recursal/Fanatic-Fandom huggingface dataset:
Burzhal

## Etymology

Burzhal comes from the words "Burz" (meaning "dark") and Hal (meaning "folk"), which would therefore mean "Dark-Folk."

## Origin

The Burzhal is one of the two elven races alongside their Agonhal counterparts. They have gained notoriety for their high affinity to dark magic and magical might. This can be traced back to their ancestors, back to when the Old Burzhal sorcerer-lords made a deal with the Wendigo: in exchange for great magic power, they offered the souls of their entire race to the Wendigo. Using their newfound power, the sorcerer-lords created many powerful dark magics, artifacts, and formulas, including the art of soul subjugation.

Unfortunately, their greed and ambition turned later generations of the Old Burzhal against each other in their pursuit of knowledge and power, effectively destroying them and dooming them to the whims of the Dreaded Lord. Since then, the surviving Burzhal have managed to continue their race, but have become ill-favored by fate due to the curse that came as a consequence of the deal.

*“Those whom delve into forbidden black,*
*Knowledge you seek but foresight lack:*

*Come forth this curse upon you all,*

*forever fated to always fall.”*
## Characteristics

The Burzhal have skin tones of varying shades of grey with their pointed elven ears. They are known to have a strong affinity for magic, most being powerful mages, although Burzhal knights are known to have existed dating back to the Old Burzhal.

## Values

The Burzhal culture is created from the pieces of their previous civilization:
In the time of the Old Burzhal, the Dark-Folk were known for their ambition, always striving to improve their abilities and knowledge, even if such advancement came at a cost to others or themselves. This viewpoint, compounded with their greed and lust for power resulted in their desire to dominate and control, as seen in the art of soul subjugation.

The Burzhal of the current age no longer place importance on such extremes, knowing the dangers of such radical ideals, as well as foster a distaste for dark magic. Despite this desire to separate themselves from their past, much of their old culture persists.

## Notable Members

### Selzar

Darklord Selzar was one of the original twelve sorcerer-lords that made the deal with the Wendigo. He is responsible for creating the formulas and teachings of soul subjugation, including the summoning of dark spirits. These spirits are those of the Burzhal, brought back to serve the conjurer and bearing the name “Dark Ones.” This knowledge has been compiled in the grimoire “Ars Goetia.” Selzar is also known for converting ghostspeak into a written language for the Burzhal, the same manuscript that the current-era Burzhal use today.
Siren

## Abilities

###

Flurry
Scream
Stab

## Item Drops

###

Banshee Tears
Ghost Blade
Red Eye
Spirit Essence
Spirit Gossamer

###

Banshee

A Banshee who loses sight of her unfinished task may develop and act upon frustration and other destructive emotions. These emotions will change a Banshee's eyes to a blood red over time as they embrace the anger; once they turn completely red, the aggressive spirit is known as a Siren.

As their strongest emotion, anger fuels a Siren, driving them to be irrational and quick to fight. This anger over time will grow within a Siren, and it materializes in a knife-like form that is capable of injuring those in the living realm. The size of the blade that a Siren manifests will grow as a Siren gains strength, those with larger blades being the most dangerous of the irate spirits.

## Encounter Information

* **Level Recommendation:** 35 - 40
* **HP:** 800 - 960
* **Recruit Rate:** 10%

#### Combat Abilities

* **Scream |** Lets out a ear-piercing scream, causing Stun (60% success) to all targets for 2 Turns.
* **Stab |** Attacks a single target with their ghostblade, inflicting 30 Arcane DMG.
* **Flurry |** The Siren flails their blade wildly at a single target, inflicting 10 Arcane DMG/hit, up to five times; each successful hit can cause Bleed (50% success) for 2 Turns (10 DMG/Turn).

#### Dropped Items

* Banshee Tears
* Ghost Blade
* Red Eye
* Spirit Essence
* Spirit Gossamer

#### Habitats

* Forests
* Graveyards

#### Seasons

* Winter
* Spring
* Summer
* Fall
Flutterby

## Abilities

###

Flee
Flutter

## Item Drops

###

Flutterby Eye
Flutterby Wing

###

Painted Flutterby

Flutterbys are delicate insects that are very common. They are harmless and will only eat fruits and nectar. Farmers try to encourage flutterbys to their farms as they are very good with pollinating crops. They make easy prey to a lot of other creatures.

## Encounter Information

* **Player Level Recommendation:** 1 - 5
* **HP:** 100 - 120
* **Tame Chance:** 50%

#### Combat Abilities

* **Flee |** Will run away from combat.
* **Flutter |** Lands on a single target, decreasing accuracy (-30% PER) for 1 Turns.

#### Dropped Items

* Flutterby Eye
* Flutterby Wing

#### Habitats

* Forests
* Fields
* Plains

#### Seasons

* Spring
* Summer
* Autumn
Rubini Beetle

## Abilities

###

Charge
Trample

###

Rubini Chitin
Rubini Mandibles

Rubini Beetles are large insects, about the size of a cow. They are mainly tamed by farmers to help with tilling soil for planting crops. In the wild, they generally leave people alone but can get curious and will investigate unmoving bodies. Their diet consists usually of fruit and fungus.

