recursal/Fanatic-Fandom huggingface dataset:
Claire Young

Claire Young is a waitress at the Sunrise Diner, specifically she is the only non-vanilla mortal who works at the diner. While the diner's owner (Hester Beasley) and the other waitress (Dana Beasley) are clued into the supernatural world, it is Claire who has set up the minor wardings around the diner to help keep out the non-mortal folk.

Claire is pleasant enough to most of the customers at the diner, though her sarcastic and take-no-shit attitude do sometimes land her in hot water. However, Claire seems to have a particular dislike for Wizards. She is often short and terse with those who she serves at the diner, and rumor has it she once poured coffee onto a Wizard's lap when he was being "particularly irritating". Her dislike for the memebrs of the White Council aside, Claire can often be founding talking to her customers and offerring them advice about their problems (sometimes even when they don't ask for it).

Magically speaking, rumor has it that Claire isn't powerful enough to even be considered a true sorcerer. When asked about her talents, her response is always something to the effect of "wouldn't you like to know." She seems to have a good relationship with many of the "lesser" practioners in Brooklyn, and is considered family by the Beasleys.
Claire is 5'4" with short blonde hair and blue eyes.
Scylla´s Red Talons

The Red Talons had some internal difficulties.

The Red Talons were created as recurring villains for a role-playing session in the Guardians of Ga´Hoole background, shortly after the Siege of the Great Tree. The group of players took turns playing the protagonists and the Red Talons from one session to the next.

## Description

Scylla´s Red Talons are a kill-team in Ruthven´s Ironclaw Lancers, a subdivision of the Pure Ones´ army of owls. Led by the ruthless Masked Owl Scylla, the Red Talons have enjoyed a series of successes and acquitted themselves well in the Siege of Ga´Hoole. There were internal difficulties, since two of the members were Barn Owls and rabid Tyto supremacists, who tended to question Scylla´s orders - which spelled disaster for the squadron when they were caught in Isohar´s cave.

## Members

At the time of play, the Red Talons comprised five owls:

* Lieutenant Scylla, Masked Owl (*Tyto novaehollandiae*), leader; a ruthless and ambitious owl who disliked Barn Owls and incompetence, and in particular incompetence in Barn Owls. Played by Splinter´s player.
* Klaive, Barn Owl (*Tyto alba*), fighter; a brutal killer with an acid wit, given to questioning orders and bullying subordinates, in particular Dustscrape. Played by Teleria´s player.
* Kellick, Barn Owl (*Tyto alba*), fighter; not overly bright and dependent on his mate Klaive for guidance. Played by Sir Devon´s player.
* Rook, Greater Sooty Owl (*Tyto tenebricosa*), flanker and officers´ batowl; treated by the team like a well-trained dog. Was often sent to forage and hunt food and do camp chores. NPC, played by the GM.
* Dustscrape, Lesser Sooty Owl (*Tyto multipunctata*), tracker and scout; a miserable timid owl pressed into service, and the team´s whipping boy. Torn between love and hate and abject fear of Scylla. Played by Isohar´s player.

Find the links to the characters here.

## Design Notes

We took pains to make the Red Talons as dysfunctional a family as possible, with rivalries, bullying and backstabbing rife within the team. They made an interesting contrast to the protagonists Isohar, Devon, Splinter and Teleria, as every player was encouraged to create a personality that was the opposite of the original character. Bookish, gentle Teleria was contrasted by racist, fascist, sadistic Klaive; timid, doubting Dustscrape was played by savage Isohar´s player. It was a thrilling roleplaying experience, and the team´s eventual demise due to internal strife gave a powerful lesson that bad and selfish people tend to obstruct themselves while the good ones are much better able to work together.
Sigarden

When Sigarden was hatched, his brother Thorn often bullied him a lot when Mom wasn't looking, so she never knew. His father was always away for some odd reason. Mom said that he guards the borders of our homes. One day, he never came back. Thorn asked Mom where he went. Mom shedded a tear saying "He won't come back..." Me and Thorn was shocked that Dad was gone, whenever he came back, he brought gifts and the best food.

**TO BE CONTINUED(Character by Thatonecatinthiswiki)**
Craftsmanship

Craftsmanship is the understanding of how stuff works, reflecting your practical know-how when it comes to using tools effectively. While Craftsmanship can be complemented by **Scholarship**, it can just as easily be the result of a lot of hours of getting your hands dirty and having a natural feel for how things work. Characters with high Craftsmanship are handy around the house and under the hood of a car; they are always helpful when a moody wizard shorts out your GPS. They include inventors, mechanics, and carpenters.

### ***Breaking***

*Craftsmanship is also the skill for unmaking things (in a mundane, practical sense). Given time and tools, a craftsman can topple virtually any building, structure, or device. In those circumstances, you can use Craftsmanship to attack these things directly and deal stress or **consequences** to them. In addition, you may use Craftsmanship to set up attacks and maneuvers against another target using the sabotaged building, structure, or device—such as setting up a bridge to collapse when someone’s walking across it.*

### ***Building***

*You can use Craftsmanship to build something— provided you have a decent understanding of how to build it, as well as plenty of needed tools, materials, and time. The less you have of any of these things, the higher the difficulty to get it done. Craftsmanship is primarily used with **declarations**.*

### ***Fixing***

*Craftsmanship can be used to repair devices— again, if you have the time, materials, and the right tools.*
Occult Brooklyn

New York is a city run by Mortals, where logic and science rule. While danger lurks around every corner, and it's dangerous to walk the city alone at night, nothing supernatural is stalkng the streets. Monsters and magic aren't real, everyone knows that...

