recursal/Fanatic-Fandom huggingface dataset:
Schlacht am Rhein

> "Die Nordherzer und Waldfurter haben dann das Lager mit Pfeilen durchschossen sodass sogut wie jeder starb. Die Überlebenden mussten dann nach hinten flüchten wo sie einzeln umgebracht wurden…"
>
>

> — Graf momo\_soso
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>

## Vorgeschichte

Als Auslöser des Konfliktes zwischen dem Wolfspakt und dem Grenzbund steht der überraschende Angriff eines Nordherzer Ritters auf den Adelssitz Trevol. Der Nordherzer Graf Crystal\_Lex beteuerte zwar, damit nicht in Verbindung zu stehen, doch der Grenzbund sah in einem Konflikt die Möglichkeit, den von Nordherz im Norden der Grenzlande eingerichteten Außenposten zu entfernen. Es kam zu zahlreichen kleineren, vorausgehenden Kämpfen und Überfällen, die primär vom Grenzbund ausgingen, bis schlussendlich zur Beilegung des Konfliktes eine Fehdeerklärung gestellt wurde, die zur Schlacht am Rhein führte.

## Schlachtverlauf

### Das Schlachtfeld

In der Woche vor der Schlacht befestigten beide Seiten ein kleines Lager am Ostufer des Rheins um sich zu sammeln.

### Vormarsch beider Armeen

Noch vor dem Morgengrauen nahmen die Nordherzer Kriegsallianz sowie der Grenzbund ihre Schlachtordnung ein. In der Dunkelheit dieser mondlosen Nacht starben Nachzügler beider Seiten durch die Hand der gegnerischen Vorhut oder den natürlichen Gefahren der Nacht.

### Angriff der Nordherz Bogenschützen

In der Mitte der Nacht verließen die Bogenschützen der Kriegsallianz das nördlich gelegene Lager um geschlossen über die Ostflanke vorzustoßen. Ein brennender Pfeilhagel drängte eine vom Grafen angeführte Trevoler Vorhut zurück.

Der Rest der Grenzbund Armee zog sich aus dem westl. Schlachtfeld zurück um die Stellung am Lager zu halten. Diese Defensive scheiterte aufgrund der zahlenmäßigen Überlegenheit und der besseren Ausrüstung des Feindes. So soll die Kriegsallianz brennende und stark vergiftete Geschosse eingesetzt haben um die eher unbeweglichen Grenzritter festzusetzen.
The Elemental Conflux

The source of elemental magic in most of the planes, The Elemental Conflux is place of constant flow and change. The four core elements fire, water, earth, and air each makeup shards or demiplanes that, together, create the Elemental Conflux. Although the shield of Ethereum thinly surrounds The Elemental Conflux as a whole, the individual shards have no such protections and collide with each other often. When these collisions occur between two shards, several things happen. Firstly the violent combining of two elements birth hybrid elementals that combine the two energies such as Mud, Steam, and Smoke Elementals. Secondly the collision causes "pieces" of the shards to break off and be flung across the Sea of Dreams. If these pieces find their way onto other planes of existence, they become phenomenon known as Elemental Nodes. These Nodes are drawn to natural areas that correspond with their element but are not always able to. Thirdly the energy produced by these collisions feed into Pandemonium causing bursts of uncontrolled elemental power there and possibly disrupting permanent Elemental Nodes across the Sea of Dreams. If an Elemental Node forms in a place affiliated with their element, such as a Water Elemental Node forming in the ocean, they may become permanent. However if they form in an area without access to their element to fuel them they fade after some time, usually affecting the area in some significant way however. Disrupted Elemental Nodes can cause poor weather in the area, even natural disasters if the node is large enough, or other chaotic effects varying wildly. Lastly there is an incredibly rare occurrence when three shards collide at the same time. This event would release vastly more energy and make it much more likely that Elemental Nodes will become unstable. in addition the mixture of the three elements simultaneously can produce Elementals known as Weirds that are hybrids of all three of the affected elements. Although there is no evidence of it every happening that has been discovered by the mages who study the different planes, most theorize a collision of all four shards is possible and would likely have devastating effects all across the Sea of Dreams.
Vending Machine

Vending Machines are machines that have a trading system, similar to villagers. You can craft one with 7 Iron Blocks, 1 Glass Pane, and 1 Block of Redstone. Trades are Gold Coins for snacks and drinks.

Trades:

1-2 Gold Coins for 1-3 Doritos

1-3 Gold Coins for 1-5 Cheetos

1-3 Gold Coins for 1-2 Mountain Dew

1-2 Gold Coins for 1-2 Sprite

1 Gold Coin for 1-2 Lays Potato Chips

1 Gold Coin for 5 Gum

1-3 Gold Coins for 1-2 Pepsi

2-3 Gold Coins for 1-3 Coca Cola
Elder Ones

These “humans” are the only group of the race that was on Esor once the Absit Settlers arrived on the continent. The Elder Ones are a mysterious group of wizards who reside on Seers' Isle, inside of the ever-changing Infinity Towers. Almost nothing is known about this group except that, contrary to their mysterious nature, they are quite welcoming to visitors to their island. Although they would never allow outsiders inside the Infinity Towers, they have established small encampments nearby for seemly the reason of housing outsiders. They will greet visitors and pilgrims and will even rarely take students if they find someone with enough potential. Of course they share nothing except their knowledge of magic (and only a fraction of it at that) with those students. The largest interaction the rest of Esor has with the Elder Ones is some basic trade deals between the magical guilds of the Absit Settlers. The only physical difference between the Elder Ones and traditional Humans is that the eyes of the Elder Ones are a deep, dark blue with small white sparkles floating around. Their eyes look very similar to the night sky and often make talking to an Elder One a very unsettling event. What the Elder Ones are likely most famous for however is the creation of the Surgere. The Surgere who haven’t “awoken” (or are but chose to stay) are used as laborers for the Elder Ones.
Römische Tonscherbe

