recursal/Fanatic-Fandom huggingface dataset:
Neria Mortaia

> ***"To live or to die in which neither I would mind."***
>
>

Neria, a half-elf Nephilim, came into the world amidst the ancient trees of the Green Fang Forest. Her journey led her to the Weft after narrowly surviving an attempt on her life by her former fiancé, an Arkhosian human who sought to sacrifice her in a dark necromantic ritual. In a desperate struggle, she managed to thwart his intentions, leaving a trail of death in her wake as she fought for her own survival. Neria harbors an unusual fascination with blood and death, a profound connection influenced by her lineage, with Kree as her father. Her devotion to the Gorgos deepens this desire, forging an unsettling bond between her and the macabre forces of life and death.

**Quotes**

* "I did it because I was bored." - Neria

**Rumours**

* She is slowly dying
* She killed a necromancer in the archon woods
* The heart she brought into the Tavern was her own

**Player (Optional)**

Jess A
Ordo Magister

## **History:**

Originally from the far flung regions of the outer reaches of Arkhos, the Ordo Magister was considered a highly radical but effective force in combating renegade mages that strayed from under the watchful eyes of the War-Wizard Academy.

For them no option was considered too extreme. Taking the weapons of the enemy and turning them back upon the foe, they used the very magic they swore to hunt down to eradicate wild-mages and apostates alike which made them useful, if unpredictable allies.

The toll on the Magisters was great, many of their numbers succumbed to the darkness in full and were hunted down by their former brethren.

This blatant hypocrisy didn’t go unnoticed of course, and the Order was soon called to judgement. The Magisters considered themselves martyrs, taking it upon themselves to bear these sinful weapons to fight for the greater good. The public however viewed them as monsters and the order was officially buried, all records expunged and the remaining members faded into obscurity.

The Order barely survives. Poor funding and terrible public opinion attract few recruits, and those that do make it inevitably either leave or die due to the dangers inherent to their duties. Logistical problems stretch their resources dangerously thin.

A small stronghold still exists, reports flitting back and forth from their parapets. Though forced into hiding, the Magisters have not left their posts. They fulfill their orders as surely now as they did back then, tempered by their pasts.

A handful of the Order have been sent to the Weft in order to scout the regions and report back, though in a weird stroke of bureaucracy, no actual Magister-Knights were sent, only a handful of Sergeants, scouts and their retinue…

## **Tenets:**

**Martyrdom:** Give your absolute being to the cause.

**Reluctant Heroes:** Defend a world that vilifies your existence.

**Duality:** Tread the dangerous paths between light and shadow.

## **Members:**

**Alten Lawman**: Scout Sergeant of Ordo Magister's expeditionary force, what he lacks in magical talent he makes up for with a blatant disregard for his personal safety, a knack for not asking questions and the ability to read and write which makes him an indispensable tool for the Order.

**Theris**: Alten's mysterious companion.

**Sin/Xin?**: Mysterious assassin that has recently travelled to the Weft

**Magister Lowenherz** (NPC)**:** Alten's mentor, a full-fledged Magister who is in written correspondence with the Weft Expeditionary Force. Magister Lowenherz often fawns upon his hard working (if lower-class) subordinates, offering sage advice, harsh rhetoric and tokens of gratitude in equal measure.
Vesta Tauros

> *"**She loves rambling alone in her woods. She loves going out by herself at night. She loves hiding from callers. She loves walking among her trees and musing."***
>
>

## Physical description

### Eye color

Red

Vesta is the quiet fog clinging to the undergrowth. She is the mildew gleaming over golden Lyreleaf petals. She is the quiet moments in the sprawling hallways of an abandoned manor, the blooming stain of an ink blot spilled over the numbered corner of a page. The chipped edges of a porcelain mantelpiece, the shadowed silhouette painted into the background of ostensibly flowered portraiture. She's the unwelcome cold of a winter’s morning, spreading its fingers beneath the tangled tapestry of roots, snared through the Green Fang Forest. A wandering rabbit straying too far from her warren, shot dead by a fletched arrow.

In personality, Vesta is quiet, curious, prone to bouts of naïveté, impulsivity and thoughtlessness. She is sharp-tongued, seemingly kind-hearted, and filled with an unfathomable eagerness to *learn*. It isn't especially difficult to catch her attention, but once caught; there's frightfully little that she misses. Bookish, mystic, dreamy and strange; she is a weak, ephemeral creature made from silk and stone.

**Quotes**

* "Have you ever known a body not to be haunted?"

**Rumors**

* Despite her proclivity toward darker magics, Vesta is an apt healer.
Taliesin Cromwell

> ***"Because I'm heading down the hill, and you're heading up it. I'm just glad we had a chance to meet on the way"***
>
>

[[]]

## Taliesin Cromwell

### Relatives

Antwyne Ducal - Husband
Thalia Solensstorm - Sister

Hjalmar Stormskjul - Brother in Law

Genevieve Cromwell - Mother

Ulf Skjöldurbrotsjór - Father

Evelyn Cromwell - Grandmother

## Physical description

### Eye color

Brown

**Rumours**

* Is best friends with Correlius
* Is the most powerful mage in the Vale
* Isn't a Mage just a warrior with powerful magical items

**Player**

Desmond S
Illir

> ***"The Gods are not always obvious in their desires... but know they are watching, trusting us to make the correct judgements in our war against Ruin."***
>
>

## Physical description

### Gender

Male

The latest in a line of Sentinels, it is obvious that this blind Elf has lived through many trials. Each has left a mark, from his sightless eyes and filed teeth to an arm of living stone; yet despite his scars there is divine strength in his every gesture. Strange though it is to see an Elf devoted to Godly service, it is stranger still that he seems to speak for the Greater Pantheon combined, lending insight to their worshippers whilst striving to safeguard sanctity in the face of Shadow Camp’s neverending schemes.

