recursal/Fanatic-Fandom huggingface dataset:
Djanghost

## Djanghost ld

* Niv.4
* Niv.3
* Niv.2
* Niv.1

###

 Z palace

## Histoire

Ce n'est pas toujours simple d'être un DLC : être constamment dépendant de quelqu'un d'autre... Condamné à rester inactif après l'élimination de son dernier hôte, Djanghost décide alors d'en finir ! Il a pu profiter d'un moment de répit durant le reboot : il était un esclave, mais il est bien décidé à devenir le maître du monde numérique ! Ni Robert Cobb ni personne n'oseront se mettre en travers de son chemin !

## Analyse

Notation : "puissance virtuel"/"différence de vie"

* Jour : 10/6 (4/5 ; Puissance +5 ; Puissance Et Dégâts + 1)
* Nuit : 10/5 : 4/5, -6 Puissance Adv., Min 1 (-5 Puissance Adv., Min 2 ; -1 Puis. Et Dégâts Adv., Min 1)

## Notes

* Dans son nom il est écrit "Ld" avec un "L" minuscule : **Djanghost ld**.
* Inspiration dans les film : Django Unchained (2012), Django (1966) de Sergio Corbucci

## Tags

* Esclave
* Fantome
* Homme

### Physique

* Affro
* Blessures
* Cheveux noirs
* Cicatrices
* Peau bleu

### Tenu

* Chaines (Niv.1, Niv.2, Niv.3)
* Chaussures cowboy (Niv.3, Niv.4)
* Corde (Niv.3, Niv.4)
* Faucille (Niv.4)
* Gants (Niv.3, Niv.4)
* Pieds nues (Niv.1, Niv.2)
* Short vert (Niv.1, Niv.2)
* Tenu cowboy (Niv.3, Niv.4)
* Torse nue (Niv.1, Niv.2)

### Attitude

* Agressif (Niv.2, Niv.4)
* Prisonnier (Niv.1)
* Sérieux (Niv.3)
* Triste (Niv.1)

## Gallerie

Djanghost Niv.1Djanghost Niv.2Djanghost Niv.3Djanghost Niv.4
Hive

Ce clan représente des personnages robotique venant du futur et formant la résistance contre les Vortex.

## Statistique

Nombre de personnages : 29
Nombre de semi-evo : 1

Par rareté :

* 8 Commune
* 8 Inhabituelles
* 10 Rare
* 2 Ld : Wave Ld, Sight Ld
* 1 Cr : Oon Cr
* 0 Mt

Par niveau :

* 6 Niv.2
* 10 Niv.3
* 6 Niv.4
* 7 Niv.5

## Bonus

Equalizer: -3 Attaq. Adv., Min 5
Equalizer va activer le pouvoir autant de fois que l'adversaire possède de niveau
Equivalence par niveau adverse :

* Niv.2 : -6 Attaq. Adv., Min 5
* Niv.3 : -9 Attaq. Adv., Min 5
	+ Junkz: Attaque +8
	+ Sakrhom: -8 Attaque Adv., Min 3
	+ Sentinel: Attaque +8
* Niv.4 : -12 Attaq. Adv., Min 5
	+ Montana: -12 Attaque Adv., Min 8
	+ Rescue: Support : Attaque +3 (Attaque +12 max)
	+ Uppers: -10 Attaque Adv., Min 3
* Niv.5 : -15 Attaq. Adv., Min 5
	+ Huracan: +1 Attaque Par Vie Restante (Attaque +14 en EFC)

## Description

Dans un futur lointain, un monde mort et cristallisé. La rébellion contre Dregn a été vaincue. Les Hive, le dernier groupe de résistants, piratent un portail temporel Vortex et échappent à l’extermination in extremis en transplanant dans le passé... mais la charge ionique est telle que leur vaisseau station n’y résiste pas et s’écrase à Clint City, non loin du vieux Planetarium abandonné. Perdus dans une époque qu’ils ne connaissent pas, rejetés par les humains, les Hive se cachent dans la ville et y découvrent la présence de leur ennemi. La prophétie disait donc vrai ? Ils tiennent leur chance de reformer la rébellion…et peut-être de changer le futur.

## Notes

* Ce clan est ennemi avec le clan Vortex.
* Tout les personnage de ce clan ne possède pas de chair.
* Comme les Vortex, les personnages du clan viennent du futur.
Zlatar

* Niv.4
* Niv.3
* Niv.2
* Niv.1

###

 Dark corners

## Histoire

Originaire de Poldachie-Golgovine, Zlatar a une réputation sulfureuse. Certains parlent de lui comme d'un génie du mal dirigeant des opérations louches. Ce joueur invétéré passe sa vie dans les casinos et habite sur le Groleo, un yacht géant. Tout en s'impliquant dans le combat des Uppers, il semblerait qu'il poursuive un but plus personnel...

## Tags

* Homme
* Riche

### Physique

* Chauve (Niv.4)
* Cheveux noirs (Niv.1)
* Cheveux gris (Niv.2, Niv.3)

### Tenu

* Costard (Niv.3, Niv.4)
* Monocle (Niv.4)
* Tenu de marin (Niv.2)

## Gallerie

Zlatar Niv.1Zlatar Niv.2Zlatar Niv.3Zlatar Niv.4Zlatar Niv.1Zlatar Niv.2Zlatar Niv.3Zlatar Niv.4Zlatar Niv.1Zlatar Niv.2Zlatar Niv.3Zlatar Niv.4
Orka

* Niv.4
* Niv.3
* Niv.2
* Niv.1

###

 Z palace

## Histoire

Ses mœurs sanguinaires ne démentent pas l'aspect brutal d'Orka. Elle apprécie la chair humaine et vénère le combat sous toutes ses formes, de la bagarre à la guerre en passant par le pillage. Par conséquent, en dépit de sa nature impulsive et sauvage, elle et les autres orques constituent fréquemment des fantassins appréciés d'Adder. Ils emploient également d'énormes sangliers comme montures. Figurine n°3 issue de la gamme Dominion. Armes et Sanglier vendus séparément. Made by Zlatar Toys.

