recursal/Fanatic-Fandom huggingface dataset:
Фракции

## Фракции В Кампании

*Список Фракций*

* **Александрия**
* **Хиллтоп**
* **Королевство**
* **Оушенсайд**
* **Спасители**
* **Гражданская Оборона**
* **Содружество**
* **Терминус**
* **Цитадель**
* **Группа Вагнера**
* **Жнецы**
* **ФСБ (Россия)**
* **Военные**
* **Вудберри**
* **Мемориальный Госпиталь Грейди**
* ~~Одиночки~~

## Содружество

**Губернатор - Памела Милтон, Себастьян Милтон, Ланс Хорнсби**

**Генерал - Мерсер**

**Население - 1000+**

**Защита\Военная Мощь - 65**

**Мировозрение - Нейтральное**

## Терминус

**Главарь - Майк Цукенберк**

**Правая Рука - Кейси Кейдж**

**Население - 120**

**Защита\Военная Мощь - 10**

**Мировозрение - Доброе**

## Военные

**Глава - Мистер Андерсон**

**Правая рука - Леон Кеннеди**

**Население - 8**

**Защита\Военная Мощь - 10**

**Мировозрение - Нейтральное**

## Вудберри

**Глава - Рик Гринн**

**Правая рука - Филлип Блэк**

**Население - 50**

**Защита\Военная Мощь - 12**

**Мировозрение - Доброе**

## Мемориальный Госпиталь Грейди

**Глава - Дон Ниггерс**

**Правая Рука - Офицер Лоренс**

**Население - 8**

**Защита\Военная Мощь - 9**

**Мировозрение - Злые**
'O Viecchio

***Di partite ne ha fatte mille, la sua porta era inviolabile, la sua tempra e il suo carattere eran di acciaio inossidabile!***

**‘O VIECCHIO**: alias Dino Zoff, nato a Mariano del Friuli, in provincia di Gorizia, il 28 febbraio 1942.

Considerato **uno dei più grandi portieri nella storia del calcio** arriva a Napoli nel 1967, comprato dal Mantova per 120 milioni più il cartellino di Bandoni. In azzurro rimane cinque anni, sufficienti a farne un’icona popolarissima: in Serie A difese la porta dei partenopei per 143 incontri, scendendo in campo ininterrottamente dal debutto vincente contro l’Atalanta del 24 settembre 1967 fino alla sconfitta contro l’Inter del 12 marzo 1972; pochi giorni dopo, infatti, subì un infortunio al malleolo in allenamento che lo allontanò dai campi da gioco per qualche tempo. Leader indiscusso in campo e fuori, l’area di rigore era il suo personale territorio. Leggeva con eccezionale anticipo il gioco degli avversari, bloccando il pallone ogni qualvolta si avvicinava ai suoi sedici metri. Non offriva troppo allo spettacolo, ma infondeva una saldissima sicurezza a tutto il reparto di difesa. Inoltre Dino Zoff ha fatto la storia con un’altra maglia azzurra, quella della Nazionale, vincendo gli Europei nel 1968 e i Mondiali nel 1982.
L’ARCIERE

***C’ha fatto saglì in serie A coi suoi bei goal di testa.Simbolo della rinascita, il suo ricordo resta.***

**L’ARCIERE** – ispirato ad EMANUELE CALAIO’, nato a Palermo l’8 gennaio 1982.

Ribattezzato dai tifosi azzurri “l’Arciere” per la sua maniera di esultare dopo i gol, Calaiò è stato un attaccante completo, dallo straordinario colpo di testa e dall’ottimo piede sinistro.

Attaccante simbolo della rinascita del Napoli, contribuisce a suon di gol alla doppia promozione dalla Serie C1 alla Serie A, con Reja in panchina, laureandosi capocannoniere con 18 reti nel 2005-06 e continuando a giocare ad altissimi livelli anche nella stagione successiva in B.

In serie A svolge un ruolo da comprimario chiuso dalla concorrenza del Pocho Lavezzi, Zalayeta e Pampa Sosa. Complessivamente conta 136 presenze
K2

***Chi s’o scorda chillu juorno ca saglisti fino in cielo, regalando una lezione agli strisciati del pallone.***

**K2:** ispirato a Kalidou Koulibaly, nato a Saint-Dié-des-Vosges (Francia) il 20 giugno 1991. Nel giro di due anni diventa uno dei più forti difensori centrali d’Europa, grazie alla fiducia concessagli da Rafa Benitez e agli insegnamenti tattici di Sarri.

E’ un difensore centrale di straripante forza fisica, capace di anticipi fulminanti e di corpo a corpo asfissianti.

Le prestazioni eccellenti nel Napoli di Sarri ne hanno fatto una colonna degli azzurri, fuori dal campo è stato un vero e proprio ambasciatore della squadra, sempre in prima linea contro il razzismo.

