recursal/Fanatic-Fandom huggingface dataset:
Circles Relationship with the Chantry

The Chantry is, of course, dominant in The Circle of Magi. Indeed, it is difficult to see where The Templar Order ends and the Chantry begins, such in the close relationship between the two. So it stands to reason that the Chantry and the Circle must have a close relationship, be is a negative or positive one. Since the fracturing of the Fraternities and the Templar Order there was a notable rise of Andrastians amongst the Circle Mages; it was a sharp increase and welcomed by the Chantry, it certainly aided them in gaining the hearts and minds of those Circles who had rebelled and repented, avoiding Annulment.

It is also commonplace for First Enchanters of the Circles to be forced into regular communication with the most senior Chantry members and Templars. This communication often consists of the Chantry dictating how the First Enchanter should approach a problem and deal with it. Though the leader of the magi is not forced into complying they often do to remain in favour and to win the larger “battles” in the long run. It is a sacrifice but most First Enchanters see it as a compromise worth making.

All children taken to the Circle are rigorously indoctrinated. They are taught in the Chantry while awaiting their transfer to the Circle and are, for the first few years, taught in the same fashion as the initiates. They are not the equals of the initiates (who go on to become sisters, brothers and Templars) but they are certainly taught in the same way, learning that their magic is like Original Sin, it is the both a gift of the Maker and a curse and as mages they are a danger to themselves and society. They are brainwashed into believing these things and told that the Chantry and its precepts protect them and the Templars are their bodyguards as well as their prison guards. The Maker is their salvation.

One of the few freedoms is to be assigned to a Revered Mother or even a Grand Cleric – here Templar intrusion is less likely out of respect for such a high ranking Chantry official. It is rare, nay almost impossible for a non Andrastian to be chosen for such a posting. The Chantry official chooses the mage themselves.
Andraste, Bride of the Maker

caption
There was once a tiny fishing village on the Waking Sea that was set upon by the Tevinter Imperium, which enslaved the villagers to be sold in the markets of Minrathous, leaving behind only the old and the infirm. One of the captives was the child Andraste.
She was raised in slavery in a foreign land. She escaped, then made the long and treacherous journey back to her homeland alone. She rose from nothing to be the wife of an Alamarri warlord.

Each day she sang to the gods, asking them to help her people who remained slaves in Tevinter. The false gods of the mountains and the winds did not answer her, but the true god did.

The Maker spoke. He showed her all the works of His hands: the Fade, the world, and all the creatures therein. He showed her how men had forgotten Him, lavishing devotion upon mute idols and demons, and how He had left them to their fate. But her voice had reached Him, and so captivated Him that He offered her a place at His side, that she might rule all of creation.

But Andraste would not forsake her people.

She begged the Maker to return, to save His children from the cruelty of the Imperium. Reluctantly, the Maker agreed to give man another chance.

Andraste went back to her husband, Maferath, and told him all that the Maker had revealed to her. Together, they rallied the Alamarri and marched forth against the mage-lords of the Imperium, and the Maker was with them.

The Maker's sword was creation itself: fire and flood, famine and earthquake. Everywhere they went, Andraste sang to the people of the Maker, and they heard her. The ranks of Andraste's followers grew until they were a vast tide washing over the Imperium. And when Maferath saw that the people loved Andraste and not him, a worm grew within his heart, gnawing upon it.

At last, the armies of Andraste and Maferath stood before the very gates of Minrathous, but Andraste was not with them.

For Maferath had schemed in secret to hand Andraste over to the Tevinter. For this, the archon would give Maferath all the lands to the south of the Waking Sea. And so, before all the armies of the Alamarri and of Tevinter, Andraste was tied to a stake and burned while her earthly husband turned his armies aside and did nothing, for his heart had been devoured. But as he watched the pyre, the archon softened. He took pity on Andraste, and drew his sword, and granted her the mercy of a quick death. The Maker wept for His Beloved, cursed Maferath, cursed mankind for their betrayal, and turned once again from creation, taking only Andraste with him. And Our Lady sits still at his side, where she still urges Him to take pity on His children.
The winding path and the open air temple

At the end of the los muchos dioses is a vast building within which is a representation of each of the religions that are represented in Nueva Libertad. At the rear of this building is a forest which soon declines into a valley, which is impenetrable from Nueva Libertad. However, there is a path which travels half a mile before it is impossible to go any further, and before you get to that point this path deviates into another, smaller path which appears old and forgotten; upon following this path a person would soon find that the forest ends and they abruptly find themselves either side of smooth, polished walls. The floor below is made from earth, only not littered as the path of the forest and it winds one way and then the other along, the sky above all along. The smooth wall shimmers, a dim reflection of whoever walks along the path appears as they do so.