Those who are a part of the supernatrual community live in a different version of New York, one that exists just behind the one we can all see. This is usually known as Occult Brooklyn (as much of the superntaural community seems to have collected in Brooklyn). While beings who are mebers of the supernatural community are dangerous (and often are more dangerous to each other than mortals are) something binds them together, something that no one can explain. For better or for worse, we are drawn to one another, unnable to escape the viscous cycle.

### Locations

Some locations have collected supernatural attention, or power, and thus often become regular haunts for those in the know.

#### **Prospect Park**

*One of the largest parks in all of New York City, this park has become particularly popular with the Were community.*
#### **The Sunrise Diner**

*A local diner run by mortals, its delicous food and soothing atmosphere are favorited by the mortal side of Occult Brooklyn.*
#### **A Good Knight's Rest**

*A local pub run by a couple mortals (and, as rumor has it, a powerful magic user), that is Accorded Neutral Territory by the Unseelie Accords. Any member of the supernatural is welcome here, and all must observe the neutrality. If they don't, they'll have to deal with the mysterious third owner of the pub, as well as Mab herself...*
#### **Other Locations**

*As the game plays out, more locations will be added. Some players may know of locations not included here, only things that appear in game or are widely known about are put on this page.*
Rules

## **Rules**

* **What's On Your Character Sheet**
* **Fate Points**
* **Aspects**
	+ Invoking Aspects
	+ Compelling Aspects
	+ Interacting with Aspects
	+ Creating Character Aspects
	+ Discovering Aspects
* **Difficulty**
* **Actions**
	+ Non-Conflict Actions
		- *Simple Actions*
		- *Contests*
		- *Assessments*
		- *Declarations*
	+ Conflict Actions
		- *Running Conflicts*
		- *Attacks*
		- *Consequences*
		- *Ending Conflicts*
		- *Manuevers*
		- *Blocks*
		- *Other Conflict Things*
		- *Social Conflict*
		- *Mental Conflict*
		- *Advice on Mental and Social Conflict*
* **Recovering From Conflict**
* **Advancement**
Fists

The Fists skill is your ability to hold your own in a fistfight, with no weapons available but your bare hands (with a few exceptions). With specialized training (represented by taking stunts), this may include the practice of a more disciplined kind of fisticuffs, such as martial arts. Characters with a high Fists skill are a blur of fists and feet in a fight—delivering sudden uppercuts and body-blows—and are pretty adept at not getting hit themselves. They include bouncers, thugs, and martial artists. Many of the restrictions on the uses of Fists (such as using certain close-combat weapons, or the sorts of things Fists can be used to defend against) can be set aside with the right kind of martial arts training. Invariably, this level of training is reflected with a few martial-arts oriented stunts.

Without those stunts, you might still have some basic self-defense style training, but you haven’t yet attained the level of “art.”

***Brawling***

*As a **combat**  skill, Fists is rolled to make attacks and **maneuvers** when you are using nothing other than your body to get the job done. Brass knuckles and the like allow you to use Fists, but in general, attacks that use a tool—be it a staff, knife, sword, or broken bottle—use the **Weapons**  skill instead.*

*Bare hands have the advantage that they’re always with you, but the disadvantage that they almost never offer a damage boost on a successful hit.*

***Close-Combat Defense***

*Fists may be rolled as a defense against other Fists attacks and against short-reach, close quarters weapons such as knives and short clubs, representing the ability to block or dodge an opponent’s attacks. It can’t be used as a **defense**  when the weapon arguably has a significant reach advantage (swords, staves, and guns), unless you can justify it as an unusual circumstance—e.g., “My skin is bulletproof, so I should be able to block a sword if I do it right” or “I’m right next to the guy, so I’m going to try to push his arm aside as he makes the shot with the gun.” As a rule, Fists can usually be justified as a defense against attacks that come from the same zone as you and rarely against attacks from outside that zone.*
Non-Conflict Actions

The basic types of non-conflict actions are:

**Simple Actions**:  Your character tries to do something basic, but challenging. Roll against a fixed difficulty.

**Contests**:  Your character’s actions are opposed by an NPC or another PC. Roll against the opponent’s player and the high roll wins.

**Assessments :** You want to reveal a target’s aspects. Roll against a fixed difficulty or roll against the opponent’s player and the high roll wins.

**Declarations :** You want to create aspects for an NPC or another PC. Roll against a fixed difficulty or roll against the opponent’s player and the high roll wins.
Simple Actions

Simple actions are rolled against a difficulty set by the GM and are used to see if your character can do something and, possibly, how well he can do it. The GM describes the situation. You choose a skill to apply to it and roll against a difficulty determined by the GM. Some simple actions include:

·         Climbing a wall into a cultist compound

·         Looking up an obscure fact about Chicago history

·         Searching a crime scene for fingerprints

·         Shooting a target—provided it isn’t a character, creature, or anything that can move intelligently

 Matching the difficulty on a simple action is sufficient to succeed; beating the difficulty and getting shifts allows you to affect the outcome of the action in different ways. Basic uses for a shift include:

·         Reducing the time required, either on a relative scale or according to the time increments chart

·         Increasing the subtlety of the outcome, making it harder to detect

·         Increasing the quality of the action’s outcome

Usually, the quality of a simple action matters when the results of that action are going to be referenced later—if you roll Great (+4) so that your character can hide something, the person who comes looking for it will have to roll Great (+4) or better to find it.

