recursal/Fanatic-Fandom huggingface dataset:
Gambler

Category: A

Limitation: TDL

Description: You can tell when someone is trying to cover their emotions or intentions. Similar to the Advantage: Intuition, you may ask Plot for a one word answer to a specific question related to the person you are speaking with. You will then be given a slight nudge or hunch for the answer to your question. ====

==== Special Use: Sleight of Hand

Category: A

Limitation: TDL

Description: You excel at palming objects and picking pockets. Must specify a known or visible object, or draw a random item. ====

### Level 2 - Apprentice

==== Practical Use: Poker Face

Category: A

Limitation: U

Description: You can school your face when you are speaking to a person and attempting to hide the truth. As such, things to read normal emotions are No Effect on you. ====

==== Special Use: Weigh the Dice

Category: A

Limitation: TDL

Description: You can increase your odds at a random chance skill/result or obtaining desired information from a contact. Further you may choose the result of a single roll of the dice in an in play game of chance. ====

### Level 3 - Journeyman

==== Practical Use: Evaluate Odds

Category: INF

Limitation: U

Description: Plan your approach to a given game, hand or situation based on which odds present the best outcome. ====

==== Special Use:Bluff

Category: A

Limitation: TDL

Description: You can school your face when you are speaking to a person and attempting to hide the truth. When telling a lie you may use the Tagline: Bluff, to make a person utterly believe you. ====

### Level 4 - Master

==== Practical Use: Call Bluff

Category: INF

Limitation: U

Description: You are able to read the truths in what people say, able to see when people are lying to you and calling No Effect to Bluff ====

==== Special Use: Throw Game

Category: A

Limitation: TDL

Description: Your lies and misinformation can cause others to play perfectly into your hands, allowing you to direct conversations during a game of chance as well as win without throwing suspicion to your luck. ====

### Level 5 - Grand Master

==== Practical Use: Luck

Category: A

Limitation: OPD

Description: This is the same as the Luck Advantage. ====

==== Special Use: Illusionist

Category: A

Limitation: TDL

Description: You can make an item or person seem to disappear, even when in the middle of a crowd of onlookers. ====
Gunsmith

Category: P

Limitation: PPD

Access to Level 1 Novice Gunsmith recipes. Select one recipe from the level one Gunsmith list when gaining this rank in this skill. ====

==== Special Use: Basic Repair

Category: A

Limitation: U

Description: Takes 10 minutes to repair a broken firearm. ====

### Level 2 - Apprentice

==== Practical Use - Apprentice

Category: P

Limitation: PPD

Access to Level 2 Apprentice Gunsmith recipes. Select one recipe from the level two Gunsmith list when gaining this rank in this skill. ====

==== Special Use: Intermediate Repair

Category: A

Limitation: U

Description: Takes 5 minutes to repair a broken firearm. ====

### Level 3 - Journeyman

==== Practical Use - Journeyman

Category: P

Limitation: PPD

Access to Level 3 Journeyman Gunsmith recipes. Select one recipe from the level three Gunsmith list when gaining this rank in this skill. ====

==== Special Use: Calibrate

Category: A

Limitation: TDL

Description: Take 5 minutes to calibrate a firearm allowing a person to call an additional point of damage for 10 minutes. ====

### Level 4 - Master

==== Practical Use - Master

Category: P

Limitation: PPD

Access to Level 4 Master Gunsmith recipes. Select one recipe from the level four Gunsmith list when gaining this rank in this skill. ====

==== Special Use: Repair

Category: A

Limitation: U

Description: Takes one minute to repair a broken firearm. ====

### Level 5 - Grandmaster

==== Practical Use Grandmaster

Category: P

Limitation: PPD

Access to Level 5 - Grandmaster Gunsmith recipes. Select one recipe from the level five Gunsmith list when gaining this rank in this skill. ====

==== Special Use: Knowing Hand

Category: A

Limitation: U

Description: Due to your intimate knowledge of your own firearms, any of your own firearms that you use may be used with an additional point of damage, they also can not be broken when in your hands. Further any enhancements given to your guns while in your hands, have the duration of that effect doubled, including making single strike effects happen twice. ====

## Gunsmith Recipes

The recipes below are available to be replicated and learned.

Level 1:

Ammo Pouch
Northmen

Native Culture: Vikaa'ra

Preferred Weapon: Axe, Mace, Hammer, Great Sword, or Bastard Sword, Hexagonal Shield

Preferred Material: Topaz & Wood (yellow and/or brown duct tape)

## Reputation

Bold and outspoken warriors of the vast plains and woodlands of Vikaa'ra. As fierce and forthright in all other aspects of life as they are in combat, they are the first to charge at the call of battle, and also the first to chant or sing the songs of past glories. These are the Northmen.

## History

Developed with harsh lands, ruthless leaders, and wildlife that hunts man as well as other beasts. These things shape the Northmen into the physically and mentally toughened warrior elite, to which other cultures can only aspire. They embrace all life around them and use that life to shape their skills. Beneath all this, driving their every moment, lies their bloodsong, a song that all Northmen share, and a song that they feel as the moment of battle draws near.

## Abilities

#### Level 1 - Initiate

Claws of the Bear (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Bear Skin (defense, non-contact, skin) - 3 point skin, requires 1 minute of focused concentration to activate

Tagline: "Bear Skin 3"

#### Level 2 - Apprentice

Overwhelm (attack, fear effect, point and click) Your presence is such you may make your foes flee from you in fear

Tagline: "Natural Fear"

Steal Weapon (disarm, take possession of your opponent's weapon dealing the strike) Upon being attacked by a foe, you move with such ferocity as to take your opponent's weapon from them, leaving them unarmed before you.

