recursal/Fanatic-Fandom huggingface dataset:
Босс в Дремучем лесу

Босс в Дремучем Лесу - второй по счёту босс в игре Red Ball 4. У него есть 3 фазы:

1. Передвигается прыжками в край экрана, противоположный тому, где он стоит. После этого вьезжают пилы. Потом всё повторяется. В первый раз одна, потом две.
2. Также передвигается прыжками, но после этого призывает Квадратов-ниндзь. А потом он отдыхает (глаза у него становятся жёлтыми вместо красных, и в это время ему можно нанести урон.)
3. Опять-таки передвигается прыжками, но после этого отдыхает.

Местоположение - Дремучий Лес, Уровень 30.

Здоровье - 6 жизней
Красный шар 4 вики

## Добро пожаловать на **Красный шар 4 вики**

Красный шар 4 - это игра о приключениях несносного красного шара. Если вы собираетесь её пройти, вам понадобятся и логика, и реакция. Вам придётся пройти 5 локаций: Зелёные холмы, Дремучий лес, Мрачная Фабрика, Битва за Луну и Подземные ходы. В каждой из них будет своя фишка. Также на уровнях вас будут поджидать враги - злые квадраты. Об этом подробнее на нашей вики.

## Помощь участникам

**Фэндом** — это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой вики: просто нажмите кнопку «Править» в верхней части любой страницы. Посетите Вики Сообщества и задайте любой вопрос на форуме.

Вот список некоторых служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Шаблоны
* Активные участники
* Категории
* Свежие правки
* Новые изображения на вики
* Справка

## Галерея

С изображениями и видео на вашу вики будет приятно посмотреть.

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Красный шар

Красный шар - это главный герой игры, который управляется игроком. Он может кататься и прыгать. У него 3 жизни. Он погибает если падает в воду или пропасть, как и квадраты. Также, как и квадратов, его можно придавить коробом или камнем.

Внешний вид.

Также он может умереть от прикосновения к пиле, лазеру, шипам, или в бою с квадратом.
Heavy Drinker

The bells and tones of far off lands tinkle and tempt my ears. I hear the creak of wind-stripped wood as it waits in dock, eager and anxious to fly again. Tucked away in a booth hidden in one of the nicer dock bars, a lone privateer drinks to fallen comrades. He debates how best to find a new crew, new officers, a new life. The wine tastes sweeter than her meme,bees. Wind rattles the iron-crossed yellow glass above his head. A storm had come, and soon it will pass. Once it does, the privateer needs to be ready. First clear sky and he needs to be on his way. He's been moored for too long.

The privateer runs a hand through his short, unruly hair. Born blond, but his hair began turning white not long after his seventh birthday. By the time he left home on his first trip off-spire, his head was covered in sdirty snow, with only occasional flecks of blind marring the soft white tufts that refused to stay down, curling into short mountains and points. The privateer looks at his hat, given to him by his first captain. Now he sits, a captain in his own right, wondering where the winds of fortune will take him next.

He hears the sounds of a fight outside. Loud voices. Vague threats and heavy breathing. His ears serve him well, as do each of his keen senses. Smiling, he drains his glass and pushes his hat onto his mess of hair. He leaves several heavy brass coins on the table next to the empty bottle and glass as payment.

Fresh wind, he thinks, fresh wind is what I need to carry me away. He buttons up his coat as he steps out of the bar, into the free night.
Улучшенные квадраты

Улучшенные квадраты - это улучшенные версии обычных квадратов. Их всего 5 - со одной на каждую локацию. У каждой из этих версий есть своя способность. Я опишу их по локациям.

Зелёные холмы,

**Квадрат с рогами.**

   Передвигается как обычный квадрат, пока не увидит красного шара. В этом случае очень быстро переваливается к нему. Если на него прыгнуть, становиться обычным квадратом.

Количество жизней - защита - 1, сам квадрат - 1.

Дремучий лес.

**Квадрат-ниндзя.**

Передвигается прыжками. Количество жизней - 2.

Мрачная фабрика.

Квадрат - терминатор.

Передвигается как обычный квадрат, пока не увидит красного шара. В этом случае очень быстро движется к нему, а затем взрывается. Если красный шар окажется в эпицентре взрыва, то он умрёт.

Если красный шар прыгнет на него, то он тоже умрёт. Советую перепрыгнуть через него когда он быстро идёт на вас, так как если терминатор начал быстро двигаться на вас а вы его перепрыгнули, то развернуться он не сможет.

Количество жизней - неизвестно, так как если его коснуться, вы умрёте.

Битва за Луну.

**Лазерный квадрат.**

    Передвигается как обычный квадрат, пока не увидел красного шара. В этом случае он останавливается, делает злое лицо, и стреляет лазером по горизонтали. Если красный шар остаётся после этого в живых, то он повторяет это ещё раз, а после этого сам взрывается.

Если красный шар прыгнет на него, то он умрёт.

Количество жизней - 2, так как после каждого выстрела он теряет одну жизнь.

Подземные ходы,

**Шипастый квадрат**

    Аналогичен квадрату-терминатору, но взрывается шипами, которые убивают красного шара, но исчезают через некоторое время.

