recursal/Fanatic-Fandom huggingface dataset:
Fujiwara no Mokou

## Spellcards

*Alt: [5c](5) 236b/c hjc8 j.5a j.6a     2.2k*

(It’s relatively difficult to pull this one of because j.5a just has to barely clip the opponent, as hjc9 jumps too far. Also this starts at hugging range)

**j.5a j.8a j.9 j.5a j.8a j.5c     2k**

*Near corner alt: j.5a j.8a 236b/c hjc8 j.8a     2.1k*

**j.5a j.8a 236b hjc9 j.8a 2.1k**

**5c(5) 236b/c hjc9 j.5a j.8a     2.1k**

**6Da 236b/c hjc9 j.5a j.5b j.5c     2.1k**

(~2.3k for j.214 finish)

**j.5a j.5b 2b 236b hjc9 j.5a j.6a 2.3k**

(j.8a finish also works)

**5aaa 2b 236b/c j.5a j.6a     2.3k**

*Near corner alt: 5aaa 5b 236b/c hjc9 j.5a j.6a j.6c     2.3k*

(~2.5k for j.214 finish)

**j.5a j.5b f.5a 2b 236b/c hjc9 j.5a j.6a     2.5k**

### ***Near Corner:***

**5aaaa 6Dc     1.9k**

(Doesn’t limit and literally there’s always better options, but if you get lazy and just want an easy confirm, then this will work)

**j.2c(3) j.66 j.5a j.6a j.5b j.6c     1.9k**

*Alt: j.2c(3) j.66 j.5a j.6a j.5c(2) j.214b/c     ~2.1k*

**j.5a j.6a j.2c(3) j.66 j.5a j.6a     2k**

(~2.3k for j.214b/c finish)

*Alt: j.5a j.6a j.5b j.6c j.236b/c     2k*

(~2.4k for j.214b/c finish)

**j.5a j.6a j.5b j.6c j.236b/c     2k**

*Alt: j.5a j.6a [j.5b](3) j.6c     2k*

*Alt: j.5a j.6a j.5b j.6c j.214b/c     ~2.4*k

**5c(3) hjc9 j.5a j.5b j.5c(3) j.66 j.8a     2k**

(~2.3k for j.214b/c finish)

**f.5a 6a 5b 5c(3) hjc9 j.5a j.6a     2.1k**

**j.5a j.8a j.5c(4) 236b/c     2.1k**

**j.5a j.8a j.5a j.6a j.5b j.6c     2.2k**

(~2.3k for j.214b/c finish)

**5aaaa 6a 5b 236b/c     2.3k**

**5aaaa f.5a 236b/c hjc9 j.8a     2.3k**

**j.5a j.6a j.5b j.66a j.5a j.6a j.6c     2.3k**

(~2.5k damage for j.214 finish)

**5aaaa j.5a j.6a j.5b j.6c     2.5k**

(Works in corner for 2.4k because you have to cut out the j.5b)

*Alt: 5aaaa j.5a j.6a j.5b j.214b/c     ~2.6k*

**j.5a j.5b 66a/6Da 236b hjc9 j.5a j.6a j.6c 2.4k**

(~2.6k for j.214b/c finish; also works in corner)

**j.5a j.5b j.66 j.5a j.5b j.66 j.5a j.6a j.6c     2.4k**

(~2.6k damage for j.214b/c finish)

*Corner alt: j.5a j.5b j.66 j.5a j.5b j.66 j.5a j.5b j.6c j.236     2.4k*

(~2.8k damage for j.214b/c finish, and I hope this is good enough for all of you loop lovers)

**5aaa 2b 5c(3) hjc9 j.5a j.6a j.6c     2.6k**

(~2.8k for j.214b/c finish)

### ***Corner:***

**5c(2) hjc9 j.5a j.5b j.5c(2) j.66 j.5a j.6a j.6c     2.2k**

(~2.4k damage for j.214b/c finish)

**f.5a 6a 5b 5c(2) hjc9 j.5a j.5b j.214b     2.2k**

(~2.4k damage for j.214b/c finish)

**5aaaa 6a 5b 6c     2.3k**

(~2.6k for 214b/c finish)

**5aaaa j.5a j.6a j.5b j.6c     2.5k**

(~2.7k for j.214b/c finish)

**5aaa 2b 5c(3) 236b/c hjc8 j.5a j.8a     2.6k**

*Alt: 5aaa 2b 5c(3) hjc9 j.5a j.6a j.214b/c     ~2.8k*

**412b(6) hjc9 j.5a j.5b 5aaaa 236b/c     ~3.2k**
Ironhold

> *"Every child's dream is to come here, to the capital. To see the knights and their painted armor, and Ironhold when the sun has set. A million candles burning in a starry city."*

Ironhold is the capital, and largest city, of the three kingdoms. Located on the far west of Edenfell, Ironhold is the site of the Imperial Throne and the Imperial castle; Westhold, the seat of the King of the Anthros and the first men.

It enjoys a warm climate and life there is luxurious for those that can afford it, although it is not without its slums such as Witsend. The city is overpopulated and dangerous at times, despite being strictly policed by the Kingsguard.

   Ironhold was founded by King Ignis Baal - first of his name, King of the Anthros and the first men.

Despite its opulence and status as the capital, Ironhold is often referred to in a derisive manner by outsiders, making constant mention of the stench of human waste; the crowded population and sea breeze means such smells are particularly pungent.

The Imperial King of the three kingdoms is the one who triumphs in annual ritual combat against 7 contenders, each a champion of the 7 Anthro races.

Ironhold is the largest city in Edenfell, with a population of a million people.