The path ends, the walls stretch out into a grove. All about is bright and the air thrums with energy, filled with exotic insects and birds that are rarely found anywhere in the world. There are trees which reach into the sky, trees which scrape the grassy floor that is about them and entire patches of grass perfect for sitting upon. A the centre of the grove is a building, made of grey stone and with no cover atop it; it is ancient, a temple from long ago and within are icons, statues and markings that are also so very unusual. However, there are some people of Thedas who would recognise them, and thus the grove.

These markings are elvhen beyond remembering, though their nature is undoubted to the eyes of a few lore keepers. This grove is elvhen. And it is where Furia takes those of his people who join his cause.

The grove is secluded and for those who are not elven it is hostile towards the senses and the skin. Thus it is only upon rare occasion that non-elven are present within it. Those who are elven feel their senses are elevated, their minds vibrant with energy and the thrum in the air holds a calming effect. The temple greatly affects anybody who chooses to step inside of its walls, a deep sense of both longing and dread present.
Primoris Incendia

## Foreword

This is a SECRET Cult, there are whispers of such a religion but no solid proof and no evidence they exist. They are a secret society and ANY mention of them IC must be justified and must be cleared by Miasma. Please do not randomly uncover this Cult or reveal their existence IC without contacting the faction leader otherwise your IC actions will be ignored. There is a plot in motion to uncover them, so put in the work with us first and then you can play a significant role in challenging them any maybe exposing them.

This is a structured plot so please contact Claire before doing anything with them IC or in your profiles.

Please read the associated lore as these pages contain important and comprehensive Cult information.

## The Basics

**Common Name(s)**: Cult of the First Fire, the Old Religion

**Located**: Tevinter, exclusively. Other Shrines or temples are throughout Thedas but were abandoned when the Imperium was defeated after the First Blight.

**Number of Members**: Unknown

## The Old Gods

### Dumat

The Dragon of Silence (Powerful clerics, limit of 0/3 characters)

### Toth

The Dragon of Fire (Powerful, cult is named after Toth since it was the Clerics of Toth who brought the survivors together and created the secret society)

### Andoral

The Dragon of Freedom, called the Old God of Slaves by the Faithless

### Razikale

The Dragon of Mystery (these clerics are RARE. Their shrines are high in the Mountains, they are very elusive and they are a little bit strange. Finding them is very difficult, the power of foresight is rare even amongst these clerics and thus the board limits on these clerics is 1/2)

## Allegiances and Allies

The only allies are other members of the cult. Secrecy is paramount for their survival so any allegiances outside of the religion are one sided - in other words the cultists know with whom they are allied but their allies do not know they are cultists.

## Mandate

1. Destroy the Imperial Chantry and seize control of the senate, the Archon and the Black Divine. Replace this with the system that Ancient Tevinter once had - the Old God Religion at the heart of Tevinter once more. The Archon should be a high priest of the old religion (The Acolytes of Dumat assert it must be a high priest of Dumat).
2. 1 Find the Old Gods and protect them. Awaken them from the slumber the Maker forced on them and free them from their prison. Some believe this must be done first in order to convince the world of their right and their power. To prove to the heathens that this is the true power in Thedas. Some believe that they must control Tevinter sooner rather than later - the threat of the Orlesian Empire and the Qunari is forcing their hand and so some have abandoned the search for the old gods in favour of securing the Imperium and
Rite of Annulment

## The History Of The Rite Of Annulment

In the 83rd year of the Glory Age, one of the mages of the Nevarran Circle was found practicing forbidden magic. The templars executed him swiftly, but this brewed discontent among the Nevarra Circle. The mages made several magical attacks against the templars, vengeance for the executed mage, but the knight-commander was unable to track down which were responsible.

Three months later, the mages summoned a demon and turned it loose against their templar watchers. Demons, however, are not easily controlled. After killing the first wave of templars who tried to contain it, the demon took possession of one of its summoners. The resulting abomination slaughtered Templars and mages both before escaping into the countryside.

The grand cleric sent a legion of templars to hunt the fugitive. They killed the abomination a year later, but by that time it had slain 70 people.

Divine Galatea, responding to the catastrophe in Nevarra and hoping to prevent further incidents, granted all the Grand Clerics of the Chantry the power to purge a Circle entirely if they rule it irredeemable.

## Recent changes to the Rite

Before 937 this Rite of Annulment had been performed 17 times in the previous 700 years.

In the ten years of the Mage Rebellion it was performed more than ten times. The exact number of Annulments is not yet known, but it is something that still pains and angers mages to this day. Many of them are refugees from the slaughter and join the Hand of Justice so they can exact their revenge.

