recursal/Fanatic-Fandom huggingface dataset:
让我们在剧本中如木偶般起舞

《**让我们在剧本中如木偶般起舞**》是由羊圈YanGyan写的故事。其将会在中国轻小说平台菠萝包上发布。

**注：**

***此页面不允许随意编辑。***

## “剧本简介”：潜入黑暗

很久很久以前，在暗无天日的荒凉地下城里，住着一个名叫柠秋•于特耶的小女孩。她出生在一个永远黑暗的世界，在恶劣的环境中挣扎求生。

柠秋每天都在城市地下迷宫般的街区中苟且偷生。随着时间一天天过去，她的决心越来越大，希望找到一条出路，带着他的男友帕尔特•德•奎恩体验温暖的阳光。

然而，随着时间的推移，城市压抑的气氛开始影响柠秋的精神。为生存而不断挣扎，看不到任何希望的曙光，慢慢地侵蚀了她曾经充满活力的灵魂。绝望蒙蔽了她的判断力，她发现自己做出了自己从未想过的选择。

不幸的是，在她寻求生存的过程中，她身边的人一个接一个地离开，宁秋偶然发现了一群屈服于黑暗的人。他们失去了所有的人性，只剩下躯壳。柠秋被他们扭曲的生活所吸引，被引诱到他们中间，成为他们中的一员——一个没有思想、没有灵魂的生物，一具行尸走肉。

## 剧本背后

奥斯卡最佳原创剧本奖得主菲尔基·菲那基就是撰写剧本《潜入黑暗》的编剧。他觉得目前的剧本还不够，他需要更多的“黑暗”。他想创作一部像老舍的《骆驼祥子》那样伟大的“绝望之作”。因此，他日日夜夜都在修改，即便如此，结局和情节的大体框架还在。

## 知晓一切，我是否注定陨落？

在宁乔的世界里发生了数十次这样的事情，不知为何，在宁乔的脑海深处，她意识到了自己身上发生的事情。她想到了维尔基，她能知道发生了什么。她相信他们是如何存在的。

看到这一幕，你就会知道这有多有趣：她就像《心跳文学部》里的纱世里知道她的世界只是一个游戏的真相时一样。

为了不成为行尸走肉，她想自杀。

结果——她失败了。因为剧本中写道：她要活下去，经历男友的离去、朋友的背叛、生活的艰辛和父母的离去，然后堕落成行尸走肉。

她想让一切如她所愿。

一想到要离开这里，她心里就燃起了更多的东西。

# 音乐

### 歌词

You're my hero
你是我的英雄
The reason I keep on
因你我才活
Find the ego
要去寻得自我
'Cause we can't never be the 人（にん）形（ぎょう） (ningyō)
正因我们不是谁的提线木偶

我々（われわれ）の夢（ゆめ） (Ware ware no yume)
我们的梦想
Hearts let us not to afraid
拥有决心 我们才不害怕
I will get it as you want
我会如你说的去做
You know, right?
你知道的，不是吗

# International Titles

 中国大陆（简体中文）
 新加坡、马来西亚（简体中文）
 港澳台地区（繁体中文）
 日本（日语）
Oldham

Despite his somewhat odd demeanor, Oldham is well-liked by the people of Traitor Tower

### Location

Traitor Tower

Oldham is an eccentric human who runs a small store selling oddities in Traitor Tower, a settlement in the eastern provinces of Eranthea. He is a thin, wiry man with a shock of unruly gray hair and bright, twinkling eyes. His clothing is always a little rumpled and his speech is peppered with peculiar turns of phrase and obscure references.

## Oldham's Oddities

Despite his somewhat odd demeanor, Oldham is well-liked by the people of Traitor Tower, who appreciate his unique wares and his willingness to share his knowledge about the strange and unusual items he sells. His shop is filled with all manner of oddities, from worthless goods and antiquities to mysterious artefacts and curiosities from far-off lands.

One of Oldham's favourite items was a small clockwork bird, which he recently sold to Dao. The bird is intricately crafted and can flutter its wings and chirp when wound up, as well as follow any other orders given to it. Despite his reputation as an eccentric, Oldham is a shrewd businessman and a skilled negotiator. He is always willing to haggle with customers over the price of his wares, and he has a knack for convincing even the most skeptical buyers to take a chance on one of his more esoteric items.
Maisie

Whether she's belting out a rousing ballad or leading the crowd in a lively dance, Maisie always knows how to get the party started.

### Location

Traitor Tower

Maisie is a charismatic human woman in charge of the entertainment at Traitor Tower. She is a tall, statuesque woman with long curly hair that falls in wild waves around her face. Her clothing is always colorful and flamboyant, and she has a talent for accessorizing with feathers, beads, and other eye-catching trinkets.

## Maisie's Entertainment

As the entertainment director for Traitor Tower, Maisie is responsible for overseeing all of the performances that take place in the Eastern Wing of the settlement. She can often be found near the stage, acting as a hostess and maître d' for the various acts that come through the town. Her warm, friendly demeanor and infectious laughter make her a favorite among both performers and locals alike.