### **A Measure of Difficulty**

Average difficulty represents an action that someone with only basic training or talents would find difficult. Fair and Good actions are typically the province of professionals, journeymen, and the very talented. Great and Superb actions are typically the province of veterans, masters, and those who combine natural talent with training. Beyond Superb, only those who surpass human capability succeed on a regular basis. Use this as a guideline for setting difficulties and judging the relative meaning of skill levels. For tons more information, see Difficulty.
Aspects

## **What Are Aspects?**

*The central character attributes in The Dresden Files RPG are* *called aspects. Aspects cover a wide* *range of* *elements and define what makes your character unique—basically, they* *describe the core of your character’s identity. (By contrast, skills, stunts,* and supernatural abilities could be said to paint a similar picture of what your character can do, rather than who he is.)

Aspects can be:
* : Relationships (Mama’s Boy, Apprentice to Ancient Mai)
* : Beliefs (The Lord Is My Shepherd, Nothing Is Forever)
* : Catchphrases (Can’t Keep My Mouth Shut, “It’s Not My Fault!”)
* : Descriptors (Wiseass Wizard, Rugged as the Road)
* : Items (Sword of the Cross, My Mother’s Pentacle)
* : Pretty much anything else that paints a vivid picture of the character (Big Man On Campus, Anger Is My Constant Companion)

In terms of game rules, aspects are the main avenue by which you
gain or spend **fate points** for your character. Fate points are a kind of currency that can be
spent for bonuses, and they are earned when aspects cause problems and
complications for the character. Here’s a summary of all the ways that you can use aspects:

**Invoking** **aspects** **:** Spend a fate point, describe how one of your character’s aspects is beneficial to him, and get either a +2 bonus or a reroll to a skill roll.
***Invocation for effect***: Spend a fate point and describe *how one of your character’s aspects allows you to make a declaration* of fact about something in the game.
***Compelling aspects  :** Either receive a fate*point when one of your character’s aspects works to his disadvantage, or spend a fate point to avoid that disadvantage.
***Tag:** On any aspect you create*or discover in a scene, get the first invocation for free (as in, without spending any fate points).
At the start of a game, you’ll **create character aspects** as
part of the process of character creation. Starting player characters (PCs)
have seven aspects, including one aspect each for their **high concept** and their **trouble.** These aspects are
effectively permanent, though they can change over the course of time.

You will also encounter temporary aspects during the course of
play. These aspects might be placed on your character to describe momentary
changes of condition or circumstance (Off-Balance, Broken Nose), or they might
be placed on an environment to highlight elements that might come into play during
a scene (Gas Main, On Fire, Uneven Terrain). Typically, you will use your
skills to create or **discover aspects** during play.

Also see **Interacting with Other Aspects**
Echoes of the Leviathian Wikia

## Welcome to the Echoes of the Leviathian Wikia

This Wiki is for a Dresden Files RPG campaign being run.

* **World Information**
* **Rules**
* **Abilities**

## Tread Carefully

New York City never sleeps,
not even when so many of its occupants are fighting a war half a world away.
The supernatural community never rests, its members always causing chaos and
trouble. And the ancient evils that should be dead or asleep are stirring;
their whispers echoing within mortals dreams.

Take care, Mortal, not to walk alone
in the darkness… You never know who or what might be lurking in the shadows,
just out of sight.
New Kaitac

## New Kaitac Metropolis

Kaitac, officially the New Kaitac Metropolis, is both the capital and most populous city of Nasconya. Kaitac is the worlds largest city. It is home to the seat of the Nasconyan parliament and royal family. The Kaitac Metropolis spans the 6 counties of Ashigara, Asuka, Chie, Kaitac, Koyomi and Lankong, it is located in the Fenan Municipality on the northern coast of the Ipos peninsula and includes the Aoi Islands and Shiro Islands.

## History

Formerly known as Alysia and Ashigara, it has been the de facto seat of government since year 0 when the Kingdom of Scotmarq was formed. The capital was briefly moved to Tani (1016-1020) and Dyskov (1020-1028). In 617 the city was renamed from Ashigara to Kaitac. the Ashigara district was established in 1026. Kaitac was built upon many big holes and craters, there used to be a lake in the middle but it was drained and buildings were built ontop of it. Therefor Kaitac is a city that streches far underground, it is unknown how deep it sticks.
Boryeong Skyway

The Boryeong Skyway is the principal transportation network from the Boryeong International Airport (BTC) to the Port of Boryeong and the KAIS building on the southern waterfront of Boryeong, Iagua. The Boryeong Skyway in coordination with street trams, the Boryeong Metro System and a small bus fleet comprise the conglomerate; Metropolitan Iaguan Rapid Transit, Boryeong, or MIRTB for short. MIRT currently only 1 operational system in the country but future expansions are expected in the next few years.
World Information

