recursal/Fanatic-Fandom huggingface dataset:
Saint Qinsyn of the Night ~ Darkness and Chaos

## **Saint Qinsyn of the Night, Patron Saint of Darkness and Chaos**

Cruel and capricious, Qinsyn embodies the absolute evil of the Tiefling. She is malicious in her dealings with others and coldly vicious in a fight, coveting the power of deities worshiped by the mortal races. Some believe her to be insane, because the Saint of Chaos pits her own worshipers against one another in an endless struggle for Status and Rank, She can be kind and aids those she fancies, but she thrives on death, destruction, and torture--including those of her own worshipers who have displeased her. Although she can appear in the form of a giant black snake with crimson eyes, Qinsyn's true form is that of a human-sized, exquisitely beautiful female, red skin Tiefling with a cascade of blue-black locks.

**Symbol and Books:**

 Symbol is a coiled viper, fangs exposed. Holy Book is called The Ascension of Chaos.

* Fear is as strong as steel, while love and respect are soft and useless.
* Convert or destroy non believers.
* Weed out the weak and the rebellious.
* Sow Chaos where you step and revere the darkness.

**What Qinsyn Demands:**

Qinsyn requires regular homage for her favor: submission in prayer, plus offerings. Qinsyn's aid requires sacrifices, traditionally the blood of the faithful or captured foes, spilled with a viper-shaped knife. Ceremonies sacrificing good creatures are performed monthly during nights of the full moon.
The Halls of the Empty Throne

A soaring, spired castle of thick stone clad in white marble, the Halls of the Empty Throne are a Palace  that lies near the heart of the city and draws the eye of all who pass nearby. The merlons of its crenellated battlements are carved in the likeness of Griffon's heads. Inside, the palace features lofty ceilings, gleaming marble floors, hanging plants, tapestries, and white relief-carved walls showing scenes of flowers, vines, ferns, and trees. The ever-vigilant **Venators**, an elite group of twenty-five palace guards in distinctive silvered armor, and the arcane might of the five Magistari, protect the Empty Halls. The palace features four tall towers. The northern pair houses the armories and quarters of the Venators, with holding cells beneath.

These halls serve as the heart of the government where the Triumvirate meet, the Grand Duke holds Court and the Nobles conduct the majority of their business. The Lower Halls and chambers are littered with special government offices and the magistrates, who rule on the laws of the land. Legates, or those who study the law and obtain the proper licences, often congregate in and around the grounds offering their 'legal expertise' to those in need.
Rock of Arjuna

***The Rock of Arjuna and the Sisters of Sorrow;***

To the South Eastern border of the Ashshore lies the Rock of Arjuna and within it’s walls The Sisters of Sorrow. An all female cloistered religious group made up of mostly paladins, clerics and any who can bare arms. (rogues, rangers, etc are welcomed). Any who join the Sisters must swear to uphold the Oaths of Faith (regardless of their religious other affiliations, background, etc) Once training is complete at the Rock, A Sister or a small group of Sisters will travel the width and breadth of (Draconis?) serving as a living embodiment their tenets of devotion. Most Sisters have had a tragedy in their life and have dedicated themselves to making the world a better place. A Sister of Sorrow will spend time as a Knight Errant. She will go forth into the lands and follow her own path in the world, staying true to her Oath and the Knighthood.

**The Sisters of Sorrow follow the Tenets of Devotion;**

* **Honesty.** Don’t lie or cheat. Let your word be your promise.

* **Courage.** Never fear to act, though caution is wise.
* **Compassion.** Aid others, protect the weak, and punish those who threaten them. Show mercy to your

foes, but temper it with wisdom.
* **Honor.** Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount o f harm.

* **Duty.** Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

The Rock of Arjuna refers to both mountain castle (dwarven made) and a secret artifact within the halls only known to the Sisters and the Raven Queen (who possesses a shard of the Rock and wields it within Oathbreaker).

The castle itself is built on the side of a mountain using the natural terrain for defensive advantage. Four massive, round white towers piercing the sky are the first you'll see of this castle and are connected by lower, massive walls made of dark red stone. Tall windows are scattered thinly around the walls in seemingly perfect symmetry, along with asymmetric crenulations for archers and artillery. The other wall is a semi-circle with the ends of each wall touching the mountain side. The Keep proper is only a 3 sided structure as the backend become a fortress within the mountain itself.

**Artifact:** The Rock of Arjun is an Obsidian Obelisk about 15’ tall. Upon swearing the Oath to the Sisters, the Rock darkens as if absorbing all light. It breaks all ties and chains attached to a person setting them completely free of all and any previous obligations before binding the Tenets of Faith to the new Sister. If the Obelisk has any other powers it is unknown. The runes inscribed onto the obelisk can not be deciphered even by magical means. The Sisters protect the Rock of Arjun and it's secret at all costs and swear upon the Rock itself to do so.
People of the Free Wind

People of the Free Wind

* "The story of the roaming barbarian tribes come to us from a Cottonborn Skuld name Blackfurr Threehops. It was his wish we learn of the history of the tribal clans that call this continent home."\* -written by the hand of Acolyte Gerald Wainesmith Scholar in training.

