recursal/Fanatic-Fandom huggingface dataset:
Midnight Scythe

The Midnight Scythe is one of the selectable **Melee Weapons**, it costs 16 loadout points to equip.

## Overview

The Midnight Scythe is a more complex melee weapon which combines aspects of small multi-target cleaves and high single target damage. The primary ability allows the user to disable cleaves in order to mark and hunt a single nearby enemy player. Killing said player will reward a stack which can be expended to grant powerful damage and movement speed buffs. The Midnight Scythe will grant its user respite against being blinded by the night while held.

Attack: 15

Holding the Midnight Scythe will clear and prevent **Blindness** from low light conditions.

## Abilities

### Cleaving Stance

Striking enemies with the Midnight Scythe will also damage enemies in an arc behind the initial target. The cleaving area is much more limited compared to weapons like Warhammer and Radiant Wand but the Midnight Scythe can cleave much faster than traditional cleaving weapons, especially against Lesser Demons. The initial target will take full damage, cleaved targets on the other hand will take reduced base damage, reduced damage from bonus attack sources, and will not take crit damage. Backline targets can be killed by Procs if susceptible.

The Cleave affects nearby targets behind the initial hit.

Cleave Base Attack: 10

Cleave damage will only gain half benefits from **Strength**, Berserker Armor, and Proc, and half negatives from **Weakness**.

Enemies hit by the cleave cannot be crit.

### Hunting Stance

Right clicking with the Midnight Scythe will let you mark an enemy player you are looking at, if you are not looking at a player or they are out of range the mark will instead target the nearest enemy player within a radius. The marked player will take bonus damage from the Scythe and will grant speed to the user when hit. If the user kills the target by any means they will gain a stack which can be used by **Hunter's Boon** and the cooldown of Hunting Stance will be very short. If the target dies to another player or if the mark timer expires Hunting Stance will be put on a moderate cooldown.

Activated with **Right-Click**

Marking Range: 8 Blocks

Marking Aura Range: 6 Blocks

Maximum Mark Duration: 10 Seconds

The Mark will not break based on distance once applied.

The marked monster takes +20% from the Midnight Scythe and will give the user **Speed 1** for 3 Seconds when hit by Midnight Scythe.

The marked monster will be tracked by particle trails.

The effects of **Cleaving Stance** are disabled while a mark is active.

Killing the target with any weapon will grant a charge to **Hunter's Boon**.

Failing to kill the target will put **Hunting Stance** on cooldown.

Failed Hunt Cooldown: 15 Seconds

### Hunter's Boon

Getting kills with the **Hunting Stance** will allow you to temporarily improve your mobility and armor durability.

Activated by using **Offhand Key**

Activating this ability will consume one Stack.

Maximum Charges: 4

Duration: 10 Seconds

Potion Effects: **Fortified Armor** 2, Jump Boost 2, Speed 2 and Night Vision
Summer 2020 Officers

The Summer 2020 term is the second term of the ZOOM Harry Potter Club. The Summer 2020 term began at the end of June and will conclude at the end of August. The club's executive board consisted of the following officers.

## List of Officers

Co-Headmasters: Camryn and Sofia

Secretary: Arden

Event Coordinator: Haley

Public Relations: Omar and Polly

Quidditch Captain: Kristina

Historian: Mark

Head Girl: Xenia

Frog Choir Conductor: Rosie

Frog Choir Assistant: Nicole K

DnD Coordinator: Nicole R

Gryffindor Prefect: Malia

Hufflepuff Prefect: Matt

Ravenclaw Prefect: Mari

Slytherin Prefect: Morgan
Bricklayer

The Bricklayer is an accessory and one of the six free gadgets.

## Overview

It can be obtained ingame at any time with the **/brick, /bricks** or **/bricklayer** commands or opted into for 0 loadout points.

The Bricklayer is a common gadget that allows the user to build walls automatically. A zone needs to be created to place blocks, one corner is selected with **left click**, the other with **shift + left click**. Right clicking the item will place stone in any open space or will replace nonsolid blocks like tall grass or carpets. A selection can only be a finite size, if it's too large the building process won't start.

## Stats

### Build Phase

In the **Build Phase** the bricklayer will place Deepslate Bricks.

Placed Blocks: Deepslate Bricks

Blocks Placed per second: 5

Maximum Selection: 1400 Blocks

### Combat Phase

The Bricklayer grows weaker after the **Build Phase** ends, only placing cobblestone at a much lesser pace. If you are harmed by a monster while a selection is made, it is cleared and the build process is paused if ongoing.

Activation Delay: 1.5 Seconds

Placed Blocks: Cobblestone

Blocks Placed per second: 1.42

Maximum Selection: 800 Blocks
Shamira

Shamira is a 28 year old hybrid Wolf - Beastkin and Shoren. She lives a nomadic lifestyle at present, travelling from town to town to look after the weak. To support herself and make money, she takes the bounties of known murderers, thieves and other violent criminals in the surrounding areas. She would call herself a Mercenary over a bounty hunter, as she doesn't participate in raids or dive into dungeons.

