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School of Caelumancy

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First founded by the arch wizard Calamitus, the School of Caelumancy combines various magical sources in an effort to influence natural phenomena of the weather. Practitioners of Caelumancy are often found in villages and farming communities, as their skill proves invaluable to making sure it rains when needed. You would be advised to not underestimate a Caelumancer however, lest the power of the storms swallow you.

**Tier 1 spell list**

Nuberis

*(Complex)*

*(2 actions)*

Summon a single small 4x4 cloud that rains down on the ground below creating shallow puddles of water. The cloud will be dispelled instantly if in harsh weather, underground or underwater.

Shock and awe

*(Complex)*

*(1 action)*

Bring forth a loud thunderous roar that forces all creatures in a 5x5 cone to roll a DC14 Constitution roll. Upon failure the creature loses an action on their next turn.

Thunderbolt

*(Daily)*

*(1 action)*

Rain down a lightning bolt on a select target within 20 spaces that deals 3d10 damage and causes the enemy to be stunned till next turn.

Windlash

*(Complex)*

*(1 action)*

Condensing the wind nearby you perform a ranged attack using one of your melee weapons that deals 2d8 damage to a creature within 10 spaces of you.
School of Sanguinism

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A heretical School that has gained some acceptance through its use by Slayers

**Tier 1 spell list**

Bloodstrike

*(Simple)*

*(1 action)*

You may convert up to 5 of your health points to increase the damage of your next weapon attack by 1 for each health point.

Ragespiller

*(Complex)*

*(1 action)*

Blending the art of blood magic with the inner rage of every Slayer, Cut open an adjacent target taking up to 3 of their health points. These health points can either be converted into rage or be used to heal you.

Blood Frenzy

*(Complex)*

*(1 Action)*

The blood in your veins starts flowing quicker as your senses focus. You gain a +2 to your strength and agility stats until the end of your next turn. You also lose -2 from your Intelligence, Charm and Moxie stats until the duration. When hit by any non-magical melee attack you can once per turn as a reaction halve any damage taken by physical means. At the end of your next turn you become Stunned.
Beastman

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Beastmen is a general term used to describe all the animalistic races of the world created by the Goddess Amalia, Beastmen on their own are very tribal but are also present in civilized society, they are often seen as beasts and as such not regarded well by many, some even seeing them all as cultists, to be fair however, beastmen aren’t exactly unfamiliar with the idea of Hunger.

Race health: 12

Race funds: 75

Race stat bonuses: +2 strength, -2 intelligence,

Movement: 5

**Sub-races:**

Grounded: Grounded beastmen represent all beastmen who do not fly or swim, but instead walk the earth on their feet or hooves. (Roll a d6 to decide your sub-type of beastman or decide manually from the list)

Grounded List

Skybound: Skybound beastmen represent all beastmen who exhibit the traits of birds and other flying creatures. Your flying movement speed is 5. (Roll a d6 to decide your sub-type of beastman or decide manually from the list)

Skybound List

Fishfolk: As opposed to the usual divided nature of the beastmen, the fishfolk live in a civilized and orderly society with a clearly defined class structure. Fishfolk represent all of the beastmen that prefer to live in the sea instead of the land or sky. You can breathe underwater and have a movement speed of 10 whilst swimming. (Roll a d6 to decide your sub-type of beastman or decide manually from the list)

Fishfolk List

BEASTMAN NAMES

Beastman name structure is very simple, Beastmen do not have last names, instead they simply refer to themselves as the son or daughter of their parents name. The names of Beastmen vary depending on the species of Beastman, however most of them are simple and are meant to mean something, a particularly scary child might be named Scary or Terror. A child with a gentle personality might be named Flower or Leaf.

Notable Beastmen:

The Gooselord (An unofficial leader of all Beastmen who seeks to unite all Beastmen towards a mysterious cause)

Fang, Son of Canis (Member of the Dark Wolves Mercenary Company, Ex-member of the Heroes of Yore)
19th Dynasty Interregnum

At the end of the 19th Dynasty, just following the Santorini eruption, a number of pharaohs laid claim to the throne. The major participants were Merneptah in the north, and his sons Seti II and Siptah in the south. Others were Shoshenq I, who claimed the territory of Bubastis, and Smendes I in Tanis. This period lasted from 765 to 759 B.C.

In 765 B.C., a volcano in the Mediterranean exploded, causing ash fallout and effects that lasted for decades. This would become known as the Santorini eruption, and it fractured Egypt along with other ancient empires. Merneptah was the pharaoh at the time, and people probably saw this event as proof that his rule was no longer favored by the gods. His sons Seti II and Siptah thus split apart from their father and took control in Thebes and Upper Egypt.

Seti II was the original ruler of this area, following 765 B.C., but Siptah quickly also laid claim to the throne. Similarly, their half-brother Amenmesse took control while Seti was absent from his territory (764 to 762 B.C.). Seti II and Siptah ruled together for six years (765 to 759 B.C.), and Seti's wife Twosret claimed to be ruling independently as well during 760 B.C.

This chaos came to an end when Setnakhte, the first pharaoh of the 20th Dynasty, ascended to the throne. He managed to unite the quarreling descendants of Ramesses II and ruled in Pi-Ramesses for two years. As Seti II was the first and last surviving pharaoh of this period of interregnum, Setnakhte considered him his predecessor.