**Quotes**

* "Trust in the Gods" - Illir

**Rumors**

* Each of the Sentinel's disfigurements are the result of a challenge set by the Gods.

**Player**

Nathan Stepan
Evelyn Marr

The Marr Family consists of Lyon Marr, Corym Aeweynes-Marr, and Evelyn Marr.

Lyon Marr was a human member of the 37th Regiment of Foot prior to them fleeing Valar. She married an elf, Corym Aeweynes-Marr, who had settled in Valar after travelling, and together they had a daughter, Evelyn Marr. She died ten years prior to game, saving Evelyn and Coryn while the 37th fled Valar.

### Corym Aeweynes

[Coh-reem Ay-wey-nes - Mah-rr]

Corym Aeweynes-Marr was an elf who settled in Valar as a young child. He eventually married Lyon Marr of the 37th Regiment of Foot, and when the 37th fled Valar, he successfully escaped with Lyon and his child, Evelyn Marr, but at the cost of his wife's life. He settled with Evelyn in the small coastal town that the 37th entered Scy'kadia through and raised her the best he could.

### Evelyn Marr

[Ev-eh-lih-n Mah-rr]

Evelyn Marr was born sixteen years prior to game to Lyon Marr and Corym Aeweynes-Marr, citizens of Valar. She fled with her family and the 37th Regiment of foot ten years ago, and at the tender age of six witnessed her mother cut down to save her and her father's lives. Upon hearing rumours of the 37th's return, she left her father in their hometown and ventured off to join them.

## Abilities

Evelyn is a Tier One Conduit with an Arcane Focus, which means she has 3 lightning spells. She focuses on long-range combat with guns and her spells while she trains with swords more.
Azra

> ### *"What was I talking about? Ah yes, someone that isn't me. How boring."*
>
>

Azra as he was last seen in 649MR

## Biography

*Disclaimer: Information provided below is retrieved from spoken hearsay, due to Azra's curious lack of written history. Some say the scribe who last attempted to write Azra's biography found himself eating his own pages, vaguely remembering Azra describing the deliciousness of his own secrets with a **charming** smile.*

Born somewhere in Frael , Azra was raised by his mother. There is little known about his childhood, other than a distinct lack of a father figure in his forming years.

At some point in his adolescence he was allegedly spotted aboard the ship of Captain Amaranto Varicios of the Kraken Reach Isles , claiming to be his son. Years went by; they sailed as father and son, privateering and swashbuckling into Azra's adulthood.

At some point, Amaranto Varicios' corpse washed ashore, bloated and dead. Around this time, Azra was seen commanding Amaranto's ship as if he were captain, taking the title of Captain Azra Varicios. It should be noted that Azra does not currently seem to hold the rank of Captain, or have a crew to speak of.

The only undisputable fact known about Azra is that he is a human mage, and that he hears through and speaks to many people's ears.

## Rumours

*Disclaimer: Below is the compiled list of rumours that have been contradicted, hold little to no proof, or have been spread by Azra himself. As such, the accuracy of these statements cannot be attested in full, near or half-truth.*

* Azra Varicios is not his birth name, but a name he took after taking command of his father's ship.
* Azra has lived through two mutinies; one he started against his father, and another against himself.
* He poisoned his father to take his position of captain.
* His entire arcane library is stolen from other merchants and sailors.
* His favourite drink is *Tej*, a mead-like drink native to southern Frael.
* He is affluent, though wise enough to leave his money behind when he travels.
* The cutlass he carries belonged to one of his parents.
* He has eyes in Frael through beggars and merchants alike.
* His arcane specialty is charm magic.
* He steals clothes from corpses.
* Has something of a god complex, if not a massive ego.
* He has eyes, ears, and sometimes willing hands in every camp in the Vale.
Dr. Hemlocke

**"Per aspera ad astra."**

## Overview

The astrologist is always draped in layers upon layers of black clothing that billow and flutter with his movements, face obscured by a veil of black lace and gold bells. As a result, you will often hear Hemlocke before you see him, especially considering his short stature. His presence may be described as looming, thanks to his tendency to simply stand and stare rather than join conversation.

### Personality

True to his appearance, Dr. Hemlocke is a near-silent figure within the Vale. The doctor is almost proud to be an introvert, only speaking when it matters and to whom it matters. When he *does* speak, he is succint in his conversations of diplomacy, intellect, and magic. The astrologist and astronomer is an avid follower of the stars and the meanings he is able to draw from them, at times stating the relationship between him and the celestial bodies is akin to a God and their followers. Even in his short time within the Vale, many have sought his wisdom and foresight - even if he is the harbinger of doom. Ask him to read your fate as written by the stars and test your luck.

## Extras

**Rumours**

* Hemlocke is Undead
* Hemlocke is not Undead
* Hemlocke isn't actually a doctor

**Trivia**

* Hemlocke obtained his Doctorate via a double degree - studying both astrology and astronomy to receive his credentials.
* There's a bag somewhere under all those clothes.
* Occasionally does volunteer work as a teacher within Circle Camp.