One of the conditions of the Weisshaupt Accord between the Templars and Libertarians was that the Rite of Annulment was not to be performed by Templars on Libertarian Circles. This was to be revoked, something that the Sword faction of the Templar Order were not willing to give up. Why they signed the Accord is still a mystery to many and some believe that they will not hold to this agreement.
Anime

**Episode Count** | 12

*"12 warriors who are burdened with the names of the 12 Chinese Zodiac members fight with each other's lives and pride at stake, all to grant just one wish."*

**Juuni Taisen** *「十二大戦」* is an anime series adapted from a light novel by NISIOISIN and has collected 1 volume with 12 chapters. An anime television series adaptation premiered in the Fall season on October 3, 2017.

## Staff

**Director:** *Naoto Hosoda*

**Series Composition:** *Sadayuki Murai*

**Music:** *Go Shiina*

**Original Creator:** *Hikaru Nakamura*, *Isin Nisio*

**Character Design:** *Chikashi Kadekaru*

**Theme Song Performances:**

Panorama Panama Town *(Opening)*

Do As Infinity *(Ending)*
Artifice

## Description

caption
The artificer combines alchemy and enchantment of items and is often regarded as being just as unstable, unpredictable, and dangerous as the concoctions he brews and the items he makes. The artificer captures his own magic potential within the liquids and objects he creates, infusing his chemicals with virulent power to grant him impressive skill with poisons, explosives, and all matter of enchanted items. The process of capturing essence, using blood in some cases, borders on what The Chantry believe to be Maleficarum magic and it is therefore outlawed. Truthfully its origins lay in the Ancient Dwarva and in Arlathan, the secrets of capturing souls and creating enchantments without lyrium have been lost, but the process has been rediscovered in part in the school of Artifice.

## Limits

Lyrium is not used. Since only dwarves and Formari can enchant items using lyrium the artificer uses other...alchemic means. In reality the only limits are ones imagination, but practically the more "creative" one gets the more dangerous and virulent the object created. The main reason so few artificers exist is because of their wayward experiments, not because of Templars.

## Origins

This is a very rare school of magic that is considered by some but a shadow of what the Formari and Dwarves can do. However, the Ancient Elves used this school to enchant and it is believed that the current school that is taught is somewhat incomplete. To some it is a very new style of magic but in truth it is very, very old.

## Precepts and how they are taught

There is but one way to learn this school, and that is from a master. Often disguised as a simple hedge mage, the process of becoming and artificer is similar to that of an apprentice blacksmith. The problem is finding a master, then getting them to teach you.

## Abilities and Spell Trees

* Novice Artificer
	+ Create basic potions
	+ Apply basic enchantment to objects (using alchemic liquids)

* Adept Artificer
	+ Create advanced potions
	+ Apply advanced enchantments to objects and weapons

* Master Artificer
	+ Create enchanted object (using magic and smithing) - please note that the skill of smithing is rare when combined with magic and only master artificers possess this, they often mask themselves as the village/town smithy. This skill is very rare and the objects created are very small and infused with either blood magic or in even rarer cases - spirit.
Avvar: Death Rites and Burial

## Towers of the Dead - Air Burial

caption
The Avvar believe that the body of the dead must be "offered to the Lady" by being dismembered and placed in Towers of the Dead. The Lady of the Skies is the Avvar's Death Deity.

Towers were carved from the mountain thousands of years ago and it is in these places where the bodies of the dead are laid. These towers are vast, hollow, roofless places with stone shelves (or long rectangular niches set around the edge like shelves. These shelves are large enough to take a single inhumed body) jutting out of the circular interior wall. The floor of the tower is dusty and littered with the bones of the dead.
All Avvar dead are laid here, to be consumed by carrion and taken to the Lady and her Realm of the Dead. Exposed to the elements this is a holy rite, needed in order for the spirit of the Avvar to live amongst the gods. The "Song of Passing" is sung and incense burned while the body is transported to the tower, the music keeping the spirit close so it can be released once inside the Tower of the Dead. Shaman often perform this rite, but since they are not going to be around for every death a close family member can perform the death rite as well.

There is a role for the close family (or those chosen by the shaman or Thane) who are referred to as "body-breakers". This task is performed with gravity and ceremony. According to Avvar beliefs, this "body breaking" makes it easier for the soul of the deceased to move on from the uncertain plane between life and death onto the next life; the song keeping the spirit close while the body is dissembled and taken to the Tower of the Dead. The breaking of the body also aids the carrion in consuming the body and taking it to the Lady.

