recursal/Fanatic-Fandom huggingface dataset:
1228 Spring

Towards the end of Spring 1228, Paolo broke another silent streak by calling a meeting. After the other Magi had seated themselves, Paolo strode in with an Unseen Porter in tow, which was hauling a man wrapped in rope from head to toe, only nostrils sticking out. Paolo announced that he had caught the man in his Sanctum, tortured him long enough to find out his name (Vincenzo Lozzoni), and had performed a full cavity search to ensure that the man hadn't stolen anything. Paolo then dumped the man on the floor and went back to his lab.

The other Magi were a bit taken aback, but through a combination of Mentem magics Simeon discovered the man's history: he was a miller who was raided by pirates, and was forced to join or die. He was sent onshore to infiltrate the Garden of Monsters and steal something belonging to one of the Magi. Simeon "earned" the man's trust, and instructed him to continue with his plan, giving him Teppa's lab notes of a familiar ability (useless to another magus). They then mounted an expedition to Naples to track and ambush Vincenzo's rendezvous, consisting of Lucca, Marion, Lorenzo, and Bomberto Smuzz (one of the newer grogs).

In Naples, the expedition did some Intrigue work to determine that the Wicked Bitch (the captive's pirate ship) was not in port, and that its Captain, named Orbun, was not in the logbooks. Lucca had Marua track the captive as he tracked down his fellow pirates. Once the hapless pirate had arranged a meeting, the group shadowed him on the way to a hidden pier down at the docks. The captive handed over the lab notes to a burly pirate in a blue bandana that the Magi recognized as the first mate of Captain Orbun (from interrogating the captive). Suddenly, the first mate and three other pirates pulled out their blades and perforated the poor ex-pirate.

Through Marua's eyes, Lucca noticed the first mate put the lab notes into an iron-bound chest. The party rushed to intercept the pirates on their way to a rowboat. A fight ensued, in which Lucca flung one pirate several blocks inland, Bomberto talked some shit and followed through on it, and two pirates were captured. Unfortunately, the fight was not a total success. When cornered, the first mate pulled out a shrunken head, which started writhing and gnashing its teeth. Seeing this, the party redoubled their efforts and attempted to knock the first mate's weapon out of his hands. They succeeded, but the first mate snarled and reached into his vest and activated something- then disappeared instantly. Chagrined, the party collected the spoils of the iron-bound chest (which was abnormally heavy, taking Bomberto's +3 Strength to carry) and a carefully-wrapped biting head, both of which radiated magic. The new captives were thrown into the dungeon and definitely not harmed in any way.

Silvanus suggests that after a brutal lashing of the grogs that were on duty when we were infiltrated, we should implement some protection spells to keep people out.
Comic (Portal)

El **comic** es uno de los portales que permiten visitar al Mundo Comic y actualmente pertenece a Andrés.

## Características

Un pequeño libro de historietas de tapa dura de unas treinta paginas como cualquier otro. Se desconoce como se activa el viaje y una vez que el usuario llega al Mundo Comic solo puede salir encontrando otro objeto-portal o abriendo un agujero transdimensional pero para esto último se debe saber dibujar.

## Historia

El comic fue creado quien sabe donde y cuando para realizar viajes al Mundo Comic. En algun momento cayó en manos de Andrés y el lo usó para entretenerse hasta que el alter ego de Lucas empezó a causar estragos en este y otros comics. Fue entonces cuando a Andrés se le ocurrió organizar un encuentro entre los dos Lucas para deshacerse del malo y le dejó el comic en la puerta a L. El comic absorbió a L y colateralmente a F y una vez terminada la batalla se fueron. Desde entonces el comic quedo en la casa de L, bajo su cama.

Mucho después el comic sería objeto de disputa, ya que el alter ego de Andrés que habia sido enviado un mes al pasado lo necesitaba para volver al Mundo Comic y estructuró todo un plan para conseguirlo. Sin embargo fue su propia intervención la que hizo que L se metiera al Mundo Comic para crear el D.V.T. y lo que llevó a que lo mandaran al pasado de vuelta. Después de todo ese conflicto Andrés terminó llevandose el comic con él, donde está seguro.
Facundo (Mundo Comic)

## Facundo

**Facundo** (Mundo Comic) o **alter ego de Facundo**, es un habitante del Mundo Comic y la contraparte de F en este. No se sabe mucho de él y jamás se lo escucho pronunciar una palabra. Le gusta vestirse de traje.

## Biografía

### **Antes de L y F**

Se supone que nació el 23 de junio de 1999 igual que su otro yo, F, parece ser que no le va nada mal en su vida ya que se da el lujo de vestirse de traje y tiene un buen corte de cabello.

### **El comic**

Un día como otro,caminando, se cruzó a nuestros heroes dentro del Mundo Comic. No se sabe exactamente desde cuando estubo viendo la pelea de L contra Lucas pero se presume que presenció la muerte de Lucas. Sin embargo no pareció importarle.

Luego entabló una conversación con su contraparte, F, pero no alcanzaron a decirse casi nada y F nunca mencionó lo que le dijo su alter ego. Luego de eso jamás volvió a aparecerse.