The evidence for the revised history can be found at Displaced Dynasties. Evidence pertaining to this period of Egyptian history can be found here.
Cyrus the Great

Cyrus the Great was the first ruler of the larger Achaemenid Empire, and the first pharaoh of the 27th Dynasty, also known as the First Persian Domination, from 543 to 530 B.C. He defeated Tanuatamon to gain control of the country, appointed Psamtik I as ruler of Egypt, and was succeeded by Cambyses. In the traditional history, he is not considered to have conquered Egypt, despite the testimony of several ancient Greek and Persian sources.

Cyrus was the son of Cambyses (I), son of Cyrus (I), son of Teispes, son of Achaemenes. This links Cyrus back to the very forefathers of the Persian (Achaemenid) Empire. He had several sons, but the only one important to this revised history is Cambyses (II), who succeeded him.

In 550 B.C., Cyrus’ tenth year as Persian emperor, he conquered the Median Empire. This expanded his territory and his army so much that it became possible to take over other major nations of the ancient world. In 546 B.C., Cyrus led a campaign against Lydia (now modern-day Turkey), which expanded his capabilities and his empire even further. This also opened up a way for him to liberate Egypt, which had been under Babylonian control for 23 years. In 543 B.C., he easily defeated the remaining Babylonian garrisons, as well as the self-proclaimed pharaoh Tanuatamon, who was forced down to Thebes. Cyrus then appointed Psamtik I as ruler under him, to govern Egypt.

Four years later, in 539 B.C., Persian troops defeated the armies of Babylon, thus making Persia the only major power of the ancient world at the time. Egypt remained his throughout the rest of his reign, and he helped to restore it to its glory prior to the Babylonian invasion using Psamtik I. Cyrus died before seeing this fully through.

The evidence for the revised history can be found at Displaced Dynasties. Evidence specifically concerning Cyrus’ 543 B.C. takeover of Egypt can be found here.
Osorkon IV

Osorkon IV was the ninth and final pharaoh of the 22nd Dynasty, who ruled from 619 to 604 B.C. He succeeded Shoshenq V as ruler of Bubastis, and may have been succeeded by his son, the crown prince Shoshenq, who took the honorary name of the 18th Dynasty pharaoh *Aakheperure Amenhotep*. Little is known about Osorkon IV, but more in the revised history than the traditional.

Osorkon was the son of Shoshenq V, who was the son of Pemay, the son of Shoshenq III. This connects him to the very beginning of the Assyrian occupation, fifty years before his rule. Osorkon had several sons, the most important to the revised chronology being the crown prince Shoshenq (*Aakheperure Amenhotep*) who ruled alongside Menkheperre Piankhi.

In 619 B.C., Tefnakht attempted to rebel against Piankhi, at the time pharaoh of southern and central Egypt. In this rebellion, Osorkon's father Shoshenq V was killed, leaving him the *de facto* ruler of Bubastis. Piankhi honored him, and elevated him to a higher level within the post-Assyrian occupation hierarchy. Upon Osorkon IV's death, Menkheperre Piankhi elevated his son Shoshenq to his coregent, and gave him the honorary name *Aakheperure Amenhotep*.

The now-coregent Shoshenq became commander of many of Piankhi's troops, and inscribed monuments depicting his victories within Menkheperre's campaigns. Soon, however, Shoshenq died, and Piankhi and Shabaka were left the sole rulers of the 25th Dynasty.

The evidence for the revised history can be found at Displaced Dynasties. Evidence regarding this pharaoh and his son Shoshenq (*Aakheperure Amenhotep*) can be found here and here.
Poacher

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*I take what i must from the beast and pray not for punishment. I pray you make it to the afterlife safely my friend. For a poachers life i must lead, but only to meet my dream, i'm not after gold, or food. I am after one thing only. I just wish to impress the one, i hope she notices. I leave again into the forest, hoping for a good harvest. It sadness me as i come back with but a small pelt, yet next day i come back with several bears. She hasn't noticed me yet, but one day, a man can only hope. I come across a great white stag, and i ask it for it's life. "In return dear friend" it responds, "may i be made a beautiful coat to wear." "Yes, yes i promise you" The stag lowers its head, and a coat it became. I give the coat to her, but she rejects, next year ill stop my ways, i say to her, "About darn time!" she says. Oh, it seemed my poaching was the thing holding her back!?*

**APPRENTICE POACHER**

Poaching bonus: +2

(Rank up requirement: Skin 20 creatures)

**NOVICE POACHER**

Poaching bonus: +3

(Rank up requirement: Skin 50 creatures)

**ADEPT POACHER**

Stat bonus: +1 Agility

Poaching bonus: +5

(Rank up requirement: Skin 100 creatures)

**EXPERT POACHER**

Stat bonus: +1 agility

Poaching bonus: +8

(Rank up requirement: Skin 200 creatures)

**MASTER POACHER**

Stat bonus: +2 Intelligence

**Master ability: Gentle stabs**

You've learned enough about the various creatures of the world to figure out how to maintain mint condition on their parts whilst still killing them. Skinning any creature killed by you now gains you twice as much hide and leather.