**Quotes**

* "The stars are my sentinel, and I am their scion. I am a vessel for the cosmos."
* "Nebula knit themselves together, tear apart at the seams. Carbon dioxide and dihydrogen molecules are at war with each other right above our heads, night and day, non-stop, *never ending* in that glorious space of absolute zero."
* "Even in the story of your own life, you have been cursed to play a character that is forgotten by the end."

**Player**

Jay Kanashimi

**Soundtrack**

https://open.spotify.com/playlist/7evOPxYaDfrq5CCSErQ7Nn?si=48077e971b694203
Valadoria Elisande Sunstrider

Valadoria is not one to rush into a battle and fight head on she prefers the shadows rather then the lime light although she is not afraid to kill if needed

## Quotes

***"Don't underestimate me"***

***"Find someone else to bother please"***

***"Curious"***

## Backstory

Not much is known about her past but she always holds a book that documents all of her adventures and what has happened during her adventures. What is known is that she came from a far off land she has travelled all over the world in search for freedom however her past seems to follow her around. She was once a Noble in her land and was highly regarded by the people she took care of, however her parents hated her rebelliousness and had locked her away for years. With her quick wit and sharp mind she was able to escape her home and find a ship that she would travel with for the next few hundred years until she reached the Guardian Vale not much is known on what happened through those hundred years but she has made enemies and they are still after her head although she plans on finally putting her foot down and fighting so she can stay in the Vale and continue to befriend new people and as she is a thief make a few enemies along the way.

## Personality

Valadoria can be a hard person to pinpoint her personality as it changes depending on who she is with she knows how to act to get someone to trust her and she knows how to make enemies. Sometimes she might do something that will get her into trouble for the fun of it and other times she can be cautious and not want to fight it all depends on who she is with and her mood of the day

## Relations

Jester - Her mentor and lover she was thrust into his care and has been with him since although he can tick her off at times as can be expected she would fight beside him and lose her life for him if needed

Aesombra - Aesombra or "Sombra" as she is known was once Val's friend however because of a certain fight Val killed her Sombra had changed and Val still doesn't know what really happened that day however she has her theories

## Affiliations

Shadowcamp (Ally)

The Whispering Spiders (Second in command)

## Games

(Game 32) - Tavern Brawl

Val started off wondering around the Vale with a man whom she had gotten to know however she found herself joining shadowcamp and becoming Jesters student it was easy enough to prove herself as she stole from a member of the kraken to earn her place in their ranks while wondering with him she found that she could call him friend and an ally and later someone she has found to love.

## K/D ratio

Defeats - 0

kills - 0

Thefts - 5 or 6
Saylin Fishwitch

***"[They have no reason to hurt you.] Some people in this world do not need a reason. That is what scares me."***

## Saylin Fishwitch

### Aliases

"Pretty Fish-Lady" (Etsy), "Say'" (Lavender Teloiv), "Squidling" (Cataclysm), "Saysay" (Mezarah)

### Affiliation

Archmage of the Brotherhood of the Kraken (current)

## Entering the Weft

Not long after forming from the ocean, Saylin was pursued by the ill-intent of those who dwell off the coast of the Kraken Reach Isles. Moving onto the mainland with only her staff and the hope to secure refuge, she arrived into Guardian Vale with the help of two companions -- Mithrandir and Narriza, a traveling couple who spoke of a place filled with inhabitants coming from all walks of life. Currently, she chooses to remain as undetected as possible, having settled in Taverntown to keep an ear out for any rumour of her arrival.

## Appearance

Since entering the Vale and becoming more comfortable with certain folk, especially of those of her own kind but also kind strangers who do not mind her appearance, Saylin has grown more comfortable in her own skin. She no longer hides the sharp points to her ears or the slight salt that forms on her skin. The scales on her torso are on display, occasionally to catching the sunlight and reflecting a blend of bluish-green. Despite the closeness she’s grown with the people of the town, she continues to wrap a bandage around the gills on her neck in fear of recent history repeating itself.

Saylin stands at roughly 5"5' when she straightens her posture, though often she tends to curl her shoulders inwards to assume a less threatening appearance. Her skin it’s fair and thus she attempts to cover it against the heat of the sun. Besides slight silver, blue and green scaling around the sides of her face — there isn’t much to hint at any abnormality. The iris of her eyes shine blueish-green, with bright whites and hues of icy blue. Her freckles dot across the bridge of her nose and cheekbones. Her teeth look aged and somewhat yellow, with two prominent bottom teeth seeming sharper than the rest. Her face is soft and round, very much like a young child’s, though most of the time it rests in a somewhat sullen or nervous expression.
Caliban Vex

Caliban was first seen injured in the Weft, and was given some work by J'ov as a Blacksmith. After taking some time to heal he continues to support the Taverner, and has since Joined his Tavern Guard.

Some know of his past as a treasure seeker, someone who has no issues with removing relics and knowledge from those who cannot be trusted to hold them.
He is not often seen on the field of battle, preferring to work in the background. However, now that he is healing he has been seen to be taking a more active role in events.
An inquisitive man, Caliban spends a lot of his time reading and researching, but believes that not all knowledge should be shared.

**Quotes**

* "Blasting someone with a spell is all well and good, but sometime a sword is quicker." - Caliban Vex

**Rumors**

* Is actually from Mureth, not Vylkland.
* Was born in Vylkland, but is actually from a Murethi noble family.