## The Songs of Passing

> "O chì, chì mi na mòr-bheanna
>
>
> O chì, chì mi na còrr-bheanna
> O chì, chì mi na coireachan
> Chì mi na sgoran fo cheò..."
>
>
>
>
> -
>
>
>
>
> Chì mi gun dàil an t-àite 'san d' rugadh mi;
> Cuirear orm fàilte 'sa chànan a thuigeas mi;
> Gheibh mi ann aoidh agus gràdh nuair ruigeam,
>
>
>
> Nach reicinn air thunnachan òir.
>
>
Dalish: History

caption
The elven pantheon was revered in the time of Elvhenan, before the humans came to Thedas. When Arlathan fell, the Dalish lost more than their city. They lost a significant part of their culture and history, information about the Elvhen Pantheon included. Little is known about how the gods were worshiped at this time except that the gods had guarded temples, the elves worshiped their gods for months at a time and that worship may have included rituals involving water and kneeling and praying before altars. Once the elves realized that the presence of humans, or “shemlen” as Dalish like to call them, caused the loss of elvhen immortality, making the previously immortal race vulnerable to the effects of time, they attempted to isolate themselves. Many believed that the gods had judged them unworthy of their immortality and decided to equal them with humans. The elves retreated within Elvhenan but were ultimately conquered and enslaved by the Tevinter Imperium. The Slave Trade took its toll on the elves and soon the worship of Elvhen Pantheon declined. However, the elves, led by Shartan, stood beside Andraste in her fight against the Imperium, and their reward was a new home in The Dales, where the worship of their gods could be revived. The elves left Tevinter for their new homeland in 1025 TE

caption
The elves' new homeland didn’t last that long by the standards of Elvhenan, however. Over the next 270 years or so, relations between the elves and their human neighbours were hanging by a thread, and in the early Glory Age there were numerous border skirmishes between The Dales and Orlais which soon escalated into war. When it appeared that the elves might actually capture Val Royeaux, The Chantry called for a holy war, resulting in a new Exalted March against The Dales. It all ended with the elves losing the war by 2:20 Glory. Orlais took over the lands of the Dales, with elven settlements being uprooted and worship of the elven gods forbidden. Elves who accepted the Chantry’s offered truce and surrendered were asked to embrace the Maker as their god and live in ghettos, within human settlements, today known as Alienages. Some elves, however, refused to give up their worship or their dream of their own homeland, and they became the Dalish.
Dalish: General

> This article contains general points of interest about the Dalish and things that are too small for their own article. Some of it is released by Bioware and some of it is created by staff or by members IC.
>
>

## Elvhen Calender

There was once an elven calendar but it was banned when the Tevinter Imperium sacked Arlathan. Naturally very little of the information survives and is known to scholars. The earliest recorded date is 1 FA, which dated the founding of Arlathan and is when the calendar started. 1 FA is roughly estimated to equal -7600 Ancient, but of this we are not certain.

## Elvhen Language

See our Dalish: Lexicon for more details about the Dalish language.

caption
What you must remember about this language is its use. The Dalish do not remember all of their language, however the parts they do know, and more specifically the messages that forms, are important. Their gods, their greetings, their philosophies, messages that were passed down in the proper tongue were remembered and kept because they were important. So words that encompass love, family, blood and vengeance we see are common in the Dalish Lexicon.

## Vir Tanadahl

Vir Tanadahl is the philosophy that all Dalish subscribe to. It encompasses the values of the Dalish and it permeates their culture and their actions. As a result of Vir Tanadahl we see in Dalish culture that there is focus, adaptability and strength in numbers. These are important and defining to the Dalish.
Paying a Pirate

One of the easiest ways of comparing the rank or station of different officers on board different pirate ships might be to compare the different shares of prizes they received. I have included in this table the shares accorded to officers in the articles of Roberts, Lowther and Phillips, and the shares given to privateer officers of the 17th century according to Monson. By way of comparison I have also included the amount officers listed would have been paid per month had they served in a Royal Navy sloop in 1700. I have not included all the ranks listed in Monson or the Navy pay lists, only those ranks which also appear in pirate articles.
The Weisshaupt Accord

## The Creation of the Accord

In the year 9.47 in the Age of the Dragon, on the 6th day of Harvestmere heads of state and representatives from both sides of the war convened. The setting was Weisshaupt Fortress, the Wardens being genuinely neutral in all things, and those in attendance came to be called the Clear Day Council. The Accord was written by the Clear Day Council, who were also the original signatories.

## The Clear Day Council

* Her Holiness, Divine Justina V

* His Eminence, Just La Guerry, Emperor of Orlais

* His Grace, Alistair Theirin, King of Ferelden

* Francois Pufoy, Knight-Vigilant

* Nuala Elanil, Grand Enchanter

The first meeting of this Council was forced by the heads of state, for the tensions between all sides had arisen to the point where it was felt no one could continue. It is to be noted that there was no representative from the Resolutionist Cause and to the present day no member of this Cause has sought to be a part of the Council.

## The Terms of the Accord

* The Templars were to cease all war operations.

* The rebel magi were to cease all war operations.

* The heads of state must accommodate all sides as regular citizens when upon neutral ground.