## Analyse

Notation : "puissance virtuel"/"différence de vie"

* Tour 1 : 7/6 -4 Dégâts Adv., Min 1
* Tour 2 : 8/6 -3 Dégâts Adv., Min 1
* Tour 3 : 9/6 -2 Dégâts Adv., Min 1
* Tour 4 : 10/6 -1 Dégâts Adv., Min 1

En comparaison : Marina des All-Stars : 9/5 3 Dégâts Adv., Min 1

## Tags

* Barbare
* Femme
* Figurine

### Physique

* Cheveux blancs
* Chibi
* Dents pointues
* Ongle noirs
* Nez cochon
* Peau verte
* Pied anormale
* Yeux vides

### Tenu

* Hache
* Pagne en bête
* Soutien gorge en bête
The Great Change

**The Great Change** was a catacylsmic event where the world was mutated.

## History

During the 21st century where the world was still embroilded with war and discrimination and neo imperialism Haitian scientiest named Dieru finds a way to combine science and magic, he then goes on to be the leader of a Eco terrorist group known as 'The Grand Bois' and create the Peace Bomb.
Zahrah Tsami

**Zahrah Tsami** is a 13 year old girl born dada

Zahrah Tsami by Nicole Tagdell

### Appearance

Dark brown skin, slim frame. Like most windseekers she was born with 7 dadalocks with vines and leaves wrapped around them

## Relationships

### Friends

Dari - Zahrah#s best friend who she saves after he is bitten by a snake. He is the first person Zahrah tell about her windseeker abilities.

Nsibidi - An older windseeker who Zahrah meets in the marketplace, she becomes older sister and mentor figure to Zahrah.
Ginen

**Ginen** is another world dominated by advanced plant life and the technology is entirely plant based.

The majority of human life on Ginen is part of the Ooni Kingdom.

## Appearances

* Zahrah the Windseeker - is set on Ginen
* The Shadow Speaker - The latter part of the book takes place on Ginen
* From the Lost Diary of TreeFrog7 -
Raptors

Ce clan représente des personnages venant d'une prison, et des dinosaures.

## Statistique

Nombre de personnages : 38
Nombre de semi-evo : 4

Par rareté :

* 12 Commune
* 10 Inhabituelles
* 12 Rare
* 2 Ld : Chopper Ld, St4rve Ld
* 2 Cr : Cannibal Jo Cr, Drakorah Cr
* 0 Mt

Par niveau :

* 10 Niv.2
* 12 Niv.3
* 8 Niv.4
* 8 Niv.5

## Bonus

Annule Modif. Attaque. Adv.
Empêche les modifications d'attaque provoqué par l'adversaire : tout les pouvoirs ou bonus de type Attaque +X ou -X Attaque Adv., Min. Y, ainsi que les pouvoir des Leader comme Hugo (Equipe : Attaque +6).

## Description

La disparition passée de l'avion qui transférait les prisonniers de Clint City vers un nouveau bagne avait été étouffée par le Polit. La vérité est que suite à une étrange panne, l'avion s'était volatilisé dans le désert du Saoude et s'était écrasé dans un monde perdu où continuait à fleurir une faune jurassique. Forcés de coopérer, sous la houlette des deux plus grands criminels de Clint City, les détenus survivants s'opposèrent à l'environnement hostile et finirent par remonter la chaîne alimentaire. Soudés sous le nom de Raptors, les détenus sont de retour en ville avec plein de nouveaux « amis ». Ils savent que l'avion avait été saboté et aucune loi ne les arrêtera dans leur quête de vengeance !
GhosTown

Ce clan représente des personnages morts dans une ville du far ouest.

## Statistique

Nombre de personnages : 29
Nombre de semi-evo : 2

Par rareté :

* 9 Commune
* 8 Inhabituelles
* 10 Rare
* 2 Ld : Wild Holiday Ld, Djanghost ld
* 0 Cr
* 0 Mt

Par niveau :

* 7 Niv.2
* 9 Niv.3
* 6 Niv.4
* 7 Niv.5

## Bonus

 Jour: Puissance Et Dégâts + 1
 Nuit: -1 Puis. Et Dégâts Adv., Min 1

Le jour et la nuit est défini est défini selon un cycle précis et non par le vrai jour et nuit.

## Description

Holà étranger, au-delà des collines, après le grand désert et les rocheuses se cache la petite ville de Purgatory : dernière étape avant l'ailleurs, dit le panneau ! Située à la croisée d'anciennes routes et de lignes mystiques, elle unit le monde des vivants et celui des morts qui s'y trouvent intimement connectés. C'est dans ce trou paumé, où le temps et les habitudes se sont figés à la ruée vers l'or, que des fantômes sans repos attendent leur heure : un droit de passage vers un monde meilleur. Mais l'administration de l'Au-delà est certainement la pire qui soit et tue d'ennui plus sûrement qu'une balle en pleine tête.

## Notes

* Ce clan est le seul ayant un bonus qui peut changer.
Eight Gods of the Old Civilisations

These Gods are Gods that were destroyed and eaten by The Codex. Now they are only known as the names of the Years in the Cycle Calendar.