In addition to her work as an entertainment director, Maisie is also a talented performer in her own right. She has a beautiful singing voice and a natural flair for the dramatic, and she is often called upon to perform as part of the evening's entertainment. Whether she's belting out a rousing ballad or leading the crowd in a lively dance, Maisie always knows how to get the party started.

Despite her outgoing personality, Maisie is also a shrewd businesswoman who takes her job very seriously. She is always looking for new and exciting acts to bring to Traitor Tower, and she has a keen eye for talent and a knack for negotiating with performers to get the best deals for the settlement.
MK-0904 "Alex"

## Alexander III

"Hiya!"

T-SM

Alex

Alexander

03

## Appearance -

Alex stands at monstrous 260' ft. And has a Speaker for a head, with 2 massive Woofers protruding out of his shoulders.

He usually wears a Red long-sleeve Shirt, Black Slacks, and Black Loafers. He's also equipped with a massive Jetpack to well fly around. (Usually when the situation is dire)

## Personality -

Alex is a Go-Getter, and no stranger to danger whatsoever. Mostly holed up in a French bunker, Alex enjoys the company of his three brothers. Alex usually can be seen in the -3rd floor watching some humans play Videogames. He himself has an \****xxxxxxxxxxxxxxxxxxxxxxxl*** Xbox Controller to play with humans... or plug it into Leopold and do whacky shit with him. Who knows?

## Abilities -

yosh
 Advanced Combat skills
 GSD MK. 15 150mm Plasma Cannon

## Gallery -

Alex Flying inAlex beating shit out of toiletAlex kills it:sigh\_&\_shit.mp4:"Suck on my FAT Baguette""Hiya!"\*Idle noises
## Trivia -

-He's an Obvious rip off from the Titan Speakerman (But who cares, he's a BADASS!)
The Ruined Priory

The Ruined Priory is a ruin east south east off the highway between Traitor Tower and Bobdon which appears to have been used for religious means in the past. Long past it's, best it can occasionally be found housing poor migrants and homeless wildlife taking a reprieve from the road.

## Layout

There are a lot of crumbling walls at the Ruined Priory, but the outline of rooms still remains. There is a large open room protected by half walls that houses an altar at the end. To the left of that room facing the altar there is another open room that houses the larger arch with tall narrow openings that look to have been windows. At the end of the altar is a set of stairs that lead down to a door. Behind the door is a small chamber leading down with sconces on each side. At the far end of the chamber in the centre is a narrow corridor with a plaque on the wall beside it with a metallic relief of an unusual symbol. Down the the corridor is a darkness that begins to cling to you like damp and beyond that...
Dragon

Dragons are large creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic.

## Description

Dragons are inherently magical beings, and in no case should dragons be considered reptiles, despite obvious similarities such as a scaled epidermis and reproduction by laying eggs. In fact, they are more akin to feline creatures than reptiles, particularly in regards to their posture and movements, as well as being inherently warm-blooded and an eye composition similar to felines, although far more complex. A good example of this was the placement of the legs: dragons also tended to place their rear foot where their front foot was previously, much like most stalking feline predators.

All dragons were omnivorous and could eat almost anything, thanks to their innate elemental nature that allowed them to consume and digest all sorts of food, including substances that wouldn't qualify as food to other living creatures. Most dragons preferred a carnivorous diet, but a few of them had developing unique dietary habits. Metallic dragons, for instance, preferred to eat primarily inorganic fare. Although they were true apex predators, dragons were not above scavenging for food if necessary.
Diary: Entry One

### ***Dear diary,***

Today marks the fourth day since I left my home with the wandering clans. It's been an exhilarating yet daunting experience, to say the least. I've always been a curious feline, and the thought of exploring new lands is an exciting prospect. As I trek across the vast plains and through dense forests of Noweir, I can't help but marvel at the beauty of this world. The colours of the sky during sunrise and sunset are breath-taking, and the songs of the birds and other creatures fill me with joy.

However, the journey has also been challenging. The harsh terrain and unpredictable weather have taken a toll on my body, and I've had to rely on the kindness of my fellow travellers to help me through the rough patches. Today, I spent the day with a group of children who were fascinated by the books I brought with me. They spent hours flipping through the pages, pointing out the different animals and objects depicted in the fabric. It was heart-warming to see their curiosity and joy, and it reminded me of the importance of carrying small pieces of home with us on our travels.

As I settle down for the night, I can't help but feel grateful for this journey and the experiences it has brought me. I'm excited to see where the road takes me next and to continue learning from the different cultures and people we encounter along the way.

***QB***
Daiking

Daiking's Arcane Shield is cast by the Mage Tower, and provides protection to the city.

