recursal/Fanatic-Fandom huggingface dataset:
JJ Cola

jJ Cola is a massive drink and medicine conglomerate, centered in Appar Operis.

jJ mosty produces energy and recreational drinks.

Founders are Jonathan and Jacob Bradley.

> "*Your mental will be* so *boosted"*
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## Tactics

jJ also has a line of products dubbed "Enigma Boxes". Each box contains a collectible can that is constructed with higher quality materials and design. The can is reuseable. Large runs of Engima Boxes are usually made, and originally was a great hit with younger teenager audiences. Eventually, the Once in an Eternity and some other rarer can styles have garnered a fabled air surrounding them.

## Flavours

**Perfect Punch** - Basic fruit punch flavor. Comes in a pack of 12 (3x4)

**Stargazer Strawberry** - Basic strawberry flavor. Comes in a pack of 12 (3x4)

**Cross-fire Cherry** - Basic cherry flavor. Comes in a pack of 12 (3x4)

**Sakura Sorbet** - Peach flavor with notes of Orange. Comes in a pack of 12 (3x4)

**Nagamaki Mint** - Classic mint drink, refreshing during or relating to the period after dinner or lunch. Only manufactured in a thin and tall form factor. Comes in a pack of 16 (4x4, one row is equivalent to a row of 3 standard cans. Also about 1.5x the height of a standard can. Essentially, a narrower but longer can).

**Bismuth King** - Opaque Pink. Tastes like cotton candy mixed bubblegum with medicinal notes (3x4)

**Creations Cavalcade** - ???

**On the Wall** - ???

**Once in an Eternity** - Only available in Engima Boxes. Fabled. Only 20 are created and circulated every year. Each has a unique holographic signature to deter counterfeiting

**Abyssopelagia** - The rarest flavor. Only one Enigma Box per year contains this flavor.

## Failed / Discontinued Flavours

* Foison Poison
* Friction Fiction
* Tin Can Volcano
* Planar Leap
* Sprachgefühl
* Postpradial Mint
* Hipfire Hipster
* Double Dip Death
* Archipelago of Two Suns
* Antarctic Sasquatch
* Barophobia
* Tripped by a Traitor
Thorn Trap

Please note: vines unsafe for recreational uses.

> *“Bleakness is fulfilled by the deepest roots of the tallest trees”*
> *- Excerpt from “Callous”,* Marrinborne’s Six Sorrows.
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Thorn Trap is an ASkill.

## Function

Thorn Trap, a versatile and dynamic spell, is initiated by the caster pressing their palm or the balls of their feet onto a flat surface, thus placing an invisible rune. This rune remains dormant for approximately two minutes before activating automatically, although it can also be triggered manually.

Upon activation, the dormant rune springs to life, unleashing a cascade of vines from its location. These vines are adorned with sharp thorns and can be manipulated by the caster to assume various forms and serve different purposes. The number of thorns on the vines can be adjusted according to the caster's preferences and needs.

The thorns within Thorn Trap offer a range of capabilities, granting the caster multiple tactical options. These thorns can grow and constrict, targeting specific areas of the body such as the feet or lower body, restricting movement and impeding the target's mobility. Alternatively, the thorns can encompass the entire body, ensnaring the target and immobilizing them completely. This immobilization can prove advantageous, creating an opportunity for allies to engage or for the caster to execute further strategic moves.

Additionally, the vines and thorns can be shaped to form walls or platforms, allowing for the creation of barriers or makeshift structures. Multiple runes may be required to achieve more complex formations. These formations serve both defensive and offensive purposes, acting as obstacles to hinder the enemy's progress or as advantageous vantage points for the caster or their allies.

Another notable aspect of Thorn Trap is the ability of the thorns to transform into flexible weapons, such as whips or other similar implements. This versatility allows the caster to adapt to different combat scenarios and engage in both close-quarters and ranged combat, depending on the situation at hand.

The intricate nature of Thorn Trap grants the caster a wide range of strategic possibilities, enabling them to control the battlefield and influence the flow of combat. By manipulating the vines and thorns, the caster can restrain enemies, create defensive structures, or fashion weapons to suit their needs, enhancing their effectiveness in battle.
Mikhav the Vth

Mikhav the Fifth. Second in command to Aloise the Pariah,

## History

Mikhav once travelled the world with Blake Vogel, one of his childhood friends, one of their adventures and mishaps involved primordial stones of chaotic energy.

On one of their travels, they meet a girl at a rave, Eona Jeyde, who falls in love with Blake. The three of them continue traveling, and are introduced to Xaro Nias, a blind high-ranking general - exiled for having an affair with another male. The four of them settle on the Island of Lumia.

Xaro, Mikhav, and Eona confront Blake about some of the emotional manipulation he has done towards the other three, mostly at Eona.

Shortly after Blake leaving the island, Eona follows.

Eventually, she returned, realizing Mikhav should have been her love. They fell in love, and all was well.

### Holy Union of Soviet States

A trusted aid to Aloise, they stormed one of the final fortresses, built by Iron Hammer, after The Collide.

Being second in command of the Holy Union of Soviet States, many attempts to remove him have been tried. Ranging from enemy faction kidnappings, to various assassinations carried out by other high ranking officials. On a dark day, an attempt was tried - dark figures breaking into his home. He was thrown out of his window, and the figures executed Eona in cold blood. Mikhav was unharmed outside of a few scratches and bruises.

