recursal/Fanatic-Fandom huggingface dataset:
The Frozen Judgement (spoilers)

*(Entries from a tattered and rime coated journal)*

> *"It has made contact with me again. It speaks to me in dreams, speaking in abstract images and ideas. I’m not sure if that’s because it has difficulty communicating with me or in general. I assume that if I entered into it’s service I’d have a better grasp of what it desires from me. I...don’t know if I want that. A lot of what I see is a frozen wasteland a desolate land of ice and snow but every time I get a sense there is something more...something hidden beneath the surface. It’s...like a song, but I can’t hear the notes. Should I do this??? -We have made the pact. It is clear to us now. We are...lonely? No...We are...alone...Maybe. We are kept from the others and so we seek others in kind. We want...more...is it a family we desire? Are these things we want friends? Possibly? These feelings we are feeling are strange and different from what we were used to. We can feel our body changing...We are changing. We have given too much. We have taken too much. We have err’d. We will not last long, but We wish to stay. The Others won’t...Listen. They do not care for our Observations. -This is our last entry. We understand little of Ourselves but know that We are watching. We are ephemeral. We exist Outside and Inside. We will have to seek Others. Guide them. Watch Them. Instruct Them. Judge them. Anchor. Nexus. Bridge. I...am sorry. Good...bye."*
>
>
Jeffy (week)

## Jeffy

Were you looking for another similarly named character or week?

The **Jeffy** the koo man week is the first set of levels in the Vs. Jeffy mod.

## Overview

### Antagonist

**Boyfriend** faces off against **Jeffy**, the teenage child of **Marvin** & **Rose**.

### Location

Week 1 takes place in Jeffy's Room. This location is inside the SML House.

### Tracks

1. Doh De Oh
2. Pencil
3. Bang Em and Slang Em
Nightstar's Past

**Nightstar's Past** is a book about Nightfur, an important character to the Warriors: Eclipse Territory series.

## Summary

Nightkit, a kit born in Riverclan in the Lake Territories is the key to surviving the twolegs on their manhunt for more and more land. The only place for them to go is the Eclipse Territory, but will they make it out alive in time to have their lives put out in order?

## Publication Information

This book is to be published on 11/24/21. This date was suggested but it is not actually what might the date be. This book was the last book of *The Clan's Past*.
Of Blood and Kin

## Amenni

* Go to: Amenni

The most populous race of the Kryat Arcaneocracy, though they have spread far and wide.

## Holda

* Go to: Holda

One of the most widely spread races of Tar, many of the citizens of Sundevalda claim Holda blood.

## Kahl

With pointed ears and violet eyes, the Kahl are a seafaring race originally from a distant land. They are now the most populous race within Kurim, vastly outnumbering the native Kurimi.

## Kurimi

* Go to: Kurimi

The natives of Kurim, these pale folk find themselves as a minority in their own nation.

## Kryask

* Go to: Kryask

A race of conquerors hailing from the frozen North, the Kryask are now the undisputed rulers of the vast Kryat Arcaneocracy Fair of skin, light of hair, tall of stature, and golden eyed, the Kryask easily fill any room they choose to occupy.

## Soulscribed

* Go to: Soulscribed

The phenomenon in which more than one soul, sometimes quite a bit more, is tied through Pledgebinding into a single body.

## Svila

* *Go to: Svila*

Hailing from the Thousand Hidden Families who rule the Empire of Tal, the Weavers of Silk are masters of Dreamcraft.
The Lord of the Infinite Mirror (Spoilers)

The **Taker of Names** dwells in the spaces in between, in mirrors and stolen reflections. Children's tales tell of the **Facestealer**, who will trade power with the unwise in exchange for their visage. The tales about them are as infinite as the names they bare, and all of them are lies, and all of them are true. They are the **Spider of Masks**, carefully spinning their web of porcelain and soul. They are the **Echoing Laughter**, the aftermath of a great working of Pledgecraft gone horrifically wrong.

## Appearance

Trying to describe the appearance of the **Thief of** **Memories** is a pointless exercise. They are not of this world, and even the most skillful summonings cannot fully make them manifest. When they do appear, they appear only in reflection, usually just at the edge of perception. Smokey mirrors, still ponds, shattered glass upon the ground, any and all might contain the **Dreamweaver's** visage. That visage is an ever changing thing, for the faces they can summon are as infinite as the names they wear.

## Aspects

The **Thoughtstealer** holds pacts with many powers, but given their predilection for tying themselves to the Fey, they are most likely of that origin. They are associated with memory, dreams, and illusions.

## Bindings

House Melifloran is known to have frequent dealings with the **Reaver of Minds.**

Many Soulscribed of Nuravia claim the **Shattered Visage** as their patron.
Murkyloft

Flanking the long collapsed banks of the Merilang, Murkyloft is a District of flooded towers and crumbling foundations. Many of the buildings in this District have long since begun to sink into the mud, water bubbling up from the ground to turn the streets into muddy canals. Yet the people have remained, building ramps, bridges, or merely pushing boats and gondolas between the still standing towers.