## Reaction, Perception and Ripple Effect

The general reaction to this accord across Thedas was one of relief and joy. The war was at an end (though some were cynical and saw it merely as a ceasefire). The Chantry became more powerful as a result of the Accord. It has the most influence regarding the decision of where further negotiations to review take place and when they are to take place.

There was a significant decrease in fighting despite the Resolutionists not recognising the Accord. Tensions did and continue to increase in regions of Thedas where Chantry influence is not as strong and where in the wilderness and places of the continent where there is no government.

Many Templars returned to the Chantry, but they still called themselves “Swords of the Maker” and “Shields of the Maker”. Evenso, the returning Templars also returned to their former duties.

The Libertarian Order’s influence grew, the communities of mages that they fought to expand was able to grow as well. All as a result of the Accord. It is therefore not surprising that the Libertarians fully support the Accord and seek to strengthen it. Indeed, they are perceived to have benefited the most from this treaty.

Those who are the worst off are mostly certainly the Swords and Shields. The Swords are even suspected of resorting to devious and malicious efforts to reignite the war. Their plans for insurrection are rumours, but considering their violent role in the War it is not hard to believe such tales of malcontent.
Geography

## Introduction

The word "Thedas" originates from Tevinter, once referring to all lands beyond the Imperium and eventually, it came to encompass the entire continent. A native of Thedas is referred to as a Thedosian.

## Countries

* Anderfels
* Antiva - the setting for novels Dragon Age: The Stolen Throne and Dragon Age: The Calling as well as the games Dragon Age: Origins, Dragon Age: Origins - Awakening, and the prologue of Dragon Age II.
* Ferelden - the setting of Dragon Age: Origins
* Nevarra
* Orlais - the setting for the novel Dragon Age: Asunder
* Par Vollen
* Rivain - the setting for the second volume of the comic series Dragon Age: Those Who Speak in Isabela's memories.
* Seheron - the setting for the comic series Dragon Age: Until We Sleep
* Tevinter Imperium - the setting for the first volume of the comic series Dragon Age: Those Who Speak
* The Free Marches - the setting for the game Dragon Age II from the prologue onwards.

Beyond the Korcari Wilds to the south is a frozen wasteland that only the Chasind Wilders have explored (as well as the Hand of Justice). There's also land further west, although the Hunterhorn Mountains inhibit travel - as do the jungles of Donarks in the northwest. Par Vollen lies to the north, much closer to the equator.

Thedas seems to be in the southern hemisphere, as the weather of its nations seems to get warmer the farther north one goes. However, it's seasons appear to follow a calendar similar to the northern hemisphere since "Summerday" is at the end of April (Thedas equivalent is Cloudreach)

## Trivia

* The name was originally an acronym used on the BioWare Dragon Age forums. It stands for "**THE**" "**D**"ragon "**A**"ge "**S**"etting.
* Thedas is comparable in size to modern Europe with the Amaranthine Ocean to the east and the Boeric Ocean to the north. Ferelden lies to the far southeast and is small compared to the rest of the continent.
* Thedas is loosely based on Medieval Europe, as its nations are very similar to European ones.
Shisui

File:Cha065 Axe.png

 **Taijutsu per LVL** | 245 (+32)
 **Ninjutsu per LVL** | 15 (+3.3)
 **Genjutsu per LVL** | 30 (+0)

## File:Cha065 Skill I.png ***Bonus Attribute***

#### ***Cost:*** *-   **Cooldown:** -*

* ***Passive -*** For each maximum level of his skills, Mogul Khan gains 40 bonus Health, 5% bonus Attack Speed, 40 bonus Mana, 7 Ability Power and 4 bonus Attack Damage.

## File:Cha065 Skill Q.png ***Berserker's Call [Q]***

#### ***Cost:** 50 / 60 / 70 / 80 / 90Mana   **Cooldown:** 10 seconds*

* ***Active -*** Mogul Khan shouts and taunts nearby enemies for an unconquerable battle with the Axe. Enemy units are forced to attack him for 1/1.25/1.50/1.75/1.75 seconds and are dealt with 60/100/140/180/180 + [0.5 AP] magic damage while Mogul Khan gains 200 bonus Armor for the duration.

## File:Cha065 Skill W.png ***Battle Hunger [W]***

#### ***Cost:** 70 / 80 / 85 / 90 / 90Mana   **Cooldown:** 11 / 10 / 9 / 8 / 8 seconds*

* ***Active -*** Mogul Khan enrages an enemy and fills them with the rage of battle (debuff), dealing 18/25/32/39/39 + [0.1 AP] magic damage per second and reducing the target's movement speed by 8% for 10 seconds or until the target kills a unit. Mogul Khan gains 8% bonus movement speed whenever there is a unit affected by Battle Hunger.