## Appearance

Shamira is a tall, muscular hybrid with unkept ashen hair reaching down to the middle of her back. She sports several scars across her body, and is missing her right eye. She usually wears little in terms of clothing, but adopts a leather jacket with fur lining the coat during the colder months of the year.

## Biography

Born in the sands of the Kaheor Desert to a small nomadic tribe consisting of Shoren and Dark Elves ; conceived by a wandering beastkin trader and the tribes lead hunter. Shamira lived a rather uneventful life growing up, her mother having left shortly after giving birth.

Around the time of Tethna's invasion and destruction at the hands of several different clans of monsters and beasts, their little tribe fled West. Many of them were killed, leaving only Shamira to make it to the relative safety of Pontaria.

She grew up an orphan in a foreign place, unable to speak the local tongue until taken in by a rather doting Elf ; it was from her that she learned how to speak, read and write. She lived with this woman until she reached the age of sixteen, during which she set out to receive proper training with a blade.
By nature, she is a non - violent person but wished to be able to protect and defend those who could not look after themselves. She was accepted into the townsguard of a city of four hundred, where she received training and became more accustomed to the traditions, dialect, and the general way of things in the West.
At the age of twenty - four, Shamira resigned from her post and began traveling Pontaria and Baclan ; making a living hunting down murders, thieves and other criminals who would harm to the weak.

## Personality

Shamira is an outgoing and playful individual, but can be quite cold to those that repeatedly insult her to try and get underneath her skin, or to those that don't deserve to be treated better than the dirt she walks upon.

Shamira is an outgoing and playful individual, but can be quite cold to those that repeatedly insult her to try and get underneath her skin, or to those that don't deserve to be treated better than the dirt she walks upon.
The Haunted Stump

The Haunted Stump is an all in one stop for adventurers and the eccentric rich. It is in a giant, dead tree that tower's above the forest's of Ehran. With every inch of it and the caves below used, it attracts just about everyone to at least gawk at it.

## History

### Before The War

The Haunted Stump has been around as simply a normal tavern in the times before the war between Humans and Elves. A bar with normal drinks for all races, offering food also. However, more expensive food and drink that has been infused with magic and the owner, Ecaeris, had begun offering lowered bills in exchange for quests being completed for her.

### During The War

Throughout the war, humans stopped coming by The Haunted Stump, leading to a decline in business since elves didn't have time for merriment. However, there was soon renovations and three floors were added to The Haunted Stump. Above the tavern, there were rooms for people to stay in, an armory for people to who need it, and the final addition was a general store added for supplies. Whilst this bring business back and cause it to boom once more, she had too many shops so she decided to hire people for each floor present and future. With two people per floor, she had time to manage each floor and appear whenever she was needed.

### After The War / Present Day

When the war had ended, business was back to its normal vibe, though more unsavory folks tended to show up and began asking if The Haunted Stump had this, that and the other. Each time was met with a smile from an owner and the response of "Give me three days" would be given before the idea was implemented. Currently, there are approximately one thousand, two hundred and four floors. These floors go both up into the tree and down below ground into the root system and include a Black Market, a few Guild Headquarters, a Trading Outpost and in the tavern there is The Collectors Board and a normal quest board.

## The Collector's Board

After a few too many people took advantage of her policy for unpaid bills being covered by quests and instead of doing the quests simply cutting and running, so The Collector's Board was set up. Anyone who left and did not return in two weeks was considered a bounty on the board and from there, so long as someone returned with both the quest and the gold, they were entitled to everything else the debtor had to give. These quests give full immunity for your actions, which appealed to former criminals looking for work. As such, these people were called Collectors and they chose to live at the tavern, covered by the rules of conduct there and how it's a neutral ground. So long as they pay rent and any tabs they open, they are free to do what they wish.
Gnomish Clock

The Gnomish Clock is an accessory and one of the five free gadgets.

## Overview

It can be obtained ingame at any time with the **/clock** command or opted into for 0 loadout points.

The clock is a simple item, it tracks the time. Clicking the clock will display text, if it's **blue and yellow** daytime buffs are active, if it's **red and black**, nighttime buffs are active.
Riel

**Riel** is a woman who steals to survive. At 19 years old, she has given up on morals, and does not care about how she is seen.

Her story is kept secret, however she always keeps a journal on her, talking about her day or of her past. A lot about her is unknown, like her race even though she looks like a bird hybrid by her feathers and legs, her ears are the odd parts. Her magic is also unknown, which allows her to fight if necessary or to flee. Her gender is also unknown, yet she most often is female presenting and uses she/her.

## Appearance & Equipment

**Riel** is a young bird hybrid woman, with sliky smooth natural raspberry colored hair, mostly hidden under her hood, where two long fluffy ears come out of. Said fur is a mix between the feeling of soft, mammal fur and the feeling of feathers — an odd feeling to the touch. Legs are often covered with some kind of rag-like clothing, hiding the transition between somewhat human looking legs and her avian, sharp taloned feet.

The most prominent part of her body/clothes is her long, feathered cape. Those feathers are actually hers, and are linked to her. Riel can feel every touch on it, as well as pain.

As for equipment, She has a knife on her belt to help her out in case she has any problems, and a simple pouch behind her, hidden by the feathered cape. Her clothes are are almost all very light leather, keeping Riel's thin body shape intact. Those clothes also hide the fact that some feathers do grow out of her skin in small patches.

