recursal/Fanatic-Fandom huggingface dataset:
Cottage Cosmos

The Cottage Cosmos is home to the Champon of Eternity, a being of such incredible renown that the multiverse has gifted him a chance to see all worlds grow.

**The Trial of Throm**

The Cottage Cosmos was made for Throm after his interference with the destruction of the First World. Never before had the multiverse seen a being of mortal birth tip the cosmic scales to such a degree, and Throm was called to stand trial at the Nexus Forge. Throm stood before the Tribunal, a council made up of the Gygax, Genkiddion and Essence (a being only seen in the multiverse this one time.)

His altruistic (if not dangerous) intentions led to the tribunal granting him a new home outside of his own universe, where he would remain immortal. From here Throm would be able to watch the tales of the many universes to come, seeing the triumphs of their heroes and celebrating in the victory of newborn worlds. This ruling was made with the exception that Throm would never again be allowed to interfere in the affairs another world, ever again.

**The Cottage**

Within the Cottage Cosmos, Throm has built a comfortable home. Built from the bones of astral monsters and planted with seeds from celestial gardens, Throm spends most of his days tending to plants and entertaining guests. There are very few in the multiverse capable of reaching the cottage, but every so often Throm finds himself with a new friend to share stories. It is believed that all great heroes who pass on to the afterlife are given a chance to stop at the Cottage Cosmos and sit for a moment, sharing tea and trading stories with the first, and greatest hero.
Blades of Kinship

The Blades of Kinship are a number of arcane blades made in groups of four. There are three sets in existence, with the second and third set having been made in homage to the originals. Many of the weapons have been lost or broken, but a few of the blades are still carried and wielded by individuals today.

## Sister Swords

Made by the Sorcerer Kings of Sharan-Anrazi, each representing a sacred element of magic and used to defeat the Pharaoh of Darkness.

- Moonlight

- Starlight (Wielded by Sorcerer King Isis)

- Sunlight

- Voidlight

## The Brother's Blades

Made to honor the history and lineage of Sharan-Anrazi by the caliphates of Cicero. Each blade was named for one of the four sacred elements of the land.

- Silverlight (Wielded by Haranash)

- Goldenlight

- Copperlight (Wielded by Sazi of Ninestone)

- Cryslight (Wielded by The Crystal Lich, originally called Platinumlight)

## The Protectorate

These blades were made by a Gilead who lived under Sharan-Anrazi. Very little else is known.

- Daylight

- Nightlight

- Dusklight

-Dawnlight
The Royal Court

Minor power over Udrac (Kingdom). Made up of representatives from the cities. Any name with a D after is deceased. To become a representative you must follow an application process and be eligible. To be considered as eligible you must be married, have a certain amount of money, and be involved with the public in some way. Occasionally the eligibility rule can be changed, for example Will Dewher of Willsden is unmarried, If you are trying to be a representative of a city that is unrecognized there is a different set of requirements.

## Members

### Arcton

* Thea Goddard
* Loren Goddard

### Howe

* Dad Venphyra
* Mom Venphyra

### Keyma

* Addie Cline
* Hamid Cline

### Northon

* Heaven Dapper
* Sol Dapper
* Bane Roger
* Elena Roger

### Udrac (City)

* Wynather Touscanti
* Wyrran Touscanti

### Yarlford

* Amos Buck
* Cora Buck
United States of America

The **United States of America**, also known as the **Union,** is a playable nation added alongside the **Confederate States of America** as a part of the **American Civil War DLC Expansion**.

## Description

"*The United States of America The Union Army is a flexible and affordable faction featuring a variety of specialized troops drawn from all corners of their young nation, ranging from Custer’s rapid-firing cavalry brigade to the lethal U.S. Sharpshooters... but beware the difficulties of coordinating such a large, incohesive body of troops."*
Cosh

One day as Ylla was studying the patterns the climate took she realized there was no patter or method to the changes. This bothered her so she made a proposed a new a way to keep this organized. Knowing that Nadia had a race of elves that had evolved to be more powerful in some weather. She asked Atix to bless four with god like powers and create the Seasonal Council. This lead to the creation of Converging Keep and the council.
Session 5

Open in a closed room with Xeno Alystar still crying over her parents. Arali Touscanti comforters her the Bane Roger does his little speech and the wall disappears. Yukari Sonatin goes starts the fire then starts going after the rats. While she is doing that Tessa Ract goes and trys to put the monster to sleep with magic that fails with the monster being unable to be put to sleep with magic. Arali Touscanti pulls out thier lyer to put the monster to sleep and succeeds. While the monster is asleep Arali Touscanti and Xeno Alystar go to pull out hair, but wake up the beast. After fighting and killing the monster Arali Touscanti and Xeno Alystar go to sort the crystals while Tessa Ract and Yukari Sonatin go to the witch pot room. they finished the rest of the tasks with no issues and cast the spell. Once they were out Bane Roger said congratulations to the party. He said it was nice to see Wylin again. At which point Xeno Alystar trys to go apeshit on Bane Roger. Yukari Sonatin trys to stop her and fails. After being fed up with Xeno Alystar's relentless attacks Bane Roger disappears into nowhere.
Session 4

Yukari Sonatin who was just chillin for a bit came up and then together they found a lever that removed all walls from Arali Touscanti and Xeno Alystar's maze after that flipping the switch

She then takes Sage down to the cult room and when nothing is different she shoves Sage Clare into the flame as they melt and also Yukari Sonatin's dad (Akari Sonatin) shows up next to them.

