recursal/Fanatic-Fandom huggingface dataset:
The Desolation

The Desolation is a vast peninsula located North of the Baolei Empire.

From vast fjords to wet plains and dense cold forests, the desolation would be beautiful to gaze upon if it wasn't for all the dangers it held. Many creatures lurk in these lands, from mammouths and giant saber-tooth tigers to nightmarish man-eating monstrosities.

Its entrance is guarded by a 50 miles long wall known as Saiyuan. This giant barricade was built hundreds of years ago by Baolei to keep the remaining northern tribes out of their territory.

Civilization has no meaning beyond the wall. There isn't a single well established town and those who inhabit these lands are various tribes of barbarians who descend from the early settlers of northern Baolei. They live miserable lives in this hellish place, persisting through sheer will and anger while forever holding a grudge against the empire which pushed them there.

While not a major threat as a single tribe, various clans will regularly gather in hordes to send attacks upon Baolei. At the entrance of the peninsula, countless battles have taken place at the Sai yuan wall. They send their men, women and various beasts they tame against the fortification to try and grind them until they break.

But these attacks have a cost, and many barbarians die each battle. Sometime the defenders even wonder how they find their reckless assaults even worth it anymore.

But as magic returned, they came back in full force led by shamans and other spellcasters to throw themselves against the wall. Each attack more devastating than the last, some say it is just a matter of time before they finally succeed in breaching in.
Zhinn's Muhl

## Archmage Zhinn's Muhl

This is a notable person within the city of Halcyon.

The head of council to the city of Wizard City, Zhinn's Muhl stands as Dreamer's Respite's leading expert in Divination and is responsible for orchestrating the majority of it's information collection. Rather arrogant, his main desire is ultimately for the success of Halcyon, and the care for his brother Sidium Muhl.

## History

Elected as Halcyon's Archmage of Divination in the year 795 after the passing of his father Fallus, Zhinn's Muhl was the first selected candidate for after the cities selection process was reformed into a more democratic one. With the advancement of magic and creation of items allowing one to stave off death beyond their natural life span, many of the younger residents hold the station of them and their brother with ire due to the inability to reach their position with the current system in place.

At Archmage Jakob's mysterious disappearance, Zhinn's Muhl was the target of scrutiny due to their inability to locate the missing mage, but ultimately retained office due to support from the other Archmages on the council. He never fully recovered from this failure with his specialty of magic, which caused his administrative performance to suffer for a couple years until they seemed to return with a vengeance leading the council with many additional legal safeguards in place.

## Tower of Divination

Kept immaculately clean with furniture and furnishings always in its proper space, the main color scheme is of royal purples with pools of water present in nearly every room. At times the tower randomly go under lockdown with no word or warning to the neighboring residents, while other times the doors are left wide open despite torrential weather and windstorms. When natural events occur, the tower of Divination always seems to come out unscathed or with minimal damages.

## Current Era Involvement

Charged with safeguarding a powerful artifact known as the Primordial Symbol retrieved by the adventurers Ebonfeather, Karena, Ta'Ahrik and Yoshiro, the relic was nearly stolen by the Sin of Envy masquerading as one of the retrieving adventurers. The attempted heist was thwarted when Nizzix caused the symbol to prematurely activate and shift planes, disrupting the wards and enchantments on the tower of the Archmage.
Flamberge Frinston

This is a notable person within the city of Charon.

Flamberge Frinston is the owner and manager of The Lucky 7's Casino, and is known for his fiery temper and willingness to do most anything to make a gold piece. Wicked to the core, and protected by a team of bureaucrats and lawyers, Flamberge often operates on the edges of the law. A Loan Shark and a Charlatan, he has his fingers in almost every criminal enterprise in the city, and is not the man one would want to cross. That being said, he rewards his underlings lavishly, and inspires diehard loyalty in those who follow him.
Rena Heavenbound

This is a notable person within the city of Charon.

Rena Heavenbound is the owner and founder of The Heavenbound Hospital for the Needy, one of the main medical facilities of The City of Charon. Estranged daughter to a Noble Family hailing from the city of Ether to the east, few know the story of her upbringing, or how she ended up in The City of Charon. Known for her dedication to her profession, she is well liked by most all of the city's populous, in part for her natural beauty, and in part for her willingness to attempt to heal any patient brought within her Hospital's Doors.
Yishu

### Edicts

Seek beauty in all its forms. Hone your talents in order to bring beauty to the world.

### Anathema

Destroy beautiful things. Resort to violence when it can be avoided.

### Domains

Chaos, Knowledge, Liberation, Artifice, Water

### Sacred Animal

Koi carp

Yishu is the god of artistry, craftsmanship and spirit. His wishes are to cover the world in beauty and wonders.

## History

Yishu is said to be the youngest brother of Wushu. He was born after the war against the barbarians and the elves, which makes him the youngest god of Baolei.

As the soldiers came back home, they left their weapons to pick up tools and brushes. Focusing on more fruitful activities, Yushi was slowly birthed as a deity and embodied these new found activities by the people of Baolei. He began inspiring artists and artisans alike and as they listened to him, his followers made hymns of exquisite beauty, tapestries of impossible grandeurs and wonders of design.

Thanks to him, Baolei became a place of paramount beauty. His followers honing their skills and pushing their art always further. Nothing is impossible for those who pray to him as he gives them the encouragement they need to pursue their dreams.