Poaching bonus: +12
Woodcutter

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*Chuck and axe into the spring, the forest lady shows? I don't believe that's true at all, and yet the legend grows. It's just a made-up fairy tale, told to kids at bed. The power of my mighty axe is my belief instead. Yes i believe in my own axe. Without a single doubt. I stretch my limbs, and off i go... The sun is shining out. Ill have a seat and take a rest. I pause before i swing my axe. And whisper to the tree... "It's time to get chopped down my friend, but a sturdy house you'll be."*

*One day i dropped my axe into a clear and bubbling stream. The forest lady showed up a-holding axes three. Now one was silver, one was gold... one was my own steel. I love my axe, don't get me wrong, but what was i to feel? Even though it's plain and dull... my mighty axe has a soul. "If you're honest" She then said "You deserve the gold" "I'm just a humble woodcutter" i quickly did reply. She offered me the golden axe, a twinkle in her eye. "But i'm too humble" I proclaimed. She told me "Listen up..." "But i'm too humble" I said again, she wasn't giving up. She offered me an axe once more, a smile on her face. It seemed that i was being rude, and she was full of grace.*

**APPRENTICE WOODCUTTER**

Collectible wood types:

Songwood

Direwood

Tailbirch

Any rotten wood

(Rank up requirement: Harvest 25 logs of either Songwood, Direwood or Tailbirch)

**NOVICE WOODCUTTER**

Collectible wood types:

Hardwood

Spelloak

Warpine

Arkwood

(Rank up requirement: Harvest 40 logs of either Hardwood, Spelloak, Warpine or Arkwood)

**ADEPT WOODCUTTER**

Stat bonus: +1 strength

Collectible wood types:

Pyrewood

Marblewood

Ravenbirch

Magpine

(Rank up requirement: Harvest 80 logs of either Pyrewood, Marblewood, Ravenbirch or Magpine)

**EXPERT WOODCUTTER**

Stat bonus: +1 Constitution

Collectible wood types:

Manawood

Greatoak

Wyrmwood

Bloodpine

(Rank up requirement: Harvest 150 logs of either Manawood, Greatoak, Wyrmwood or Bloodpine)

**MASTER WOODCUTTER**

Stat bonus: +2 strength

**Master ability: Efficient cuts**

Your mastery with the axe has given you a combat bonus in battle whilst using either an axe or a greataxe, if you are unskilled with using axes as weapons, you gain the skill to use them. When attacking with an axe or a greataxe, you may roll an additional d10 and add the result to the attacks damage.

Collectible wood types:

Wyldwood

Gnashing darkwood

Cryptvine

Ancient wood
Halfling

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During ancient times, it is said that there was once a great kingdom known as Zimmergard, and its capital a prosperous citadel city known as Arnheim, a marvelous bastion of civilization, created by a small and resourceful people known as the Zimmerians, although most of the modern Aluria would know these people as the Halflings, a people of a fallen kingdom of ancient past that upon its fall at the hands of the Demons retreated deep into the isolated underdark and into the lands of the other races. Scattered and with no hope of reclaiming their once prosperous lands, lands which were now nothing but an empty and barren desert. The Halflings simply survived, with great sadness in their hearts they struggled to find a new identity through the generations. The Halflings of today are a secretive and distrustful yet social people, willing to both live along with other races as much as they are willing to steal a bit from them, and always dreaming to one day reclaim their land in some way.

Race health: 6

Race funds: 170 gold

Race stat bonuses: +1 Charisma, +1 Moxie, +1 Agility

Movement: 4

Sub-races:

**Overlander:** Overlander Halflings are the most commonly seen sub-species of halfling, this however does not make them the most numerous. Choosing to commonly live among other races such as humans, Overlanders have always had to struggle to maintain their identity and culture, yet still they maintain the spirit of the Halflings

Spirit of the smallfoots- Once per day, you may reroll your own critical failure.

**Underspore:** Rarely seen on the surface, Underspore Halflings are notable for having developed a close relationship with the fungus of the Underdark, some Underspore halflings choosing to form a symbiotic relationship with the colonies.

Sporefused- You have a seperate health pool for the symbiotic fungus taking you as a host, the fungus gives you immunity to one condition of your choice, if your fungoid lifeform is to die you will lose this immunity, if you are to die instead your character will transform into a spore zombie.

**HALFLING NAMES**

Halflings most commonly use gnome names or human names whilst with other races, in truth though a Halfling always hides a true name that they only use when talking with other halflings. True Halfling names are unisex and are taken from one of the parents, Halflings also notably don't have last names as they live in clans and see their clan as their last name

Halfling true names: Ikko, Gikka, Togge, Catta, Gehho, Segga, Makko, Hetta, Shnihho, Viggi, Mirra, Terghha, Shee, Landki, Yugga

Notable Halflings:

Irmil Cleanfoot (Royal Advisor of King Aldegard)

Quipidea (Leader of the Cult of love, pretend goddess)

Krikko (Captain of the Venomspite Mercenary Company, Ex-member of the Heroes of Yore)
School of Tempomancy

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Reserved only for the mentally unstable and bat shit insane, the School of Tempomancy is a School with a crooked desire to bend time to its whims at the heavy cost of the casters own brain matter and sanity.

**Tier 1 spell list**

Uptick

(Complex)

(1 Action)

You can only have 1 uptick activated at a time. when you use Uptick, you double your movement speed, and gain 1 extra action per turn for 5 minutes. During these 5 minutes, time speeds up for you, accelerating your lifespan for 5 times the amount of time spent in Uptick. The rush you feel from Uptick is often described as addictive.

Hat Trick

(Daily)

(1 actions)

Pull out a random object/creature or effect from a hat. The object/creature will vanish at the end of combat. You can have one object/creature out in combat, You may roll with the list below for a random Object/creature and effect.

1. Tea set Monster that’s aggressive to both enemies and players.

2. Small Harmless Cute Rabbit. Everyone who sees the rabbit must make a DC moxie of 10, nothing happens on a success, on failure become charmed to the rabbit.

