recursal/Fanatic-Fandom huggingface dataset:
Brewing Mechanic

### Overview

Potions consist of three different components, with an optional fourth: the Medium, the Catalyst, the Focus and the Augmenter. Depending on which materials are used for each, the effect, dispersal, duration, potency and side effects can vary greatly.

#### Media

The medium occasionally grants an overall effect the potion grants, though this is somewhat rare. It primarily dictates the capacity of the brew (how many dice or bonuses are applied to the focus). For instance, a +3 capacity Medium would allow 3 dice to be applied to a dice-based focus, or +3 to a trait bonus-based focus. The Medium also contributes to the overall flavor.

#### Catalysts

Responsible for the reaction between the solvent Medium and the solute Focus, the Catalyst dictates the potency of the potion (the magnitude of the dice used for dice-based foci), as well as the duration of the brew itself. It also contributes to potential stat-based side effects of the potion. The overall flavor is also affected.

#### Foci

Every potion is brewed for its effect. This is the result of the Focus; from higher leaps to internal bleeding, the Focus of the potion is the star of the show. It also contributes to roleplay-based side effects such as unreasonable aggression or listless lethargy. It contributes to the overall flavor as well.

#### Augmenters

The Augmenter is an optional part of the brewing process- it affects dispersal, consumption method, inversion, and a whole host of other effects. Augmenters frequently affect the overall duration of the brew negatively, and change the flavor profile. They also boast of some dynamic side effects.
Deadbolt

**Deadbolt:** This is one of many spells found in Mrs. Case’s spell book Alakazam.  The spell itself can take any piece of metal and magnify its innate qualities such as durability and size to be used as a veritable shield.  The residents of Beacon have employed the spell to morph a chunk of tank metal into a protective, impregnable bunker for their headquarters. She is able to turn the spell on and off allowing entry to and exit from Beacon headquarters.

Deadbolt is an interesting spell for a few reasons. It is as ironclad as the name insinuates, meaning it can be casted once and then left unattended until the caster wants to turn it off. Interestingly, this allows for a "set it and forget it" type of mentality for its casters. Luckily, the spell is not extremely hard to learn either, which makes it a very valueable addition to Alakazam.

**Trivia:** Once the substance is selected for transmutation, it possesses a pixelating and multicolored hue to it, allowing people to know the spell has been used.
Ol' Wonky Wendy's Boarding House

A great option for travellers and businessfolk! If all you need is a place to rest, head to Wendy's, and you'll find a simple yet satisfying meal, clean and firm beds, and a woman worth conversation and reminiscing. Her seven charming children help keep the establishment up and running, making this the only entirely-halfling business in town. Above the fireplace can be seen a bust of Wendy's late husband Morkan, may the Boneman rest his soul and employ his body.
Tuners and Tonics

### Tuners

This is a one-stop shop for the aspiring bard or musically-interested clergy. Each nightingale and canary has been tuned to a specific note by Bournze personally, and all reeds are cut from the tall, billowing Arundo Donax crop out back. Limited musical instruments are for sale as well, but are by appointment only, ever since a large amount of the stock was lost to theft two months back.

#### Stock:

Fresh Cut Reed: 50GP. +2 to musical Performance checks for five encounters. Woodwind instruments only.

Dulcimer: 25GP. Smells like brandy. A tad weathered.

Drum: 6GP. Honestly, just really really loud.

Tambourine: 5GP. Streamers and ribbons attached in rainbow colors.

Nightingale: 21GP. A haunting, lovely melody. Attuned to a key of your choice, except E. Grants +1 to Performance checks once per long rest.

Canary: 35GP. Bright and cheerful melody. Attuned to a key of your choice, except E. Grants advantage on a single Performance check once per long rest.

### Tonics

Byntaa is known for her sharp wit and sharper tonics, and they can be yours for a bit of gold and a bit of conversation. Healing potions? No problem. Minor persuasion tonics? We've dealt with merchants before; let me look in the back! Caffeinated potions for increased perception? Absolutely! Love potions? Unethical, difficult to make, and you're a fool for asking, and hey, why don't you go lock yourself up in the pound, you animal?

#### Stock:

Healing Potion: 50 GP. Dark red, with swirling clouds of particulates. Upon use, heals 2d4+2 hit points.

Aranea Unxisti: 70 GP. Translucent black, very viscous. Upon application to weapon (piercing or slashing only), does +1d4 acid damage for three attacks.

Eye Drops: 35GP. Clear. Upon a DC 13 Constitution save, eliminates nonmagical Blindness condition.

Unknown Potion: 43GP. Effect unknown.
Caden's masked singer Wiki

**Welcome to the Caden's masked singer Wiki!**
season 1 will premeiw today ad other episodes makes tuuesdays

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The Kite Shack

Self-confessed simpleton Jaunz Goebben has always loved watching the local shrikes hunt, and in doing so has learned the mystery of flight! Or at least gliding. His lovely kites cover every shape compatible with the laws of gliding, and every color you can imagine. Why not stop by for a visit and a demonstration?

#### Stock:

Kite: 17GP. Shape of your choice, within reason. Color of your choice, reason be damned.