After aiding Aloise for decades, his hunger for power grew insatiable, and he himself tried to take it from Aloise. During the attempted assassination, Aloise was able to fend off Mikhav, smiling at his aid and only saying he should rethink his decisions. Mikhav only grins back, saying he'll take the seat of power one day.

The next day, both Mikhav and Aloise go on about their regular duties as if nothing has ever happened.
Gift of the Dying World

**Watcher Orsa’s Signature Weapon.**

*“Amongst us. Only US. Are we to arm ourselves with the claws of nature itself. For she is a horrendous being without mercy.” - Misceris Thybaut,* Battle of Hjorjisk Hollow (folklore addition to Fare-Lion's Saga)

## **Lore**

*As the stars in the sky died for a single night - at the Convergence Of Dusks - a world died too. The world spat out a hellfire seen rarely on the battlefield… that became known as Gift of the Dying World.*

There was once a religion whose goddess embodied a Tree of Life. It was tended by Sages (dubbed "Stars"), all of which have some luminancy powers. During the Siege of Hjorjisk Hollow, all of the Sages were killed; the Stars extinguished. Outraged, the patron goddess's raw anger and fury tore through the scene, decimating both friend and foe with razor winds, and eventually sealing the entrance to the city. The wind is the shriek of the goddess. A scream so terrible and violent, it cost the life of she who voiced it. The tree eventually withered away, giving birth to the Gift of the Dying World.

Gift of the Dying World was found by W. Orsa, who tended to it. Eventually, the bow was able to be rejuvenated, sprouting anew. At this time, it is a living weapon.

*Years passed before the Gift would replicate itself once and die, leaving behind the terrible winds that once shredded its former world.*

## **Function**

The bow takes almost no time to draw, yet has a heavy frame; slow handling.

Shots fired leave behind “tearing winds” which shred enemies which touch them.

At the point of impact, shots which strike killing blows implode their targets- and after fully imploded, the target will explode into chunks from nowhere, damaging others.
Ward of Light

Ward of Light is an ASkill.

Ward of Light is a potent defensive spell that enables the caster to weave a complex warding enchantment around themselves. This protective barrier possesses the ability to absorb a single physical hit with relative ease, providing a momentary shield against incoming attacks. However, upon impact, the ward shatters into a blinding flash of light, forcefully repelling the attacker and creating a momentary opportunity for the caster to retaliate or escape.

## Function

When casting Ward of Light, the caster channels their magical energies into the creation of an intricate warding spell. This spell forms an ethereal barrier around the caster, emanating a radiant and protective aura. The ward possesses a unique resilience that allows it to absorb the impact of a physical blow, be it from a weapon, projectile, or physical assault.

Upon absorbing the incoming attack, the ward immediately reacts, discharging its stored energy in a brilliant explosion of light. The sudden flash of light temporarily blinds and disorients the attacker, throwing them off-balance and forcefully propelling them backward, creating a safe distance between the caster and their assailant.

The Ward of Light excels in its ability to provide a momentary defense against physical strikes, granting the caster a crucial moment of respite or an opportunity to counterattack. It serves as a deterrent, discouraging adversaries from launching further immediate assaults due to the forceful repulsion and disorientation caused by the shattering of the ward.

It is important to note that while the Ward of Light offers considerable protection against a single physical hit, it is not impervious to sustained assaults or attacks of greater magnitude. Once the ward absorbs an impact, it dissipates, requiring the caster to recast the spell for subsequent protection.

The Ward of Light exemplifies the caster's proficiency in defensive magic and their command over radiant energies. It acts as a shield of light, providing a momentary sanctuary in the face of physical threats while simultaneously repelling and disorienting attackers with its blinding force. Mastery of this spell allows for swift and precise deployment, ensuring the caster's safety and creating opportunities for countermeasures.
Adelysia, the Lion

## General Information

### Personality

Highest ranked Knight of the Order. Her crusades and journeys have been documented and eventually told as folktale (The Fair-Lions Saga).

### Equipment

Her signature weapon are the twin blades Wrath and Wraith, Sculptors of Lost Worlds and the Knight’s Broadsword.

She also dons the High Knight Armor and High Knight Ceremonial Armor

## History

Her brother, Symfotir Fare-Lion, is a story teller that often traveled with Adelysia. He primarily documented the adventures and adapted them into poem.

She is a friend of the dracus Umbra
The Ziz

> *"Aerial superiority doesn't come close to describing what we have. We have aircraft carriers... In the sky."*
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The Ziz is a massive Iron Phoenix mega-airship, the central command center and the figurehead of the fleet. It *is* the fleet itself.

The reason it is able to stay afloat in the air is unknown except to the very top engineers. The technology was created from the stolen sketches originally drawn up by Watcher Kraymen, and refined by other Watchers in his line. The sketches were of the dynamo technology and mechanics of Prototype:SKYDEATH. Iron Phoenix took and improved upon the already improved blueprints, and successfully deployed it.

A fully functioning aerial fortress. Carpet Bombing from the Ziz razes entire regions to dust.

> *"Those who see it nickname it 'the Shadow of Death'. At least those who are still alive after being engulfed by its shadow. It's size is big enough to darken the skies, and paint the ground red and black"*
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One of the head commanders of the vessel is Commodore Myth.