## **World Information**

* **What's Out There**
* **Maximums of the Dresdenverse**
* **Living With Magic**
* **The Sight**
* **Soulgazing**
* **Laws of Magic**
	+ **First Law of Magic**
	+ **Second Law of Magic**
	+ **Third Law of Magic**
	+ **Fourth Law of Magic**
	+ **Fifth Law of Magic**
	+ **Sixth Law of Magic**
	+ **Seventh Law of Magic**
* **Supernatural Politics**
* **Supernatural Factions**
* **Entities of the NeverNever**
* **Common Occult Countermeasures**
* **What Goes Bump**
* **Occult Brooklyn**
* **The Faces of the City**
Conflict Actions

## **Conflicts**

Conflicts happen when two or more characters are in opposition in a fashion that cannot be quickly and cleanly resolved. A conflict is broken down into a number of exchanges— acting in turns, each party attempts to achieve their goal. Anyone affected by that attempt may be called upon to roll a response, such as defending against an attack. Each party accumulates gradual success, affecting their opponents in a momentary (resulting in stress) or lasting (resulting in a consequence) way. Eventually, one of the parties will take enough stress or suffer enough consequences to be taken out; alternatively, opponents may preemptively offer a concession to mitigate their loss. Conflicts involve the most complex game actions, and an entire scene may revolve around a single conflict. Examples of conflicts include:

·         Any kind of fight scene

·         A political debate

·         A long, tense stare-down

·         Trying to talk your way past a bouncer as he tries to scare you off

### **Social, Mental & Physical**

Keep in mind that while most of the text below uses physical conflict as an example— because, frankly, it’s just easiest to explain that way—the conflict system works just as well to model several kinds of social and mental conflicts, such as lengthy negotiations, resistance against mental conditioning, and interrogation.

Also see Running Conflict .
Assessments

Assessments are a special kind of simple action used for determining a target’s aspects. This target could be another character (PC or NPC), a particular scene or location, an object—basically, anything that could potentially have an aspect on it. Most of the time, you use an assessment in order to set up some kind of future advantage to exploit later, such as using Burglary to case an establishment for vulnerabilities before breaking into it, or using Empathy to figure out a good tactic to make a good impression on a dignitary at a Red Court ball. The skill descriptions mention which skills are most suited for assessment actions, but a creative player could probably think of a few more (“Oh, I have Weapons. Can I assess his fencing style and look for weaknesses in his form?”).

 When making an assessment, state what kind of information you want to assess, and the GM assigns a **difficulty** to the attempt. If the target is a character, she might decide the difficulty is equal to one of the character’s skills, like using the dignitary’s Resolve as the difficulty for the Empathy roll mentioned above. If the target is a location, the GM assigns whatever difficulty she feels is appropriate, with a default difficulty of Average. If the target is somehow aware of the assessment attempt, the GM might even treat the assessment like a contest and have the target roll his skill against the assessing player.

 When you succeed at an assessment, the GM reveals an aspect of the target, allowing your character to interact with it as per the rules in **Interacting with Aspects**.

### **Guessing Aspects**

Sometimes, because of the way the GM roleplays an NPC or due to some other factor, you might be able to make a specific guess as to what aspects a character might have. (You might correctly guess that a Mafia bodyguard has a **Hot Temper,** for example, because the GM is playing up that NPC’s impulsiveness.) The GM can skip the assessment roll if you’re right—it means you’re paying attention and keying in, and that’s always a good thing. Also, don’t worry about being too exact about phrasing—say you guessed **Quick to Anger** instead; that’s in the ballpark, so it should work. Of course, sometimes you’d rather save your action and spend a fate point to make a guess about a character’s aspects, and that’s okay too. See **Discovering Aspects** for more details on guessing aspects.
Mortal Stunts

## **What Are Stunts?**

Just enumerating a person’s skills doesn’t quite give you the full picture of what he’s capable of. Most people have little tricks, advantages, or knacks that they pull out when they need a bit of something extra. Ramirez finds new and exciting ways to get wounded without going down. Marcone can shake a man twice his size to his core just by saying “Good morning.” Harry can do more than just eavesdrop—he can Listen. We call these little knacks stunts.

### **What Stunts Do**

Stunts exist to provide guaranteed situational benefits. These benefits might be the result of special training, unique (but non-supernatural) abilities, or something that’s just innately cool about your character. A stunt may grant a character the ability to use a skill under unusual circumstances, using it in a broader array of situations than normal, substituting it for another skill, or using it in a complementary fashion to another skill. A stunt might allow a character to gain an effect roughly equal to two shifts used in a specific way or to otherwise grant other small effects. Put more simply, stunts allow the usual rules about skills to be bent—or even broken. We’ll get into how to build your own stunts shortly.

 Some stunts may have prerequisites (other stunts or even aspects). Particularly potent stunts may also require the use of a fate point to be activated. In general, a character should not take a stunt tied to a skill he does not have at least at Average level.

### **Mortal Stunts vs. Supernatural Powers**

The stunts in this chapter are called mortal stuntsbecause they’re available to everyone— supernatural and mundane characters alike— and have both feet firmly planted in the realm of what’s possible for a normal (mortal) human to do. Each mortal stunt that a character takes reduces his refresh by 1.

**Supernatural powers** are very much the same as stunts, although they tend to pack more of a wallop. However, they often have more requirements before they can be taken—usually, at the very least, a high concept aspect indicating that the abilities represented by the supernatural powers are appropriate to the character.