## Encounter Information

* **Player Level Recommendation:** 10 - 20
* **HP:** 400 - 480
* **Tame Chance:** 40%

#### Combat Abilities

* **Charge |** Strikes a single target with their mandibles, Inflicting 20 Physical DMG and can Stun (40% success chance) for 4 Turns.
* **Trample |** Attacks a single target with kicking legs, inflicting 50 Physical DMG.

#### Dropped Items

* Rubini Chitin
* Rubini Mandibles

#### Habitats

* Farmlands
* Plains

#### Seasons

* Spring
* Summer
* Fall
Lievebeestie

## Abilities

###

Acid
Flee

###

Lievebeestie Elytron
Lievebeestie Eye
Mild Acid

Lievebeesties are large insects, about the size of a dog. They eat smaller plants and grubs. They are passive creatures and are generally very friendly towards people.

Lievebeesties are highly poisonous, and if they are alarmed or spooked, they release poison from their eyes as tears. They can also spit orange coloured acid that ranges from mild irritation to flesh eating.

## Encounter Information

**Player Level Recommendation:** 1 - 10

**HP:** 200

**Tame Chance:** 40%

#### Combat Abilities

* **Acid |** Spits out acid to deal 40 damage.
* **Flee |** Will run away from combat.

#### Dropped Items

* Lievebeestie Elytron
* Lievebeestie Eye
* Mild Acid

#### Habitat

* Forests
* Fields

#### Seasons

* Spring
* Summer
Crested Pitta

## Abilities

###

Peck
Flee

###

Pitta Beak
Pitta Eggs
Pitta Feathers

Crested Pittas are a species of commonly found, small birds. This avian species can be found with varying colors influenced by the environment they live in, and in the dark, they can be spotted among the branches with their glowing eyes.

Crested Pittas can be found in wooded areas as well as urbanized locations. Those found in towns and cities are friendlier than those in wooded areas, so they may land on unsuspecting folks who are going about their day. They feed on bugs, berries, and seeds, but with the lack of fear they have of people, Crested Pittas may attempt to snag a citizen's food.

## Encounter Information

* **Player Level Recommendation:** 1 - 5
* **HP:** 100 - 120
* **Tame Chance:** 50%

#### Combat Abilities

* **Flee |** Will run away from combat.
* **Peck |** Deals 5 Damage.

#### Dropped Items

* Pitta Beak
* Pitta Eggs
* Pitta Feathers

#### Habitats

* Cities
* Farmlands
* Forests
* Towns

#### Seasons

* Winter
* Spring
* Summer
* Fall
Okuzo

Okuzo is renowned as one of the most wanted Fishman, he is known for his ties to the world government as he used to be as a shichibukai to them until finally turning on them when finding out one of the Celestial dragons connections to the enslavement of his own race. Okuzo now remains under the radar and rules the underwater location known as Atlantis.

## Personality

Okuzo is very prideful, he is usually the type to argue with people who oppose his authority or demands, but he is well aware of the failures he has committed as a leader to his people. Having that noted in his mind makes him more thoughtful about what decisions he makes. But even with his failures being brought up against him, Okuzo is the type to use people's pasts against them, especially if it's being used against him. In general, Okuzo is prideful, spiteful, and aggressive to a high extent. But Okuzo is smart as he was able to create an entire society underwater, which he completely rules. As for those who follow him show nothing, but pure loyalty to his name.

## Abilities & Powers

Okuzo has mastered Fishman Karate and Fishman Jujutsu.

Okuzo also has access to Armament Haki and Observation Haki as he truly exceeds most Fishman in these natures as he is known as the person who taught such abilities to the majority of his race.
Jadaal Empire

Flanked by two large seas, this relatively small area is prosperous due to mining and tourism of all things. Lush white sand beaches and a convenient location near wealthy nations in Yestal and Cafril. Invasion of the nation is difficult due to the small and easily defended land borders and the fact that it is completely blocked off from the sea. A strong alliance between this nation and its eastern neighbor would provide excellent defense of land routes, in exchange for cash and supplies to their less economically blessed ally. Food comes in through Yestal, luxury goods come in through Cafril, and unfortunately, slaves come through Ehora. In fact, it may be the slave trade that creates such prosperity in the country. Rich nobles from all over the world come to be hand-fed and attended to by “servants” who they are told are paid fair and adequate wages. The reality of the lives of these servants is an open secret that does not fool anyone, but it at least opens up more diplomatic options when dealing with the nations of Yestal who are far less tolerant of slavery as a practice. Still, this nation is probably the most western nation to openly practice slavery with impunity. It will be interesting seeing how the relations between this country and its neighbors actually work out in reality. I imagine this country rules by several noble houses, perhaps a conglomerate for 5 or more that each focus on a specific group of industries. The god of the nation is likely neutrally aligned, while each of the noble houses is flanked by a city-level god of evil alignment who helps them control their territory and influence. The most powerful of these houses takes on a leadership role and acts as effectively the head of state of the nation. However, this role is constantly in flux and each house vies for superiority over the others. Being on top may be a cushy position, but not a particularly safe one.
Torvus

## Abilities

###

BiteChargeHowl

###

Torvus Bone PlateTorvus ClawTorvus Horn

Torvuses are large, strongly-built, canine-like creatures, easily identified by their large jaws and bony, armor-plated heads, which they use to charge and ram both prey and threats. Torvuses dwell in underground burrows, carving out their burrows by using their hard, hook-like claws to dig into hard ground and stone if necessary.

