recursal/Fanatic-Fandom huggingface dataset:
B/P

The **Army**tab is unlocked once the first **Castle**or **Shooting range** is build. In the army tab you can buy **Swordsmen** and **Archers**.

Archers are unlocked by the Shooting Range (requires 1 or more **elf Assimilations**).

Archers cost **5Qi**, or **5e18**, and give **1 B/P** as base, but this can be upgraded through the new **racial perks** system.

The base cost of a swordsman is **59.05Qi,** or **5.9e19**and gives 1 **Battle Power Per Second (B/P)**

Each level of **Castle**increases swordsman **B/P** generation by **1**.

**City Walls** unlock **Garrisons**, which give **+X B/P** to each swordsman.

X = (every 10th Garrison \* (the level of City Walls - 1))

Note: Garrisons only provide bonus to the 10th one, the other 9 are not used for any purpose (as of 2/6/18)

B/P can also be increased by buildings and effects like the **Iron Mine**, the **Alter of fire**, and several **racial perks**.

The **Forest** tab is unlocked when you unlock the **Army** tab. In the forest tab there are **monsters** which you can spend your B/P on. The plains tab is unlocked after you have completed the **Plains Assimilation**, which requires Elf Assimilation **5**. The plains is much the same as the forest, but instead of elf assimilations it has **nomad** assimilation, which offers different racial perks.

Edit this as you like. If I am wrong, edit it and make it right. However, make sure to check that is isn't you that is wrong. Thanks.
Magic

The **Magic** tab is unlocked once the first Master's House is build. Each level of Master's house gives a new staff. There are 8 different staffs that are repeated starting from MH level 9. Once you use a staff it's cooldown will start. Once it's at 100% you can use it again. Level 2 Staves have significantly longer cooldowns, and are 50% more potent than their predecessor.

Once you unlock Fountains, they add another set of Spells that use Mana instead of a Cooldown. You receive .1 Mana Per Second, per level of Fountain, with a 1000 Mana Cap. They'll be added once I have more information

\*1. It's important to note that the actual cool down of the spell depends on your game speed. It seems that if you've left the game running for awhile that tick rates can slow down or lag which in turn will increase the amount of time it takes for spells to charge. If your spells seem like they are taking longer than normal, refresh your page.
Huresa

Huresa is a continent to the northwest that boasts temperate climates, mild forests, rolling hills, and an unnecessarily complicated history of warfare. The ten different kingdoms of Huresa have had so many disagreements over their tenure together that you can't traverse a day over its soil without passing within sight of an ancient battlefield.

The human kingdoms of Huresa have gathered together and formed a King's Council in order to combat war (har har), where they chiefly just bicker about trade laws.

For people who know about politics or have any familiarity with Huresa's ten kingdoms, it's common knowledge that the King's Council is a veritable rat's nest of petty politics.

## Kingdoms

Aelana

Aranor

Graelan

Harrana

Lorelan

Fenolia
Barracks

Barracks are used to protect your soldiers. When your soldier is one block behind the barrack, The enemy can only attack your soldier from behind. You can buy a barrack for 300 gold in the shop and you can buy as many as you want. But be careful, Your barrack only has 150 health and enemies can destroy it. (This is a 1 time use item)

\*This item can be found in the shop.

Cost: 300 gold

Health: 150
Mechanic

The mechanic is unique, because he can make enemy barracks and land mines yours. The mechanic has to be 1 square away from the item to turn it into yours. The mechanic does almost no damage, so it's useless to buy him if your opponent does not have any barracks or land mines. When you buy the mechanic, he gets sent to your tent. He isn't able to do anything until he gets on the battleground. The mechanic can attack the enemy military base, the enemy gold mine, enemy troops and the enemy bank from 1 tile away. You always have to indicate how much health your mechanic has and he takes 1 space in the tent. Mechanics can also be stacked. (see Soldiers page for more information on stacking)

\*Can be found in the shop page

Cost: 250

Damage: 5

Health: 100

Range: 1

Moves 1 square per action.

Turning enemy barracks into yours costs 150 gold.

Turning enemy land mines into yours costs 50 gold.
Links

Here you can find every single page in the wiki in alphabetical order.

Actions

Airstrike

Arrows

Assassin

Bank

Barracks

Battleground

Bubble

Fireball

Gold

Gold mine

Health packs

Land mine

Land mine de-activator

Max health pack

Mechanic

Military base

Nuke

Potion of agility

Potion of defense

Potion of evil

Potion of speed

Ragdoll

Rat poison

Shop

Snipers

Soldiers

Storage room

Surrendering

Tanks

Tent

Tranquilizer gun

Ultra health pack

White flag

World
Battle Power cost tabs

here's a tab for mosquitos' B/P costs , you'll notice the total cost is always equal the last cost multiplied by 2 minus base cost (so minus 10 for mosquitos).

You can use it to calculate what should be your B/P per sec to achieve your goal, i give an example at the end of the tab.