* Is actually Undead.

* Is hundreds of years old courtesy of a time loop

* Before coming to the Weft he retrieved magical relics and tomes as a member of the Court of Wands.

* Spent his youth as a pirate.

* Is Arkhosian, and was exiled for becoming a mage.

* His Pseudo-Dragon Cyrano is less Pseudo and more Dragon.

* He has made pacts with various entities, and now is the time for the bill to come due.

* He was run down by a cart on entering the Weft because he was reading a book while walking.
Cormac MacAdden

## **Overview**

Cormac John MacAdden. A pirate captain, known for his low cunning, ambition, charisma and clever schemes - that he often employs to further his own ends, and that of his friends.

## **Description**

Captain Cormac John MacAdden is a human pirate, who hails from the Kraken Reach Isles. He is currently Captain of the Brigantine, the Banshee; and is the former Quartermaster of the Brotherhood of the Kraken.

Cormac is a tall, light-skinned man with dark-brown hair. His most notable features are his large nose, blue eyes, and scar which crosses over his left eye - presumably caused by a dagger of some sort. Cormac's outfits ranges from great-kilt and shirt, to a number of fine alternatives which calls back to the man's nautical roots. He is often seen wearing clothing made of fine materials, with extravagant patterns, such as a patterned waistcoat, an embroidered shirt, or block-print neckerchief. All of Cormac’s outfits have one thing in common… many flintlocks stowed wherever they can fit.

While being born on a ship, Cormac traces his heritage back to the Arkhosian Lowlands, as such he often wears the tartan of his Clan in some fashion.

## **The Brotherhood of the Kraken**

Cormac joined the Brotherhood within the year he first arrived in the Weft - which was back in 647MR. A lot of time has passed since those days, and now Cormac is considered to be a veteran amongst his brothers and sisters in the Kraken. Cormac is said to have witnessed the deaths and disappearances of many of his brethren - including some of the Brotherhood's leadership. Cormac soon became apart of the leadership - in the role of Quartermaster and Keeper of the Code.

Recently, it is unclear whether or not he still allies himself with the Brotherhood, or even if he still has ties to them.

## **Rumors**

* Cormac took part in the Grand Eel Chase alongside his father at a young age
* Cormac despises the Leadership of the Brotherhood, and secretly wants to usurp them
* Cormac is married
* Cormac is a spy sent to infiltrate the Circle
* Cormac worships Zeleel
Broðr

> ***"HEAD!"***
>
>

*- Broðr, calmly demonstrating to adventurers how to decapitate a Dryad in Bell's End, 652MR.*

### Aliases

Beastkiller
Tordenstemme
Kindred One
 Þrumuhjarta

## Physical description

### Eye color

Zappy

Broðr (pronounced Brot-ur/Brod-ur) is an accomplished monster hunter hailing from Vylkland. They are known for communicating with hand gestures, a varying temperament, and a voice that can burst eardrums and shake furniture.

Broðr is a unique Storm Elementari gifted with the ability to be as loud as a crack of thunder. Some speculate that when they were formed, they forgot to make their voice properly - others just give them a wide enough berth to preserve their hearing, or keep their limbs attached.

Since they were formed, Broðr has frequently found themself in fights with both people-shaped things and distinctly-not-people-shaped things. Many people of the Guardian Vale can attest to Broðr's willingness to run forth, scream at and cut down things in their way; it is not recommended to be close in proximity to one of these things in opposition to Broðr, as both Broðr's voice and arcing weapons may prove to be hazardous to one's health.

If one finds oneself at Broðr's side in battle, they will find a staunch ally that will strike down their foes alongside them. However, if one were to find themselves facing Broðr, it is recommended that one should focus particularly on protecting their eardrums and vital organs.

**Quotes**

* "Broðr will cut anyone in half that dares look at them wrong for being an elementari." - Correlius, describing Broðr's reasonable conflict resolution strategies.
* "Aouh!" - Ifer, shortly after Broðr cut the tongue out of his mouth. They were still friends afterwards.

**Rumours**

* They can speak normally in a storm or under the influence of alcohol.
* Their voice alone can strike people down just as a Smite would.
* They once sneezed a building down to its foundations.
* They smell like the air before heavy rainfall.

**Player**

Gabriel Aloisio
Raven

> ***"Trust in your heart, as your mind plays tricks"***
>
>

### Relatives

Aura (Mother) - DeceasedGrhow (Father) - Deceased Charlie (Son) - Deceased Skye (Daughter) - Alive

Tyler (Husband) - Alive

## Back Story

Raven is a young woman at the age of 21. She has been married to her husband Tyler, or as she calls him, Ty for 5 years. Within those 5 years she has had 2 beautiful young children one of which had passed away from an unknow disease. Raven originally grew up in The Weft. She lived there with her father until she was 14, when he passed away. She then moved to Vylkland as her father had told her that it was a wonderful place. The most important thing to Raven is family as she did not have much of it as she was growing up. She came back to The Weft to honour her fathers death by fighting along side him in spirit and to also provide for her family back in Vylkland.

**Quotes**

* "Trust in your HEART, as your mind plays TRICKS" - Grhow

**Rumors**

* Add some Rumor stuff

**Player**

Dimitra-Lea Shaw
Ryler

Name: Ryler Kyr

Quote: Honour is a difficult code to live by. It’s easy to break. But hard to uphold it. It comes in many forms and few truely understand its depths.

