recursal/Fanatic-Fandom huggingface dataset:
Jorska

> ***"Very Niaze!"***
>
>

A tall man in his thirties, he regularly appears in a mixture of Akhosian and Rhuu attire. First spotted during an expedition to some far away ruins, Jorska set up shop as a local "Doktor", and peddled his wares among the denizens of Scy'kadia.

The most turbulent Rogue in the Weft, Jorska is a happy-go-lucky scamp. Prone to random acts of chaos, kindness and arson, if he has a "code of ethics" very few people have been able to work out what it is, beyond "Don't ever rip him off". He has established himself as the resident "Alchemist", a nickname given to him by the populace which he has heartily embraced, despite being more widely known for his employment of poisons and explosives!

Jorska was killed in a plot enacted by Kartor, a Thaedian Ashborn cultist, involving poison, and the binding of Jo'v  to strike the killing blow.

**Quotes**

* "Once you have helps me plant the surprise, I would not hang arounds if I were yous!" - Jorska to an unwitting accomplice.
* "He will teleport you out of trouble... but probably into more, bigger trouble." - Galanath Duskbringer
* "Best person to go to to buy a bomb off of, and also to be bombed by!" - Prefer to remain anonymous customer of Jorska.
* "Today, you learns consequences!" - Jorska to Wyl

**Rumors**

* Is a bastard
* Isn't a bastard
* One of the above is actually true
* he reviles Shifters
* his poison-infused swords were forged in a dangerous ritual involving a live, angry manticore
* Noted Prankster
* Is afraid of zombies
* Perceived somewhere between Insane to Outright Psychotic
* Maniacal with Explosives and alchemical practices
* Will blow up you or your camp for a laugh

**Player**

Archer - Admin
The Circle

The circle is a group of people who seek knowledge and magical learning, mostly mages however many have other tiers we are a mostly peaceful group only attacking when threatened directly, or something we wish to study is in the hands of enemies.

the Circle is led currently by Arcanist Pandora Thistlethwaithe but previously was led by Vyrion, known as the Gathered, and the Elte.
Pike

>
> ***"A Canon would be great, I will be using it recklessly and with no abandon"***
>
>

## Pike

### Relatives

Ma (Mother)Da (Father)

Neyrin Dove (Cousin) (regretably)

## Physical description

### Gender

She/Her

Pike is a Pirate from the Kraken Reach Isles, she came to the Vale following after Neyrin Dove.

Pike is a Half-elf hailing from the Kraken Reach Isle with a penchant for bar work. Her name is attached to multiple incidents around Guardian Vale, including Explosions and Grevious bodily harm.

**Quotes**

* "Ma said I had the emotional capacity of a fish"
* "I wasnt allowed on a ship till I could stand on a fishing boat... It took a while"
* "Yes, my love?"

**Rumors**

* She isn't from the Reach, only pretends to be.
* Was responsible for the blowing up of the Athenium
* She has a full name
* Once made a deal with the Voice of Ruin.
* She still works for the Brotherhood.

**Player**

Gabby B
Neko

> ***"Can I just blast 'em?"***
>
>
> ***"Blast them."***
>
>
>
> ***- Neko and Tetsu during the fight to take the Lumber Mill from Raven Company at Game 114***
>
>

## Neko

Neko wearing her new kit after joining the Tavern Town Loyalists

### Relatives

Sisters: Isolde, Raiyv'n Maddog, Lilith | Brothers: Tetsu, Luciano, Samuel, Rala, Oscar, Jimmy, Bjorn

## Physical description

### Eye color

Red

Neko is currently a member of the Iron Legion.

Neko is a life elementari who stands 5ft 7 inches tall and takes on various physical attributes of a black cat.

Neko comes from a forest in Arkosh that has since perished to mortal expansion. Neko left the stream and made her mortal body in an attempt to protect her forest. Neko made herself look as cute and beautiful as she could to seem unthreatening to the Arkoshians. The Arkoshians however did not want to talk, Neko was attacked and forced out of her home, unable to defend it.

Neko loves and adores all beings of magic like herself. Neko despises those who treat Elementari with fear or hate and holds a great deal of bitterness towards Arkosh for her past. Neko cares deeply for her fellow kin aswell as her new friends she has made in the guardian vale.

Neko remains in the weft unable to bring herself to return to the stream. She initially continued her existance as a vessel of vengeance seeking to protect nature by sending mortals to the nether. She has since found new reasons in the weft to continue existing in her mortal form, such as family and love.

Neko sometimes blames the physical form she chose as the cause of her misfortune that seems to follow her everywhere she goes. Based on superstitions about black cats bringing bad luck.

**Quotes**

* "Can I just blast 'em?" "Blast them." - Neko and Tetsu during the fight to take the Lumber Mill from Raven Company at Game 114
* "Nya" - Neko
* "Meow" - Neko
* "Mrrp" - Neko

**Rumours**

* Neko is in love with a demon of Zeleel.
* Neko was the only member of the Glade Wood Kinship to vote for joining Shadow Camp at the factions founding.
* Neko is evil.
* Neko's Rosecrown was given to her by the champion of Zeleel Lilith, Neko turned the crown into a circlet of power to prevent the roses from dying.
* Neko wants to commit mass genecide.
* Neko worships the moons.
* Neko is addicted to poisons.
* Nekos favourite things are blood and fire.

**Player**

Opal N
Ryu Takanashi

```
Tier 1 Rogue, Tier 1 Learned Mage

```

## Background

Ryu never knew his biological parents, having been raised by travelling monks. However he was told stories of how they found him wrapped up near a burnt out carriage. Over the next sixteen years, Ryu learned from the monks which he called his family. Not long after his 16th winter, the monks were ambushed in a forest by bandits, of which they lost. Only Ryu survived but he was knocked unconscious. Upon awaking some time later, he discovered he was taken into an underground slave ring. For the next six years, his life was as a slave, digging the mines, feeding the masters, every pasing day he would wait for an opportunity to escape.

