recursal/Fanatic-Fandom huggingface dataset:
Old Houses

T**he Old Houses, The Old Ones, the Old Families** -- there are many names for these groups. They represent the true descendants of families that can be traced to the Age of Orcs. For some, it may be a matter of great pride, for others, perhaps shame.

Centuries have passed since the empire was at its height. Certain alliances and covenants represent bonds closer than blood. A clan may accept members not of blood or marriage simply by rite.

Clans in this category include by are not limited to:

* House U'Greth
* House Deathdrinker
* House Hacklemoon
* House Gru'Lok
* House La'Kuwath
* House Slaveripper
* House Brokendagger
* House Tooth-and-Shear
* House Darkblood
* House Sunflayer
* House Nea'Kua
Derivates of displacement

The derivates of displacement are defined as derivatives of the position vector with respect to time, with the first and second being velocity and acceleration.

The nth derivate is the change of the (n-1)th derivate

### Integrals

The 0th derivate of displacement is the position and the -1st derivate or 1st integral of derivate is called absement.

But how this is a joke fictional units wiki we'll ruin this!
Paladin

**Paladin** is a Unit in FLERP.

## Skills

Strikes nearby enemies, dealing 22.0/44.0/88.0 damage. Cooldown: 1.22s

Level 3 passive: Smite - Every 5 attacks, perform a heavenly strike on up to 50 enemies. The damage each enemy receives is calculated by the formula:

3
×
D
a
m
a
g
e
(
H
i
t
−
1
)
×
D
a
m
a
g
e

/

1.4

H
i
t

{\displaystyle \frac{3\times Damage + (Hit -1) \times Damage/1.4}{Hit}}

In this formula, Damage is the damage of a normal strike, Hit is the number of enemies hit.
Units

Units are your line of defense. Build, upgrade, and fend off the endless waves of enemies.

## Overview

### Stats

* Health: The amount of damage the Unit can take before dying.
* Armor: Lowers the taken damage for the Unit. The amount of negated damage is [damage taken]/(1 + armor/100).
* Damage: Indicates how much damage the Unit can deal.
* Attack Speed: How fast the Unit attack.
* Armor Pen: Armor penetration. Indicates how much Armor of enemies the Unit ignore.

### Tier

A Unit's tier dictates how much gold the Unit costs, its chance of appearing in Shop. Higher tier Units also tend to have more health and stronger overall. There are 4 tiers 1, 2, 3, 4.

### Skills

Each Unit has a unique skill. When the Unit reached level 3, they also receive a new passive skill.

### Level

A Unit can be leveled up to have increased stats. In each level, Unit gains +50 health and extra damage, some Units also have their special effects enhanced. In level 3, Units also gain a new passive.

Units can be leveled up by buying the same Unit in the Shop: Buying 3 Units to reach level 2, and buy another 6 units to reach level 3.

An Unit can reach level 3 max.

### Cost

The cost of a Unit in the Shop is equal to its tier: tier 1 Units cost 1 gold, tier 2 Units cost 2 gold, tier 3 Units cost 3 gold and tier 4 Units cost 4 gold to buy.

When you sell a Unit, you will get back all the gold that you spent on buying/upgrading that Unit (exclude the gold for re-rolling Shop).

## List of Units

*Notice: If you want to see Units sorted by classes, see Classes.*
CLIT.Z

**CLIT.Z** is a cover group of multiple genres under QueefingWhore Entertainment. It's made up of 7 members: Maya, PiPi, Tzuesday, DiDi, Toenail, Nokia, and Hmara. CLIT.Z formed on October 8th, 2022, and soon after released their debut single *Step Back*.

## Discography

* Step Back
* DICE
* After Like
* gingamingayo (The Strange World)
* Fl!p That

## History

PiPi wanted to start a group with 7 members to cover Step Back...But 2 of them left before the debut. Because of this, Pinga/Toenail and DiDi (who were originally not part of the group) joined in their place. After their debut, another member left so PiPi is acting as 2 different members of the group at the same time. They've discussed recruiting another idol to take Nokia's place, but never really looked into it.
The Koenigsegg Ghost

The Koenigsegg Ghost is a sort of Easter Egg (Pun intended!) on all Koenigsegg cars. It is a tribute to the Ghost Squadron, which has roots in the Swedish Air Force. The reason that Koenigsegg carries the Ghost is because one of the Koenigsegg factories burned down, and they acquired the abandoned airfield of the Ghost Squadron as their new facility! They moved into one of the two large fighter-jet hangars as well as an office building that was converted into a car factory. In fact, that location is still functioning today!!!

Of course, the ghost logo itself helped to make F10 an iconic squadron. But a few years ago in an interview on YouTube, Christian von Koenigsegg stated that the squadron was the oldest aircraft squadron in Sweden up until the point it was disbanded. The squadron would take off on their missions at dusk and land after dark in the early days, and this is when they first became known as the Ghost Squadron as residents nearby would only ever hear the aircraft, and not see them. Koenigsegg has ensured that the show will go on.

