recursal/Fanatic-Fandom huggingface dataset:
Wang Lin/Feats and Reputation

#### *Feats/Reputation :*

* “Tie Yan is here!” Tie Yan clasped his hands and respectfully stood there. His heart was filled with respect toward Wang Lin. On planet Suzaku, Wang Lin’s name was a legend. Wang Lin, also known as Ceng Niu, chopped Red Butterfly’s arm, killed Qian Feng, surprised Liu Mei, forced Zi Xin to retreat, and with one word made Zhou Wutai the 15th Suzaku. All of this spread to every cultivator across planet Suzaku. Almost no one didn’t know of these stories. In Tie Yan’s heart, Wang Lin was the heavens and his words were the heavens’ law that no one could resist.
* “Although the person the statue is based on only cultivated here for a short period of time, during those few hundred years, he set off a never-before-seen storm on planet Suzaku! There were some things that only spread after he left. Rumor has it that when he had only cultivated for 200 years, he managed create a complete mess in the Sea of Devils. He saved a beautiful woman and completely shocked the entire Cloud Sky Sect. He slaughtered his way through Zhao, creating rivers of blood. The entire Teng family was slaughtered, and the entire country became a graveyard!

“Rumor has it that he went into the Celestial Realm and cut off Red Butterfly’s arm. He defeated Liu Mei, battled Qian Feng, and accepted the Soul Refining Sect’s Du Tain as his master. He destroyed Xue Yue, killed the Giant Demon Clan ancestor, and became famous during the battle against the Forsaken Immortal Clan. He obtained the Suzaku Crystal inside the Suzaku Tomb. After defeating many others, he was the first to obtain the Suzaku Crystal!

“He could have obtained the title of Suzaku, but he refused it and gave it to the current Suzaku, Zhou Wutai!”
(Has to be know by a great number of people and not be a secret)

*On Zhao Ladder :*

In the cultivation world of Zhao, the name Wang Lin represented heaven-piercing killing intent and a world-ending catastrophe.

On that day, blood flowed like a river and the land of Zhao was dyed red from blood. No one could forget that day.

Even to this day, the calamity the Teng family faced was still passed down in Zhao’s cultivation world. It forever remained in people’s hearts and became the goal of many young cultivators.

*On Suzaku ladder :*

Taking an arm of Red Butterfly at early stage Soul Formation while her being at the late stage.

Beating Red Butterfly in 1v1 at Mont Suzaku.

Force a rank 5 cultivation country (Xue Xu) into becoming a rank 3.

Killing a pseudo Soul Transformation stage (Li Yuanfeng) at late stage Soul Formation. Fire Demon Country first kill 30 000 People !!!!!!!! Then 100 000 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! For a total of 130 000.
Адзуки Кудзо

### Цвет глаз

Неизвестно\* (персонаж появляется только как деревянная фигурка; видимо были тёмными)

### Цвет волос

Неизвестно\* (персонаж появляется только как деревянная фигурка; видимо были тёмными)

## Разное

### Дебютное дело

*Монструозный поворот* (упоминания)

**Адзуки Кудзо** был дедушкой Финеаса Флинча. Флинч заявляет, что Кудзо был «благородным» вором, который крал у богатых и раздавал бедным, оставляя свою статуэтку в качестве визитной карточки на месте своих краж. Внук Кодзо тоже пошёл по воровскому пути, но, видимо, не унаследовал щедрость дедушки, а стал мелким карманником.

## Имя

* «Адзуки Кудзо», возможно, происходит от адзуки-арая, ёкая из японского фольклора; даже внешний вид персонажа очень сильно напоминает традиционное описание адзуки-арая.
The Lusty Lady

The Lusty Lady is where prostitutes go to die or at least lie on their backs and service the less than clean denizens of Ferelden. Low class women for low class clientele.

**Details:**

* The place smells of sex, sweat and overly pungent incense that disguises neither of the other two smells.

* The women and men that service the brothel are not attractive and often wear dirty and ripped clothing.

* The clients that frequent the establishment are often in an even worse shape than the workers. Dock workers, local drunkards, and merchant seaman are common visitors to the Lusty Lady.

* The brothel itself consists of 5 rooms -- a front room with a small bar and 4 rooms to entertain clients. Two of the four rooms having curtains inside to divide those rooms in half for times when doubling up is necessary.
The Velvet Hat

The Velvet Hat is a brothel located within Highever operated by Sophie Brinton, a woman in her late 30's with long curly red hair, curvy body and a sparkling set of blue eyes. While the brothel survived Rendon Howe's attack of Highever, it was not so fortunate during the darkspawn attacks. Various patrons financed the quick rebuilding of the Velvet Hat after it was ravaged.

The main room is rather plain -- a few tables, a bevy of chairs and a few divans decorating the room along with a large mahogany bar.

There are 12 private quarters for entertaining guests. Four rooms are themed:

1. Nautical Dreams -- A room decorated to appear like the Captain's Quarters of a ship
2. Palatial Pleasures -- A room decorated in lush appointments and Kingly accoutrements
3. Wooded Bliss -- A room decorated to appear as if in the middle of a forest.
4. Magical Memories -- A room decorated to look like what a library within the Circle Tower might look like.

Attached to the very back of the brothel are the employee quarters. There are 10 rooms in total.
Berserker

Berserker is a specialization available to **Warrior** characters.

**Restrictions:** None. This specialization is available to new players so long as the training is explained in their backstory. It may also be earned through roleplay.

## History

The first berserkers were dwarves, channeling rage against their enemies in the Deep Roads. As time passed and some berserkers were exiled to the surface, other races were trained in this art.

