recursal/Fanatic-Fandom huggingface dataset:
Andariel Valaquenta

**Andariel Valaquenta** is the head of House Valaquenta the current Count of Beleriand, residing in the capitol city of Gondolin.

## Early Life

Andariel Valaquenta was born mm/dd/yyyy far in the northern reaches of Elyria. He was raised by his mother, Kaya Valaquenta, never knowing who his father was. At age ten, Andariel was already learning crucial skills that would later serve him well, such as hunting and fishing.

### Bandit Raid

Shortly after his 15th birthday, his small village was raided and burned to the ground by bandits, and his mother slaughtered. With nothing tying him to the area, he began to wander south to see the world.

### Life on the road

Andariel continued to learn many skills as he travelled, most notably cartography, which he used to make most of his money in order to buy supplies. He spent most of his time in the wilderness, hunting and becoming more comfortable with the local wildlife. He eventually found his way to the Kingdom of Dol Aderyn and decided to settle down in the duchy of The Haverlands at the age of 20.

## Rise to Nobility

It was in the Haverlands that Andariel would begin his journey up through the ranks of the nobility. He opened up a cartography shop that was quite successful in providing maps of the local wilderness to the citizens of the realm. After only a few months, he had saved up enough coin to buy a trading post and expand his mercantile reach.

### Merchant's Life

He spent the next few years building up his trade company, meeting the local nobility, and learning much about governing and trade. It was on his 22nd birthday he decided to sell the rights to his company to purchase a small port town, which he renamed Gondolin.

#### Baron of Gondolin

After purchasing the land from the local count, Andariel set about spending a large portion of his remaining wealth expanding the town and ensuring it had all the basic amenities to grow and prosper. After a year Gondolin had become the most prosperous city in the county and after the reigning count passed without a valid heir to the county, Andariel Valaquenta was selected as the new count of Beleriand.

## Count of Beleriand

Upon gaining control of the county, Andariel's first order of business was to declare Gondolin the new capitol of Beleriand, which was widely met with support. This strengthened the position of Gondolin as a trade hub which entered mercantile boom.
House Lander

**House Lander** is one of the Major Noble Houses of Dol Aderyn. It is is one of the more diplomatic and mercantile families. The core values of House Balen are wealth, power, and loyalty. Their colors are argent with a Sable Lion adorning their crest.

## History

### Background

Descendants of a nomadic tribe, the Landers are believed to be one of the first merchant families established in Elyria. Having developed connections all across many continents, they have developed a strong reputation in diplomacy – the Lander name synonymous with statecraft and nobility.

As the family of Dol Aderyn’s Grandmaster of Foreign Affairs, House Lander is one of the Kingdom’s chief exporters of local goods to other areas of Elyria, spreading the reputation of our craftsmanship and produce to all corners of the globe.

### Values

*“He who holds wealth, holds power; power to advance not only their standings, but that of their sovereign to which they swear total loyalty; loyalty they will maintain to their grave.“*

### Nobility

The current patriarch, Count Ysaac Lander, recently inherited the title after the premature death of is father, Count Berthellemy Lander. He is the seated Grandmaster of Foreign Affairs.
House Varden

**House Varden of Milovia** is one of the Noble Houses of The Haverlands within the Kingdom of Dol Aderyn. It is a humble family with a strong focus on sheep industry, ecology and conservation. The current seat of the House is Varden Estate, one of the familial ranches making up the Milovian Estates, with the government operating from the nearby City of Milograd.

The crest of House Varden features a black trident on a quartered field of purple and grey. The trident is representative of the three aspects of sustainable culture; Economy, Environment, and Society. Its colors are deep purple and shadow grey, reflecting the mysterious and guarded nature of the house and its domain.

## Overview

### **Characteristics**

The Vardens are historically fair skinned with black hair and blue to violet eyes. Being originally from a different culture than the countrymen surrounding the Milovian Highlands, members of house Varden are easily distinguished outside of their county. Being from a working house, members of the family come in a variety of builds. As the aspects of the ovine industry are varied, so too are the members of the house.

### **Values**

House Varden and the people of Milovia have traditionally been very isolated. Preferring to remain in the foothills and tend to the local flora and fauna, House Varden rarely interferes in the affairs of the Great Houses of Dol Aderyn. Despite isolationist tendencies, the House has a long history of friendship with their lords of House Farrow, and can be counted among the most loyal bannermen of The Haverlands.

## History

### **Background**

House Varden is a relative newcomer to the lands now known as Dol Aderyn. Hailing from a small coastal community on the edge of a collapsing empire, Milo Varden lead an exodus to find more prosperous and peaceful lands. They came to the hall of Raenhold where Lord Farrow granted the foreigners to settle the dreary highlands, where the wheat and crops of the Farrows could not grow. Finding the peaceful foothills to be more than suitable for raising their herds and families, the Vardens pledged fealty to House Farrow. This new bond would bring about a successful partnership that would last centuries and culminate in the elevation of House Farrow into the Great Houses after the Dawn Rebellion.

