recursal/Fanatic-Fandom huggingface dataset:
Timeline of the Long War

The Long War was a period of conflict in Montrabeque involving members of the MCF, the Montrabeque security forces, and many other groups. The conflict began on the 28th of September 1922 and came to an end on the 22nd of September 1991. Although figures are still in the process of investigation, the war claimed an estimated 89,000 lives.

## Prior to 1922

Since the formation of the Montrabequean Communist Front (MCF) in 1920, a number of protests were held at important events urging the Montrabequean Government to surrender to the MCF so they could have the country become a communist state. In 1921, in response to the growing threats made by the MCF and their leaders, then Secretary of State Securities, Gerald McMason, passed amendments to the House Membership Act of 1690 so that communists could not be elected to the government. This is believed to be what led the MCF and its leader, Lewis Markow, to become more aggressive in their tactics when protesting with rioting becoming a frequent occurrence during their future demonstrations.

## 1922-29

**December 22nd 1922** - The Soviet Union is declared. Members of the MCF flood the city of Terren to celebrate but with worries for citizens, the National Guard are ordered to remove the crowds and in doing so start a riot by the MCF in which 14 were killed and 200 injured including 9 MCF Members, 4 Civilians and 1 National Guard.

**December 23rd 1922** - Lewis Markow, leader of the MCF, makes a statement condemning the actions of the government the night previous, and gives the government 5 days to begin the process of becoming a republic and joining the Soviet Union or the MCF would be forced to take action.

**December 28 1922** - Lewis Markow issues a statement continuing from his previous statement in which he declares war on the Government. Markow was soon arrested and held in the Palace of Justice.

**1 January 1923** - Whilst crowds gathered in Terren to celebrate the New Years Parade and view the King's Speech, a pipe bomb was detonated in a pub along the main parade route. The blast killed 9 and injured 130.

**5 January 1923** - 3 MCF soldiers entered a bank in Helley-Fay and took 6 hostages. After 14 hours of negotiations, 4 hostages were killed and two soldiers wounded with the third escaping.

**21 January 1923** - Angela Bastion, a catholic missionary to Montrabeque and follower of the MCF, attempted to set herself on fire outside the Palace of Justice in protest of the arrest of Lewis Markow. Bastion died as a result of her injuries 5 days later.

**24 January 1923** - Dr Stewart Cottrey, doctor for Angela Bastion, is ambushed by members of the Montrabequean People’s Army (MPA) and beaten to death in the car park of Mulgatha University Hospital.
Parker Grove

*Parker Grove* is a Montrabequean soap opera which chronicles the lives of the residents of a town in Halerook, a fictional town on the island of Feroce. Created by Harvey Baker and produced by the Terren Network and then Grove TV for the country's main commercial network, it was first transmitted on 6th December 1953 and is the world's longest-running television drama series.
Episode 1 (6th December 1953)

## Plot

In the church overlooking Parker Grove, the new Priest, Frank Anderson, takes over from Father John McCarthy who is retiring due to ill health. John advises him to maintain an open door policy to the church except to certain village residents such as the Dennis’s on Keepers Lane. Inside the Dennis house, Edwin and Lucille argue over money fearing they may not be able to continue living in the village. Lucille encourages Edwin to return to burglary but he refuses, leaving for the pub, the Fox and Hound. As Father Frank explores the village with Father John he meets Charles Godfrey, Lord of the Manor and is told by Father John of Charles’ wife Blanche's return from France after visiting her sister. All three gentlemen walk to the pub where Blanche is found singing in chorus having returned early. Blanche and Father Frank are introduced, much to the horror of Charles.

## Cast

**Regular Cast**

* Father Frank Anderson - William Arnell
* Father John McCarthy - Patrick Ellison
* Edwin Dennis - Ewan Slater
* Lucille Dennis - Catherine Lucas
* Charles Godfrey - Gerald Dyman
* Blanche Godfrey - Rose Ellison

**Guest Cast**

* Samantha Walsh - Anne Green
* Harvey Walsh - Peter Goodwin
* Alice - Diana Gunrose
Niketasian Reform

LAW ON THE REPEAL OF THE PUNISHMENT FOR SUPERNATURAL AND UNNATURAL AFFECTS ON the first day of Augustus, the Imperial Senate - through the use of a Quaestor - introduced a repeal of the various punishments, once corroborated by military and faith alike. After decades - if not centuries - of outright hostilities toward the use of spellcasting, certain circles and domains of magic have been freed for use under specific conditions.

These conditions came to include;

That all magic be refrained from use against Imperial citizens and subjects under any circumstance, including self-defence, save for spells which invigorate one’s or one’s allies’ abilities.

Outright legalisation of magic of the FIRST and SECOND circles, save for spells regarding necromancy; psychopompery; demoniac wizardry; heretical self-worship; psychic magicks; and pagan druidic cunning. Any magic gained through these methods - even if the spells are not within those listed domains - is to be considered the same crime.