3. A scrumptious Carrot. It heals for one hit point and is C quality.

4. A deck of tarot cards. This card's actually have no control over the future. 5. A wooden bat, that you may use a damage 2 melee weapon, you may also use small surrounding objects as ammunition for range attacks. The damage of range attacks depends on ammunition and GM discretion.

6. A Pogo hopper, You may use the Pogo hopper to add five more spaces to your movement.

7. A cup of nice warm tea, if drunk will give you an advantage on Int and increase int by 2+ till the end of combat.

8. There is nothing in the hat, you cannot not use this ability again till the end of combat.

9. A continuous high pitch laughter comes out of the hat, filling you with a mad glee, You are immune to charm till the end of combat, You may also attempt to have a glance in the future, the GM decides what you see.

10. Pull out a random spell that will hit both you and the closest enemy, this effect will happen at the beginning of every start of your turn in combat, you cannot use the hat again till the end of combat.
Encyclopedia

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This page contains links to all the relevant information on classes, races, weapons, items and so on

**Class List**

Slayer

Theaf

Bullie

Swordsmarch

Lancer

Rosepriest

Wizard

Arrowmerk

Oathless (Hard mode class)

**Race list**

Human

Tinker

Elf

Halfling

Beastman

Harlequin

**Equipment**

Weapons

Off-hands

Items
School of Glaciamancy

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One of the oldest schools of magic, Glaciamancy was once supposedly used by the great Yeti in the frozen wastes of Aluria before being tamed by man. The practitioners of Glaciamancy, the so called Glaciomancers, are known for their fittingly cold dispositions and blank emotionless faces.

Tier 1 spell list

Glacies Kestore

*(Complex)*

*(1 action)*

Gathering the cold particles in the air create a concentrated icicle of ice pure ice magic with a range of 10 spaces that deals 1d12 damage upon impact with a target and deals. The enemy must make a DC 10 Constitution roll with disadvantage if in a cold environment, Upon failure the creature is Frozen.
Professions list

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Professions are an entirely optional (But highly recommended) feature that allows you to assume a gathering and/or crafting profession. You may only have 1 gathering and 1 crafting profession. A gathering profession will let you collect materials during your adventures using special tools of that profession such as trees or plants, whilst a crafting profession will allow you to put those materials to use in crafting specific items instead of paying for them at a store or even items that you won't be able to get anywhere else. A profession can be assumed once a character has reached LVL2 and has spoken to an appropriate profession trainer in town, every profession will start you as an apprentice, the more you gather and craft for your individual professions the more you will advance in skill and reach higher ranks, heck you might even become a master of that profession, in which point you will have the almighty power of passing on your knowledge to other characters.

GATHERING PROFESSIONS:

Woodcutter (Collects different types of wood using his/her axe)

Herbalist (Collects various plants and fungi using a herbalism kit)

Miner (Extracts rare and valuable ore from rocks using a pickaxe)

Fisherman (Catches fish and aquatic life using a fishing rod)

Poacher (Gathers skin and valuable parts from animals and monsters using a skinning knife)

CRAFTING PROFESSIONS

Carpenter (Makes furniture and wooden parts of weapons)

Alchemist (Makes potions and remedies)

Blacksmith (Creates metal weapons)

Cook (Creates food)

Leatherworker (Makes clothes out of leather)

Tailor (Makes clothes out of silk and plants)
Piankh

Piankh was the second High Priest of Amun in the 21st Dynasty, who ruled as commander of the Egyptian army under Assyria from 665 to 662 B.C. He was appointed as ruler of Thebes and commander of the army by Herihor, and was succeeded by his son Pinudjem I. More is known about this ruler in the revised history than the traditional history.

Piankh was the son of an unnamed king of Nubia, and the son-in-law of Osorkon III. He had two sons of note in the revised history, namely his successor Pinudjem I and the 23rd Dynasty ruler Rudamon.

In 671 B.C., the Assyrian occupation of Egypt began, with Assyrian troops driving out the Theban pharaoh Ramesses XI, and established the High Priest of Amun Herihor as commander of the Egyptian army. As one of his first acts as commander, Herihor appointed Piankh ruler of Thebes. He would stay in this position until 665 B.C., when Herihor styled himself pharaoh of Egypt.

After he named himself ruler of Egypt, Herihor appointed Piankh as the new commander of the army. Throughout the rest of his reign, Piankh led a series of campaigns to find and kill the exiled pharaoh Ramesses. He completed this task in 662 B.C., and his life’s work finished, he died and appointed his son Pinudjem I the new High Priest of Amun and commander of the army.

The evidence for the revised history can be found at Displaced Dynasties. Evidence for this pharaoh can be found here and here.
Ramesses III

Ramesses III was the second and most famous pharaoh of the 20th Dynasty, who ruled in Thebes from 757 to 726 B.C. He succeeded his father, Setnakhte, and was succeeded by his son Ramesses IV. Much is known about him, in both the revised and traditional histories.

Ramesses III was the son of Setnakhte, who founded the dynasty. He had many sons, but the most important to the revised history were Ramesses IV, Ramesses VI, Ramesses VIII, and Montuherkhopshef (who was the father of Ramesses IX).

In 757 B.C., the short reign of Setnakhte ended at his death, making Ramesses III the next pharaoh of the dynasty. The first years of his reign were engulfed in turmoil, as he attempted to fight off invading nomads after the catastrophic Santorini eruption. In his eighth year (750 B.C.), he fought off a coalition of Sea People who invaded from the north and west with the help of Smendes I.