Tagline: "Triggered Steal Weapon"

#### Level 3 - Devotee

Shred (attack, contact, strike) - adds +3 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Greater Bear Skin (defense, non-contact, skin) - 6 point skin, requires 1 minute of focused concentration to activate

Tagline: "Greater Bear Skin 6"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Works and Awards

Awards:

- Angoulême International Comics Festival, Prize for Best Comic Book 1988 - Maus

- 1988 Max & Moritz Prize 1988 - Maus

- Guggenheim Fellowship for Creative Arts, US & Canada 1990

- American Book Awards 1992 - Maus

- Pulitzer Prize Special Citation and Awards 1992 - Maus

- Los Angeles Times, Book Prize for Fiction 1992 - Maus II

- Will Eisner Award Hall of Fame 1999

- Time Magazine "Top 100 Most Influential People" 2005

Famous Works:

-Maus: A Survivor's Tale

- Maus II: A Survivor's Tale

- Beakdowns

- In The Shadow of No Towers

- Garbage Pail Kids
Adelina Amatus

The salacious nom de plume of the much more respectable E.A. Gimbernard, Adelina Amatus writes several types of novels, ranging from dime-store adventure novels to what can best be referred to as softcore smut. Of late her work has drastically improved in quality, focusing on individual series of books focused around single characters or pairings, keeping the slightly salacious vibe while maintaining interesting plotlines. Many of these characters seem to be at least partially based on the group of individuals known as the Heroes of Skyfall. This has only contributed to their popularity and, coincidentally the popularity of the Heroes they seem to borrow from.
The Black Lord

## The Four Stewards

The Four Stewards were known in ancient times prior to the fall of magic to be individuals of nigh on infinite power who watched over the wellbeing of Othonia in various ways, each corresponding to a season of the year when their powers were the strongest. The Stewards belong to the seasons - and the seasons to them - as follows: The White Lady (Winter), The Craftsman (Spring), The Huntress (Summer) and the Black Lord (Autumn).

## History

Of all of them, the Black Lord is generally the one most often referenced, typically stating that he appears in times of great danger and acts as a guide or ally when all other allies have failed or abandoned certain individuals.

Nearly all references to the Stewards stop around the fall of magic around one-thousand years ago. One phrase that does crop up often enough when they are mentioned - both before and after the fall of magic - reads as follows:

> "Qui autem electionem eligendum. Qui non solum electio crudelitate nusquam appareant crudelitate, sed nec ob benevolentiam faciunt speciem species suas".
>
>

The phrase is written in Ancient Miu, and after a few days of work, you translate it to mean:

> "Those who have a choice must choose.  Those who have no choice may never act in cruelty simply for the appearance of being cruel, but neither may they act in kindness simply for the appearance of being kind."
>
>

## Interaction

Usually traverses the moral realm in Autumn. Known Grand Master Necromancer.
White Lady of Bones

## Names

* The White Lady
* The Lady of White Bones
* The Mistress of the Gate

## The Four Stewards

The Four Stewards were known in ancient times prior to the fall of magic to be individuals of nigh on infinite power who watched over the wellbeing of Othonia in various ways, each corresponding to a season of the year when their powers were the strongest. The Stewards belong to the seasons - and the seasons to them - as follows: The White Lady (Winter), The Craftsman (Spring), The Huntress (Summer) and the Black Lord (Autumn).

## History

The White Lady, however, is the Steward that Miu always feel safest with, almost as if there was some sort of kinship to her that keeps you from being unnerved by her presence.

Nearly all references to the Stewards stop around the fall of magic around one-thousand years ago. One phrase that does crop up often enough when they are mentioned - both before and after the fall of magic - reads as follows:

> "Qui autem electionem eligendum. Qui non solum electio crudelitate nusquam appareant crudelitate, sed nec ob benevolentiam faciunt speciem species suas".
>
>

The phrase is written in Ancient Miu, and after a few days of work, you translate it to mean:

> "Those who have a choice must choose.  Those who have no choice may never act in cruelty simply for the appearance of being cruel, but neither may they act in kindness simply for the appearance of being kind."
>
>

==
**Interaction ==**
Never attempt to contact The White Lady during or near a Blood Moon.

Spirit Knights are frequently used as intermediaries, and perform tasks according to The White Lady's agenda.
Espionage

Description: You can gather evidence and profile information through basic long term surveillance of a place of subject. ====

==== Special Use: Blend with the Crowd
Category: A
Limitation: TDL
Description: As long as you are in a group of two or more people, you are able to hide in plain sight. People will be unable to remember who you are and what you were doing amongst them at the time. (Place open hand in front of your face while looking down.) ====

### Level 2 - Apprentice

==== Practical Use: Interrogation
Category: INF
Limitation: U
Description: You know how to gain desired information from a prisoner, informant, or contact. ====

==== Special Use: Disguise
Category: A
Limitation: TDL
Description: Through the clever use of makeup, costume, and mannerisms, you may alter your appearance to look like any generic person you choose. (This must be phys repped.) ====

### Level 3 - Journeyman

==== Practical Use: Local Contact
Category: INF
Limitation: U
Description: You have a knack for making contact wherever you go. In any town you have visited, you have a source of information. ====

==== Special Use: Infiltration
Category: A
Limitation: TDL
Description: You are capable of inserting yourself into any area you have studied for long enough. With 10 minutes of study of an area (or previous downtime session (IBGA) to case the area) you may enter the place with your hand in front of your face and head bowed to overhear anything happening, with no fear of being caught, calling no effect to anything that would reveal you. ====

### Level 4 - Master

==== Practical Use: National Contact
Category: INF
Limitation: U
Description: You have friends in low places... and apparently high ones as well. In any country you have visited you have a political asset you can call upon for information. ====

#### Special Use: Identity Theft

Category: A Limitation: OPD Description: You are able to assume the visage and mannerisms of any person you have spent at least a little time with. Further, thiswill fool all but the closest friends to the victim. This will allow you to use certain things to your advantage such as reputation, or reputation based skills they might have. This lasts for one hour.

