recursal/Fanatic-Fandom huggingface dataset:
Octopus Evolution Wikia

## Welcome to the Wiki

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## About

Octopus Evolution is a game by Tapps studios where you merge octopi to evolve new species.

## Latest activity

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Inky Nimahj

## Octopuspedia Stats

* Coins per second: 1530.0

* Size: 890 m

**Description**

This octopus has nearly another being living below. It frequently seduces a great amount of males and even humans (sometimes).

### Other

* Number of Mantle Rays needed: 16

* Types of poo: 1,000 , 10,000

### Location

* Planet: Earth

* Location: Deep Sea

### Evolutions

Before: Tentashine

After: Octurne Teller
Eckotopus

## Octopuspedia Stats

* Coins per second: 98295.0

* Size: 64 km

**Description**

Eckotopus is the most disgusting and ugly octopus in the sea. It eats every single piece of trash it encounters, causing its farts to be so powerful it causes tsunamis.

### Other

* Number of Inkutes needed: 16

* Types of poo: 10,000 , 100,000

### Location

* Planet: Earth

* Location: World

### Evolutions

Before: Inker

After: Neonctron
Teke Teke

Teke Teke is the ghost of a Japanese schoolgirl or young woman who roams the train stations of Japan.

## Story

Although her story may vary, the cause of death is usually the same.

Teke Teke had been relentlessly bullied throughout her life, soon dying due to getting cut in half from falling on train tracks and getting ran over. She became a vengeful spirit, looking to mutilate others by slicing them in half. Teke Teke is named after the sound she makes when dragging herself.

### Variants

Teke Teke was a skittish schoolgirl that was often getting practical jokes played on her. One day at the train station after school, her friends decided to put a cicada on her shoulder. Unfortunately, when she noticed the insect, she was so startled that she fell off of the platform. She was unable to get out of the way of a shinkansen, getting her body split in two and dying. Teke Teke now roams the train station of Japan as a vengeful spirit.

Another variant starts the same,but Teke Teke escapes, but she could not recieve help and fell back in.

Teke Teke was a girl that was a victim of bullying. In 1969, she decided to take her own life by lying down on some train tracks. She got split in half by a train. Teke Teke's spirit is vengeful, and unable to rest due to the horrible life she led while alive. Rozlynn Kate Romero story: here is to what i have to say about what has happened to teke teke no one doesn't know her name but the Horribly malicious bullies that made her take her life she had a rough time in school but she was ordinary like other girls assumingly the classmates thought it would be funny to play a practical joke on her one day when she was waiting for the train her bullies were also there so they decided to play a horrible and scary prank on her.They had planned to take her life by tying her down onto the train tracks and wait for the train to come and run her over until she got split in half in the 2000's they now found out that she still roams the train tracks at night in japan.If she sees you and you make eye contact with her then she will go and chase you even if you dare to run away from her.
The Cover System

*'Get down, behind the wa-' - Lord Anaran Teage*

*'My lord! Someone, get h-' - Ser Mandon Amron*

*'Oh fuck, oh shit, oh fuck fuck fuck,' - Ser Savron Carneton*

*-Excerpt from 'The End of Teage, and the Rise of Teague'*

The cover system comes in four variants and is used primarily to dodge ranged attacks, both from bolts/arrows and magic.

Cover is destructible, so be careful about hiding behind barrels filled with certain substances.

There are two kinds of cover, half-cover and full-cover, and those come in the forms of light and heavy.

Light Half-Cover – Gives a +1 AC bonus; this is something like a small piece of furniture such as a solid chair or wooden bench.

Heavy Half-Cover – Gives a +2 AC bonus; this would be something like a anvil, small but sturdy.

Light Full-Cover – Gives a +3 AC bonus; larger pieces of furniture likes couches or thatch/hay walls.

Heavy Full-Cover – Gives a +4 AC bonus; the best cover, brick walls, tower shields, and carriages.
Armours - Shields Western

*"Raise your shield a bit, you'll never protect anything down there," - Ser Garan Marth*

*"But it's too heavy, I can't keep it lifted," - Lord Maron Herthine*

*"If it wasn't heavy it wouldn't block anything," - Ser Garan Marth*

*-Excerpt from 'The Little Lord'*

### Light

-Wooden Shield - +1 AC, 4.3 Ibs - 28 Comets

-Elven Steel Shield - +2 AC, -1 Check Pen, 6.4 Ibs - 1 Star, 3 Suns

-Winter Steel Shield - +3 AC, -2 Check Pen, 7.3 Ibs - Price to be Decided

-Angel Steel Shield - +5 AC, 4.1 Ibs - Not for Public Sale

### Heavy

-Banded Iron Shield - +2 AC, -1 Check Pen, 8.7 Ibs - Price to be Decided

-Banded Steel Shield - +3 AC, -2 Check Pen, 12.2 Ibs - Price to be Decided

-Blackwood Shield - +4 AC, -3 Check Pen, 14.7 Ibs - 3 Stars, 8 Suns

-Darksteel Shield - +4 AC, -5 Check Pen, 18.5 Ibs - Not for Public Sale
Octurne Teller

## Octopuspedia

* Coins per second: 3065.5
* Size: 1 km
* Description: The Fortune teller of the seas, it can foresee soccer games results and the future of the humanity. One time it got caught, and was forced to tell the 2010 world cup result.

### Other

* Number of Mantle Rays needed: 32
* Types of poo:

### Location

* Planet: Earth
* Location: Deep Sea
Learning a Language

*'So, you know every language there is?' - Lord Jaimes Dawn*

*'You'd be surprised how little I have to do here,' - Daena*

*'Fair enough I suppose,' - Lord Jaimes Dawn*

*-Known quote from Jaira Varletta.*

Of course, as usual, your INT mod will allow you to select extra languages.

Please note though, that you cannot learn Advanced Languages using this method.

Once a month, you may make a DC 18 language check. If you succeed, you gain a single base language point. You can collect these up and use them to learn new languages during the game.

If you have someone help you learn a language, the DC becomes a 10 if it is a basic/other language, or a 14 if it is an advanced language. The catch though, is that you must use points gathered this way to learn the language they are trying to teach you.
Fauna

*'Give me your hand, I'll remove the fingers,' - Lord Riley Yeltic*

*'Oh this is bullshit, what the fuck was that?' - Lord Lanon Heiral*

*'I told you not to touch them, they're a bit cold,' - Lord Riley Yeltic*

*-Excerpt from 'The Life of the Young Legend'*

***Ice Worm*** – Large, blue colored worms with white circular markings and glowing blue eyes. They are the creators of Snow Silk, and dwell within the caves of Aquane. Their skin is rather thick, and many other creatures have ignored them for food, with only the Snow Spiders acting as natural predators.