From music, theatre, painting, sculpture, carving, sewing, dancing... all forms of arts are Yishu and he makes sure his followers believe in themselves to reach always beyond.

## Appearance

Yishu is represented as a man of impeccable physique with long black hair and a long smooth beard. He wears white robes which display an everchanging scenery of painted perfection. He is usually depicted holding an instrument.

## Relationship

As the younger brother of Yishu, he has an honorable relation with him. The followers of both religions actually have a great respect for each others and many choose to worship them equally.

## Church of Yishu

Yishu is worshipped by artists, artisans and creative folks. All skills ever invented are part of him and he teaches them by guiding the hands of those who believe in him and themselves.

He has many temples, and they are always both a place of worship and an exposition of art. Yishu also guides the hand of builders, who make sure each house, shop or palace is of beautiful craft.
The Surin Desert

The Surin desert is a hot and unforgiving desert. It extends throughout all of the "pig foot" of Suidae. In the North the desert evolves into a dense line of savanna.

   The Surin desert is filled with mystery. Throughout its dunes and rock formations can be seen many ruins. Scholars believe they are remnants of an ancient civilization that lived in this territory long ago. But information about them are very scarce and nobody remembers who they were. They are communally called the "Misri Empire".

While it is not sure how they lived and what caused their downfall, it is thought that they lived in a time when the Surin Desert was actually not as desert-like and much more verdant of a land. Regardless, a few dozen ruins have been excavated, but many surely remain to be found and searched.

A single river pierces the Surin desert in half. It is called the Ildartush river and is the largest and longest known river in the world. It is over a mile wide at its largest and ends in an immense Delta called the Kahdra.

The Ildartush is a perfect source of fresh water in this rather dry desert. As such, the vast majority of plants can be found around its path. From swamps to forests and wetfields. The vegetation can be very dense and go on for miles away from the river. The people living here have learnt to tame the water to irrigate their crops and activity is present all along the Ildartush.

It is on the path of the river that was built Mahakal, a vast city state which became master at trading. Although it is far from being the only settlement along the river. From entire towns and giant palaces to small huts and merchant outposts can be found all across the shores and green of the river.
The Pale Peaks

The Pale Peaks is a vast chain of mountains that extends throughout all of the North East of the continent of Suidae.

With heights that can reach over 6 miles high for the highest peaks and a length of about five hundred miles, it is by far the largest mountain in the known world.

The dwarves of Kargrim control the major part of the Pale Peaks, and they shaped it as they pleased. On the sruface, many paths and roads have been established between the peaks. In the underground, the "Peak's Bowels" counts thousands of miles of tunnels where Kargrim made both its settlements and mining. Only a few South Eastern peaks are owned by Cielargent, its people having established towns and villages along the mountainside.

Between the peaks of the North East lays a vast high altitude valley named the "Loreth Plateau". It is a freezing but beautiful valley, only accessible by a few paths that traverse between the peaks and a larger opening at the extreme North East. Inside this valley live various animals and plants who have all adapted to this freezing lifestyle, the temperature going above zero only a few months per year.
Mobius 'Walkins' Armstrong

This is a notable person within the city of Charon.

Mobius Walkins Armstrong is the founder and Headmaster of Mobius' Institute of Learning. A Human male in his Thirties, Mobius founded the Institute shortly after his father's death at the age of 17, using his inheritance to construct the building within a year. He is known to be Reclusive, however many of the townsfolk speak of his kindness. Mobius' office and residence can be found on the first floor of Mobius' Institute of Learning, and if not found there, he often frequents the Institute's library which he has made open to the public at large.
Lexie Gibson

It takes a while to get to know Lexie Gibson, but the two traits most people enjoy the most are that she's practical and relaxed. Of course she's also sociable, earnest, and creative, but they're in shorter supply, especially considering they're mixed with being deceitful as well.

Her practical thinking, though, is what she's often admired for. Friends frequently count on this and her friendliness whenever they need assistance or help.

Nobody's perfect, of course and Lexie has plenty of less desirable aspects too. Her ego and difficult nature do cause plenty of friction, much to the annoyance of others.

Fortunately, her relaxed nature is there to relift spirits when needed.
The Bedlam plains

The Bedlam Plains are verdant and fertile plains located at the South of Charon. Once the territory of the dreaded Bedlam state, it became part of the nation of Charon after its fall. The return of the magic however is beginning to change it drastically.

The Bedlam plains begin at the South of the Hydra river and continue down to the Southern shore. Generally peaceful and full of vegetation, small forests and lakes.

It used to not be the case however. Before the magic drought, it used to be a cursed and wretched place. The ritualists of Bedlam had changed the landscape into a repugnant flesh infected hell. People lived in fear of their necromantic masters who sometime used them as fodder for their nightmarish incantations. Throughout history, Bedlam as seen more than one conflict against Charon and Halcyon. But as the magic went quiet, the mages of Bedlam could not defend their land and were easily repelled by the now united nation of Charon.

The magic weakened, the plains went back to normal, and just a few years later Charon was sending people to populate these now purged and fertile lands. For 200 years, many villages and town were built. Agriculture and wood production became increasingly important as time went on and became big assets of the region.

But while the return of magic was a pleasant surprise for many, it became a poisoned gift for the people of the Bedlam Plains. The foul magic that had been washed away by its disappearance resurged. Demonic creatures of flesh and bones started appearing, the dead would rise again and feast on the mortals and long gone shady ritualistic circle resurfaced.
Beldroth

### Edicts

Respect nature and those who protect it. Be pacifist and provide to those who need it.