They possess eyes, having weak sight in visible light but compensated by their ability to see in the dark, usually within their burrows. Being distinctly related to the Teratos, Torvuses have the same, sweeping horns and bone crest. Although aggressive, Torvuses have been tamed and domesticated by humans, mainly by mining communities for their ability to dig into rock, night vision, and carrying capacity.

## Encounter Information

Player Level Recommendation: 35 - 40

HP: 800 - 960

Taming Chance: 10%

#### Combat Abilities

* **Bite |** Bites into a single target, inflicting 100 Physical DMG and can cause Bleed (15% success chance) for 2 Turns.
* **Charge |**  Slams into a single target, inflicting 75 Physical DMG and can Stun (25% success chance) for 2 Turns.
* **Howl |** Lets loose a deafening howl. Can cause Stun (50% success chance) all targets for 1 Turn.

#### Dropped Items

* Torvus Bone Plate
* Torvus Claw
* Torvus Horn

#### Habitats

* Mountain Foothills
* Quarries
* Mine Shafts
Yubel

(You may provide a brief overview of your character here.)

## Background

(Information concerning your character's history and so forth.)

## Personality

(The way your character acts, the mannerisms they may possess, and so on.)

## Abilities & Powers

(Here you can put down the abilities of your character and their powers, including what may put them apart from regular people or where they may have an edge over the average person. Going further on, this could include information for those rare people who have devil fruits, or simply unnatural abilities that set them apart from the average joe.)

## Equipment

* (Here you can have a short, bulleted list depicting the weapons and other items your character commonly carries on their being.)

## Approved by

(Here an admin or mod can put down their signature as to show sign of approval for your character so that you can begin roleplaying.)
Xadroanga

The country to the south of Scortia is a swampy and difficult area covered in dense deciduous forests. Control over the territory is left to the wild creatures that roam the area, as there is little useful farmland or natural resources. Groups of undead wander the area, along with an array of oozes, hags, and vicious black dragons. Most mortals know to stay out of the region entirely, though a few brave adventurers report rich treasure troves of ancient artifacts and magic items. A few mortals make their homes here, free to live without the tyranny of civilization over them. A few powerful druids make live in the region, and can be valuable guides for those who have business there for some reason.
Scortia

The territory north east of Strayum Vana is the furthest north eastern point of Yestal, and as such may be more untamed than the rest of the continent. The forests grow thicker, and dangerous beasts and plants have staked their claim against the encroachment of Man. You will find a wide variety of creatures and forgotten secrets. Maybe the area was once home to a thriving empire who collapsed due to circumstances we can determine later. These kinds of lost civilizations can be great fodder for adventurers and researchers, an can be considered a front line in the war of Law vs. Chaos. But just because Man is forbidden does not mean that the gods are any better behaved, and the absence of worshippers in the area may cause the Walking Gods of the area to fight for territory in large, earth-shattering battles. There are Country-Level gods in this area, just a number of City-Level gods competing for what they see as free territory.
Andromeda

"You look like a tasty snack.~"

## Background

Found in the deep end of the jungle along with her tribe purely made of women, the Marines took witness to Andromeda's devil fruit powers after accidentally eating it as a small child.

Having recruited her after smuggling Andro out of her village, she'd train and hone her Devil Fruit powers to the fullest extent.

## Personality

After becoming somewhat civilized, Andromeda uses her beauty to her advantage and is what most consider a bitch. She's pretty much a masochist in her own right, and has a short temper.

Growls occasionally.

## Abilities & Powers

Has the abilities of the Cat-Cat Haki

Flexible

## Equipment

* Flint Lock pistol
* Skinning knife

## Approved by

(Here an admin or mod can put down their signature as to show sign of approval for your character so that you can begin roleplaying.)
Destruuk

The country in the center of this region is mountainous and hilly. Surrounded by all sides and with no access to the sea, this nations military is likely well trained and constantly on guard. Border conflicts happen often, and the lack of interest by a powerful god in the region, and for the inhabitants of the region it seemed like their country was being picked apart bit by bit. So the smiths and masons of the region, with the help of several arcane researchers from all around Yestal, designed a golem. A colossus capable of defending the region in perpetuity. Powered by the vast magma reserves under the mountains, this metallic behemoth has an array of weaponry and magical defenses. The country is now governed by those who repair and maintain the golem, effectively making smiths and artisans the rulers of the nation.
Dranleik