## Aspects

### Fleeting

* A change in the wind (Edgewazzar)
* Muttered whispers of grim tidings (Edgewazzar)
* Blood in the water (Northbend)
* The unending gloom (Northbend)

## Neighborhoods

### **Northbend**

* Controlled by: House Isillideras

The Northwestern edge of Yosthavem, Northbend lies mostly in ruins. The ground is soft and soaked through from the Merilang, and whole blocks of the District lie submerged. The fog off of the river is oppressive and almost unending there, an oppressive blanket of grey that mutes sight and sound. Yet many people still live within those half sunken ruins, using small boats to traverse from place to place during the day. House Isiliideras maintains a significant presence here, and their Housebound soldiers and Oathsworn ensure that what might otherwise be a fairly lawless district is relatively orderly and peaceful. Most of the locals are simple fishers, though the neighborhood plays host to a number of small nighttime markets, lanterns bobbing up and down in the mist to signal to passers by. The waters are not exactly safe to traverse at night, and so a host of makeshift bridges, rope ladders, gangplanks, and walkways are constantly being constructed to make the buildings at least somewhat traversable.

### **Edgewazzer**

The line of what is Edgewazzer and what is the much larger Rotter's Gate is not always exactly clear, though generally it falls along the raised stone terrace of Agilulf Road. Edgewazzer is on significantly drier ground than Northbend, the result of some of the neighborhood being on sleight hills and mounds, but drier does not mean dry. Folk can traverse Northbend mostly on foot, so long as they aren't particularly attached to their footwear and clothes remaining unsoiled. Buried in mist from the Merry Murk, the district is filled with mushrooms plantations, both larger scale operations and small family farms, providing a not small share of the food which goes to Rotter's Gate. Farmers and fishers mainly populate the neighborhood, taking their wares further South along the river when their boat's are full.
The Oathsworn

The most feared agents of the Great Houses, the Oathsworn are the eyes, hands, and (oftentimes) the knives of those they serve. Craftsfolk one and all, they wrap themselves in potent **Mantles** bound to their House, traditions of magic that enable them to draw upon far more Craft than any mortal could conceivably hope to procure over a lifetime unaided. Typically adept in intrigue and violence, they engage in a constant low level shadow war with one another, the **Dance of Houses** carried out with brutal efficiency. For the Oathsworn, efficiency is key, for their plots must never severely weaken Sundevalda as a whole. The nation must remain strong in the face of Kryat ambitions, even if it is never truly unified. Slitting the throat of a rival House's Oathsworn and letting their Craft bleed out into the cobblestones weakens not just the House, but all of Sundevalda. Those guilty of such wanton and wasteful behavior soon find themselves stakes and drained by their own House to pay the **Blood Debt** for their crimes.
To'Chall

A race of conquerors, hailing from the frozen North, the To'Chall are now the undisputed rulers of the vast Kryat Arcaneocracy.

## Appearance

The To'Chall are a tall and fair-skinned people, standing a head taller than most other races. Broad of shoulder and strong backed, they often present an imposing visage, and are universally possessed of golden eyes. Their ears are pointed, and they favor long hair that is often kept in braids.

## Traits

Potent spirit binders and warriors, they have spent the last 300 years sweeping over their far more populous Southern neighbors like an unstoppable tide.
Olexa Hajek

One of the Kurim, Olexa has called Yosthaven home for nearly a decade. He is a curious sort for a Necromonger, having long ago given up the corpsetrade for stranger pursuits. He styles himself a Plaguehunter now, investigating the sources of some of the most foul Craftborn pestilences that torment Yosthaven. He's made quite a fortune off of it, more than enough to remain independent and turn down any House's offer to attempt to bind him. Shanar was at least polite enough in their offering as to not put the man off. He isn't Housebound, but he's certainly more than willing to do business with them if they ask nicely.
Marvin

* Fraud & Demented
* Run!!!
* Fraud & Demented (Old)
* Run!!! (Old)

## Character Icons

* V2.5
* V2.0

**Marvin** is one of the main characters in the SML series. He serves as the playable character in Drawing Jeffy's week.

## Appearance

Marvin appears to be slightly taller and more clearly middle-aged with visible and pronounced sags below his eyes and his bald spot is more visible. His attire is also different; he lacks a cap, he wears blue trousers instead of overalls, and his red shirt is now short sleeved and paired with a blue work tie.

## Gallery

Static idle.Left pose.Down pose.Up pose.Right pose.Death.Retry.Static left pose.Static down pose.Static up pose.Static right pose.Static miss pose.Static death.Static retry.Run!!! static idle.Run!!! left pose.Run!!! down pose.Run!!! up pose.Run!!! right pose.Run!!! left miss pose.Run!!! down miss pose.Run!!! up miss pose.Run!!! right miss pose.Old static idle.Old sprite sheet.Run!!! static idle.Old Run!!! sprite sheet.Old Run!!! static idle.Old Run!!! static left.Old Run!!! static down.Old Run!!! static up.Old Run!!! static right.Old Run!!! static left miss.Old Run!!! static down miss.Old Run!!! static up miss.Old Run!!! static right miss.
Krissa Bartos

One of the best shipwrights in Yosthaven, Krissa has been plying her trade within the port city for the better part of four years. A recent immigrant from Kurim, she still speaks in the heavily accented pidgin of Hondan, Kryat, Talish, and Kurima that is the lingua franca of the docks. She prefers to be freelance, taking contracts for herself and her small crew from the Houses and Merchants at her leisure. Her work is in high demand, so she doesn't hurt for opportunities.
Mistress Ingard Lenn

Ingard is the Mistress of the Lamb's Folly, a tavern and brothel within the Harbour Ward. The Lamb's Folly is centrally located near some of the largest docks, and is a central hub for most of the sailors and dockworkers coming off the ships. As such, there are few within the city more keyed into the news and gossip coming off the docks than Mistress Ingard. Specifically, she makes it her business to know the name of every ship, and ever captain, that graces Yosthaven.
Destroyed!Sans

Destroyed!Sans is the ultimate destroyer of the multiverse

art by dreambff

## Backstory

**Where there is life, there is destruction.**

Omni X sans created Destroyed!Sans and added to the Omegaverse event, Destroyed!Sans is the embodiment of destruction, his mission is only to destroy and also destroy OmegaTale and kill OmegaTale!Sans and his lvl has reached lvl 999 and he has become a god of destruction.