### Features

Experiment DV853 - "Harpoon"

Mini Ziz Cruiser - a class of airship that resides and guards the Ziz.

Ziz Scouter - a small plane manned by a crew of 2-3.
Tobo Dibi

Tōbō Dibi, the large tortoise with a shell resembling a small cluster of rocks and foliage, is a remarkable and enigmatic creature that peacefully roams the bottom of The Gorge. Known for its ancient wisdom and connection to the natural world, Tōbō Dibi embodies the harmony between the elements it mimics.

## Appearance

Tōbō Dibi is an immense tortoise, dwarfing its terrestrial counterparts. Its shell reaches several meters in diameter and is gently curved, resembling a great dome. The shell's surface is textured and rough, mimicking the appearance of weathered rocks and blending seamlessly with its environment. The natural tones of the shell vary, incorporating earthy hues of brown, gray, and mossy greens, as if it has collected the essence of the surrounding vegetation.

### Shell

Tōbō Dibi's shell is its most distinctive feature, designed to resemble a small cluster of rocks and foliage. The shell's surface is adorned with intricate patterns and colorations that imitate the texture and appearance of stones, making it nearly indistinguishable from its surroundings. Some areas of the shell might bear patches of moss, lichens, or even delicate clusters of ferns, further enhancing its camouflage.

When Tōbō Dibi comes to rest or hides among the landscape, it can easily blend into the rocks, boulders, or foliage, becoming virtually invisible to the untrained eye. This ability allows it to remain hidden and protected from potential threats while it peacefully roams.

### Head, Limbs, and Eyes

Tōbō Dibi possesses a sturdy and elongated head that extends from beneath its protective shell. Its head is adorned with small, horn-like projections that add to its rugged appearance. The tortoise's limbs are thick and powerful, allowing it to navigate the varied terrain of Phantasia with ease.

Its eyes, peering out from beneath the protective cover of its bony brow, exhibit a deep and ancient wisdom. The eyes of Tōbō Dibi reflect a profound understanding of the natural world, as if they hold the knowledge of the land's history and secrets.

### Demeanor and Symbolism

Tōbō Dibi is known for its gentle and serene demeanor, embodying the wisdom and patience associated with its tortoise nature. It symbolizes the resilience and timelessness of the natural world, teaching the inhabitants of Ramoora the importance of living in harmony with their surroundings.

Legends tell of travelers who have encountered Tōbō Dibi, seeking counsel and guidance in times of need. It is said that those who approach the ancient tortoise with respect and a pure heart are granted its wisdom, receiving insights and guidance that can shape their destinies.

Tōbō Dibi serves as a gentle reminder of the interconnectedness of all living beings, urging the inhabitants of Ramoora to embrace the beauty and wonder of their natural world while treading lightly upon it.
...Are the Darkest

**One of Camella Astaroth's Signature Spells**

...Are the Darkest is an ASkill

## Function

Unleash abyssal magic to bring back those who were supposed to be your friends. However, magic used for purposes like this cannot seem to last.

When Camella activates "...Are the Darkest," all the spirits previously generated by "The Deepest Friendships..." are consumed. Each of these consumed spirits manifests as a specter, a ghostly apparition representing those who were once her supposed friends. These specters faithfully follow Camella and engage in combat on her behalf.

The specters created by "The Darkest... Are the Darkest" function both as distractions and as offensive assets. They can absorb damage, drawing attention away from Camella and her allies, much like taunts. Additionally, they can unleash attacks against enemies, akin to turrets, delivering spectral strikes. However, the life force of the specters gradually diminishes over time, mirroring the inevitable fading away of those who were once considered friends.

Camella and her allies possess the ability to pass through the specters unimpeded, as if they were insubstantial apparitions. This allows for strategic maneuvering and unhindered movement on the battlefield.

In the end, Camella understands that friendships, in her twisted perspective, are nothing more than temporary bonds of servitude. The Sigils of Fading placed upon her friends, allies, or even foes, ultimately lead to their withering away. This further reinforces the disillusionment and transience of relationships, as even those under the influence of Camella's magic cannot escape their eventual demise.

Friends, servants, slaves. All the same, after a Sigil is placed upon them. Regrettably, they too, wither away.
Scientist (Krayplane)

## General Information

### Personality

A multidisciplinary scientist who runs the operations at the various Kraylabs Sites in Krayplane. She is most often seen at Kraylabs Site 2B.

She handles the more 'corporate' side of kraylabs, as opposed to the '*dynamo-wielding espers facing off against eldritch horrors from a deeper reality that can't even be conventionally perceived*' type characters of the various Esper Teams.

She can occasionally be found collapsed underneath a mountain of paperwork or frantically running around in a control room pressing random buttons while sparks fly and lights flicker - saying things like *"reduce power to additional pylons by 10%" over the intercom"* because even despite The Dynamo Project stuff, Kraylabs still has to appeal to investors, and deal with situations when a safety inspector spontaneously appears at the lab.

### Abilities

She was able to somehow get Sera Florence's dynamo (Prototype:Grace) to work, even though she isn't an esper. The healing theme is conflicting with Scientist's personality and role.