Both start to burn and then the 2 players fade to black

Arali Touscanti takes a bunch of the blue torches lights the fire and both sets of parents start to melt (Wyrran and Wynather) (Elise and Keith).

Xeno Alystar stands and stares at her parents while Arali Touscanti hides from thiers

Wynather and Wyrran glare at Arali Touscanti not saying anything

Keith and Elise start huggin Xeno Alystar and crying while holding them

At the same time as Sage and Akari Sonatin start dissapearing so do the 2 sets of parents. Once they are gone the area fades to black makeing Xeno's sobbing the only thing percived by Arali Touscanti.
Max

**Max** is a character in Yoshi Resort, he is the founder of the Resort and based on the person who created the map. He first appears to greet the players when they spawn in and has some other appearances across the game.

## Appearances

Max is the very first of the characters the players will meet, as he comes to greet them upon spawning in the Hub Area. He will give them a small tour of the hub and some information about the Resort, then instruct them to go and enter into the main area.

Max also prominently appears in his office, which can be accessed even without V.I.P. by going to the Marketplace and entering his office through there. Here, the players can see most of his dialogue lines, including some potential advice they can use.

The Yoshi Cafe used to be owned by Shumi, but after a health inspector shut it down due to some dangerous substances being found in the food, Max took over. He is probably selling much safer foods now then that previous bozo.

Additionally, Max has another notable appearance in the Yoshi Nether near where the player first enters. Outside where there are some ruins, Max can be seen looking for something. If the player comes to him, he will get nervous and mention how someone told him something was nearby.

Max appears in two different spots in his house, one inside and one in the garden. At both of these spots you can talk to him to see some dialogue.

Max built the Mob Arena alongside Llama, and the two of them often can be seen on their own respective thrones. Max will shoutout and blow a horn when a battle between some mobs starts and ends here.

He has various other appearances across the map, as well as in the ending after defeating Victicide.

## Gallery

Max's OfficeMax's Main House in the ResortInterior of said house
## Trivia

* His design has changed quite a few times, his primary design used to be based off the Enderman with a Suit skin but recently a unique skin has been reinforced as his design.
* One of his quotes in his office mentions how many corruptions Yoshi Resort has suffered.
Black Rose Knights

The Black Rose Knights is a moniker used by multiple groups throughout the history of the Moracar multiverse. Most of these factions is easily identifiable by their black armor, detailed with etchings of roses on the plate.

### **Black Rose Knights - Broken World**

The Black Rose Knights were first met in the Broken World, as a faction of abolitionists who sought to eradicate the enslavement of dwarves in the land of Eesia. This group was made up of wizards (both dwarvish and otherwise) who commanded batallions of soldiers made of Blackroot. These oozes bore an obsidian appearance and were easily recognizable by the rose glyph under which they were controlled. The Black Rose Knights were one of the many factions who aided the Warriors Seven in the defeat of Thermopylae.

### **Black Rose Knights - First World**

The Black Rose Knights of the First world were a very different group than that of the Broken World, actually taking their name in honor of the originals. This group was helmed by the dragonborn Iolodren when he gathered seven spellcasters to wage war against the Thane of Barovia. This group of Black Rose Knights wore the signature obsidian armor and used the same construct-army tactic as the first, but their goals were done in an attempt to free all of Barovia from the dark forces. This group would eventually perish to the threat of the Skeksis but would manage to see their goal completed.

### **Black Rose Knights - Darkest World**

The group known as the Black Rose Knights who hail from the darkest world is a collection of different warriors who have led or been a part of the Black Rose Knights across the multiverse. This group is lead by Malachite the Lesser and contains members such as Oskar (leader of the Broken World's BRK) and Iolodren. The group was made in an effort to destroy the Black Star and also contains Damakos, Strider and the Rifter as members.
Ancient Aeons

*"The Aeons have always existed. For they were the tools with which the world was born."*

The Ancient Aeons (sometimes simply called Aeons) were the great powers wielded by Malachite and the Eternals when they sought to shape the universe. The Aeons are not entirely sentient, rather forces that exist solely to balance order and chaos. The Aeons are often considered to be a product of the Genkiddion, to aid Malachite in its creation of the universe. While the Aeons have not taken sides in cosmic conflicts, they have allowed their power to be wielded by their Eternal Deities in struggles such as the God War.

There are many who worship the Aeons, giving each of them names, ideals and representations. In reality these powers are far too great to be simplified, but such is the way of a mortal's mind. This has created the strange existence of avatars to the Aeons, who serve as a representation of their will but are not actually the Aeons themselves.

