recursal/Fanatic-Fandom huggingface dataset:
Whistler Manor

As you ask for the way to Whistler Manor, the villagers often give you an odd look and provide the directions, and mention that the place has been abandoned for some time. The closer you approach the location, the more you notice that there are dead trees through the forest path.

Breaking into the clearing, you see a path through a thick field of tall, dead grass, leading to a line of a ruined wall surrounding the property, and a gate which one side has fallen completely down and the right side hangs by one hinge. If the gates were repaired, the two sides would combine to display a "W".

A tramped path through the dead grass leads to the large house with four towers on each corner, with the southwestern tower seeming to have been burned out. Most of the windows appeared to have been smashed. The front entrance is a set of double doors, the right door bears a door knocked shaped in the face of a scowling old man which has a ring in its mouth. The knocker has small black stones for eyes.

Using the door knocker releases loud booms. The eyes turn white and the raspy voice of Akash speaks out. If this is the first time you have entered this house, the eyes will turn from white, to yellow, to blue, to green, then back to white again, before Akash informs you that you may enter, and to touch nothing.

The door swings open, and you may now enter the Whistler Manor Interior.
Recreational Substances

In the more populated areas of Tal'Ria, various powders, roots, oils, barks, and leaves have been refined, dried, or otherwise processed to be used for recreational, religious, or alchemical uses. Most towns and larger cities have outlawed these substances, or have placed heavy restrictions on their distribution and sale, forcing those who wish to purchase them to employ the services of the Midnight Syndicate.

The only large city which has the least amount of restrictions is Duskhelm, though dangerous substances, such as Ivory Wave, are still considered illegal and a threat to public safety.

Most of these substances will incur a bonus to a skill check or ability, and a penalty to another. After the effects wear off, the user may experience withdrawal symptoms, which is often cured by casting Lesser Restoration or similar spells.

## Angel Gleam

A hallucinogenic powder which is often laced with dried tobacco leaves to be smoked.

## Devil's Smile

An oily cream which is smeared under the nose or across the mouth. Makes the user feel as if they are wrapped up in a warm hug.

## Fortem

Crushed and dried root which is chewed. Taste like mint, and will make the user's jaw feel numb for a few minutes before the effects take hold. Gives the user a feeling of overwhelming confidence.

### Effects

Gain 1d6 to Str checks and saves for eight hours. Subtract 1d6 to Wis checks and saves for 24 hours. Con save DC13, to mitigate the negative effects. After 24 hours, the user will take a 2d6 penalty to Wis checks and saves for eight hours (no save).

## Ivory Wave

A sticky black oil which is smoked or ingested. Rumored to make the user more energetic and produce powerful hallucinations.

## Mangji

An overripe fruit that resembles a peach. Said to help sharpen the user's senses.
Goblin Clans

## Major Clans

The following is a list of some of the major clans found in Tal'Ria. Goblin clans, like goblins themselves, tend to be chaotic and disorganized, so a clan may exist for barely ten years before disintegrating and being incorporated into a different clan. This list is not comprehensive by any means, as hundreds of other clans may exist, coalesce, and disperse in a matter of months or years.

* Scarlet Ravens - Goblins who participated in the Witch and Goblin War, some of which became the Tomb Prowlers, several of their Aunties were pressed into service of Merridal Krauv to raise an army of the undead for her.
* Tomb Prowlers - Formerly the Scarlet Raven Clan, these goblins were paid to fight alongside the White Blades during the Witch and Goblin War, and eventually continued their work to kill the undead, raid tombs, and otherwise desecrate graves in an attempt to find buried riches.
* Beetlebelly Tribe - Found mostly on the western coast of Barce, known to ride giant beetles into battle.
* Rockshot Tribe - Mountain goblins who are in constant conflict with dwarves and gnomes of the Kerroman Peaks on the eastern border of Barce
* Groga Dan Tribe - Goblins near the Sylvan Forest, known hunters and foragers not above robbing or ambushing a passing caravan.
Mouse

**Mouse** (ネズミ) is a demon, a cannibal mouse, living in an underground labyrinth, located in the town of Art.

## Appearance

In appearance, the labyrinth mouse is no different from the digging mouse that live outside the labyrinth; their only external difference is size. Unlike the before-mentioned, this mouse reaches the size of a large dog.

## Abilities

As befits an earth-moving mouse, they have a habit of rummaging through ceilings and floors and making their own nests in them, which is why their name goes. If there is some strange nest in the labyrinth, then with a high degree of probability a large number of mouse are hiding in front.

The mouse is the most common demonic creation of the underground labyrinth, and every adventurer who steps foot into the labyrinth would unequivocally encounter their. Their bizarrely large body size could be credited to the mutations caused by long-term absorption of miasma within the labyrinth. This also reoriented their nature to become more cunning and ferocious; they could fake an escape then hide in ambush or sacrifice their companions as bait. Experienced adventures tended to keep an eye out for outbreaks of mouses. The mouses would surge forth like endless tidal waves from the depths of the labyrinth, for one to only be replaced by another when defeated. Countless adventures fell victim to these mouses, deluded by their own capabilities. Most veterans would immediately retreat when anything feels off inside the labyrinth.