A berserker channels their rage and anger to make themselves a nearly unstoppable force on the battlefield. They set the pace of combat, making it difficult for their enemies to stand toe to toe with them. Their heightened strength and durability will last until the battle is finished. It is not uncommon for a berserker to fight past the worst wounds, falling unconscious or even dead once the battle is ended.

For this reason, they must find balance between their commitment to battle and pushing themselves over an edge they may not return from.

Berserkers can come from all walks of life, and there are many who use this discipline among the Warrior Caste of dwarves, and the Ash Warriors of Ferelden. The latter having learned how to tune their battle fury alongside their mabari companions.

## Combat Skills

### Novice

* **Berserk:** The heat of battle drives the berserker into a willing rage. While berserk, the warrior will become stronger and able to shrug off normal wounds as if they are just an annoyance. The downside to Berserk, is that without further training, coming out of this rage may prove difficult. It is also hard for a berserker to identify allies among their enemies.

### Intermediate

* **Resilience:** The berserker is able to focus more through their rage, avoiding blows that could cause mortal wounds and able to continue fighting through crippling wounds.
* **Adrenaline:** The berserker gains a short burst of strength, allowing them to press an attack currently in stalemate or land a finishing blow to a particularly difficult enemy.

### Expert

* **Constraint:** The berserker has greater control over their rage, able to more easily identify friend from foe, and retaining enough control to refrain from killing an enemy when the battle necessitates it.
* **Barrage:** The berserker is able to pick up speed, setting on an enemy quickly and with an frightening flurry of strikes, but at the cost of protection, opening themselves up to retaliatory attacks

### Master

* **Final Blow:** The berserker is able to channel all of their rage into a single unrelenting strike. This is almost always a mortal blow to the berserkers opponent.
* **Death Blow:** Whenever a berserker fells an enemy, they are filled with the glory of their kill. They will have renewed energy and be able to fight much longer than before.

## Non-Combat Skills

Berserkers tend to possess Strength and Stamina well beyond those of other warriors.
Combat Skills List

On Thedas: Timelines, combat skills (outside of those earned in specializations) are largely focused on martial and magical schools of training. If you have an idea for your character that does not fall into one of these categories, please let us know!

## Martial Combat Skills

* **Unarmed Combat** - Fighting using fists or improvised weapons. NOTE: Martial arts such as karate, jiujitsu, akido, etc, do not exist in the DA setting
* **Weapon** **& Shield** - Fighting using a single sword, axe or bludgeon & a shield
* **Single Weapon** - Fighting using a single weapon: dagger, sword, axe, bludgeon
* **Dual Weapons** - Fighting with a weapon in each hand, may be any combination of: dagger, axe, bludgeon, sword
* **Two-Handed Weapons** - Fighting with two-handed weapons
* **Staves** - Fighting with a quarterstaff; mages may also use their staves in this manner
* **Polearms** - Fighting with Polearms
* **Bows** - Fighting with longbow or shortbow
* **Crossbows** - Fighting with light or heavy crossbows

### Weapon Classes

Use this list as a means to help you better flesh out your skill selections.

* **Axes** - Battle Axe, Throwing Axe
* **Bludgeons** - Mace, Maul, Club, Morning Star
* **Bows** - Longbow, Shortbow
* **Crossbows** - Heavy & Light Crossbows
* **Daggers** - Daggers, Dirks, Long Knives, Stilettos, Throwing Knives
* **Swords** - Short Sword, Gladius, Cutlass, Falchion, Main Gauche, Rapier, Bastard Sword, Long Sword
* **Polearms** - Poleaxe, Halberd, Glaive
* **Shields** - Buckler, Heater, Kite
* **Spears** - Spear, Throwing Spear, Two-Handed Spear
* **Staves** - Quarterstaff, Mage Staff
* **Two-Handed Weapons** - Two Handed Sword, Two Handed Axe, Two-Handed Maul

### Armor Proficiency

Note with armor proficiency, you either have the ability to wear a certain armor or you do not.

* Light Armor
* Medium Armor
* Heavy Armor

## Magical Combat Skills

* **Arcane Lance** - A mage’s ability to focus magic through a staff or wand. (Mage Only)
* **Creation** - Understanding the secrets of the Creation school of magic (Mage Only)
* **Entropy** - Understanding the secrets of the Entropy school of magic (Mage Only)
* **Spirit** - Understanding the secrets of the Spirit school of magic (Mage Only)
* **Primal** - **Earth** - Understanding the secrets of the Earth school of magic (Mage Only)
* **Primal** - **Inferno** - Understanding the secrets of the Inferno school of magic (Mage Only)
* **Primal** - **Winter** - Understanding the secrets of the Winter school of magic (Mage Only)
* **Primal** - **Storm** - Understanding the secrets of the Storm school of magic (Mage Only)

A Full List of Mage spells can be found here.
Kirkwall Canon Choices

This is a list of major decisions in Act One that our lore for Dragon Age 2 is based on. If you have any questions regarding minor events in the game that may or may not have taken place, please contact the Moderating team.

## Act One Choices

### Act of Mercy

Alain sent back to Ser Thrask, Decimus killed, and Grace told to lie in wait and let Hawke and Varric bluff the templars. Grace and the others escape, Thrask is alive, and Ser Karras is also still alive. Grace and the others eventually get captured and brought to the Gallows.

### A New Home & Birthright

After arguing with Gamlen over the estate, Hawke and sibling(s) decide to sneak into the estate to find the will. Once will is returned, Gamlen confronted and Leandra makes moves to start reclaiming the estate.