***Snow Spider*** – Massive spiders, the size of a child and as long as a pony. They have dark blue skin and bright yellow eyes. Their silk is prized in Aquane alongside Snow silk. It's body is freezing to the touch, less so when dead, as the blood of a dead Snow Spider grows rather warm. Their body is cold enough to cause frostbite nearly instantaneously if touched when alive.
Saltborn

## Dwarves - Saltborn

The larger of the two Dwarven denominations, found on the outer edges of the islands, where the mountains level out and leave warm beaches and stony shores, filled with salt water and plenty of fish.

They live out simpler lives than their brethren in the mountains, fishing for food and mining ores to make items and money. They are generally smaller than the Rockborn, both in height and weight. They are weaker as well, more use to the nicer climates of the beaches and shores of the outer edges.

They make up the majority of the Dwarven armies and sailors, and are skilled at the operation of ships. They follow the Rockborn, serving them on their boats and in their raiding parties.

### Type Quality

Humanoid creature with the Saltborn subtype.

They gain Swimming and Survival as class skills and have a weapon proficiency in a single axe weapon type of their choice.

### Ability Score Modifier

They have a +2 to Charisma, a +1 to Constitution, a +1 to Strength, and a -2 to Dexterity.

### Racial Traits

Members of this race gain a +1 to Swimming Checks

Members of this race gain a +1 to Survival Checks.

Members of this race gain a +10 or -10 to starting HP for every 2 points above or below 10 in constitution.
Woodblood

## Elves - Woodblood

***Also ask the GM before selecting this class as many campaigns do not have this class as playable to the PC.***

The most simple of the Elven races, they live among the forests of E'rena'ike and live primarily as hunters/gatherers. They do not rely on metal armour and weapons, they do not build keeps and castles, and only live off the land and its creatures for mostly everything they need.

Many races, even their own brethren, call them savages and imbeciles. In the darkest of scholarly corners though, there are rumours, rumours that the Woodblood have secret knowledge, using forgotten magic to defend some great secret. More than likely a foolish fantasy, but many find an interesting topic to discuss and debate.

They are the shortest and most fair of the Elves, and the prefer to keep their hair short and their bodies nearly completely unburdened if not so. They don't have the same social concepts as the rest of the world, and don't feel embarrassment or shame when most would.

### Type Quality

Humanoid creature with the Woodblood subtype.

They gain all Physical Activities, Stealth, and Perception skills as class skills, and also have Survival as one. They also gain proficiency with shortbows.

### Ability Score Modifier

They have a +4 Dexterity, a +2 to Wisdom, a +2 to Intelligence, a -2 to Constitution, a -2 to Strength, and a -2 to Charisma.

### Racial Traits

Members of this race gain a +1 to Perception Skills.

Members of this race gain a +1 to Physical Activities Skills.

Members of this race gain a +6 or -6 to starting HP for every 2 points above or below 10 in constitution.
Armour Hub

## The Armoury

*'No one ever died from a glare,' - Lord Jaimes Dawn*

*'You've obviously never seen my father's glare,' Lady Vivian Dusk*

*-Known quote from Jaimes Dawn*

Welcome to the Armoury, here you'll find a miniature version of The Hub dedicated to all things that can kill others or save you from being killed, have fun.

Please understand that this list will take a long time to complete, if it ever actually is. I add the basics to the original lists, with things like dagger and broadswords, but will expand over time to more interesting weapons like partisans and halberds.

You may also want to check out the small page on material descriptions, you can find that here.
Weapons - Two-Handed Western

*"This is my baby, can cut a human right in half," - Lady Myranda Rane*

*"More like a monster, I prefer to be able to carry my weapons," - Sir Nolan Waithe*

