recursal/Fanatic-Fandom huggingface dataset:
Eithuaros

## Main

Eithuaros is an ancient deity worshiped primarily by the people of the Rhedonian Empire, where he serves as the primary patron god. He is revered as the embodiment of wisdom, knowledge and magic in their imperial pantheon. Often depicted as a majestic serpent adorned with iridescent scales, Eithuaros is a symbol of enlightenment and mysterious power.

As the patron god of the Rhedonian Empire, Eithuaros holds a central place not only in the hearts of mages, but also in the souls of artisans, scholars, and many skilled workers. It is seen not only as a source of magic, but as the very source of wisdom. Eithuaros' influence extends far beyond the realm of magic and permeates all aspects of Rhedonian Society. Artisans seek his guidance in perfecting their art, scholars turn to him for enlightenment, and the skilled workforce of the empire invoke his name for inspiration and mastery of their crafts. Eithuaros remains a shining guide, illuminating the empire on its eternal quest to uncover the secrets of the world.
New Rhedos

Rhedonian military

The collage of magi

Grand arena

Grand temple of Eithuaros

Lower city:

Grand slave market

Grand market

Mason guild

Various Arcane knight order headquarters

Slums:

Main

New Rhedos is a rhedonian capital and possibly the largest populated city in the continent. The city is renowned for it's world renowned magic learning institutions and skilled craftsmen and its markets.
Kawari Freehold

Sublime Imperial State of Hassanid

13?? - Present

The Hassanid Empire in 1895

**The Sublime Imperial State of Hassanid** ( Hassani: **طهه صوبلیمه صتاته وف حاسسان** ), known more commonly as the **Hassanid Empire** or **The Sublime State**, is a major power that controls most of Continental Dacris, a notable amount of its archipelagos and much of Northern Piahos. It also controls a significant land-mass (if not all) in South-East Cerulea. The Sublime State, through its vassals of Atolia and South-East Dacris, borders a significant amount of nations; It borders the Commonwealth of Atreides, the Serene Duchy of Martoria and the Free Mountain Cities. The Hassanid Empire is an Autocracy at its core, and, as such, is ruled by a single head of state that exercises absolute power. The State's leader holds the traditional Hassani title of **Padeshah**, while **Kadın** is the title usually bestowed upon the Padeshah's wife.

## History

It is largely accepted that the Hassanid Empire is the sole legitimate successor state to one of the first human civilisations to develop on the planet. Historical information is sparse on the exact origin of the Sublime State, but it is believed that the Hassanid Empire as it exists today emerged in the late 1300s, when Pero I sought out to unify all of the fractured Dacri tribes that descended from the previous fallen Hassani civilizations under a single banner.

-WIP, more to come-

## The Cicilia Massacre

A clique of Hassani Court Mages under the leadership of Hazas-den Estakhr attempted to seize control of the Sublime State In 1878 by capturing and holding Padeshash Mevazy IV and his harem hostage in the Imperial Palace of Cicilia. The coup d'état was the result of ever-growing discontent with Mevazy IV's Anti-Mage state reforms introduced due to a concerning economic downturn in the Imperial Treasury. The reforms restricted and scaled back the amount of government-issued "Mage-Wages" ( a system of payment created decades prior to compensate the Padeshah's Court Mages) by 72 percent, severely limiting and impacting the living standard of the Mages affected.

After a period of failed negotiating that lasted no more than 3 days, the First Imperial Cavalry Regiment under the leadership of Marshal Wattu Ozm*ā*n Ant'**ī'**y stormed the Imperial Palace, executing many of the Mages and their collaborators on the spot. In retaliation, Hazas-den Estakhr beheaded Padeshah Mevazy IV and set most of the northern banks of the Hassanid capital city Cicilia aflame, before eventually fleeing to the Free Mountain Cities. The fire that engulfed the northern banks claimed the lives of hundreds of commoners and merchants, while many of the survivors were mutilated for life.
Mack

"Last Good photo of mack"

Mack is a new player on the field of Hamilton, a young sabbat member who aims to create some chaos while preparing Hamilton for a Sabbat siege.

## Description

Mack is an average height girl with ratty clothing and wild brown hair. Her arms both have a tatoo sleeve that looks like claw marks, and on the back of her neck is the symbol of the Sabbat, an upside down Ankh, branded into her skin.

## Personality

Mack aims to disgust, scare, or otherwise creep out those that she meets. Amongst her closest companions, her pack, it is understood that it is an act to a certain degree, but to the average outsider, she is a truly sporadic and unpredictable force. (this means that her Nature and Demeanor are Creepshow)

## Personal History

Mack wasn't anything special before she was sired, just your average impoverished punk living with her deadbeat dad. Then her hometown came under Sabbat Siege, and with a siege comes the Shovel. Mack was part of a mass embrace, and unlike most members of a mass embrace, she somehow survived. Deckard, her mentor and a Pack Ductus, found her covered in blood in the aftermath of a battle, and decided that she had what it takes to become a member of the Sabbat, and she became a member of his pack. They continued the siege on her hometown, until one night, while she was scouting ahead, the rest of her pack was Ambushed by the camarilla, staked, and met their final death. The siege crumbled soon after, and Mack was reassigned by the Bishop to Hamilton to help the war effort over there.