Labyrinth mouse have sharp claws, with the help of which they can easily dig up the earth, and with even greater ease to tear human flesh. Because of their large size, adventurers need to remain vigilant. Alone, the mouse doesn't pose a great danger even to a newbie adventurer, but if it attacks as part of a large group, it will not do without assistance; even for experienced adventurers, they become annoying.

## Trivia

* The sorceress Edel Weiss uses the corpses of mouse as torch-bearers, tying a torch to their heads, and as “cannon fodder” attaches gunpowder bags to their backs, orders them to flee to the enemy and makes them self-destruct, to cast a spell “Corpse Explosion”.
* The second object that beast-like demons like to eat, besides humans, is mouse.
* Before getting to the middle part of the labyrinth, mouses are the main culprits for the deaths of newcomer adventurers.
* Veteran adventurers don't collect mouse tails — the extraction part — because they cost only two copper coins, which for them is not of great value. The exception is drunkards who, wishing to hangover, go to the labyrinth, kill mouse, change their tails for money, and then spend on alcohol.
* Since they have bad food cravings, they eat everything, with the exception of equipment and the like.
* In guilds, 2 copper coins are given per mouse; extraction part: tail.

2. ↑ Chapter 22
3. ↑ Chapter 3: Things that wriggling in darkness
Blindkeep

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Third-largest city in the Kingdom of Barce, it was the capital of Ibarant, now since absorbed under the Barcean banner during fourth year after the end of the Witch and Goblin War.

Blindkeep is five days east of Whistler Manor, and takes six and a half days travelling Northeast of Amber Hill

## Noble Houses

* House Cthuwa
* House Bel'Tasq  (Defunct)
* House Revin  (Defunct)
* House Noccine
* House Barrouse
* House Erket  (incumbent)
* House Lintreed
* House Freeriddle
* House Daiclar

## Places of Interest

Inns: The Two Chickens, The Dancing Gnome, The Drunken Rat, The Faded Banner, The Shouting Seagull, The Storming Halbred, The Puzzled Mephit, The Orange Bison Inn, The Fox and Coyote, The Limping Pig

Temples: The Marble Spire, Ostreghast Temple, Red Sanctuary, Quiwenys Institute.

Martial Orders: White Blade Chantry, Red Coin Lodge, Order of Balance

Town Sectors: Northgate, Old Town, White Toad Road, Trolls Crossing, Blood Quarter, Lookout Square

## Notable Persons

* Marvis Illaqus, House Erket, member of the White Blades
* Lady Adelfa, of House Lintreed, High Magus of the Quiwenys Institute
* Jingle, Co-owner and bartender of the Dancing Gnome
* Jangle, Co-owner and minstrel of the Dancing Gnome
* Officer Pembrook, gate guard from the Order of Balance
* Chemosh Ephialtes, innkeeper of The Drunken Rat
* Gabrielle Bamsen, a female Tiefling known for her black market ties
* Dorene Khalis, House Noccine, minor noblewoman who resides at Grenning Palace
* Jacob Khalis, House Noccine, minor nobleman who resides at Grenning Palace
* Quluth Starbrook, House Noccine, minor nobleman who resides at Starbrook Chateau
* Ysmina Starbrook, House Noccine, minor noblewoman who resides at Starbrook Chateau
* Linus Calmon, House Noccine, minor nobleman who resides at Holly Grove
Lionheart

By ancient tradition of the Kingdom of Ibarant, the Lionheart is the king's personal bodyguard, mentor, and military commander.

The identity of the Lionheart is usually kept secret, as to protect the office from attempts at assassination and from political overtures. The traditional armor is that of a knight in full plate armor of white and gold, with the king's lion headed seal emblazoned upon the breast plate.

It is rumored that several members from House Lintreed have held the office of Lionheart, though neither the crown nor the royal records will confirm this fact. Since the dissolution of Ibarant after the Witch and Goblin War, it is unlikely that the current Lionheart is from House Lintreed.
Ythir's Cove

Large fishing town, about two day's journey via ship to Duskhelm, one day's journey from Whistler Manor, four day's to Amber Hill

Guardsmen, Bertram, met the players and assured them that they'll handle the death of Minoa of house Cthuwa.

Local Inn: The Dancing Goat

Places of interest: The Bronze Spire
The Dancing Gnome

## Location

Found in the White Toad Road section of Blindkeep, near the Temple of the Creed of Ostreghast

## Description

The inn is a large brick and mortar building, with a slate roof. A sign bearing a silhouette of a gnome wearing a one-man band costume hangs from the front entrance. The windows are reinforced with wrought iron. You can hear lively music drifting outside the door.

