recursal/Fanatic-Fandom huggingface dataset:
Ada

Ada is an inhabitant of the town of Zeiss.

She's married to the owner of Bell Station General Store located in the center of the city block and he lives above the store together with her husband and two sons.

Profits from the store aren't always as high as they could be, due to her husband making inventory stocking decisions that often don't make sense from a financial point of view; he tends to stock things that aren't in wide demand, but he thinks "some people might need it sometimes" and refrains from stocking up on additional quantities of things that sell well. The reason for him doing so is because it's his dream of turning his shop into something that's seen by the community as "the little neighborhood store" where people can go for every daily need, which is why he goes out of his way to keep his stock as varied as possible.

This turns out to be quite literally a pain to Ada, who manages the finances of the household and who deals with physical symptoms of stress due to frequently having to struggle to make ends meet, often noting that the budget is a tight fit or even in the red at the end of the month. The stress mostly translates to a stiff neck and shoulders, though sometimes the tension can be felt in her head as well, at which point Ada often visits Father Vixen at the church to ask for some medication, which always manages to relieve the pain. While she doesn't usually visit the church if she's not in need of medicine, which annoys the local nun, Ada does always remember to offer a little prayer whenever she does drop by.

When Zeiss Central Factory gets attacked and her husband notices the commotion, he immediately takes a batch of supplies from his stock and rushes over there, giving it to the distressed employees of the factory free of charge, leaving Ada to mind the store in the meantime.

While Ada is initially taken back by her husband's actions, she eventually grows to admire what he did and while her husband giving free food and medicine away will put their family in the red for a month again, it also gave Ada a new understanding of what he's trying to do, so she decided not to give him a hard time about it.

The two of them have a long talk and Ada decides to support his dream from that point on by taking care of product ordering and stock, taking part of the job off his hands while being able to keep a careful eye on the finances at the same time.

Ada's change of heart is a massive motivator for Elwyn to keep trying his best too.

## Relations

Ada is the wife of Elwyn and the mother of Knowles and Didi.
Backing Up Saves (Guide)

Mordheim: City of the Damned is a game which should be played as-is, with no safety net and no repeat "do-over" rolls. However, there are bugs in the game which beg for those that are cautious to guard against.

The save files are located at:

C./programfilesx86/steam/userdata/(7 numbers here)/276810/remote

It is suggested that you casually back up your files every once in a while. Right before a story mission is usually adequate to create a "restore point" to back track to in order to prevent all loss of data due to an unforeseen bug.

## Before Creating More Than One Warband

There is a known bug that overwrites the second position of your warband rosters when creating a new warband. This can be circumvented by having a "dummy" warband fill the second position: Make a "dummy" warband and load it whenever it is not in the second position, switching weapons out or any other changes to invoke auto-save. Then you load the warband you want to play with, making the "dummy" appear in the second position of your warband roster.
Wyrdstone Corruption

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## Notes

1. ↑ 1.0 1.1 1.2 All effects are applied immediately without a descriptive debuff.
Requirements

Meeting the minimum requirements for Spells and skills may require a minimum rank reached for the stat increases needed.

This is especially true for spell and/or skill combinations where the requirements can be across multiple stats.

Some member types cannot reach the combinations of skills that others can due to stat maximum limits. Choosing your warriors is especially important for end game skill allocation.
Armband

Armbands work in conjunction with Mutations. When a Mutant or Marauder receive an Arm Mutation, they can no longer equip a weapon with that arm (the Mutation taking the place of a weapon) but the Arm Mutation will be augmented with a Armband. Until they receive an Arm Mutation, they cannot equip an Armband (despite the description of Melee Weapon Proficiency).

Possessed and Chaos Spawn, however, equip Armbands without Mutations and can use no other weapons, seeking first and foremost the blessings of the Shadowlord rather than mundane and weak weaponry. When they receive an Arm Mutation, they are already prepared unlike less enlightened followers. This also extends to their cloth armour and lack of helmets in preparation for body mutations and head mutations, confirmation of dedication is the highest priority for the Possessed and Chaos Spawn only seek to further their grip in this world, awaiting their former glory of the Realm of Chaos from whence they came.

Arm Mutations are augmented by the quality of the Armband used and, in some cases, the Armbands Initiative Modifier is influenced by the Arm Mutation. Each arm is independent according to what Armband is equipped and what Arm Mutation exists on that arm as to how they interact with each other.

Below is the Armband initial stats and Mutations listed for convenience (also found on the Weapons and Cult of the Possessed pages):

Arm mutations prevent the use of two-handed or paired weapons but can are buffed by **Armband** quality. Normal quality is listed as base while blue and purple quality is listed separately. Some arm mutations modify an Armband's Initiative Modifier.
Body mutations prevent the use of armour other than clothing.
Head mutations prevent the use of helmets.
Starting Perks and Skills

This is a compilation of data which can also be found on individual warband pages.