Römische Tonscherben oder Antike Tonscherben gehören zu den letzten verbliebenen Bruchstücken einer früheren Zivilisation die manch einer als der Unseren technisch Überlegen einstuft. Die Scherben stammen von alten Krügen, Töpfen und Wandbildern und besitzen einen beachtlichen Sammelwert. In den Königslanden von Ottonien gelten sie neben dem Gulden als zweite Währung. In den Grafschaften Memleben und Baghras können sie bei Experten, den sog. Scherbenhändlern, in allerlei kuriose Seltenheiten umgesetzt werden.

### Vorkommen

Tonscherben findet man meist in Schatztruhen, seit einiger Zeit ist der königliche Burgvogt allerdings dazu übergegangen sie außerdem an jene stolzen Bürger zu verteilen welche die Lande bewerben (voten).
Character Questionnaire

Below is an example questionnaire to fill out during character creation to assist in backstory creation and character role-playing. Questions can be added and/or ignored depending on the campaign, this is just one example.

1. What is your character’s name and age?

2. How would someone see you at first glance? For example; race, gender, weight, distinguishing marks (birthmarks, scars, deformities), skin color (if these things are noticeable), any visible equipment, etc.

3. What are some things someone might notice upon meeting your character for the first time? For example, the way you talk or any mannerisms you have.

4. Where was your character born and where was your character raised?

5. Who is your character’s parents and what do they do for a living? If someone other than your parents raised you, who was it?

6. Do you have any other family you know of or any close friends?

7. Is your character married or in a relationship? Do you have any children?

8. Is your character a morning person, a night owl, or something else entirely?

9. Briefly describe (or give an example of) your character’s moral code.

10. Does your character have any major or minor goals? Give an example of a few if you can.

11. Is your character religious? Do you follow a specific deity? If you’re not religious, do you have any personal beliefs that guide you?

12. Pick one personality quirk that defines your character the most. Some examples could be anti-social, arrogant, optimistic, paranoid, or helpful.

13. How does your character generally get along with those of the same race and those of a different race? Do you have any biased towards or against any races?

14. Is there anyone or anything that your character hates?

15. Does your character have any noticeable fears?

16. Are you a member of any Absit Settler guilds? If so, what kind of guild is it, is the guild certified or not, and what is your position in the guild?

17. Have you received an education of any type? If so, what kind of things did you learn about. If not, how did you learn the things you know?

18. Why did you leave where you were to start adventuring?
Avignon

## Geschichte

Avignon wurde einst von Perceval de Dupont-Loudon, Bruder des Alois de Dupont-Loudons, gegründet. Das Ziel war es, eine versperrbare Brücke, die pont du lion, zu errichten, um so die Ländereien Quiberons vor unerwünschten Eindringlingen zu schützen. So konnte die Brücke Quiberon und alle anderen jenseits der Brücke gelegenen Orte, den sogenannten südlichen Flusslanden, schon vor sämtlichen Gefahren schützen. Zum Beispiel vor den königlichen Kriegern zur Zeit der Westerlande oder den Banditen. Während der Fürstenwahl in den Flusslanden spielte die pont du lion ebenfalls eine entscheidene Rolle. Sie konnte Alois zum Sieg der Wahlen führen, da er versprach, nur gutes mit dieser anzustellen. Mittlerweile hat sich Perceval de Dupont-Loudon wieder in seine Burg in Norbrache zurückgezogen und Avignon wurde dem vorläufigen Henker Quiberons, Günter, überreicht. Er unterzeichnete einen Vasallenvertrag mit Alois de Dupont-Loudon, in dem zum Beispiel genaue Angaben festgehalten wurden, wann die Brücke geschlossen werden soll. Zur Zeit steht sie offen.

## Lage

Avignon liegt zwischen der Rhone und einer Gebirgskette in den Flusslanden im südwesten Ottoniens. Das Gebiet Avignon grenzt an dem Quiberons.

## Nennenswerte Bewohner

Günter - Aktueller Lehnsherr

Perceval de Dupont-Loudon - ehemaliger Lehnsherr und Gründer

## Glauben

Avignon gehört seit Gründung dem christlichen Benediktinerorden an, genauso wie Quiberon.
Half-Vanara

Although a crossbreed between Vanara and Humans or Elves is possible, they are even more rare than the already mostly unseen hybrid races on Esor just due to the very small population of Vanara. If one of these half-breeds were found, they would have many of the traits of their Vanara parent except with less animal-like characteristics, in the same way that a Half-Vafer or Half-Amica shares traits with their parents. A Half-Vanara with an Elven parent would be hard to tell apart from one with a Human parent but some ways to tell are that a Half-Vanara with Elven blood will have longer ears and be slightly taller than its Human-blooded counterpart.