### Level 5 - Grand Master

==== Practical Use: International Contact
Category: INF
Limitation: U
Description: You are speaking terms with most, if not all, the current foreign diplomats and guild masters, and are on a friendly basis with the majority of them. ====

==== Special Use: Impersonation
Category: A
Limitation: OPE
Description: With an intense amount of study you are able to take on the identity of another person to such a degree that you are able to fool anyone who meets you. This lasts for one hour. ====
Human

(yoo-muhn)

Nickname: the Lightbringers

Ancestral Affinity: Light (now Fire)

Ancestral Land: Ejheria

Average Lifespan: 100-150 years

## Racial Advantages

Gains the Enhanced Sense of Taste advantage for free.

## Racial Disadvantages

All Humans have a Compulsion for pleasure in excess. They live life to the fullest. If something sounds pleasant, tastes good, or looks like fun, they are likely to try it at all costs.

## Callings

**Enforcer (Law Men)** - Reduced cost buy-in for membership in the Patricians' Guild.

**Hopekeeper** - Reduced cost buy-in for membership in the Artisans' Guild.

**Innovator** - Reduced cost buy-in for membership in the Tinkers' Guild.

**Perceiver** - May purchase the Aura Sight advantage at half cost.

## History

The legends of Ejheria say that Humans and Miu are two halves of the same coin, born of the ashes of the Gods, and pressed into the Eternity which is light and shadow. While both can exist without the other, it is difficult to find either in its purest form. Likewise, in Ejheria, you rarely find Humans or Miu existing separately. Both are held equally sacred by the Ejherian people as a whole, and both have equal right to rule the Kingdom. It is said that the Lightbringers tend the Beacons of Hope and Justice. Thus is their place within Ejheria. Traditionally, only Humans may act as the Keepers of the Beacons, great lighthouses that dot the coastline.

While all races can be found everywhere in the world, Humans are, perhaps, the most adventurous when it comes to moving on to new places and new experiences. Humans tend to live life to the utmost in all of their endeavors, and their incessant love of food, drink, and entertainment are equaled by no other race. When their way of life is questioned or threatened, Humans fight perhaps the fiercest to defend those freedoms.

They recently suffered an upset when there elemental alignment was forcibly shifted from Light to Fire. The Oracle has since explained that it is an elemental re-balancing, the payment of a blood debt by the Kaliska to the Miu, and not a punishment visited upon either Humans or Kaliska. Despite this, some among them remain angry at the loss of their "ancestral" element.
Light Magic

# Light

Light is a magic school that focuses on cleansing and fighting Corruption.  Packet delivered Light spells require orange packets.

#### Circle 1

**Sense Corruption**

Point and click. Detect corruption within a target or item.

**Light**

Light Source that lasts until put out.

**Glare**

Packet delivered Blind effect. Lasts 10 seconds. Target cannot see and can take no action other than fending off a Killing Blow.

**Lesser Light Skin**

Triggered Light Dart on next source of damage.

**Awaken**

Touch activate. Removes one negative Mental effect on target.

#### Circle 2

**Light Arrow**

Packet delivered. Deals 3 elemental magic damage to creatures of Shadow or with Corruption.

**Teleport**

Teleport to packet delivered location.

**Mesmerize**

Packet delivered effect. Target must gaze into the caster's eyes and take no offensive action. Lasts until eye contact is broken or offensive action against the target.

**Mental Resist**

Touch activated. Resist one Mental effect.

**Lesser Reveal**

Point and click. Reveals Camouflage effects.

#### Circle 3

**Purify Corruption**

Point and click. Removes one point of Corruption from a target.

**Hallowed Blade**

The caster enchants his weapon to add Light Strike +1 until the weapon leaves the caster's hand. When this happens, the enchantment ends, and weapon is broken.

**Luminous Skin**

Triggered Blind on next source of Damage.

**Light Skin**

Triggered Light Arrow on next source of Damage.

**Message to Pure Soul**

Send a message to someone with Pure Soul Advantage. See Plot.
Scholar's Guild

## Diplomat, Historian, Librarian

Erudite individuals with a knack for solving problems. Scholars come in all shapes and sizes, but are amongst the most learned of people. Whether it be researching problems, cataloging history, fixing peoples problems, or solving complex equations, scholars can be counted on to provide the intellect necessary to get the job done.

Regional Headquarters: Ejheria

Racial Callings: Fayren, Syrene

Areas of Influence: Diplomat, Historian, Librarian

Expectations:

1: Honesty, diplomacy, and humility are your mottos.

2: you are a witness and participant to history; limit your causality, record the story, and archive it.

3: The law is your guide and treatise are sacred. Conduct all negotiations, with honor, respect and discretion.

**Admission into this guild grants a single extra downtime session (IBGA) useable only for a skill associated with this guild.**
Feliciana Estella Gimbernard

Gender: Female

Age: 23

#### Name

As per her caravan's naming traditions, Feliciana name reflects her parent's hopes for her future. Strictly translated her name works out to "a bright star that gifts prosperity" or "born under a happy star".