## The Gods

These are the Old Gods:

* **Dragon**, who gives her name to the Year of the Dragon. Dragon was the goddess of the ancient First Sorcerers, whose enlightened kingdom inhabited the location of the modern day Waste of Ilregard.
* **Famine**, who gives its name to the Year of Famine. Famine had no central place of worship, but instead followed the now extinct Acridians, a type of Myrmidons, on their nomadic war rages. Famine appeared as a vast swarm of black and red locusts, who would consume all plants in the lands the Acridians attacked. When Famine was eaten by The Codex, the Acridians swiftly followed it into the void.
* **Centaur**, who gives his name to the Year of the Centaur. Centaur was created and worshipped by the wide-ruling and powerful Centaur Khans, who ruled the East of the Northlands and the Great Plains.
* **Storm King**, who gives his name to the Year of the Storm. The Storm King was worshipped by the ancient Rainemarans, when their Kingdom spread across most of the Central Region and the Eastlands. After the consumption of the Storm King, his four servants became the new deities, now known as the Spirits of Rainemar.
* **Eclipse**, who gives his name to the Year of the Eclipse. Eclipse was the original god of the vast Despotism of Mezigo, in the south. This god was the sole one who survived his consumption by The Codex in some way - by splitting into The Bat God and Barygon, two of the Empire Gods.
* **Eagle**, who gives his name to the Year of the Eagle. The Eagle was worshipped in Valhallen, the vast northern nation that covered all of Thule and the Northlands.
* **The Lady of The Sun**, who gives her name to the Year of the Sun. The Lady of the Sun was a counterpart to The Lady of The Moon, worshipped today in Darcaster. The Lady of The Sun was the original goddess of the Elves, who had a powerful state that reached from modern Hawkesbury all the way to The Gnomish Duchies.
* **Mountain**, who gives its name to the Year of the Mountain. Mountain was worshipped by the ancient Dwarven Great Hold, which was centred on Great Kazzan Minar. Mountain generally manifested as a huge stone dwarf, with ruby eyes, gold fingernails, and magma for blood. The Dwarves have held no god since Mountain's destruction.
Valorstrike

**Valorstrike** is a legendary two-handed hammer, which was produced in the Forgelands. Valorstrike is an iron handle topped with a mysterious gold crystal, the magic forces of which suspend two heavy iron blocks which function as the warhammer's head. These two iron blocks are suspended by the magical force of the crystal, and as a consequence the huge warhammer only weighs as much as its handle. Each hammerhead can also be launched seperately at distant targets, then recalled to the handle.

Valorstrike was last seen in the Disused Vaults of Kazzan Bradi, a section of the kingdom's vaults lost and sealed off due to the invasion of Burrowing Things from beneath the ground.
The Duchy of Tessen

**The Duchy of Tessen** is one of the largest Duchies in the Empire of Centralia. Tessen supplies little in the way of resources - other than all important grapes and hops for wine and beer.

## Wine and Song

Tessen is the main centre of wine production in the Empire, and has a long bardic tradition. These two things gave rise to Vindar, one of the Empire Gods. Vindar is very popular amongst the common people, what with being the God of Alcohol and Parties.

Tessen also has the largest Dwarven population in the Empire, leading to Vindar occasionally being depicted as a Dwarf.
Ax Battler

* Niv.5
* Niv.4
* Niv.3
* Niv.2

###

 Z palace

## Histoire

Ax Battler est le Barbare. Petit Chibi Musclé, il est une figurine essentielle pour tout collectionneur Dominion. Entre le sort jeté par les sorcières Nightmare et la découverte des Pillz, Ax Battler est devenu le Barbare qui aime tant décapiter ses ennemis. Figurine n°2 issue de la gamme Dominion. Armes vendues séparément. Made by Zlatar Toys.

## Analyse

Notation : "puissance virtuel"/"différence de vie"

* Tour 1 : 7/7 Attaque +16 (très fort)
* Tour 2 : 8/7 Attaque +12 (très fort)
* Tour 3 : 9/7 Attaque +8 (très fort)
* Tour 4 : 10/7 Attaque +4 (très fort)

## Stratégie

Ses 7 de dégâts se complète avec les 5 de dégâts de:

* Zigal au tour 1
* Lord Oon Ld

## Notes

* Ax Battler est une référence à Ax Battler de la série de jeux vidéo Golden Axe.
* La mission He-Barbarian fait référence au personnage He-Man (Musclor en français) de la série "Les maîtres de l'Univers" (Masters of the universe en VO).

## Tags

* Barbare
* Figurine
* Homme

### Physique

* 1 bras (Niv.1)
* Cheveux court
* Cheveux roux
* Chibi
* Muscle
* Peau verte

### Tenu

* Botte en bête
* Bouclier
* Cape violette
* Épée
* Hache
* Pagne en bête
* Torse nue

## Mission

 Berserker
 He-Barbarian

## Gallerie

Ax Battler Niv.2Ax Battler Niv.3Ax Battler Niv.4Ax Battler Niv.5
Wiki Urban Rivals FR

## Bienvenue sur le wiki

Bienvenue sur le wiki. Nous sommes un site Web communautaire et collaboratif à propos de votre thème que n’importe qui, vous y compris, peut modifier. Cliquez sur le bouton « Modifier » en haut de n’importe quelle page pour commencer !

## Décrivez votre thème

Écrivez une description sur votre thème. Informez vos lecteurs sur ce dont parle votre thème et ajoutez des informations générales qui le concernent.

## New blood

dernier 4 personnage

sortie new blood

## Activité récente

Les photos et les vidéos sont un bon moyen d’ajouter des éléments visuels sur votre wiki. Trouver des vidéos sur votre thème en explorant la vidéothèque de Fandom.

Fichier:Placeholder
Ghoonbones

* Niv.5
* Niv.4
* Niv.3
* Niv.2

###

 Z palace

## Histoire

Ghoonbones est le golem squelette à monter soi-même. Placez les pièces où bon vous semble, des centaines de combinaisons sont possibles ! Suivez le fascicule ou expérimentez, avec lui vous allez pouvoir donner vie à vos idées les plus folles afin d’installer un climat de terreur dans la forêt d’Orfanwood. Plus vous prendrez de boîtes, plus gros sera votre golem, pensez-y ! Figurine n°8 issue de la gamme Dominion. Made By Zlatar Toys.