Outright decriminalisation of circles including and beyond the third, so long as they do not pertain to the outlawed domains listed, that those spellcasters unregistered with either the Adherency of the Church of Sol Imperii or an Imperial Legion and its Auxiliary pay a sum of seven-hundred and fifty gold tithe to their local forum per month, along with a quart of their blood, that those magicians registered as members of the two aforementioned organisations pay only a quart of their blood per month.
Sol Imperii

Sol Imperii, commonly known as the *First Emperor*, is the Sun God of the Cyros. Considered omnipotent and the spiritual founder of the the Empire, his Church of Sol Imperii is one of the great powers of the Empire. His word is said to be delivered to his followers through the Scriptura Solis, and his worldly representative is the Patriarch, Theotokos Cauterised-of-Sin.
Dolphin Rider

*"The importance of Ted cannot be understated."*

**Why Dolphins are COOL! (Written by Dolphin Rider)**

Dolphin Rider will make an apperance in Episode 10 as a big character with Stinky Pete. He is a goofy character who is best friends with Conehead Zombie.

His loyal dolphin Ted is very evil but strong at attacking underwater.

His teeth are more straight than most zombies because he often wears braces. The others think he's a pussy for this.
Angela Bastion

**Angela Claire Bastion** (25 October 1896 – 26 January 1923) was a German Catholic Missionary who died by suicide by self-immolation outside the Montrabeque Palace of Justice 21 January 1923. Bastion was protesting against the arrest of Lewis Markow two weeks prior. News of Bastion’s death spread around the world and prompted mass criticism from members of the government as to the severity of the ongoing conflict.
Church of Sol Imperii

The Church is one of the great pillars of Ocemi society, with basilicas and minarets rising high over every city of note within the borders of the empire. With Sol Imperii being the one and only recognised god among the Ocemi, the church has a great deal of influence, with most imperials citizens being among the faithful at least to some extent.

The clerics of the church are some of the only open practitioner of magic, which they call upon in the form of blessings and fiery evocations. This is an idea deeply embeded in their dogma - that magic is dangerous and should only be wielded by the truly faithful as a personal gift from the First Emperor himself.

The militant wing of the church are often known as the adherents. These men and women are more commonly seen on empire's borders, bringing the sun's light to heathens through righteous violence as well as prayer.

The supreme leader of the church is the Patriarch of Great Ocem and all Cyros, Theotokos Cauterised-of-Sin, with the Kahnwold being ruled over by his subordiante, the Primate Cyril IV.
Dragon

The dragons are a mysterious and powerful race said to predate even the Ocemi Empire who have since largely faded into history.

Looming over even large towns in size and possessing magic and physical strength matched by very few other beings, dragons were often depicted as part of the heraldry of noble houses, with red dragons in particular being associated as holy animals of Sol Imperii.

Dragons have a biology alien to most other natural races, having no specific gender and reproducing asexually by laying great clutches of inert eggs, which remain dead to the world until the dragon that bore them passes - after which, the same dragon will be born again from one of their own eggs. This has allowed this mighty race to grow extremely powerful, but also means that they are inherently a dying race -- new dragons are never born.

To this end, dragons have always obsessed over solving what they consider to be their great curse by creating draconic creatures from their blood and magic to act as their offspring, creating races such as wyverns, wyrms and even drakes, who many mistake for true dragons. Sadly, each of these creations is imperfect - always either lacking true sentience or bearing the draconic curse to never propagate their race. Thus the greatest creation of the dragons was the homunculus-race known as Kobolds, who are both intelligent and able to hatch young ... though are a pathetic and verminous peoples, far removed from their imperious forebearers.

Of the dragons, the two most infamous are the Beggar, for whom the Beggar's Teeth are named, and the Grandfather, a long-slumbering red dragon worshipped by the Patroni.
Wonder Momo-I new recording

***WONDER MOMO-i〜New recording〜*** is the third CD single by Haruko Momoi. The album is inspired by and utilizes the themes from the video game Wonder Momo, and the title itself is a pun from Haruko's own surname "Momoi." Haruko herself cosplays the main character, Momo, for the album cover as well as during concert performances. The title track is also featured as a playable song in the PS2 game *Taiko no Tatsujin: Tobikkiri! ANIME SPECIAL*.

## Track listing

1. "*WONDER MOMO-i〜New recording〜*"
2. "*ONCE UPON A TIME〜Fairy story〜*"
3. "*WONDER MOMO-i〜New recording〜 (original karaoke)*"
4. "*ONCE UPON A TIME〜Fairy story〜 (original karaoke)*"

## References

1. "太鼓の達人 とびっきり! アニメスペシャル". Archived from the originalon 2008-03-13. Retrieved 2008-03-08.
Scriptura Solis

The *Scriptura Solis* is the primary religious text followed by the Adherents of the First Emperor, Sol Imperii, said to have been conveyed from the heavens during the founding of the Ocemi Empire. The complete and original *Scriptura* is said to only be held by the Patriarch of the Church, though every priest carries at least a partial or abridged version of the text based on their seniority.