#### Profile

The younger sister of Hero of Skyfall Esperetta, Feliciana currently lives with her extended family in the Golden Script Caravan. She is currently apprenticed under her mother as a Merchant and her grandmother as a Socialite .

Currently, Feliciana has only met her sister twice, once when she was three years old and now twice following the events surrounding the raising of Altea. As such her feelings towards her sister are largely neutral. She has over the years received several gifts and letters from Retta which she treasures, maintaining a collection of souvenirs much like her Great Aunt Melpomene. She gets along well with her family, including her slightly over-protective older brother Darius.

Feliciana, like her uncle and great aunt, is possessed of the gift of Divination. Her talent seems to lie in moments of inspiration, revealing to others moments from past and future that they truly need to hear in order to make a decision or choose a path. These visions have increased, coming more often and with greater import, ever since the return of magic to Othonia.
Stealth

Description: You know how to stay out of sight and where to hide in order to spy on a location or movements of an enemy. Further when you are camouflaged/melded/invisible/etc, you gain a 1 point skin. ====

==== Special Use: Camouflage
Category: A
Limitation: TDL
Description: You can blend in with your surroundings as long as you remain stationary. (Both hands must be crossed in front of your face) In order to do this you must be partially hidden and state "Camouflage 1, Camouflage 2, Camouflage 3." ====

### Level 2 - Apprentice

==== Practical Use: Cover of Darkness
Category: A
Limitation: U
Description: At night you may slip into a familiar location and receive information as to current activities and people in that area. Further you might be given insights by Plot on further things witnessed. ====

==== Special Use: Shadow Meld
Category: A
Limitation: TDL
Description: You can blend in with the shadows as long as you remain stationary. (Both hands must be crossed in front of your face) In order to do this, you must be in a shadow and state, "Shadow meld 1, Shadow meld 2, Shadow meld 3." ====

### Level 3 - Journeyman

==== Practical Use: Secret Entrance
Category: A
Limitation: U
Description: At any point of the day you may slip into a familiar location and receive information as to current activities and people in that area. Further you might be given insights by Plot on further things witnessed. ====

==== Special Use: Partner in Shadow
Category: A
Limitation: TDL
Description: You and a partner can blend in with the shadows as long as you remain stationary. (Both hands must be crossed in front of your face.) In order to do this, you must be in a shadow and state, "Shadow meld 1, Shadow meld 2, Shadow meld 3." ====

### Level 4 - Master

==== Practical Use: False Step
Category: A
Limitation: U
Description: With slow movements you may make your way anywhere even when camouflaged or shadow walking, allowing you to take one step every 10 seconds. ====

==== Special Use: Shadow Walk
Category: A
Limitation: TDL
Description: You may freely walk at a normal pace from shadow to shadow, as long as they are connected. ====

### Level 5 – Grand Master

==== Practical Use: Silent as the Grave
Category: A
Limitation: U
Description: Your steps make no sound or undue disturbance, even upon freshly fallen snow. Also your steps are carefully placed allowing you to dodge any pressure plate traps you might set off. ====

==== Special Use: Move as the Wind
Category: A
Limitation: TDL
Description: You are able to step into a shadow and instantly meld with it. Further you are capable of walking from shadow to shadow at a normal pace, and the shadows may be up to 5 steps apart. ====
Hommes du désert

Les hommes du désert ont habité les terres chaudes du sud-ouest d'Eira durant des siècles, ils y sont nés et y ont prospéré. Ils ont fait leur apparition sur la scène politique et commerciale du continent longtemps après les autres peuples humains. Néanmoins ils se sont grandement développés une fois que le premier contact avec l'extérieur eut lieu, la république de Tamansai attira marchands et touristes fortunés, mais aussi hommes et femmes en quête d'une vie nouvelle. Parras, première cité du désert, connut un afflux de sages érudits et d'explorateurs.

## Tamansai

### Politique

La ville est une république marchande : un représentant prenant le nom de consul est élu pour un mandat de trois ans par un conseil de bourgeois et commerçants d'influence. La plèbe n'a aucun impact sur cette décision. Pour espérer une place dans ce conseil, il faut tout d'abord posséder une fortune considérable mais aussi s'attirer les faveurs du consul au pouvoir. Celui-ci pourra ainsi proposer au conseil le recrutement de l'aspirant, un vote déterminera l'issue de cette proposition. Il en va de même pour les licenciements.

Il n'existe pas de partis politiques distincts. Quand bien même certains se trouvent des points communs par rapport à un sujet particulier, ils n'en trouvent pas d'en d'autres.

### Religion

La religion n'est pas omniprésente dans l'enceinte de Tamansai. Quelques uns vénèrent Elar, mais beaucoup préfèrent l'or. Cependant, Tamansai étant considéré comme un lien saint par les plus pieux, il existe un quartier dédié à la défunte sorcière des sables Taman, aussi appelée la messagère d'Elar.
Tyrannie Harusen

Depuis que Tomasu Harusen règne en maître sur la partie ouest de l'Empire, les frontières des Hautes-Cimes sont plus étanches que jamais. La majorité de la population a été contrainte de rester ; certains entêtés luttent chaque jour à leur manière contre la violence de ce nouveau gouvernement, d'autres n'ont pas eu le choix et souffrent en silence, et certains autres encore y adhèrent. Il subsiste quoi qu'il en soi une majorité de Noguchi sur les terres de leur Empire, bien que beaucoup d'entre eux aient dû quitter leurs villages tombés aux mains des orcs et soient entassés dans des camps de transit.
Une disette s'est longuement installée avant que les changements imposés par le gouvernement ne se stabilisent, et aujourd'hui une résistance se met doucement à l'oeuvre, motivée voire orchestrée non sans mal par les survivants de la Colonie Noguchi.
All Characters