The avatars of the Aeons have also been known to imbue their power into magical artifacts to be wielded by mortals, both of good and evil nature. These are the most common depictions of the avatars:
Bluthram's Grand Citadel

A citadel in the middle of Grisha. Bluthram resides here with souls she finds intriguing as well as her first original vampires Axel Grask, Iris Zime, Krino Voet, and Staxi Koi who each have their own wings. There are eight bridges in and out of the Citadel. Four lead to The Summits of Vites and four more centered between the ones above lead to The Ledges of Ecrin.
Sage Clare

An old friend of Tessa Ract, but died at the young age of 12 in 318 CH. They died trying to hang out with Tessa. Their grandfather was sick and so they did not get to play often. This time they took a shortcut and ran into The Faceless Ones doing something they shouldn't. Sage was killed for seeing this.
Music Pack: Franco-Prussian War

**Music Pack: Franco-Prussian War** is a DLC and one of the original three DLCs for *Fire & Maneuver*. It was released on July 16, 2022. This DLC adds a few new tracks, totaling to 12 minutes that can be enabled when playing with any country.

This DLC was removed in the "Ride of Valkyries" update but all the songs were added to the changed War of Unification DLC.

## Features

Second French Empire
* Alsace Et Lorraine
* Le Boudin
* Marche Lorraine

North German Confederation
* Yorckscher Marsch
* Düppeler Schanzen Marsch
* Königgrätzer Marsch
The Queen's Promotion

In the year 290 CH Gwen York, a simple servant to the king, gave birth to a child. That child was Fred Chester, a half elf boy destined for greatness. His father was King Nelson Chester and his mother was not the queen. Soon after the child's birth both the King and Gwen died under mysterious circumstances. It is rumored among the people that Queen Eleanor Chester was responsible for the murders, but with her title no one is willing to accuse her. With the only person in line for the throne being just born the power went to Eleanor Chester making her the first queen of Udrac.
Calendar

Towei runs on a 240 day year with 8 months that all contain 30 days. Each month has 5 weeks consisting of 6 days. The months in order are Unorq, Bicorq, Tirq, Quirq, Pentorq, Hexorq, Sepiqr, and Ovrq. The days of the week in order are Silf (Silfren), Nes (Zunes), Bluth (Bluthram), Othn (Orthan), Humog (Humogick), and Crefo (Creforn).
Hub Area

The **Hub Area** is an area in Yoshi Resort where all new players will first spawn upon entering the map. They will spawn in a wooden structure where Max will come and greet them, and then he will lead them out and give some advice. Many previews of different Yoshis that can be found around the map, as well as patch notes for the newest updates and map changes and rules for the map. There is even some bonus content like a Maze and a portal that connects the Marketplace to the hub, and Sarah's house is found here too.
Fire & Maneuver

**Fire & Maneuver** is a turn-based strategy game (TBS) developed by Armchair History Interactive and Targon Studios and published by Armchair History Interactive.

*"From the team that brought you The Armchair Historian comes a new strategy game set in the Victorian Era. As muskets become rifles and infantry are replaced by Gatling guns, you must adapt to a rapidly changing battlefield. This is a new age, not of courage and chivalry, but of Blood and Iron." -* F&M Steam Page

## Trailers

Announcement Trailer

Cinematic Gameplay Trailer (also used as F&M's intro)
Expansion: American Civil War

**Expansion: American Civil War** is a DLC and one of the two DLCs for *Fire & Maneuver*. It was released on July 16, 2022. This DLC adds new unique factions, battles, and campaigns of America's deadliest war. This pack includes factions, maps, campaigns, and a complimentary music pack.

## Features

### Factions

Take command of two new factions: the United or Confederate States of America. Enlist 34 unique units including the famous Union Iron Brigade or the Confederate Louisiana Tigers. The two American nations can equip the breech-loading Sharps rifle even during the Glory Age (1853-1866), providing a unique challenge to their European counterparts.

The United States of America
The Union Army is a flexible and affordable faction featuring a variety of specialized troops drawn from all corners of their young nation, ranging from Custer’s rapid-firing cavalry brigade to the lethal U.S. Sharpshooters... but beware the difficulties of coordinating such a large, incohesive body of troops.

The Confederate States of America
The South prides itself on the offensive spirit of its soldiers, who, if led properly, can rout a superior enemy through audacious maneuvers, or disrupt his interior lines with rugged cavalry... but beware the limits which your economy places on the number of incohesive men you can field.

### Battles

Take part in several historical battles from Bull Run to Antietam, and 10 fights "that could have been." Historical battles include:

* Williamsburg (1v1)
* Little Round Top (1v1)
* Seven Pines (2v2)
* Malvern Hill (2v2)
* Antietam (2v2)
* Shiloh (2v2)
* Bull Run (2v2)

And many more!

### Campaign

In the Spring of 1862, Union Major General George B. McClellan launched his much-anticipated invasion of Virginia via the Virginian Peninsula. McClellan hoped to flank Confederate General Joseph E. Johnston's defensive line near Monroe at the tip of the Peninsula, McClellan only has 90 miles to march to reach Richmond

### Bonus Music Pack

Music Pack: American Civil War is included in this expansion with 6 new tracks (12 minutes of music) in addition to the standard nation themes "When Johnny Comes Marching Home Again" and "Dixie Land."
Union Bonus Tracks:

* Hell on the Wabash
* Irish Volunteer
* Marching Through Georgia

Confederate Bonus Tacks:

* The Yellow Rose of Texas
* Kelly's Irish Brigade
* The Southern Wagon
Starter Pack: European Empires

