recursal/Fanatic-Fandom huggingface dataset:
Major Oh Rus

**Major Oh Rus** is the main antagonist in *Crossing Souls* and has the ability, with the help of the DUAT stone, to recruit souls via a portal to another world.

Major Oh Rus is assumed to be the long-considered-dead Colonel Beringer who supposedly died in the jungle years ago. He is a highly decorated veteran of the Korean War and a long-time instructor of the West Point academy. After proving himself, the Colonel was assigned to a secret mission in the Vietnam War. The mission went bad and the Colonel was accused of killing hundreds of disarmed Vietnamese hostages by his own government who chose to use him as a scapegoat. The United States ordered his immediate capture, but before they could find him, he was pronounced dead - although a body was never recovered. In reality, he made a pact with Seth, the Egyptian god of destruction to take over the world but unknown to him, Seth wanted to destroy the world by himself.

20 years later, hundreds of people are suddenly missing and the CIA opens an investigation. Their findings reveal several CIA agents are related to the case and that everything points to the mysterious 'Major Oh Rus'. Several sources suggest that this Major is in fact Colonel Beringer who is back for revenge. Of course, this would be impossible if he was dead. How does that explain the suddenly missing people?

Major Oh Rus has his own plans. He maintains a underground base somewhere in California where he plans and prepares for what he is calling One Day World War (ODWW). Armed with a artifact called the DUAT stone, he recruits thoughsands of dead warriors and soldiers from all over history. Rather than use his own life force, these abductees provide the artifact with power. Somehow, one of the recruits escapes with a piece of the stone and it is now in the hands of children. Major Oh Rus will need to recover it to restore the artifact or he will be unable to carry out his plan.

At the game's climax, his base rises from underground for the last preparations of One-Day War. He uses the townspeople as living energy sources to power the Duat Machine so he can serparate the world of living and dead from each other. In the final boss fight, he transforms into Supreme Oh Rus by using the power of Duat Stone. He was killed by Chris, who later frees Charlie and goes together with her to destroy Seth.

## References

* Kickstarter introduction - Major Oh Rus
Big Joe

**Big Joe** is a character in *Crossing Souls*. He believes that brute force is the answer to everything, not scientific genius like that of Math. He also doesn't believe in fantasy mysteries.

* **Ability:** He can move all kind of huge objects with his strength. He fears nothing.
* **Weapons:** His big hand and a garbage bin lid that he uses as a shield.
Bearl Ironfist

### Description

He is a stout, 4'10" dwarf with tan skin and brown hair with a long brown beard. He weighs around 145 pounds and has gray eyes. He wears a regular set of chain mail armor with an explorers pack on his back. He carries a shield bearing the mountain symbol of Ulaa on the front and a prayer book and holy symbol hand at his waist. His weapon of choice is a dwarven warhammer which never leaves his side.

## About

### Personality

Bearl idolizes his father, Earl Ironfist, a hero of his faith. Bearl constantly refers to Earl's deeds and example.

### Ideals

Bearl seeks to prove himself worthy of Ulaa's favor by comparing himself to Earl Ironfist and his accomplishment of single-handedly fighting off an army of giants.

### Bonds

Bearl would die to recover the sacred war-hammer of Earl Ironfist that was lost long ago.

### Flaws

Once Bearl has a goal in his sights, he becomes obsessed with it.

### Likes

-Ale

-Silence

### Dislikes

-Distrusts Dragonborns

-Giants

-Wine

### Relationships

-Loves his mother and worships his late father.

### Proficiency

-Heavy armor

-Warhammers

-Spell Casting

-Speaks Common, Dwarvish, Giant and Goblin.

## History

He grew up in the hills of Thalgrom with his parents until his father, Earl Ironfist, died in an adventure when he was 8 years old. From then on, he was raised by his mother and trained with a cleric at the church of Ulaa. Since his father died, his life goal became to find out what happened to his fathers warhammer, and to help spread justice through the world. Since he became a true cleric of Ulaa, he has been on the move trying to learn anything of where his fathers famed warhammer might be now. He is a mostly quiet and stoic figure who keeps to himself, except when his voice is needed in order to set things in a righteous direction.

## Quests

Recently, Bearl heard of the civil war that has been brewing in Ishira so he made his way there. He then met a few other travelers in the town of Avis and decided to travel with them until he found out which side of this war he wanted to be on. He decided that the rebels were to blame and the Late Queen of Ishira needed justice brought to her land. He now travels with this group in order to right the wrongs that have been done in this land. He believes that by doing enough good he will eventually learn some important information on the whereabouts of his fathers warhammer.

## Allies

-Hector, Kaalin, Urist Mc J, and Timmy are all members that he has been with since Avis and who he has come to at least partially trust. These are the closest traveling companions he has had since he left home.

## Enemies

-He has a deep hatred for giants. This stems from the tale of his father standing alone against an army of giants after his party had fallen and defeating them. The repercussions of that battle are what caused Earl's downfall and this is why Bearl has a "vendetta" against all of their race.
Kevin

**Kevin Williams** is a character in *Crossing Souls* and is Chris' little brother, at age 10. He is fun, naughty, and never takes anything seriously. He knows better than to argue with Chris though when things go wrong. John is their dad.