## Current Situation

Count Francis Varden is tirelessly working to improve the lives of his people, and to maintain his leverage with his childhood friend Duncan Farrow despite his recent elevation to Grandmaster of the Interior and marriage to Duchess Aleerayn Aritaur. The Vardens must appease the wishes of the Milovian Estates, major landowners and notable families of the county, while also playing the powerful hand given them by recent royal attention in The Haverlands.
Tarwyn

Tarwyn is an unofficial region of The Haverlands consisting of the combined Counties of West Tarwyn and East Tarwyn.

## History

One of the first inhabited and named regions of The Haverlands, the first Lords of Tarwyn were those of House Haver. It served as the central hub of the province for millennia, eventually split into East Tarwyn and West Tarwyn with the formation of House Farrow in opposition to the closely related House Haver.

The two seperate Counties were unofficially rejoined after the eventual extinction of the Havers, two children of House Farrow presiding over East and West in unison ever since.
House Var'gul

House Var'gul is lead by Countess Ashanazai Var'gul, and is pledged to House Balen and House Rhyne of the Kingdom of Dol Aderyn.

House Var'gul is primarily crafting base, with an emphasis on alchemy, glass-blowing, and herbalism. While mostly a crafting house, House Var'gul also consists of able axe fighters, and always answer the call to war from our Lord Duke Copin Balen!

Core values of House Var'gul are: Strength, Courage, and Honor.

House colors are Black and Red with an Axe head adorning our crest.

Our House Motto is "Our enemies shall fall to our Axes"
House Ironheart

House Ironheart is a Major Noble House of the Kingdom of Dol Aderyn, a new house having only four generations as nobility. It is sworn to the Royal Houses of Rhyne/Velithorne. Count Adrinor Ironheart manages Highstone County out of the town of Adorne. The House colors are red black and white, its sigil is the hammer and pick-axe crossed. House

Motto: "What's good for the People, is good for the Kingdom."

## Ironheart Lore

A local family of miners, the Ironheart family worked closely with the humble Blackstone family. When the Blackstone family discovered obsidian and began to shift their focus on warfare and protection of it's people the Ironheart family took up more of the work as miners. Digging deep the Ironhearts provided the Blackstone family with the stone needed to build the great keep in the center of the city Rosalee, as well as the iron and other precious metals to keep the troops outfitted and the populace happy. Lord Blackstone was grateful for House Ironheart's dedication to his people and family, and as a reward, brought Adrinor to before Queen Velithorne. A long time friend of Lord Blackstone, Queen Velithorne took Adrinor, before King Rhyne who then granted the status of Count and placed him in charge of Highstone County thus creating the House Ironheart.

## Current Situation

Having found Highstone County to be stable and prosperous, Count Ironheart has come to King Rhyne with the hopes of setting in motion a plan to provide the Kingdom with stone to build, gems to sell, and various metals for the military and commonfolk of the Kingdom.
Aewyn Farrow

**Aewyn Farrow** is the earliest known member of House Farrow. A daughter of ancient House Haverly, Aewyn was exiled as a threat to the rule of her eldest brother, leaving with a host of followers and settling to the west of the region. She eventually founded House Farrow in protest to House Haverly, which led to the divide of the Tarwyn region into East Tarwyn and West Tarwyn.
The Formation of Dol Aderyn

## Ending Tribal Society

The forming of the Kingdom of Dol Aderyn was largely focused around the territorial tribes of the area banding together in order to stave off the Yitori Empire's expansion of borders. These tribes were largely focused around and lead by large, powerful families and settlers of the land at that time. The vast majority of these tribes had lived in the area for centuries and kept the lands as their own.

At the time of the Yitori Empire's incursion on the land some tribes attempted to hold them off themselves and fell quickly to the much larger and more organized forces of the Yitori. The remaining tribes learned very quickly that they would have to band together or fall to a Yitori warband.

The most powerful tribes at the time were the Maddox tribe, the Bevan tribe, the Rhys-Lloyd tribe, and the Owen tribe. Each tribe was named after its leader's surname. They came to an agreement to work together against this foreign threat to their lands and resources, and drove the Yitori Empire back to their own lands.

Upon realizing how beneficial it was to them and fearing reprisals from the Yitori Empire the tribes officially formed the Kingdom of Dol Aderyn under the rule of the strongest tribe, the Maddox tribe. This removed the tribe system and tribes there forward were referred to as Houses. This term would change in later years to the Housing and Pledge system used today.

The Kingdom name Dol Aderyn, roughly translated to Valley of the Firebird, was chosen as House Maddox's sigil was the Phoenix and the agreement to establish the Kingdom was signed in Maddox Valley, the site of the combined tribes' first victory against the Yitori Empire.
OOS Wikia

## Welcome to the OOS Wikia

This is the RPG campaign Wiki for my multi-system campaign setting, Origin of Storms. Various RPGs are used to tell different parts of the overarching Origin Of Storms campaign. This Wiki will be focusing on my regular Saturday game, which uses the Palladium system by way of Robotech and Rifts. Other contributions to the story have come from my World of Alvarra DnD games, as well as a Call of Cthulu game.
Dawn Rebellion

The **Dawn Rebellion** was the largest civil war ever seen in the Haverlands, fought primarily between House Haverly and House Farrow. Declared some eighty years ago and raging for almost three years, the rebellion called almost every House of the region together in a series of bloody conflicts that would forever change the region.