Now let go for an exemple: let's say i already killed 33 mosquitos (i need approx 85.90 B B/P to kill my next mosquito) and i want to know if i produce enough BP/sec to achieve my druid assimilation in reasonnable time

i need 50 mosquito which total cost is 11 258 999 068 426 230 B/P but i already done 33 which represents 85 899 345 910 B/P, my calculator tells me i have 11 258 913 169 080 320 B/P left to do.

now let's say i produce 1 T B/P per sec i ll divide 11 258 913 169 080 320 by 1 000 000 000 000 which is aprox equal to 11 258.91 seconds needed at this rate. i divide this by 60 to convert in minutes which tell me 187.64 minutes i divide it by 60 to convert in hours (3.13h) and divide by 24 to have it in day laps (but its not good sign if you have to do this) here it makes a satisfying 0.13 day.

for the same exemple but with changing to 150 B B/P per sec of production we find an estimated time left of 20.85h

\*I'll add the other monsters tabs progressivly im exhausted ;)
FAQ

## Frequently Asked Questions

 I just build a stable and now I have a Horse on my screen what's it for?
 Okay so I know what horses do, what's best to use them on? Spread them out or all in one building? whats the deal!?
 I'm not making enough resources! How am I supposed to progress?
 Great so I'm making progress and I finally got to the castle. What do swordsmen do?
 I'm in the forest but swordsmen are so expensive and my BP production is too low to progress. Whats the plan batman?
 Assimilation? Whats that do? When do I do it?
 Great I've assimilated for the first time. I'm so sad that even my units have lost their happiness! Now what?
 When should I assimilation?
 What is better? Farms or Tree of Faeries?
 What are cows? I hear people talking about them a lot. What do they do?
 So where do I put my first cow?

## Building VS Building When do I take what structure?

The evaluation of some buildings is missing, look at http://realm-revolutions.wikia.com/wiki/Kingdom for their effects.

\*As of 12/16/2017 this tier is unconfirmed by me. May be something before alters.
Land mine

You can place a landmine in a chosen square. If an enemy walks on it, they will instantly die and the land mine will be gone. Be careful, you can die by your own land mines if stepped on. You can deactivate land mines with the land mine de-activator. (This is a 1 time use item)

\*Can be found in the shop

Cost: 150

Damage: Instant kill
Tent

The tent is the area that holds your troops. Your troops cannot attack until they are on the battleground. You start with a max of 10 soldiers, then you can upgrade for 200 gold to be able to hold +5 soldiers (caps at 30). You always have to indicate how many troops you have (troops on the battleground still count).

Cannot be attacked by enemies.
Location Page Template

Region: Location, Settlement, Valley, Versant, Peak

[Note: you don't need EVERY category, but it's worthwhile to put thought into them. Better to copy them all over and give trite answers than to 'just write whatever' and have to pull it out of your ass later on]

## Summary

A short summary of the location to give the reader a general feel of its atmosphere.

### Population

Racial and language disparity; in Volanil, the racial disparity is often diverse, but languages need not be.

### Architecture and Design

The looks and components of common buildings/features in the area; typically igneous rock, but not always

## Climate and Geography

The climate in Volanil depends on location, with southern locations being cold and relying more heavily on volcano vents, and northern locations having moderate temperatures

### Natural Resources

A lot of cities are going to have gem exports, but certainly not close to all of them

## Culture and History

Every single Volanil city has its own unique cultural heritage.

### Unique Traits

Holidays, language/diction/slang, classes, values, morality, fashion, etc. Anything that differs from typical Volanil averages.

### Disposition to Outsiders

Even for such a diverse place as Volanil, cities vary across the board for this category

### Religion

There is a religion which exists that says that the royal family is deific, but this religion is nowhere close to a majority of those practiced in Volanil. Neither is it perceived as one by pretty much anyone. All sorts of gods, both typical and unheard of, are worshipped somewhere on the small continent.

## Government

Every settlement should have a representative at annual valley meets. Who are they, and how did they get chosen? Other than that, each settlement has their own sets of laws and punishments.

### Politics

How does this settlement's method of choosing a representative affect the population who want it to be them?

### Crime and Justice

Very few laws have been put into place that can tell a settlement how to settle its own disputes. Each one has its own traditional method.

## Commerce and Trade

How do most people in this settlement make their money, and what do they have to offer traders?

**BE CERTAIN TO ADD THIS LOCATION BOTH TO THE VOLANIL LOCATION NAVBOX AND TO THE VOLANIL REGIONS PAGE** (if this page is a settlement, anyway)

GM Page
Forest

The **Forest**tab unlocks when you build your first **Swordsman (Check Army)**or **Shooting range (Check Buildings)**

In the Forest tab, you can find different **Monsters**. To beat the monsters you need **B/P**. Beating a monster will **Double** the **B/P**needed for the next level and grant a reward in the form of Food and Gold (you can increase the number of rewards through **Shooting Range**). The Amounts of the rewards are set per monster however the type of reward can differ per level.

Each new type of monster has a base cost 15 times higher than the previous monster.

(add later)

Note: K represents 1000, M represents 1000000 (million), and B represents 1000000000 (billion)

Note: You need to be on the 10th level of a monster to unlock the next monster. For example, you need to be on Mosquito 10 (10240 BP) to unlock Spider 0, and you need to be on Spider 10 (153.60K BP) to unlock Cobra 0, and so on.

Assimilation 1 = 45 mosquito, 35 spider, 25 cobra

Assimilation 2 = 46 spider, 36 cobra, 26 mud

Assimilation 3 = 47 cobra, 37 mud, 27 elemental

The later Forest Monsters are unlocked via Elf Perk Points. (+2 Forest Monsters, +3 Forest Monsters, +5 Forest Monsters)
Soldiers

You can buy soldiers for 100 gold. You can shoot enemy troops, the enemy military base, the enemy gold mine and the enemy bank from 1 tile away. When you buy a soldier, he gets sent to the tent. Soldiers are unable to attack while in the tent. You can only have a certain amount of soldiers on the map at once, depending on your tent level. Soldiers can only move 1 square per turn and are used to destroy the enemy military base. You always have to indicate your soldier's health and he takes up 1 space in the tent. You can also stack soldiers. For example, if you place 2 soldiers in 1 square they will move together. Their health will add up, but they'll do the same amount of damage. If your total health drops to 0, all your stacked soldiers will die. You can only stack a max of 5 soldiers in 1 square. Once soldiers are stacked they cannot get unstacked. You also have to indicate the number of soldiers in the square and they must be next to each other to stack. (Stacking uses 1 action per soldier)

\*Soldiers are found on the shop page.