Finally, after what felt like an eternity, one of the slave drivers stumbled over some rocks and dropped his longsword. Seizing this opportunity, Ryu lunged for sword and killed the slaver. Using the sword, he liberated the slaves and staged an esape, killing any slavers he saw along the way.

After his escape, he kept the sword as his primary weapon, adding a tassle to the end and calling it The Slave Killer. He sought out revenge for his captive days and his fallen monks, hunting the bandits who turned his life upsode down. This, in turn, led him to the Guardian Vale.

## Redemption

Upon his arrival in the Guardian Vale, Ryu met some other swordsmen, and learned that there was troubled times arrising within the lands. He opted to stay and help the troubled land instead of pursuing his own motives. Over the upcoming weeks, Ryu worked alongside both the camps of Light and Shadow.

After the fall of Strigos, Ryu left the weft for some time, pursuing his own agenda once again. Aimlessly travelling, he stumbled upon a familiar forest, that of where his monk brethren were slain. After finding their skeletal remains, he dug a grave for each one and marked them. Stabbing The Slave Killer into the ground, he picked up the Abbots staff, which he dubbed The Wonderer, and vowed to fight not for revenge, but for justice and honour.

## The Return

Upon his return to the Guardian Vale, Ryu was met by a new face, who funded Ryu to featherweight his staff. In return, Ryu was a bodyguard for this Mad Professor, who sought to overrule Tavern Town and create a new law, but this was a failed mission and order was set back into line. After this attempt, Ryu was approached with the idea of joining a guild named The Smiling Dragons. Hesitantly, he agreed, knowing alone he couldnt do much to help, but with allies he could have the backing to fix the land.

Soon after, Ryu sought to learn magic, stating theres only so much he can do with basic tools. This in turn, led him to Light Camp to seek a trainer in the light side of magic. Here, he learned there was other slaves who liberated themselves. Having learnt both the light and darkside of magic, he felt more capable of helping those in need.
Secret Dungeon

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*
*For the raid, see Secret Dungeon (raid).*

## << List of Areas

### Monster Lv.

6,250 ~ 9,000 (Casual)8,125 ~ 9,001 (Hardcore)

### Art by

???

**Secret Dungeon** can be accessed from Secret Entrance. This area is unlocked at Rank 250.

This area is used for Secret Dungeon raid.

## Area Stats

 Spawn Delay
 Epic Monster %
 Epic Monster % (Worst Moon)
 Rare Monster %
 Invisible Ally Drop %

## Monster List

The following monsters can be found in this area.

## Adjacent Areas

The following areas can be accessed from this area.

 Final Chamber | 250

## Notes

There is a timer in this area. Time is set to 30 minutes and 5 seconds when player enters this area. If the time runs out, player is sent to Secret Entrance.
363 - Duglett

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*

## Invisible Ally Stats

### Passive Abilities

 Evasion
 EXP

## Notes

There are no special notes about this monster.
All notes about this monster, such as fighting strategies, special formulas or attacking patterns, as well as other notable things, should go here.
Revolution Earrings

Revolution Earrings have a 50% chance to be looted as Dark Pyramid reward in the end of the raid, as the other 50% chance are for the Revolution Pyrabow.

### Stats

DarkPyramidBonusTier = Based on how much you scored in Dark Pyramid. Please check main article for more.

* Enhancement count: [+DarkPyramidBonusTier] - Maxmimum of [+10]
* Required Rank: 26 + (20 \* DarkPyramidBonusTier)\*
* Attack: 10 \* (DarkPyramidBonusTier)
* Attack Speed: 5 \* (DarkPyramidBonusTier)
* Defense: 10 \* (DarkPyramidBonusTier)
* Critical Damage: 5 \* (DarkPyramidBonusTier)
* Evasion: 5 \* (DarkPyramidBonusTier)
* MaxHP: 5 \* (DarkPyramidBonusTier)

Random (Green) Bonus

Random (Orange) Bonus

**Unobtainium Enhancement count**: DarkPyramidBonusTier

 Epic Pyramid Set

*This article is outdated as of version **ver**.*

```
picture is outdated, not text.

```

When equipped together with Revolution Pyrabow, you will get the following bonuses:

* 2 items: Spawn Rate +5%
* 2 items: Damage dealt in Dark Pyramid is multiplied by 1.2
* 3 items: Damage +10%
* 3 items: EXP + 10%
* 3 items: Spawn Rate +10%
* 3 items: Damage dealt in Dark Pyramid is multiplied by 1.25
The Crosslands

Miles of low hills and desolate plains, marred by roads for the swift passage of armies, dotted with ancient grave markers. The Crosslands once served as an invasion route between the largest human realms. Nowadays this grim expanse lies deserted, save for passing traders… or so it is said, by those who know-no-better.

### The Dead Below

As The Pharidae War drew to a close, the looming threat of undeath began to subside. Some free-willed undead took their chance to escape servitude to Pharid. Tired of conquest, resentful of their necromantic masters, they roamed in search of sanctuary... and found it in The Crosslands. The deserters soon discovered more of their kind dwelling in tunnels (that once formed a bandit kingdom) and beneath mass graves of old; folk who were slain in the war, reanimating once the victors had parted, victims of fell energy soaking the land. Many of these accidental undead had fought against Pharid, and had every right to hate the newcomers... instead they welcomed them. A truce was formed between the one-time foes, so that together they could build secret barrow-dens, all-the-better to avoid the living and continue their existence in peace. Every so often, undead from other realms hear whispers of this underground commune, and come seeking acceptance.