Kite Line: Complimentary with purchase, or 100 feet for 1GP.
The Wretching Goblin

Carspani is one of the few dwarves in these parts, and that's a fact he's mighty proud of. Great for a laugh, a drink, a sandwich, or just a general good time, Carspani is a great guy to have around! And feel free to stick around for the after-party. Never imbibes himself, though. He finds it makes him likely to ramble, and sure as spring, he'll start running on about The Incident, and he'd rather not go there. So let Carspani make his own choices, okay? I don't think it's any of your business in the first place. But please do ask Carspani about the house specials! Pay special attention to:

#### The Cisternwasher (2SP)

Base o' bourbon, a bit of lemon juice on top of that, and just a good hit of sweetener helps this favorite go down smooth and finish clean.

#### Murderballad (2SP)

A Murderballad is not for the weak of constitution, being pure Dwerric juniper spirits with a faint whisper of Nerah Runoff vintage. Please enjoy responsibly.

#### Sailor's Repose (2SP)

A delightful drink, it's made from Sailors' Rum, green citrus juice and sweet nectar.

#### Worker's Sludge (3SP)

The only thing that keeps the night shift going. This strong coffee will strengthen the resolve and jitter the muscles.

#### Sweet Aurozoche Cider (2SP)

A favorite of adults and children alike (watered down for the youngsters, of course), this sunny cider from the north rejuvenates the body and mind alike. Loosens the tongue, too.

#### Lag Hollen Mint Decoction (3SP)

Lag Hollen needs no introduction, being an agricultural cosmopolitan powerhouse to the northeast, famous for their cranberries and mint. This eye-opener of an alcohol-free beverage is great to savor, and favored by the more earnest romantics. +1 to Intelligence (investigation) checks for 8 hours.
Mareddus Plains

Located to the north and east of Mareddus, this region of grasslands and marshes border the foothills to the north and the river Chantu to the east. This region is generally peaceful enough during the day, but several predatory species are known to stalk the wilds at night.

#### Flora

Home to several wildflowers including Kinetta Allium and Gallard's Daisy, it is rich with pollinators, making it a prime place to find fruiting trees and wild berries. Waist-high grasses and the occasional towering tree populate the landscape, broken only by the occasional floodplain or marsh. The marshes are characterized by cattails, lilies and watercress.

#### Fauna

Diurnal fauna in the grasslands includes many species of gazelle and lesser wild tusked boar, as well as butcher birds, ravens and jays. Confirmed nocturnal species include Ravellini's Spined Owl and coyotes, which largely hunt the voles and field mice that call this region their home. However, other more deadly species are rumored to roam the landscape as well, especially in the fetid marshes. Travelers scarcely stay in the plains overnight, preferring rather to push on until morning if need be.

#### Climate

This region is generally dry and sunny, but is prone to shockingly sudden flash floods during rainy season.
Florataurs

One of the six types of elemental Minotaur Generals

**Special Ability**: These monsters are the smallest of the Minotaur races, but have proven valiant generals time after time in battle.  Their greatest battle strategy involves causing their enemies to temporarily hallucinate if they get hit with the Minotaur’s area attack (Druantia’s Figment).

The first run-in with a Florataur happens during the "The Battle For Verdana", specifically during the actual seige of the dragon den. An especially dangerous and athletic Florataur leads a pack of Garms into the den in an attempt to steal the forrest Talisman. A Nocturn, having possesed Larkspur is able to guide the raiding party directly to Verdana even though the den is normally nomadic in nature.

Florotaurs are common among the Minotaurs of The Void:

**TRIVIA**: In general, Florataurs are the smallest and most nimble of the Minotaur breeds. Many scholars believe them to also be one of the smartest breeds as well, possibly even having an appreciation for art and music.
Flame Manipulation

~+-+====================================================+-+~

Quirk

Quirk Name: Flame manipulation.

Quirk Type: Emitter.

Quirk Overview: Description: The ability to manipulate the direction, form, size, and intensity of already existing flames. Unlike Endeavor and Todoroki, FM cannot produce flames, but once flames exist FM can drastically increase the intensity output of normal flames, surpassing traditional flame users.

Advantages: Can turn a single spark into a massive flame tornado with minimal effort. Can have the flames chase after opponents. Can pick and choose who or what gets hit or damaged with the flames. Advanced users can achieve flight through upwards flame propulsion. Flame quirk users are for all intents and purposes nullified by FM, who can control her opponents flames as well as her own.

Quirk Limits/Drawbacks: Weaknesses: Unable to create flames naturally. If flames are put out, there must be a new spark to reignite them. Rain or water type quirks can effectively nullify the quirk by preventing new sparks. The users body is unable to withstand unnatural amounts of heat like Endeavor and Todoroki, meaning their own flames can burn them and they're constantly sweating when using their quirk.

Quirk Strengths: (What does the quirk excel in?)

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?) Explained in the above paragraph.

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)

~+-+====================================================+-+~

Extra Info

Strategy: A skilled FM user will have flint on his person, ideally in the form of rings on her fingers or on the soles of her shoes to instantly create new sparks. Smoking would be a good habit to pickup as a lit cigarette on your person will allow you to ignite and expand your flames at any moment.