## Locations

Molag's Bank

The Citadel

Westhold

The Throne Room

The Great Temple

King's Crypt

Crystal Crest

Kingsguard Keep

The Suburbs

City Center

The Arena

Witsend

Capital Market

Imperial Harbor

Academia of Arcane Arts

City Walls
The Northern Wall

The Northern Wall is one of the two walls that protects the kingdom of Vanaheim . Unlike traditional kingdom walls, Vanaheim's walls end on the east and west and don't run round the kingdom as is conventional. Only the North and South are walled off. The Northern Wall borders the Direwolf Mountains wolfswood.

The Wall has manned castles with packed armories and equipped units of Kingsguard and City's Watch along it. The Northern Wall is the kingdom's primary defense against invaders from the Land of Snow.

Vanaheim's Wall is 1000m high - the highest in Edenfell - and covered completely by thick ice on the surface, an indicator of just how cold the hostile northern tundra beyond the wall is.

The Northern Wall possesses a single enormous gate that serves as an entrance and exit and it quite difficult to open and shut, almost as it is to break through; a task considered impossible.
Fort Kane

*Found in the Wall - North.*

Fort Kane, located north of Summerwind on the Wall bordering the desert, is the military headquarters of the east. It was dedicated to the late Sir Draco Kane, first of his name, Wizard of the Imperial Order and Warden of the East.

Fort Kane is said to be impenetrable and houses Summerwind's 40, 000 man army.

The eastern kingdom's unique military and distinct style and fashion; from exotic armor to varieties of swords and bows, makes them stand out among the Three Kingdoms, a heritage they are very proud of.

The Fort has dungeons and cells within but mostly serves as a military base, housing troops, training, arming and reinforcing them when need be. Summerwind's army is a force to be reckoned with.

A 50 feet tall statue of Sir Draco Kane stands atop the structure and a considerably smaller one stands outside the fences of the base, serving as a fond remembrance of the great soldier that once walked the desert sands.

Fort Kane is difficult to miss once close enough and that's a good thing for many outlaws, making sure they easily stay away from a place that would most certainly chew them up and spit them out.

Sir Eridi Domynik can be found here.
The Citadel

The Citadel, also known as the Center for the Preservation of History & Medicine, is among the great structures of Ironhold. Within its walls, only accessible by a long bridge, can be found the capital's library and the only medical institution in all of Edenfell.

The Citadel was built by King Oculus Marco, first of his name, King of the Anthros and the first men.

## The Library

The largest collection of written materials; books, manuscripts, scrolls and transcripts, can all be found within this gigantic castle said to be twice as big as Westhold itself. Not everyone in Edenfell can read - most lowborns are rarely educated - but those who can, truly know the value of and appreciate the wonder that is Ironhold's library.

Ferro Ymir can be found here.

## The Faculty of Medicine

From healing magic to surgeries and autopsies, the Faculty has it all. It is home to 500 druids who continue to learn and educate the younger generations, ceaselessly improving the medical knowledge of the Anthros of Edenfell.

Treatment at the Faculty costs from 1000 Gold for small gashes and bruises to 100, 000+ for fatal wounds.

The Faculty can be creepy; unsettling screaming of patients in pain, disfigured individuals quarantined for diseases and organ storages make the place quite grim but it remains the best chance of saving anyone's life when they are at the point of near death. The Chief Druid at the faculty is a thick-bearded north man by name, **Samedi Onim**, said to be the best healer in the land.
Mandalay

**Mandalay, the Grand High Priest of Krig** is not of any tribe.

## Personality

Mandalay is a drab and dull company, as is expected of an old man in the service of a vicious god, but when engaged in meaningful conversation, Mandalay's wisdom is often astonishing and magnificent hence, great men from all around the north - even the monarchs - come to the grand high priest for counsel.

## Story

Very little is known about the old priest. Mandalay has served as the grand high priest for more than two centuries and through many fear his time is at an end, he continues to be the only one that caters to the old religion of the Nords and maintains the Temple and its glory.

## Resources

Like priests of the faith of the five gods, Mandalay has no personal property or belongings except that which aids in the service of his god and the promulgation and sustenance of his religion.

### Specialisations

Mandalay is an excellent speaker, counsellor and friend. He also skilfully ministers to brethren of the faith and ensures that the Temple is in good shape at all times.
Imperial Harbor

The Imperial Harbor is the third largest harbor in Edenfell, receiving ships and nautical vessels from all around the continent. Fishermen, sailors and even pirates move in and out of the Harbor day and night.

It is the best place to get a ride across the continent, find some cheap fish and transported wares or simply enjoy the view of the confluence of the Great and Western seas.

Being the only part of Ironhold not enclosed by the wall, the Harbor is heavily patrolled.
Centaurs

The Centaurian sons of Adam are a four-legged race of warlike creatures whose features combine equine and Human elements. The Centaurs in Edenfell dwell in Alfenheim.

Centaurs have the head (sometimes horned), arms, and torso of a man, but the body of a horse (sometimes two-legged like Fauns). They are often noted for their ferociousness and speed in battle. Centaurs can be very long-lived if allowed to age naturally, living longer than their Gaian counterparts (up to 300 years).

Centaurs are incredible arcane warriors. Every bit as sly and creative as the Gaians. They are intimidating, powerful and above all, have eyes with the ability to see clearly for very great distances. They wield their bows and arrows as gracefully as they wield their projection sorcery and their lyres.

They are great teachers and scholars as well as musicians. In battle, they are almost unbeatable and they will trample on an enemy without hesitation or remorse. The Centaurs claim to be the best archers in all of Edenfell. The Alfen do not refute this.