### Enemies Among Us

Agreed to find information about what happened to Macha’s brother, Keran. Helped Cullen take down Wilmod the abomination. Killed Idunna after getting information about Tarohne.

Tarohne is killed and Keran is freed. Hawke suggests Keran keep his status as a templar to Cullen.

### Long Way Home

Hawke delivers the amulet to fulfill her bargain with Flemeth. Escorts Merrill back to Kirkwall.

### The Deep Roads Expedition

Hawke sibling tainted and given over to the Grey Wardens. Hawke attacks demon without hearing the deal.

### Wayward Son

The search for Feynriel. Danzig and the other slavers killed in Darktown. Slavers in the caves killed to rescue Feynriel. He is sent to the Dalish to find training and help.

### The First Sacrifice

Investigation into Ninette and Mharen’s disappearance. Leads to remains being found. Ring returned to Ghyslain to prove Ninette’s death.

## Notes

* **Tranquility** was done in 9:35 instead of Act One.
The Inquisitor's Canon Choices

This is a list of major decisions in Dragon Age: Inquisition that our lore for the Post-Trespasser Timeline is based on. If you have any questions regarding minor events in the game that may or may not have taken place, please contact the Moderating team. The decisions below are presented in the order they were done.

## Act One

### The Wrath of Heaven

Sati chose to take the mountain path, saving the scouts.

### In Hushed Whispers

Sati decided to side with the Mages, and give them equal standing as Inquisition allies.

## Act Two

### Wicked Eyes and Wicked Hearts

Sati convinces Celene and Briala to work together again.

### Here Lies the Abyss

The Grey Wardens of Orlais are taken into the Inqusition after the events of Adamant, and Erimund is to be executed after the defeat of Corypheus

## Act Three

### What Pride Had Wrought

Sati allows Morrigan to drink from the Well of Sorrows, ensuring Morrigan's assistance in the final battle as a dragon.

## Companion and Advisor Decisions

### Cassandra

Sati encourages her to leave the Seekers to history, taking only their knowledge forward.

### Leliana

Sati advises Leliana against killing Natalie

### Dorian

Sati informs Dorian in advance about the meeting with his father.

### Vivienne

Sati reluctantly agrees to help Vivienne and get her the Snowy Wyvern's heart, despite not getting all the information after pressing the issue.

### Sera

Sati allows Sera to kill the nobleman who killed her agents.

### Cole

Sati encourages Cole to become more human than spirit

### Blackwall

Sati gives Blackwall to the Warden's once Corypheus is defeated.

### Cullen

Sati encouraged Cullen to stop taking lyrium.

## Sit In Judgment Decisions

### Magister Livius Erimond

Sentenced to death, but delayed until Corypheus was defeated

### Chief Movran the Under

He was armed and sent to the southern border of Tevinter.

### Mistress Poulin

Ordered to rebuild Sahrnia, with no additional punishment once that was complete.
Medvision Song Contest 8

Start date
 End date
 Host
 Number of Participants
 Debuting Users
 Voting System
 Winner
 User

**Medvision Song Contest 8**, also known as **MSC8**, was the eighth edition of the Medvision Song Contest. This edition had a total of 14 participants and was hosted in Palermo, Sicily, following the island's win in the previous edition.

## Grand Final

As there were only 14 participants in this edition, there was no need for a semi-final, so all the entries participated in one Grand Final.
Necromancer

Necromancer is a specialization available to **Mage** characters.

**Restrictions:** This specialization is extremely rare, and requires permission from the moderating team to create. Dwarves are also unable to take this specialization.

## History

The Nevarrans are unique in their reverence for and fascination with death. Rather than burning their dead on a pyre in the Andrastean custom, an elite group of mages known as the Mortalisi embalm them in elaborate and secret rituals, entombing them in vast graveyards with mausoleums and crypts great and small. Cumberland’s Grand Necropolis is larger than a good many cities in Thedas. The art of Necromancy focuses upon the spirits of the departed, rather than their bodies, and is viewed with great suspicion outside of Nevarra.

## Combat Skills

### Novice

* **Horror:** You unleash spirits of fear that terrify all enemies within the area.
* **Death Siphon:** Every time an enemy dies nearby, you regain both health and mana.

### Intermediate

* **Haste:** You increase the speed of yourself and all nearby allies. While this ability is active, all enemies move and attack more slowly by comparison.

### Expert

* **Blinding Terror:** You have learned to leave enemies vulnerable in their terror. Enemies cower in place and do not react until they have taken significant damage
* **Simulacrum:** If you are knocked unconscious, a spirit you control takes on your likeness and fights on your behalf for a short time. The spirit draws magic directly from the fade, casting spells without cost. You cannot be revived by any means until the spirit leaves.

### Master

* **Spirit Mark:** You mark a target with an attacking spirit, inflicting ongoing damage. If the target dies while marked, the spirit mimics the victims body briefly to fight on your behalf.
* **Walking Bomb:** You curse an enemy, inflicting ongoing spirit damage, and then trigger the curse in a devastating explosion.

## Non-Combat Skills

Most Necromancers hail from Nevarra, and have extensive knowledge of the Historical Lore of that kingdom.
The Drakestone Reserve

## History

During Hanamene Thornecroft's time with the Inquisition, she managed to unite a small number of Fereldans displaced or escaped from Redcliffe following Teagan’s temporary ousting by Alexius (occurring approximately sometime in late Guardian; early Drakonis of 9:41). Those among them that could ride and fight well enough did so, and the small cavalry unit known as the Drakestone Reserve was consequently formed. Some tension arose as it eventually became evident that said unit's loyalty rested with the people of the Hinterlands, specifically, rather than the Inquisition’s cause or Thedas-beyond-Ferelden overall.