Every Koenigsegg made in that aircraft factory will carry that Ghost squadron logo. And it is great to see that tradition carry on as the company continues to push the boundaries of what is possible with hypercar technology. All of Koenigsegg's cars are worthy of the Ghost Squadron logo, and they ensure that the Koenigsegg show does indeed go on.
Dihedral Synchro-Helix Actuation Doors

The dihedral synchro-helix actuation doors are standard on Koenigseggs. There is no Koenigsegg that doesn't have them. This type of door is a system that has a special hinge that allows the doors to rotate 90° by sweeping outwards and upwards. The door's primary intention was to open high enough to avoid most curbs, but low enough to avoid garage ceilings. It also minimizes the space taken at the side of the car while opening the door, which makes it easier to open the doors while being parked on tight spaces with another parked car at the side.

    These are several cars that have their doors activated:

CCXGemeraup-close doorCCRAgeraJeskohttps://en.wikipedia.org/wiki/Dihedral\_synchro-helix\_actuation\_doors
Koenigsegg AB

Koenigsegg Automotive Brand is a Sweetish car manufacturer. It have many very fast cars, and has broken quite a few records! and the designs of the cars could be described as 'beautiful.' They are sleek, modern and very powerful! It was founded in 1994 by Christian von Koenigsegg, who is the current CEO as well. Koenigsegg is often abbreviated as "Eggs," as it takes the last few letters in Konigs"Egg" to make it easier to say. This is the link to the official website: https://www.koenigsegg.com/
Koenigsegg Wiki

**Welcome to the Koenigsegg Wiki!**
This unofficial wiki is dedicated to all information about the legendary and innovative Sweetish hypercar manufacture, Koenigsegg AB. Koenigsegg is arguably the fastest and best all-around car manufacture.

Our goal is to have the biggest amassed source of information about Koenigsegg!! And we need all the help we can get, so come and join us!!!!

We're a collaborative community website about Koenigsegg that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Please look at our rules before doing any editing. Once you do that, click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

CC PrototypeChristian von KoenigseggCC8SPlaceholderAn Important LocationPlaceholderA Key EventKoenigsegg AB

*Need help building out this community?*

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

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

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

**House Sunflayer** is an Old House that gets its name from a myth in which an ancestral patriarch climbed a gargantuan mountain into space and returned with the flayed skin of the sun itself. Very few members still exist of this tribe, but powerful esoteric knowledge exists within their stories and artifacts.
East Adder

**East Adder** is a small, subsistence based hamlet centered around the crossing of the Greengate Road and the Shallow Adder River carved deep within the Greengate Forest. With a population of Less than 250 people, there is no formal commerce, government, or society. Family homesteads, religious leaders, and a volunteer militia constitute the decision making bodies in the community.

East Adder is the sister town of the larger West Adder, a coastal town that sits on the Deep Adder River.

## Overview

East Adder consists of somewhere between 15-25 ancestral or familial homesteads. While the community as a whole is acutely private and superstitious, it is a friendly place with accommodations for peaceful strangers like a hostel, a temple with a capable healer, and a blacksmith at the local militia camp.

The Shallow Adder river is not deep enough to allow for large trade or travel craft, so the only vessels seen travelling down are floating rafts operated by local shrimp catchers or the occasional smuggler's punt.

Nearly all of the notable locations in town are at a central intersection, which is also near the crossing of the Greengate Road and the Shallow Adder River. They include:

* The Box Turtle Hostel
* The Tymoran Temple
* The Militia Tower
* The Bridge
* The Crumbled Tower

## Demographics and Lifestyle

Most denizens of this hamlet are half-orc, dwarf, half-elf, with some others mixed in at lower percentages. Nearly everyone has some kind of farm, garden, flock, or herd on which they get their food from. East Adder villagers all keep Gray Goats and drink their milk. Their homegrown food is supplemented by purchases and trades from travelling merchants.

Townsfolk are highly superstitious and private. Their houses and structures are adorned with many statuettes, trinkets, and runic designs. Their god of choice seems to be Tymora. Luck charms and totems of fortune created in East Adder are considered to be of high quality.

While magic use among East Adder denizens is not rare, mundane solutions are favored when simple and effective. It is not uncommon for messages to be sent over relatively short distances via trained pigeon, corvid, or other domesticated bird.
Church of Helm at Trinity Spring

**The Church of Helm at Trinity Spring** or the **Trinity Spring Temple** is a massive monastery and temple built directly on top of a geologically anomalous site considered to be of divine importance.

The keepers of the temple maintain that the site was discovered before the Age of Orcs and has been guarded by Helm and his faithful ever since. While they keep an incredibly close guard on the wellspring itself, their duty of protecting is said to be for the benefit of all who seek to drink, plant, and wade in the rivers it feeds.