To remain a PC, no character may take a combination of stunts and/or powers that would reduce his refresh to zero or below. Characters that have gone beyond this limit have, for all practical purposes, lost their freedom of action, thus becoming tools of the game’s story (i.e., NPCs) rather than protagonists (i.e., PCs). In the case of mortal stunts, the character is constrained by what he’s made of himself; for supernatural powers, he’s lost access to the mortal gift of free will. In general, it’s recommended that non-supernatural characters spend about half their refresh on stunts, but this is just a recommendation.
Rekota

**Population**
 **Largest City**
 **Demonym**
 **Government Type**
 **Leader**
 **Language**
 **Currency**

**Rekota** is a nation in the south-west part of the world. center for business and the embassies of other nations like the Aki, the Ascaris, and the Napanee.

### **Military**

Rekota's military is mainly fouces on keeping it's own people safe. it consist of:

R.S.D.F- Rekota Self Defence Force

R.R.A.F- Royal Rekota Air Force

R.R.N- Royal Rekota Navy
Investigation

Investigation is the ability to look for things and, hopefully, find them. This is the skill you use to *actively* look for something—like searching a crime scene or trying to spot a hidden enemy that you know is somewhere near. Characters with a high Investigation discover the most hidden clues; when they focus their attention on something, they can perceive details more fully and deeply than others. These people include private investigators, reporters, and cops.

### ***Eavesdropping***

*You can use Investigation to focus attention on a target in order to perceive details that you might normally miss. For example, when trying to hear something that might be difficult to pick up on casually, roll Investigation. This makes a strong Investigation skill paramount for eavesdroppers and gossip hounds. All it requires is the investment of time and attention.*

### ***Examination***

*Deliberately using an assessment action to look for clues, deep patterns, or hidden flaws in something most commonly calls for the Investigation skill. This makes Investigation the flip-side of **Alertness**: it is mindful, deliberate perception, in contrast to the passive perception of Alertness. An equivalent Investigation effort is nearly always going to yield better, more in-depth information than an Alertness effort would. The downside is that Investigation is far more time consuming—“ minutes to hours,” as opposed to “seconds to minutes.”*

*Also, this is the trapping used to verify the truth of information, whether it’s checking up on a rumor you got via **Contacts**  or spotting a forged document in a pile of paperwork.*

### ***Surveillance***

*Surveillance is the art of using Investigation to keep track of a target over an extended period of time, whether by watching a fixed location or by following the target on foot through busy city streets.*

*If the investigator is looking to keep an eye on his target without being seen, a second roll is necessary (using **Stealth**), per the Shadowing. Long-term Surveillance may call for Endurance rolls as you begin to find it difficult to stay awake or keep from running off to a nearby bathroom. Equipment can aid the roll or remove the need for it entirely; a thermos of coffee and an empty bottle are practically “musts” in the professional surveillance business. Having a second person help out so you can take a break is a plus as well.*
Turner-class Destroyer

**Preceded by**
 **Succeeded by**
 **Built**
 **In commission**
 **Planned**
 **Completed**
 **Cancelled**

The Turner-class destroyers are the first, and currently only, guided missile destroyers in the Ascaris Navy.

The plan for an Ascari guided missile destroyer was developed in early 1037, with first designs drafted by the end of that year. Construction of the first two began in 1038, and completed in 1039.

 ARNS Turner (DDG-1)
 ARNS Toys (DDG-2)
Vesipoiss

> *"Us fulmars have a saying - taevas on maa tiiva - The Sky is Land to the Wings."*
>
>

## Vesipoiss

### Languages Spoken

* Hoolian
* Kajaka

## Physical description

### Eye Color

Black

Vesipoiss, often referred to simply as Vesi, is a young Northern Fulmar that Jascon and his friends encounter on their way to the Kingdoms of Steel. At first they dismiss him as a stinky seagull, but as he guides the three to Sealand, he reveals that the fulmar race is one of the oldest, with their knowledge rivaling that of owls.

He speaks fluent Kajaka, an ancient fulmar language that predates owl Krakish, and has mastered the acient art of Lustleek, carrying a live flame in one's crop.

## History

Jascon, Edda and Sturla come across Vesipoiss after a day, a night and a morning of continuous flying. Desperate to land, Jascon approaches what he thinks is a seagull. The bird corrects him, telling Jascon that he is in fact a Northern Fulmar, a prehistoric seabird far removed from the seagull. He introduces himself as Vesipoiss - not a conventional name, he says, but more like a pet name given to him by his mother. He's fluent in Kajaka, the language of the fulmars. Sturla hypothesizes that Kajaka is a very old language, perhaps even pre-dating Krakish, and notes its similarity to Kratean.

Vesi, as he likes being called, goes on to mention the ancient art of Lustleek, where fulmars, through much practice and meditation, are able to keep a live flame going within their crop. The oil in the stomachs of fulmars has long been used by the Others in oil lamps, but Vesi explains that fulmars themselves have come to utilize it, making them the only other known birds other than owls to tame fire.

Vesi leads the three owls to Sealand - not exactly an island, but rather a disused ocean military base off the coast of England. There, the owls get their first glance of live Others, or humans, as Vesi calls them. He explains what he knows about humans to the owls, but does not accompany them to the mainland, fearing he might lose his flock.

Upon their return to Ga'hoole, Sturla convinces Vesipoiss and his father to come to the Great Tree and meet his mother, Otulissa, to tell them more about the Kajaka language. They discover that, indeed, it shares a remarkable resemblance to Kratean.

They name the newly discovered Vesimere Bay in his honor.