**The War Of Unification** is a DLC and one of the two DLCs for *Fire & Maneuver*. It was originally released on July 16, 2022, but the updated DLC was changed in the "Ride of Valkyrie" update. In this DLC, the player can take command of The North German Confederation, the Second French Empire and the Austrian Empire. This DLC was originally called the **Starter Pack: European Empires,** but this was changed in the "Ride of Valkyrie" update. This pack instantly unlocks some nations which include:

* Second French Empire
* North German Confederation
* Austrian Empire

"*Take command of three of the greatest 19th-century armies with the Wars of Unification Starter Pack for Fire & Maneuver. This pack instantly unlocks the Second French Empire, the North German Confederation/Prussia, and the Austrian Empire!*"

## The Franco-Prussian War Campaign

Command either France or the North German Confederation, and its allies. In the early months of the war, the Germans were able to achieve several significant victories, including the Battles of Wissembourg, Mars-la-Tour, and Sedan. These victories allowed the Germans to capture several key cities, including Metz and Nancy, and to besiege the French capital of Paris. The Siege of Paris began in September 1870, the city was heavily fortified and the French were able to hold out against the Prussian forces for four months until the garrison finally surrendered in January 1871.

## Maps

Field your armies on six new historical battlefields set during the Franco-Prussian and Austro-Prussian Wars! These maps include:

- Siege of Paris (2v2)

- Battle of Spicheren (1v1)

- Battle of Wörth (1v1)

- Battle of Königgrätz (2v2)

- Battle of Gitschin (1v1)

- Battle of Náchod (1v1)

## More Coming Soon

"*In addition to all of this, we are currently planning on adding even more content to this pack as a free update to all owners of the Wars of Unification DLC, which will be revealed in 2023*!"
Fire & Maneuver Wiki

**Welcome to the...**
**Fire & Maneuver Wiki**
**24 articles • 34 files • 516 edits**

**ABOUT THE WIKI**

This is the wiki about the video game *Fire & Maneuver* by Armchair Interactive that anybody can edit. It plans to document all of the content that can be found in the game.

**WHAT IS FIRE & MANEUVER?**

**Fire & Maneuver** is a turn-based strategy game (TBS) developed by Armchair History Interactive and Targon Studios and published by Armchair History Interactive.

*"From the team that brought you The Armchair Historian comes a new strategy game set in the Victorian Era. As muskets become rifles and infantry are replaced by Gatling guns, you must adapt to a rapidly changing battlefield. This is a new age, not of courage and chivalry, but of Blood and Iron." -* F&M Steam Page

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Visarala Prekasa

The Visarala Prekasa are a shadow organization of world leaders and political figures who aim to identify and remove "major threats" that pose a danger to the continent as a whole. They disrupt political upheavals and insert members into every government on the continent to ensure their plans play out.

## Biography

### Origins

It is unknown who founded the Visarala Prekasa, but the common theory is that a group of like-minded elite founded the group in response to the Shadow War as a way to quickly unify the mortal races against common threats. The group's name comes from elvish words which translate to "New World Order."

### The Mage War

The Visarala were pivotal in the Ciceran Mage War.

- VP attempt to overthrow caliphates

- The spell bombs are dropped, VP steal the last remaining one

- Lots of the VP are killed and the group is left a shattered faction

### Rebirth in the Crownlands

- A young Thermopylae learns of the VP's legacy from his father

- Thermopylae sets out to rebuild the VP

### Deeper Ties

- The Visarala make their mark, spreading into the Western Union, the Kingdom of Glass, Santiago's higher courts, the Foundland, etc.

- 1742 the Visarala plot the downfall of King and Queen Carnelian of Glass

- 1763 the Visarala unearth the necrohedron

### The Three King's War

- The Visarala assist Thermopylae in trying to take Glass and Danicaar

- Thermopylae's attack on Fort Khalid results in a few Visarala agents being locked into the Fort with Thalia's forces

- Thermopylae gathers the remaining agents of the Visarala and the group disappears...

## Notable Members

- Fire Force (Enoki, Silas, Vivi, Riswynne)

- Shadow Triad (Talden, Crystal, Mad Laughter)

-Blood Knuckle (Alkioni, Aeholash, Calico, Stowden, Keribuck)

- Emperor Thermopylae

- Elrid and Natasha, Hands of the Emperor

- Zurik and Sleto
Confederate States of America

The **Confederate States of America**, also known as the **Confederacy**, is a playable nation added alongside the **United States Of America** as a part of the **American Civil War DLC Expansion**.

## Description

*"The Confederate States of America The South prides itself on the offensive spirit of its soldiers, who, if led properly, can rout a superior enemy through audacious maneuvers, or disrupt his interior lines with rugged cavalry... but beware the limits which your economy places on the number of incohesive men you can field."*
Second French Empire

Easy, Defensive, Well-Rounded

The **Second French Empire** is a nation playable in Fire & Maneuver.