## Etymology

Several theories as to the origins of the name 'Dawn Rebellion' have been suggested since the conflict. The official records of the Kingdom suggest that the popular name is derived from the historic declaration of war at first light in response to the dawn execution of Merryn Maad. Other theories proposed include:

1. The sun sigil on the coat of arms of the victorious House Farrow.
2. The 'dawn' of a new rule in the Haverlands after almost 900 years under House Haverly.
3. An excerpt from Bryden Farrow's famous speech before the Battle of Erewood declaring 'a new dawn is upon us!'

In other duchies, the rebellion has been known to be labelled the 'Sickle Rebellion', referencing the extensive use of farming equipment as weaponry due to a lack of standard armaments. This is considered to be an offensive and trivialising term by locals of the Haverlands.

## Background

After years of growing tensions in the duchy as a result of considerable tax increases, repressive laws and a general tyrannical rule, rebellion broke out. The execution of the prophet Merryn Maad proved to be the final straw, and Count Bryden Farrow openly declared war upon Duke Erick Haverly, supported by a coalition of counties in the region. The Duke's call for support from the monarchy in quashing the revolt was ignored. House Haverly had since lost the confidence not only of its duchy, but the kingdom itself under the leadership of Duke Erick. In order to avoid a Kingdom-wide conflict, neither side of the civil war received any assistance from leaders outside of the duchy.

### The Battle of Erewood

The Battle of Erewood remains the deadliest single conflict in the history of The Haverlands, claiming up to 1000 combined lives of Coalition and Ducal forces.

## Aftermath

Despite strong resistance from House Haverly and their supporting forces, Duke TBA was finally captured in the wake of the Battle of Milsfield. His public execution marked the end of the three year war, the remnants of his armies demoralised and retreating. For his role in unifying the Houses of the Coalition, Bryden Farrow was declared Duke by his supporters, officially recognised by the Kingdom just days later.

Today, the Dawn Rebellion is considered one of the most prominent civil wars in the history of the Kingdom. The war was not only detrimental for the Haverlands, but the entire kingdom due to widespread food shortages. As a result of the rebellion, food production saw a marked shift away from sole reliance on the duchy to smaller farms appearing in throughout the nation to even out the supply of produce.
Recent World History

Major news stories from around the world!

95 PA - Newtown begins producing Power Armor.

97 PA - King Arr'Thuu takes the throne of New Camelot

100 PA - Traversing Our Modern World, the best-selling unauthorized publication of Erin Tarn's notes and letters to colleagues. Erin Tarn branded an enemy of the CS as a result of this book. A large population of Atlanteans have returned to Earth and settle in Manoa.

102 PA - CS deployed it's first Skelebot troops in active combat.

103 PA - Trade relations between Free Quebec and the NGR begin.

104 PA - Prometheus Treatment first announced. First Deadball championship held.

105 PA - Juicers revolt over promised Prometheus treatment, designed to extend the lifespan of Juicers. Newtown falls to the revolt. Aliens infiltrate and sabotage the Prometheus treatment, causing Juicer corpses to re-animate. A group, dubbed the Heroes of Humanity, purge their influence and liberate Newtown, now called Redemption. Emperor Prosek announces the Crusade for Humanity, and gives a speech inaugurating the New Coalition War Campaign (See Pg. 9 of WB 11 for excerpts). Ishpeming and Manistique Imerium are given official status as Coalition allies, and Naruni Enterprises is labelled as an Alien Menace, to be eradicated from the continent. Free Quebec secedes from the Coalition and is warned to re-join or face the consequences.

106 PA - Second Deadball championship scheduled. Arequipa under martial law due to continued escalation of vampire attacks.

Back to News
House Siena

**House Siena** is one of the Great Houses of Dol Aderyn.

House Siena is a new family to the kingdom of Dol Aderyn, who quickly caught the eye of her majesty with their unmatched abilities of organization and trade. House Siena, and it's duchy, quickly became the go to place if any town or county needed resources to expand, be it metal for the blacksmith or lumber for the buildings. The central town, Siena, is a bustling trade town with ever business you can think of.
Major Noble House

Houses are qualified to be a Major Noble House when the patriarch or matriarch of that house ascends to a Count or Countess. Anyone may pledge their fealty to a Major Noble House so long as they are residing in the Major Noble House’s lands. Their own pledges of fealty must be sworn to the House who owns the territory in which their house’s lands reside.

## List of Known Major Houses:

* House Fyrwaege
* House Ironheart
* House Kagine
* House Lander
* House Runmille
* House Thornn
* House Valequenta
* House Valois
* House West
* House Stormhammer
* House Hallvardur
* House DeFalco
House Valaquenta

**House Valaquenta of Gondolin** is one of the Noble Houses of Dol Aderyn and a vassal of House Farrow.

 History

### Background

House Valaquenta is a new Noble House, with Andariel Valaquenta being of the first generation. He rose out of obscurity with a friendly demeanor, gaining him many allies, a keen trade sense and ability to pick up new skills fairly quickly.

### Values

House Valaquenta values scientific progression and the protection of knowledge highly, gathering many works and storing them in Gondolin for public use. Open to new ideas, and accepting peoples of all walks of life, House Valaquenta aims to create a "safe haven" where people can put aside their differences and work together on invention.