### Roads Of Silence

Living travellers passing through The Crosslands rarely fall prey to the undead, who simply desire obscurity. Still, the taint of necromancy remains, and most recall an eerie stillness, unnaturally persistent fog, and the creeping sensation of being watched by unseen eyes…

### The Ride

Situated to the north-east, The Ride is a series of windswept grasslands, populated by tribes of mounted human raiders. The majority of Scy’kadia’s centaurs dwell there too, vying for territory with their human rivals and striking at those who wander too far from the roads.
Pet

*This article contains incorrect or outdated information. You can help Anti–Idle: The Game Wikia by fixing it.*
A pet is an additional game companion that can give the player various permanent and temporary buffs at the expense of periodic upkeep (feeding). The player may have only one pet, which remains with the player for life (even if expired).

## Basics

### Death/Revival Options

250,000,000 Coins

* Buy New Pet (250,000,000)
* Revive (500,000,000 + floor(*x*^1.5)\*1,000,000)
	+ *x* = Pet's Total EXP

### Level

* There are 1 - 200 levels (starting at 1)
* 8 EXP is needed to increase your pet's level
* Your pet gains 1 EXP each time it is fed food whose feeding value has not been maxed (see below)
* Pet level determines the pet's max fullness, max health, max mana, and your progress bar experience and coin gain is increased by (pet level)%.

### Fullness

Your pet has a maximum fullness of 100 + (Pet Level(up to 100)). Each Pet Level after 100 gives +4 max fullness. A pet gains 5 + floor(Pet Level / 20) fullness whenever it is fed. (this is not correct as of 1665, does anyone have the new forumla?) Fullness decreases over time, as described below.

### Health

Your pet has a maximum health of 100 +(Pet Level(up to 100)). Each Pet Level after 100 gives +4 max health. A pet gains health when fullness is lost as described below. Increasing a pet's fullness by feeding it will also increase health by 1. When your pet's health reaches 0, it dies.

### Mana

Your pet has a maximum mana of 100 + (Pet Level(up to 100)). Each Pet Level after 100 gives +4 max mana. A pet gains mana when it is fed and when it loses health or fullness, so long as the player has been active within the last 5 minutes. Mana can be redeemed for 1.5x EXP, 1.5x Coins, or the Mystery Effect.

### Other Rewards

When first bought, the pet grants a 0.2% experience bonus to 8 features, listed below in the feeding table. Each time you feed the pet with a type of pet food, the bonus for the corresponding area increases by 0.2%, to a max of 40% at 199 feeds.

The description can be a little bit misleading. For example "Garden EXP +X%" doesn't increase the Garden EXP. It increases the normal experience earned by using the Garden feature.

### Color and corresponding parts

* 0% - white
* 2% - grey
* 4% - light blue
* 6% - lime green
* 8% - yellow, starts to sparkle
* 10% - orange
* 12% - pink
* 14% - crimson
* 16% - navy blue
* 18% - red
* 20% - rainbow

## Feeding

Behavior
	+ 0 Fullness: Health is reduced by 1
* If Fullness is 90 or above, +1 Health
 Idling (+5 minutes)
 Being Fed
 Pet Item: Fulless (3 Per Day)
 Pet Item: Health (3 Per Day)

## Mad Skillz

* 5 minutes of 1.5x EXP/Coins (100 Mana)
* 35 Insta-Progress (150 Mana)
* "Mystery Effect" (200 Mana) One of the following rewards:
	+ 2, 4, or 6 Regular Boost Potions
	+ 200, 400, or 600 Instant Progress
	+ 20, 40, or 60 minutes of 1.5x Coin
	+ 20, 40,  or 60 minutes of 1.5x Experience
	+ 200, 400, or 600 of one of the types of items Pets can eat (20k, 40k, or 60k for Stadium Tokens and FCG Cash)

## See Also

* cool12309's guide to pets on the Kong forums
PeckClan

Roleplay for PeckClan  here!

Learn about the Ranks here!

Read the Chicken Code here!

## Introduction

You here a loud bak-bak, "Get out of my dropping-station!" a handsome and fat rooster towered over your tiny body. You cocked your head, side to side, confused; as the strange rooster squawked, "I forgot to introduce myself." You blinked, about to speak - but the rooster rudely interrupted you, "Shut up little scrawny chicken, I am Kermit."

You twitches your beak, suddenly drowning into Kermit's handsomeness and charm, you leaned over to kiss him, the magical moment was starting. Something interrupted your wonderful moment. Kermit peeped, "I'm a girl." Of course, you gaped, "H-how is such a sexy, rooster a girl?"

**Ahem. I am sure you wished to read more. But that is just the beginning. :)**

## Chicken List

### **Royalties**

#### **Alpha Chicken**

* *​Musterd - Yellow and beautiful rooster with feathers long as sticks and a shiny gold beak. «Rooster»*

#### *​***Beta Chicken**

* *Tinker - White hen that looks like Tinker Bell. Tinker has overly fluffy chest feathers that makes her look big and strong. «Hen»*

#### *​***Elite Fighter Chicken**

* *​Hit-lar - Black rooster with three white feathers at his butt-hole. Hit-lar has three curly and fat feathers that look like a mustache. «Rooster»*

### **Ordinary**

#### ***Fighter C*hickens**

* *Clinton - Gray rboisterous loves to show off his tiny tail like bum and brags. «Rooster»*
* *Nugget - Golden and crispy nugget looking hen. «Hen»*
* *Nugtella - Brown hen with mud/diharria looking head. «Hen»*
* *​Bill - Green dollar sign looking rooster. «Rooster»*