## Description

"*A well-balanced and versatile force with a bevy of units to choose from, including the highly durable Foreign Legion... but beware your foes' superior numbers and quality of artillery*"

### Theme

Composed by Jacob Gullion

Original march: Le Regiment de Sambre et Meuse
Yrayan Guardians

Across the universe, there are those who worship and protect nature above all. These individuals (often called Druids, Shamans or Seers) harness a magic not connected to the arcane or divine. This is called Natural Magic, and stems from three forces of supreme power called the Yrayana (elvish for *Nature God.)* Even the wisest pathfinders and scholars are said to understand little of Yrayana, but most believe they are a biproduct of the universe's creation. These entities are neither good nor evil, only seeking the preservation and evolution of nature.

In recent times these beings have come to earn titles and followers, with many druids and clerics worshipping the Yrayana above all other deities. Since all natural magic is derived from these three, there are some who believe beings like Feyna and Mjundara may be a physical representation of these forces.

The Yrayana are often depicted as the following:
Ottoman Empire

The **Ottoman Empire** is a playable nation in Fire & Maneuver.

## **Description**

*"Fill the battlefield with your forces comprising a seemingly endless tide of militiamen, including the bizarre 'Bashi Bazouks', known in the west as 'The Crazy Heads'... but beware the lack of discipline endemic to Ottoman armies."* -In-game description.
Ancora Morta

Ancora Morta (The Dead Planet) is a wandering planet that exists within the Astral Sea. The planet was was inhabited by Grand Magi Cervantes Solomone and was corrupted by Chaos Magic.

## Description

Ancora Morta is a planet nearly devoid of any natural life. The surface of the planet is painted shades of purple and black, as thick layers of ash and soot seem to cover everything in existence. Purple storm clouds traverse the dark skies above, spreading lightning and fires over the land. Where great oceans and rivers once lay, the earth has dried up and left mighty pits and caverns. Vegetation like trees and shrubs have died away, their remnants coated in a black mold that gives the impression that forests are still present on the planet. Countless ruins of cities and castles can be spotted across the planet, though no artifacts exist of the people who once called this place home.

## History

Ancora Morta held another name in another time, before it was corrupted. There are no living beings who remember a time before the planet's destruction, and it seems no Pathfinder has sought to collect records of the planet's past. Ancora Morta's history has been primarily gathered by the Grand Magi Cervantes, who arrived to the planet in 1610 of the Third Age. Cervantes restored a ruined castle and took it as his tower, so that he might use the planet as an observatory to the rest of the Astral Sea.

Cervantes would spend decades traversing the planet and detailing his findings, recording that the entirety of the planet had been effected by some sort of unfamiliar magic. This would later be discovered to be Chaos Magic, by Zylla and her companions.
Temple of Time

The Temple of Time is a cosmic location that houses the many powers and entities correlated to time.

**Origins**

It is truly unknown as to how the Temple of Time was made, who is responsible for its creation, and why. This is a question that can never be answered by the Pathfinders, as the solution was destroyed at the Temple's conception. Whoever is responsible for the Temple's making is also responsible for erasing any references to themselves or the temple's creation.

What is known (through records collected in the temple's libraries) is that there were once a group of scholars that protected the temple, known as the Timekeepers. These beings were thought to be god-level entities, and had been entrusted with protecting the singular timeline that progresses the natural order of the Modern World. By similar enigmatic means, the Timekeepers were wiped out by some unknown force.

**Within the Temple**

Inside the Temple of Time are many rooms, libraries and observatories. At the heart of the building lay the ***Chrononomicon***, a giant sphere of metal and parchment, infinitely feeding scrolls into existence that dictate every event happening in the present moment. These scrolls are magically filed away into the libraries below, which contain the details of every event that has happened in existence. The roof of the temple is called the ***Chrysalis Echochamber**,* in which any being can witness the whole of their life. The bowels of the temple are known as the ***Libraries of Order***, and these halls grow infinitely until all of time is recordered.

The entirety of the Temple of Time is autonomous, as it is believed the Timekeepers only existed to ensure it was kept on track. For this reason, it is possible that an individual of great power and wisdom might be able to use the Temple of Time to their benefit.

**Time Travel**

Within the Temple of Time it is entirely possible to visit spaces throughout the entirety of time. This sort of "time travel" allows an individual to go back or forward in time and witness events as they are meant to happen. How this process is undertaken is known only to beings with such an incomprehensible understanding that few if any have attempted to do so.

**Time Rifts**

As seen with those such as the Rifter, The Temple of Time possesses the ability to change the intentions of the autonomous timeline. Doing so is known to have catastrophic events, and often results in the severance of a world into two-microverses (one that keeps its original timeline and one born from the new events.) These events are called Time Rifts and often draw the attention of the Wandering Evill.
Nexus Forge

The Nexus Forge serves as the heart of the multiverse. It exists past the Mirrors of Eon and the Temple of Time and is incapable of visiting by corporeal beings. The Forge has no true shape, but is often depicted as a swirling, golden sun by the pathfinders who have made their way to see it. The true purpose of the forge is unknown, but it is responsible for the creation of every universe through a process called the Grand Game.

**The Grand Game**

The Nexus Forge is a wellspring of creation and existence, but its power must be harnessed to do so. This is the duty of the Genkiddions, a race of lawful, eldritch beings who siphon energy from the forge. This energy is known as the Primal Chaos. The chaos is then sent into the multiverse to flourish and evolve into its own universe.