## Personality

**Riel** acts however she wishes. Not giving a single shit about relationships — since she has none, she acts like a bitch to everyone, even if she knows she is inferior or anything like so. Who knows if this woman ever has a soft side. Being a thief, she keeps her distance from people who look at her: act cautiously.

As a thief, she steals stuff — in fact, she loves it. So much so, that she leaves feathers in people's pockets. From time to time, she's confronted with people recognizing the feathers: her favorite part. Riel can definitely defend herself and is quite cocky too. It usually turns in her favor, since she avoids stealing from stronger than her... or at least, she doesn't leave evidence.

## Abilities

Using an unknown type of magic, surely an innate type — Riel can create razor sharp feathers from behind her feathered cape and throw them at incredible speed. Where her magic shines the most, is that the feathers can come back to her, even if they are stabbed in the ground or in walls. They cannot go through the latter though. The ability to retract her weapons is however temporary, she can keep her magic on the projectiles only for a few seconds.

Riel is also able to jump much higher, and even hover or glide in the air for a small period of time.
Saryn

Saryn is a 89 years old half-elven alchemist living in Perren. It is one, if not the best alchemist in Orthûn. She is also well known for her knowledge in lightning magic. She is Nora's mentor and adoptive mother.

She is incredibly tall and thin, always dressed in a dark purple dress with a large black hat in public.

Today, she is too old to go out in public and Eleonora is the one taking care of her.
Safety Juice

The Safety Juice is a support item which costs 4 loadout points to equip.

## Overview

Safety Juice is a basic ale which serves well for casual play with it's built in auto healing.

You can heal yourself to full for 100 mana.

Cooldown: 1 Second

If you would take fatal damage, you heal to full for 120 mana, afterwards you recieve the damage you would have taken.

If after taken damage from autoheal you would still die (die to damage from full health) you will consume a total of 240 mana to negate all damage and heal to full.

Safety Juice auto heals will take priority over **Just In Time Heals**.

## Effective Health Modifier

The standard heal of safety ale doesn't affect effective health at all, but relying solely on auto heals reduces effective hp down to 83% effectiveness compared to manual heals.

Effective Health Bonus w/o healing: +0hp

Mana Point -> Health: 4--2 Hp

Mana Point -> Health (Auto Heal): 3.3--1.67 Hp
Real Life Interactions

This all began with the Orchard! The Orchard! Stop moaning and moaning, you'll miss the meet-up!

There's probably a more organized way to do this. We're not going to do it that way though.

Arden has met Sofia and Louis.

Austin has met Bri, Bote, Xenia, Haley, Maren, Sean, Matt, Elizabeth, Ben, Hunter, Cam, Eliza, and Selethel.

Ben has met Austin, Xenia, Sean, Matt, Maren, Haley, Eliza, Cam, Hunter, Rosie, and Elizabeth.

Cam has met Austin, Mark, Elizabeth, Selethel, Hunter, Haley, Maren, Matt, Sean, Ben, Rosie, Xenia, Eliza, and Kyle,

Eliza has met Austin, Kyle, Dom, Elizabeth, Maren, Matt, Haley, Hunter, Cam, Sean, Xenia, and Ben.

Elizabeth has met Austin, Bri, Bote, Xenia, Sean, Ben, Matt, Maren, Haley, Eliza, Cam, Hunter, Mark, Kyle, and Selethel.

Haley has met Austin, Ben, Other Ben (Superior Ben), Cam, Eliza, Elizabeth, Hunter, Kyle, Maren, Matt, Nicole, Sean, and Xenia.

Hunter has met Austin, Mark, Elizabeth, Selethel, Cam, Haley, Maren, Matt, Sean, Ben, Rosie, Xenia, Eliza, and Kyle,

Kyle has met Matt, Sean, Elizabeth, Eliza, Dom, Haley, Maren, Cam, and Hunter.

Louis has met Mari, Sofia, and Arden.

Maren has met Austin, Ben, Cam, Elizabeth, Hunter, Haley, Matt, Sean, Xenia, Kyle, Eliza, and Other Ben.

Mari has met Louis.

Matt has met Austin, Ben, Cam, David, Mark, Sean, Haley, Maren, Hunter, Elizabeth, Eliza, Rosie, Kyle, Selethel, and Xenia.

Nicole has met Haley.

Sean has met Austin, Ben, Bote, Cam, David, Matt, Haley, Maren, Hunter, Elizabeth, Rosie, Eliza, Kyle, Selethel, and Xenia.

Selethel has met Austin, Matt, Sean, Hunter, Elizabeth, and Cam.

Sofia has met Arden and Louis.
Lucille T'Varah

Lucille is a Dark Elf of one of the Nomadic Tribes of the Kaheor Desert. A 22 year old Dark Elven Duneweaver, her responsibilities during her tribe time were that of a Duneweaver; Those being to use her powerful connection with the land to conceal and protect the nomads camps when they set up to hunt and rest.