### Voicelines

Voice Line 1

Voice Line 2

Voice Line 3

Voice Line 4

Voice Line 5

Voice Line 6

Voice Line 7

Voice Line 8

Voice Line 9

## History

After Sera's death, she worked on getting Prototype:Grace to work. In a moment of crisis, she decided that she was going to attempt something seemingly impossible.

*"It's a... Kindness out of necessity."*
S. Dawn Training Accident

A small one-shot story snippet of a incident that occurred during one of Syndicate Dawn's solo training sessions. It ends with a large, accidental chasm.

### Characters

Syndicate Dawn

Watcher Catalyst

Watcher Proxy

## Accident

I’m still not used to it. That is, having Syndicates trademark power: The ability to create objects with the mana of Paracosm. I can only summon two swords at once so far. Catalyst asked why I summoned a blue and red sword, but I didn’t have an answer for him. Each Syndicate can create objects, but they all have their own restrictions. I guess that’s one of mine. Another limitation is that I can only summon weapons in pairs. I hope I don’t have any other weird restrictions. That’s what I’m on my way to find out.

I entered the large training center of the Watcher base. I head to the middle of the grounds and summon dual kukri. I extend the length of the blades to make them more suited to combat and sword techniques.

I begin moving through the sets, I practiced with Watcher Proxy. Left thrust. Right upward swing. Bring them both downwards in an X, leading with the right. Then swing them horizontally, parallel, bringing them as close together as I can without them touching. Proxy drilled the final swing into me multiple times; “By keeping them close together, they cut in a pair, like scissors. But bring them too close, and the blades will collide, chipping and potentially flying out of your hands.” I’ve never thought about it before, but do I need to worry about these blades chipping? Probably not. With this knowledge, I try to bring the blades even closer together. I still can’t do it as well as Proxy could - not worrying about chipping the blade helps.

As I run through the drill again, I make the mistake of sliding the blades together. Too late, I realize what happens as a loud screech pierces the air accompanied by a flash of blinding light surrounding a circle of darkness. ‘Event horizon’ Is all I can think of as I am thrown backwards towards the ground. As I pick myself off the ground, I glance towards my mistake. My wide berth of destruction is visible from where I stand. A wedge of burned ground extends 50 meters - All caused by me.

I proceed to collapse - I am completely drained.
Veiburnim (City)

Veiburnim is a city on the continent of Phantasia. Originally, this city-state was the most prominent trading city of the kingdom of the greedy king. Unfortunately, nearly all of its earnings were taken away by the heavy taxes set upon it. This made the capital so rich, it plated it's houses in gold and other heavy, expensive materials. Because of the soft earth and heavy buildings, the entire capital sunk into the ground, burying precious metals and corrupt politicians alike. Since then, Veiburnim has declared its independence and refusal to follow under any countries rule. Meanwhile, other towns were divided up between the remaining countries. Locationally, Veiburnim is slightly northeast of the center of Phantasia. To the southeast you will find the Finchat, The sunken land of the Greedy King Gavos..

## Geography

A wide yet shallow river runs straight through the city’s center. It comes from the south curving slightly to exit out the north-east end of the city. The river is around 10 feet deep throughout, good for large barges and trading vessels, but not deep enough to allow warships, making attacks from the water non-existent. Fish is plentiful in the river as well as crayfish and other edible animals. The river bulges out sideways to make room for a large island appearing in the city center. The island is actually divided into four island quadrants. One sits in the center and contains the palace, the other three are surrounding it and contain other facilities.

The actual layout of the city is as follows:

The edge of the river is split into 3 tiers. (Warehouses tend to be large enough for multiple tiers.)

The bottom is covered in ports built for large barges as well as fishing docs.

Next tier up is housing for workers, fishers, and sailors.

3rd tier is houses for merchants and more expensive buildings.

Extending out past the bank, is a jumble of houses, shops, more warehouses, and an expansive open market of stalls. Many large roads pass through the city, large enough for 3 wagons side by side. Most of the roads are unpaved packed dirt. On the outer expanse, farms are located in the surrounding area in multiple farming communities. Both farms and market space are divided into districts. Both are numbered from 1 up followed by the prefix F for farm and M for market. Each farm district has one community.
Ilparaselena

A group of friends. They have some weird animalistic power hierarchy, much like a pack of wolves. Assumably disbanded.

Anli & Eke's Messages. General talks, Anli tries to join

Anli & Kyla's Messages. More General Talks

Ason & Eke's Messages. Ason joins Ilparaselena.

## Members

### Anli

Prospective member, however, his entry was denied.

### Antom

"Second Alpha". Distinctly not a Beta. Interestingly.

### Grim

Grim is actually Watcher Zenith. It is unknown why they were part of Ilparaselena, at least before they disbanded.
Grasp of Agony

Grasp of Agony is an ASkill.

Grasp of Agony is a powerful spell that channels dark energy to manifest black tendrils from the ground. These sinister appendages surge forth, swiftly wrapping around a designated target with an iron grip, effectively restraining them and subjecting them to a draining and tormenting experience. The tendrils not only immobilize the target but also siphon their energy, causing a gradual and agonizing drain over time.

## Function

When Grasp of Agony is cast, the black tendrils emerge with a sinister and malevolent intent. They coil around the target, exerting an immense force that renders them completely immobilized, preventing any physical movement or escape. The victim finds themselves ensnared and unable to break free from the suffocating grip of the tendrils.

