effectively acting as DM's to keep things flowing mechanically behind the curtain (processing World Events, resolving player disputes, etc).

Characters start off with no title. Using the World Map, players can find out which Features are available in each settlement (Fort, Citadel, Port, etc). These each correspond to a relative political position. For example, a Kingdom with many Citadels will have many Generals. Each office allows a character to affect the outcome of certain events within the kingdom, as well as improving their chances of becoming Ruler.

In addition, there are six different councils within the kingdom, one for each type of office below the rank of Ruler. If a player is liked by a council, he/she can persuade them to affect the outcome of certain events and carry out certain favours for them.

Figureheads are miscellaneous titles with fairly mundane duties, or titles that are purely ceremonial. A ruler may appoint them at will, or a character might earn them for meeting certain criteria.

 Consort (Unlimited)
 Hero (Unlimited)
 Councilor
 Viceroy
 Magister
 Marshal
 Warden

 2: Social Phase
 3. Event Phase
 4. End of Year

The full list of Realm Actions can be found here
Getting Started

Hi! Welcome to the world of the White Narwhal.

Boi'cer is a large and interconnected world setting, and the aim of this page is to help new players find their feet with the world.

That being said, this is a disclaimer! If you are going into this game expecting a 5e style game, you will likely be disappointed! You should consider giving the Downtime and Intrigue systems a cursory glance.

Here are things you should know about

* **A (Wuxian) World of Magic.** Boi'cer is a high magical world with a Feudal China/Japan twist. Fantastical creatures are rare, often sought out for their treasures. A magical storm passes over the world every year, without fail. Emotions tend to physically manifest in curious light displays. While the living, breathing world is steeped in fantasy and magic, items of magic are rare and expensive. Many seek the materials to craft magic items from hard to reach places.
* **Our Campaign** takes place around the entire world of Boi'cer, using the White Narwhal Tavern as a central hub. This is a densely packed world with many nations. Conflict, wars and shifting alliances are common among rulers. Most people tend to focus on the region they live in, as travel is a dangerous affair.
* **No one here is a professional.** This is our hobby as much as yours. We have made this great space to form a shared community and play games. That said, we have people from all over the globe and all walks of life, and have laid in a few rules to keep the community gamer focused and open to all. By being hobbyists it also means we may fail to notice something or forget other things in game. It may even mean we make mistakes. .

1. You don't have to read this entire wiki to get into the game, but we recommend giving the Lore Nutshell page a glance to find your feet!
2. Follow our guidelines for character creation. If you're struggling to wrap your head around the world, consider making a Kamikakushi to begin with!
3. Talk to us if you have any questions/issues!

Once you have your characters level rolled, you might want to consider how D&D defines your character level

 5-10: Heroes of the Realm
 11-16: Masters of the Realm
 17-20: Masters of the World

When designing your character, you might find it helpful to consider the following prompts.

 5. Is there anyone your character would know from their backstory? Members of a guild, family members, personal friends etc.
Swallow

## Information

### **Effects**

Upon drinking the potion, Witcher will start to heal quicker and any pain that is currently instated will be dampened.

### **Ingredients**

1 Bottle of Alcohol

3 Fire Petals

5 Celandines

2 Drowner's Insides

Water

### **Side-Effects**

Can seriously harm or even kill any user who's not a Witcher.

Swallow je lektvar vytvořený přímo pro Witchery, pokud ho vypije někdo jiný, je dost možné že to bude mít úplně opačné účinky, než tenhle lektvar má mít.
Othonian Isles

The Othonian Isles stand as formidable bastions of self-sufficiency and resilience. This largest island still considered a part of Clifela, boasts a landscape as rugged and untamed as the spirit of its inhabitants. Sweeping planes give way to treacherous swamps and dense forests, while the echoes of monsters lurk amidst the shadows. Yet, it is within this challenging environment that the people of the Othonian Isles have thrived, carving out their existence amidst the harsh wilderness.

Religion finds little purchase on these windswept lands, as the people of the Othonian Isles have long held a pragmatic view of the world. While there may be individuals who hold onto religious beliefs, they are often regarded with skepticism or dismissed as naive in the eyes of the pragmatic islanders. The fierce determination and practical mindset that permeate their daily lives have shaped a culture rooted in resilience and self-reliance.

Trust is a commodity not easily earned within the Othonian Isles. The islanders hold a deeply ingrained wariness toward outsiders, their history of self-sufficiency and seafaring heritage fostering an insular mentality. However, the pragmatism of the Othonian people prevails, compelling them to engage in trade and commerce with neighboring kingdoms when necessary. The islanders understand the value of forging connections beyond their shores, even if they maintain an air of caution and reserve.

The Othonian Isles embrace a rugged and independent way of life. Their seafaring traditions, mastery of survival in harsh environments, and keen sense of resourcefulness form the backbone of their society. The islanders possess a deep knowledge of their unforgiving surroundings, utilizing their expertise to navigate treacherous waters, harvest bountiful resources, and fend off the ever-present threats that dwell in the untamed wilderness.

Within the Othonian Isles, familial ties and communal bonds hold great significance. Villages and settlements stand as tight-knit communities, fostering a spirit of cooperation and collective resilience. From skilled hunters and fishermen to artisans and craftsmen, each individual plays a vital role in ensuring the survival and prosperity of their island home.

The Othonian Isles are a testament to the indomitable spirit of those who call it their own. They have weathered the unforgiving landscape, honed their skills of survival, and forged a culture built on pragmatic sensibilities and fierce independence. Amidst the untamed wilds and untapped potential of the Othonian Isles, a resilient people stand tall, etching their mark upon the storied legacy of this continent.