Yesutei Qatun is considered to be a Ogedei Illkhunid, or Void of the Empty Wind. This is a title bestowed upon barbarians who no longer are welcome within the traditional barbarian clans. Yesutei undertook the rituals of clan leadership and failed to slay her Manticore, as is the tradition of the people. Left for dead by the massive creature, Yesutei recovered enough to make it back to her clan only to find out her greatest rival Arasen Kiratai (now clan chief of the Sky Bears) had undertook the ritual himself and slain the largest Manticore in remembered history. Yesutei accused her rival of sabotage/interference due to the fact that her first ancestors spear, the spear of Yisu Qatun who was a companion to Magnus Stonefire, broke upon the belly of the beast.
Upon retrieving the broken parts of the weapon, it was indeed tampered with.

A council of elders was formed and Arasen Kiratai was upheld as Chief.

Yesutei rallied her supporters and planned a coup, as she felt it was her destiny to lead a clan, but the coup was found out and she was banished. The loyalist and followers of Yesutei Qatun faced stiff punishments or could willing to go with Yesutei. Many chose to follow her into exile. The Sky Bears refer to the failed coup as Alsadtai Suuga Khentii or 'The Night of Silent Song.' while Yesutei's people call that night Ajinai Luvsan Zhavhani or 'The Whispers of the Beautiful Dream'.

In the following year(s) Yesutei, has gathered power and followers from all clans and some peoples outside of barbarian culture. She is now called Khunid Azerbaijan, or the Founding Voice of the Wind. An sees herself as the First Leader of a new clan. The other barbarian clans, or chiefs, do not recognize the Yesutei's 'People of the Free Wind' (as they call themselves) but have done nothing about her or the false clan. Yesutei, so far, has kept her followers away from the primary four clan as she is not ready for direct conflict, being only a fraction of their size.

Yesutei also has formed an elite unit that bodyguards her and serves as Scouts/Dragoons to the 'People'. They are known as the Frozen Wind and wield spears in honor of Yesutai, short javelins which represent Yesutai's broken spear and round shields as is tradition for the Horde
Belphagor, Hell’s Inventor

Belphegor is a massive, bent humanoid. His face is covered in small, horned protrusions, and his eyes are two endless spiralling voids. In combat, he wields a great flail whose head is held in place by a chain of damned humanoids. He rides upon Prime as his infernal mount, its endless complexities whirring as he passes. The sides of Prime are decorated with the useless inventions of mortals he has corrupted.

#### **Corruptor of Invention**

Belphegor spreads Hell’s corruption by tempting mortal ingenuity into endless complexities and fruitless obsessions. A brilliant alchemist attempting to concoct an epic healing draught might be tempted to pursue increasingly rare ingredients--until the draught is forgotten, and the hunt for ingredients takes precedence. An engineer building a massive and glorious span might find herself suddenly obsessed with cladding the bridge in an overly complex way; construction grinds to a halt as the builders iterate endlessly. Wherever ingenuity threatens to make progress, there is Belphegor, steering it towards wasteful tinkering.

#### **Wasted Gifts**

Belphegor delights in good-hearted mortals ignoring their own gifts and pursuing goals that are beneath their abilities. He revels in social, religious, and political systems that prevent beings from fulfilling their destinies. Self-pitying paralysis is one of the devil’s strongest powers; Belphegor longs to watch a hero wallow in drink and doubt while their town is pillaged around them.
Amirinia, the Arm of the Sun, the First Benevolence

Amirinia is the other side of the coin from Azriel. While her and her chorus may not be fearsome in combat, and don’t wield breath-taking powers of destruction, they speak soft words of encouragement and healing, growing crops and removing infection. The philosophy of the Chorus of Logan’s Grace is healing first, harming second. However, when pressed to a position of desperation, they are capable of incredible stands on the battlefield.

The devas of the Chorus of Logan’s Grace are gentle guides and shepherds to the Aasimar they attend. Though they rarely encourage violence, they recognize the fact that it is sometimes unavoidable. Aasimar tended by them tend to love the outdoors, alchemy, and hospitals.

Amirinia is a beautiful soul and a beautiful solar, as graceful physically as she is theologically. Golden (literally) hair and tanned skin with wings that appear to be made of ripened grain, summer wind, and joy.
The Temple of Divergent Paths

The Temple of Divergent Paths;

A Monastery located in the shadow of the Stormrage Mountains. The philosophy of the Order of Divergent Paths is about physical perfection. The monks believe you either walk in the sun's light, form it's shadows or you are the thin blade of twilight.

The three Paths work in harmony to achieve physical perfection and strive to achieve this through martial conflict. Each day the monks can befound in the Temple's Dojo in practice and spend many hours a day sparring, perfecting their forms. The monks believe there is a lesson in every victory and two lessons in every defeat.

Three Masters rule the Temple of Divergent Paths.

* Master Omori Tanaka of the Sun's Soul (m)
* Master Wei Xu Zhao of the Long Shadow (f)
* Master P'ai Aei-ri, Master Blade of the Kensai (f)

The three masters work as a single council guiding the Temple's path to physical perfection.