Nonostante l’esito finale di quella stagione, per tutti i tifosi resterà indimenticabile il suo meraviglioso gol di testa, al 90esimo, nella vittoria azzurra allo Juventus Stadium nella stagione 2017-2018.
O' Matador

***Cu chella faccia a buono guaglione, chi se l’aspettava ca mmiez ‘o camp addiventavi nu ciclone***

**‘O MATADOR**: ispirato a Edinson Cavani, un attaccante assolutamente straordinario, micidiale, un extraterrestre.

Nel Napoli di Mazzarri si esalta risultando incontenibile nelle azioni di contropiede e segnando una caterva di goal, di cui alcuni sublimi. Alcune reti messe a segno da Cavani sono un inno alla bellezza: tiri da lontano all’incrocio dei pali, colpi al volo, stacchi imperiosi di testa o tocchi di rara classe che si traducono sugli spalti in boati di felicità e stupore.

I suoi numeri sono impressionanti: con Lavezzi e Hamsik dà vita a un trio prodigioso segnando 104 goal in 138 presenze. Nei tre anni in azzurro del Matador (dal 2010 al 2013), la squadra si qualifica due volte in Champions e vince la storica Coppa Italia del 2012.
ICEMAN

**ICEMAN**: ispirato a **Piotr Sebastian Zieliński** nato a Ząbkowice Śląskie il 20 maggio 1994.

Acquistato nell’agosto del 2016 battendo la concorrenza di squadre più blasonate come il Liverpool e Piotr Zieliński ha superato le diffidenze di una parte dei tifosi azzurri, affermandosi come uno dei più forti centrocampisti d'Europa e uno dei perni fondamentali del Napoli degli ultimi anni. Sempre osannato dai vari mister che lo hanno allenato, Piotr, centrocampista dalle straordinarie doti atletiche e tecniche, diventa ben presto giocatore importantissimo alternandosi con Marekiaro Hamsik.

Grazie alla sua ottima visione di gioco e la qualità dei suoi passaggi, riesce a essere sempre il fulcro delle manovre azzurre, andando spesso al tiro spesso in maniera micidiale, calciando indifferentemente di destro e di sinistro.
Garellik

***Tu paravi con i piedi e paravi con il cuore, e in ben più di un’occasione fosti il nostro salvatore.***

**GARELLIK**: ispirato a Claudio Garella, nato a Torino il 16 maggio 1955.

Tre anni in azzurro e l’eterna gratitudine dei tifosi, resta famoso nella storia del calcio per essere stato un formidabile portiere che si opponeva ai tiri avversari con ogni mezzo, ora volando fino all’incrocio dei pali e ora respingendo in spaccata con i piedi. “Garellik” insieme a Diego e ai compagni vince lo scudetto e la Coppa Italia nella trionfale stagione 1986-87 e rimane ancora per un altro anno in azzurro.
FLIPPER

***Jucatore anni 70, imprevedibile e scattante. Eri un’ala niente male,***

***il pupillo d’o mistèr e fu il grande Gianni Brera a te nominà “Flippèr”!***

**FLIPPER**: ispirato a Giuseppe Damiano detto Oscar, nato a Brescia il 15 giugno 1950.

Soprannominato “Flipper” per la sua rapidità di gambe e la capacità di essere un’ala d’attacco imprevedibile e scattante, frenetica ed esplosiva.

Il Napoli lo acquista nel 1972, quando “Oscar” ha ventidue anni e con Chiappella in panchina Flipper impara ad abbinare il dinamismo alla tecnica. 26 gol in 128 partite, dei quali 16 in 100 gare in serie A in quattro stagioni.
Elemental Salts

Elemental Salts are powdered materials used in magic and alchemy for drawing powers from an element.

Elemental Salts are made from a material and an essence. Sometimes that material is a byproduct of the interaction with the element, such as ashes in fire salts, but the material may be some amount of the element itself, such as snow or ice in ice salts.

The quality and potency of Elemental Salts are based on the materials used in creation and the power of the essence imbued.

Elemental Salts are active upon creation from the energy used to imbue the essence into the materials, but over time that energy fades and the salts become inactive, leaving their magical properties dormant until reactivated with energy.

As imbuing essences into things is hard and requires a high level of understanding of working with essences and magic in general, easier ways have been found to create Elemental Salts with differing outcomes. Gems can be imbued with magical powers such as elemental essences, and used in the creation of the salts through transferring the powers of the gem to the salts, or for high quality elemental gems, simply being activated with lots of energy can cause them to spread their power into the material creating the Elemental Salts.

Fire salts are made with ashes and fire essence and can be easily manufactured by an experienced caster with a bonfire and patience for a low quality product. Fire salts stay hot when active with energy and resemble small burning coals.

Ice salts are made from powdered snow and ice, imbued with ice essence. Ice salts stay cold when active with energy and resemble the snow or ice they were created from except for a blue glow.

Life salts and Nature salts are basically made from organic matter imbued with a natural essence though there are other recipes, in creation the intention set by the creator of the salts defines the outcome of the product. These salts overlap in known use such as healing and the creation of golems but have different nuance uses such as Life salts being used for necromancy and Nature salts being used for working with Nature spirits.
Divine beings

In this system, Divine beings are the most powerful entities that exist within the universe. They are believed to have been created by the gods or some other higher power, and they possess immense power and knowledge. Divine beings are not limited by the physical plane of existence and can move freely through the Astral and Ethereal realms.

