recursal/Fanatic-Fandom huggingface dataset:
Merchant Career Path

There’s always something for sale. Often it’s legal. One way or another, things are going to find their ways into the hands of those people that want them. That’s where you come in. You excel at finding things, obtaining them and the lowest possible cost and then selling them at the most profitable. Some come across this career willingly, others might find their way into it by necessity. No matter how, you are in it to win it, as they say. Goods, information and even loyalty all have a price, just make sure you turn a profit.

This is a starter career path for the Karthans and Velacheem.

## Merchant Career Progression

### Information Peddler

Gains:

* Items: Tool Kit; Local Communicator, Rebreather
* Credit Allowance +10
* Perception +1
* Skills: Barter (+1); Information Gathering (+1); Commerce (+1); Contacts (+1); Diplomacy (+1); Persuasion (+1); X Skills (+1)
* Attack Type: None
* Defense Type: Distraction

Age +2 years. Roll 1d10, on a 6+, roll on Life Events chart. Add 2 to Career Change roll.

### Trader (6+)

Gains:

* Items: <exotic> Pistol, Armored Sealed Suit, Small Ship or Land Vehicle
* Credit Allowance +15
* Perception +1
* Skills: <exotic> Ranged (+1); Information Gathering (+1); Commerce (+2); Contacts (+2); Diplomacy (+2); Persuasion (+2); Barter (+1); X Skills (+1)
* Attack Type: Called Shot
* Defense Type: Distraction

Age +3 years. Roll 1d10, on a 6+, roll on Life Events chart. No bonus to Career Change roll.

### Baron (8+)

Gains:

* Items: Energy Shield; Roll a d10, on a 8+, gain a Starship
* Credit Allowance +20
* Skills: <exotic> Ranged (+1); Information Gathering (+2); Commerce (+2); Barter (+1); Diplomacy (+1); Leadership (+2); Persuasion (+1); X Skills (+2)
* Attack Type: Trick Shot
* Defense Type: Luck

Age +10 years. Roll 1d10, on a 5+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Small Ship Crew Career Path (6+)
* Diplomacy Career Path (5+)
* Criminal Career Path (4+)
* Espionage Career Path (7+)
* Corporate Ladder Career Path (5+)
* Specialist Career Path (8+)
Planet of Lana Wiki

**Welcome to the**
Planet of Lana Wiki!
Planet of Lana Wiki is dedicated to the game Planet of Lana. We're a collaborative community website about Planet of Lana that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

**About**
Planet of Lana is a colourful, side-scrolling puzzle adventure game created by the Swedish Studio Wishfully. Players are invited to an "Off-Earth Odyssey" and take on the role of a young girl named Lana. The peace on her planet suddenly is disturbed by invading machines and Lana must set out on an epic journey together with her best friend Mui.[Read more...]
**Trailer**

Released June 10, 2021 on the Planet of Lana Youtube Channel

Important articles

* Story
* Characters
* Creatures
* Puzzles

**Official links**
* Official game site

**Planet of Lana tweets**
Twitter

**Wiki community**
We are currently maintaining 189 pages (10 articles)!

Recent changes | New pages | Missing pages

*Need help building out this community?*

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

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

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

Skills are representative of what your character is trained to do. If you have gone through the character creation process, you should have a nice collection of skills and ranks. Each rank in a skill adds 5 to the base score. Base scores are derived as listed below. The Stellar Division Character Sheet will make these calculations for you.

Any attempt at a skill that your character isn’t trained in results in a –20 to the die roll. Most skill tests will have a success target of (80) unless the GM designates it differently.

Skills marked with \* cannot be attempted without having ranks purchased.
Stellar DIvision Wiki

**Welcome to the Stellar DIvision Wiki!**
Information pertaining to the universe setting for the RPG Stellar Division

We're a collaborative community website about Stellar DIvision that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderWhat Is Stellar DivisionPlaceholderThe InterfacePlaceholderThe First EpisodePlaceholderAthasian ConfederacyPlaceholderTerran SovereigntyPlaceholderList of PlanetsPlaceholderList of MoonsPlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

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

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

**Velacha** is the moon of Lowagawa and the home world of the Velacheem. It is one of the major powers within the Terran Sovereignty. Most of Velacha is naturally covered by water with floating platforms scattered here and there.

## Accessibility

When the Sovereignty came, they built platforms so that air-breathers could more easily interact with the Velacheem. The rest of Velacha is difficult to access for outsiders. Towering complexes sit deep on the ocean floor. Some of the higher levels of the towers are accessible by ship, but the majority of the towers are at depths that current technology does not find friendly. Physically, these complexes resemble cities in that business is done and people live in them, but the actual governing is done by the guilds and the Grand Exchange.

## Reasons to Visit

No matter how long a Velacheem has known someone, a Velacheem will consider the person to be a stranger unless a deal has been attempted with them. Not every Velacheem leaves Velacha, and some will only conduct transactions in home territory.

It's been said that if something can be bought legally, there's a shop on Velacha that's selling it and if something can't be bought legally, there's somebody on Velacha that might be willing to introduce friends to somebody whose merchandise are as interesting as their morals.

The Sovereignty can be a hot-headed bunch. When killing everyone in the room isn't the best approach, Velacha is a fine place to hire diplomats, deal makers, and delvers into the mind.

## Prominent Locations

* Grand Exchange
* Molla Tower
Terran

### Starter Career Paths

Mercenary, Military, Pilot, Corporate Ladder, Corporate Soldier, Criminal, Specialist, Starship Crew

## Description

**Terrans** are featherless bipeds with broad flat nails from Earth. As can be inferred from the name, the Terrans were the founders of the Terran Sovereignty and are still one of its major powers. Terrans are also known as humans.