The Temple of Divergent Paths is home to the Sun SOul, Long Shadow and Kensai orders.
Наживка

**Наживка** используется для приманки рыбы к определённому месту в воде в *Animal Crossing: New Horizons*. Она мастерится из 1 венерки. Инструкцию для рыбной наживки придумывает игрок, когда выкапывает венерку в первый раз.

Игрок должен использовать наживку, стоя перед водоёмом. Как наживка будет брошена в воду, появится тень случайной рыбы. Если на месте броска наживки была другая рыба, она уплывёт.

Максимально в одном слоте инвентаря может находиться 10 наживок. Как их количество превысит 10, наживка займёт другой слот, если в карманах будет место.
Hypsilltarii, The Dreaming Serpent

A powerful and primal Fae, Hypsill-tarii came into being when the first mortals dreamed. A primal fae creature she is the serpent of nightmares and slithers her way into the slumbering minds of mortal creatures everywhere. She is know as the devourer of dreams and the creator of nightmares. It is said she watches us all and knows us through our dreams.

***Description***:

The Dreaming Serpent’s slit-pupil eyes are the sickly yellow-black of rotten eggs. Her forked tongue flickers incessantly over her smooth lips. Her monstrous fangs are always coated with the viscous essence of lost dreams. She speaks with a sibilant, malignant voice that drips with ancient horrors. Midnight-black scales cover her colossal hide and serve as the physical embodiment of the most terrifying nightmares she has swallowed.

Although she can slither across the dark space of mortals dreams the Dreaming Serpent is almost always found in her lair. Hypsill-tarii lives in a vast cave near the oozing river that surrounds much of the Fugue Plane. The hiss of the Dream Serpent’s breathing echoes through the plane as she sleeps, contentedly gorged on the world’s unremembered nightmares. Anyone who approaches her cave finds her awake and awaiting them with anticipatory delight as she savors and relives their worst unremembered nightmares. Her cavernous maw is large enough to swallow a giant, and her tongue can knock an armored man to the ground with a single flick. Beneath her tongue is a foul mire of greasy spittle and half-devoured bones—the corporeal manifestations of her dream diet’s remnants

***Pact:***

Select mortals sometime barter with the Dreaming Serpent and take on the roll of a mortal agent. Hypsill-tarii uses these mortals at opportunistic times to spread chaos and despair, fueling terror filled dreams for her to feed on. The mortal agents themselves are often left to their own devices until she strikes them down, or they continue to fuel nightmares in others.
The Savage South

The East Drasilmir Plains and the areas south of it.

### **Sili Thalore** *(Capital City)*

* **Yloomsgate** *(Minor City)*
* **Dwemor's Gate** *(Village)*

* **Kee Thalas** *(Trading Post)*

### **Weirdening Weald***(Anomaly)*

* **Craiova** *(Village)*
* **Bratsovat** *(Village)*
* **Varlota** *(Village)*
* **Raszinov** *(Village)*

### **Unaffiliated Settlements**

* **Myrfield** *(Minor City)*
* **Honor Lookout** *(Outpost)*
* **Udodh** *(Village)*
* **Whitecoven** *(Village)*

* **Nemtaruhm** *(Village)*
* **Aeston** *(Camp)*
Руководство:Список рыб на апрель (New Horizons)

В *New Horizons* насчитывается 80 особей рыбы.

В северном полушарии в апреле можно поймать 39 видов, из которых 10 — новые виды рыбы, появляющиеся в апреле, и 3 вида, которых уже нельзя будет словить после конца апреля.

В южном полушарии в апреле можно поймать 42 особи, из них 2 новые в апреле, а 10 уплывут после апреля.

## Северное полушарие

### Уплывут после апреля

 Тунец |  | 7000  | Пирс
 Голубой марлин |  | 10000  | Пирс
The Kuro Family

Here in the *Reforged Empire* times are tough. We are now strangers in a strange land. With threats outside our new walls who else should the Emperor turn to? Kuro. For over 1200 years we were people behind the Emperor's just law. The peace of the old empire was built upon the knowledgeable staff and family of House Kuro. Leaders in firearm technology, Kuro peacekeepers are capable of taking down the largest threats from the safety of the walls. Kuro. We stand as a bulwark against the night so you wont have to. House Kuro. The Emperor has place his safety in our hands, maybe it's time for you to do the same. PM Joker to know more.

Besides the ruling Kuro bloodline itself, there are several other, smaller noble families within the larger Kuro dynasty.

* The Harishiba
* The Sonubusa
* The Wa Tao
* The Quoyan
* The Subo
* The Morikato

**Known Members**

* Heiyahasu Kuro
* Durge Grommack
* Varis Nailo
* Aeos
* Masaru Harishiba
* Akko Quoyan
* Orik

**Deceased Members**

* Kariudo Harishiba
Saint Atia Rozos of the Promise ~ Hope and Vitality

#### ***Saint Atia Rozos, Patron Saint of Hope and Vitalit***

Saint Atia Rozos is the Patron Saint of hope, renewal, birth, vitality and youth. She favored those who dispelled the undead and blessed those who planted new life. Atia is also the Saint called upon to bless birth and fertility related ceremonies. Often portrayed as an athletic maiden with a shock of strawberry blonde hair, pulled into a ponytail.