South of Osmet is a rare shining gem of law and order in eastern Yestal, the home of Bahamut and the location of his grand citadel. Located in the center of the region, Bahamut’s citadel is a vast and sprawling city where many scholars, acolytes, and merchants come to bask in the glory and protection of the platinum dragon. Bahamut himself is rarely seen, preferring his human guise while walking about the city and countryside. A high concentration of metallic dragonborn frequent the area, and some theorize that the race itself was born here under the elder dragon’s watchful gaze. Few make incursions on the land possessed by the empire, and those that do are instantly wiped out by the metallic dragons who guard the border. Those that make it past those powerful guardians are met with Bahamut’s wrath. None, save for Tiamat herself, have met the platinum dragon on the battlefield and lived to tell the tale. Suffice to say, this region is extremely peaceful, and the population has no standing army to speak of. Perhaps this is arrogance on Bahamut’s part. One never knows when a new threat will arise.
Zashil

The chaotic creep of eastern Yestal is again seen in the region east of Miras Veldt. Even more untamed than its elven neighbor, this region is known for dense forests and the ruins of a lost civilization in the wilds. Lost to time immemorial, the ruins of this advanced society seem to have cohabitated with the surrounding wilderness, and adventurers have found many strange and magical artifacts digging through the rubble. However many hungry creatures roam the woods and only those of truly hardy disposition can make it more than a few days into the wilds before being turned away or worse. Indeed, it is even said that the trees themselves act to defend their territory, led by the treant Walking God of the region. No government exists in the area, however a few small villages have popped up to provide shelter for those brave enough, or mad enough, to make their fortune ruin diving.
Poubeast

## Abilities

###

Bite
Headbutt

###

Poubeast Fur
Poubeast Tooth

Very energetic and loyal, Poubeasts are dog-like creatures with thick fur growing all over them, but the trend for a fur style involves only letting the fur grow in around their face and neck. They grow to be three and a half feet tall on all fours.

They are omnivorous, and they will try to eat anything and everything. Poubeasts can smell a little, but it’s only noticeable if they aren’t bathed. They have the nickname “Garbage Guardians” as they are an unfavorable pet to many and may come in awful colors... Some have nice color schemes, though.

## Encounter Information

* **Player Level Recommendation:** 1 - 10
* **HP:** 200 - 240
* **Tame Chance:** 50%

#### Combat Abilities

* **Bite |** Deals 30 damage.
* **Headbutt |** Runs at the player and rams them with their head to deal 50 damage.

#### Dropped Items

* Poubeast Fur
* Poubeast Tooth

#### Habitats

* Cities
* Forests

#### Seasons

* Winter
* Spring
* Summer
* Fall
Mi'Rah

We’ll start with the region to the northeast of the empire(#9). This is the largest nation in the region, particularly worth note for its complete control over the southern land routes from Cafril to Yestal and Ehora. A number of low rolling hills form wide basins where water can collect on the mountains and run down to feed the separated communities all across the area. These mountains make passing through the area difficult, and force trade caravans moving through to use a small collection of set routes to successfully move their goods through the area. I don’t think that “civilization” in the sense of a collective governing body exists in this region yet. Instead, what if the communities themselves basically function separately, evolving their cultures independently with minimal interaction with others. I don’t think there are a whole lot of gods in the area, as consolidating worship within these separate communities is difficult. Even though there are large sections of coast, we can emphasize the Ogenkan Empire’s maritime trade by adding natural barriers along the southern coast of this region that block off sea trade through most of the area. However food isn’t as much of a problem as long as you stay in the large basins of the region where relatively sparse amounts of water collect off the hills into the center of these areas. A union of these tribes does exist, though that governing body probably only exists as a system of common defense and trade access. Perhaps this nations doesn’t have a country-level god at all, but instead a small group of city level gods that watch over close groups of these basin communities.
Shib Nurrat

Osesh’s south-western neighbor probably does not have a lot much farmland at all, and while it is protected by the borders of the north, this area is less of a country and more of a collective of states. There are probably 9-12 states in the area, and while they all vary in diplomatic relations, tensions run high and conflict is common. Many of these states do not have much in the way of law enforcement, so the area is known as a haven for criminals and smuggling. Each state has their own patron god, most of evil alignments, and there are not continent-level gods in the area to establish order. The name of this area is Shib Nurrat. The islands to the east are likely independent territories which are contested by the territories of Shib Nurrat, and may have a few exotic species of creatures useful for trophies or magical components.
Abyssal Owl

## Abilities

###

Peck
Swoop
Featherblind
Stare

###

Abyssal Eye
Abyssal Feather
Abyssal Talon

Abyssal Owls are a species of owl with a strong connection to the Otherworld. These features manifest as the ghostly white parts of their feathers that glow in the dark, the wispy plumicorns, and the large, black eyes with glowing white pupils from which the owl gets their name; individuals who have seen into the eyes of the owl relate it to "staring into the abyss."

Abyssal owls are silent predators that prey upon small animals, primarily small rodents. The manner the owls feed in result in the desiccation of the prey.

## Encounter Information

* **Level Recommendation:** 10 - 15
* **HP:** 300 - 360
* **Tame Chance:** 15%

#### Abilities

* **Featherblind |** Flaps wings erratically, blinding the target for 1 Turn and disorienting the target the next.
* **Peck |** Deals 20 damage.
* **Stare |** Stares at the target, causing them to freeze up in fear for 2 turns.
* **Swoop |** Flies overhead and swoops down with its talons. Cannot be hit with melee attacks and deals 40 damage.

