recursal/Fanatic-Fandom huggingface dataset:
Aharon

>  ***Adventure? Nah, I rather not get stabbed today...***
>
>

Aharon is an Undead originally hailing from Mureth. A short skeleton who rocks a poncho, he ventures the Guardian Vale, curious about the adventures and citizens within this strange land.

## Overview

> "***Can't kill me if I'm already dead."***
>
>

A Former Spellsword, who claims to be a part of one the of the Four Courts, Aharon enters the Vale, curious of the recent chaotic times of the place. In reality, he rather sit down, make some melodies with some instruments, and play Liars Dice and Regicide.

## Personality

> "***This is fine, perfectly fine..."***
>
>

A very innocent minded skeleton, Aharon often wonders about the wisdoms of the world and the strange powers there are.

His primary God is Rilien of the Divine Maze, shown by his Deific Icon, but there are reports Whalash, the Narga, follows behind him...

## Skills

* STEAL - Has a tendency to steal anything and everything he sees, to the chagrin of his teammates
* LONER - Tends to appear late in combats, carefully observing the situation, then acting upon them
* UNIQUE - In conversations may interpret people, ideas and events in a different manner than most

## History

#### Early Life

During his time in Mureth, he made a total of three friends in his first lifetime

* A Lover he never had the courage to confess too.
* A Friend he never appreciated their company.
* A Rival who backstabbed him and took everything.

#### Current Time

He resides in the Tavern Town, roaming around different camps during Formings, interested in what adventures and stories hold for them.

## Relationships

*Gerald Sheperd* - Sheperd was one of the first beings Aharon met in the Geft, being looted by the man in Arkhos. He was also the man who told Aharon about the many adventures in the Guardian Vale, for Geld was to be held over their lands.

*Mayla* - Having met the Dwarf at the Blinded Boar, Aharon lost to her in an intense game of Liar's Dice, which resulted in him working for her and The Brotherhood of the Kraken for three Formings. He doesn't hate her for the whole incident, because he got to know more people thanks for his foolhardy nature.

*Cataclysm* - Aharon views Cataclysm as a Skeleton God, revering him nearly as much as Rilien himself. He likes to call the pirate skeleton Mega Me.

## Rumors

* Aharon is the son of Cataclysm
* Aharon is actually part of a villianous crew in Tavern Town
* Aharon's skull is actually a mask, hiding another sinister skull inside it
* Aharon is played by Aaron Abundo
Kron

> "Kron."
>
>

## Description

Always in full plate armour, with a weapon by his side, Kron is an incredibly intimidating individual. He wears a black tabard adorned with flames over hulking metal armour, darkest black in some parts, and polished steel in others. Voluntarily mute, few have heard him speak more than his name, and nobody has seen whatever face lies beneath his helmet. In the rare moments where Kron does speak, it is in a dark, gravelly voice that comes from the depths of his chest, and his sentences are short, usually no more than 5 words.

### Personality

Though a hired blade, Kron doesn't seem to work for anybody in particular, instead offering his services wherever he is needed. Contrary to his appearance, Kron has a strong sense of honour and justice. Unless you cross him, Kron will almost definitely not harm you, though he is incredibly dangerous if you do. If he is not preoccupied and there is a battle, Kron will be there. However, if you try to get Kron to do your dirty work, he will refuse. Anger Kron and face his rage.

## Extras

#### **Trivia**

* Only five people in The Weft have ever heard Kron speak.
* Has a soft spot for Bard.
* Has a deep hatred of Shadow Camp, though this seems to exclude Ratfink.
* Is determined to best Galanath in a duel.

#### **Quotes**

* Kron nods.
* Kron... does not nod.
Ryler Kyr

Ryler Kyr was once a loyal, seasoned Arkhosian Knight of House Sybel. He quit. The reason why he quit is unknown. There are few people he has mentioned the full story to. He now mostly does freelance work such as fighting off bandits and clearing out the pests that kill the farm animals. He also has comitted his faith to the religion of Balrof. He may look frightening in his suit of steel armour, but his personality is mostly the opposite. When he gets in a battle, he is always respectful of his opponent and only kills when forced or for very good reason.

SPECIES: Human

GENDER: Male

PLACE OF BIRTH: Sybel Arkhos

MARITAL STATUS: None

RELIGION: Balrof

PRIMARY WEAPON: GreatSword
038 - Dark Jelly

*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

Dark Jelly 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.
Ifer

> **"With all due respect, I value my limbs intact and on my person."**
>
>

Painting of Ifer, dated 651MR

"Mayor"

Casarn Leifgreen

Barsheep

Horatio Plumbucket

## Biography

Originating from The Sinking City, Ifer lived a relatively comfortable life under the employ of a trader. He was easily drawn to the Arcane and what it may offer, thus finding himself studying inbetween his work and education.

Talking, convincing and lying his way out of precarious situations was to become second nature for Ifer. The adolescent often getting himself into more trouble than was necessary with both the local guards and those who would subvert them.

Life within the city would grow dull for one reason or another, Ifer choosing to strike out on his own and start adventuring.