Character Sheet: https://drive.google.com/file/d/11\_jV8SKxlbNL9f-bLbGLatWD2qHTpAnZ/view?usp=drivesdk
House Armas

Coat of Arms of House Armas

???? - Present

House Armas is a Great House of the Reach that rules over the Upper Reach. Their ancestral seat is the Trifort, a massively fortified castle that sits upon the confluence of the three rivers that form the Trilumi. House Armas' house words are "Wisdom Shall Prevail". It is a vassal of House Lavyne through their fealty to the Kingdom of the Reach.

## Founding

The tale of House Armas starts with Alderain Armas. Alderain Armas was granted a noble house of his name by King Ian the Great of House Lavyne as a reward for his loyalty and dedicated service to the Kingdom of the Reach as Hand of the Crown. This act solidified a bond that has persisted through the ages, with House Armas remaining steadfast allies to House Lavyne ever since.

## Modern times

The person guiding House Armas today is Lord Almer Armas, a statesman and advisor in King Aston's court.

The lineage of House Armas' succession is secured through the issue of both Almer and Edan Armas. Almer's three children, Alena, Amery and Liliana are the direct heirs to the Trifort while Edan's daughter, Leanna, wields significant influence in the court of King Aston. Alena's sharp intellect and sense of duty have already shone in matters of governance and diplomacy, though she prefers the battlefield to the court. Amery's battlefield prowess matches that of his sister, though he instead prefers the intrigue of court.

House Armas' influence extends beyond the Trifort and King Aston's court, as their strategic alliances with other houses and factions have solidified their role as a key player in the Kingdom's intricate power dynamics.
Hector Williams

Hector, or Oolouh as the celestial that truly inhabits his body is called, is a young looking Fallen inhabiting the proud city of Hamilton. He rather loosely gives his allegiance to the Council of Thorns, but fallen of other factions know that he'll still help them if the task they put forth is a worthy one.

## Description

Hector is a young man, appearing to be in his early twenties. He usually dresses in casual clothing, only donning more formal attire when the situation calls for it. His light brown hair, kept at a medium length, falls just below his brow. Just under those rest a pair of brown eyes, containing a subtle look of sorrow for something long lost to him. Or perhaps, lost to someone from a time long past.

Upon revealing his true self to the world, Oolouh becomes a perfect example of human physical perfection. All blemishes fade from him, and a pair of beautiful blueish black condor's wings sprout from his back. His beauty becomes an alien perfection, flawless and awe inspiring.

## Personality

Hector is a caring person, often found helping out at clinics and offering aid to the homeless. His fond memories of mortals from millennia ago drive him to try and improve their lives in the little ways he can. Sometimes, however, this leads to him sticking his nose into other peoples' problems, even if they don't want his help. Usually this is resolved peacefully, with a disarming remark or apology. Even still, it's something that could get him into a fair amount of trouble in the future.

## Personal History

Oolouh, in the time before the fall, was a sculptor of all things with flesh. they gave form to the beasts of the earth, and to the mortal children that walked creation's surface. After Lucifer put forth his intent, and started the rebellion, the celestial worked to mend the mortals' wounds, and give them the strength of body to perform their duties. Alas, their best efforts weren't enough, and those who joined the Morningstar were tossed into the Abyss.

After High School, Hector immediately entered college to pursue a career in the medical field. After a successful four years he entered medical school. It started off well there. His grades were good, and he found success in a romantic relationship. But as things progressed, he fell behind his peers. He couldn't catch up, and a deep melancholy soon set in. He'd given up on succeeding, and bombed out, too consumed by the feeling of not being good enough.

It was in this time of need, the deepest part of it in fact, that Oolouh found him. The demon felt sorry for the mortal, and felt a sense of familiarity in its sadness. So they resolved to save him, in their own way, and forced themselves into Hector's empty soul. The Hector that came out of this, wasn't the same. And within a short time, the infernal creature had set its mortal life back on track.

Today, Hector looks for any way he can help improve the lives of others. Here's hoping it all turns out okay.
House Lavyne

Coat of Arms of House Lavyne

???? - Present

House Lavyne of King's Reach is a Great House and the Royal House of the eponymous Kingdom of the Reach. One of the few true Great Houses of Man, it has served as the de-facto ruling house of the Kingdom of the Reach since the latter's inception. House Lavyne's ancestral stronghold is King's Reach, a massive fortress that breaks up the skyline of the Reach.
Gregory Dutch

Gregory is a typical young man who doesn't know what to do with his life. He is working in e-Cafe called "B@ddyTrone". An awful name, if you ask him. He is not very friendly and prefer to stay alone at his desk chatting with someone.

## Description

Gregory always wear small round sunglasses and a big backpack like he is going to expedition (even in times when he actually doesn't). He has snake tongue, piercings on left eyebrow and ears and a tattoo on the left hand.

## Personality

He is basically always relaxed. He nearly seems to not being interested in whatever you want to talk with him. He would rather prefer to look on how the fly is making it's path from table to table. But his behavior will change in a moment if he will hear something not about "everyday life problems". So if you know something about ancient creatures, rituals or "wierd theories" you will have his attention.