Cost: 100 gold

Health: 100

Damage: 50

Range: 1 tile

Can move 1 tile per turn. (Uses an action)
Houses of the Riverlands

1. House Tully of Riverrun
2. House Whent of Harrenhal
3. House Wode
4. House Roote of Lord Harroway's Town
5. House Bracken of Stone Hedge
6. House Terrick of Fairmarket
7. House Blackwood of Ravetree Hall
8. House Lolliston of Pennytree
9. House Darry of Castle Darry
10. House Heddle of Wendish Town
11. House Frey of the Twins
12. House Nayland of Hag's Mire
13. House Erenford of Sevenstreams
14. House Haigh
15. House Vance of Wayfarer's Rest
16. House Smallwood of Acorn Hall
17. House Mooton of Maidenpool
18. House Cox of Saltpans
19. House Vance of Atranta
20. House Piper of Pinkmaiden
21. House Mallister of Seagard
22. House Ryger of Willow Wood
23. House Butterwell of Briarwhite
24. House Paege of Stoney Sept
25. House Harlton of Castlewood
Suggestions

A list of suggestions on a wiki nobody will ever see.

## Armour

Armour is simply made.

It will double in effect when used agianst the correct damage type. Otherwise, treat it as stated.

Generic armour does not have this.

EX: 100HP infantry+25 ballistic armour facing 50 damage bullet= 100HP infantry with 0 armor.

But, with 50 damage blast, you get 75 HP infantry.

## Rifleman

### Type

Ranged Light Infantry

The rifleman is a simple combat unit. It is intended for attacking all manner of enemies. While they are entirely unarmoured and fairly poorly armed, their assault rifle can still hurt.

Riflemen can stack into squads of up to 4.

Riflemen can fire in all cardinal directions.

## Rocketeer

### Armour

25 Blast

The Rocketeer is an anti-armour unit. It's intended to demolish armoured vehicles and troops. However, it needs to shoot the right round.

The Rocketeer can choose from HEAT and Thermobaric.

* HEAT hits a single target for 125 Ordinance damage.
* Thermobaric hits a 3x3 area for 150 Small Arms damage.
Copper

Hardness

**Copper** is a basic item that can be found all over serpulo, and is used for most basic construction. It can be mined by any drill.

*"Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced" - Text in-game, Core Database.*

## Location

Copper can be mined from  copper ore patches.

## How to get copper?

Copper can be collected using:

## - Used to build

Copper is need as build material for:
## - Required for

### Crafting

Copper is required for below blocks to create advanced materials:
- ### Ammunition

Copper can be used as ammunition for:

	* Beryllium
	* Blast Compound
	* Coal
	* **Copper**
	* Graphite
	* Lead
	* Metaglass
	* Oxide
	* Phase Fabric
	* Plastanium
	* Pyratite
	* Sand
	* Scrap
	* Silicon
	* Spore Pod
	* Surge Alloy
	* Thorium
	* Titanium
	* Arkycite
	* Cryofluid
	* Hydrogen
	* Oil
	* Ozone
	* Slag
Assassin

The assassin is squishy but does a lot of damage. When you buy the assassin, he gets sent to the tent. The assassin is unable to attack while in the tent. The assassin can shoot enemies, the military base, the enemy gold mine and the enemy bank from 1 tile away. You always have to indicate your assassin's health. You can only have a certain amount of assassins at once, depending on your tent level. He can be great if you want to get some quick heavy damage on your opponent. Assassins take up 1 space in the tent. You can also stack them. (see Soldiers page for more information on stacking)

\*This can be found in the shop.

Cost: 200

Health: 25

Damage: 100

Range: 1 square

The assassin can move 2 squares in 1 turn.
Storage room

The storage room allows you to store some items and use them later. For instance, you can buy a health pack, put it in your storage room and use it later. You start off with 5 storage slots but you can get 5 more for 250 gold.

Items that can currently be stored: Barracks, health packs, ultra health packs, max health packs, potions of evil, potions of speed, potions of defense, potions of agility, nukes, arrows, ragdolls, tranquilizer guns, white flags, airstrikes, fireballs, land mines, land mine de-activators and bubbles.
Snipers

When you buy a sniper, he gets sent to the tent. He is unable to attack while in the tent. The sniper can shoot enemies, the enemy military base, the enemy gold mine and the enemy bank from 2 tiles away. You always have to indicate your sniper's health and he takes up 1 space in the tent. You can only have a certain amount of snipers on the map at once, depending on your tent level. He can be great for forcing your opponent to re position his troops. You can also stack snipers like you can with soldiers. (See Soldiers page for more information on stacking)

\*Found in the shop

Cost: 150

Health: 100

Damage: 35

Range: 2 tiles

Can move 1 tile per turn. (Uses an action)
Tanks

Tanks are used to kill enemy troops, destroy the enemy military base, destroy the enemy gold mine and destroy the enemy bank from 1 tile away. When you buy a tank, he gets sent to your tent. Tanks are unable to attack while in the tent. 1 tank uses 2 spaces in the tent. When your tank is on the battleground, you always have to indicate how much health he has. You can only have a certain amount of tanks at once, depending on your tent level. You can also stack tanks, see the Soldiers page for more information on stacking.

\*Can be found in the shop page.

Cost: 300

Health: 150

Damage: 75

Range: 1 tile

Can move 1 tile per turn
Potion of defense

Gives an ally troop 10 defense. You always have to indicate how much defense your troop has. Potions of defense cannot be stacked. This is a 1 time use item.