#### Dropped Items

* Abyssal Eye
* Abyssal Feather
* Abyssal Talon

#### Seasons

* Winter
* Fall
Adelaide

Adelaide is a small village in southern Destruuk. Built upon a tributary to the Tresevain River, Adelaide is an altogether unremarkable town far to the south of Castle Duskcrest.

Home to less than a hundred people, Adelaide was once a bustling, resource-rich farming town known for sprawling fields of wheat and apple orchards from which a variety of meads, ales, and ciders were made. Since Samael's ascension to the throne, and the ensuing Withering that followed, Adelaide's decline was slow but constant. The fields were the first to go, the roots of the various crops gathered there choked of life. Most left for greener pastures, and many of those that remained starved. The orchards soon followed, corrupting the trees and causing them to bear foul, rotting fruit. The only apple trees left in Adelaide fall under the protection of the local church, its grounds hallowed by a long dead saint. The local cider mill, Grandma Sofie's Cider Mill, harvests what remains of the orchard and creates a small quantity of high quality cider that is shipped all over Destruuk.
Strayum Vana

South of Briojan looks like a fairly lush and fertile area, with access to an inland sea and the ocean, along with easy to defend borders around the north and south. This place is mostly agricultural, and probably provides a lot of food to mountainous regions surrounding it. With access to the sea to the east, it has access to trade from the wealthy west. Still, it is a bit isolated, and they have quite a bit of land, so I imagine them to be a bit more peaceful and content with its place. The arts are probably emphasized over warfare and science, and I imagine many famous writers, artists, and musicians being born, or at least educated, around this area. More than one famous bardic college is located in this nation, which we’ll call Strayum Vana. This name probably has some important translation in the main language of the nation, perhaps dwarvish?
Walking Gods Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Osesh

To the south of Dreisal, is probably a poorer mountainous region. There are probably a large amount of precious gems and metals in this region though, meaning there are a number of very, very rich individuals too. These sort of class dynamics could define the country in a lot of ways. Many of the workers of the region are not payed more than a living wage, and some are paid less. The king probably does quite a bit of work to maintain that system. Corruption runs rampant, and much of the wealth of the nation goes to paying off the ancient red dragon god of the kingdom, who keeps and maintains the status quo so that gold and jewels can added to his hoard. Solid weaponry is also made in this region made of “Dragonforged” steel, named after the smelting process which involves the heat of an ancient red dragon’s fiery breath. This nation Osesh, and for its tyranny the nation knows that it does not have the capacity at this moment to field an army, and the dragon guarding the city has faced Bahamut’s wrath once and learned to fear it.
Gleistein

The nation north east of Ethesus is home to many nomadic pastoral groups. Cities are rare, and even large towns are far less common than the rest of Yestal. A democratically elected council of the leaders of the regions of the country lead and try to maintain peace, though their western neighbors are frequently nibbling away at their territory. The lupine Walking God watching over the nation demands frequent tribute, but has also been known to patrol their most dangerous border crossings in case of potential attack. Whatever the case, the people have expressed their contentment with their lives thus far, as their patron keeps their lives happy and simple, just the way they want it. Perhaps a large density of halflings in this region compared to others.
Briojan

The southern portion of the peninsula has more food production, though the barbarians to the north and the large lakes and forest mean that even any peace they have is tenuous. There is probably a more traditional form of government, likely a congregation of smaller groups that bond together for common defense. The rule of law here lends itself to larger engineering projects, like the building of fortifications along the border. These fortresses are under near constant siege, but the better trained troops of the south generally hold off the hords so that their families can live in relative peace. Citizens of this nation are probably better educated, and control over the inland sea it probably subsists mainly off of fishing and trade from the south. To make the relationship a bit more interesting, perhaps the mountain ranges of the north carry a rare form of metal useful in the crafting of magic weapons. That would mean encroachment from the south could quickly become an issue, creating a more interesting dynamic.
Faswus

I think the region to the south east of Xastrana presents an opportunity to explore some darker themes. Werewolves, vampires, gothic horror, etc. This region encompasses a lot of modern day Romania, so I think it would be a good spot to place a bit more darkness into the world. The population of the area is likely poor, and the farmland, while plentiful in area, is sparse and difficult to tend. The land is divided among several barons known to be corrupt and sinister, while a powerful devil rules over the area seeking dominion over the land around it. Werewolves prowl the forests, and undead creatures frequently visit unsuspecting towns. Protected by mountains on its southern border, this nation is poor and downtrodden, and may just be in need of some heroes to help rally the people and take down the tyrants holding them hostage in their own homes. These heroes have not yet arrived.
Hishma

