recursal/Fanatic-Fandom huggingface dataset:
Gendarmerie Brédoise

Bannière

La **Gendarmerie Brédoise** *(anciennement Gendarmerie Courlandaise)* était la Force Publique de la Cité Libre de Bréda.

Elle à été crée par décret le 15 Octobre 2019 par le Roi d'Aldovie *(l'état étant alors une colonie aldovienne)* avant d'être réorganisé le 03 novembre 2019 pour devenir la Gendarmerie Brédoise.

Le 08 décembre 2019, elle est officiellement dissoute quand Bréda est annexer par l'Empire d'Extown.

## Informations

La Gendarmerie ne possédais qu'une seul "caserne" : le Poste de Gendarmerie de Bréda.

La Gendarmerie était placé sous la responsabilité du Gouverneur de Bréda qui était le Commandent en chef de la Gendarmerie.

Du temps de l'État Libre de Courlandre, la gendarmerie était dirigé par un Capitaine.

### Organisation

La Gendarmerie était décomposé en 3 branches :

- **La Force Publique** : Chargé d'assuré la sécurité publique et la protection des frontières.

- **Les Gardes-côtes** : Chargé d'assuré la sécurité sur les hauts territoriales.

- **La Douane** : Chargé d'assuré la sécurité aux différents postes de frontières.
Arsia Institute

**Arsia Institute** is a university in close proximity to Tharsis Academy, it's dorms are home to roughly 690 students and 90 permanent staff members. The T.0.R.N.A company funds the Institute and offers applicable students places in the T.0.R.N.A company until graduation.

The majority of students enroll between the ages of 18 and 22 and study for 3-5 years. Students come from a variety of nations and backgrounds, which can cause friction between cultural differences, which would explain Tharsis Academy's stance of cultural assimilation.

Classroom 1-C •
Classroom 2-A •
Classroom 2-B •
Utility Cupboard •
Stairwell •
**Arsia Institute** •
Tharsis Academy •
Megu Kurosawa

* Casual
* Snide

**Megu Kurosawa** is a character in Corpse Academy, she is a beautiful and fashionable 14 year old student who attends Tharsis Academy Class 1-C.

## Personality

Megu is a fantastically fashionable youth with drive and ambition, with eyes on taking over her father's company when she comes of age. She is fiercely possessive and jealous of her friends, often stopping them from getting involved in other friendship circles.

Her personality is that of the Ojou-sama character archetype.

## Appearence

Megu has a custom made uniform with designer trim, she wears her hair in twin drills.

## Abilities

Megu's money and status allows her to have influence over the other students and even faculty members. She is also deviously intelligent, as having received a prestigious private education and private tutoring.

## Relationships

### **Itaru Nishimura**

Megu and Itaru grew up as playmates while their families held business conferences, they where reunited later when they enrolled in Tharsis Academy. Megu harbours feelings for Itaru, but he's too self-centered to notice.

### **Komoe Anson**

Megu treats Komoe coldly and attempts to bully her when Itaru isn't around. She's jealous that Itaru has a crush on Komoe as she wants him to herself.

## Trivia

The Student •
Shinji Takahashi • Hiro Matsumoto •
**Megu Kurosawa** •
Komoe Anson •
Itaru Nishimura •
Sancta Maria College Wikia

## Sancta Maria College Wiki

Welcome, user, to the Sancta Maria College Wiki. This wiki was created by a particular group of students (who would like to remain anonymous) to provide information to current and new students about the school and its dwellers. Feel free to add your own information to the wiki, most of it will be accepted, just don't vandalize pages or add false information. It WILL be reversed, and you will be warned, or banned.
The Reign

## The Tale of the Reign

The Strange Ones are believed to have been born of the Divine, and so too the Dragons are made of the Strange Ones. This is unwritten but it is known.

That the Dragons created the Giants, as servants to build great monuments the Dragons could not, and as heirs to their immortality, is recorded in markings on the ruins of these monuments.

The Giants, once freed from their masters, created the Elves, a smaller people to whom they could act as father figures until passing **The Reign** - guiding and teaching them.

The Elves were disappointing children. They did not want to teach; they, like the Dragons, wanted a people to build for them, to care for them. So they built Men in their image, but blunted their nobility - flattened their ears, shortened their chins, lowered cheekbones, dulled hair, darkened eyes.

But we were slaves for only a short time before the Lord of Graves appeared in the skies and the dead of The Moribund rose. We fought beside the few remaining Giants and our master Elves and we defeated the dead.

And in our greatest moment of triumph, we created a most despicable act of greed as we turned on our masters, weakened by the war, and ripped the mantle of immortality from them.

But we were cursed by the gods and our forebears: The heirloom was burned by our envy. The Giants left this world in disgust and the Elves fled to the highest mountains and the deepest forests.

And we were alone.
Waldernism

**Waldernism** is a major faith originating from the northern isles of Arduria. It teaches respect and belief in the anthropomorphism of the elements.

They are typically known as:

**Father Tor**, The Ocean.

**Mother Bo**, The Mountain.

**Uncle Dagmer**, The Fire.

**Aunt Kaja**, The Forest.

**Brother Hast**, The North Wind.

**Brother Angar**, The South Wind.

**Sister Aelen**, The East Wind.

**Sister Gatha**, The West Wind.
Валет Пыли

Первый босс игры

*Вот первый из слуг моего двора - Валет Пыли.*

*Чтобы бросить мне вызов, ты должен победить*

*двенадцать противников.*

**Сдающий**

### История

В развалинах древнего храма, среди вечно движущихся песчаных дюн, живёт таинстенный предводитель разбойников. Он прославился своей жестокостью по отношению к караванам со специями, которые осмеливаються появляться на его территории. Он правит пустошью подобно королю.

### Описание

Предводитель разбойников сильнее и быстрее большинства разбойников, что попадались вам на пути. Он может впасть в ярость и наносить сильнейшие удары, которые невозможно блокировать. Кроме того, он вдохновляет своих последователей, и те воруют у вас золото при каждом ударе.