Age: 27

Race: Human

Gender: Male

preferred weapon: Longsword and sometimes uses sword and shield

class: T2 Warrior and T1 healer

worships: Balrof

Place of birth: a small town on the outskirts of Sybel Arkhos Territory.

Likes: Honourable acts, justice, kindness, Patriotism to Arkhos, selflessness, seriousness, being brave and chivalrous, gentlemanly behaviour.

Dislikes: greed, betrayal, dishonourable acts, cowardice, foolishness

Background: Ryler is a former Arkhosian Knight of house Sybel. he has witnessed the corruption and cruelty of his former Arkhosian masters first hand. He did not make the decision lightly. But he did what he felt was right at the time. since then, he has traveled from once place to the next offering his services to the citizens of Arkhos until after a few years of it, he eventually came across the place he now calls home. The Weft.
Triangle Hideout

*This article is up to date as of Anti-Idle version **1772**. If the current game version is later than this, the article may be outdated.*

## << List of Areas

### Art by

???

**Triangle Hideout** can be accessed from Abandoned Lab. This area is unlocked at Rank 180.

This area is used for Triangle Hideout raid.

## Area Stats

 Spawn Delay
 Epic Monster %
 Epic Monster % (Worst Moon)
 Rare Monster %
 Invisible Ally Drop %

## Monster List

The following monsters can be found in this area.

## Adjacent Areas

The following areas can be accessed from this area.

## Notes

There are no special notes about this area.
333 - Doom Dummy

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*

## Appearance

Doom Dummy appears in the following area:

## Invisible Ally Stats

### Passive Abilities

 Boss Damage
 Damage

### Active Abilities

 Heal
 Buff: Elemental Boost

## Notes

There are no special notes about this monster.
All notes about this monster, such as fighting strategies, special formulas or attacking patterns, as well as other notable things, should go here.
Game World FAQs

#### Q: **Is it possible for Scy'kadians to worship the established pantheons under different names?**

A: Yes, but it is extremely unlikely. In a world where the Gods occasionally act through their servants or send supernatural messengers, there would simply be too many instances where a deity's name has been spoken to mortals throughout history. Only the most sheltered communities could exist without knowing the name of their God; furthermore that would imply that any local priests and priestesses have never had actual divine contact. Demons on the other hand, are far more likely to use false names when reeling in potential cultists for the Narga.

#### Q: **Do Scy'kadians have views on gender and sexuality?**

A: Not really. The average Scy'kadian has far more important things to worry about... like being eaten by monsters! In the current realms, men and women tend to be judged on an equal basis. As for transgendered folk, again, most Scy'kadians don't see an issue. Dynastic families (particularly Arkhosian nobility) may disapprove of LGBT heirs, but this has little to do with their preferences... their only concern would be the furtherance of the bloodline. OOC Note - there is more than enough prejudice towards the LGBT community in the real world, we do NOT need it within our fantasy setting.
Charybdis

**Background:**

An ocean elementari who has revealed little trustworthy information about her past, Charybdis learned her trade as an assassin during her time in Lo’Quai.

She later moved to the Kraken Reach Isles.

Though she came to the Weft as Ydaket, a shift in allegiance apparently catalysed her changing her name to Charybdis.

She then aligned herself with Shadow Camp, revealing her affiliation with the Narga Droqomet. Following Luther being cast into Ruin, Charybdis volunteered to journey there to get him back. She was successfully sent to Ruin, and Luther returned, but Charybdis' fate after this ordeal remains unknown.

**Personality:**

Charybdis tends to be cold, rude, and not particularly open. However, she also has sporadic moments of friendliness that have let her make a few allies while in the Weft. She usually does not seek to hide her belief that elementari are the superior race, and her distaste for the other races of Scy’kadia.

**Description:**

Charybdis is fairly tall, with bobbed bright blue hair and green eyebrows. Her skin shimmers blue. She tends to wear clothes that harken back to her birth in the ocean; shells, blues, and floaty fabrics, as well as some Lo’Quain style clothing.

**Rumours**

* She is actually a salt elementari.
* She killed her fiancé in cold blood.
* She is bound in a long lasting mage pact.
* She is actually capable of love.
* She regrets betraying the brotherhood of the kraken.
* She has no regrets about betraying the brotherhood of the kraken.
* She survived her trip to Ruin and somehow did return to Geth.
* She died in Ruin.
* She currently resides in a ring belonging to Nox.
* She did not die in Ruin, but remains there serving Droqomet.

**Player**

Bertie Cunningham

(art by its-prettybent on tumblr, photo by matt hudson.)
Jorlund Valkensen

***“ It’s not every day a prince sullies his hands, but for you I make a Royal Exception!”***

### The Son of King Valken

Jorlund is a human Vylk warrior - or the term he prefers, *Drengr* - and although he may not dress as one, Jorlund is the heir and Prince of Ravnulv, a Vylkish Kingdom which hails on the western coast of Vylkland. Donning a Scar upon the side of his face, its no secret that the young Vylk is known for his love for battle, often being seen on the battle field fighting numerous foes on his own, or simply wanting to test and hone his own skills, as well as the skills of his countrymen.

As a Prince of a kingdom and heir to its throne, Jorlund 'The Angjeger' Valkenen, has many duties to his clan and his people in Vylkland. Duties he more recently holds in high regard. Despite the importance of a Kingdom he is destined to one day rule, his love for adventure and the thrill of excitement and danger pulls him here, to the Guardian Vale. Now, battle hardened from a civil war and ready for action, he fights alongside the Clan with his wandering war-band, a group of Vylkish drengrs who are simply known to the vale as, Clan Ravnulv.