## Profile

### Apperance

His appearance is similar to classic but his jacket is half blue and red, his shoes are blue, he has black tentacles, what's wrong with his right eye, and his right eye is blue , red, purple and white

### Personality

His personality is similar to Dust, Killer, Horror, Nightmare, error, Cross, Infected.

### Ablities

#### Red knife

99999999999999 times stronger than chara and killer sans knives

#### Blood Axe

Stronger than both Horror sans and Infected sans' ax 9999999999999999999 times.

#### Black tentacles

This tentacle is 999999999999 times stronger than Nightmare sans' tentacle.

#### Destroyed Blaster And bone

More than 999999999999999 times stronger than Dust Blaster and Dust Bone of Dust Sans

#### Purple strings

Stronger than Error Sans cable 999999999999999 times.

#### Destroy Breaker

Stronger than Infected Sans' God Breaker 999999999999999 times.

## Transformation

### OMNI-DESTRUCTION

He knew he would be easily defeated so he continued to search for the evil sans and also the god sans to become stronger, after a while he activated his form. He named this form "Omni-Destruction" because he killed the evil sans and the god of destruction sans.

## Weakness

**Food:** Destroyed! Sans didn't eat anything these days, so he had to look for food

**Code404:** Destroyed! Sans is afraid of Code404 because he has all the codes of all other 404s so he is afraid and dare not kill Code404

**Omni X:** Omni X has the ability to erase and he won't dare to do anything to him again

**Positive emotions**

## Relationships

### Omni X (the creator)

He took the code of Dust, Killer, Horror, Nightmare, Error, Infected and other evil sans to create Destroyed!Sans.

### KingOmegaverse (enemy)

He hates KingOmegaverse because he stopped him from destroying Au

## Funfact/Trivia

* Destroyed!Sans loves ketchup (yup is still the same as classic)
* He considers the Omegaverse to be his master
* He hates KingOmegaverse
* Destroyed!Sans loves Core Frisk
* Master Sans and God are also his enemies
The Barrowgardens

Outside the walls, the Barrowgardens is a District shared between the living and the dead. Many of the farmers and woodsfolk who tend the Northern fields live here, drawing forth what life sustaining sustenance they can from the choking woods that surround the city. Their homesteads and garden plots are woven around and someimes through the man graveyards that fill this District, miles of land often surrendered to the dead. Yet not all the dead are still, and the hands that tend the fields and the feet that patrol the lone stone walls are more often those of **Revenants** than mortal flesh. The people of the Barrowgardens are generally poor, but they have learned the value of pouring what **Melucrum** they earn into the construction and maintenance of such creatures.

## Neighborhoods

### **Grabtide**

The Westernmost neighborhood of the Barrowgardens, Grabtide is separated from the larger district by the Reihengrab. It is principally a neighborhood of the dead, with white marble mausoleums in the traditional Holdan style so tightly packed as to almost choke out the earth. There are a few residential neighborhoods here, grey stone apartments rising over the tide of white marble, but even these serve the dead just as much as the living. Those who choose to live in Grabtide are the stone masons, diggers, and Thanurgistically inclined Craftsfolk who earn their Melucrum in the District.

### **Harrows**

Squarely between the Reihengrab and Sunna Way, Harrows is a study of contradictions. The Eastern half of the neighborhood is devoted to life, home to the farmer's who tend the Northern fields and transport the product of their labors into Yosthaven via the Sunna Way and through the Sun Gate. Rather than the tall stone apartments that characterize most of Sundevaldan architecture, many of the buildings in Harrows are long low halls of stone, serving as both warehouse and apartment for those who exist there. The contents of these Arbeithalls, as they are known, is as varied as the neighborhood itself. For while the Eastern side of the neighborhood is dedicated to growth and renewal, the Western half is dedicated in service to death.  The Arbeithalls there are filled not with grains and vegetables, but graves, white marble for the construction of mausoleums, or even stockpiles of slumbering Revenants.

### **Morgantide**

Morgantide is a small neighborhood, a collection of single family farmsteads, woodsfolk huts, and a few small mercenary companies whose activities are centered around scouting and patrolling the woods of the Southern Vale. Revenants are a common sight, tilling the fields or standing guard, eternal watchers with rotting eyes facing the horizon. A few mausoleums are dotted here and there, but none of the Arbeithalls found in Harrows.
The Camp

It would seem strange that citizens of the Arcaneocracy would be allowed anywhere within a hundred miles of Yosthaven, and yet the advancing Kryask invaders drove many peoples before them over the course of the **Unification**. Many fled into Sundevalda, and many of those have found their way to Yosthaven. Yet generations of Kryat incursions and assaults of Craft have left their scars upon the city, and upon the psyche of its citizens. Amenni who flee to Yosthaven aren't killed on sight, but they certainly aren't trusted, for too many of the Arcaneocracy's refugees have proven to be double agents for any to not be treated with the deepest of suspicion. Thus, The Camp, a slum of patchwork tents and lean-tos outside the Eastern walls of the city. From there, Those who prove themselves useful or trustworthy can earn places elsewhere in the city, or else uncover ways to sneak in. The Camp does possess a gate that leads through Pirika's Wall, and while it is usually open, the defensive Wards in place make its use a deadly proposition for most.