Количество жизней - неизвестно, так как если его коснуться, вы умрёте.
List of computer-animated films

A **computer-animated film** is a feature film that has been computer-animated to appear three-dimensional. While traditional 2D animated films are now made primarily with the help of computers, the technique to render realistic 3D computer graphics (CG) or 3D computer-generated imagery (CGI), is unique to computers.

This is a list of theatrically released feature films that are entirely computer-animated.

## Released films

Release date listed is the *first* public theatrical screening of the completed film. This may mean that the dates listed here may *not* be representative of when the film came out in a particular country.

The country or countries listed reflects the places where the production companies for each title are based. This means that the countries listed for a film might not reflect the location where the film was produced or the countries where the film received a theatrical release. If a title is a multi-country production, the country listed first corresponds with the production company that had the most significant role in the film's creation.

## Cancelled films

See main page: List of cancelled computer-animated films
Босс в Подземных Ходах

Босс в Подземных Ходах - пятый и последный на данный момент босс в игре.

Этот босс больше всех, и из-за этого перепрыгнуть его с земли не получится. Но, к вашему счастью, в комнате битвы с ним присутствуют лестницы. Также, сложность выигрыша может составить отсутствие передышки у этого босса. Но в комнате есть значки камнепада. Если их взять, то в середину комнаты упадёт большой камень. Если в месте, куда падает камень, будет босс, то у него отнимется одна жизнь. Но, сложность устраивания камнепада состоит в том, что значки появляються каждый раз на разных лестницах. А так как босса невозможно перепрыгнуть с земли, надо перепрыгивать его с лестниц.

Передвижение

1 фаза.

Передвигаеться как обычный квадрат, туда-сюда, туда-сюда.

2 фаза

После того, как у него отнимают половину здоровья, босс становиться в середину комнату и начинает прыгать, и одновременно со своим приземлением испускать сгустки шипов. в 10 направлениях. Лучшая тактика - проскальзывать под ним, когда он прыгает.

Здоровье - 6 жизней.

Где встречается  - Подземные ходы, Уровень 80.
Кнопка

Кнопка - непередвижной блок. Впервые появляется в локации Дремучий Лес. Бывает двух типов: временная и постоянная.

* Общие признаки: кнопки всегда запускают (останавливают) какой-либо механизм: приводят в движение пилы, открывают железные заграждения, и выдвигают платформы.
* Постоянные кнопки: запускают (отключают) механизмы навсегда.
* Временные кнопки: рядом с кнопкой имеется лампочка. Когда механизм запущен, кнопка зелёная. Потом она начинает моргать, и через некоторое время становится красной. Механизм при этом отключается.
Damasta

Capital: Northspire

Industry: Vertical agriculture

The Breadbasket of the North, Damasta’s spires are resplendent with vertical agriculture. Plantations, farms and plots are easily found, and where settlements haven’t sprung up, lush foliage provides ample bounty to wildlife and locals alike. Its residents are private, clever, and keen traders, mostly keeping to themselves unless trade with a neighbouring sky is absolutely necessary.

## Capital - Northspire

Ours are precarious lives., the winds and storms rob us of time in the sun. The turning of the wheel ensures we can never linger long in one moment, lest we lose the next that presents itself. It is true, when poets say we spend our lives dancing on the precipice, attempting to ignore the fall that awaits us on all sides. This is never more true than in the hanging city, that collection of lives that is Northspire. While our winged friends may step free, knowing they may rise on their own, and our neighbours can float freely, we and our cousins must always be mindful of our steps, whether climbing through the reams of staircases strung between the lumbermills above, or ducking under baskets and softly swinging cisterns that catch every drip and trickle from the grey stone from which the city swings. On that grand and ornate bridge, where every traveller is welcome to sleep, eat, bath, sell, craft, and entertain themselves, all for a tidy price, say the merchants wearing broad-rimmed hats and smiles several teeth too wide for genial comfort.

#### Northspire

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Major Settlements

### Meis

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Fallow

iptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Kaus Damac

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Aryl

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)\

## Settlements

* Oakledge
* Balveen

descriptions

 2

* 1. High Hill
	2. Bobbing Docks
* Torag

## Soars

* Long White Soar
* Aerie Straits
* Chasms
* Dripsky Soar
* Fernrop Murk
* Bridge & Vulpine
* Fe Jungle Reach
* Gods Thicket
* Cloister Soar
* Ilu’e Soar
* Mapin Sip
Reflexes Magic

**Reflexes Magic** is a Caster Magic that preternaturally heightens a person's reflexes.

## Description

This Magic dramatically influence the user's flicker fusion's threshold: a fancy term that represent the speed at which our our brain processes it's environment and in other words the speed at which you perceive time. This allows the user, in battle, to decelerate all of an opponent's attacks and react accordingly to dodge or to counterattack. Because this Magic only affects the rate of time for the caster, in the the eyes of other mages they appear to have unreal reflexes or/and perfect reaction time.
Ferra

Industry: Agriculture and Slave trade

Previously the largest, most dangerous of all skies, Ferra has shrunk in size after the most recent storm years, losing more than half its spires to Sal and Waren. The largest concentration of Avorals can be found in the south of Ferra, while slavers, pirate gangs, and raiders jockey for power in the east.