An advanced user will have a fire resistant suit to prevent burning and heat exhaustion from overuse.
Western Cliff Wall

Unimaginatively named, the Western Cliff Wall refers to the west coast of the Choursa, heading to the north. Very few climbable sections have been established, making the western side of Choursa impossible to dock at until one reaches Mareddus. Many species of coastal birds live here, as well as winged and nonwinged reptiles. Corsairs are also rumored to make berth in hidden ports along the cliffside, though no evidence currently exists to substantiate that claim.

A few intrepid barges have cruised this cliff wall seeking the rich iron deposits and medicinal vines that grow in the region. Apart from that and some fishing, there's not much to speak of for resources to be gleaned here.
The Allilance

**The Alliance:** The Alliance is a group of like-minded knights, dragons, and mages that fight for the protection of the Earth realm. Together, they work tirelessly to shut down open portals, hunt and fight off Darkbrands that slip in through portals, and brainstorm ways to prevent the inevitable coming of The Tyrant King.

The group has a main branch of heroes that use Beacon as their central location for their adventures. It consists of:

Rome Lockheed..........Julian Rider..........Mr. Jones

Krysta Valanche..........Camela Rider........Mrs. Case

Jericho Rider...............Clay Andreas.........The wind dragons of Beacon

There is also a loose alliance made with a couple of the dragon dens who have pledged their forces if the main branch ever requires them. Such as during the events of "A Dragon's Dyne". It consists of:

The Den of Oceania.......... Cyprien Springthorn ..........Tidalus Harborfin

Moon Orchid's Den of Verdana

Advocates from the Council of Man (turned Synergist Knights) including Mr. Rider
Laird's Secondhand Weapons

Located in the town of Mareddus, Laird's Secondhand Weapons is a shop run by a fast talking Half-Elf by the name of S. Laird Longspell. He's never been convicted of a crime, never been caught in shady deals, and never, ever killed anyone. And he'll tell you that himself, repeatedly, vehemently. Want a lightly-used pike? How about a flail that's seen the inside of a few skulls? Or maybe a dagger, just because it's shiny? Laird's just might have you covered, and if you can't pay for it, you can always work for it.

The good stuff isn't in the back. It's all up front. As Laird is 100% up front, in all ways. His weapons are too. Please stop asking.

#### Stock:

All simple weapons, general pricing.

Martial weapons: Wouldn't want these to fall into the wrong hands. Let's have a conversation- the weapons aren't cheap, and neither is his discretion.

Bag of ball bearings: 2GP.

20 Arrows/Bolts: 1GP.
The Den of Verdana - Dragons

**The Dragons of The Den of Verdana**

**Larkspur** - One of the elder dragons of Verdana. Larkspur is a beautifully decorated dragon that serves as Moon Orchid’s top advisor.  She is extremely wary of outside visitors to the den, and even expresses outright verbal disdain to the heroes being welcomed in. During the events of "The Battle For Verdana", she is possessed by a Nocturn and leads a group of Darkbrands into the den on an attack.  The Nocturn curse is removed by Jericho’s Chaos Eater spell.

**Grapevine** - One of the elder dragons of Verdana. Grapevine is the intelligence specialist relying on “Informants” to alert him to Darkbrand attacks and things outside the den. He is quick to use fruit puns in conversation and appears to be able to pick and eat the fruits that grow on him. He takes a liking to Clay as they are both connoisseurs of food.

   **Sycamore** - One of the elder dragons of Verdana. Sycamore is the head of security for the den, and he also helps with the hunting for Verdana.  He is mostly made of strong, hardwood plates that protect him like armor. Explained to be the largest dragon in the series so far, he is staunch and stoic like the tree for which he is named, but takes his responsibilities very seriously.

**Other Denizens** - Raflesia (hunter), Nightshade (hunter), Persimmon (informant) , Muskmelon (informant), Caspia, Laceflower, and twin builders Broadleaf and Blackhaw.
Den of Gaia

### Distinct Features

Brown/tan impenetrable scales, wingless, skull and horn protectives, massive size.

### Population

Split - Unknown

**Den of Gaia**: Another mysterious dragon den of the Earth realm. We have little to report about this den as we have only encountered one member of the den. Clay has an insatiable appetite, but it cannot be confirmed that all Earth dragons are like this. Clay has brown, durable scales, and a hard protective shell on his head. He also bears spiraled horns like those of a male bighorn sheep. Clay's Earth dragon form is also the most massive of the dragons we have met except for two. The only two dragon shown to be larger are the adult forest dragon, Sycamore and the chieftain of Oceania, Tidalus Harborfin. Hopefully more information to come?
Mr. Rider

### Occupation

Dragon Hunter (previous)Some kind if business man??? (previous)Defender of The Scale of The First (currently)

### Relatives

Julian and Camela's father, Jericho's uncle.