## Aspects

### Fleeting

* Cousins of the trade
* An uneasy peace
The Old City

High upon the hill, the Old City is an imposing mesa of black stone, twisting towers, and endless tunnels. There is no place within the city where one cannot see it, for even the lowest of its structures has its foundations rooted high in the stone.  The architecture of that place is like nothing else within Yosthaven, coiled designs that look to have been grown out of the rock rather than carved. High arches and towers that are all curves and alien angles, rather than the straight lines and hard corners that dominate the rest of the city. No doubt, that fact fuels the rumors that the Old Capital predates Yosthaven, and likely predates the Sundevaldan themselves. Whoever built it, or fashioned it, their names are long lost to even the learned Gods of the realm.

Wider than it is tall, the Old City is claimed by House Yassir. Yet even that mighty House is not large enough to have mapped every inch of the district, let alone control it. The exact location of the Great House is a mystery kept from all but their Housebound, for the paths into the Old City are many and winding, and it would be astronomically expensive to attempt to bar, patrol, or ward them all. Far more efficient to hide the House itself, and rely on the House's reputation to keep out interlopers.

## Aspects

### Lasting

* Ancient Craft, beyond mortal ken
* Hidden tunnels twisting through the basalt

## Neighborhoods

### The Tunnels

* *Controlled by: House Yassir*

The base of the basalt mesa is pierced through with winding tunnels, hidden doors, and secret passages, and windowless chambers. Some of these are publicly known, but few dare to venture through except for the Housebound of Yassir. The Great House has claimed the Old City, but claiming and holding are two different matters. Rumors abound that far worse things than the Red and Black stalk the dark depths, though given House Yassir's reputation for rumormongering, the truth of any of it is impossible to verify.

### The Citadel

* *Controlled by: House Yassir*

At the top of the Old City is the Citadel, a castle of black stone carved from the rock. The architecture of the place is like nothing in Sundevalda, or any of the known world, and predates the arrival of the Holda. The normal aesthetic of spires and domes is nowhere to be seen, the walls instead jagged things that seem to be grown whole from the mesa rather than cut. It is the home of House Yassir, and has been since the city's founding.
The Capricious Healing (spoilers)

(From a torn a scarp of paper)

> *"I’ve seen one of them SoulScribed just wanted the woods, laying hands on wounded friend and foe alike. Their eyes glowing green and a heavy wind whipping around them as though they were the center of some kind of crafting. Many of the wounded just got up, but...they were changed...Different some how? Whatever healing they got it may have brought them back, but they were changed….and it seemed like...the SoulScribed changed too. What worries me the most was the way they were alughing...like a mad dog...and the Song…I can’t get it out of my damned head now…."*
>
>
The Muse of Artifice (Spoilers)

The Muse of Artifice, also known as the Painterly Potentate, is a reclusive fey who takes particular interest in Metalwork, Art, and Mechanical oddities. She is fascinated with mortals and their vast utilities, both with each other and of the materials provided to them. She has a particular fascination with hands, and the tools they wield.

Unsurprisingly, ideals of beauty within her realm are much more diverse than in mortal cultures. As a general rule, if it is possible for a creature of the world to see beauty in something, no matter how atypical such a conception might be to those outside her denizen, then it is beautiful. There are those who still wonder: What is the nature of beauty in the eye of an Aberrant? Her servants search the realms looking for such answers. Her hidden truths lie within the souls of the beauty she drains or entwines with her contract bindings. She has come to the conclusion that mortals desire self-destruction, and she plans to help them with that as much as possible while also bringing strange and beautiful new things into the world.

**Appearance**: It takes extended mental fortitude to look upon the Muse of Artiface, as she continuously molds herself into the ideal form of beauty.
Kurim

Soulcoins are the lifeblood of Tar, that potent mix of currency and Craft, yet nowhere is that more true than among the Necromongers of Kurim. The stained red sails of Kurim oarships are a common sight in every port, from neighboring Kryat to distant Warghamia, no place is too far for the Necromongers to haul their wears.  For the undead **Revenants** bound with Craft to the oars need neither wind, nor rest, nor pay, nor food to pull their merchant captains across the sea to the farthest horizon. The Necromongers have perfected the Craft of their Necromancy to an incredible degree, for while a Tal Cog might indeed outrun a Kurim Oarship on any given day, with a Craftbound Elemental pushing it forward against wind and rain, the incredible cost in Soulstuff of such an endeavor would cost renders it out of the question for any but the most dire circumstances. If speed and stamina is what is required, better by far to hire a Kurim vessel for the job. Their virtual monopoly on high speed sea trade all but secured, the Necromongers have grown fat off of the trade of the wealth of other nations.