## **Half-Vanara Racial Traits**

* Ability Score Racial Traits: Half-Vanara take different traits from each of their parents making them, like most other hybrid races, very unique. They gain a +2 bonus to one ability score of their choice.
* Size: Half-Vanara are medium creatures.
* Type: Half-Vanara are Humanoids with the Vanara subtype and Human (or Elf) subtype.
* Base Speed: Half-Vanara have a base speed of 30 feet.
* Languages: Half-Vanara begin speaking Vanaran and commonly Cainos as well.
* Agile: Although less stealth oriented than their Vanara parent, Half-Vanara tend to be more agile than the average person and gains a +2 racial bonus on Acrobatics checks.
* Bonus Feat: Half-Vanara selects one extra feat at 1st level. Only Half-Vanara with a Human parent gains this racial trait.
* Keen Senses: Half-Vanara receive a +2 racial bonus on Perception checks. Only Half-Vanara with an Elven parent gains this racial trait.
* Elven Immunities: Half-Vanara with this racial trait are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects because of their Elven heritage. Only a Half-Vanara with an Elven parent has this racial trait.
* Low-Light Vision: A Half-Vanara can see twice as far as a Human in dim light.
* Age:
	+ Adulthood: 15
	+ Middle Age: 30
	+ Old: 45
	+ Venerable: 60

### **Half-Vanara Alternate Racial Traits**

* Prehensile Tail: A Half-Vanara with this racial trait has a long, flexible tail that she can use to carry objects just like her Vanara parent. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. This racial trait replaces both Keen Senses and Elven Immunities or the Bonus Feat racial trait.
Düsterfels

## Geschichte

*Einige Männer reiten auf Grauen Rössern nach Memleben. Sie tragen das Wappen von Düsterfels.*

>Zuma Greifenburg ist hier um mit dem Burgvogt zu sprechen< *kündigt ihn einer seiner Männer an.*

>Zuma? Wart ihr nicht vor kurzem hier?< Der Burgvogt schaut fragend und skeptisch.

> Nun, Ich Zuma Greifenburg habe 30 Morgen Land erworben! < Zuma Greifenburg macht kurz eine Pause bevor er fortfährt, >Nun habe ich meinen Einfluss hier zu lande Soweit gestärkt, das Düsterfels zum Adelssitz werden soll!<

Der Burgvogt staunt und ist sprachlos, nachdem er sich wieder gefasst hat beginnt er zu verkünden >Nun so soll es sein!<

*Die Reiter aus Düsterfels und der junge Graf machen sich auf den Weg in die neue Grafschaft Düsterfels  und reiten dem Sonnenaufgang entgegen.*

## Bewohner

### **Lehnsherr und Graf**

* [Familie] LegendaryZuma (Zuma Greifenburg)

### **Berater**

* [Stellvertreter] SpecialZuma (Jan Dunkelwald)
* [Familie] MythicZuma (Marwin Greifenburg)

### **Namenswerte Personen**

* [Familie] EpicZuma (Clara Greifenburg)
* [Ritter] SchweizerZuma (Florian Schwarzenwald)
* [Architekt] luci03 (Luca Baumann)

### **Bürger**

* Austin\_Winters
* caroline1367
* Go\_Gamer\_03
* SteinZuma
* Aliena\_Builder

## Allgemeines

### **Gebäude**

* Meister-Schmiede
* Gerberei
* Mühle
* Bank
* Kontor

### **Bewohner**

Der aktuelle stand an Bewohner von Düsterfels liegt bei ~10

### **Adel & Glauben**

Der Großteil Düsterfels ist Christentum. Es gibt kleine Minderheiten, welche andere Glaubens Einflüsse haben. In Düsterfels ist das Adelshaus Greifenburg durch Zuma Greifenburg und seinen Geschwistern Marwin und Clara Greifenburg vertreten.
Ottonien Wiki

## Willkommen im ottonischen Wälzer des Wissens

Hier geht es zu unserem neuen Wiki: Ottonien Wiki!

"Tretet ein ihr Wissdurstigen, tretet ein in die ottonische Sammlung von Wiss' und Geschicht'... Hier findet ihr alles was ihr zu wissen braucht über die Weiten der königlichen Lande Reisender. Egal ob es euch nach Mythen und Legenden zerrt, oder euch die reißerische Vergangenheit der Lande beeindruckt und es euch nach ihren Sagen lüstet! Ich bin mir sicher, in diesen Hallen werdet ihr des euren Verlangens fündig... Und falls ihr eurer Lust nach Wissen nicht Herr werden solltet, so bitte ich euch... Kommet zu mir und fraged nach..."

***Ihr schlagt ein riesiges, dickes Buch auf welches verstaubt im hinteresten 'reiche des Archives steht, und lest:** "Ottonischer Wälzer des Wissens" **... So fanget ihr an wild zu stöbern:***

```
**OT:**Wenn euch etwas maßgebendes in der Wiki fehlen sollte, ihr etwas nicht findet oder sonstige Probleme habt fragt gerne im Ottonien Discord nach oder schreibt ein paar Autoren welche hier tätig sind direkt an. Sie werden euch bestimmt weiterhelfen können! Have fun while reading ^^

```

## Inhaltsverzeichnis

* Gegenstände
* Adelshäuser und Orden
* Regionen der Königslande
* Bestiarium
* Besondere Orte
* Alte Spelunke (Legenden)
* Besondere Personen
* Schlachten und Zusammenkünfte
* Team
Gulden

Der Gulden stellte die alte Währung innerhalb der Königslande. Die etwa 0,1 Unzen schwere Goldmünze wurdevon dem Königshaus geprägt und war Jedermann im täglichen Geschäft geläufig.

Schiffskapitäne, Kaufleute, der Weltmarkt, Heiler & Bader und auch verschiedene Abgaben wurden überlicherweise in Gulden gezahlt und gegeben.

### Geschichte

Der Gulden, prägte das Leben der Siedler im Kerne. Wenn man nicht gerade, wie es nicht sehr üblich war, tauschte bezahlte man mit dieser freingeprägten Münze, welche geziert vom Träger der Krone war. In einer plötzlichen Münzreform wurde der Gulden schlagartig durch den gräulichen Thaler ersetzt. Bis heute ist es üblich einen Gulden beim Örtlichen Geldwechsler umtauschen zu können.