## The Main Five

* Nina Dobrev as Alexandra Fowler
* Candice Accola as Hayley Evans
* Paul Wesley as Lucas Cooper
* Ian Somerhalder as Mason Cooper
* Leighton Meester as Sasha Martinez

## Secondary Main Characters

* Sophia Bush as Sara Fowler
* Blake Lively as Spencer Langley
* Taissa Farmiga as Zoe Bennett
* Ed Westwick as John Matthews
* Penn Badgley as Owen Bennett
* Holland Roden as Heather Martin

## Recurring Characters

* Austin Nichols as Justin Monroe
* Bethany Joy Lenz as Chloe Johnson
* Sara Paulson as Andrea Bennett
* Michael Trevino as Tyler Woods
* Joseph Morgan as Tom Price
* Phoebe Tonkin as Tessa Montes
* Claire Holt as Talia Evans
* Chace Crawford as Liam Marshall
* Ian Harding as Ezra Jennings
* Crystal Reed as Natasha
* Lucy Hale as Miranda Parker
Librarian

Category: INF

Limitation: U

Description: You are in possession of a cipher that allows you to translate messages written in guild code, most common languages and some ancient texts. ====

==== Special Use: See Hidden

Category: A

Limitation: U

Description: You can see hidden marks and invisible, or hidden writing as if it were written normally. ====

### Level 2 - Apprentice

==== Practical Use: Erudite

Category: P

Limitation: U

Description: You have an analytical mind and are resistant to Mental Effects. You have a single Mental Resist that you may reset with 10 minutes of reading. ====

==== Special Use: Puzzle Master

Category: A

Limitation: TDL

Description: You excel at deciphering and creating puzzles. You may call a trap dodge on a trap set off when attempting to solve a puzzle. ====

### Level 3 - Journeyman

==== Practical Use: Unassuming

Category: P

Limitation: TDL

Description: A librarian is often viewed as a shy, bashful, and reserved individual. You have mastered the art of being self-effacing and can appear meek and totally harmless. If things go horribly wrong, you can capitalize on your skills and find a way out. Tagline: Fair Escape. ====

==== Special Use: Stone of Insight

Category: A

Limitation: TDL

Description: You may use a stone of insight. This stone can be attuned to either an Oracle or a Great Library. When attuned to an Oracle the stone can foreshadow prophesises. When attuned to a Great Library the stone can be used as a portable library. In either case you may access the stone for research. However you can only have one stone at any time, multiple stones will cause the previous stone to become inert. ====

### Level 4 - Master

==== Practical Use: Riddle Cracker

Category: INF

Limitation: U

Description: You are so used to studying encrypted or foreign languages that most of the more simpler one do not even require a cipher for you to decrypt them any more. Further when you are examining documents you are able to gain insight as to the mind set and thoughts of the writer. ====

==== Special Use: Whispers of the Pages

Category: A

Limitation: OPD

Description: You are able to speak with books and hear their untold stories. Learning what has happened in their presence and those who have interacted with this book before you. Further you have access to what is called a Blood Tome, a book that should you die, your memories of the last hour are recorded and the book is left open for any to read. ====

### Level 5 - Grand Master

==== Practical Use: Cryptex

Category: INF

Limitation: U

Description: You are capable of breaking and making the most complex of codes and puzzles. Further, simple puzzles can be solved in mere seconds beneath your fingers. (When encountering puzzles of an intermediate or lower level, you are able to solve them in 10 seconds) ====

==== Special Use: Memory Mirror

Category: A

Limitation: OPE

Description: With 10 minutes of ritual and concentration, you are capable of imbuing a mirror to draw upon a scene/event/action/etc and watching it unfold before you. ====
Dévots de la vraie religion

## Présentation globale

Les **Dévots**, auto-proclamés **Dévots de la vraie religion**, sont comparables à une secte de fanatiques extrémistes œuvrant dans le but de chasser les Noguchi des terres de l'Aurore et prônant la domination exclusive de *leurs* valeurs religieuses. Il ne s'agit ni plus ni moins d'un mouvement hors-la-loi, à l'origine affilié à l'Église. Le Haut-Prêtre Astéros avait en effet soutenu la nécessité de fonder un saint-ordre de chevaliers rattaché à son Église, mais lorsque leurs actions amenèrent au prédicat de la violence au nom de la Foi, il décida de les dissoudre. C'était sans compter sur l'influence des Bénérys puisqu'en tant que leur descendante, Opale de Brenham eût la capacité de reformer cet ordre sous sa propre tutelle : ce saint-ordre prit le nom de **Dévots** et agit aujourd'hui tel le sauveur de la foi.
L'ordre est considéré comme hors-la-loi et hérétique, puisqu'il admet des pratiques religieuses sévères, traditionalistes et commet des actions violentes, répréhensibles même par les saintes-écritures. Il s'est en effet rendu coupable de la destruction et du pillage de nombreux monastères dans les Landes, dans le but de causer du tort à l'Église qu'ils considèrent trop matérialiste.