## Trivia

* Kajaka is, in fact, modern-day Estonian. *Kajakas* is Estonian for *gull.*
* Vesipoiss was originally a seagull named Spike.
Audio Files

A collection of Audio Logs based in the Sedisverse.

## Legend of the Shield

The Lunar War - episode 1 (audio credits: Gareth Johns, Benjamin Maunder, David Hayward, Will John, Bea (Crescendo), Rupture, and Chris Taylor. Music credits to Chris Forrester)

The Lunar war - episode 2 (audio credits: Gareth Johns, Will John, Joe Fillippone, Sim Meavorn, Jayden Cockerell, Music credits to Chris Forrester)

The Call Redux (Audio credits: Gareth Johns, Bea (Crescendo), Ben Maunder, Antony Pirinich, Sim Meavorn. Music credits to Chris Forrester)

The Lunar War - episode 3 (audio credits: Ben Maunder, Gareth Johns, Jayden Cockerell, Pixilliest. Music credits to Chris Forrester)

The Lunar war - Episode 4 (audio credits: Gareth Johns, Jayden Cockerell, Sim Meavorn, Joe Fillippone, Will John. Music Credits to Chris Forrester)

The Lunar war - Episode 5 (audio credits: Gareth Johns, Jayden Cockerell, Sim Meavorn, Joe Fillippone, Steven Shackleton. Music Credits to Chris Forrester)

Disaster in Croydon - British Imperial News Network short (audio credits; Chris Taylor, Gareth Johns. Music credits to Chris Forrester)

America Responds - Trump News Network short (Audio credits: Joe Fillippone, Gareth Johns, Ben Maunder. Music credits to Maxilien)

Lost Opportunities (audio credits: Sim Meavorn, Ben Maunder, Crescendo, Gareth Johns. Music credits; Chris Forrester)

Burning Bridges (audio credits: Gareth Johns, Joe Fillipone, Crescendo, Chris Taylor. Music credits: Chris Forrester)

Man in the Mirror - episode 1 (audio credits: Sim Meavorn, Casey Meavorn, Antony Pirinch, Steve Shackleton. Music credits: Chris Forrester)

## Tales of the Grim

Notorious (audio credits): Gareth Johns, Cody Hart, Sim Meavorn, M Alcaraz

First Steps (audio credits): Gareth Johns, Sim Meavorn, Pixiliest

Chasing Dragons (audio credits): Gareth Johns

The Flame (audio credits): Joe Fillipone, Sim Meavorn, Chris Forrester, music credits; Chris Forrester

In the Shadows (Audio credits): Gareth Johns, Sim Meavorn, Aaron Crocker, Antony Perinich, Music credits: Chris Forrester

Taking it Higher (Audio Credits): Gareth Johns, Sim Meavorn, Alistair Bowden, Benjamin Maunder. (Music credits) Chris Forrester

The Last Goodbye(Audio credits): Gareth Johns, Sim Meavorn, Marielena Alcaraz Music credits: Chris Forrester

Fire at the Dock part 1 (Audio credits): Gareth Johns, Sim Meavorn, Marielena Alcaraz. Music credits: Chris Forrester

## Chronicle of the Tempest

The Scion of Gaia (audio credits): Gareth Johns (Music credits) Chris Forrester
Sedisverse Wikia

## Welcome to the Sedisverse

The Year 2056

Thirty years has left its mark on the world as we once knew it.

Climate change has taken its toll and the rampant ambition of creaking politics has led the world to the brink of crisis.

Faced with shortages of resources, corruption from within and the ever desperate need for medicine and energy the world has become harder, crueler and divided. War and disease are constant and the poorest of society ruthlessly exploited to maintain the wealth and sanctity of the lucky few.

It was to this desperate world that a gift beyond reckoning was made;

Sedis 9

The miracle mineral that fell from the sky. In the aftermath of an asteroid impact, a mineral was found within the ruins that changed everything. Uniquely, this grey powder could absorb sunlight and radiation to radiate it as electrical static, with such efficiency that scientists and governments the world over declared the rock the answer to the energy crisis that imperiled our world.

But like all gifts, it came with a price.

This miracle mineral spurred the great powers of the world to space in desperation to mine it. Scouring the solar system to establish mining colonies on Pysche, Ceres, Deimos, Mars and countless other dusty rocks that sped through the void. Hundreds of impoverished were shipped to new and dangerous colonies, eager to find their fortunes as they propelled the profits of vast corporations.

The creaking Empires of old rose once more; reaching into the stars to fight proxy wars amidst the dark cold of the beyond. Jealously and greed brought the Earth once more to the brink as Sedis 9 was shipped home to the Earth in ever greater quantities. Only the threat of mutual annihilation held war at bay, leaving the colonies to become the new battlegrounds far away from the safe sanctuaries of the fortunate remaining on the homeworld.

As Earth once again prospered, we realised all too late that Sedis brought with it more than mere power. It was more than an energy source, more than mere mineral. It was the means to alter life itself.

It was the cause of the mutations.

It was the cause of the apocalypse that it promised to save us from

It was the cause of the Others

## About

The Sedis verse is a semi dystopian future set thirty years from now. In this brave new world, a powerful mineral has unlocked the potential of the human genome – creating a new age of strange creatures, aspiring heroes and brutal villains.