## Rumors

* Ifer is not the name he was given at birth.
* Ifer is a Sheep.
* Ifer is a Cambion.
* He is the mayor of a township called Clan-Town.
* The cutlass he carries was designed and made specifically for him.
* His tent contains trinkets that have been "liberated" from the many merchants that pass through the Vale.
* His favourite drink is *Aqua Vitae*, a drink native to eastern Arkhos.
* He built a bakery within five minutes that exploded immediately after completion.
* Ifer and Casarn were swapped during the time loop of the 33rd of Felling, 651MR.
* Ifer has an identical twin with the same name.
	+ Ifer and Ifer don't get along. They've fought more than once.
	+ Ifer stole his name from his twin brother, Ifer.
025 - BlobBB

*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.*

## Invisible Ally Stats

### Passive Abilities

 MaxMP
 Critical Chance

### Active Abilities

 Heal
 Buff: Enrage

## 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.
The Afterlife

## Death

Upon their demise, the souls of mortals are drawn into Nether. There they drift, in a misty place, dim and insubstantial, trapped between the mortal plane and Ruin. Demons can sense these souls; they hunt for them, eager to claw their victims wholly into the hellish realm below.

Not-so the souls of the truly devout. Having spent a lifetime honoring and furthering the machinations of their Greater God, a mortal worshiper might attain notice. If successful, their deity will send celestials to pluck the worthy soul and escort them to one of the Divine Holds.

## Restless Spirits

Occasionally, a crafty or willful soul might bind itself to a corporeal anchor (also called a netheric monument). They may then return to the realms of the living; bodiless, yet able to affect those around them in eery, subtle ways. The anchor can be practically anything; a statue, a dwelling, a weapon... sometimes, even a person. So long as the link remains intact, the soul cannot be permanently banished. Destroying the anchor returns the wayward soul to Nether. A soul can also be forcibly anchored by Magic or a variety of supernatural anomalies.

There are some places in Scy'kadia where the boundary between Nether and the mortal plane is thin. In such locations, spectres and wraiths need not be anchored to affect the living.

## Exceptions

High elves and elementari are not drawn into Nether when their bodies die. Instead, their spiritual essence merges with The Stream, the flow of Magic's energy resonating throughout Scy'kadia. It is possible for high elf souls to manifest as ghosts, but rather than latching onto netheric monuments, they are mostly found within arcane loci. Elementari never become bound wraiths, for they simply return to their true elemental state.
Clair Nuire

## Overview

Clair is a darkly dressed healer who presents herself as an upper class Murethi lady. She can be often seen lazily drifting from place to place at the weft, fan in hand and sharing any information she might have over heard.

When she has not had any 'fun' or a fill from seeing the pain and fear in people's faces she sometimes ends up tapping a finger on whatever she holds. Her methods of finding fun not only serve to fill her own amusement and curiosity, but also are part of her worship of Trachor. These activities aren't always found to be as enjoyable for the others involved.
Dawn

**"Blood is lives, if only you know how to read it properly"**

Yes he is dead... but is the Demon who possessed him.

Jothan Bell was born in Arkhos and raised in the lands owned by Lord Sybell. Bastard born he was given the last name Bell to show which lord he owed his allegiance too, this caused him to be conscripted into the army and trained as a footman. During his training he excelled in the shield wall with a tower shield.

Jothan (Dawn) followed the Narga Phlemortis for most of his life, during a failed rebellion in Arkhos soldiers were sent to a vilage giving rest to the deserter and rebels. When the soldier's arrived they killed the deserters, rebels and anyone else in the vilage who gave support to send a message. this is when several of the soldiers including Jothan (Dawn) fought against the loyalist and decided not to kill the innocent civilians.
Leaving Arkhos with several of the soldiers still alive they traveled towards The Weft, when they arrived on the border they were met by a mysterious hooded man, without so much as a word the soldiers started falling over unconscious. Jothan (Dawn) was the only one who woke being the only successful one being turned into a vampire.
The Skeleton Crew

Cy'irlis Aleanthal

Baerwyn

Vaan

Alder Thornbow

D\*\*\* R\*\*\*\*\*\*

Weapons Rack

* + - * + - *

Prison

Created and founded by Marcus "Bones" Johnson the Skeleton Crew is a collective of skilful individuals who's drives are for self interest, knowledge and science. No single person can thrive in the Weft and the members of this faction are loyal to Bones and their fellow members above all others. The needs of this faction come before any God, Narga or camp leader, it says so in the extensive contract all are required to sign.

#### Crew Structure

The hierarchy of the Skeleton Crew is one that has more flexibility than most expect. Bones is always at the top but the second in command tends to change as per the details of the job. For instance, Dr Castor Cage is always consulted first on issues concerning medicine, Mr Cy'irlis Aleanthal for issues alchemical and his husband Baerwyn for gathering and racketeering. Formally, Brigg was the go to for distraction and miss-direction.

The crew maintains a certain standard that, if not met, results in the termination of persons and or contracts.

#### Location

The Skeleton Crew is set up at the base of the Clan Treehouse, firmly on the ground, accessible yet protected by the other watchful eyes of those who reside in and among The Clan.

### History

Bones founded the Skeleton Crew with his need of people with specific skills in mind. His goal was to be able to rebuild a semblance of what he had before and enable him to eventually go back and settle a certain score.