Whenever kith embark on a new journey, enter a contract, or start a political or romantic relationship, chances are good that they whisper a prayer Saint Atia of the Promise. Though she is among the oldest of the Saints, the Promise nonetheless retains the cherry optimism of youth that makes her the perfect symbol of beginnings. Ever willing to pass over the defeats of today to focus on the victories of tomorrow, Atia preaches a doctrine of proactive good works and constant reevaluation of society’s traditions and mores. She also urges the destruction of undead, which he views as a vile corruption that mocks creation and true life.

Critics suggest that Atia’s aggressive altruism often gets in the way of her good sense. Her vanity and enthusiasm cause her to discount the consequences of her actions: She simply hopes for the best and attacks a problem head on, regardless of the ramifications. Never was this character flaw so clearly illuminated than during the Gods War, in which Atia attempted to reshape the balance of creation by killing several evil gods and hiding their portfolios and power from all, never to be captured or used again. Atia, to her credit, denies these claims.

**Symbols and Holy Books:**

 Atia's symbol is that of a rose colored sunrise with a golden glow.

* Strive always to aid, to foster new hope, new ideas, and new prosperity for all humankind and its allies.
* It is a sacred duty to foster new growth, nurture growing things, and work for rebirth and renewal.
* Perfect yourself, and be fertile in mind and body. Wherever you go, plant seeds of hope, new ideas, and plans for a rosy future in the minds of all.
* Consider the consequences of your actions so that your least effort may bring the greatest and best reward.
* Avoid negativity, for from death comes life, and there is always another morning to turn a setback into a success.
* Place more importance in activities that help others than in strict adherence to rules, rituals, and the dictates of your seniors.

**What Saint Atia of the Promise Requests:**

 Encourage social, cultural, and political progress as agents of personal liberty, artistic expression, and racial harmony. Atia's followers sponsor athletic and artistic competitions to showcase the talents of the community, and they often finance the recovery of lost treasures or important symbols to give the people hope and encourage further good works. The tenets of Atia urge respect toward one’s fellows and the natural world and intolerance for evil or those who unwittingly aid evil through slothful inaction.
Saint Thraingaar Ironmug, Fedalus of the Morning ~ Honor and LoyaltyKuro

**Saint Thraingaar Ironmug, Patron Saint of Honor and Loyalty**

Thraingaar Ironmug is known among Dwarves as the first Paladin. A holy warrior of justice and courage. It is believed he was a faithful follower Bahamut, the Platinum Dragon, and is depicted as a fatherly Dwarf with thick twin braids in his beard and a warriors ponytail. He is always wearing heavy armor with the symbols of Bahamut and Io. Warhammer and Shield were the weapons of choice. His statues show a bulbous nose, sometimes painted in pink and red hues (no doubt for having a few too many of his wife’s brews) , and mischievous eyes. He is the husband of Britte Frostbrew and a loyal warrior. The stories say he was raised up to Sainthood for defending his dead master in combat for 30 days without rest or reprieve and when he laid low the last threat to his master’s body, he wept until he died of a broken heart. The Gods, having lost one of their greatest allies, took pity on the Dwarven Warrior and brought his soul to  Angurvadal to pass his grief. Once he was ready, Thraingaar was granted a boon and sent back to Clayth, his life restored. There he found happiness and a wife, and while the world was still young and wild, they were together until they were called by the Gods at the end of their lives.

**Symbols and Books:** Thraingaar’s Symbol is the Ironmug and Hammer. He has several holy books but his most famous for the Art of Defense. The Famous Dwarven Defenders, who are near immovable objects and as hard as stone, teach his technique to their practitioners. Later in life he penned Compilations and Mediations of a Warrior, which serves as philosophy in battle of always remaining calm and in control. All of his texts are written in Dwarvish.

**What Thraingaar Demands:** Worshippers are expected to seek out battle and keep their martial skills well honed. The perfect death for a follower of Thraingaar is on the battlefield with loyal companions. Followers of Thraingaar must pray and meditate before any great battle or long journey, and must never abandon a comrade’s body on the field. Cowardice is shameful and abhorrent. Retreat is acceptable, but victory is the finest goal of a follower of the Saint of Honor. Victory must be achieved with honor or it is not considered a victory.
Глубоководные существа (New Horizons)

Плавание было повторно представлено в *New Horizons* как часть первой волны летнего обновления, после того, как оно было представлено в *New Leaf*. Игрок может заняться дайвингом после покупки гидрокостюма в лавке Нука или через Нук-терминал. Пойманных существ можно пожертвовать в музей Блезерсу. Гребешок можно подарить Паскалю в обмен на инструкции «Сделай сам». Является частью бесплатного обновления 3 июля 2020 года.

В *New Horizons*, количество глубоководных существ составляет 40, что на 10 больше, чем в *New Leaf*. Новые существа: скотопланес, грифельный морской еж, ушастая аурелия, мидия, моллюск-трубач, гигантская тридакна, опистотейтис, адский кальмар-вампир, сверкающий кальмар, газами-краб, данженесский краб, морской ананас и корзинка Венеры. В игру не вошли: ear shell, clam и horsehair crab.