Most copies of this scripture speak of the virtues of charity, the uplifting of the meek, the upholding of order and submission to goodly authority, though these peaceful values are superimposed with an emphasis on the more worldly importance of the empire and the military, both of which are seen to be physical extensions of Sol Imperii's will.

Many of the rites and rituals described in this text tend to center around symbolic or physical cauterization as a means of purging sin, though the latter rituals are only undertaken by hardline practitioners, with the common imperial citizen being more than content burning incense and donating some alms to their local cloister.

The *Scriptura Solis* takes a very dim view of unrestrained magic use, believing that the decline of the arcane across Cyros to be a part of their god's divine will in the ordering of the physical world. Ironically, the Adherents of Sol Imperii are also the world's most well-known practitioners of what might be described as magic, with their lowliest clerics having some ability to invoke divine miracles. This belief comes from an understanding that all magic is the exclusive domain of Sol Imperii, and that this power in mortal hands invites chaos and disorder into the empire - and that only those within the Church's ranks should be allowed to partake of this gift in their god's name.

In particular, any magic of the third circle or greater used outside of the Church's membership - unless otherwise under the protection of Imperial Authority - is strictly forbidden and seen as an intolerable sin. Usually, these crimes would be handled by the local authorities of a given province by imprisonment, but under Patriarch Theotokos instances of the Church invoking the Scriptura as justification for the burning of dangerous magic-users has risen exponentially.

This part of the Church's doctrine has put them at odds with the Guild of Alchemists, who practice quasi-magical work in their creation of potions and (in bygone times) golems. While the former was and is largely tolerated for its use in supplying the Ocemi Legions, the latter has in the past faced harsh repression for reasons not fully documented.
Marina, Crown Princess

**Marina, Crown Princess** (9 June 1963 - 8 November 1991) was a member of the Montrabequean Royal Family and an English stage actress. She was best known for her work in musical theatre, starring in productions such as *Cabaret* (1981) and *Phantom of the Opera* (1987), before her marriage to Prince Edward, Crown Prince of Montrabeque. Her activism and glamour made her an international icon, and earned her enduring popularity.
The Concerned Citizens

The Concerned Citizens were a powerful militia originally formed from the remnants of the now-defunct republican army that briefly claimed Kahnstadt from the Empire. Now supplemented by a multitude of deserters, Nowaken refugees, bandits and even a handful of orcish outcasts, the Concerned Citizens represent the dominant power in the ruins and can be considered its de-facto government.

Their leader, Harri Stellwagen, was one of the Kahnstadt Trading Company's chief mercenaries and later Essler's second in the civil war against the Empire. With Essler's death and the Empire's retreat, Stellwagen has consolidated power and now indirectly controls much of the city's lesser gangs and spice industry, increasingly running the ruins more as statesman than a gang leader.

The Concerned Citizens were opposed to some extent to both the Empire and the Black Mask, considering both a threat to their position. Unable to directly confront either for fear of overplaying their hand and leaving themselves weak for the other, they are more than happy to continue the stalemate and undermine their rivals in less direct ways.

With the ultimate destruction of Kahnstadt, the Concerned Citizens were decimated -- having fought valiantly for their republican ideals to the end. Their estate was crushed under a harrowing barrage of ice, and Harri Stellwagen has not been since the fall of the free city.
The Silvertongue Legion

Following the destruction of Kahnstadt, the orcan ravagers that had gathered to ransack the beleaguered city, like flies over a carcass, had largely dissipated back to their lands, with the Bloodmarch maintaining an iron grip on the newly claimed territory of the Cathedral. Eventually, however, organized and continuous raids on House Essler caravans drew the attention of Imperials and investors alike, whereupon they made a shocking discovery: orcan tribes were once more uniting, this time under the charismatic sway of one 'Chief' Nero Valeus, the Silver-Tongued. Assisted by a powerful spellthief and gifted with both cunning and incredible persuasiveness, the half-blooded Nero had a vision of a future for orcs beyond the confines of the Empire, where full and half-bloods alike could pursue their own lives free from Sol's yoke. This dream rang true with many other half-bloods, who were drawn to his cause like moths to a flame, bolstering their cohesion and strength. More primitive and barbaric full-blooded orcan, such as the Bonemire, who threatened this stable future were either forcibly destroyed in a form of justice-keeping or assimilated into the budding 'Silvertongue Legion' as shock-troops, so named for the Auxilia and Legionary uniforms the brawny half-blood soldiers took to salvaging, stealing and re-purposing, and their fearsomely effective raiding tactics styled after Imperial warfare.