## Special Info

### Quirks

Dresses like a magician. Affinity for animal skin rugs

### Weapon

Divine Chimera

**MR. RIDER (Herald):** Appears in books 1, 4, 5, and 6. We first met Mr. Rider all the way back in "The Search For Synergy" as a somewhat overbearing and mysterious father to Julian Rider, one of the main protagonists. Since then, he has helped the boys obtain several objects necessary to defeat their enemies, but we never really got the feeling that he was a "good guy".

Finally, in book 5, we see that any suspicions were brought to the forefront even though not necessarily by the man's own hand. Beliarahm, one of the most powerful Nocturns from The Void, seeped into the Rider household through a portal in the garage and took possession of Mr. Rider by surprise. When the main characters go back to the home to check on Julian's family, they realize this, but luckily, they are able to avoid a fight with him and figure out where he is headed. Throughout the events of book 5, Mr. Rider has Beliarahm expunged from him, and he makes the realization that the majority of his life has been fighting for the wrong cause. He apologizes to his excommunicated nephew, Jericho Rider, and decides to support his children's relationship with dragons. He even alerts The Alliance to what Beliarahm is planning on behalf of The Tyrant King.

Mr. Rider was previously elected as the official Grand Hunter of the Earth realm council. His job was to eradicate dragons and dragon sympathizers. Once he had children and retired from that life, he still raised his family to believe that dragons were the enemy of man. Little did he know that his biased philosophy would eventually push his children into bonding with dragons via The Great Synergy.

Since the events of "A Dragon's Dyne", Mr. Rider has pulled a complete 180 degrees regarding his ideals of dragons and human. He even bonded with Tidalus Harborfin (the Cheiftain of Oceania) and fought alongside a dragon/human alliance in the final battle against the Darkbrand forces. He has pledged to guard the light Talisman at all costs with Tidalus.

**Trivia:** Mr. Rider's silver and gold, BMW sedan has a vanity-style license plate that reads KNIGHTRIDER.

For reasons unknown to Rome or the reader, Mr. Rider continually calls the dragon by the misnomer "Roman", even though he has been corrected on multiple occasions. Rome acts on his agitation with the man by insulting his fasion sense. It is assumed Rome's agitation stems from the fact that he subconsciously picks up on Mr. Rider being possesed by a Nocturn.

Mr. Rider and Tidalus performing The Great Synergy with the light Talisman signified the first pact between human and dragon by its use since the time of The Good King Arthur and his utopian Camelot.
Talismans

The Talismans are ancient relics of the Earth realm used to assist Synergist Knights and Master Dragons in defending their realm against the The Tyrant King and his Darkbrand army from The Void. Their information is kept in the red books distributed throughout members of The Alliance. There are two types of known Talismans on the planet; Elemental Talismans and Non-Elemental Talismans. Here is a list of the known Talismans thus far in the series:

Pandora's Die of Hope (Non-elemental)

The Magic Mirror of Shalott (Non-elemental)

The Frostshard (Ice Talisman)

Fujin's Teardrop (Wind Talisman)

Hatshepsut's Tooth (Earth Talisman)

The Lotus/Absynthe Spirit Ring (Forest Talisman)

The Orichalcum Nautilus (Water Talisman)

Salamander's Egg (Fire Talisman)

The Scale of The First (Light Talisman)

The Heart of The Abyss (Dark Talisman)
English Crusader

## About

The English Crusader is very questionable. To begin with when you prompt their dialog they don't talk, and if you ask where to go, he still doesn't talk, but he points to the left; implying the Norse Hall or the Mine.

The English Crusader as shown in the image has a silver helmet with silver chainmail layered armor. They also have an gold cross on their chest, implying they've been in an offensive crusade before.
Cyprien

**Cyprien Springthorn:** The offspring of Moon Orchid Springthorn and Tidalus Harborfin.  As the dragonling of these two den leaders, he is a hybrid swamp dragon. Being a swamp dragon, he has characteristics of both water and forest dragons.  In dragon culture, the dragonlings take the surname of their mother.  Hence Cyprien's last name being Springthorn instead of Harborfin. The first ever mentioned hybrid dragon, he is actually first introduced in book 5 when they visit the water dragons of Oceania.  Because his mother’s troop was forced to move around so much, he lives with his father safely in the ocean.  He is mostly light blue in color with traits similar to both of his parents including the water dragon gills and the forest dragon overgrowth effect on his body.

Cyprien convinces his father, Tidalus Harborfin to aid The Alliance during the final battle with The Tyrant King. Cyprien shows early on in life that he is a above average tactician and negotiator not only for peace between the humans and dragons, but also for peace in the realm.

**The Great Synergy:** He has not taken part in The Great Synergy

**Abilities:** Having the abilities of both water dragons and forest dragons, Cyprien is extremely well adapted for life in both aquatic and terrestrial regions. Since he is only twelve years old when introduced, he has not quite developed all his powers. However, given his lineage, at some point he may even obtain a Dragon Dyne.

**Trivia:** Cyprien is the first hybrid dragon type. He is half water dragon and half forest dragon; a swamp dragon.

Although he acknowledges that his parents' marriage and his birth were done for political reasons, his attitude towards the situation is remarkably positive. He even believes that his parents truly love each other even though, on the surface, their relationship appears as a ploy to unify the two dens under his eventual leadership.