*"You just lack the effort, and the imagination," - Dame Myranda Rane*

*"More like I still contain some sanity," - Sir Nolan Waithe*

*-Excerpt from "The Forging of the Sword"*

### Bastard Swords

***(Takes -5 Pen if not used with 2 Hands)***

Wooden Bastard Sword – 7d8 NL, x2, 2.3 Ibs, S/B – 43 Comets

Ironwood Bastard Sword – 7d8, 19-20/x2, 2.9 Ibs, S/B – 1 Sun, 23 Moons

Blackwood Bastard Sword – 8d8, 18-20/x2, 3.3 Ibs, S/B – 1 Star, 7 Suns

Iron Bastard Sword – 7d8, x2, 3.8 Ibs, S/B – 4 Moons

Winter Steel Bastard Sword – 8d8, 18-20/x2, 3.3 Ibs, S/B – 5 Stars, 3 Suns

Steel Bastard Sword – 8d8, 19-20/x2, 3.5 Ibs, S/B – 2 Stars, 7 Moons

Darksteel Bastard Sword – 10d8, x3, 4.2 Ibs, S/B – Not for Public Sale

Angel Steel Bastard Sword – 12d8, 19-20/x3, 3.1 Ibs, S/B – Not for Public Sale

### Greatswords

Wooden Greatsword – 8d8 NL, x2, 3.9 Ibs, S/B – 67 Comets

Ironwood Greatsword – 8d8 NL, 19-20/x2, 4.4 Ibs, S/B – 2 Suns, 13 Moons

Blackwood Greatsword – 9d8 NL, 18-20/x2, 4.8 Ibs, S/B – 2 Stars

Iron Greatsword – 8d8, x2, 5.1 Ibs, S/B – 11 Moons

Winter Steel Greatsword – 9d8, 19-20/x2, 4.5 Ibs, S/B – 6 Stars, 2 Suns

Steel Greatsword – 10d8, x2, 4.8 Ibs, S/B – 1 Sun, 10 Moons

Darksteel Greatsword – 12d8, x3, 5.7 Ibs, S/B – Not for Public Sale

Angel Steel Greatsword – 14d8, 19-20/x3, 4.2 Ibs, S/B – Not for Public Sale

### Battle-Axes

Iron Battle-Axe – 6d8, 19-20/x2, 4.7 Ibs, S/B – 9 Moons, 33 Comets

Winter Steel Battle-Axe – 7d8, 18-20/x2, 4.2 Ibs, S/B – 5 Stars, 8 Suns

Steel Battle-Axe – 8d8, x3, 4.5 Ibs, S/B – 1 Sun, 6 Moons, 21 Comets

Darksteel Battle-Axe – 10d8, 19-20/x3, 5.2 Ibs, S/B – Not for Public Sale

Angel Steel Battle-Axe – 12d8, 18-20/x3, 4 Ibs, S/B – Not for Public Sale

### Mauls

Iron Maul – 9d8, x2, 5.7 Ibs, B – 14 Moons

Winter Steel Maul – 10d8, 18-20/x2, 5.3 Ibs, B – 6 Stars, 9 Suns

Steel Maul – 11d8, x2, 5.5 Ibs, B – 1 Sun, 23 Moons

Darksteel Maul – 13d8, 19-20/x2, 6.3 Ibs, B – Not for Public Sale

Angel Steel Maul – 15d8, 19-20/x3, 4.7 Ibs, B – Not for Public Sale
Rockborn

## Dwarves - Rockborn

The true warriors of the Dwarven peoples, known for their insanely rough skin, their brutal fighting styles, and their spiky personalities. They lord their strength over their simpler brethren, and have ruled over them as long as they have existed.

These Dwarves are tall by the standards of their people, and they make use of most of that mass for their muscles. They are commonly of a dark skin, hair, and eyes. They are powerful beings, able to take large hits and return them in kind.

They prefer the company of their mountains, and rarely leave them unless to lead raiding parties or to fight wars.

### Type Quality

Humanoid creature with the Rockborn subtype.

They gain Climbing and Survival as class skills and may choose one two-handed weapon type as a proficiency.

### Ability Score Modifier

They have a +4 to Constitution, a +2 to Strength, a -3 to Dexterity, and a -1 to Charisma.

### Racial Traits

Members of this race gain a +1 to Climbing Checks

Members of this race gain a +1 to Survival Checks.

Members of this race gain a +14 or -14 to starting HP for every 2 points above or below 10 in constitution.
Flora

*'Deadly shadowshade, beautiful to look at, probably shouldn't eat,' - Archmage Forel Caine*

*'Of course, I came here to eat all these poisonous flowers,' - Lady Alisa Rose*

*'My apologies my lady, it seems I'm rather skilled with insulting you,' - Archmage Forel Caine*

*-Excerpt from 'The Wandering Rose'*

***Shadowshade*** – A bastard child of Belladonna and Demon's Leaf genes. Shadowshade is purple and violet colored flower that creates an extremely dangerous and extremely deadly poison. It blooms in winter, and grows within Blackwood and Ironwood forests.

***Demon's Leaf*** – A red flower, said to be originally created by the ashes of fallen Demons. It still lives, even though there are no more Demon ashes to plant them with. The flower itself isn't special, but is is the primary ingredient in Death. It blooms in summer, and finds its home in the eastern fields of the Starfall gardens.

***Angel's Wing*** – A white flower, said to be originally created by the tears of fallen Angels. It, like its counterpart, still lives even without the tears of Angels to keep it alive. The flower glows lightly, and is the primary ingredient in Life. It blooms in summer, and finds its home in the western fields of the Starfall gardens.
Two-Weapon/Dual-Weapon Fighting

## Two-Weapon/Double-Weapon Fighting Tiers

*'I'm of the persuasion that two axes are better than one,' - Ser Herald Lochheart*

*'But don't you have six of them?' - Lord Ryon Volmark*

*'The more the merrier,' - Ser Herald Lochheart*

-Known quote from Jaira Varletta

***All players start at Tier 1, and may take feats to rise in tier, each tier only requires the previous tier to be allowed to be taken.***

***Also note that if you are not proficient in one of the following weapons, than you add both the penalties for lacking proficiencies and those from what tier of fighting you are at.***

### Two-Weapon Fighting

#### Both weapons are light weapons.

Tier 1: -4, -6

Tier 2: -2, -4

Tier 3: -1, -3

Tier 4: -0, -2

Tier 5: -0, -0

#### Primary hand weapon is a heavy one-handed weapon, the other is light.

Tier 1: -6, -10

Tier 2: -5, -8

Tier 3: -3, -6

Tier 4: -1, -4

Tier 5: -0, -2

#### Off-Hand weapon is a heavy one-handed weapon, the other is light.

Tier 1: -6, -14

Tier 2: -5, -11

Tier 3: -3, -8

Tier 4: -1, -6

Tier 5: -0, -4

#### Both weapons are heavy one-handed weapons.

Tier 1: -10, -16

Tier 2: -8, -13

Tier 3: -5, -10

Tier 4: -3, -7

Tier 5: -2, -5

### Double Weapon Fighting

#### Weapon is a Heavy Weapon.

Tier 1: -6, -8

Tier 2: -4, -6

Tier 3: -2, -4

Tier 4: -1, -3

Tier 5: -0, -2

#### Weapon is a Light Weapon.

Tier 1: -4, -6

Tier 2: -3, -5

Tier 3: -2, -4

Tier 4: -1, -2

Tier 5: -0, -0

\*When dual-wielding two weapons that both fall under the tags of 'Finesse' and 'Heavy,' the off-hand weapon is considered light when determining what penalties you will take. In any other situation it is considered a heavy weapon.
Hollowmen

## Humans - Hollowmen

The guardians of the Hollows, both North and South. They are a mixture between the Dwellers and the Purebloods, and they know their lands better than any.

They are a scrawny bunch, pale of skin, black of hair, and light of voice. They are extremely intelligent and dexterous; they are known for their scheming and spycraft, but they make extremely terrible warriors. They men and women of the Hollows prefer to win their battles before they even begin, and if they must fight, they do so defensively and use ruthless tactics to succeed.

The world's best spymasters and accountants come from the Hollowmen; although they are the least trustful and lacking of loyalty, and always looking for opportunity to spurn on their own glory at the least risk.

### Type Quality

Humanoid creature with the Hollowmen subtype.

They gain all Deception and Stealth skills as class skills.

### Ability Score Modifier

They have a +2 to Wisdom, a +2 to Intelligence, a +1 to Dexterity, a +1 to Charisma, a -3 to Strength, and a -1 to Constitution.

### Racial Traits

Members of this race gain a +1 to Deception Skills.

Members of this race gain a +1 to Stealth Skills

Members of this race gain a +3 or -3 to starting HP for every 2 points above or below 10 in constitution.
Le cœur d'une déesse

## The French Beginnings

Le cœur d'une déesse is French for "Heart of the Goddess."