He is the member of the group to start them on their adventure. He finds the dead body in the woods, thus discovering the Duat amulet. He's also notorious for sneaking out in the middle of the night. His parents and brother make frequent comments about him running off into the woods in the middle of the night.

* **Ability:** He's very stealthy and he hides where nobody else can.
* **Weapons:**He does not have one, instead he pops a bubblegum bubble, picks his nose, and farts.
Charlie

**Charlie** is a character in *Crossing Souls*. She insists on having the last word, and is usually right. She is 18 years old and likes Chris, but has a hard time showing it.

* **Ability:**She's a great pitcher and can jump at long distances. She throws objects with a very high precision and runs at high speed.
* **Weapons:**Skipping Rope

## Background

She lives in a trailer park with her father, who doesn't believe that Charlie can take care of herself. She uses a rope to defeat her enemies.

Her full name is Charlene Baker.
House Tietjen

> “Light leads to hatred, darkness to delight. The best of all things are done in the dark…”
>
>

Sired by the beautiful yet insidious Sieglind Tietjen. In life, the woman was a noblesse who gathered and sold information not for monetary gains but amusement. House Tietjen and its members deal with the ability to manipulate darkness and shadows, to step through them and make them a home and sanctuary to call their own in order to hide.

The Tietjen often are at the center of criminal organizations or cabals due to their fondness of the shadows and their comfort, using them to operate without impunity or any prying eyes in order to seek whatever it is they may wish. Avarice is their call, and at the slightest opportunity to use their abilities to cause trouble or gain ill gained goods or perform murderous acts for coin or for their own amusement they will. They are independent, yet they usually come together in order to perform more complex and high priority jobs where one alone may not provide the edge they need to succeed.

### Abilities:

* Shadow Manipulation: User can create, shape and manipulate darkness and shadows. By itself, darkness is mostly used to cloud everything into total darkness, it can be channeled to a variety of effects, both as an absence of light and a solid substance. Often used to create shields and areas of total darkness, create constructs, weapons, and teleport oneself through them. (Shadow Walking long distances like the entire continent or the sort is greatly discouraged.)
* Shadow Doppelganger: The user can transform their shadows into living beings. As the rule of anything happening to the real body happens to the shadow, this ability may allow the user to manipulate the shadow and cause damage in reality by using it to attack. This means anything that happens to the shadow will be reflected in the true body.
* Shroud of Darkness: The user can generate and project shadows and darkness which absorb or nullifies light in the area.

### Weaknesses:

Light being the enemy of all creatures of the dark, for the Tietjen is even more so as it cancels out their abilities and dispels their covers as well as weaken their constructs and spells. The sun for these vampires, like the Nosferatu is deadly and a quick means to end their skulking around.

### Living Members of the Tietjen:

* Sieglind Tietjen: High Queen: Alive - Unknown
* Zoe Tietjen: First Lady: Unknown
* Cervantez Tietjen: Soldier: Alive - Avalon
Saldo długu w umowie indeksowanej nie jest wyrażone w pieniądzu obcym

Umowa indeksowana stosuje pośredni zapis długu wyrażony w innym niż pieniądz mierniku wartości, co jest zgodne z art.358/1 §2. Jest to także ogólnie przyjęta praktyka bankowa.

# Podstawa prawna

## Konstytucja RP

> art.227 1. Centralnym bankiem państwa jest Narodowy Bank Polski. Przysługuje mu wyłączne prawo emisji pieniądza oraz ustalania i realizowania polityki pieniężnej. Narodowy Bank Polski odpowiada za wartość polskiego pieniądza.
>
>

### Kodeks Cywilny (przed 2009)

> art.358 § 1. Z zastrzeżeniem wyjątków w ustawie przewidzianych, zobowiązania pieniężne na obszarze Rzeczypospolitej Polskiej mogą być wyrażone tylko w pieniądzu polskim.
>
>

> art. 358/1 § 1. Jeżeli przedmiotem zobowiązania od chwili jego powstania jest suma pieniężna, spełnienie świadczenia następuje przez zapłatę sumy nominalnej, chyba że przepisy szczególne stanowią inaczej.
>
>

> § 2. Strony mogą zastrzec w umowie, że wysokość świadczenia pieniężnego zostanie ustalona według innego niż pieniądz miernika wartości.
>
>

> § 3. W razie istotnej zmiany siły nabywczej pieniądza po powstaniu zobowiązania, sąd może po rozważeniu interesów stron, zgodnie z zasadami współżycia społecznego, zmienić wysokość lub sposób spełnienia świadczenia pieniężnego, chociażby były ustalone w orzeczeniu lub umowie.
>
>

> § 4.Z żądaniem zmiany wysokości lub sposobu spełnienia świadczenia pieniężnego nie może wystąpić strona prowadząca przedsiębiorstwo, jeżeli świadczenie pozostaje w związku z prowadzeniem tego przedsiębiorstwa.
>
>

> § 5. Przepisy § 2 i 3 nie uchybiają przepisom regulującym wysokość cen i innych świadczeń pieniężnych.
>
>

# Główna argumentacja

## Argumenty

(1) Utrzymanie wartości zobowiązania kredytobiorcy w przeciągu długiego okresu czasu jest sprawą bardzo trudną. Pieniądz ze swej natury podlega mechanizmom inflacyjnym, które w ostatnich dziesięcioleciach okazywały się być silniejsze od chęci rządów czy też banków centralnych.