### Falschmünzerei

Die Geschichte der Falschmünzerei ist beinahe so alt wie die des Gulden selbst. Die meisten Fälschungen konnte das geschulte Auge eines Kaufmannes allerdings sofort erkennen. Falschmünzerei wird in den Königslanden meist mit dem Abhacken der linken Hand bestraft.

Falschmünzerei kommt bereits in den uralten Märchen von Ottonien vor. Nach der Sage vom Wollgold soll es einst einen märchenhaften, gierigen Zwerg gegeben haben der Schafwolle in Kuhurin färbte um die Kaufleute der Lande glauben zu lassen es handle sich um massive Goldblöcke, aus denen Gulden geprägt werden können. Dem Märchen nach fand der Meister der Münze des Königs die Fälschung und begann ein Kopfgeld auf den Schurken auszurufen.
Vanara Religion

The monkey-like Vanara once had a fleshed out culture and religion but that was wiped out along with the majority of their race by the Vampires of the Bloodvine Jungle. That was long enough ago that the surviving Vanara have forgotten the details of their religion and have since adapted the religion of the Vafer who took them and as such worship Suberia and Nashandra. The Vanara tend to long for their old culture however so they sometimes pray to the “old gods”, even if the details of those gods have been lost. Some Vafer who are particularly close with the Vanara want to mount an expedition into the Bloodvine Jungle in order to gather information about their culture and religion but the danger of the Vampires have kept them from pursuing that goal.
National Alliance of Commerce

The largest bank in New Esoria, the National Alliance of Commerce, or NAC, gave loans to other guilds that wanted to participate with Vergearin in leaving Absit but didn’t have the capital to contribute. After arriving in Esor, even more loans needed by the construction guilds for resource gathering and labor. Because of the success of these guilds, and a healthy interest rate, the NAC’s vaults filled quickly and their dominance in matters financial was asserted in New Esoria. Other banking guilds have either moved to other cities or switched their primary source of income away from loans in order to compete.
Der gierige König (Märchenevent)

## [Märchenstunde Platz. 2 ~Aaron Skalbeld]

### "Der gierige König"

Einst gab es ein Königreich, das lag weit über den Bergen und war nur zu erreichen mit den zähesten Pferden. Es hatte die schönsten Schlösser, Burgen und Rösser, sowie die besten Schmiede, Bäcker und Krieger und sie alle lebten im glücklichen Friede. Zu verdanken war dies dem weißen König, trotz hohem Alter leistet er doch nicht wenig und sorgte dafür, dass jeder bekam was er wollte, ob Fleisch oder Garn. Doch in einer stürmischen Nacht, in der die Blitze attackierten der Donner grollte und der Regen prasselte, entwich der Lebensgeist aus dem Königs Körper und das Königreich verfiel ins Chaos. Der nun Tote hatte nicht hinterlassen einen Erben und um nicht zu verderben, wählte der Adel jemand Neuen zum Herrschen. Doch ließen sie sich mit Gulden bestechen, zu wählen denjenigen der durch Gier war verdorben und ein gieriger König wurde erkoren. Die nächsten Jahre waren die reinste Hölle, absurde Steuern sowie absurdere Zölle, der einstige Friede und die einstige Ruhe zogen hinaus und hinein kamen Kriege und Mühe um den König zu stillen, doch nichts konnte diese schier unmögliche Aufgabe bezwingen. Aber an einem unscheinbaren Tag, ein Bauer der Unmachbares vermag, fängt an, eine Rebellion zu starten und auf Anhänger lässt sich kaum warten. Sie ziehen durch Felder, Straßen und Wälder, kleine Städte und große Weiler, sie sammeln mehr Leute für ihre Sache, den König zu stürzen, das wird ihre Mache. Bewaffnet mit Mistgabeln, Fackeln und Keulen zieht die Meute vor die Burg des Tyrannen und schlussendlich sogar dessen Mannen schließen sich der Rebellion an. Verzweifelt schließt sich der König allein in einen kleinen geheimen Raum ein und er hört nur aus dem Burghof klingen, wie die Meute stimmt in ein Liedlein an

Die güldne Zeit des Königreichs wird bald das zeitliche Segnen,

die Kunde seines Untergangs, Oh, sie wird durch die Lande beben.

Der Narr hat ausgescherzt,

die Magd hat ausgedient,

der Vogt ist aufgehangen.

Das einzige was blieb

ist das Gemäuer,

doch auch es ist verfallen.

Die güldne Zeit des Königreichs wird bald das zeitliche Segnen,

des König seine Untertanen stellen sich ihm nun auch entgegen.

Die Hunde sind abgemurkst

die Königin ist erhängt

die Erben sind ermordet.

Nichts was verbleibt

soll noch einmal

an den üblen Tyrann erinnern.

Nach ein paar Minuten finden die Rebellen den Unterschlupf des Monarchen , sein Kopf wird aufgespießt. bespuckt und dann am Ende vergraben.

Das Königreich wählt einen neuen Herrscher, diesmal ohne Betrug und dieser ist stärker, besser und voll mit Wohlwollen und Mut. Die alten Gesetze des toten Depoten werden rückgängig, die Steuern und Zölle drastisch gesenkt, alte Schulden an die Kröne werden überfällig und Land der Krone großzügig verschenkt.
Ein Neubeginn, ja der war von Nöten doch leider hört sich der Kreis nicht auf zu Drehen und bald wird das Spiel beginnen von neu und ein Tyrann wird wieder die Macht übernehmen, mit Furcht regieren und das Land ins Chaos stürzen, doch bis dahin lebt das Königreich im Frieden.
Feltische Fürstenreform

## Die Reichs-Fürstenreform des ottonischen Rates unter dem Hause Felton

Im Heiligen Jahre 1131 n.Chr. wurde eine Reform des König Gilbert und des Bischofs Reichswaldau im ottonischen Hochrat verabschiedet. Die feltischen Fürstenreform, welche die Lande in **8 Fürstentümer** und **2 freie Domänen** enteilt.