## **History**

Kurim is one of the oldest nations to have survived, though it is vastly changed from what it was 900 years ago during its founding. As empires waxed and waned about them, the Necromongers of Kurim developed their trade, becoming the invaluable merchants to all. Close to 500 years ago, the Kahl began to emigrate in mass to Kurim. What caused the sudden mass migration is a matter for the Loremasters, and one might have expected significant conflict between the two races, yet such conflict largely did not occur. Both seafaring races, the two blended almost seamlessly together, Kahl shipcraft and Kurimi Thanurgycraft creating more together than they ever might have apart.

Not that they have been without conflict. 250 years ago, the **Unhallowed Lord** Irrideth Haduun attempted his own version of the **Unification,** seeking to unite the Consortiums against what he correctly perceived to be the rising Kryat threat. His war of Unification was a miserable failure, the Haduun Consortium broken up and devoured by the others in a matter of seven months. In a way, he saved Kurim, for the Great Quorum between the various Consortiums that formed as a result of his aggressions might be fractured and cut-throat, but it has been able to present a unified front to an Arcaneocracy incursions.
The Night Collector (Spoilers)

The Night Collector gathers and trades in stories and memories most of all, and her motives are particularly opaque even for one of the Fey. She has single handedly both angered and subsequently soothed more gods then most can ever name. She has her own debts to pay, and is a master of Craftbinding and the origins from which it came. She weaves clauses and subclauses into her contracts that seem mundane at first, trading a story, a scene, or a thread in exchange for something that can’t easily be duplicated, such as a memory, a voice, or a treasure. Yet as the contract unfurls, the intricacies of her wordings and magic manifest. The Night Collector is the kind of fey who isn’t your enemy, and is really only your ally because you’re so very destructible. Enthusiastic interest can be just as bad as motivated opposition, as a mortal too eager to enter a contract will find. Well known for her love of secrets, trading, and her ever-moving quill. Mortals are always hoping they're getting the better end of the deal: That triumph is in a contract that remains to be seen.
Mother Kinopio

Mother of all Toads!

*"SUPER RADIATION"*

**Mother Kinopio's Most Powerful Ability**

**Mother Kinopio** is the mother of all Toads, Also the strongest leader of the UnTeam. She is also an good mastermind who hopes someday that she can save the UnUniverse. She is also Good at a level OVAR 9000!!!, except for the fact that she is fighting against Count Bleck.

History

She is Born in somewhere maybe like that, years passed THE WORLD IS IN DA DANGER, the lazor guns keep SHOOPING DA WHOOP, the troops KEEP FIRIN' THEIR GUNS, so the only way to do is join the UnAnything Team and for saving the world, and they did it

Trivia

* She has new dress because her old dress is too Small
* She does have weapons but not been shown

 Lower Class
 Former Members
Calendar

## A Year Under the Faded Light

* 320 days a year
* 8 months a year
* 4 Tendays a month

## Tendays of the Week

* Moonday
* Seconday
* Thirday
* Fourthday
* Markday
* Sixthday
* Seventhday
* Eighthday
* Ninthday
* Tideday

## Months of the Year

* Summer
	+ Keeping
	+ Suntide
	+ Solace
* Fall
	+ Bounty
	+ Eveningtide
	+ Reaping
* Winter
	+ Whispers
	+ Moontide
	+ Seeding
* Spring
	+ Tithing
	+ Morningtide
	+ Burrows
Mantles of the Craft

## Craft

Magic is the currency and the lifeblood of Tar, far more valuable to its people than any precious metals that might come from the earth. Almost every society trades in **Melucrum**, physical manifestations of the bearer's soul that can be empowered and then traded away for goods or services. Most generate very little soul stuff on their own, certainly not enough to pay for their daily food and lodging. Those seeking to grow potent in their Craft must do so by binding themselves in contracts of increasing complexity to others bearing strong **Mantles**. **Craftsfolk**, Priests, Mage Guilds, Great Houses, Demons of the Abyss, ancient Dragons, or even Eldritch Gods, all are engaged in the constant trade of Craft and souls. It is a delicate balance, for a bad investment gone sour can drain the **Mantle** of even the most powerful God dry, leaving them nothing more than an empty and souless husk.

## Mantle

Every intelligent creature possessing a soul, from an omnipotent God to the most soul starved peasant, is in possession of a **Mantle**. Mantle is an intangible force, the sum of one's knowledge of the **Craft** magnified by the strength of the soul stuff gathered through pledge, bargain, or merely raw force of will. Thus it is both knowledge of the Craft, as well as **Meluc** and power gathered up. This duality is hard for many to understand, the idea of it being both one's magical tradition and the sum of power one has acquired. A rich merchant would have a vibrant Mantle, but might not have any knowledge of the **Craft** to shape it into anything more than **Melucrum**. Conversely, a wise and skilled Mage might find themselves depleted of **Meluc**, their **Mantle** weak and vulnerable despite their knowledge and expertise.

The knowledge of a **Mantle** can be taught, the strength of a **Mantle** can be traded or stolen. Wizards teach the secrets of their **Mantle** to their apprentices, and might even empower them with **Meluc** if they find them a worthy investment. Every Priest within the Thearchy of Parinmaa shares a **Mantle** with their Temple, drawing on their Gods or Goddesses to empower it. Similarly, every Housebound of the Great Houses of Sundevalda does the same, powering them with the oaths and wards that bind them to their House.