## Analyse

Notation : "puissance virtuel"/"différence de vie"

* 9/7 : Contrecoup : -1 Vie Min 2
* 10/7 : Contrecoup : -2 Vie Min 2
* 11/7 : Contrecoup : -3 Vie Min 2
* 12/7 : Contrecoup : -4 Vie Min 2

Autre 5 étoiles du clan :

* Ax Battler 6/7 (Décroissance: Attaque +4)
	+ Tour 1 : Ghoonbones < Ax Battler jusqu'à 7 Pillz avec ou sans bonus
	+ Tour 2 : Ghoonbones < Ax Battler jusqu'à 5 Pillz avec ou sans bonus
	+ Tour 3 : Ghoonbones < Ax Battler jusqu'à 7 Pillz, sans bonus jusqu'à 3 Pillz
	+ Tour 4 : Ghoonbones < Ax Battler, sans bonus jusqu'à 2 Pillz
	+ Sans pouvoir: Ax Battler < Ghoonbones
	+ Ghoonbones est mieux que Ax Battler en dernier round

## Stratégie

Ghoonbones à finir l'adversaire ou pour creuser l'écart au dernier tour.

## Notes

* La mission Skeletor fait référence au méchant de la série de "Les maîtres de l'Univers" (Masters of the universe en VO).

## Description

* Figurine
* Golem
* Squelette

### Physique

* Chibi
* Griffe
* Muscle
* Os

## Historique

* 11/05/2018 : sortie de la carte, mission temporaire "Golem" et mission permanente Skeletor. (Annonce : DOMINION full deck !)

## Gallerie

Dookor Niv.2Dookor Niv.3Dookor Niv.4Dookor Niv.5Bannière de l'annonceFond de l'annonce
Wraiths

Perhaps the most maligned race in all of Centralia, the **Wraiths** are slandered as soul-eaters, death-bringers and kidnappers, despite none of this being the case. The Wraiths' only semi-corporeal bodies and shadowy appearance has given them a dark reputation. That fact that they aren't technically alive, and that they never sleep, does not help matters.

## Appearance

Wraiths are frankly terrifying. Resembling an obsidian human skeleton, wrapped around in a constant pall of black smoke and shadows, with a pair of piercing, glowing red eyes. Wraiths can levitate, and perform limited flight. Wraiths are usually clad in leather or cloth clothing, usually simple trousers or leg-coverings. Early Wraiths found that humans are more likely to trust you if you're wearing trousers, even if you don't need them.

## Culture

Wraiths are usually solitary, and tend to avoid others unless they're being hired. Wraiths don't tend to have friends, and most prefer their own company. The largest congregation of Wraiths in one place anywhere in the world is Darcaster.

Wraiths worship a deified member of their own species called Ostanes the Wraith King, a Wraith who gathered a huge army of his people and established their place in Darcaster and the Eastlands.

Wraiths travel often, and will engage in enthusiastic conversation if they bump into a relative or other Wraith they know. If there is one thing that will energise a normally stoic Wraith, it is gossip. As such, Wraiths have a reputation as peerless information brokers.

## Magic

Being creations of Xandros, necromancy and similar arts come easily to Wraiths, although not many actually choose to practice them.

Wraiths also use magic to reproduce - due to never technically being alive, Wraiths are not born, they are made. Generally, two Wraiths who can tolerate each other will cast a spell, and then each donate a part of their smoky shadow essence. One parent will then raise the Wraithling until it's big enough to fend for itself, and then will let it fend for itself.
Ethereals

**Ethereals** are normally incorporeal beings, forming a disembodied consciousness. To interact with the world as other races would, they tend to inhabit suits of armour or similarly hollow containers. Ethereals themselves say they originally came to inhabit a region far, far to the east, beyond even Ragasta, which they call the Crystal Highlands. It must be noted that the origins of the Ethereals, before even the Crystal Highlands, point to them being Gadrala's Spatial Elementals. Not that the Ethereals are telling.

## Magic

Ethereals are creations of the Force of Space, Gadrala, and so they have access to spatial magic. The most common of these spatial spells is opening portals for their incorporeal forms to travel through.
The Infinite Flail

**The Infinite Flail** is one of the most strange and dangerous things produced by the fortress-forges of The Forgelands.

Like all weapons expelled from the mysterious forges, the Flail defies all logic or attempts at reason. Appearing as a silver spiked ball, attached to an iron bar by a chain, when swung, the Flail immediately warps reality and swings a second time, while the first swing is still happening. Then, a third, fourth, fifth, and so on, swings occur, one after the other. Each swing has a variable speed and strength, apparently representing every possible version of the original swing.

The Flail has only been swung once, by the Last King of Cobalt. It killed its wielder, all people in the room, and severely damaged a mithril statue of the region's previous king. The Flail took eight years to stop swinging, and after that was buried in a vault in Kazzan Bradi, hopefully never to surface again.
The Jarldom of the North

**The Jarldom** claims dominion over almost all of the Northlands, excluding Kazzan Bradi, Cobalt and Tartary. It is generally impossible for them to actually exercise this dominion.

## The Council of Jarls

* **Gudmund**, Head Jarl and Jarl of **Dragonmaw**.
* **Skadi**, Lady Jarl of **Northpass**.
* **Rogeirr**, Lord Jarl of **Wrack**.
* **Bjorn**, Lord Jarl of the **Raider's Coast**.
* **Frija**, Lady Jarl of **Godbones**.
* **Mikkal**, Lord Jarl of **Traitor's Grave**.
* **Grimnir**, Captain of the **Brethren of Battle**.
* **Njordr**, Chief of the **Draugr**.
Season

A season is a division of the year based on changes in weather, ecology, and the number of daylight hours in a given region. On Earth, seasons are the result of Earth's orbit around the Sun and Earth's axial tilt relative to the ecliptic plane. In temperate and polar regions, the seasons are marked by changes in the intensity of sunlight that reaches the Earth's surface, variations of which may cause animals to undergo hibernation or to migrate, and plants to be dormant. Various cultures define the number and nature of seasons based on regional variations, and as such there are a number of both modern and historical cultures whose number of seasons vary.

In temperate and sub-polar regions, four seasons based on the Gregorian calendar are generally recognized: spring, summer, autumn (or fall), and winter.

## Sunset Racer 2

Sunset Racer 2 is the only game in the series to utilize seasons, In the game, the game alternates each week between Spring, Summer, Autumn and Winter.