## Personal History

Gregory grew up in a small town near to Hamilton. In school he always was the one who is called "wierdo" by classmates. But, strangely enough he had 2 friends: Nikolas and Mary. They loved to make up stories about brave travellers in jungles, who had crossed seven seas to find the treasure. Unfortunately everyday life is dull and there is no place for dreams. You have to study, to gat good job, to be able to sustain your life to die one day... But do you have to? Gregory never was the one who was looking for the same path as others. He always felt that there is something more, than what university advertisements are trying to sell you. And yes he doesn't have the best job in the world by the opinion of the majority but who cares? He is much more interested in bigger things than "good job", or "happy family".

Why do people start wars, go into debts, suicide or even love who they love? Why all this things happen exactly at that time when they are most needed? Gregory is trying to find who is responsabile for everything that is happening, who is the moving force of the chaos and can we stop it or maybe get use of it?

Character Sheet
Werewolf House Rules

## Thrall Of The Wyrm

   Thrall of the Wyrm has been changed on this server to avoid violent/unsavory implications.

Thrall of the Wyrm is simply a Berserk+ where your character sheet is handed to the ST. You will always attack the person closest to you until you re put down, lethally or not.

## Totems

Unless your breed (Corax, Nuwisha, Gruhal) has a personal totem, a totem is a group background only.

## Renown and Moots

To acquire Renown, it is required that you as a player (or someone from the pack), attend a hearing (held bi-weekly, once on the new moon, and the other on the full moon during a great moot).

Sharing your stories is when you receive your renown, and you have a chance to embellish your tales to gain (or lose!) additional renown.
Alistair

Alistar is part of the Pack around Hamilton, being born a Lupis he had a harder time finding a place in Human society. However thanks to luck of birth, Alistar's Homid form is extremely good looking and it landed him a job serving coffee at a local shop. It also helped that the shop is owned by two of his Kinfolk who also provide him with room and board when needed in the loft above it. It took a while to get better with the machines and the idea of currency but he does well enough to stumble through and is charming enough to get away with it. As a warrior of Gaia, Alistar is always on the look out for taint or any other strange rumors from his customers. The thrill of the hunt and his duty always lingering in the back of his mind.

## Description

Your characters physical description, how they look, and anything noticeable about them.

## Personality

How do characters act? Please make a note about your Nature here.

## Personal History

Alistair was born a wolf that loved to seek out new things, with the Pack he was always the first to jump to explore and seemed possessed of a curiosity beyond normal conventions. Born with a coat of reddish fur, he was always full of energy and thrilled in taking part in the hunt. With his pack he tended to be closely knit with the others, looking for ways to entertain or play with them when taking leisure.

Alistar awakened while on the hunt like many Lupis, after a stag managed to wound one of his pack members Alistar fell upon it in fury. As he tore into the creature, he shifted towards Crinos for the first time causing many of the pack to flee from him less they would be caught in his rage.

As most Fianna, Alistar was given to a group to be fostered. It was here they learned the second half of their nature, learning the human language and the basics needed to move among them. After a year without any specific traditional 'influences' he was given his rite of passage, repeating the 12 Saga’s flawlessly and managing to win a competition of singing impressive enough to be denoted as acceptable. Earning him the deed name Moonsinger, to go along with his birth and given names.

When in Rage, Alistair enters a Manic State of Energy and Anger. It would not be uncommon to see him laughing hysterically as he frenzies the rage pushing him to untold levels of passionate revelry while in the state.

Character Sheet: https://drive.google.com/file/d/1PFzq8gFHKQe9MFe7ikMbjTJ1GRBtcNJ2/view?usp=sharing
Regina "Laurel" Decker

Regina "Laurel" Decker, more commonly known as Reggie, is a Seelie Korred Changeling who lives in the city of Hamilton. An old acquaintance of Gloriana, she has taken to operating with her under her new form, Celestine. She is an established novelist and experienced adventurer.

## Personal History

Regina was born on the west coast, but her parents moved to Hamilton when she was young. After experiencing her chrysalis in the Hamilton Public Library and a dozen adventures in the city, she quickly grew to love the town and decided to live full time. Over the course of her life, she has spent much of her time avidly studying esoterica, fringe theories, and getting involved in a lot of the communities around it. As a korred, the collection of secrets and information is one of her core driving factors.

Most people know her as a famous author of several fantasy series, the most popular of which is the Halfman Series, following a collection of unlikely magical people stuck perpetually between the real world and the world of magic. These are of course blatant rip-offs of her own adventures and the adventures of other changelings she has interviewed (with their permission, of course).

## Personality

Depending on how charitable you're feeling, you'd describe Reggie as either "ecstatic" or "obnoxious". Full of a lust for life and adventure, she tends to force her way through things in a blunt fashion, giving her opinion unheeded whether you want it or not. Prone to assume she knows better than everyone else, she's only somewhat saved by the fact that she's usually right.