### Information

This world is focused heavily on the role-play, and is completely custom made. The combat is very pronounced though, and generally is taken in short but insanely intense bites. I always place focus on developing relationships, the politics of court, and the complex minds of people. Talking is key, and as a man once said, "A man without friends is a man without power." That guy is dead though, so take that as you will.

The Player Characters (PCs) within my world will always require a bit of work on your part. I am more than happy to have players new to role-playing games, but that doesn't mean you can get away with a basic background. I expect expansive backgrounds, highly thought out reasons for preferences and skills, and plenty of loose ends for me to hook onto.

Even though all this may seem daunting, fun is still the key in this world. I am more than happy to assist you every step of the way. During game, rules can change to allow for more entertainment, but understand that the world will always keep a sense of realism. Laws of physics may end up being your greatest ally or your worst enemy.

This world is a primarily fantasy world, with a handful of non-human races and plenty of magic to go around. It also keeps to a more realistic medieval world, operating under a feudal society for most, and tribal for the less elegant. Be wary though, magic no longer works anything like it once did.

Our world takes place within the planet of Tygras, a planet not dissimilar to our Earth, but only a quarter of the size. It has a single moon, Zairne, which is terrestrial like Tygras, but about a third the size of our Luna.
Weapons - One-Handed Eastern

*"I have never seen a weapon like this before," - Lord Aeiron Vaithe*

*"Of course not, they are from a distant land," - Master Assassin Imer Batharl*

*"You will train me with the use of it?" - Lord Aeiron Vaithe*

*"This is not an easy path, and not one you can return from," - Master Assassin Imer Bartharl*

*-Excerpt from "The Master Assassin"*

### Light

#### Whips

Leather Whip – 2d8 NL, 19-20/x2, .1 Ibs, S – 21 Comets

Oak Birch Whip – 2d8 NL, x2, .2 Ibs, S – 53 Comets

Willow Birch Whip – 3d8 NL, 18-20/x2, .2 Ibs, S – 1 Moon, 15 Comets

Yew Birch Whip – 4d8 NL, x3, .3 Ibs, S – 2 Moons

Ironwood Birch Whip – 5d8 NL, 19-20/x3, .6 Ibs, S – 17 Moons

Blackwood Birch Whip – 5d8 NL, 18-20/x3, .7 Ibs, S – 3 Suns, 2 Stars

#### Nine-Tails

Leather Nine-Tails – 2d8, 19-20/x2, .1 Ibs, S – 62 Comets

Oak Birch Nine-Tails – 2d8, x2, .2 Ibs, S – 1 Moon, 17 Comets

Willow Birch Nine-Tails – 3d8, 18-20/x2, .3 Ibs, S – 2 Moons, 3 Comets

Yew Birch Nine-Tails – 4d8, x3, .4 Ibs, S – 4 Moons, 9 Comets

Ironwood Birch Nine-Tails – 5d8, 19-20/x3, .8 Ibs, S – 24 Moons

Blackwood Birch Nine-Tails – 5d8, 18-20/x3, .9 Ibs, S – 4 Suns, 5 Stars

### Heavy

#### Whips

Iron Whip – 3d8, x2, .5 Ibs, S – 45 Comets

Elven Steel Whip – 2d8, 18-20/x2, .2 Ibs, S – 5 Suns, 7 Moons

Winter Steel Whip – 4d8, 19-20/x3, .3 Ibs, S – 1 Star, 7 Suns

Steel Whip – 4d8, 19-20/x2, .4 Ibs, S – 1 Moon, 33 Comets

Darksteel Whip – 6d8, x3, .9 Ibs, S – Not for Public Sale

Angel Steel Whip – 8d8, 18-20/x3, .4 Ibs, S – Not for Public Sale

#### Nine-Tails

Iron Nine-Tails – 4d8, x2, .6 Ibs, S – 1 Moon, 3 Comets

Elven Steel Nine-Tails – 3d8, 18-20/x2, .3 Ibs, S – 7 Suns, 12 Moons

Winter Steel Nine-Tails – 5d8, 19-20/x3, .4 Ibs, S – 2 Stars, 4 Suns

Steel Nine-Tails – 5d8, 19-20/x2, .5 Ibs, S – 2 Moons, 7 Comets

Darksteel Nine-Tails – 8d8, x3, 1 Ib, S – Not for Public Sale

Angel Steel Nine-Tails – 10d8, 18-20/x3, .5 Ibs, S – Not for Public Sale
Le cœur d'une déesse Wikia

## Follow the Hearbeat

Welcome to the wiki for Le cœur d'une déesse, a custom made world for use in a highly-customised variant of the Pathfinder role-play system.

You're more than likely here for one of two reasons, or both I suppose. Either one, you're here to find info on something and know your way around the world somewhat, if that's the case, you may go on your way (I suggest starting at The Hub). Otherwise, you probably need to start creating your character, and I'm not around at the moment; in that case, head here.
Swampmen

## Humans - Swampmen

The smallest denomination of Humanity, the Swampmen hail from one of the two major swamp regions of Tygras. They are a simple people, similar to the Rivermen, except that they make excellent warriors.

They are large, brutish sect of Humanity. They are few in numbers, but their strength and ferocity in battle is renown by all. They commonly make up the vanguard of their overlord's armies, using their determination to force their way through the front line.

The swampmen are of a simple mind, but they make up for this lack with strength. They prefer their large weapons, and the make use of them within their swamp territories. Fighting a Swampmen in their own lands is a very stupid idea.

They are of a large stature, both in height and weight. They have dark skin and dark hair, with deep brown eyes and commonly covered in scars and dirt.

### Type Quality

Humanoid creature with the Swampen subtype.

They gain a +1 morale bonus in the Swamp Climate Type and gain weapon proficiency in one two-handed weapon type of their choice.