But unlike the heroes and villains of other worlds – these men and women are not always engaged in a fight for lofty ideals or drives for power. These are people just trying to survive and make a life for themselves. They are cynical, bitter, world weary and make mistakes.

## Latest activity

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

File:Placeholder
Christmas Letter

Sweet Angelica, my dear daughter

I guess it’s harder to say what needs to be said than I thought. It’s strange thinking of you so far away. It’s hard to think back on all the days I’ve missed and the smiles that have slipped by since I had to leave. Another Christmas is come and gone, another holiday I can’t see you, another birthday I missed because of what happened. I wish more than anything I could talk to you. I want to know what kind of person you’ve become. I want to be there for the birthdays, and to give you daft advice and all those things I always wanted to do as a dad. I wish I had the chance to tell you in person. Instead, all I have is a memory of your face and the hope that you can remember mine.

I wanted to say I’m sorry. You deserve better than to have a father who isn’t there. Rest assured I will prove my innocence, your daddy is not a bad man – no matter what anyone tells you. And your daddy loves you – no matter what Anyone tells you.

This is strange place. I spent so long when I was your age wishing I was on the moon. Now here I am! Nothing like I thought it would be, but then I never thought I’d be here as punishment. It does have its charms though. Right now I’m looking up at you - watching you from my window and wondering when I might get home. I fight for you every day, hoping to get back. I promise, no matter what dangers I might face, we’ll see each other again. It’s been hard, life here is unforgiving, but it’s not lonely. There are a lot of others here, my squadmates, most of them pretty good; most of them! Though more than a few who deserve to be here, even some of the good ones, but they keep me going and they miss home too.

You be good for Father Christmas, I hear from the guys he’s based somewhere up here you know. I’d like to put a good word in for you, but you know how the old guy can get. Just be good for your mum, and give her a kiss from me. Tell her I love her, and I wish I could see her.

I’ll see you soon

All my love

Daddy

Daughter

I guess it’s what needs to be said. It’s strange thinking of you. It’s hard to think on all the days since I had to leave. Another Christmas gone, because of what happened. I wish I could talk to you. I want to know what kind of person you’ve become.

I wanted to say I’m sorry. You deserve better.

This is strange place. Nothing like I thought it would be, but then I never thought I’d be here as punishment. It’s been hard, life here is unforgiving, but it’s not lonely. There are a lot of others here, my mates, Though more than a few deserve to be here.

You be good for Father Christmas. be good for your mum

I’ll see you

Inmate 56839020/F#Salmon

Edited by the Prisoner Communications Bureau for reasons of Confidentiality. Message restricted in accordance with prisoner family protection legislation ref 566/c amendment B.
AEINU

AEINU is the acronym for the cooperation of the 5 major countries Ascaris, Eduardo and Quatiguaba, Iagua, Nasconya and UFSS. The AEINU members have all big regional or global influence and seek to strengthen ties with each other. The purpose of AEINU is to host meetings between the members once a year to discuss and cooperate on international politics.
Phantasy Star Portable 2 Infinity

Phantasy Star Portable 2 Infinity (or PSP2∞) is a sequel for PSP2 released on 2/24/2011 in Japan. The game features a new muiltiplayer lobby, new storyline, a new race called Dumans, and the new weapons will take the total count to over 3,000.

## Features

Features will be introduced to enhance play values such as "Reincarnation System" to develop characters up to infinity and the "Mission Code" to customize missions. The ultra-high-level "Infinity Rank Mission" will be also added, as well as new monsters and bosses appearing one after another.
The design of the default characters will be all new, and new clothes and parts will provide the users more choices in character customization than before. Along with Naura's Confectionary, there will be also a KFC and Pizza Hut shop, and also you may purchase there the clothes of Colonel Harland Sanders, and a slicer representing a Pizza.

## Phantasy Star Portable 2 Infinity's announcement

On 7/8/2010, the official Phantasy Star Portable 2 site revealed Phantasy Star Portable 2 Infinity.The game contains a new character named Nagisa (Voiced by: Nana Mizuki), and the addition of a fifth race.

## Videos

* OP: Ignite Infinity
* Story Trailer
Chatong Municipality

## Location

The Chatong Municipality is the southwestern most region in Nasconya. It sits on the tip of the Ipos subcontinent, it is home to over 260 thousand people and the major cities of Chatong and Rukako. The city of Sjikao is home to the imperial navy's south Chana Sea navy base. The Chatong Airport is the third largest airport in Nasconya.
Coalition of Nations

The Coalition of Nations is a loosely bound union of independent nations that work for the common goal of bringing about world peace, and countering aggressive and imperialistic ambitions in the world. The Coalition of Nations was founded in 1041 after the ECU member nations began threatening smaller nations around the world. Secretary of State Sergei Ponomarev soon met Zakova Lenovich of UFSS, regarding an organization of anti imperialist nations to fight over the ambitions of ECU Nations. In 1043, the other member states grew weary of UFSS ambitions and removed the nation from the group to preserve peace within the group

## Members

 Ascaris | 380.750
 Eeria | 72.000
 Iagua | 1.117.250

The total population of the Coalition of Nations as of December 22nd 1043 is roughly 1.690.000
Kaitac

The city of Kaitac was the former capital of Nasconya. The city was destroyed, along with its 90.000 inhabitans in 1016 after the UCS dropped a nuclear bomb on it during the great war. In 1021 the government started resettling the ruins of Kaitac, and in 1029 the city of New Kaitac was established, and it became the new functioning capital of Nasconya.
Athletics

Athletics measures your general physical capability— except for raw power (which is **Might**) and stamina (which is **Endurance**). Athletics covers running, jumping, climbing, and other broadly physical activities you might find in a track and field event. Characters with high Athletics move further and faster than the rest of us, making it difficult to catch or hit them in a fight—think of athletes, soldiers, and outdoorsmen.