## Curiosidades

* Se desconoce su relación con el Lucas del Mundo Comic o si se conocían en absoluto.
* No se sabe lo que le dijo a F.
* Se presume que tiene un alto nivel económico.
Lucas (Mundo Comic)

## Lucas

**Lucas** (Mundo Comic) o **alter ego de Lucas**, era la contraparte de L en el Mundo Cómic y habitante del mismo. Tenía un mal gusto para elegir camisas y una mente peversa y violenta. Se volvió corrupto y poderoso hasta que intervinieron nuestros heroes. Actualmente está muerto y su poder y concentración se sumaron a los de L, aunque no se sabe a ciencia cierta como funciona esto.

## Biografía

### **Antes de L&F**

Este Lucas nació el mismo día que L el 31 de mayo de 1999 en la Argentina del Mundo Cómic. No se sabe como fue su infancia pero definitivamente fue diferente que la de L ya que su personalidad no es la misma. En algún momento conoció al Andrés de su mundo pero por motivos desconocidos este tenia planeado matarlo.

### **El cómic**

En marzo del 2013 Lucas se mete al a fuerza en un comic del Andrés del Mundo Real que tiene que presentar en el colegio y Debido a la naturaleza violenta de Lucas desaprueban a Andrés.

Unos dias después Lucas es contactado por Andrés y le informa que conoció a su contraparte en el Mundo Real y que puede arreglar un encuentro entre los dos para que absorba su ser. Lucas acepta el desafio y le da las llaves de su casa para que pueda entrar en la misma casa pero del Mundo Real.

Así comienza una batalla entre Lucas y L. El primer round consistía en un duelo en la Play el cual gana L fácilmente. El segundo en una partida de ajedrez en el que Lucas toma la delantera. Debido a los cambios de reglas realizados por F, Lucas termina perdiendo. De ese modo Lucas comienza a desaparecer pero logra despedirse de L y admitir su derrota. Después de eso desparece completamente lo cual causa su muerte.

## Habilidades

Altamente inteligente, violento, corrupto y poderoso. Le encanta destruir y hacer maldades, aunque parece un tipo tranquilo a veces. Lucas era muy bueno con juegos de ingenio y era un gran estratega, pero ni se imaginó que L y F podían alterar el Mundo Cómic.

## Curiosidades

* No se sabe que relación tuvo con el Facundo de su mundo, ni siquiera si se conocían.
* Es el único personaje del Mundo Cómic al que se lo vio morir.
* Por razones desconocidas el Andrés de su mundo quería matarlo.
* Cuando se disolvió fue absorbido por L lo cual aumento el poder y concentración de este.
* No logró ganar ninguno de los rounds que tuvo contra L.
* Por la calidad del dibujo no se nota pero su camisa parece un mantel de picnic.
* Posiblemente sea un sociópata, podía estar furioso pero parecer el tipo más bueno de todos, como cuando desapareció y se despidió pacificamente de L.
Espionage

## Špionáž

Tato znalost umožňuje podstatné zlepšení klíčových charakteristik tvých skautů.

- Unlock Stalkers - Odemknutí Skautů
- Scout Offense - Útok skautů
- Spying Speed - Rychlost špionáže
- Scout Defense - Obrana skautů
- Unlock Infiltrators - Odemknutí Špehů
- Unlock Wolves - Odemknutí Vlků
- Unlock Phantoms - Odemknutí Přízraků
Father Green

> *"Tear down this temple and turn it into something that helps people. You have everything you need, asking false gods for help only wastes time."* -Father Green to cultists
>
>

**Father Green**, or **Greenhands** is a mythical figure from the central unclaimed territories of Soi. Stories of this character are mainly spread through the territories on the western edge of the Tallet Empire north of Sumera. The stories tell that Father Green was a peaceful wanderer who came through towns and settlements, bringing new healing techniques, teaching farmers improved methods, and helping more primitive peoples build simple machinery such as corkscrew wells and grain mills.

* Father Green usually asks for assistance or information about the area after passing through a town.
* This person has been around for over two hundred years according to the tales.
* Father Green is especially interested in abandoned bio temples and ruins
* This character has been speculated to be the Great Engineer or the Truest King
* Upon discovering a temple made in his likeness, Father Green immediately ordered its destruction.
D.V.T.

El **D.V.T.** (Dispositivo de Viaje en el Tiempo) es una reliquia muy antigua creada con el objetivo de adueñarse del **tiempo** hace miles de años. Se desconoce cual es su verdadera forma y nombre.

## Características

Permite al usuario moverse en el tiempo sea para adelante o para atrás. Por el momento no parece necesitar ningun tipo de recursos para que funcione y solo podemos asumir que se pueden realizar una cantidad de viajes ilimitados, lo cual lo hace un objeto muy peligroso en las manos equivocadas.

La versión creada por L es una muñequera ensamblada a unidad electrónica de procesamiento que funciona con Windows, lo cual facilita su transporte. Para usarla se debe crear un usuario y una contraseña siendo el limite de usuarios uno.

## Historia

No se sabe cuando ni donde pero este peculiar objeto existe desde hace miles de años y puede ser invocado por cualquier humano si este encuentra la manera de hacerlo.

El D.V.T aparece en L y F por primera vez cuando L entra al Mundo Comic huyendo de Lautaro. Una vez ahí usa un lápiz para invocar la reliquia en esa dimensión y lo nombra Dispositivo de Viaje en el Tiempo. La forma también se la proporciona L. Al parecer el D.V.T. había dejado de existir por mucho tiempo hasta que L lo convocó de nuevo.