Ramesses also constantly fought the invading Libyans in the western Nile delta, who had formed the 22nd Dynasty. He was unable to completely fight them off. He also lost power in Tanis, where the High Priests of Amun had formed their 21st Dynasty. Eventually, Ramesses III was forced to move the seat of power far south to Thebes.

Even there, much trouble abounded. Volcanic ash in the air lingering from the Santorini eruption remained for decades, blocking sunlight and preventing food from growing. In 729 B.C., the first labor strike in recorded history occurred due to a lack of sustenance for workers building at Thebes. Ramesses III’s troubled reign finally ended at his death in 726 B.C., when he was murdered in a conspiracy by his wives.

The evidence for the revised history can be found at Displaced Dynasties. Evidence regarding this pharaoh specifically can be found here and here. Supplemental evidence can be found here.
Lu's Father

**Lu's Father** is a character in *Lu Over the Wall*. As his name suggests, he is the father of the titular character. He is great at processing fish.

## Personality

Lu's father doesn't speak throughout the film, however he is shown to very nice and helpful.

## Appearance

Lu's father is a shark-like creature. He wears a large blue suit with brown boots. The official artbook reveals he has two tails when in shark form.

## Relationships

### Lu

Lu's father cares for about daughter very much. When he hears her in peril, he rushes to save her, nearly dying in the process.

## Trivia

In the development of the film, Lu's father wasn't originally going to wear a suit, instead he would've just worn a tie.
Yuho Ebina

**Yuho Ebina** is the tritagonist of *Lu Over the Wall*. She is one of Kai's classmates. She is heir to Ebina Seafood, the biggest company in Hinashi, and everyone knows her.

## Personality

At the start of the film, Yuho is shown to be somewhat selfish and self-centered, only think about her own feelings and only carrying about being in the spotlight, but is, overall, a kind person. By the end of the film, she changes to being more selfless and going out of her way to help her friends.

## Appearance

Yuho has two long, red pigtails. She wears a short yellow dress with gray leggings and purple boots.

## Story

Yuho's first appearance is her commenting on Kai's video, under her username "UFO". She makes her first physical appearance where she and Kunio greet Kai on their way to school.

## Relationships

### Lu

Yuho and Lu currently have a positive relationship. When Yuho first met Lu, she was scaried by the fact that she was a mermaid, but quickly warmed up to her. However, after Lu over-shines her at the Merfolk Land reopening, Yuho becomes jealous of Lu and fakes her disappearance. After hearing Lu is being interrogated by her father, Yuho realizes her wrong doing and tries to save Lu.

## Trivia

* Yuho's pigtails were originally going to be curlier.
* She is born on March 25th.
* Yuho's English voice actor, Stephanie Sheh, has stated the film to be one of her favorites to work on.
Tamni Vilenjajet

**Tamni Vilenjajet** je glavni i najveći grad Carstva. Njegov 'Most dominacije' spaja dva kontinenta, i to zapadno nedovoljno istraženi kontrinent Zli Trag i istočno kontinent Nova Zemlja, baš sjeverno od Zaliva Svete Zmije i samog grada Svete Zmije. Sjedište je Crnog Trona, nekada zlatnog, a onda izgorelog vatrom Cara Zmaja vremenom je poprimio skoro pa svu Crnu Boju. Ima blagu, prijatnu, najbolju klimu u Carstvu, iako nije bez svog lošeg dijela grada, na obroncima šume Vječnog lovišta, koji se po nekima i ne smatra dijelom grada, nego posebnim selom u kojem su naseljeni isključivo ljudi, zvan Smrad od vilenjaka i Širina od strane ljudi. Grad je prenaseljen i često opasan iako uvijek partoliraju Crni Vilenjaci Kule Zakona. Unutar zidina Crnog trona svim je strogo zabranjen ulaz osim Crnim Vilenjacima višeg ranga.
School of Libramancy

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Knowledge is power, and none knew this better then the great Arch Wizard Miladus, so he founded a school of magic entirely based on the research of its boundries. Libramancers are usually found in libraries and mostly reserve themselves to solving the many intricacies of the storms and reading a whole lot of books.

**Tier 1 spell list**

Alet Fidhore

*(Simple)*

*(1 action)*

Conjure a small bolt of magic that deals 2d4 damage to a target within 5 spaces of you. This spell is guaranteed to hit as long as the caster doesn’t critically fail.

Teleport

*(Daily)*

*(3 actions)*

Creating a small tear in the physical plane you create a portal into the waypoints, the dimension beyond dimensions. Allowing you to teleport up to a mile away from the initial portal before getting kicked out.

Counter-spell

*(Complex)*

*(1 action)*

You may cast this spell at any point even during enemy turns to negate a spell of tier 2 or lower. Critically failing to counter-spell will turn the spell you tried to counter-spell into a critical spellcast. You may not counter-spell a counter-spell.

Polymorph

*(Daily)*

*(1 action)*

Transform a single targeted creature within 10 spaces of you into a Wooly, a grazing animal native to the southern plains. The target may perform a DC 18 Constitution roll to try and avoid getting turned, after that the target is stuck in this form for 5 in-game hours unless they take damage, in which case they are returned to their original form. The target has all of the Wooly stats listed within the enemy list whilst polymorphed.

Summon Bookwyrms

*(Complex)*

*(2 actions)*

You summon 1d4 Bookwyrms within 10 spaces of you, Bookwyrms are small paper spirits with 5 health that each may accomplish a single simple task, such as delivering a newspaper, grabbing something off a shelf, squeezing through a hole, or writing down something. This spell additionally gives you the power to speak papertongue, a language exclusive to paper spirits.