## File:Cha065 Skill E.png ***Counter Helix [E]***

#### ***Cost:*** *-   **Cooldown:** 0.25 seconds*

* ***Passive -*** When attacked, Mogul Khan has a 17% chance to spin and perform a counter helix attack, dealing 40/80/120/160/160 + [0.4 AD] + [0.1 DEF] physical damage to all nearby enemies.

## File:Cha065 Skill R.png ***Culling Blade [R]***

#### ***Cost:** 100 / 125 / 150Mana   **Cooldown:** 70 / 55 / 40 seconds*

* ***Active -*** Mogul Khan attempts to decapitate anyone who engages him in combat, instantly killing the target enemy hero that has Health below 250/400/550 + [8% of Axe's maximum Health] otherwise this skill will deal 100/125/150 + [1.0 AP] magical damage and stun the target for 1 second. Upon successfully killing the target with this skill, Mogul Khan gains 50% bonus Movement Speed that lasts for 3 seconds.
Avvar: Relationships with Animals

## Rangers and animal companions

captionThe Avvar do not befriend creatures in the same way as say - the Dalish. They revere the animals of the mountain and some of these creatures are believed to be their animal deities. They have a balanced relationship with their environment and though they do not connect with animals on specific or personal level (no animal companions) they do seek their guidance and help and respect their home. As Rangers the Avvar are expert trackers and brilliant readers of their environment. Sky Guardians tend to be Rangers but this is not exclusive to them. Some Stone Guardians learn these skills as well. The Avvar will only hunt a certain game depending on the wisdom of the shaman and they put a lot of importance in the formations of birds, the roaming packs, the stampede of herds, anything and everything has a meaning and though they hunt to eat they also do not want to displease the gods by killing the wrong animal. It's a fine balance and the Avvar have been keeping that balance for thousands of years. Thus they do not "befriend" creatures but they have a very close relationship with them as a whole.

## Aeries and use of birds

Birds are the agents of the Lady and an integral part of Avvar culture. They are messengers of the gods, they warn of enemies and lead warriors to safe passes and herders to where there is food for their goats. They are revered and Runic Scribes in the aeries are an important part of Avvar communities.

Ancient aeries are found all throughout the Frostbacks but the most elaborate are in the Holds. Beacon fires are used to call the Avvar to war, but birds are used for long distance, quick communication. Hawks, crows, pigeons, kestrels, all trained and kept in these aeries. The use of runes and runic symbols is their main form of written language, thus anyone intercepting messages must be fluent in Avvar rune script to be able to read it.

## Runic Scribes

Runic Scribes are rare in Avvar culture and valued. They are often Shaman, but not always. The Runic Scribe is a revered position in the Holds - though the Scribes are not only found in Holds, there are aeries scattered throughout the Frostbacks. The aeries outside the Holds are well defended and used by villages to send urgent messages to the Holds and to other aeries throughout the Frostbacks. Birds are the agents of the Lady, bringers of omens and foretellers of woe, thus Runic Scribes have the Lady as their patron goddess and are thought to be blessed by her and protected by her.
Tranquillity

The Tranquil are the least understood but most visible members of the Circle. Every city of respectable size boasts a Circle of Magi shop, and every one of these shops is run by a Tranquil proprietor.

The name is a misnomer, for they are not tranquil at all; rather, they are like inanimate objects that speak. If a table wished to sell you an enchanted penknife, it could pass as one of these people. Their eyes are expressionless, their voices monotone. Incomparable craftsmen they might be, but they are hardly the sort of mages to put ordinary folk at ease.

Although apprentices do not know the nature of the Harrowing, all of them understand its consequences: They either pass and become full mages, or they are never seen again. Those who fear to undertake this rite of passage, or those who are deemed too weak or unstable, are given the Rite of Tranquility instead.

The actual procedure, like the Harrowing, is secret, but the results are just as well known. It usually takes place in the Harrowing Chamber. The rite severs connection to the Fade. The Tranquil, therefore, do not dream. This removes the greatest danger that threatens a weak or unprepared mage, the potential to attract demons across the Veil. But this is the least of Tranquility's effects. For the absence of dreams brings with it the end of all magical ability, as well as all emotion.

The Tranquil, ironically, resemble sleepwalkers, never entirely awake nor asleep. They are still part of our Circle, however, and some might say they are the most critical part. They have incredible powers of concentration, for it is simply impossible to distract a Tranquil mage, and this makes them capable of becoming craftsmen of such skill that they rival even the adeptness of the dwarves. The Formari, the branch of the Circle devoted to item enchantment, is made up exclusively of Tranquil, and is the source of all the wealth that sustains the Chantry-owned towers.
Chasind: In-depth

## Clans and Tribes

There are two clans post Blight:

* Ar Cinneadh O'Chasind (the people of the Wilds)
* Ar Fánaíocht (the Nomads)

The Nomads are around 15 tribes of between 30 and 120 Chasind. They have wagons and pull carts and travel through more easily traversed terrain than the Wilds and when they return they camp on the edges of Korcari for the summer. Those that remained in the wilds are split into larger tribes. The total number of these tribes is unknown - a fact that worries many a Ferelden. Each tribe lives in a village, of which about a third are semi nomadic. The other two thirds are tribes which are rooted to their part of the wilds, their villages holding between 100 and 500 Chasind.