Divine beings are often associated with specific concepts, such as love, justice, or creation, and they may be worshipped by mortals who seek to gain their favor or assistance. These beings are typically considered to be benevolent, although they may also be indifferent or even hostile to mortals depending on the circumstances.

Due to their immense power, Divine beings are rarely seen or interacted with directly by mortals, and are more commonly encountered through their influence on the universe. However, there are some mortals who have been granted the ability to communicate with or even wield the power of the Divine, such as priests or paladins who have devoted themselves to the service of a particular deity or concept.

Overall, Divine beings are seen as the ultimate source of power and wisdom in the universe, and are revered and respected by many mortals as a result.
Ritualistic magic

Ritualistic magic has many branches and even overlaps with other types of magic.

Ritualistic magic is a broad term applied to any magical procedure that generates an outcome based on the steps taken considering symbolism, materials, chants or deep meditation, though not all of those components need to be present.

The more well known and classic types of ritualistic magic are divination, many aspects of witchcraft, most common summoning spells, contacting spiritual entities, etc.
Wireglasses

Wireglasses is a recurring character in The Fresh Beat Band. He is portrayed by Wireglasses Idoko.

Wireglasses has all the features of a typical inkling. He has dark red eyes and tentacles that are red-orange and are styled in the 'cornrows' hairstyle. He wears the Glassless Glasses, Apex Sweater, Blue Shrimpsiders, and drawstring cargo pants. His main weapon is the Splattershot Pro.

Wireglasses is cold-blooded for black labeling his opponents without showing pity for them. He is shown to be ruthless and prideful in battles. He is also a *very naughty kid.*
Astral realm

The Astral realm is often considered a subset or a dimension within the Ethereal realm. It is a plane of existence where thought and consciousness have form and substance, and where individuals can explore the cosmos beyond the physical world. It is said to be a realm of dreams, visions, and astral projection, and is believed to be accessible through altered states of consciousness such as deep meditation, lucid dreaming, or the use of psychedelic substances.

Within the Astral realm, individuals can explore different planes of existence, communicate with beings from other dimensions or realms, and gain insight into their own spiritual nature. It is also believed that astral travel can be used for healing, spiritual growth, and personal transformation. The Astral realm is said to be a place of great beauty, wonder, and mystery, where the imagination can run free and the limits of the physical world do not apply.
Ethereal realm

The Ethereal realm is a plane of existence that exists beyond the physical realm, but below the spiritual realm. It is a realm where energy flows freely and manifests into various forms, such ethereal beings and the personalized depictions of the forces of nature, known as gods. It is also a realm that is highly influenced by the spiritual realm, as spirits use it as a medium to interact with the physical world.

Ethereal beings are highly dependent on energy, and without a stable source of energy, they may fade away into non-existence. The maintenance of an ethereal form requires energy, and it can be exhausting for the spirit to maintain it for a prolonged period. The most powerful spirits, such as gods and avatars, can manifest stable ethereal forms that have a profound impact on the physical world.

The Ethereal realm is also home to various powerful spirits, such as devils, elementals, and liches. These spirits can manifest stable ethereal forms, indicating their immense power and influence. However, lower-level spirits may only be able to manifest temporary apparitions or illusions that drain their life source.

Overall, the Ethereal realm is a fascinating and mysterious plane of existence that plays a significant role in the spiritual and physical world. Its influence can be felt in various forms, and it is an essential realm of study for those who seek to understand the nature of the universe and its spiritual dimensions.

Realms that exist within the ethereal are many, they include the Astral Realm, the Divine Realm,
The coroika show Wiki

**Welcome to the The coroika show Wiki!**
nice

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
The Schools of nature

An Ancient form of elemental magic condensed into a naturalistic system, with devout followers across the world, those who maintain these traditions live within the the school, abandoning any connection with outside forces, located in isolated and dangerous areas, protected by natural and elemental spirits.

There are four schools of nature: Air, Water, Earth and Fire.

The schools are in different parts of the world and are related to ancient traditions, not purely elemental magic as shamanism and other practices are commonplace, but an incredibly powerful institution in the sphere of elemental magic, and while not reachable by most, those who take the journey are changed.
Physical realm

The physical realm is the material world we live in, composed of tangible objects and governed by the laws of physics. It is the realm of solid matter, energy, and forces that can be observed and measured. In this realm, objects have mass and occupy space, and interactions between them are governed by the laws of nature. It is the most familiar and tangible of the three main realms of existence.
Demons

In this system, demons are also spirits that primarily exist in the Ethereal and Spiritual Realms. They are different from devils in several ways, particularly in their alignment and motivations. Demons are chaotic and evil and seek to sow destruction and chaos wherever they go. They are often associated with elements like fire, blood, and pain, and are considered to be embodiments of primal, destructive forces.