Jedes dieser hiesig weiten Landstriche wird einem rechtsprechenden Fürsten im Namen der Krone zugeteilt welcher von den Ansässigen Bürgern des Gefürstes gewählt wird.

## Die Reformurkunde

**Die Fürstentümer**
Das ottonische Reich gliedert sich in mehrere, **vorgegebene Fürstentümer**. Diese umfassen weite Landstriche der Gebiete der Lande und werden nach jenen benannt. Die Grenzen der Gefürste lassen sich nur durch das Worte des Königs bei Streitigkeiten und Belangen verschieben.
Ziel der Fürstentümer ist es, dem Reich **Ordnung und Struktur** zu bringen und Leben und Getummel in jedes Örtchen der Königslande zu bringen.
**Freie Domänen**, welche sich von jeglichen Fürstentümern abgrenzen, sind in erster Linie die aktuellen Stammsitze von König und Bischof, sowieso die Grafschaft zu Norwich als Altkönigssitz.

**Die Fürsten**
Unter dem König stehen die Fürsten. Sie sind die Oberhäupter einer Adelsfamilie, die nicht nur über ihr eigenes Hoheitsgebiet, sondern auch über ein erhaltenes Fürstentum herrscht. Sie schwören dem König als ihrem **Lehnsherren** die Treue.

**Rechte und Pflichten**
- Fürsten sind dafür verantwortlich die **Gerichtsbarkeit** in ihrem gesamten Fürstentum durchzusetzen. Dabei sollen sie sich eigene Gerichte, Gesetzesvorlagen und eine eigene Ordnung zu Nutze machen.
Fürsten sind für den **Schutz** ihrer Vasallen im Kriege verantwortlich. Im Gegenzug könnten Fürsten Truppen ihrer Vasallen im Kriege für sich mustern oder von diesen einen Treueid verlangen.
Fürsten sind dazu verpflichtet, einen **belebten Hof** in ihrem Stammsitz einzurichten und an diesem gelegentlich festliche Veranstaltungen abzuhalten.

**Wie wird man Fürst?**
Um zum Fürst aufzusteigen, muss man bereits ein **Graf/Herzog** sein.
Der jeweilige Fürst wird daraufhin innerhalb seines Fürstentums gewählt und schwört daraufhin dem König, falls dieser mit den Ergebnissen einverstanden ist, einen **Treueid**.
Bei einer **Fürstenwahl**, welche von der Krone initiiert wird, besitzen einfache Bürgermeister eine Stimme, Grafen zwei, Herzöge drei und der König als oberster Lehnsherr vier Stimmen.
Da der Fürst sein Lehen vom König selbst erhält, verliert er eben jenes sowieso seinen Anspruch darauf bei **Eidbrüchigkeit**.

*gez. König Gilbert Felton of Norwich*

## Freie Domänen

* Altkönigssitz Norwich (Pink/schwarzer Rand)
* Königssitz Lasion (Hell Rot/schwarzer Rand)
Mahou Sensei Negima!

**Mahou Sensei Negima!** and **UQ Holder!** are manga series written and drawn by Ken Akamatsu.

## Summary

The series is divided into two parts; Negima and its sequel series UQ holder.

### Mahou Sensei Negima! 2 UQ Holder!

Set several generations after the events of Negima, UQ Holder! follows the adventures of Touta Konoe, a young boy who is transformed into a vampire and joins a secret society composed of immortal beings. Raised by the mysterious Yukihime and with a dream to climb the revolutionary space elevator created by his grandfather, Negi Springfield, Touta has many adventures and makes multiple friends and enemies along the roundabout path of accomplishing his dream.

## Characters Profiles

### Ala Rubra

* Nagi Springfield
* Jack Rakan
* Albireo Imma
UBD Wiki

Welcome to the UBD Wiki
The Universal Battledome Wiki exists to document various characters and their abilities and gauge their power against each other.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Persona Immersion

Your understanding of your own physiology allows you to deceive certain Divination effects.

**Prerequisites:** Changeling, Mutable Mind and Body racial trait

**Benefit:** While under the effect of your *Minor Shape Change* ability, if you make a successful save against a divination spell of 3rd level or lower, you can generate a misleading result. Though you don’t learn the precise spell being used against you, you know what type of information is sought and can respond accordingly. For example, a character with this feat who successfully saves against Detect Thoughts knows that his surface thoughts are being probed, and can thus supply any specific thoughts that he wishes to be detected by the caster.
Marbrand

## Beschreibung

Das Adelshaus Marbrand ist das älteste und einzige Adelshaus im fernen Orient. Die Herren dieser Adelsfamilie regierten seitjeher von der Stadt Graufurt mit ihrer beeindruckenden Festung Grauenstein aus. Seit wann es dieses Adelshaus gibt, ist nicht bekannt, es ist nur bekannt, dass sie erstmals vor drei Jahrhunderten in der Weltgeschichte auftauchten. Als Rogar der erste von Graufurt einen Feldzug gegen den Orient startete und diesen in kürzester Zeit eroberte. Mit der Zeit verfiel dieses Reich allerdings, am meisten jedoch unter dem Vater des jetzigen Lords. Dieser schaffte es jedoch diese Macht wieder auszubauen. Er sammelte neuen Vasallen und übernahm viele Positionen im Rat. So schaffte er es in kürzester Zeit Graufurt zu einer der mächtigsten Städte in diesen Landen zu machen.