## Members

There is no formal ranking system within the Drakestone Reserve, although its members do refer to the D.R.'s founder as either "Serjeant" or "Serj".

* **Hanamene Thornecroft** - Founder
* **Rider Looks** - a once dreadfully handsome man whose left side of his face was disfigured by a maleficar's lightening bolt. | *NPC Text: 3C58AB*
* **Rider Marks** - a woman covered in tribal-looking tattoos (suggestive of at least partial Chasind heritage). | *NPC Text: 4A4533*
* **Rider Reverent** - the most spiritual member of the unit, he's a devout Andrastian. | *NPC Text: AD4E36*
* **Rider Gallant** - a chivalrous man, likely a former squire and/or almost-knight before something sidetracked his calling. | *NPC Text: A17800*
* **Rider Barnstorm** - the stunt rider, a true showman. | *NPC Text: 9ACCD9*
* **Rider Pierce** - an androgynous, mounted archer and a damn good shot at that. | *NPC Text: 37735B*
* **Rider Bastion** - dons heavy armour, rides a barded horse. Slowest rider but he's the 'steel wall' of the unit. | *NPC Text: 700711*

*Note: all NPCs are adoptable, but OCs can also be members of the D.R. if they wish*

## Affiliations

### Inquisition

During the Inquisition timeline, the Drakestone Reserve served in similar fashion as the Bull's Chargers; as Agents of the Inquisition.

### Post-Trespasser

Most of the Drakestone Reserve fell in line with Hanamene's loyalty to House Guerrin, though some eventually left the faction over it. What remains of the irregular cavalry now serve as defenders of the Hinterlands. After Thornecroft Cottage was restored, it became their base of operations.

## See Also

* Hanamene Thornecroft - Wiki
* Hanamene Thornecroft - Thedas: Timelines Profile
* The Drakestone Reserve [Plotting/Open Invite]
* Thonecroft Cottage
Miscellaneous Resources

Some helpful links.

* Coat of Arms Visual Designer: For building nice-looking heraldries for your noble, mercenary company, et cetera.
* Seventh Sanctum: A large collection of roleplay-related random generators. Useful for ideas, or just a laugh or two.
* Medieval Names Archive : While aimed more at the historical reenactor than the fantasy roleplayer, this is still a fantastic resource if you're looking for name ideas.
* Seasonal Fruit and Vegetable charts.
* Behind the Name / Behind the Surname. Awesome resources for researching names
* Rinkworks: Fantasy Name Generator
Battlemage

Battlemage is a specialization available to **Mage** characters.

**Restrictions:** Must be proficient in at least one area of Primal Magic (Earth, Inferno, Winter, Storm). Limited to Apostates in the southern kingdoms, as Andrastean Circle Towers will not train this specialization. This is a common specialization in Tevinter, as well as being a favorite among Mage Collective members.

## History

Battlemages are hardened by combat. While most mages cast their spells from afar, these seasoned veterans will wade straight into battle without a care. Their training gives them abilities to control their surroundings and at times turn the tide of battle.

Like many of arts of magic, Battlemage is a focus that requires training as well as experience. Many lesser mages in Tevinter find themselves being trained in these arts for the constant skirmishes against the Qunari in the north. Sometimes these veterans leave Tevinter behind, and in doing so have passed their skills on to apostates they have encountered for the right price.

## Combat Skills

### Novice

* **Draining Aura:** This spell when active saps the life from nearby enemies, weakening them, and the mage in return gains this life energy for their own. It can heal wounds, or rejuvenate the mage if tired.

### Intermediate

* **Hand of Winter:** A sister spell to Winter’s Grasp, this spell instead effects more than one enemy. A burst of cold blasts forth from the mage, immobilizing and causing harm to nearby foes.

### Expert

* **Stoic:** When this spell is active any injuries the Battlemage receives replenishes their energy, allowing them to cast even the strongest spells while wounded.

### Master

* **Elemental Chaos:** The pinnacle of a Battlemage’s arsenal. This spell is one that must be continuously channeled, slowly draining the mage of their magical energy. It brings forth a maelstrom of primal energies that swirls about the mage, causing great injury to any enemies within its sphere of influence.

## Non-Combat Skills

Battle Mages formally trained in Tevinter are frequently utilized in the military, learning Military Lore and Leadership skills.
Tempest

Tempest is a specialization available to **Rogue** characters.

**Restrictions:** None. This specialization is available to new players so long as the training is explained in their backstory. It may also be earned through roleplay.

## History

*"They expect folly in the Tempest and are fooled, for there is no madness in knowing the absolute limit of ability and charging to that edge. Wars may be a tactical affair, but the one-on-one meeting of combatants is decided by the one who first realizes they are in mortal peril and commits fully. Many reach that point; the Tempest starts there. By the time their foes have risen to match, it is too late."*

-- Passage from *"Of Storms: Notes on the Tempest in Practice"*

These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm.

## Combat Skills

### Novice

* **Flask of Frost:** Tempests have a high tolerance for cold--or they're too unhinged to care--and as such can coat their armor in a thick coating of ice that helps protect them even further.

### Intermediate

* **Flask of Fire:** Many rumors abound as to what is actually contained in this flask, but the mixture is a tightly-kept secret amongst Tempests. One sip and the imbiber's veins burn with fire as their heart pumps in double time, allowing them to move and act without expending nearly as much energy.