To cohesively combine skills, choosing warriors that have natural inclinations toward your play-style will give a better effect. This is a summary of Perks and Skills every warrior in the game starts with.

Note: Impressive units (if listed) only lists Perks and Skills that are not Impressive related. Ex. Large, Impressive, Last Stand, etc. are omitted (being common to Impressives).

## Sisters

### Sigmarite Matriarch (1)

Sigmarite Matriarch Starting Skill (Passive)

### Sister Superior (up to 2)

Sister Superior Starting Skill (Active)

### Sigmar's Purifier (up to 2)

Sigmar's Purifier Starting Skill (Passive)

### Augur (up to 2)

Augur Starting Skill (Passive)

### Maiden of Sigmar (1)

Maiden of Sigmar Starting Skill (Passive)

## Human Mercenaries

### Youngblood (up to 2)

Youngblood Starting Skill (Active)

### Warlock (up to 2)

Warlock Starting Skill (Active)
Boathouse

v **·** e

The **Boathouse** is a small boat rental shop situated on the shore of a river near the East Crossbell Highway.

## *Trails to Azure*

### Background

The Crossbell branch of the Fisherman's Guild moves to the Boathouse after being evicted from their former building in East Street by the Imperial Fishing Club. During this time, they prepare for the duels against the club's Elite Four.

After their break at Mishelam, the Special Support Section is asked to deal with a cryptid that suddenly appeared near the Boathouse. After exterminating it, and a similar one in Ursula Road, they notice strange flowers growing in the area and pick them for identification.

Hello there, beautiful. May I have a moment of your time?Please be aware spoilers for *Trails to Azure* may be present in the following section. Hit [Show] on the right if the show must go on. Adios, amigos!

Once Lloyd defeats Lakelord III in the final fishing duel, the Fisherman's Guild returns to East Street while the Imperial Fishing Club moves to the Boathouse. By the time Dieter Crois declares the independence of Crossbell, the move has been completed. If Lloyd hasn't completed the fishing duels, the move will happen anyways, with Lakelord III having been defeated by Harvard Fisher instead.

**There we go, the end of spoilers. Thank you for your time!**

### Enemies

* **Hydra Plant**: Story
* **Plant Arm**: Story

### Quests

* Cryptid Response Measures: One of the cryptids assigned to the SSS is near the Boathouse.

### Shops

#### Fisherman's Guild - Crossbell Branch

1. ↑ 1.0 1.1 1.2 1.3 1.4 Only available if four **Fishing Duels** were completed.

### Fishing

 Carp
 Adamanturtle
 Noble Carp
 Quote
Armour

Armour can be the difference between surviving the streets of Mordheim or falling prey to the City of the Damned.

Armour can be found at loot points, looted from fallen enemies, granted as rewards from battle, purchased in the shop or received from Contacts. Specifically, Contact: Armourer, Armourer's Apprentice, Leatherworker and Tailor all provide a chance to receive different types of armour each day.

Magical armour becomes available intermittently. Magical armour is significantly stronger and provides better protection. The choice of using magic armour may mean changing the role or direction a particular warrior has already established temporarily. For instance, the opportunity of using an available magical light armour can be advantageous but the most logical warrior to use it may have trained the skill Armour Proficient (strength passive). Until a magical Heavy Armour is found, the warrior has a skill held in reserve rather than in use.

## ***Armour List***

Normal quality is listed as base while Fine and Masterwork quality is listed separately.
Darcy Necron

Darcy Necron is an 18 year old girl and is the daughter of Jessica Dracul and Sebastian Necron. She is also the betroth to the Demon Prince of Hell, Beelzebub.

## Physical Appearance:

Darcy has dark choppy black hair tinted a dark purple blueish color. She also has her mother's green eyes and likes to wear dark clothing. She usually wears ripped jeans with chains around the waist, combat boots, a tank top and an old gothic looking silver cross along with fishnet clothes.

## Personality:

Darcy is very hard headed and resembles her mothers personality very much. But she isn't as rash or as set out as revenge as she because she hasn't been what she has. She is very determined though and has the cold exterior that her father has when she wants to.
Grace Necron

Grace Necron is the 17 year old sister of Lambert and the daughter of Azrael and Tavia. She is the Great granddaughter of Belzeebub and Darcy which makes her the next in line for the throne because her brother gave up his claim and so did her parents and grandparents. While traveling to the human world for her first time in year she accidentally almost gets Jason killed and healed him and he becomes stuck in servitude. But then she makes him her equal when he has to fight Abbadon which makes him a Lord and makes her much closer to him than before.

## Physical Appearance:

Grace has violet eyes and black hair. She also has a demon form which she turns into rarely so no one really knows what it looks like yet.

## Personality:

Grace is someone exhausted from the stress and loneliness of being the her and having s much pressure and responsibility. She really went t the human world to try and run away, but she has a good heart and is sensible so she came back to the castle.
Jessie Dracul

Jessica (Jessie) Dacrul is a 23 year old girl who is the partner and friend of Sebastian Necron. Her family was killed by Ragnarok 5 years ago when she was 18 and she became Sebastian's partner 3 years ago. They've been hunting Ragnarok ever since to try and kill him.