## Trinity Spring

Trinity Spring is a geologically anomalous formation on which the Trinity Spring Temple is constructed. From a mountainous groin a wellspring issues three distinct waters. The three streams are described here in an excerpt from *The Letter from Sub-surveyor G'G'Ra'Mn to the Durossian Office of Tectonics and Planetary Geometry*:

>
> * *One stream was sweet to taste, glacial, and resembled quartz crystal*
> * *One stream churned, and was rusted brown. It tasted fowl yet deposited rich nutrients to its banks*
> * *One stream was weak-willed, and grew tadpoles in its still waters, yet flooded at intervals, regenerating the flesh of those it washed*
>
>
>

In the modern era, the nexus of the wellspring is deeply cloistered and well guarded within the temple.

## The Sparks of Creation

Beneath the waters of the Trinity Spring lie water-tumbled gems, crystals, and earth-hewn glasses more numerous than the stars in the sky. Dwarven ceremonial surveyors theorize that a meteorite struck the site during the formation of the universe leaving behind these lustrous 'sparks' from the 'forge' of the creator. For the worshippers of Helm these rare and precious stones are each a distinct religious artifact and can hold unknown magical properties.

The local Helmic paladins, known as Spring Wardens do not allow for these stones to be traded for gold, and they are rarely given permission to leave monastery grounds. However, if they were to be smuggled or otherwise absconded from town, they could probably fetch a small fortune to the right buyer.

In practice, these beautiful riverstones are usually silica crystals, obsidian glass, or nuggets of alloys and pure metal elements. Their true nature is unclear.
Veryll

**Veryll** is one of the known landmasses on Il'K'Vin. It has seen large-scale peace for many generations. The most common races are gnome, dwarf, dragonborn, and elf. It is densely populated and very little remains unexplored and uncharted. Kingdoms and communities, regardless of their race, usually have convoluted and ever-shifting systems of nobility, royalty, inheritance, titling, and so on, to manage rulership and land. There is a growing presence and influence of dragons in Veryll.

## Landmarks and Notable Regions

Veryll is a diverse and complex land, but there are a handful of significant general zones. Important geographical elements include but are not limited to:

* **The Reed Cliffs**: These towering cliffs have cylindrical rock formations and cover a large portion of the eastern shore
* **The High Fields**: An elven prairie homeworld
* **The Duros Mountains**: A rocky dwarven and dragonborn homeworld
* **Kuf Gurra Paam**: A swampy gnome homeworld
* **Asphodaea**: A hellish, otherworldly region that is not hospitable to civilization. It must be contained by powerful magics and force
Kylia

**Kylia** is the goddess of sunset and twilight native to Il'K'Vin and the Fae Realm. Kylia is the sibling of Konos, the god of the sunrise. Her relationship with mortals and her worshippers has evolved over time, first as one of guidance and tutelage, ultimately becoming one of creative enlightenment and reverence for beauty.

## Overview

Born on the first day of the gods as the daughter of the sky and earth, Kylia was tasked with shepherding the day into night. She helped guide the scared into the dark and held the hands of the world in the first night. The fledgling inhabitants of the planes we hers to enlighten. Along with her brother Konos, Kylia helped the creatures of the material plane find safety in between the day and the night. She found joy in waking up the cats and the owls every day and comfort in putting the bees and rabbits to sleep.

Eventually, however, the humanoids of the world came into their own lights over time, and shifted their relationship with Kylia away from one of necessity. While they still maintained a reverence for her, she responded jealously, making the light of her sunsets far prettier and spectacular than any the realms of mortals could hope to ever create, that they may never replace her. Their tremendous appreciation for these efforts cooled her temper and from this praise cam a blooming love of creating art. Her fondness for art grew into a love for teaching as the first fae asked to be aught her ways. This bond eventually led to worship as communities grew larger under her light.

Kylia prides herself on being an active goddess who takes an interest in her followers and takes her assigned responsibilities very seriously.

## Worshipers

Kylias followers are artists, magic users, healers, and prolific travelers. They are often tasked by their teachers to travel far and collect memories of beautiful sunsets and twilight colors.
Tomb Cliffs

**The Tomb Cliffs** are a site of great reverence on the east coast of Eomef. Overlooking the tumultuous Ecstasine Sea, the Cliffs are the burial grounds for countless individuals from all eras of history. The cliffs have dizzying walkways, tunnels, and ramps all mingling with grotesque memorial statues and grave markers of all sizes.

In addition to being a cosmically important burial ground, there are living communities in this area as well. The most notable denizens are a large group of Deathdrinker clanspeople, who are no doubt attracted to the energies imbued into the rock.
Ekra Phobos

Ekra Phobos, also known as the proto-lich or the first lich, was a wizard and artificer from the First Age who is said not only to have transformed himself into one of the most powerful liches in history, but was the first mortal being to ever achieve this goal, and innovated the process himself. As he grew in power, he likened himself to something above a god; a concept. He considered himself and is considered even by folklore and history today as the literal incarnate of panic.

Ekra Phobos was born Ekra the Brown, a Leonin from a currently unknown region in Eomef.

Little is known of his real activities once achieving Lichdom. Only that this era was marked with great terror and bloodshed, and that he took on two students, who went on to pass the knowledge of Lichdom on to those countless who have followed in their footsteps since.