(2) W tej sytuacji bank, zapewniając sobie gwarancję otrzymania wartości ekonomicznej kredytowanych środków pieniężnych ma prawo stosować waloryzację umowną art.358/1 §2 w celu odniesienia wartości długu do wartości wybranego pieniądza zagranicznego.

(3) Ustawodawca dopuścił stosowanie tego typu zabezpieczeń w umowach na podstawie nowelizacji Kodeksu cywilnego z 1990 roku, która wprowadziła art.358/1 §2, przywracając prawu polskiemu pakiet przepisów "Rebus sic stantibus".

(4) Na tej podstawie bank ma prawo wyrazić dług w innym niż pieniądz mierniku wartości, którym może być także waluta obca.

(5) Nie można jednocześnie powiedzieć, że tego typu operacja powoduje wyrażenie długu w pieniądzu zagranicznym, co prowadziło by niewątpliwie, przed rokiem 2009, do złamania zasady walutowości.
Matthew Bauer

**Matthew 'Math' Bauer** is a character in *Crossing Souls*. He is the team's smart guy and has a laser gun and jetpack that he takes with him. His high IQ and scientific genius gives him the ability to create all kinds of useful tools.

* **Ability:** Decipher encrypted codes and electronic puzzles. Shooting at a long distance.
* **Weapons:**Hyper-plasma gun and a laptop with a hacking plug, Hover-boots.

## Background

His family has a history of famous scientists, causing his parents to pressure him into creating something revolutionary to science. He is an only child.
Chris

**Chris Williams** is a playable character and the main protagonist in *Crossing Souls*. He is the leader of the group and is a 'normal' boy with limitless courage. He is 18 years old and really likes Charlie but has a hard time showing it. Chris is the most agile in the group, capable of climbing almost any surface. His favorite weapon is the baseball bat his dad gave him. With it, he can hit projectiles and damage enemies. He is Kevin's older brother.

* **Ability:**Very agile and athletic, he can climb and move faster than everyone.
* **Weapons:** a baseball bat that his grandfather made.

## Background

The oldest child of the Williams family, Chris never gives up on any situation. He is always eager to protect everyone he loves- including his squad and the townspeople - from the Last Regime at all costs.
House Rawlyn

The house of Narcisa Rawlyn and her court of tricksters. Members of this house are often beautiful and quite vain, taking pride in their beauty and the ability to change their appearance however they wish for the sake of vanity or their own amusement. These vampires are mischievous and deceiving and often play on the emotions and inhibitions of other races in order to feed on them. These vampires often keep to themselves and infiltrate society for their own purposes, often they do lead average lives use their abilities to keep themselves hidden, while others use them to garner attention to themselves and their own gains.

**No matter what, the Rawlyn are quite particular about their appearance and go out of their way to be the center of attention or play tricks on others with their shapeshifting.**

### Abilities:

* Body Manipulation: The user has complete control over the anatomies and bodies of oneself and others, including skin, nails, fat, muscles, blood, nerves, etc., allowing them to freely alter and manipulate them.
* Post-Mortem Shapeshifting: User can shapeshift/transform into anyone/anything they have killed. Once they are dead, the user will be able to change into them.

### Weaknesses:

The Rawlyn and their ability to shapeshift is also their biggest weakness. Although they can change their body to whatever form they wish after killing the intended target they cannot turn into anything bigger or smaller than they are. Some even have a hard time returning to their original form if they stay transformed too long into a chosen appearance. Any beings or magical items that can see, or prevent through shapeshifting can reveal their identity and having their thoughts being scryed upon will also betray them. If they are knocked out, or put to sleep they will unconsciously return to their original form. The ability to change their appearance also does not give them the ability to also change their voices and they would have to rely in their own ability to act to fool others.

### Living members of the Rawlyn:

* Narcisa Rawlyn: High Queen: Alive - Unknown

* Amor Rawlyn - First Lord: Unknown
Aran Orn

**Aran Orn** is the high elven capital of the **Kingdom of Cel'raai**. Formally the dwelling of the royal family, its throne now lays empty after the **Ravenguard Kingdom** conquered the **Kingdom of Cel'raa**i.

Now the Ravenguardian-Appointed Governor, Kaori Battler, is stationed here and oversees its activities.

## Locations

Aran Orn is divided into the following districts:

**North Commons:** Located southeast of Cel'raai's Palace, northeast of the South Commons, and east of the river that runs through Aran Orn.This is where Aran Orn's noble houses live. You may find things such as private schools, magical acadamies, the city's park, and high-class inns here. The designs of the buildings and streets is a combination of white stone and marble.

**The Crystal Plaza:** Aran Orn's largest marketplace. It's located east of the river and southwest of the North Commons. You may find the most valuable elven items here where you'll find nowhere else in the realm.

**South Commons;** Traveling across either the river bridge from the North Commons or the river bridge from The Crystal Plaza will bring you to the South Commons. It's located south of the North Commons and south of the river that runs through Aran Orn**.** This is the where Aran Orn's middle-class citizens live. You may find things such as taverns, public schools, and inns here. The designs of the buildings here is primarily of wood and stone.