### Expert

* **Flask of Lightning:** As if reacting to an electrical current, the Tempest's muscles seize and then loosen when drinking this flask, allowing them to move much faster than before, the sudden burst of speed confusing their enemies.

### Master

* **Thousand Cuts:** The Tempest--typically while under the effects of the Flask of Lightning--dashes toward their opponent, darting around them as their blade nicks away at their armor and skin. While no one cut is lethal, the sheer number of wounds inflicted can become a problem very quickly. Use of this skill requires proficiency in Daggers or Swords

## Non-Combat Skills

Alchemy is a vital skill for the Tempest.
Rift Mage

Rift Mage is a specialization available to **Mage** characters.

**Restrictions:** This specialization is not taught in the circles of the Andrastean chantry, where it is considered too risky. Apostates and mages from Tevinter may learn it. Requires proficiency in Spirit magic & at least one of the Primal schools.

## History

Mages have long been taught to be wary of places where the Veil is thin or torn. Rift mages seek out such places, or create them, twisting Fade and Veil to their will.

## Combat Skills

### Novice

* **Veilstrike:** You recreate your own fist from the essence of the Fade and smash nearby foes to the ground.

### Intermediate

* **Restorative Veil:** You pull stray magic from around weakened enemies to regain mana based on the damage you do to them.
* **Smothering Veil:** Your magic surrounds your enemies, draining their strength and weakening their attacks

### Expert

* **Firestorm:** You summon flaming meteors, raining fire down upon enemies all over the area for the next several seconds. Friendly fire is very possible.

### Master

* **Pull of the Abyss:** You create a tiny rift that drags enemies toward a central point with enough force to cause injury. Enemies caught in this spell cannot attack. Demons may escape through the rift, however, so this spell should be used with caution.

## Non-Combat Skills

Those trained in this specialization have studied Arcane Lore extensively.
The Bait and Tackle Tavern

Thirsty, Gwaren?

The Bait and Tackle Tavern in Gwaren is located on the corner of a three way intersection of the city. Each road leads to a major part of Gwaren (the market place, the loggers and carpenters yards, and the docks) and as a result the intersection is a busy one. The place always does good business, but that's more due to the location than it is the quality of food and drink.

The tavern itself isn't much to look at. It's a two story structure made of stone, wood, and plaster. Around the outside of the building wooden overhangs have been errected where more chairs and tables sit under. The interior is warm, cozy, and just a little cramped. A long bar takes up one entire side of the common room and it seems they stuffed as many chairs and tables as they could within the space given. Behind the bar a door leads to the kitchen where both boiled, roasted, and baked foods are cooked. Two doors lead away from the common room to some of the single occupant inn rooms. A stairwell takes up another corner of the common room and it leads up to the larger inn rooms upstairs.

The tavern's customers are often somewhat boisterous. Most will usually consist of loggers, fishermen, and merchants looking to relax after a day of work. Travelers also partake as the inn rooms, while not the fanciest, sport clean beds and water basins. It's also something of a hub of information, provided one can get the sometimes gruff patrons to trust a person enough to give up rumors. Brawls are the norm, not the exception, which is why along with the patron at least one bouncer is seen on duty at the busiest hours.

### Details

* Number of Rooms: 12

* 1 Common Room

* Inexpensive prices for rooms, meals, and drink

* Full Working Kitchen

### Known NPCs

* Trev - Bouncer - The largest bouncer at the Bait and Tackle. His girth alone makes a trouble maker think twice about trying anything. Despite his looks, Trev is a nice sort as long as you keep the peace. He works in order to take care of his ailing mother.
Gallery: Hanamene Thornecroft

Character gallery for Hanamene Thornecroft.Avatar by eilidh (CC BY-NC-ND 3.0)Art by Bioware & Photoshop (Edited by Ali).The Thornecroft Siblings. Art by Bioware & Photoshop (Edited by Ali).Art by Yamisnuffles (Edited by Ali)External Artist Credits

Image #1 - eilidh (CC BY-NC-ND 3.0)

Image #4 - Yamisnuffles
Амара Сигатар Кура’ин - Галерея спрайтов

* «Найна»
* Она сама

## *Phoenix Wright: Ace Attorney - Spirit of Justice*  (*Революционный поворот*)

### Стандартные

ОбычнаяОбычная/говоритВытирает пальцем пыль с трибуныРаздраженаРаздражена/говоритДержит очкиДержит очки/говоритУронПотеетПотеет/говорит

## *Phoenix Wright: Ace Attorney - Spirit of Justice*  (*Революционный поворот*)

### Стандартные

ОбычнаяОбычная/говоритМедитируетМедитирует/говоритДумаетДумает/говоритСерьёзная (глаза открыты)Серьёзная/говорит (глаза открыты)Серьёзная/говорит (глаза закрыты)Потеет (глаза закрыты)Потеет/говорит (глаза закрыты)Зовёт животныхДумает/говорит (окружённая животными)УронСрыв (1)
Arcane Warrior

Arcane Warrior is a specialization available to **Mage** characters.

**Restrictions:** This specialization is not available at character creation. It can only be learned through roleplay with another individual on the board who has it, or with a special plot worked out with the staff in advance.

## History

Arcane Warriors were common among the ancient elves, who used both magical and martial prowess to conquer the lands that were once part of their empire. Mages who trained in this were able to augment their natural strength with magic, making them a formidable opponent on the battlefield. They were utilized as guards for important locations or artifacts as well.