## The Ekra Phoba

The Ekra Phoba are a modern Eomefen cult who seem to follow some of the ideals and methods used by Ekra Phobos in his historical and folkloric tales. These activities include but are not limited to violent self-immolation, public and intentional use of deadly hazardous materials, and the murder and violation of magical woodland spirits.

Egomania, misanthropy, cruelty, all of these traits are valued and encouraged in the tradition of Ekra Phobos.

The ultimate goal of this cult, if one exists, is currently unclear.

## The Death of Ekra Phobos

Most retellings of the tale of Ekra Phobos end with him being murdered by one of his two students. Beyond this core element, there are many diverse directions the narrative takes.
Three-Eyed Serpent

**Three-Eyed Serpent,** or **Three-Eyed Snake** is a simple dice game using 3d4 intended for two or more players to play in rounds. There is commonly betting involved, although it is not necessary.

The main crux of the game consists of creating an exploration crew and collecting treasure. Rolling ones on all dice is the 'three-eyed serpent' and is the poorest result possible.

## Rules

The objective is to acquire a crew and n+1 treasures where n=the number of players. Once a crew and n+1 treasures are acquired by any player they are declared the winner.

Players take turns in a clockwise manner and roll, re-roll, or pass their turn depending on the outcome of the roll. Players may choose to end their turn willingly at any time.

Once any player is one treasure from winning the game, the three-eyed hydra begins their hunt. Any appearance of three similar numbers on all dice count as the three-eyed serpent for that player.

At the beginning of a players turn, they roll 3d4, the results determine the consequent actions:

* **3:** Three-eyed snake; if you have a crew they die and your turn ends, if you have no crew your turn ends. Any treasure you have collected during this turn is lost.
* **4-6:** Turn continues, re-roll
* **7:** Crew; act as 10-12 if player already has a crew
* **8&9:** Treasures; act as 4-6 when player has no crew
* **10-12:** Turn ends forcefully

## Odds

The odds of rolling 3d4 and receiving any of the results are as follows:

* 3: 1.56%
* 4: 4.69%
* 5: 9.38%
* 6: 15.63%
* 7: 18.75%
* 8: 18.75%
* 9: 15.63%
* 10: 9.38%
* 11: 4.69%
* 12: 1.56%
Spring Warden

**Spring Wardens** are the group of paladins, clerics, and holy warriors that keep order over the Trinity Spring Church, Stollard, and some of the surrounding mountainous area. Spring Wardens follow a zero-tolerance policy when it comes to crime. The Spring Wardens do not function as local guards -- rather a kind of divine religious secret police.

The Spring Wardens express particular zeal in tracking down and punishing those who steal, trade, sell, and buy the precious riverstones from Trinity Spring known as the Sparks of Creation.
Temple of Tymora (East Adder)

**The Temple of Tymora** or **Tymoran Temple** in East Adder serves multiple community services: place of prayer, place to find healing or advice, a place to meet, a place to work. It also serves as the local burial ground, site of various religious rites, even occasional militia exercises.

It is customary to either sign in using the guest book or give a coin to the alms box.

## Overview

The Tymoran Temple in East Adder not only serves as a place to worship, but a gathering place, a workplace for local ministries or the militia, the homestead of the Vicar Ernald and Desdemona, and more.

The site also services the a graveyard and the signage post which serves as a community announcement board.
The Box Turtle

**The Box Turtle** is a Hostel in East Adder owned and operated by Richter and Ula Voss. This establishment offers low-cost room and board for travelers and local transients. It serves as the only place a travelling merchant is guaranteed to stop by in town, and is the best place for a variety of good food. In addition to a place of business, the Box Turtle is the familial and personal homestead of Richter and Ula, a married couple who manage the hostel as well as a small egg farm, a cohort of Gray Goats, and a garden.
Brokendagger Canal

**The Brokendagger Canal** is a massive, man-made waterway that serves to bisect Eomef laterally. This canal was probably constructed sometime during the high or late Age of Orcs, and is a stark deviation from the obsessive bridge-building of the time. There are various redoubts, towers, settlements, and fortresses from different eras built along its waters, the largest of which is Gul'Amant in the west.

The canal is named for the clan from whose its ingenious design is sourced, clan Brokendagger. There are many apocryphal and folkloric stories related to the canal, its construction, its purpose, and its future.

North of the canal are the Shattered Mountains, a vast ocean of treacherous peaks and valleys occupied by countless orc and half-orc tribes. South of the canal is the Greengate region, the Grandfather Mountains, and the Fargrove beyond.
Gul'Amant

**Gul'Amant**, also called the City of Bridges, is a modern city built over the site of an ancient fortress near the western end of the Brokendagger Canal. With more than 30,000 permanent residents, it is the largest collection of dwellings in documented Eomef. What was once a giant defensible redoubt is now a city of merchants, commerce, and trade. It is a very economically and socially convoluted place, and has by far the highest amount of immigrants from Veryll. In fact, some who dwell in Gul'Amant consider the city to be Veryll soil.