### Inhabitants

A primarily human population

The largest of the human cities and first founded after the catastrophe by David. This is a large walled stone city, with a tall Mage Tower at its centre, casting a large blue arcane shield over the city, which protects it. Known for having some of the lands major industry and mixing the technology of old with the more mundane crafts of the present. Home to one of the largest centres of trade and governance.
Daiking is known for being a mixed place, one of common work, but also of corruption and in politics.
(Cửu A) Lệ tộc

* 1 trong 3 đại gia tộc của Trọng Minh Tông
* Đứng hàng đỉnh cấp gia tộc
* Chủ tu Hồn đạo
* Dùng vân triện (tràng hạt đeo tay) có chữ: "Cửu A Lệ" làm tiêu chí

## Địa bàn

* Cửu A tổ địa
* Phệ Hồn quật

## Tộc nhân

* Lão Tổ:
	+ Lệ thị lão tổ
* Tộc trưởng:
	+ Lê Vô Cữu (cha đẻ Lệ Liệp Nguyệt)
* Tộc thúc:
	+ 15 thúc Lệ Vô Mị (Bồng doanh quan) (Lưu Lam Hoàng triều)
	+ 17 thúc Lệ Vô Định (Chính ma đại chiến)

* Hậu bối:
	+ Thánh nữ Lệ Liệp Nguyệt
	+ Lệ Yến Nhưng (Chính ma đại chiến)
	+ Lệ Yến Lăng (chết) (Bồng Doanh quan)
	+ Mạch chủ Lệ Hàn Ca

## Phụ thuộc

* Trịnh gia - Trịnh Khinh Sơn
* Hồn tộc

## Công pháp

* Hồn đạo
	+ Thiên giai thượng phẩm
		- Thiên nữ bí kỳ nguyên ma đại pháp
* Đao đạo
* Độn đạo

## Đại trận

* Vạn Hồn Thần Hồn Huyết Cảnh đại trận
	+ Dùng để chuộc lỗi. Dù mắc lỗi nào qua đại trận đều được tha
	+ Số ải cần vượt qua tương ứng với tu vi
Hunting plains

## The Hunting Plains

The infinite realms provide a place for departed feline souls to travel endlessly.

### Inhabitants

Tabaxi

The Hunting Plains are a mystical realm that the Tabaxi of Noweir believe to be the final resting place of the departed souls. It is a place where the dead are able to roam freely, unencumbered by the physical limitations that they once had in life.

## Description

The Hunting Plains are said to be infinite, with countless plains stretching out as far as the eye can see. These plains are teeming with life, both familiar and strange, and are filled with forests, deserts, mountains, and oceans. The climate and terrain of each plain vary widely, and it is said that every plain is unique, with its own flora and fauna.

It is believed that the departed souls are able to travel freely between these plains, able to explore and experience all that they have to offer. There are no dangers in the Hunting Plains, no predators or natural disasters, and the souls are free to hunt, play, and live as they please.

The Hunting Plains are a source of comfort and hope for the Wandering Clans, who believe that their loved ones are able to continue their journey beyond death. It is said that the Hunting Plains are a place of peace and contentment, and that those who have passed on are able to find solace in their eternal journey through these mystical realms.
Martha

Martha is known for her healthy portions and cheerful demeanour

Martha is a cheery barwoman who works out of Daisden, a bustling trading post in Eranthea. She is well-known and well-loved by the locals, who appreciate her friendly demeanor and her excellent cooking.

## Description

Martha's bar is a popular spot for travellers to gather and socialize. The atmosphere is warm and welcoming, with the scent of roasted meats and the sound of lively conversation filling the air. Martha is always ready with a smile and a friendly greeting, and she takes pride in making sure her customers are well-fed and well-hydrated.

One of the things that sets Martha's bar apart from others in the area is the generous portions of food and drink she serves. Her plates are piled high with meats, potatoes, and other hearty fare, and her mugs are filled to the brim with frothy beer. The caravan workers appreciate the value for their money, and many of them make Martha's bar a regular stop on their travels.

Martha is also known for her cheerful personality and her ability to make even the most surly customer smile. She is a good listener, always ready to lend an ear or offer advice, and she has a knack for making people feel welcome and at home. Her infectious laughter is just as popular as her food and drink, and many of her customers consider her a friend as well as a barwoman.
每天陪着我的她

拜托，等一会。

我有点不对劲。

我感觉我的一切仿佛是虚假的。

我感觉自己像个……虚构的人。像是……谁的想象一般。

……那么。

你呢？

**你觉得自己就是真实的吗？**

# 每天陪着我的她

**《每天陪着我的她》**是由羊圈YanGyan创作的GL悬疑小说作品。

**注：**

***此页面不允许随意编辑。***

## 快速代入故事

我一直想象，有个女孩每天陪着我。她的名字叫伊芽时... 我一直认为她不会成为我现实生活中的一部分。
但当我误杀了某个人后，一切都改变了。
我看到了我的世界的真相......