### Ability Score Modifier

They have a +3 to Constitution, a +2 to Strength, a -2 to Intelligence, and a -1 to Wisdom

### Racial Traits

Members of this race gain a +1 to Perception Skills

Members of this race gain a +1 to DC Roll to Stabilize

Members of this race gain a +11 or -11 to starting HP for every 2 points above or below 10 in constitution.
Weapons - Bows and Crossbows Western

*"See, steel plate from over 300 yards," - Ivan Motan*

*"I'm more impressed with the shot than the penetration," - Bernard Foche*

*"I may of had a bit of help," - Ivan Motan*

*-Excerpt from 'The Archer's Challenge'*

Willow Shortbow – 4d8, 19-20/x2, .3 Ibs, P, 40 ft. - 1 Moon, 53 Comets

Yew Shortbow – 6d8, 18-20/x2, .3 Ibs, P, 50 ft. - 3 Moons, 7 Comets

Ironwood Shortbow – 8d8, x3, .5 Ibs, P, 60 ft. - 30 Moons

Blackwood Shortbow – 10d8, 19-20/x3, .6 Ibs, P, 80 ft. 3 Suns, 24 Moons

Ceran Shortbow – 14d8, 19-20/x3, .4 Ibs, P, 100 ft. - Not for Public Sale

Angel Shortbow – 18d8, 18-20/x3, .3 Ibs, P, 120 ft. - Not for Public Sale

Willow Longbow – 6d10, 19-20/x2, .6 Ibs, P, 70 ft. - 2 Moons, 3 Comets

Yew Longbow – 8d10, 18-20/x2, .7 Ibs, P, 80 ft. - 5 Moons, 9 Comets

Ironwood Longbow - 10d10, x3, .9 Ibs, P, 100 ft. - 1 Sun, 6 Moons

Blackwood Longbow – 12d10, 19-20/x3, 1.1 Ibs, P, 120 ft.  - 4 Suns, 29 Moons

Ceran Longbow – 16d10, 19-20/x3, 1 Ib, P, 140 ft. - Not for Public Sale

Angel Longbow – 20d10, 18-20/x3, .8 Ibs, P, 180 ft. - Not for Public Sale

Willow Hand Crossbow – 2d12, 18-20/x2, .5 Ibs, P, 20 ft. - 7 Moons, 12 Comets

Yew Hand Crossbow – 3d12, 19-20/x3, .5 Ibs, P, 30 ft. - 14 Moons, 20 Comets

Ceran Hand Crossbow – 4d12, 18-20/x3, .5 Ibs, P, 40 ft. - Not for Public Sale

Angel Hand Crossbow – 6d12, 19-20/x4, .4 Ibs, P, 60 ft. - Not for Public Sale

Willow Light Crossbow – 3d12, 19-20/x2, 1.3 Ibs, P, 40 ft. - 12 Moons, 8 Comets

Yew Light Crossbow – 4d12, 18-20/x2, 1.5 Ibs, P, 50 ft. - 19 Moons

Ceran Light Crossbow – 6d12, 19-20/x3, 1.2 Ibs, P, 60 ft. - Not for Public Sale

Angel Light Crossbow – 8d12, 18-20/x3, 1.1 Ibs, P, 80 ft. - Not for Public Sale

Willow Heavy Crossbow – 6d12, 19-20/x2, 2 Ibs, P, 60 ft. - 22 Moons, 28 Comets

Yew Heavy Crossbow – 8d12, 18-20/x2, 2.1 Ibs, P, 80 ft. - 30 Moons

Ceran Heavy Crossbow – 10d12, 19-20/x3, 1.9 Ibs, P, 100 ft. - Not for Public Sale

Blackwood Heavy Crossbow – 10d12, 19-20/x3, 2.5 Ibs, P, 120 ft. - Not for Public Sale

Angel Heavy Crossbow – 12d12, 18-20/x3, 1.6 Ibs, P, 120 ft. - Not for Public Sale

#### Siege

Oak Siege Crossbow – 18d12, x2, 7.3 Ibs, P, 130 ft. - 18 Suns

Yew Siege Crossbow – 22d12, x3, 7.5 Ibs, P, 150 ft. - 25 Suns

Ceran Siege Crossbow – 26d12, x4, 6.8 Ibs, P, 180 ft. - Not for Public Sale

Angel Siege Crossbow – 30d12, x5, 6.3 Ibs, P, 220 ft. - Not for Public Sale
Languages

*'What's this one? Dreygan? - Lady Elizabeth Woodward*

*'Dragon, they were magical beasts that could fly and breathe fire' - Lord Eric Woodward*

*'Oh, can we see one? They sound really cool,' - Lady Elizabeth Woodward*

*'They died off many years ago along with their own language, supposedly that is,' Lord Eric Woodward*

*-Known quote from Eric Woodward*

Refer to Learning Languages page to learn more about how languages are learned.

### Basic Languages:

Teran (2 Points) – Spoken by the Humans. As close to a common language as you're going to get.

Elven (2 Points) - Spoken by the Elves.

Dwarven (2 Points) - Spoken by the Dwarves.

Orcish (2 Points) - Spoken by the Orcs.

### Other Languages:

Braille (5 Points) – A written language mainly used by the blind.

Sign Language (8 Points) – A language spoken with hand motions, mainly used by the deaf.

Shardic (6 Points) – Once spoken by the Hollowmen, now mainly a religious language used in the Hollows.

Ican (9 Points) – A local language spoken by those of Winterblood Humans.

Saltic (6 Points) – A local language spoken by the Saltborn Dwarves.

Sandlink (7 Points) – A local language spoken by the Sandblood Humans.

### Advanced Languages

Angel (27 Points) – Language believed to have once been spoken by the Angels.

Demon (29 Points) – Language believed to have once been spoken by the Demons.

Nocturnal (23 Points) – Language spoken by the devout followers of the goddess Darcia.

Lanthean (35 Points) – Language spoken by the Woodblood Elves.
Weapon Materials

*"Oh, that's blackwood right?" - Lord Maron Herthine*

*"That's Ironwood little lord, Blackwood is on the other side of the world," - Sir Garan Marth*

*"Oh right, that's where House Ironwood gets their name," Lord Maron Herthine*

*"That's correct, they like to keep their wooden secrets well hid," Sir Garan Marth*

*-Excerpt from "The Little Lord"*

This page contains a small description of most of the materials commonly used to create the weapons of the world.

Wood – Wood from any tree in any forest. Flammable, inflexible, easily broken, and lacking in any real sharpness (generally). It is used as a practice weapon commonly, and in the base of many ranged weapons.

Ironwood – As strong as iron, basically immune to flames, but super common and generally lacking in flexibility. Commonly seen in Aquane as a replacement for the rarer Blackwood. Used primarily as training weapons and the base for bows, crossbows, and arrows.

Blackwood – Stronger than iron and Ironwood, similarly nearly impervious to flame and lacking in flexibility. Much rarer than Ironwood though, and generally only used by Lords who have Blackwood forests in their lands to teach their children the basics of swordplay.

Iron – The lowest class of metals, sharper and more flexible than any wood, although many would argue on whether or not it is stronger. Common, cheap, and easy to produce, it's the most common of metals although it is being replaced by steel as more steel becomes easier to forge.