Gul'Amant is a closed city operated under immense influence of the Dawn Consortium and the Archmerchant Cort Obin. Travelers are free to pass through, but an individual can only set up residence through a vouch -- usually this means showing you have a huge wallet, a noble title, or a close friend with power within the city. Enforcement of these rules is carried out by a bulwark of stoic, mercenary Durossian Guard.

## Overview

Gul'Amant was originally a redoubt constructed during the Age of Orcs sometime during or after the construction of the Brokendagger Canal. A huge fortress, this would likely have been an advantageous place to mount a defense. The foundations are strong, but the walls, towers, and crenelulations were not well designed, and eventually the fortress was abandoned during the Fall Era.

Gul'Amant has always been the easiest and quickest port to access from Veryll. Throughout the years, as the abandoned fortress became a small trade hub to a settlement to a town, it attracted the attention of more adventurous merchant types from Veryll.

The reason Gul'Amant is the way we know it now -- orderly, clean, closed off from many wishing to make it their home -- is because of a group called the Dawn Consortium. This collected interest group of bankers, insurers, financiers, merchants, and businesspeople have installed a vicerule in the city to assure its prosperous future and explore potential axes of growth in the region.

## 'Closed' City

Eomef natives refer to Gul'Amant as 'closed'. This term is not preferred by the merchant lords or many residents of the city who do not consider it closed. In fact, travelers, pilgrims, and really anyone are free to pass through the city unmolested at their own will (this courtesy is extended for 3 days, 2 nightfalls and resets every month). Establishing a residence, however, requires proof of one more of the following characteristics:

* Opening a bank account within the city coffers with 45,000 gold or more
* Be a member of or caring for a member of an old house
* Becoming a member of the Dawn Consortium (requires successful operation of a business, payment of dues, scheduled value appraisals, etc.)
* Special invite from the Archmerchant himself

## Durossian Knights

The peace of Gul'Amant is faithfully kept by a lofty faction of mercenaries called the Durossian Knights. After the contract is signed, their obedience is absolute. These highly skilled martial artists are renowned for their fealty to the mission and unwavering spirit. They wear a distinctive crested feather helm and landsknecht pants.
House Nea'Kua

**House Nea'Kua** is an Old House that takes its name from a famed matriarch from the Fall era called Nurse Empress Nea'Kua. The family is made of diverse races and abilities, and are largely peaceful and connected deeply with the divine.

House Nea'Kua is now centered somewhere in the Fargrove Forest.

## Overview

The House Nea'Kua maintains a fortress somewhere in the Fargrove Forest. Nea'Kuan shrines exist in many Eldathian temples as the two beings are linked together. Many members of the clan are followers and practitioners of divine magic themselves.

## Nurse Empress Nea'Kua

Wet nurse to the highest general in her time, Nea'Kua was a prolificdiarist and prophet. She lived dutifully on the material realm as a diligent wet nurse and would project her image into other planes by night to capture images of the future, beseech Luthic, and grow her esoteric wisdom. It is said that during her life she was so unstoppably fertile that Nea'Kua's first pregnancy alone produced four children each of a different race (Orc, Ondonti, a half-orc of dwarf descent, and a half-orc of human descent). Instead of passing through death, she now resides as an extraplanar lord leading a community of Ondonti as a powerful patron of fertility, intuition, privacy, egalitarianism, clairvoyance, and progressivism.

It is said that pages of her diary still exist and are kept secret by her descendants. Rumors persist, however, that some can be found in the wild, and hold deep, profound secrets.
Deities in Il'K'Vin

Many deities are represented within Il'K'Vin. With the amount of portals and powerful beings walking around in Eomef not to mention Veryll, you'd be hard pressed to find a deity whose name hasn't been uttered in this realm. Many are from forgotten realms, but there are others who call this realm home, and some from other pantheons as well.

## Deities in Eomef

Deities from various pantheons and origins have made appearances and, in some cases, had prolonged periods of impact over Eomef. While Gruumsh, Bahgtru, and other members of the Orc pantheon had an appropriate hold on religious rites and honors during the Age of Blood, many other gods, such as Eldath, Oghma, and Labelas, have had influence throughout recorded history.

Eomef is also notable for being a region native to the respective gods of sunrise and sunset, Konos and Kylia, as well as one of the few realms in which Luthic is worshiped as a primary deity in many communities. Listed below are common deities in Eomef and notable worship sites.

Gods worshiped in the modern era include but are not limited to (in rough order of popularity):

* Eldath
* Luthic
* Oghma
* Helm
	+ Church of Helm (Trinity Spring)
* Dugmaren
* Kylia
* Tymora
	+ Temple of Tymora (East Adder)
* Labelas
* Gruumsh
* Dumathoin
* Konos
* Beshaba
* Ilmater

## Deities Native to Il'K'Vin

While it is more common for established deities whose power spans across realms to enact their will, this world has multiple deities who are native to it, and seems to be a prosperous breeding ground for powerful beings.