## 其他角色

### 班长

来栖的班长，霸凌者。

地点
--

### 麒麟山

理西高中旁边的一座山。班长的尸体被藏在那里。

轶事
--

* 在英文版中，故事发生在美国，那些名字带有中文双关的名字也都变成了英文双关的名字。
* 这部作品原本只是想写成普通的虐文GL，打算最后才揭露女二是想象的事实，但是最后选择了创作悬疑小说，并且在一开头就揭露了女二是想象的事实。

链接
--

* LOFTER上的第一章（中文）
* Wattpad上的第一章（英文）

注释
--

1. ↑ “金輪際”是一个日语词汇，最初用于佛教，现在被扩展为意为“永远不会再出现、转瞬即逝的珍宝”。
2. ↑ 荷兰语：3, 2, 1! ~~本节目由*Ananasz*萨嘛独家赞助播出~~
Diary: Entry Eight

### ***Dear Diary,***

It has been an eventful day. Our journey towards Robertdon brought us to Traitor Tower, a place that seemed ominous at first glance. However, we were welcomed with warm hospitality and a good night's rest.

While my companions went to clean their armour at the bathhouse, I spent some time talking to the locals and learning about the history of the tower. It turns out that while the upper floors are closely guarded, and appear to be used for diplomatic purposes, the ground floor now serves as a hub for travellers and traders alike.

As we were leaving, we received a mild scolding from the guards for, I believe, using the bathhouse to wash our equipment without permission. My colleagues seemed to find the situation amusing, but I was more worried about overstaying our welcome. We quickly packed our things and set off towards Robertdon. The landscape around us has become increasingly diverse, with rolling hills and towering mountains in the distance. I can't help but feel excited about what adventures await us in this unfamiliar land. But for now, we must focus on our journey and continue forward.

Until next time,

***QB***
Elf

Elves are a magical people of otherworldly grace, living in the world of Aurora but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.

## Slender and Graceful

With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favour elegant clothing in bright colours, and they enjoy simple yet lovely jewellery.
The Quarrel Sea

The sea that surrounds Eranthea. The Quarrel Sea is home to the major shipping lanes between coastal cities on Eranthea, but also to move people and for travellers heading beyond to the shores of Eranthea to islands and other continents on the world of Aurora. Known in more recent times, but also times of old for its large degree of piracy, especially in the south east.
Diary: Entry Seven

### ***Dear Diary,***

Today has been eventful to say the least. We woke up in Daisden and spent some time chatting to Martha, filling our wineskins, and restocking our supplies for the journey ahead. Captain Smith had tasked us with heading to Daiking to request military aid, but my companions and I decided that we should instead travel towards Robertdon.

On our way, we came across a caravan that was being attacked by bandits. I initially wanted to avoid confrontation, but my party insisted that we help the caravanners. We fought off the bandits, killing three while the others fled into the hills. After the battle, we decided to move the cart to the side of the road and take a break. I'm using this time to write in my diary and reflect on the events of the day.

As we continue on our journey, I can only hope that we will continue to encounter kind and courageous people like those we met today, Glass and Heliaca. But, as always, we must be prepared for whatever challenges lie ahead.

Until next time,

***QB***
High-Elf

High elves, also known as eladrin, are graceful warriors and wizards originating from lands far from Eranthea. They are magical in nature and share an interest in the arcane arts. From an early age they also learn to defend themselves, particularly with swords. Occasionally the term “noble eladrin” is used to denote more powerful variants, who have become so infused with magic that they take on the characteristics of natural phenomena such as seasons. Noble eladrin are more advanced members of the same race, some of which are similar in power to archdevils or demon lords.

## Description

High elves are roughly of human height, standing between 5'5" and 6'1" on average, but are lighter, weighing in between 130 to 180 lbs. Even exceptionally strong high elves look rather slim compared with other races, looking athletic rather than muscular. Like elves, High-Elves grow at a decelerating rate throughout their lives. Very young high elves mature at a rate comparable with humans but during adolescence slow to a near stop until about 110 years of age, at which point high elves are considered mature. Elves then remain vigorous and active until the middle of their third century. Even so, after this most high elves suffer few of the infirmities of old age that plague other races, remaining full of life until the end.

Common to all high elves is the fact that they don't sleep. Instead, they enter a trance, also known as a “reverie”, for four hours a day. During this time they meditate on recent events.
Eranthea

Welcome to the world of Aurora, an emerald jewel in the vast blanket of obsidian space. On the Continent of Eranthea, a land once united under the rule of the mighty Primarchs, a set of legendary heroes who were chosen to lead their respective races to greatness. There was however, a great catastrophe, and the world was torn apart as the Primarchs turned against each other in the chaos. Conflict ensued, devastating the world and driving the different races into isolation with each group hoarding resources and knowledge to protect themselves.

As the centuries passed, the wounds of the past began to heal, and the races of Eranthea began to reconnect. The world, however, is still divided, and old wounds are slow to heal. In this world, you and your companions have a chance to make a difference. Will you set about righting the wrongs of the past? Will you uncover ancient secrets and lost technologies that could change the fate of the world? Or will you take on quests and missions that will help bring the divided world of Eranthea back into harmony once again? The choice is yours.
Goblin

Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large — sometimes overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain.