Cyprien's existence is mentioned in an almost throwaway line in "The Battle For Verdana" when Mood Orchid says that the last dragonling born in Verdana was six years ago. It's a single, small line, but for detail-oriented readers, it predicts his appearence in the next book, "Desperate Tide, Desperate Measures".
Weapon Manipulation

~+-+====================================================+-+~

Quirk

Quirk Name:Weapon Manipulation

Quirk Type:Emitter

Quirk Overview:Weapon creation is an emitter-type quirk that allows its user to create,shape and manipulate any weapon and/or armor they can think of. As long as the user know their anatomical structure.The user can make/shape/and manipulate any weapon in a few seconds or a full 5 minutes depending how complex the weapon is.She can only manipulate and shape the weapon that she had created,f.e she can make knife into a sword (manipulate and shaping the weapon will consume mostly her energy but not as much as making it).First the user will make an orb that comes from her stamina and fats,the more complex the weapon is the more stamina and fats she will use,the orb size is 5 cm.Then the orb will change to weapons in a second or a few minutes depending on the weapons and her fats/stamina.The weapons that she had made will work just like any weapons.

Quirk Limits/Drawbacks:The user is very limited if they don’t know the weapon’s anatomical structure.So the user must know their anatomical structure,if they don’t know the anatomical structure then the user will fails and will get a wobbly version of the weapons.The user must have enough stamina,fats,and energy to make/shape/manipulate weapons.Again the user can only manipulate and shape weapons that she had made.One orb= one weapon.Melee weapons can consume 1-15% of her stamina depending on the weapons and how complex it is.Range weapons can consume 15-30% of her stamina depending on how complex the weapons.Defensive weapons can consume 30-45% of her stamina again depending on how complex the weapon is.

Quirk Strengths:Supplying weapons,making weapons.

Quirk Weaknesses: The quirk use her fats,energy,and stamina if she overuse it,it can lead to her death.The user will take longer time to make/manipulate/shape weapons if they don’t have enough fats,stamina,and energy.If she keeps using her quirk passing her limits she will immediately passes out and will have internal bleeding on her body.

Future Development:The user mental age is only 6 years old,making her really limited with her knowledge of weapons.So in the future the user will know more weapons and having a more good quirk control

~+-+====================================================+
Hatshepsut's Tooth

**Hatshepsut’s Tooth -** Everyone knows that the Egyptians built the great pyramids to house the bodies of the pharaohs, but what was not taught in history class is that the pyramids were also used as war bases against their attacking enemies.  One extremely ambitious pharaoh named Queen Hatshepsut had her royal sorcerers infuse the energies from the ley lines that run through Egypt into her body.  This left her with the ability to create an unbreakable energy barrier around objects like the pyramids.  When invaders came into Egypt, the Egyptians barricaded themselves inside the pyramids behind Hatshepsut’s magical fortification.  After her death, the queen’s body was kept in the pyramids, but over the centuries, the vaults were destroyed by tomb raiders.  When John Perring conducted the first complete exploration of the pyramids in 1837, all that remained of Queen Hatshepsut was a single tooth.  Regardless of its creepiness, it was passed down through the generations because it still possessed the magic ability to create these indestructible barriers around people and things.
Slash

~+-+====================================================+-+~

Quirk

Quirk Name: SLASH

Quirk Type: Mutation

Quirk Overview: SLASH is a quirk that gives the user the ability to change their hand so they create a sword, this sword is stuck to their hand and cannot be taken off, this is the only sword the user can create so they use it wisely, the ability that it has is that it is able to produce ice on its blade, anything that the blade comes in contact with, turns into ice, but only that portion of the body, if the blade is penetrated into a living being, the insides would slowly freeze the organs, causing a total organ failure, killing the person, but there is some cases where it only freezes a small portion of the insides. The blade is made out of steel, as the handle is rubber and some parts wood, the hilt is also blades like the main blade, anything that touches, freezes.

Quirk Limits/Drawbacks: if the blade gets broken, or cracks, the user can also feel it cracking, or breaking, so this will cause large amounts of pain, if the Quirk is used for over 2 hours, it will start to crack/break.

Quirk Strengths: anything in a cold environment increases the chances of freezing all the organs, if the enemy has nothing to protect themselves with, they will be an easy target for the user.

Quirk Weaknesses: if the blade touches a non living object, it will not freeze that object, the reason why the quirk cannot be used at 100% percent is because it would completely drain the energy of the user, if the blade touches the user themself, it will only affect them slightly.

Future Development: there is one called ICE BURST, where the sword explodes into tiny pieces and slices up everyone in a 12ft radius, another thing the user has to become stronger in able to do, is ICE ARMOUR, it creates a layer of compacted ice that adds more durability, but makes the user heavier.