### Characteristics

Valaquentas are tall, broad and innately strong, while still being agile enough to move quickly over rough terrain with ease. They have a fair complexion, with dark blonde hair and blue-green eyes.
House Hayat

### Background

House Hayat strives to breed the very best animals to serve the needs of all. Whether it is sturdy and reliable beasts of burden for honest farmers or proud and majestic horses for nobility, House Hayat provides not just quantity but quality. This will be the focus of the town; the town resides in Midas County under Count Kagine.

## Values

Commerce is at the very heart of civic virtue. It is simply not enough to idly consume a nation's resources; one must invest himself and his property for the advancement of his community. No matter what limitations or handicaps might afflict someone, it falls to the government to devise and manage something willing applicants are able to do, which will serve society and let them earn their citizenship.

### Current Situation

The leader of House Hayat is Bey Hayat, Master of Coin. Fortunate enough to inherit wealth from his mother, he understands that his position is to serve the needs of his community and recognizes that he can afford to be kind and deliver abundance.

## Positions

### Captain of the Guard

Reports to the Major of Midas County. Expected to uphold the law and subdue criminals for judgement. -Open-

### Stable-master

Oversees breeders and trainers and conducts sales of available stock on behalf of the House. -Open-

### Animal Breeder/Trainer

We will need as many as demand requires, will report to the Stable-Master -Open-

### Beast Tamer

This is potentially a dangerous job and as such will be fairly compensated for the risk. -Open-

### Innkeeper

The local tavern is a place that could act like a visitor center and provide lodging for travelers. Like other commercial buildings this will be built and leased for someone to run with an option to own. -Open-

### Farmers/Butchers/Other Agricultural professions

There is a lot of need for quality food not just for the beasts, but our hard working citizens. -Open for as many plots as we can comfortably accommodate-

## Characteristics of House Hayat

House Hayat rewards those who choose to improve themselves and their community. We believe in fair compensation for civic duty and bolstering commerce.
The Forest Kin

*The kin have lived in the woods surrounding Harold's Glen since time immemorial. Relying on the anonymity of the forest depths to evade enemy arms, the kin have crafted a system of master survivalists and stealthy hunters. They are known to be industrious when focused on craftsmanship, and so often work in the forest carefully tending to the best hardwoods in the land.* ***Equally important, however, is their lust for travel and distant adventures. Harsh survival has taught many of the kin that the only way to keep their beloved home is to search far afield from their emerald wilderness.***

In this, they have found an ally in the form of House Woods. While they are a recently included member of the blood, the mutually beneficial nature of House Woods far-reaching supply lines and organizational expertise at maintaining scouting outposts has aided the defense of both parties.

## Key Characteristics of the Forest Kin

* Producers of fine timbers, bows, and polearms.
* Also home to some of the most daring adventurers and scouts in Elyria.
* Partners with The Blackfriars through supported movements in the establishment of armed points of resupply based on the intelligence needs of House Woods.

* These scouts often form into either trained battalions of Archers drilling with the woodland guard, or serving as regular patrols and skirmishers ahead of the advancing military.

* There have been rumors that the forest kin, though peaceful and industrious, also may resort to the cleansing fire of vengeful action should anyone come to threaten House Woods, and the forest it protects.

* While unconfirmed, some rumors that masters of poison abound in internal cults of the kin seem to be growing in strength and reliability.

## Trades of the Forest Kin

***Gatherers and Producers***

* Carpenters
* Foresters
* Alchemists

– herb lore, forest husbandry, and poisons may be encouraged

* Fletchers
* Bowyers
* Tanners and Leatherworkers

***Scouts and Woodland Warriors***

*The Eyes of the Forest are the scout Cadre of House Woods, and so will be encouraged to travel lightly while the Blackfriars eventually provide points of resupply in distant locations. All fighters who revel in this kinship may join, but skirmishers and archers are highly encouraged.*

***All Scouts have high degrees of freedom to retain lands despite being distant from the kingdom so long as they provide accurate intelligence and maps reported back to the House.***

* Adventurers and Champions – Eyes of the Forest
	+ Focusing on scouting, raiding, and fighting in highly mobile formations.
* Archers – Eyes of the Forest
	+ Provide the battalions of archers in times of full warfare and the unseen hand of woodland justice during normal operation.
Great House

The **Great Houses** are the most powerful of the noble houses of Dol Aderyn. They exercise authority and power over their vassals and territories and are answerable only to King and Queen of Dol Aderyn. Each of these Houses presides over one of the Duchies in the Kingdom, and are the supreme powers in their respective regions.

## The Great Houses

* **House Aritaur**
* **House Balen**
* **House Farrow**
* **House Saeborne**
* **House Siena**
* **House Tiarell**
House Runmille

**House Runmille** is one of the Major Noble Houses of Dol Aderyn.

## History and Future

### Background

House Runmille was founded and named after the homelands of Count Ruko the Scribe. Though the house may be newly founded, it is expected to flourish under the guidance of Dol Aderyn and her Queen.

### Values

Loyalty, longevity and prosperity are House Runmille's most important values. Though these aren't the only values it follows, it heavily relies on its motto, "Ex uno Plura" which means, "Of one comes many".

### Alliances

Though it has not been written in stone, all houses under the influences of her Queen are to be protected if under attack.