Alas, as the Legion's momentum was truly picking up, and trade in the Kahnwold threatened to be paralysed by Nero's preparations for unity, betrayal from within combined with an arraying of power from without spelled their demise. The wizard-shaman who had so long served as Nero's right hand proved to be an agent of Velik in orcan guise, leaving the cursed and twisted Chief at a crucial moment to battle the combined forces of the Marchlands' garrisoned Imperial soldiers, mercenaries from around the Kahnwold, and Roeswerp's defenders, such as the Legionary Superbus, Optio Lacaris, and Thaneguard Krobnong. His death marked the end of the Silvertongue Legion, the gathered tribes once more scattering while the remaining half-orcs turned either to a life in hiding and banditry or handed themselves over to Imperial authority. Many of those who did faced unusual leniency, being spared execution in exchange for a lifetime of service in the ranks of the Ercynian Orc-Hunters.
Fighter

*Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.*

**Alignment restrictions**: None

**Hit die**: d10

**Proficiencies**: armor (light, heavy, medium), shields, weapons (martial, simple)

**Skill points**: 2 + int modifier ( (2 + int modifer) \* 4 at 1st level)

**Base attack bonus: +1/level**
The Ocemi Legions

The army of the Ocemi Empire, known by most as the 'legions', are a vast professionally trained military force far eclipsing any other seen on Cyros. Well paid and motivated by generous pensions and land grants, the legions are the strength of Great Ocem and were once thought to be invincible on the field of battle.

Recently, the Ocemi legions have suffered a period of decline, most notably through a costly victory during the Harrowing of Velik, which is said to have led to almost one third of their number falling in battle.

Now stretched thin across the world-spanning empire, the legions are often supplemented by local auxilias commanded by regional governers, who are often regarded as poorly trained and underequipped for their duties.
Wonder momo Wiki

**Welcome to the Wonder momo Wiki!**
Welcome to wonder momo wiki

Here are the rules

We're a collaborative community website about Wonder momo that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Opifex Magnus

The fifth among the firstborn of the Court of High Elysium, Opifex Magnus is known as the great fabricator and commands the domains of crafting, perfectionism and the forge.

Once the patron deity of the Artificer's Guild, he largely fell out of favour with them after the harsh repression of the alchemist's guild's artificers at the Seething Straits in bygone times. He enjoys widespread worship among the citizens of the Beggar's Teeth, where he is unofficially considered Sol Imperii's representative to the dwarfic peoples.

In recent memory, he is depicted as a dwarf-like figure with fiery skin. The powerful Manifestations of the Pyre summoned by high-ranking priests of the Church of Sol Imperii are said to be made in his image by him as divine automata.
The Solmor Sultanate

The Solmor Sultanate rules over the kingdom of Chos. Made up of nobility and wealthy entrepreneurs, it was first founded when Solmor of Angel’s Blood, Chos’ messiah, brought together the previously-pagan tribes of the deserts into the faith of Sol Imperii, who he claimed to be descended from. Though Solmor himself disappeared centuries ago, the Sultanate bearing his name continued, now electing a figurehead from among themselves to sit at the head of their government, which they continue to do today.

The current head of the Sultanate; Sultan Kaphiri the Crimson, has ruled over Chos for the past five decades. It was him who brought in a great change to Chos and its faith, by declaring the beliefs of the Resurgens ad Divinitae movement to be fact, that mortals could attain divinity through the consumption of divine blood. This movement had been growing rapidly within the nobility of Chos, gaining Kaphiri the Crimson much support from others within the Sultanate, though it has brought about little change for the common man, save for the mounting fears of war coming to their homes.

These fears are well-founded, as after Kaphiri the Crimson’s declaration the Ocemi Empire declared war on the Solmor Sultanate, on behalf of the Church of Sol Imperii who considered the drinking of blessed blood heretical. And so the Solmor Sultanate remains to this day, led by practitioners of Haemomancy, at war with Ocem and with growing anxiety from the Chossian people. Despite this, however, the Sultanate appears to hold stalwart, standing proudly against all that opposes it.
The Mirthless Blade

***The Mirthless Blade is an ancient and still current formal title for the leader of one of the most active Navka's sects in the Kahnwold.***

It is said that the first elf donning this title was one of the warriors who rejected the armistice between humans and elves long ago, yet no elven record reports such name, only a bunch of fables and admonishing tales.

None but the sect knows of the elf's final fate. Some believe the original Mirthless Blade died fighting in the woods ages ago, and that the title is passed generation after generation to a chosen that forsakes personal goals and aspirations to fully embrace the vengeful spirit and purpose of the Navka.

Some others think that the first Blade survived all those years as a spirit of vengeance and hatred towards human kind.