## Physical Appearance:

Jessie has long wild blond hair and olive green eyes. She usually wears black jeans and a tank top with a jacket to cover her scars of the lyrics of a Billy idol song and to also cover the scars given to her by Ragnarok. She also wears a star pendant given to her by her mother that was passed down for years in her family as a heirloom.

## Personality:

Jessie is a very rash person who doesn't give much thought to something and just dives in. She also tend to be crude and rough around the edges in her personality. But she's determined and has a good heart and won't let anyone stop her from doing what she wants.
Azrael

Azrael, otherwise known as Azra, is the 17 year old angel/demon hybrid son of Angelus and Eponine. He is also a Prince of Hell.

## Physical Appearance:

Azrael is described as a fairly tall, very handsome young man, with jet black hair and bright sea blue eyes. He gets his looks from his father yet his hair from his mother. He described as muscular and with broad, slightly narrowed shoulders.

## Personality:

He has a sarcastic and smart sense of humor, a laid back demeanor which some people find annoying. He is loyal and kind, and passionate about what he wants and what he loves.
Traps

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Tebrina Jetter

Tebrina is the daughter of a succubus and a human male. She is the head servant and lower of Jason Smith, a recently human turned part demon who challenged Abbadon and was saved by Grace.

## Physical Appearance:

She gets her looks from her mother, sexy and beautiful. But she looks human none the less and has Blonde hair and blue eyes.

## Personality:

She takes her job very seriously and the demon hierarchy. At first she dislikes Jason for being human and the way he acts, but then starts to warm up to him because of his kindness to her and then becoming part demon.
Angelus

Angelus of the White sky is a 18 year old Angel and Apprentice of his father, the Archangel Michael.

## Physical Description:

Angelus is described as good-looking, having the features of a Roman statue, with electric blue eyes and tidy short blonde hair. He is very tall, being one inch taller than his father, with an athletic build, and having muscular and tanned arms.

His wings are a pure white.

## Personality:

Angelus is a very serious young man with a moderate sense of humor. He also has a strong sense of honor and justice as shown by his great compassion. He greatly cares for his friends and family willing to risk his life to protect or help them. Though a natural leader, Angelus can be plagued by doubt and criticizes himself whenever he makes an error.

Because of his human blood, he is cursed with human emotions, and unlike angels: who feel nothing, these feeling are like red hot tongs to his flesh.
Warbands of Mordheim

## Warbands

Depending on play style, flavour and builds, the warbands of Mordheim have a large variety of tactical and rpg options.

All warbands are autonomous within themselves and even other warbands of the same type will range from deadly competition to downright enemies when on the streets of Mordheim.

Warbands are divided into two types according to their view of the world and method of attrition. Righteous Warbands (Order) seek to further their entitled cause while Defiler Warbands (Destruction) seek to twist others to their way.

Each character, whether it be Hero, Henchman, Impressive or Hired Sword starts with a skill (either active or passive). Choosing warriors that work within your style of play is as important as your choice of warband.

In general, the special skills of the warband and equipment members can use are also perks that should be known in order to suit your particular play style. Hired Swords also become important.

## Warband Ranks

As you level up warrior experience, you warband rank also goes up. This unlocks bonuses including more slots for Henchmen, Heroes and the Impressive warrior. If you are Veteran rank 5, you can start a new warband at warband rank 5.

## Sisters of Sigmar - Righteous (Order)

Warband traits: Close combat, Multiple Divine Casters, Clerical order (no pointed weapons other than the starting dagger)

## Human Mercinaries - Righteous (Order)

Warband traits: Versatile weapon choice, Wizard (Arcane) Casting

## Witch Hunters (DLC) - Righteous (Order)

Warband traits: Specialized weapon choice, Fanatical (provisions against Fear), Divine Spell Casting

## Cult of the Possessed - Defiler (Destruction)

Warband traits: Mutations, Chaos (Arcane) Casting

## Skaven - Defiler (Destruction)

Warband traits: Increased movement, Horned Rat (Arcane) Casting, Specialized support structure

## Undead (DLC) - Defiler (Destruction)

Warband traits: Undead (Fear and Terror causing), Necromancy (Arcane) Casting
Brenda

Brenda is an inhabitant of the town of Ruan.

She's a long-time inhabitant of the town and is often found near the Langland Bridge in the southern district looking out over the water. She still remembers the time Ruan was merely a harbor town and the tourism industry hadn't been introduced yet. She used to hang out in the harbor to goof off when she was a little child. She notes how much the town has been changing lately.
Lilith

Lilith, formely Jane Arken, is Ragnarok's "bride" and companion. She is a central antagonist and enemy of Jessie and Sebastian.