### Anathema

Seek war. Destroy forests. Kill animals without reason.

### Sacred Animal

Wild Boar

Beldroth is the god of nature, feast and harvest. He is the primary deity of the elves of Suidae and an enigmatic figure for others.

## History

Beldroth is part of the primordial deities of the world. He saw the dawn of civilization and helped sentient creatures survive cold winters. He is the one who taught the elves of Suidae how to dance and thrive in the forest.

Unlike the other gods of Cielargent, Beldroth's influence expands far beyond the frontiers of these lands. The elves living in the Verdant Jungle also worship him, albeit in a more primal state. This is due to his origins dating from the first instances of elven clans and tribes thousands of years ago.

The goals of Beldroth can be very cryptic. He seems to have a certain liking to those who live close to nature and punish those who destroy it. However, he does not seem to mind when people do it for survival or even to grant food or security to their close ones.

He is said to be very charismatic and jovial and demands that feasts, spectacles and dances be done in his name as it seems to both empower him and flatter his ego.

## Appearance

Beldroth is depicted as a tall and muscled man with copper skin and lines carved in his flesh resembling leaves. He has long braided hair the color of bark and a prominent jaw from which an assured smile never falters.

From the waist down however his body resembles the legs of a brown ram. He is said to be able to dance with such agility and grace with those that anyone witnessing it enters a transe from which they cannot break out until he ceases his representation.

## Relationship

Beldroth has no enemy as it is as inevitable as the falling leaves of autumn and uncaring to those who give no attention to him. All that counts for him is that forests flourish, mouths are fed and that his dance will go on forever.

The goddess Ranya has been rumored to enjoy his company, especially during summer season.

## Worship of Beldroth

There aren't many churches of Beldroth, as his temple is the forest and gathering in his name can happen anytime anywhere between the trees and bushes. To worship Beldroth is to dedicate your feasts, harvests and dances to him. To glorify his name and thank him for what he does for you.

His worship is very widespread within elven communities, but a great number of peasants of Eastern Cielargent have started devoting to him as well as his blessing brings bountiful harvests and vigorous cattle.
Trevia

Trevia is the patron god of family, household and hard work. She is the twin sister of the goddess Ranya. She instills strength and felicity to those who respect her edicts and it is said that her blessing grants longevity, happy marriage and numerous offspring.

## Trevia

### Edicts

Protect your family. Be a good husband, wife and parent.

### Domains

Good, Healing, Community, Fire, Protection

## History

Trevia is one of the primal gods of Suidae. Her origins are unknown as she is older than time itself and saw the rise of civilization. She is the twin sister of Ranya, the goddess of pleasure and beauty. Along with Beldroth, the twins are part of the primordial pantheon, the most ancient of the land.

Throughout history she has helped develop human settlements across all Suidae, guiding her followers to safety, abundance and fertility. As time passed and new deities appeared, her worship weakened on the continent, her church now entirely located in Cielargent.

## Appearance

Trevia is usually described as a tall and strong middle-age looking woman with indistinct features and generous curves. She has impeccable dark hair and soft ivory skin and is often seen wearing an apron. Her presence is said to be accompanied with a comforting smell of firewood, and each person's favorite homemade meal.

## Relations

As the twin sister of Ranya, their goals usually align. In fact, many worshippers venerate both goddesses. It is however not always perfect. They tend to agree on many subjects, marital duty aligning with mutual pleasure being one of the prime exemples, they also sometime have their disagreements. It is the case for libertinism, which Trevia considers in conflict with family stability, or the pursuit of beauty to the detriment of your loved ones.

Trevia seems in decent terms with the other gods of Cielargent. None of them really going at odds with her principles. She however finds Marthell a little ruthless.

## Church of Trevia

The worship of Trevia is more widespread within the rural populace. She is the goddess of home and shelter, and brings warmth and comfort to her children's house while fiercely defending their property. This is the reason people living at the edges of forests, remote places or small communities are very kin on asking for her protection and care.

While there are churches built in her name, they are not very numerous and usually located in the largest cities. However, most villages have at least a shrine dedicated to her but this is not necessary as to commune with her, her worshippers usually do it from their own home. They light the fireplace and pray, throwing spices and fragrances to the flammes. A common custom is to keep a small part of diner's meal to be burnt in the fire as an offering to her.
Neufchatel

Neufchatel is a vast city of white stones and gold. It is the capital city of the Federation of Cielargent as well as its political and cultural center.

The city was built after the Great War when the noble houses made peace and created the nation of Cielargent. It is a symbol of unification and enlightenment. The crown jewel of the nation where scholars, nobles and pilgrims gather.

## Characteristics

Neufchatel was build on the cristal lake itself. Mages and workers levelled an entire portion of the lake to shape the city upon. It was built as a perfect circle to symbolise the equity between all houses and their subjects.

The city is 5 miles in diameter, surrounded by solid walls. Ivory bridges link the city center to the lake shore and the many villages around. Its defenses are formidable, but so far it has never been besieged during its entire existence.

## Places of interest

**The Cathedral of Jeanne**: Built at the same time as the city itself, the cathedral is both a commemoration and a celebration of Jeanne, the goddess of honor and unity. Believing she put an end to their petty war centuries ago, most people in Cielargent pray regularly to her, but no place is most adequate for to do so than the cathedral. Built in the center of the city, it towers over the region and reminds everyone that religion plays a vital part here. This place also serves as the headquarter for the paladin order of Jeanne.