A small nation bordering a large lake, much of the area is dominated by sporadic saltwater lakes and ponds. The people here do not benefit from the massive influx of trade like other regions we’ve talked about so far, so let’s make this area particularly unique and interesting to give reason for our players and other adventurers to visit the area at some point. Perhaps it stands opposed to the Ogenkan Empire. The region could be a bastion of freedom in an otherwise authoritarian area. Maybe a powerful water goddess who lives in the eastern sea who has overcome Ogek’s magic and can free collared individuals if they can make it to her sea. The region is likely sparsely populated outside the shores, though a single gleaming city could lie on its banks in service to the goddess and her servants. The city itself has large, spiraling, golden towers that jut into the air. The people have easy access to clean, fresh water and many animals that make their homes around the sea are enough to feed the population. Life in this region is still difficult, but compared to the tyranny of Ogek, it is a small price to pay for freedom. The goddess may be the only one in the region, and all those who live in her city are devout worshipers. I think the name of the region and the name of the goddess should probably be the same,
Brouca

The small island to the north is going to be a colder and less forgiving environment. Proximity to the other nations of Yestal have tamed its wilderness considerably, but the rule of law has not yet completely cemented itself, and the native inhabitants, mostly monsters and fey, are not giving up easily. Barbarian tribes from the north east originally settled the region, carving out chunks of the land to call their own. Recently there has been a push from the main continent to tame the area, and several nations have been vying for control over the area by beating back the barbarian hordes. The people here lack any formal education, and the practice of arcane spellcasting is likely passed over for druidic duties as shepherds of nature. The conflict between the barbarian tribes, the southern colonists, and the existing inhabitants willl be central for the region. There is likely a single fairly powerful city-level god of chaotic alignment who claims the territory of the island.
Scrovania

The nation to the southwest of Faswus is influenced by its neighbor, and exists in a constant state of fear. It has plentiful farmland, but a meager military force is leading to encroachment by Faswus as well as its militaristic neighbors to the south. A massive earth elemental guards the region, but even its power level is dwarfed by the war gods its neighbors control. A lack of faith in the powers of the queen has led to small pockets of rebellion in the region. The queen is known for excessive spending on extravagances, and while her barons share in that luxury, her subjects do not. Several rebel groups occupy significant chunks of the territory, and only half is truly under control of the empire. The acquisition of a Walking God by the largest of these factions is beginning to tip the scales, and the world watches closely for the future of the kingdom,
Tanrak

With two peaceful neighbors, the region to the south is free to focus its attention to the west. Serving as a major trade hub for Cafril, the organized militia of this nation also works to defend the border from the “savage” hordes of the east. There might be a wall constructed, or a number of forts built to stem the tide. The people here live relatively free lives though, and the government tries its best to act in the common folk’s interest. However strange tides are arriving from Cafril, as trade routes ferrying silk and spice also carry immigrants fleeing from war on a grand scale. An interesting blending of cultures is taking place in the region as native Yestallians are intermingling with the more varied populace of Cafril. Tensions run high, but in the few cities of the region, each culture melds nicely and people seem to be getting along well, though violence on both sides is steadily rising. The exact nature of this conflict is going to be unclear until we get a better sense of the culture of Cafril.
Geting started

The first thing that is best to do is to buy a PC with cheap parts as this will leave some money left over. This PC will most likely only work in beginning benches. However, you are free to try it on one of the high-end benchmarks. You should then slowly upgrade this PC till you have enough to rebuild this PC from ground up with better specs. However, do not get rid of the old PC till you are sure your new one is working.
Mediola, the Sylvan Blade

In a primeval forest in eastern Yeskal, Mediola patrols his domain. A fierce centaur-like fey warrior, Mediola is a god of harmony and coexistence. His word carries heavy weight in his forest and those under his domain often seek his wisdom and guidance during hard times. Acting as both mediator and guardian, any who would seek to harm his woods quickly faces the might of his ironwood greataxe said to be craved from one of the first ancient treants. Mediola is also a powerful user of druidic magic in his own right and wields it to keep his domain lush and verdant. With his fierce battle prowess and constant care for his domain, the Sylvan Blade's forest is a rare bastion of pure primeval beauty in the increasingly industrialized Yeskal, and Mediola would sooner perish than see that changed.

A fey creature himself, Mediola welcomes all manner of fey into his domain so long as they operate in harmony with the forests native inhabitants. A small number of mortals also make their home there, and those who find themselves in service to Mediola find themselves with the ability to magically communicate with the beasts that inhabit the woods around them. Life in the primeval forest is not an easy one, and those with strong enough wills to bear it will rarely find the enlightenment they seek.

The Sylvan Blade typically keeps to himself, appearing only in times of need. Those few clerics and druids that gain power from him find a contemplative soul at the heart of the woods, as Mediola spends most of his time reflecting on his place in the ecosystem of the world. He is intelligent, even for a god, and is willing to share his knowledge of the world with those who prove to be as fervent defenders of nature as he.
Yestal

Yestal a continent to the east of Cafril and to the north of Ehora. Known for its wide rivers and tall mountains, Yestal is home to a number of densely populated nations of a varied culture. A snowy region, particularly in the northern islands and peninsulas, Yestal remains a fertile region capable of sustaining large nations and cities easily. The rule of law is firmest in Yestal of all other continents, where most kingdoms have well ordered hierarchies of power and inheritance. Upward mobility is difficult but not impossible. The largest armies of the world are mobilized on Yestal's plains. Exploration is a high priority for the region, and the unknown lands of the west are a key target for many nations to plunder for strategic resources.