**Hows does defense work?** Defense makes your troop take less damage from enemies. For example, if an enemy deals 50 damage to you and you have 10 defense, you will only take 40 damage.

\*This item can be found in the shop.

Cost: 150
Bubble

The bubble lets an ally troop ignore the next damage taken by an enemy troop. When receiving damage, the bubble is removed.

This is a 1 time use item, which means that once you use it, you'll have to buy another one for 200 gold in the shop to be able to use it again.

You always have to indicate that you have a bubble on a troop by drawing an oval around it.

\*Can be found in the shop.

Cost: 200 gold
GM Brassbell

Brassbell

A small but busy port city, nestled just between the ocean and a dense forest, filled with imported white stone and with all manner of people.

    - rather large, urbanized town; very small city

- Visuals/Location

    - Port on one side, thick forest pressing from another

    - Salty air, one huge belltower on the corner of the town by the sea

        - Dongs occasionally

    - Rich houses made of white stone, poorer houses made of wood. Nice wood usually but, u kno

- Places

    - Palace (small, actually just a really nice mansion, but called a palace)

    - Taverns: two of ‘em. Seaside tavern and merchant tavern

        - Seagull Tavern

            - Rowdy, with big portions, loud, cheap waterfront rooms

            - Run/owned by Rhett Windfellow

        - Quail Tavern

            - Good/exotic food, more expensive, restaurant/inn

- Society

    - Very harsh dichotomy between sailors/transients/workers and merchants/middle-class

- People

    - Ruled by a wealthy merchant Vallor who doesn’t like to listen to affairs of state (or any affairs other than his own, really)

        - Daniel Keagan

        - Human, but boasts of an elven great-grandfather

            - Doesn’t boast of his half-elven grandfather

        - Wants to keep his station and not to do any work

            - Also on perpetual search for great cheese

        - Fears: loss of income, public humiliation

            - Definitely cheating on his wife

    - Keagan’s wife: Huanila Keagan

        - Human

            - Grew up in a bigger city, handling all sorts of politics

            - technically, being married to a duke is a huge social boost--she’s from a relatively minor family--but she’s far removed from the political game

            - Knows all about Keagan’s mistresses, planted a few

            - Has borne no children yet

        - Wants something desperately interesting to happen (listens to affairs of state)

            - Possibly puts her nose too far into things; has lost her touch a little

        - Fears being put to pasture or locked up, or killed

    - Rhett Windfellow

        - Halfling

            - Runs Seagull Tavern

            - Knows which ships are in port and what they’re doing there

        - Wants everyone to be able to eat, having known hardship himself

            - Was shipwrecked once — plot!

        - Fears fire. Hardcore. Related to shipwreck.

            - Also can’t bear to see people go hungry.

    - Francis Goldeneye

        - Drow

            - Runs Quail Tavern

            - Was found on the surface at a young age, doesn’t know his parents

            - Raised by humans in
House Umber

House Umber of Last Hearth is a noble house from the Last Hearth in the North. House Umber is sworn to House Stark of Winterfell.

## History

House Umber holds a deep hatred for the free folk, as they are the closest keep to the Wall in the north and are the constant target of wildling raids.

### Recent Events

Asher began squiring for Rhaegar Targaryen in 277 AC, just as he became king.

Jon and Harold led a troop of 500 men south to fight in Dorne, only for them to arrive after House Martell had already surrendered.

At the wedding of Eddard Stark and Lyanna Bolton, Mira won the joust under the guise of a mystery knight, the Knight of Winter. At the same wedding, she was crowned the Queen of Love and Beauty by Thoros of Myr, after he won the melee.

## Family Members

* Jon "Greatjon" Umber - Lord of Last Hearth, born 260 AC
* Harold Umber - Heir to Last Hearth, younger brother to Jon, born 262 AC
* Asher Umber - younger brother to Jon, squire to King Rhaegar Targaryen, born 263 AC
* Mira Umber - sister to Jon, known as the Knight of Winter, ~~Azor Ahai~~, born 264 AC
* Mors Umber - uncle to Jon, Co-Castellan of Last Hearth, known as Crowsfood, born 235 AC
* Hother Umber - uncle to Jon, Co-Castellan of Last Hearth, known as Whoresbane, born 241

### Deceased Members

* The previous Lord Umber, died of a fever in 263, shortly after he and his wife conceived Mira.
* Lady Umber, died in childbirth with Mira.

## Relations with other Houses

Jon is currently betrothed to Lady Jeyne of House Darry.

Asher is currently squiring for King Rhaegar Targaryen.
Thorium

Hardness

**Thorium** is a rare resource in Mindustry. It is found in a handful of campaign maps (usually in low quantities), where a Laser Drill or Airblast Drill is required to mine it - No other units or drills can. Thorium is used in building advanced blocks and walls, high-damage ammunition, and in reactors for mid-game power.

Thorium can be produced in very low quantities (11.1%) with the Disassembler where Scrap is available. Although this is conversion process requires a lot of power.