## Physical Appearance:

Lilith is described as deathly pale, almost corpse like, with pitch black hair that falls past her waist in wild swirls and twin black eyes that seem like black holes. She wears a ragged black dress. She is described as having an appealing hour glass figure.

## Personality:

Lilith is, to put it truly, insane. Driven insane by Ragnarok's constant abuse, what little part of her left that can even be described as human is her intense love for Ragnarok. She grows extremely jealous when he shows interest in other girls, and especially in Jessie. She often uses attraction when luring in her foes, unlike Ragnarok who simply stalks and isolates them in their homes. She has a psychotic fixation of having Ragnarok's children.
Faction System

The Faction system shows the fickle nature of those vying for your affections (Wyrdstone). Each Faction has its own separate Faction ranks and once the rank goes up for one Faction, the other 2 Factions will offer more gold for the same weight in Wyrdstone. Furthermore, once one Faction rank goes up, the other 2 Factions will require more Reputation to increase in Faction rank.

You build Faction ranks with Reputation which equals the weight in Wyrdstone that you ship to that individual Faction. Doing so gives Reputation Bonuses according to your Faction rank.
Amriel

Amriel is 35 year old angel. She serves Angelus and was possessed by Savira before. She is also the guardian of Azrael, his friend, and sword trainer.

Her last love was Angelus, Azrael's father who she was destined to bear a child with but did not happen because he met Eponine. She was and is very close to him but she stopped their relationship initially after Angelus's best friend Lars died in battle.

## Physical Appearance:

Amriel has blonde hair that goes down to the mid-length of her back and has bright blue piercing eyes.

## Personality:

Amriel is very protective of those she cares about but hides her feelings because she is an angel. She acts like she doesn't care, she hardens herself because she isn't supposed to feel. Just fight and to what she's told.
Beelzebub

Beelzebub, otherwise known as Belz, is the prince of Hell and the son of Lucifer, King of Demons.

## Physical Appearance:

In his true demon form, he takes the appearance of a monsterous humanoid ram creature with glowing red eyes and black fur.

When he takes a human appearance he is shown to  possessa pale complexion, tousled black hair, and warm, melting brown eyes that glow red when angered. He is described as being ***very*** good-looking and tall. He wears black jeans, combat boots, a ripped t-shirt, a gold chain, and a black leather biker jacket. His ears stick up a bit, exactly like a jackal.

## Personality:.

He is a master of manipulations and lies, much like his father. He was trained to become an effective spy, even charismatic and charming when the situation warranted it. He is, despite his fathers great pains in doing so, shown to have a kind personality, but still shows simply cruel, vindictive, and arrogant traits underneath the act, showing absolutely no sense of sympathy towards any type of being—excluding his fiance, Darcy.
Laura Hale

Laura is the 15 year old run away Sight Seer who was found and saved by Lamber. She fell in love with Lambert after he helped her and waited for him until he returned to the human world.

## Physical Appearance:

Laura has mocha caramel skin, soft gold eyes and curly brown hair.

## Personality:

She is strong-willed and has a good attitude. She can bounce back from a lot of things.
Sam Deanne (Tavia)

Sam Deanne is a 16 year old girl and the vessel of Tavia, a lost soul who's taken up residence in her since she was a child. Sam Deanne when not possessed by Tavia does not remember Azrael but she does remember what Tavia allows her to remember.

Octavia (Tavia) is a lost soul. She travels from body to body to try and find a soul to take up residence in. She's been in Sam because she is a weak minded girl. She's been a good friend of Azrael without him knowing though even though she's sense his angelic and demonic sides.

## Physical Appearance:

Sam has fiery red hair and sky blue eyes. But because of Tavia her eyes turn a green color.

Tavia has long white ghostly hair and green eyes.

## Personality:

Sam's personality is unknown much but she is very unaware of supernatural presence and freaks out because of it.

Tavia is very fond of Azrael after meeting him. She is a wild child and tends to do things without thinking sometimes. She doesn't remember her past because she is a ghost. All she knows is that she has the need to want to stay inside a body and never leave but she has to sometimes.
Eponine Necron

Eponine, princess of Hell, aka Eponine Necron is 17 years old. She is part demon, part human, and technically part angel if you count her fathers mother.

## Physical Appearance:

Unlike her mother and grandmother, Eponine naturally has dark black hair like her father and golden eyes. She also has horns like him but looks like her mother if looked past that. She also has a pair of wings that light on fire.

## Personality:

She is sarcastic, witty, compassionate. She has a fiendish side and likes to have fun because she was raised in hell. She likes to do what she wants when she wants. It's pretty much one big game to her that she can try to win.
Hierarchy

Both the Goodmen and the Churches follow the old Hierarchy system of the mafia. The only change is that they do not use Italian names.. since neither family is Italian.

## The Titles

#### The Boss

The Boss is the undisputed leader of the organisation. Though even they can not rule alone, and it happened more than once that they were assassinated by their closest.