She currently resides in Nomern, after her home was taken from her; she and a few other of her tribe had little choice but to flee at the moment. She chose Nomern as it was the furthest town she knew of from the desert. She concluded it would be the best place to learn of modern human society without much threat of being recognized and hunted again.

## Background

Once a nomad from the Kaheor Desert, Lucille spent much of her life walking the dune-ridden sands; living off the land with her fellow Dark Elf Nomads. Much of her young life was spent learning all manners of tracking and hunting skills, sword and spear techniques unique to the desert dwellers.
Magic

**Magic** is an important part in Negame, as it is mostly source of everything. Most of the important technology that makes Negame so interesting is made out from elven knowledge, but mainly their magic. Some races are born with mana in their veins like elves, and some are unable to learn magic like orcs.

Magic is also known as Mana, which is simply a way to mesure someone or something's power ability, and how much they are able to use magic or transfer it to another. As an example, trees are filled with mana and are an easy way to have mana regeneration— and forest elves are especially great at using trees to their advantage.

It is also separated in different kinds. There is:

* Offensive magic, allowing the user to use it to attack or defend themselves in a fight.

* Healing magic, allowing the user to use it to heal themselves and others after or during a fight.
* Technological magic, allowing the user to create any sort of item filled with mana.
* Enchantement, allowing the user to improve weapons by adding new magical effects.

## Offensive Magic

Offensive magic is separated in different kinds such as:

* Fire magic, the most attack focused of all the others, as it deals more damage and can burn,
* Wind magic, focused in very sharp damage, and speed,
* Earth magic, focusing on very blunt damage, projectiles and terrain deformation,
* Thunder magic, focused to damage multiple targets at the same time,
* Water (more precisely Ice) magic, focused in damage but also control.

All of those are in the skill tree, under the Magic attribute.

## Healing Magic

Healing magic can be found in Earth and Water magic, which allows the user to either heal themselves or others. It costs quite a lot of mana, and from how much it requires, it is rare to find human healers. Hospitals only uses healing magic if it is highly needed and with great mages only specializing in Healing and Medicine. There are also field healers, which either participate in war, or can participate to quests with groups of adventurers.

## Technological Magic

Technological Magic, as its name imply, is used for Technology. It is the skill making the user able to infuse any item with magic, giving it special properties. There are tons of examples that could be given, but I'm lazy and brain empty.

An example could be two magic stones linking two people together, allowing them to speak together and see what the other is doing wherever they are.

## Enchantement

Enchantment is the ability to enchant things such as weapons, armors and accessories, allowing the wielder to be stronger.

Weapons can be enchanted with any magic such as:

* Fire, making the weapon burn the opponent and/or deal more damage / protect the user from fire damage.
* Wind, allowing the weapon/armor to be lighter and/or faster / protect the user from wind damage.
* Earth, giving more protection to the armor/accessories / protect the user from earth damage.
* Thunder, which can shock the opponent on hit / protect the user from thunder damage and or stun.
* Water, allowing life steal on weapons / give more health points.
The Library

The Library — a hub for knowledge of everything that has ever come into existence, magically fueled and connected with appositi, it is updated with each creation. Outside, it appears as a rundown abandoned building, and you may only enter with **The Key**, upon entering the building you will find it has over a thousand levels. Each level is organized by year, from oldest to newest, the shelves are filled with books upon books of the world’s creations in those times.

## The Armory

At the back wall of The Library, there is a set of double doors that can only be entered with **The Key**, it leads to a stairwell that takes you down to The Armory. It is an area that houses copies of every legendary weapon/armor set/item that has ever come into existence. There is a training room attached to it, that can be magically programmed to take on the appearance of any setting, it is completely interactive, while the environment can be tampered with, the training room itself cannot be destroyed.

## Appositi

A type of **magic**, it serves as a fuel, it’s entire source is unknown, having only been discovered by the **The First Librarian** — the first to become connected as **The Key**. It can only be used by the librarian, for obvious reasons, no outsider has ever been able to use appositi, probably due to the fact that the librarian is linked to the building itself.

Appositi is mostly used to keep The Library in shape, it is what keeps the outside of the building looking like some shabby piece of crap, and it is what gives the inside of the building it’s beautiful and organized appearance.
RIel

**Riel** is a woman who steals to survive. At 19 years old, she has given up on morals, and does not care about how she is seen.

Her story is kept secret, however she always keeps a journal on her, talking about her day or of her past. A lot about her is unknown, like her race even though she looks like a bird hybrid by her feathers and legs, her ears are the odd parts. Her magic is also unknown, which allows her to fight if necessary or to flee. Her gender is also unknown, yet she most often is female presenting and uses she/her.

## Appearance & Equipment

**Riel** is a young bird hybrid woman, with sliky smooth natural raspberry colored hair, mostly hidden under her hood, where two long fluffy ears come out of. Said fur is a mix between the feeling of soft, mammal fur and the feeling of feathers — an odd feeling to the touch. Legs are often covered with some kind of rag-like clothing, hiding the transition between somewhat human looking legs and her avian, sharp taloned feet.

The most prominent part of her body/clothes is her long, feathered cape. Those feathers are actually hers, and are linked to her. Riel can feel every touch on it, as well as pain.