The gods of Yestal tend towards lawful alignments, and the continent is kept under the watchful gaze of Bahamut, the Platinum Dragon. He is the father of metallic dragons and the sworn enemy of Tiamat, the Scaled Tyrant.

Nations of Yestal:

* Astrea
* Beglaria
* Briojan
* Brouca
* Destruuk
* Dranleik
* Dreisal
* Ethesus
* Faswus
* Gleistein
* Kjorheim
* Miras Veldt
* Osesh
* Osmein
* Osmet
* Scortia
* Scrovania
* Shib Nurrat
* Strayum Vana
* Tanrak
* Troisil
* Westford
* Xadroanga
* Xastrana
* Zashil
CASE'S

The case is an important part of the pc as it hoses all the components of the pc the case is the first part you must insert. The case as 5 different propertys

Max DATAS= which is how many hard drives it can have

Air flow rating= this is how well air flow will go round the case this will effect temperature of all parts

Front/back/top Cooler slots = these are the places you can attach coolers.
Leaked Parts

Leaked parts can be brought on the in game Dark Web

 The leaked parts crates are paid for using Bitcoin and can contains any part that will be coming out the current in game year

These crates are also called enthusiasts edition crates

The folowing are the prices of leaked parts crate's

1 crate -> 2 BITCOIN

3 crate -> 5 BITCOIN

6 crate -> 8 BITCOIN

10 crate -> 13 BITCOIN
Ethesus

Similar to its neighbors, the region to the north east of Astrea is well used to the frequent toils of war. Fighting mostly in defense as Astrea and Scrovania, and controlling the the mouth of the large sea to the east.  Known for vast fishing fleets and the protection of a kraken guarding the inlet, this nation has made a name for themselves for a powerful navy and a devoted populace to their emperor. United after several years of infighting, 7 smaller regions were united in a beautiful union under the rule of the largest after receiving the aid of a strange entity. This creature takes a different form in the minds of any who see it, and only appeared during a climactic battle involving each faction. This creature has not been seen since that day, but the sight of that mind-crumbling alien being has led to the now prosperous and happy coexistence of each nation as one. Or so the emperor says.
Troisil

In the south west of the continent, is a mountainous region with low plains towards the western coast. The mountains provide nice natural defenses, thought that means that most of the large cities are on the western coast. The farmlands are probably plentiful, and the mountains provide good habitats for viticulture and large scale mining. Between good natural resources and good farming ability, this country is probably among the world’s strongest economies, with loose government control over a relatively free market. Perhaps the nation is protected by a large elemental who guards the main trade route through the mountains, while the coastal capital may be under the patronage of a kraken. Regardless, it is a well fortified kingdom, and is in possession of a strong economy and a prepared military. With a rich and successful upper crust, the current king must make a concerted effort to keep both his lords and his peasants happy. He tries his best though, and seems to have his people’s best interests in mind.
GPU

This is a general about all gpu i will be doing ones for all gpus

The Gpu graphics processing unit is a require part for the pc this part must be instaled and kept at the right temperature. You can put more than 1 gpu in a pc by installing a SLI bridge which will alow you to install more than 1 GPU. The gpu can be cooled using water cooling.
Westford

Afrus’s neighbor is likely to be near identical to it, but it is important here to try and make that relationship important. Perhaps the culture of Afrus is more inclined towards education and the arts, while this nation might be more practical and deliberate. This group may be more xenophobic, and more hostile to outsiders. This nation is most likely more superstitious as well, and distrust of mages and arcane spellcasters may also be common. But in that caution lies wisdom, and the people of this nation are likely honest and hardworking people who with to lead clean and productive lives. There is at most two City-Level gods on this area, certainly not a Country-Level example.
PC Architect Wiki

## Welcome to the Unofficial PC Architect Wiki

Welcome to the Wiki for PC Architect. On here, there is information about the game and parts in the game plus a bit about the game mechanics. Also ignore the page counter as it broken.

## What is PC Architect

PC Architect is not just a simple “assemble your PC” simulator. This game is more in-depth than that.

Here you have to earn money by winning different benchmark competitions, completing orders from people to assemble them a PC and achieving even greater results by overclocking your parts. You can buy a bigger variety of parts from E-shop but it will be 20% more expensive to buy here than in your local shop or you can wait until those parts will arrive to your local shop. In this game there are over 400+ parts that are unlocked by progressing through a calendar. In PC Architect, the alternate universe PC building scene is taken over by Kintel (Inspired by Intel), Rvidia (Inspired by Nvidia), RMD (Inspired by AMD) and Ai (Inspired by ATI).

## Getting started

We have a full start up guide for beginners, Geting started. For a list of parts we suggest you use for starting out see
Category:startup parts
Jokuzo

Jokuzo is regarded as one of the Lieutenants of the Revolutionary Army, though he is not one of the commanders, Jokuzo is very well known amongst the Revolutionary army as the Commanders all respect him for his efforts and contribution towards the army. Sadly Jokuzo was captured at the battle of Esme, which was rumored to have lasted 20 days without stop.