## Soulcraft

* Go to: Essence of Soulcraft

Even the most lowly common folk of Tar are possessed of at least a little magic, a few household spells and charms that are the very core and foundation of their identity. Most jealously guard the secrets of this magic, as for many it is the closest thing to wealth that they will ever know. Casting such magic is expensive, burning soul stuff that is far too slow to replenish. Yet some find a way, working everyday Craft into their life in such a manner as to always acquire more than they spend. These unique spells are known as **Soulcraft**, rituals of Craft that can be divined and stolen only from one whose soul has passed on into death.
Beanley

> Yeah, but I will! HYAH!!
>
> Beanley introducing himself after Finn spares Ankarstian

Ankarstian (mortal enemy)

Beanley is an Eversiscendant and member of Grogor's Royal Guard

## Profile

### Appearance

Beanley resembles a string bean with arms and legs. Kitted out in armour (around his arms and legs), Beanley has a chip embedded into his head.

Beanley is armed with a long spear.

### Personality

A sadistic trash-talker, Beanley makes quick (and long-lasting) grudges. His only real friends are the other Eversiscendants. Beanley is against all forms of sex and women.

Beanley had a chip implanted into his brain by Grogor. While Beanley isn't fully controlled by Grogor, it does allow Grogor to make him more accepting of Grogor's endeavours of free love.

## History

### History

Beanley - along with the other Eversiscendants - were swiped from space and time by Grogor and deposited into the "Duskner". Shortly after arriving, they were recruited into Grogor's royal guard along with Finn. According to Grogor, it took a while for Beanley (along with the other Eversiscendants) to learn not to tear Finn limb-from-limb.

### Main story

After Finn decides to spare Ankarstian - along with her friends - Beanley jumps out and tries to stab Ank (although he does aim for Finn). Thankfully, Finn's armour deflects the blow.

A battle then ensues. In the aftermath, Beanley is forced to retreat - dragging Finn along with him.

Once Ankarstian and company reach Grogor's palace, the Eversiscendants appear to try and kill them. This leads to a battle - with the Eversiscendants losing. Beanley is then used as a battering ram.
Kryask

A race of conquerors, hailing from the frozen North, the Kryask are now the undisputed rulers of the vast Kryat Arcaneocracy.

## Appearance

The Kryask are a tall and fair-skinned people, standing a head taller than most other races. Broad of shoulder and strong backed, they often present an imposing visage, and are universally possessed of golden eyes. Their ears are pointed, and they favor long hair that is often kept in braids.

## Traits

Potent spirit binders and warriors, they have spent the last 300 years sweeping over their far more populous Southern neighbors like an unstoppable tide.
Kurimi

The natives of Kurim, these pale folk find themselves as a minority in their own nation.

## Appearance

Kurimi are small of frame, typically fair to pale in even the sunniest of circumstances. Their countenance is usually angular, with bright blue, white, or gray eyes. Kurimi hair is typically dark, but quickly turns silver and eventually into white at a much younger age than other races. The generally anemic appearance is due to many centuries of life in a land that is largely devoid of direct sunlight.

## History

The Kurimi people are inextricably tied to the development of necromantic Craft. For nearly a millennium they have been influenced by a daily walk among the dead. In their earliest history they were captains of industry and masters of sail. The mercantile society that developed became obsessed with the pursuit of wealth, and like many of their neighbors, they pursued their goals using Craft with little regard for the consequences on themselves and their land. The dead can toil endlessly in shipyards or other manufacturing, and Craftfire powers industry on a scale unimaginable in other lands.

Kurimi rarely bat an eye at the sight of a mindless Revenant working in their midst, a Vampire Knight patrolling their walls, or a necromantic ritual powering their homes. Their peers are just as likely to be sentient undead as flesh and blood Kurimi. Most have few qualms about the destiny of their own remains going to bolster the labor force shared by their community. The flesh, they say, can serve just as well in death as it did in life. The wealthiest even plan for their eventual transmogrification into sentient undead upon death. Many Kurimi learn life-extending Craft that can double or even triple their lifespans. These practices all make the wisdom of previous generations available to all, and the wealth typically enjoyed in twilight years to grow in interest for many, many decades. This availability of extended life Craft is beneficial for the dwindling Kurimi, for they are a the minority population of their land. The number of dead denizens is so numerous that the living population were long ago overtaken in number. Most of these teeming hoards are mindless Revenants, the corpses of criminals, prisoners of war, and the lower classes.

The Necromongers' Craft has a created a permanent pall over the land. Dark clouds of deathly industry block out much of the sky, and the physiology of the people has adapted accordingly. The general lack of sunlight is a boon for many of the undead who loathe the sun. This has had an impact on the ecology of the land, and agricultural products for the living Kurimi usually has to be imported in.
House Pravé

## Overview

While most of the Great Houses of Yosthaven keep to Elmrock, a few find reason to lay their foundations elsewhere. The Necromancers of House Pravé are one such, finding far sturdier roots among the graveyards of the Barrowgardens than any of the decayed protections the Somark's Road might offer. Bearing leather masks stained so darkly purple as to be almost black, the Oathsworn of House Pravé stalk the crypts and tunnels beneath the District they call home, drawing power from both the living and the dead.

## History

It was from House Pravé that the **Undying** were first made manifest, and their proficiency in Thanurgy is unrivaled anywhere outside of Duun'Rath. The **Revenants** of House Pravé are a wonder and a terror to behold, multiple souls bound together to create engines of Craft that are swift and terrible. More spirit than flesh, they serve as the House's guardians and enforcers.