### **The Odlingr in The Weft**

Jorlund ‘The Angjeger’ as well as the rest of Clan Ravnulv have made their way to the weft, for its great treasures and magic - but most importantly, for Geld and Glory. Jorlund along with his trusted kinsmen have been slowly growing their war-band with wanderers from Vylkand ever since stepping foot into the Weft, and continue to do so. As their numbers grow the young prince can often be found teaching newer companions of the growing Vylklaw in the way of the sword, or simply doing his best to welcome them into the Clan. Growing a close bond with The Clan, and the rest of the Clan's leaders, Jorlund and his fellow countrymen bring a devastating blow to those in the Weft who oppose them.

### **Quotes**

* **"You talk tough, I look forward to seeing you humbled when nightfall comes.”** *Jorlund says to Elspeth in the afternoon winter of Vylkland’s wilderness.*
* **“We are bound by our blades, not by our blood my friend.”** *Jorlund states to Siv.*
* "**Well I'm going to call you Little Green**." *Jorlund says to a strange Half Orc.*
* **"He's safer in Ruin that here, on this mortal plain with me."** *Jorlund speaks to his cousin, Hjalmar, about an old enemy.*
* **"I think I could die proud, knowing a dragon was the only thing that could kill me."** *Jorlund chuckles to his cousin-in-law, Thalia*
* **"BOYYYYYYY!!!!!"** *Jorlund Yells at his adopted son, Kohaku.*
* **"You know I can throw you off this tree right?"** *Jorlund asks Kohaku, who is being shoulder pressed over the Vylklander's head*

### **Rumours**

* Jorlund achieved the title by hunting shifters for sport.
* Jorlund was once known as ‘Bjorn’ in the Weft.
* Jorlund is engaged.
* Jorlund hates guns.
* Jorlund hates magic.
* Jorlund was once part of the 37th Regiment of Foot
* Jorlund was once part of the Pride of Skovby
Bannin

Bannin has been a warrior for a millennia. He has seen kingdoms rise and fall, and heroes come and go. He has headed noble families and been a lowly merchant guard. He has been alive for so long that he has forgotten nearly all of it. What he does remember, is the dull eventuality of loss.

Now, he barely remembers why he wears the armor and weapons Lo'Quai. He faintly recalls why feeling of Lo'Quai blades in his hands feels so familiar. He's memories tease at reasons for why he abandoned his home country.
All he remembers are the tiny fragments of a thousand past lives.

But one thing he remembers with absolute clarity is a code: The way of the Warrior, and the implied path towards perfection of the path of Blades. So now he pursues this path with a relentless devoid of compassion or malice.

## Personality

Bannin is one driven by the pursuit of perfection at the cost of all else. While he may follow his own code, he does so without any real appreciation of the morality of it. To him, it is simply a set of rules to live by and nothing more.

His relationships to others is tainted by the fact that everyone he has ever cared for is has died, either due to misadventure or old age. So now he ignores all attachments due to an apathy to the short lived mortals around him.

He does however, have a soft spot for others who are as driven on the path to perfection as he is, and will do whatever is in his power to aid those on their journeys. As this help is twisted by his malign view of the world, it may be best to avoid this assistance whenever possible.

## Relationships

### Hrafn

Bannin seeing Hrafn as a sort of project. The thirst for power at the cost of all else is something oddly familiar to him. As such, he seeks to 'aid' Hrafn towards power by whatever means he sees as necessary. Whether this will be to the actual benefit of Hrafn remains to be seen.

### Everyone Else

The unworthy. Bannin treats these people the same way most of us treat doors. To be pushed aside if in your way or kicked down if barring your progress. He is sometimes amused by their efforts.
Elemmire

> ***"Your Quote Text Here"***
>
>

Rime 647 MR, Guardian Vale saw many new adventurers arrive through various means with purpose. Among them stood a fallen elf with two human boys. She was immediately targeted by groups who presumed her aligned with slavers that had recently caused havoc. While camps fought over rare dwarven ale, the fallen elf danced around accusations and soon introduced the two boys as her servants, Kondu and Dorman. As the tells goes, when Elemmire landed upon the shore South of the Weft, she came upon the human boys sheltering amongst the stunted trees. The fallen elf took them under her wing, travelling up through the Crosslands to Tavern Town.

Her motives and purpose in the Weft are unknown. In Goldyn 648 MR loomed the threat of retribution when a pale-haired elf was murdered. Many fingers pointed to Elemmire due to the poison's origin, a rare plant that grew in the Fey Ring Isles. Offering her servants to assist the investigators as a gesture of good will, she remained vigilant while Tavern Town enjoyed a Trollball Tournament.

Not long after Elemmire tapped into her family's heritage, she begins experiencing dreams alongside other elves of Guardian Vale. The delicious revelation of Elves coming back to their former glory began to worm its way to the surface. Enthralled by such a promise, Elemmire and Drazher took their places by Encariel's side as his captains, assisting in taking J'ov the Taverner. Encariel wanted a peaceful resolution, wanting to bargain for what lay beneath the hill, despite the warnings of the fallen elves against it. When Encariel's spell over the elves was shattered, the fallen elf swore to take his life however a previous vow with another, forbid her to take action.