#### *​***Guard Chickens**

* *Quack - Dark white hen who oddly sounds like a duck. «Hen»*
* *Van -*
* *​McDonna - Ugly and rude hen, McDonna will remind you of a frog. «Hen»*

#### **Mama Hens**

* *Pie - crusty looking hen with red eyes that resemble a cherry and because Pie looks crusty and having cherry looking eyes, Pie can be called Cherry or Pie. «Hen»*

#### *​***Chicks**

##### ***Belonging to Mama Hen Pie.***

* *Sour - Ruthless he-chick «To-be Rooster»*
* *7 Unhatched eggs, gender unknown.*

## About PeckClan

*Personality - Ego, showy, big, wonderful, know--it--all, & smart*

*Prey/Food - **Prey: ​**Rodents & occasion water prey **Food:**Grain, wheat, seeds, rice, & about everything*

*Strength - Fast*

*Weakness - Nothing CB*

*Territory - Africa*

**Rivals**

* EggClan, lead by Koko

**Past Battles**

* The Grain Battle

[Reason] Fighting for food, grain. At end, both sides lost all their grain.

[Rival] EggClan

[WINNER] No One

### Side Notes

Please, *Please*​refrain from being rude, bullying, accusing, and anything offensive in the comments.

**​**Joining
Want to join and finally be part of the swag-chicken-clan? Well, here is your chance to role play with us - participate. I need to know what your chicken looks like so if you are fat, we cook you, scrawny, we feed you and test your skills. Please fill out this form in the comments or edit this page and add your form in the other category.
Arkeyteor

> ***"Slow down! I've only got one leg and it's shorter than yours!"***
>
>

Arkeyteor was born in the Thunder Peaks, raised by her Clan to be a "proper dwarf". However, her many differences from the norm, including a sympathy for spell casters and choosing to follow the teachings of Lianda, rather than Fundun, ended up making her rather unpopular even amongst her very traditional family. After a string of bad luck, which ended with her losing her left leg, she was cast out of her Clan and banished from her home,

Arkeyteor has a standard stocky, dwarven build, with brown hair either kept in braids, or under a green scarf. She always wears green, and is almost always seen with her staff. Other notable features include her prosthetic left leg, made from brass and wood, and the leather journal she always carries with her.

Arkeyteor made her way to the Weft when she was forced to flee her home, not intentionally, but as a result of her wandering while recovering from the incident that cost her her leg. After making a few friends, she joined the Tavern Guard as a healer, seeking to help as many as she can.

**Quotes**

* "What the sard have I gotten myself into?" - Arkeyteor, shortly after joining the Guard.

**Rumours**

* She was only 10 years into her apprenticeship to a jeweller when she was forced to leave her Clan
* She left the Thunder Peaks to escape and arranged marriage

**Player**

Samantha Blackburn.
130 - Fire Dragon

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*

## Appearance

Fire Dragon appears in the following area:

## Invisible Ally Stats

### Passive Abilities

 Damage
 Damage

### Active Abilities

 Attack: Regular
 Buff: Enrage

## Notes

There are no special notes about this monster.
All notes about this monster, such as fighting strategies, special formulas or attacking patterns, as well as other notable things, should go here.
Decimus

> ***"If your people don't fall, how will they learn?"***
>
>

Decimus, a former Thaedian Legionary, is a Priest of the Elemental known to it's followers as "Vulcestus, the Flamelord". Decimus has often said that his Diety teaches that Death is a natural part of Life, however is not the end. That through fury and flames, all can walk a path of perpetual improvement, be reborn and ascend. Cults of Vulcestus were once common among the Legion, though it's Priests were not. Why Decimus left the Legion to travel to the Weft is unknown.

Since his arrival in the Weft, he has made agreements with the major factions found therein, that he may walk the field of battle and heal any and all who have fallen, regardless of their allegiance, a service many find a boon. In return he asks nothing, but to not be interrupted in his Worship and mission to see all Warriors learn and grow through their failures. He's made his mark as a true "Neutral" party in the Weft.

**Quotes**

* "It's just a few scratches. Get back out there and fight, i'll raise you when you fall!" - Decimus to an unnamed member of the 37th.

**Rumors**

* Decimus heals the strongest fighters first, so the others can "learn" from their example.

**Player**

Archer
The Wardens of the Vale

> "***Semper Quaerens, Semper Vigilans"***
>
>

> Always Searching, Always Vigilant ***- Motto of the Wardens***
>
>

### Primary Goals

Used to be protecting the Vale, monster slaying and upkeep of the Light laws. (edit - the laws are no more)

### Faction Upgrades

Component Cache, (edit - the following has been sold)Weapons Cache, Encampment, Ritual Zone and War Banner

## Who are the Wardens?

The Wardens of the Vale were formed from the union of the Adventurers League and The Guardians, who banded together after the "tide of Shadow" to protect the Vale from threats both internal and external. They base themselves outside of the Camp of Light, but welcome all into their ranks who believe in protecting the innocent and seeking new horizons.

The Wardens are led by Baleyfayr.

Anyone with a thirst for knowledge, justice or love of life will find friends within the ranks of The Wardens. They were law enforcers but due to the overwhelming and sometimes hostile lack of support, even from Light, they have stopped.