## Domain

House Pravé is one of the many hidden houses that fill the city, their warded halls deep beneath the Necropolis of the Barrowgardens. Their duties mean that even stalking the lowest Housebound through the sepulcher tunnels of that dark place will often be a fruitless task, frustrated by endless forked paths and hidden hatches.
The Hill

Were it not for the towering black expanse of the Old Capital, the Hill would be the highest point on Yosthaven. In days gone by, the Hill was the closest thing the city had to a military installation, a series of barracks from which the Great Houses kept Tal mercenaries who were tied with **Melucrum** rather than oaths and **Craft** to the Houses they served. That ended twenty years ago, when Lithomancers bound in service to the Tieril Clan of the Kryask sacrificed themselves to erase the Hill in a single night. Shattering the wards of Pirika's Wall, they unleashed a deadly miasma upon the District. The choking mists corrupted flesh and dissolved stone, twisting the towers and melting them into alien versions of themselves. Though two decades have passed, the miasma remains, the power of the Kryat sustaining it despite the souls of Lithomancers who wove the dark Craft having long since faded to nothing. Strange, twisted things sometimes emerge from the crimson tainted mists, running loose in Greyrock before being put down by Housebound. House Driar appears to have claimed the District, for it is a rare occurrence indeed that they are not the first to respond to such incursions.
Myrnacryn Malchance (Spoilers)

Myrnacryn Malchance is a fey prince best known for his obsessive fondness of games, and holds himself to be exceptionally skilled. Master of mischief, he makes his way through the worlds without apology or obsequiousness. He does not expect to be beaten, and becomes outraged if defeated, whether its a simple game of evens and odds or a dynamic contractbinding. He takes gaming seriously, and likewise is insulted if an opponent takes it easy on him, attempts to cheat, or refuses to play. He is skilled at bluffing and a difficult opponent to read. He is careful, however, and will teleport to safety if his life is certainly in danger rather than fight to the death. He can summon a game board on a whim, and happily plays with new players. He wears exceptionally fine clothes in bright and clashing colors, and tends to chat calmly in a sing-song voice. While he tends to be irresponsible and whimsical, he does take good care of his holdings - if only to spite potential rivals. And no matter the size of the disagreement, it’s sure to become messier once Malchance takes a side. Whether he actually cares about any of the issues he champions or contracts he pens, or if they're just another game is a topic of much speculation: Is he trying to wreak havoc, or does he have a greater agenda?
The Burnt Absolution (spoilers)

*(A burnt scroll from within the Archives of House Isillideras)*

> *"I have taken to calling it the Burnt Absolution. It’s like a Fire. A cleansing Fire. It burns and roils within my body...no Within my soul. I can hear it’s Song in my mind. It gives me faint whispers. There are those who seek forgiveness and should be baptized by the Flame. Each Absolution brings it power. And in turn that power is Granted to me. It is...unlike the others we have studied. It seems like where the others want something or seek to reach into our World for whatever reason, The Burnt Absolution wants to pull things to it. The Flame is a rite that it uses. It consumes the Guilt. It’s transfigured by the Guilt. I am bound to it by pact, but it is...impulsive...impatient. I can feel myself in a similar manner of sorts. It spurs me to seek out the Guilty and offer them Salvation. But unlike some others, I am still in control. I can tap into it’s power and resist it’s urges. Of course, I’ve found that by offering up my own corpus to the Flame on occasion calms it down. Does that imply that even I am guilty of something? What does it truly mean to be guilty then? Is it all just prose? Or is it more than that? I need to know. I’m going to summon it into our World. I must understand, even if a part of it is bound to me, I need to understand the Source of it. I will detail my findings down below.."*
>
>

*The rest is illegible.*
Shigeru Miyamoto

*"WE DON'T NEED YOUR MONEY, MONEY MONEY MONEY"*

**Shiggy**

**Shigeru Miyamoto** (or **Shiggy** ALSO Enemy of UnTeam) is an old japaneese magician who works for Nintendo. He also created many guys and shames and posesses the second copy of Revival Machine (along with Napoleon Bonaparte and Nobody).

Before working for Nintendo he was learning magic from some random people. When he learned how to pronounce spells he started reviving good people's corpses. He failed and caused a zombie apocalipse in Ancient Japan which would be over soon, when Giant Enemy Crabs invade it.

He joined Nintendo later and started developing shames about some guy called Mario. Then he used magic to force people around the world to buy the shames. He became **RICHER** later.

After developing his magic powers he united with Napoleon Bonaparte to develope a device to revive people succesfully. After working together for some centuries they created the Revival Machine. Napoleon took the v1.0 machine. Shiggy added some changes and took the v1.2 machine. Nobody got the v1.1 machine. It was never seen by anyone.

After reviving a bunch of famous people Shiggy became very popular. Many people wanted Shigeru Miyamoto to become a new godlike dude but he refused. Instead he started stealing stuffs from the gods and giving them to poor and ill people. No god ever tried to get stuffs back (except for Superman. He is evil).

By the way, Shigeru Miyamoto is also a swordsman. He uses his sword to complete his ultimate quest: killing Link. People don't really know why but this must be to make the UnWorld a better place.

Trivia

* Somebody Will Mistaken Him as Doctor Clef From Webkinz

 Dudes
Soulscribed

The phenomenon in which more than one soul, sometimes quite a bit more, is tied through Pledgebinding into a single body.