## Способности

#### Ярость

Наносит сильный удар, который невозможно блокировать.

#### Контратака

Контратакует при длительной серии ударов, или попытре ошеломления.

### Только Оружие

Прыгайте и уклонятесь если засветиться то не подходите. Лучше разберитесь с остальными бандитами, а в конце добейте его.

Чаще перекатывайтесь

### Со Щитом

Чередуйте Атаку и Ошеломление, временами Контратакуйте.

## За победу над Валетом Пыли Игрок получает фишку

### Встречи

1. Валет Черепов (Замок, фишка)
2. Зал Мертвого Короля (Фишка)
3. Местная крестьянка (Фишка)
4. Выбор дьявола (Фишка)
5. Река (Фишка)
6. Капитан гвардии (Замок, фишка)
7. Нападение разбойников (Замок)
8. Лабиринт ловушек (Замок, фишка)
9. Гоблины (Замок, фишка)

### Снаряжение

1. Средняя броня (х2)
2. Цепи ярости
3. Контракт наемника
4. Дыхание стойкости
5. Отчаянные меры

## Комментарии Сдающего

### При первой встрече

Ты встретил моего первого чемпиона. Это был добрый человек, но война забрала у него все: жену и ребенка, друзей и близких, и, наконец, рассудок.Такие люди подобны темному и хрупкому чугуну, и именно из них получаются лучшие инструменты. Теперь посмотрим на что ты способен.

### После победы

Его давно ждали могильные черви. Возможно эта бедная душа наконец обретет покой.
Giant

The **Giants** were the oldest civilisation in recorded history. None alive today have met them, but they are remembered as enormous creatures slow to anger. Despite this fearsome imagery, however, they were a kind people that created the Elves as children and heirs, not the slaves they were, supposedly, to the Dragons.

The last Giants left this world, disgusted and disappointed, after the War of the Revenant, when Men stole and destroyed The Reign.

## Appearance

Giants were recorded as a people similar in appearance to Men, standing around fifteen feet tall. Their skin could be coloured anywhere from chalk white to ink black, and was marked by patterns of different colours over their bodies. They were entirely hairless, male and female, and dressed elaborately in cloth created with the blessings of The Reign.
Hlrothran Tuck

Hlrothran Tuck is the son of minor noble Domir Anestad and Sanya Winograd, and older brother of Izolda. Born in 2289 in the river town Primory, Tuck lived with his parents until age nine. Soon after his birthday, he was sent to the nearby citadel, Ard Arondel, to be trained for knighthood by his father’s friend, Wolfgang Tuck. Hlrothran’s parents died of the Smoke Banshee Plague when he was twelve, but he and his sister survived and were taken in by Wolfgang and his wife, Talia. Hlrothran adopted the Tuck family name, but his sister did not, remaining an Anestad.

As the War of the Wanderer became a more prominent threat, Wolfgang, and so his squire, Hlrothran, were sent as messengers to the Divine King of Kings, Atheriond II, to tell him that the Stag-King could spare no men for the coming war. They arrived too late, however, as the war reached the Divine Citadel. Wolfgang became involved in the conflict, but forbade Hlrothran from acting. As they journeyed home, the pair became tangled in a local conflict in a small town, which resulted in the death of Wolfgang. When he returned to Ard Arondel, he was granted honorary knighthood in recognition of his close to completed studies, and his help in the War.

His home life, however, was not so pleasant. Izolda had become distant from him in his absence, not liking having been left behind, and Talia became resentful – After all she and Wolfgang had done for the siblings, and Hlrothran couldn’t even save him. Hlrothran became afraid of failure, and as a result, because somewhat lazy, entitled, greedy. Eventually, he tired of the abuse and packed his things and left, thus severing any real ties he had left with Izolda or Talia.

He travelled a ways south, into Wedheil, before finding work as a bouncer at a crossroads inn, who paid him with room and board.
Mundric Cycle

The **Mundric Cycle**, named for the scholar Odvard Mundr, is a period of 16 years defining the use of leap months. The pattern repeats Common Years and Leap Month Years as follows: C C L C C L C L C C L C C L C L.

A boy is traditionally considered a man on his 16th birthday, after a full cycle. Each cycle is named either for a defining event or person or creature.
Twelfth Night

## Info

Twelfth Night is a British progressive rock band named for a Shakespearean play. Producer Gil Norton had previously worked with Echo and the Bunnymen. Covered The Beatles. The band was a part of the neo progressive rock movement that also brought Marillion and IQ. Their music has been featured on British television. Broke up in 1987, but reunited in 2007 and have been on-and-off ever since. Vocalist Geoff Mann died of cancer in 1993.
Viggo Helmersen

An infant heir to the throne of Arduria, he was taken and hidden in the country when his parents, King Helmer Hastersen and Lady Sela, were murdered – His sister, however, was found before she could be saved and was made to marry the new king. Raised through childhood by a mystic on the central island of his homeland, upon becoming a man he joined the rangers, and patrolled the Thyr and surrounding for several years. He was known as a quiet man, but quick with his spear, and was well respected by his peers – even by the false King Alvand Stormtamer himself. That is until the day the mystic found Viggo once more, and revealed his heritage to him, and showed him how he would retrieve it. Viggo was to kill Alvand, and afterwards, the mystic, revealing himself as a well-known sorcerer, announced a challenge which would reveal the true heir.

He planted the mythical sword, Faithkeeper (named for the faith and discipline needed by its wielder that the darkness of the Thyr may be held back) of Helmer in a stone, claiming whoever removed it would be king. Viggo, knowing the throne was his, had his turn. But his overconfidence betrayed him when the sword would not budge. Stormtamer’s son, Callen, however, found his own sorcerer who helped him remove it, and so he was made king of Arduria.
War of the Revenant

The **War of the Revenant** began when Zendrikkarius the Pestilence awoke again in Aldinfold, marking the beginning of the end of the The Red Age. The Lord of Graves brought the dead back to life to fight for him, and it took the combined might of Men, Elves and the remaining Giants to defeat them.