Iron Ice – Not really a metal, but a very durable glass material. Weaker than Iron and Steel, but much more flexible. It is generally a precision material, and is only used commonly in Aquane, where the material is very common. It's also popular as a material for arrow heads.

Elven Steel – The weakest of the steel family, but second only to Angel Steel in flexible. It has a golden coloration when forged and reflects light if properly cared for. A favored material in rapiers, daggers, and other light weapons.

Winter Steel – The middle steel, stronger than Elven but weaker than the common variety. More flexible than common Steel but less than Elven. It is the most common steel used by the nobles and knights of Aquane. It is also one of the most favorable materials for arrows heads.

Steel – The common variety of Steel, much stronger and more flexible than Iron, also lighter. More difficult to forge with, but new methods are eliminating that factor quickly, making steel the favoured material over iron. Used in just about any weapon, although less so in precision weapons, as the lighter steels are preferred.

Darksteel – The least flexible steel and the second strongest, second only to Angel Steel. It is forged with shadow magic, and most weapons give off a dark, smoky trail at all times, giving a small intimidation factor to the weapons.

Angel Steel – As strong as Darksteel and as light as Elven steel, Angel Steel was the preferred material of the Angels and Saints 100,000 years ago. Now though, its construction is lost, but many family's have ancestral weapons and armours made of it that they pass down through the generations.
Throwing Weapons

## Throwing Weapons

*'I hate this fucking game,' - Jaren Cracken*

*'That's only because you are literally the worst at it,' - Baniofe Cracken*

*'Says the one with four less fingers,' - Jaren Cracken*

*-Excerpt from 'The Finger Dance'*

### If They Are Not Throwing Weapons

-One-Handed Light Weapons (Not Spears/Whips) ~ -4 Attack Penalty

-One-Handed Heavy Weapons (Not Spears/Whips) ~ -7 Attack Penalty

-Two-Handed Weapons (Not Spears/Whips) ~ -12 Attack Penalty

-One-Handed Light Spears ~ -2 Attack Penalty

-One-Handed Heavy Spears ~ -4 Attack Penalty

-Two-Handed Spears ~ -8 Attack Penalty

-One-Handed Light MakeshiftWeapons ~ -5 Attack Penalty

-One Handed Heavy Makeshift Weapons ~ -9 Attack Penalty

-Two-Handed Makeshift Weapons ~ -14 Attack Penalty

***Cannot Throw Whip Weapons***
Helium

Helium är grundämne nummer två i det periodiska systemet. Heliumet är en färg lös ädelgas. Helium utvinns ur naturgas. Naturgas fossilt bränsle som bildats av organiskt material. Heliumet har lägst kokpunkt av alla grundämnen. Heliumet är näst vanligast i universum. Endast vid högt tryck går det över i fast form. Helium används inom flera teknikområden. Heliumets kemiska beteckning är He. Namnet kommer från grekiskans helios- solen.

Källor.

https://sv.wikipedia.org/wiki/Helium

http://www.gasforeningen.se/naturgas-fossilgas/
Princeblood

## Humans - Princeblood

A mixture of Pureblood and Southron blood, they claim to be the true heirs of the Saints, and so have claimed the title of Gaila, the original kingdom of the Saints. They have split the title in half, and formed Principalities where kingdoms should be, so those outside their lands dispute their claim.

They make up the single largest denomination of Humanity, and so are just about everywhere. While many do stay within Gaila, they are out-breeders, and are commonly seen in every corner of the world. They use wits over strength, and prefer to convince others not to attack them while they squabble against each other.

They are tall beings with light but not pale skin. Their eyes and hair are almost always brown, but it isn't odd to see black hair or blue eyes in some cases.

### Type Quality

Humanoid creature with the Princeblood subtype.

They gain all Diplomatic Skills as class skills and can choose a single other race to gain a +1 morale bonus against.

### Ability Score Modifier

They have a +2 to Charisma, a +1 to Wisdom, and a +1 to Intelligence, a -1 to Strength, a -1 to Constitution

### Racial Traits

Members of this race gain a +1 to Diplomatic Skills

Members of this race gain a Weapon Proficiency.

Members of this race gain a +6 or -6 to starting HP for every 2 points above or below 10 in constitution.
Lacking Proficiencies

*'How the fuck are you supposed to hold this?' - Lady Myranda Rane*

*'With great care, less you cut the shit out of yourself,' - Lady Morinth Deilia*

*'You know, in this case I think one sword is better than two,' - Lady Myranda Rane*

*-Excerpt from 'The Forging of the Sword'*

### Weapons

***(If Dual Wielding, then you have double the penalties)***

One-Handed Light Weapons - -2 to Attack and -1 to AC

One-Handed Heavy Weapons - -4 to Attack and -2 to AC

Two-Handed Weapons - -6 to Attack and -3 to AC

Dual-Weapons - -9 to Attack, -4 to AC

Hand Crossbows - -3 to Attack and -1 to AC

Light and Heay Crossbows - -5 to Attack and -1 to AC

Siege Crossbows - -7 to Attack and -2 to AC

Bow Weapons - -7 to Attack and -2 to AC

### Armours

Light Armours - -3 to Max Dex Bonus, -1 to AC Bonus, and +1 to Check Penalty

Medium Armours - -2 to Max Dex Bonus, -2 to AC Bonus, and +2 to Check Penalty

Heavy Armours - -1 to Max Dex Bonus, -3 to AC Bonus, and +3 to Check Penalty

### Shields

Light Shields - +2 to Check Penalty

Heavy Shield - +4 to Check Penalty
Gaining Feats

*'Where did you learn that?' - Ser Martyn Grant*

*'Practice makes perfect, you should know that Ser,' - Lord Nolan Cavre*

*'Hmm, just be careful about being so reckless,' - Ser Martyn Grant*

*-Excerpt from 'The Cave of Cavre'*

Feats are gained every two levels from level 1, so you gain one at level 3, 5, 7, 9, 11, 13, 15, 17, 19, and one more at level 20.

Martial Classes gain a bonus feat every three levels starting at level 1, so you gain one at level 4, 7, 10, 13, 16, 19, and one more at level 20.

Non-Martial Classes gain a bonus feat every 4 levels starting at level 2, so you gain one at level 6, 10, 14, 18, and one more at level 20.