Each season has various changes within the game environment, in which the grass, leaves, billboards etc... change in appearance based on the in-game season.

Certain holidays can also change the in-game season, such as Christmas and New Year setting the game to Winter, Halloween and Thanksgiving setting the game to Autumn, Easter and Valentine's setting the game to either Spring or Summer.
Goblin City

**Goblin City** is the only city run and owned by the Goblin species, whose chaotic mindset and general dislike of authority have prevented any particular hierarchies from forming. Not that you could really call Goblin City a hierarchy. Jammed between the Magocracy and Blackwoods, Goblin City holds the record for most times invaded and most times burnt to the ground among every city in the Eastlands.
The Purple Man

A bizarre and mysterious being who inhabits his own personal pocket dimension, known as the Violet Castle. He collects interesting things from the real world and traps them, for his entertainment. He appears to be a void-being, specifically one of The Others.

## The Man

The Purple Man himself looks human, albeit his features are arranged in such a way to trigger the 'uncanny valley' response in any who look at him. Upon closer inspection, his skin seems like clay, his wiry hair false, his eyes dead and glassy.

His clothing is all in purple, a fine suit, although out of fashion and ragged. He sits at a purple table in his purple world and drinks purple tea - which is violently poisonous to all but him. His voice is hollow, and when he speaks, people listening feel an ever encroaching sense of dread.

His collection rarely maintains living exhibits for long.

## The Castle

The Violet Castle's physical form is that of half of a ruined but stately castle, along with a disconnected chunk of palace gardens and a gatehouse, hovering in an endless lilac void. It can safely be said that this void is not *The* Void, as living beings can enter it without ceasing to exist. Everything in the castle is a shade or hue of purple, and everything in the castle can be bent to the Purple Man's will.
The Burrowing Things

**The Burrowing Things**, current adversaries of the Dwarves, are a race of bizarre, animalistic underground dwellers. Burrowing Things, are regarded as being the often searched for Earth elementals, but instead of being made of mud and stone, they are made of a bizarre 'living soil', mud that pulses and shifts with the beat of the Thing's single major organ, which is a combination heart and brain.
Gnomes

## Magic & Technology

Being creations of Clasz, Gnomes have a natural aptitude for chronomancy, or time magic. Gnomish culture heroes tend to be timestream hoppers or time-travellers. Despite this, Gnomes generally don't use chronomancy, for the simple fact that Clasz is very, very regular about punishing those that interfere with the Timestream. Limited chronomancy like haste spells, slows, or some spells to do with aging are permitted, but the more powerful and more extreme chronomantic spells will quickly find the Gnomish mage having their past erased by an irritated deity.

As a result of this, the usage of advanced technology is very common amongst Gnomes, who use clockwork and galvanic electricity to make up for their magical deficiency.

Some Gnomes rely on more weird and esoteric schools of magic, learned through practice and study, such as astromancy, magnetomancy, or summoning. Fewer still ally with Void-beings to gain power.
Zaidimas Imperija (S21)

## Overview of Zaidimai

**The Zaidimas Imperija,** also known as **Zaidimai** is an absolute monarchy inhabited by Gnolls on the eastern continent of Myria. They are the sole great power of the eastern continent, and are one of the richest countries on Myria despite the lack of modern technology present in the country. The Zaidimas Imperija has covers a total of 362,032 square miles. The Zaidimas Imperija's capital is Nauja-Zaidimai, which is situated on the coast of the Zura Sea, specifically on Cape Zaitis.The true population of the Zaidimas Imperija is currently unknown due to the diversity of the landscapes which prevent proper censuses.

## Geography

The geography of the Zaidimas Imperija is one of the most diverse landscapes in Myria with beautiful mountains with a mix of Mediterranean weather and temperate forests in the North, to the dense jungles and highlands, and grasslands in the South. The waters in both the Zura Sea and the Northern coastlines are both warm, spotted with beautiful beaches.

1. Northern Zura Sea.
2. Southern Zura Sea.
3. Cape Zaitis.
4. Zakiliv Mountains.
5. Zaitis Channel.
6. Zura River.
7. Cape Karthias.
8. West Zechorian Forests.
9. East Zechorian Forests.
10. Kalnas Mountains.
11. Auksine Forests.
12. Siaure Bay.
13. Siaure Forests.
14. Silta Bay.
Yumsushi Sword F-15H

*Not to be confused with the Yumsushi F-15H*

The **Yumsushi Sword F-15H** is a professional car that is unlockable through challenges in Sunset Racer 2.

## Design

Its' design is based on a Peugeot 907 Concept.

## Performance

It is capable of reaching 246 KM/H without upgrades.

## Trivia

* It appears to be a professional version of the Yumsushi F-15H.
* It is the only professional car to be unlocked through Tantra 3E-K5-driven daily challenges.
The Plague of Undeath

**The Plague of Undeath** (Also called the **Worst Plague** in Mezigo, the **Draugrcurse** in the Northlands, and the **Curse of Queen Czselinda** in Posada.)

## Humans

When a Human becomes infected with the plague, they

## Dwarves

An undead dwarf is generally referred to as a **Necrodwarf**. Most Necrodwarves are the current or former inhabitants of Kazzan Bar, the destroyed Dwarven Hold in the south.

## Lizardfolk

Undead Lizardfolk are usually called **Deadscales**, a term which will inspire some dread in any listener.

## Ents

Undead Ents are called **Ruiners**, who flip the normal role of an Ent as nature's steward on its head. Ruiners are mericfully rare due to how hard it is to infect an Ent with Undeath.

## Species with natural immunity

Some species have a natural immunity, genetic or magical, to the plague.

* **Ogres**
* **Scaradians**
* **Mandragorae**
* **Yeren**
* **Minotaurs**
* **Ents** should have immunity, but due to divine machinations they do not.
Feararo BS-32

> Feararo's attempt to expand into the lower classes brings us the BS-32. It packs a meaty engine that is sure to get you noticed.
>
>

## Feararo BS-32

### Unlockable Through

June 1st, 5th, and 27th daily challenges.