Ferocity and speed, that is what sets the Centaurs apart from the rest. There is no mistaking the intent in every blow they deal. They shoot to kill and strike to end the battle before it even begins. With the aid of powerful projection sorcery, like their older Gaian cousins, they decimate battlefields in a dumbfounding manner now a signature of the merciless Centaurian combat.

Centaurian family bonds increased in importance after the great war. They have defined family roles: in short, the males hunt and protect the tribe's borders while the females aggressively defend Centaurian civilians while administering the day to day operation of encampments. Males used to be more common on the battlefield, but after the conflict that drove them to Alfenheim, more and more females joined the military forces of the Centaur.

The Centaurs are generally a very spiritual people that combine nature worship with ancestor worship.

Centaurs have a deep reverence for their nature spirit, whom they vehemently deny is an aspect of the Gaian goddess Gaya. Centaurs love meat and value a good, roasted boar as much as they do their weapons.

Centaurs have pointy Elf-like ears and sometimes display horns. Their hair, eyes and skin colours vary much like the Gaians. They stand as one of the taller races of Edenfell, standing at a scale of 2.4 meters on average, usually measuring up to 1.3-1.4 meters at the withers, but they do have the claim to the heaviest race, weighing at average anywhere from 900 KG to 1100 KG.
Gang Świeżaków 3 (gra)

**Gang Świeżaków 3** - trzecia gra z serii *Gang Świeżaków* wydana przez firmę ORO Games 12 lutego 2020.

## Bohaterowie

### Grywalne

* Pomidor Patryk - powtarza wszystkie akcje w dwóch poprzednich grach.
* Brokuł Bartek - potrafi atakować mieczem, jak i pistoletem w razie ciężkości. Może się teraz również chować.
* Pieczarka Piotrek - potrafi pływać, tak jak wszyscy. Jako jedyny potrafi nurkować, m.in. po klucz; inne zadania itp.
* Marchewka Marysia - powtarza wszystkie akcje w poprzedniej grze.

### Nie-grywalne

* Jabłko Antek - gdy podchodzi się do niego, proponuje zagrać w pomidora. Występuje od pierwszego poziomu, jak właśnie w dwóch poprzednich grach.
* Truskawka Tosia - jak się do niej podchodzi, zaczyna uderzyć w klatkę. Pojawia się od 6 poziomu.
* Gruszka Gosia - podobnie jak w dwóch poprzednich częściach, jest instruktorką basenu. Pojawia się od pierwszego poziomu.
* Śliwka Sabina - gdy się do niej podchodzi, mówi, czy chcą kryształy. Pojawia się od 33 poziomu.
* Banan Bruno - występuje od 34 poziomu.
* Pomarańcza Pamela - występuje od 34 poziomu.

### Wrogowie

* Stara Próchnica (od 1 poziomu)
* Panna Cukrzyca (od 1 poziomu)
* Mysz-a-kysz (od 1 poziomu)
* Klaun (od 1 poziomu)
* Przykra Angina (od 23 poziomu)
* Zimne Przeziębienie (od 27 poziomu)
* Kosmita (od 41 poziomu)
* Mecha-pies (od 42 poziomu)
* Szalone Nadciśnienie (od 45 poziomu)
* Marsjanie (od 49 poziomu)
* Gruba Nadwaga (od 49 poziomu)

## Epizody

* *Powrót z wakacji*
* *Czadowe ferie*
* *W galaktyce Świeżaxy*
* *Podróż w czasie*

## Atrybuty

* Pomidor Patryk: Tarcza
* Brokuł Bartek: Miecz i pistolet
* Pieczarka Piotrek: Tarcza
* Marchewka Marysia: Okulary laserowe
The Curator's Keep

The Curator's Keep is located far east of Alfenheim, across a great marsh that separates the kingdom from the southern dragonswood and is an enormous structure comprised of a collection of giant trees, all connected by bridges and undergrounds, within which the gigantic library lies; running up the stalks, round the branches and down the roots of these towering giants.

Wardens of language, knowledge and history, the Alfen were the first to put ink to paper and have never stopped ever since. The Curator's Keep is the oldest and largest library in Edenfell with a collection second only to the Citadel.

Everything from life to settlement, agriculture and the origins of magic are preserved within the ancient pages of the scrolls and books shelved here.

There are certain levels of the Keep that have restricted access; the Bookmasters' Sanctuaries.

The Sanctuaries are less organised than the rest of the library and are simply heaps, towers and stacks of the oldest known written works in Edenfell.

Few have seen them and few believe they even exist but the Bookmasters' Sanctuaries contain knowledge that defines the world in which we all live!

Illumi Taa can be found here.
Watchyourjack

Executive Producers

**Watchyourjack** was a lonelygirl15 mini-series that ran from November 19th, 2007, until February 10th, 2008. Watchyourjack's plot focused around the troubles of a boy named Jack who could teleport. He was chased by Paladins who wanted to kill him and ran to Zavalla, Texas to enlist Taylor in the fight against the Paladins. Meanwhile, Suzie moderated the Whatweird.com forums where many canon lonelygirl15 and KateModern characters commented.

Watchyourjack was created by Gregg Moscot, and was integrated with the movie "Jumper".