## Capital - Grajj

As many horrors are whispered of the dark canyons that betray the interests of the Ferra sky, there must be some mentions of wonders and kindnesses that hide in the shadows of the canyon city of Grajj. We must remember the short amber pipes shared between visiting and resident merchants as they war the fighting pits, passed back and forth without thought of cost of antagonism. We must remember the children of Grajj, who sit on the stone jaws and cry out warnings to captains and navigators as they negotiate their ships through the stone teeth to the city’s port. We must remember the warmth of the canyon aerie that nurses every wing back to health without mention to any brass, silver, or gold a patient might have weighing their pockets.

Yes, I have heard of the slavers and their iron cages, of the hard Ferra ropes, gritty cords twisted with sand and oil to bind tighter than cable. Who hasn’t heard of Grajj’s bloody canyons, home to monsters wearing the guise of family, devoid of consciousness or morals? Who hasn’t had nightmares of warriors wearing hair twisted with bones of all shapes and size? All of us who feel the soar’s breath on our cheeks have heard stories of one sailor or another who found themselves fleeing through the crevices of that dark city, racing to flee the hoots and hollers of their pursuers as they desperately fought to escape capture. But these are stories of a city alive and surviving, and it is important to remember gems of kindness, of blood-chilling loyalty and honour that are sparkle and glimmer, hidden in those shaded canyons.

### Grajj

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Major Settlements

### Amfell

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Galea

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Sakaya

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Soars

* The Cut
* The Quell
* Cyclone Fields
* The Pair
* Twist Thermal Soar
* Soar of Charnamin
* The Maw
* The Toe
Hila

Industry: Silver mining and smithing

Many ores, most abundantly silver, come from the mines of Hila. Settlements often pop up, thrive for several years where mines are created, and then abandoned once a region is exhausted or fully surveyed. Rich metal-filled spires and sturdy limbs make for a strong culture of metalworking. Sailors and merchants passing through the Hila sky often hear rumours of strange beasts and monster in more variety than elsewhere, which has made the sky home to more superstitions and common rituals than any other place.

## Capital - Captica

It is pointless to ask which is better, the new Captica, or the old, for the city has been remade in many of the ages, with many new faces. Its masks have blurred together into an imperfect stillness. There, a tailor’s shop blinks with kind eyes. On the corner, a tavern changes its swaying board painted with a tankard with one bearing brighter paint. Who can tell the person behind each mask? If a woman can change her fortune with a suit, can a man not change his fate with a lighter purse? If one has desire and silver to spare, an alternative solution is always present in the gilded metropolis.

Maybe so many Capticas add to the fractured worry that haunts the stone arches that open and close every street, road, and alley. The wonderful crystal lanterns are betrayed by their black-iron mesh, hope enmeshed with overprotection. No two street corners are the same, lest they draw an unknown spirit’s ire. Old superstition sleeps beneath the same trod-upon stones that laugh at new rumours, but the same pinch of salt is thrown over shoulde in the new Captica as was thrown with a worried chuckle in each Captica that ever was, that will be I suspect.

#### Captica

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Major Settlements

### Cine

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Port Crossline

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Settlements

* Monte
* Bourge
* Combers
* Pierry
* Cerge
* Lahoff
* Gentou
* Cambre
* Villay
* Lyony
* Amies
* Mulhy
* Neseau
* ~~Lese~~

* Zanshale
* Teifcar
* Davestown
* Brynaay
* Briden
* Kelvine
* Lokport
* Onrud
* Gurraz
* Gerhold
* Anathem
* Colridge
* Waerod Beak
* Shadehollow
* Gronde
* Razcliff
* Khroborril
* Mughod
* Spaitgate
* Terrim
* Duespint
* Gelbdock
* Buffetter’s Heights
* Turin Keep
* Scivallo
* Brassblade
* Urifoso
* Andolo
* Ramstone
* Tulay
* Rediron
* Tansany Hold
* Bonglogger Nest
* Brinswep

## Soars

* Golddawn Gulf
* Beras Soar
* Irontail Soar

* White Rock Straits
* Tidewind Soar

* Cheterny Heel
* Curashin Depths
* Sickle Soar
* Ruben Snap
* Goldsun Bay

* Storyk Roundabout
Skies of Fortuna RPG Wiki

## Welcome to the Skies of Fortuna RPG Wiki

Skies of Fortuna is a tabletop role playing game set in in a world of pirates, wild magic, and open skies speared by towering, needle-like mountain spires.
--
This wiki describes the world, rules, and events of the Skies of Fortuna tabletop roleplaying game.

### The World

The Skies

Timeline

Notable People

Notable Ships

### Mechanics

Character Creation

Weapons, Armour, Gear, Equipment, et al.

Airships
Victor Rivas

Um seine entkommenen Soldaten einzufangen und zur Rechenschaft zu ziehen, setzt er (unter anderem auf Tristan Coman) ein Lösegeld von zehntausend Dollar, mit dem Zusatz, dass der Schattenweltler, der den Soldat schnappt, für immer in Freiheit leben kann, inklusive Familie, ohne dass sie je gefangen genommen oder gejagt werden. Natürlich sind das alles leere Versprechen.

Trivia

Hobbys: schwimmen, Schach, lesen, Medizin, Chemie

Stärken: stolz, stark, selbstsicher, gesellig

Schwächen: herrschsüchtig, dominant, cholerisch, anspruchsvoll

Mag: klassische Musik, seine Arbeit, Kontrolle

Mag nicht: Schattenweltler, Kaffee, Schwäche

Liebstes Spielchen: BDSM, Doggy

wurde noch nie mit unordentlichen Haaren gesehen

ist schwer zu beeindrucken
Lore

The stories and lore of the Skies are open for others to enjoy; make your own stories, write your own legends, punch bats and such! That said, below are some tales and fragments.