## Description

Goblins are an inquisitive and adaptable race hampered by their small size, their natural cowardice, and a severe shortage of common sense. They eagerly explore areas that others hesitate to enter, and obsessively fiddle with magic that more sensible folk would take careful precautions with.

A typical goblin stands between three-and-a-half and five feet tall, with a slender, elongated build. Goblins' arms are unusually long and spindly, making them adept at climbing cliffs and trees. Their skin has a stony texture, ranging in colour from red-brown to moss green or grey. Their ears are large and swept back, their eyes are intensely red, and many sport heavy bone protrusions on their spines or elbows. Males have similar growths jutting from their chins, while females have heavier growths on their foreheads.
Human

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

## A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colours from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Tabaxi

Created by the Cat Lord to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi live like the cats they resemble, naturally curious and at home in playful environments. In other places, tabaxi live as other folk do, not exhibiting the feline behaviour the Cat Lord intended.

Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat. Still others have unique patterns or might style their fur to their preferences—or might even be hairless!

## Tabaxi Features

#### Cat’s Claws

Tabaxi can use their claws to make unarmed strikes. When they hit with them, the strike deals 1d6 + their Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

#### Cat’s Talent

Tabaxi have proficiency in the Perception and Stealth skills.

#### Dark Vision

Tabaxi can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. They discern colours in that darkness only as shades of grey.

#### Feline Agility

Their reflexes and agility allow Tabaxi to move with a burst of speed. When they move on their turn in combat, they can double your speed until the end of the turn. Once they use this trait, they can’t use it again until they move 0 feet on one of their turns.

## Notable Tabaxi

### Quiet Book, a Tabaxi Rogue

Hailing from the land of Noweir, Quiet Book has travelled to Eranthea in search of adventure.
Diary: Entry Three

### ***Dear Diary,***

Today was my first day in Eranthea, and it was full of new experiences and unexpected encounters. As soon as I stepped off the ship, I attracted a fair amount of interest due to my foreign appearance. People stopped and stared at me as I made my way through the crowded port, and I couldn't help but feel a bit self-conscious.

But as I venture further north towards the settlement of Daiking, I find myself becoming more comfortable with the attention. Many of the locals are friendly and curious, asking me about my homeland and sharing stories about their own. I plan to make several stops along the way to sketch the landscape and architecture. The scenery here is unlike anything I've ever seen before, with towering mountains, sprawling forests, and winding rivers. The buildings are equally impressive, with intricate carvings and bright colours that catch the eye.

Over the next few days, I plan to immerse myself in the local culture, trying new foods, listening to music, and learning more about the history of this land. I am excited to see what adventures await me in this new place, and I can't wait to share my experiences with you, dear diary.

***QB***
Arcstone

Stone infused with arcane power, a technology developed in the old times between Dwarves and the arcane practitioners of other races.

## **Known Locations**

### Robertdon

Appears in abundance in the old service tunnels beneath the city which can be accessed via damaged connection points with the city's sewer system. Also appears to be the main construction material of the mage tower at its centre.
Jonny & Dave

Despite their differences in personality and approach to bartending, Jonny and Dave make a great team behind the bar.

### Location

Traitor Tower

Jonny and Dave are the barmen at Traitor Tower. Jonny is a young, peppy lad who is eager to please the travellers passing through the settlement, despite his lack of experience behind the bar. Dave is his begrudging mentor, who appears to hold naught but disdain for his apprentice. Despite their differences in personality and approach to bartending, Jonny and Dave make a great team behind the bar. Together, they are able to handle even the busiest periods and keep their customers happy with their delicious drinks and friendly service. Travelers passing through Traitor Tower can always count on these two barmen to provide a warm welcome and a refreshing drink after a long day on the road.

## Jonny

Jonny is a cheerful young man who always has a smile on his face. He is eager to learn the tricks of the trade and impress his customers with his skills behind the bar. However, his lack of experience and knowledge often leads to mistakes, and he can be seen frantically consulting recipe books and asking Dave for advice during busy periods.

## Dave

Dave, on the other hand, is an older and more experienced bartender who has been working at Traitor Tower for many years. He is a gruff and no-nonsense individual who has little patience for Jonny's peppy attitude and lack of knowledge. Despite this, he takes his role as Jonny's mentor seriously and is always willing to offer advice and guidance when needed.
Traitor Tower

A marvel of engineering, the tower is an important part of the region's history

### Inhabitants

A varied group of tradesmen and travellers, as well as a well-drilled team of guards.

Traitor Tower is a unique and foreboding location. The tower, which serves as the centrepiece of the settlement, is a tall and imposing structure that spans a deep fissure. Carved from stone and adorned with intricate designs, it is a marvel of engineering and craftsmanship. However, the tower's beauty is marred by the macabre display of hanging bodies that can be seen outside its walls. The bodies, in varying stages of decay, serve as a warning to any who would dare to betray the trust of the settlement's inhabitants.