## Cast of characters

* **Eddie Asher** as **Jack**, a boy on the Internet whose claims that he can teleport make him a target for "Paladins". He is unpopular, and vlogs as a way to relieve the stress of his school and family life.
* **Becki Kregoski** as **Taylor Genatiempo**, a member of TAAG who who reached out to help Jack when he has nowhere else to turn. She is somewhat unnerved by Jack's interest in her, and becomes visibly distressed when he goes missing.
* **Suzie**, the unseen site administrator of Whatweird.com who believes the ghost of her grandmother is telling her to help Jack. Her beliefs cause tension between her and her parents, and ultimately result in her being sent to boarding school.
* **Sharon**, Suzie's unseen best friend with a crush on Jack who believes she was Joan of Arc in a past life. She begins to maintain the site after Suzie is forbidden from accessing it, but is later blocked by Suzie's parents as well.
* **Paladins**, Mysterious hunters who have begun to hunt for Jack, but may not be what they are assumed to be. A Paladin is seen onscreen standing outside of Jack's house, and carries some kind of staff.
* **Gran**, Suzie's deceased grandmother whose possessions reveal a connection to the supernatural both before and after death. Suzie believes that she is being contacted by her ghost, and that she wants Suzie to help Jack.

## See Also

* List of Watchyourjack Videos

 Additional Content
Arbor

## Guild Members

The youngest of the noble houses, Arbor is a royal tribe of Fey that are the continent's primary guardians of nature. They are skilled tinkerers, builders and archers and have strongholds above the large trees of the continent's forests. They make some of Edenfell's trails between cities.

Taking it upon themselves to protect wildlife and nature, they are sometimes referred to as the forest police.

Like all noble houses, Arbor are wealthy and command respect across the land, producing famous leaders and mages who protect and serve Edenfell with all their might.
Royal Palace

Situated at the center of Alfenheim, next to the Town's Square, Alfenheim's Royal Palace is a towering white structure of connected towers and castles, similar in size to Westhold of Ironhold albeit of a more sophisticated architecture owing to its ancient Alfish origins that can hardly be replicated anymore.

The Royal Palace is the seat of the Warden of South and is guarded by a combination of the kingdom's military and the Kingsguard. It is arguably one of the most beautiful structures in Edenfell.

Located with the castle is the immaculate **Throne Room** of the southern king; a large hall of intricately patterned walls, capable of seating hundreds at a time.

The living quarters of the resident guards and royal family can as well be found within the massive Palace.
The Northern Coven

Built into the side of a mountain in the Yeti Mountains south of Vanaheim, the Northern Coven is a hidden castle and the seat of **Eridi Lilyanna** , Overlord of the north and one of the three Grandmasters of the Brood.

Knowledge of the Coven is only shared by members of the Brood and mages of the Dark Arts who move in and out of it, discreetly conducting activities, meetings, trades and interactions as they please. The Coven of the north as with all the others, is a safe haven for Edenfell's Dark Mages.

Lilyanna runs the southern arm of the Brood, dispensing bounties and payments as well making sure dues are paid and cutthroats honor their word when dealing with each other.

Her men patrol the Yeti Mountain areas close-by, ensuring the security of the Coven and letting no outsider ever get close enough to the gathering.

The Southern Coven possesses a Terminal that provides passage to all the Terminals of the Three Kingdoms, legitimate and illicit alike.

## Nota Bene

The Covens offer assassination services among others, for half the price of Arbor Cinder...and half the efficacy. Choose wisely.
Infininodum

Infininodum is one of the Aspects of Forever. He appears as a completely symmetrical being from every angle in every possible dimension (but only when viewed through every possible dimension. To low-dimensional creatures, he does not appear symmetrical). Although he can be described as a hypersphere when looking at him directly, humans see themselves standing in the very center of an impossibly large curved object. To a low-dimensional observer, such as a human or a 2dguy, the observer sees the inside of their dimension's hypersphere, as well as curvature that gets infinitely far away from them.
Dragon's Pit

The Dragons Pit is the largest stable in all of Edenfell and in Alfenheim, it is a large domed space within which the dragons of Alfen tamers and mages reside when not airborne. Thousands of dragons' eggs are hatched within the Pit and the winged devils of Edenfell roam free within its walls.

The domed Pit is guarded and its only entrance, an enormous gate, is heavily fortified. However, the gates are always open and anyone may go in and out of the Pit so long as their activities remain within the constraints of the law.

Be careful though, even Alfen may fall victim to the beasts inside once irritated or provoked.
Molag's Bank

Molag's Bank is a towering, fortified castle north of Ironhold that serves as the chief financial institution on the continent.

It was named after Sangui Molag, the first tradesman to realise that if he and his colleagues pooled their resources, they could loan money to their less fortunate fellows and build a better Summerwind. For a profit, of course. This eventually gave rise to the first non-Alfish financial institution in Edenfell and subsequently, the bank of Ironhold.

*"If you are an aspiring merchant, you come to us to buy ships and goods. If you are an aspiring shopkeeper, you come to us to buy your shop. Whatever you need in this world, we are the conduit. Even a throne can be yours if you are an aspiring king, or stay yours if you are a sitting one. Just ask the monarchs and they might tell you."*

*"We are not the only bank in this world. But when those other small banks need gold, they come to Molag's Bank. We lend to princes, kings, merchants and tradesmen. If a prince or king cannot pay us back, well... the world lacks for loyal men, not ambitious ones. We simply fund the rise of new princes and kings, and they tend to honor our investment. If a merchant refuses to repay us, well... the vicissitudes of trade are well known, and Edenfell is full of men who... are... not. One way or another, Molag's Bank will have its due!"*

- anonymous banker
Martial Keep

The Martial Keep of Vanaheim is the fortress and stronghold of the kingdom's army, City's Watch and Kingsguard. It opens onto a yard and a small covered bridge connects it to an armory building, where weapons and armour are stored and maintained and owls sleep in its loft.