Additionally, the tendrils possess an insidious draining effect. As they wrap around the target, they commence the extraction of vital energy, gradually sapping their strength and stamina. This draining process inflicts a persistent agony upon the restrained individual, further exacerbating their suffering.

As the caster's proficiency in Grasp of Agony increases, so does the duration of the spell. At higher levels, the tendrils can maintain their hold on the target for an extended period, prolonging their anguish and preventing any respite or escape.

It is important to note that Grasp of Agony primarily focuses on restraining and weakening the target, rather than dealing direct damage. The spell excels at incapacitating foes, allowing the caster or their allies to exploit the vulnerable state of the restrained individual. The draining effect can wear down the target's resilience and make them more susceptible to subsequent attacks or manipulation.

Grasp of Agony serves as a formidable tool in the arsenal of those adept in dark magic, instilling fear and helplessness in their adversaries. The relentless grip of the tendrils and the energy-draining torment inflicted by the spell make it a potent choice for those who seek to subdue and weaken their enemies, setting the stage for further manipulation or decisive actions.
The Gorge

Within the kingdom of Ramoora, stretching as far as the eye can see, the Gorge stands as a testament to the raw power and beauty of nature. This geological wonder, carved over countless millennia, presents a breathtaking panorama of deep-cut canyons that wind their way through the land. Known simply as "The Gorge," this majestic natural formation has become an iconic symbol of Ramoora and a source of awe and inspiration for all who lay eyes upon it.

The main city of Ramoora is located atop the cliffs of the Gorge.

The Gorge's defining characteristic is its incredible depth, with sheer cliffs plunging downwards, seemingly reaching for the core of the earth itself. The narrowness of the canyons further enhances their dramatic appeal, as they twist and turn, creating a mesmerizing labyrinthine path. As one gazes into the depths, the echoes of time whisper through the wind, weaving tales of ancient civilizations and the forces of nature that have shaped this awe-inspiring landscape.

At the heart of the Gorge's allure lies its unique aquatic feature. Far below the towering cliffs, water flows with a graceful determination, forming serene rivers and streams that meander along the canyon floor. The symphony of babbling brooks and rushing waterfalls provides a soothing soundtrack to the grandeur of the surroundings, offering a respite from the ruggedness of the rocky cliffs. It is rumored that Tōbō Dibi peacefully roams the waters.

Yet, what truly captures the imagination within the Gorge are the dragon statues and motifs adorning the lower portions of the cliffs. As if frozen in time, these meticulously carved depictions of mythical beasts stand as guardians of this remarkable realm. The dragon's powerful wings, fierce expressions, and sinuous bodies are etched into the stone, a testament to the ancient tales and legends that have permeated the land.

As the sunlight bathes the Gorge in its warm embrace, casting enchanting shadows upon the stone walls, the dragon motifs come alive. They seem to whisper secrets of forgotten eras, hinting at the ancient civilizations that once called this place home. The dragons, steeped in mysticism and symbolism, ignite the imagination and ignite the curiosity of all who wander through the Gorge's embrace.

The narrow paths and hidden alcoves reveal secluded waterfalls cascading into crystalline pools and serene groves where nature thrives amidst the rugged cliffs.

In a hidden cave near the bottom of the Gorge, is where the ancient creature Japudi lives.
Dragonic Armor

**Watcher Vanguard’s signature armor.**

*“To the day without a dawn.”*

As the setting sun brings with it the cold of a faraway force, the dawn that awaits is greatly lusted for. Thusly the dragons roam their territories. To find those who produce warmth. Thusly this armor yearns.

Fully anodized (an electrochemical process that emblazons the surface to be extra durable, corrosion-resistant, and decorative.)

Watcher Vanguard took the Dragonic Armor from Vymythos, Son of Drikinyaoki, after his passing.

## **Function**

User feels deep despair whenever wearing it.

Impervious by nearly any regular object, from swords, blunts, arrows.

Also has added resistance from Dracus [dragon] creatures, and things of inherent Dracus nature.

Has a very good chance of absorbing a portion of a magic attacks’ damage, along with siphoning the absorbed damage into additional mana for the wearer.

Wearing the full set allows the wearer to transmogrify into a Dragon for a short period of time.
Abanos

A bloodthirsty sword.

## **Lore**

A young beggar came across a small plant upon unfertile soil. Feeling a sort of empathy towards the plant, he cultivated it with his very own mana.

That young beggar, now an elderly man commented that the strongest steel was no match for his mystic ebontree. From all the world, people came with the most legendary of blades, the strongest of hearts, and the sharpest of minds.

A challenger in a fit of rage, after failing to take down the tree, slays the elderly man and hangs him from the tree. The abandoned tree, without eyes of its own, cries, cries tears of blood from the flesh of its benefactor.

> *“The world will bleed by fire and ebonwood... fire and ebonwood... the splinters still sharp.”*
> *-* Unknown Author, The Sunless Crown (folklore addition to Fare-Lion's Saga)
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An enveloping tale, to say the least. Only a splintered branch remains, bent into a sword out of hate and torture. A constant, harrowing reminder of death… and a warning to venerate its passage…

Adelysia the Lion came across Abanos on one of her sojourns. The cursed blade was taken and hidden in a vault until it, along with other artifacts, was stolen.