Stories

Notable People

Notable Ships

## Ages of Fire

* Lotha's Seven and Ten Burdens
* The Lady Came in Lagur
* The Ten Hundred Tales

## Ages of Rule

* The King's Feast
* The Dream Walk of The Lonely Girl

## Age of Piracy

First Age - The Fortuna's Winds

* Of Major lines and Soars in our, these Ten Skies.
* Hawthorn’s Privateers
* The sad story of Livitus

Second Age - The New Legends

Third Age - The Last Orders
Agatha

Lady Agatha is the major patron of Damasta, who owns several spires throughout the northern sores. Originally from Dalaam, Agatha is extremely well connected to The Blues and many families close to the king. She prefers to keep power through powerful connections and favours rather than through force, but still has a very powerful fleet at her disposal.

Agatha is rumoured to feel a lot of compassion towards persecuted women, including sex workers and witches who have been rejected by their communities. Many of these women will make the journey up to Damasta to seek her asylum.
Mother Hua and the Den Father

One of the stories found the the Book of Trees commonly associated with the Ten Hundred Tales, Mother Hua is an ursa fable from before the Age of Fire.

## The Tale

Mother Hua of the Eyes lived in a warm and welcoming home, but the den father was cruel and wicked and lazy, demanding all in his den hunt and farm and gather for his glut. Twisting her leg, she pleads to the den father to let her rest four days back to health, and if let alone, den father will find the greatest feast.

The den father knew Mother Hua was sharp and wise and always kept her word true as jewel, but after one day and one night, he saw her curled up and sleeping during the day and flew into a rage. Slashing her back and biting her arms and legs, he drove Mother Hua out into the woods and fields, demanding the greatest feast she had promised him. Mother Hua Saw the den father’s greatest feast, and then died from his attacks, falling in a pile of twigs and crisp leaves into a quiet, bloodied heap.

Two nights passed and the others of the den asked began asking where Mother hua was, Was she not still hurt? The den father barked that she had gone off into the woods to hunt rather than laze about, and that they should all follow her example. A young cub, Buadan of the Eyes, Saw her bloodied path and came upon the dead Mother Hua. Returning to the den, Buadan roared for all the den to gather, Mother Hua had provided as promised, even after her unjust death at the den father’s paws, and brought them their home the Greatest, Fattest feast. Then, Buadan and all others fell upon the den father, slashing open his back, biting off his arms and legs, and finally ripping open the den father’s belly as all in the den ate. Thus, Mother Hua fulfilled her last promise.
Supermarktkette Kroger

Das Terrain, auf dem sich die Filiale der Supermarktkette "Kroger"
befindet, war bis vor kurzem noch im Besitz der Menschen gewesen.
Soldaten und Sicherheitstrupps belagerten das Gebäude von früh bis
abends, bewachten die Vorräte, doch irgendwann waren sie aus
unerklärlichen Gründen abgezogen. Das ganze Gebiet ist mit einem elektrischen Sicherheitszaun umgeben, der so hoch eingestellt ist, dass er einen Menschen bei der kleinsten Berührung töten kann. An der Stahltür im Zaun befindet sich ein Scanner, der nur Menschen Zutritt verschafft. Doch selbst dann benötigt man noch ein Passwort, welches nur Bedienstete und Soldaten der Anstalt wissen können.
A Marooned Man

“Rick, why are we tied off?”

“Captain! Sorry, I should’ve reported, but we’ve been having some trouble.”

“What kind of trouble?”

“Well, we spotted a flag on the spire’s summit, three white flags waving. First mate and the allcalls that we’re on deck put to a vote. We’ve been ahead of the winds, so we figured we could stand to lose a few hours if we can save some marooned bastard. Might even be some profit if there was a downed ship.”

“Right, fine, why are we still here?”

“Well, the away crew went and we heard some pretty bleak sounds, and then our boat came back with two less hands and a new face.”

“Someone was camped out?”

“For the last two seasons, apparently. Said he survived by fighting the wildlife, and this rock has got some teeth more than critters. Egg Eaters, the guy call them—“

“Let me guess. They ate more than eggs?”

“Right in one, Captain.  Right now the shaggy bastard’s with Carlosa in the armoury, kitting out a second away.”

“Shaggy. Ursa chap?”

“No, sir, he’s got this massive tangled beard eating his face. Hides and hair dressed.”

“I see. Why the starry hells would he want to go back?”

“His effects, he said, and his fare.”

“What?”

“He asked Carlosa if he could buy passage. Said he had a merchantman’s plunder packed up in his camp, stacks of gold pieces and stored cargo like, less foods, I’d wager.”

“Carlosa’s leading this madness?”

“Begging pardon, Captain, but the crew thought it a venture worth pursuing, even if he’s weighed his gold three flans a coin.”

“It won’t be if they’re all dead.”

“Seemed a risk some of the new lot seem willing to venture.”