No matter the truth, in the darkest depths of subterranean pagan temples or in verdant glades where the Fey feast far from civilization, sometimes a stygian skinned fashioned in the armor of elven ancestors can be seen wandering at times. The figure halts in front of elven graves that survived the fires of human's expansion for a while and in silent mourning he leaves, spectral as he came.
Barbarian

*Barbarians are brave, even reckless warriors, and their great strength and heartiness makes them well suited for adventure. Barbarians scornfully reject the fighter traditions of arms training and discipline, instead tapping into a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger also gives barbarians a sort of "sixth sense," a preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.*

**Alignment restrictions**: any non-lawful

**Hit die**: d12

**Proficiencies**: armor (light, medium), shields, weapons (martial, simple)

**Skill points**: 4 + int modifier ( (4 + int modifier) \* 4 at 1st level)

**Base attack bonus: +1/level**
Desolation of Gull & the Fall of Kahnstadt

Not long after the self-titled Admiral Gull's retreat from a failed invasion of Roeswerp’s dockyards, it had been noted that his reaving parties had become less frequent: Janer Gull had lost the significant vantage and prestige he once commanded from friend and foe alike. Ultimately, his desire to reassert himself over the Phlegmatic - to glue back together the shattered pieces of his fallen fame - would be his undoing, striking him across Kahnstadt’s ruins.

Clerk Kholop Chaal of Roeswerp’s Own Basilica discovered - a week or so prior to the attack on Kahnstadt itself - that the Admiral was in contact with two once-renowned members of the Kahnwold’s community, the wilderwoman “Shavka” and the orcblooded “Borjak”. Their affiliations have since been revealed to be among the secretive northern pagans, whose goals are likely linked with bonds of iron to Gull’s own interest in Kahnstadt. Whilst the trio were not apprehended, their exile marked a point of no-return where infiltration became impossible; violence, then, was the heathens’ only course.

The assault on Kahnstadt’s docks initially seemed erratic, fought with small bands of skirmishers and irregulars from both sides – it was due shock to the present commander, Praetorian Flavius of Roeswerp, that Janer Gull had managed to construct monstrosities of ice beyond any circle of power he had previously projected. Wolves with hides as white as winter; ballistae that shot icicles; even Gull himself had an aura of Nowak’s looming frost and sleet-sky attached to his very essence.

Most notably, the combat was brutal: even as the militia known as the “Concerned Citizens,” the occupiers of the “Free City” whilst it still stood, fought bravely – their efforts were not enough to stem the hoarfrost and barricade invasion. Many irregulars of the Roeswerp force, conscripts and skirmishers alike, were continuously dragged to safety in lieu of the ability to stand: most notable among the defence were the Auxilia and Legionary dispatch, who managed to continue their strife until the very finale of the fighting.

Devolving into urban warfare - building by building, street by street - the assault came to a standstill, assumably vexing Janer Gull beyond relief. The Admiral presented himself, skin frozen icy blue by the frigid blessing of the Winter Court, and began to lay waste to the remnant defenders, cutting his way into the central distinct with precious little opposition. At this point, with his victory at hand, the treachery of the Solstice was revealed - Gull was not intended as their blessed, conquering hero, but rather a sacrifice. His body destabilising, unable to contain the power he had been cursed with, Kahnstadt was soon strewn by a cold devastation that has not faded to this day, leaving the streets lined with snow; stalagmites of ice piercing through housing; and an eternal reminder of the assault, taking the form of Gull’s petrified body.
Sunflower

"***Yeah, we're going on a trip in our favourite rocket ship!***"

*-Sunflower, Episode 4 (0.01)*

Sunflower is a kind, happy go lucky plant who mostly doesn't fight The Zombies, however she does assist the other plants by generating sun which is the only way to plant more plants. Being kind and sweet, almost everyone of The Plants (excluding Kernel Pult) are positive around her. As shown in Episode 8, Sunflower can be used as an electric producer for lights and heating in Crazy Dave's house. Why isn't everyone doing that, by the way?

## Likes And Dislikes

**Likes:**

* (Almost) All of the plants
* DuckWeed because she feels bad for her
* Nature, grass and the sun
* Summer & Spring

**Dislikes:**

* Marigold (Not in the show)
* Majority of The Zombies
* Winter
* Snow and strong wind
Lesser Gangs of Kahnstadt

Though the Concerned Citizens and the Thieves Guild might be considered the great powers of Kahnstadt, there exist many minor groups operating in the area:

The Crooked Alley are a group of former mercenaries who joined Stellwegen after being unsatisfied with their low pay from the Empire - though for most part they are considered untrustworthy opportunists even by their allies.

The Saltshank Longshoremen are a gang of primarily halflings who rebelled against their Ocemi dockmasters upon being denied their rightful pay, turning to smuggling as their new forte. They are often in competition with the Pearlers, who are also deeply involved in the smuggling business.

The Pearlers are a powerful faction on the island of Nacreas, though they run smaller operations as far as the Kahnwold. In Kahnstadt, they are a relatively minor presence that largely supports the the Black Mask and their thieves guild, hoping to gain a larger foothold by provoking conflict.

The Band of the Gull is a collection of pirates under Janer Gull, a former admiral of the Nowaken navy.

The Spicemakers are a loose collection of renegade alchemists, ruffians and mules mainly concerned with (as their name suggests) the creation and sale of the substance known as Kahnstadt Spice. They are largely under the thumb of the Concerned Citizens.