Ever since then, Abanos’ ownership is marked by bloodshed or exchange of blood, eventually fading into obscurity.

## **Function**

It consumes blood from those it slashes, allowing it to grow Bloodthorn splinters and enhance the strength of the wielder.

The more killed by this blade, the stronger it lusts.

The Bloodthorn splinters can be fired off to pierce enemies; causing them to further bleed.
Watcher Rook

Andrea, one of the Watchers. She is the apprentice to Watcher Spire.

## General Information

### Personality

Quite good at strategy games, especially ones that have a higher reliance on positioning. Quite good at teaching herself, notably teaching herself piano and playing for a while.

She believes that *“Every person is entitled to have an impact on the world directly proportional to the labour they put in - You’re entitled to world domination if you put in more work than everyone else that wants the same.”*

She is also tomboyish and cares a lot for her friends.

### Appearance

She has multiple flashdrives of content, one of her musings and concepts, and another of fictional writing. Interestingly, the one of fiction seem to eerily reference concepts that she would not have known, such as the setting and The Dynamo Project of the Krayplane. Another one of her flashdrives consists of a text-based story game she worked on with Elora.

## History

Went to boarding school with Elora and Catalyst.

Andrea began dating a guy named Khemis in high school.

Met Catalyst after he barreled into her in the hall, while he was being chased by jocks.

...

In homeroom with both Elora and Catalyst, she tells Catalyst not to drop kick the class pet turtle (named Darcy) out of the window, after he makes a joke about doing that very thing. Obviously, since he took that as a challenge, he proceed to do that very thing.

This results in the three of them getting disciplinary community service. The Darcy the turtle is unharmed.

During the community service, Catalyst sneaks away and finds a dead body. Andrea is worried about the killer, and wants to leave. She hears someone approaching, grabs Elora and runs away.

...

> *“I can’t make that joke, that’s classified”* - to Catalyst
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*...*

Elora, Andrea, and Catalyst also co-authors a small notebook of recipes, as they tend to go hungry from the boarding school food. Along with that, they try to add their own flair.

...

Andrea attempts to build a dynamo, using her mental image / displaced memories of the dynamo slinger project from Krayplane. She begun working on it and didn't sleep for a week, but somehow didn't make any tangible progress. She refused to sleep because she interpreted it as admitting to herself that no progress was made.

*...*

She gets non-leathally shanked by an opponent, with a sword that momentarily flashes red. This is the mirror of the opposite scene when Watcher Kraymen claims that he will never be stabbed....

> *“It wouldn't be like a ‘conversion of one thing to another thing’ - it would be more like ‘put thought into how you want to port the layouts over’. That's not stoichiometry, that's art restoration” -* Andrea to Elora about a project she wanted to do.
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Les rewards

Tous les jours, vous pouvez récupérer une récompense journalière via le PNJ reward disponible dans votre capitale

En cliquant sur le PNJ, celui-ci vous ouvrira l’interface des rewards où vous pourrez récupérer celle du jour.

Il vous suffit donc de cliquer sur le jour correspondant pour obtenir votre récompense.

Attention ! Si vous loupez un jour, vous devrez attendre lundi prochain pour pouvoir à nouveau récupérer des récompenses.
Ghostfyre

Ghostfyre is an ASkill.

Ghostfyre is a spell of ethereal beauty and chilling power. When unleashed, the caster summons a cone of bluish-green flames that flicker and dance with an otherworldly glow. Despite its fiery appearance, the touch of this spectral flame is cold, freezing everything it encounters and infusing the air around it with an icy chill.

## Function

As the caster releases the Ghostfyre, it forms into a 25-foot cone, creating a mesmerizing display of bluish-green flames that cascade forward. The ethereal fire moves with an eerie grace, seemingly defying the laws of nature. It emanates an otherworldly luminescence that illuminates the surroundings, casting a haunting glow that captivates onlookers.

The spectral flames, while visually stunning, carry an inherent danger. Anything unfortunate enough to find itself within the cone of Ghostfyre becomes subject to its frigid touch. The cold emanating from the flames seeps into the very core of objects and creatures, inflicting damaging frost upon contact.

Upon impact, the frostbite-inducing cold of the Ghostfyre numbs the affected area, causing discomfort and pain to those unfortunate enough to be caught within its grasp. The chilling effect lingers in the air, turning the surrounding environment into a frigid landscape.

It is important to note that Ghostfyre's damage is primarily based on a frost nature, rather than traditional burning flames. This spectral fire leaves behind a trail of icy aftermath, freezing surfaces and leaving a layer of frost in its wake. The affected area bears the mark of its ghostly touch, creating a hauntingly beautiful and treacherous scene.

Mastery of Ghostfyre requires a delicate balance between harnessing the power of ethereal flames and the chilling cold of the spectral realm. Those who wield this spell demonstrate a profound understanding of the balance between fire and frost, both the allure and the danger of the spectral realm, which allows them to display a potent display of bluish-green flames that leave their mark in icy devastation. Its chilling beauty reminds that even the most captivating of enchantments can carry a treacherous bite.
Nightmare Spellbomb

Nightmare Spellbomb is an ASkill.