Unlike devils, demons do not have a strict hierarchical structure or a unified goal. Instead, they are often divided into warring factions, each with its own agenda and goals. Some demons seek to conquer the mortal plane and enslave its inhabitants, while others simply revel in destruction and carnage.

Demons are also known for their ability to possess living creatures, using their hosts to wreak havoc on the world. They can draw power from sources such as fear and pain, and can be particularly dangerous when summoned by inexperienced or careless magic users.

While demons and devils are different entities, they can sometimes work together towards a common goal, such as the downfall of a particular deity or mortal kingdom. However, their fundamentally different alignments and motivations often lead to clashes and betrayals, making them both unpredictable and dangerous.
The 5 inner elements

A somewhat modern school of thought based heavily off of a blend of Color Alchemy and Universal Magic Philosophy, with the aim of using the arcane to access the elements, using the focused arcane energy and utilizing the essence of the elements to create elemental spells.

The central teachings of this school of thought consist of acquiring a high understanding of Color Alchemy and Universal Magic Philosophy to fuel a magician's elemental abilities, "through the supernatural, the natural." Very reliant on materials and many ritualistic aspects, the vision became popular due to the reliance on arcane concepts, and the incorporation and mastery of elemental magic through the practice.

Sees the 5 colors as a guide to casting 1. Black earth for Manifestation 2. Blue water for the flow and movement 3. Green wind for the ability to let go of the spell 4. Red fire for the willpower to maintain the spell 5. White light is the energy that powers all, the search for improvement, and the strive for greatness.

White is light

Light is the wisdom to be great.

Places great importance in Color Alchemy and Universal Magic Philosophy, using light as the highest element.

Red is fire

Fire is the power that comes from its fuel.

The raw power of will is bright as a flame.

Green is wind

Wind is the power of change, and the freedom to let go.

To guide the winds of freedom and change.

Freedom focuses on movement and more air bending type teachings, to be free as the wind.

Change focuses on magic intense work with changing the conditions of the wind and harvesting its power.

Blue is water

Water is the movement of energy, the will that works within.

To define the flow of life is to define one's self.

Black is earth

Earth is where you are rooted, where your energy was before and where it will be, it creates the point of manifestation for the elements.

For dust you are and to dust you will return.
Bobble hat

Bobble hat is the tetartagonist in The Fresh Beat Band.she plays the drums she has the short haircut in season 2 and 3 and the hippie hairstyle in season 1 and in Season 4 and onwards she has the bedhead hair. In Seasons 1-3 she was portrayed by Shayna Rose and in season 4 and onwards she is portrayed by Tara Perry.
Elementals

In this system, elementals are spirits that are strongly tied to the natural elements, such as earth, air, fire, and water. They primarily exist in the ethereal realm and can manifest in the physical realm through their control over their respective elements.

Elementals vary in power and ability, with some being small and weak while others are massive and incredibly powerful. They draw their energy from their respective elements and can manipulate them to create powerful effects. For example, an earth elemental can control and manipulate the earth to create fissures, earthquakes, or even create structures. A fire elemental can ignite anything it desires and cause powerful infernos.

Elementals can be summoned and controlled by skilled practitioners of magic, though doing so carries risks, as they are unpredictable and may turn on their summoner if not handled properly. They are often associated with the natural world and can be seen as protectors or guardians of natural spaces such as forests, mountains, or lakes.
Divine Realm

In this system, the Divine realm is a higher plane of existence that is often associated with deities and divine beings. It is generally considered to be above or beyond all other planes of the ethereal realm, the energy realm.

The Divine realm is often thought of as a place of pure energy and light, where the power of the divine is most strongly felt. It is sometimes seen as a place of judgment, where souls go after death to be judged by divine beings and possibly sent on to other realms.

The Divine realm is also closely tied to the astral realm, as many deities and divine beings are believed to reside in the astral realm and may be accessed through altered states of consciousness or spiritual practices.

Overall, the Divine realm is seen as a place of great power and importance in this system, with a direct connection to the divine forces that shape the world and the destinies of individuals.
Spirits

In this system, spirits are entities that exist in the Ethereal realm, and are characterized by their energy, which is their essence and source of power. The Ethereal realm acts as an intermediary between the Spiritual and Physical realms, and spirits are able to manifest in the Physical realm if they possess enough power.

Spirits vary in power level, with more powerful spirits being able to maintain physical manifestations for longer periods of time and exert greater influence on the other realms. A stable apparition, such as a devil or elemental, is an indication of a very powerful spirit. On the other hand, weaker spirits may only be able to manifest as illusions or relay messages.

Spirits can draw energy from various sources, including fear and belief, to maintain their existence and increase their power. They are often associated with natural concepts, such as death or fertility, and may be personified as gods or other powerful entities.

The Astral realm, which is sometimes considered a subset of the Ethereal realm, is the realm of consciousness and thought. It is where the minds of sentient beings reside when they are not physically present in the Physical realm. It is said that skilled practitioners can project their consciousness into the Astral realm and travel great distances, or even communicate with other beings on the Astral plane.