~+-+====================================================+-+~

Extra Info

N/A

I will say one thing, respect the choices I make and whenever I say that I deflect a attack, the only reason why is because at first the only thing that is focused on is freezing, and speed, so you'd expect the user to be able to deflect, I'm sorry but I have to note this, I have roleplayed with a lot of people that said the actions I make are "unfair" but I hope you will be respectful to what i'm saying right now that's all I have to say.
Zohnda

### Physical Description

A large tome bound by violet, leather straps and feathers that emanate purple auras when she speaks

### Quirks

Changes moods and conversation on a whim. Constantly talking about non-related topics

### Nickname

The whimsical free spirit

**Zohnda (The Wind Elemental):** Zohnda is the wind Elemental born from Fujin’s Teardrop, the wind Talisman.  Her job as an Elemental is to keep the winds of the Earth realm from blowing out of control. She is seen as a large tome bound by violet, leather straps and feathers that emanate purple auras when she speaks.  Being a free spirit like the wind, she is the flightiest of the Elementals, evidenced by her changing moods and conversation topics on a whim.

Zohnda embraces her role as keeper of the wind with a gusto and fervor unlike most of the other Elementals. She absolutely relishes her job and uses her trips to the Earth realm as escapades to travel the whole realm instead of performing her duties to the best of her ability. Her stewardship of keeping the wind in balance is a natural fit for her whimsical and capricious personality.

**Trivia:** Zohnda actually went through several name changes before Brett Salter settled on Zohnda. The final selection even went down to the day before book 5's release.

The wind Elemental's constant, verbal onslaught is meant to symbolize the literary device stream of consciousness, which the author feels happens in his head on a regular basis.
Spider Legs

~+-+====================================================+-+~

Quirk

Quirk Name:Spider legs

Quirk Type: (Emitter, Mutation, Transformation- mixed?)Transformation

Quirk Overview: (Basic description of the quirks in’s and out’s, the abilities it has) This quirk let the user sprout up to 4 spider legs from their back. These red and black spider legs are about 4,4 meters stretched out,but when they are bent it’s 2,1 meters  and are like steel. The ends are very sharp, and can be used like spears. They can also climb walls.

Quirk Limits/Drawbacks: (The limits of the Quirk, what happens if it’s overused or pushed to its limits?)If He use it too much his back would hurt and he can’t really control it that well so if he use it too much he will lose control

Quirk Strengths: (What does the quirk excel in?)Closed range fight,His speed will increased.

Quirk Weaknesses: (What makes the quirk not run at 100%? What are the counters to the quirk?)He can’t fight in far range fight,if one of his spider legs got cut off he will feel immense pain and it will take 15 minutes to grow it back

Future Development: (If any, i.e. hero’s may have developed their quirk, yet Students will have major development of their quirk left.)In the future if He keeps training his quirk he can sprout 6 spider legs and it will be 10 feet long

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Pandora's Die of Hope

**Pandora’s Die of Hope**- When Pandora let all of the evil into the world, she found "hope" at the bottom of the box.  The physical representation of “hope” was a die that was able to be imbued with powerful weapons to fight the evil.  Depending on which number is rolled, the user can materialize these weapons. At the time of its discovery, the Greeks were the most powerful society in the world, so Pandora inserted The Caduceus into the die hoping its healing ability would heal the damage she had done. Over the centuries, more rulers placed their divine weapons into the Die of Hope to both cement their legacies and help future generations battle evil.

   These include:

5- The Roman Gods put in the bow and arrow Artemis blessed by the gods to never run out of arrows.

2- The Norse Gods put in Odin’s spear, Gungnir with its magic ability to always return to its wielder.

3- Camelot’s King Arthur put in his shield, Pridwen.  It is impervious to all elemental attacks

4- The Scottish, rebel warlord William Wallace put in his great sword, The Claymore, and its ability to cut through any metal.

1-The Dragon lords of The Despot War imbued the die with the ability to replicate The Great Synergy.  It is only a replication not the true ritual.  (Rome and Julian used this)

6- Pandora put in The Caduceus.  Its healing factor would help injured warriors during their battles.
Rise of the Phoenix

**Rise of the Phoenix:** Rome Lockheed’s Dyne.  This Dyne allows Rome to be resurrected from the phoenix’s fires when he is mortally wounded.  When his physical body dies, he is transported to a realm of cleansing fire where he is reborn back onto Earth’s plane.  His Dyne is interesting as no Dynes are ever supposed to repeat or occur more than once.  The great dragon general Roman Volcana had the same Dyne over 1,000 years ago.  The Elementals speculate that the reason this Dyne has replicated with Rome is not that it is reoccurring, but that Rome is actually Roman reincarnated again one thousand years later.  More simply, they are the same soul therefore have the same Dyne. Although Rome has never shown a recollection of Roman’s memories as he did with his own memories when he came back the first time.
Hydrotaurs

One of the six types of elemental Minotaur Generals.

**Special Ability**: They can manipulate water in their general vicinity to do things like blasts and generate a protective barrier around them (Tsunami Shield).