Beyond the Pearlers, who were largely based elsewhere, these gangs were for most part decimated as Kahnstadt fell to ice and sleet -- with Janer Gull and most of his fleet destroyed and the Concerned Citizens taking the brunt of the casualties.
Halfling

Halflings are a diminutive race who are often described as looking like humans writ small. While they dwell across every corner of the world, their largest settlement is Bloombaum.

The halflings were the only major mortal race to willingly join the Ocemi as they began their conquest of the elves, dwarves and so on - betraying the coalition that stood against Ocem's expansionism and allowing themselves to be folded into the nascent empire. This has earned them a reputation as cowards and lacklustre warriors among many of their former comrades.

Though they are considered an easygoing people by most, the average halfling has a quick wit and a mercenary attitude to go with it - using their reputation and demeanor to look after their own skin and that of their families. Though not as naturally intelligent as gnomes, whom they are sometimes confused for, halflings are good at reading situations and playing them to their own favour, making them very apt merchants, businessmen and even thieves.

Halflings are said to have worshipped an harvest-fey that dwelled around the land that later became Bloombaum, though were quick to switch to the worship of Sol Imperii when it became more convenient and tend to see faith as a merchant might see the contents of a business ledger. The aspect of Sol Imperii most popular in halfling lands has adopted many of their former beliefs, being focused around the sun's power to feed crops and nourish the family, with the symbol to invoke this aspect being the sunflower, or a sunflower seed.
Theotokos Cauterised-of-Sin

Theotokos, known as Theotokos *Cauterised-of-Sin*, is the patriarch of the Church of Sol Imperii and the earthly representative of Sol Imperii, the First Emperor and sole god of the Ocemi Empire.

Theotokos was the second son of one of Great Ocem's many noble families, and was thusly destined for greatness by virtue of his blood. An early friend of the current Emperor before he ascended to the throne, Theotokos was pushed through the ranks of the church through nepotism, bribery and corruption and was to cement the faith as an unwavering ally of the Emperor and his senate.

The newly-anointed Patriarch quickly developed a reputation as a lover of wine and partying, placing his sacred role a distant second to fulfilling his base desires of the flesh. During this time, the Church came to act more and more as a subordinate to the Empire - a political entity more than a source of spiritual succour for the people. During this period, the public opinion began to shift against the faith - and it is said that the practice of magic among the smallfolk began to grow.

This all changed during one of the Patriarch's many wild parties - an occasion ostensibly to celebrate the great march on the traitorous Veliki. As the sun began to rise, a terrible scream echoed throughout the wine-soaked halls as the Patriarch was seen to plunge his hands into a brazier's open flame, cooking the very flesh from his bones.

It is said that he experienced a terrible vision from Sol Imperii himself in the middle of his revelry, forcing him to purge himself of sin and revealing to him a number of divine truths. By the time his guards could pull him back, there was little left to save of the Patriarch's hands, though when he rose some days later he was a man born anew, and filled with indefatigable purpose and bearing the title Cauterised-of-Sin as his honorific.

After this event, the relations between the Emperor and the Patriarch cooled considerably, with the Church taking a more orthodox stance and even becoming an opponent to the Emperor's will in some political affairs. In some provinces, it is even said that the faithful have begun to militarise in an precedented way.

The Emperor is not able to openly decry the Church, with its popularity surging in the wake of the harrowing and his own precarious position, and the Patriarch has need of the Emperor's authority to carry out God's will, so any conflict between their factions of loyalists is undertaken in strict secrecy.
Gnome

Gnomes, also known as gem dwarves, are a common subrace of dwarves seen in Cyros. They have a reputation for having some of the keenest minds among the mortal races, and are said to have been key pioneers in the art of golemcraft during its golden age.

Analytical to a fault, gnomes are fond of delicate, esoteric processes - from the jewelcrafting to the controversial study of magic.

They are considered an eccentric, cerebral people who contrast greatly with their salt-of-the-earth dwarf brothers.

While gnomes exist across all Cyros, their racial capital - as with common dwarves - is the Beggar's Teeth, though Bloombaum also hosts a significant population of gnomes.

Just like common dwarves, most gnomes have a deep ancestral hatred of kobolds.
Silence in the Pulpit

Though now the Kahnstadt Cathedral is a cesspit of foul orcs amidst the frigid ruins of the city, it was once a bastion of Sol Imperii. It stood proudly in the once-great city, before falling to desecration at the hands of the abhorrent ravagers that now linger in its hallowed halls.

Before the city's fall, its people had begun turning away from Sol's grace; succumbing to the wicked wiles of crime and debauchery. Many had stopped coming to hear the sermons, and instead lingered in their back-alleys and drug dens.

Even the servants of Sol within the Cathedral, faithful though they may have been, had become complacent with the First Emperor's power, relying on his light to cleanse mere goblins in the wilds, and rats in alleyways. The city grew rich, fat and complacent - even turning its back on the Ocemi Empire itself, rising up in an open rebellion against foreign rule.

Under siege from the Ocemi Legions on one side and the armies of Nowak from the other, the city was easy prey. Under the cover of night, the ungodly orcan rabble toppled the great walls around the cathedral district and tore through Kahnstadt.