The armory is adjacent to the Southern Wall, and a tall sentinel tree sits next to it, its branches overhanging the armory roof. The guard hall also borders the armory, and it is possible to jump from the armory roof to that of the guard hall and then run across to the blind side of the Keep. From the lord commander's chambers it is possible to see the The Market, Suburbs and Town's Square.

The Keep houses 60, 000 northern soldiers - including the City's Watch - and an additional 10, 000 knights of the Kingsguard.

The northern kingdom's extraordinary talent for violence and war in general has made them the fiercest army in Edenfell and a terrifying might no one would dare cross. Once their battle horn and war cries are heard, enemies cower and tremble and each time the north has risen up to do battle, it has taken the force of more than one kingdom to stop them. They are not called the War-born for nothing.

The Keep has dungeons and cells within and therefore also serves as a place of incarceration and sentencing for arrested outlaws and criminals. The guards ensure that life is hell for any criminals within these dungeons on occasions when they visit.

Martial Keep stands among the tallest structures in Vanaheim, making it impossible to miss from anywhere in the kingdom.
King's Crypt

Kings' Crypt, often just called the Crypt, is a stone chamber beneath the Great Temple that serves as the final resting place for all Edenfell's Imperial Kings.

It is enormous in sheer size, cold and windy due the large space which also creates a lot of echoes. Funeral rites for the monarchs are held up above in the Temple itself before the bodies are brought down to the Crypt and laid to rest.

Each chamber has 3 statues placed in front of it; one of the monarch it contains and two knights of the Kingsguard flanking them. The bodies are first embalmed and properly preserved before they are enclosed in their tombs.

The Crypt, like the Temple, is open to the public and is a welcome reminder that everyone - including the almighty Imperial Kings - is mortal after all.

Eridi Aya can be found here.
Town's Square and Hall

Vanaheim's Town Square serves as the kingdom's center and its beating heart. Festivities, bazaars, ceremonies, trial and ritual combat are but a few of the vivacious activities that take place here round the year.

The festivals are an opportunity for merchants, traders and swindlers alike to make a little more than their regular upkeep and for men, women and children to dance, eat and drink for nights on end.

The center of the kingdom is a quadrangle that begins at the **Statue of Ferro Skaarsgaard** and runs round a large area that can easily hold almost everyone in Vanaheim, even on its rowdiest days.

Due to the harsh blizzard climate, Vanaheim's Square also has a great building on its north-facing side that serves as the meeting Hall and place of festivity, ceremony and combat when the weather outside does not permit the use of the open-air space.

The Town Hall is fitted with banquet tables, torches and hearths that all serve to make it as comfortable as possible so that it fulfills its purpose.
The Border

Alfenheim is bordered by the Western Sea on all sides but the east. Here, the great dragonswood of Gründewald borders the large kingdom, forming a wall of forest around it.

This Border is guarded by the proactive **Border Sentry** that canvas the forest lands and dangerous dragonswood, in order to secure their great kingdom. The Border Sentry comprises greatly skilled warriors and mages alike and it would be a terrible mistake to cross these dutiful soldiers of Alfenheim.
Ferro Godwin

**Ferro Godwin, Master of Nautical Craft** is a Nord of Ferro.

## Personality

Ferro Godwin is shrewd and adept at his business. He is very knowledgeable, not just in his craft in which he is considered a master but in general affairs and matters of history due to his advanced age. He is a skilled bargainer albeit waning as he gets older and his keen mind and interest in profit often are glaring.

## Story

Godwin was sent to learn from a master shipmaker, as is the case for most commoner boys in Vanaheim. He was particularly skilled in the design of vessels and saw the great potential he had if he began making his own ships. Completing his apprenticeship, he hired a few experienced hands and moved out to the Fishing Village, a perfect location for his trade, where he opened up his keep and has since become the most well-know, most esteemed shipmaker and design expert in Edenfell.

## Resources

His keep in the Fishing Village along with a few hundred employees and perhaps hidden coffers somewhere.

### Specialisations

Outrageously skilled in shipmaking, design and trade. He is also a wonderful bookkeeper with a sharp mind for his age and keen intellect that makes him a great interlocutor as well.
Merchant's Meet

In Alfenheim's Merchant Meet, there is next to nothing you cannot find. Hailed as the first well-developed in Edenfell, the Meet has served customers of the land for millennia, catering to all needs from food and clothing to the Jesterfaced men's swords, relics, spells and even cheap casks of the great kingdom's wine for the common men to indulge at will - for a price of course.

Oculus Miraeya can be found here.

## Illumi Eros; the dragon-man

Dragons are elemental beasts, tamed by the Alfen to fight alongside them. Most Alfen pay the iron price for their winged companions, going into the dragonswood to confront and subdue them, others simply exhibit immense wealth by paying the golden price; buying dragons' eggs.

In all of Edenfell, only one man deals in dragons' eggs: Illumi Eros, the Elvish merchant of the Meet.
His stall stands out from most due to the colorful nature of the eggs that line racks and shelves behind the dealer and the numerous guards that patrol the aisles owing to the expensive nature of dragons' eggs.

A single egg costs 200, 000 Gold and hatches in a month, reaching full size within 3 months of hatching. Well then, traveler, would you rather pay the iron price or the gold?

## White Gate

White Gate is Alfenheim's central Terminal, located at the center of the large market as is common in Edenfell. White Gate is the second oldest Terminal on the continent.
Castle on the Rock

The desert kingdom of the east is ruled from the enormous Castle on the Rock, seat of the Warden of the East and residence of the high and noble families of Summerwind.