At the end of the war, Mankind stole The Reign from the Elves in their weakened state. But we, in our greed, destroyed it. The Giants left this world in disgust and the Elves fled to the highest mountains and the deepest forests, ending The Red Age.
Simon and Garfunkel

## Info

Popular folk rock duo from the sixties. Their music was heavily used in the iconic film *The Graduate*. After their breakup it was rumored that they didn't like eachother anymore, but it was later revealed that Simon wanted a solo career so he didn't have to sing harmony anymore. Member Paul Simon would go on to have a successful solo career. All their albums have gone platinum, as well as one live album and several compilations. Their *Greatest Hits* went diamond. Other hit live and compilation albums. Numerous hit singles. Performed at the Rock and Roll Hall of Fame's 25th anniversary concert. Their 1981 Concert in Central Park is considered one of the greatest of all time.

## Songs

Sound of Silence

Bridge Over Troubled Water

Mrs. Robinson

The Boxer

Cecilia

Scarborough Fair

I Am a Rock

Homeward Bound

59th Street Bridge Song (Feelin' Groovy)

A Hazy Shade of Winter

America

## Parody

They have been referenced in Strong Bad Emails, from the creators of popular internet cartoon series Homestar Runner
Реликвии

## Реликвии

Вещи выигранные у Сдающего

 Преимущества
*Усиленное оглушение*
*Новое начальное оборудование*
*Добавочная пища*

*Сила скелета возросла*
*Разбойники кидают ножи* | *Сила человека-крысы возросла*

*Здоровье разбойника возросло*
*Сила человека-ящера возросла* | *Регенерация скелетов*

*Атака человека-крысы в прыжке*
*Здоровье скелетов возросло* | *Огненная броня человека-ящера*

*Здоровье человека-крысы возросло*
Elf

The **Elfin** people were once powerful and prosperous. Created and raised by the good hearted Giants, they grew jealous of the Mantle when it was passed to them. They returned to the old methods of The Reign, and created Men as a servile race.

The Elves had their art and music and food, while Men toiled away as their slaves for uncounted thousands of years. Following the War of the Revenant, Mankind rose up and destroyed the Mantle. In fear, the Elves retreated to deep forests and tall mountains, where they have struggled to look after themselves.

Elves have an ethereal look. With long ears, sharp chins, high cheek bones and slender fingers, they are tall and graceful. Despite the hate most Men have for Elves, few will deny their beauty.

## Appearance

Elves are similar to Men in appearance, standing between six and eight feet, with distinctive bestial features. One might notice their clawed fingers, extended canine teeth, long pointed ears and large cat-like eyes. They generally have high cheekbones, too, and long, radiant hair of any colour.

Elfin features can shift, slightly, depending on the mood of the Elf. It is a strange thing to witness; in moments of passion they may more noticeably resemble a hound or cat, in calm almost as an ethereal Man. One would be hard pressed to say exactly what has changed, but the effects are plain.
Smoke Banshee Plague

The Smoke Banshee Plague (286/2 - 289/2) was the most devastating pandemic in the history of Man, resulting in the deaths of several hundred thousand people. It mostly affected the central regions - namely Llasair, Nehn and Eldemere, with some smaller outbreaks in the kingdoms of Yoenne and Wedheil.

So far, there has only been this one outbreak.

## Symptoms

The first
stage of the disease is a tightness in fingers and toes, as if you had string
tied tightly around them, and shortness of breath, fever, frequent dizzy
spells, and headaches. This is due to early swelling and rising blood pressure.
This usually lasts for a week or two before either resolving itself or moving
to stage two.

The
second stage introduces increased swelling and pain in extremities, as well as
swelling in the face (such as lips, tongue, cheeks and brow), severe migraines,
bloodspots in the eyes and nose bleeds. At times, too, a victim may begin to
cough up blood, and suffer from hallucinations and fever dreams. This can take anywhere between a few days and a few weeks to develop further.

The third
stage brings serious bloating of face and gut and leaking of bodily fluids from
every orifice. Often, swollen extremities will reach their breaking point and
die, becoming gangrenous. At this stage, the victim will not be coherent, often
just screaming in pain (or gurgling). This final stage is untreatable, and
results in the victims death by choking on their swollen tongue, drowning in
bodily fluids leaked into the lungs or rupturing of the gut. It usually lasts about a week before death.

## Treatment

If caught early enough, in the first stage, or very early second, the plague can be treated with rest, hydration
and healthy eating, as well as avoiding salt and alcohol.

## Causes

The
disease is transmitted by swapping of bodily fluids, and bodies are best
disposed of by cleansing with fire. The name, Smoke Banshee, comes from the
wail of the gas buildup escaping from ruptured guts in the fire,
similar to a kettle.
Tharsis Academy

**Tharsis Academy** is the boarding school where Corpse Academy takes place, it's dorms are home to roughly 360 students and approximately 50 permanent faculty members. It was built by the TRITAN company; a collaboration of both Japanese and American efforts to assimilate cultures and exchange learning skills.

Students board the Academy at age 12 and study for 6 years before graduating. Graduates of Tharsis Academy that have high grades in compatible subjects transfer to the nearby Arsia Institute (operated by T.0.R.N.A).

All students are carefully monitored, and have electronic ID cards that carry many features, including bank account access, electronic keys for facility access, with movement and location tracking to track each student's whereabouts.

Classroom 1-C •
Classroom 2-A •
Classroom 2-B •
Utility Cupboard •
Stairwell •
Arsia Institute •
**Tharsis Academy** •
Gamidel

**Gamidel**is a magical and darngerous time, where beautiful fairies appear and lure men and women off the path and away from towns, tempting them with all their wishes and desires. Many of these people never return. Most superstitious families remain inside all day, doors locked windows closed, and feasting on everything they have left from the winter (as spring has come and harvests begin anew).
Aldinism

**Aldinism** is the most common major religion found in Aldinfold. It originated in the southern kingdom, Brythia, now the host kingdom of the Divine King of Kings and his administration. The religions teaches belief in the following twelve Gods.