In spite of her many flaws, Reggie is a good councilor, affable adventurer if you can get past her roughness around the edges, and stops for nothing once she's working towards a goal. Her dedication is more than just her own personal knowledge: she wants everyone to learn and share information with each other, firmly believing in cooperation over conflict wherever possible. However, when push comes to shove she'd rather fight than flee, and doesn't back down from confrontation.

## Description

Reggie is very short, just shy of 5 feet, but with the personality to match. She has brown skin with a large poof of curly hair and eye-catching bronze eyes that she usually keeps hidden behind rounded sunglasses with one red lens and one blue one. That's only the start of her questionable fashion choices, however, as she usually wears a red hawaiian shirt with cargo shorts on top of that, and is never far from her trusty leather backpack. Underneath it all, she's not awful looking, but damn if its not a lot to take in. Her bearing is one of barely restrained energy combined with just a touch of haughtiness.

In her korred form, Reggie is much shorter and covered with fur. She's seen wearing simply but effective explorer's clothing, with orange fur and bright blue eyes. She has been described by those who have seen her chimerically as a little bit 'gremlin-ish'.

Character Sheet: [1]
Vampire House Rules

## Day and Night

The Day/Night System is important for vampires, and as most other splats prefer to meet in the morning, do keep your wits aware and realize you can only really be out (Unless using a ghoul) in the night.

## Auspex

Auspex can help you determine other vampires, but it has no effect on other splats, outside of having unique auras. Remember, demon characters simply can't be sussed out at all.

## Obfuscate (And Abilities like that)

For all intents and purposes, Obfuscate (and Merits/Abilities that offer a form of invisibility) do in fact work on the Sentinel system. However, on Closed Circut TV's (Normal Shops, private security) it fails just as much. Your character can recognize the difference between these by either having points in Streetwise, or Technology.

## Celerity

Celerity 1 to 5 more closely follows the DAV20 system instead of what is in the V20 core rulebook. **System**: Characters add their Celerity rating to their Dexterity-based dice pools, including their Initiative ratings. Add their Celerity rating to the number of yards or meters she moves in a turn.

Additionally, they may reflexively spend one point of blood to ignore penalties for multiple actions up to their Celerity dots for the turn. For example, a character with Celerity 3 makes three extra actions before suffering dice pool reductions for multiple actions. A number of these additional actions equal to half their Celerity (rounded up) may be attack actions.

Lastly, by spending one blood point, they may multiply their movement speed by 1 plus her Celerity dots. In combat, this lasts one turn. Otherwise, it lasts the scene.

## Generation and Blood Potency

We are taking a page out of Requiem's book, and adding a system for Blood Potency attached directly to one's Generation. A character has a minimum Blood Potency, which they start at when embraced, and a maximum, both determined by their Generation. It can be bought with freebees at character creation at a cost of 8 freebees per additional level.

A chart concerning each generation's minimum and maximum Potency, as well as the blood pool and blood point per turn values of each level of Potency, can be found here. Resistance to Dominate and Presence are now tied to BP instead of Generation, as well as the maximum Discipline levels for ghouls created.

After character creation, Blood Potency progresses in one of three ways.

* Every century after the character is embraced, and not in torpor, their Blood Potency increases by one.
* Experience may be spent to increase Blood Potency at a cost of 10 times the current level.
* Diablerie may increase a character's blood potency if their victim has a higher level in it than them.
The Masquerade

The Masquerade on this server has been changed. Rather than enforcing it as a strict 'no contact with anyone', all levels of the Masquerade enforce the idea of 'keeping things secret from the humans', but the level changes depending on other splats. This also controls the flow of information.

There are 5 levels.

## **Open**

Open means there is no masquerade here, and normal people that are subject to the Delirium, the Mist, Revelation, etc. do not count as a violation and no action will be taken.

## **Light**

The masquerade is enforced from humans, but the information flow isn't restricted. While becoming Crinos or exposing your glamour is a no-no, speaking of things that would reveal your nature here isn't considered bad. This is usually used in places like Safehouses, Moots -- or generally places where its mostly kinfolk/kinain/thralls but outsiders (like your friendly pet woof) can visit.

## **Normal (Default)**

Don't ask, don't tell. While the masquerade doesn't apply to other supernatural races, it's considered bad form to start sharing the details of your world. While you can endanger yourself by telling the Technocrative Operative pretending to be your coffee barista about your secret life as a werewolf, the moment you tell them about missions that are sept secrets is the moment you're being culled.

## **Heavy**

Used in large gatherings, this is a huge 'casa nostra' business. Keep it to yourself, don't elude to your nature, and don't expose anyone to it. You can use abilities that aren't explicitly obvious, but it's the time to be a person and hide among the sheep. Violations in this level are considered far more egregious, as the person who exposed their secret seems to lack the common sense to shut up about it.

## **Closed**

There's something about this area that makes anything risky. From being in a technocratic area, to being filmed by a movie crew. A violation here WILL result in a culling.
Caiaphas Duran

Caiaphas Duran is a geneticist stationed at a research facility in Hamilton and also a member of Technocracy,

## Additional Details

### Noticeable Flaws

Deteriorated skin on the right side of the face

namely the organisation known as the Labyrinth that oversees local operations of the Union.