## Layout

Inside the tower, tapestries depicting scenes from Eranthea's history adorn the walls, further emphasizing the importance of this location to the people of the land. The tower is divided into two wings, with the eastern wing serving as a communal space for travellers passing through. It includes a large hall and lodgings for those who need a place to rest. The western wing of the tower houses a small market and a bathhouse, providing a place for visitors to restock their supplies and relax after a long journey.

However, the upper floors of the tower are heavily guarded by a well-trained militia, their purpose shrouded in mystery. It is believed that Traitor Tower serves as a site of diplomacy between the nearby cities of Daisden and Robertdon. The tower's strategic location, combined with its imposing design and formidable defenders, make it an ideal location for negotiating treaties and alliances between these powerful factions.

## Notable NPCs

* Oldham, A seller of eccentrics.
* Jonny & Dave, Barkeeping duo.
* Maisie, Maître d'.
Diary: Entry Eleven

### ***Dear Diary,***

Today, we left the tavern early in search of Glass and to explore a nearby ruin that was just a short distance west of the trading post. The journey was uneventful, and we were able to reach the ruin without incident. It turned out to be an old abbey of sorts, and it was clear that it had been abandoned for quite some time.

However, the ruins were infested with rabid dogs, which posed a not-insignificant threat to us. With our combined efforts, we were able to quickly deal with them and clear the area. It was a harrowing experience, but it's always good to know that we can rely on each other in times of danger. Right now, Heliaca is tending to Rodmond's wounds, which have a foul smell to them. I hope he'll recover soon, as we'll need his bardic talents on our journey. Arutha and Dao are currently exploring further into the abbey, and I'm taking the opportunity to fill my journal with sketches of the building.

It's fascinating to explore these ruins and to imagine what life was like here in the past. Who were the people who once lived here? What happened to them? These are questions that may never be answered, but it's interesting to speculate nonetheless. As we continue on our journey through Eranthea, I'm excited to see what else we'll discover and what challenges we'll face. But for now, I'll enjoy the company of my compatriots and the peace of this abandoned abbey.

Yours truly,

***QB***
Diary: Entry Ten

### ***Dear Diary,***

Last night, things took a turn for the worse at the trading post. A game of cards turned violent, and a man was stabbed in the throat. The attacker fled into the night, and without thinking, I pursued him. My feline ancestry granting me the agility to leap onto his horse and cart, and allowing me to knock him unconscious and bring him back to the tavern. However, the guards didn't seem to care much about the incident, and it was left to Heliaca to tend both men's wounds. Sadly, the attacker eventually succumbed to his injuries despite Rodmond's best attempt at saving him, and his body was dragged from the tavern with little dignity. It's sad to think that my actions led a soul to die, however I hope they are now able to roam the hunting plains freely.

The rest of the evening was relatively uneventful, and I spent some time with my new companions, enjoying the warmth of the fire and the company of friends. This morning, I'm writing in my journal over a breakfast of two-day-old wine and sausage. It's not the most appetizing meal, but it's better than nothing. Today, we will continue our journey through Eranthea, and I'm curious to see where it will take us. I'm also keeping an eye out for any potential danger, as I don't want to be caught off guard again.

Until next time,

***QB***
Diary: Entry Twelve

### ***Dear Diary,***

After dealing with the rabid dogs, we decided to explore the lower floors of the abbey. As we walked down a hallway, we noticed strange runes that none of us could identify. It was an eerie feeling, but we pressed on. Unfortunately, as we ventured deeper underground, we were suddenly enveloped in darkness. It was pitch black, and we couldn't see a thing. We quickly realized that we were in over our heads and decided to head back to safety.

We made it back to Bobdon without incident, and the rest of the evening was spent winding down. Rodmond and Dao went straight up to their rooms, but I decided to take the opportunity to play cards with a group of merchants. It was a relaxing way to spend the evening, and I was able to forget about the danger we had faced earlier. During the game, I struck up a conversation with a pair of merchants that we had recently assisted. They offered to give us a lift to Robertdon, our next destination. It was a kind gesture, and I gladly accepted their offer. I'm looking forward to the journey and to seeing what adventures await us in Robertdon.

As always, I'm grateful for the companionship of my fellow travellers and for the experiences we share together. I can't wait to see where our journey takes us next.

Yours truly,

***QB***
Diary: Entry Nine

### ***Dear Diary,***

Today was a long day of travel, as we made our way from Traitor Tower towards Robertdon. We walked for around eight hours on foot through wide open plains, with nothing but the sound of our footsteps and the occasional rustling of the grass to keep us company. The journey was peaceful, but we kept our guard up in case of any unexpected dangers.

We have decided to spend the night in a somewhat run-down caravan spot, as the local area has recently fallen victim to frequent orc attacks. It's best to stay safe and sound in the company of others during these troubled times. I'm glad to have found new friends in Eranthea, and the music being played by Rodmond is a welcome respite after a long day of walking.