Aldin, The Creator, The Allfather; Guenivis, The Mother; Gwyddean, The Trickster; Baldor, The Blacksmith; Theomar, The Free; Eoladan, The Provider; Gauvain, The Just; Morpheas, The Dreamer; Farrah, The Archer; Illawen, The Way; Gweilyr, The Knowing; and Reabhis, The Shaping.

Beneath the Gods are their Angels, their agents in mortal affairs. They are far more numerous and each hold specific functions; the embodiment of an aspect of creation. They include (but are not limited to) Jhoniel, Angel of Order; Kaveph, Angel of Decay; Nephanha, Angel of Fog; Eraphiel, Angel of Lust; Anutipah, Angel of Deception; Sepheoda, Angel of Music; and Zalariel, Angel of Ruin.
Rules

Interim Measure

While this site is being set up the best source of Rule clarification is Eriochrome's Blog in particualar www.twilight40k.blogspot.com/2015/11/dungeon-saga-adventurers-companion.html?m=1

This is also the primary source for information for this site where information has not yet been recieved from mantic or Jake.

A copy of the Adventures Companion is now in Public Domain either from the Dungeon Saga Update 95 (November the 4th 2015) or From www.Quirkworthy.com The game designers blog.
This page will be updated with links to the various subpages as they are created. The subpages will usually contain an FAQ or Clarificaitons regarding that rule. Some Sections will also have a master FAQ to cover other items not directly covered in the other headings

Regarding Rule Clarifications Most will be Colour Coded

**in Green is official Errata/Answers from either Mantic or Jake (Game Designer),**
in Orange is answers by Eriochrome (www.twilight40k.blogspot.com) who has spent a lot of time clarifying the rules

other sources are in Red and are by various community members sources should be given.

## CORE RULES

1. Setup
	1. Type of Game
	2. To set up a game of Dungeon Saga
	3. FAQ and Suggestions
2. Dice
	1. Combat/opposed roll In brief
	2. Minimum and Maximum Values
	3. Dice FAQ:
3. Doors and Furniture
	1. Opening Doors
	2. Opening Chests and Hidden Compartments
	3. Wards
	4. Breaking Locks, Destroying Furniture
	5. Picking Locks (Advanced rules)
	6. Magical Furniture
	7. Line of Sight
4. Player's Turn
	1. Move and Action
	2. Use a Feat
5. Overlord’s Turn
	1. Overview
	2. Commands
	3. Command Cards
	4. Overlord FAQ
6. Movement
	1. Adjacency
	2. Facing
	3. Arcs
	4. Moving Models
	5. Break Away
	6. Free Strikes
	7. Large Models
	8. Huge Models
7. Combat
	1. Who Can Fight or Shoot
	2. Standard Combat Roll
	3. Fight
	4. Shoot
8. Magic
9. Songs
10. Other Actions
	1. Trade Items
	2. Other
11. Feats
12. Abilities

## EXPANDED RULES (Adventurer’s Companion)

1. Non-Core Rules
	1. Locks
	2. Traps
2. Character Creation
	* Race
	* Class
	* Starting Bonuses
	* Starting Spells
3. Character Progression
	1. Glory
	2. Gold
	3. Downtime
	4. Locations
	5. Leveling Up
	6. Gaining Spells
	7. How many times can I take that…
	8. General Character Progression FAQ
4. Using Custom Characters in Base game and Expansions
	1. What Level to use
	2. Do I need particular types of hero?
	3. What effect does this ability have in the original campaigns?
5. Minions FAQ
6. Custom Dungeons and Scenarios
	1. Layout
	2. How many and what type of monster
	3. Quest Objectives
	4. Designing the Big Bad
	5. General advice and FAQ
7. Uncharted Dungeons
	1. The Cards
	2. Placing the Tiles
	3. Placing Doors, Traps, Monsters and Treasure
	4. General Advice and FAQ
8. Solo and Co-op Rules
	1. Interpreting the Invisible overlord Card
	2. Which Minion to Move
	3. Bosses
	4. Generating Free Strikes
	5. Using in Conjunction with Uncharted Dungeons
	6. Errata and FAQ

## COMMUNITY RULES (House Rules and Variations)

1. Alternate Solo and Co-op rules
2. Additional Feats
3. Additional Abilities
4. Additional Locations
5. New Overlords
6. New Minions
7. New Hero/Boss Profiles
Invisible Overlord Cards

The contents of the Dungeon Saga Overlord decks, To use an overlord deck the generic 24 cards are always used, if the overlord is of a type with a specilist deck available those 6 cards are added to make a full deck of 30.

Unlike a normal Overlord deck this deck is drawn twice during an overlords turn and once whenever a overlord could play an interrupt. the actions are carried out immediately.

 Return of Valandor
 Warlord of Galahir
 The Infernal Crypt
 The Tyrant of Halpi

## Generic Cards

Consits of 24 cards with a layout simular to the one below.

These cards are used inconjuction with the Rule book to determine which models to move and attack

***The other decks offer particualar instructions the full text provides limitations and directions***

## Necromatic Cards

* Raise 2 Skeleton Warrior - Interrupt
* Raise 2 Skeleton Warrior - No Interrupt
* Raise 2 Revenents - Interrupt
* Raise 2 Skeleton Warrior and 2 Skeleton Archer - Interrupt
* Raise 2 Skeleton Warrior and 1 Skeleton Archer - Not Interrupt'
* Raise 2 Revenents - No Interrupt

## Greenskin Cards

* Place 1 Goblin Spitter and 1 Mawbeast - Interrupt
* Place 1 Goblin Spitter and 1 Mawbeast - No Interrupt
* Place 1 Goblin Spitter - Interrupt
* 1 Orc makes an additonal attack - No Interrupt.
* 1 Orc makes an additonal attack - Interrupt.!
* Place 1 Goblin Warrior - No Interrupt