The **Feararo BS-32** is one of the amateur cars that is unlockable through daily challenges in Sunset Racer 2.

## Design

The Feararo BS-32 is most likely based off a Nissan Silvia S14. It also has influences from the Toyota Soarer/Lexus SC 430 (Z30).

## Performance

Like other Amateur-classed vehicle, the Feararo BS-32 is capable of reaching 217km/h without upgrades. The engine sound is not shared with any other vehicle in Sunset Racer 2 including other Amateur-classed vehicle and the Feararo TM-40.

## Daily Challenge Vehicle

Just like the Tantra 3E-K5, this vehicle has a customized counterpart that is used for Daily Challenges as a preset vehicle. The vehicle appears in the following days: January 1st, June 1st, June 5th, June 27th, July 1st, and July 4th.

### Customizations

As with the Daily Challenge version of the Tantra 3E-K5, the Daily Challenge version of the Feararo BS-32 is highly modified. The following modifications are fit to the Daily Challenge version of the BS-32;

Base Colour: Colour 31Pattern 1: Zebra, Colour 86Pattern 2: Top Fade, Colour 86Pattern 3: Bottom Fade, Colour 86Stickers: Bonnet: Pirate, Roof: Drift, Left Roof and Right Roof: Speed 1, Left Rear: Logo, Right Rear: CatLicense Plate: RedWindows: RedNeon Lightning: RedWheels: Style 21Rear Spoiler: Style 2Air Intakes: Style 2Exhausts: Style 4Performance: Pro Engine, Basic Brakes, Basic SuspensionCar Code: (kqwK-xMv7b-ask72-GaAbC-H4sfa-V
## Trivia

* The custom version used as a Daily Challenge Vehicle has the most visual modification out of any preset vehicle in Sunset Racer 2.
Siege of Fort Saint George

The Siege of Fort Saint George was a year-long siege of the British Army of India by the forces of Tipu Sultan of Mysore, and the climactic battle of the Great Indian War. Involving over 200,000 combatants. Spanning over monsoon rains and the baking summer sun, the Siege of Fort Saint George was the largest engagement the British Army took part in during the War of the Second Coalition, and ended in a British victory. Though an extremely close run battle, monsoon rains prevented Tipu from destroying the British immediately following his winter victories, and Sir Archibald Cambell had ample time to entrench his defeated army in strong positions on the coast. The system of earthworks and fortifications became known as ‘Fort Saint George’ and by the time the Mysorians reached them it had grown into a formidable system of fortresses. Receiving resupply by sea thanks to a natural harbor, Campbell was safe from being starved out. Tipu resolved to grind the British down, but his army, which had time after time torn the British to pieces in the field, struggled with the strategic realities of siege warfare. Initially Tipu used his artillery superiority to keep up a twenty four hour barrage on the British, and initial Mysorian assaults after the monsoon rains cleared were successful, and captured the first and second British lines. However such strong barrages were not possible to keep up due to ammunition shortages, so Tipu would content himself with smaller gains throughout the summer. The British struggled too with chronic supply issues due to the sheer size of the force holding the fortified line, and it was only through a massive effort involving the main effort of the Royal Navy and commandeered civilian vessels that the army managed to hold. When the monsoon rains returned in the fall, Tipu Sultan employed floating explosives to attempt to breach some of the key fortresses. The results were small breaches, but due to the flooding the Mysorians were not able to immediately exploit such successes. Come April, Tipu Sultan would launch his final assault on the British lines. At first he made much progress, nearly collapsing the enemy line, but thanks to increased reinforcement and the strength of the defenses the attack was stopped with heavy casualties. When the British counter attacked they managed to rout the Mysorians, who were spent from their assault, dealing the first and only defeat the Great Indian Conqueror would ever suffer. Tipu Sultan would be killed by a British cannonball while directing the battle, and afterwards his army would retreat home. His successor would sue for peace. The final battle in April is described below
Wyrds

**Wyrds**, pronounced 'Weerds' are a race known for their volatile but powerful engineering and their short tempers. As a confluence between the elements of Water and Fire, the Wyrds are passive-aggressive, pragmatic, but also loyal and brave.

Most Wyrds live in the Northlands, specificially, the majority of their isolated towns are set in the desolate southern reaches of the Land of Lakes. The largest community outside of Wyrdish territory live in Hawkesbury.

## Appearance

Wyrds are humanoid, usually of a comparable size to humans. They have pointed ears similar to elves, and sharp teeth like orcs. They have sky blue skin, which darkens to a grey-blue as they age, along with white hair usually seen in a mess or standing on end. Wyrds cannot grow facial hair. A Wyrd's eyes have red sclera, white irises and black pupils, giving their gaze a mildly unsettling effect.

Most Wyrd dress in sturdy clothing of a distinct appearance, featuring lamellar plates, black fur mantles and collars, Wyrdish runes done in brass stitched onto the cloth, and metal plates on the back and chest.

## Culture

Wyrdish culture - much Goblin and Gnomish culture - is very reverent of engineering and technology. Where the Goblins have their slapdash contraptions, and the Gnomes their fiddly clockwork, the Wyrds use sturdy, steam-driven machines to accomplish their tasks. Wyrds began Hawkesbury's 'Steam Revolution', the rapid modernisation of the Duchy.

Wyrdish towns are fortified lakeside structures, which draw the lake-water to be put into the boilers of Wyrdish towns.

Insulting a Wyrd's intelligence is an easy way to get one into a fight, but other than that Wyrds tend to be fairly passive. Most Wyrds are artisans and engineers, few in any locale perform menial tasks or dangerous jobs. Farming is handled by a few Wyrds and quite a few machines - what little farming is done to support the mostly fish-based diet of the water-travelling Wyrds.

As for war, most Wyrds fight in what can basically be called proto-tanks, driven by steam with a crew of about five. Some wear steam-driven suits of armour, these combat oriented Wyrds are called the Steamguard.