If you multi-class into the same master class, when you come across an ability you've already gained, you may take a feat instead.
Rivermen

## Humans - Rivermen

The men of the River, Purebloods who have lived along the Summer Rivers and their tributaries. They have grown close to their rivers, and rely of them for any and all sustenance they need.

They are renown for their skill with bow and pole (fishing). They have been fishing the Summer Rivers and living in the grasslands around them for thousands of years, and they will be for thousands more. They are a simple folk, with no need for stone keeps or plate armour to keep them safe. They prefer guerrilla tactics and camouflage to hide and ambush their targets.

Their skill off the battlefield comes with intense knowledge of fishing and farming; where the best locations are and how to get the most out of crop and carp.

They are small in stature and in strength, they are usually darker skinned and dark haired, with vibrant eyes that sometimes clash wildly with their bland, short, and tangled hair.

### Type Quality

Humanoid creature with the Rivermen subtype.

Bow reloads are now only a free action and they gain all Perception skills as class skills.

### Ability Score Modifier

They have a +2 Dexterity, a +2 to Wisdom, a -1 to Intelligence, and a -1 to Charisma.

### Racial Traits

Members of this race gain a +1 to Perception Skills.

Members of this race gain a +2 Morale Bonus when in Riverland territory.

Members of this race gain a +4 or -4 to starting HP for every 2 points above or below 10 in constitution.
Lanis Siri Daegr

## Overview

Lanis Siri Daegr was the Duchess of the Fiefdom of Thimia from year 436 until her assassination in 452.

## Legacy

Following a growing rise of anti-imperial ultranationalists in the southern Fiefdom of Vasel, reports began to come in by year 450 of merchants crossing the Thimil-Vaselian border being robbed, and in some cases killed, by Vaselian bandits. Fearing for their safety, Lanis Siri implemented trade sanctions between Vasel and Thimia, as well as closing the border for general travel.

This course of action angered much of the general population of Vasel, and was used as political fuel for pro-ultranationalist political speakers within the fiefdom to incite many of the slave owners into petitioning for war. The ruling duke of Vasel, Borse Vorgel Narsen was struggling to keep his subjects in check.

In February of 452, the Tharsiscan Duke, Mareth Vensill Crowe visited Lanis to discuss trade agreements between the their fiefdoms. While the pair was being escorted through a crowd, a group of Vaselian ultranationalists had managed to infiltrate Thimia and surround the Duke and Duchess. Cutting through the guards, the assassins managed to stab and kill both rulers using reinforced-glass daggers before being apprehended themselves. Immediately after, Thimia and Tharsis would declare war against the Fiefdom of Vasel, sparking the War of Glass and Shadow.

As Lanis had no children at the time of her death and her only brother Kaesen Siri Daegr was on business in the Fiefdom of Terre, the Thimil military general Faunz Estawk was chosen as interim duke until Kaesen could return.
Morale Bonus/Penalty

*'Ma'am, our men can fight no longer,' - Captain Goren*

*'Alright Starfyre, let's see if we can't convince them otherwise,' - Queen Elaena Rose*

*(A deafening roar is emitted from the large dragon as it leaps into flight)*

*-Excerpt from 'The King and his Queens'*

Many times throughout the games, you'll hear the term 'morale bonus' or 'morale penalty.' This document is hear to quickly explain what that means in terms of this world.

A morale bonus/penalty affects a great number of things. First, anything that had a dice role associated with it, that dice role gains the morale bonus/penalty.

So things like: skill checks, saves, and attacks are all affected by this.

The only exceptions to this rule are: AC, health rolls, and duration rolls for status effects. (List may actually be longer, if is comes into question within the games it will be dealt with then.)
Designing Your Armour

*"This piece is Winter Steel Plate, that's Burned Leather, and that's Darksteel," - King Aeron Starfall*

*"Isn't it odd to have so many different pieces of armour, father?" - Prince Daemon Starfall*

*"Probably, but they tell stories, stories of who I am and what I've done," - King Aeron Starfall*

*-Excerpt from 'The Accounts of the First King'*

In this world, armour is no longer a single set of bits that you put on and get a single set of bonuses from. Each piece matters, from a breastplate to a helmet, and even the gauntlets. The primary pieces of armour are all their own separate pieces, they all give separate bonuses, and can be applied or removed separately. Want to wear a steel breastplate but cover the rest of your body in leather armour, go ahead!

Each armour piece gives you an: AC, Weight, and Weight Class. These numbers decide what category your armour is and what the total bonuses are. For example, let's design a unique set of armour. We'll go ahead and select a medium breastplate, some heavy vambraces and gauntlets, and light greaves and pauldrons. We'll also forgo having a helmet.

-Iron Chain Breastplate - +2.9 AC, 16.7 Ibs, +2.9 WC

-Scaled Leather Pauldrons - +.3 AC, 1.5 Ibs, +.25 WC

-Steel Plate Vambraces - +1.2 AC, 4.3 Ibs, +1 WC

-Steel Plate Gauntlets - +.9 AC, 1.8 Ibs, +.8 WC

-Scaled Leather Greaves - +.4 AC, 1.9 Ibs, +.5 WC

-Custom Armour Set - +5.7 AC, 26.2 Ibs, +5.45 WC

So, there is our armour that we'll be using to explain everything, now let's begin with the AC. This works exactly like normal AC except you'll be seeing a lot of decimals unless you plan things perfectly. Simply use the normal mathematics to round to your nearest whole number. So .4 and below go to the lower whole numbers and .5 and up go to the higher whole number. In our case, our 5.7 will round to 6 when calculating our AC.

The weight of the armour does matter, as weight will dictate your armour's Max Dex and its Check Pen. Every 5 Ibs of weight decreasing the Max Dex by 1, starting from 10. Every 10 Ibs of weight increases the Check Pen by 1. When it comes to decimals, use standard rounding techniques, and if the number isn't an even five or ten round down, even if it is 29, it goes down to 25. In our case, our Max Dex is +5, and our Check Pen is -2.

Weight Class is the final number, this indicates if our armour is Light, Medium, or Heavy. I have produced a small chart for this:

-0-5 = Light = Full Speed

-5.1-8 = Medium = -5 ft Speed

-8.1-12 = Heavy = -10 ft Speed

-12.1+ = Super-Heavy = -15 ft Speed

Each increase in weight level also reduces your speed in your armour by 5 ft. The only difference is the introduction of the Super-Heavy weight level for armours. In our case, our Weight Class is 5.45, falling nicely in the Medium weight class. Don't worry about rounding in this situation, you won't have to do any to figure out what weight level you are.
The States of Being

*'Will she survive?' - Lord Brandon Rose*

*'She won't die,' - Quaren Sarston*

*'Will she survive!?' - Lord Brandon Rose*

*-Excerpt from 'The Rise and Fall of House Rose'*

### Tired State

You reach this when you arrive at 50% of your health or haven't had enough sleep lately. You take a -2 morale penalty.