Leur localisation est méconnue en dépit des recherches constamment effectuées ; on les sait fondus dans la masse mais leurs actions, elles, sont bel et bien organisées comme le pourrait être une armée, plutôt qu'un simple courant de pensée.
A-Force Buildings

****A-Force Buildings**** - **Bugmon Buildings** - **Resource Buildings** - **Other Buildings**

**In Bugmon Defense, having a strong A-Forces is the best strategy to be good at both mission and raids. To have a strong A-Forces, you can upgrade your A-Forces from the buildings here. You can upgrade your A-Forces in many ways such as their level, rank, skill level and tactic level.**
Blade Dancer

Native Culture: Rhukichii

Preferred Weapon: Twin Falchions (short swords) and Talith

*Note: You must have a long scarf (Talith) visible on your person to use any Talith-related skills. The scarf should NEVER actually be swung or used in a combat situation. The ability descriptions are simply in-play "what you see" descriptions of the tag lines.*

Preferred Material: Rose Quartz & Hardened Silver (hot pink and/or bright silver duct tape)

## Reputation

The blade dancers have a reputation for being quick and lethal, but also mesmerizing in the sheer beauty of their attacks and defenses. Certainly, their school is as much an art as it is a science, as much dance as it is combat, so it is not difficult to tell how they got their name. Most opponents will tell you not to watch their blades, for part of their attack is in the surprise of their enemies not knowing when or where the strike will fall. They are very good at not giving away their target areas, and tend to stay in constant motion.

## History

No one, save the school's member,s knows much about their history. Traditionally, it is a gypsy school, taught by the Rhukichiin as a method of survival. As such, they are quite secretive towards outsiders and non-familia. (More information will become available after initiation.)

## Abilities

#### Level 1 - Initiate

Razor Scarf (attack, contact, strike) - adds +1 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Dancer's Grace (defense, non-contact, dodge) - allows you to dodge one incoming attack of any kind

Tagline: "Dodge"

#### Level 2 - Apprentice

Dizzying Blades (attack, non-contact, mind effect) - mesmerize designated target while blades are in steady motion, point and click

Tagline: "Dizzying Blades - Mesmerize"

Slick Hands (cause opponent to Drop designated target item in hand, defense)
Tagline: "Drop x-item"

#### Level 3 - Devotee

Dervish (attack, contact, strike) - adds +3 damage to a normal strike (adds to base damage of weapon)

Tagline: "Vital Strike X"

Veiled Sight (defense, blindness effect, point & click, must declare target w/in 5 feet)

Tagline: "Blind"

Masters and Grand Masters (levels 4 and 5) have abilities known only to the practitioners who have obtained those levels (Find Out in Play). Possibilities may be discovered via in play information and rumors, or may be hinted at in various legends, lore, and stories told around campfires and at the bedsides of children. The truth is a closely-guarded secret, and such tales are just as likely to be hearsay and exaggeration as the actual reality. Such is, as always, the stuff of legends, and a wise Master or Grand Master will allow people to make all the assumptions they wish.
Nightwalker Heart

Nightwalker Heart

Classification: artifact

Threat level: moderate to high

Preliminary knowledge:

Walker's Heart - They Who Walk Beyond - allows the bearer to summon and command the Nightwalker associated with the Heart and can also be used to destroy the same Nightwalker.  This item is seldom kept on its person and it often concealed in a secure location for just this reason.

Research notes:

Aside from the fact it seems ridiculously difficult to damage despite its mundane construct, there doesn’t seem to be the slightest bit of special properties to it.  However, introducing the item to water proves this observation wrong. Submersion in water causes the item to spark in a sickly blue-green light illuminating countless sigils and glyphs all along and around the item.  Researcher could not decipher what they say, as they seem to move and shift into different configurations constantly and worse. Looking at them very nearly made the Researcher sea sick, but when it was removed from the water, not only was it completely dry but the symbols vanished as if they were never there.  Dropping it into the water on purpose causes the same results to occur each time; except when one attempts to drop it into any water that is hotter than lukewarm.  When that is tried, it always freezes the water solid and one has to wait for it to thaw out before the item can be retrieved.

[scrawled in cursive at the bottom]

I would take the utmost care in trying to reproducing these effects my darlings as poking too much at it may earn you an unwanted voice in your mind.
Gemme de Ma'aia

La gemme de Ma'aia est l'artéfact le plus sacré des Suivants, qui était autrefois conservé précieusement. dans le sanctuaire Sylvestre, dans la Sylve des Songes. C'est de cet artéfact d'où vient le blason des Suivants ; la parfaite harmonie entre la nature et la magie, entre le culte qu'ils vouent à Ma'aia et leur nature. Doté d'une puissance largement méconnue jusqu'à la chute du Royaume Noguchi, on sait désormais qu'il a un pouvoir dévastateur entre de mauvaises mains.

## Historique

### Au Sanctuaire Sylvestre

Les légendes entourant cette gemme sont nombreuses, et parfois, non vérifiées. La version officielle prônée par les autorités d'Eliyir est que cette gemme était la récompense donnée aux elfes ayant suivi la fille Brise-Aurore, les menant vers le culte de Ma'aia. Contenant une grande puissance, certains pensent qu'elle est infusée du pouvoir de la déesse elle-même.

Conservée avec vigilance et avec soin dans le temple du Sanctuaire Sylvestre depuis sa découverte, elle est constamment alimentée en magie magique mais aussi en pouvoirs naturels, faisant ainsi l'objet d'un culte. Beaucoup pensent qu'en l'approchant au plus près, on s'attire les faveurs de Ma'aia ; d'autres pensent que cela les aide à renforcer leurs pouvoirs magiques.