“Black damn. Alright, let’s go.”
Navajo Shifters

— {{{2}}}

Die **Navajo Shifters** sind ein recht junger Zusammenschluss der unterdrückten Gestaltwandler in San Francisco. Der Einwanderer Nemesis, ihr Anführer, hat sich zur Aufgabe gemacht die Gestaltwandler zu einer anerkannten Rasse in der Stadt zu machen und ihnen wieder zu mehr Macht zu verhelfen.

## Bekannte Mitglieder

* Nemesis (Anführer)
* Psy (rechte Hand)
* Shade (rechte Hand)
Chain Magic

**Chain Magic** is a Caster Magic involving the use of chains.

## Description

This Magic allows the user to shoot long chains from their hands, complete with grappling hooks at the ends. They can be used in combat by launching the grappling hooks through enemies. After they have been caught, enemies can also be slammed into objects (such as trees, the ground, boulders, etc.)

## Spells

### Emery's Spells

**Tethering Chain**: The user shoots long chains from their hands that are able to grapple and can be used in combat by launching the grappling hooks through enemies. Alternatively, this can be used to move around by targeting a surface and pulling oneself using the chains.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Average*]

**Weighted Chain**: The user shoots long chains with a weight at the end from their hands capable of dealing significant damage. Such chains are capable of pulverizing a boulder without much efforts.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Average*]

**Chain Vortex**: The user shoots many long chains from their waist which spin around the user in the shape of a vortex. Each chain is capable of dealing blunt damage to the opponent and can also deflect projectiles.

[*Offensive Spell*] **|** [*Close Range*] **|** [*Cost: Average*]

**Viper Chain**: After targeting an opponent the user shoots long chains from their fingertips which are much thinner and much faster than any of their other chains. Such chains are used to ensnare the opponent and constrict them, preventing any escape. When used, they are described as dancing snakes.

[*Support Spell*] **|** [*Mid Range*] **|** [*Cost: Average*]
Камень

Камень - это передвижная платформа. Красный шар  может перепрыгнуть через него или передвинуть его. Также он может придавить  квадрата  этим камнем. В появляется короб большинство  уровней . Он чаще всего работает как ступенька выше.

                                                                                                                                                                        Камень.
Fortuna and her crew

Marking the end of the Age of Rule, one ship and its crew—the Fortuna—stood tall against the King’s might when no others would, and somehow won. This ship has become a legend, and rumour of its passing still sparks surges of rebellion and piracy.

## The Crew

### Captain Nathaniel Lindan

Born in Kingspear, Ries (now Ushua), Lindan grew up in the final years of the Age of Rule.

flag bearer soldier

### Cook

Lucy’s elder sister, gave up previous name and after being rescued and given position of cook, took it up as name.

### Vulfden, gunner, priest, monk

A passing ship spots a glint on the crag of a low sky sand dune. Inspecting it reveals a small craft crashed  and a guy slumped over. A small ship pulls aside, flying core colours. The crew of the Fortuna rescue the man, with a dark countenance, though sunny language and ragged black hair long to fall on his shoulders. He introduces himself as Samuel A. (agentell) Vulfden. he is introduces himself as a priest to the all faiths, though he personally prays to Lyanhk of old. He was making he way through Ries from the core when his skiff started losing altitude. lucky enough he was able to rig up enough of a fix to carry him to this sandbank, and from there he started walking. he got the the far end, found nothing and thats when the Fortuna came along. The fortuna takes him readily on board.

Vulfden wears simple vest on top of a shirt with small holy symbols adorning his cuffs and collar.  his frock coat is worn and dark blue.
Belvoir Witches

— {{{2}}}

**Belvoir Witches** ist ein Zirkel, der aus 18 Hexen besteht und von Azmodan Sathrago geführt wird. Alle Hexen sind mit Azmodan der Reihe nach verbunden und würden bei einem Angriff auf den Hexenmeister ebenfalls verletzt werden oder sogar sterben.

## Geschichte

Es ist bekannt, dass der Zirkel dunkle Magie praktiziert, mit der sie Kraft aus ihren geweihten toten Vorfahren schöpfen, die in San Francisco beigesetzt sind. Da die Überreste ihrer Vorfahren die Quelle ihrer Macht sind, kann der Zirkel die Stadt nicht verlassen, oder er würde sein Vermächtnis aufgeben. Wenn eine Hexe aus dem Zirkel die Stadt verlassen würde, würde dies dazu führen, dass die Hexe von ihrer Verbindung zur Ahnenmagie abgeschnitten würde.

## Zulassungsbedingungen & Aufnahmeritual

Die Belvoir Witches suchen sich bewusst talentierte Individuen, die ihnen helfen könnten, zu wachsen. Diese beinhalten Künstler, Politiker, Kämpfer, Anführer und viele andere.