Nightmare Spellbomb is a sinister enchantment that allows the caster to conjure a foreboding dark orb and unleash it upon their targets. Upon impact, the orb releases a malevolent noxious gas that rapidly spreads, inducing paralysis in those caught within its small field. The lingering gas is not only paralyzing but also highly toxic, posing a significant threat to the affected individuals.

## Function

When the Nightmare Spellbomb is cast, the caster creates a dark and ominous orb charged with dark energies. This orb exudes an aura of dread and malice, serving as a vessel for the forthcoming noxious gas. With a swift and accurate throw, the caster hurls the orb towards their intended target or area.

Upon impact, the orb shatters, releasing the noxious gas in a swift and wide radius. The gas quickly permeates the surroundings, creating a stifling and paralyzing effect on anyone unfortunate enough to be within its reach. Those exposed to the gas experience a sudden loss of mobility as their muscles become paralyzed, rendering them motionless and vulnerable.

Moreover, the lingering gas itself is highly toxic, posing a grave danger to anyone inhaling it. The toxic nature of the gas can cause severe respiratory distress, dizziness, and potentially lead to unconsciousness or even death if exposed for an extended period.

However, the Nightmare Spellbomb does have a potential vulnerability. If the conjured orb is destroyed before it impacts, such as by intercepting it or neutralizing it with a counter-spell, the gas dissipates, sparing those in its vicinity from its paralyzing and toxic effects.

The Nightmare Spellbomb epitomizes the dark arts, offering a potent tool for those well-versed in shadowy magic. Its ability to immobilize and poison targets creates an atmosphere of fear and helplessness, allowing the caster or their allies to exploit the vulnerable state of their adversaries. Strategic deployment and careful consideration of the orb's trajectory and timing are crucial to ensure maximum impact and control over the battlefield.
Katabasis, the Sea of Dust

A large expansive desert of ash and dust, in the shadow of some volcanos.

> *“We mustn’t stop now. There is nothing to be found amidst the grey sand and black stone”*
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## Geological Features

South of Calesquin. Instead of sand, ash and soot are blown around, creating dunes and a hostile landscape of heat and dust.

There is a coil shaped monument in the middle, rising high above the storms, where Efferus can be found. Six other pillars can be found, while deep below the sea is the Hexacombs.

Many side vents exist buried deep under the expanse of sand, and as pressure builds, air and other gasses are forced up through the sand. This randomly turns areas of sand from solid into a liquid-like form, sinking anyone and anything not on skiffs.

Some areas deep under the sands build too much pressure, the magma of the volcanic vents heating up sand and dust. As pressure builds, it explodes, sending a large amount of sharp glass dust into the air. Obsidian dust is sent in the air by explosive black geysers of pure glass.

Eventually, the volcanos become inactive and the ash storms settles, turning the area incredibly fertile for agriculture. Eventually the development and progress of the area becomes known as Finchat.

## Resident Tribes

Katabasis is the home of a loose coalition of nomadic desert tribes that primarily live on armadas of wooden skiffs with sails, navigating the harsh desert with sails that are being blown by the soft ash. The death of a tribe member is celebrated and mourned by setting them on a small skiff, sized for a single person- lit on fire, and then sent wherever the desert winds take them. This is used as releasing the spirit to the volcano, so that they may watch over the tribe and provide favourable winds.
Bogswan

> *"Te'Gwaan?"*
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>

Bôsgwan, the fabled legendary panda, is a mythical creature that dwells in the mist-shrouded bamboo forests near Sh'ymeon, between Uilye and Amusani. This elusive and enchanting being is revered for its mystical aura and revered status among the creatures of the land.

### Symbolism

Bôsgwan embodies the essence of balance and harmony. Its contrasting colors of pristine white and iridescent tones symbolize the unity of light and shadow, yin and yang, tranquility and vitality. The panda's presence brings a sense of serenity and peace to the forests, influencing the ebb and flow of energy within Phantasia.

### Powers and Abilities

Legends tell of Bôsgwan's ability to harness the energy of its surroundings, channeling it for healing and restoration. Its gentle touch is said to bring solace and renewal to those who are wounded or weary, mending both physical and spiritual afflictions. The panda's serene presence can also calm turbulent emotions, offering guidance and support during times of turmoil.

Bôsgwan's deep connection to the natural world is evident in its affinity for bamboo, the lifeblood of its existence. It is said to possess an uncanny understanding of the secrets held within the bamboo forest, from herbal remedies to hidden pathways and the delicate rhythms of nature. The panda's knowledge is often sought after by those seeking guidance and insight into the intricate workings of the natural realm.

Bôsgwan is believed to be a guardian of balance, ensuring the equilibrium between all living beings and the elements of Phantasia. It roams the forest, treading lightly upon the earth, and plays a crucial role in maintaining the delicate harmony of the land. Its presence serves as a reminder to honor and protect the interconnectedness of all life.

It was rumored that the Old Dynasty, which Sh'ymeon is seeped in the influence of, was started with the wisdom and guidance of Bogswan.

## Appearance

Bôsgwan stands as a magnificent panda, larger and more majestic than any ordinary panda. Its sleek, fur-covered body boasts an ethereal quality, with shades of pure white interwoven with opalescent hues that shimmer softly under the dappled sunlight. The fur is extraordinarily soft to the touch, reminiscent of freshly fallen snow or the finest silk.