**The council palace**: The political center of the whole country. This is the place where the council of the lords gather lead the territory. They may also receive diplomats and emissaries.

**The Gret Academy of Magic**: Although the people of Cielargent are highly religious, they still have an interest in learning magic. The academy of Neufchatel is the largest and most prestigious in all the nation. It welcomes hundreds of students each year to learn the arcanes.
Yusafir

Yusafir is the goddess of deserts and oasis. She is the patron of nomads and travelling merchants and her blessing guarantees safe passage through the desert.

## History

Yusafir is part of the Primordial gods of Suidae. She originates from the Surin desert and is sometime called the mistress of the desert. Since sentient being have started travelling along the treacherous rock and sand paths, she has always had an eye on them.

The Surin desert holds many secrets and dangers and there is no better guide in this land than Yusafir. She helps merchants, nomads and travelers around the hellish rocks and sand to the safety of towns and oasis. Any person would be foolish not to give her an offering before braving the dangers of her domain. Her soft winds ease the harsh scorching sun's heat, her protection lures away dangerous creatures and her vision grants instinctive avoidance of ambushes and hazards.

Those who attract her wrath however are met with severe punishment and their trip into the desert may be their last. Sandstorms, animal attacks, rockslides and water holes emptying right in front of your eyes are just some of the many curses and hazards she may afflict you with.

Children born inside the desert's wilderness are usually seen as special and some of them display a deep connexion with this place. They are called the "Sand blessed" and it is said Yusafir watches them closely.

## Appearance

Yusafir is depicted as a very gracious and thin woman with almond skin. Her head however is the one of a desert cat with light brown fur and blue eyes. The fur of her head is adorned with many trinkets and charms. Both gracious and wild, she incarnates the calm warmth of the desert as well as its wrath.

## Relationships

Yusafir has no quarrel with any other gods.

She and Sahar are on friendly terms and they are said to enjoy playing games and bets with each others.

## Church of Yusafir

The people who worship Yusafir are usually people who have a connexion with the Surin desert. Nomads, merchants, ermites and oasis farmers all have to gain in giving her offerings and prayers. Her cult is widespread but low in numbers, which makes her one of the weakest within the Suidae pantheon.

Despite that, her follower's faith is strong and many have different interpretations of her. Some consider her like a guiding spirit or a lady of luck while others believe her to be a caring mother.

An informed individual willing to brave the hot stricken hell of Surin always gives an offering to Yusafir before departure. These offerings usually take the form of fruits, small trinkets, pieces of their own hair (usually braided) or anything else the traveller thinks is appropriate. One single temple of Yusafir is located in the outskirts of Mahakal, but she has shrines dedicated to her in every oasis and along the most common paths of Surin. They usually look like a desert cat statue made out of wood, stone or clay. The wealthier areas may have shrines of marble or bronze representing her in her full anthropomorphic form.
The Barren Waste

The Barren Waste is an island located between Charon and Caister, just a few miles from their respective shores. Just over a hundred miles in length, it is a rotten and inhospitable place.

This was once called the Jade Woods and was home to a nation of elves. It used to be covered in forests and was the only place holding a world tree in all of Dreamer's Respite. Now though, the island couldn't be further from what it once was. Nowadays, it is mostly a toxic swamp inhabited by strange and horrible creatures.

Barely anything can grow on these lands. The only plants that manage to get out of the earth are only the most resilient acidic vegetation. Most part of the island is covered in a still fog. The unfertile and wet ground is slimy and sometime covered is a sort of sludge. Making a step in this hell is like playing the lottery as you may get your leg whole in the mud from a seemingly stable ground. Strange creatures lurk in the steamy dimness of this cursed land. Some say witch circles gather here to practice fowl magic and rituals.

The story of this island is definitely tragic. 200 years ago when the magic was depleted, the world tree started to weaken and shrink. The elven population couldn't bear to see their precious tree in this state and attempted a ritual to strengthen it. They used hundreds of mages to try and cast an incantation which would make the long roots of the tree reach further down into the earth and the magical leyline it held. But unfortunately something went wrong and the ritual backlashed. This had catastrophic results, killing instantly every single mage as well as over half the population of elves. Furthermore, the land slowly devolved and decayed, poisoned by the failed ritual.

Eventually all of the elves had to leave the island, most of them establishing themselves in Charon. The rare few who wished to stay when the entirety of the island had rotten away died shortly after, or worse. Even today, the elves of Charon watch the now named Barren Waste with sorrow and frustration. Nobody knows what made the ritual fail, but it gave a bad reputation to the elves that persists to this day.
The Mirage Plateau

The Mirage Plateau is a large Island off the North Eastern Coast of Suidae.

Nothing much is known about this island. Nobody has ever been able to reach its shores as an unnatural dense and disorienting fog makes it impossible to get close, even from the air. This fog is localized around the person who tries to reach it and usually manifests at around 2 miles from the coastline.

From the outside, it looks like a giant plateau with cliffs 300ft tall on each side. These cliffs, while of natural rocks, look strangely geometrical in some areas. However, it doesn't seem to have any life on it and is nothing more than a sterile rock of freezing temperature.
Captain Jacob Stryder

This is a notable person within the city of Charon.