Bursting through the doors of the Cathedral, tearing away any semblance of sanctuary, the orcish horde were met with Sol Imperii's defenders. However, the defenders found that they could not call upon the holy powers that were once so abundantly available to them, for they had wasted away their generous god's gifts. Despite their valiance, their complacency meant they did not have the strength within themselves to stand up against the Orcs, and they fell in defence of the Cathedral.

As the repugnant cretins desecrated the holy site, one of Sol Imperii's most faithful set out to keep one of his artifacts out of the Orcs' hands. Father Attius Narses, who had never wasted the First Emperor's gift recklessly, and who held utmost faith even in his darkest moments, stayed behind after the Cathedral was evacuated in order to seal away some of the sun god's scripture; some of the oldest writings held within the church. Though he succeeded, he found himself surrounded by Orcs on every side. Father Attius stood stalwart, accepting that this was to be his final fate, but as the villains charged towards him he found Sol Imperii's light came to his aid.

The specific way that this power manifested is a topic of debate within the Church of Sol Imperii. Whether he was empowered with the strength to take on the countless orcs before him, or whether Sol sent perfect, glowing angels from the heavens to carry Father Attius from the Cathedral is known only to him, but one thing is for certain; Sol came to the aid of his faithful, rewarding him for his conviction and valiance.
Mechanical Changes

This is a list of the mechnical changes made to the base game for the SoO Persistent World. It is not 100% exhaustive as the server is fairly new, but we will try to keep it up to date.

General Changes

Default summons are all changed. The first three summons are the same for every class / concept, but for the latter two you can select a summoning school (sol/necromancy/nature). They are generally slightly weaker than the default summons but not significantly so

Spears are now one-handed, and do 2d3 x3 damage

Tridents are now 1d8 x3

Magic weapon can be applied to gloves

You can now ony rest by certain placeables (beds, bedrolls, tents, campfires) with a cooldown of around 20 minutes between each rest

Barbarian

Rage is now an instant action

Bard

Spellbook expanded to include additional spells

Cleric

Magic vestment is capped at +2

Darkflame is capped at 1d6 damage

Divine Power and many domain powers are now instant actions

Spellbook now has a few paladin spells

Druid

Spellbook expanded, significant nerfs to bear and dire wolf companions

Fighter

Pure fighters have access to an additional perk for not multiclassing, found at Yefimov It-must-be in Roeswerp

Monk

Paladin

Spellbook now has a few cleric spells

Ranger

Spellbook now has a few druid spells

Significant nerfs to bear and dire wolf companions

Rogue

Pure rogues have access to an additional perk for not multiclassing, found at Yefimov It-must-be in Roeswerp

Rogues now get d8 hit die.

Rogues gain an additional ability, All or Nothing, at lvl 6. This grants them a fighter's BAB in exchange for 40% physical damage vulnerability while active.

Sorcerer

Pure sorcerers have access to an additional perk for not multiclassing, found at Yefimov It-must-be in Roeswerp

Familiars heavily altered - some (panther) have been fully removed or replaced

Flame Weapon is capped at 1d6 damage

Wizard

Familiars heavily altered - some (panther) have been fully removed or replaced

Flame Weapon is capped at 1d6 damage
Bard

*Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. His magic emphasizes charms and illusions, and the bard can also play an inspiring song that strengthens him and his allies. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched.*

**Alignment restrictions:** any non-lawful

**Hit die:** d6

**Proficiencies:** armor (light, medium), shields, weapons (simple)

**Skill points:** 4 + int modifier ( (4 + int modifer) \* 4 at 1st level)

**Base attack bonus:** +3/4 levels

**Spellcasting:** Arcane (spell failure from armor is a factor), charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell DCs), and spontaneous cast (no spell preparation required). Bards begin the game knowing four cantrips.
Roeswerp Merchant's Guild

Founded by the remnants of the Essler family after Kahnstadt's fall, the Roeswerp merchant's guild respresents much of the wealth in the Kahnwold, though is known to operate on a smaller scale as far as the capital of Great Ocem, Nacreas and even distant Chos.

The collapse of the regional capital of Kahnstadt and the Essler family's republican ambitions ironically proved fairly profitable with this conglomerate of traders, with much of their wealth escaping the Nowaken invasion even as their rivals were beggared. The surviving sons of Franz Essler condemned any anti-imperial rhetoric and made peace with Ocem, providing much of the local resources for the army and facilitating a network of caravans that currently see the place supplied.

The merchant's guild is said to have dealings with many partners beyond the imperial government, also holding contracts with both the Pearlers of Nacreas and the Concerned Citizens, the greatest of the gangs dwelling in Kahnstadt's ruins.

Mercenaries hired by the merchant's guild are often sent out into the world to seek profit and prestige in the name of the guild - as if to show the locals that they, just as much as the army, are protecting the peace of the province.
Friendly Men

The so-called Friendly Men are the most notorious group of contract killers operating on Cyros, targetting everything from petty merchants to high-ranking imperials officials all for the promise of coin.