## Magic

Wyrds use both Fire and Water magic, many have a spell from one element or the other, but some combine the two, creating volatile magics like steam or sheer explosive force.
Uppers

* Actuel
* Winter
* Latino
* Ancien

Ce clan représente des personnages riches.
Le clan fait partie des premiers clans d'Urban Rivals.

## Statistique

Nombre de personnages : 60
Nombre de semi-evo : 6

Par rareté :

* 21 Commune
* 18 Inhabituelles
* 14 Rare
* 2 Ld : Gail Ld, Nega D Ld
* 4 Cr : Armanda Cr, Jim Cr, Jackie Cr, Zatman Cr
* 1 Mt : Nemo Mt

Par niveau :

* 15 Niv.2
* 19 Niv.3
* 13 Niv.4
* 13 Niv.5

## Bonus

-10 Attaque Adv., Min 3
Réduit l'attaque de l'adversaire de 10, mais ne peut pas réduire l'attaque en dessous de 3.

## Description

Élite de la jet-set qui se la pète, les Uppers sont les rois de la night. Champagne, argent et titres de noblesse, chez eux, tout coule à flots. Méprisant tout le monde et plus particulièrement les « pauvres qui ne sont pas funky du tout », les Uppers espèrent que le Polit va enfin prendre des mesures pour se débarrasser de tous les ugly people.

## Notes

* Ce clan fait partie des 10 premiers clan du jeu, avec 10 personnages : Armanda, Bob Joby, Dorian, Elliott, Frankie Hi, Gina Glitt, Jackie, Maeva, Mo DiFalco, Zatman, Zlatar

## Sources

1. ↑ Texte de l'explication du bonus : http://www.urban-rivals.com/characters/?id\_perso=1747
Big Brother 2

## Twists

* **ETR Competition:** - This twist will occur on the Final 4, The HOH Is Safe and will bring a Houseguest to Finale night with them. The other 2 Nominees must compete In a Compeititon to stay In the Game. The losing Houseguest will be sent to the Jury.

* **Den of Temptation:** - Starting on Week 6, America will vote on which Houseguest they would like to send into the 'Den of Temptation' to be enticed by a potentially game-changing offer.

* **ETR Competition:** - This twist will occur on the Final 4, The HOH Is Safe and will bring a Houseguest to Finale night with them. The other 2 Nominees must compete In a Compeititon to stay In the Game. The losing Houseguest will be sent to the Jury.
Elemental Planes

**The Elemental Planes** are the source of all elemental energy and magic in Centralia. Elementless Cantrips do originate from Centralia itself, but each Plane is the source of the 12 elements of magic.

Each Plane is inhabited by its respective Force.

## The Planes

* **Blackrock**, Plane of Earth.
* **The Locker**, Plane of Water.
* **The Maelstrom**, Plane of Air.
* **Volcanar**, Plane of Fire.
* **The Halls of Crystal**, Plane of Knowledge.
* **Port Nostalgia**, Plane of Madness.
* **The Timestream**, Plane of Time.
* **The Mirrored Plane**, Plane of Space.
* **The Wellspring**, Plane of Life.
* **The Bone Wastes**, Plane of Death.
* **The Depths**, Plane of Darkness.
* **Aether**, Plane of Light
* **The Void**, the Anti-Plane.
Dwarves

The Dwarves of Centralia are much like any of the other races: simply trying to get by.

## Physical Appearance

Dwarves are generally shorter and much, much broader than your average human. An adult dwarf will weigh the same as an adult human, despite being nowhere near the height. The appearance of their hair tends to be very important to dwarves, with female cultivating a truly neck-breaking amount of braids, and men growing huge beards. Both genders will naturally grow sideburns of hair down the sides of the face. Dwarvish necks are sturdier than human ones, meaning these huge and heavy masses of hair - usually with medallions, rings and trinkets hung or woven into them - don't imbalance the dwarves.

## Magic

With their obvious connection to the earth, geomancy comes easily to the Dwarves, along with any magic centring on things within the sphere of earth, like metal, magnetism, or magma, for example. Magic is generally regarded as useful, but its practitioners usually don't follow the standard Dwarven model of stoicism, which leads to at least some level of distrust.

Great Kazzan Minar and Kazzan Vir generally have geomancers, while ferromancy is common in Kazzan Mak, and magnetomancy in Kazzan Bradi. Dwarvish mages who utilise volcanomancy are generally distrusted - spewing magma in a confined tunnel-street or mine is just a recipe for every kind of disaster.

## Dwarven Kingdoms

The Dwarves have four surviving kingdoms.

* **Kazzan Bradi,** the **Northmost Hold**, situated in the Northlands.
* **Kazzan Mak**, the **Hold of the West**, situated at the easternmost part of the Central Region.
* **Kazzan Vir,** the **Hold of the East**, forming the border between the Eastlands and Ragasta.
* and **Great Kazzan Minar,** the **Motherhold**. It is south, beyond the Waste of Ilregard. The Dwarves of the North often lament being cut off from their homeland by the Waste.

There was a fifth Kingdom in Mezigo, by the name of **Kazzan Bar**, but it was lost when the Plague of Undeath swept through the region.
The Codex

**The Oghma Langea Codex** is an ancient book, completely sentient, which has the (not-well known) reputation of as a civilisation destroyer, for one single ability:

It can eat gods.

Not Forces, but the simple, magical Gods sustained by the belief of sentient races. The Codex ate the Eight Gods of the Old Civilisations, which caused those civilisations' eventual collapse.
Black Weapons

The Black Weapons are a set of mysterious bladed weapons made of an unidentifiable black metal. The Black Weapons' origins are shrouded in mystery, though some tell tales of seven ancient smiths who put their souls into the blades.

Ignoring the hearsay, here are the facts: the Weapons can cut through anything, save mithril and dragon-scales. The Weapons are highly magical. The Weapons are indestructible. And finally, the Weapons are sought the world over - by everyone from mage, to peasant, to king.