The Castle is an exhibition of eastern architecture, featuring characteristic domes, Muqarnas, Pishtaqs and overlapping arches. Several parts of the massive building are made of pure gold and there are numerous lanterns all around the Rock, lighting up the path up to and surrounding the Castle.

Within the Castle on the Rock, lies the *Throne Room* of the Warden of the East.

The Kingsguard who constantly patrol the Rock as well as the Royal Guard of the East - a police force of faceless knights in typical eastern masks, wielding Summerwind's trademark scimitars and sabres - are also primarily located within the northern wing of the Castle.

MaskKingsguard Soldier
From here they march out, patrolling the streets, securing the kingdom and incarcerating outlaws within The Dungeons that lie beneath the Rock.

Sir Ignis Bravos can be found here.
Temple of Krig

The Nords of Vanaheim believe strongly in the warrior spirit and the god of war so greatly that even the atheists among them acknowledge an unknown force that drives the men of the north in battle. It goes without saying then, that the Temple of Krig, northern god of war, is the most beautiful and fancy-looking structure in the dreary north.

The Temple is open to all believers but due to its distance from central Vanaheim, it is seldom visited except on occasions of great war or conflict when the entire northern army comes to invoke the god before marching into battle.

Mandalay is the High Priestest of Krig.

Like Summerwind's Central Temple, a lot of the Temple is made of or plaited in gold and silver.
Alfen Rest

Alfen Rest is a landmass reclaimed from the forest by the Alfen and turned into a cemetery where the kingdom's native dead are laid to rest. A Terminal connects the cemetery to the Alfenheim, making burial ceremonies and funeral rites much easier to perform.

A shallow stream separates Alfen rest from the dragonswood and an exquisite wall of trees and lanterns marks the borders of the immense burial ground.

Alfen come here to honor the fallen and remember the dead who they believe are sacred and so it would be unwise to desecrate this serene environment. We don't want to incur the wrath of Alfenheim, do we?

## Grymer's Grave

Grymer's Grave is a five hundred feet high monument erected above the resting place of Illumi Grymer, first of his name, King of the Anthros and the first men, Lord of the Three Kingdoms and Warden of the Realm.

Said to be the greatest swordsman that ever lived, a dual-wielding fury, **Illumi Grymer** is fondly remembered by all and has become one of the greatest legends in Edenfell. His grave's monument stands high, mighty and proud, fitting the man who lies underneath.

Grymer's Grave marks the end of Alfen Rest.
City Plaza

The heart and soul of Viridi; the City Plaza is always bustling with life, even at the crack of dawn. Here, it's rare to go a day without a performance or celebration, be it a play, poem, or party.

Pools of water, from the White River upon which the waterfall city is located, are scattered around to keep Mer hydrated, tying in beautifully with the Plaza's already-impressive decor.

Viridi is also famous for its jade and gold, both of which are plentiful in the markets. Jade merchants and jewelers make a fine penny here, selling both to resident Mer and visitors alike.

Sailors resting in Viridi always make a habit of visiting the Plaza, buying goods and gifts for themselves, and loved ones at home. After all, who wouldn't want to boast such exquisite gifts?
The Northern Watch

While the Watchtowers protect the southern borders of Viridi, the Northern Watch guards the city from northern invaders and threats. The Northern Watch is a trident consisting of three Acolytes of the Order whose sworn duty to Viridi is to safeguard its borders from their base north of the White River.

The trident has served Viridi for centuries, as guardians are groomed and take their spot on the Watch when it is their time and they will continue to do so for centuries to come. Members of the Watch only live for one thing and they are willing to die for it; do not cross them.
Sangui

## Guild Members

Sangui of Summerwind is a famous house, known for its political influence and acumen. They are more of a political party than a tribe, crossing racial boundaries as they are comprised of members of all races. They are often violent, engaging in fatal duels to assert political dominance.

Sanguis are notoriously corrupt and tyrannical. Their sly and merciless nature is an unpleasant yet powerful weapon at their disposal.
The Northern Market

Vanaheim's Market, located just a little distance from Bold Castle and along the winding road to the Town Hall, is arguably the busiest market in Edenfell. The market receives goods from all over the continent, from traders of all races, walks and crafts and is the one of the primary destinations for anyone on the continent seeking relics, weapons, elixir and any other services.

The Market is patrolled by the Kingsguard and City's Watch to ensure smooth running of activities and maintain law and order in such a large trading location.

The **Jesterfaced sword merchants** can be found slithering around the market, selling illicit goods in the dark alleys. Once spotted, they scurry off into the shadows. Do not get caught buying from them, patronise a blacksmith instead.

Fights often break out between buyers and sellers and sometimes even between tow traders or customers. The rowdy market is a rough place to be but it's worth the trouble if you get what you're looking for in the end.

## Krig's Gate

Krig's Gate is Vanaheim's central Terminal, located at the center of the large market as is common in Edenfell. Krig's Gate takes the form of a room within which the gateway activates and transports whatever is in it.
Dwarf Mountains

An expanse of enormous highlands and intimidating rocky climbs, the Dwarf Mountains are cold, sometimes even as frosty as the north, and unfriendly to newcomers who do not know how to navigate the dangerous terrain of these blizzard lands.

The mountains get their name from the Dwarves who call them their home and live in a secret city somewhere up in the cold altitudes. Travelers this far up the east often encounter a few of them and learn quickly enough, how hostile, dangerous and unbelievably powerful these men of the mountains are.

If the weather doesn't kill you, the mountains will...and if they don't, the Dwarves will definitely do the job!
Eridi

## Guild Members

Home in the dark and mysterious underbelly of this beautiful world, the Eridi of Ironhold is a tribe of rejects; the poor, neglected and the unwanted members of Edenfell's societies.
They consist of a myriad of distinct individuals from criminals to orphans and fallen rulers.