**The Riverside Ward**: This ward borders both sides of the river just before the river opens up into a pool of water that transitions into a waterfall.  It's located between the South Commons and The Willowtree Ward. This is the location that holds public libraries, hospitals, museums, and a common marketplace.

**The Willowtree Ward**: Located adjacent to the Riverside Ward, this is where the city's prison and army is located. It's east of the river that runs through Aran Orn.

**Cliffbottom Ward:** Taking lifts down the second waterfall will bring you to the Cliffbottom Ward at the southernmost section of the city**.** This is the location where Aran Orn's lower-class citizens live. You may find things such as taverns, pubs, public schools and inns here. Most of this section of the city is built off the ground and in the trees, with bridges connecting platforms.

## Points of Interest

**Aran Orn (King Tree)**: Cel'raai's symbol of power and the name the elven capital is based off of. This enormous tree has been turned into Cel'raai's palace and thus is normally referred to as simply Cel'raai's Palace to avoid confusion. It was once the location where Cel'raai's rulers resided but now its throne lays empty but most of its halls are open to the public. It's located at the bottom of an enormous waterfall at the northern most part of the city, on a large, elevated island that's surrounded by water that turns into a river that weaves through the capital city.
The Shattered Realm Wiki

**THE WIKI IS A** **MAJOR WORK IN PROGRESS**

## Welcome to The Shattered Realm Wiki

Story-Driven RP |  Fantasy RP

A great cataclysm called The Shattering has torn the world asunder, thinning the veil that separates it from other worlds.  The realm has become a nexus, allowing individuals and creatures of all walks of life to enter – whether willfully or accidentally.  Not everyone that enters has the best intentions, though.  Will you help repair the realm or be further cause to its shattering?  Your story is waiting; come tell it.
Talon Legion

**Home**

**Talon Legion**

The Talon Legion are the order of Knights that pledged themselves to defend and serve the kingdom of Blacktalon. They have undergone extensive training, ruthless mental and physical conditioning, and sometimes mysterious magics as to become the monster slayers they are known as today. Even their equipment aid in their talents in ridding the world of beings that threaten it, from transforming weaponry to grapples designed to hold the beasts down. Sometimes experienced members act as diplomats for they are the ever reaching hand of the kingdom, be it a open palm or a clawed grasp.

Ranks

**The Knights**
Full knighthood comes with it a honorary title of noble, however it is also a responsibility to uphold the values of the kingdom and protect its people. This stage comes with a cane sword, a concealed weapon. They are allowed equipment of the hunters ranging from chained hooks to rifles and transforming weaponry.

**The Squire**
Even the greatest of knights need aid and the squires are there to do just that. Civilians and people from other sectors can join at this rank to help the order, be it to become a future knight, craft arms and armor or even just provide information. All of which gain benefits such as the orders aid and possible greater rewards.

**Hunter**
Those that while do not aid the knights directly like squires do, instead follow the rules of hunting monster game. These are civilian people that hunt monsters either along with or at the offer of the knights of the Talon Legion

**Crafter**
Every knight needs their arms and armor. While some knights do in fact craft for the legion outside sources are also allowed to take part. They forge and craft things of use to the legion.

Legion Resources
Castle Barracks
Badges in the shape of the Legion crest
Cane swords
Talon survival knife
Crossing Souls Wiki

Years ago an artifact was discovered that opened a portal between the living and the dead souls awaiting judgement. it is now 1986 and the artifact is found by a group of teenagers. These kids live the summer of their lives as they suddenly find themselves involved in the middle of a US Government conspiracy. Read More...

**Chris**

**Math**

**Charlie**

**Big Joe**

**Kevin**

Behind the Schemes Crossing Souls (Fourattic)Crossing Souls - Early Build Sneak PeekCrossing Souls - Last Week Kickstarter Trailer

**Crossing Souls Review (Switch eShop) - Nintendo Life - - 2018/08/09 07:00**

Crossing Souls Review (Switch eShop)  Nintendo Life...

**Magical Pixel Art Adventure Crossing Souls is Out Now - Gameranx - - 2018/02/15 08:00**

Magical Pixel Art Adventure Crossing Souls is Out Now  Gameranx...

**Crossing Souls Review - TheSixthAxis - - 2018/02/15 08:00**

Crossing Souls Review  TheSixthAxis...

**Crossing Souls Review - Gamereactor - Gamereactor UK - - 2018/02/15 08:00**

Crossing Souls Review - Gamereactor  Gamereactor UK...

**Crossing Souls review — a full course of nostalgia, with a small side of story - VentureBeat - - 2018/02/15 08:00**

Crossing Souls review — a full course of nostalgia, with a small side of story  VentureBeat...

1/7

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FAQ

## Frequently Asked Questions

**How do I get started?**

You have a couple of options. You may either:

1. Read the lore to get an idea of the world, where you want to start and what you want to do. The Wikipedia is a massive work in progress so if you don't find information that you need or want check The Staff page to see which staff members can assist you.
2. Improvise as you go. TSR is a sandbox type of world where you can build your own "sand castles" (worlds or stories) as long as you respect other people's "sand castles".