* Amanda Church
* Adam Goodman

#### The Counselor

Adviser to the Boss and Underboss, The Counselor is a confidant and trusted friend, usually the number 3 in the organisation.

* John Matthews
* Jun Jeong

#### The Underboss

Powerful second in command, not rarely a child of the former boss, raised to be the next Boss one day.

* Thomas Blackwater
* Lydia Goodman

#### Captain

Describes a ranking *made* member of an organisation who leads a crew of soldiers. Similar to a military captain.

#### Soldier

Also known as a "*made man*". Soldiers are the lowest members of the crime family, but still command respect in the organisation. To become "made", soldiers are required to take an oath of silence. Some organisations even demand that they kill.

#### Associate

An individual who is part of the crew but has not been *made* and commits crimes, or works otherwise, under the protection/direction of *made* members and remits a share of their proceeds to their direct made superior.
Anchorville

Hold on, it looks like Millium wants to tell you something.Hey-hey! White Rabbit here! Lammy scanned this article and said it contains **unmarked spoilers for all *Trails* games**. Turn back now if you don't want to get lasered! Okay, byee!

## Anchorville

### Region

Northwest

v **·** e

**Anchorville** (アンカーヴィル), is a city in northwestern Calvard.

## Background

Anchorville is situated in a mountainous region, keeping its midsummer climate cool. On one side of the city its buildings, predominantly white in colour, are built along the mountain range whereas on the other side, there's a port near a large river and a market.

The city is home to numerous big corporations, meaning the city itself should be rather expansive. From Anchorville it takes quite a while by bus to reach the Republic Capital.

The **Eaton News Agency** (イートン通信社) is based in Anchorville.

Anchorville served as the setting of Sunshine Agnes.

## Locations

* Market District
* Harbour District
* Cromwell Street
* Sunset Street
	+ Eaton News Office
Bern

1st Lieutenant Bern is a soldier serving in the Royal Army.

He's part of 7th regiment of the Royal Army's Border Patrol Garrison and he's participating in the Martial Arts Competition in Grancel together with three of his men (the competition used to be restricted to members of the army and more an evaluation of soldiers' skills than a public event).

He and his team, of which is he is the captain, make it through the preliminaries and are introduced in the waiting room where the participants of the blue side wait for their turn to do battle. With General Morgan (who's active in the same division) not attending, Bern is determined to bring honor to his division in his place. He witnesses his colleague, 1st Lieutenant Riel, get beaten by the Capua Sky Bandits and makes an attempt to cheer him up afterwards. Vowing to do better than his unfortunate fellow officer, he gives his team one final pep talk before entering the ring, but unfortunately he and his men are pitted against the much stronger Intelligence Division's special ops team led by 2nd Lieutenant Lorence.

Upon seeing his men get pummeled hard by the special ops soldiers and doing little damage in return, Bern makes a beeline for Lorence in the hopes of quickly taking him down, but Lorence rushes past him and finishes off all three of his teammates with three swift slices of his blade before anyone can even react. Bern's fate is sealed when all three special ops gang up on him immediately afterwards and brutally beat him into submission before he can even get an attack of his own in.

## Relations

1st Lieutenant Bern is the superior of  Private Bian,  Private Micria and  Specialist Gorg
Lambert Necron

Lambert is the 15 year old son of Azrael Necron and Tavia. He is a now a homeless kid wandering the world as it rocks during the great Angel/Hell War.

## Personal Description:

Lambert has black hair that always looks like he just got out of bed (messy and shaggy), pale skin and he wears black clothing with skeletal designs, a aviators jacket, his sword strapped to his back and a his family ring on his right finger.

His face is described as angular and his eyes a glowing warm green.

## Personality:

Lambert was a bit fragile as a child but when family left he had to step up and be strong, he did things all on his own, giving him a depressed sort of personality and rarely speaks to many people. He is emotionally unstable and does not like social interaction much due to his trust issues.
Weapons

Weapons are essential in the streets of Mordheim. The choices of weapons are very important at each stage of the game. Warriors who advance can include a larger array of choices, making decisions even more important.

Weapons can be found at loot points, looted from fallen enemies, granted as rewards from battle, purchased in the shop or received from Contacts. Specifically, Contact: Bowyer, Great Weaponsmith, Gunsmith and Weaponsmith all provide a chance to receive different types of weapons each day.

To complicate things further, magical weapons become available intermittently. Magical weapons are significantly stronger and can change the dynamic of what your warband can do. The choice of using magic weapons may mean changing the role or direction a particular warrior has already established. For instance, the opportunity of using an available magical two handed weapon is advised but the most logical warrior to use it may have had a couple advancements toward parry.

## ***Weapons List***

Melee weapons are either 1-Handed or 2-Handed. 1-Handed weapons can be used in conjunction with another weapon, with no offhand weapon or with a shield. Two 1-Handed weapons apply each effect individually, i.e. Two normal maces will give +8% Hit Chance. Certain 1-Handed weapons must be used as Paired and cannot be used with any other choices and their effects are set as a pair.