## **Appearance**

The appearance of the Soulscribed is as varied and malleable as the Greater Powers to which they are pledged.  Careless Pledgebinders may find their eyes changed to strange and alien colors, or horns emerging from their skin, simple aesthetic reminders of the Pledges that bind them. Othertimes the changes are much more dramatic, and often much more intentional, bodies warping into something that no one would ever consider human.

## History

Despite the specificity of legal language and the malleability of intent, Pledgebinding is still more of an art than a science. Those who regularly engage in it with the Greater Powers can soon find more and more of their soul tied up with their patrons and clients, the pacts and agreements binding them leading to their existence being more of a shared experience than a singular one. Typically, this is an intentional process, with the Craftperson seeking out symbiotic arrangements for mutual profit. Typically does not mean always, however, and more than one foolish Pledgebinder has found themselves accidentally Soulscribed as the result of a deal gone sour.

## Downsides

Placeholder for Bloodcursed Disease

Cultural Write up
Greater Powers (Spoilers)

The known world of Tar, and specifically the worlds between reality, are filled with beings vast and terrible. Demon Lords, choirs of Celestials, unfathomable Eldritch entities, Courts of the Fey, and Elder Gods, all interact with and shape reality in the places they break through. Only a fool would engage with even the most minor of these greater powers without spending a lifetime mastering the secrets of **Pledgebinding**, yet the world is full of fools. The Greater Powers serve as power brokers and sources of **Meluc** to Nations, Great Houses, Concerns, and powerful Craftsfolk all. Those who overextend their deals and bindings soon find themselves Soulscribed, and that is if they are lucky.

## Known Greater Powers

* The Burnt Absolution (Eldritch Elemental)
* The Capricious Healing (Eldritch Elemental)
* The Frozen Judgement (Eldritch Elemental)
* The Lord of the Infinite Mirror (Elderfae)
* Myrnacryn Malchance (Elderfae)
* The Muse of Artifice (Elderfae)
* The Night Collector (Elderfae)
Amenni

Native to the Kryat Arcaneocracy, the Amenni are a conquered people.

## Appearance

Short and broad chested, with powerful legs and even more powerful lungs, the Amenni are well adapted to the mountains of their homeland. Most have thick red hair, bushy eyebrows, any man older than 20 winters would not dare to show his face in public without a well groomed beard. Baldness is essentially unheard of among the Amenni, with the common joke being that any without a thick mop of hair would likely soon freeze to death.
Little Nurav

The Bloodcursed are not an uncommon sight within Yosthaven, with enough of them having made the city their home that they have formed an enclave. The District takes its name from the Gate outside of which it rests at the base of Pirika's Wall. Originally a slum like The Camp, a great Craftfire raged through the District 37 years ago, killing hundreds. The Bloodcursed claimed the District as their own, and in the intervening years have rebuilt it in a manner similar to their homeland. Thus, despite being Sundevaldan, the Little Nurav is filled with buildings built in the Nuravian style. The most common are the curved wooden balconies surrounding the upper floor of circular, two story buildings.
Holda

One of the most widely spread races of Tar, many of the citizens of Sundevalda claim Holda blood.

## Appearance

   Holda have tan skin, thick eyebrows, dark hair, and even darker eyes. It is often joked that their cheek bones can cut sharper than the traditional short knife they all carry. They are shorter than the Kryask, but not so short as to be noticeable.
Borsig Railway Wiki

**Welcome to the Borsig Railway Wiki!**
Borsig Railway is a railway located somewhere in Wales. It was created by Jayden (UtahRaptorGamer) sometime in 2021 and is in the same universe as Dylan's (AbsoluteMisery's) railway.

Borsig Railway includes up to (unknown) trains as of right now. The current year is 1935.

## Gallery

Asher & Aster, sibling Garrets #6 and #7 that arrived to the mines in 1909.Andrew, tender engine #18 that was sent to the railway in 1909 and later transported to the mines.Aster buried in the snow. One of the reasons why Borsig Railway got sheds.Asher and Aster in their new shed, 1914Jeffrey, the last train of Borsig Railway for 15+ years.
The Golden Fiurstat

A small tavern nestled within a much larger building in Crowns, one whose purpose she'd need to wander out onto Gimma Street to divine. Its thick oak door is closed against the evening air, but one can see the soothing light of a hearthfire through the high windows, long and thin as they were. A Glyphsign over the front door proclaims the establishment as the *Golden Fiurstat,* owned and operated by Freya Horn.
House Pravee

## Overview

While most of the Great Houses of Drasir keep to Elmrock, a few find reason to lay their foundations elsewhere. The Necromancers of House Pravee are one such, finding far sturdier roots among the graveyards of Murkygate than any of the decayed protections the Somark's Road might offer. Bearing leather masks stained so darkly purple as to be almost black, the Oathsworn of House Pravee stalk the crypts and tunnels beneath the District they call home, drawing power from both the living and the dead.

## History

It was from House Pravee that the **Undying** were first made manifest, and their proficiency in Deathcraft is unrivaled anywhere outside of Duun'Rath. The **Revenants** of House Pravee are a wonder and a terror to behold, multiple souls bound together to create engines of Craft that are swift and terrible. More spirit than flesh, they serve as the House's guardians and enforcers.
Zirennis Imperium

The **Zirennis Imperium** was a major interstellar polity in the Usan Arm of the galaxy. It was founded in approximately 800 JSN and endured until 3741 SN wen it surrendered to the Galactic Alliance. At first an occupied power under the Alliance, the Imperium was formally dissolved and given full membership of the Alliance in 3812 SN.