Se realizaron dos viajes con este D.V.T. Primero L lo usa para viajar a la mañana de ese mismo día, para entrar a su casa y salvar a F de Lautaro. Luego cuando el alter ego de Andrés llega, L lo engaña diciendo que el D.V.T. lo va a llevar de nuevo al Mundo Cómic (Andrés aunque conoce la existencia de la reliquia, la forma que le dió L es desconocida para él) vuelve a ser usado, cuando F presiona el botón de viaje mandando al alter ego un mes atrás.

Cabe destacar que en esta versión de la reliquia, L lo configuró para que solo funcionara con una contraseña especial, por lo cual el alter ego de Andrés no pudo volver a utilizarlo. El alter ego planeó su venganza durante este mes, pero terminó fallando y el Andrés real se llevó el D.V.T. Se presume que lo borró de la existencia otra vez.
Mamutok Language

The spoken language of the Mamutok people predates its written language by several centuries. The phonology consists of fourteen vowel phonemes and twenty-five consonant phonemes. Phoneme length is distinctive and many consonants can occur as geminates.

Mamutok is an agglutinative language, meaning the word uses various affixes to change its meaning rather than the context of the surrounding words. This works well with the written language, which adds morphemes to the symbol for a word in order to change its grammatical structure. Word case, tense, person, number, modality, valency, and neutrality are all expressed with different prefixes and suffixes. This can make conjugation difficult for someone first learning the language.

The word order works its way from general to specific. The neutral word order is subject-verb-object. However, Mamutok is a topic-prominent language, which means that word order does not only depend on syntax, but also on the topic-comment structure of the sentence.

This is a spoken language only. The Mamutok written language does not express this vocabulary in a phonetic sense, but rather uses a system of hieroglyphs.
Mundo Comic

El Mundo Cómic es una de las tantas dimensiones físicas del universo de L y F. Cualquiera que sepa dibujar puede entrar y manejar a su antojo la realidad de ese mundo una vez dentro. Nuestros heroes visitan este mundo en varias ocasiones para resolver sus problemas.

## Características

El Mundo Comic siempre ha existido desde que el hombre empezó a dibujar. Todo lo que se ha dibujado alguna vez en el mundo real es parte de él. Básicamente es una copia casi exacta del mundo real, tiene los mismos habitantes y paises, asi como los mismos acontecimientos históricos, figuras importantes, celebridades, ciencia, etc. Con algunas excepciones.

Sus habitantes son conocidos como "Alter egos", ya que son imagenes casi exactas de gente que existe realmente. La unica diferencia es su personalidad, que suele ser opuesta a su version real.

De la misma manera, el mundo del Mundo Comic, no es una copia exacta del mundo real, tienen sus diferencias, como por ejemplo su unidad monetaria parece ser la misma en todo el mundo: comicdolares.

Cabe destacar que si uno viaja al Mundo Comic, conoce a su alter ego y lo enfrenta, el perdedor desaparece y el poder y concentración del ganador aumenta.

Otro medio para entar el Mundo Comic son los portales, estos son limitados en el mundo y cualquiera puede usarlos. Uno de ellos pertenece a Andrés y es un comic que tiene desde hace mucho tiempo.

## Historia

Como quedo dicho, la historia en el Mundo Comic es bastante parecida a la del mundo real (Prehistoria, Edad Antigua, Media, Moderna y Contemporánea) y nuestros protagonistas también tienen sus contrapartes en este mundo. El Andrés y el Lucas de este mundo por alguna razón son malvados y saben de la existencia de otros mundos (normalmente nadie lo sabe y creen que su mundo es el único y real). En cuanto a Facundo, poco y nada se sabe de él.

## Habitantes conocidos

* Lucas
* Facundo
* Andrés
* Kiosquero

## Curiosidades

* En su primera aparición el Mundo se ve como un limbo blanco. Pero en realidad es igual al mundo real.
* Al parecer en el centro Buenos Aires hay un edificio bastante parecido al Chrysler de Nueva York. Más tarde Andrés Romano informó en una entrevista "*es un error, se me dió por dibujar el Chrysler...pero bueno, quedó así, ahora hay uno en Buenos Aires*"
* Solo nuestros protagonistas lo ven todo dibujado y en formato de cómic por que son del mundo exterior.
Axis

Axis is located at the Geographic South Pole. It is considered the capital of the Stargazer Plateau. Axis is the place of pilgrimage for the Sky Searchers. It is home to giant ice hotels and sculptures as well as a museum of Mamutok culture. The tribe maintaining the area is known as Tribe of the Axis. They receive food and supplies from visitors in exchange for shelter. They do their best to stay open year-round, but have to migrate north some years because of harsh weather. Axis is open to visit for people of any race or nation.

## Attractions

### Ice Hotel

Axis is home to a giant hotel made of ice to house guests. Visitors pay for rooms either with currency or supplies or food. People wishing to visit Axis are encouraged to stock up before their visit, because the hotel has a reputation of turning away people unable to pay.

### Ice Slides

There are giant ice slides which people can slide down either by themselves or in tubes.

### Slopes

The flat terrain of the Plateau is unwelcoming to extreme sportsmen, so Axis has constructed man-made slopes for skiers, snowboarders, and sledders.

### Racetrack

There is a track where mammoth races are held regularly. People come to enjoy the races or gamble on the winner. This is a large source of income for the Tribe of the Axis.