Captain Jacob Stryder is the captain of the guard within the Market District, and is known as the iron fist of the law. An open dissenter of the Phantom Arena, The Lucky 7s Casino, and of Adventurers he handles all of them with a heavy hand and judgmental eyes. He is a strict commander, but a fair one, and is known to put himself in harms way to protect his subordinates.
Motes

[UNDER CONSTRUCTION]

Motes are a roleplay currency system in use in the world of Reverie. Motes are earned automatically through roleplaying on the server and tracked using the DreamKeeper bot, but are also rewarded at the end of exceptional RPs and sessions to those involved. Motes are tracked by the player and not by the character, and may be used to purchase the services listed below, for use on existing or new characters!
Applications

If you'd like to apply for any content in Reverie that is not currently approved, you can submit an application in the #applications channel to be looked over by the administration. Within 24 hours, you should receive the @Applicant role granting permission to speak in the #application\_discussions channel, where GMs and Admins may ask for clarification or addendums to your application.

Your application must have a cumulative +2 in favor (represented by 👍emojis) to be approved. Admin votes count for 2. If it seems that your application will not reach +2 it will be denied. You may ask, or be asked to make an addendum to modify your application to be more satisfactory.

If after 24 hours of submission, your application has not received enough attention to be approved or denied, you may ping @Dungeon Masters to get their attention.

**If your application (or addendum) is edited in any way, it cannot be approved and will be automatically denied.**

## Generic Template

Use this application format when applying for content that is not listed from below.

* **@Admin @Dungeon Master**
* Type of Content you wish to get approved:
* Link to said content (If applicable):
* Reason for wishing to use/take said content:

## Staff Template

Use this application format when applying to become staff on Reverie! Please note that it is expected that you have played for at least a few months before applying, and that you have obtained the @Help role before applying for @Staff, have obtained the @Staff role before applying for @Dungeon Master, and have obtained the @Dungeon Master role before applying for @Admin.

* **@Admin @Dungeon Master**
* Staff Role Application for: (Tag the Staff Role)
* Reason for wishing to become a staff member:
* Did an Admin act as your recommendation? If so Tag said admin:
* Other relevant information you wish to share:
La Licorne

## Description:

### Apparence :

Cheval avec une corne sur le front, souvent représentée avec une robe blanche, mais elle peut être de toutes les couleurs.

### Pouvoirs :

Sa corne possèderait plusieurs pouvoirs dont celui de guérison

### Habitat :

Les forêt, les bois

La licorne est un cheval avec une corne torsadée et pointue sur le front. Elle est souvent représenté avec une robe blanche, mais elle peut être de toutes les couleurs.

## Caractère :

Elle est décrite comme un animal sylvestre très féroce, symbole de pureté et de grâce.

Elle se vexe facilement et est très susceptible .

## Légende:

On raconte que seules les jeunes filles vierges peuvent en rencontrer une. Sa corne serait dotée de pouvoirs de guérison ainsi que son sang .

Il est barbare d'en tuer une. Cela porte malheur toute sa vie , les licornes ne peuvent apparaître qu’au personnes ayant un cœur empli de bons sentiment , alors elle lui guérira ses blessures et lui accordera un vœu, elle n’apparaîtra qu’une fois à la même personne
Monstre du Loch Ness

Il est généralement décrit comme ressemblant à un serpent de mer ou à un plésiosaure.

## Monstre du Loch Ness

### Habitat :

Loch Ness, Ecosse

C'est un dragon d'eau.
Il peut être effrayant vu de loin.

Il a longtemps été chassé en écosse.

Il est depuis longtemps considéré comme une légende mais les attaques de bateaux forment une preuve indéniable. Les photographes grouillent autour du lac d’où ils espèrent apercevoir les esquisses de la forme du monstre , beaucoup de débris flottants ont étés pris pour le monstre
Méduse

Méduse est une Gorgone. Elle fait partie des 3 gorgones avec ses 2 sœurs.

Femme très belle à le chevelure de serpents.

Elle est parfois représenté avec, à la place des jambes, une longue queue de serpent.

## Légende :

Elle change les êtres en pierres avec ses yeux, il vaut mieux pas la regarder !

Autrefois très belle, Méduse doit sa transformation à la déesse Athéna car la Gorgone a profané le temple de la déesse.
Kitsune

Physiquement, les *kitsune* sont connus pour avoir jusqu'à neuf queues. Généralement, un grand nombre de queues indique un renard plus vieux et plus puissant ; en fait, quelques contes populaires disent que le renard n'aura de queues supplémentaires que lorsqu'il aura plus de 100 ans. Une, cinq, sept, neuf queues sont les nombres les plus courants dans les histoires populaires. Quand un *kitsune* gagne sa neuvième queue, sa fourrure devient blanche ou dorée. Ces renards à neuf queues acquièrent la capacité de voir et d'entendre ce qui arrive n'importe où dans le monde. D'autres récits leur attribuent une sagesse infinie (l'omniscience).

*Kitsunetsuki* signifie littéralement l'« état d'être possédé par un renard ». La victime est toujours une jeune femme, le renard est entré en elle en passant sous ses ongles ou à travers sa poitrine. Dans certains cas, les expressions faciales de la victime changeraient pour ressembler à celles d'un renard. La tradition japonaise retient que la possession du renard peut permettre aux victimes illettrées de gagner la capacité de lire. Bien que les renards dans le folklore puissent posséder une personne de leur propre volonté, le *kitsunetsuki* peut également se faire par le biais d'une invocation ; la possession pourra alors toucher une personne, une famille entière où il sera alors conservé comme un familier ( la famille est alors nommée *tsukimono-tsuji* ou *tsukimono-tsukai* ) ou encore un médium pour des cas de divination. La possession de famille peut également être involontaire et héréditaire, résultante des mauvaises intentions d'un membre ayant eu recours à une possession.