* Melee weapons that are 2-Handed always receive the following effects:
	+ Heavy: -15% melee damage after each successive Attack. Stackable.
	+ Tiring: +1 OP cost for each successive Attack or Attack Skill. Stackable.
* Melee weapons that are Paired or 1-Handed weapons used in conjunction with another weapon always receive the following effects:
	+ Dual Wielding: -25% melee damage (applied after adding both weapons damage)
	+ Tiring: +1 OP for each successive attack or attack skill. Stackable.

Ranged weapons are always Paired or 2-Handed.

Normal quality is listed as base while Fine and Masterwork quality is listed separately.

Although not technically weapons the Off Hand choices of Empty Hand or Shield are listed for their effects.

<tabber>
General Melee Weapons=

Specialized Melee Weapons=

Ranged Weapons=
Savira

Savira is Eponine's twin sister who in the womb transferred her soul into Eponine's body. She after that continued to try and take over her sister's body until she was thrown out and took control of Amriel to try and kill Michael, Angelus's father. She failed though and was cast out to be vessel-less. From then on she wanted revenge, but she forgot that nature of herself. The astral realm is notorious for forgetting who you are and that's just what happens. She later changes her name to Veria and befriends Lambert.

## Physical Appearance:

Savira when possessing people turns there eyes red.But when she's herself, She has dull brown hair, blue eyes, horns and wings. Unlike her sister she possesses dark power, not fire.

## Personality:

When she was Savira she was mean, cruel, vicious. But after those parts dissappeared she didn't know what she was really, so she was neither good nor evil. Even though she befriends Lambert, she subconsciously stays with him in the beginning just because he is a Necron.
Arkride Solutions Office

> “*Collect a basic fee of exactly 1,000 Mira an hour.
> Only accept requests from clients in complicated situations.
> Only one sweet per day.
> Get plenty of sleep when you can.
> Take hot showers in the morning; the sauna is a reward*”
> — The Five Spriggan Mottos
>
>

> “Only for Customers in Complicated Matters.”
> — Slogan
>
>

The **Arkride Solutions Office**, also known as **4spg**., is a private jack-of-all trades Spriggan office in Edith City dedicated to combat, search-and-find or investigation accepted requests. Sometimes, it accepts odd jobs based on the owner's preferences such as sweets. The requests accepted by the office are finalized by the owner.

## Location

    It is located at the address: **Edith City 8th Borough 5-21-3-201**.

Second floor of the Bistro Montmarte in Edith, Calvard, one can see a metal sign on the door labeling the Office. Throughout the storyline of *Trails through Daybreak* and *Kuro II*, the Arkride Solutions Office gradually increases its Spriggan rank (M.T.S.O. Branch) per chapter from E to S and adds new members.

## Layout Description

### Main Office

From the entrance, the main door has a metal office sign. The main office has two internal doors, one closet door near the small kitchen at the left of the entrance and one bedroom across from Arkride's office desk. Near the office desk are a bookcase, a general map of Calvard and a tall potted plant. The main office has only two windows between the desk and bedroom.

### Members' Rooms

Excluding Van Arkride's room and Agnes Claudel who lives elsewhere in Edith City, all other members' rooms are located one floor higher than the office.

## Background

**Arkride Solutions Office** was founded by Van Arkride several years after he left high school.

## Members

### Part-Timers (*Trails through Daybreak*)

* Agnes "Secretary" Claudel (Prologue)
* Feri Al-Fayed (Chapter 1)
* Aaron Wei (Chapter 2)
* Risette Twinings (Chapter 3)
* Quatre Salision (Chapter 4)
* Judith Lanster (Chapter 4.5)
* Bergard Zeman (Chapter 5)

### Part-Timers (*Kuro no Kiseki II: Crimson Sin*)

* Nadia Rayne (temporary)
* Swin Abel (temporary)
* Shizuna Rem Misurugi (temporary)

### Affiliates

* Bracer Guild (Elaine Auclair, Zin Vathek,)
* Central Intelligence Division (Rene Kincaid)
* Orbal Network (Renne Bright)
* News Agencies' Network (Dingo Brad, Marielle Aymé)

## Equipment

* Ingert Night Breaker Pickup Truck, Standard type (first car destroyed in S.1205)
* Red Star Monster Machine Orbal Bike, Blue type (S.1209 under Swin Abel)

Van's Pickup TruckSwin's Bike (Color: Azure)
## Trivia

* The Arkride Solutions Office became famous in the year S.1208.
* Most of the members' meals are usually bought at the Bistro Montmarte under the office if the members are hungry and near the location at the time.
Aragon

Hold on, it looks like Millium wants to tell you something.Hey-hey! White Rabbit here! Lammy scanned this article and said it contains **unmarked spoilers for all *Trails* games**. Turn back now if you don't want to get lasered! Okay, byee!