Perhaps most notable are sibling deities Konos and Kylia, respective gods of sunrise and sunset. Furthermore, there are a handful of extraplanar lords who tend their domains on Il'K'Vin, specifically Eomef, who are nearing the level of godhood.
Bridges in Eomef

>    *"Plucked from the void, our ancestors claimed land and built walls. Growing restless and hungry, they next build bridges to penetrate the horizon. In our time, as every chief and general dots the countryside with one bridge for every blade of grass, their tribes go unwalled, their loins dry, and the ova of their concubines turn to riverstones in their bellies..."*
>
>
> * *From an entry in the diary of Nurse Empress Nea'Kua*
>
>
>
Enemies

In FLERP you have to protect the Core from the endless oncoming waves of enemies.

## Overview

### Stats

* HP: The hit points of enemy. Each NG+ level increases the amount by +80%
* Armor: Lower the damage taken. Each NG+ level increases the amount by +25%. Can be lowered by 20% with the item  Sabotage.
* Damage: How much damage the enemy does to the units. Each NG+ level increases the amount by +20%. Can be lowered by 25% while Burned with the item  Weakening Flames.
* Move speed: Can be lowered by 15% with the item  Cripple.

All enemies stats will gradually increases as more time has passed.

### Spawning

The game will spawn groups of enemies in intervals. The types, amounts and interval duration will be different depends on how much time has passed.

## Spawning details

How the game spawn enemies:
There is an array which stores the enemy groups that can spawn. Each enemy group contains enemy type, amount of enemy, and a "weight". The game will run this check **`Spawn`** times:

1. Calculate "Threshold" by choosing a random number between 1 and [sum of all enemy groups' "weight"]
2. Makes a new value "Sum" which is 0
3. Scan the enemy group list from top to bottom, and add each group's "weight" to "Sum". The moment "Sum" is equal or greater than "Threshold", spawn the current enemy group and stop the scan.
4. Wait for **`Within`** seconds to repeat the check again.

After **`Spawn`** checks have been performed, the game will waits for **`Next`** seconds to do it all over again.
House Mason

**House Mason** is a modern, well-established majority human family who rule in West Adder and claim dominion over the Serpent Delta Region. Headed by Lord Sybert Mason with his son, Obert, next in line, the Masons have a reputation for being involved in complicated business and land deals, strategically incurring and collecting debts, and negotiating their way out of difficult situations into favorable ones.
Greengate Road

**The Greengate Road** is a large, even, gravel road that roughly follows the Greengate River System laterally through the region. It has multiple bridges as well as entries into the forest itself; many footpaths and campsites are available from this road.

While the road does intersect with East Adder, that is the furthest down the Shallow Adder River that it goes, as it continues to follow the Deep Adder.
Grandfather Mountains

**The Grandfather Mountains** are an old range on the east coast of Eomef. The entire range is south of the Brokendagger Canal and extends down beyond the Hacklemoon Bay region. This area has many wellsprings, including the noted Trinity Spring, as well as many nomadic tribes and ornery beasts.

The peaks of these mountains look out over the Ecstasine Sea to the east and the Greengate Forest to the west. It is also the region in which the Greengate River System originates.
House Deathdrinker

**House Deathdrinker** is an Old House that gets its name from their traditional ability to draw sustenance from the essence of incorporeal spirits. What started as a tribe of magic minded nomadic shepherds evolved into perhaps the most powerful wielders of dark shamanic magic on the planet. Some bands of Deathdrinkers maintain their material nomadic lifestyle, while others are 'planar nomads,' staying in place materially while 'herding' spirits, arcane wraiths, and other densities of the supernatural through astral projection.

While members of the Deathdrinker clan can be found everywhere, their most dense communities are in and around the Tomb Cliffs.
Greengate Forest

The namesake of the surrounding province, the **Greengate Forest** is a bountiful yet hazardous wood that provides resources to surrounding communities. About every 200-400 years a large forest fire levels large swaths of the foliage. While dangerous and destructive, these fires introduce valuable nutrients to the soil, clear away vestigial rot, and make way for new life. Locals can rely on this cycle and it can even be part of their belief structure. Without the fires, it is believed the Greengate would merge with the Fargrove and become uninhabitable. While relatively mundane on the outside, this forest is not without its perils and mysteries.

## Overview

Numerous towns, colonies, and encampments populate the Greengate. While some brave bands and groups are capable of traversing throughout or even making new homes within the dense forest, most communities manage without venturing far from their borders or away from the well-traveled roads. Because of these practices, it is possible for two neighboring towns mere miles from each other to be unaware of each others existence for generations.

The Greengate region is the site of a trade route starting in Stollard in the east and ending on the coast in West Adder. This route is centered around a reasonable collection of waterways as well as a well-travelled road. The Mason Family, who have a claim on the Serpent Delta region, send occasional patrols into the forest as far as the merging of the Deep and Shallow Adder.

The cyclical forest fires that purge, clean, and fertilize the land are considered to have benefits beyond geographical and biological. Many claim the woods to have some intrinsic sense of liberation; the fires disallowing the conversion of the land to orchard, farmland, or city. Furthermore, there are those who say these cyclical fires make sure that no extraplanar lord establish too strong of a foothold in the region (as is said to have happened in the Fargrove). Many ancestral townships and regions have abjurative and/or apotropaic magic which offers some kind of protection from the fire.