Il y a deux classifications communes de *kitsune*. Les *zenko* ( littéralement les « bons renards ») sont des renards célestes bienveillants, associés au dieu Inari ; ils sont quelquefois simplement appelés « les renardes d'Inari ». De l'autre côté, les *yako* ( littéralement « les renards des champs »), aussi appelés *nogitsune* sont espiègle et malicieux.

Les *kitsune* sont souvent représentés comme des farceurs, dont les motivations vont de la malice à la malveillance. Des histoires racontent que des *kitsune* jouent des tours aux samouraïs trop fiers, aux marchands cupides et aux roturiers fanfarons, pendant que les plus cruels abusent des pauvres commerçants et fermiers, ou de fervents moines bouddhistes. Leurs victimes sont habituellement des hommes ; les femmes sont plutôt possédées

Toute leur essence vitale est concentrée dans une boule de lumière appelée *kitsunebi* ( littéralement " feu du renard " ). Si celle-ci est détruite le *kitsune* qui la possède meurt.
La Fée

Magnifique fée

Une fée est un être légendaire, généralement décrit comme féminin et possédant des ailes, d'une grande beauté, capable de conférer des dons aux nouveau-nés, de voler dans les airs, de lancer des sorts et d'influencer le futur. L'idée que l'Homme se fait des fées varie selon les cultures et les pays : revenantes, anges déchus, élémentaires ou même humaines, minuscules ou immenses, toutes sont étroitement liées aux forces de la nature et au concept de monde parallèle.
Kraken

Le kraken est une créature fantastique issue des légendes scandinaves médiévales. Il s'agit d'un monstre marin de très grande taille et doté de nombreux tentacules.

Dans ses rencontres avec l'homme, le kraken serait capable de saisir la coque d'un navire pour le faire chavirer, le faisant ainsi couler et ses marins sont noyés et parfois dévorés.

Sa légende a pour origine l'observation de véritables calmars géants dont la longueur a été estimée de 13 à 15 mètres (40 à 50 pieds), tentacules compris. Ces animaux vivent normalement à de grandes profondeurs, mais ont été repérés à la surface et auraient « attaqué » des navires.

Il peut être méchant ou alors très gentil, tout dépend , il existerait un artefact ancien qui permettrait à la personne qui l’utilise d’appeler et d’assouvir le kraken , il se présenterait sous une forme de flûte ornée de gravures de tentacules etc... , ce serait un fragement d’os du premier kraken
Chupacabra

**Chupacabra**, au pluriel en espagnol *chupacabras* (/tʃupa'kabɾas/ signifiant « suceur de chèvres ») est une créature fantastique qui aurait des yeux rouges, deux trous pour les narines, une bouche avec des crocs saillants vers le haut et vers le bas et serait sans poils. Elle possèderait deux marques arrondies à l'arrière de la croupe, de part et d'autre de la queue et ressemble selon certains amérindiens à une chauve-souris ou au prétendu extraterrestre de l'Affaire de Roswell.
L'Acromantule

L'Acromantule est une monstrueuse araignée dotée de huit yeux et de la faculté de parler comme les humains. Elle se distingue par d'épais poils noirs qui lui couvrent le corps, un écartement des pattes qui peut atteindre quatre mètre cinquante, des pinces qui produisent un cliquetis caractéristique lorsque la créature est excitée ou en colère et le venin qu'elle secrète. L'Acromantule est carnivore et manifeste un goût prononcé pour les proies de grande taille. Elle tisse sur le sol des toiles en forme de dôme. Plus grande que le mâle, la femelle peut pondre jusqu'à cent œufs à la fois. Blancs et mous, ils ont la taille d'un ballon de plage et éclosent au bout de six à huit semaines.
Le Griffon

### Pouvoirs :

Lorsque ses griffes entrent en contact avec du poison elle noircissent, leurs plumes sont coupantes et son cri peut faire faner les fleur et les arbres.

## Description:

Doté de l'arrière du corps d'un lion (le roi de la Terre) et des ailes, de la tête et des pattes avant d'un aigle (le maître des cieux), le Griffon est un animal d'une majesté sans égale. Son corps musclé est recouvert d'un plumage multicolore: son dos est noir, son cou bleu, ses ailes blanches et sa poitrine rouge. Grand comme 8 lions et fort comme 100 aigles, il possède des serres aussi grosses que les cornes d'un bœuf, avec lesquelles il peut emporter un cheval dans les airs aussi facilement qu'un fétu de paille.

## Caractère :

Leurs gros œufs, semblables à ceux des autruches, sont extrêmement recherchés car on les dit sertis de diamants. les nids des Griffons seraient d'ailleurs tout emplis d'or et de joyaux, mais bien fou serait celui qui voudrait s'en emparer: les Griffons sont les plus vigilants des gardiens, et ils défendent leurs biens avec la plus grande sauvagerie. Cependant, ils sont aussi capables de douceur et ce sont des amoureux fidèles qui choisissent une compagne pour la vie, ne la remplaçant en aucun cas, pas même si elle meurt.