## Members

* Baleyfayr
* Dunkel Totem
* Sabi (on hiatus)
* Dahal
* Filius (on hiatus)

## Ex-Members

* Maxwell (dead)
* Duran Greyhand (left to join SC)
* Szebastian (left to join Tavern Guard)
* Vipin (dead)
* Marinka (left to join Kraken)
* Mitey (returned home)
* Theodox (returned home)
* Clementine (gone)
* Gilley (left to join Sentinel Guard, now New Dawn)
* Pan (left to join TT, now Clan)
* Zarael (left to join Sentinel Guard, now New Dawn)
* Ranus (dead)
* Alexius (Baleyfayr's coup)
* Zanzibar (left to join New Dawn)
* Fred (Baleyfayr's coup)
* Athanasius (left to join the New Dawn)
The Chicken Code

The Chicken Code is respected in all of the Chicken Clans. If you do not follow the Chicken Code, ChickenClan (the afterlife mystic Clan) will not accept you when you die, instead you'll go to The Dark Chicken.

## The Chicken Code

* The Alpha Chicken is given 5 lives by deceased ancestors from ChickenClan.
* The Pecker Chicken cannot lay eggs or have a mate.
* The Elite Chicken cannot be a hen, always a rooster.
* Always put your Clan first, or you'll be an egghead.
* Once a Mama Hen, always a Mama Hen-- you cannot refrain from the Mama Hen rank.
* Always share your food.
* Never betray your Clan-clucks, or be betrayed by ChickenClan.

## You Will Be Punished If

* Eating before Alpha Chicken
* Killing a Clan-Cluck
* ​Caught eating more than your share
* ​Being disrespectful towards Loyalties
* Having chicks too early
* Not giving Alpha Chicken his food on time
* Calling Royalties by their original names, for example: If you are a Ordinary, you will never call any of your Royalties by their real name, only Alpha Chicken etc.
Scary Graveyard

*This article is up to date as of Anti-Idle version **1767**. If the current game version is later than this, the article may be outdated.*

## << List of Areas

### Art by

???

**Scary Graveyard** can be accessed from Dark Portal. This area is unlocked at Rank 40.

Monsters in this area only spawn if killed in another area, and player level is greater than or equal to monster level on Casual difficulty.

## Area Stats

 Spawn Delay
 Epic Monster %
 Epic Monster % (Worst Moon)
 Rare Monster %
 Invisible Ally Drop %

## Monster List

The following monsters can be found in this area.

## Adjacent Areas

The following area can be accessed from this area.

## Notes

All monsters in this area are Undead Monsters. Their defense is set to maximum, they have 1.5x more HP and 2x higher Evasion than same monsters in other areas. Monsters in this area also give 1.8x more EXP, Coins and Pixels compared to same monsters in other areas.
These changes in stats are not reflected in Monster List.
Broker

*"You may Simply call me ... The Broker"*

## Description

A Very tall man, and very easily found when needed. He is usually found wearing black and white, and in some cases blue and red, with the unusual Gold Talisman Around His Neck. From Glance any may notice the Series of Bags and Satchels that adorn his belts, along side the Leather Tricorn that sits ontop his head, decorated with a large White or sometimes Red feather. The Broker sees the world with simple yet calculating Brown eyes and has pure black Hair usually hidden by a black bandana.

The Mans True name is complete mystery, However very few who have gained his trust have ever heard it ...

## Personality

Not Much is known about the mysterious man they call 'The Broker', only the fact that he seems very charasmatic and Friendly to those who he finds of interest, and to those who he deems unfavorable (if any), Misfortune awaits them in the most unexpected way possible.

A True Businessman always makes his mark and it seems that 'The Broker' Never Misses.
Locrian Butcher

> ***"FOR HEARTH AND HOME! FOR THE LEGION! ARAI, AN, AKAAAAAAN!"***
>
>

### Aliases

'The Petting One' - given to him by Nashi'Booze Lord' and 'Alcohol God' - titles awarded to him by revelers at a particularly rowdy Iron Legion party

## Physical description

### Eye color

Blue

Locrian came from a small logging village in the north of Arkhos, in the lands of House Brock. He grew up knowing hardship, with meagre hunts and even harder harvests, so when the levy came up in his late teens, he was more than happy to sign up. For a reason he keeps close to his chest, he ended up leaving the army, dissilusioned. Searching for something to give his life for, he heard of the opportunities afforded in the Weft, where he met Viktor Von Graff, who has acted as a fatherly figure to him since. He now fights for Tavern Town, seeking to uphold to common folk, and cast down those who abuse their powers. He isn't the sharpest tool in the shed, and his upbringing forged a deep distrust of all things non-Arkhosian, which causes him no end of grief when encountering the many weird and wonderful inhabitants of the Vale. He means well though, and is slowly working through his prejudices, though an animosity towards all followers of the Ruinous Powers remains, his burgeoning literacy a promising development of things to come.

**Quotes**

* "In all honesty, it is quite nice to simply walk and hear the sounds of the birds and the insects and the trees" -Locrian, explaining why he was walking around at dawn to a surprised Bard.

**Rumors**

* Locrian is forging a silver greatsword to specifically hunt Shifters
* Locrian is forging a silver greatsword to try and ward Shifters away in their beast form
* Locrian is forging a silver greatsword because he thinks it would be rad, and doesn't understand why everyone is getting in such a fuss about things
* He despises those who use Magic to oppress the common folk
* He left the army because he was shocked and apalled by the wanton cruelty
* He was dishonourably discharged from the army because of his bloodlust
* He spites the Gods for not saving someone close to him
* He has received letters adressed to him as 'Rime's Child' from Arkhos

**Player**

Matthew Rothwell
Draven

> ***"Your Quote Text Here"***
> Death smiles at us all. All one can do is smile back and say “not today.”
>
>

Draven is a mercenary/monster-slayer who resides in the lands around Taverntown. Born in southern Arkhos, Draven was orphaned at a young age and caught by slavers where he was forced to fight for his life in pits in battles to the death. At the age of 14 he freed himself, jumped on a ship and sailed the seas for 10 years before he finally arrived in the Weft when he was left behind after he got drunk and passed out in The Blinded Boar. Despite being a mercenary, Draven lives by a code of honour and fights not to punish but to protect.