## Positions

### Openings

Currently there are many positions open, with land that is stretched wide under the leadership of Count Ruko the Scribe.
The Stone Crackers

*The Stone Crackers are a core family of miners and delvers who have worked within the bounds of House Woods territory for centuries. These industrious individuals seek to enrich their minds through constant innovation in mining, masonry, and even new developments in siege engines for the reduction of inferior defenses.*

***The seasoned miners benefit from the same military service that has created many a knights fee: their ability as sappers and siege engineers when called for by the general muster grants them the traditional rights to land that are normally accorded only to those warriors whose full-time occupation is the defense of the Woods.***

### Key Characteristics of the Stone Crackers

* **The Stonebrow Covenant**
	+ The Stonebrow Covenant is the portion of the Stone Crackers who have given their service in the military aspirations of House Woods. Each of these venerable masons, smiths, and miners have had key roles in establishing fortifications, as well as reducing enemy strongholds.
	+ Each member is therefore given special mining rights and lands where available in the same manner as the full-time members of the Woodland Guard.
* **Hephaistos Pledge**
	+ These are the hard-working quarriers, miners, smelters, metallurgists, and alchemists who promote their own mineral success on behalf of House Woods.
	+ From the riches by the members of Hephaistos Pledge come the richly adorned craftsmanship of all-things mineral.

#### Trades of the Stone Crackers

***Skilled Needs – Open Availability***

* Craftsmen of all types dealing with minerals
* Scribes and Bardic types who desire to focus research on the mineral and siegecraft portions of Elyria.
County

A County is a geographical region denoting a jurisdiction under the sovereignty of a count/countess (earl) or a viscount. A County may have many Baronies within it, while a Duchy may have many Counties in it.

## List of Counties in Dol Aderyn (By Duchy)

### Erzhalden

* Baleningen (Capitol)
* Sothfalas

### The Haverlands

* Beleriand
* East Tarwyn
* Milovia
* West Tarwyn (Capitol)

### The Rhynelands

* Burgundy
* Hawkwood (Subject to Change)
* Highstone
* Penrith (Capitol)
* Valois
A Worship Song Written in 5 Minutes

## A Worship Song Written in 5 Minutes

### Video

https://www.youtube.com/watch?v=pQOnssuC6F0

## Lyrics

Woah (6x)

So open, heaven's gate
You're coming, flood this place
We are filled with desire
Come light us, come light us on fire

**All creation sings
to the risen king
Because His perfect love
Will always be enough**

Woah (6x)

So we are giving You our praise
And You are filling us with grace
And we are filled with desire
So come light this generation on fire

Hallelujah, hallelujah, hallelujah (2x)

Hallellujah, Your grace has rescued me
Hallelujah, I once was blind but now I see
The Haverlands

The Haverlands sit at the heart of the Kingdom of Dol Aderyn. A largely agrarian Duchy, the endless fields of this region are relied upon heavily by the Kingdom to feed and sustain its growing populations. The current capital of the Haverlands is Raenhold, a bustling trade hub settled in the County of West Tarwyn.

## Cartography

### Counties

* West Tarwyn
* East Tarwyn
* Beleriand
* Milovia

### Towns

* Raenhold
* Historia
* Gondolin

## Government

### Council

* TBA of TBA is appointed Overseer of Knowledge
* TBA of TBA is appointed Overseer of Coin
* TBA of TBA is appointed Overseer of Justice
* TBA of TBA is appointed Overseer of Defence
Armes

Les **Armes** sont des objets qui peuvent être équipés dans l'emplacement "Attaque" et déterminent comment le joueur attaque. Les Armes varient en leur portée et combien de cases elles frappent à chaque attaques.

Une seule arme peut être équipée, sauf si le joueur possède l'Étui de Pistolet, il peut dans ce cas en porter une deuxième.

Il y a 3 différents types de dégâts : Normal, Perçant et Phasé. Les dégâts Perçants passent à travers les boucliers et les destriers des squelettes, des tatous et des scarabées. Ce type de dégât marche aussi sur Death Metal. Les dégâts Phasés sont comme les dégâts Perçants mais avec un éventail plus large de monstres affectés (par exemple, Dead Ringer)

Toute les armes listées infligent des dégâts Normaux, sauf si l'inverse est précisé.

## Matériaux d'Armes

Chaque Armes (sauf le Tromblon, le Fusil, le Tesson de Verre, les dagues empierrée/de givre/de phasage et le Luth d'Or) existe en 5 formes différentes en plus de leur forme de base. Ces formes et leurs attributs sont décrites ci-dessous.
Ylira

Akos Kereseth (biological son)

 Ylira is the mother of Cyra and Ryzek, wife of Lazmet. She dies when her daughter is 10 seasons old, killed during an accident involving her daughter's currentgift. She is a devoted mother and beloved by her people.

Her maiden name is Radix.

## Death

Ylira dies at the hands of her daughter when Cyra is a child. Ylira tried to force Cyra to visit another doctor off-planet to find a cure for her currentgift, and Cyra throws a tantrum. She pushes all of her light and pain into another person for the first time and Ylira dies. Lazmet carves the kill mark on Cyra’s arm with some amount of pride. It is her first kill mark.