**Are there any rules I should know?**

Please look at our Rules page and be aware that the rules are subject to change.

**What would you recommend for someone new to the room?**

 Set yourself up for success. Too many times do we see people come in and throw out a random post hoping that someone will respond to it. Normally, this doesn't work. We advise newcomers to mingle with the community and become affiliated with someone. Importantly, go where the other writers are in the world. Role playing is a joint effort between two or more writers. All of this requires communication which unsurprising a lot of people are not good at.

 Don't wait around for role play to happen or figure out what the problem is and resolve it instead of waiting for someone to resolve it for you. Ultimately, the only reason why a role player does not get role play is due to their own inability to make it happen.

**Would my character fit in the setting?**

Most fantasy characters do as long as they aren't Sci-Fi characters like Androids and Cyborgs.

**Does magic exist and is it allowed?**

Yes, it certainly does exist and is allowed as long as your character is reasonably balanced and not capable of fire power that would be comparable to a natural disaster. No one-man armies here!

**What is the technology level?**

That depends on the location. There is no technology that you would see in sci-fi and modern day. Electricity is still in its very early stages and not widespread; steam power is more common. Weapons are primitive and are commonly swords, bows, daggers, etc. Primitive guns that use gun powder such as flintlock pistols exist but are uncommon
Andromeda Torrret

**Andromeda** (pronounced: *an-**draa**-muh-duh* ) is a Ravenguardian entity posing as a drow. She's Raven Queen of Ravenguard Kingdom and the Matron of House Torrret. Her body is a vessel that she is possessing and less than a handful know what she really is. Those that unwittingly or intentionally find out what she is without her consent are normally killed and eliminated unless they don't pose a threat to her goals.

## Description

Andromeda stands at 5 ft 6 in (1.71 m) tall with an athletic build. She has light blonde hair with gold highlights, particularly at the ends of her hair. Her eyes are amber with a yellow cooper tint and are capable of having a luminescent glow. She has grey skin with a multitude of faded scars, found predominantly from her neck down, from previous battles.

## Personality

Andromeda is a psychopath. She has shallow emotions, lacks empathy, and lacks remorse and guilt. She's manipulative, deceitful, and sadomasochistic, with an inflated sense of self-worth.

She has an unhealthy curiosity and interest in the psyche, known to experiment and toy with victims to learn what their physical, emotional, and mental limits are.

Despite her psychopathy, she knows how to function in society and how to behave in social interactions, capable of having superficial charm and emotional expressions.

She is, however, unable to establish healthy relationships, known to indiscriminately dispose of allies and enemies alike if she decides they are an obstacle or a liability. The value she sees in others is determined by their usefulness to her and her cause.

Andromeda is known to be composed, observant, patient, intelligent and shrewd. It is her remarkable cunning and cut-throat approaches that saw her to Ravenguard's throne and enabled her to be the successor of House Torrret.
Ravenguard Kingdom

**Ravenguard** is a matriarchal kingdom of drow located in the northern part of the continent, comprised of The Nest and various other drow cities. It's not necessarily a safe place to travel through or live in.

Its ill-advised to travel through Ravenguard's territories without a knowledgeable guide or escort. Vegetation is scarce if not poisonous and its wildlife hostile. Traveling underground without a competent escort comes with a high risk of getting lost, caved in, or falling prey to the creatures that call the subterranean area their home.

## Geography

Although Ravenguard boasts a large territory, much of its land is inhospitable. It sits in the middle of a mountain range and a sea, with an active volcano located at the westward side. These mountains are rugged and bitterly cold, but rich in raw, natural resources, which is a stark contrast to the bleak flatlands that make up much of its territory. Sources of clean water is found here but water tends to become contaminated by acidic rain the lower in elevation it travels.

A large majority of the territory is filled with barren lands, cold weather, and overall bleak atmosphere. Ravenguard rarely sees direct sunlight as gloomy clouds or thunderstorms are always overhead. Most of the landscape lacks any vegetation or notable landmarks, making settlements on the surface scarce.

Enormous subterranean caverns and tunnel systems lie beneath the earth's surface and this is where the majority of its population has taken shelter.

## Ecology

### Weather

The weather is notoriously gloomy and bleak in Ravenguard. Perpetual clouds constantly block sunlight. Thunderstorms and acidic rain are very common. The land has longer winters and falls with shorter springs and summers. In the winter time, daylight hours are scarce. It's not unheard of for Ravenguard to have no daylight at all for days in the winter. To say Ravenguard's weather is relatively cool year-round isn't inaccurate and it's downright cold or frigid in the areas that are tundras or experiencing winter.

### Inhabitants

Ravenguard's inhabitants are a dangerous lot, from monsters to drow that have learned to adapt in a cut-throat environment. Most of them are driven by self-preservation and are chaotic neutral in nature.

More detailed information to come at a later time.

## History

Ravenguard is a civilization of drow that broke off from those that live deeper underground, deciding to push closer to the surface under the leadership of Andromeda Torrret. Some of their settlements still live beneath the surface and others have taken occupancy above ground.