Hydrotaurs are the first version of Minotaur generals that the heros of the novels encounter. In "Riders of Fire and Ice", Julian and Rome follow the rumors of a possible Garm sighting to a lake in Sommerset, England. Upon arrival, they are attacked by a single Hydrotaur that wields a massive war hammer and nearly incapacitates both Rome and Julian in their Master Dragon and Synergist Knight forms. Luckily, the surprise arrival of Camela and Krysta saves the boys' lives and depletes the Hydrotaur's energy enough to send it back to The Void. It is at this moment that the boys realize they are not fully prepared to take on the Darkbrand army and may require allies.

A second encounter with Hydrotaurs occured during the events of "Desperate Tides, Desperate Measures", when The Alliance was attacked by two of them on the unnamed island beach. During the team's attempt to locate the water Talisman, a pair of these monstrosities launched a surprise attack on the group, taking them toe to hoof in the melee. Eventually, both Hydrotaurs succumbed to the abillities of Rome and his allies, but they managed to put up one of the toughest fights a non-Nocturn had shown to this point in the series.

    **TRIVIA**: In "The Search For Synergy", Rome and Julian find a piece of horn bone near the opening of the first portal. When they first encounter the Hydrotaur at Sommerset in book #2, they notice that the Minotaur is missing part of one of its horns. They then ascertain the bone piece they found must have broken off when it tried to come through the portal in the first book. And it is not happy about losing part of itself
Quanbreaker

**Quanbreaker:** This is the weapon that houses Camela’s Talisman, The Frostshard.  The scepter itself is about three feet long with two distinct ends.  On the one end, The Frostshard is securely fastened as if it was imbued as part of the scepter.  On the other end, there is a sickle-like blade that can be used to hack through Darkbrands.  In a "cool" combination attack, Krysta's ice breath can crystalize on the scythe portion of the weapon adding an ice element to it.
Moon Orchid

**Moon Orchid Springthorn**: Appears in book 4 and is the leader of The Den of Verdana.  She has much knowledge about the invading Darkbrand raiding parties and the portals. Her den has been avoiding The Tyrant King's minions by adapting a nomadic lifestyle in the Pacific Northwest woods of The United States and Canada. She considers herself the keeper of the forest Talisman, The Lotus/Absynthe Spirit Ring. During her appearance, she informs the boys about hidden Talismans around the world and Dragon Dynes. She is as old as the forests themselves which allowed her to develop a Dyne called Communicative Precognition.  It allows her to adapt to conversations and predict how they will go. Like most forest dragons, she has a plant-themed motif focused of flowers and plants from a temperate climate region.

**The Great Synergy**: She has not partaken in the The Great Synergy

**Abilities**: Moon Orchid, like all forest dragons has leathery wings, bony plates for protection, and innate camouflage from the woods and plant life around them. She is wiser and craftier than most dragons having lived thousands of years. Along with her council of elder dragons, she keeps The Den of Verdana mobile while they seek a cure for their population curse. She also exhibits a Dragon Dyne called Communicative Precognition, which allows her to see the flow of conversations preemptively.

**Trivia**: Moon Orchid is based on the idea of a "hippie" dragon leading a commune.

Her voice is hinted to have a kind of natural echo or ambience to it. This is because she is so old and has used her voice for so many years that it has transcended to a supernatural sound. This phenomenon also parallels her Dyne which centers around audible conversations

Moon Orchid took part in an arranged marriage with Den of Oceania's leader, Tidalus Harborfin in an attempt to foster a union between the dens. Together the two leaders hatched a hybrid dragonling named Cyprien Springthorn.
Knight Kelly

## About

Knight Kelly is not iconic, but is found nearby spawn. When you prompt dialog with them they greet you, you then have an option to ask them if he has any quests. At the moment they say there are no quests. They could possibly in the future give quests.

Kelly is wearing a very similar outfit to Helga, yet wears an English helmet. They also are the closest person to the Easter Bunny character which is spawned during the Egg Hunt 2021 event of Crusaders Oath.

## Gender Debate

Knight Kelly is not very feminine, yet not tall, so we can not assume their gender as of the information we have now. Their head shape regarding their helmet shows they most likely don't have long hair so they are more likely to be male than female.

The creators have not and aren't planning to reveal the gender of so called "Kelly", but with the information we have and the future yet to come, we will most likely find out if they are male, female, or even transgender.
Nocturns

**Nocturns**: Physically, the Nocturns are wraiths that resemble skeletal ghosts.  Their upper appendages vary depending on the specimen, but none of them have lower extremities.  They are considered “dark energy” beings.  This is evident by the constant black auras surrounding them during times of heightened output (battle).  They have been around since before the time of man AND dragon earning them the nicknames, The Ancient Ones.  They were used mostly during The Despot War as infiltrators into enemy ranks because of their ability to “possess” weak-minded individuals. However, they can harness their energy to become battle ready as well.  All Nocturns have one single weakness that can be used against them to render their energy inert.   Throughout history, the Nocturns have been identified and given nicknames to help anyone possessed by them.  It appears as if they are able to regain energy once defeated and cast back into The Void or from open portals.

**Physical Traits**: All Nocturns vary in their physical appearance, but all have terrifying upper appendages and ghostly lower halves. Their faces are skull-shaped with hollow eyes and dark auras.