## Biography

Caiaphas has always had an aptitude and interest for biology, which was further amplified when an unknown and, for the lack of knowledge untreatable genetic disease he was suffering from was discovered. The symptoms were mild at worst, so active treatment was not warranted. Though he studied it to the best of his ability while working as a college professor.

The moment when condition noticeably worsened was also the moment of the greatest breakthrough. Skin on the right side of Caiphas' face significantly deteriorated, but according to his discovery it was not merely a manifestation of a symptom, but rather a camouflaged creature. Methods he used for research were clearly a little too advanced for the scientific society at large, so he didn't share most his findings. But there were people willing to study and incorporate even the most groundbreaking (for some even outlandish) things. Caiaphas was offered a new job in the city of Hamilton and memebership in the organisation known as Technocratic Union.

After several yearsin the Union and a number of successful projects (most notable of which was cloning of a more–than–human creature which ultimately resulted in being stranded in extradimensional locations) he was promoted to a member of the Labyrinth, a board of senior members of sorts, tasked with overseeing the Union's activities in the city.

## Personality

Caiaphas is mostly collected in professional, but at times he either gets too passionate about his work or some particular pursiout, or too reflective about the nature of all things. He also quite geniunely cares for the result of his big cloning project.

## Appearance

The most notable elements of Caiaphas's appearance are his long grey hair and deformed half of the face. He usually dresses trying to strike a balance between officiality and functionality.
Guide For Creating Pages

Before you add your page please consider the following to keep the order of information neat:

1. For each council there is a main page following this setup; **"Council Of Nations \_: title"**
	1. As of now, the council main page gives a brief description of that particular council, and a list of the founding members. A new add-on to the Main page for a council is the Formed nations.
2. For each Council there is a separate page for the Resolutions following this setup; **"CoN \_: Resolutions"**
	1. On each Resolution page their is a list of the resolutions with links to each resolution. Follows **"CoN \_: Resolution \_(Roman numeral or Arabic?)**
3. For each Council there is/ will be a legacies page following; **"CoN \_: Legacies"**
	1. Players on this page will go through their own history while playing, highlighting resolutions and major wars (preferably with timestamps and in chronological order)
	2. If the you feel the Legacy of your country is too long, you can make your own page for your country. **"CoN \_: |final country name or own creative title|"**
4. Major events you feel like it should have its own page, just follow the trend of **"CoN \_: |Topic|"**
5. **"CoN \_: Wars"** is going to be a new page for each of the councils in order to go into depth of major wars/ player wars.
6. **"CoN \_: Maps/Geopolitics"** is a page for maps along with descriptions of the maps.

Please refer to this page in order to create a organized set of pages for each of the councils, thank you
CoN 5: Events

Over the course of The Council, many notable events occurred, between both player-controlled and AI-controlled nations. The events listed here were impactful or memorable enough to be worth remembering.

## Supremacy of the Orthodox Faith

In most saves, the Orthodox faith is usually a waning religion, quickly pushed further and further to Eastern Europe until Russia is the only country left following it. In this save, however, the Orthodox faith showed supremacy over the Ottoman Turks, and found a stronghold in the Balkans, Anatolia, the Caucasus, and much of Eastern Europe.

Following the marriage ties common in Christianity, Bavaria quickly found itself with the same dynasty as the Orthodox Georgians. Georgia claimed the throne and declared war on Bavaria. Bavaria's allies in Italy tried to stop this, their armies were ultimately crushed. Bavaria fell under a Personal Union with Georgia, and its state religion was changed to Orthodox.

Burgundy would also eventually convert to Orthodox. Italy routinely killed Orthodox Zealots in Burgundian territory, even though the Burgundian King actively encouraged the conversion to an Orthodox faith. Eventually, the Zealots won out and Burgundy, an elector in the Holy Roman Empire, officially endorsed Orthodox as its state religion.

Now, the Eastern Orthodox branch of Christianity can be found in many parts of the world. It has spread to Persia, the Levant, Arabia, Central Germany and France. There is even a province in Central Africa, surrounded by Fetishist provinces. And now, the faith begins to seep into the New World thanks to the colonization of the Great Wall being done by Burgundy.

The Catholic faith is rarely practiced any more in Europe. Bohemia, Trier, and Norway seem to be the only relevant European nations still practicing the faith. However, it is fairly common in the New World. The Great Wall was heavily colonized by Portugal and Castile before their nations' destruction, so it will be here to stay for some time.

Ultimately, the religious split in the Council, as well as most of Europe, developed to be Orthodox against all others. However, with the collapse of the Orthodox bloc following Russian disengagement from European Politics, this may change. For now, only time will tell.

## Revolution in the Council

Starting in the powerful Protestant nation of Italy, the revolution began to spread across Europe and the council alike. This new foe against the absolutist ways of old allowed the Italian state to rise as a center of revolutionary zeal. Members of the previous "Second Coalition" followed the Italian footsteps to create a larger divide between the coalition and the diplomatically isolated state of Russia. The Bear wants no part in this new governance, yet as the revolution expands the Coalition's power will expand with it. The monarchs of old will have to navigate their way to crush this sentiment without having their empire crushed under the weight of the revolution.
Baltasar Ortiz

Baltasar is the priest of one of Sabbat packs operating in Hamilton. A devout believer even after the Embrace, albeit of a

somewhat different kind, he sees it as his God–given duty to set his comrades on the right path.