**Quotes**

* "Indeed" - Elemmire

**Rumors**

* She has a soft spoke for fairies.

**Player**

Eleanor Clarke
093 - Wind Lizard

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*

## Appearance

Wind Lizard appears in the following area:

## Notes

There are no special notes about this monster.
All notes about this monster, such as fighting strategies, special formulas or attacking patterns, as well as other notable things, should go here.
Timone

> ***"I feel a sight better"***
>
>

Timone is the currently serving Champion of Lianda.

He often invites passing strangers to join in on a meal of noodles, with no expectation of anything in return. Noodles are just a good time, worthy of sharing.

Timone earned his position as Champion of Lianda by deposing the current chosen of Droqomet, using a divine ritual to seal away the dark magic that had been used to dominate and control others.

Timone believes that true evil cannot be ignored, and to allow it to continue is to participate in that evil. It must be opposed and fought, though choosing the right path of opposition is often not so easy.

**Quotes**

* "The Doorman stands ready" - Ritual to remove Darmok's Bind magic and Champion powers.

**Rumours**

* ???
Tavern Town

> "Frontier law, a hub of trade, and a haven for merchants. A good place to find all manner of rumours and general adventuring work."
>
>

At the base of Guardian Hill stands a ramshackle township formed from the tents and wagons of various craftsfolk and passing adventurers. Referred to simply as Tavern Town by it’s occupants and defenders, the locale’s center piece is The Blinded Boar; a tavern built into the upper layers of a sunken Yenrady tower, and the only section of the ruins visible above ground.

The township has four simple rules:

* **No brawling**
* **No thieving**
* **No vandalism**
* **No disruptive spellcraft**

### The Blinded Boar

The Boar is owned by a man called The Taverner. It contains a well-stocked taproom with nightly bardic entertainment, a dormitory for local adventurers in need of respite, a training chamber for warriors wishing to hone their skills, and an arcane vault accessible by none but the proprietor. All are welcome inside the tavern, as it is considered neutral ground, a place for rival factions to meet peacefully. The rules of Tavern Town apply within the tavern also.
The Agrarian Fellowship

## Who are the Agrarian Fellowship?

The Agrarian Fellowship are devotees of Gowlur who serve to nurture the fauna, protect the forests and it’s inhabitants, and fight against those who seek to destroy Gowlur’s domain. The Agrarian Fellowship are aligned with light camp, their tent can be found on the edges of light camp beside a large tree.

## Members

Aelon T.W

Cyrus Bergstand

Archa

Duine Ar Bith

Tullula

## The History of the Agrarians

There were four brothers in the beginning, lost and confused they found themselves in the Weft. Two of the brothers disappeared that day, leaving just Cyrus and Aelon alone together in the strange Tavern Town. Who knows where those brothers went, but everybody knows that that was the day which the Agrarian Brotherhood (as previously known) made itself known in the weft.

## The Agrarian Way

1. Agrarians are the servants of Gowlur, but we respect and fear all the Greater Gods

2. Our purpose must be to nurture and protect Gowlur’s domain

3. Each member is loyal to the fellowship and to each other

4. Be patient and slow with taking action against others, but when Gowlur’s patience has worn thin, retribution must be ruthless

5. Phlemortis worshipers are our enemy, befriending the enemy will see a member banished from the fellowship
Tower of DOOOOOOM

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*
*For the raid, see Tower of DOOOOOOM (raid).*

## << List of Areas

### Monster Lv.

4,000 ~ 9,000 (Casual)5,200 ~ 9,001 (Hardcore)

### Art by

???

**Tower of DOOOOOOM** can be accessed from Smiley Island. This area is unlocked at Rank 160.

This area is used for Tower of DOOOOOOM raid.

## Requirements

You need Rank 160 to access this area.

You can enter this area only once every 90 seconds. You can re-enter immediately if you have defeated Doom Treasure.

You have to wait 30 seconds since you have opened your current savefile, before you can enter this area.

## Area Stats

 Spawn Delay
 Epic Monster %
 Epic Monster % (Worst Moon)
 Rare Monster %
 Invisible Ally Drop %

## Monster List

The following monsters can be found in this area.

## Adjacent Areas

The following areas can be accessed from this area.

## Notes

Robacon failed to figure out the password to enter Smiley Island. As a result, he can't enter this area, either.

If you leave the area screen during the raid, or if the raid timer runs out, you are sent to Smiley Island.
Six Shot Shalty

Blue Boot

- His Final Words to Cap'n Neyrin

### Overview

An Irate-Pirate bedecked and drawn and quartered in a colourful explosion like some man caught in the ghastly middle of a paint fight, his body stinks and sings with the smell of old liquor and his eyes are a horrid glazed over wanderlust.

In short, he's a drunk with no fashion sense.

### Background

Six Shot Shalty, a man of a single name, many titles and quite frankly, many murky glasses of water when it comes to himself. There are few trace facts gathered so far that have been proven true, he is a Rhuu as he claims, he believes he is a Pirate and his history is more intertwined with alcohol than a Slaver is intertwined with the black Markets.