As for equipment, She has a knife on her belt to help her out in case she has any problems, and a simple pouch behind her, hidden by the feathered cape. Her clothes are are almost all very light leather, keeping Riel's thin body shape intact. Those clothes also hide the fact that some feathers do grow out of her skin in small patches.

## Personality

**Riel** acts however she wishes. Not giving a single shit about relationships — since she has none, she acts like a bitch to everyone, even if she knows she is inferior or anything like so. Who knows if this woman ever has a soft side. Being a thief, she keeps her distance from people who look at her: act cautiously.

As a thief, she steals stuff — in fact, she loves it. So much so, that she leaves feathers in people's pockets. From time to time, she's confronted with people recognizing the feathers: her favorite part. Riel can definitely defend herself and is quite cocky too. It usually turns in her favor, since she avoids stealing from stronger than her... or at least, she doesn't leave evidence.

## Abilities

Using an unknown type of magic, surely an innate type — Riel can create razor sharp feathers from behind her feathered cape and throw them at incredible speed. Where her magic shines the most, is that the feathers can come back to her, even if they are stabbed in the ground or in walls. They cannot go through the latter though. The ability to retract her weapons is however temporary, she can keep her magic on the projectiles only for a few seconds.

Riel is also able to jump much higher, and even hover or glide in the air for a small period of time.
Valora

Valora is a 26-year old Elven woman currently staying with Lorae in her home outside of Nehve.

## Background

She grew up in a secluded village deep in the Northern forests of Ehran, with a population of less than forty. In her younger years, she was a rather carefree girl at heart. After an attack on her village at random that left all but a handful of the young women and children slaughtered, she and the survivors were taken and sold into the captivity of Human nobility. She was lucky enough to remain by the side of an older girl from her village, Alicia, who she came to look up to as an older sister.

During an attempted escape, Alicia was hit the leg with a poisoned arrow and urged Valora to keep on running, while she tried to buy her some more time. This utterly broke the girl, all but certain that the woman who had acted as her older sister was killed. Even still, she ran for hours until her legs gave out, and she spent the night in a ditch. She has made it as far as Nehve on foot, but has nothing to her name except for the ripped and torn clothes worn beneath a bloodied coat and dagger she found on a dead bounty hunter.

It is unlikely she will ever talk about everything that she went through during those two decades of her life, but there are plenty of mental and physical scars that will never let her forget the hell that she lived through.

After escaping, she ran into a Lorae by chance, and the older Elf took her in and began offering her all the help she knew Valora needed.

## Personality

Valora is a timid girl who much prefers to keep to herself and avoid large crowds. She finds herself getting anxious around large groups of people, and avoids going into town as much as she can as a result.

She is careful about who she lets herself grow close to, being as fragile as she is physically and mentally.

## Appearance

Valora is a thin pale-skinned Elf standing at 5'2, or 157cm. She has several scars all over her body, most notably a long slash across the bridge of her nose, a small cut on her left cheek underneath the eye, and missing chunks from both of her ears as a result of punishment by her captors. Aside from those, there are countless others along her back, thighs and one over the top of her right breast.

## Abilities

Valora is completely unskilled when it comes to combat, though carries a stolen dagger to make herself feel safer, though it doesn't help much. Although both Lorae and Rytir have offered to train her in magic and combat, she has not yet taken either of them up on their offers.
Quest

**Quests** in Negame are an important part of society, as many people publish their quests for help. Those quests are either found on boards in villages, or in buildings in cities called Quest Outposts.

## Rankings

Quests posted in villages aren't ranked, which means everyone can take them, with no level nor rank requirement. Though, those posted in the cities are taken care of by the receptionists and ranked after analysis.

Some quests can be done solo (but can be grouped!) but some NEED to be with a group, like the duos or the raids. Raids always require a group of **minimum** four, which is most of the time a very dangerous creature called a boss.

*Ranks for **solo** & **duo** questing go from: (from lowest to highest)*

* **F, E, D** (very low, for beginners)
* **C, B** (can be interesting, yet quite easy)
* **A-, A, A+** (getting quite interesting yet hard, can get nice loot with the reward)
* **S-, S, S+** (these can get really difficult alone)
* **SS** (rarely done solo, most of the time a rare creature)
* **X** (very important quest, yet most of the time leads to the death of multiple people to weaken the enemy)

*Ranks for Raid questing go from: (lowest to highest)*

* **RAID: A**
* **RAID: S**
* **RAID: SS**
* **RAID: X** (the X rank here means that it is a **very** dangerous enemy that **NEEDS** to be taken down as it may kill innocents.)

## Currency

Quests have been around before **Currency** even existed. **Currency** appeared as **marked rocks**, sort of "**tokens**" to get **food** or **precious materials** in exchange for helping someone out, or killing monsters that could harm the tribe. From how easy it was to copy them, they had to make them out of something special. Plus, some quests were less important than others, and giving smaller rocks didn't work. After all, it was too hard to compare the small ones to the medium ones, etc.

So came **Copper coins**. Copper was the only metal used at the time. Those were quite small and expensive, and were used with the rocks. Only one of the two problems was fixed... but it worked like so for a bit. After a while, **Silver** was used, then **Gold** for coins. Both were quite expensive, but rocks were quickly removed from the currency system. Some even created **Platinum** coins, because they had too many Gold coins.