## Mitglieder

Die Mitglieder des Adelshauses Marbrand sind zurzeit:

-Graf Renwik Marbrand Hüter der Ordnung und Lord Protektor des Orients(Verstorben)

-Graf Rogar Marbrand Hüter der Ordnung
Muno's Shield

Although this guild has no official connections to the church of Caelum, their name comes from the god Muno, who is said to be Caelum’s shield arm. Muno’s Shield is the primary force of protection and law enforcement in New Esoria. Their primary concerns are to patrol streets, arrest and jail criminals, and supply escorts for supplies between guild sectors.
Sahuagin

These fish like humanoids populate the Dotted Gulf, living primarily in and around the islands that make up an atoll on the southern coast of the Bloodvine Jungle. These creatures make up raiding parties and attack ships and coastal settlements. The race also has fairly common mutations such as multiple limbs and specifically breed to attempt to enhance these mutations. Until just recently, it was unknown how such a simple race was able to form such successful attack parties and also partake in selective breeding. The suspicion that there was a leadership behind the scene was recently confirmed by the Silver Hand Guild. The Sahuagin are being led and seemly enslaved by the previously thought extinct Serpentfolk.
Amica Government

The caine-like Amica may come from a common ancestor as the Vafer but their current culture is very different and so is how they run their nation. The Amica value individualism and believe that every member of their race is just as important as every other member. Because of this mindset, the Amica make up a strong democracy and all members of a village have equal say when a decision must be made. The Amica are not generally nationalists however and have even been known to allow the opinion of outsiders, who have gained respect in the Amica culture via some act of strength or honor, count towards those decisions.
Razuth's Children Religion

The Dwarves that live in the mountains worship the remains of the legendary dragon Razuth, but do not actually worship the dragon himself. This is a concept that many confuse but the Dwarves see Razuth’s remains (the mountains) as the force that brought them into their current era and as such, is something that should be worshiped. The dwarves believe that Razuth and his Dragon Cult appeared as agents of fate in order to test the Dwarves. The first ever Dwarven Hero King rose to the challenge and led the rest of the Dwarves to victory, even slaying Razuth by destroying one of his wings, making him fall to Esor where the king could make the final blow. After this victory, Razuth’s corpse became mountains full of the ore and minerals that would come to define the Dwarves of future generations. That’s why Razuth’s remains are worshiped, they are an actual gift to the Dwarves from fate itself.

**Razuth’s Remains**

Not a traditional god, the mountains are worshiped by the Dwarves and something does grant divine power in return (thought to be fate itself from the Dwarves).

* Alignment: Lawful Neutral
* Domains: Artifice, Darkness, Earth, Fire, and Strength
* Symbol: A dragon perched on top of a mountain
* Favored Weapons: Maces, Hammers, Picks
Vafer Important Figures

**Tashari Silverfur**

The current Grand Sage and one of the oldest known Vafer, Tashari Silverfur has had her position for over forty years. Tashari comes from a small clan that are notable for their silver colored fur, but even among them Tashari is considered the most beautiful, even in her old age. Along with her silverfur, she has a double tail which is a rarity that the Vafer consider a blessing by the gods. She’s spent most of her time pushing for the increased exploration of Esor, further developing the role of the Vanara in the Vafer’s culture, and finding new ways to push back against the ever growing vampire threat to the South. In the West, Tashari Silverfur has spent a lot of time trying to negotiate with the Razuth’s Children to allow Vafer into their mountains to create maps and reports on the ore composition for their lore vaults but the Dwarves have had no interest in allowing others into the mountains and don’t seem like they’ll budge anytime soon.
Absit Settlers Calendar

Months (28 days each)

1 – Janid

2 – Flukles

3 – Marn

4 – Apon

5 – Manyum

6 – Junian

7 – Julknot

8 – Aubern

9 – Suric

10 – Orion

11 – Nyu

12 – Drukes

13 – Wuoll

Days of the Week

1 – Ex

2 – Bus

3 – Siris

4 – Noor

5 – Prist

6 – Keag

7 – Crog

Year

Year of the Kingdom (AR): This is the amount of years since Absit is believed to be founded and is the system used in Absit still. When the Settlers fled the country, the year was 2870 AR.

Time of Landing (TE): Although AR is still used by some, there is a push to convert to this way of year tracking. That would make the current year 55 TE.
Vampires Government

Although they’re the farthest thing from a collected nation, the ravenous vampires in the Bloodvine Jungle are organized into a series of rival clans and each of those clans is split into some kind of ranks. Although difficult to tell apart, each clan decorates themselves with unique symbols painted on their bodies. Almost nothing is known about the clans except that the largest is called the Stros Clan.
Half-Amica

Like Half-Vafer, Half-Amica are born from the combination of Human or Elves and Amica. Half-Amica have perked up ears and an elongated snout similar to their Amica parent. Although some Half-Amica have been born with the thin fur of their Amica parent, most just have shorter hair on their head and an excess of normal human or elf hair like on their arms and legs. Like the Half-Vafer, the Half-Amica can only be birthed by an Amica mother.