This particular set of skills was believed to be nothing but history, until the Warden stumbled over a trapped spirit in the Brecilian Forest. Since that discovery, the skills have been passed on to a few members of the Grey Wardens, but it is unknown if there are other sources of this lost knowledge still left in the world.

## Combat Skills

### Novice

* **Combat Magic:** The ability to channel magical energy in a way that makes it easier for the mage to engage in melee combat. This also allows the mage some basic knowledge of combat, that can be expanded upon through training. Casting while holding melee weapons becomes possible, though difficult and draining until more training is obtained.

### Intermediate

* **Aura of Might:** This ability gives the mage more strength and fortitude, allowing them to wield heavier weapons and wear medium and heavy armor without hampering their ability to cast.

### Expert

* **Shimmering Shield:** The mage is able to create a shield that surrounds their allies and protects them from incoming damage of all types, magical and physical. This ability drains the energy of the mage quickly, and when overused can be a threat to the mage’s life.

### Master

* **Fade Shroud:** The mage now has the ability to both exist in the Fade and the physical world at the same time. This allows the mage to pull energy from the Fade to use in their spellcasting, though it will gain the attention of spirits and demons from the Fade. To be used with caution.

## Non-Combat Skills

Learning this specialization gives a character increased Stamina, while the memories of the Arcane Warriors who came before confer their Military Lore, providing an understanding of tactics and strategy
Archive: Nathaniel Howe

The following is a list of threads involving the canon Nathaniel Howe on the Thedas: Timelines role play forum.

## Dragon 31

* Regrets - A series of solo threads starting with the evening Nathaniel wakes from his Joining to discovering the truth about his father, Rendon Howe.

## Dragon 33

### Cloudreach

* (23) Not Made of Gold - Nathaniel has some personal questions for Cauthrien.
* (28) The Color of Truth - Nathaniel waits on Cauthrien to wake from her Joining.

## Dragon 34

### Haring

* (9) Bitter Taste - Cauthrien talks to Nathaniel after Fiona's death.

## Dragon 35

### Cloudreach

* (6) The Cave (Mature Content) - Nathaniel and Fergus reconnect.
* (15) Perfect Day - Nathaniel watches Fiona's murderers hang.
* (22) I Don't Think So - Nathaniel and Knight Captain Benjamin of Amaranthine have a discussion.

### Bloomingtide

* (19) Collapse - Nathaniel returns from the Deep Roads. Fergus offers his support.
* (20) Whatever Mattered - Nathaniel confesses his feelings to Cauthrien.

### Justinian

* (7) Damaged - Nathaniel Howe has a very, very bad day and a much better night.

### Solace

* (1) From This Height - Nathaniel chats with the King about Grey Warden duties versus those of the King.

### August

* (5) Wasted Wings - Nathaniel visits Weisshaupt and has a conversation with Aedan Cousland

### Kingsway

* (25) Denerim Literary Society - Nathaniel meets Conrad while trying to rid the world of more copies of *50 Shades of Grey Warden*

### Harvestmere

* (23) Feeling In-Patient - Nathaniel goes to check on an injured Niamh.
* (24) Circle Glower - Nathaniel goes to discuss his trip to the Circle Tower with the King.
* (24) Rebound- Breanna pays the Warden Compound in Denerim a visit. Runs into Nathaniel.
* (26) Joyride - Nathaniel and Fergus spend some time together outside of Denerim. There may or may not be tarts.

### Firstfall

* (5) Step-Up - Nathaniel promotes Siali
* (10) Wildest Wind - Nathaniel wakes to find Velanna gone....again.
* (10) Still Beating - Nathaniel works his frustrations out in the practice yards. Mara intrudes.
* (11) Oops. She Did It Again - Nathaniel sends Cauthrien a letter regarding Velanna's desertion.
* (15) Pain Goes By - Nathaniel learns Delilah's husband has been killed. He rushes to support his sister.
* (15) Grim Tidings - Nathaniel sends letters to Fergus and Cauthrien informing them of Albert's Death
* (15) Death of a Salesman - Nathaniel tries to find distraction in the dining hall of Vigil's Keep
* (18) The Way I Feel - Fergus find Nathaniel at an inopportune moment.
Keeper

Keeper is a specialization available to **Mage** characters.

**Restrictions:** The mage must be Dalish, no exceptions. They also must have training from a Keeper in their history, thus making them a Keeper’s First or Second at some point in their life.

## History

Being a Keeper is much more than learning a few spells. A Keeper is a leader of the Dalish, the guide and educator of their clan. They are keepers of secret knowledge, the lost arts of Elvhen writing, and the spiritual center of those they call kin.

All Keepers are mages, and thus all are taught a very specific set of skills. These begin when they are apprenticed at a young age to the current Keeper, who teaches them the parts of the Elvhen past that are held tight. Each clan holds different pieces, studies different artifacts, and each apprentice will be charged with understanding all the intricacies of the knowledge they are given.

Along with these lessons of the past, they are also taught to commune and understand nature around them. They must be vigilant to stand against the shemlen who would harm their clan, and to guard the people against Fen’harel, the Dread Wolf.

## Combat Skills

### Novice

* **One With Nature:** The Keeper -- or the apprentice -- calls on nature to shield them. This creates an area around them that holds them to the earth, but harms any who approach the keeper. This manifests in different ways depending on the environment the Keeper is in.

### Intermediate

* **Thornblades:** The Keeper is able to call on the deep roots embedded within the earth to attack and pierce their enemies. Roots shoot up from the ground, and inflict damage as well as knocking enemies back from the Keeper’s location.