### Sculpture Garden

Ice sculptures are on display and are changed out occasionally. Sometimes Axis has temporary guest artist exhibits from artists all around the globe.

### Museum

The tribe maintains a museum of Mamutok culture to educate visitors.
Immortal civilizations

The Immortal civilizations are the cultures and countries of Soi that were created, guided, or ruled by the Immortals

These civilizations tend to have advanced or exaggerated traits designed by their creators to fulfill a purpose in the world or to modify the condition of those living within.

These civilizations are the birthplace of ab humans and tend to utilize biomorphs and advanced technology from before the Great War.

## Known civilizations

* Ashed Confederacy
* The Circle
* Goran Nation
* Woag Tribes
* Mamutok
* Broken Kingdom
* The Academy
* Kushanese Empire
* Tallet Empire
Quartex

**Quartex** is a complicated board game, played on a large, irregular grid, with many different pieces. It was reportedly invented by an Immortal who had solved other games, and aims to better simulate real-world tactics. Every year, a world tournament is held in Stoneport, in the Circle, bringing players and enthusiasts from all over the world.
Immortalpedia Wikia

> *"There are those that live forever, and then there are those that live."*
>
>

This is a setting base for which table top RPG campaigns or other stories can be told within. Similar to how one might stage a story or campaign during a time in history, to try to capture the spirit of that era. The Immortals setting asks the question of what might the world have been like if in the late paleolithic eras, a limited number of persons gained the curse of immortality and some level of insight as to what our modern world had become. How would these people function in the world around? How would they shape the lands? The major Immortal Nations here-in represent the ideals some believed they would work to achieve, while other Immortals shrug off power and instead wander the world, while others seek to live in peace as the world and time pass them by. Commentary, feedback, and ideas are welcome.

## Welcome to the Immortalpedia Wikia

All you want to know and more concerning the setting "Immortals".

### **Where Do I Start?**

It is recommended you start by reading about what Immortals are as they are major characters. From there one might study the map and look up what nation sounds interesting, or review the list of "known" Immortals, read who interests you and explore their nations from there.

Or just hit the "Random" button (here)

## The setting of "Immortals"

"Immortals" and its setting is a tabletop RPG setting designed to be used for any pre existing rule set such as Whitewolf's d10 system, or Pathfinder/3.5 d20 system. A percentile based system is being developed for use with this setting to more accurately reflect the balance in the world between technology, grit, and training among the varied human nations at play.

## Major Concepts

### **Biomancy**

The setting of "Immortals" involves the genetic engineering of creatures and people as a core concept in setting up the series, the practice of which falls under the umbrella of **Biomancy**

### **Techmaturgy**

**Techmaturgy** is the blanket term for technological tinkering and inventions present in the setting of "Immortals" As most of the setting falls somewhere between the bronze age or iron age, instances of this are quite impactful.

### **Psychomancy**

Social engineering, organized religions, and philosophy are important to creating the varied civilizations present in the Immortals setting, this article focuses on the hows and whys of that.

### **Immortals**

The titular beings that arrived on the planet of the setting well over 2000 years prior to current events, and humanity has had to contend with their existence, in many different ways.

## Major Categories

### **History** - Major historical events.

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

> *"it is said that all the way from the Catailian desert to the gulf of gold you can hear it. The shrieking wind coming from The mountain. It always sounds different. To some people they hear the mournful call of their fallen comrades, to others it is a cry for help from the untold masses of suffering in the world. No doubt about it, that peak is haunted. Beware adventurer, things are just different on the mountain"* (Ranger's warning-Traveller's guide to Soi)
>
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Howler's peak is a natural rock formation in the northern Midlands of Soi overlooking the Family Hearth capitol. The area is known for an unusual amount of disappearances, violent thunderstorms, and a strange phenomenon in which it sounds like screaming descending from the summit.

Due to unknown reason, when wind travels from the top down to the foot of the mountain, the sound of screaming can be heard. Explanations for this have ranged from mundane solutions of rock formations causing strange noises, to the more fantastical such as haunting, monsters, or secretive cults performing sacrifices.

## The hilt of the mountain

> *"If you listen to the stone, you can hear them talking"* (Pilgrim visiting the hilt of the mountain)
>
>

At the exact summit of the mountain, there stands a large sword handle buried into the rock all the way to the hilt. The material, make, or origin of this item is currently unknown. The sword cannot be moved or pulled away from the stone and all attempts to have failed. The site was set to have a mining crew come in to excavate the sword to discover its origins, only to be blocked by a camp of veteran fighters from all corners of the world who see it as a holy site for pilgrimage. World weary soldiers are said to be able to find peace by visiting the hilt and have created somewhat of a cult following, with each new member attempting to draw the sword from the mountain as a ceremonial attempt at pulling the wounds from the world itself.

The rock around it is heavily charred iron rich stone, and appears to be highly magnetic, attracting the lighting to it with great frequency. The sword pulling ceremonies can only be attempted on days of clear sky due to the intensity of these lighting strikes.
Midlands

The Midlands of Soi is the region between the Eastern Block and Westerlands.

## Climate

The Midlands of Soi is characterized by mild rainfall year round. The areas near the equator rarely experience snowfall.

## Ecology

### **Flora**

#### **Redwood trees:**

Massive hardwood trees that can grow up to 300 feet in height and around 30 feet in diameter at the base.