## Towns, Landmarks, and Notable Locations

As in all of Eomef, every inch of the Greengate has a rich history and could be notable to someone. Very few notable locations in this region include but are absolutely not limited to:

* East Adder
* The Deep Adder River
* The Lime Tree
* The War Chapel
* The Shallow Adder River
* The Cyclops' Stream
* The Greengate Road
Eomefen Nomadism

The oldest and most stable method of subsistence on the continent is **nomadism**, particularly centered around the careful management of large herds of livestock. Goats and caribou are most common, but flightless birds and large reptiles are also herded in this way. Myth indicates that this practice dates back to prehistory, and included the domestication of the undead, sea monsters, and dinosaurs.

## Overview

Herding communities are generally comprised of somewhere between 75-550 people with a ratio of anywhere between 2-15 animals per individual. The most common practice involves follow a repetitive path over regular intervals that accommodate both the lifecycle of the herd animal, but the needs of the community. For instance, a small tribe of buffalo herders might start the year in a safe place to allow for mating and then set out on a path they know both includes grazing territory as well as a network of towns and villages that offer trade opportunities.

Many tribes have followed the same cyclical herding patterns for generations. Oftentimes, they have myths or stories associated with them, or could involve following constellations or geographical landmarks.

## Non-mammalian Nomadic Herding

Despite the majority of herding involving goats, hogs, and bovine, there are many examples of flightless birds, reptiles, and snakes being successfully domesticated in nearly the same way. Rainforest and tropics halflings have been documented riding and herding eerily large jungle fowl. There are notorious folkloric tales of swamp-dwelling halfling snake herders who are immune to all poison.

In this area, as with many, legend blurs with fact.
Hexagrammaton

**The Hexagrammaton**, also referred to as the **Perfect Particle**, the **First Diamond**, or the **Center of the Universe**, is a material artifact theorized to exist within the realm of Il'K'Vin. While its qualities in these theories vary, it is usually interpreted as some kind of alloy, silica crystal, or stone that has achieved a state of hypersymmetry granting it immensely preternatural qualities.

## Overview

Early dwarven philosophers postulated that a logical universe would contain a 'perfect' material, yet none of them made a guess as to what qualities it would have.

It was many years later that a more modern dwarven seer, G'l'Thr, wrote extensively on the subject and extrapolated on a perfect particle and the role it would play in the universe in. This writing is called *The 5th Revelation of G’l’Thr – On the Symmetry of Dimensions* and has become a favored teaching of many dwarves.

Despite confidence both among the prophets and mathematicians that this material exists, it remains a matter of faith. With no hard evidence of its whereabouts, and unexplored territory on Veryll dwindling, doubts have been cast as to if it will ever be discovered.

## The 5th Revelation

*The 5th Revelation of G’l’Thr* is a prophetic account scribed by the attendant of the late G'l'Thr, a highly decorated dwarven seer and diviner. G'l'Thr, blinded by the darkness of the inner mountain cells of reflection and resonance, was possessed by a spirit of ingenuity and fire to rise from the deep chambers and climb a western peak. Frail and weak in sense, his scribe and attendant aided him to the top.

Looking out to the ocean to the west, G'l'Thr made a detailed account of the Hexagrammaton and some of its qualities. While he did not make specific mention of Eomef, some theorize he was 'seeing' the artifact from across the ocean. In his prophecy, he described the particle as having the following qualities (some may be vague, not physically possible, or incomprehensible):

* Impossibly hard
* Small enough to be held in one hand
* Is the axis of all dimensions
* Is fundamentally a single molecule that has achieved a symmetry so perfect that the universe has grown around it -- it is the 'seed crystal'
* Even a mathematical formula depicting its nature, an accurate drawing, or a fossilized imprint could be tremendously powerful
* It makes material space morphic, meaning those with a powerful enough will could bend reality in its presense

## Non-Dwarven Perspectives

Like a flood myth, the perfect particle legend is present in many cultures and there are many common traits despite the geographical and cultural differences among them. For instance, while the old dwarven philosophers theorized the existence of the material using logical and natural sciences, an ogre tribe might have a legend about a gargantuan god issuing a kidney stone that could crush mountains into valleys.
Wrathbone Poison

**Wrathbone Poison** is a viscous, yellow fluid manufactured by processing the root of the Wrathbone stalk. The plant grows in craggy crevices and sunny, chalky rockfaces in Eomef and is harmless in its natural condition. When the root is harvested *en masse* and processed, it takes on a luminous yellow color and an offensive, acrid odor.

Upon contacting the skin it can cause acute muscle spasms or paralysis. While not usually deadly in itself, untreated exposure could easily lead to a fatal situation.
Extraplanar Lords in Eomef

Eomef, like many material places, is a stage for cosmic dramas and struggles invisible to the naked eye. Beings from many planes and dimensions have shrines, followers, and other footholds here and practice their will over each other, local mortals, and their native plane.