Во время плавания игрок может заметить пузыри, поднимающиеся с морского дна. Скорость образования пузырей зависит от размера существа, при этом более крупные существа производят больше пузырей, чем более мелкие. Нырнув за тенью существа на морском дне, игрок может поймать его.

После собрания полной коллекции глубоководных у Блезерса можно получить Постер «Жители глубин». Еще одну копию постера можно приобрести за 5000  диней.

## Список глубоководных существ (New Horizons)

* Северное полушарие
* Южное полушарие
Oberon

Oberon appeared as a wingless, unusually tall and muscular male faerie. His eyes were black and wild, his hair thatched and braided and run through with brambles, and his skin was comparable in color to oak wood. He was known to wear a cloak of green leaves stitched onto brown leather.

Oberon was a stern protector and warrior, if wild and mercurial at times. He relied less on illusion and camouflage than other members of the Seelie Court, and was unafraid of physical combat.

The Lord of Beasts spent much of his time away from the Seelie Court roaming the faerie road, or protecting various sylvan realms from incursion or attack by rapacious monsters or humanoids. One of his favorite activities was hunting stags, but he did not kill the animals he hunted.

Oberon is ancient, and was said to be the awakened spirit of a nature, possibly of some great forest. Rumors speak of the being once having control over the very seasons.

Oberon was the consort of Titania, however, his relationship with Queen Titania was legendarily tempestuous: at times they were the dearest of lovers, at other times rivals, and at yet other times both.
Saint Ohdinn of the Sight ~ Prophecy and Victory

**St. Ohdinn of the Sight, Patron Saint of Prophecy and Victory**

He is the warrior who carved up the body of the first giant at the start of the Gods War; he is the magician who stole runes and charms from the unknown Void and shared them among his people. St.Odhinn is the third  mortal man to be named King in Nimetre, blood of the first Vikingar Konungr, he left his clan to form his own, as others were prophesied to lead the Gjallarhorns. He rewards the heroic dead with a place at his table and is the patron of proud and ruthless kings.

***St. Odhinn embodies the virtues of a strong king***—foresighted and wise, ruthless toward his enemies but generous to followers, master of magic and lord of war. He is the Saint of strife, chieftains, and kings, master of runes and stealer of wisdom. He slew Aurgelmir the first giant and so earned the enmity of all giantkind. Their continuing battles have been largely one-sided; St. Ohdinn’s superior cunning and wisdom ensure he triumphs time and time again. Those of his line, the Odhinsauga and the Gjallarhorn, fight Frost Giants to this day.

***Symbols and Books:*** St. Ohdinn’s symbols the single eye, and the runes. Sometimes ravens and wolves (his favored animals) are taken as his sign as well. His holy writings are exclusively in the Northern Tongue and often written in Runes, and include the Poetic Edda of Tivar Ofridr, the Void of Knowledge, and the scroll called the Secret of the Dawning Court. Writing is his favored form of recording wisdom; he expects all his followers to be literate.

***What St. Ohdinn Demands***: St. Ohdinn demands that his mortal servants embody the qualities for which he’s famous, so most of them are jarls and kings. Warriors pray to him, hoping to earn luck and victory in battle, or if defeat is fated then to attract the attention of his valkyries and a place in Angurvadal. St. Ohdinn demands his followers be canny in judgment, skilled in poetry, and quick to lead men into honorable battle. Cowards and fools find no sympathy from the Saint of Strife.
Gods

"Only the Elder Gods know how many Gods there were in the beginning. Only they know how many died, or faded or were lost. Those that remain drive to the ultimate purpose, and care for the delicate balance that must remain. When these caretakers fall, others may rise...or not. It is one of the greatest mysteries of our life." ~ The Oracle Rogaath.

The gods of Vir'Exalon have a rich and strange history. Slippery and demanding, they are much more than voices that answer pleas for healing, blessings, protection, and gentle repose. The gods have their own goals. They have their own needs. Each is the caretaker of their portfolio, each is the final arbiter of their domains. They are tasked to help usher in the completion of reality. Most of all, they play a game among their own kind, a game of power and deception—because gods, having once been made, can also be unmade.

Once the Gods warred and every plane in existence became a battleground. When it was over, the Accords of the God's Peace was agreed upon by those that remained. One part of this agreement was to lock the Outer Planes and maintain an equilibrium between the forces of Good and Evil. To travel across or to the Outer Planes is to invite the eyes of the most powerful beings in the world, and every action has a reaction. Balance must be maintained.

**Saints:** Saints are God's followers who have amassed such power and importance that they have become Demi-Gods in their own right. Loyal to their deity, almost to a fault, some of these Saints can pass their power to mortals and become their Patron. Some keep their power to themselves or wait for one who is worthy.

**Chosen:** Each God may choose a mortal follower that represents their ideals and acts as a living symbol for their religion. These Chosen are often blessed with great powers and responsibilities. Like favored sons and daughters, their god is ever watchful of them and when a chosen is seen, interesting times lay ahead. Some Chosen are not even aware they have been called to such a Divine blessing, other are sent with a singular purpose.