More history to come in the future.
Sins

The Seven Cardinal Sin and the Seven Heavenly Virtues were once fallen angels and angels, respectively, that were involved in the battle that caused the cataclysm that ripped apart the world. Although the great battle has ended eons ago, their battle still continues. Said to have been lost in the great calamity, their essences or spirits remain and actively seek out suitable hosts – both living and non-living.

The Sins and Virtues are stuck in the past, unable to retain the memories and experiences from the hosts they possess. They have to restart with each new vessel they acquire. This is true for all except for the Sin of Lust who managed to survive the calamity. Yet everyone assumes the Sin of Lust works in the same manners as the others.

Why they still remain is unknown. Perhaps it is their punishment for causing the cataclysm. Perhaps they are destined to repair the world they were responsible in breaking. But whether they help to fix the world or whether they help to destroy it further, only time will tell. People only know that for them the battle has not yet ended.

## Seven Cardinal Sins

**Pride - Current Host: Jonathan Voldaren**

Believing that one is essentially better than others, failing to acknowledge the accomplishments of others, and excessive admiration of the personal self (especially holding self out of proper position toward God)

**Envy**

Is characterized by an insatiable desire. Envy is similar to jealousy in that they both feel discontent towards someone's traits, status, abilities, or rewards. The difference is the envious also desire the entity and covet it.

**Gluttony**

Is the overindulgence and over consumption of anything to the point of waste. In Christianity, it is considered a sin if the excessive desire for food causes it to be withheld from the needy.

**Lust - Severity**

An intense and uncontrolled desire. It is usually thought of as uncontrolled sexual wants. However, the word was originally a general term for desire. Therefore, lust could include the uncontrolled desire for money, food, fame, or power.

**Wrath - Current Host: Kyojin**

Described as inordinate and uncontrolled feelings of hatred and anger. Wrath, in its purest form, presents with self-destructiveness, violence, and hate that may provoke feuds that can go on for centuries.

**Greed**

Also known as avarice, cupidity or covetousness, is, like lust and gluttony, a sin of excess. However, greed (as seen by the Church) is applied to a very excessive or rapacious desire and pursuit of material possessions.

**Sloth**

While sloth is sometimes defined as physical laziness, spiritual laziness is emphasized. Failing to develop spiritually will lead to becoming guilty of sloth. In the Christian faith, sloth rejects grace and God. Sloth has also been defined as a failure to do things that one should do. By this definition, evil exists when good men fail to act.
Blacktalon Kingdom

**Blacktalon Kingdom** is a human kingdom with a melting pot of cultures. Its resource-rich territories are governed by prestigious clans that pledge their sword and intellect to the crown in exchange for land and territory.

## **History**

Much of the kingdom’s history before The Shattering was lost but stories told through generations say that it was once a thriving human kingdom.  The Shattering devastated its territories and it lost its rulers.  The Sin of Wrath claimed the empty throne not long after and occupied the dilapidated castle with his demonic family, The Blacktalon Clan. The castle became a place of sin and debauchery, attracting many of the other Sins to its walls. The kingdom was renamed Blacktalon Kingdom and the Sin of Wrath reigned for many centuries.  Under his negligent rule, the kingdom fell into a state of derelict and chaos.

In the past century, the Sin of Wrath mysteriously disappeared, as did many of the Sins and demons that once called Blacktalon Castle their home.  The throne was left to be taken by his wife, Severity Blacktalon, a fallen angel and the Sin of Lust. In her reign, the kingdom flourished and order was gradually restored.  Blacktalon became the kingdom of opportunity.  Over the years, the kingdom became a hotspot for hosts of Sins and Virtues alike, as well as species and races of all walks of life.

Blacktalon became involved in a war against Jadeblade Kingdom and Ravenguard Empire when it chose to assist Cel’raai Kingdom from being overtaken by Jadeblade.  Blacktalon was also involved in the fight against the World Eater. But due to rising discontent over the increasing casualties and losses sustained during the war (including attempts at the Queen's life by Ravenguard Agents), Blacktalon withdrew from its alliance with Cel’raai, leaving the war-torn Kingdom of Cel’raai to be conquered by Ravenguard Empire.  A fragile peace followed. Blacktalon entered an age of technological advancement, making it the most technologically advanced kingdom in the realm.
House von Stahd

The Clan of Cazimir von Stahd often sought gains through political and diplomatic means. A house that didn’t care much for combat and violent means when they could plant suggestions in the dreams of their targets or outright manipulate their victims into playing into their hands as well as furthering their goals. Not all members of the house held noble intents with these abilities, as some outright used their abilities to disrupt the mortal world and sate their own sick intentions and grandeurs of power.

They are pragmatists and look at the bigger picture as they realize that they are indeed monsters, yet they have the means to resolve all conflict with a mere gaze. Taking great care in keeping up with the inner workings of society and politics. It is not rare to see them infiltrate into governments or establish themselves into nobility or positions of power where they can protect themselves and maintain their private lives and dealings a secret. Often resorting to seeking willing men and women to allow them to feed with comfort and without the need to hunt nor bring unnecessary harm that would detract from their status or draw attention to themselves. Creating a symbiotic relationship with them promising a better life and even the privilege to become one of the clan.