#### **Maizer trees:**

Trees endemic to Deepstep Hollow, the maizer trees have developed large hollow root systems that rise above the ground and dig around the openings in the earth to anchor the trees. Their branches are primarily at the top of the tree and spread outward often blocking the sun in large numbers.

### **Fauna**

#### **Spear Bear**

Spear bears are are large mammalia omnivores that can grow upwards of 1200lbs
Lakelands

> *"Storms caught between mountains and water flowing from deep stone tunnels. To the west lies the Coldwater swamps, to the East, the Hallow, to the south, the tundra, and to the north, the continent of Ebony. It is mostly unclaimed, but beware ambitious settler, for it is with good reason"* (Traveler's guide to Soi)
>
>

**Lakelands**, also called **Ashed Lakelands** due to the inhabitants and cities of the area, is a geographic biome in the midlands of Soi characterized by rolling mountains and lakes that dot the area.

* The Lakelands borders Deepstep Hallow and shares similarities in the geography, climate, and living things of the nation.
* The area is dotted with mortal civilizations that live in the areas between the Ashed City states
* Goran incursions occasionally roll through the area.
* The area is occasionally infested by Rakkaan due to lack of central authority in the area.

## Geography

As the name would suggest, the area is dotted with various lakes connected by above ground or underground rivers that feed them. Some of these lakes are located in or between mountain ranges causing them to have high altitude bodies of water that flow flow to the valleys below.

The mountains of the area tend to be stable rock formations often filled with natural cave systems, the most prominent cave systems are to the northwest bordering Deepstep Hollow. The mountains themselves are covered in oak forests that extend to the valleys below.

The northern coast of the Lakelands is a large shelf cliff that borders the ocean.

* Coldwater swamps cover the area to the NorthEast near the coast

## Climate and weather

The weather of the Lakelands tends to be very windy with frequent rainstorms rolling in from the NorthWest. The climate to the north tends to be warmer due to its proximity to the equator, along the coast holds frequent and more severe rainstorms but warmer weather.

Due to the high altitude and mountain ranges of the lakelands, storms can often get caught between mountain ranges, causing wildly different weather patterns with mountains forming natural barriers.
Mamutok Orienteering

Being at the south pole, the Mamutok people of the Stargazer Plateau are unable to use the standard cardinal directions of north, south, east, and west. Instead of orienting with respect to the north pole, they use a vector tangent to the axis, the intersection of the equator and the prime meridian, which happens to fall on Hearth Home. They orient on an Azimuthal system, using the sacred angles Upsilon, Pi, Eta, and Tau.
First Goran War

The **First Goran War** was a First Contact War between the nations which would eventually become the Circle and the Goran during the late Classical Era.

## Sequence of Events

### Initial Contact

* The Goran, Whitewood Republic, and the Shining Kingdom all sent missionaries ahead of their expansion.
* Expeditions began to run into the same cities.
* The Goran expansion armies were encroaching while waiting on other nations' reply.
* The Encircled mistakenly believed the Goran to be a tyrant micronation. This misconception became apparent when the full Goran army arrived.

### Initial Conflict

* The Shining Kingdom pushes the Goran back, while the Whitewood Republic prevents them from taking new villages.
* The Goran treat them as a normal enemy.
* The Goran begin crossing the Edge of the World.
* Other nations, like the Largest Tribe, were quickly drawn into the conflict.

### The Gulf Coalition

As the militaristic Goran began to overrun the Circle nations, they had to band together. The Inner Circle becomes concretely established as a united nation of the former coalition states. micro-nations in what would become known as the Outer Circle reinforce the growing power to their north against the Goran as it seems victory may become possible.

### The Circle vs The Goran

Coordinated under one banner, and reinforced from behind, the combined armies of the nations drove the Goran back over the mountains, pushing them back through the passes and holding their advance there. The fighting is brutal and requires heavy use of mercenary armies from the surrounding areas.

### The Circle-Goran Unification

* The leadership of the Encircled and Goran finally met and explained themselves.
* Respect was demonstrated by the offer and acceptance of vassal status.
* War was redirected to new heretics.

## Aftermath and Legacy

The Goran nation ceased to expand west past the mountains between the two areas, considering the vassal lands to already be conquered wile the lowlands to the east were fully settled and converted. The Circle took advantage of the end of hostilities with the only local threat to focus on their own development and slow expansion. The Technocracy however took the lessons of the war and cultivated their new war machines, tools, and combat philosophies to deal with what they expected would be the most prevalent threat the Circle would face in the future. This new philosophy on combat can be summed up as "projectiles fill the air".
Joaquín

**Joaquín** es un personaje secundario de L y F y vecino de Facundo. Es un chico común amante de las bromas.

## Biografía

### **Primeros años**

No se sabe nada del pasado de Joaquín, solo que es el vecino de F de toda la vida y que nació en 1999. Nunca fue considerado uno de los mejores amigos de F pero si un amigo conocido con el que hablaba de vez en cuando.

### **L y F**

En febrero del 2013 Joaquín se compro una Xbox 360 y como no consiguió con quien estrenarla llamo a F y lo invitó. F aceptó y le preguntó si podía ir con su mejor amigo L. Joaquín no tuvo problema en aceptar así que ambos fueron a su casa.