## ***ARCHETYPE PANTHEON***

* ***Iuna (Good; Good, War, Life, Protection)***
* ***Pug (Chaotic; Chaos, Nature, Knowledge)***
* ***Xengarath (Lawful; Law, Forge, Protection)***
* ***Enoch (Evil; Evil, Trickery, Light, Knowledge)***

## ***GOOD PANTHEON***

* ***Logan Sunstrider (LG; Light, War)***
* ***Kuro (NG; Night, Tempest)***
* ***Ivicaar Avri (TN; Arcana, Knowledge, Love)***
* ***Viethiel Vandrian (CG; Luck, Trickery)***
* ***Jazzaek Anvilheart (LG; War, Forge)***
* ***Daerith Ri (CN; Nature, Tempest)***

## ***EVIL PANTHEON***

* ***Valin Locke (LE; Forge, War)***
* ***Ghaji Seramithra (LN; Grave, Death)***
* ***Isrenthelian (CE; Life, Chaos)***
* ***Rizian Thelanaius (NE; Arcana, Light)***
* ***Zytir Runeus (LE; Trickery, War)***
* ***Kaemoloth (LN; Grave, Death)***
House Peroni

House Peroni is a knightly house that also rose during the civil war, but they did not do so via their strength of arms, but due to their keen merchant’s insight. They bought and sold smart enough to raise a fortune.

And money during a war does grease the wheels of being promoted into nobility.

Currently, House Peroni is doing what it always did best. Trading. They don’t stick to only one article, but they are by far the most famous for the import of weapons and armour, something that stuck from the civil war.

They are a rather lowkey house that prefers to focus more on expanding their wealth than on expanding their political influence. They have a small piece of land outside of the city, near the new harbour city of Atranni from which they import quite a few exotics.

They are currently being approached by House Palla who are trying to gain their support for their own merchant operations. Normally they would jump on this opportunity, but the ties that House Palla has with the Twin Dragons make them hesitant.

After all, they do not wish to bear the possible wrath of the Princeps when he sees that one of his loyal dogs is trying to expand into other areas as well.
Лоза

**Лоза** — это материал для создания в *New Horizons*, добавленный в бесплатном обновлении 2.0. Лозу можно разместить на обрыв. При взаимодействии с ней игрок поднимется на возвышенность или спустится с неё. Размещать и собирать лозу можно неограниченное количество раз.
Лозу можно получить, схватив со скалы либо во время экскурсии на лодке Кэпна, либо на главном острове архипелага в *Happy Home Paradise*. Лозу можно продать в лавке Нука за  50 диней.

## Использование

Лоза используется в следующих инструкциях:

## Прочее

* Инструкции можно найти только на островах экскурсий на лодке и на главном острове архипелага в *Happy Home Paradise*
* Для создания всех предметов потребуется 141 лоза.
* Использованы материалы с сайта Nookpedia

1. ↑ 1,0 1,1 Data spreadsheet
Кролик

**Кролики** (ウサギ, *Усаги*?) — вид жителей в *серии Animal Crossing*. Они известны своими округлыми прямыми ушами.

На данный момент в серии насчитывается 23 кролика: одиннадцать самцов и двенадцать самок. Из них трое — бодрые, пятеро — ленивые, двое — высокомерные, двое — спортивные, двое — самодовольные, один — капризный, один — обычный, и последний — заботливый.

Каждый кролик появляется как в *New Leaf*, так и в *New Horizons*.

## Жители

Франсин

Хопкинс

## Особые персонажи

Зиппер
Scrumdidilyumptious

The Scrumdidilyumptious bakery is quite a special place. This is one of the few bakeries in town whose focus isn’t baking bread for the hard-working craftsman in the city. No, the owner of the bakery flavours himself a wizard, with sweets being his field of study and magic and his recipies being his spells. Once you enter the building located on the copper crossroad your nose will be assaulted by the gentle smell of baked goods that will make even the greatest prude’s mouth water. The owner of Scrumdidilyumptious is the still rather young gnome called Antonio who refuses to sell his services to the nobility exclusively. According to the man, his work would lose its core, its heart if its consumption was ever was to be restricted by the petty squabbles of man. Now, this doesn’t mean that just everyone can buy his confections. No, most of the commoners can’t afford anything except the most basic of creations such as his famous Amaretti's. He does lament this, but he still needs the coin to operate his shop. During special holidays he tends to give rather large discounts to commoners of the city as he considers the smiles and the laughs of the people as they consume the food he poured his heart in as the greatest payment of all. He naturally also has some other foods that are mainly made to be sold to the richer members of society and this is the brunt of his inco

   me. These confectionaries consist of things such as sweet bread, Savoiardi and Zabaglione.