Terrans are known for being both the most diverse and the most similar species in the Sovereignty. Physically, Terrans closely resemble Aborians with minor differences such as a lack of wings, an extra finger on each hand, and feet better suited for plantigrade motion. Due to the wide range of cultures and value systems present on Earth, there is no stereotype that can be slung at another Sovereignty species that cannot also be aimed at the Terrans, especially the ones that should contradict each other. Because of this, rumors persist among the other Sovereignty species that the Terrans are hive mind shapeshifters that have taken on their current form to better befriend outsiders, but there is no conscientious as to what their true shape might be.

Earth experienced a rapid period of growth shortly after the Terrans developed heavier-than-air flight. Despite wars and a robot uprising, the Terrans had extraplanetary colonies less than two centuries later. One of the more notable wars was known as the Corporate Wars, which occurred after several Megacorps conspired together to overthrow multiple governments and set up an expansive corporatocracy. The Sovereignty military was victorious, and from then on, the powers and privileges allowed to Megacorps were sharply curtailed. Despite this, the various Megacorps are still considered players to be reckoned with. Many of the Terrans that managed to leave their planet did so either through their military or one of the Megacorps.

The majority of Terrans have a personal name and a family name. It is common, however, for a Terran to have either one or several other names, which could include nicknames, "middle names," patronymics, matronymics, or handles.
Kelfir

## Description

The Kelfir are a humanoid alien species from Kel'firaa. They average between 4 and 5 feet tall and have enhanced hearing and smell. They have small, retractable claws in their hands and feet.

For most, the Kelfir are a myth. Claims to have actually met a Kelfir, however, result in the same sort of eyerolls that greeted sailors' tales of mermaids. To doubters, the Kelfir are nothing more than the product of lonely spacefarers' overactive imaginations. The Canidae prefer it that way. At the slightest suggestion that just maybe there could perhaps be something vaguely Kelfir-ish in the universe, a Canidae will vehemently deny the existence of the entire species. Which always makes the grainy video of a Canidae yelling just that at a very non-imaginary Kelfir pinning him to the ground and attempting to claw out his eyes simply hilarious. Because the Kelfir do exist. Just not quite in the way the stories go. The Kelfir are mostly humanoid with only superficial feline features. Unlike the Canidae, their facial fur is restricted to eyebrows and a mane-like patch around the top and back of their head with actual beards being rare. The Kelfir are a smaller species than the Canidae, and thus the features follow. Kelfir have slightly pointed teeth and smaller claws in comparison. Both do have the large pointy ears and the better hearing that comes with them.

There are a lot of references to the Canidae here. There's a reason for that. Garumsh is Kel'firaa's neighbor - sharing the same star, but the sort of neighbor that builds a fence and embraces denial. No one is quite certain why the Canidae dislike the Kelfir so much. The leading theory is that canine-feline animosity is just a feature of the universe.

The average Kelfir is trapped on Kel'firaa and unlikely to ever leave. But there's always a loophole somewhere. Kelfir has a thriving black market for off-planet goods. All things considered, the government mostly turns a blind eye to it. Thus, the majority of Kelfir encountered away from Kelfir are criminals or criminal-adjacent. The more law-abiding escapees curious about the universe often use their assistance for the getaway. Kel'firaa has several large-scale organizations of questionable legality collectively referred to as *neksas*.

To the common Kelfirian, Kel'firaa is a matriarchy ruled by Queen Kissallet the First and Last. Always has been, too. Queen Kissallet is an immortal gifted with wondrous powers.

All Kelfir are aware of their forced isolation, but not necessarily the cause. The most common excuses for the poor space program are cost, poor return, and the Kelfir simply being meant to stay on Kil'firaa. Those that make it off planet-- both criminals and simple explorers alike-- generally try to be subtle about it in order to not draw attention to their presence. Some, taking a page from the Canidae's book, will deny the existence of Kel'firaa as well.
Chems

Pharmaceutical and biotechnology megacorporations are prominent on Earth, providing for better health for humans, pharmacological entertainment and military grade combat enhancements. After Chem (except for Poison T12, Revision PX or Somnol 22) wears off, must make an END(60) test or suffer addiction.

## Known Chems

* **Blank**: Grants resistance to Psychics, including using them. -10 to Ranged Combat and Skill tests for 1 hour.
* **Buffer**: +20 to Melee dmg and STR tests for 5 combat rounds
* **Buzz**: Recreational narcotic. -20 to all tests for 30 minutes.
* **Comet**: +20 to Ranged Combat and AGI tests for 8 combat rounds
* **Enlighten**: +20 to skill and INT tests for 1 hour.
* **Poison T12**: works on most species. Adds +2d10 damage to edged melee weapons for next successful hit.
* **Revision PX**: Target makes an END(100) test or forget last 30 minutes of memories.
* **Somnol 22**: Target must make an END(100) test or fall asleep for 30 minutes.
* **Stack**: +3d10 Health for duration of combat.
Athasian Confederacy

**Athasian Confederacy**, also referred to as the Confederacy, is a joining of several species and planets that have bonded together to create a harmonious union.

## Members

### Current Planets and Species

* Athasia - home world of the Athasians
* Cargothe - home world of the Cargothians
* Dunkaii - home world of the Enorians and Dunkelds
* Kar'a'thar - home world of the Karthans
* Nugoi-tu - home world of the Drannons
* T'Lorra - home world of the T'Lorians
Addiction

If a character or creature becomes addicted to a Chem, then they must have another dose within 2d10 hours or suffer -20 to all die rolls until they do obtain and use another dose of that chem. Addiction can be removed by a successful visit to rehab which will cost Credit Allowance (120) and a loss of 1d3 Credit Allowance afterward.
Drannon

## Description

The Drannon are a scaled, bipedal lizard-like species from Nugoi-tu. They are usually 4 to 5 feet tall and have small, natural claws.