They are derisively referred to as the roaches for being a house that most go to when abandoned with nowhere else to go.
Gang Świeżaków Świątecznie

**Gang Świeżaków Świątecznie** - specjalna edycja Gangu Świeżaków. Kontynuacja Gangu Świeżaków i poprzednik Gangu Świeżaków 2.

## Postacie

* Pomidor Patryk
* Marchewka Marysia
* Jabłko Antek
* Truskawka Tosia
* Pieczarka Piotrek
* Brokuł Bartek
* Gruszka Gosia
* Śliwka Sabina
* Banan Bruno (debiut)
* Pomarańcza Pamela (debiut)
* Gang Pana Choróbki

## Galeria

Karta "Racuchy z pieczarkami"Karta "Pizza z pieczarkami"
The Wall - South

The Southern Wall is a part of the large wall that runs round Summerwind. It borders the Land of Fire and the Southern Forest and runs all the way to the east and west where the Wall borders Oceanna and the Great Sea respectively.

The Wall has manned castles with packed armories and equipped units of Kingsguard and Royal Guard along it. The Southern Wall is an important defense from would-be invaders of Summerwind.

Summerwind's Wall is 500m high and is decorated with intricate patterns that cover its entirety.
Oculus

## Guild Members

Oculus is an honourable house of Centaurs. They are shrewd business owners, having significant success running trades and merchant circles. They are noble teachers, swordsmen and archers who protect what they love with a mighty hand.

The Oculus are not to be messed with; renowned as a very militarised tribe that protects the walls of Ironhold and the borders of Alfenheim with their life.
Land of Fire

The farther east you go in Edenfell, the hotter it gets.

Well past Summerwind's southern border, southeast of the kingdom, you will find the Land of Fire; a completely hostile environment of volcanoes, fire and lava; streams of death flow in crevices and pools along the steaming, rocky ground.

The only thing between Summerwind's domain and this infernal place is the warm **Great Salt Lake.**

This terrifying place is as desolate as it is east of Edenfell - even the air is out to get you - and anyone in their right mind will stay far away from it for as long as they still value their lives.
Winter Harbor

Winter Harbor is the second largest harbor in all of Edenfell, center of a plethora of trades; importation and exportation, piracy and smuggling, Winter Harbor is nothing short of a spectacle.

Thousands of ships dock and set sail from or to the Harbor, even in the hostile winters when some of the water near the port is covered in ice, making the Harbor one of the most active markets on the continent.

The activity and Vanaheim's reputation as the capital of all trades in Edenfell demands that the Kingsguard and City's Watch are ever present to ensure the security of the Harbor and the safety of everyone in and around it.

Despite the sometimes obtrusive security presence, illicit trades, smuggling, piracy are rife in the Harbor and viking groups set sail from this great port round the year.

Winter Harbor is located on the eastern side of Vanaheim, few miles from the island of the Temple of Krig. Ships, canoes, rafts, wares, clothing and materials; almost anything you want can be found in the Harbor; a place so big that like in Summerwind, the kingdom's Market is often called an extension of it.

The northerners are the greatest seafarers in Edenfell and as such, the might of the northern fleet is unparalled and the skill of northern sailors unmatched.
Nords

Nords are a race of Nephilim that inhabit the frost-bitten lands of Vanaheim. They are tall (standing at a scale of 2.1m), fair-haired and pale skinned Anthros who are known for their superior strength and incredible resistance to cold and even magical frost.

They are enthusiastic warriors and act as soldiers, mercenaries, merchants and blacksmiths all over Edenfell. Eager to augment their martial skills beyond traditional methods, they excel in all manner of warfare. Greatly skilled in handling nature's beasts, it is no surprise they possess vast summoning and conjuring sorcery. Above all else in Nordic culture is the quest for honour and glory, and a great emphasis is placed on family values. They thrive in the cold of their native Vanaheim and are known as a militant people by their neighbours.

Nords are also naturally superior at sea and have benefited from nautical trade since their first migrations across the sea. They captain and crew the merchant fleets of many regions, and may be found all along Edenfell's coasts. The Nords are excellent with arms. They are quick to anger, boisterous, and strong. They are natural-born warriors who fight with an ecstatic ferocity that terrifies their enemies.

As notoriously rugged stalwarts, the Nords are gifted with an unnatural expertise in two-handed weapon combat, unbelievable strength and outrageous willpower. They prosper in the vast, cold tundra having made all frost and beasts, natural and arcane, their allies. Standing incredibly tall and muscular, they are often referred to as the War-born or Nephilim.

The Nords are skilled at sea and as such nautical tasks such as trading and Viking are their domain. Nordic armour is made of a mix of toughened leather and furs over chain mail, adorned with small iron plates and distinct war paint. Each Nord has a distinct helmet design, from a plain mask over the eyes to a standard open-faced horned helmet to a full-protection horned helmet.

Of all the races in Edenfell, the Nords are the least mystically endowed. They possess very little mana and as a result, depend less on flashy sorcery and gimmicks in combat. They tend to lean towards their overwhelming brute strength and melee prowess, reverting to spell-casting only when necessary; a fighting style often referred to as "might over magic".

The Nords are blessed with natural mana that easily endears them to the beasts of Edenfell and grants them the ability to cast projections of creatures around them as well as conjure or summon beasts from the mystic realm.