## Biography

Quite early in life Baltasar discovered his considerable social aptitudes which would let him influence people and their opinions. Coupled with religious devotion, this became the foundation of a conviction to become a priest and put these skills

to a good use. Baltasar was quite successful in this endeavour. In fact, so succsessful, that a member of clan Lasombra

decided that the priest would be a useful asset, and so in 1936 the clan gained a new member.

The following years were marked by swaying mortal minds in the direction the clan considered profitable, struggle against

fellow clanmates on behalf of his sire, but most of all internal turmoil. Eventually though, Baltasar came to a realisation: not

so much have changed. He was just assigned a new role in God's design.

And now, well after Baltasar's age passed a one–century mark, he had to leave his native shore to answer a calling elsewhere: in the city of Hamilton in United States of America.

## Personality

Baltasar has a calm and steady personality that was probably even gentle prior to the Embrace. He aspires to be pious, but but understands that piety of a vampire constitues in embracing his unholy nature and following in the footsteps of Caine. Baltasar devotes effort in helping his comrades understand that truth. He tries to resolve matters with words when it is possible, but does not deny the necessity of violent and militant approach. There is a right tool for every task, and one must know when to use them.

## Appearance

He wears the clothes that mark his station as a priest and exhibits a bearing befitting someone of an elevated kind. His eyes are usually obscured by a pair of round glasses, while his lips form a gentle half–smile that occasionaly transforms into a twisted grin.
Lloyd Maddox

## Description

Lloyd is an old looking man, who carries himself with an air of noble dignity. His cold blue eyes have a look of someone who has been through hell, and his grey hair is loosely combed back by hand. He most often wears a rough looking pocketed jacket over a very basic shirt and pants.

## Personality

Lloyd is a serious individual who loyally serves the Sword of Caine with his un-life. He embraces the path of honorable accord, and makes sure his word isn't broken and his charges are well taken care of. Always on the lookout for new talent for the Sabbat to use, he has a tendency to take in 'lost children' that he thinks have promise.

## Personal History

A veteran of both world wars, Lloyd was found by a member of the Sabbat in his Manhattan home shortly after the boys were brought home from Europe, and ghouled into the sword's service. For decades afterward, he served as a leader in his master's force of mortal soldiers, until he finally earned the right to be made into a true member of the Sabbat in 1993.

Six years later, the Ivory Tower swept the Sword of Caine from the city, and he was forced to leave in search of greener pastures. Eventually, he found himself with the growing force on the outskirts of Hamilton. There, he found a new pack, and a mortal servant that granted them access to a haven, and perhaps more notably, access to prey that suits his tastes.
List of champions

*See also: Skin Catalog*
This list shows all champions as they appear in the store, along with their assigned classes, release dates and purchase costs. As of ****Lua error in Module:ChampionData at line 31: attempt to call field 'arguments' (a nil value).**** there are currently ****Lua error in Module:Maintenance\_data at line 15: attempt to call field 'arguments' (a nil value).** released** champions, with the latest being **Lua error in Module:ImageLink at line 148: attempt to call field 'arguments' (a nil value).**. The next champion to be released is **Lua error in Module:ImageLink at line 148: attempt to call field 'arguments' (a nil value).**.

### Upcoming Cost Reductions

Template:MainWith the next champion release:

* Template:Ci: Cost reduced to Template:BE from 6300.
* Template:Ci: Cost reduced to Template:RP from 975.

## List of Scrapped Champions

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## References

Template:Reflist
Template:List of champions

de:Liste aller Champions
es:Lista de campeones
fr:Liste des Champions
pl:Lista bohaterów
ru:Список Чемпионов
zh:英雄一览
Code of Conduct and Culture

*From the Moderator Team at Trial By Fire*

Not every game is perfect for everyone. Its an unfortunate truth, and we’re not here to try and pretend otherwise. As a result, here are some cultural guidelines that we’re laying out to help you decide if you think you’d enjoy being part of our server.

## **Above All, We Value Effort**

In the past, we’ve had a bit of a problem with elitism, both on and off the moderation team. We’ve been trying to improve upon that, but the large and the small of it is that we don’t care about how much skill you have at writing, and we definitely don’t expect you to master the clusterfuck that is World of Darkness. The truth of the matter is that if you are willing to work with us, answer our questions and make the fixes we need, we would love to play with you. Our character-making process is longer and more difficult than most servers, in order to try and circumvent problems later down the road, but if you’re willing to work through it, we’re not going to turn you away.

## **Trial by Fire is About Playing a Scrappy Newcomer.**

The fun we are trying to make in Trial by Fire is about being a little fish in a giant pond, a contender against massive forces, a small piece in a much larger game. To that end, don’t think about starting off as an ancient master are mover and shaker, think about it as being fresh in the world, trying to make your mark, and facing off against whatever stops you. Focus on growing into something great, not on starting off their already.