Summon great Tomewyrm

*(Daily)*

*(2 actions)*

Calling upon the forces of the greater paper spirits, you summon a great Tomewyrm, the Tomewyrm’s sheet is (WIP)
School of Mortemancy

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Created during the great Mordovian reawakening by the various Morticians of the ancient Nevergrave, the school of Mortemancy is most commonly used by grave keepers and priests of Mord, it is a school that protects against the vile forces of the School of Necromancy. Practitioners of Mortemancy or Morticians usually isolate themselves from other living things, but will sometimes venture along companions as they philosophically debate life and death to themselves and anybody who would listen.

**Tier 1 spell list**

Sanctify

*(Simple)*

*(1 action)*

Touching an object in your possession you ward the object from necromantic influence, when applied to a weapon the weapon deals double damage to all necromantic and undead creatures and negates an undead creatures revival upon death.
Lu Over the Wall

**Welcome to the Lu Over the Wall Wiki!**
**Spoilers ahead!** Ever wanted to know more about the vibrant characters in the movie, or wanted a better understanding? You've come to the right place! This is a wiki dedicated to *Lu Over the Wall (Yoaketsugeru Rū no Uta, 夜明け告げるルーのうた)*.

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Sveta Zmija

**Sveta Zmija** (pun naziv: Sveto Selo Svete Zmije reda Zmajoida branilaca Zmaja) je grad koji se nalazi na samom jugo-zapadu kontinenta, odvojen od Nove Zemlje velikim pustinjskim planinama Zmije. Ima najgori strateški položaj u Carstvu jer je odvojen od svijeta planinama Zmije i Morem Zmije a na sjeveru je glavni grad koji pripada Crnim Vilenjacima a da bi prošli morem i prema sjeveru moraju dobiti odobrenje da prodju ispod Mosta Dominacije.

Zbog svega toga, svi iz Carstva znaju veoma malo o Zmajoidima koji tamo žive, osim da gledaju svoja posla, ispunjavaju sve obaveze prema Carstvu i žive izdvojeni i izolovani u miru.
Kai Ashimoto

**Kai Ashimoto** is the main protagonist of *Lu Over the Wall*. Kai is a middle school student whose parent's divorced and whose father moved both Kai and him to Hinashi town.

There, he meets two outlandish classmates who are interested in him joining their band. Though uninterested at first, he finds that its a good opportunity to look into the merfolk that are rumored to be in the area. He meets Lu, a child mermaid, who helps him have fun.

## Personality

In the beginning of the film, Kai is shown to be dismissive, blunt and withdrawn. However, after meeting Lu, he becomes more fun-loving and cheerful. Thanks to Lu, Kunio, and Yuho, he begins to be more positive about his future.

## Appearance

Kai is a fourteen-year-old boy with fair-skin and black hair. He wears a blue shirt and short, grey sweatpants.

## Story

Kai was originally born in Tokyo, the son of a dancer named Naoko and a musician named Teruo. Kai moved to Hinashi Town with his father and moved into his grandfather's home and umbrella shop. Kai's father seemed to completely lose interest in music from then on, and his mother supposedly stayed in Tokyo, making a living on her own as a dancer.

## Relationships

### Lu

Kai and Lu have a very positive relationship. Throughout the film, the two form an unbreakable bond. Kai will go out of his way to protect Lu from danger. Near the end of the film, Kai assures Lu of his and everyone else's platonic love for her. As friends and not boyfriend and girlfriend

## Trivia

* Kai's hair was originally going to be blue.
* Kai tells Lu during their night out that he never likes anyone after they see two people kissing, but Lu misunderstands what "like" means and confuses it for the platonic "like", which leads her to kissing her friends. Despite Kai's strictly platonic feelings for her, he's fine with letting her give him kisses.
Wangyo

**Wangyo** is a character in *Lu Over the Wall*. In the film, he is rescued from an animal shelter by Lu who turns him into a merdog, afterwards, he becomes Lu's faithful companion.

## Trivia

* Wangyo's name comes from the sound a dog makes in japanese, "wan", with the reading for the word gill, "gyo".
* Yuasa created Wangyo's character to raise awareness about the plight of sheltered animals and to encourage people to rescue them.
* In the development for the film, Wangyo was going to be a lot smaller, so small that he could ride on Lu's shoulder.
Male ruševine malih

**Male ruševine malih** (palčovački: Lema ševineru lihma) je najmanje naselje u Carstvu i jedino naselje Palčića, minijaturnih ljudi. Naselje je napravljeno na ruševinama prastarog sela i sastoji se od nekoliko kuća i fabrika napravljenih od strane ljudi u kojima se odvija sav život Palčića. Veoma su bogati jer rade sa nakitom i ostalim draguljima, ali svoje pare brzo i lako troše jer znaju da bi ih neko uništio ukoliko bi skupili i previše novca.

Kako nemaju metode putovanja, putuju jedino kao kompanjoni ljudi ali i to rijetko.
Zmajoidi

**Zmajoidi** su poluvodna reptilska humanoidna bića koja uglavnom i jedino žive u jugo-zapadu Carstva, u svom jedinom gradu (barem na kopnu) Svetoj Zmiji.

Njihova koža je prekrivena ljuskama i varira je od tamnozelene do nijanse smeđe i sive. Viši od ljudi i moćno građen, zmajoid je često visok između 1,8 i 2,1 metra.