## How to get thorium?

Thorium can be collected using:

## - Used to build

Thorium is need as build material for:
## - Required for

### Crafting

Thorium is required for below blocks to create advanced materials:
- ### Ammunition

Thorium can be used as ammunition for:

## Locations

Thorium can be found in these zones:

	* Overgrowth
	* Coastline
	* Tar Fields
	* Nuclear Production Complex
	* Impact 0078
	* Desolate Rift
	* Naval Fortress
	* Planetary Launch Terminal

A table of all the zones with Thorium from the List of sectors page.
	* 117
	* 119
	* 133
	* 120
	* 4
	* 5
	* 6
	* 7
	* 24
	* 25
	* 29
	* 30
	* 52
	* 53
	* 54
	* 55
	* 57
	* 58
	* 59
	* 60
	* 61
	* 62
	* 63
	* 65
	* 66
	* 68
	* 69
	* 70
	* 72
	* 80
	* 84
	* 85
	* 87
	* 112
	* 113
	* 114
	* 115
	* 116
	* 118
	* 121
	* 122
	* 124
	* 125
	* 126
	* 128
	* 129
	* 131
	* 133
	* 145
	* 158
	* 162(нету)
	* 163
	* 180
	* 181
	* 198
	* 206
	* 211
	* 218
	* 223
	* 224
	* 225
	* 226
	* 228
	* 229
	* 230
	* 231
	* 232
	* 233
	* 234
	* 235
	* 239
	* 240
	* 248
	* 254
	* 255
	* 256
	* 257
	* 259
	* 260
	* 261
	* 262
	* 264
	* 265
	* 268

## Trivia

	* In Version 4.0, the Tau Mech was the only mech which could mine thorium, at a very slow rate. In Version 6.0, no units can.
	* In real life, thorium (Th) is a weakly radioactive, fertile metal which is being considered for nuclear energy.

	* Beryllium
	* Blast Compound
	* Coal
	* Copper
	* Graphite
	* Lead
	* Metaglass
	* Oxide
	* Phase Fabric
	* Plastanium
	* Pyratite
	* Sand
	* Scrap
	* Silicon
	* Spore Pod
	* Surge Alloy
	* **Thorium**
	* Titanium
	* Arkycite
	* Cryofluid
	* Hydrogen
	* Oil
	* Ozone
	* Slag
Fertility Rates

Fertility in ADOD matters alot. It tells whether you can have more kids than the average women. Less kids than the average women, or just be the average woman.

Fertility Rolls are out of 1000.

1-48 You are infertile

49-112 You are fertile

133-1000 You are average

You would roll for fertility either whenever the child is born or when she is wed.

If your child is born of incest you would up the infertility rate up by 100 so lets say Rhaegar and Daenerys had a kid

1-148 Infertile

149-152 Fertile

153-1000 Average

And you’d increase it by generation. If you are 3rd generation incest then your infertility would be 300.

If you are infertile buff the miscarriage rate up by 100. If you are incest child and infertile buff it up by 200.

If you are fertile buff the twins chance up by 100. And downgrade the miscarriage rate by 20. If you are a child of incest and fertile buff twins chance up by 100 and buff miscarriage by 50.
Valyrian Artifacts Mechanics

###  Valyria Expeditions

During the course of the game, your character or a member of your house can embark on an expedition to explore the ruins of Old Valyria. These ancient ruins hold many wonders, such as the rare and highly sought-after Valyrian Steel swords, even rarer Valyrian Steel armor, and even dragon eggs. However, be warned: not everyone survives the perilous journey, and even fewer make it back home to tell the tale. And beware of the Stone Men, victims of the deadly disease Greyscale, their minds ravaged with bloodlust from their affliction. However, if you're willing to risk it all, as well as fronting the costly journey, the possibility of riches lie ahead. The journey costs 1500 gold to embark on, and there must be 12 in-game months wait between journeys. Refer to the mechanics page for the necessary rolls. Just like all other rolls, these rolls *must* be done on the subreddit.

1-200 lost at sea, never arrive

201-500 don’t make it to Valyria, but you’re alive and you’re free to go back home

501-801 make it to Valyria, but you don’t find anything and there’s no way to to return back home

802-950 find nothing but can return back home

951-975 you find a Valyrian steel sword and can come home

976-980 find two thousand gold, can return home

981-995 you find valyrian steel armor, can return home

996-999 you find a dragon egg, can return home

1000 either 2 dormont dragon eggs or one possibly active dragon egg. (roll a 1d100 1-99 two dormont eggs, 100 one active egg. If it’s active you do another roll, you do a 1d20 1-13 won’t hatch, 14-20 it will.)

An unhatched active dragon egg is worth more than a dormont one.

If you make it to Valyria, you MUST do a greyscale roll. The greyscale roll is a 1d100 roll. 1-66 you get it, 67-100 you’re lucky

If you want to cure the greyscale you have three in game months to do so. You can either head straight to the citadel which is a 1d20 roll, 1-18 you’re cured 19-20 not cured.

Anywhere else in Westeros it’ll be a 1-8 cured, 9-20 not.

If you can’t make it to Westeros, your cure chances in Essos will rely on a 1d20 roll, 1-6 cured 7-20 not cured.

There will also be a roll for scarring. Do a 1d20 roll 1-13 scarring 14-20 not
Titanium Wall