## **Half-Amica Racial Traits**

* Ability Score Racial Traits: Half-Amica, like most hybrid races, take different aspects from each of their parents and as a result are very versatile. They gain a +2 bonus to one ability score of their choice.
* Size: Half-Amica are medium creatures.
* Type: Half-Amica are Humanoids with the Caine subtype and Human (or Elf) subtype.
* Base Speed: Half-Amica have a base speed of 30 feet.
* Languages: Half-Amica start with either Common, Elven, or Cainos depending on who raised them.
* Naturally Brave: Just like their Amica parent, Half-Amica gain a +2 racial bonus on saving throws against fear effects.
* Color Blind (Ex): Just like their canine parent, Half-Amica have issues differentiating colors. Because of this they receive a +2 racial bonus on saving throws against Illusion spells as well because they don’t see the magic in the way the caster intended.
* Elven Immunities: Half-Amica with this racial trait are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects because of their Elven heritage. Only a Half-Amica with an Elven parent has this racial trait.
* Skilled: Half-Amica gain an additional skill rank at first level and one additional rank whenever they gain a level. Only a Half-Amica with a Human parent has this racial trait.
* Low-Light Vision: Half-Amica can see twice as far as humans in conditions of dim light.
* Age: Half-Amica with a Human parent tends to live a few years less than a normal Human and Half-Amica with an Elven parents tends to live a few years longer than a normal Human but on average they age the same.
	+ Adulthood: 15
	+ Middle Age: 35
	+ Old: 53
	+ Venerable: 70
Volc-Nah Religion

The marsh dwelling Volc-Nah seem to worship almost anything that seems strange to them as a way of understanding the world. Despite this, something does in fact grant divine power to those who do worship these things. The Tearans assume that nature grants them power, the Children of Razuth assume that fate is rewarding the Volc-Nah’s devotion even if it is misplaced, and the Absit Settlers tend to think it is one of their fringe gods taking pity on these strange reptiles-like creatures and granting them power. Whichever, if any, of these are true, below are some of the more common forces worshiped by the Volc-Nah.

**Rouc-Rasha**

Said to be a massive reptilian beast that slumbers at the bottom of the lake in the center of Esor, the Volc-Nah of Nor-Kas give sacrifices to Rouc-Rasha to please him and maintain his slumber because they believe if he awakens, he will consume the world.

* Alignment: Neutral Evil
* Domains: Darkness, Destruction, Scalykind, Void, and Water
* Symbol: Glowing eyes peering out from under the water
* Favored Weapons: Clubs, Axes

**Magnash-Tol**

Some Volc-Nah worship this being whose name translates to roughly “Large-Clouds” as a god of weather and storms. It is both revered for bringing crop growing weather and feared for bringing destructive weather.

* Alignment: Chaotic Neutral
* Domains: Air, Destruction, Scalykind, Water, and Weather
* Symbol: A dark cloud, sometimes with lightning coming from it
* Favored Weapons: Spears

**Torak-Kanash**

This is one of many Volc-Nah words that do not translate directly into other languages but this is likely the god of “big monsters”. The Volc-Nah tend to associate size with strength so when they stumble upon a creature that is huge, they believe it to be a servant of a deity (who is massive no doubt). This deity is commonly referred to as Torak-Kanash.

* Alignment: Neutral
* Domains: Animal, Earth (Caves), Scalykind, and Strength
* Symbol: Usually a large bone club
* Favored Weapons: Clubs, Spears, Axes
Serpentfolk

Until very recently, these snake like humanoids were thought to have been yet another casualty of the vampire clans ravaging the Bloodvine Jungle. However it seems that, like the Vanara, there were survivors that managed to escape the jungle. Unlike the Vanara however, the Serpentfolk headed South to the atoll and, also unlike the Vanara, they decided to take a very hostile route by enslaving the simple Sahuagin that live at the atoll. The Serpentfolk themselves are made up of two different castes that are currently known. Although both have humanoid scaled bodies with different snake like heads, the one caste has humanoid legs and takes up a more focused combat role while the other, seemingly higher class, has the bottom half of their body as a large snake tail and possesses some type of psychic powers, the only currently known race to have such abilities.
Lorva’s Hunters

One of the few Certified Guilds to be formed after the time that the Absit Settlers landed in Esor and built up the New Esorian kingdom. Lorva's Hunters started when a group of religious knights who started a church dedicated to Saint Lorva decided that they would help protect the town they lived in, Floatum. Unlike The Black Watch, who supplied a similar service, the knights of Lorva's Hunters wanted to help people without charging them gold. This virtuous nature attracted many would-be heroes or noblemen who wanted to be associated with a group like that and with some came enough funding to build up the church and spread their services further to some surrounding small villages. After Floatum started to explode in population because of the canal project, people turned to Lorva's Hunters to aid in law enforcement. They grew quickly, still relying only on wealthy patrons for funding, until the King noticed them, offering to make them a Certified Guild and they graciously accepted. Now that they were certified, they received contracts from both the government, for law enforcement and criminal jailing, and from other guilds for guard duty. These contracts let the guild start to make some actual money and let them continue their mission statement of providing free protective services against evil for regular citizens. Although the guild formed from a church, the church is now the guild hall in fact, they never required anyone to worship Saint Lorva in order to join. In fact, other than the name and guild hall location, the guild has little to nothing to do with Saint Lorva anymore.
Battle Caster

**Prerequisites:** Ability to ignore arcane spell failure chance from armor, Base Attack Bonus +5

**Benefit:** You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor.
Improved Shape Change

After years of experience changing your form, you now understand enough about your own abilities to duplicate sensory abilities as well as appearances.