## Abyssal Cards

* Place 2 Lava Counters - Interrupt
* Heal 2 Abyssal Models - No Interrupt
* Place 2 Lava Counters - No Interrupt
* Heal 1 Abyssal Models - No Interrupt
* Herroes reduce movement by half - No Interrupt
* Hero suffers from the heat - Interupt

## Dragon Cards

* Place 1 Ancient Thrall - No Interrupt
* Place 1 Armoured Thrall - Interrupt
* Place 1 Thrall - Interrupt
* Place 1 Thrall - No Interrupt
* Breathe Fire - Interrupt
* Breathe Fire - No Interrupt
Varthas

**Varthas** is was once a major religion, but it is now on the decline due to the generally unfavourable opinion of Dragons, especially since the War of the Wanderer. The Varthasians (derogatorily called Zennites, after the Lord of all Dragons) believe that the Dragons are more real than other Gods, and should be respected and worshipped benefactors or not.

By the Varthasian faith, there are eight Dragons left.

**Kzarne Zennr**, the Time Warden who is before the Strange Ones and Lord of all Dragons and who is both the Break of Dawn and the Edge of Night.

**Draganeirius** Firstborn, after which all Dragons are called and whose hide shines blue like the sun on a gentle lake and whose gaze is as terrible as forest fires.

**Tierredanniz** Stonetooth, whose teeth are unbreakable and whose claws are indestructible and whose wrath is unfettered, who is called also the second born of the Time Warden.

**Graddefeyddnos** Nightscales, who has scales blacker than night and in the shadows cannot be seen, who is called also the third born of the Time Warden and the Eater of Titans.

**Zendrikkarius** the Pestilence, who does not suffer the mortal to live and who is called also the fourth and most terrible born of the Time Warden and Lord of Graves.

**Aggrimmathoth** Witch-King, whose name no mortal lips dare speak aloud and whose visage no mortal eyes dare look upon and who is called also the fifth born of the Time Warden and Shadow-Dancer.

**Xalantharia** the Red, who is called Light-Bringer and Tyrant-Feller and Giantfriend, and who is the sixth born and least of the Time Warden and blessed by mortals.

**Kadathogarth** Kin-Eater, who has consumed Xalantharia five times and the Children of Xalantharia, who is called also the seventh and last born of the Time Warden.
Maria and Annie's Swimming Race (Backyard Math Fun)

Maria and Annie's Swimming Race is a game from *Backyard Math Fun*. Maria Luna will be on the left, with Annie Frazier on the right. It helps kids learn how to count in many different ways while they help them swim to the finish line. There are five levels of play. They’re single player and two player modes.

Sypnosis

Maria and Annie take their marks and get ready on the starting gate. And when they wait for the bell ding, their still get ready. And then when the bell dings, they jump out of their starting platforms and into the pool water to start swimming.
Wild Hunt

The **Wild Hunt** is a cavalcade of spectral riders that appear most often around Yuletide. It is said that they appear to claim those who did not offer a repentant sacrifice; those with wicked souls and to mark those who will die during the coming year. They are also seen to be an omen of a coming disaster, whether war or famine or illness.
The Who

## Info

The Who are a phenomenal rock band who contributed to the development of rock in all styles, and who provided Tommy, the first "rock opera", Tommy. They contributed to the wildness of hard rock by destroying their equipment onstage. In one concert dynamite was placed in the drumset, which when detonated caused drummer Keith Moon to become partially deaf. Moon died in 1980 and the Who have never been the same since. The song *Summertime Blues* was originally done by early rock and roll musician Eddie Cochran, but The Who's version is more popular because of its more hard rock style and the line "I'd like to help you son, but you're too young to vote.", reflecting the movement to lower the voting age to eighteen. Their song *Substitute* had the line "I look all white but my dad was black" changed to "I try moving forward but my feet walk back" for the US release. Subsequent compilations featured the original version. Their song *Behind Blue Eyes* was designed for a rock opera named "Lifehouse", where the song would be the theme song for the villain. The song *I'm a Boy* was designed for a rock opera named "Quads", in which parents could choose the gender of their children. Their song *The Real Me* is from their album "Quadrophenia", which gets is name from a combination of "Quad" (four) and schizophrenia. This is due to a misconception that multiple personality disorder is a form of schizophrenia. The song *My Generation* features a stutter intended to imitate people who are addicted to amphetamines. *Boris the Spider* features one of the earliest examples of a "death growl", later used heavily in death metal. *Who Are You?* features the F word twice in the song, but was never censored for airplay and remains a staple of classic rock stations. Member Pete Townshend went on to have a successful solo career.

## Genres

Hard Rock

Garage Rock

New Wave

Psychedelic Rock

Pop Rock

Synthpop

Power Pop

## Songs

Baba O'Riley (Teenage Wasteland)

I'm Free (and I want you to follow me)

We're Not Gonna Take It (put in your earplugs)

Pinball Wizard

Boris the Spider

My Generation

Squeeze Box

Go to the Mirror Boy (See Me, Feel Me)

Behind Blue Eyes

The Real Me

Won't Get Fooled Again

Who Are You

Eminence Front

Love Reign O'er Me

Bargain

Magic Bus

I Can See for Miles

Going Mobile

I Can't Explain

I'm a Boy

## Parody

The Who has been referenced several times in popular internet cartoon Homestar Runner.
Infernal Crypt Spells

The Spell list for the Infernal Crypts Expansion follows, for
details on level and FAQ's for spell see the specific spell school
entries.

## Petty Magic

* Confusion
* Cancel Magic

## Aeromancy

* Invisible Wings
* Downdraft
* Push
* Tornado

## Pyromancy

* Fiery Touch
* Burning Arrow

## Divinity

* Transfusion
* Blessed Light
* Back to the Pit!
* Steady Recovery
* Healing
Fighter

## Background

Fighter is the broad title for any type of Hero whose may goal is battle and combat, they are broken down into three basic categories: Warrior, Ranger, and Dervish.