**Quotes**

* “Death smiles at us all. All one can do is smile back and say “not today.”” - Draven
* ”I’ll do it...for a price” - Draven
* ”I kill men and monsters for money” - Draven

**Rumors**

* Draven slew and beheaded a Minotaur that had been plaguing Guardian Vale
* Prior to this, he helped kill a two headed hedgehog-ogre
* He was enslaved in fighting pits from the age of 4 till he was strong enough to escape.
* He once owned a red Dire wolf by the name of Sheba.
* He fell in love with a lady Elf whom he met on his travels. He does not speak of her...much.

**Player**

Aiden Mckenzie
Aesombra Felsoul

```
**Aesombra Felsoul**

```

> ***"I trust only my blade"***
>
>

My name is Aesombra Felsoul I am well, I was just a Cambion who lived with my family in peace however the peace didn't last. My families life was cut short by a man whom I don't know all I know is he will die when the time comes.

I left my home as it burned throughout the night unable to find solitude in my freedom I spent days wondering the forests before finding water, and a crew of pirates known as The Fallen Crown led by a friend of mine Monori. As time went on we found more strays who joined us as we travelled around going from place to place without stopping, I made a friend, Or so I thought Valadoria an elf who had joined us killed me it took me years before I found out why.

I was left on a beach however I was no longer me anymore, I was an undead no longer bound by the rules of life.

I travelled living and fighting for my life before I reached the Weft. I found a family in the 37th regiment but it was not to last.

Now I am with Shadow fighting for my life and trying to stop the demon within from reaching the surface. I hope to the gods I will fight it back.

**I am everyone and no one I am a traveller who seeks that which cannot be found**
- Kaiba a friend whom she met while she was in Lightcamp

**Reece Doolan**
Magni Runesunder

## Background

Magni is born to the exiled dwaren clan of the Runesunder's. Once his clan held the great dwarven stronghold of Dhum Darahl on the outskirts of the Thunder Peaks. As it is today much of the Thunder Peaks is overrun with greenskins and the like, this fortress was one of the first to fall. During its final days the men defending began to lose hope as their ancient gates splintered in the wake of the orcish hordes, then upon the ramparts appeared Lady Kirfere the last of the Runesunder clan, in her hands she clutched a reforged artefact long destroyed by her fore fathers. With this runed etched axe she took to the front lines cleaving the foul creatures beside her rallied men. Yet this was not enough, soon the men began to rout as the green wave took their brothers, so back they fell. On the dawn of the last day of the siege light flooded the throne room chambers as the last gate split in two beneath the black rotted battering ram. The green tide filled the room dwarf and orc fell at each others blades, and finally came the call. The sound filled the crowded halls, a mighty horn sounded at the lips of a giant, their forces ripped through the orcs as if they were but waves beneath a Vyklander's prow. As dusk fell that night both dwarf and giant drank together.

During the night word of the victory reached the dwarven king, this victory was meaningless, they had reforged the evil weapon and allied with their enemies to kill these green creatures. He banished Kirfere and the giant lord Grever, there the two set out to make their own destiny in the Weft. Several years passed by, the two had a son, Magni. Kirfere passed during the birth leaving Grever to care for the child, he too died in battle when Magni was still a boy.

More recently Magni was confronted by the unlikely duo of a human and a half orc who somehow obtained all his wordly possessions in a card game. He then bet his beard, after that loss he claimed double or nothing if he lost he would work for the two until he earned his gear back, if he won he would re-obtain his gear.

## Personality

With all these prosperous new adventurers in his homeland of the Weft Magni is uncertain as to where he stands. Often loud and boisterous yet rarely angry.
Vessel

***"Be not just a student of the arts, but a student of the world."***

## Background information

A travelling artist from Thaedia, Vessel seeks to chronicle and record the wonders of Scykadia and her people. Innately drawn to events of great magnitude, Vessel has recently been found wandering the Weft, eyeing the inhabitants and scribbling furiously into her sketchbook. Her fascination with the unknown often leads her travelling around the many places so her presence is spotty. The draw of the inactive portals however always keeps her coming back.

## Religion

As an homage to her craft Vessel has long since chosen her alias as a gesture of reverence to the God of Knowledge, Voy’himloc.
Vessel’s dedication in refining her art has led to the exclusion of all else. Be it politics, social norms, magic, and other trivial things such as the "law". However, her passion ensures a practical approach to all things and a willingness to question everything regardless of dogma.

## Alignment and Alliance

True neutral. Fondness of Beasties, elementaris and all oddities alike.
Portents and Possession

## Dreams And Portents

Sometimes a dream is just a dream. Yet it is commonly held that deific beings relay knowledge and warnings to their sleeping acolytes. Most will live a lifetime without receiving such visions, whilst a rare few find themselves visited by constant cryptic messages. Often the exact meaning is left unclear, and the recipient must do their best to interpret the part they must play in coming events.

## Possession

Possession is a method by which bodiless entities can interact with mortals whilst expending little of their own energy. The entity imparts a portion of its power and consciousness on a chosen host, forcing changes in their behavior or, if given ample time and permission, assuming total control of their actions. The host then acts as an anchor to the mortal plane for the invading entity. Celestial possession is most often voluntary and short-lived, whilst other forms of possession (ghostly, demonic, etc) are generally not...
Tavern Town Loyalists

Guardian Vale's primary settlement, Tavern Town, is a crossroads for trade and (mostly) peaceful conduct. As such, it requires defending from rivals and other threats. Several factions of adventurers have contracted their services to The Taverner. They reside in the township or their own encampments nearby, and whilst eclectic in both appearance and methodology, they stand side-by-side when it counts. Each adventurer loyal to Tavern Town believes in the three principles upon which it was founded: **ORDER**, **PROGRESS**, **OPPORTUNITY**.