## **We focus heavily on Roleplaying and Characterization**

Everyone likes cool powers, this is a truth universally recognize. However, even more fun than having cool powers is making a unique and interesting character, playing with other characters of the same type, and existing together in a world. The cool powers can come later! For now, don’t worry about being weak or strong, focus on making a character you’d be happy to play, and build them.

## **Story and Character in Equal Parts**

While we do have a rather involved plot, each character is expected to join and take part of social and fluff scenes. There's a huge emphasis on down time, and spending time being a normal citizen is just as necessary than being a mage, a werewolf, or whatever. We value points of seeing that you're more than your splat.

## **Hamilton is a unique setting with its own lore**

You don’t need to know the deep lore of World of Darkness or the intricate metaplot that it has going on. More than anything, Trial by Fire is about creating a new story built upon the bones of the system but with our spin of things. We take setting ideas and the concepts of the game and make them into something new. Similarly, don’t feel tied down by the concepts of the game. Make the character that interesting to you and we’ll work with you to make it work!
Character Template

### Age

Please list how old your character APPEARS to be. If they have a different age (garou/demon/Changeling), put it in brackets

### Organization

This should be your SPLAT and then your specific tradition

## Additional Details

### Noticeable Flaws

Any flaws a person can see at a glance -- glasses, a limp, whatever

This is a generic template for people to follow. You can generally copy and paste this, and edit the information as you need.

**Note:** The infobox on the right's 'name' will be the article name, so make sure you name your article after your character.

The template used is actually called **CharacterPage** and not character.

For this section, it should be the basic pitch, or anything someone needs to know at a glance. It would be equivalent to saying "This is My Wolf, he is a Gray Wolf that's part of the Garou Faction." Any noteable information goes here.

## Description

Your characters physical description, how they look, and anything noticeable about them.

## Personality

How do characters act? Please make a note about your Nature here.

## Personal History

Your characters backstory. How far you want to go is up to you.

Character Sheet: Link to sheet here.
World Of Darkness: Trial by Fire Wiki

Welcome To World Of Darkness: Trial by Fire
World Of Darkness: Trial by Fire Wiki is the official Wiki for the discord server. Please take a look, and join us by clicking https://discord.gg/Eahb9YYUu7

Hamilton, Massachusetts"What if New York was Boston?"
The city of Liberty, Freedom and Change on the Atlantic coast; this fictional metropolis is the story of "Boston" if it had gotten the same way of New York. Riding on the tails of historic events like the mayflower and the witch Trials, an ancient evil stirs from its slumber and awakens in The World of Darkness.
Trial by Fire is a communitive, Play-by-Post roleplaying game set in Hamilton, Massachusetts. With stories interlocking between Demon: The Fallen, Mage: The Ascension, Werewolf: The Apocalypse, Changeling: The Dreaming, Wraith: The Oblivion and just the mortals that live in this world, there's bound to be something interesting for you.

Join the Vampires after a brutal incursion from the Sabbat. Either play as the Camarilla rebuilding and regrowing their grasp on a city, or the Sabbat aiming to take it all back

Aid the Garou in their ancient war, as something evil and deep stirs. The wounds of the past are never forgotten, after all, and there's far more threats to handle.

Witness the Changelings deal with another power vacuum after their 'beloved' (or tyrannical) leader has been assassinated. Aid a house to become the duke of Hamilton, or bring in a workers Utopia before the Sidhe had returned.

And finally, bring back expression and dreams as a Magi in a city that's only one step away from being a proper Dystopia, or play as a Technocrat and maintain the order in a world full of horrors that weaker minds could not comprehend.

Whatever your story or interest is, we'd love to have you.
**Calendar**

**1 In-Game day is 3 Real Life days.**
**Current Date:** Sunday, September 22nd, 2019
**Next Date Change:** Sunday, September 13th, 2020

**Current Events:** None

**Upcoming Events:** None

## Important articles

Please do read these articles when deciding if you want to play here!

1. Code of Conduct and Culture
2. House Rules
3. Character Creation
4. Allowed Splats
5. Background Changes
6. Common Character Pitfalls

Do note: The Lore of the world is located by navigating the Navbar at the top. Hamilton has the world lore, while Splats contain the lore per splat.
House Beaumont

Coat of Arms of House Beaumont

House Beaumont is a Great House of the Reach and a member of the coalition of noble houses that rose against the Kingdom of the Reach in 1 A.C., resulting in the independence and creation of the Kingdom of Atolia. It is a vassal of House Blythe through their fealty to the Kingdom of Atolia.
Robocop

Robocop is a minor character in the '3FBPW' series. He appears for a short period of time in Episode 1, inside Italiano Bambino's hideout in Paris. It's implied that Robocop has kidnapped Italiano Bambino but this is yet to be confirmed.

The inspiration for the character is loosely based on pop-culture icon Robo-Cop
CoN 4: Resolution II

## Background

With Transoxiana having gained its independence from the Timurids, it now sought to join the Council, citing religious relations and short alliance with Malacca.

## Text of the Resolution

RESOLUTION II

ON THE QUESTION OF ADMITTING TRANSOXIANA INTO THE COUNCIL

Sponsored by: Malacca

15 SEP 1449

***Whereas*** Transoxiana has gained her independence;

***Whereas*** Transoxiana seeks to be admitted into the Council of Nations;

***Hereforth*** Malacca sponsors a resolution proposing Holland's admittance into the Council of Nations.

Yea - Transoxiana is admitted as the 8th member state of the Council.