It began as just himself and Brigg, it was slow going. But, after his husband, Castor's, return the faction grew quickly, bringing in Cy'irlis and his husband Baerwyn, shortly followed by Vann and Alder Thornbow.

The Skeleton Crew fosters associates, those who do not wish to be a full part of the faction but still wish to show their allegiance and appreciation to it. The associates may choose how public they wish their involvement, but their loyalty must lie with the crew. To become an associate the individual must provide both collateral and proof of their offered skill. There are many benefits an Associate can enjoy.

#### Notable Accomplishments

* Vaccines inoculating against the effects of the Mandrakari and their Spores
* Clan Structural Organisation
* Aided in the conception of the Orrery
* Firebug Farm
* Aided in the felling of Mylzrir the Crimson King

#### Symbols

There are a few symbols that are associated with the Skeleton Crew, the first is their faction emblem, it can be found on their flag and on all official correspondence and contracts. It is ribcage with the sternum replaced with a skeleton key, it is boardered by straight sharp lines with fleur-de-lis in two of the corners.
Coral

> ***"HI, I'm Coral!"***
>
>

> ***"Tea please Mr Skeleton man"***
>
>

Coral was a very old and rather Senile Elementari. She didn't entirely know who she was or where she came from, sometimes forgetting her own race, but was friendly and tended to wander not having too close an affiliation to any faction. She spent the last few years in the Kraken reach isles posing as a "fortune teller" and before then lived in Mureth, nobody knew what she did before however, not even she did.

When she happened to have wandered into the Vale she could be found at the Blinded boar trying to host a tea party, or harasssing various residents of the vale handing out chocolate coins and shiny rocks.

Coral has now passed on and returned to being a spirit, last she was seen was at the elementari pond in Archon wood, she said farewell to her elementari brethren and then disolved into salt, sand and seawater.

## Rumors

* She was actually a young Elementari because of her limited knowledge instead of just old and stupid.
* She was incredibly powerful and just pretending to be dumb
* She wasent an Elementari, just delusional.
* She was the first Tea elementari
* She was just a really magical fish in a person suit
* She was a Siren in disguise
* Her spirit now lives in the pond in Archon wood

**Player**

Becky Anlezark.
Sir Hallard of Kesfort

Sir Hallard is the current serving Kapitan of the Raven Company.

## Background

Hallard was born in an Arkhosian seaside village within the realm of Hollander. During his teenage years Hallard was recruited by the Hollander infantry serving mostly in military posts.

In 645 MR the ocean keep of Kesfort was taken and held by Krakiid forces for several months. In retaliation the Hollander ground forces united with Gold Sons mercenary company to retake the fort. During the following siege in 646 MR Hallard was introduced to Vesir a mercenary fighting under the Sons. After siezing the keep Hallard was knighted with the title of Kesfort alongside several other soldiers.

Sir Hallard served as one of Lord Hollander's ranger knights patrolling the border marches and woodland areas. In late 647 MR Hallard recieved an invitation from Vesir of the Raven Company to join their ranks within the Weft.

After leaving the service of Hollander, Hallard has come to Kapitan the Raven Company while recruiting its numbers.

The ranger captain wishes to one day return to his roots as a ranger after he has seen through his goals as Kapitan of the company.
The Tavern Guard

Photo by Matt Hudson

The Taverner employs watchmen to patrol Tavern Town. It is their job to ensure that locals feel safe; and they do not hesitate in meting out justice to trouble makers. However, common guards are no match for hardened adventurers, so to deal with such pests Jo'v calls upon... OTHER adventurers!

Dubbed "The Tavern Guard" (as their barracks lies within The Blinded Boar), these elite enforcers are hired for exceptional sturdiness, a sense of duty, and love for the township. It is these blood hounds who are sent to hunt the most elusive criminals, to serve as envoys, and to act as bodyguards on the rare occasions when The Taverner enters battle.

Tavern Guards are marked by the bronze boar-head badges they wear.
The Weft

Site of the vanished Weftyril Empire, The Weft is a lawless badland rife with Wild Magic. The landscape is hard to quantify; while the borders remain fairly stable, the inner reaches are prone to transformation. Bizarre weather erupts from nowhere, and landmarks subtly change from visit-to-visit. It takes a ridiculously talented or magical navigator to foray inwards and expect to return. Exiles and refugees have long-attempted to establish themselves in The Weft. As a result, the outskirts are littered with remnants of fortifications, few of which remain inhabited, except by bizarre monsters. Precious little remains of the Weftyril themselves, save for scattered menhirs or walls of blue star-speckled stone. Yet adventurers do uncover the odd relic, and news of these valuable discoveries spreads fast, drawing opportunistic treasure hunters like flies to honey.

### Trade Towns

Exile kingdoms are rarely permanent in The Weft; yet inns and taverns prosper. As the last signs of civilization before reaching the Inner Weft, they often become staging points for expeditions. Merchants setup shop beside them, gathering until small eclectic townships take shape.

### The Drift Mounts

Levitating mountains, one of the most obvious and wondrous manifestations of The Weft’s arcane oddity; they are difficult to reach, but offer considerable protection from ground-based attackers.