Platinum coins are quite rare, only the richest can boast about having one, or even some. As a bounty hunter, only raids can give up to one or perhaps two platinum coins that are usually **split up** for the whole group.

**F, E, B** usually gives **Copper**. **C, B, A** rewards with **Silver** and the rest with **Gold**. Most of the quests also comes with **more rewards** than just **Gold** coins, like **weapons** or others **items** that can be **sold**.
Todo

this is basically a todo list for me to remember what to do, so yeah

* Religion
	+ so yeah i did that but it's kinda not finished/very lazy so maybe one other day fuck that
* Monsters
	+ idk add monster types
		- orcs, spiders, tHinGs? aaaaa
* Main page edit, add/tweak more stuff
* Making an account for Negame
* Patch notes where i write stuff like History but i don't forget about it pls thanks
Aerin Beicyne

Front view, Aerin

**Aerin** is a 23 years old elf that specializes in aiding people with healing, strengthing, and *moral support*. Not only is she capable of taking care of injuries via physical means, but she also uses the arts of healing based magic. Due to her profession, she usually keeps herself away from the frontline and tries to work as a support. Physical combat was kept at a minimum during her training and therefore, she is not suitable to work alone in regards to quests that require the takedown of targets.

On her own wish, she was sent out from her village to expand her knowledge of the world and to sate her hunger for adventures. Most of the time she makes a living by traveling and offering her abilities to aid everyone she meets along the way, or by making potions and items suited to cure or harm using her knowledge of the herbs which are at home on the continent.

## Personality

She tends to be a little to forward at times which causes more harm than do good. Though, she tries to be kind to those in need and which she cherishes such as travel companions or friends she makes along the way. Being helpful is the most prominent trait she has, hence why she chose the occupation she currently holds; traveling healer.

But don't let that fool you. Behind the nice facade hides a sharp mind and an even sharper tongue.

## Appearance & Equipment

#### Appearance

Aerin is a rather normal looking elf with the only notable difference being her height. She is just a little bit shorter than others her age which doesn't make a difference in any way. Her clothing consists of various types of outfits. That comes from the fact that she can't be bothered to fix her attire all the time and being an adventurer wears fabric down quite a bit.

#### Equipment

Most commonly she is seen wearing various pouches on a belt along her waist. The contents are simple. Herbs, tea, money, and tools to make use of any herbs she finds along the way. A staff to amplify and being used as a catalysit is also always present whenever she sees fit to need it. However, even without the staff, she is more than capable of using her magic abilities.

On longer journies, she does use a rucksack along with the waist belt. Different quests and destinations demand different equipment but she almost always carries a map and rations with her whenever possible.

## Trivia

* Aerin does not like cheese.
* Tavern visits often end in copetitive drinking or worse.
* She named her trusty teapouch 'Rubie'.
Mica Bellerose

**Mica Bellerose** is a young, half-elf druid who lives on her farm a few miles away from town. Using her nature magic, she is able to run a very successful operation there, growing and selling various crops and helpful plants for the townsfolk.

Much of her developmental years were spent living in the wilderness, after a traumatic event drove her away from her parents and civilization. Thanks to the guidance of a fey nature spirit who took Mica under his wing, she found solace in helping tend to his grove and fostering her connection with nature. This is when she gained her druidic powers, and when the ram horns and furry ears appeared on her body, symbolizing her newfound relationship with nature.

Nowadays, she spends her time tending to the farm that her parents left for her on their passing, and when she isn't working, she spends time in the woods nearby or practices her alchemy.
Currency

**Currency** in **Negame** is composed of mainly four type of coins. In order, from lowest to highest: **Copper**, **Silver**, **Gold** & **Platinum**. **100** **Copper** coins equals to **1** **Silver** coin.

## History

It has been told that **Currency** was first introduced with marked rocks, used as "**tokens**" for rewards like **food** or **materials** after a **Quest** has been completed. It quickly caused problems though, from how easy it was to copy them, they had to make them out of something special. Also, some quests were less important than others, and giving smaller rocks didn't work— it was too hard to compare the small ones to the medium ones, etc.

So came **Copper coins**. Copper was the only metal used at the time. Those were quite small and expensive, and were used with the rocks. Only one of the two problems was fixed... but it worked like so for a bit. After a while, **Silver** was used, then **Gold** for coins. Both were quite expensive, but rocks were quickly removed from the currency system. Some even created **Platinum** coins, because they had too many Gold coins. Platinum coins are quite rare, only the richest can boast about having one, or even some.

## Modern Uses

Today, coins are used **everyday**, even for people not remotely close to bounty hunters. It is required to use coins in **cities** to pay for **food** or **shelter**. It is possible to meet some tribes or small villages that **doesn't use currency** and still prefer trading.

Today, a **night in a tavern** can cost from 20 Copper coins to 1 Silver coin. A **coffee** may be around 5 Coppers, and a **full-fledged meal** 50 Coppers. A simple **Sword** can cost from 1 Silver to 5, and better ones can cost over 50 Golds— **armor** is even more expensive, especially if enchanted.