Overall, spirits play an important role in the system, serving as powerful entities that can influence the other realms and shape the course of events.
Phylactery

In this system, a phylactery is a powerful magical object that is created and used by liches to achieve immortality. It is a container that holds the lich's soul and life force, allowing them to transcend death and continue living even if their physical body is destroyed.

The process of creating a phylactery involves complex and dangerous rituals that require a great deal of magical knowledge and power. The lich must use their own life force and essence to infuse the phylactery with their soul, binding it to the object.

Once the phylactery is created, the lich is able to transfer their soul and life force into it, effectively becoming immortal as long as the phylactery remains intact. If the lich's physical body is destroyed, their soul will return to the phylactery and they can use their magic to create a new body.

In contrast, the phylactery is also the lich's greatest weakness. If it is destroyed, the lich's soul will be destroyed along with it, permanently killing the lich and preventing them from achieving immortality again. Therefore, liches often go to great lengths to protect their phylacteries, hiding them in secret locations and using powerful spells and magical traps to keep them safe.

If a lich seeks to elevate their soul into the ethereal plane without the use of a phylactery, it would require an even more powerful and complex ritual. This would likely involve tapping into the very fabric of the universe and manipulating the energy of the energy realm to achieve the desired effect.

To avoid the use of a phylactery, the lich would need to find a way to anchor their soul to the ethereal plane itself, rather than to a physical object. This could involve forging a direct connection to the energy realm and channeling its power to keep their soul intact.

However, such a feat would be incredibly difficult, requiring the power of a god, and the risk of failure is infinitely high. Without the safety net of a phylactery, the lich's soul would be vulnerable to destruction, and any misstep or miscalculation in the ritual could have disastrous consequences.
Kinesis magic

Magic using the movement of energy throughout the body.

Using too much of this type of magic leaves the user exhausted as it is using the energy the body functions with.

Kinetic magic users tend to eat lots of calories and exercise to keep the level of energy in the cells high at all times, and yes, using kinesis magic does make you lose weight, as fat is stored calories, the body uses energy for this magic just as it does with exercise.

These are the types of Kinetic or Kinesis magic:

* Pyrokinesis
* Cryokinesis
* Waterkinesis (wrong)
* Windkinesis (wrong)

* Telekinesis
Souls

Souls are the spiritual form of all things material. They are the Matrix in which the material world is built around, and as such can cause changes in the material plane through shifting the Matrix and making the material world catch up, that manifests itself in the form of coincidences and metamorphosis.

Druid souls are responsible for the incredible power that those known as druids hold, these are souls of protectors of nature that have ended up in a humanoid form, be it elves or humans, those were bound to become protectors of nature.

Druid spells such as Animal Form or call of the wild are a manifestation of this spiritual connection with nature. As the natural spirit that dwells within the individual calls out to nature to act, nature acts, in either transforming the physical body of the druid or causing an affection and support of surrounding animals to aid in the druid's call.

Druid magic is mostly driven by their spiritual connection to nature and the manifestation of that natural spirit that inhabits that body, therefore druids tend to seek wisdom but not much in depth knowledge, being well known as barbarians and uneducated.

Through an incredible amount of spiritual work, one can align themselves with nature and become like a druid, but that requires that being to align themselves, not only acquiring the powers of nature, but also the everlasting burden of protecting it.

Enlightenment is the status of ultimate connection from a material being to the spiritual plane. (Required for powerful spiritual work (like aligning oneself with nature and acquiring the status of a druid) ).

Veil of forgetting, planes of existence, vibrational differences, degrees of vibrational density defining a being as more material or more spiritual.
Universal Magic Philosophy

An Ancient tradition and central philosophy of arcane magic.

The ancients who gave birth to the noble races were naturally adept in magic, as the ages moved forward, the wise men built different core systems of magic and through the spoken word those systems mostly survived, those became instrumental in the furthering of arcane study through the ages.

After much discussion between the greatest magicians of the ancient days, symbols, rituals and manuscripts were passed down and taught between generations through families and various arcane circles that were to form coming into the old era.

The central teaching is that arcane energy or "mana is the base of everything, to focus that energy is to master life, to shape that energy is to change destiny, to manifest that energy is to manifest oneself." -A mage, probably.

Teaches ritualistic arcane magic, focused on the secrets of the universe, in touch with astral planes, metamorphosis, astrology, use of arcane energy mostly pure with teachings about essences, magic missiles.
Psychedelic substances

In this system, psychedelic substances are believed to have a strong connection to the astral realm and altered states of consciousness. It is believed that by ingesting these substances, individuals can access and explore different levels of the astral realm, and communicate with spiritual entities that may not be accessible in normal waking consciousness.

The use of psychedelic substances is often tied to spiritual and religious practices, with certain cultures and traditions incorporating their use in ceremonies and rituals. These substances are believed to open up pathways to the divine and allow individuals to connect with higher states of consciousness.

However, it is important to note that the use of psychedelic substances can be dangerous and should be approached with caution and respect. Improper use or overuse of these substances can lead to negative experiences and even harm to the individual.