There are two ways to thrive on a technically-not-a-death world.  One is to be stronger than everything else.  The Drannons are.  They tie with the Cargothians as the strongest race in the Confederacy.  Evolution has been particularly kind to the Drannons.  Their claws are the right sharpness and size to allow for both combat and climbing.  The humidity leaves everyone else miserable and feeling like they're trying to breathe through a soaked blanket, but the Drannons have grown resistant to the heat. Because Nugoi-tu is such a toxic and poisonous environment to live (and evolve) in, they've become immune to those as well.

The other way to thrive is to be cleverer than anyone else.  As strong as the Drannons are, there are plenty of other critters-- hungry ones at that-- that are stronger.  So the Drannons turned to subterfuge.  The Drannons have mastered the art of stillness.  Karthans get credit for being statue-like, but plenty of folks have been startled by sudden motion out of the corner of their eye when a semi-ignored background turned out to have had a Drannon in front of it. Drannon scales come in a wide range of colors and patterns, and it's usually easy to guess where a Drannon's family originated by comparing their scales to that region's flora.  Rather than be bound to one area, the Drannons developed body paint so as to better blend with other environments.  Body paint is the most popular adornment-- it's quiet and can't get caught on anything-- and it's common to see a Drannon that isn't "trodding the wet" sporting eye-catching colors

The Drannons have it easier than most binary sex species when it comes to changing sides.  Drannons can enter a metabolic state, which allows them to reconfigure all the necessary bits to naturally switch their sex.  It's a complicated process that takes a while (roughly a Terran standard week) during which the Drannon can't be very active.  Since life doesn't care much about plans, sometimes transitioning Drannons are faced with having to restart the process or suffer serious health issues.

Nugoi-tu being what it is, it was always important for a Drannon to be well aware of their surrounding environment.  It's common for many Drannons to spend their early years exploring, first under the watchful gaze of their families and later on their own.  It's little wonder that when space became an option, the Drannons were keen to explore there as well.  So, it's not surprising that the Drannons already had a modest space program before their first encounter with the Confederacy.  Ever pragmatists, the Drannons took one look at the Enorian built ships and realized they would be much more efficient at escape.  The Drannons fit in well with their galactic neighbors and are always willing to act as guides for Confederacy races that want to visit.
Espionage Career Path

Where there are secrets, there are always going to be those who want to learn them. Whether employed by a MegaCorp or enlisted in the military or government or working freelance, invisible to society, someone is willing to find those secrets. Industrial espionage, government secrets, high value targets needing eliminating, there are all sorts of work for this career-minded individual. It’s a high-risk career though, although well paid, not many can say they retire from this line of work. There’s always someone’s brother, employer or rival agent looking for payback. The key is to get good enough to stay on top.

This is a starter Career Path for T'Lorians and Kelfir.

## Espionage Career Progression

### Agent

Gains:

* Items: None
* Credit Allowance +5,
* Perception +1
* Skills: Contacts (+1); Information Gathering (+1); Seduction (+1); Stealth/Hide (+1); X Skills (+1)
* Attack Type: None
* Defense Type: Concealment

Age +2 years. Roll 1d10, on a 6+, roll on Life Events chart. Add 2 to Career Change roll.

### Spy (5+)

Gains

* Items: <standard> Pistol; Combat Knife; Electronic Lockpicks; Hackcard x 2; Device, Tracker; Plastiflesh x 2
* Credit Allowance +10
* Courage +1, Perception +1
* Skills: <standard> Ranged (+1); Melee (+1); Lockpicking (+1); Tracking (+1); Information Gathering (+1); Seduction (+1); Contacts (+1); X Skills (+1)
* Attack Type: Sneak
* Defense Type: Concealment

Age +3 years. Roll 1d10, on a 5+, roll on Life Events chart. No bonus to Career Change roll.

### Assassin (8+)

Gains:

* Items: Insta Seal x 2; Hackcard x 2; Explosive Charge x 2; Sealed Suit; Magnetic Boots
* Credit Allowance +10
* Courage +1, Perception +2
* Skills: <standard> Ranged (+1); Melee (+1); Lockpicking (+1); Tracking (+1); Etiquette (+2); Information Gathering (+2); Seduction (+2); Contacts (+1); X Skills (+2)
* Attack Type: Aim, Whirlwind
* Defense Type: None

Age +10 years. Roll 1d10, on a 5+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Martial Artist Career Path (6+)
* Military (non-com) Career Path (5+)
* Explorer Career Path (4+)
* Diplomacy Career Path (7+)
* Merchant Career Path (5+)
Pink

## Overview

Pink is played by the ThePinkDiamondDiva. Pink is the creator of EdenSMP. She has been apart of EdenSMP since development but joined as a player on January 21st, 2021 without her memories. Pink regained her memories overtime and became aware of her role in Eden as Lauren. However, Unknown shut down the server and Arc lll began on September 16th, 2021. She spawned in with her memories while everyone else forgot...

## Character

When first spawning into Eden, Pink took on a leadership role immediately and became the Judge of Eden. She believes loyalty and trust are important.
Pilot Career Path

In space, someone has to get you from here to there. Starship piloting is a very complex affair, but smaller ships, shuttles and fighters all come from a special breed of hero. Whether military, commercial or private, this Progression covers your character’s career as a pilot.