Joaquín entonces recibió a el dúo y procedieron a jugar a la Xbox. Luego decidieron ir al fondo y L preguntó por el perro, a lo que Joaquín respondió que no estaba y le pareció raro que un extraño supiera que tiene perro, pero pensó: Se lo habrá contado Facu. Cuando se acercaron a la pileta L tiró a F y mencionó que era un portal al centro america. F salió como si nada y Joaquín lo cagó a pedo a L porque la pileta estaba sucia. Luego todos juntos vuelven a jugar.

Cuando anocheció L y F decidieron quedarse a seguir jugando pero unas horas después Joaquín se quedó dormido. Luego se corto la luz y quedaron a oscuras y comenzaron a escucharse ruidos extraños. Claro que todo era obra de Joaquín que decidió jugarles una broma y utilizar un muñeco para hacer creer a los chicos que la casa estaba embrujada. Acercó el muñeco a L y gritó, al mismo tiempo que vuelve la luz. Del susto F se desmayó y L se enojó con el. Entonces decidieron irse a dormir. A la mañana siguiente L y F volvieron a sus hogares. No ha aparecido más desde entonces.

## Habilidades

Se sabe que sus habilidades en videojuegos no es tan buena como la de L y F y es bueno haciendo bromas a sus amigos pero fuera de eso es un humano común y corriente.

## Personalidad

Joaquín es un gran bromista. Le encanta jugarle bromas a sus amigos, de hecho el cartel de no funciona en la puerta de su casa es mentira y parte de sus bromas. A pesar de su gran sentido del humor sabe darse cuenta cuando es muy tarde y pregunta a sus amigos si es seguro volver a casa.

## Frases

*"Hola chicos!"*

*"Miren chicos, les traje pulseritas de la amistad"*

*"¡No boludo! ¡Lo tiraste al agua y estaba sucia!"*

*"¿Que perro? (...) Si, pero no está acá"*

*"¡Si! ¡Vamos a jugar a la Xbox!"*

*"¡Sorpresa!"*

## Curiosidades

* Es el personaje de L y F (no dibujado) que menos apariciones tiene, habiendo aparecido solo en dos capítulos.
* Al parecer hace pulseras de amistad cada vez que tiene un nuevo amigo.
* Le gusta hacerle bromas a sus amigos.
* El único personaje hasta ahora que no tuvo relación alguna con el Mundo Comic.
Hand of Life and Death

> *"I have made a mistake. I saved four lives today and only took one in the past week. The balance must be kept. Three lives I owe, three lives I must deliver. "* -Supposed quote from the book "Myths of the Eastern Territories"
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**The Hand of Life** or **the Hand of Death** is a local legend rumored to exist in the eastern regions of Soi. The names "Hand of Life" or "Hand of Death" refer to the tendency to either take or save a life on any given day. Versions of this legend say that this character is two different people as the behavior seems to fluctuate wildly during these two different actions.

## Sightings

> *"It appeared without warning, and disappeared just as fast. Hair of black and white, leaving a trail of death in its wake. It whispered in my ear, told me that the balance was kept."* -Kushani prisoner after local guard found their camp filled with dead
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## Origins

The origins of this myth tend to be associated with the obscure Mesquaki people west of Kushan. The myths come from the mid western regions, often being told in towns where a destructive warlord or bandit party went missing or a plague was cured.

## The Balance

This Immortal seems to shift between two stable priorities. When calling itself the Hand of Life, it will seek out those whose life is being cut short by ailment or injury, judging them either worthy or unworthy based on how much suffering or joy they bring to others, their family connections, history, and other factors. If judged worthy, the Immortal will save their life if possible.

When the Immortal calls itself the Hand of Death, it will seek out the most reprehensible human being it can find that offends its sensibilities; often corrupt leadership or abusive members of society are the first to be culled.

When the Immortal balances the amount of lives saved against the amount of lives taken, it enters a state of mind called "the balance" where it simply wanders the world finding new ways of bringing both life and death to return to the Mesquaki people. When it finds either someone truly worthy of being saved or truly worthy of death, it unbalances itself.
Polaris

Polaris is the city located directly on the Magnetic South Pole. It is settled by the Tribe of the Spinning Lodestone. They possess a heated facility with an advanced observatory. The observatory contains a massive, machine-cut telescope, one of the largest in the world. It is used primarily for research of Soi's geomagnetic poles. This is the closest to a university on the Stargazer Plateau. Polaris attracts researchers from around the globe. On the South Pole itself, there is a spinning magnetic arrow. The facility is often vacated in the winter due to inhospitable conditions.

## Foreign Involvement

The Encircled have a joint-constructed research outpost there, where they do research involving the harsh climate and Soi's magnetism. Ironspire provided the machine-cut components for the telescope. It is believed this point in the geomagnetic field could be used to create a perpetual motion generator.
Conspiracy Theories of Primus

*"Just think will you, think of how events played out. Think of all the money and power that shifted hands. Think of all the convenient mistakes, the fortuitous turns of events. Can you really think, truly believe, there is no one standing behind the curtain? No one pulling the strings of fate tied to the hands of men and Immortals alike to benefit themselves at the price of all?"* -Unknown
Classical Era

**Kallipolis Standard Eras**

Prehistory: before 0

Dawn: 0-100

Precalssical: 100-400

**Classical: 400-1000**

Postclassical: 1000-1200

Golden Age: 1200-1800

Decline: 1800-2100

Post-Immortal: 2100-

The **Classical Era** was a historical period in the years between 400 and 1000, widely considered to be the most pure era of rule by the Immortals. It is considered to have begun the insanity of the Goran Fire God and establishment of the Undying Council and ended with the fracturing of The Broken Kingdom, the start of conflicts between Immortal Nations, and the abdication of the Encircled Immortals.