### The River Wyrd

Being so far inland, some are shocked to find that pirates and other nautical groups do in-fact make their way Weftward. The River Wyrd flows through much of what used to be Rhuul and creeps across The Weft’s northern border. Though large vessels cannot sail directly into The Weft, this waterway allows for crews to deploy close, and make further ingress via landing vessels. The journey itself is not pleasant, as first sailors must brave the seas and whatever naval forces guard their chosen entrance; then, as they approach The Weft, strange and hostile creatures start to swim in their wake.

### Portals

The Weftyril were fond of portals, crafting myriad gateways for instantaneous travel throughout their empire. Scores remain, for those who know where to look, but few are active, and of those which are, some lead to perfectly mundane locations… others lead to grave peril.

### The Heart Of Weft

The epicenter of the Weftyril Empire is now a kingdom-sized blast crater. An enormous portal stands unmarred within, and is said to have been used in the forging of Ruin. The crater and its surrounds are desecrated with hellish Magic, plagued by sporadic demon incursions. Though the portal appears dormant, it calls insistently to those who serve The Narga.
Sammael - Herald of Gorgos

"**Gorgos cares not from whence the blood flows. Only that it does."**

```
Warrior - Tier One

```

Sammael is a heavily armoured veteran of Arkhos. A former lord of house Dalmont, he takes special delight in fighting members of his former house. He carries a black longsword, and particularly hates mages.

Outside of battle, he is a softly spoken gentleman, somewhat reserved, with only a small pair of horns marking him as a Cambion. No matter the outfit, he rarely (if ever) lets his blade out of his sight.

Rumours:

-He is a highly skilled dancer

-His sword is possessed by a lesser demon of Gorgos

-He is fond of poetry

-Has a small problem controlling himself in battle, Is likely to throw himself at the biggest target for the greatest glory to Gorgos.
Sharog

> ***"Get Stronk, little tooth."***
>
>

To copy this template, click edit and switch to source editing by clicking the "**Visual Editor**" drop down menu in the top right corner. Select and copy all of the text, then paste it into the source editor of your new wiki page.

Who are you?

What do you look like?

Where did you come from?

What do you care about?

Why are you in the Weft?

Your text here!

**Quotes**

* "The quote" - Who said it?

**Rumours**

* Add some rumours

**Player (Optional)**

Your name here. Please do not include your full real name.
Nox

*"Besides, if you kill someone, you can't torment them anymore, and there's no fun in that at all!"*

## Background

The circumnstances surrounding Nox and their sisters birth are still shrouded in shadow, the twins were found in the remains of a strange ritual, and taken to the fighting pits of Frael, where they were raised as fighters. After nearly 80 years of fighting, moving from master to master, the chaotic cambion made their way to the weft, in search of something more. With *something* always watching from the corner of their eye, they found their true family in Shadow camp, and still resides there to this day.

*"I'm always up for secret sordid tales and nonsense."*

## Physical Description/Personality

Nox is a fairly tall Cambion with long white hair, stained red by something unknown, sporting fangs and six black tattooed dots across their cheeks. With deep red eyes and curled horns, they certainly look the part of a shadow camp Cambion. They usually wear black and red, whether they believes they're her colours, or its an homage to an old friend remains unknown. Usually wearing a well known red plumed hat and long coat, she fits in well with her brothers and sisters.

Nox's personality can only be described as chaotic. They do things mainly because they believes them to be funny, or to simply sew the seeds of discontent in those around them, however, they do have certain moments of "clarity" and can be quite manipulative in her own way. Charming in a sense, they have the ability to laugh and joke with almost anyone, though with them its always a case of never knowing what you're going to get. Often loud, brash and unpredictable, though fiercely loyal and competitive, this Cambion certainly makes an impression.

## History

#### Life in Frael

Nox's life in Frael is one they don't often talk about, the markings across their cheeks tell a story of six masters, two of which have been slain by them and their sisters hands according to them. Passed from pit to pit, not many masters were willing to take on the task of the unruly Nox, who had developed a taste for unsavory killing. After many years, they manage to escape to Thaedia.
Sir Randal Blackmont

Sir Randal comes from the Arkhosian noble house of Blackmont, a vassal house loyal to house Dalmont.

He is an Arkhosian knight sworn into the service of Raven company and currently holds the rank of Lejtnant. He is the current 'champion' of the Raven company and has represented both the company and the Tavern town in numerous single combats and has yet to falter in this regard. As well as holding the title of champion he also serves as the second in command of the Raven company, a title that was passed to him with the resignation of Kapitan Hallard from the position of Kapitan which led to his successor Sir Reiner becoming Kapitan of the company and naming Randal his second.

During an expedition to the inner weft the Raven company had assembled a group of powerful individuals including the Elte and Illir the sentinel of Light camp for the purpose of destroying 'the rise and fall' the most powerful weapon in the weft at the time. With the direct aid of Tylos they had managed to destroy this weapon, an event which led many to think of Randal as a Saint. While he refutes the title of Saint there are many who still think to call him Saint Randal the patron Saint of Tavern town.
Before signing with the Raven company he spent his formative years in Arkhos training to be a witch hunter and still actively uses the skills he had learned from his training to this day.
088 - Dark Duck

*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.*

## Invisible Ally Stats

### Passive Abilities

 Attack Speed
 Attack

## 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.
Character Bio Template

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

To copy this template, click edit and switch to source editing by clicking the "**Visual Editor**" drop down menu in the top right corner. Select and copy all of the text, then paste it into the source editor of your new wiki page.