## Bekannte Mitglieder

* Azmodan Sathrago (Anführer)
* Mohinder
* Josephine Blankenship
* Genevieve Javis
* Isaac Greystoke
* Fabian Winters
Vildail Rackarninja

Years ago, a star fell from the sky. It streaked across the soars, blazing bright as it fell. Every sky neared witness to it drop, burning bright from the heavens above us. It landed beneath the cloudfloor, where none have ever returned. There was an old couple, a skyfishing couple, husband and wife, who felt its heat and nearly burnt up. The star struck through the cloudfloor and from that spot came a new spire. Not a tall mountain, but a handful of top, just enough for it to land. The couple drew close, drifting down until they were looking down at the crater made in the nearly submerged hill. All they saw at first was a crater of sand. Then, movement. Wiggling. Black skinned toes and fingers, at first, or perhaps that is what they wished to see. A baby with skin blacker than night. Not dark from the sun's kiss, but black from the night's tear. Smooth and leathery like a wing, supple like jelly and wine. The baby's face had no features save two glowing orbs, which the couple took as eyes bright as white jewels. It had no mouth, or nose, or brow. Its face was smooth and soft. The old couple, not knowing what else to do, gathered up the baby and brought it on board their small fishing boat. They wrapped it in thick oilskin, and the old woman carved the child a face that it could return their gentle smiles. They would name this child Vildail, which means falling stone, and they would raise it as their own until such a time as the youth would leave them, and journey across the sky. They never heard the youth speak, but they found the thought of him constantly in their minds, <Vildail Rackarninja>.

This was the first known medua.
Denizens

There are four prevalent races living the skies, though many others exist scattered across the spires. Ask your GM if you want to play a non-standard race, and come up with both the benefits and detriments to this choice.

> ***Abrupt Arival***
>
>

> *In rare circumstance, a small hateful, wretched creature with long ears, bright shiny eyes and a gingersnap like a whip crack will appear and deposit a strange PC from far off lands and dimensions. This creature is a gnome of terrifying wizardry and power, and one of several GM tools that can be used as an initial Deus Ex Machina. His reasons are simple: boredom and mischievous entertainment.*
>
>

## **Avoral**

Making their aeries upon the tallest peaks in HighSky, these hollow-boned bird-people stand 7 feet tall with small hands at their wings’ midpoint, allowing them to do nearly anything human hands can do. Their sharp beaks and claws make them terrifying foes on the ground or in the air where they are more comfortable.

## **Human**

Spread out across the spires are pockets of humanity. Ambitious, creative, both heroic and villainous, humans have a knack for working toward common goals in inventive ways that has let them grow and claim dominion of the majority of the skies.

## **Medua**

Recently arrived in the Skies sometime during the last Age of Storms, the jellyfish-squid-like creatures are immediately recognizable by their heavy robes which cover their entire form. Nearly perfectly silent, they communicate through limited psychic communication. They are incredibly curious and make for excellent craftsmen and tinkers, using their many tentacles to manipulate and build in ways the other races cannot.

## **Ursa**

Native to the sky of Sal to the far south, these sentient bears generally keep to themselves and their home territories. It was only when humans came to their lands that they began setting out to explore and make a name for themselves and their culture.
The Ries—Hoya Koku—Andi Mone loop

"I'm looking to outfit a crew," the merchant said as he rapped his ringed knuckles on the bar counter.

The barman eyed the merchant with a wary . Lots came in who talked big. They tried to throw their perspective and dreams around, luring men in, pouring out the drinks, but when it came time to pay, few stood their tables. It was one of the sullen truths of life that the barman had had carved into his being. Where there was bluster, push to see what bent or what snapped.

"Lots of crew around these parts looking for work." The barman nodded slowly. "Paying work, that is. If you've got your eye on an illusive prize, don't go asking around my place. Only hungry men here, hard against the wind, but quick to turn when their bellies are empty and pockets light."

"Few concerns there." The merchant waved off the barman. He would not be dissuaded. "There are finances up front. This isn't some galavant across the local soar. This is a business venture. There's a transport galleon being outfitted at the lowest pier on the docks. The Fair Belle—prettiest passenger galleon for its line. I'm looking for crew to take two hundred—two hundred, mind you—across the region to a mining spire just found in Hoya Koku. Word is they struck black rock. The hardest shale ever to fit a ship."

"Mighty fine story, mister." The barman served beers out to a server who spilled out of her apron whenever she moved; no one seemed to mind.

"Story nothing, old son." The merchant leaned over the counter, eager as a schoolboy flirting with his first crush. "I've got a good ear that you know the best men and women who pass through this town. I'm looking for some idle hands that can give a leviathan a run for its money! I have the hands, but I need the crew. The Crew! A team that works well. Hands to fend off any pirates in the sky. Hands to protect the miners on the way there,  a hand thick on words to pick up more on the way. Hands to guard and guide, hands to pull this venture through the skies, up to Hoya Koku, down to Andi Mone and then back home."

The barman stopped his service and considered the merchant in full. The man wore his wealth in subtle, practical ways. He was neither ostentatious, nor brash. His eyes were sharp, cunning and full of excitement like the gambler who has seen the dice fall and knows he only has to move correctly to walk away from the table with a fortune. The barman slowly nodded. He placed his hands on the counter separating the two,.

"That's a trip, to be sure. And as it happens, I do know some hands who might be interested. I'm not sure if they've all worked on the same boat all at once, but they'll all. Be vouched for, that's my guarantee. How long will your voyage take, port of call and back?"

"Better part of a year. Shore leave and harbour once we reach the mine and again in shorter steads when we get to the shipwrights down south."

The barman scratched his chin and gave the merchant level look.

"Come back in two dawns; I'll have your hands."
Sal

Industry: Lumber, beer, and float stone mining

Homesky of the Ursa race, Sal’s wide landmasses are a dangerous wilderness that yield strong lumber, rich beer, and rare float stones.