General

* Cyclone
* Duo
* Foreshadow
* Fuse
* Hail
* Lancer
* Meltdown
* Parallax
* File:Repair Turret.png Repair Turret
* Salvo
* Scatter
* Scorch
* Segment
* Spectre
* Swarmer
* Tsunami
* File:Turrets.png Turrets
 Extractors and Drills
* Impulse Pump
* Laser Drill
* Mechanical Drill
* Mechanical Pump
* Oil Extractor
* Rotary Pump
* File:Thermal Pump.png Thermal Pump
 Item Transportation and Storage
* Bridge Conduit
* Bridge Conveyor
* Container
* Distributor
* Inverted Sorter
* Liquid Tank
* Mass Driver
* Overflow Gate
* Payload Conveyor
* Payload Router
* Phase Conduit
* Phase Conveyor
* Plastanium Conveyor
* Plated Conduit
* Ripple
* Titanium Conveyor
* Underflow Gate
* Unloader
 Liquid blocks
 Walls
* Door
* Large Copper Wall
* Large Door
* Large Phase Wall
* Large Plastanium Wall
* Large Surge Wall
* Large Thorium Wall
* Large Titanium Wall
* Phase Wall
* Plastanium Wall
* Surge Wall
* Thorium Wall
 Factories and Reconstructors
* Air Factory
* Exponential Reconstructor
* Ground Factory
* Multiplicative Reconstructor
* Naval Factory
 Crafting stations
* File:Blast Mixer.png Blast Mixer
* Coal Centrifuge
* File:Cryofluid Mixer.png Cryofluid Mixer
* File:Cultivator.png Cultivator
* File:Disassembler.png Disassembler
* Graphite Press
* Kiln
* Melter
* Multi-Press
* File:Phase Weaver.png Phase Weaver
* File:Plastanium Compressor.png Plastanium Compressor
* File:Pulverizer.png Pulverizer
* File:Pyratite Mixer.png Pyratite Mixer
* File:Separator.png Separator
* Silicon Arc Furnace
* Silicon Crucible
* Silicon Smelter
* File:Spore Press.png Spore Press
 Power
* File:Battery Diode.png Battery Diode
* Combustion Generator
* File:Differential Generator.png Differential Generator
* File:Impact Reactor.png Impact Reactor
* File:Large Battery.png Large Battery
* File:Large Power Node.png Large Power Node
* File:Large Solar Panel.png Large Solar Panel
* File:Power Node.png Power Node
* RTG Generator
* File:Solar Panel.png Solar Panel
* File:Steam Generator.png Steam Generator
* File:Surge Tower.png Surge Tower
 Logic
* File:Hyper Processor.png Hyper Processor
* File:Large Logic Display.png Large Logic Display
* File:Logic Display.png Logic Display
* File:Logic Processor.png Logic Processor
* File:Memory Bank.png Memory Bank
* File:Memory Cell.png Memory Cell
* File:Micro Processor.png Micro Processor
 Other
* File:Core: Foundation.png Core: Foundation
* File:Core: Nucleus.png Core: Nucleus
* File:Core: Shard.png Core: Shard
* File:Illuminator.png Illuminator
* Incinerator
* File:Launch Pad.png Launch Pad
* Mend Projector
* Mender
* File:Message.png Message
* Overdrive Dome
* File:Repair Point.png Repair Point
* File:Shock Mine.png Shock Mine
Wethan Mid Arbelim 15305

## A Skirmish or Two

The basement of what is affectionately called by no one "the Death House" is what is affectionately called by no one warm and welcoming. Almost immediately, the small trapped party was come upon by four (4) ghouls, and when they came upon a chest of treasures at the foot of a dilapitated bed, none other than the ghosts of Gustav and Elisabeth Durst.

Isolde immediately rolled up her sleeves and hailed the hostile creatures on good faith.
House Manderly

House Manderly of White Harbor is a noble family in the north whose seat is the New Castle in the city of White Harbor. They are among the most powerful and loyal vassals of House Stark as well as the richest northern family due to their control of the only city in the region. Unlike most other northern houses,  the Manderlys follow the Faith of the Seven instead of the old gods, as the family emigrated from the Reach after the Andal invasion.
House Mormont

House Mormont is a noble house of the North seated at Bear Island and is one of the principal bannermen of House Stark. Although a poor house, House Mormont and it’s people are known across Westeros for being hardy warriors, the women on Bear Island especially being known as fierce warrior women. House Mormont also has possession of Longclaw, a hand and a halfer “Bastard” Valyrian Steel Sword.
Nuclear Reactor

v •  eNuclear Reactor

**An advanced version of , and the ultimate power generator. Generate power from  Uranium. Requires constant water cooling. Highly volatile; will explode violently if insufficient amounts of coolant are supplied.****Information

### Build cost:

 50 Iron
 40 Titaniums
 40 Diriums

### Input:

 Uranium**

**POINT OF ADVICE: Build the cooling supply before giving it the Uranium fuel or it will explode violently destroying structures around it. Add walls, shields or put powerful turrets around it because if enemies destroy it, a powerful explosion will occur; possibly damaging structures around it. Requires output of 4 standard uranium drills or 2 omnidrills(total of .5 uranium per second). Also requires full ouput of 2 standard pumps(240 water per sec).**

## **Navigation**

* Turrets
* Extractors and Drills
* Item Transportation and Storage
* Liquid blocks
* Walls
* Factories and Reconstructors
* Crafting stations
* Power
* Logic
* Other
House Magnar

House Magnar is a noble house of the North seated at Kingshouse on the isle of Skagos. Though in theory it is sworn to House Stark, House Magnar and the rest of Skagos mostly refrain from contact with the rest of the world, and in practice govern themselves. The lordly title and name of the house “Magnar” comes from The Old Toungue and means “Lord”.
House Glover

House Glover of Deepwood Motte is a masterly house from the north and is among the principal houses sworn to Winterfell. Arnolf Glover is the Master of Deepwood Motte, which is located in the northwestern wolfswood. House Forrester of the wolfswood is sworn to the Glovers.

## History

House Glover were once petty kings at their seat of Deepwood Motte after the Long Night, but became vassals of the Kings of Winter, House Stark.

## Family Members

Lord Arnolf Glover - 47 - Lord of Deepwood Motte - A drunkard whom too easily gets himself into fights. He is quick to anger and slightly slow of wit.

Lady Leona Glover (née Flint) - 53 - Lady of Deepwood Motte - Stern and silent, Seen by some as the true ruler of Deepwood Motte.

Lyarra Glover - 20 - Daughter - Calm and intelligent, she is cold to most people and not very conversational.

Galbart Glover - 18 - Heir to Deepwood Motte - A tactful and loyal young man, although not very striking.

Robett Glover - 15 - Second son - Lordly and honourable. Does his best to support his older brother

### Household

Brandon Snow - 25 - First Bastard of Deepwood Motte - Arnolf’s first bastard son. Dutiful and commanding. Captain of the Guard at Deepwood Motte.