This is a starter career path for Drannons and Terrans.

## Pilot Career Progression

### Nugget

Gains:

* Items: <standard> Pistol; Flight Suit; Emergency Suit Sealer; First Aid Kit
* Credit Allowance +5
* Perception +2 Skills: Piloting, Small (+1); First Aid (+1); Navigation (+1); X Skills (+1)
* Attack Type: None
* Defense Type: None

Age +2 years. Roll 1d10, on a 6+, roll on Life Events chart. Add 2 to Career Change roll.

### Pilot (6+)

Gains:

* Items: <standard> Pistol; Armored Flight Suit; Magnetic Boots; Anti Rad Meds; Rescue Bubble
* Credit Allowance +10
* Courage +1, Perception +1
* Skills: <standard> Ranged (+1); Piloting, Small (+2); Navigation (+1); X Skills (+1)
* Attack Type: Called Shot
* Defense Type: Luck

Age +3 years. Roll 1d10, on a 5+, roll on Life Events chart. No bonus to Career Change roll.

### Ace (9+)

Gains:

* Items: <exotic> Pistol; Small Craft
* Credit Allowance +10
* Courage +1, Perception +2
* Skills: <exotic> Ranged (+1); Piloting, Small (+1); Navigation (+2); X Skills (+2)
* Attack Type: Trick Shot
* Defense Type: None

Age +10 years. Roll 1d10, on a 5+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Mercenary Career Path (5+)
* Small Ship Crew Career Path (5+)
* Explorer Career Path (6+)
* Starship Crew Career Path (6+)
* Starship Bridge Crew Career Path (8+)
* Military Career Path (7+)
Guardian Career Path

**Guardian** is the Omnish term for what the Athasians call Yrel’toca. They are the guiding hand of the Athasian Confederacy. They are ambassadors and marshals and judges at once, and can be silent and swift about it as well. The Guardians are very highly trained, and are expected to be able to operate on their own, possibly even in enemy territory. They are also steeped in ancient tradition and ritual, largely kept secret from the Confederacy at large. Only in recent years have they begun to accept non-Athasians into their ran

This is a starter career path for the Athasians. This career path is denied to G’rek Zoor.

## Guardian Career Progression

### Learner

Gains:

* Items: Energy Blade, Energy Pistol, Energy Shield, Sealed Suit
* Credit Allowance +5
* Perception +1
* Skills: Energy Blade (+1), Energy Pistol (+1), Diplomacy (+1), Stealth/Hide (+1)
* Close Combat Style: Guarded, Whirlwind
* Defense Type: None

Age +2 years. Roll 1d10, on a 6+, roll on Life Events chart. Add 2 to Career Change roll.

### Guardian (7+)

Gains:

* Items: Energy Pistol
* Credit Allowance +10
* Courage +2, Perception +1
* Skills: Energy Blade (+2), Energy Pistol (+2), Diplomacy (+2), Stealth/Hide (+2), X Skills (+2)
* Close Combat Style: Intercept, Whirlwind
* Defense Type: Distraction

Age +3 years. Roll 1d10, on a 6+, roll on Life Events chart. No bonus to Career Change roll.

### Defender (9+)

Gains:

* Items: None
* Credit Allowance +10
* Courage +2, Perception +1
* Skills: Energy Blade (+3), Energy Pistol (+3), Diplomacy (+3), X Skills (+3)
* Attack Type: Trick Shot
* Close Combat Style: Intercept, Strike
* Defense Type: Speed

Age +10 years. Roll 1d10, on a 6+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Diplomacy Career Path (5+)
* Martial Artist Career Path (6+)
* Small Ship Crew Career Path (6+)
* Specialist Career Path (5+)
* Starship Crew Career Path (7+)
* Explorer Career Path (8+)
* Starship Bridge Crew Career Path (8+)
Diplomacy Career Path

Where some choose a life of combat, violence, or military regimes, you know that the pen is often mightier than the sword. It can be argued that laws, territories, and entire regions of space can be won or lost in a courtroom or senate floor. *That* is more powerful than any gun or knife. Those that choose this career path become well versed in people skills and are able to navigate (and install) red tape where others are bound by it. And it’s not a bad way to get rich either.

This is a starter Career Path for Velacheem, Karthans, and Urellians.

## Diplomacy Career Progression

### Lawyer

Gain:

* Items: None
* Credit Allowance +10
* Perception +1
* Skills: Bureaucracy, General (+1); Diplomacy (+1); Read Emotion (+1); Research/Journalism (+1); Etiquette (+1); Persuasion (+1); Science, Law (+1); X Skills (+1)
* Attack Type: None
* Defense Type: None

Age +2 years. Roll 1d10, on a 6+, roll on Life Events chart. Add 2 to Career Change roll.

### Politician (6+)

Gains:

* Items: Small Craft
* Credit Allowance +10
* Skills: Bureaucracy, General (+1); Diplomacy (+2); Read Emotion (+2); Research/Journalism (+2); Etiquette (+1); Persuasion (+1); Science, Law (+1); X Skills (+1); X Skills (+1)
* Attack Type: None
* Defense Type: None

Age +3 years. Roll 1d10, on a 6+, roll on Life Events chart. No bonus to Career Change roll.