### Abilities:

* Mind Control: User can control the minds of others with targets being completely subject to their mental control. If the victims were placed into a semi-conscious state, they may not have any recollection of the previous actions that they performed while under its effect.
* Dream Manipulation: User can create, shape, enter and manipulate the dreams of oneself and others, including modifying, suppressing, fabricating, influencing, manifesting, sensing, and observing dreams as well as nightmares, daydreams, etc., possibly including past ones. They can produce and modify dreams, bestow nightmares or lucid dreaming, entrap people in REM, and promote spiritual/emotional healing within dreams.
* Subliminal Command: User can implant thoughts or ideas into the subject's subconscious making the subject think that those were their own thoughts. User can keep on giving commands to the subject until they obey them.

### Weaknesses:

In order for the von Stahd to plant their grasp into their intended target’s mind direct eye contact is required or the ability to hear the subliminal will of the vampire around them. Preferably, eye contact will provide a greater challenge and would exert their will upon them if they have no way to resist or counter their mental assault. The von Stahd are not often built to be fighters and tend to rely on their abilities too often and resistance is rarely expected for them. But in the rare chance someone manages to break from their alluring spell more often than not they would try their best to flee or confront the target and subduing them by force if they are desperate or strong enough to do so.

### Living members of the von Stahd:

* Cazimir von Stahd:Highlord: Alive -Missing
* Druilla von Stahd: First Lady: Unknown
* Skire von Stahd: Lord: Alive - Blacktalon
The Staff

The Staff of The Shattered Realm are volunteers that help keep the peace and assist the community. These are the people you go to for information requests, concerns, and general assistance. Their responsibilities are described below. **Unless otherwise stated, Staff Members are not responsible for creating or providing role play to the community.**

## Administrator

The Administrator of The Shattered Realm is in charge of world building, rule making, rule enforcement, rule interpretation, handling complaints against moderators, room affiliations, community concerns and community assistance.

* Severity

## Moderators

Moderators of The Shattered Realm are responsible for rule enforcement, rule interpretation, room affiliations, community concerns and community assistance. They have general knowledge of the world, the rules and the procedures of the room.

* Roen

## Volunteers

Volunteers are not part of Administration or Moderation but they offer their assistance and services to the community. The Shattered Realm is currently looking for volunteers for the following positions:

* Newbie Helpers
* Advertisers
* Role Play Initiators

Please contact the Admin or Moderators if you are interested in one of these positions.

## Lore Keepers

Lore Keepers are veteran members of The Shattered Realm that have specialized knowledge over certain locations in The Shattered Realm universe either due to time and experience or world building assistance. If you have questions or desire their assistance in being introduced to a specific location, you may approach any of these staff members.

* Blacktalon Kingdom
	+ Masato Blacktalon

## Newbie Helpers

Newbie Helpers assist new members with general information and assistance. Their main role is to help new writers get introduced into the world and make them feel welcomed.

## Advertisers

Advertisers assist The Shattered Realm by advertising the room in either their status message or posting a provided advertisement in the Ads Tab of specific Official F-Chat rooms such as: Story Driven LFRP, Non-Sexual RP, Fantasy, Para/Mutli-Para RP, RP Dark City, Humans/Humanoids, and RP Bar.

## Role Play Initiators

Role Play Initiators are tasked to provide activity to The Shattered Realm's IC room by being a engaging and available role player to others. Generally, they will be responsible for one-on-one and group interactions but they have the liberty to take what steps they feel are needed to bolster activity.
House Desjardin

> “Death is not the end, is merely the beginning of something new. To discard the shell is wasteful when so many new uses could be given to a fresh corpse...”
>
>

The house of Acheron Desjardin. Reclusive and indolent, the Desjardin seek to further their goals by melding the line between life and death into a singular estate of being. Often these vampires keep to themselves and work in secretive sects or ‘covens’ where they pursue their own goals through the experimentation of magic and fleshcrafting. Creating horrifying flesh golems and undead abominations that will either perform tasks for them to better their hidden societies or hunt for more stock in graveyards or other races for them to feed upon.

Within these covens, these vampires have created a society and established set of rules where undead perform all the menial tasks required for their society to function and used as slaves or drones while they themselves focus on their own goals. These covens are secular, and often divided from one another. Where one coven may have the common goal to take over a certain town, city, or seek to attain a new means to create stronger or monstrous creations others may keep to themselves and keep away from the workings of other vampires and other races.

### Abilities:

* Necromancy: The user's magical abilities revolve around manipulating the dead, death, the death-force and/or souls for good (i.e., resurrecting the dead), evil (in various ways) or neither. Users can also use communicate with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge.
* Life Force Absorption: The user can absorb life-force/energy, vitality and health, while removing it from the source, into their body and use it in various ways, gaining some form of advantage, either by enhancing themselves, gaining the drained power, using it as power source. Direct skin contact is required for the vampire to perform this action and is the means they use to perform their necrotic magic.
* Undead Manipulation: The users of this power can rule both physical and ghostly undead, command the dead souls, condemn them to torment, or steal the souls of dead/dying to increase the the legions of undead. (Undead players and mods have a final say whether this will affect them or not.)