### Rumours

* He's the Captain of The Dove while Neyrin is away
* It takes him Six attempts to load a Gun before he can fire one shot
* He once saw the Kraken in person
* He's an Alcoholic
* He isn't a Real Pirate, but some drunk that snuck aboard The Dove
* The Dove wasn't destroyed and the Crew Simply Marooned him with booze to drown himself in
* He once swallowed a dagger because that's how he was told to hide it
* Taught Neyrin how to read
* Has a Magic Bottle of Rum that never runs out of Liqour
* Isn't actually a Rhuu
* Follows N'rord and N'ray
* Follows Anwyn
* He Didn't die in the Kraken Ritual.
Duine Ar Bith

> ***"The trees have been here far longer than we have...listen to them and you may learn something"***
>
>

## Duine Ar Bith

### Relatives

Adopted Parents: Lodal (mother) & Tyr (Father), both Gnomes

## Physical description

### Eye color

An oaky dark brown with a hint of green

Duine Ar Bith is a halfing Gowlur worshiper who was born and raised in Green Fang Forest (Sindorien). She grew up in relative seclusion with her adoptive parents, Lodal and Tyr, who were gnomes and bought her up amongst other gnomes. It was a stormy night when Lodal found young Duine clinging to a branch, Duine was petrified and alone, with no sight of her family. Lodal spent hours trying to coax Duine down from the branch, the rain was pelting down and the cracking of the thunder seemed to get louder and louder. Lodal was at a loss until she decided to climb the tree and sit with her until the storm passed. Lodal sang lullabies and comforted Duine until she fell asleep. They both awoke to the sun's rays streaming through the branches, and a small bird, who later became Duine's best friend (named Barrow), came fluttering in singing the tune of one of Lodal's lullabies. Lodal took Duine back to the home herself and Tyr shared, adopting Duine as their own.

Duine had a happy and idylic childhood

**Apperance**

Duine has brown short scruffy hair that usually has leaves and twigs in it, which is from her love of exploring the nearby woodlands and taking naps high up in the trees. Duine has brown eyes, rosey cheeks and freckles.

**Personality**

Duine is cheerful, empathetic and energetic, she believes everyone has their reasons for their actions and always strives to better understand them. Duine is neutral good, the protection of the trees and woodlands of Scy'kadia motivate her decisions and actions.
Duine can be easily frightened and can find herself agreeing to things she probably shouldn't be agreeing to. Duine's easy going nature and preference to 'see both sides' can lead to a lack of action from her part, when maybe she should be taking action.

**Journey Weftwards**

Duine always wanted to see what lie outside of the forest, with no particular direction or destination in mind, Duine left her home and set forth to stumble upon whatever Gowlur had in mind for her.
Duine met Tullula in Arkhos, they were both staying at the same inn when Duine heard her mention Green Fang. They fast became friends, and neither knowing what their next destination would be, decided to travel together and found themselves in The Weft.

**Quotes**

* "Tweet tweet" - Barrow
* "Duine was kind to me when she did not have to and that is everything. It is an honour to stand beside one so compassionate and good and call them friend" Aurelia Ilweran

**Rumors**

* Many believe Duine was abandoned by her parents - but there are some that say something more sinister occured that stormy night

**Player**

Lucinda Slevin
Archa Feylon

> ***"Hi, I’m Archa! I look after the woods!"***
>
>

**About**

Archa (Ar-ka) was a bubbly, 14 year fey who considerd themself the protector of Archon Woods. They hail from a small pixie village in Green Fang Forest. They were very touchy about their fangs, possibly because of their implications, however, one of Archa’s fangs was knocked out by shadow when they were tortured.

They could almost always be found somewhere in Archon Woods, and had been known to surprise or berate adventurers who were disrespectful towards the plants.

Archa was a member of the Agrarian Fellowship, and protected their allies and friends fiercely.

Archa had a very tumultuous time in Guardian Vale, with their dedication to Gowlur, the woods, and their friends often getting them into trouble with shadow camp.

They were killed by Lady Gideon, the Voice of Ruin. They sacrificed themselves to prevent shadow from continuing to burn down Archon Woods.

**Appearance**

Archa had long green braids topped with a pink flower crown, white freckles, and vine-like patterns on their face. Their bright smile revealed small fangs, and they have large, satyr-like ears. They usually carried a tall green staff and a ukulele, and always wore a necklace with a tree on it, the symbol of the forest guardian.

**Rumours**

* They are actually a vampire.
* They are always high.

**Player**

Bertie Cunningham

(art by its-prettybent on tumblr)
The Spellguard

The sigil of the Spellguard.

### Primary Goals

The pursuit and acquisition of magical secrets, for the preservation and utilisation of sorcerous knowledge.

### Known Members

Commander Lethe, Correlius Adkarus, Gregor Brewdel, Alonzo of the Green Troupe, Ga'rth Oakland, Tempest, Gregory van Rickton

Founded in late 649 MR amidst the turbulence of the Weft, the Spellguard are a loose organisation of seekers and preservationists who aim to safeguard arcane knowledge from those who might destroy it. Whether out of fear, ignorance, or malice, the conscious destruction of magical artefacts, the burning of arcane rituals and tomes of knowledge, and the persecution of those with latent occult talents must be opposed lest the world be deprived of the gifts provided by Magic's mysterious and wide embrace.

The Spellguard was founded among and currently camps with the Circle. They are the Circle’s vanguard where a martial presence is required, either protecting the scholarly members of the camp whilst they perform their research or striking out against the Circle’s enemies with swift and precise judgement. While their mandate encompasses the preservation of magical knowledge, they also work to safeguard the integrity of historical arcana and the free flow of information. Among other things, the Spellguard has no tolerance for slavery, both of the corporeal and of the intellectual.

Their number can be identified by the silver aegis emblazoned on their garb.