**Special Abilities**: Each Nocturn has unique abilities surrounding their propensity for manipulating dark energy.

**Known Nocturns**: Zaghnal the Wraith-sickle, Scarabadon the Juggernaut, Beliarahm the Tormented, Occumus the Sable Cloud, Quanbrea the Whisperer
Zaghnal the Wraith-sickle

### Major Fights

Battle by the English seaside versus Rome, Julian, Camela, Krysta, and Mr. Jones

### Notable Possessions

Mrs. Case

**Zaghnal the Wraith-sickle (Nameless):**The first Nocturn to meet the heroes in the stories.  It possesses Mrs. Case and is the main antagonist of the second book.  Zaghnal has the group nearly defeated when Mr. Jones shows up and reveals some insights about the Nocturns.  Zaghnal’s nickname is “Nameless” because its weakness is found in its name.  Once its adversaries/host knows its true name, it can be weakened to the point of exorcism and eventual banishment back to The Void.  Its weaponry consists of two, flesh-tearing scythes for hands that reform after destruction.  It can also use dark energy to stun opponents.  When it possesses Mrs. Case, it has use of her Talisman, Fujin’s Teardrop, and can ride air currents and use wind blasts.  Zaghnal is defeated and exiled back to The Void in book 2.

Zaghnal is the first Nocturn The Allliance come across, and is a fairly mundane version of a Nocturn. It's body is orignially hidden inside Mrs. Case because of the possession technique, but as the group fight it, Zaghnal becomes more drawn out of the sorceress. It starts by showing glimpses of its skull and wraithllike arms, but as frustration sets in, it displays a serpentine tongue as well as its full skull and dark energy aura. After it is exorcised completely, it maintians its Nocturn form, but appears hunched over and weakened significantly. It entered our world through a portal found in the woods by Somerset Lake, and is eventually banished back to The Void at the same portal.

**Trivia**: Mr. Jones finds Zaghnal's weakness inside one of the red books that the heroes have. Since they have been reincarnated many times over the years, most Nocturn's are described and documented in these books to assist future generations exorcise them from human hosts.
Jericho Rider

**Jericho Bedivere Rider-** Julian and Camela's cousin. The Riders never knew they had an uncle who was ostracized from the family for dabbling in the idea of The Great Synergy.  Mr. Rider ruined his brother's reputation and had him exiled.  Jericho was raised to believe in The Great Synergy, and his father spent the last years of his life finding him a Talisman and a dragon to bond with.  Originally, Jericho sent his dragon in human form to keep an eye on his cousin with the hopes that they could join forces.  However, at some point, he became possessed by Scarabadon the Juggernaut who was hunting for the Talismans. Once overtaken, Scarabadon used Jericho and his Master Dragon to try and kill our heroes (especially Julian).

After the Nocturn's removal, Jericho's personality shifts drastically. He is demure and reserved; acting more chivalrous and honorable like the traits his father instilled in him. He is often referred to as a monk due to his habits of meditating and aloofly immersing himself in music. Jericho never engages in a fight without his musical accompaniment pumped into his ears by earbuds and a connecting iPod.

**Talisman**: Wielder of the Earth Talisman, Hatshepsut’s Tooth. The Egyptian pharaoh's decaying tooth has a very convenient ability to create force fields around multiple objects. They appear as a second skin made of pixels and are basically unbreakable by anything we have seen so far.

**Weapon**: Jericho's weapon/Talisman combination named *Siltstone Rasp* is a reinforced, metal staff approximately five to six feet long. At the top end, there is an ankh like the ones employed by the ancient Egyptians.  Attached to the ankh end by a chain is a small fortified, glass container that holds Jericho’s Talisman, Hatshepsut’s Tooth.  Jericho uses Siltstone Rasp proficiently as a melee weapon and enchanting rod when employing the protective power of his Talisman.

**Associated Spells**: Jericho has mastered the *Chaos Eater* spell during his time with his father. The spell is able to locate and remove darktouch curses from people or dragons. The spell's aftermath leaves an applicable tattoo on the spell caster. The silent sufferer Jericho is littered with these tattoos suggesting he has devoted much of his life to this cause.

**Trivia**: Jericho is often noted for saying things that seem relevant but oddly phrased. In these cases, he is quoting lyrics borrowed from the author, Brett Salter's favorite band Strung Out.

Jericho's distinctly spikey, blonde hair with blue chunks is directly inspired by anime designs. This is to aid in implying that he falls under the character trope, The Quiet One.
Den of Volcana

**Den of Volcana**: Little is known about the fire dragons den. At most, we know that they were once a plentiful den with most of their denizens being enlisted as fighter's in The First's army. Some great warriors have come from this den, including The First's commander, Roman Volcana. No one is sure if the fire dragons originally put the concealment spells on themselves or if someone else did so to cover up their existence. Whatever the origin of the their hiding, the fire dragons have fit in extraordinarily well with the humans who have forgotten magic and written off dragons to stories. Once the humans took over as the dominant species of Earth, the fire dragons faded into legend. Physically, these dragons breath fire, have red scale patterns, and black wings capable of flight. At the time the stories pick up, they are either extinct or concealed from the world.