It also depends on which city you pay in, in the **capital**, it costs **more** to have shelter than in a small village right next to an agressive orc tribe.
Tethna

**Tethna** was a small city in the South-East desert of Negame. Both Shoren and Dark Elves lived together, in harmony. It's located in the South of the desert. Everything could be found here, as it was one of the most known cities of the desert since most of the desert merchants came from Tethna.

Sadly, the city got invaded by a large number of monsters, and a lot of the inhabitants have passed away because of it, like Suri's child and husband. Now, the place is a dangerous hazard, burnt up place, filled with creatures crawling under the remaining debris.
Shoran

The **Shoran** tribe (**Shoren** in plural) are a tribe located in the South-East of Negame, in the **desert**. They're not very known in the West, in humans kingdoms. Compared to humans, they're taller, stronger and **do not follow binary genders**. All of them, even if mixed with other races, are **intersex**, meaning they can get both male and female attributes, look more or less male or female, etc. Occidental influences sadly caused them to have the need for pronouns and genders when travelling.

They also have **pointed** ears like elves, and usually have **brown** skin color. They take a lot of pride in their muscles, and is considered a shame to not look as perfect as possible. Other than that, they are a **pacific** race.

**Shoren** are also known for their **hormones**, that can usually drive them **crazy** if not controlled properly. They can get very **aggressive** if played with, but their **traditions** are against giving up to their urges and violence. It doesn't mean they can have fun from time to time, though.

See also: Suri, Tethna.
Human

**Humans** are the most common race in all of Negame. Their height and weight can vary a lot from each individual, and have nothing in particular compared to other races— becoming the middle ground in term of differentiating other races, like elves are more slender than humans, and dwarves are stronger than humans.

Being the most common race made them the most dominant of all the continent, with how good their armies and their coordination as a group are.

They are also able to learn magic, but have much more trouble than elves. They have to be taught how to use it, and go through special training, or use staves and scrolls to help them. They have a quite low mana pool and regeneration too.

## History

### Pre-historical times

Human religion speak of a time where two humans, a man and a woman, came out from the first flowers that bloomed in Earth. They have lived and gave birth to many more, until they have created the first civilization. Life was hard, as they barely had tools nor weapons to protect themselves from other creatures that lived before them in Negame. As the civilization was going to fade from existence, their God showed up and saved them after teaching them how to defend themselves and live on their own.

### Written history

As the first villages were created, a race that called themselves superior and who wanted to show it. Humans felt threatened by them, and a single man rose up against their domination and died for his beliefs by the elves, which caused all the humans to attack back. It was a massacre, as they elves weren't ready for it. Humans were the superior race in the war, because of their army and how much more numerous they were.

The man who rose up against the elven race was called a prophet from God, and the humans made his son the king of the very first kingdom.
Elizabeth

Elizabeth is not homeless anymore. In the light of a full moon, she may turn into a robot, zombie and or gremlin. She owns a lightsaber and is not afraid to use it.

## Also Known As

* "Corset Stuff"
* "Oh sh\*t I need a new nickname"
* Drahco Malfoy
* Schlongbottom

## Fun Facts

* Can't sing (Okay, she *can* sing, but her character doesn't sing in AVPS. Whatever, you know the joke)
* Owns ~~a tiara~~ several tiaras
* Her werewolf form/ plush polar bear is named Ginny
* Maren is her child.
* Sofia is her mother.
* Is queen of the fire spiders
* Homegirl will seduce the newly elevated bastard earl of Gloucester and persuade him to murder poor, innocent Matty instead of going to couple's therapy
Jeongsin Ryon

Jeongsin

Born in the southwestern part of Nettah on an island, Jeongsin is a human born to a group called The Path of The Soul.

## Appearance

Jeongsin stands at 6'1 with white hair covered in talismans that are used to help her limit what souls she strings together. She usually wears all black and has a pair of circular sunglasses on over her ebony hued eyes. She has a lithe yet muscular frame, her speed and strength being both of high caliber.

## Biography

Jeongsin was born to two of the acolytes of the Holy Temple and was eventually raised by all in the temple due to her intense and natural connection to not only her soul, but the souls of those around her and even the dead. Eventually, she would be lifted from Acolyte to the first Disciple that this particular temple had produced, and it came during a time of war, where The Path of The Soul was losing against both monsters and other Paths that demanded that The Soul was not a fundamental element and made a mockery of the other Paths. Eventually, as the final bastion against the death of their teachings, the temple was attacked when she was away by The Path of The Flame, and she returned too late, finding her family and friends all dead, burned to varying degrees of ash. Rage filled her heart, but a purpose stronger than revenge motivated her: the desire to keep her people alive in her heart and the hearts of others. And so, she left, going out to teach the world about The Path of The Soul.

## Personality

Analytical and cold to an extent, she is also a rather kind soul who wishes to let people earn the strength to walk their own path in life. As she grew up, she also because cautious about her affilition with The Path of The Soul due to certain groups wanting and eventually succeeding at ending the group save for herself. However, once someone shows legitimate interest in her teachings, she is willing to show a different side of herself. Softer and more exposed, emotion being a driving factor but also stern, ensuring that the subject is treated with proper respect and care.
Ehran

**Ehran** (also known as **Ehran** forest or Elven forest) is a forest located in the middle east of Negame. It is known to be by far the biggest forest of the lands, and is highly protected by the forest elves living within the place.