### Ambassador (8+)

Gains:

* Items: Translator
* Credit Allowance +15
* Skills: Bureaucracy, General (+1); Diplomacy (+2); Read Emotion (+2); Research/Journalism (+2); Etiquette (+1); Persuasion (+1); X Skills (+1); X Skills (+2)
* Attack Type: None
* Defense Type: None

Age +10 years. Roll 1d10, on a 6+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Mercenary Career Path (5+)
* Merchant Career Path (7+)
* Criminal Career Path (6+)
* Starship Bridge Crew Career Path (8+)
* Corporate Soldier Career Path (7+)
* Specialist Career Path (6+)
Permore

## Overview

Permore is a neutral character on the Eden SMP server. He was paired off with Logan at first but then moved into his own house after a disagreement. He still lived nearby Logan's house. However once Logan stopped coming to Eden, Permore was rarely seen either. Both would expire in May 2021.

## Character

Permore is a goofy neutral character that never really picked any sides. Although he did bring Madi to court, he never got in fights with anyone and just lived in his peaceful cabin in the eastern woods.

## Relationships

#### Logan

Logan is seen as his best friend and they stuck together. They both decided to live near eachother on the eastern part of Eden a bit far away from spawn. The only other person to live in that area after they both expired would be Tycer.

#### Seth

When Madi and Mousie were chasing Permore, he took refuge at Seth's house. Logan, Seth and Permore would then create a group, Seth being a police officer of sorts, to combat the judicial system (Pink), which they all disagreed with. Seth also went MIA when Permore and Logan did but ended up coming back without them.

## Backstory

#### Permore vs. Madi

This was the first trial that was ever held in Eden. Permore brought Madi to court for swinging her sword at him when he first arrived in the server. Madi denied this accusation and her defense was that it was in defense of Mousie who also arrived on the server the same day and Permore starting attacking her. Mousie backed up this defense but Seth countered it with the fact that he saw Madi and Mousie chase Permore to Seth's house and Permore looked distressed. Pink, as the judge, decided that the most appropriate punishment would be community service since Madi did not indeed kill anyone. Permore, Logan and Seth were upset by this result and began to distrust the judicial system in Eden.
Military Career Path

Almost every great civilization that has ever existed has had an organized military at some point. Whether conscripted or enlisted, this Progression deals with the gains of that career. Both the Athasian Confederacy and Terran Sovereignty maintain large space-faring military forces. This assumes either one of those, but there are some governments that maintain their own as well. Except Karthans, of course.

This is a starter career path for Athasians, Canidae, Cargothians, Drannons, and Terrans. This career path is denied to Karthans.

## Military Career Progression

### Enlisted Soldier

Gains:

* Items: <standard> Combat Rifle; Combat Knife; Grenades x 3; First Aid Kit; Armored Sealed Suit; Trowel
* Credit Allowance +5
* Courage +2
* Skills: <standard> Ranged (+1); First Aid (+1); Melee (+1);X Skills (+1)
* Attack Type: None
* Defense Type: Counter Attack

Age +2 years. Roll 1d10, on a 4+, roll on Life Events chart. Add 2 to Career Change roll.

### Non Commissioned Officer (5+)

Gains:

* Items: <standard> Pistol; Long Range or Local Comms Unit; Binoculars; Medic Kit; Powered Armored Sealed Suit
* Credit Allowance + 5
* Courage +2
* Skills: <standard> Ranged (+1); Leadership (+1); Melee (+1), X Skills (+1)
* Attack Type: Aim
* Defense Type: Evasion

Age +3 years. Roll 1d10, on a 5+, roll on Life Events chart. No bonus to Career Change roll.

### Officer (7+)

Gains:

* Items: <exotic> Pistol; Local Comms Unit
* Credit Allowance +10
* Perception +1
* Skills: <exotic> Ranged (+1); <standard> Ranged (+1); X Skills (+2); Leadership (+2); Melee (+1);X Skills (+1)
* Attack Type: Called Shot
* Defense Type: Distraction

Age +10 years. Roll 1d10, on a 5+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Mercenary Career Path (4+)
* Espionage Career Path (6+)
* Pilot Career Path (5+)
* Starship Crew Career Path (6+)
* Corporate Soldier Career Path (3+)
* Small Ship Crew Career Path (7+)
* Corporate Booster Career Path (9+)
Cargothian

## Description

The Cargothian are a large, tough alien species from Cargothe. They generally stand between 7 and 8 and a half feet tall. They're resistant to cold, heat and all but the most serious damage.

No matter how good the warning, no one is truly prepared the first time they encounter a Cargothian.  Mostly, it's the size.  There is big, and there is Cargothian big.  Even a short Cargothian will brush the frame of a standard Terran door.  While they may not be the hardest hitter in the pack-- that honor goes to the Canidae-- they're close and they can take those hardest hitter's punches better while lacking any regenerative organs. Knives are rarely even considered weapons in Cargothian territory due to their general ineffectiveness, and the only reason they're banned from respectable Cargothian bars is because of a popular Cargothian drinking game better known in Omnish as Pincushion.

The Cargothian disinterest in proving oneself owes a lot to the strict militaristic hierarchy of their society, which ensures that every single Cargothian already has a position and a very precise one at that.  The initial minutes of a first encounter between two Cargothians are generally devoted to a rattling off of associations and ranks so that both know exactly how they compare to each other.  This affinity for the military and order continues into the private sphere, even to the point that the GrunGrun word for "family" is very close to the word for "squad."

Upon coming of age, a Cargothian completes a brief mandatory period of service meant to cool any bit of lingering youthful hotheadness before they are accepted as a full adult.  This period is nearly always satisfied by either serving the time in the military or by becoming a registered mercenary.  On the whole, choosing to be a mercenary-- even an off-planet mercenary working for foreign powers-- is considered no less honorable than serving in the Cargothian military.  It's the hierarchy and obedience to hierarchy that is important, not whom you're defending. This leads to the other astonishing thing about the Cargothians: they're noticeably gentle.  Despite possessing all that power, they're very careful about how they use it.