## Pouvoirs :

Si l'on en croit les légendes, les Griffons posséderaient d'étonnantes caractéristiques. Ainsi, leurs griffes auraient la particularité de devenir noires si elles entraient en contact avec du poison. On prétend encore que leurs cris feraient faner l'herbe et les fleurs, et que leurs plumes seraient aussi acérées que des flèches.Les meilleurs archers en mettraient au bout de leur flèches et ils ne rataient jamais leur cible

## Un symbole

le gryphon est très souvent, de par sa beauté et son apparence majestueuse représenté comme un symbole royal , ornant souvent l’écusson d’un clan ou autre , c’est une crêature très populaire et puissante , elles habiterait dans des ruines en montagne, point de vue depuis lequel elles observeraient les humains
Lanzaguisantes

superlansaguisantes

El **Lanzaguisantes** es la planta de ataque primaria y también la primera planta que se desbloquea en el juego, dispara un guisante cada 1.5 segundos

Si pones un Lanzaguisantes atrás de una Plantorcha los guisantes van a prenderse en fuego y hacer el doble de daño

## Estrategias

El **Lanzaguisantes** es la primera planta que tendrás disponible para defender tu casa por lo cual a la primera la estrategia sera poner los mas lanzaguisantes posibles, pero mediante mas plantas desbloquees queras usarlas por que son mas poderosas, pero todavía se puede usar los lanzaguisantes en tus estrategias después, por ejemplo en la noche la mayoría de las setas no son tan poderosas y el lanzaguisantes al ser barato y que pueda matar a un zombi de manera facil, otro ejemplo es después de que desbloquees la Plantorcha podrás usarlas para hacer que tu lanzaguisantes hagan el doble de daño, ahora tal vez pensaras que es mejor usar a la Repetidora por que es mas barato (Sumando el costo de el Lanzaguisantes y la Plantorcha seria 275 soles en total) y que puedas usar la Repetidora junto a la Plantorcha para hacer mas daño, el Lanzaguisantes se recarga mas rápido y se podrá tener una gran armada de Lanzaguisantes rápidamente ademas de también una fila de Plantorchas

### Ola de calor

Ola de calor es un minijuego de exclusivo de la versión de Plantas contra Zombis de Nintendo DS, en la cual nada mas tienes 4 lanzaguisantes, 2 nueces y 4 nenúfares, pero los lanzaguisantes se cansaran por el calor que hay, para animarlas tienes que gritarles (recomendable soplar) para reanimarlos y ademas con una mejora temporal, tu podrás de mover de lugar a los lanzaguisantes así que puedes poner los lanzaguisantes donde tu quieras, la estrategia sera mover a los lanzaguisantes a lugares específicos a ciertos tiempos ademas rápidamente reanimarlos cuando aparezca la advertencia

## Logros relacionados

### Piscina sin guisantes

Completa un nivel con piscina de día sin usar lanzaguisantes de ningún tipo

## Galería

Un Lanzaguisantes animadoUn paquete de semilla de un LanzaguisantesUn Lanzaguisantes sobre un NenúfarUn Lanzaguisantes en Ola de calor
## Curiosidades

* Muchas de las texturas de los Lanzaguisantes son usadas en otras plantas como las hojas de abajo.
* El Lanzaguisantes originalmente iba a tener cejas como la repetidora, pero luego se cambió para que no tuviera cejas
* En la versión de Android y iOS de Plantas contra Zombis su hoja atrás de la cabeza es mas gruesa
Bastet

**Bastet** est la déesse égyptienne de la joie du foyer, de la chaleur du soleil, de la maternité , et aussi la déesse protectrice des femmes enceintes et des enfants. Déesse aux traits félins dont le centre religieux se trouvait dans la ville de Bubastis (Égypte). Bastet est l’une des déesses les plus discrètes du panthéon égyptien, et n’est jamais représentée, sinon dans son temple à Bubastis. Fille du dieu soleil Rê, Bastet est cependant parfois considérée comme la fille d’Amon. Elle est une déesse à double visage : sous sa forme de chatte ou de déesse à tête de chat, elle est la déesse bienveillante protectrice de l’humanité, également déesse musicienne de la joie et déesse de l’accouchement. On la représente ainsi parfois souriante. Elle est également réputée pour ses terribles colères. En revanche, sous les traits d’une déesse à tête de lionne, elle s’identifie alors à la redoutable déesse de la guerre, Sekhmet.
Phénix

Son surnom moderne est l'**oiseau de feu**.

Le phénix se reproduit lui-même à l'identique : quand il sent sa fin venir, il construit un nid d'aromates, cannelle, encens et autres ; il y met le feu, bat des ailes pour attiser les flammes et s'y consume. Une fois réduit en cendres, il en renaît oisillon. « Là aussi naît le phénix, qui a la grandeur de l'aigle, la tête ornée de plumes formant un cône, des caroncules à la gorge, le cou rayonnant d'or, le reste du corps de couleur pourpre, si ce n'est la queue, qui est d'azur éclatant et semée de plumes incarnat. »

Il est très Loyal mais peu aussi être têtu .
Old Regional Traits

Below are a list of Regional Traits custom to the world of Reverie, which characters may be take if come from the stated region.

## Caister Traits

**Caister Born**

*Region:* Caister

*Having been born and raised within the harsh baron lands of Caister, and having dealt with the emperor's forces as a constant presence, you have grown accustomed to dealing with the influences of others.* You begin play knowing Orcish, and the DC to Intimidate you is increased by 1.