## Climate

The climate during most of the Classical Era was relatively temperate, with equatorial areas experiencing relatively comfortable days for most of the year, with intermediate spells of harsh weather. Near the end, the average global temperature had increased 1.3 degrees, lowering crop yields, causing famines in some regions, especially among the Unclaimed, who were forced to either move to colder climates or build more robust settlements.
Collective

> *"First off, 'Collective' implies that I'm a part of some greater organism: I'm not. I have a name. And who exactly IS part of this collective? The Technocracy? Its citizens? The whole Eastern Block?"*
> - A Friendly Missionary stationed in the Ashed.
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**The Collective** is a colloquial term for the Circle of Friends, the Technocracy, and its members, used outside of the Eastern Block. It is sometimes used pejoratively, which occasionally leads to confusion in cases where it is not intended to be.

## Origin

The term for the Circle of Friends that was coined by an unknown source and proliferated throughout the surface of Soi much like the informal name for any civilization. (Ashed/Ash born) (Goran/Red Tide) (Broken Kingdoms/Stone Men)

The name "Collective" comes from the perception that the citizens of the Circle specialize to such a degree that they are more or less unable to work without their fellows around them to work together, and on their own find it difficult to function. However when together function very well much like an assembly line due to their focus in their chosen function. Its mostly used because "Circle of Friends" is a rather long name for a distant group of people, and "Collective" sounds more concise and serious, as opposed to the more encouraged "Friendlies". The name also derives from their culture of shared possessions and responsibilities such as raising of children being delegated to others aside from their parents.

## Use abroad

The term "The Collective" is used by most people in Western Soi when referring to the nation of "The Circle of Friends". It was made and popularized amongst the Ashed and the Family Hearth , and the Friendlies don't really respond strongly or often enough to dissuade them.

The Broken Kingdom, being rather closely tied to the Circle of Friends, and a society in which impolite words usually results in broken noses and cracked teeth pointedly avoid the use of the term Collective unless roused. In the Kingdom, the Circle of Friends is usually referred to as "The Circle" for short and individuals of their neighbor nation are called "Friend". There is little confusion as companions in the Kingdom are generally termed "comrade" or "brother/sister" when the bond is closer.

The Tallet have used this term when describing the Circle to conquered villagers, as it sounds cold and overbearing to them. It typically does not come up in their literature, however, as to claim that the Friendlies do not value the individual as if it were a negative would be counter-productive.

## Friendly response

It can be offensive because to call an individual Friendly "Collective" in place of a name implies that being a member of some vague, cold collective is the sum of their individuality, something which Friendly culture emphasizes the importance of.

The Friendlies themselves don't really address this internally, as they have never called themselves this, and it is not commonly used within the Eastern Block, but the Technocracy does make sure that foreign dignitaries, such as Missionaries are aware of the term and able to deal with it before leaving.
Hearth Home

The Hearth Home is the center of operation for the Family Hearth. The hub is a fortified city situated in the center of the trade currents south of the Woag isles. The city itself is a mass of constantly working bureaucracies analyzing the needs, wants, and resources of every civilization on the surface of Soi known to them in order to maximize profits and streamline the flow of trade goods.

## Old Port

*"Coin flows like the tides. Our job is to sail the waters"* -Thomas of Cheese

The Trade Hub existed since the first generation of merchants. Although much has changed since those times, Old Port has not. This massive carved rock face greets all that sail into the harbor. On top of the massive rock face is a metal and stone lighthouse which has long since been retired. What it does serve as, however, is a monument of the greatest merchants of the generation. Their names are ingrained into the stones of the building. It is considered the highest honor to have your name here, and though many rumors exist about these individual becoming either cursed or blessed by the sight after signing it. However, most merchants do not believe these myths, but it is customary to touch the face upon returning to the hub, thanking all the great merchants that came before you, who, by their own accounts, gave you the opportunity to make a trade.

## Mounte de Faust

This is the place where, during the Great War, the townspeople took up arms to defend their city. This street is the one street in the city in which no shops reside. It is considered by the merchants as a place of respect and glory, for that was the first true time did the merchants had to fight on their own soil. There was no honor or glory to be had; it was just citizens desperate to survive but filled with blinding rage, which all those who landed on their shores found the result of this.

Along the street are statues of the members who fought and died during the attacks, each carved with the greatest care and preserved with the same amount. At the end of the street lays an iron tablet embedded with "Never forget."
Art the Dealer

Arnaldt "Art" the Dealer of the Inner Circle was a historical figure in the Circle during the period of rebuilding following the Great War. Formerly Arnaldt von Drumpt of the Broken Kingdom, Art's rise to prominence was fueled by his fiery rhetoric against the savage nature of the Goran nation (and the need to wall them away from future encroachment), framing the attempt by the Truest King to block the use of Dust as foreign influences trying to control the Circle, an almost religious devotion to the Circle's way of life and ideals as the best that humanity could achieve, and an unyielding rallying cry that the Circle needed to rise from the ruins of a century of warfare to rebuild their nation to the greatness they'd once known.