Ryzek holds this secret over Cyra’s head to force Cyra to do what he wants. It worries Cyra constantly. After her death, Ryzek memorializes his mother, using important dates related to her as codes, and remembering all of her favorite things.

## Appearance

Ylira is described as beautiful, with hair so dark and curly it can trap fingers. Everything she does has a purpose, be it from her choice of dress to her choice in lies. She desperately searches for a cure for her daughter's currentgift, going all over the galaxy to visit with doctors.
Houses of The Kingdom Of Dol Aderyn

All known Houses of the Kingdom of Dol Aderyn :

* House Aritaur
* House Balen
* House Blackstone
* House Farrow
* House Fyrwaege
* House Gallant
* House Hayat
* House Ironheart
* House Karus
* House Lander
* House Rhyne
* House Runmille
* House Saeborne
* House Siena
* House Thresh
* House Tiarell
* House Titus
* House Valaquenta
* House Valois
* House Var'gul
* House Varden
* House Velithorne
King Conga

**King Conga** is a boss in *Crypt of the NecroDancer*. He sits on a throne guarded by two "conga lines" of Zombies. Defeat the Zombies, then conquer King Conga.

## Overview

The fight takes place in a large room with several monsters from the Zone you entered from, as well as two lines of eight Zombies. The lines of Zombies act like snakes, traveling in a line and moving every second beat. If a Zombie is separated from the main line, it will become red and will be able to move every beat. King Conga sits on a throne at the top of the room and cannot be hit, except by a Dagger of Phasing.

King Conga attacks only when all the Zombies are killed, or when the player misses a beat. King Conga will chase the player, moving cardinally or diagonally every beat. Once hit, he will teleport to a random location in the room. He has two HP in Zone 1, three HP in Zone 2, four HP in Zone 3, and five HP in Zone 4.

Every eight beat is skipped in the soundtrack (7 - 1). This is harder to notice with the FamilyJules7X soundtrack (which plays some high notes instead), and easier to notice with the default (Danny B) soundtrack.

With faster characters (Bolt and Coda), for 16 beats, the 14 and the 16 are skipped (13 - 1 - 1 - 1).

Losing your Groove Chain before defeating all of the Zombies will also cause King Conga to leave his throne to attack, but he will teleport back to his throne unhurt upon being hit.

Using a high-tier Shovel or a Bomb on King Conga's throne will aggro him, allowing you to beat the level much faster than by killing the Zombie lines first. The throne is effectively a catacomb wall with a wall torch. The shovel must be better than Titanium for this to work.

In the Zone 1 variant, the fight consists of two eight-Zombie conga lines, two Bats, one Red Bat, and two Ghosts.

In the Zone 2 variant, the fight consists of two eight-Zombie conga lines, one Bat, one Red Bat, two Armadillos, one Yellow Armadillo, one Skeleton Mage, and one Black Skeleton Mage.

In the Zone 3 variant, the fight consists of two eight-Zombie conga lines, one Bat, one Red Bat, one Goblin, one Grey Goblin, one Fire Elemental, one Ice Elemental, one Hellhound and one Yeti.

In the Zone 4 variant, the fight consists of two eight-Zombie conga lines, one Bat, one Black Bat, one Apprentice Blademaster, one Blademaster, one Warlock, one Neon Warlock, and two Goblin Bombers.

## Strategy

 Video tutorial.

One-bomb quick kill (losing flawless)
Pièges

## General Information

Traps are visible within the player's sight radius or with special items. Monsters do not try to avoid traps and can be affected by them. Huge monsters (Minibosses, Golems, etc.) and flying monsters are not affected by traps. Enemies killed by traps still replenish the spell cooldown.

## References

1. ↑ http://braceyourselfgames.com/forums/viewtopic.php?f=5&t=3069
2. ↑ http://braceyourselfgames.com/forums/viewtopic.php?f=5&t=3069
3. ↑ http://braceyourselfgames.com/forums/viewtopic.php?f=2&t=4&start=200#p16615
Barony

A **geographic barony** constitutes an administrative division of land belonging to a Baron or Baroness, usually of lower rank and importance than a county. A barony is the lowest tier of nobility in the Kingdom of Dol Aderyn, with many baronies being located within a county.

A **barony** can be a castle/military outpost or a town. In the case of a town, the Baron is often referred to as a Mayor or Lord Mayor, however, they often function the same within their respective duchies unless otherwise stated by the Duke.

## List of Baronies in Dol Aderyn (By County)

### Baleningen

* Bärenburg (Ducal Capitol)
* Markholm

### Highstone

* Adorne (County Seat)
* Canton (Subject to Change)

### Southfield

* Historia
* Raenhold (Ducal Capitol)
Chaîne du Groove

The **Groove Chain** (also called the **Coin Multiplier**) is a multiplier that can be found on the bottom of the screen. Killing enemies increases the Groove Chain. The chain will reset to level 1 if the player performs an invalid task. The font will go red when the Groove Chain is maxed out.

## Things affected by the Groove Chain

The Groove Chain will multiply the amount of coins dropped by an enemy by the level of the Groove Chain.

In addition, Obsidian equipment increase in power the higher the level of the Groove Chain.

## Increasing the Groove

There are many things the player can do to increase their Groove Chain, as well as increase the maximum Groove Chain.