Vickard Snow - 21 - Second Bastard of Deepwood Motte - Arnolf’s second bastard son - Takes after his father Arnolf in most ways aside from being slow of wit. Menacing and fierce. Gaoler at Deepwood Motte.
House Wydman

House Wydman is a noble house from the Vale of Arryn.

## History

House Wydman derives from a tourney in which the founder of the house bested five knights from the Vale and the Westerlands. The arms of the defeated, which are displayed above the five broken lances of the Wydmans, suggest Houses Redfort, Lynderly, Waynwood, Brax, and Lannister.
ADanceofDragonsRP Wiki

## Welcome to the ADanceofDragonsRP Wiki

This is for the ASOIAF roleplaying game /r/ADanceofDragons on reddit.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Houses of the North

1. House Stark of Winterfell
2. House Manderly of White Harbor
3. House Woolfield of Ramsgate
4. House Locke of Oldcastle
5. House Bolton of the Dreadfort
6. House Whitehill of Highpoint
7. House Dustin of Barrowton
8. House Stout of Goldgrass
9. House Ryswell of the Rills
10. House Glenmore of Rillwater Crossing
11. House Glover of Deepwood Motte
12. House Forrester of Ironrath
13. House Umber of Last Hearth
14. House Lake of Long Lake
15. House Cerwyn of Castle Cerwyn
16. House Condon
17. House Reed of Greywater Watch
18. House Fenn
19. House Peat
20. House Boggs
21. House Cray
22. House Quagg
23. House Greengood
24. House Blackmyre
25. House Karstark of Karhold
26. House Hornwood of Hornwood
27. House Mormont of Bear Island
28. House Tallhart of Torrhen's Square
29. House Flint of the Northern Mountains
30. House Flint of Widow's Watch
31. House Flint of Flint's Finger
32. House Magnar of Kingshouse
33. House Cassel
34. House Poole of Sea Dragon Point
Houses of the Vale

1. House Arryn of the Eyrie
2. House Royce of Runestone
3. House Coldwater of Coldwater Burn
4. House Tollett of Grey Glen
5. House Grafton of Gulltown
6. House Waynwood of Ironoaks
7. House Hardyng
8. House Hunter of Longbow Hall
9. House Moore
10. House Redfort of Redfort
11. House Belmore of Strongsong
12. House Corbray of Heart's Home
13. House Sunderland of the Three Sisters
14. House Templeton of Ninestars
15. House Melcolm of Old Anchor
16. House Baelish of Baelish Keep
17. House Lynderly of the Snakewood
18. House Elesham of the Paps
19. House Hersy of Newkeep
20. House Pryor of Pebble
21. House Egen
22. House Upcliff of Witch Isle
23. House Wydman
24. House Waxley of Wickenden
House Forrester

House Forrester is a minor house from the North sworn to House Glover of Deepwood Motte. House Forrester‘s seat is Ironrath in the northeast of the Wolfswood. Ironrath is know for it’s Ironwood groves, which House Forrester has harvested for profit for centuries. House Forrester is a rival of House Whitehill, which has fought with House Forrester over the ironwood for many years.
House Stark

House Stark of Winterfell is a Great House of the Seven Kingdoms and is the ruling Lord of the North, as well as the Warden of the North. House Stark is one of the oldest in the Seven Kingdoms, and once ruled the North as the Kings of Winter and the Kings in the North. When Aegon the Conqueror invaded Westeros, King Torrhen Stark bent the knee, and the Starks became the Lords of the North under the Targaryens. They own the Valyrian Steel sword Ice.
Plot Guide

## PLOTS

Plots are used to get away with things you cannot publicly do. Kidnapping, assassinations, poisoning, ambushes, escapes, all these things are considered plots and work the same way.

There are no set mechanics when it comes to Plots as things will depend on the plot itself, for example *the chances of kidnapping a target are not the same if the target travels with an escort* or *a poison will not work the same way on an old person and a young strong man*

There are just a few guidelines you need to follow, when plotting you must modmail your plot, a mod will be assigned and he/she will be the one doing it. We have opened a special reddit account for running plots /u/TheFacelessMenADOD [+1] .

Please remember the more specific you are the less room there is for things not going your way.

Also, the plot must make sense IC (in character.)

### POISONS

Poisons can be bought on certain places, the best of them are found in places like Essos and Dorne every now and then they are available on big cities. Local Fortune Tellers and Wood Witches sell poisons too although of far less quality from those found in Essos or Dorne.

Maesters can make poisons if they have the right ingredients, it will require several posts for your maester to buy the ingredients and preparing the poison after which, depending on the poison you are trying to make a roll will be made to determine your characters success in preparing the said poison.

Same goes for the cures, if your characters has access to a maester you can try to cure him/her by roleplaying as your maester and to apply antidotes, rolls will be made to see how effective the cure was. Note that simply saying I have the antidote for the poison is not allowed (unless you have rped your maester elaborating antidotes in advance).

A list of poisons may include:

Demon's Dance

Greycap

Nightshade

The Strangler

Tears of Lys
The Small Council

## Overview

The Small Council is a small group of people who advise the King of the Seven Kingdoms in matters that they have expertise in. The King is the head of the council. In the King's absence, usually the Hand of the King, or the Regent, if the King is too young head the council. The council consists of seven members.

* Hand of the King
* Lord Commander of the Kingsguard
* Master of Coin - head of the treasury and is in charge of the fiances of the realm
* Master of Law - oversees law and justice throughout the Seven Kingdoms
* Master of Whispers - the head of intelligence
* Master of Ships - has control of the navy
* Grand Maester - Head advisor when it comes to wisdom

Though most councils have these members, a king is always welcome to assign more people to his council.