Their homes are built into the tree tops and between the trunks, as well as being huts that are on stilts in the swamps. Each tribe has a varied pantheon of spirits and animal gods, their Shaman changes into their most worshipped creature and the rest of the tribes wear masks of this animal during rituals (such as marriages, funerals, etc).

## Chasind Way of Life

Everything in the wilds is useful. Anything can be made to do something, be for something, or be for someone. The Chasind have adapted to their environment and there is no one better at navigating and surviving in these dangerous swamps than these people. They had to bend and break in order to learn what they have learned and every aspect of there theirs revolves around their environment. From their food and homes to their magic and beliefs, the Korcari Wilds have shaped this Clan and in turn they have shaped the wilds. Where The Tevinter Imperium failed the Chasind succeeded and it is this fortitude and determination that must not be underestimated. They are a hardy people but they are also very resourceful, something that most freeholds and banns do not appreciate.
Episode 6: Even a Champion Racehorse May Stumble

## Synopsis

Sharyu and Usagi's fight comes to an end, with Usagi the victor. Hitsujii assumes he can defeat Tora and takes the first move, but is instantly killed by her. While still on the run from an undead Snake, Nezumi takes shelter in a bank's vault where Uuma is holed up. Before heading back out, he warns Uuma to leave the area, as Snake may show up soon. Not heading his warning, Uuma stays and soon finds himself suffocating from lack of oxygen after Snake appears and starts to burn the building down.
Episode 1: Even Boars May Become Pigs After Seven Generations

## Synopsis

The 12 Zodiacs gather to partake in the 12th Zodiac War.

## Summary

In a city now devoid of people, Boar, with light machine guns akimbo, heads towards a central building. As she enters the building, she reminisces about how she became the family’s contender in the Zodiac Tournament. At the top, she sees the other contenders, although one, the Snake, is already dead. The mysterious referee appears and tells them to swallow the gems of the tournament, containing a poison that will kill them in 12 hours. The winner must retrieve all the gems from the other competitors before the deadline. They will then receive the antidote and make any wish they desire.

After he leaves, Monkey suggests that the best way would be to collaborate and for the winner to wish the others back alive, so no one has to die. While some see it as a good idea, the Boar thinks it is stupid. The floor suddenly gives way, with the competitors dropping to the lower levels. Boar runs into Rabbit and thinks she can kill him, but she is grabbed from behind by the headless body of Snake which is controlled by Rabbit who then stabs her through the heart. As she dies, she realizes he is a necromancer and he says that she will also be his friend once she is dead.
Gemini

"*I wish for choice.*"

— **Double Mind**

 Voice Actors

**W2222** (W2222, *Daburyu Nininini*) and **B2222** (B2222, *Bi Nininini*), known collectively by their Zodiac name **Double Mind** (ダブル・マインド, *Daburu Maindo*), is one of the Western Zodiacs in the novel Juuni Taisen vs. Juuni Taisen. They are the Zodiac of the Gemini. The older sister was a was a criminal for stealing an aircraft carrier and the younger brother for stealing a nuclear submarine.

## Appearance

Are dizygotic twins siblings, both twins dress in sailor uniforms, older sister is petite but younger brother is huge.

Additional images are provided in the below gallery for reference.

**Image Gallery**

## Background

Gemini were illegal human experimentation's of a certain military organization. Since they planned to produce one outstanding warrior, the twins Double Mind were treated as a failure.

For that reason, their existence was concealed and each one was confined in another place, but felt the presence of the each other  and survived the harsh conditions with this support. The size of attack is maximum even among the war criminals because they can freely manipulate nuclear submarines and aircraft carriers with autopilot using the twins spirit response.

## Plot

Crime- Theft

Under the command of Leo, they destroy the castle which is the base of the warriors with missile bombing. Moreover, even if they fought down the warriors who escaped by the cave which they kept intentionally, it was late when they realized it was a trap for them to chase themselves. Eye of Cormorant found the evacuation destination as soon as possible. Boar was familiar with heavy weapons and weapons in general are sorted for unexploded ordnance that was left due to a large volume drop. Dog then  uses a strong banging power and instantly creates a simplified time bomb. The twins were so amazed at the great strategy of Monkey that both gathered and died together.
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## Reasons for Banning

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Virgo

"*I wish for a master.*"

— **Iron May**

 Voice Actors

**Andy Almar** (アンディ・アルマル, *Andi Arumaru*), also known by his Zodiac name **Iron May** (アイアン・メイ, *Aian Mei*), is one of the Twelve Western Zodiacs from the novel Juuni Taisen vs. Juuni Taisen. He's the Zodiac of the Virgo.