In the context of the Temple of the Elements, the use of psychedelic substances may be incorporated into certain ceremonies and rituals as a means of accessing the astral realm and communing with elemental spirits. However, this would likely be done under the guidance of experienced practitioners and with a deep respect for the power and potential dangers of these substances.
ACT RPG Wiki

**Welcome to the ACT RPG Wiki!**
A new Role Playing Game system based on magic and souls

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

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PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Mana

Mana can be seen as a universal force that permeates all things in the universe, including the physical and spiritual planes. It is a form of energy that can be harnessed and manipulated by those who possess the ability to do so.

Mechanically, mana can be thought of as a resource that is used to cast spells and perform magical actions. It is a finite resource, and the amount available to a caster is determined by their level of skill and training in manipulating the ethereal energy.

When casting a spell or performing a magical action, a caster will draw upon their reserve of mana and channel it through their physical body and/or magical implements. The mana is then shaped and directed to achieve the desired effect, whether that be a healing spell, a fireball, or some other magical effect.

Mana can also be found in natural sources throughout the world, such as ley lines, magical springs, and other sources of concentrated ethereal energy. These sources can be tapped into and used to replenish a caster's reserve of mana.

However, the use of mana comes with its own risks. Overuse or improper manipulation of mana can lead to a variety of negative effects, such as mana exhaustion, which can cause physical and mental fatigue, as well as a reduced ability to cast spells effectively. Additionally, manipulating mana can attract the attention of ethereal entities or even other casters who may seek to use the caster's mana for their own purposes. As such, it is important for casters to be mindful of their mana usage and to take steps to protect themselves from potential harm.
Tukar Diwa

Tukar Diwa was born into a family of fire mages who have been practicing pyromancy for generations. He was raised within the Temple of the Elements, where he showed an innate talent for controlling and manipulating the element of fire. He joined the temple's order of Fire at a young age, dedicating himself fully to the study and mastery of pyromancy.

Tukar's training was rigorous and demanding, but he proved himself to be a natural prodigy, quickly surpassing the other students in his order. As he grew older, Tukar's abilities continued to develop, and he soon became one of the most powerful fire mages in the temple's history.

Tukar is known for his intense focus and unwavering dedication to his craft. He spends countless hours practicing and honing his skills, pushing himself to new limits with each passing day. Despite his formidable power, Tukar remains humble and grounded, always willing to share his knowledge and expertise with others.

Over the years, Tukar has become a mentor and role model to many aspiring fire mages within the temple. His legacy as a master of pyromancy continues to inspire new generations of elementalists, and his name is revered throughout the land as a symbol of the temple's power and influence.
Liches

In this system, liches are powerful undead spellcasters who have achieved immortality through dark magic. They are often depicted as skeletal figures adorned with regal robes and wielding powerful arcane artifacts.

To become a lich, a spellcaster must perform a dark ritual that involves sacrificing life force or souls to achieve immortality. This process involves separating the lich's soul from their physical body and binding it to a phylactery, which serves as a vessel for their essence. This allows the lich to regenerate their physical form and continue to live on even if their physical body is destroyed.

Due to their immortality and immense magical power, liches are often feared and reviled by the living. They are known for their ruthless pursuit of knowledge and power, often at the expense of others. Liches may also seek to enslave or dominate lesser beings, using their magical abilities to bend others to their will.

In terms of their alignment, liches are typically depicted as evil or at best, neutral with regards to morality. They may serve dark deities or pursue their own goals of power and immortality at any cost.

Overall, liches are formidable and terrifying foes for adventurers to face, as they possess both powerful magic and the ability to regenerate from death.
Devils

In this system, devils are powerful spirits that are often associated with negative or malevolent forces. They are believed to reside primarily in the ethereal realm, but can also manifest in the physical realm under certain conditions. Devils are often characterized as tempters or tricksters, using their powers of persuasion and manipulation to lead humans and other spirits astray. They are said to draw their power from negative emotions such as fear, anger, and hatred, and may seek to increase their power by encouraging such emotions in others.
‘O LIONE

***Da attaccante fosti grande e da mister pure ‘e cchiù, era il calcio totale quello che volevi tu!***

***Bandiera memorabile dell’azzurro pallone, era il grande Luis Vinicio per noi tutti era ‘o Lione!***

‘**O LIONE**: ispirato a Luís Vinícius de Menezes, meglio conosciuto come Luis Vinicio nato a Belo Horizonte il 28 febbraio 1932. Uno dei più grandi attaccanti della storia del Napoli e della serie A. Un allenatore innovatore, il primo in Italia a portare il calcio “a zona” e il gioco totale all’olandese. Napoletano d’adozione, orgoglioso di essere brasiliano ma fiero della napoletanità acquisita, una bandiera assoluta che sventola senza sosta da quasi 70 anni. Nella stagione 1974-75 gli 80000 del San Paolo restavano estasiati nel vedere gli undici messi in campo dal mister ma purtroppo la solita Juventus a fine campionato vinse lo scudetto grazie a ‘Core ‘ngrato Altafini. Ma quel Napoli è rimasto nel cuore dei tifosi azzurri come lo è ancora ‘O Lione.
IL MAGNIFICO

***Ca sapive jucà a pallone se vedeva a piccerillo, si stato grande giocatore e di Napoli ‘o pupillo. ‘O tiro a ggiro è ‘o marchio tuo scientifico, guagliò tu si ‘o meglio, ppe nuje tu sei il Magnifico***

**IL MAGNIFICO**: ispirato a Lorenzo Insigne, nato a Frattamaggiore il 4 giugno 1991. Estroso, dal talento purissimo, tecnica di base raffinata, da vero campione, gol, assist e velocità di esecuzione dei fuoriclasse, sia nella conclusione a rete che nel passaggio in verticale.