Who are you?

What do you look like?

Where did you come from?

What do you care about?

Why are you in the Weft?

Your text here!

**Quotes**

* "The quote" - Who said it?

**Rumours**

* Add some rumours

**Player (Optional)**

Your name here. Please do not include your full real name.
Lady Wensa the Weaver

> ***"Oh... oh well, go ahead then"**Wens upon finding out her new friend had been slaughtered, and about to be butchered for geld*
>
>

## Lady Wensa the Weaver

### Aliases

The Weaver, The Lady, Wens, that evil bloody pixie

### Relatives

possibly the daughter of Yue Lau, and Yama Uba/Baba Yaba.

## Biographical information

### Marital status

so many times - but not currently (rumours once a paramour to The Jade Emperor)

## Physical description

### Eye color

dark

The Lady Weaver Wensa of Suwa Forrest is an older pixie hailing from Lo’Quai,and has travelled in The Serpent Marshes as a Journeyperson, on the way to Mastering her craft. Wensa is bored with the commodification of her arts (after making very reasonable coin at it), and thinks that the mix of chaos at The Weft might give her some unreasonable spontaneity she can put back into new works.What do you look like?

Lady Wensa has lightly pink skin, blue wings, and green hair (often full of branches and flowers). She's rather portly, and often carries a giant sunflower which can be used as shade, rain protection, and as a cane. She loves to wear brocades, esp in blue, red, and gold.

**Quotes**

* "The quote" - Who said it?

**Rumours**

* was an apprentice of the Three Weird Women who weave the fates of mortals
* can sever Red Threads of Fate
* can speak the language of ducks
* once got a god drunk and stole its socks
* has a magical bag of holding full of cheeses
* knows how to spin dragon scale
* is besties with Magu, and often acts as a defender of females because of this relationship
* is a polymath, only in that she can swear in every language

**Player**

Soozie Bea
Flax

> ***"Those who use balance as an excuse for inaction clearly do not understand what it is. Balance is constant vigilance."***
>
>

## Flax

### Aliases

The Sentinel of Light, Voice of the Gods, Valkyrie, Flykra

## Physical description

### Gender

???

Flax is the Sentinel of Light and the Leader of Light Camp in Guardian Vale. They have long white hair, bone white horns, and faun-like features. They often wear a flower crown and shades of green, white, and grey.

They led Light Camp for two years before dying at the hands of a dark elf spy.

**Quotes**

**Rumors**

* They used to be a tree
* They led a slave rebellion
* They are an elementari
* They are a nephilim
* They are hundreds of years old

**Player**

Bertie Cunningham - Admin
Bio Revamp Proposal (FOR DEMONSTRATIONAL PURPOSES ONLY)

Insert a quip about your character here!

[To copy this template, click edit and switch to source editing by clicking the "**Visual Editor**" drop down menu in the top right corner. Select and copy all of the text, then paste it into the source editor of your new wiki page. Afterwards, don't forget to delete all the placeholder text!]

## **Description**

[Give a brief abstract on who your character is! This can be a variety of things, perhaps their motivations, where they come from, and key character traits, or even a creative piece by your character or about them by you.]

### Physical Description

[ How would you describe their physique, their fashion, and their flair? Describe the sort of body they have, the type of clothes they'd wear, scars, wounds and birthmarks, and their perceivable Scy'kadian nationality. Do your best!]

### Personality Traits

[A summary of their personality traits. What knacks does your character have? What drives them? Define their personality to the best of their ability!]

#### Quotes

* ["The quote" - Who said it? ]

## Backstory & History

[ Here, you can write as much as you'd like about the backstory of your character, like where they come from, inciting incidents for why they've come to the Vale, and where they originally picked up their adventuring skills before the journey! ***GO BUCK WILD!*** ]

### **Rumours**

* [ Rumours about your character. They don't necessarily have to be actual rumours, and can be things that *can be rumoured* about your character. ]

**Player (Optional)**

Your name here. Please do not include your full real name.
Kurokuma Sayanshi

Kurokuma Sayanshi (Kur-o- koo-mah Say-an-shee), is a bear shifter pirate assassin from Muref. His shifter side was originally completely brown bear, but in an attempt to create a more powerful being. Kuro's adoptive father Chiropt experimented on for several years of his life resulting in near insanity and several mental issues. Including a slight split personality as Kuro now has the personality of a brown bear, a polar bear and a black bear all genetically fused within him, his shifted form mirrors that of his mental state, a chaotic creature with mismatched parts and a questionable mental stability. He is the first mate to Kori Ryudon and roams the weft searching for adventure and blood. Kuro is also the owner of the pet of the ship the Mighty Glacier, Rabies the rabid cat. He has also recently acquired a dragon for his left hand, named Righty.
The Hounds Of Kree

>
>  "You are no longer a thief, mercenary, you are not a knight bound by the laws of lords and nobles.. Now you are a soldier of Kree- a soldier of a greater purpose. Now you are a light in the dark, a warmth for those lost in the cold- you will be my bulwark against evil, a sword to cut down the foul creatures of the night- beasts of myth.. you are harbingers of justice. These words were passed onto me from my teacher.. and now I pass them to you." - Darius Ironheart
>
>
>
>

### Re-forged in requiem..

Following an expedition to New Hearth on the 29th of sowing 654MR, the final Hound Of Kree met his demise at the hands of Mylzrir.. The Broken King. Lance- once leader of the Hounds passed the torch to a young monster hunter named Darius Ironheart. Now burdened with the heavy mantle of responsibility, Darius put his mind, skill, and experience into putting a stop to the dragon that scourged Geth for far too long now.