## Lords and Beings

It is impossible to create an exhaustive list of extraplanar lords vying for power over the universe itself. On Eomef, some are more well-known than others to material beings. These include but are not limited to:

* **Vasenthasena** -- An ancient and beautiful Fae Queen who can drive even the wisest and sharpest of minds to madness and catatonia
* **Nurse Empress Nea'Kua** -- While Nea'Kua does not hold court, or even grudges, like other Fae Lords, she does have dominion over a community of Fae-native Ondonti as well as followers in the material realm
* **The Wheelworker** -- An enigmatic wish-granter and miracle diviner who uses the morphic nature of Shadowfell to incur great acts of mercy, serendipity, and liberation. The location, identity, and very nature of the Wheelworker is unknown to even the most devout nomadic followers
* **Lord Gru'Lok --** Considered dead and gone by the majority of those who know the name, Gru'Lok is very much still active as a High Shadow in Shadowfell. While his true motives remain mysterious, his devotion and fealty to his people and territory are unwavering.
Stollard

**Stollard** is a racially diverse medium sized town of mostly religious lay people that encircles the Church of Helm at Trinity Spring. Considered the secular arm of the community, Stollard has extremely close ties with the Trinity Temple, and is also the first leg on the Greengate trade route that ultimately ends in West Adder.

Paladins of Helm serve as the guards of this town and its governmental structure is at least heavily influenced by the Abbot of Trinity.
Silver Malachite

**Silver Malachite** is one of many semi-precious crystal formations common in Eomefen geology. This material presents as veins of deep, luminescent green malachite with thin ribbons of rainbow-patina silver.

This material is commonly found in old Orc burial sites, altars, and sculptures.

## Uses

Aside from the ceremonial and ritual uses, many modern alchemists have taken to pulverizing small amounts of silver malachite to use as a fuel to burn very controlled flames. This method allows for precise application of heat, an important part of many alchemical processes.
Eomefen Common Celestial Calendar (ECCC)

The modern population of Eomef follows a **common celestial calendar**. While any given town or community may have their own celebrations or ignore others, the overwhelming majority follow this calendar to some degree.

The originators of this celestial calendar remain unclear, yet its pervasive and highly accurate nature indicate it was a being or beings with intimate knowledge of heavenly bodies and their movements.

## Dates

Naming a date is simple in this system. It goes *(Month name), (Day of week) of (Week of Month).* For example, the 93rd day of the year is *Sowsend, 7th of 1st.*

## Structure

The calendar year contains 7 months, each with 4 weeks, each with 7 days. In addition to these 196 days there are 4 holy days divided between 2 weekend in the year for a total of 200 days in a single year. The table below can function as a usable calendar, an easy way to find date info (day of week, week of month), and can serve as a day randomizer.

> Roll 1d2 (for 0 or 1 in hundred)
>
>
> Roll 1d10 + 1d% (for 00-99)
>
>
>
> Example: If the result of the roll is 1 on 1d2 and 74 on percent. The day would be 074, which would be Mothermoon, 2nd of 3rd.
>
>

Those days with an asterisk are widely observed holidays, those with two asterisks are important. These are by no means all of the important days observed in Eomef, only the most ubiquitously celebrated.

## Important Holidays

* **New Crest Day:** *Newstar, 1st of 2nd*; Observed first day of the year the week before this is somber & preparatory
* **Mournstar:** *Newstar, 5th of 4th*; Followers of Beshaba quietly observe this the birth of the unlucky god
* **Goldenstar:** *Ersend, 3rd of 1st*; Associated with the last frost and the end of winter
* **Day of the Rider:** *Ersend, 4th of 3rd*; Oghmas followers recognize this day to glorify knowledge, commerce, and travel
* **Days of Silence:** *Mothermoon, 1st and 2nd of 1st*; Observant days to prep for the month. Sober & reverent
* **Fawnstars Festival:** *Holy Days in Mothermoon*; Celestial holiday of fertility and bounty. One of two high holy & near ubiquitous holidays
* **The Day of Luck:** *Sowsend, 3rd of 2nd*; Worshipers of Tymora observe this bright day by gambling
* **Langsams Star:** *Sowsend, 7th of 2nd*; Longest day of the year and summer festival
* **Days of Labor:** *Fathermoon, 1st and 2nd of 1st*; Observant days to prepare for the month. Preparatory & reverent
* **Day of Strife:** *Fathermoon, 7th of 2nd*; Hunting day for adventure and revelry
* **The Bridge Tower Stars Festival:** *Holy days in Fathermoon*; Celestial holiday of power & glory. One of two high holy & near ubiquitous holidays
* **Spring Star:** Fathermoon, *5th of 4th*; On this day all rivers were born
* **Dead moon:** Red March, *3rd week*; Considered a week claimed by ancestors and malevolent spirits alike
* **Eldaths Poem Star:** *Old Star, 3rd of 3rd*; A respite in winter for all who ask
* **Binding Star:** *Old Star, 7th of 4th*; Last day of year and time to reflect upon and strengthen relationships