## Capital - Ursus Major

The floating star between spires, Floatstone city

#### Ursus Major

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Major Settlements

### Ursus Minor

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Bujy

-descriptions

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

### Nvarfall

floating city of tethered ships, usually in the Starfield

1. Dock
2. Hold (underground)
3. Farm
4. Crafters
5. Mine (underground)

## Settlements

* 1
* 2
* 3
* 4
* 5
* 6
* 7
* 8
* 9

## Soars

* Soar of the Northern Stones
* Bristleback Reach
* The Watched Gap
* Ursus Soar
* Red Fangs’ Gully
* Sun’s Haul
* Honeymead Purse
* Soar fo the Eastern Mists
The Ten Hundred Tales

Compiled in proper by the /natural science college/, this is a composite time of stories, superstitions, fables, and anecdotes that have survived through the ages.

While some of the stories have a clear place in the later Ages of Rule, and some situated in the Ages of Piracy, most are thought to have originated during the Ages of Fire and before.

Most stories read as transcriptions of oral traditions, giving credibility to the claim that the Ten Hundred Tales existed in spoken form long before it was put into physical print.

## Composition & Structure

Divided into three sections, stories are grouped by racial origin rather than sky or setting. While many tales could easily be found in other sections, it is understood that each section’s stories were told my mouth between known travellers and families before they were shared among other Euclid races.

Medua, given their recent arrival and no natural written form to their language, have no book, though several stories have begun to be recounted among the others, claimed to be from the Book of Clouds.

## Frame

Each book begins with a parallel framing device: two hunters are heading out to hunt, returning from hunt, or passing time while hunting trading stories, with the wager that the best story will win whatever creature they claim for their later meal. The stronger, quicker hunter assumes his prowess will lead to his stories winning, but the smaller, more clever hunter more often wins their dinner.

## Index

### The Book of Trees

Ursa stories and Warnings

* The Forager and the Skryty
* Mother Hua and the Den Father

### The Book of Peaks

Avoral songs, beastiary, and fables

### The Book of Cities

Human tales, aesops, grimms

* The Lady Came in Lagur

### The Book of Clouds

Medua efforts, dreams and described histories

* Vildail Rackarninja
Alnico Dragon Mode

**Alnico Dragon Mode** is an Iron Dragon Slayer ability.

## Description

Alnico Dragon Mode is an ability that can be gained by an Iron Dragon Slayer after they have consume aluminum, nickel, cobalt and copper or an alloy of these four such as Alnico. This ability grant the user the use of alnico, a metal similar to iron other than it's magnetic properties which have been shown to be potent enough to pull in or away targets.

## Spells

### Caelus's Spells

#### Basic Spells

•**Alnico Dragon Roar**: An enhanced version of Iron Dragon's Roar, only performable after the user has absorbed aluminum, nickel, cobalt and copper. Much like the original spell the user inhales a fairly large amount of air and then proceeds to releases a very powerful tornado from their mouth, which possesses incredible blunt force, at the opponent and that also pulls in nearby opponents. In the process, sharp metal shards are dispersed, which are capable of shredding the opponent's body. The sharp metal shards have magnetic properties and pull nearby targets closer to the breath attack.

[*Offensive Spell*] | [*Mid Range*] | [*Cost*: *Average*]

•**Alnico Dragon Club**: An enhanced version of Iron Dragon's Club, only performable after the user has absorbed aluminum, nickel, cobalt and copper. Much like the original spell, The user transforms their arm or leg into a large iron club, increasing punching and kicking power, and also adding that the opponent gets pulled towards the user.

[*Offensive Spell*] **|** [*Mid Range*] **|** [*Cost: Low*]

•**Alnico Dragon's Scales**: An enhanced version of Iron Dragon's Scales, only performable after the user has absorbed aluminum, nickel, cobalt and copper. Much like the original spell The user covers part of their body or the entirety of it including their hair and clothes with alnico scales to increase the user's defense. In addition to this, when performing a physical attack, nearby targets are pulled closer. On the other hand if the opponent tries performing a physical attack on the user the alnico scales armor will repel the target.

[*Defensive Spell*] **|** [*N/A*] **|** [*Cost: Low*]
Lotha's Seven and Ten Burdens

Written sometime in the late Age of Fire, Lotha's Seven and Ten Burdens is a long form poetic text that details the hero Lotha's life, and the seventeen trials and events that culminated in his death, as well as the disappearance of Turalei sky, and disappearance of its native Tessie inhabitants.

## Structure

The text is written in stanzas of three lines each, spread over seventeen scrolls, or books. Due to its antiquity, a complete copy of Lotha's text is not known to exist, though the Royal Archivists offer a significant bounty to any who submit authentic, verified attributions.

## Excerpt: Lotha's Sixth Burden

The Otter held a transcription of a fragment of Lotha's text—marked as Lotha's sixth burden—describing the scrying of eight magical, musical instruments, relics attributed to Yithila.