### Weaknesses:

Aso for the other vampire clans, where as their bite is pleasurable for the victim and are capable of stopping themselves from completely draining them. The Desjardin enter a frenzy as they consume the life force of their victim and can not stop themselves from killing their victim. This makes it impossible for them to go without a trace or adapt to society unless they are accepted into cities or settlements where these ways are not frowned upon and capable of maintaining them in return for their necromantic prowess.

### Living Members of the Desjardin:

* Acheron Desjardin: Highlord - Alive  (Missing)

* Dieur Desjardin: First Lady: Unknown
Art.358/1 §2

## Art. 3581

§ 1. Jeżeli przedmiotem zobowiązania od chwili jego powstania jest suma pieniężna, spełnienie świadczenia następuje przez zapłatę sumy nominalnej, chyba że przepisy szczególne stanowią inaczej. Art.358/1 §1

**§ 2. Strony mogą zastrzec w umowie, że wysokość świadczenia pieniężnego zostanie ustalona według innego niż pieniądz miernika wartości.**

§ 3. W razie istotnej zmiany siły nabywczej pieniądza po powstaniu zobowiązania, sąd może po rozważeniu interesów stron, zgodnie z zasadami współżycia społecznego, zmienić wysokość lub sposób spełnienia świadczenia pieniężnego, chociażby były ustalone w orzeczeniu lub umowie. Art.358/1 §3

§ 4. Z żądaniem zmiany wysokości lub sposobu spełnienia świadczenia pieniężnego nie może wystąpić strona prowadząca przedsiębiorstwo, jeżeli świadczenie pozostaje w związku z prowadzeniem tego przedsiębiorstwa. Art.358/1 §3

**§ 5. Przepisy § 2 i 3 nie uchybiają przepisom regulującym wysokość cen i innych świadczeń pieniężnych.**
Swoboda kontraktowa z szczególna rola banku

Plik:Stub.svg *Ta strona to zalążek artykułu. Możesz pomóc Katalog Argumentów Kredytowych Wiki **rozbudowując ją**!*
## Rozważmy uwzględnienie w wywodzie:

1. https://www.knf.gov.pl/dla\_rynku/procesy\_licencyjne/bankowy/banki/czynnosci\_bankowe\_inne\_rodzaje\_dzialalnosci
2. http://styczynski.blogspot.se/2017/10/list-do-knf-w-sprawie-wszystko-co-nie.html

## Wywód

(1) Podnieść trzeba, iż nie jest możliwe określenie w umowie kredytu – zamiast warunków indeksacji / waloryzacji – podstaw do ustalenia jego zmiany poprzez odesłanie do elementów ocennych i bliżej niesprecyzowanych, nawet jeżeli możliwe jest ich ustalenie przez biegłego, ekspertów z ekonomii, tudzież doświadczonych analityków bankowych.

(2) Bank występuje w obrocie prawnym jako profesjonalista, co z mocy art. 355 §2 KC nakładało na pozwanego, w dacie zawarcia Umowy - zachowanie należytej staranności z uwzględnieniem zawodowego charakteru tej działalności. To na pozwanym ciążył obowiązek przygotowania umowy kredytowej, której postanowienia będą nadawały się do wykonania. Powód działał w zaufaniu do banku, który w obrocie prawnym funkcjonował jako podmiot zaufania publicznego. Nie można zatem powodowi  zarzucić braku inicjatywy, kontroli na etapie zawierania umowy, gdyż to bank przygotowywał umowę, a powód nie miał w zasadzie na nic wpływu. Pozostawałoby w sprzeczności z zasadami współżycia społecznego, gdyby bank przerzucał na klienta ryzyko związane z niejasnym sformułowaniem umowy, wskazując, że klient nie zwrócił uwagi na nieprecyzyjność zapisu, podpisał umowę, a zatem winien ponosić tego konsekwencje. Konkludując, wola stron w zawarciu umowy kredytu i jej podpisanie, nie powoduje sanowania nieważnej z mocy prawa czynności prawnej.

(3) Pozwany – jako profesjonalny uczestnik rynku finansowego, codziennie stykający się z Prawem bankowym, zdaje się zupełnie nie dostrzegać imperatywnego charakteru przepisu art. 69 ust. 1 Prawa bankowego. Jednocześnie, pozwany zdaje się zapominać o tym, że zasada swobody umów jest jednym z elementów swobody działalności gospodarczej, jednak w przypadku banków doznaje ona odgórnego ustawowego ograniczenia, tj. art. 75 ustawy o swobodzie działalności gospodarczej przewiduje, że aby prowadzić działalność bankową należy uzyskać zezwolenie na jej prowadzenie oraz zatwierdzić statut w KNF, w którym będą wymienione czynności bankowe, jakie może dokonywać bank. Jedną z takich czynności jest udzielanie kredytów w formie określonej przez art. 69 ust. 1 Prawa bankowego. Ponadto, banki mogą wykonywać inne czynności bankowe, poza tymi enumeratywnie wymienionymi w art. 5 ust. 1 i 2 oraz w art. 6 ust. 1 i 2 Prawa bankowego, jednak tylko wówczas, gdy upoważnienie do ich wykonywania wynika z odrębnych ustaw (art. 5 ust. 1 pkt 7 oraz art. 6 ust. 1 pkt 8 Prawa bankowego).