### Expert

* **Replenishment:** While the name of this ability makes it seem harmless, it in fact is another defense against the enemies of the people. This spell creates life from injury, healing the Keeper’s wounds when they inflict damage upon their foes.

### Master

* **Nature’s Vengeance:** The roots of the earth are already the ally of the Keeper. Now with full mastery over their powers, they may call upon the oldest and strongest that lie deep beneath the soil. These gigantic roots impale, grasp, and immobilize their targets.

## Non-Combat Skills

Keepers play an enormous role in the lives of their clan, and are trained in Leadership, Natural Lore and Dalish History and Lore. They can also read and write in the Elvhen language.
Reaver

Reaver is a specialization available to **Warrior** characters.

**Restrictions:** This specialization is restricted to second characters only at character creation. It may be learned through roleplay.

## History

Reavers are some of the most feared warriors in all of Thedas. Like blood mages, reavers have made a pact in blood to gain abilities beyond the limits of their mortal bodies.

Reavers can make this pact in more than one way. The first is to make a pact directly with a demon, who grants the reaver their abilities after a blood sacrifice. This sacrifice must have importance to the Reaver and they both bathe in and drink the blood of the one they have killed.

The second is to hunt down a mature or older dragon, killing the beast and drinking its blood in a ritual that infuses the beast's essence into the warrior.

Both of these paths thin the Veil, and while the Reaver uses his abilities, the whispering of demons -- whether or not they have bargained with one -- are often heard.

## Combat Skills

### Novice

* **Ring/Aura of Pain:** The reaver is able to press their aura into the battlefield, causing spirit damage to themselves, their enemies, and their allies.
* **Blood Frenzy:** The reaver is accustomed to pain and welcomes its presence. The more wounded the reaver is, the stronger they become.

### Intermediate

* **Devour:** The reavers feeds off the spiritual energy of nearby corpses, healing themselves and bolstering their attacks.
* **Terrifying Fury:** The reaver delights in destruction on the battlefield, their attacks often causing a gory mess that covers them in the ichor of their enemies. This can send enemies into a panic and make them flee.

### Expert

* **Sacrificial Frenzy:** The reaver can cause wounds on their own body to increase their strength and speed on the battlefield.
* **Scenting Blood:** The smell of fresh blood bolsters the reaver, gaining a spiritual surge to strength and speed.

### Master

* **Dragon-Rage:** The reaver is able to temporarily tap into the spiritual energy of their blood pact, becoming a whirlwind of death on the battlefield. While the reaver deals much more damage in this state, they are also more susceptible to damage from their foes.

## Non-Combat Skills

Much like Berserkers, Reavers possess remarkable Strength and Stamina, and their dealings with demons frequently gives them familiarity with Arcane Lore.
Shapeshifter

Shapeshifter is a specialization available to **Mage** characters.

**Restrictions:** Cannot be a Circle Mage as a starting characters. Must get permission from the staff for Apostates seeking this specialization as a starting character. Can be learned through roleplay. Must have background that makes sense, such as coming from a group like the Chasind or Avvar, or the Dalish or by having plausible contact with one of these groups in character backstory

## History

Shapeshifters are the hidden among mages. Those who learn this path of magic are on the outskirts of what would be considered civilized society. While some are taught this art for survival purposes alone, others see it as a way to connect to the wild itself. Some shamans in the wilder tribes use this magic to commune with the natural world, and find omens in their interactions.

Bodily transformation is a difficult art, and must have many years of training before it can be mastered. Most who take on this skillset focus on one type of animal to imitate the form of, though after many years they may find their power great enough to take on multiple forms.

Shapeshifters often take on the traits of the forms they change into. Small creatures are often chosen for quickness and stealth, while large creatures are chosen for their ability to defend themselves in a fight. Shapeshifters study the creatures they have an affinity for before they take on their shape.

With the resurgence of Dragons in the ninth age, some say there is a possibility to learn such forms. If such rumors are true, they would have to be powerful and ancient mages indeed.

## Combat Skills

### Novice

* **First Animal Shape:** Choose between Bird, Fish, Amphibian, Small Mammal or Reptile. This shape is useful for infiltration or surveillance, but not good for combat

### Intermediate

* **Second Animal Shape:** Choose between: Bear, Big Cat, Wolf, Giant Spider. Other animals may be considered, but must be approved by the moderating team. This shape is more suitable to combat.

### Expert

* **Third Animal Shape:** Choose another animal from the Intermediate group.

### Master

* **Wyvern shape:** This level must be learned through RP and coordination with the moderating team.

## Non-Combat Skills

Shapeshifters spend years in study of the animals whose forms they wish to assume, becoming proficient in Natural Lore and Tracking as a result.
Thornecroft Cottage

Approximate location of Thornecroft Cottage

## History

The Thornecroft surname originally derived from this habitationalreference to their family’s cottage home and surrounding plot of land.

Historically a tenancy of the Arling of Redcliffe, it became a freehold sometime near the end of the Blessed Age - albeit the Thornecrofts remained ever loyal to House Guerrin thereafter.

The cottage was destroyed and its surrounding lands ravaged during the Fifth Blight. Efforts to rebuild commenced in the year 9:44.

## Description

Less of an actual cottage, Thornecroft Cottage's construction is comparatively similar to that of the chantries of Ferelden.

The original half-timbered structure may have, at one time, been such - but after the home's reconstruction in 9:44, the original floor plan was fortified with stone and even expanded upon to include a livery yard.