###  ***Climbing***

*Athletics is the skill used for climbing. The GM sets the difficulty for how hard it is to climb a given obstacle. At the GM’s option, you may use shifts to speed the process if you succeed.*

### ***Dodging***

*You can use Athletics as a defensive skill to respond to physical attacks. This works very well in conjunction with taking a full defense action (yielding a +2 to the roll; see page 199). The one important thing to note is that taking a full defense action means that you can’t use Athletics for other things, like sprinting—though as with all skills, you can move one zone as a **supplemental action** by taking –1 to the roll for your main action.*

### ***Falling***

*When you fall, you may roll Athletics to try to limit the severity of the result. The guidelines for the severity of falls is that the damage is equal to 5 stress for every 10 full feet a character falls, so a character falling from the top of the third floor (or around 30 feet) will face a 15-stress hit.*

### ***Jumping***

*This is not the Olympics—jumping is something you do to leap obstacles or span bottomless chasms, and in those situations the GM sets a fixed difficulty for characters to meet or exceed. Generally, that difficulty is the bare minimum that clears the distance, so beating that by a few shifts is a good idea. Outside of that, jumping is often considered an extension of normal movement.*

### ***Sprinting***

*You can use Athletics to move faster by taking a **sprint** action. Normally, you can only move one zone as a **supplemental action** by taking –1 to the roll for your main action. If you spend your entire action moving, you are sprinting; rolling Athletics against a target difficulty of Mediocre, you can cross a number of zones and borders equal to or less than the total shifts of effect. If you get no shifts on your roll, you can still move one zone as long as there are no borders.*

### ***Other Physical Actions***

*Athletics is often the “when in doubt” physical skill, and it can get a lot of use. Sometimes there’s confusion about when to use Athletics and when to use Might. As a rule of thumb, Athletics is used to move yourself, while Might is used to move other things and people. When an action calls for both, they might modify one another. If there is no clear indication which should be primary, default to Athletics as primary and Might as the modifying skill.*
Colony of Quatiguaba

The Colony of Quatiguaba was founded in 912 along with its capital city of San Quatiguaba, the colony was Nasconyas main production place of Coal & Iron, and later on, oil. Because of these exports, the colony grew big and rich, by the 940s, 50.000 people lived there. and by 1980, there was 160.000 people.

The colony consisted of the two big islands, Quatiguaba & Eduardo, and a bunch of small islands in the Orion sea.
Treaty of Escar

**Signers**
Iagua
Napanee
Eduardo
Azelea
Dargan
 **Part of**

The **Treaty of Escar** is an international treaty which formally ended the Ascari Civil War in 1039.

It was signed aboard the ARNS Unity (FFG-01).

6 vessels from 4 of the 7 signing nations were present in Escar bay during the ratification.

## Articles

### Article I

The New Ascaris Republic will be recognised internationally as the successor to the Social Republic of Ascaris.

1. The international sovereign borders of the Social Republic of Ascaris before 1039 will become the international sovereign borders of the current New Ascaris Republic.
2. The United Nations seat formerly held by the Social Republic of Ascaris will be now held by the New Ascaris Republic.
3. Any embassies of the S.R. Ascaris will be transferred to the New Republic Government.
4. Any embassies of other countries in the former S.R. Ascaris will be moved into the New Republic.
5. All military property of the S.R. Ascaris will be transferred to the New Republic.

### Article II

All military hardware borrowed by the rebels from Azelea, and Santiaguna shall be returned.

### Article III

The responsibility of governing Ascaris now falls with the New Republic

1. New Republic government shall place a hybrid state in power.

1. This constitutes a military Premier, and an elected parliament.
2. Premiers will be elected by the people.
3. Premiers will hold office until they die or step down
4. Parliament will have 20 seats

\*This provision expired on 1.1.1042.

### Article IV

Any vessels within Ascari waters, aircraft within Ascari airspace, and ground forces on Ascari lands, that have not been given explicit permission to stay within Ascari borders, shall return to international waters by midnight of the night of ratification.
1034 Nasconyan dismantling referendum

In March 1034 after the military coup in nasconya, the new government decided to have invidual referendum in all of nasconyas municipalities. The vote was for whether or not Nasconya should remain an empire or split up into smaller states. Such as the former countries of UFS and Yangsan.

3 Municipalities voted for independence

7 Voted against independence

1 Voted indifferent

As a result of these elections, the municipalities of Arabun and Yangsan became autonomous regions, with their own seperate governments, but still lay soverignity under Nasconya.
Sun Teng-class aircraft carrier

The Sun Teng-class aircraft carrier (Type 15) is the successor to the Type 14 Arvanitis-class carriers. The Sun Teng-class carriers will be the second largest carriers ever built by Nasconya, however they will have the biggest capacity of around 40 aircraft. There has been ordered 4 Sun Teng-class carriers, and they are due to be launched in the late 1040s, two ships are under construction.

## Ships planned

 C-36
 C-37
 C-38