To oversee the chaos and its cultivation, the Genkiddions crafted an architect called a Malachite. This being would serve as a gardener to the chaos, tending to it and protecting it from outsiders. Those outsiders are the force that serves in direct opposition to the Genkiddions, a ruthless, eldritch race called the Gygax.

While the Genkiddions and Gygax were both born from the forge, the Gygax serve a very different role. These beings were meant to test the newly crafted universes, and determine if they were capable of survival. The Gygax crafted many beasts and tests for the Malachite, such as the Astral Dragons. In many worlds across the multiverse the Astral Dragons devour the Malachites, purge the primal chaos and return to their masters.

Every so often though, a universe survives this assault, and when it does the Genkiddions return and gift Malachite with tools to help its world prosper. Sometimes a Malachite uses trickery or deceit to overcome the Astral Dragons (such as Malachite Prime), while other times the Malachite may simply overpower their foes (like the Black Star.)

**Worlds Undone**

For those worlds deemed unworthy and left to spoil by the Astral Dragons, the Nexus Forge sends forth a cleaner. This entity is called the Wandering Evil. A thoughtless, lifeless being, the Wandering Evil only knows the sole purpose of devouring lost worlds. The Evil will collect all pieces of the lost world and return them to the Forge to be recycled. There are some pathfinders who believe the Gygax may cheat in their grand game, tricking the Wandering Evil into devouring worlds that are meant to prosper. One can only hope their own world does not suffer such a cruel fate.

The Wandering Evil has been seen only once in the grand tales of Moracar, as it was the undoing of the First World.
Russian Empire

Intermediate, Affordability, Quantity-Focused

The **Russian Empire i**s a nation playable in Fire & Maneuver.

## Description

"*Draw upon weight of numbers and the zeal of your soldiers to sweep the enemy from the field, with agressive columns of infantry while the feared Cossack Cavalry flank behind enemy lines... but beware losing control of your men in the heat of battle.*"

### Theme

Composed by Jacob Gullion

Original march: Preobrazhensky Regiment March
United Kingdom

Difficult, Defensive,Drilled

The **United Kingdom** (also called **Great Britain**) is a nation playable in Fire & Maneuver.

## Description

*"Rigourously drilled infantry lay dawn punishing volleys and the famed Highlander infantry frim Scotland can repel any foolish enough to charge their lines... but beware the cost of your units. the highest in the game."*

### Theme

Composed by Jacob Gullian

Based on The British Grenadiers
Kingdom of Prussia

Intermediate, Balanced, Efficient

The **Kingdom of Prussia**, also known as the **North German Confederation** is a nation playable in Fire & Maneuver.

## Description

"*Formerly the Kingdom of Prussia, this new nation boasts strong commanders who lead a patchwork of well-armed units from across the German States, from Bavarian and Württemberg infantry to the dreaded Krupp artillery... but beware the short range of your fast-firing rifles and the danger this poses to your men.*"

### Theme

Composed by Jacob Gullion

Original March: Preußens Gloria

## Weapons

 M1862 Dreyse
 M1869 Werder
 Saber
 M1862 Dreyse
Seven Heavens

The Seven Heavens are a part of the greater Celestial Plane, and dominate the vast majority of it. Overseen by Wryn and his benevolent Archangels, the Celestial Plane is a world of pure good, and law. The inhabitants of this domain believe in the protection of mortality and the natural rule of the gods.

When a benevolent being dies, their soul finds its way through the Ethereal Plane and into the Celestial Plane. At this point it begins its journey through the Seven Heavens, tasked with an increasingly difficult set of challenges to determine which level of peace and calm it is granted in the afterlife. These are the seven layers and their significance to the greater Celestial Plane:
12 Tribes

The 12 Tribes are a group of orcish tribes that live on the continent of Eesia. These tribes were imbued with incredible magic and prophecy from the god Orcul and were responsible for defeating the Dark Dragon during the Second Primordial Age.

## The 12 Tribes

### **Origins**

The tribes were founded during the Second Age, as a response to the *Prophecy of Twelve*. This message came to many orc clerics and declared that twelve great heroes would rally the orcs against a threat to all mortalkind. The next day, thirteen orcish women across the land of Eesia became pregnant, and when the babies were born each was tattooed with strange, ancestral markings. Twelve of the children would be cared for, but the thirteen was seen as an omen to his people and subsequently abandoned after birth.

The twelve children became leaders to their people, forming tribes from their kin and taking named similar to the markings on their skin. Many of the previously formed tribes who were not gifted with one of these heroic children became considered the "Lesser tribes," including the Black Boulder Tribe, who had abandoned the thirteen child.

## The 13 Pillars

Each of the thirteen pillars possesses an extraordinary ability. These gifts were given by the eternal deity Orcul to stave off threats to the orcs and their mortal kin. When a pillar dies it does not take long for a new child in the tribe to be born with the same markings. This child will be raised by the tribe to become their new leader, often with their parents serving in the time it takes them to mature. These are the current pillars and their powers:

## Lesser Tribes

There are many lesser known tribes who live in the land of Eesia. Over the years there are many that have been absorbed into the twelve greater tribes, or joined the Broken Boulder tribe during Orok's rebellion.

**White River** - This smaller tribe was absorbed into the Broken Boulder during Orok's second rebellion and was responsible for helping him to locate the Orcfort.