At some point in time, the Cargothians and Athasians found each other.  The Cargothians took one look at the smaller frail aliens and decided right then and there that the Athasians needed looking after.  So the Cargothians decided to do just that.  Since then, Cargothians can be found wherever Athasians are. Sometimes, the job means playing bodyguard.  Other times, it means playing work horse.  Cargothians don't mind in the least.  What's a bit more weight when you're a mountain, eh, especially if it means looking out for a molehill?
Urellian

## Description

The Urellians are a amorphous, invertebrate alien species from Urell-nak-flooc'a. They are about 3 feet across in a 'relaxed' state and have no discernable limbs or facial features.

The Urellians are downright durable, more so than any of the Sovereignty members.  While Canidae can shrug off a lot of damage, the gelatinous bodies of Urellians can absorb even more of the blows.  The worst attacks, the ones that could outright maim or kill another being, barely even register. Urellians, however, lack the Canidae's accelerated healing factor, which means the damage they do receive has to heal at the same rate as most species.

Despite their noted intelligence, Urellians are even more prone to possessing that special brand of stupidity known as courage.  While the Urellians do have their share of folks that run off to play I'm-not-touching-you with Death, Urellians are just as happy getting their fun from any sort of game.

Urellians like to play.  They are not picky in the least as to what.  Games of chance, games of skill.  Games that take place on a field and atop a board and in the mind.  Games that use balls and cards and dice and everything in between.  It doesn't matter.  It doesn't even matter if the participants are competing against each other, just so long as they are competing either for or against something, even if the something is the challenge itself.  The Urellians take their games very seriously.  Friendships have been ruined over trivia questions.

For Urellians, cheating is a very deep philosophical question.  On the one protuberance, a game is defined by its boundaries. Closeness is acceptable for both horseshoes and hand grenades, but swapping out one for the other rarely ends well.  Violating the principles set forth is an insult to the very idea of the game itself.  On the next protuberance, rules are constructs.  An Urellian is meant to give their all in a competition.  Surely, it is wrong to hobble oneself instead of thinking creatively.  Rules are merely trellises that Urellians should use to fling themselves to the finish line.  On the next protuberant, isn't the ability to excel despite confinement the mark of greatness?  On the next protuberance, is not a game that fails to evolve a game that is doomed to become dull and die?  (Being formless balls of space jelly, Urellians are nothing but potential protuberances.)  An Urellian's view on cheating tells a lot about their personality. Failing to find out early where an Urellian falls on the scale can lead to problems.  The only thing worse than finding out too late that the new hire has a "interesting" relationship with the local law enforcement is finding out an Urellian cellmate doesn't believe in jailbreaks.
Dragonia

Les Dragonias sont des dragons créés par un old deus (dieu déchu), si ils devaient avoir une échelle de force je dirai 8/10 car d’après la flugel nommée Jibril il aurait fallu plus de 50 flugels pour en battre un seul, sachant qu'ils ont beacoup de pouvoirs inconnus dont le pouvoir Far Cry qui est un pouvoir dévastateur. C’est un blasteur de feux énorme utilisable en échange de sa vie. Pour résumer  les Dragonias sont des dragons ultra cheat dont il faut une armée de flugels pour en abattre un seul à peut près et dont on ignore quasiment tout de ses pouvoirs.(modifié)

Pièce racial ; Pion
Nova

## **Arc I**

### Overview

Nova is one of the original characters to enter Eden. They are good with money and trades, but doesn't have a ton of interactions with everybody.

### Good Nova

When good, Nova loves doing business and will help most people but some things might require just payment.

### Evil Nova

Evil Nova is a prankster but wasn't completely different from Good Nova for unknown reasons (although Adam theorized that it was due to Nova's love for business.

### Relationships

They are good friends with Kano and Mousie mainly but doesn't really dislike anyone else.

### Backstory

Nova might know Kano from elsewhere but that is only theory right now.
A Main Character

If you were to dig deeply enough into the Athasian homeworld, you would eventually find a mind-boggling massive (for lack of a better word) computer. It is not known if the computer is surrounding the core of the planet or actually IS the core. All that is known is that it's always been there. And that's saying a lot, since it's one of the most closely guarded secrets of the Athasians.

No one knows where The Interface came from, but the common theory among those that know of its existence is that it was created by a pre-cursor species that has not been seen for millennia. Its primary function only seems to be collecting information about anything and everything in the universe. It does seem to be okay with sharing this information with the Athasians sometimes, whether they realize it or not.
Dwarf

Les Nains, (地精種/ドワーフ, Dowāfu) sont la 8e race dans le classement des Exceed. Ils vivent a Harden Fell, la deuxième plus grande nation de Disboard et sont rivaux des Elfes. Malgré le fait qu'ils ne peuvent pas utiliser la magie directement, ils sont les meilleurs dans la fabrication de machines magiques, comme il est montré par leurs avancées technologiques dans le Light Novel Volume 6 pendant la Grande Guerre.

Selon Riku, les Nains étaient déterminés de détruire le monde, nous donnant plus d'informations sur la cruauté des Nains envers les autres races.

Les Nains choisissent leur représentant en fonction de leur artisanat. Le représentant actuel est Veig Drauvnil. (c'est un détail parmit tant d'autre)

Apparence

Les cheveux des Nains sont faits de mithril et leur yeux de orichalque. Tous les Nains ont des poils mais les femmes en ont moins. Les hommes ont tendance donc a entretenir leur poils faciales tandis que les femmes les rasent tous. Quand un Nain est dans un état d'Overburst, ses cheveux prennent la couleur d'un rouge rouillé.