## Stat Modifications

Choosing one of the Fighter profession modifies the hero's stats in the following ways:

 Ranger
 Dervish

## Profession Ability List

When leveling a Hero / Boss, all Fighters may select from the following abilities from the profession list:

## Notable Characters

Rordin, Dwarf Fighter (Warrior)

Hrrath Flamespitter, Salamander Fighter (Dervish)

Madriga, Elf Ranger

## Related Pages

Main Rules Index

Character Creation

## References

1. ↑ The Fighter professions are listed on Page 49 of the Adventurer's Companion
Naiad

## Abilities / Feats

### Racial Ability Bonus

Naiads are Water Elementals, and receive the Water ability on character creation.

### Racial Feat

Naiads may take the Cool Waters feat when gaining experience

## Racial Ability List

Naiads may choose from the following abilities when gaining a level:

 2
 3
 4
 5
 6
 7
 8
 9
 10

## Related Pages

* Main Rules Index Page
* Character Creation
* Character Progression

## References

1. ↑ Information on the Naiad race can be found on page 40 of the Adventurer's Companion
Man

**Mankind** is the youngest people of Tir na Edeith. We are the Mantle Breakers, destroying the aeon old tradition of the Reign.

After the War of the Revenant, the legends say that the old kings decided we had worked and bled for our Elfin overlords for too long. They reached out with their armies, much greater than the remaining Elves and Giants, and took the Mantle of Immortality by force. It is said that by this act the Gods cursed Men - cursed us to mortality and powerlessness. We would never have the freedom or abilities our antecedents had.
Showtime

*This is a backyard basics page*
This is the song "Showtime" sung by Maria Luna, and Dante Robinson, Gretchen Hasselhoff, Annie Frazier, and Angela Delvecchio in the key of G sharp Major. Gretchen takes the lead.

## Lyrics

Intro:

Gretchen: It's showtime! We're on the set soon!

Dante, Maria, Angela, and Annie: Let's do this!

Chorus:

Gretchen: It's time for the show, if you know what I mean.

Other 4: We've finally cranked up our tune machine!

Gretchen: It's time for soccer! Here we go!

All: Let's get in the game! On with the show!

Verse 1:

All: it's Showtime!

Disco music plays

Maria: (To viewers) Let's have fun, I want this show to be fun for everyone!

Gretchen: Maria's right. Everyone join in. Get your soccer uniform on! Come dance with me soccer style! We've got the people!

Other 4: Yeah!

Gretchen: Who's feeling it!

Other 4: All of us!

All: So hey! Let's play! So much we could do today!

Dante: So get the goals on the stage!

Annie, Maria, and Angela: This is starting to look like a soccer stage!

Chorus

Verse 2:

Dante, Maria, and Angela: It's showtime!

Annie: Let's get on the set.

Dante, Maria, and Angela: It's showtime!

Annie: Play some soccer. Speaking of soccer, Check out my shirt!

Gretchen: It's getting really close but we only began this song!

Verse 3:

Gretchen (To viewers): What are you hoping for? What would you like?

Angela (To viewers): A team? A goalie? Maybe a dance!

Dante, Maria, Angela: If it were up to us, what would we choose?

Gretchen: Put them all together and it goes like this.

60 second musical interlude.

Chorus

Verse 4:

Gretchen (To viewers): We're glad you're here, singing with us.

What a special treat, that can't be beat!

Dante: When I say show, you say time. SHOW!

Maria, Angela, Annie:TIME!

Dante: SHOW!

Maria, Angela, Annie: TIME!

Gretchen: And now the show has started and this song is coming to an end. There's not much time to sing, so we better Hurry up.

Dante: When I say show, you say time. SHOW!

Maria, Angela, Annie:TIME!

Dante: SHOW!

Maria, Angela, Annie: TIME!

Chorus is sung twice.

Outro:

Gretchen: As you know, our song is done. Did you have fun?

Dante, Maria, Angela, and Annie: Yes we did!

Gretchen: You'll all be able to tell that it's showtime!

All 5: On, with the shoooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooow!
Geomancy School

***Back to Main Rules Index Page***

***Back to Magic Main Page***

Geomancy is magic based on the element of the earth, most effective against creatures of the air, and weak against creatures of the earth. It is often defensive in nature but the direct attacks it does get are powerful.

## Who can use Geomancy Spells

Wizards can select Geomancy as their starting class, or at level up, Druids can gain Geomancy during their level progression.

## List of Geomancy Spells and Expansion

### Minor Spells

***Level 0***

* Elemental Affinity: Earth (AC)

***Level 2***

* Earthquake (AC)
* Heart of Granite (AC)

***Level 4***

* Rubble (AC)

### Major spells

***Level 0***

* Feet of Stone (DKQ)

***Level 3***

* Stoneskin (AC)

***Level 4***

* Tremor (WG)

***Level 5***

* Stoneshield (TH)

***Level 8***

* Rockslide (AC)

## Abbreviation

Expansion(s) spells are found in:

DKQ
Dwarf King's Quest, Base Game
AC
Adventurer's Companion
IC
Infernal Crypts
TH
Tyrant of Halpi
WG
The Warlord of Galahir
RV
Return of Valandor
Druidism School

***Back to Main Rules Index Page***

***Back to Magic Main Page***

Druidism is magic of nature and growth, it borrows on aspects of the elemental schools and incorporates life as well.

## Who can use Druidism Spells

Druids automatically have access, and no other class can gain access

## List of Druidism Spells and Expansion

### Minor Spells

***Level 0***

* One with Nature (AC)

***Level 1***

* Coat of Thorns (WG)

***Level 2***

* Spirit Sight (AC)
* Blessings of Mistletoe (AC)

***Level 4***

* Camouflage (WG)
* Regrowth (AC)

### Major spells

***Level 0***
***Level 6***

* Golden Sickle (AC)

***Level 7***

* Force of Nature (AC)

## Abbreviation

Expansion(s) spells are found in:

DKQ
Dwarf King's Quest, Base Game
AC
Adventurer's Companion
IC
Infernal Crypts
TH
Tyrant of Halpi
WG
The Warlord of Galahir
RV
Return of Valandor
## Druidism FAQ

Bookkeeper: The Rules currently appear to allow the wizard class to learn druidism at level up but this seems to be a mistype.

```
Back to Main Rules Index Page

```
Dungeon Saga Wikia

## Welcome

Welcome to the Dungeon Saga Community website. As this site develops information will become available in the following categories.