## Current Small Council

Under King Rhaegar Targaryen in the year 277 AC this is the current small council:

* Hand of the King - Tywin Lannister
* Lord Commander of the Kingsguard - Ser Gerold Hightower
* Master of Coin - Lord Leyton Hightower
* Master of Laws - Lord Roose Bolton
* Master of Whispers - Varys
* Master of Ships - Lucerys Velaryon
* Grand Maester - Grand Maester Pycelle

## Historical Small Councils

### Small Council Under King Aerys II

* Hand of the King - Tywin Lannister
* Lord Commander of the Kingsguard - Ser Gerold Hightower
* Master of Coin - Qarlton Chelsted
* Master of Laws - Symond Staunton
* Master of Ships - Lucerys Velaryon
* Master of Whispers - Varys
* Grand Maester - Pycelle
Patrols and Detections

Patrols & Detection

Detection of incoming parties can be made in two ways:

Patrols. Forces can be set to patrol a point on the map, where they will detect incoming parties. They are most effective in roads and choke points. Every Time a party enters a tile where a patrol is set a 1d20 will be rolled to see if it is detected.

Beacons. Beacons are used to inform keeps of incoming parties, they are more expensive to set than patrols but are also more effective. Each player is allowed to have up to 3 Beacons.

When you are detected with a force of 10 or under

1d10

1-3 Detected

4-10 Undetected

When you are detected with a force of 11-20

1d10

1-4 Detected

5-10 Undetected

When you are detected with a force of 21-40

1-5 Detected

6-10 Undetected

When you are detected with a force of 41-80

1-6 Detected

7-10 Undetected

When you are detected with a force of 100+

1-7 Detected

8-10 Undetected

When you are in a forced march add a +10 malus

Naval Patrols and Detections

There are also naval patrols. You can choose to send out any amount of ships and the type of ship around an area. Do it at your own risk, as the enemy will have a surprise for you if set upon.

When you are detected you have to be within 2 tiles of a nearby port or boat.
House Locke

House Locke of Oldcastle is a noble house from Oldcastle in the North.

## History

The Lockes ruled as First Men kings after the Long Night, but they were eventually reduced to vassals by the Kings of Winter from House Stark.

After the extinction of House Greystark, the Flints held the Wolf's Den for a century and the Lockes for almost two centuries
Cheating Mechanics

Cheating Mechanics

So when you want to be unfaithful to your spouse you would roll a 1d20. The first time you roll it is a 5% chance of being caught or a 1. The next time you increase by 5 and you keep increasing by 5 each time you are unfaithful.

If you are unfaithful in a short period of time lets say. 5 Unfaithful acts in 5 hours you would do 5x5. So you’d have a 25% chance of being caught.

You can also be caught depending on the person. With canon bonuses with someone like Aerys you would increase the chance of being caught by 10. Traits like paranoia increase the chance by 5.

If you cheat once and their is a month difference before the next unfaithful act that 5% chance that adds up go away.
House Karstark

House Karstark of Karhold is a major house of The North seated at Karhold in the far north-east of the North. They are distant relatives of their overlords House Stark and are among their principle bannermen.

## History

House Karstark descends from Karlon Stark, a younger son of Winterfell, who defeated a rebel lord and was given lands for his valor. He had a castle built near the Grey Cliffs that he named Karl’s Hold which later became Karhold, and Starks from Karhold were called Karhold Starks. Over the centuries, they became known as Karstarks, and it became House Karstark that ruled at Karhold.

## Family Members

### Historical Members

Karlon Stark - A Stark who’s line would become known as House Karstark.
Fenn Greenglass

Juniper's second companion.

Fenn is a half-elf born to an elven father and human mother. Her childhood was spent with alternating months in the Isle of Eversummer and the colony of Rogbottom. While her ears marked her as exotic and dangerous among the humans, her teeth marked her as a hideous disgrace among the elves. She has never felt at home in either world and pretends to understand less than she does in order to highlight her differences before anyone can call her on them. After she reached maturity she held several odd jobs until settling into a dangerous, solitary life entering into the Risen Lands exclusion zone to take whatever wasn’t nailed down. That life ended when she was arrested selling contraband to a fence. When Anglecynn needed a guide through Silmar City, she was pulled from prison and given a second chance.

She had keloid scars in precise patterns starting at the joint of her shoulder and running down to the middle of her forearm, these are identical on both arms.
House Arryn

House Arryn of the Eyrie is one of the Great Houses of Westeros, and is the principal noble house in the Vale of Arryn. Their main seat is the Eyrie, which is considered impregnable. House Arryn has at least one other holding, theiRer winter castle at the Gates of the Moon, which was once their main seat. Both of these fortifications sit astride the Giant's Lance, the tallest mountain in the Vale, the Gates of the Moon at its foot, the Eyrie at its top.
Soul

Souls are what define a person on Aerb. They contain all the information about the person and more. When a person dies after a certain period of time they get sent to hell. Thus it is customary for people to store the soul after a person dies and before they depart to Hell.

Technology in this world largely uses souls as their power source. People on Aerb don't believe in anything like Heaven and have found no proof it exists. The same cannot be said about Hell however, as they have definite proof it exists and demons can even come to Aerb from one of the nine thousand hells.

Nonanima are people with no soul. They can be taken over by a Demon at any given time and are not considered a person.
The Empire of Common Cause

The Empire of Common Cause is a rather toothless organization whose real power comes from member countries agreeing to impose standardized laws or make hexal sanctions against one another. The proper title was “The Empire of Common Cause”, but most people call it “the empire” or “The Third Empire”.

Anglecynn is a major state within the Empire.