### Injured State

You reach this when you arrive at 25% of your health. You take a -4 morale penalty and only have one standard action.

### Dying State

You reach this when you arrive at 0 or below health. You are unconscious and prone. Every turn you take 2d2 HP damage unless you can pass a DC 18 Constitution check or if someone passes a DC 14 Heal check on you.

### Stabilized State

You are no longer in the negative with health and aren't bleeding out, but you are still prone and unconscious.

### Incapable State

Once between 0% and 25% of health and after being placed in the dying state. You have a -8 morale penalty, have one standard action, and cannot walk more than 10 ft without help.

### Returned State

Reached once you pass 25% health after being placed in the dying state. You have a -4 morale penalty, one standard action, and cannot walk more than 20 ft without help.
Chemicals - Other

*"As hot as the sun, burning though wood, steel, and flesh," - Walieve*

*"How much can you make?" - Lord Eric Woodward*

*"As much as you need, but it'll take time," - Walieve*

*"Do it, make me as much as possible," - Lord Eric Woodward*

*-Known Quote from Eric Woodward*

### *Dragon's Breath*

Small Vial of Dragon's Breath - 2 Moons, 18 Comets

-4d4 Dam/Turn, 3x3 AoE

Medium Vial of Dragon's Breath - 9 Moons, 7 Comets

-4d4 Dam/Turn, 5x5 AoE

Large Vial of Dragon's Breath - 19 Moons, 41 Comets

-4d4 Dam/Turn, 7x7 AoE

Small Vial of Enhanced Dragon's Breath - 12 Moons, 22 Comets

-8d8 Dam/Turn, 5x5 AoE

Medium Vial of Enhanced Dragon's Breath - 23 Moons, 65 Comets

-8d8 Dam/Turn, 7x7 AoE

Large Vial of Enhanced Dragon's Breath - 1 Suns, 19 Moons

-8d8 Dam/Turn, 9x9 AoE
Chemicals - Poisons

*"It was some kind of poison, killed him in moments," Lady Aria Katzen*

*"Was it delivered by blade?" - Lord Riley Yeltic*

*"Ingested, probably through a drink over dinner," - Lady Aria Katzen*

*"Hm, should've went with the older vintage," Lord Riley Yeltic*

*-Excerpt from 'The Life of the Young Legend'*

### Non-Lethal Poisons

#### Strength

Low Dose Strength Poison – 18 Moons, 15 Comets

-Strength -2 for 4 Turns

Medium Dose Strength Poison – 1 Sun, 8 Moons

-Strength -4 for 4 Turns

High Dose Strength Poison – 3 Suns, 3 Moons

-Strength -6 for 4 Turns

#### Dexterity

Low Dose Dexterity Poison – 25 Moons, 31 Comets

-Dexterity -2 for 4 Turns

Medium Dose Strength Poison – 2 Suns, 2 Moons

-Dexterity -4 for 4 Turns

High Dose Dexterity Poison – 5 Suns

-Dexterity -6 for 4 Turns

#### Constitution

Low Dose Constitution Poison – 1 Suns, 9 Moons

-Constitution -2 for 4 Turns

Medium Dose Constitution Poison – 3 Suns, 21 Moons

-Constitution -4 for 4 Turns

High Dose Constitution Poison – 7 Suns, 13 Moons

-Constitution -6 for 4 Turns

#### Paralysis

Low Dose Paralysis Poison – 1 Star

-Paralysis for 2 Turns

High Dose Paralysis Poison – 2 Stars, 7 Suns

-Paralysis for 4 Turns

#### Drowsiness

Low Dose Drowsiness Poison – 7 Suns, 14 Moons

-Attack and AC -2 for 2 Turns

Medium Dose Drowsiness Poison – 1 Star, 4 Suns

-Attack and AC -4 for 2 Turns

High Dose Drowsiness Poison – 2 Stars, 3 Suns

-Attack and AC -6 for 2 Turns

### Lethal Poisons

#### Black Shadow

Red Drop Black Shadow – 2 Stars, 8 Suns

-Does 2d14 HP Damage, Staggers for 2 Turns

Orange Drop Black Shadow – 4 Stars, 3 Suns

-Does 2d10 HP Damage, AC and Attack -4 for 2 Turns

Blue Drop Black Shadow – 7 Stars, 7 Suns

-Does 2d28 HP Damage, Paralysis for 3 Turns
Todo lo que tengas que saber sobre Diamante Amarillo

.Diamante Amarillo (Yellow Diamond en E.A.U) forma parte de la ''***Gran Autoridad del Diamante''***junto con las dos diamantes (Diamantes Blanco y Azul). Su primera aparición fue en una de las canciones de la serie (El intro Extendido). Se la vio de espaldas y aparentaba

    estar enojada. Luego su forma física se vio en el capitulo *Message Received*, también se vio que ella tiene una *Perla* (Perla Amarilla o Yellow Pearl).

## Apariencia

Diamante Amarillo es de muy alta estatura. Ella tiene su ropa de dos tonos de Amarillo, tiene hombreras y unas botas con tacones, su cabello tiene dos formas de punta y algo cuadrado y lleva unos guantes. Su nariz es corta y algo puntiaguda, ella tiene unos labios gruesos. Sus ojos son amarillos y su pupila tiene una forma de  rombo de color negro. La Gema de Diamante Amarillo esta en su pecho y tiene forma de rombo de color amarillo.

## Relaciones con las demas

Perla Amarilla (Yellow Pearl) : Yellow Pearl (Perla Amarilla) es su

sirvienta/asistenta, se vio que Yellow Pearl, le tiene un temor. Pero sigue las ordenes de su Diamond (Diamante).

Peridot: Se vio que Peridot y Yellow Diamond (Diamante Amarillo) al parecer antes se llevaban comúnmente, (de informante a Señora). También se le vio que Peridot (antes) tenia una gran admiración y al mismo tiempo odio a ella. Pero después que Peridot le dijo **Tonta**, Diamante amarillo no lo soporto y se enojo.

Jaspe: No se sabe muy bien la Relación entre ellas dos, pero lo que si se sabe es que Jaspe también es fiel a su Diamante (Diamond)