**Prerequisites:** Changeling, Disguise 5 Rank

**Benefit:** You gain any sensory abilities of the humanoid that you Shape Change into such as Darkvision, Low-Light Vision, and Scent.
Tearans Government

The Wood-Elves that make up the Tearans do not answer to a governing body in a traditional sense, instead deciding to follow the tenets of their ancient religion of nature worship. If a decision must be made for the good of the village however, there is an elder druid who has authority to make such a call. When someone doesn’t uphold the ideals of the Tearans within their ranks, the most common form of punishment is exile, a fate decided by either the offender themselves or the elder druid of the village depending on the severity of the crime.
Vanara Government

According to the race’s own legend, the Vanara came to Esor from large islands that float in the clouds. In this legend, it is said that the first of the monkey-like race that came to the southern jungles of Esor had burnt amber colored fur. This clan, the Mannan, led the race and formed a powerful kingdom within the jungles based around the worship of their pantheon of gods. The Vanara race has always been very proud and their rule was no different. Many civic challenges were resolved through honorable combat. After the vampire clans started to come to power the Vanara kingdom fell and the survivors were driven north out of the jungle. The Vafer race took in the Vanara and so they now follow their laws and customs. Although the Vafer are seen by the Vanara people very positively, the pride of the Vanara still make them seek out means of becoming independent and forming their own kingdom once more.
The Worlds of Light and Dark

The World of Light and World of Dark are two planes of existence could be considered "adjacent" to the material plane in the Sea of Dreams. These planes are believed to be the source of positive and negative energy respectively in the Material Plane. The reason is either unknown or long forgotten but the land of Esor seems to be especially close to these planes, dimensional speaking. This closeness manifests most obviously in the Dawnborn and the Duskborn that have started to appear within the ranks of the Absit Settlers. The reason that these side effects seem to only affect humans stems from the same legend of their origin on the Material Plane. That legend being that humans are actually the crossbred children of entities from the World of Light and the World of Dark, born on Esor.
 Both planes overwhelmingly radiate their respective type of energy. This can be dangerous even for nonnative beings that benefit from that type of energy, making spending time on either plane potentially lethal.

## World of Light Planar Effects

* Positive Radiance: Each round, any creatures that are not native to the Plane of Light take 2D6 positive energy damage each round. A Will save of DC 20 halves this damage. Living creatures are healed by positive energy and undead are harmed by positive energy but the overwhelming nature of the power can even be dangerous to living creatures. A living creature that is at full hit points takes this positive energy as damage and this damage can't be healed from sources of positive energy.

## World of Dark Planar Effects

* Negative Radiance: Each round, any creatures that are not native to the Plane of Dark take 2D6 negative energy damage each round. A Will save of DC 20 halves this damage. Undead are healed by negative energy and living creatures are harmed by positive energy but the overwhelming nature of the power can even be dangerous to undead creatures. An Undead that is at full hit points takes this negative energy as damage and this damage can't be healed from sources of negative energy.
Bloodvine Jungle

The Bloodvine Jungle, named for the Vampire Clans who have infested it, sits on the southern border of Esor and is home to predators of all sorts making it one of the most dangerous places on the continent. Not much is known about the area because of these threats but the few adventurers that returned alive report ruins within the jungle that hold great riches. This allure has lead to many attempting to the brave the jungle and lead to their likely demise. The closest settlements to the jungle are the Absit Settler town of Natus, and the Vafer town of Callidus. The Vampires are a major threat to both of these settlements and Natus, being closest to the jungle, faces nearly constant attack. The Vanara claim to have originally belonged to a great kingdom within the jungle before the Vampires destroyed it but the truthfulness of this claim is still in question by many.

### **Known Inhabitants**

* Vampires
* PH
Esor Locations

Esor, or the “Border” in an ancient language, is the only other large continent currently known of in this world, although several smaller landmasses have been discovered, and is far to the West of Nidus, the other largely populated continent. Esor is the legendary homeland of the people of Absit, a country in Nidus, and is said in myth to lie directly between the World of Light and the World of Dark. The first settlers of Nidus were said to have escaped Esor when an enormous dragon named Razuth attacked and destroyed most of the ancient civilizations there. Esor has varied environments across it and a wide range of foreign races as well.
Steel Staff Construction

The newest construction guild to be certified, Steel Staff Construction was created from a merger of two guilds, Steel Bar Construction and the Gilded Staff, that were both originally from Absit after the two guild leaders married. The new guild levied the magical potential of the old Gilded Staff guild to assist in construction works and quickly become larger than either of the two previous guilds had any hope of becoming. Steel Staff Construction is currently the only guild that was formed from a merger and as such is the only guild that has two guild leaders. Most of their wealth came from the successful reconstruction of the Floatum Canal in only two years, a feat only made possible because of the magical methods they employ.
The Rolling Hills

North of Razuth's Maw and the Ashlands, the Rolling Hills are the birthplace of the majority of goblinoid races on Esor. As the name suggests the area is made up of roaming hills but it's also host to a series of shallow caves that are a mixture of natural and dug out. These caves, as well as simple camps, makeup the homes of intelligent races that live there. Once the most powerful race in the Rolling Hills, the Orcs were enslaved and brought to live in the Ashlands long ago after the fall of Razuth the dragon. The now Ashlung Orcs have returned to the Rolling Hills but this time as the slavers, taking goblinoids back to the Ashlands for manual labor.

### **Known Inhabitants**

* Goblins
* Hill Giants
* Gnolls
* Bugbears
Ashlung Orcs Religion

Although some of the Orcs of the Ashlands have followed a religion of course, the culture itself has never recognized any deities as true. The Orcs have had a troubled past and many view their race as cursed so saying a divine being looks over them could even be seen as an insulting notion, claiming that the great triumphs they have made in this world are the will of some other being instead of a result of the Ashlung Orcs’ iron will.