Oni su snažna i izdržljiva bića, a njihova gusta ljuskava koža je zaštićena od napada običnim oružjima. Mogu zadržati dah daleko duže nego što to mogu ljudi, a čak dvostruko duže nego vilenjaci.

Ne pokazuju interes za novcem i draguljima. Oni također ne gomilaju znanje ako nije praktično korisno. Nemaju velikih gradjevina. Oni u velikoj mjeri vrednuju stvari na temelju toga je li dobro jesti ili ne.

Medjutim, veoma su opasani kada se izazovu iako oni nisu zli; jednostavno su divljački i teško se uklopaju sa civiliziranim svijetom. Oni koji su ulazili u gradove često su bili uznemireni, prestrašeni ili uvrijeđeni od strane okoliša. Zbog toga ih više skoro pa nikada nema po ostalim gradovima Carstva.

Većina ih nema interes za taktiku ili strategiju borbe, i bore se kao neorganizovana masa pojedinaca. Usprkos impresivnim lovačkim vještinama, gušteri se često u bitci oslanjaju samo na snagu i brojnost, a svoje neprijatelje jednostavno napadaju glavom. Najviše pokušaju gurnuti neprijatelje u vodu, gdje često imaju prednost.

Međutim, ako su napadnuti ili progonjeni, njihova lovačka vještina dolazi do izražaja i postavljaju jednostavne ali najbolje zamke, zamke i zamke.
Palčići

**Palčići** su mala humanoidna stvorenja, obično veličine ljudskog palca, stoga i ime, koje su im nadjenuli ljudi sa kojima su imali kontakte još u prastara vremena. Zanimljivo, oni sebe zovu ljudi a ljude džinovima.

Ne zna se mnogo o njihovoj istoriji jer je ne zapisuju a zbog svoje veličine žive od danas do sjutra. Izrađuju najljepši nakit u Carstvu i od toga zaradjuju, ali ne primaju za to nikad naknadu nego poklone ili usluge, što pokazuje i da su inteligentni i da razumeju svoju situaciju i položaj u svijetu. Tako im je od strane ljudi izgradjen grad na ruševinama Prvog grada.
Crni Vilenjaci

**Crni Vilenjaci** (znani i kao Vilenjaci Mjeseca) su, smatra se, jedina preostala rasa Vilenjaka. Kod njih je zanimljivo da su uvijek bili bliži sa ostalim rasa nego drugi vilenjaci, a pogotovo su oduvijek bili prijateljski raspoloženi prema ljudima.

Kao i svi vilenjaci, oni su visoki, blizu ljudima u visini, ali vitkiji i ljepši. Koža mjesečevih patuljaka je blijeda, ponekad s ledeno plavim nijansama. Kosa mjesečevih patuljaka obično je crna, mada su prisutne i ljudske boje, iako vrlo rijetko. Oči mjesečevih vilenjaka, poput onih drugih vilenjaka, bile su vrlo obično zelene.

Od svih rasa, crni vilenjaci su najimpusivniji, sa jakim gnušanjem za sažaljenje ili izolaciju. Mjesečevi vilenjaci čeznu za putovanjem i istraživanjem netaknute divljine koja se nalazi između gradova i naroda. Ova kvaliteta je dio razloga zbog kojeg su se mjesečevi vilenjaci neobično dobro slagali s drugim rasama. Mjesečevi vilenjaci, umjesto da osjećaju da ih je interakcija izvan njihove rase umanjila ili oslabila, kao što su to mislili Plavi Vilenjaci, vjerovali su da je interakcija s drugim rasama, posebno ljudima, najbolji način za širenje vrijednosti i na taj način ojačati njihovu kulturu.

Društvo mjesečevih vilenjaka često je bilo slabo organizirano i nekoliko je mjesečevih vilenjaka ostalo na jednom mjestu duže od jedne sezone ili dvije, preferirajući nomadski način života. Mjesečevi vilenjaci općenito su ugodno živjeli među drugim vilenjacima, posebno sunčanim vilenjacima, kao i patuljcima, ljudima ili palčićima. Gdje god da su živeli, mesečevi vilenjaci nisu smetali, sa kućama koje su bile skromne. Medjutim, sve se promjenilo kada su Plavi Vilenjaci, osjećali kako ih crni sputavaju u tome da postanu najbolja i najpriznatija rasa u Carstvu. Prvo su im počeli zabranjivati ulaz u Vilenjajet, njihov zajednički glavni grad, pa su onda politički pritisli predstavnike ostalih naroda, plaćali ih a i trgovinski pomagali kako bi primorali Crne Vilenjake ili na rad ili na odlazak. U nekim sredinama je otišlo predaleko, pa su u Svetoj Zmiji u jednoj noći ubijeni svi Crni Vilenjaci koji su se tamo našli. Svi su se nakon tog incidenta pokupili pred vratima Vilenjajeta tražeći da ih puste ali su bili odbijeni a jedino im je ponudjeno da će im pomoći da se orgranizuju na put, ili će im dati hranu, vodu i brodove da odu na istok ili hranu vodu, konje i karavane da odu na zapad. Izabrali su istok i ostalo je tako znana istorija. Vratili su se kao najjača rasa svih vremena.