## Personality

Jokuzo is a very well collected individual, he is also very friendly to those who catch his interest. Jokuzo is usually known to try and talk situations out instead of fighting. But if Jokuzo has to fight, he is extremely unforgiving and show no mercy to those who end up crossing him in battle. Jokuzo is extremely experienced as before he joined the Revolutionary army, he was a Shichibukai. Being one Jokuzo became more wanted once he departed from them which resulted in him being captured at Esma and resulted in him locked up at Impel down.

## Abilities & Powers

Completely unknown

But is rumored to know Observation Haki and Armament Haki.
Tolkin Faust

**Tolkin Faust** is an independent pirate from the East Blue. He has acted as a rogue castaway ever since he first began travelling across the Grand Line, with no crew or friends to help him. His unnerved nature seems to stem from this, and the many dangers he has previously had to face alone on the high seas.

## Personality

Faust is a sparkling, brave, and somewhat loathsome pirate. His shocking and sharp tongue combined with his occupation title can make him an uneasy character to be around, but most people will find that upon closer study Faust has a good heart that is just one beat away from an everyday hero's.

Most prominently, Faust is known for being almost a little too-energetic. He seems almost over-reactive to many situation, his lack of self-control and his dark sense of humor can paint him as a rude and dimwitted individual. Supporting this is his his inability to speak at times, often mixing his words around or saying nonsensical things even in the midst of serious battle. Even coming off as narrow, as he seems to get beet-red angry whenever around fishmen.

Despite this demeanor, Faust is actually quite modest and helpful to most people. He never seems to be truly insulted by how people respond to him and doesn't violently react to any such ridicule even when he is fully within his power to stop it. He seems to like helping people in need, and seems unusually distraught whenever he sees them suffering.

His violent idiosyncrasies seemed to emerge in battle as well, more-than-willing to fight for what's right and fair in his eyes. While he tends to be somewhat excessive in force once he finally does fight, Faust is prone to showing mercy even to the worst of his enemies.

## Appearance

A young man of average height and weight, well-toned physical features and soft, white skin. He has a full and juvenated face. With large, sharp, yellow eyes and spiky, red hair. Possesses prominently, sharp teeth and a wide smile. Has a crescent-shaped scar on his right arm that appears to match with another opposite scar of the same shape above his chest, reminiscent of an animal's bite.

## Abilities

### Devil Fruit Techniques

Faust ate the Gum-Gum Fruit, making him a **Rubber Human** (ゴム人間 *Gomu Ningen*). This Paramecia-type Devil Fruit gives his body the properties of rubber including elasticity and immunity from most forms of blunt trauma. Faust uses his bodies properties to an uncanny degree in fighting, where he can use this elasticity to create powerful punches, expanding his blood vessels to make himself faster and stronger, and inflating his bones to grant temporary yet overwhelming strength.

Faust possesses all regular, Second Gear, and Third Gear techniques showing a degree of advanced proficiency over his devil fruit.

### Haki

Faust shows advanced control over Armament and Observation Haki, and typically combines it with his devil fruit powers to make for a lethal combination. However, he does not seem to possess any particular feats or abilities that make his Haki any more exceptional than the rest.
Bella Rose

Princess

StreetBat

## Family

* Mother: Freya Rose
* Father: Drake Rose
* Brother: Alder Rose
* Sister: Daisy Rose

A dancer with a princess complex

## Background

Bella comes from a rather wealthy theatrical family. Her mother is a well known Opera singer, her father a composer, and her twin siblings are amazing actors.

Being naturally talented, Bella decided to take up the art of dance, enchanting people with her choreography and beauty as is tradition in the Rose family.

From a young age, she would always be told how gorgeous and talented she was, causing her to form a huge ego over her abilities.

Currently she works at her parents opera house where they do plays, sing, etc.

## Personality

She’s rather snobbish, has a high ego, and uses her looks to her advantage. Bella thinks money is everything, and so is beauty.

Currently she doesn’t think anyone is deserving of her hand, typically just using people to her advantage to get what she wants.

She doesn’t know how to fight...yet.

## Appearance

Being the basic white girl with blonde hair and blue eyes, she stands 5 feet 6 inches tall.
She has a dancer's body and likes to show it off when she can.

## Abilities & Powers

**Flexibility:** Practicing dance since a young age, Bella is very flexible and is able to fit through things most typically wouldn’t.

**Charming looks:**

 Typically with the bat of her eyes, most people fall under her “spell”, doing everything they can to please her. She gets away with a lot of things this way.

**Agility:**

 Being a dancer, Bella has an enhanced core where she doesn’t lose balance easily. Like a cat always landing on their feet.
Blinker

Titles that your character have earned.

IMVU Username.

(You may provide a brief overview of your character here.)

## Background

(Information concerning your character's history and so forth.)

## Personality

(The way your character acts, the mannerisms they may possess, and so on.)

## Appearance

(Insert description of character and their everyday appearance.)

## Abilities & Powers

(Here you can put down the abilities of your character and their powers, including what may put them apart from regular people or where they may have an edge over the average person. Going further on, this could include information for those rare people who have devil fruits, or simply unnatural abilities that set them apart from the average joe.)