Nords value loyalty, cultural integrity, honour, family and respect. Battle scars, well-braided hair, tribal body paint, game skin and a bushy beard are all features of Nordic appearance and ways to earn respect among the ferocious citizens of Vanaheim.
Samedi Neron

**Samedi Neron, The Lonely King**, also known as **Duke Neron** is a Mer of Samedi.

## Personality

A playful Mer, nobility comes second to Neron's love of life, living each life to its fullest. It's difficult to make him settle unless he's committed enough.

## Story

Neron was one who greatly enjoyed socialising with Mer and anyone else he comes across in his ocean travels. A grand navigator for the Nords for most of his life, he was stationed in Vanaheim to teach his allies how to steer through Titane's oceans. For every lesson about the ocean depths, he was told a story. Eventually, he returned home to Viridi when he was called to take over his father after his retirement. Whilst struggling to fit in with a more rigid position, he found himself looking for distractions in every turn... which is where he found himself growing smitten over the Queen, Nimiane.

His nature urged him to pursue it, spending close to a year trying to woo the Queen. When she eventually fell in love with him, she chose to wed him and it was the happiest day of his life, second to the wedding itself.

However, Nimiane's death soon shattered the man's heart and any love he still held for life.

He let himself mourn for three days, before immediately throwing himself back into his work. It was miserable. Every day, he was forced to remember the days he had spent beside his lover's side; coy whispers in boring court meetings, gentle brushes of the hand, and chaste kisses whenever they were free from their duties.

As old age weakened Neron, sly and greedy subjects of his court all set their eyes on the crown. He knew what they were doing, but he had never been a strong water wielder and knew he could be overpowered in a mere moment. And so, the Lonely King died truly alone.

Viridi had lost another monarch all too soon.

### Equipment and Weaponry

A golden trident and a shortsword which was passed down for generations.
The Southern Forest

Through the narrow path and past Alfen Rest, lies Edenfell's largest forest; the haunting Southern Forest, a woodland of hills and highlands, dark caves and prowling beasts. It's "entrance" is marked by two earthen statues known as the **Travelers' Guides**.

A little distance from the Guides, the only vibrant part of this great wood and the most colorful stretch of trees in the land begins, all around and within the **Blue Lake**. Here, the most beautiful of Edenfell's creatures, birds and runners alike, can be found. The forest is beautiful because it cannot be tamed and where man has no power, nature takes its often spectacular course.

**River Set**, a large, misty but calm body of water, runs through the forest and into the Great Sea through **Pilgrim's Gulf**. Marked along the banks of the ghoulish river, is an enormous sculpted representation of the Alfen god in full glory and cloak, wielding a sword with which he stills the waters.

The haunted river begins at a spring so powerful, it became a waterfall; a wild, powerful burst of purity that becomes a slow running, pacific stream. Formidable tranquility, **Thunderfell**; symbolic to the Alfen, and so they carved from the rock a remembrance of this.

*"Kissed by fire, forged from fury, prudence in passion, wisdom despite power - that, is what Alfen are and Thunderfell means!"*
The Wall - North

The Northern Wall is the main part of the large wall that runs round Summerwind. It borders the Eastern Desert and runs all the way to the east and west where the Wall borders Oceanna and the Great Sea respectively.

The Wall has manned castles with packed armories and equipped units of Kingsguard and Royal Guard along it. The Northern Wall is the kingdom's primary defense from invaders from the desert and Dwarf Mountains as well as the main entrance and exit to and from Summerwind.

Summerwind's Wall is 500m high and is decorated with intricate patterns that cover its entirety.

Sir Eridi Deryk can be found here.
The Summer Market

Summerwind's Summer Market is one of the busiest in Edenfell. Being very close to the Harbor, the market receives goods from all over the continent and is the primary destination for anyone within the kingdom seeking relics, weapons, elixir and any other services.

The Market is patrolled by the Kingsguard and Royal Guard to ensure smooth running of activities and maintain law and order in such a large trading location.

The **Jesterfaced sword merchants** are smugglers of fine blades, scimitars and longswords alike, that peddle weapons across the continent but they start from here, slithering around the market thieving from the kingdom's greatest blacksmiths and selling illicit goods in the dark alleys. Once spotted, they scurry off into the shadows. Do not get caught buying from them, patronise a blacksmith instead.

People, especially foreigners, often get robbed and pick-pocketed in the Summer Market and when they tell the tales of their misfortunes, the indigenous folk simply guffaw and say, *"Welcome to the Summer Market, friend".*

Draco Pyreman and Ignis Alanon can both be found here.

## The Summer Gate

The Summer Gate is Summerwind's central Terminal, located at the center of the large market as is common in Edenfell. The Summer Gate is the oldest Terminal on the continent.
Viridian Castle

Looming over Viridi, the castle is home to the monarch and their closest subjects. Decorated a sandy white and soothing turquoise, the castle is considered a shining symbol of peace to all Mer and visitors who lay their eyes on it.

Guarded by the Royal Infantry, entrance to the castle without authority or their majesty's permission is a difficult feat.

Within the castle, the different rooms and corridors are painted an array of colors, from gold and silver, to red and bronze.

Most of the rooms are off limits, unless you're a servant or family. Otherwise, guests are free to explore the castle grounds and hallways as much as they wish to.
The Suburbs

Situated between Crystal Crest and Witsend, the Suburbs are the residential district of those who are well-off and comfortable enough to avoid Witsend and afford a considerably better lifestyle and environment.

The district houses a few stores and shops; groceries, flowers and small butchers, but few and far between with no real serious trade and mostly quieter streets ideal for family life.

The Suburbs are patrolled by the Kingsguard, though not as heavily as most places, making them quite safe. On warm summer days, when the streets are dry and devoid of wagons and marching horses, the sound of children playing can be heard echoing the peaceful streets.