Mjesečevi vilenjaci, kao i drugi vilenjaci, obožavaju učenje i umjetnost i često organizuju festivale, iako su neki od njih i morbidni, kao Pročišćavanje, kada Crni Vilenjaci imaju pravo da ubiju bilo koga na ulici svog glavnog grada, osim naravno Crnog Vilenjaka.
Cum Chalice

## What is it?

The Cum Chalice is one of the first ever relics acquired by The Butt Club. They found the Cum Chalice

when they were exploring many different dimensions of reality. When they came across a dimension

that was similar to their reality they came across a magnificent chalice filled to the brim with a white

liquid which when tested was revealed to be cum hence giving the name of the relic to be the

"Cum Chalice". However it turns the relic has supernatural abilities to it as well. Whoever drank the Cum

was gifted with the abilities of increased durability and heightened senses. Fascinated with the relic the

club decided to take it back to their home realm of 3-D Universe (Milky Way Galaxy).
Grobovnik

**Grobovnik** je najstarije znano naselje u Carstvu u kojem se još živi. Nalazi se u sjevero-zapadnom dijelu Vode, tačno ispod Stare Zlatmajke i nekada je služio kao njena luka. Nalazi se sjeverno od glavnog grada. U njemu sada žive isključivo ljudi, jer ga Crni Vilenjaci smatraju prokletim mjestom jer su tu doživljeli svoj jedini poraz, sjajnom taktikom Krune Zmaja ili magijom ako je vjerovati Crnim Vilenjacima. Na tom mjestu je svaka rasa doživjela makar jedan poraz i grad je u nekom momentu bio u rukama svake od vrste, osim Crnih Vilenjaka. Obično se smatra da ko ima vlast nad ovim gradom, ima vlast i nad Carstvom, ali se to promjenilo od vremena Crnih Vilenjaka koji ne žele da imaju ništa sa tim mjestom, jer ga smatraju mjestom zle magije.
Main Page

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Sad Luigi Time

## Origins

Sad Luigi Time is the third member of the high council and of the club.

Sad Luigi Time was said to be an undercover operative who would track down

black market traders and spies and hand them over to law enforcement. Before he joined

Butt Club he was working at Pickle Rick's Pizza shop making the the finest and most delicious

pizzas that the world had ever seen/tasted. Not only was he managing his pizza job,he was also managing

his school life. At his school he came across a group of people and started becoming friends with them

Soon he became part of the butt club.
Big Nut 109

Legends say that BigNut was born out of a black hole which caused him to absorb the powers of

everything that does and doesn't exist. When he was born out of the black hole he decided to go

and search for different galaxies in different realms and dimensions. He kept searching until he

found one that fit to his desires;and one planet which he would soon call his home....Earth.

There he landed in the mountains of Tibet where soon he became friends with the local people.

He learned much about normal education and other types of knowledge like meditation, martial arts,

and much more. Learning from only the best his courage to learn and grow along with his powers which

he used for the good of all made him ever so powerful. Soon in his school he took an opportunity to travel to America

and live in there while seeking an education there. He traveled to IL and made some friends there in his High School.

There he also made really close friends who they would soon make (The High Council). After school they would attend their

meetings where they would practice their powers and abilities.

### The Power of All

BigNut109 is capable of many powers which he has in his arsenal to help him in battle. Though no many know the exact limit of his powers

there are many rumors in the club that his power level is Tier 0. And although there are many evidence that points to the rumors and make them

seem 100% true there has never been any actual testing to see how strong he really is. When asked about how strong he really is his only response was

"dude are you still asking me how strong i am? it's getting fucking annoying. Alright fuck it, if i tell you will you go away?

alright i am |**DISCLOSED|** strong ok."
Toad Man

### "Founder of Toad-Coin Industries"

Toad Man is a part of the high council and the second person ever to join the club.

Toad Man is a 14-year-old teenager who enjoys pizza crusts, relaxing and nintendo games.

He's is energetic and bright, but can also be very lazy and a bit dull.

He is currently goes to school. He joined the club when it was very little and he helped co'lead the club to greatness.

Toad Man played a vital part in the butt club because of how strong he could plan and influence ideas. He was very skilled

in how things would play out and used that information to our advantage. Not only was a great planner he also created a type

of crypto-magic-currency for the club to use so that no one could trace the money and find information on the club itself which

helped keep the club's security. The currency was known as Toad Coin. What made Toad Coin special wasn't just that it was a

special type of crypto-magic-currency. The owner of of the coin could also program different types of abilities and features into the coin

so when given to another user the user can absorb said power,knowledge,item etc. This helped boost economy in the club which allowed

trade to boost which made the club even stronger. With his powers of magical crypto-currency trading he has made the high council a

powerful force to be reckoned with.
Cambyses

ECambyses was the second emperor of the larger Achaemenid Empire, as well as a pharaoh of the 27th Dynasty (First Persian Domination), from 530 to 522 B.C. He succeeded Cyrus the Great as emperor of Persia, and ruled Egypt with Psamtik I as governor. He was succeeded by Darius I. In the traditional history, he is considered to have conquered Egypt into submission in 525 B.C., but this is not so.

Cambyses was the son of Cyrus (II), son of Cambyses (I), son of Cyrus (I). He did not have any sons important to the revised history.

From 543 to 525 B.C., Psamtik I attempted to restore Egypt to its former glory with the help of many Egyptian and Persian officials, including Petisi I, Samtoutefnakht, Mentuemhet, and Udjahorresne. After eighteen years of restoration, it was considered to be completed. To remind the people who was truly ruler of Egypt, Cambyses came in 525 B.C., as well as to evaluate whether further renovation was needed. He did not come as a conqueror, as is believed in the traditional history. The rest of his rule was relatively uneventful, at least in Egypt.

The evidence for the revised history can be found at Displaced Dynasties. Evidence concerning this ruler specifically can be found here.