**Escaped Slave**

*Region:* Caister

*Source:* Adapted from the Freed Slave (Andoran) trait.

*You were either born or captured into slavery, but managed to escape from the Emperor's camps or forces though cooperation from others. Your strong will helped you persevere in captivity, and gave you strength to start again from nothing in your new life in Edrium.* You gain a +1 trait bonus on Will saves.

**Smuggler of Life**

*Region:* Caister

*Source:* Adapted from the Bellflower Tiller trait

*You have worked for the Emperor's forces in one form or another, and have learned how to smuggle slaves safely out of Caister's camps.* You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.

**Soldier of the Emperor**

*Region:* Caister

*Requirement(s):* Fealty to the Empire of Caister

*Source:* Adapted from the Dominator trait

*The blood of the Emperor's Ardet's runs in your veins, and their use of slave magic has taught you how to better instill fear into others.* You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using the Intimidate skill.
La Sirène

Sirène mi femme mi poisson maléfique

Dans la mythologie grecque, les sirènes était oiseaux à tête de femme, mais c'est ensuite devenu des femmes à queue de poisson.

## Caractère :

On dis que elles sont de sublime créature généreuse et gentille, mais parfois elles sont méchantes et sournoise.

## Légendes :

légende grecque :

les sirènes volaient sournoisement autour des marins pour dévorer leurs plats et leurs provisions.

Autre légende :

les sirènes à queue de poisson chantait pour attirer les marins sur leur île, le bateau s’échouait sur la plage et les sirènes dévoraient les hommes.

mi-oiseau mi-femme
Nymphes

Dans la mythologie grecque et romaine, les **nymphes** sont des divinités subalternes, membres d’un large groupe d’esprits de sexe féminin associé à la nature. Leur nom vient du grec ancien νύμφη / *númphē*, signifiant généralement « jeune fille » et, selon les contextes, « jeune fille en âge d’être mariée », « fiancée » ou « vierge ». De fait, les nymphes personnifient les activités créatives et productives de la nature. Elles sont quelquefois liées à un lieu ou un élément particulier, et pouvaient faire l’objet d’un culte local. Elles accompagnent parfois d’autres divinités, dont elles forment le cortège.

Elles ont un lien avec la nature et en sont considérés comme les incarnations , avec plusieurs sous catégorie de nymphe (comme les nymphe des fleuves) il serait impossible d’en tuer , elles sont totalement inoffensive mais possèdent de grand pouvoir , un légende dit que fut un temps , il existerait un fermier qui produisait des quantités astronomiques de nourriture, en vérité l’explication rationnelle serait qu’une nymphe vivait dans son champ
PyroSalamandre

La **salamandre est un amphibien légendaire qui était réputé pour vivre dans le feu et s'y baigner, et ne mourir que lorsque celui-ci s'éteignait.**

Des légendes plus tardives en font un animal extrêmement venimeux, capable d'empoisonner l'eau des puits et les fruits des arbres par sa seule présence .

elle se nourrit de feu .
Elfe

Un **elfe** est une créature légendaire anthropomorphe dont l'apparence, le rôle et la symbolique peuvent être très divers. À l'origine, il s'agissait d'êtres de la mythologie nordique, dont le souvenir dure toujours dans le folklore scandinave. Les elfes étaient originellement des divinités mineures de la nature et de la fertilité. On les retrouve dans la mythologie celtique, puisque quelques textes irlandais et écossais les évoquent.

Globalement, les elfes ressemblent beaucoup aux hommes malgré quelques différences. Depuis leur apparition, les elfes sont représentés avec les oreilles pointues[réf. nécessaire], ce qui permet de les distinguer des humains sans ambiguïté.

Ils ont souvent un lien avec la nature .
Bigfoot

Le **Bigfoot** ou **Sasquatch** est une créature légendaire qui vivrait au Canada et aux États-Unis. La multiplication des témoignages laisse penser qu'il ne s'agit pas d'un individu, mais de plusieurs créatures.

Le nom *Bigfoot* (« grand pied » en anglais) lui a été donné par les premiers colons lors de la conquête de l'Ouest, du fait de sa grande taille présumée et surtout des empreintes gigantesques qu'il laisserait après son passage. Cet être humanoïde occuperait principalement les grandes chaînes de montagnes (Adirondacks, Rocheuses, et Appalaches) ainsi que les régions très boisées et faiblement peuplées par l'homme (les Everglades). Le nom sasquatch vient du halkomelem *sésq̓əc*, « géant velu»

Il ressemble au Yéti
Rê ou Râ

**Rê** (ou **Râ**) est un dieu solaire dans la mythologie égyptienne, créateur de l'univers. Il peut apparaître sous plusieurs autres formes, celle de Khépri, le scarabée bousier : symbolisant la naissance ou la renaissance ou encore Atoum, l'être achevé (le clergé égyptien expliquait que l'astre solaire pouvait revêtir des formes différentes lors de sa course dans le ciel : Khépri était le soleil levant tandis que Rê était le soleil à son zénith et Atoum, le soleil couchant)2,3. Au fil du temps, Atoum (le soleil couchant), est assimilé progressivement par les théologiens égyptiens à la forme de Rê (le soleil à son zénith), de sorte que l'on parle de Rê-Atoum, le dieu créateur, qui préside la Grande Ennéade constituée des neuf dieux principaux. Par la suite, Rê a également été associé à plusieurs autres dieux comme Amon pour devenir Amon-Rê.