## The Weapons

The weapons are as follows:

* **The Black Longsword**, last seen in the possession of the mysterious Torne of Brant. This weapon was previously owned by the Immortal King, better known as The Mayor.
* **The Black Scimitar**, held by the Sheikh of Ilregard.
* **The Black Dagger**, said to be in the possession of the Princes of Tartary.
* **The Black Greatsword**, stolen from Rainemar by an armoured warrior named Bass the Iron Hand.
* **The Black Axe**, held by the Head Jarl of the Northlands.
* **The Black Spear**, last seen in the Kingdom of Posada.
* **The Black Shortsword**, currently held in the reinforced vaults of Kazzan Bradi.
Hawkesbury

**The Duchy of Hawkesbury** is one of the largest states in the Central Region, second only to the Empire of Centralia. Centred around the titular capital of Hawkesbury, the Duchy is one of the most technologically advanced, anti-magic states in the whole world, focusing almost exclusively on steam-power and clockwork.

Due to extreme financial debts to the Empire of Centralia, Hawkesbury is currently the Empire's vassal, despite being more advanced, and perhaps more militarily powerful.

## The Duchy

Outside of the city, the Duchy itself is fairly unremarkable. Most of the Duchy's terrain is made up of flat plains, crisscrossed by winding rivers. Small towns dot the landscape, linked by 'railcrawlers', huge, uncivilised machines that belch steam and travel on brass tracks across the countryside.

## The City of Hawkesbury

The City of Hawkesbury itself is what is truly remarkable about the Duchy. The City is built in the caldera of an extinct volcano, the top of which is at sea level. One quarter of the volcano's bowl has fallen, leaving the centre open to the sea. The deep curve of the water-filled cauldron has created an easily defensible port. The city itself is layered in tiers up the inside of the cauldron:

* First, the Waterfront, which is the innermost district. Many warehouses, shipyards and piers are here.
* The Lower Town, which is behind the Waterfront. This is the poorest and largest area of the city, full of slums, residential areas, factories, gambling halls and bars.
* The Middle Town is above the Lower Town, higher up the slope of the bowl. The Middle Town is much cleaner and more pleasant, with around half of the population. The Middle Town is crowded with small businesses, machine-works, and contains the railcrawler stations that lead out into the Duchy. These railcrawlers travel through tunnels in the mountain rock, and are used by the common people.
* The Upper Town is truly glorious, with pavings of imported with stone, and with steam-driven cars a common sight. This is where the rich of Hawkesbury reside, in large, stately townhouses of grey stone, with brass roof-tiles and uniormly painted red doors. There are overland railcrawler stations for the well-off to retreat to their country homes.

* Finally, the Ridge. The Ridge is the very crest of the bowl, and has the best view out over the sunny lands of the Duchy. Access to the Ridge is limited to scholars, nobles, and Hawkesbury's armed forces. This level contains Hawkesbury University, which teeters out over the sea, the Great Lighthouse, which also serves as the military headquarters of the Duchy, and the Duke's Palace, a comically opulent building filled to bursting with clockwork conviences and traps.

Travel between the areas is highly regulated, and when climbing the bowl there are a series of funicular carriages, pulled by steam engines, which are easily accessed - if you have the right permit.
Death (Myrmidon Deity)

**Death** is the deity of the Scaradian Myrmidons, who despite his ominous name is a generally harmless and even beneficial deity, who sponsors the circle of life and commands the Scaradians to perform rites for any corpse they come across. He generally appears as a headless Scaradian holding a staff.
The Myrmidon Gods

The Gods worshipped by five Myrmidon peoples. Of these gods, only four remain, due to The Codex consuming Famine. The Arachnae have no gods, as they are too self-centred and isolationist to maintain cultural traditions like religion.

Generally, despite their ominous names, aside from Pestilence, none of the extant gods are anything worse than neutral.

## The Gods

* **Death**, god of the corpse-burying merchant Scaradians.
* **Pestilence**, god of the blood-drinking Parasitids.
* **War**, god of the violent and honourable Mantids.
* **Conquest,** god of the structured and ever-expanding Formidians.
* **Famine**, destroyed god of the extinct nomadic raiders, the Acridians.
Raskav

**Raskav** the name of the huge, magically infused jungle/death-zone that stretches between Great Kazzan Minar and Zan Z'Gaar. The Raskav Jungle is in itself, alive, a huge, seemingly aware hive-mind. The Raskav Jungle is a natural and uncontrolled explosion of life magic - resulting in the curious lack of decay in the jungle. The corpses of unfortunate travellers and ex-residents would pile high if it were not for the Mulchers, who fulfil the ecological niche of decay.

Wildife in the Jungle evolves at a rapid rate - each successive generation is more extreme than the last. The wildlife and fauna here have evolved to be better, faster, tougher and deadlier.

Good luck.
Northlands

**The Northlands** are the cold and - some might say - unpleasant lands to the north of the Cloud Mountains. But, whatever the southrons might say - up north, you will find warmer hearts and better beer than anywhere else in the world.

## Regions of the Northlands

* **The Jarldom of the North**
* **Thule**
* **The Icy Wastes**
* **Yetisborg**
* **The Boreal Forests**
* **Cobalt**
* **The Land of Lakes**
* **Kazzan Bradi**
* **Tartary**
* **The Great Plains**
* **The Forgelands**
Car Classes

This article lists all car classes in Sunset Racer 2.

## Basic

This class features the slowest cars.

* Rust Bucket
* Feared Labrador
* Yumsushi F-15H
* SR1X Racer

## Amateur

This class features medium cars.

* Tantra 3E-K5
* Odulni Felix
* Tantra Tantalus
* Meerkat Bo Sport
* Feararo BS-32

## Professional

This class features the fastest cars.

* BPD Pouncer
* Yumsushi Sword F-15H
* Lauhtra Tornado
* Gorzuki Clima
* Feararo TM-40

## Special

This class features vehicles that are used in Mission challenges and can be obtainable through hidden Story Mode challenges.

* Monster Truck
* Garbage Truck
* Ambulance
* Taxi