### Utilisation par les Noguchi

L'artéfact fut néanmoins utilisé une fois par les Noguchi, qui le volèrent lors de l'infiltration de Neredna. Cela entraîna une catastrophe pour eux ; mal utilisé, les Noguchi n'étant pas très proches de la nature, la partie naturelle de la gemme se déchaîna. Le résultat fut que la nature environnante de la cité se révolta, et détruisit tout à sa portée, les orcs et Noguchi inclus. Les suppositions vis à vis de cette utilisation allaient bon train ; les elfes auraient-ils laissé les Noguchi prendre cet artéfact pour les mener à leur perte ? La réponse à cette question reste inconnue, même si certaines personnes cherchent encore la réponse.
Laurence Vere

*Soldats du Saint-Empire ! L'ennemi est lâche, il prend la fuite après avoir brûlé nos fermes et tué nos frères car il sait qu'il n'a aucune chance ! Éliminez les traîtres Noguchi avant qu'ils ne fuient !*

 — Ordres passionnés du lieutenant Laurence lors de la Bataille de Comté-du-bois.

 ”

## Présentation globale

**Laurence Vere** est l'un des membres les plus notables des Dévots de la vraie religion, notamment pour le rôle qu'elle occupa lors de la Guerre Civile de l'Aurore. Générale de ce mouvement extrémiste et violent, on la sait entièrement dévouée à Opale de Brenham et aux Dieux Jumeaux, selon sa propre vision de la religion.

Avant d'être Chevalier dévote cependant, Laurence était lieutenant au sein d'une unité de l'Aurore. Elle fut pour la première fois submergée par l'énergie de Laersyl de la lune, l'un des Dieux Jumeaux, lors de la Bataille de Comté-du-bois. Elle fut par la suite confiée à l'Ordre et à la Maison de Bénérys, qui lui enseignèrent la vertu et la foi : c'est ce rapprochement avec la religiosité et la famille de Bénérys qui amena Laurence à cultiver sa haine pour les Noguchi et à s'engager à la suite d'Opale de Brenham.

## Description

#### Physique

Les longs cheveux roux qui autrefois pendaient en une longue tresse dans le dos de la Chevalier dévote laissent désormais place à une coiffure plus courte, moins féminine mais certes plus adéquate au combat.

D'apparence, le corps de la femme ne semble pas bien épais ; force est de constater pour autant, à en juger par le poids de son armure et l'aisance avec laquelle elle se déplace, que *Clairobscur* n'a pas à envier le corps musclé d'un homme. Il s'agit en d'autres termes d'une femme taillée pour le combat ; si certains sont pré-disposés à la musique ou aux jeux d'argent, il est clair que Laurence l'est pour la guerre, eu égard à son physique mais aussi à son intellect.

#### Psychologie

   Si Laurence ne peut être assimilée à une élite que depuis sa maîtrise de la Lumière, il est une qualité qui ne lui a jamais fait défaut : l'analyse. Stratège des combats à petite envergure, un fait reconnu depuis son entrée dans l'Armée, ses capacités analytiques ont su être exploitées à plus grand effet lorsque la Guerre Civile de l'Aurore faisait rage. C'est en outre ce qui lui conféra une place si élevée au sein des Dévots de la vraie religion, puisqu'elle développa dès lors un talent remarquable au commandement.
Une personne ferme, capable de donner des ordres et de faire face à l'adversité sans faiblir ; une femme forte psychologiquement, dont la volonté sait galvaniser les troupes. Mais également une fanatique religieuse qui ne juge que par les Dieux Jumeaux et Sa Marquise des Cieux.

## Faits notables

* A combattu lors de la Bataille de Comté-du-bois.

* A été formée à la Lumière par le Haut-Prêtre Astéros, puis adoubée Chevalier dévote par la princesse Opale de Brenham.
* A été promue Générale des Dévots de la vraie religion, puis surnommée *Clairobscur* après la destruction de monastères dans les Landes.
Nains des monts

## Description

Les nains des monts sont les nains ayant survécu à l'attaque orque mais n'ayant pas pour autant fui leur terre natale comme l'ont fait les nains de Dun Gorak. Pour survivre ils ont dû se cacher dans les profondeurs, expliquant leur peau sombre usée par la vie dans les mines. Beaucoup d'entre eux ont été touchés par la folie, ce qui leur donne une assez mauvaise réputation. Ils sont pour la plupart insociables et préfèrent travailler uniquement avec des membres de leur peuple. Ils détestent leurs confrères de Dun Gorak, ils les considèrent comme des lâches. Ce sont de très bon forgerons bénéficiant de très riches ressources minières mais ils ne possèdent pas d'obsidienne.
Opale de Brenham

## Présentation globale

**Opale**, princesse de l'Aurore et marquise de Pennhoster, est la dernière fille qu'eût Sophia de Bénérys avec Charles IV, Empereur de l'Aurore. Âgée de vingt-quatre ans, elle est la fondatrice et dirigeante des Dévots de la vraie religion, mouvement extrémiste religieux hors-la-loi prônant la seule supériorité de sa foi et la chasse du peuple Noguchi des terres de l'Aurore. Il est notable qu'elle se considère protectrice du peuple et de la tradition religieuse.
La princesse fut élevée selon des valeurs religieuses fortes, conformément aux méthodes d'éducation que sont celles de la Maison Bénérys. C'est ce qui l'amena notamment à entrer très tôt en conflit avec son paternel, après la mort de sa mère, qui en se rapprochant de la Maison Calanthe s'éloignait des valeurs traditionalistes jugées pré-dominantes par la jeune femme.

Fine fleur de la politique Rivegardienne, jamais la princesse ne se fit publiquement adversaire du roi ; elle obtint de nouveaux privilèges à mesure qu'elle grandissait, notamment l'acquisition du marquisat Pennhoster, mais elle ne se radicalisa que lorsque la Guerre Civile de l'Aurore éclata. Elle usa de l'influence de sa famille au sein de l'Église pour regrouper sous sa tutelle les membres d'un saint-ordre de pieux combattants aujourd'hui dissout, et fondit par la suite les Dévots.