**Treadlight** - This is the tribe into which Mordecai was born. He would eventually leave the tribe to join his uncle Orok during the rebellion, and then leave the Broken Boulder to join his sister Kahlari in the Quietfire. Little is known about the Treadlight due to their decimation at the hands of an infernal legion.

**Black Boulder** - The thirteen tribe of prophecy, this lesser tribe was renamed to the Broken Boulder when Orok returned and took over.
Ages of Existence

The Modern World holds the most concrete depiction of the ages and as such is often used by the Pathfinders as common standard for detailing events. Since the beginning of time there have been five definitive ages, some of which have lasted millions of years. With different planes traversing time at different speeds, this system allows Pathfinders to create a general timeline of the universe's events.

**Before Life**

- The Nexus Forge births a new seed

- Malachite creates Wryn and Echerron, who help to defeat the Astral Dragons in the Creation War

- The Genkiddion gift Malachite with the Ancient Aeons for defeating the dragons

- The Deep Ones arrive and request sanctuary in this new universe

**Before History**

- Drawn by the Deep Ones, the Undead Gods attempt to invade the universe

- The Eternals imprison the Undead Gods using weapons made from the Aeons

- The use of the Aeons unintentionally births the Titans, leading to the Titan War

- The Giants are born to defeat the titans and preserve the Material Plane

- The Illithid are given to Primos and revolt against their master

- The Gith are created by Primos to hunt down the Illithid in the Mind War

- The primordial races are the first to inherit the Material Plane from the Giants

- Lesser Gods come into existence as the first mortal races begin to worship natural forces

- The Pathfinders are created by Primos and the Lorekeeper to document all of existence

**First Primordial Age** *(Roughly 20,000 Years Ago)*

- New races and planes are born from the conflicts of gods

- The Waykeeper and Mother Youkan join forces in the Light War

- The Archangels / Archdevils are created to stop the demon invasion of the upper planes

- The remaining Astral Dragons return immortal and attempt to destroy the Material Plane

- Gods and mortals fight alongside in the Kindling, to defeat the dragons and their armies

**Second Primordial Age** *(Roughly 5,000 Years Ago)*

- The Golden Age of Mortals, cultures begin to meld and share knowledge

- New religions and ideologies are born which lead to immediate conflict

- The gods abandon their creations for warring over such minor things

- The elves are exiled from the Feywild as punishment to the Elder Feys

- The elves gift the primordial races magic in spite of the gods

- The mortal races (joined by elves and dragonkin) fight against the demons in the Shadow War

- Malachite disappears into the White Plane, instructing the rest of the Eternals to become unseen

**Third Primordial Age** *(Roughly 1,700 Years Ago)*

- Mortal settlements cover the Material Plane

- Arcane evolution leads to the mastery and classification of the eight schools of magic

- Invention and discovery has turned to understanding the multiverse

- Stories of the Second Age and before have become myth and legend to most
Deification

Deification is a process by which mortal beings give birth to gods by ways of worship and imagination. It is believed that the greater number of beings who share this idea of a deity, the more powerful that deity becomes.

This process has been seen with the Astral Dragons, who were once cosmic creatures that become immortal due to their worship by dragonkin. Another example are the Old Gods (natural disasters and supernatural occurrences given personalities.)

Often the process of deification is used to grant mortal characteristics to a force of nature or the cosmos, but there are instances in which mortals have lifted up another of their kind to such a great level that they ascend into godhood themselves. This has been seen with beings such as B'Keya, who was once a sharanii mortal that sought to free the people of their home from the will of the gods. B'Keya was struck down by the gods and became so powerfully and vastly worshipped for their sacrifices, that they were reborn into a celestial form.

While the process of deification grants a sort of immortality to the being, it has also been seen that this can be reversed. If an entity becomes so forgotten by the consciousness of mortals across the world, it may fade out of existence.
Senshi

The senshi were a group of warrior-women who worshipped the goddess Yldir. These clerics had the unique power to be reborn many times, always finding their way back into the embrace of their sisters.

## **Biography**

### **Origins**

It is unknown how long the Senshi have operated, only that they were alive and well established prior to the Mage War of Cicero (1339.)

### **Powers and Abilities**

The Senshi have the ability to be reborn by a blessing of the Moon Goddess. When they return to her temple, they regain all the memories of their past lives. Each of the Senshi is trained in the art of a different kind of weapon. As clerics of the Moon Goddess the Senshi find their greatest strength at night.

### **Suriel Culvers**

The most well known member of the Senshi is Suriel Culvers, an elf who was born in Cicero. Suriel had been a priestess of Yldir in her younger years but was fatally wounded in a battle against the Caliphate of Quordis. Suriel was resurrected by an Illithid known as Somnovarus, and sent on a mission to recollect the Evening Star from the shores of Glass. She was unsuccessful, having been apprehended by Grand Magi Jolax Batu and placed inside the necrohedron for 400 years. Suriel was freed by the Chaos Crew and joined their ranks, taking a brief respite from the group to return to her home in 1763. During this time she returned to Cicero and entered the temple of the Senshi, where she was greeted by the current members. It was revealed to Suriel that she had always been a member of their ranks, who the Illithid had used to locate the temple and the remaining members. The Illithid launched an attack and killed the Senshi, all except for Suriel. Accepting the strength of Yldir once more, Suriel defeated the Illithid and wept over her fallen sisters. With a new quest from the goddess of the moon, Suriel seeks vengeance against the ascendancy.