## Contracted Factions

* Raven Company
* Valar Reborn
* The Tavern Guard
* The Waltz Of The Kraken
* The Eastwick Brotherhood
Arieanna

> ***"Your true imperfections are showing."***
>
>

**Overview**

Starting from a young age, Arieanna had begun to develop an acute focus, manipulating elements around her to create symmetry and balance - perfection. From the simplicity of childhood building blocks to the art of scribing, each line executed with precision strokes and dedication. She was forever refining and tweeking. Every movement is calculated, her thoughts are well considered.

Her parents saw the obsession growing, her focus and drive. Her father, a warrior from a Rhuu clan of Arkhos who fell in love with a woman of Lo’Quai, tried to distract the girl with teaching her the ways of herbs, however this too found itself under her critical eye.

Her parents could not draw her out of this immersion and eventually Arieanna began to note the imperfections of her parents. When basic education failed - she turns to ruinous magics to mold them into her ideal of flawless humans... and well, one must always strive for perfection when you fail the first time.

Studying in Lo’Quai, Arieanna began to feel a disconnect with those around her. Their nagging flaws soon began to burrow into her mind. Inspiration struck one balmy afternoon, disposing of personal belongings of her father. Holding up the tartan of his clan, she set out to Arkos where she proceeded to learn from the roaming people. After a handful of seasons, Arieanna chose to settle in one location, a place that the clan passed through between seasons. It gave her opportunity to store and study further in the magics. Taking up the Runes of her father’s clan and began to have visions. One of a shadow, and another of a man - chosen by her patron, Victrix. These visions were strong and she obsessed with their meaning until the Runes revealed a path to her - Guardian Vale.

**Quotes**

**Rumors**

* A

**Player**

Eleanor Clarke
Campbell Paladin of Ash

-Page under construction-

A world-weary, monster hunter. First seen traveling with Mary, a paladin of the same order.
Absolutely not vampire Brood-lords.

## Background

Several hundred years ago a young Campbell and Mary disrupted a ritual designed to create new Brood Lords. The magical feedback from the disrupted spell instead half converted them into Damphyr; Ordinary Humans during the day, full-fledged Brood Lords at night.

The two continued their travels, unaware of the horrible burden they carried with them and unleashed upon the hapless people they thought they were protecting

## Spirituality

Once a devout Follower of Lianda, he held all oaths sacred and sought only to catch and destroy the Vampires he and Mary had been hunting for almost as long as he could remember.

Now he is a broken man. Bereft of purpose and haunted by the horrors he unleashed as a vampire.

## Quotes

"All men are brothers when the sun goes down."
Dillia Baleyfayr

Class: WWH - Race: Dwarf - Faction: Wardens of the Vale

Alignment: Tavern Town - Weapon: shield (sword)

Tools: Forge and Alchemy - blacksmithing and potion making

Check out Dwarf Lore

## Info

An ex-drunkard, mercenary and thief from Tavern Town; Baleyfayr was in the triumvirate of the Wardens (The Wardens of the Vale faction) working as an off-shot of Light Camp and often makes battle and financial decisions for the group. She staged a coup after a year long argument with her long standing co-leader, Alexius and became the sole leader.

She tried to bring law and order to the Vale but was often rebuked by those she aided for enforcing her ideals on them, and after a faction vote - stopped.

Gifted with the Last Laugh, this is a dwarf with a few surprises up her sleeve. Baleyfayr has risen to though the ranks of the Order of the ThunderStone, leaving behind her black attire of the priest of Stone and Knight of thunder to don the white dress of a Paladin (not pictured)

At [September 2018], the Last Laugh was destroyed by a evil spirit pretending to be an avatar of Kree and she was murdered. After a resurrection performed by Zanzibar, Baleyfayr went to recover outside of the Vale until [May 2019].

**Responses to Dillia Baleyfayr:**HALF-ELFS: Untrusting but steadfast, HUMANS: Good fun. A jaded yet chivalrous warrior. NEPHILIMS: Impetuous. DWARFS: A stone-born, iron-spined loyalist. UNDEAD: ...meh ELEMENTARI: Understanding and nice. ORCS: Meat. ELFS: (no comment)
Factions

As alliances form, so too do factions; teams of adventurers working together and sharing resources, united by common cause or circumstance. Below are some of the factions created by our attendees.

**Camp Of Light Factions**

* The Agrarian Brotherhood
* Deep Hold Conclave

**Camp Of Shadow Factions**

* The Black Thorns

**Tavern Town Factions**

* The Tavern Guard
* The Eastwick Brotherhood
* Glade Wood Kinship
* Raven Company

**The Circle Factions**

* Ordo Magister
* The Spellguard
* The Pixie Press

**The Clan Factions**

* Clan Ravnulv
* The Brotherhood of the Kraken

**Unaligned Factions**

* The 37th Regiment Of Foot
* The Good Ship Seasong
* The Exchange
* The Hounds of Kree

NOTE: Not all factions are present at every game, and many characters choose to adventure solo rather than join a faction at all. We recommend attending a few games before committing to any particular group.
Per Günnar Idríksén

Often noted as the most handsome man in the Weft (mostly by his own admission), Günnar is a Nephilim of Rilien that works for the Brotherhood of the Kraken. An information broker, he seems welcome in every camp whilst never being entirely trusted. A charming mage, people have a strange tendency to act against their own best interests when he is around. Günnar prefers not to fight; while his easy-going and self-confident attitude usually carries the day, he is not unfamiliar with the use of the strange and eldritch weapons he carries.