However, I'm disappointed to find that this new place only appears to sell Ale. I dislike the bitter taste, but I suppose it's better than nothing. I'll have to make do and perhaps find some other way to quench my thirst. In the meantime, I'll enjoy the company of my new companions and keep watch over our home for the evening, in case any danger lurks in the shadows.

Tomorrow is a new day, and who knows what adventures and challenges it will bring. But for now, I'll savour the warmth of the fire, the sound of the music, and the comfort of my companions.

***QB***
Orc

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them.

## Tribes like Plagues

Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.

## Ranging Scavengers.

Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes’ villages into fortified camps and strongholds. Orcs build only for defence, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.

When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.

On rare occasions, a tribe’s leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.
Bobdon

### Inhabitants

As a stopping point on a major route, Bobdon is frequented by a mix of traders, travellers, and ruffians.

Bobdon is a small and run-down stopping point located between Traitor Tower and Robertdon. It is primarily inhabited by traders and travellers who use the settlement as a place to rest and between the major cities.

## Layout

The settlement itself is poorly maintained, with ramshackle buildings and dirt roads that are often muddy and difficult to navigate. Despite its rough appearance, Bobdon is a bustling hub of activity, with people from a range of backgrounds coming and going at all hours of the day and night.
Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.

## Short and Stout

Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.

Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, grey, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
Water Hansari

A monastic rural peoples who live in symbiosis with the land and the mountain environments. They fly wyverns. Are the keeper of the mountains and have a strong focus on cleaning the waters.

The Prophecy: On the back of those with wings. A water to wash the world clean or a darkness that seeps into the water of life.

## Followers of Dreams

Hansari use spiritual practice, herbs, meditation and ancient knowledge to see into dreams and their prophetic qualities.
Haggrid

One of very few Dwarves in Robertdon. A short old hardened dwarf with what appears to be black hair and beard, though the layers of soot, smoke and grease on him prevent a decent look at his features. Works at the smiths in the south west of the city, where a number of smiths share and use collective smithing equipment. Known for specialising in hammers and axes, he also seems to know a thing or two about Dwarven Forging and Dwarven history in the area.
Jeremiah Watkins

A roguish, self proclaimed man of the people, with links to the sparrows. Jeremiah is a tall human in light leathers, with dark hair, a full beard and a general swagger. Often found cloaked, slipping in and out of public spaces with ease, or orating in a gruff manly voice on his own self importance, Jeremiah knows the city well and appears to have a number of connections including Mark from behind the bar at the Travellers Tavern. In a tight spot Jeremiah appears to be pretty nifty with a set of daggers and it wouldn't be a far fetched notion, to believe he has links to other thieves and criminals in the city. Always on the look out for hired muscle to act as a shield to his more shady activities, Jeremiah is always a good prospect for work for new adventurers in Robertdon.
Dragonborn

Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

## Proud Dragon Kin

Dragonborn look very much like dragons standing erect in humanoid form, though they lack wings or a tail. The first dragonborn had scales of vibrant hues matching the colours of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in colour, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

## Notable Dragonborn Settlements

* Tairais, The largest of the Dragonborn Cities - located in the barren landscape of the Quazinik Desert
Tiefling

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.

## Infernal Bloodline

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colours—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.
伊涅加斯·格林德沃

**伊涅加斯·格林德沃**是由Atolla创建的系列“幻想纪元”系列的主要角色之一。

**注：**

***此页面不允许随意编辑。***

故事
--

一开始，伊涅加斯出生在人文恶劣的雪山。在那里过了300年，后被一个有特殊能力的姐姐放到了桶里，放入湖中，好巧不巧漂到了湖景村。

在湖景村，衪和渔女格蕾丝同样遭受不公平的待遇，并且最后一同被沉海。不同的是，在沉海时，他的双手双脚都被村民残忍砍断。

但因其原型是杰斯兽，所以在水中，衪进化了，双手化为合金，双脚化为了利刃。也出现了鱼鳍、尾巴、龙角等。

后来，有一位出海的大副和绯冢阿波菲斯少将一起在海里捞到了他们。

在后来漫长的宇宙战争中，伊涅加斯加入皇家骑士团成为皇家骑士，并且参加宇宙统一战争。衪在战争中结识了阿伊波恩·邓布利多。无情的战争持续了将近300w年。

后来5000万年时，在顶上战争收场后，衪、阿斯逖内特和路飞都受到了极大的打击。

然后，伊涅加斯一行人被带到了国王岛。在那里，伊涅加斯与他的师傅阿斯逖内特开启了双向救赎的道路。两人很快相恋。

随后————拜师收徒，未婚先孕，喜结连理。两人的婚礼在新生代的2000年补办。

补充
--

1. ↑ 小时候在军队被强行锁定，2002年解除锁定的魔法才被创造出来。
2. ↑ 后续的700we年发生了很多事，比如太初星系的科技树越来越歪，王国也越来越多，但是仍旧是地广人稀，后续很长的一段时间的宇宙都处于和平状态，但是未来的动状态更长荡，后面这段时间要等到因帕克危机的发生才会解除
Player Characters