## Losing the Groove

If the player does one of these things, the Groove Chain will reset to the base level. When wearing Ballet Shoes, the only ways to break the chain are taking damage or falling down a trapdoor.
Martin

Now that the bag is out that he can't die, Martin fesses up to a few things. His name was Max Lee, he's about 60 years older than he told you. Most of the last 30 years was spent being a mercenary, his last mission was in the employ of Zaria, a micronized zentraedi who was a member of the RDF and used their funding and backing to start building her own private army/mecha. (Later RDF analysis would have shown that all the people under her original RDF command were exposed to a mutated plant that caused varying degrees of insanity, not sure if the PC's ever figured that out).

He 'died' in service to her attacking an RDF strike force at one of the outpost bases, taking several missiles which blew him to pieces. He glazes over most of the details here, leaving it at 'it hurt a lot'. When he eventually revived, it was several years later, the longest he'd ever been 'dead', since he usually regenerates in hours at most, usually minutes. Since his revival, he's traveled around North America primarily, working odd jobs (bartender his latest). He picked North America due to the limited combat (bandits etc), as he wanted to get out of the mercenary business.

He'll confirm that the guy in the base that he killed was immortal, as well as go over 'the rules'.

The Rules

All immortals must abide by the rules, or face nasty consequences. Immortals can only die if their head is severed, or in some obscure way that Martin only once heard about but never saw. “Rumour has it that two immortals were fighting it out, and a student of one of them jumped in and tried to help. His teacher won, but when the quickening was over, the student was dead too”. [Don't hit 0 Quickening Points]

Immortal battles must be one-on-one. [Any immortal that is in range when a duel concludes will lose some of their power.]

Holy ground is sanctuary. [All power released on holy ground is lost.]

Immortals are sterile, and can sense the presence of other immortals.

Legend says that immortals are fighting throughout time, and when the time of the Gathering occurs, the last surviving immortal will gain The Prize. No one knows what it is for sure, but it's generally accepted to be assloads of power.

[Brackets are me clarifying in-game effects to breaking the rules]
Équipement

Les **Équipements** peuvent être trouvés dans des conteneurs, laissés par des monstres à leur mort ou achetés dans des magasins. Il y a au total 9 emplacements pour différents types d'objets et 2 emplacements exclusifs aux sorts.

* Armes
* Outils
* Torches
* Armures
* Casques
* Bottes
* Anneaux
* Consommables
* Pickups
* Sorts

## Individual Pages

Armes, Outils, Torches, Sorts, Consommables, Armures, Casques, Bottes, Anneaux, Pickups.
Mr. McMahon

**Vincent Kennedy McMahon**, known as **Mr. McMahon**, is a Major Protagonist in *Camp WWE.* He is the owner of the Camp.

## Appearance

He has gray hair, with a bulky body, he is almost always seen wearing a business suit.

## Trivia

* He is a real life character.
* He has daughter (Stephanie McMahon).
* He is owner of the Camp WWE.
* He was also home sick when he was young, as seen in first episode, he called himself "dickless".

## Quotes

* “A Bra? I cant wear this probably.”
* “Operation Slaughter”
* “Cena! Get your ass over here right now!”
* “My legs... I can’t feel my legs!”
* ”I was camper 0...”
* “Oh my gosh do you smell that?”
* ”Stop Talking about middle names, and mine is Kennedy.”
* ”Will the rock appear in the new Star Wars movie? No.”
* ”Hah... What a great film.”

## Gallery

"There is no place like camp"
TBA
Cases

**Tiles** make up the basic layout of the Crypt of the NecroDancer. They come in two types: floor tiles that the player can stand on, and wall tiles that provide an obstacle to movement. Most tiles do not have any special properties, with the exception of hazardous floor tiles (water, tar, hot coals, ice, ooze) and cracked wall tiles (which reveal a special shop portal upon destruction). Tiles can hold traps, bombs, items, walls, enemies, and the player. Tiles can also be changed in a variety of ways (e.g., digging up walls, destroying traps, enemy abilities, etc.).
Bard

Vie
 Arme de départ
 Objet(s) de départ
 Déblocage
 Musique

Bard is the bard Octavian prior to his discovery of the Golden Lute and subsequent transformation into The Necrodancer.

Bard is unlocked by default.

## Rules and Restrictions

Bard begins with a Shovel, Dagger, Bomb, and two heart containers.

Since he pre-dates the Necrodancer's curse, Bard has no need to follow a rhythm, leaving him free to act whenever he likes. Enemies will act immediately after he does so. Because Bard has no rhythmic restrictions, the Heart Transplant and Shrine of Rhythm are not available to him. He has access to all other items and shrines.

Stages will never time out, and songs will loop indefinitely. This makes trapdoors and exit stairs the only possible way for Bard to advance in the game.

## Strategy

Bard plays almost identically to Cadence, but with no rhythmic obligation. This allows for both blistering fast movement and slow cautious planning whenever the situation calls for it. Due to his comparatively small health pool, knowing when to slow down and take time to strategize is especially important. If a situation arises in which a "beat" needs to be skipped, Bard can simply attempt to use an item or spell slot he doesn't have - this will cause the enemies to move without him acting (at the cost of a loss of multiplier).