## Aragon

### Region

Lamare Province

v **·** e

**Aragon Iron Mine** (アラゴン鉄鉱山) is a mining town situated in the Aragon Mountain Range in the Lamare Province, Erebonia.

## Background

The Aragon Iron Mine is both smaller than the Sachsen Iron Mine in the Nortia Province and suffers from a consistent lack of engineers. Therefore people living in the adjacent mining town raise their children with enough knowledge and skills to be helping out at the mine, making them breadwinners at the age of 12.

Although Aragon have been able to meet the growing demand for materials for the construction of Panzer Soldats, in S.1206 the mining chief is worried about the deteriorating working condition and the exhaustion of the mine.

The mining chief's son, Gustaf, decided to enroll at Thors Branch Campus to learn more about Erebonia's realities. By doing so, however, he came to the conclusion that there is little he can do about the situation in Aragon. Still, he made up his mind to support his family.

## Trivia

* Aragón is a northeastern, autonomous community in Spain. Similar to how Aragon in Erebonia is situated in the Aragon Mountain Range, Aragón is home to the highest mountains of the Pyrenees.
Bertha Bestraufrung

## Act I-I

Bertha Bestraufrung's Active Skills

Bertha Bestraufrung's Passive Skills

Bertha Bestraufrung's Spells

## Act I-II

Bertha Bestraufrung's Active Skills

Bertha Bestraufrung's Passive Skills

Bertha Bestraufrung's Spells

## Act I-III

Bertha Bestraufrung's Active Skills

Bertha Bestraufrung's Passive Skills

Bertha Bestraufrung's Spells

## Act I-IV

Bertha Bestraufrung's Active Skills

Bertha Bestraufrung's Passive Skills

Bertha Bestraufrung's Spells

 Cost: ?
Armand

Armand is a young man first met in Estelle's hometown of Rolent.

## Profile

### Trails in the Sky FC

When the player first runs into him, he's busy staring at a girl down the street and admits he's attracted to her. His first attempt to ask her out isn't met with much success due to Ellie, the girl in question, feeling that it's not the right time or place for a confession. His second confession, on top of Rolent's clock tower during the sunset, fortunately fares much better. By the end of the prologue, Armand is talking about taking his new girlfriend to Grancel to attend the Queen's birthday celebration.

The couple is met again in Chapter 4 where they're taking a break on top of the Ahnenburg Wall at the Sanktheim Gate checkpoint after a stroll across the Erbe Scenic Route.

Later on in the chapter, the couple can be seen touring Grancel. Armand voices his disappointment when he and his girlfriend aren't allowed inside the castle, so they decide to attend the martial arts tournament instead.

Armand's bad sense of timing comes back to bite him once more near the end of the first game when he sets out to propose to Ellie in front of Grancel Castle only to nearly get caught in the Royal Guard's assault to retake it. Neither of them got hurt, but Armand lost his nerve then and there and during the actual birthday celebration he is seen fretting over his missed chance and trying to work up the nerve for a second attempt.

### Trails in the Sky SC

Armand and Ellie get married at the Rolent Cathedral, Estelle and Joshua are in attendance

### Ao no Kiseki

Armand and Ellie venture to Crossbell so that Armand can find his estranged father after the birth of their child Armin.

They send a request into the SSS, with it being revealed that Armand's father is the now-former Diet Member, Representative Gable.

## Relations

Admirer and later boyfriend of Ellie.

Son of Crossbell Diet Member Gable
The History of Mordheim

> *"It is the year 2000 of our lord Sigmar, and the Empire is in flames. The once-proud realm of the Emperors has fallen into anarchy and intermittent civil war. For the common folk of the Empire it seems that the end of the world is nigh. A thousand redemptionist cults have sprung up throughout the land. When the times are desperate, men turn to the last hope: the Cult of Sigmar has grown powerful as men flock to the temples and shrines in hopes of salvation. But as people flock the the shrines of Sigmar, the Dark Gods grow in power, too. More and more men turn to the warship of the ancient gods of Chaos, the eldrich deities who thirst for the end of the world. Truly it is a dark time."*
>
>

> *"And indeed, exactly two millennia after the birth of Sigmar, a sign appeared in the night sky above Mordheim. A twin-tailed comet, the ancient symbol of the patron god of the Empire was seen amongst the multitude of stars. Ignoring the dire warnings of seers and oracles of the Shrine of Sigmar, the men of Mordheim gathered in the streets to rejoice the second coming of Sigmar, and the end of all strife in the Empire. Then after a week of joy and heady rejoicing, the meteor struck the city, sending up a huge column of flames several miles high. The sky burned red as blood, and a huge crater, one hundred yards across, appeared where a prosperous district of Mordheim had once been, forever blighting the capital of Ostermark.*
>
>