Considered an illegal organisation by the Empire and indeed most other powers in the world, they are nevertheless for most part left unmolested by lawmen, who know well the repercussions of pursuing these assassins too eagerly.

Friendly Men wear a small silver icon of a smiling face - often as a belt buckle - to identify one another.
Human

Despite being one of the comparatively youngest races of Cyros, humans have nevertheless enjoyed an era of primacy, with the human-led Ocemi Empire dominating much of the known world.

Humans represent the best and worst of the mortal races -- they are capable of both great works and unforgivable crimes -- and are above all driven by an ambition only seen in the short-lived.

In the distant past, it is said that humans lived in tribal cultures, sometimes even among other races, and gave praise to the natural world or any number of regional minor deities, often originating from the fey. With the revelation of Sol Imperii to the world, humans quickly saw urbanisation take root, with scattered hamlets often giving way to great sprawling cities of stone, the greatest of which was the imperial capital of Great Ocem.

Being a fairly populous race, there exist human societies beyond the Ocemi Empire in the known world, though many of them have fallen into turmoil. This includes what remains of the border kingdoms of Nowak and Solmorian Chos.
Sophos Eruditus

The second of the firstborn, Sophos Eruditus is known as the 'Living Scripture', and is the great angel who represents the knowledge, learning and history.

Despite his domains, the dogma of the Living Scripture also places heavy emphasis on temperance -- for it is true that knowledge is a path to power and power can be used for ill if it is used outside of God's sanction. It has been argued that profane knowledge such as that of necromancy should be destroyed to prevent it tainting the purity of the truth.

According the orthodox belief of the Church of Sol Imperii, Sophos Eruditus is attributed with writing the first and only complete Scriptura Solis on behalf of his creator and master, gifting it to the very of the nascent church's patriarchs.

Sophos is depicted as a frail, pointy-eared and bearded figure in a plain habit, his visible limbs writhing and flowing with an ever-changing and unreadable script that depicts the sum of all his master's infinite knowledge.
Velik

Velik is a former satrapy of the Ocemi Empire, situationed north of the heartlands of Great Ocem and south-east of Roeswerp. Now, it only exists as a set of blackened, smoking ruins after the event known as the Harrowing of Velik.

Velik was once the producer of the vast majority of the Ocemi Empire's raw metals, which would then be funnelled to places such as the Beggar's Teeth to be processed into - for most part - arms and armour for the Ocemi Legions. Due to the current Emperor's generosity towards his military in terms of equipment and payment, and his campaigns in northern Chos, the Veliki was increasingly forced to produce more and more materials for their masters to the south. They were forced to dig deeper and deeper, hollowing out whole mountains only to sate the imperial appetite.

In time, they dug too deep and unearthed a series of caverns that had come to touch the edges of the mortal world -- thin, wispy roots of mycellium born of the afterlife sprouted sparsely from the walls, and with their discovery the people of Velik soon realised they could commune with the so-called myconicete and draw upon its power, gaining an unnatural mastery over the magicks of life and death.

These fantastical abilities allowed the once-impoverished province to enter a short era of prosperity, where they were able to expand and grow wealthy, harvesting materials for the Empire in quantites that baffled even the wisest thinkers in Great Ocem.

Eventually, the truth came to light - and a terrible outraged gripped Ocem, with a great host being assembled to scourge Velik from the histories for the unforgivale crime of stealing the First Emperor's power and communing with the profane. Outnumbered twenty to one and easily outmatched, Velik had no chance but for miracle.

When the dust cleared, Velik as a province was no more and its people - or what they had become - had retreated underground. A great portion of the Ocemi Legions never returned, their bodies withered and broken by some unseen power. Most significantly of all, there are rumours that Sol Imperii no longer has sole dominion over matters of divinity... and that a living god known only as The Lady Within now walks Cyros.
The Lady Within

An amalgamation of souls bound into an artificial god and a living miracle, the Lady Within is a ever-shifting being of darkness and the cold created deep below Velik in the event now known as the Harrowing.

The Lady Within is represented by multiple aspects and forms, having taken the reigning satrap and his family as the basis of her profane form. Her most common worldly representation is that of an imperious faceless woman, clad in sweeping robes and wreathed by strands of living Myconicete, twitching with the terrible power unearthed in Velik.

Concrete knowledge of the Lady Within is tightly controlled by the Ocemi Legions that keep a cordon around Velik's borders, and the mere mention of another god's legitimacy is considered a crime worthy of the pyre by the Church of Sol Imperii.

Though as with many deities, the Lady Within's psychopomps have constructed an extensive dogma and religion, the core ideal of her faith is single-minded - that of vengeance against the Ocemi who harrowed her people, and the toppling of Sol Imperii as the god of Cyros. Through any means possible, it is the supreme divine will of the Lady Within that her tattered banners come to fly over Great Ocem's smoking ruins.