Insigne ha contribuito a rendere celebre l'espressione *tiraggiro*, entrata nel Vocabolario Treccani nel 2021 definita come "il tiro a giro, fatto colpendo il pallone in modo da imprimergli un forte effetto a rientrare", "adattamento del napoletano parlato *tir a ggir*".

Con la maglia azzurra ha siglato la bellezza di 122 gol in 434 partite piazzandosi al secondo posto dei marcatori azzurri secondo solo a Dries Mertens.
Energy realm

In this system, the energy realm is the highest plane within the ethereal realm, where spiritual concepts begin to take form and condense to the lower planes. It is a plane of pure energy, where the fundamental forces of the universe are in a constant state of flux and flow.

The energy realm is a place of immense power, where the very fabric of reality is shaped by the forces that exist within it. It is a realm of pure potential, where new forms and ideas are born and then sent out into the other planes of existence.

While it can harbor life, any life within the Energy realm is devoid of ego or personality. Any beings that ascend to this plane are no longer themselves, but rather become pure energy that forms the universe. They have no intentions or will of their own, devoid of a singular consciousness, they exist in a state of pure bliss and oneness with the universe.

Those who are able to access and harness the energy of this realm can gain incredible power and abilities. However, the energy realm is also a dangerous place, as the raw power of the forces that exist within it can be overwhelming and destructive.

Overall, the energy realm is a vital part of the ethereal realm, serving as a bridge between the purely conceptual realm of the spiritual and the more solid and tangible realms of the physical and astral planes.
William Boone

Sending some bandits to ambush Kitty and her father, resulting in many officers dying.
Trying to have the Colonel killed during the ambush.
Ordering Wilkins to shoot Mowgli.
Imprisoning Mowgli for something he didn't do.

### Kill Count

1 (directly)
Dozens (indirectly)
Several (attempted)

### Crimes

Treason
Vandalism
Murder
Kidnapping
Animal cruelty
Mass murder (indirectly)
Sexual harassment
Corruption
Assault
False imprisonment
Slander
Mutilation
Terrorism
Conspiracy
Treachery
Attempted usurpation
Brainwashing
Child abuse
Attempted murder
Torture
Blackmail

### Type of Villain

Egotistical Poacher

**Captain William Boone** is the main antagonist of the 1994 film *Rudyard Kipling's The Jungle Book*, based on the 1967 film of the same name, which was released 28 years prior to the 1994 remake.

He is a corrupt British Army captain and hunter bent on enriching himself, even willing to resort to treason against his commanding officers.

He was portrayed by Cary Elwes.

## His Cool and Evil Rankings

### What Makes Him a Guile Villain?

* He is able to disguise his loathsome nature beneath a more affable persona and can easily manipulate others into believing everything he says.
* He initially cared for Kitty and seemed to be in love with her, even planning to propose to her.
* His defeat was somewhat comical, as he shouts at Katherine and causes the monkeys to become silent before Kaa scares him and sends him falling into the water.
* His plans were perfectly orchestrated and he was almost successful before Mowgli interfered with his plans.

### What Makes Him Evil?

* He was willing to kill Mowgli and Shere Khan to steal the lost treasures from Monkey City.
* He tried to have the Colonel killed during an ambush caused by him when he sent bandits to attack Kitty and her father, and he also killed some officers indirectly.
* He falsely accused Mowgli of supposedly trying to kill Kitty and has him imprisoned while showing no remorse.
* He blackmailed Mowgli and threatened to kill his family.
* He ordered his henchman to shoot Mowgli.

## Trivia

* William Boone is the first Disney villain to be approved as a Guile Villain.
* William Boone is possibly the most controversial candidate on this Wiki, because he came close to being rejected on his proposal before ultimately getting approved since there were 11 yes votes and 7 no votes on the proposal. The votes can also be seen here.

## External Links

* William Boone on the Villains Wiki
* William Boone on the Disney Wiki
* William Boone on the Hate Sink Wiki
* William Boone on the Villainous Benchmark Wiki
Majd Addin

**Majd Addin** is one of the supporting antagonists from the highly acclaimed 2007 video game *Assassin's Creed*.

He is an agent from the city of Jerusalem and the sixth member of the Brotherhood to fall at the hands of the infamous assassin Altaïr Ibn La'Ahad.

He was voiced by Richard Cansino in the video games.