## Volume 1

* Synapse: Roy G. Bivard
* Gotterdammerung
* Spectre: Dominic Freechild
* Fold: Jessie Wynn

## Vagrants (Volume 2: Summer Vacation):

* Hollow: Freddy Farnam
* Carbon Steel: Tatara Kinsuku
* Landon Lafleur
* Crease: Aria Triss-Rigami

## Ladies Knight (Volume 3: Ghosts of the Past)

* Aurora: Noel Fairbanks
* Daring Damselfly: Maya Martin
* Raja
* Flora: Barbara Belleflower
* Sipahi: Priya
* Bael Faust

## Volume 4

* Azure: Raja
* Beetle Brutale: Maya Martin
* Cancel: Toby Hooper
* Skylark: Ben Lafleur
MaskComics Wiki

**Welcome to the MaskComics Wiki!**
A community to keep track of the RPG game Masks

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

## Important articles

PlaceholderMain Player CharactersFoldPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Lệ Liệp Nguyệt

## Tổng quan

* Là đích nữ của Lệ tộc, con gái của Lệ Vô Cữu. Được tài bồi với toàn bộ tài nguyên của Lệ tộc. Có thể tùy ý xuất nhập trong tộc, gặp mặt Lão tổ cũng như lấy đỉnh cấp dược tài cất giữ trong khố phòng của tộc.
* Là chân truyền của Trọng Minh Tông, tranh chức Thánh nữ. Khi truy sát Ám tử của Lưu Lam hoàng triều là La Thiều đồng thời lấy được công pháp thì đến Bùi gia. Sau khi tu luyện với Bùi Lăng, chuyển tu Lục Dục bí điển. Thành công ngưng tụ Thượng phẩm Tiên Anh leo lên Vạn tộc Huyết thệ, đạt được Thánh nữ chi vị

## Ngoại hình tình cách

### Ngoại hình

* Được mô tả là tóc đen, khí chất lạnh lùng, luôn mặc đồ màu đen

### Tính cách

* Tính cách lạnh lùng, kiệm lời
* Có chút bất cần, thích dựa vào bản thân
* Khá rộng lượng với cấp dưới. Tuy nhiên nếu phạm sai lầm thì thường bị sử phạt rất nặng

## Cảnh giới thuật pháp

### Cảnh giới

1. Lệ thị Nhị kiếp Thiên đạo Trúc Cơ
2. Nhất phẩm Kim Đan
3. Thượng phẩm Tiên Anh
4. Cửu kiếp Hóa Thần
5. Đại đạo Phản Hư (ch1621)
	* Phản Hư hậu kỳ. (ch1665)

### Công pháp

* Chủ tu Hồn đạo
* Nắm giữ Đao đạo, Giấy đạo?, Trận đạo, Khí đạo (Tu được đến Kết Đan đỉnh phong)
* Thiên Nữ Bí Kỳ Nguyên Ma Đại Pháp -> Lục Dục bí điển

### Pháp bảo

* Trấn Hồn Độ Kiếp Linh
* Huyền Cốt Lăng Âm Chu
* Triêu Na hành cung

## Sự kiện tham gia

### Lộc tuyền thành 1

* Tham gia vào vây bắt La Tiều cùng thuộc hạ Trịnh Kinh Sơn. Bị Bùi Lăng đánh lén và song tu. Nổi lòng ham tài và đưa Bùi Lăng về Trọng Minh tông

### Lộc tuyền thành 2

* Bảo hộ Bùi Lăng về Lộc Tuyền thành sau sự kiện Ngoại môn thi đấu. Đánh thắng Tô Chấn Hòa và Chu Diệu Ly

### Thánh nữ chi vị

* Thành công ngưng tụ Thượng phẩm Tiên Anh leo lên Vạn tộc Huyết thệ, đạt được Thánh nữ chi vị

### Thiên ngoại đảo

* Bảo vệ Bùi Lăng sau khi Thiên ngoại đảo kết thúc. Giao đấu với 3 phái chính đạo chân truyền cũng như Thiên Sinh giáo chân truyền.
* Sử dụng bí pháp thôi động Triều Na hành cung chạy trốn khỏi U Tố mộ.

### Chính ma đại chiến

* Truy sát Kiểu Tử Quang, sau đó thua Yến Minh Họa. Trở về bế quan

## Phụ thuộc

### U hồn thị nữ

* Hiệu Nghê
* Vụ Liễu
Gen:Lock and Gundam: Twin-Verse Wiki

**Welcome to the Gen:Lock and Gundam: Twin-Verse Wiki!**
The Gen:Lock and Gundam Universe Database is a wiki full can edit, full of characters, comic books. anime, and movies!

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

## Important articles

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