Forces

Les Nains sont connus pour être des artisans qui ont été bénis par leur créateur qui leur permet de créer ce qu'ils imaginent en frappant simplement avec leur marteau. Même si le design est compliqué, ils peuvent utiliser cette méthode afin de le former. Cette aptitude a imaginer une idée et la rendre réelle est connue comme un Sens.

Faiblesses

Ils sont les créateurs de la E-Bomb, la plus puissante création que le monde n'ait jamais connu. Son pouvoir est capable de battre un Old Deus. Les Nains avaient prévu de tester cette bombe sur le continent de Lucia, ce qui avait conduit à une alliance temporaire avec les Werebeasts qui quittaient le continent. Ceci a permis au plan de  de démarrer au moment où l'embuscade des Werebeats a débouché sur les installations des Nains, et sont partis du continent. Cela lui a aussi permis de confronter Shinku Nilvalen dans un jeu d'informations concernant Áka Si Anse et les Nains. En réponse à ceci, les Nains se sont alliés aux Gigants comme mesure protective.

Pièce racial : Fou
Elfe

Les Elfes (森精種), Erufu) sont la septième race classée de l'Exceed. Leur patrie est Elven Gard, la plus grande nation sur Disboard.

Malgré le fait que le pays des elfes soit démocratique avec les plus grandes familles dans le Conseil des Anciens, ils ont souvent des esclaves d'autres races pour les servir à l'intérieur des territoires conquis qu'ils revendiquaient ou perdus dans des jeux, ce qui résulte à un esclavage générationnel des familles vivant avec les familles qui les possèdent comme Chlammy Zell qui vit avec Feel Nilvalen. Il est noté qu'il se trouve actuellement deux factions dans Elven Gard : le Conseil des Anciens et le Héro des Elfes, ce qui n'a pas été grandement détaillé hormis le fait que le Héro des Elfes a le soutien de la population elfique, tandis que le Conseil des Anciens essaie d'obtenir plus de pouvoir envers le peuple

Forces

Les elfes sont ceux qui sont les plus forts en magie parmi toutes les autres Races. Ils sont la seule Race capable de jeter des sorts multiples immédiatement. Ceci leur permet de pouvoir tricher dans des jeux contre d'autre Races comme une façon de tromper et manipuler les jeux.  Malgré ceci, certaines situations comme les jeux vidéo des Werebeasts peuvent annuler leur avantage magique et mettre tout le monde sur un pied d'égalité.

Pendant la Grande Guerre, ils ont été capables de créer une des trois forces dominantes qui ont terminé la guerre, un sort appelé Áka Si Anse développé par leur créateur, Kanias.

Le talent naturel des elfes est lié par leur aptitude à jeter plusieurs sorts en même temps. Les elfes talentueux peuvent maintenir plusieurs sorts, ce qui fait la majorité la noblesse des elfes selon le Light Novel 5. Cependant, la maison de Nilvalen a mis au monde certains des plus grands elfes jamais connus tel que Feel Nilvalen et Shinku Nilvalen, qui possèdent tous les deux des aptitudes magiques qui ont creusé l'échelon des légendes parmi les elfes.

Faiblesses

Sans leur connexion avec les Spirit Circuits, ils sont incapables d'utiliser la magie et n'ont aucune capacité physique. Ceci est montré dans No Game No Life: Zero quand les Spirit Circuits sont détruits, ce qui les a laissé impuissants.

Histoire

Pendant la Grande Guerre, ils pensent avoir été crée par Kanias, le Dieu de la Forêt.

De leur histoire, il est su que huit cent ans avant que les Dix Engagements soient imposés, Jibril a à elle-seule détruit la capitale du pays elfique en un seul coup dans un excès de colère après qu'elle soit tombée du ciel à cause d'un sort d'anti-vol au dessus de la capitale et qu'elle se soit blessée. Elle a aussi volé leurs livres contenant des connaissances magiques, ce qui a mis au point mort leur magie pendant un long moment.

Pièce racial : tour
Puzzles

**Puzzles** are part of Planet of Lana's gameplay. In each puzzle, there may be other creatures or robots which must be either worked with, or avoided. You will often have to direct Mui to a different spot to Lana, either to activate puzzle elements, or distract enemies.

## Elements

In puzzles, there are often various elements to them. There is usually some enemy or barrier to cross. For example, there is a large, black hog which rams forward when it sees Lana or Mui, which can be killed or stunned in order to hold down a button. There are also often buttons, which activate special, tentacle-like platforms.
Psychic Career Path

There are few species that are inherently psychic, and fewer still individuals of other species that develop psychic abilities, but those that are can make a career of it. If not born with the ability, some species are born with latent abilities that develop later in life through genetic mutation, others might have biochemical experimentation and still others might discover ancient artifacts that awaken the ability.

This is a starter career path for T'Lorians and Velacheem.

## Psychic Career Progression

### Freelance Telepath

Gains:

* Items: None
* Credit Allowance +15
* Skills: Psychic Discipline (+1); X Skills (+1)
* Psychic Ability: Telepathy or Psychometry
* Attack Type: Telekinesis
* Defense Type: Psychic Barrier

Age +2 years. Roll 1d10, on a 5+, roll on Life Events chart. Add 2 to Career Change roll.

### Augur Ascendant (6+)

Gains:

* Items: None
* Credit Allowance +10
* Skills: Psychic Discipline (+1); X Skills (+1)
* Psychic Ability: Levitation or Remote Viewing
* Attack Type: Psychic Assault
* Defense Type: None

Age +3 years. Roll 1d10, on a 6+, roll on Life Events chart. No bonus to Career Change roll.