## **Trivia**

- While it was revealed to Suriel that there are nine Senshi in total, she has only ever met five.
Old Gods

In the land of Bjesta, great storms crash and batter the land. Lightning paints the sky, volcanoes erupt with fields of fire. At the heart of each tremendous storm it is said if one looks close enough, they can see the essence of a god. These forces of nature are known often as the Old Gods.

**Creation of the Old Gods**

The Old Gods were the first pantheon to be born from the process of deification, roughly at the same time as the Astral Dragons ascended to a similar position. Worshipped by some of the first primordial races, these gods were given life as a means to explain the tremendous storms, natural disasters, and cosmic anomalies witnessed by mortalkind.

The Old Gods were originally considered wholly unique entities, with no connectivity between their kind. As time would pass a narrative was carved into myth, detailing these deities as a family of sorts. With their patriarch considered a direct descendant of Malachite, the Old Gods were often seen as a step between the Eternal Deities (who forged the universe) and the mortals.

In a sort of roundabout way, the Old Gods are credited with aiding in the creation of mortal races. It is believed they were directly responsible for the birth of Raesokeran, Callahorns and Frosks, all of which find their origins tied solely to the continent of Bjesta. There is much debate as to if the Old Gods first settled in Bjesta or Seleon, as both continents claim to be the first carved out by the Eternals. Most scholars agree that while Seleon was the first landmass to come into existence, it was the people of Bjesta (and their migrating descendants) who shared the first stories of the Old Gods with the world.

**Great Tree Cosmology**

While the Old Gods are worshipped most widespread in Bjesta, it is common to find temples and shrines across the six continents, and even in other planes. The people who worship the Old Gods also believe in the Planar Cosmology of the Great Tree, which differs considerably from the 24 Plane Cosmology.

The Great Tree cosmology sees the universe as just that, an infinitely large tree upon which the different planes are spread across its branches and roots. While the more popular 24 Plane Cosmology considers each plane as something similar to a different planet, the Great Tree cosmology sees only 9 planes of existence and believes they are all closely connected by thin veils of magic.

**Deities of the Old Gods**
Spellcaster

A spellcaster refers to a creature capable of casting magical spells. Within the world of Moracar the means by which a spellcaster is able to do so if often split into three categories: Arcane, Natural and Divine magic. There are sometimes exceptions to this (such as Psions) but across most worlds spellcasters are broken into the following distinctions.

**Arcane Magic Spellcasters**

Arcane spellcasters harness the power of the mystic realm to draw upon their spells. The most common term for an arcane spellcaster is a Mage, colloquially used for an individual whose magical origins are not known outright.

***Wizard***- A mage who studied at a formal academy or under another wizard to earn their training to a certain level *(In the lands of Eesia, Wizards are called Magi. In Sharan Anrazi they are known as Tome Scholars)*

***Sage*** - A self taught mage who has no formal training but has earned renown or respect for their abilities

***Sorcerer*** - A being with innate arcane abilities that do not stem from the study of magic, but rather their bloodline

***Blood Hunter*** - A being with an arcane heritage who draws upon that power through blood magic

**Natural Magic Spellcasters**

Natural spellcasters pull their magic from a number of sources, whether that be the Wellspring of Life, the Yrayan Guardians, or the Elemental Plates. This magic lives and dies in the cycle of nature, and those who practice it find the ability to manipulate and interact with flora and fauna across the planes.

***Druid*** - A spellcaster who has learned the ways of natural magic and has joined a druidic circle

***Shaman*** - A spellcaster who favors natural magic but holds no ties to a druidic circle

***Seer*** - A druid who rides the balance between natural and divine, often gifted visions of the future

**Divine Magic Spellcasters**

An extension of the will and power of a higher power, divine spellcasters are gifted strength to heal or harm the world around them. Divine spellcasters devote their minds, bodies and soul to the use of their powers and often serve similar goals to the ones they serve.

***Paladin*** - A divine warrior who draws upon mystical power from a god to strengthen themselves through oath

***Cleric*** - A holy priest who gains magical blessings from a deity to heal the weak and harm the villainous

***Magister*** - A priest who studied within a church and learned from a magister before them, often a retired warrior

***Warlock*** - An individual who gains magic powers through a pact with a powerful entity, deity, or force
Bubblegum Cake

## Description

Bubblegum Cake is a male contestant on CaKE, owned by cosmo forgor. He is a light blue and pink slice of bubblegum flavored cake, with a drop of frosting and three pink gumballs on his head.

He is shown to be a very flashy and smug individual, based on his expression in the sign-up image and how he was depicted in the first challenge.

## Trivia

* He got first place in the first contest.
* He is the first contestant to be featured in a different contestant's challenge submission, that being Vanilla Cake's entry in the first challenge.
* Blueberry Cake was forced to marry him for unknown reasons.
* He is one of three known LGBTQ cakes, along with Pineapple Cake and Vanilla Cake.
	+ In this case, he is transmasc.