> *"A perpetual darkness settled over the city. Few rays of light penetrated the thick black cloud swept up by the plummeting meteor and burning houses. The Sigmarite priests warned that many men and women were being possessed by the Daemons of the dark, and whispered that an evil entity had come to the city with the comet and now hungered for the blood of men. Soon the whole of Mordheim became a ruined city, populated only by the most desperate of the common folk.*
>
>

> *"It was said that the meteorite that had struck Mordheim was no ordinary rock but a shard from the dark circle of Morrslieb, the black moon. Pieces of the meteor bought by alchemists and nobles. It was said that these Stones had power to heal the sick, turn base metals into gold and allow men to work miracles. The shards of the meteor became the most valuable gemstones in the Old World. The survivors told what had become of the beautiful city of Mordheim. The ruins were scenes of savage battles and gruesome sacrifices to dark gods. Now Mordheim is a city where death lurks behind every corner, danger fills all the shadowy alleys and ruined, labyrinthine streets. Death comes quickly here, in guises and forms too horrible to contemplate. Yet the promise of riches lures the avaricious as a candle lures moths, and thus more and more warriors come to the City of the Damned."*
>
>

1. ↑ 1.0 1.1 1.2 1.3 Segments from *City of the Damned* article from White Dwarf #223
Enchantments (Runes and Marks)

Enchantments can be attached to Magical Equipment, depending on the enchantment type. Enchantments are called Runes for Righteous Warbands (Order) and Marks for Defiler Warbands (Destruction), however, Divine Wrath and Tzeentch Curse are specific for Divine and Arcane Casters and the effects do not cross over for those warriors.

Enchantments can be found at loot points, looted from fallen enemies (if they found one at a loot point), granted as rewards from battle, purchased in the shop or received from Contact: Librarian.

Blue quality enchantments can be applied to any blue or purple equipment of the suitable type. Purple quality enchantments can be applied to any purple quality equipment of the suitable type. Once an enchantment is known, it can be applied as many times as a suitable quality/equipment type is available.

Blue quality is listed as base while purple quality is listed separately. In the case of Head Slot enchantments, the added injury prevention is listed as added text.

* Weapons
* Armour
* Head Slot
* Shields

## Notes

1. ↑ For ranged, 2-Handed and Paired weapons the cost and effect percentages are shown. The cost and effect percentages are halved (any rounding is down) for 1-Handed (melee) weapons.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Only gained as a Reputation Bonus or already on a item.
3. ↑ 3.0 3.1 3.2 3.3 Only gained as a Story Mission Reward or already on a item.
4. ↑ This increase is ignored when training skills or spells.
Cannot surpass 20 (25 for Impressive).
5. ↑ 5.0 5.1 Rune/Mark of Spellbreaking is both a Head slot and a Shield enchantment. The Shield enchantment is a Reputation Bonus.
Berna

Berna is an woman met in the city of Bose.

She's a traveller who initially planned to go to Grancel, but she was left stranded at the Bose airport after the disappearance of the Linde caused air traffic to be shut down. As such, she has nothing to do except wait until the airspace above the Bose region is reopened. Even though doing so would involve a slightly longer trip, she considers just taking the Cecilia to travel to Grancel through Ruan and Zeiss rather than waiting for the Linde to resurface. She's still taking the air travelling ban better than most people in Bose, since she's not in a hurry and can afford to take it easy for a while, her main gripe is not knowing when air traffic will resume.

She eventually gets to resume her trip after the Linde case is resolved and the orbalships resume their flight.
The World's End

The World's End is a bar under the hand of The Corporation. Which means total neutrality rules there. No fighting between the different crime organisations. Rules tat are rarely broken, since people know to not mess with The Corporation.

## Overview

The World's end is located in the basement of The Elysium. It can only be reached from outside, allowing nearly everyone in. It's a rather small bar, more to have some relaxed conversations or a nice dinner than to party. The alcohol is good, the beer amazing, some swear that you'll get the best hamburger of New York there.
Awakener

An **Awakener** (起動者(ライザー)), known as a **Riser** in Japanese, is someone who pilots a Divine Knight and may have overcome a trial from the "shadow of the Great One".

## Background

If an Awakener were to die, their body will not decompose but is revived as Immortal instead. Only when an Awakener loses a Rivalry and their Divine Knight's strength is absorbed, the Immortal Awakener will die.

When a Divine Knight is destroyed in battle, it takes time for them to regenerate. Defeated Awakeners wind up as imperfect Nosferatu in most cases. The area in which Class VII fights Loa Erebonius in *Trails of Cold Steel* is a graveyard of fallen Divine Knights and their Awakeners.

## List of known Awakeners

At present the following Divine Knights are known, sort by the order of appearance:

## References

1. ↑ *Trails of Cold Steel III*, Finale: "For Whom the Bell Tolls", 07/18. Heimdallr Cathedral.
2. ↑ 2.0 2.1 2.2 *Trails of Cold Steel IV*, Finale: "Scattered Petals, Dying Flames", 09/01. Tuatha De Danann.