The Hounds were thought to have been lost along with Lance.. but with the same dragon's fire that burned the remaining Hound to ashes- a new era was born for them. With Darius, a flicker of life remained in those ashes.. like a once roaring flame suffocated by smoke- the Hounds' legacy clings to life through him.

With a flicker of light in the dark, the Hounds of Kree live on. The miracle outcome of the fight against Mylzrir left Darius with the responsibility of building The Hounds anew. He was faced with the need to recruit followers of Kree and twist them into Kree's very own soldiers..

## Soldiers bound by duty

To handle the newfound responsibility, Darius decided to introduce a new order. The Hounds not only seek to bring undead souls back to Kree- bring them to peace. They do not only seek to execute necromancers that tip the scales of balance and destroy order.. But they also seek to hunt monsters of all kinds.. whether that be a figurative or literal sense. Darius always lived under the idea that monsters are not only the beasts of myth, folktale, creatures that plague the night and forests, or those brought about by bloodmoon. Now the Hounds hunt all sorts from undead and necromancers to Ashborn and their masters along with other monsters.. there is no exception.

## The Hounds Fallen & Rising..

There have been multiple Hounds over the years.. though there is only one that stands to fight at the moment.

##### The living..

Darius Ironheart- Commander of The Hounds

##### Free of duty..

* Kil'Drathen
* Dragonheart
* Jericho
* Tiberius
* Ally'Mas
* Albion
* Lance

## Achievements

Though there is little information to add to what the Hounds have done for the time being, as time goes on and more is uncovered, more achievements will come to light and more stories will be forged..

##### Assisted in the crippling of The Crimson King, Mylzrir..

* The newly recognised Hound of Kree, Darius Ironheart, operated a siege weapon that was used to assist in the crippling of Mylzrir, a mighty red dragon that plagued adventurers of The Vale for many years..
Midas

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

I am Midas, A Fallen Elf from the Fae Ring Isles, who is Old enough to not bother remembering who old he exactly is, I care about Geld, and I have grown to care a little bit about Shadow, I have come to the weft due to getting some knowledge about a large amount of Geld that is here, as well as curiosity of the inner weft,

I have been in Guardian Vale for a descent span of time as of now, in which I have come to develop ally's and people who may consider themselves foes,

**Quotes**

* "The quote" - Who said it?

**Rumours**

* Midas knows, and is Friendly with at least one member of every Major camp

**Player (Optional)**

Alex K.
Heleg Necel

It is said by the ice elves that during The Time Of Bloody Tears, their floating city fell into The Bitter North of Vylkland. Unable to endure the intense environment, they turned to sorcerous experimentation for survival. Inevitably, this led to ruinous corruption. Much like the fallen of The Fey Ring Isles, the elves of Heleg Necel began to mutate, developing icy white skins. Their culture became equally cold, each elf climbing the social ladder at the expense of those below them. Their progressive distancing from Taeyaloo, the curse of all fallen elves, troubled them at first... but now the ice elves revel in their independence, considering elves still guided by Magic to be mere puppets.

Slaves, predominantly comprised of Vylks, orcs, and other hardy non-elves, form the backbone of Heleg Necel... even serving as food in times of extreme deprivation.

Shifters born of any species, are swiftly located and used for punitive games. Troublesome captives and slaves who resist their masters are sent into labyrinths under the frost-covered spires, visible through floors of transparent ice. When the blood moon grows full, shifters are released into these mazes too, so that elves can spectate safely from above.
Oggustus "Ogg" Griffin

EDIT

> ***"COMBAT!! COMBAT!! COMBAT!!"***
>
>

Oggustus (but prefers being called Ogg) was born in a small, quiet town with the only thing of note was a large library where a young Ogg would spend most of his days. However, he was restless and would jump at any opportunity to get into fights, that's why the only time he was ever truly happy was during the annual fighting tournament that he would participate in everytime.

Once he was old enough, Ogg started saving up money to purchase armour and weapons so that he could leave his home and travel the land eager to get into more fights. Ogg now works alongside other mercs with no real affiliation.

Ogg has alwayed valued loyalty and as a merc will follow orders mostly without question. However, Ogg also values the companions he makes on his journey and will stop himself from fighting them if they are on opposite ends. Ogg also loves to fight and will willingly jump into the middle of a battle just to be a part of it.