## Appearance

Additional images are provided in the below gallery for reference.

**Image Gallery**
Manual of Style:Chapters

The guidelines here cover the manual of style and format of chapter articles. Please refrain from altering or adding to the format without consent of an admin.

If you have a suggestion regarding formatting, message an admin. If you think something should be added to a certain article, but you're not completely sure, start a talk page on the article.

## Synopsis

Give a brief overlay of the whole chapter in a few sentences.

## Summary

Summarize the whole chapter, go into further detail than the synopsis in a few paragraphs.

## Character Appearances

List the characters in the order of their appearance for the duration of the chapter.

```
Example:

{{scroll box
*[[Usagi]]
*[[Inounoshishi]]
*[[Shuryuu]]
}}
```
Leo

"*I wish for stars.*"

— **Dandy Lion**

 Voice Actors

**Dandy Lion** (ダンディ・ライオン, *Dandi Raion*), real name unknown, is one of the Twelve Western Zodiacs from the novel Juuni Taisen vs. Juuni Taisen. He is the Zodiac of the Leo.

## Appearance

Additional images are provided in the below gallery for reference.

**Image Gallery**
Episode 8: In Like a Dragon, Out Like a Snake (Part 2)

## Synopsis

Dragon watches as Snake's severed arms strangle Ushii and Tora. In a flashback, Dragon and Snake are being tried for crimes which damaged the prestige of the twelve houses. They were engaged by both sides in a deal involving criminals supplying orphans to a pharmaceutical research facility for illegal experimental drugs. However, they decided to betray their clients and take all the money themselves, destroying the facility and killing everyone left inside. They also accepted money to destroy surviving witnesses. Although they sometimes distributed the fortunes they stole to the poor, their good intentions often backfired, making the gestures quite hollow. After being acquitted of the crimes due to Snake's convincing arguments as defense attorney, they were chosen as representatives for the Zodiac Tournament. Back in the present, Ushii's strategy of burning Snake's severed arms is effective and he and Tora are freed. Ushii then realizes that burning is the only way to stop Rabbit's zombie puppets. Meanwhile Dragon plans a fitting memorial service for his younger brother Snake.
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Tundra Wilders

> *The Korcari Wilds are a cold southern expanse of forests whose extent is not truly known. The Chasind Wilders, who live within, tell of a wasteland of snow and ice further to the south, filled only with desolate tundra and nomadic barbarians. Most northerners believe little of what the Chasind have to say.*
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> The northerners are right to disbelieve at least some of what the Chasind say. The southern Tundras are not populated only by barbarians, but in fact a complex and enduring society comprised of a people that are not unlike the Avvar tribes of the Frostback Mountains.
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> They are called the People of the South, for they have no name . . .
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> *The Tundra Wilders are a scattered people, who have lived far from the developed lands to the north for centuries; some historians theorise perhaps even thousands of years, and that the men of the world originate from those lands, rather than the commonly accepted notion of origins to the east.*
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## An ancient people

They are less populous than the Avvar, surviving the unforgiving frozen wastes in tribes of anywhere between two and five dozen people. The exact number of tribes changes by the year, a combination of the extreme terrain and encroachment from people to the north shaping the Wilders in most aspects of their lives.

Most of the lands are barely accessible, let alone hold the capacity for settlements, and so the people have kept to the same locations for residence; there are groves dotted about the wastes where the weather does not reach, the deadly touch of extreme cold halting at the edge of what have become thoroughly established encampments. Through gradual, small scaled mining and farming these groves have become the homes of the Wilders, tended to as they are by various tribes due to the nomadic lifestyle they still hold to.

Whereas their Avvar cousins migrate from settlement to settlement sometimes as often as more than once a year, the Wilders rarely move from grove to grove more than once in half a decade. Uniting with other tribes during migration is a common occurrence, as the Wilders have forged paths through the wastes over countless years; it is rare that non-Wilder groups would set foot upon them, and so they join together during their journeys to intermingle and maintain their culture. These routes are known to tribe members, but only a handful of maps of the area exist. They are fiercely guarded against outsiders.

## Across the wastes

The further north tribes live the more open they are to outsiders, but they are still not considered hospitable.
To the east is barely populated. This is directly south of the Frostbacks, as the land does not reach much further east than that. In this area there is a fortress that the tribes do not venture near; there are creatures and hunters that kill on sight.
The tribes deal with supernatural beings on an increasingly regular basis, and so do not hold the same level of panic when they are near.
Much of their beliefs and way of life comes from an ancient time, and so are unknown to those from the north.