### Eyes and Expression

Bôsgwan's eyes possess a depth that seems to hold the wisdom of the ages. Radiating a gentle and compassionate light, they inspire a sense of reassurance and understanding. Its expressions convey a tranquil demeanor, reflecting an inner calm and an affinity for contemplation and introspection.

Encountering Bôsgwan is considered a rare and profound privilege, reserved for those whose hearts are pure and intentions noble. Its teachings and blessings are bestowed upon those who approach with reverence and humility, leaving an indelible mark upon their souls as they continue their journey through the enchanting realms of Phantasia.
Bonefold Manifest

## WIP aaaaaaaaaaaaaaaaaaaaaaaaaaa

*"I can chart the universe on the chitin in my claw."*

## Lore

*At the edge of a blade milled from bone, whole atoms decide to part the way for the peerless navigator. The xylem-like structures of the bones fold around itself, something foreign and dripping with character -- like that of a flower dusted with fine calcified shards. The aged rings around the core of the sword suggest some sort of evolution, the marrow lining every curve in a damask gilt, like spongy gold.*

*It is not a weapon.*

*It is a sextant.*

*It maps the will of the user to each strike. It memorizes every last swing, every parting word, every conceivable way the universe wraps around the tip of the sword, every wind current cut short, every life ended early. It will guide you the best it can. It will write your love/hate/despair/apathy/guilt/pleasure/mind/body upon its rings, and will chart the course closest to your heart.*

*And -- eventually -- the very universe will part at its edge. And you will see how to run free from all these emotions and objects. And you will walk the edges of reality.*

*You will slip between the smallest spaces in the galaxy.*

*Between the atoms.*

*Between the bones.*

## Function

**Deep-Marrow Memory**: This sword has enhanced attack patterns and combos, each one with different advantages and disadvantages.

Consistently chaining different combos together against the same targets drastically increases damage, and builds Marrow Charges.

**Peerless Navigator**: Hold guard to consume Marrow Charges, release to tear the universe in twain and step into the dimension Between. While in the Between, you cannot strike but gain invulnerability in an ephemeral, flickering form.

Movement speed is drastically increased, and the duration you may stay in the Between is based on the Marrow Charges consumed.

When you slip back from the Between, unleash a flurry of strikes ending in a massive blow to rend the ground asunder.

### Brainstorming

Initially was based was the sole navigator of an entire race. First and only to escape their location to begin a world anew and grow their strength. Aquired rapport with whoever they came in contact (bone shamans). Upon their death, their bones were ritually weaponize. Unbeknownst to the bone shamans, the navigator's mana was almost foreign with this world, reacting with their magics in an unprecedented way, allowing the weapon's wielder to use shadow walking (Translucent, can't be hit, moves faster).
Syndicate Blizzard

One of the Watchers. Apprentice to Syndicate Thunderstorm. Syndicate Blizzard's successor was named Syndicate Dawn.

## General Information

### Personality

Calm, protective, warm, and motherly. Female. However, due to her past, she has been rendered infertile.

## History

As a child, she was kidnapped and sold off into slavery.

Eventually, ending up as a live test subject for a potion plant. The volumes of chemicals and mana make her infertile. During a raid, Syndicate Thunderstorm liberates her, taking her in as an apprentice.

Eventually, takes in Syndicate Dawn in as an apprentice, and cares for her as she would her own daughter.
BOCK Industries

Appar Operis has long been a hotbed of conflict, attracting mercenaries, warlords, and various factions vying for supremacy. In Appar Operis, BOCK emerged as a prominent arms manufacturer, playing a crucial role in shaping the planet's tumultuous history.

BOCK Industries was founded on Appar Operis by a group of enterprising engineers and weapon enthusiasts. The founder of the company is Don Bock. It began as a small workshop in a remote settlement, crafting rudimentary weapons for the local militia and security forces. Their dedication to quality and innovation earned them a loyal customer base, laying the groundwork for their ascent.

As BOCK grew in prominence, they invested heavily in research and development. Their engineers experimented with advanced metallurgy, energy-based weaponry, and cutting-edge ballistic systems. These innovations set them apart from their competitors, allowing them to produce weapons that were more powerful, efficient, and reliable.

Recognizing the potential for expansion, BOCK struck deals with various mercenaries, bounty hunters, and warring factions. Their weapons quickly gained a reputation for turning the tide of battles, attracting attention from powerful individuals seeking an edge in the constant power struggles on Appar Operis.

As BOCK's influence grew, they faced fierce competition from rival arms manufacturers vying for a share of the market. Corporate espionage and sabotage attempts became commonplace as companies sought to steal BOCK's cutting-edge technology or undermine their operations. However, BOCK's security measures and loyal workforce allowed them to thwart most threats.

BOCK's success in the arms trade allowed them to expand their operations to different continents on Appar Operis and establish a vast network of manufacturing facilities, research centers, and supply chains. They diversified their product range, catering not only to conventional weaponry but also specialized equipment for various environments, including harsh deserts and frigid polar regions.

BOCK's internal debates reached a boiling point when a powerful warlord sought to purchase an arsenal of devastating weapons to conquer Appar Operis entirely. Some within BOCK's leadership saw this as an opportunity to establish a monopoly, while others argued for restraint and neutrality. Ultimately, the company split, leading to the formation of a breakaway faction.