## Sections of the Wikia

### Game and Expansion Contents

This section covers the contents which can be found in the base game allong with the expansions and accessories available, where there are variation on the game available these are listed as well

### Rules and FAQ

A hyperlinked copy of the rules along with freqently asked questions and commentry on their interpretation to assist in game play.  The rules are primarily taken from the Adventures companion, but special generic rules found within expansions such as lava and rockfalls, are covered as well.  Links to alternate rules where relevent are aslo provided.

### Races of Mantica (and bestiary)

A description of each of the main races of Mantica, as well as rules for their use in the game both a heros, minions or bosses.

### Community Campaigns, House rules and Variations.

A set of campaings, scenarios, house rules and varients which can be incorporated into the game, other sections link back to this section when appropriate.  None of the content in this section is officially supported however community contribrutions are invaluable to expand the game and keep it fresh.

### Links to other useful websites

This included offical websites by Mantic, and the game deisigner as well as fan sites, blogs and other resources of relevence to the community.

## Dungeon Saga Wikia Content Rules

### Copyright and fair use

The games and components including images are the property of Mantic Games,

* Adventurers Companion is available on line in PDF Format
	+ No section should be reproduced in full.
	+ Page Numbers should be given where possible
* Other Rulebooks and Scenario Books
	+ Only critical quotes should be given
	+ Page References should be given
* Tiles
	+ High quality Images of tiles must be avoided
	+ If tiles are used for scenario layouts, low res or black and white images should be used.
	+ Where higher quality images are required for a rule explanation, where possible limit use to tiles used in Adventures A and B of the Core book.
* Cards
	+ Scans of cards should be avoided.
	+ 1 card of each type may be used in a entry dedicated to the card type but no more.
	+ Entries on individual cards should not include images or full text, they must only be referred to in broad details.
	+ Exception to the above is where there is official errata (Not FAQ) published by Mantic, the full text of the Errata may be given, and a modified image of the card presented for use.

### Credits

* All Suggestions, Errata, Answers should refer to the source.
* Images containing any components from the game must acknowledge mantic, the photographer, illustrator and or painters should also be acknowledged where appropriate.
Warrior

## Background

The Warrior Profession is a specific type of Fighter, who specializes in combat, both offense and defense.

## Stat Modifications

Choosing the Warrior profession modifies the hero's stats in the following ways:

## Profession Ability List

See the Fighter article for list of Abilities all fighters may select from.

## Related Pages

Main Rules Index

Character Creation

Fighter Profession

## References

1. ↑ The Fighter professions are listed on Page 49 of the Adventurer's Companion
Frostanion

Le Frostanion (rouge) au sein des autres régions centrales auzatoises

### Etats historiques (+ rôle)

Archiduché d'Auzat (18/09/16 - 30/09/16)Empire d'Extown (30/09/16 - 01/10/16) (pour une partie)

Archiduché d'Auzat (01/10/16 - 26/06/17)

### Neutre?

Non

Le Frostanion était une région auzatoise.

## Informations

La région était composé de marais et forêt noire, ainsi que d'une côte sur la Mer Iltagienne. La majeure partie de la superficie de la région était couvert par la Forêt de Vertgrand.

La seule construction jamais réalisée est la route royale k'arthalienne.

La région, comme bon nombre de régions auzatoises, ne possédait ni drapeau ni blason.

## Histoire

Le 18 septembre 2016, la région est crée sur le nouveau territoire auzatois annexé il y a peu.

Le 30 septembre 2016, avec la défaite auzatoise de la Première Guerre Mondiale, le territoire est attribué au Protectorat d'Auzat (pour la partie), et à l'Empire d'Extown (pour une petite partie au nord-est). Cependant le lendemain, Vicdessos fait réviser le traité, incorporant de nouveau la région dans l'Archiduché.

Le 26 juin 2017, la dissolution de l'Archiduché est proclamée. La région est incorporée au Protectorat d'Auzat nouvellement formé depuis les régions historiques auzatoises (à l'exception de l'Auzatois)

Le 28 août 2019 Vicdessos réalise la première construction dans la région en y faisant passer la route royale k'arthalienne.

Le 2 novembre 2019, la région disparait dans la nouvelle région de l'Auzatois, dans l'Empire de K'arthala, alors qu'est annexé le protectorat d'Auzat.
Sorcery School

***Back to Main Rules Index Page***

***Back to Magic Main Page***

Sorcery is the manipulation of magic to control spirits and emotion, while often seen as evil, or at the least not good, any wizard can such spells with out being cast out from the goodly races.

## Who can use Sorcery Spells

Wizards can select Sorcery as their starting class, or at level up, No other class has access to Sorcery.