Naturally, anyone who would name their shop Scrumdidilyumptious has a few screws loose and Antonio is no exception. He is a loud and small man who always acts overbearing but has a kind heart at his core. He would rather act as if he was throwing out bad goods than admit that he was giving something to a child who couldn’t pay. While there aren’t any major rumours about this place, some do say that they can hear Antonio shouting at the start of each month with some unknown merchants and those close to him have heard that the merchants selling him some of his high-quality sugar are slowly, but constantly raising their prices to profit of the gnome's success.
The Fall of the Derro

*"Our brothers the derro, are our brothers no more.*

*They went and sided with our foe Belphagor.*

*Our lord Xengarath did have them ostracized,*

*For after all he did, they had ruined and lied.*

*On the day of their betrayal, quite fast they did strike.*

*They stole the schema, for Belphagor they’re alike.*

*But during the theft, all did go so wrong.*

*The schema did shatter, with a crack oh so strong.*

*No longer our kin, we will hunt them down now,*

*For all that they’ve done, this we shall vow.*

*Belphagor’s corruption did alter their mind’s,*

*However still, they remain masterminds."*

*It looks as though it continued, however the rest of it was broken off.*
Nicnevin, Queen of Witches

## ***Queen of Witches***

This statuesque woman towers over any tall man, and most ogres. Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist. Nicnevin the Moon Weaver is the Mountain Ogress, Lady of Copper and Crystal, the Queen of Witches. Nicnevin is not what one usually imagines in a fey lady, but she has an imposing figure of mass and power. Her stature speaks to great physical strength and the stalwart defiance of the mountain itself, but her true power is in her command of magic.

***Pact Patron.***

The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire.
Saint Britte Frostbrew of the Pint ~ Glory and Resolve

**Britte Frostbrew, Patron Saint of Glory and Resolve:**

Britte Frostbrew is the gold-keeping,axe throwing, ale-brewing wife of Thraingaar Ironmug, the equal of any dwarven man and better than most. Britte promotes courage and steadfastness and is the spirit of victory in honorable battle. She is not a warlike Saint, however, but supports war when it is necessary to maintain Country, Kith and Kin.She is a good mother and friend of the faithful. She is reputed to have been the first brewer of beers and ales, a wedding gift to her husband Thraingaar Ironmug. To this day, Dwarven Weddings are known to host a prayer in her name and hosts let the ale flow freely. Britte is also the patron saint of female warriors and the Sisters of Sorrow have a Shrine in her name at the Rock of Arjun. Britte is one of the only Saints to have a small Divine Spark and has a quickly rising priesthood in Stone Crown. How she gained or was gift a Divine Spark is unknown, but many tales are often told as a contest of pints in Dwarven Lands.

**Symbols and Books:** Britte 's symbol is a frosted stein and axe. Her priests keep no books, but are known to be master brewers and always keep a keep in any holy place.

**What Britte Demands:** Be fierce and be faithful, and fight for what you believe in. Learn the skills of the warrior, or raise children to be strong and true, and do either or both with your whole heart. Stand strong in the summer and learn to bend in the winter storm. Strike down evil and practice your own excellence without ever insulting others skill.
My shadow

***A poem from the plane of shadow***

I have a little shadow that goes in and out with me,

And what can be the use of him is more than I can see.

He is very, very like me from the heels up to the head;

In the shadows he is greater then me, bound by my thread.

The funniest thing about him is the way he likes to grow—

Not at all like proper children, which is always very slow;

For he sometimes shoots up taller like an rubber ball,

And he sometimes gets so little that there's none of him at all.

He hasn't got a notion of how children ought to play,

And can only make a fool of me in every sort of way.

He stays so close beside me, he's a coward you can see;

The shadows feared the chaos, the void called to thee.

In time my shadow grew, something big and strong;

The anchors of the dark, held me in a bond.

The darkness hung over us, in the waste that hungered;

When I turned to see my coward, the darkness it had sundered.
The Vargrike

Nimetre's most unwelcome neighbors is the Vargrike, a northern stretch of hilly taiga where the inhabitants worship St. Varulfur in howling ceremonies and non believers are relegated to thralldom. Here werewolves, worgs, and winter wolves, and wolves make their home, and woe betide trespassers. The only law here is the law of tooth and fang, and other intelligent races are tolerated only as food or slaves. The “kindest” wolves treat their thralls as pets, but most treat them like cattle. The land remains largely unworked, since only thralls and sedentary werewolves need fields to farm. One ruined city remains in the Kingdom of the Fang, called the Moon Palace. Amid scattered blocks of moss encrusted stone, Wargaz the Cruel, queen and high den mother of the wolf folk, rules from the remains of a palatial citadel. An ancient werewolf with gray-white fur, she’s outlived scores of mates and rivals. Her personal guard of monstrous wolves is known as the Moon Hounds, since they are dedicated (some say Pacted) to Varulfur, Few creatures escape fear altogether, and the same is true of the werewolves of the Vargrike. The wilderness surrounding the ancient elven ruins of what must have been an outpost of Svyelunarri has seen a large influx of fey creatures. What’s more, these creatures have taken to curing the werewolves they encounter of lycanthropy. Many see this as yet another sign of End of All Things come to pass, citing the poetic verse “Wolf shall eat his brother’s heart when it runs with the blood of Man.” In truth, few of those cured by the fey live through the following days as old rivals take advantage of their weakened state. Even those who profess to love the cured often slay them out of pity or disgust.
Moonlit King

Dressed in archaic nobleman’s finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord’s shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others. His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of the Shadow Realm, Lord Protector of the Black Elves, Duke of the Elf Ironcrags, Baron of Night, Master of the Winter Palace, and Count-Palatine of Sallzburg. A creature consumed by madness, the Moonlit King is an ephemeral vestige of greatness lost. He barely lives in reality anymore, and is beset by phantoms from his own mind conjured from shadows and regret.