### Mindwalker (8+)

Gains:

* Items: None
* Credit Allowance +10
* Courage +1, Perception +1
* Skills: Psychic Discipline (+2); X Skills (+1)
* Psychic Ability: Energy Healing or Precognition
* Attack Type: Psychic Assault
* Defense Type: Psychic Barrier

Age +10 years. Roll 1d10, on a 7+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Diplomacy Career Path (5+)
* Explorer Career Path (6+)
* Merchant Career Path (7+)
* Starship Bridge Crew Career Path (8+)
* Guardian Career Path (7+)
Criminal Career Path

Where there is law and authority, there are crimes and the criminals who commit them. Some things are easier to obtain without red tape and bureaucracy, and there are always those willing to get them in that manner. Other folks just don’t like rules or being told what to do. Yet others might be left with little other choice. Whatever the motivation, you have entered, in most cases, what is considered to be the underbelly of society, the underworld. Don’t fret though, underling, there are those few shining individuals who can claw, bribe, and steal their way to the top!

This path is a Starter Career path for Aborians, Terrans, G’rek Zoor, and Kelfir.

## Criminal Career Progression

### Outlaw

Gains:

* Items: Combat Knife; <standard> Pistol; Electronic Lockpicks or Hacker Rig; Standard Lockpicks
* Credit Allowance +5
* Perception +1
* Skills: Lockpicking (+1); Device, Hacker Rig (+1); <standard> Ranged (+1); Melee (+1); Pickpocket (+1); Information Gathering (+1); Stealth/Hide (+1); X Skills (+1)
* Attack Type: Sneak
* Defense Type: Concealment

Age +2 years. Roll 1d10, on a 4+, roll on Life Events chart. Add 2 to Career Change roll.

### Lieutenant (5+)

Gains

* Items: Flak Armor; <standard> Shotgun; Local Comms Unit; Comms Jammer
* Credit Allowance +10
* Perception +1
* Skills: <standard> Ranged (+1); Melee (+1); Information Gathering (+1); Intimidation (+1); Diplomacy (+1); X Skills (+1)
* Attack Type: Sneak
* Defense Type: Luck

Age +3 years. Roll 1d10, on a 5+, roll on Life Events chart. No bonus to Career Change roll.

### Kingpin (8+)

Gains

* Items: Sealed Suit; Land Vehicle
* Credit Allowance +20
* Skills: <standard> Ranged (+1); Melee (+1); Information Gathering (+1); Intimidation (+2); Bureaucracy, General (+1); Diplomacy (+1); X Skills (+2)
* Attack Type: None
* Defense Type: None

Age +10 years. Roll 1d10, on a 5+, roll on Life Events chart. Subtract 2 from Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Martial Artist Career Path (8+)
* Merchant Career Path (4+)
* Mercenary Career Path (3+)
* Espionage Career Path (6+)
* Diplomacy Career Path (8+)
* Military Career Path (8+)
Farming

**Farming** is part of The Wandering Village gameplay. The villagers must grow food to survive on Onbu.

On ordinary Farms, you can grow Beets at the beginning of the game, and you can learn to grow Tomatoes, Corn, Cacti, and Wheat.

A Mycologist can grow Mushrooms at the beginning of the game, and you can learn to grow Healshroom and Rock Trumpet.

An Herbalist grows Herb.

Aquafarms grow Fish and Kelp.

Berry Gatherers are like Farms, but they harvest Berries from nearby berry bushes without destroying the bushes in the process, and don't require any resources.

The large number of plots you can set are for when space is limited. Workers are not intended to be able to work the entire available field.
Starship Crew Career Path

Just as a starship needs their bridge crew, they cannot operate at all without the rest of the crew. There’s always someone that has to operate and repair the inner workings. From the lowliest cleaner to the officers in the engineering and flight decks, everyone is important. This progression will help you navigate your career as a member of the crew.

This is a starter career path for Athasians and Enorians.

## Starship Crew Career Progression

### Grunt

Gains:

* Items: Cutter/Welder; Repair/Tool Kit; Respirator; Anti Rad Meds x 2
* Credit Allowance +1d5
* Skills: Jury Rig (+1); Mechanic (+1); Engineering, Starship (+1); X Skills (+1)
* Attack Type: None
* Defense Type: None
* Age +2 years. Roll 1d10, on a 5+, roll on Life Events chart. Add 2 to Career Change roll.

### Specialist/Chief (5+)

Gains:

* Items: Sealed Suit; Emergency Suit Sealer; Power Backpack; Local Comms Unit
* Credit Allowance +10
* Skills: Jury Rig (+1); Mechanic (+1); Engineering, Starship (+2); Bureaucracy, General (+1); X Skills (+1)
* Attack Type: None
* Defense Type: None

Age +3 years. Roll 1d10, on a 6+, roll on Life Events chart. Add 1 to Career Change roll.

### Deck Officer (8+)

Gains:

* Items: <standard> Pistol; Rescue Bubble
* Credit Allowance +15
* Courage +1, Perception +1
* Skills: Mechanic (+1); Engineering, Starship (+2); Bureaucracy, General (+1); Leadership (+2); X Skills (+2)
* Attack Type: None
* Defense Type: None

Age +10 years. Roll 1d10, on a 6+, roll on Life Events chart. No bonus to Career Change roll.

## Career Change

(Roll 1d10 for each attempt):

* Explorer Career Path (6+)
* Mercenary Career Path (4+)
* Military Career Path (6+)
* Pilot Career Path (5+)
* Specialist Career Path (8+)
* Starship Bridge Crew Career Path (7+)