## List of Sorcery Spells and Expansion

### Minor Spells

***Level 1***

* Vile Visage (AC)
* Tortured Steps (TH)

***Level 6***

* Blink (RV)

### Major spells

***Level 2***

* Torment (AC)

***Level 3***

* Irritation (AC)
* Rising Dread (AC)
* Death Surge (DKQ,AC)
* Scourge (DKQ,AC)

***Level 4***

* Wither (RV)
* Malevolence (RV)

***Level 7***

* Darkness (DKQ)

## Abbreviation

Expansion(s) spells are found in:

DKQ
Dwarf King's Quest, Base Game
AC
Adventurer's Companion
IC
Infernal Crypts
TH
Tyrant of Halpi
WG
The Warlord of Galahir
RV
Return of Valandor
Paladin

## Stat Modifications

Choosing the Paladin profession modifies the hero's stats in the following ways:

### Bonus Abilities

Heroes who select the Paladin Profession receive the following abilities:

Holy, Spell Caster, Divinity School, Minor Spell: Healing

## Profession Ability List

When leveling a Hero / Boss, you may select from the following abilities from the profession list:

## Related Pages

Main Rules Index

Character Creation

## References

1. ↑ The Paladin profession is listed on Page 50 of the Adventurer's Companion
Wall of Voodoo

## Info

Alternative rock band best known for their hit *Mexican Radio*. They fused new wave and synthpop with Western movie themes. Covered Johnny Cash. Opened for Oingo Boingo. Covered The Beach Boys. Opened for Cyndi Lauper. Album *Call of the West* was a relative hit at number 45. *Mexican Radio* was a minor hit at 58. *Do it Again* was a dance hit.

## Genres

New Wave

Synthpop

Alternative

Post Punk
Aeromancy School

***Back to Main Rules Index Page***

***Back to Magic Main Page***

Aeromancy is elemental magic of the air, as such it is most effective against those creature who are of the earth and less effect against creatures who are naturally of the air themselves.

## Who can use Aeromancy Spells

Wizards can select Areomancy as their starting class, or at level up, Druids can gain Areomancy during their level progression.

## List of Areomancy Spells and Expansion

### Minor Spells

***Level 0***

* Arrow of Air (AC)
* One with the Air (AC)
* Push (AC, IC)
* Elemental Affinity: Air (AC)
* Invisible Wings (IC)

***Level 2***

* Hurricane (AC)
* Downdraft (IC)

***Level 4***

* Brisk Work (DKQ,AC)

### Major spells

***Level 4***

* Tornado (WG,IC,TH)

## Abbreviation

Expansion(s) spells are found in:

DKQ
Dwarf King's Quest, Base Game
AC
Adventurer's Companion
IC
Infernal Crypts
TH
Tyrant of Halpi
WG
The Warlord of Galahir
RV
Return of Valandor
Demon Hunter

## Stat Modifications

Choosing the Demon Hunter profession modifies the hero's stats in the following ways:

### Bonus Abilities

A Hero choosing the Demon Hunter profession receives the Null ability, which makes is more difficult to cast spells within short range.

## Profession Ability List

When leveling a Hero / Boss, you may select from the following abilities from the profession list:

## Related Pages

Main Rules Index

Character Creation

## References

1. ↑ The Demon Hunter profession is listed on Page 47 of the Adventurer's Companion
Adventurers Companion Magic Items

The 27 Item Cards found in Dungeon Saga: The Dwarf Kings Quest are:

Clciking on the titles will take you to the page related to that class of item.

## Armour

* 1x Dragon Scale Shire
* 1x Ghost Mithril
* 1x Armour of Confusion
* 1x Frost Ringmail
* 1x Shimmering Armour

## Weapon

* 1x Singin Axe
* 1x Gleaming Blade
* 1x Living Sword
* 1x Oozing Blade
* 1x Silver bow
* 1x Siege Breaker
* 1x Flying Needles
* 1x The Evil Twins
* 1x Foesplitter

## Shields

* 1x Dragonscale Shield
* 1x Galfreys Dragonproof Shield
* 1x Vermillion Targe
* 1x Furious Shield
* 1x Granite Bulwark

## Paraphernalia

* 3x Scroll of Negation
* 1x Scroll of Wisdom
* 1x Scroll of Invisibility
* 1x Lucky Heather
* 1x Paralying Blade Venom
* 1x Mystics Eye
* 1x Niflits Door Opener
* 6x Healing Potion
* 3x Haste Potion
* 1x Potion of Superior Healing
* 1x Potion of Fury
* 1x Potion of Miracles
* 3x Battle Potion
* 3x Energy Crystal Power 3
* 4x Energy Crystal Power 2
* 6x Energy Crystal Power 1

## Furniture

* Wishing Well (Level 0)
* Universal Armoury (Level 2)
* Ancient Lore (Level 3)
Character Creation

Return to main Rule index page

This section covers the basics of Character creation, but there are also dedicated section for various Races, and Classes linked.

## Race

A players character can be any of the listed Races in the book, either from the hero section or from the boss section. A players race defines for them an initial set of stats, which will be modified by their profession. Each race has specific feats available, and some races (the elemental races) have an single-use ability.

Heroes typically come from one of the following 8 races:

* Human
* Dwarf
* Elf
* Halfling
* Gladewalker (Earth)
* Naiad (Water)
* Salamander (Fire)
* Sylph (Air)

The following races have also been defined for Bosses, which work the same as heroes:

* Abyssal Lord
* Abyssal Dwarf
* Ogre
* Goblin
* Orc

## Class

Heroes must chose their profession from one of the following classes:

* Barbarian
* Bard
* Cleric
* Demon Hunter
* Druid
* Fighter
	+ Warrior
	+ Ranger
	+ Dervish
* Paladin
* Thief
* Wizard

## Starting Bonuses

When a new Hero is created, a bonus is chosen from the following list, which adds more variety to the characters:

* +1 Move
* +3 Gold
* Random Magic Item (pulled from the card deck)
* Random Spell (from those you don't already know in your available schools of magic)
* Random Song (from those you don't already know)

## Starting Spells

Heroes who have the spellcaster ability as part of their profession will generally choose their starting spells at random. For most classes, spells are chosen from a single school (Divinity, Druidism, etc.), but the Wizard may choose from two schools (his initial school, and Petty Magic).

The random spell selection works as follows:

1. Shuffle together the spell cards of each school you can choose from
2. Deal 6 spell cards face-up, and choose two from this list
3. Re-sort the spells into their respective decks,
4. Choose one spell from any of these decks.

## References

1. ↑ 1.0 1.1 1.2 Page 33 of the Adventurer's Companion
2. ↑ The Bosses are found in the Bestiary starting on Page 84 of the Adventurer's Companion
3. ↑ Page 52 of the Adventurer's Companion