**Quotes**

* "Everyone is forgetting who they are when they enter the Weft. Why be being telling the truth?" -Per Günnar Idríksén

**Rumors**

* Per Günnar Idríksén isn't his real name
* He does not have an accent, but is putting it on for entertainment value
* The Fishstick features neither fish, nor a stick
* Günnar's hat is the source of his magic
* He is the real leader of the Brotherhood of the Kraken
* Günnar is afraid of the ocean
* He is a gifted cannoneer; a mercenary that works only for the Brotherhood
* The Kraken's Reach carbine was a gift from the big squid itself

**Player**

Steven L
Fi'ella San

## Description

Fi'ella San has white hair and skin, three scars run down the right side of her face, her scars and lips are blue and her skin has an icy blue tinge, around her eyes her skin has turned to black.

she has large fangs and wears goggles on her head.

she carries a pocketwatch at all times.

she dresses almost exclusivly in white apart from a rare special occasion, however almost always wears a blood red cloak.

she carries no melee weapons, and only has a pistol which she uses rarely, and sometimes she carries a bow instead.
Xingyun

> ***"I wasn't a fan of the local Daimyo raising the tax." - Xingyun to Tetsu, Day 120***
>
>

## Xingyun

### Aliases

XingYun

Yan (by Ulfbjörn)

## Physical description

### Eye color

Dark Brown

Xingyun is a human healer, having only recently travelled to the Weft by sea and feeling a touch lost, as if his memories have been whisked away. It takes little time to learn Xingyun is captivated by money, perhaps it is to this materialistic longing that he has yet to discern his Patron who grants him the abilities of a healer.

## APPEARANCE

Xingyun is often dressed in red garments, accented with traditional Lo'Quaim patterns and armour, specifically the type associated with warriors of the Moon Princedom - Eikō no Hansha.

## ORIGINS

The Lo'Quaim makes no efforts to hide his birthplace, but curiously was born into the Jade Princedom and raised in the Moon Princedom. The reasons he has fled home are topics he oft jokes about, slandering Hitodama or complaining about taxes but in-so-far yet to be fully divulged.

## PERSONALITY

He comes off as friendly, if not tolerant - this is in lieu of his tendency to prioritise prosperity over all else. Meaning he values making friends and keeping amicable correspondence if it means a chance to cash in later down the line. This goes both ways, something that may seem small to another oft looks like a contract to Xingyun, and little matters more to a Lo'Quaim than honour. However due to this over-prioritisation he can be somewhat hesitant even in the events his life - or worse yet his purse - are in danger. Greed aside, Xing is as honest as he is bold - often going about without a second thought to secrecy nor skullduggery, a trait that may not last long in the Weft.

## **Quotes**

* *"Yes... the last Lo'Quai leaf." -* Xing moments after what little remained of the exotic herbs were taken by Ulfbjörn.
* *"And what are the terms of this..." -* Xing after a proposition from Luciano.
* *"How often does your people involve themselves in the accosting of travelers?" -* Xing to a ranked member of the Clan he did not introduce himself, in the midst of the Clan
* *"I take it you're from a more... tropical climate?" -* Conversation with Dagon.
* *"And these snobs, are they wealthy?" -* Conversation with Ulfbjörn

## **Rumours**

* Said to owe a debt to a mercenary.
* Supposedly descendant of the deceitful Ox Caste.
* Terrible cook.
* Fled Eikō no Hansha, the Princedom with obvious ties to the Narga.
* Calls Lo'Quaim *'Neighbour'*.
Jericho

> ***"Death is a natural part of life."***
>
>

A tall man in deep blue robes, and sapphire and gold colored leather armor crafted in the ancient style of the Pharidae, The Jackal has obviously long since abandoned his mortal coil.

**Quotes**

**Rumors**

* He is a Cultist of Kree
* He is a powerful Sorcerer
* He is an Artificier (Admin note - Jericho is an in-game Enchanting Vendor)

**Player**

Archer - Admin
Isle Of Sulphur

Birthplace of dragons, this island is a blighted, sweltering no-man’s-land. Sparks drift on the hot wind and the very air is poisonous, making it the perfect refuge for it's inhabitants when they are not laying waste to other realms.

### True Dragons

Monsters with magically charged souls, they begin their lives as simple reptilian predators, their fiery breath the only hint of arcane power. Yet as the centuries pass, a wicked intelligence develops. Truly ancient dragons are frighteningly clever and can even learn spellcraft from captured mages. Most dragons possess wings; those that do not are referred to as wyrms. Dragons have plagued Scy'kadia since The Time Of Embers, and many still do, as evidenced by the tales of mortals.

### False Dragons

Understandably, scaled monsters like wyverns are oft mistaken for true dragons. Likewise, pseudo-dragons can at-a-glance be seen as cat-sized versions of their enormous cousins, yet they lack the same intelligence, cruelty, and sheer arcane potential.

### The Ashborn

Some mortals worship dragons as deific avatars of destruction. Such fanatics call themselves Ashborn and the most misguided or psychotic make pilgrimage to the Isle Of Sulphur, braving it’s toxic air. Almost all become morsels. Yet by rare chance a dragon may decide to keep them as servile pets. Cultists with a gift for both subterfuge and leadership might be fed draconic blood, forming a psychic link to their reptilian master, before being sent back to the mainland to form new cults and gather treasure. Prolonged consumption of dragon blood leads to mutation; patches of scaly skin, forked tongues, slit pupils... eventually the spy becomes obsolete, at which point they are cast aside or eaten.