## His Cool and Evil Rankings

### What Makes Him a Guile Villain?

* Despite Majd's open cruelty, he was (for the most part) able to convince the citizens of Jerusalem that he was acting in their best interests.
* This allowed him to continue with his schemes unchecked. What Majd appeared to have forgotten however was that there were other forces at work in the Holy Land besides that of the Templar Order. The tenth man, who shared in their knowledge of the Pieces of Eden, Al Mualim, wished to keep the knowledge and secrets of these ancient treasures for himself. Mualim eventually sent one of his most successful and infamous agents after Majd.
* On that particular day, Majd's men had provided their master with four fresh victims for his cruel machinations, three men and a woman. Surrounded by his bodyguards and a group of archers, Addin eventually made his way onto the platform. The proceedings were briefly interrupted by the family of one of Majd's victims who tried in vain to save their falsely condemned son, only to be stopped and slain by Majd's archers.
* He was a very intelligent man, whose skillful use of words managed to keep the majority of his subjects under control. The general public genuinely believed that Majd was acting in their best interest, which in turn boosted Majd's ego whilst indulging in their support.
* With the would-be-rescuers dealt with, Majd turned to each of his victims. The woman was accused of whoring whilst the men were accused of gambling, theft and heresy respectively.
* Using his silver tongue, Majd in typical fashion made these people sound far more guilty than they were. The first three victims tried in vain to defend themselves, professing their innocence, but Majd killed them anyway, as the crowd cheered him on.

### What Makes Him Evil?

* He was a very sadistic and cruel man, more akin to a tyrant than a regent. He had no regard for human life, freely executing innocent people on trumped up charges and appeared to have minimal interest in the wars between Crusader and Saracen or Templar and Assassin.
* Despite being a member of the Templar Order, Majd did not seem to care about the aims or long term goals of the Order. He was noticeably, the only Templar that did not have a covert mission that would help the Levantine Brotherhood take control of the Holy Land.
* Whilst he did agree with a number of the group's ideologies, Majd admitted that he only joined the Brotherhood to gain control of the city of Jerusalem and that his subsequent actions were carried out for his own end.

## Trivia

* Majd Addin is arguably one of the most evil characters in the *Assassin's Creed* franchise, and currently the only one to qualify as a Guile Villain.
Ulquiorra Cifer

* Arrancar
* Resurrección
* Segunda Etapa

Almost destroying Las Noches (a fortress), which would have caused hundreds of deaths.

### Kill Count

Hundreds
1 (attempted)

### Crimes

Unethical experiment
Abuse
Mass destruction
Mass murder (including child murder)
Animal cruelty
Kidnapping
Assault
Malefic
Treason

### Type of Villain

Nihilistic Warlord

**Ulquiorra Cifer** is a major antagonist in the *Bleach* franchise. He is one of Sōsuke Aizen's allies and is an Arrancar.

Ulquiorra is very unique among the Arrancars in which he displays signs of nihilism and often questions his own existence. As a result, he can come across being emotionless and display little to no regard for any form of life.

He was voiced by Daisuke Namikawa in the Japanese version of the anime, and by Tony Oliver in the English dubbed version of the anime.

## His Cool and Evil Rankings

### What Makes Him a Guile Villain?

* He is a genuinely affable person as he is usually sinister but ultimately calm and caring, and he hardly ever gets angry. He is also very protective of his allies.
* He is an anti-villainous extremist who set out to make the world a better place by realising what a heart really is.
* It is implied that he had a tragic past due to his nihilism and hatred for humans.
* He is insecure due to being a nihilist.
* Unlike his friend Sōsuke Aizen, Ulquiorra Cifer never feared death and ultimately redeemed himself in his final moments where he wondered what emotions and feelings really are.

### What Makes Him Evil?

* During his battle with Ichigo, Ulquiorra attempts to kill him by rapidly assaulting him and dealing brutal damage to him while Ichigo just suffers.
* After Ichigo blocks his attacks, Ulquiorra moves to the top of the dome of Las Noches and plans to destroy it.
* After Ulquiorra drops Ichigo's limp body, Orihime tries to heal Ichigo, but Ulquiorra says it is no use.
* After he fails to hit Ichigo with the Lanza del Relámpago, Ulquiorra prepares a second attack and tries to kill him, only for Ichigo to stick up for himself against him.
* When Ichigo vengefully attempts to murder Uryū, Ulquiorra, having partially regenerated, severs one of Ichigo's horns, causing his Cero to disperse skyward. The explosion shatters Ichigo's mask and he collapses to the ground. As his body and leg begin to regenerate, Ulquiorra muses that it is merely a front, as his internal organs were decimated by Ichigo's Cero and cannot regenerate. Even so, he believes Ichigo is finally dead.
* He tries to cut off Ichigo's arm and leg to kill him. However, just before he can, his body begins to dissolve into ash, and he realizes he is finished.

## Trivia

* Ulquiorra Cifer is one of two villains from *Bleach* to be a Guile Villain, with the other one being Sōsuke Aizen.