1

> *Lotha carried the child’s body from its cradle,*
>
>

> *Weeping as he carried out his task.*
>
>

> *The eaten was named and the ritual complete*
>
>

2

> *The young man grew old and weary there*
>
>

> *In that forgotten glade of Hem*
>
>

> *Where the ivywood eats all other trees*
>
>

3

> *The Blind Seer’s damned ritual complete,*
>
>

> *Lotha read from the map of blood and entrails*
>
>

> *The way to change the skies near and far*
>
>

4

> *To change the skies as can only the gods*
>
>

> *As have and will the Old now and then and yet*
>
>

> *With Storms as hammer and chisel and anvil*
>
>

5

> *Lotha saw the low moon fiddle*
>
>

> *With strings of brilliant rainbow and dark mahogany*
>
>

> *Its deep moan calls the living to attention*
>
>

6

> *Lotha saw the ivywood horn*
>
>

> *In the shape and sound of a conch*
>
>

> *With echoes that summoned falling ghost*
>
>

7

> *Lotha saw nightingale bells*
>
>

> *Clustered like shining jewelled berries*
>
>

> *Their tears rousing all birds*
>
>

8

> *Lotha saw the high wilds harp*
>
>

> *Bound in bone and feather and scale*
>
>

> *That opened to doors to the stars*
>
>

9

> *Lotha saw the rock hautboy*
>
>

> *Hewn from perfect stone to carry unseen wind*
>
>

> *Emotion and language piped free to all beasts*
>
>

10

> *Lotha saw the white coral concertina*
>
>

> *Five sides toward the far borders of our world*
>
>

> *That shivered every spire, stone, and rock*
>
>

11

> *Lotha saw the berry young wheel*
>
>

> *Marked with with Her name and shape*
>
>

> *And all winds fell silent and roared*
>
>

12

> *Lotha saw the cloudfloor drum*
>
>

> *Painted blood and skin of Yithila*
>
>

> *And the cloudfloor rose to cover the world*
>
>

13

> *And the old sage whispered that the time was close*
>
>

> *Yithila’s eight would be brought together in band*
>
>

> *That they along would control their fate*
>
>

14

> *They would play Yithila’s oath and welcome Anak*
>
>

> *Blood and Storms would roll over all skies and soars*
>
>

> *They would bring a new Age, and Lotha wept.*
>
>
Harp and her crew

The Harp, previously a blue ship, stolen by defected blues, refitted and put into service during the third age by an elite unit that had was left for dead, and then shelled with mortar fire because of a grudge. The six elite blues that survived bonded, threw their colours off and decided to start anew, as free men and women. They disappeared into the warring skies, with a vow to each other to find themselves first, then find each other come the new age. Six broken blues disappeared into the blood and storms of the Rim civil wars, and as the Fourth age began, six figures met up in a backwater tavern in Jafton (Crean), dropped off by various ships.

## The Crew: The Six Blues

### Balju, Captain

(f, human), tanned dark skin, fisher background

### Galant, Scout

(f, human), roguish, softstep boots, theif and sniper

### Innsman, Priest

(m, human), hair and beard beaded, inquisitor

### Kapelan

(f, human), paladin, royal guard, now a Saint

### Lakenschear

(m, avoral) windsinger, smuggler, helm.

Since their departure from the king's service, each of the six has changed, radically in some cases, not so much in others. Each still wears a scrap of blue, as both defiance and knowledge that it holds power. Innsman has a small ship he claimed as prize from a hold his last ship claim, Lakenschear flew in, and Prost came by private skiff, more of a davit really, but a full skiff none the less.

The six drink the night away, catching up with what they've been up to. Personalities clash, but nothing beyond usual. Balju is still clever, risky, but tactical and bold. Gazant is still sneaky, but now has stolen much more than she ever did while a Blue. Prost is more relaxed, enjoying choosing his adventures. Innsman is somehow more religious, more reserved in his lore as fact rather than myth. Keplan becoming a Saint is readily understood--she always was the moral core of the group, always the defender, always the paragon of what a Royal Guard should be. Lakenschear was glad to be free of the blue, as he was a pirate before enlisting, and as close to a dark blue without fully turning.

The six aren't sure if they should travel together, but Balju puts it to the group:

"We survived together. We've been through enough that if any of us thought we were better off without each other, there's no way we have come to to this run down rock.

"So here's my thinking. We sail. We follow the wind and where ever we want to go. If any of us want to leave, we can, but we I want a place for us to come back to. You fools are my family; we should have a home."

The six agree and plans are made. Innsman's ship, everyone's gold, some favours called in and others given out, and the Harp is squibbed and cut to spec.
Timeline

## The First City

The deep, the mid and the high city, Centerspire of Dalaam.

The capital city came about, as so many do, out of necessity and coincidence rather than foresight and good planning. It was located, simply enough on the largest mountain spire in the early days of cultivation.

Before the core and rim territories were established, there were a select few who found themselves on a mountain in the sky. They struggled atop their spire, and after centuries, has colonized all the immediately surrounding mountains. The tallest of these was where the most powerful chose to build his house, and so the first fortress on the highest rock was built.

More generations passed, each adding more and more to the mountain, carving the rock and making the once nameless fortress become the clean stone jewel ontop of an ornately carved sceptre that was the mountain. Steps and tiers were carved out and inhabited. Beneath the fortress,a city grew, curling around the mountain from the peak in Top Sky, as it was known, on down to the cloudfloor that swam at the bottom of Low Sky. Stretching all three airspaces, the largest city of skies was born.

Once what historians and chroniclers call the Age of Blood, or more eloquently the age of aggressive expansion and Colonization, drew to a close, a King sat at the head of the largest and tallest capital, the only true metropolis in the sky. With the King's Palace, Fortress, Court and Empire dominating the mountain's peak plateau, the capital metropolis, Spaeral City flourished beneath.