* Art the Dealer was credited as the primary political force behind the construction of the Great Wall

## Before The Circle

Arnaldt grew up in the Broken Kingdom during the late period of the Great War. The Tallet had been ousted, but scarcity and hunger were widespread from the despoiling. Although not much more is known of his time in the Kingdom, it is generally reported that the Arnaldt showed strong promise as an organizer and supervisor. Unfortunately without a matching aptitude for manual labor and violence Arnaldt saw himself rendered to a life of mediocrity and given the state of the Kingdom, poverty. When he came of age he forsook swearing the Oath of Stone and headed for Circle where his talents could flourish and he could enjoy a life of relative luxury rather than being physical labor his entire life.

## The Wall

> *"The Goran think we're weak, they've been beating us for years and are laughing about it in their golden pyramids. It is time for us to turn the tide and claim victory for ourselves again! The Circle will be so victorious that you will not know what to do with it! We will build a symbol of our strength. A tall, powerful, beautiful border wall that the Goran will disbelieve their eyes upon seeing it.* (Art the Dealer - technocracy records)
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Solvarkia

Template:Stub
**Solvarkia** is a developed area in the Eastern Block, just east of the Stone Kingdom along the Road to Iron. It is not unified, as a civil war in the late Golden Age saw it split into two separate factions. The nations are around the Gulf of Solvark, the name of which comes from the word "Solvarka", which means "\_\_?\_\_" in an extinct local dialect.

## Republic of Solvarkia

### Aliases

South Solvarkia

The southern side is a Democratic Republic. Their main exports are fish, crab, and lumber.

## Kingdom of Solvarkia

### Aliases

North Solvarkia

The northern side is a Constitutional Monarchy. Their main exports are fish, crab, and wool.

## History

Solvarkia was originally a semi-unified confederacy which had grown around the trade hubs on the Road to Iron and the ports and fisheries of the Slovark Gulf.

At some point in the Golden Age, the king of a large province in the north set out to unify the various city-states under one banner.

The Technocracy intervened early in the conflict, working to prevent civilian casualties and property destruction.

The states south of the gulf unified into a more cohesive federation to repel the invasion, and eventually adopted their own unified government, becoming a republic.

The Unbounded intervened and demanded the conflict end when the fighting reached the trade route.

During the decline at the end of the Golden Age, Northern Slovarkia adopted constitutional and parliamentary measures to quell unrest and improve relations with the Technocracy, as famines had given them need for aid. By that time, Southern Solvarkia's leadership selection process had become mostly democratic.

Today, the two nations have decent relations due to foreign intervention and time, but will probably not reunify for a long time.
Day of bells

The **day of bells**, or the **The ringing day** was a major day of global engagement between the Tallet Legion and Ashed Confederacy army during the Immortal war which ended disastrously for the Ashed mercenary forces.

It was called the "day of bells" due to the Tallet disrupting Ashed battle commands by using large bells to drown out the sound of Ashed officer bells.

* The plan was hatched and executed by the Tallet supreme commander Daevos Patchrel

## Provocation and response

### **Beginnings of the war**

Ashed combatants until this point in the great war had been an irregular occurrence for main participants of the war. The mercenary companies of the city states had been hired and utilized against all nations as a bolstering force to protect or take high priority targets. The great nations had been content to let the Ashed carry out business as usual as it dispersed their efforts and effectively kept them from pledging to any one side. As their loyalty was only in question if they weren't being paid no nation was willing to press the issue and risk a unified Ashed military joining forces with their enemies.

* While the Ashed were not a large military power none of the major nations would risk losing even the smallest advantage.

### **Enter the Ashed**

As their privatized military forces were embroiled in war across the globe, the inevitable happened and several Ashed cities fell to Goran and Tallet forces. The resulting political shockwave caused the Confederacy forces to pull back the majority of their armies with partial refunds to their employers to defend their remaining cities and plan a counterattack.

The first major offensive
Life Coins

**Life Coins** are the currency used by the Mamutok tribes. Usually they barter with the supplies they carry, but the Life Coins are still commonly circulated among the more heavily populated areas. They are minted in solid gold and inscribed with antarctic survival tips, to get important information into the hands of northern travelers.

Common phrases found on Life Coins:

*"Wear at least four layers of clothing."*

*"Always travel in groups."*

*"Don't leave camp in low visibility."*

*"Always keep a dry set of clothes."*

## Death Coins

**Death Coins** are the colloquial term for counterfeit versions of Life Coins. They are made of brass or pyrite, and contain advice that ranges from useless to downright malicious. They are removed from circulation once they are caught.

Phrases seen on Death Coins:

*"The back is the strongest muscle in the body."*

*"Starting a fire will only draw predators."*

*"If an animal is foaming at the mouth, that means it's ripe."*

*"Drinking too much water will freeze your body."*
Daggarmoore

**Daggarmoore** is the colloquial name of the only area of civilization in the Badlands, which is a temperate desert in the southwestern edge of the Eastern Block. This is a series of outposts, towns, and cities which have been built along the shore of an inland sea.

It is named for the spiked rock formations which litter the surrounding area, and for the hardy nature of the people there, who become mercenaries at a higher rate than usual. It has also earned a reputation as a place where criminals and exiles from the rest of the South Eastern Block seclude themselves to, though this is not wholly accurate: most areas are relatively peaceful, although many of the larger cities have this problem, and respond to it with some of the more draconian laws of the Eastern Block.

The religion of The Hungry Sun originated in this area.