The original stone croft survived the ravages of the Fifth Blight, its walls overgrowing with red roses in the warmer months only to appear menacing throughout the rest of the year when covered in thorny, tangled vines.

The home and its croft rest tucked away at the top of a steep hill, sloping northwest to meet the southern banks of Lake Calenhad. It can be discovered via an old and easily missed bridleway, detouring from the Imperial Highway an almost equal distance between Redcliffe and Lothering.

It consists of two-stories, four if you include its narrow attic and tomb-like cellar. There are four proper bed chambers, though other rooms can be easily repurposed into such. The structure also features a small kitchen, a study, and a moderately-sized hall for receiving and entertaining guests. A small Andrastian shrine can be discovered on the property as well, near an old apple tree.

North of the property, on yet another elevation, rests the remnants of an abandoned watchtower. With caution, it can still be explored. It offers a 360° view of surrounding vistas including Redcliffe to the west, much of the Hinterlands to the south, Kinloch Hold across the lake to the north, and a hint of Lothering to the east.

## Inhabitants

* Mason Thornecroft (deceased)
* Estella Thornecroft (deceased)
* Ser Graeven Thornecroft (deceased)
* Caethan Thornecroft (presumed dead)
* Hanamene Thornecroft
* The Drakestone Reserve

## See Also

* Hanamene Thornecroft - Wiki
* Hanamene Thornecroft - Thedas: Timelines Profile
* The Drakestone Reserve
Non-Combat Skills

The list of potential non-combat skills can be found here. This is not meant to be an exhaustive list, and if you have a skill that you believe would fit in to the world of Thedas, by all means, ask the moderators!

There is no limit to the number of skills that a character can have, but they must be supported by the background and history. A simple soldier in the Bannorn would not be expected to have an extensive familiarity of Nevarran Heraldry, for example (unless perhaps his mother was exiled Nevarran nobility, also as example).

### Civilian

Civilians are the artisans, the crafters, the tavernkeepers, the musicians, the workers. They would be expected to have a higher proportion of noncombat skills tied to their chosen professions.

### Mage

Non-combat skills that a typical mage might be familiar with include:

* Alchemy
* Arcane Lore
* Religious Lore (Chantry mage only)
* Research

Other skills may be suggested by their background. A Circle mage, a Dalish Keeper and an apostate born and raised in Denerim will have very different skill sets.

### Rogue

Non-combat skills that a typical rogue might be familiar with include:

* Acrobatics
* Climbing
* Evaluation
* Legerdemain
* Lockpicking
* Stealth
* Traps

As with the mage class, a character's background will suggest the appropriate skills. A pickpocket living on the streets of Val Royeaux will differ from a Bard moving through the houses of the nobility.

### Warrior

Non-combat skills that a typical warrior might be familiar with include:

* Leadership
* Might
* Military Lore
* Stamina

Once again, a character's background will inform your choices. A common mercenary might not have the same skill at leadership or military lore that the captain of a noble's guard would possess.

###

### Fleshing Out Your Character

None of the skills listed above are restricted to the classes that they are associated with. Want a city elf apostate who can pick pockets? Go for it! A thief with strong leadership skills heading up a gang? No problem! A warrior who knows how to pick locks and disarm traps? Absolutely!

Beyond that, all non-combat skills are open to all characters. All that is required is for the skill to fit logically with a character's background, so let your imagination go. What skills was your character exposed to in their childhood? What are their hobbies? It's the little details that can really make a character come to life and be fun to play with.

Proficiency in existing skills and new skills may be gained through roleplay. Characters may learn a skill from other characters if the proficiency of the teacher is higher than that of the student.
Industrial Craft 2

**IndustrialCraft2**, a veces escrito como **IC2**, es un modpara **Minecraft** basado alrededor de procesos industriales y es uno de los mods más venerados por la comunidad Minecraft.

**IC2** introduce numerosas adiciones a través de varias áreas de Minecraft, incluyendo procesamiento de minerales, minería, agricultura e incluso armaduras y armas. Se pudo hacer posible a través del uso de un sistema de energía basado en Unidades de Energía o con una palabra más conocida aún, EU. También incluye una variedad de generadores y bloques para proveer y guardar este tipo de energía, y una muy extensible variedad de maquinarias y herramientas para usar esta energía. Su importancia es tal, que en cualquier paquete de mods que encuentres vas a ver al Industrial Craft 2 en el, y algunos incluso basados en solo este mod.

Recientemente, el equipo de Industrial Craft 2 ha decidido reestructurar el mod para estar más actualizado a mods actuales.
Archive: Constance Theirin

The following is a list of threads involving the original character Constance Theirin on the Thedas: Timelines role play forum.

## Dragon 33

### Drakonis

* The Mirror in the Man - Quinton picks a very odd moment to reveal himself to Constance.

### Bloomingtide

* Never Speak Ill of Another Man's Wood - Constance pays Quinton a visit in Misthaven

## Dragon 34

### Haring

* (20) The Fires of Rebirth - Constance considers life after Fiona's death

## Dragon 35

### Cloudreach

* (3) The Morning After - Constance visits the Royal Palace to get Peter after a sleep over.
* (16) An Indecently Decent Proposal - Alistair asks Constance a question.
* (18) Sharing Some Secrets. Keeping Others - Constance and Alistair share breakfast.

### Justinian

* (13) So About That Thing - Alistair makes a confession to Constance.

### Solace

* (18) Out with the Old. In With the New - Constance and Alistair discuss Gwaren

## Dragon 38

### Cloudreach

* (12) A King's Fate, A Son's Choice - Alistair hears some disturbing news from Zevran and shares it with his wife.