**Dwindling Power.** The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the Courts of the Shadow Fae. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils, including Quarten'zia, Lady of Brimstone desperate bid to regain freedom.
Bloodport

* The current title of '***The Scourge'***  is held by Great Captain Nash 'The Immortal' Withers. Bloodport has been the home for the Red Sails for over 200 years.
* Everything in Bloodport has a deteriorated, haphazard look to it. In the 200-odd years of its existence, structures within the port have been literally thrown together out of whatever materials were on hand at the time, old ships, half cut timber or semi-cobbles stones and bricks. No real attention was paid by anyone to such considerations as confining similar services and businesses into discrete wards. Things just got built where they fit and their builders could exert enough control over their surroundings to build them. As a result, the streets wind and twist, and many of the buildings look as though they are ready to topple over at any moment. (Some do.) Because of a lack of natural resources  building materials have to be shipped in or salvaged from the sea and nearby forest and the seacaves. Most wood comes from wrecks of seagoing vessels that have met with misfortune. While wandering the streets of the port city, one may see the masts and ribs of ancient ships being used as supports, the hulls and cabin windows of long-destroyed ships now reused as walls and windows of tenements, and the rigging of shipwrecked vessels connecting to catwalks up above. As space is at a premium within the port city, the citys inhabitants, known as Reddies, were left with no alternative but to take advantage of the height of the surround mountains. Building upon the lower structures, and sometimes between them, Reddies were able to build massive structures bound only by the availability of materials and the presence of support. The Reddies have gotten very adept at building their homes and businesses in partial ships, masts used as columns and from chains and rigging. Some enterprising beings have gone so far to start building under the water's surface with the aid of local mages and some captured builders.
Ludomir Imbrium the XVI, The Moonlit King

## ***Moonlit King***

Dressed in archaic nobleman’s finery, this elf lord has wildly unkempt bluish hair and pale, almost luminous skin. His eyes bulge slightly from their sockets as they stare vacantly. The lord’s shadow moves slightly out of sync with his body, which appears solid in some portions and nearly transparent in others. His Lunar and Royal Majesty, Ludomir Imbrium the XVI, is also known as the Moonlit King of the Shadow Fey, Lord of the Shadow Realm, Lord Protector of the Black Elves, Duke of the Elf Ironcrags, Baron of Bratislor, Earl of Zobeck, Master of the Winter Palace, and Count-Palatine of Salzbach. A creature consumed by madness, the Moonlit King is an ephemeral vestige of greatness lost. He barely lives in reality anymore, and is beset by phantoms from his own mind conjured from shadows and regret.

***Dwindling Power.***

The Moonlit King lost the favor of his wife, the Queen of Night and Magic, long ago. When he fell from power, the Queen exiled him, banishing him from his seat in the Courts of the Shadow Fey. Now he endures in the crumbling, far-flung Tower of the Moon. The King has sunk deep into madness during his isolation and has turned to bargains with demons and devils, including Alquam the Demon Lord of Night, in a desperate bid to regain freedom

**Season 2 update:**

The Moonlit King is Quarantined in Exile in the Moonlit Tower. Well guarded and cared for, he awaits the return of his Aether to the Feywild in his madness.

***The Moonlit King is unavailable as a Patron in season 2.***
Arbeyach, Prince of Swarms

This gaunt old man—unwashed, disheveled, clad in ragged pants and a tattered coat, with stringy gray hair and yellow skin— stands nearly eight feet tall. Beneath his shredded clothing, his flesh hangs in strips from his bones, revealing innards swarming with insects.

### ***Lord of Decay.***

The Prince of Swarms is the slow creep of decay; the worm and the locust that feed on life and death alike. He is the disinterested order that stamps out all voices that dare speak against the customs of the hive. Even among the unyielding denizens of the Hells, Arbeyach is exceptionally rigid. He finds disorder painful and disobedience enraging. His lairs and his minions all follow the model of the hive, with each and every member obeying a specific function.

### ***Born of Flies.***

Arbeyach was created by Beelzebub when the Lord of Lies and Flies spat forth a cloud of vermin, that they might consume for him the first mortal soul to arrive in the Hells. The cloud’s essence melded with those souls and became something unique: a being of terrible power that called itself Arbeyach. The self-styled Prince of Swarms has little interest in mortals, viewing the Material Plane not as a source of souls but as a chaos to be wiped clean and set to order.

### ***A Fading Power.***

As the eons passed, Arbeyach’s interests and ambitions deviated further from those of the Hellish lords around him. He grows ever more unyielding, ever more alien. Eventually, those below and those above him expelled the Prince of Swarms from power; none can say whether Arbeyach allowed himself to be deposed. He was once nearly as powerful as the Arch-Dukes, but time and habit have weakened him so that now he is scarcely greater than the pit fiends. If he fails to molt and shed his carapace of familiar habits, his many foes need only wait for an opportune moment to destroy him forever