Magic flows through all of the trees, and many medicinal herbs can be found in it, as it grows quite easily because of the constant aura of the place. There are so many trees that the sky is almost impossible to see through all the leaves— making the place darker than daylight, yet still making it easy to see around, especially for elves. Said trees are able to feel anyone in the forest and their either positive or negative intents, warning the elves from any possible dangers.

The forest also has a quite generous amount of caves, filled with remnants of people who once lived there. A lot of elven ruins also show how long elves have been living in this place.

## Elves

Forest elves, also known as **Ehran** elves live in such a massive forest. A single kingdom is located inside of the woods, with multiple villages that are either on land or held on trees.
Skill Tree

For those born in Negame, they have been gifted by the gods a **Skill Tree**. They can earn experience points by doing something that requires training, such as fighting or cooking, which then can make them level up a skill, allowing them to attribute themselves points wherever they want in said skill. The more they learn and train, the more experience they'll earn— yet it'll take a longer time for them to level up.

They do not feel when they level up, except when they reach the main level which allows them to know their progression in life. Their levels and skills yet are visible by some mages, like a tattoo on their back.

Maximum level is capped at 200.

## Examples

An example of a skill tree, focusing on the Sword skills.

Another example, focusing on cooking white meat.

## Leveling up

Leveling up only happens when a skill is used. Taking the example above with the swordsman, if he keeps using Slashing skills, he will earn experience, and will level up said skill at some point. Leveling it up will increase his experience with Swords, One handed and his Strength. As he levels up, his general level will, allowing him to earn a skill point, which will allow him to learn something new.

Bear in mind he is only able to know his general level. All of this is done naturally, since everyone was born with a skill tree. It is natural for everyone in the land of Negame.

## Attributes

Attributes will level up as the character adds skill points into them. They'll offer overall stats such as more damage, precision, etc.

### Strength

+1% Attack, +1% Armor Penetration per level (+2.5% Attack, +2.5% Armor Penetration bonus per 10 levels)

### Dexterity

+1% Critical Strike Chance, +1% Evasion (+2.5% Critical Strike Chance, +2.5% Evasion bonus per 10 levels)

### Endurance

+1% Health, +1% Health Regeneration (+2.5% Health, +2.5% Health Regeneration bonus per 10 levels)

### Magic

+1% Mana, +1% Mana Regeneration (+2.5% Mana, +2.5% Mana Regeneration bonus per 10 levels)

### Intelligence

+1% Cooldown Reduction, +1% Elemental Resistance (+2.5% Cooldown Reduction, +2.5% Elemental Resistance bonus per 10 levels)

### Talent

+0.1% All stats up (All stats given by attributes, see above) (+1% All stats up bonus per 10 levels)

***Charisma is the only attribute that does not give anything when leveled up. Charisma is used to enhance skills for the user to get items cheaper, to flirt more easily, and all that kind of stuff.***
First Semi Annual Tommy Awards

Welcome to our copyright safe award ceremony for our 100% for real shows, with titles and everything.

## In the Category of Best Musical, the winner is...

That one show where Alex's camera froze so she ran across the apartment and finished the scene on Xenia's computer. I don't want to say that's the funniest thing that has ever happened in our shows, because that's a major disservice to the Mechanicals and Wall specifically, but it is a moment I think of at least three times a month.

## In the Category of Best Comedy, the winner is...

The one where Xenia scared the living yogurt out of every single one of us. Also, the origin story of Sean as our friendly neighborhood all powerful narrator.

## In the Category of Best Drama, the winner is...

The FIRST time we watched a Hunter clone get murdered. Rip Hunters 5-7, we hardly knew ye.

## In the Category of Best Table Reading, the winner is...

The one with all the sexual moaning (thanks Hunter!), and the few times where Ben didn't cast himself as Sad Dad (tm).

## In the Category of Best Gus Cameo, the winner is...

...Gus, obviously, what are you stupid? Specifically "Dinner will be ready soon!"

## In the Category of Best performance by a Sock Puppet Actor, the winner is...

Isabella the Knife Wielding Sock Puppet, the second most important member of our group, after Gus!

## In the Category of Iconic Makeup, the winner is...

Matt, weirdly enough as that old man from those shows we did. And what are old men?

(Shouts from the back): Pale!

What else are they?

Bald!

What else?

Similar!

## In the Category of Iconic Costumes, the winner is...

In the words of our winner, Elizabeth "Listen, I’m just saying, I MADE A WHOLE ASS CORSET"

## In the Category of Iconic Ad Lib, the winner is...

Haley and Eliza's mid song chat about their sex life. Don't google it. We have no idea how that actually holds up in 2021, but it was hilarious in hindsight.

## In the Category of Scream Queen, the winner is...

Maren, for ejecting Matt's soul from his body, for the first time of many

## In the Category of Best Musical Number, the candidates were...

* Kick it Up a Notch
* Kick it Up a Notch
* Kick it Up a Notch
* **Kick it Up a Notch but in bold**