Care must be taken not to become trapped by hidden bounce trap rooms, as this will soft-lock the game in most cases due to the lack of time limits. In these cases, the player will typically have to restart the run or exit to the menu, forfeiting their current score or deathless streak.
Cadence

Vie
 Arme de départ
 Objet(s) de départ
 Déblocage
 Musique

Cadence is the protagonist of Crypt of the Necrodancer. She is a young explorer who went to the crypt in search of her father, Dorian.

She is unlocked by default.

## Rules and Restrictions

As the base character, she does not have any starting bonus nor malus in any way.

She starts with 3 Heart (can be increased by buying heart container in the Lobby), a basic dagger and a basic shovel.

As she is cursed by the Necrodancer, she is totally dependent on the zone music's beat.

Starts with 1 Damage, 1 Vision Radius, 1 Dig, 0 armor.

## Strategy

### Items

Since she starts in a pretty weak condition, the player has to avoid the level's Boss/Mini-Boss as long as they did not manage to gear up through buying better equipment in shops or through chests.

## Trivia

* Her age is unknown, but it is probable she's no more 17-18 years old, as she was still a growing child two years before the main events of the game.
* Unlike what one would assume while seeing the intro sequence, she seems to be relatively a carefree and joyful girl. For example, upon entering a shop in the lobby, she quotes "How's this goin' ?", "Hu~llo !" and "Hi !" and her different onomatopoeias while fighting sound pretty much like she's fighting for fun. It could be just an apparence to hide her sadness from her harsh past or simply because she realised she can't really die in the crypt and she doesn't have to fear permanent death.
Bolt

Vie
 Arme de départ

Bolt is a character of unknown origin.

Bolt is unlocked by completing Zone 4 with Monk.

## Rules and Restrictions

Bolt starts with a Shovel, Spear, Nazar Charm, and Bomb.

While Bolt is in play, all beat-maps are doubled. This results in all characters moving twice as fast.

All Red Bats and Black Bats are replaced with Blue Bats, though Green Bats are left unchanged.

Bolt can find all shrines, shops, and items except Ballet Shoes and Spear (since they start with it already equipped).

## Strategy

### Items

As Bolt works more or less like a faster Cadence, most items are fair game. Weapons with long forward reach are significantly easier to use for Bolt. Spears, Longswords, Bows, Crossbows, and Rapiers are all good options for this. Titanium weapons are often considered more valuable than their Obsidian counterparts, as maintaining a maxed out multiplier can prove very difficult. Heart Transplant can be very valuable, especially against Death Metal.

### Combat

Combat works pretty much exactly the same as for Cadence, but at double tempo. Since Bolt starts with a Spear, they have the option of keeping enemies at a distance from the beginning. If keeping the high tempo is proving difficult in tense situations, Bolt can stand still and skip beats, waiting for enemies to come within reach before poking them with the Spear.

## Trivia

* Due to a bug, Shrine of Phasing will remove Bolt's Nazar Charm.
* As stated on Ted Martens' Twitter, Bolt is genderqueer and prefers pronouns they/them.

1. ↑ https://twitter.com/ted\_martens/status/573223156724285440
2. ↑ https://twitter.com/NecroDancerGame/status/588735005678964736
Personnages

L'héroïne principale du jeu est une jeune femme nommée Cadence, bien que d'autre personnages peuvent être débloqués et joués en progressant dans le jeu.

Différent personnages sont connectés à différents Succès.

Il y a actuellement 10 personnages jouables dans le jeu.

## Histoire

Cadence est la fille de Melody et Dorian. Eli est son oncle paternel et Aria sa grand mère maternelle.

Cadence va à la Crypte contre la volonté de son oncle Eli pour partir à la recherche de son père. Dorian est allé à la crypte 2 ans avant pour trouver le Luth d'or. Quand Cadence arrive devant la Crypte, elle commence à creuser pour trouver une entrée quand, soudainement, le sol s'écroule sous ses pieds. Elle tombe dans la Crypte et se cogne la tête en touchant le sol. Mortellement blessée, Cadence gît immobile sur le sol de la Crypte... jusqu'à que le NecroDancer apparaisse et vole son cœur, la maudissant pour toujours. Il oblige ainsi son cœur à battre au rythme de sa musique et peut maintenant l'entraîner plus profondément dans sa Crypte.

Cadence se réveille peu de temps après et sent que quelque chose cloche. Elle s'enfonce alors plus profondément dans la Crypte pour sauver son père et lever sa malédiction.

## Personnages

La valeur dans la case vie représente le nombre de cœurs maximum de départ dans le mode "Toute Zones". Tout les personnages commencent avec une pelle, une dague et une bombe (sauf si l'inverse est précisé).

1. ↑ https://twitter.com/necrodancergame/status/592035364954472449
Sanctuaires

**Shrines** are special objects found through the crypt, each with unique effects upon activation. All shrines activate by "bumping" into them, with the exception of the Shrine of Chance (activation costs gold) and the Shrine of Sacrifice (enemies must be killed next to it). You can place a Bomb next to a shrine and destroy it before or after activating it, causing it to drop an item.

### References

1. ↑ https://www.reddit.com/r/necrodancer/comments/39bxzs/you\_can\_get\_a\_potion\_and\_die\_on\_the\_same\_beat/