Nay - Transoxiana is not admitted into the Council.

Abstain

## Official Vote

The Official Vote of the Council was as follows;

Yea: 6

Nay: 0

Abstain: 1

**Resolution II - Final Verdict**

 Ethiopia
 Holland
 Malacca
 Portugal
 The Papal State
 Trier

Final Verdict: The Council votes in favor of admitting Transoxiana to the Council.

## Aftermath

Transoxiana is admitted to the Council. The Europeans now only held a tie in votes with non-European member states. However, they still outnumbered the Asians independently, as Ethiopia and its interests were based in Africa.
CoN 4: First Treaty of Melaka

## Background

The Asian member-states do not always get along. Already in the Philippines, the Japanese and Malay argued over who had rights to the territories before Malaya took it from the natives by force. Malaya sees the writing on the wall, and knows eventually it will have a land border with the Mughals and/or Japan. In an effort to avoid another conflict, Malaya wrote out a treaty.

## Text of the Treaty

**First Treaty of Melaka**

7 JUL 1562

-Malaya will acknowledge Mughal claims to the India super-region.

-Malaya will acknowledge Japanese claims to the East Asian super-region, and the majority of the Oceania region.

-Japan and Mughals will acknowledge Malayan claims to the East Indies super-region, and a small portion of the Oceania region.

*Signed*

Muhammad Jamad al-Din I, Sultan of Malaya

Aya Uesigi, Lady Regent of Japan

Dawar Bakhsh I, Padishah of Mughals

*The regions claimed are shown in the map below.*

'

## Aftermath

The Treaty divided East, South-east, and South Asia between Malaya, the Mughals, and Japan. This treaty would pave the way for Resolution V.
Players

Players, organized by splat.

When making your page, please follow Character Template.

## Changeling

* Regina "Laurel" Decker
* Roxanne Moon

## Vampire

### Camarilla

* Marlow Meers
* Marina Blackwell

### Sabbat

* Hannah Irons
* Lloyd Maddox
* Mack
* Shiny
* Baltasar Ortiz

## Werewolf

### Garou

* Aven
* Syras
* Jeanne Silverman

## Demon

* Elizabeth Miranda Montgomery
* Hector Williams

## Mages

### Tradition

* Jared Carter
* Miriam

### Technocrats

* Johan Lowel
* Caiaphas Duran
Aelewyn

Aelewyn Blathanna, revered as the First Duchess, the Lightbringer and the Light of Esseriel or simply Aelewyn, is the Martorian Goddess of Light and Purity. She is widely regarded as the most important figure to have ever existed in Martorian society, and her divine presence continues to be felt through the faith and devotion of her followers, particularly the revered order of the Knights of Aelewyn, of which she is the Patron Saint.

Long before attaining godhood, Aelewyn was among the esteemed Divine Elders of Esseriel, the first Elevae. Her wisdom and benevolence were renowned, and her connection with nature was unparalleled. In recognition of her greatness, Aelewyn was granted rulership over Esseriel's eastern island, Martoria, becoming its First Duchess. Although immortal, Aelewyn chose to transcend the mortal plane in 307 N.C., hoping to become one with nature and its life forces, the first and only time one of Esseriel's Elders willingly ceded immortality. In pursuit of this goal, Aelewyn was instead blessed with divinity itself, ascending the First Duchess to godhood.

In the year 307 N.C., Aelewyn made a fateful decision to transcend the mortal plane, seeking to merge with nature and become one with its life forces. Her intention was to relinquish her immortality willingly, becoming a part of the very essence she had always revered. However, destiny had a different plan in store for her. As Aelewyn embarked on her transformative journey, she found herself blessed with an unexpected and unparalleled gift—divinity itself. Her ascension to godhood came as a revelation, as from that moment onward, Aelewyn became not only the First Duchess of Martoria, but also a revered deity, worshipped as the embodiment of light, purity, and divine grace.

## The Great Dread

Aelewyn's divine intervention came during the darkest hours of Martoria's history, when the Reachmen of the eponymous Kingdom of the Reach unleashed their merciless rampage upon the land, inflicting unspeakable horrors upon the Martorians. Witnessing the heinous acts committed by these marauders, Aelewyn's wrath was kindled, and she could not remain a passive observer as her people suffered. With her divine powers, Aelewyn unleashed a cataclysmic display of divine retribution upon the forces of the Reach. The land they once ravaged turned black as night, consumed by the goddess's righteous fury. In an instant, the Reachmen were annihilated, their wickedness purged from the land, and the surviving Martorians were saved from the brink of extinction.

This divine intervention, often referred to as the "The Black Scorch", became a pivotal event in Martorian history. It solidified Aelewyn's position as a symbol of hope, protector of the innocent, and the embodiment of divine justice. The Martorians, forever grateful for their deliverance and in awe of their goddess's power, established both the Ascendancy of Light and the Chivalric Order of the Knights of Aelewyn, dedicated to upholding and safeguarding the principles of light, purity, and justice in her name.