**Quotes**

* "Remember the Oath, we're individualistic and fight for ourselves but we do not fight each other"
* "Will fight for Geld"
* (starts slow but gradually gets faster) "combat, combat, combat, combat, COMBAT, COMBAT, COMBAT, COOOOMMMMBAAAAAAAAAATTTTTTTT!!!"

**Rumours**

* Speaks in 3rd person after being smacked in the back of the head with a pan when he was a kid
* Has a cerberus puppy at home as a pet

**Player (Optional)**

Nicholas Serov
Nagrom

>
>
> Nagrom
> ------
>
>
>
>
> ### Relatives
>
>
> Unknown number of childrenNo other living relatives
>
>
>
>
> ### Affiliation
>
>
> Camp of Shadow
>
>
>
> Biographical information
> ------------------------
>
>
>
> ### Date of birth
>
>
> ~625 MR
>
>
> ### Place of birth
>
>
> Thunder Peaks Foothills
>
>
>
> Physical description
> --------------------
>
>
>
> ### Species
>
>
> Orc
>
>
> ### Gender
>
>
> Male
>
>
> ### Height
>
>
> 185cm
>
>
> ### Weight
>
>
> 90kg120kg in full kit
>
>
>
>
>
>
>
> Nagrom
> ------
>
>
> Nagrom is an Orc from the Thunder Peaks and a ruinous healer of Gorgos. Nagrom grew up roving with an Orcish warband through the Thunder Peaks until an encounter with Vilkish vikings during which many of his brethren were struck down. Nagrom was on the brink of death when he was saved by the viking's leader, a Priestess of Gorgos.
>
>
>
> ### Appearance
>
>
> Deep green skinned with wild brown hair and beard. Nagrom appears lightly armoured (for an orcish raider) in battle and makes up for this with sigils of Gorgos painted across his body.
>
>
>
> ### Personality
>
>
> *Chaotic evil*. Nagrom understands that when you barter in blood, two living foes will turn a much greater profit than a handful of corpses. Nagrom seeks to sow enmity and distrust throughout The Weft.
>
>
> **Player**
>
>
> Cayde Fowler
>
>
>
>
Luther

> ***"A Soul, is a Soul, is a Soul to the Lords of Ruin. They don't discriminate by age, but by the quality of them."***
>
>

## Physical description

### Gender

Male

Luther appears as a tall human in his mid-thirties, broad shouldered, with short cropped hair and beard, and a large leather hat with red and black pheasant feathers. He favours a mixture of Arkhosian and Murethi garb, also coloured in black and red.

He often wears a breastplate of steel over long leather jerkin, his Left forearm (only) covered in steel armor and a thick leather glove. He carries a rifle with the symbols of the Narga burned into it's stock, bastard sword glowing eerily with a foul green aura, and kukri sheathed in the small of his back.

**Quotes**

"Tell me, *Briinah*, is there some kind of local dialect of sign language in the Vale, that is exclusively conducted by the use of your eyebrows?" - Luther to Erembour Hayle in the Blinded Boar.

"And who's Law do you follow when you are outside the Boar?" - Luther to Ilona.

**Rumors**

* Luther was once Gideon's protege, before being sent to face his Trials in Ruin.
* Luther is a degenerate gambler.
* Luther fought during the Gorgondin Pogrom.

## OOC

**Inspirations**

* Thoros of Myr
* Bronn of the Blackwater

**Soundtrack**

* Title Theme - Black Sails Main Title - https://youtu.be/PBmzzrU3gR8
* Everybody Wants to Rule the World - Lorde - https://youtu.be/smSSSs46rng
* Golden Years - David Bowie - https://youtu.be/ApHM1ct4tdM
* Pirates of The Caribbean - Two Hornpipes (Tortuga) - Hans Zimmer - https://youtu.be/4WCdeltSsyM
* Adventures of Baron von Munchausen OST: The Torturer's Apprentice - https://youtu.be/8sLNOhA7C2Q
* Crazy Train - Ozzy Osbourne - https://youtu.be/RMR5zf1J1Hs
* We Will Rock You - Queen - https://www.youtube.com/watch?v=tB9lgJXJEis
* God's Gonna Cut You Down - Johnny Cash - https://youtu.be/eJlN9jdQFSc
* Ghost Riders in the Sky - Blues Brothers - https://youtu.be/\_cMFT3m\_x6A
* Joker and the Thief - Wolfmother - https://youtu.be/9F\_r1-qaPhg
* Ain't No Rest for the Wicked - Cage the Elephant - https://youtu.be/wfXupu60v-Q
* Sound of Silence - Disturbed - https://youtu.be/u9Dg-g7t2l4
* Hell on Wheels Main Title - https://youtu.be/Nkvf9NW4-cQ
* Cochise - Audioslave - https://youtu.be/s6gn-rArRk8
* Time is on My Side - The Rolling Stones - https://youtu.be/jkDDk\_BKLT8
* Walk With Me in Hell - Lamb of God - https://youtu.be/QWkhCxCcWSE

**Player**

Archer - Admin
Dire Plagues

Many ailments spread throughout Scy'kadia. Here we present some of the very worst... diseases that have threatened or destroyed whole realms. Be warned, due to the exotic locales and forgotten tombs they infect, adventurers are among the most likely to encounter them!