Opale ne quitta la cour que lorsque les actions de ses gens se révélèrent légalement condamnables ; l'on ignore communément aujourd'hui où elle et ses chevaliers dévots se terrent, mais l'on sait de source sûre que ces derniers la perçoivent comme une véritable Sainte, lui valant le notable surnom de *Marquise des Cieux*.
Guide : Faire sa fiche de personnage

1. Premièrement, vous devez créer une page. Pour cela, rien de complexe : il vous suffit d'aller dans *Contribuer* en haut à droite du wiki et de cliquer sur *Ajouter une page*. Pour pouvoir s'y retrouver plus facilement, il est demandé à ce ce que le titre indique seulement le prénom ainsi que le nom du personnage.
2. Ensuite, maintenant que vous avez votre page, la première chose à faire est d'ajouter une infobox, celle-ci résumera l'identité de votre personnage et rendra la page plus agréable à lire. Pour cela, il faudra vous rendre dans *Insérer* et ensuite *Infobox*, vous prendrez donc l'infobox intitulée *Infoboxpersonnage*. Vous pouvez maintenant la remplir avec les informations correspondantes.
3. ...

**Aide :** Intégrer un personnage dans la catégorie correspondante

Pour permettre à votre personnage d'apparaitre avec tous les autres dans les pages "Personnages joués" ou "Personnages non joués", il vous faudra vous rendre en bas de la page de votre personnage et de cliquer sur "Ajouter des catégories". Par la suite il vous faut indiquer le nom de la catégorie ( en l'occurence Personnages joués ou Personnages non joués ) et cliquer sur entrée.
Bataille de Comté-du-bois

La bataille de Comté-du-Bois est la première bataille qui annonça ce qu'on appelle la Guerre civile de l'Aurore, conflit opposant les rebelles Noguchis et le régime impérial. Bataille peu meurtrière par rapport aux pertes qui sont plutôt légères, elle fut néanmoins un traumatisme pour les diverses populations vivant dans l'Empire, et renforça le sentiment anti-Noguchi qui était déjà instillé dans quelques milieux

## Historique

Les relations entre l'Empire et les Noguchis n'ont jamais été au beau fixe ; elles se sont vraiment améliorées quand ces derniers sont allés quérir de l'aide auprès de l'Empire, complètement anéantis après leur utilisation abusive de la magie. Servant comme vassal auprès de la principale puissance du continent, ils ont longtemps cohabité en paix jusqu'au supposé massacre de Insérer un nom ici qui a anéanti un village entier. On présume donc au sein de l'Empire que cela a donné naissance à la rebellion Noguchi, qui pense que cet acte odieux était de leur faute.

## Déroulement

### Avant la bataille

Selon les rapports officiels de l'Empire rendus publics par les autorités militaires, la Lieutenant Vere était en charge de l'escouade du Capitaine Davis, temporairement absent de son poste. Conduisant cette dernière à travers la forêt de Roncecoeur, au crépuscule, les rapports indiquaient la présence de dagues Noguchis sur différents cadavres dans la forêt. La Lieutenant prit donc la décision de ramener ses troupes vers Comté-du-Bois, et de demander l'assistance de la conseillère Lychcroft sur cette affaire.

### Bataille

Peu après l'arrivée de la conseillère sur les lieux, une attaque surprise fut lancée par une force inconnue, enflammant certains bâtiments du village et blessant plusieurs personnes. La bataille s'engagea entre les gardes du village et les rebelles, et la conseillère elle-même y prit part, en affrontant leur commandant. La Lieutenant Vere fut vu en mauvaise posture, avant de recevoir vraisemblablement une bénédiction des Dieux Jumeaux. La conseillère rapporta qu'elle détruisit leur commandant en le congelant et en le détruisant en petits morceaux.

## Conséquences

La Lieutenant Vere fut confiée aux soins de l'Ordre et de la Maison de Bérénys, maison spécialisée dans les affaires religieuses, afin de l'aider à maîtriser et à comprendre le pouvoir que lui ont conféré les Dieux. Le village fut rapidement reconstruit, mais des manifestations populaires se produisirent au sein de l'Empire pour protester contre les agissements Noguchis, et la surveillance et les missions protectrices se multiplièrent au sein de la forêt Roncecoeur et de la colonie Noguchi.
Bénédicte

## Présentation globale

Le **Bénédicte** est le navire principal de la flotte du Capitaine Karksi Edward, il est fameux par-delà le continent pour sa grandeur et son succès dans la piraterie. Il a été dessiné par la main de Sierra Edward, l'épouse du capitaine actuel. Sa zone d'influence s'étend de la Mer Notodonte aux rives des Terres d'Oraj. Il est ardemment recherché par les autorités de Lys suite à la Triple Évasion. Il est le plus souvent accompagné de deux plus modestes bateaux : le Gracieux et le Myrmidon.
Les plaines étincelantes

Les Plaines étincelantes sont le grenier a blé du royaume elfique. Parsemées de diverses fermes où travaillent des milliers de travailleurs quotidiennement, on y trouve néanmoins de rares oasis où subsistent un côté sauvage, sans routes ni bâtiments.

## Présentation globale

   Le nom de "plaines étincelantes" regroupe la globalité de l'île qui n'est pas couverte par la Sylve des Songes. Elles s'étendent donc principalement au centre et au nord de l'île principale de Neredna, et on y trouve de multiples villages principalement fermiers, sans autre grande activité, les activités principales étant regroupées à Hanera, la ville la plus importante des Plaines étincelantes. Bien que très étendues, l'activité est très présente, principalement des convois de marchandises faisant de multiples aller retours entre la campagne et le paysage urbain.