### Scarlet Hand

First seen within goblin tribes of The Thunder Peaks, this disease is oft called "The Kin Slayer." It begins with reddish spots upon the extremities, accompanied by sporadic tics. As these spots spread across the body, the sufferer becomes increasingly irate and unreasonable. Eventually, the sufferer develops paranoia and violently attacks anyone nearby. If not slain in retaliation, the sufferer's heart soon stops.

### Shivering Gloom

The plague that brought low ancient Rhuul. In the early stages, sufferers cannot feel warmth, no matter the cloaks heaped upon them or fires closely kindled. The skin turns a swampish grey-green, and paralysis starts to set in. The legs are usually the first to lose feeling. When the sufferer can no longer hold objects, it is only a matter of time before the lungs cease to function.

### Scarab Rot

Created with necromantic sorcery, Scarab Rot is hard to cure by mundane means. The disease starts with a feeling as though the sufferer is being bitten by unseen insects. Soon, where they felt the bites, their flesh begins to rot. Holes appear, as though bored by feasting worms. The decay spreads rapidly, and sepsis soon kills the sufferer. Unfortunately, death is not always the end. Those who die of Scarab Rot are prone to rise again as zombies, either loyal to the one who afflicted them, or merely content to wander in search of prey.
Sir Reiner Blutstern

Heir to the Blutstern Lordship

Bannermen to House Sybel

Crusader of Balrof

### Relations

Lord Lucian Blutstern (Father)Lady Sibylle Blutstern (Mother)Niclas Blutstern (Brother)

## Physical Description

### Height

175cm

Reiner is a Crusader Knight of Arkhos  who currently leads the elite mercenaries of Raven Company

## Background

The Blutstern family have a tradition of sending their firstborn son to join the crusader knights of the Sybel lands, meaning Reiner was taught and trained from an early age the ways of war and the religion of Balrof.
109 - Lolputer

*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.*

## 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.
The Greater Gods

Scholars believe that each Greater God was once a simple spirit, given strength by the worship of mortals. During The Time Of Waking Gods they rose to defend their adopted children. In repelling the demon hordes, their power was much-depleted; thus they retired to the newly formed Divine Holds, to await the summons of their priests. Each god reflects specific aspects of Scy’kadian life. They possess phenomenal influence over their aspects, and can grant a small portion of their power to mortal followers, should they prove worthy. To many, the gods seem distant and fickle, but religious orders teach their members prayers and rituals devised to attract a deity’s attention.

The gods of the Greater Pantheon are:

### Divine Messengers

Celestials are spirits born of The Holds rather than Geth itself. As such, they are tied to the god whose realm they inhabit. They serve as envoys, guardians, even warriors when absolutely necessary. If their god wills it, they can manifest temporarily on the mortal plane, lending assistance to the brightest of divine champions or providing them with advice.

The types of celestial are:

* Valkyr - Celestials of Balrof
* Solari - Celestials of Lianda
* Sylvanite - Celestials of Gowlur
* Mer - Celestials of N'ray and N'rord
* Masque - Celestials of Rilien
* Illuminars - Celestials of Voy'himloc
* Cryptari - Celestials of Kree
* Fundling - Celestials of Fundun

Celestials of Zorg do not exist, for alas, Zorg never had the opportunity to create a Divine Hold.

### Divine Language

Celestial language is imbued with the divine potency of their God. True healers of the Greater Gods, whether by study and meditation, or by divine influence, are able to interpret and even capture this tongue in writing - they call it Divinitum. Most rituals for summoning holy aid are penned (fully or partially) in Divinitum, to prevent their use by ruinous cultists.
Raven Company

The Crow Bros is a mercenary warband focused on its ideals of brotherhood and notoriety. The company's goal is to become the most notable mercenary company in modern times.

'*Daj bez kwartału!*

 *Give no quarter!'*

*-* The Crow Bros motto

The Crow Bros is currently contracted to The Taverner as protectors of Tavern Town

## Background

The Crow Bros was founded by the half orc Tanotar and Vesir during an necromancer crisis during 646MR.

Under the third and current Kapitan Hallard's leadership the company moved from being a roving band of assorted mercenaries to being a contractually bound military force.

## Company Standards

The Crow Bros has a standard of not working for religious or otherwise zealous reasons. Taking work where possible as mercenaries, guards, soldiers and explorers the band may take to a cause out of preference or choice over geld.

After joining as a commissioned member of the company a cossack is afforded the right to a company uniform and shield. Uniform consisting of: one brigandine which is to be maintained by the member, a blue scarf to be worn in any way and a blue tunic conforming to company colours.
178 - Pyramid Worm

*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

Pyramid Worm appears in the following area:

## Invisible Ally Stats

### Passive Abilities

 Non-Boss Damage
 Non-Boss Damage

## 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.
Gromm

Gromm

Gromm and his brother Zorgrim are the personal bodyguards of Lady Gideon.

Gromm is famed to be amongst the strongest warriors in Scy'kadia. He was spawned specifically for battle. He is highly intelligent and cunning and is exceptionally skilled at killing even amongst his Orc brethren. He has defeated countless foes. He was one of the first to be selected amongst the elite Chosen amongst all warriors in the Shadow.