## Innkeeper

The innkeeper is a talkative gnome named Jingle, dressed in all green and with bright red hair. His brother and co-owner of the inn, Jangle, plays the music, and is dressed in mostly blue and has blond hair. Jangle is quiet and serious.

## Patrons

Most of the clientele are humans, though you can see the occasional half-elf, gnome, or halfling. The patrons often come for the decent food, but more so from the music and lively atmosphere.
Whistler Manor Interior

The main hall is dominated by a red rotting carpet covered in leaves, leading to a grand staircase which comes up to a landing which goes to the west and east of the house. Under the landings are another set of hallways, both heading west and east.

## Hall of Faces

The lower western archway of the main hall leads to a hall lined with faces. They appear to be made out of wood and depict creatures of various species including dwarves, elves, gnomes, halflings, humans, and orcs. Giggling can sometimes be heard in this hallway.

## Forest Path

A stone archway leads to the entrance of this hall, and reveals a path through the forest lined in black arcane runes. The path eventually divides into two, leading to the left or right. Touching the runes will result in a chain reaction in which the runes will begin glowing red then exploding with acid.

## The Altar Room

This room has only one entrance and exit, and has a raised platform in the center. There is a stone pathway which leads to the platform, which hangs suspended over a black pit. The walls of this room are lined with spikes and unlit torches. At the top of the platform is a horned altar caked with dried blood turned black from the ages.

## The Ballroom

This is a large hall, some twenty feet high, with two crystal chandeliers. One is still hanging, the other seems to have crashed to the floor. To the left are four tall arched windows, some of which have been smashed. In front of each window is a table. To the right are as series of benches. Towards the end of the hall are two doors. A whispered conversation can sometimes be heard in here:

*"We'll leave tonight, he'll never know."*

*Mumble.*

*"Yes, we can, he won..."*

*Mumble.*

*Mumble.*

*"...Akash..."*

## Hall of Arcanum

This hallway appears to be made of blue marble. Tiles and pillars of marble trimmed in gold. A fountain lies in the center. As you enter, you see tiny pinpoints of light, which as you go further down the hall become brighter and brighter, and then you notice that these lights are connected by silver strands, like spider webs. Upon closer inspection, you notice that these are constellations, some which mark times and locations in the past, and others you are not familiar with.
Riberika

**Riberika** is the name of the continent that *The Girl Who Bore the Flame Ring* takes place on. It is ruled in its entirety by the Horshiedo Empire. South of the continent is an archipelago. Mundo Novo is across the ocean to the east.

## Provinces

Coimbra - South-west province. Noel's eventual home. Was once the most prosperous province, due to its gold mines. Flag has a set of old fashioned scales.

Bahar - South-east province. It boasts of a proud military and has been given the soldiers from Operation Dawn. Its tapestries are highly sought after but less well known. Holds the imperial capital. Flag has three sabres of different sizes.

Gemb - A militaristic province that bears the deepest grudge against the sun empire.

Longstorm - A buffer territory that was separated from Gemb after the Sun Emperor subjugated it.

Giv - Was Karmbeeth’s vassal state before coming under the sun empire’s rule.

Karmbeeth - Was Giv’s suzerain state before coming under the sun empire’s rule.

Ribeldam - The most prosperous province after Coimbra’s fall, borders the sea and has a notable navy.

Willa Island - large island to the south of Coimbra. Largely self sufficient.
Amber Hill

A small wooded village, a four-day trip south of Ythir's Cove. Mainly consists of wood elves and half-elves. Many fey creatures live nearby.

Places of interest: The Circle, The Hunter's Lodge, The Tea Shop, the Well, The Red Sanctuary.

Persons of interest: William of Amber Hill, Oscar son of William, Rene daughter of William, Suria (SU-rhee-AH)

The Circle is a set of stones placed in the center of the village, shaped like large bullets with a hole bored through its side. At the base of each stone is a carved image, starting from the north and going clockwise, the images are: Eagle, Mole, Mountain, Squirrel, Deer, Tree, River. Some of them are at various heights and are collapsing slightly inward or outward. The stones which haven't sunk too deeply in the ground bear the symbol of a skeletal hand behind a disk.
Red Coin

A mercenary group with the original purpose of providing protection to merchants and traders on the road, the Red Coin has since expanded their purpose as a loose organization to set-up bounties for particularly hostile creatures, and provide novice-level training for those wishing to pursue an independent, martial career.

## History

The Guild registers of Zykar report that the Red Coin was founded in the eighth year of the 4th era, some twenty-three years after the Witch and Goblin War, four years after the Kingdom of Ibarant was absorbed into Barce, though there are records that mercenary bands under the banner of the Red Coin existed some fifty years prior to this.

## Symbol

The banner of the Red Coin consists of a red disk emblazoned on a blue shield, typically against a background of white with a spear, axe, and sword crossed behind it.

## Bounties

* Goblin Ears - 5 sp per pair
* Bugbear nose - 1 gp each
* Hobgoblin hand (left) - 1gp 3 sp each
* Gnoll scalp - 8 sp each
* Ogre thumbs - 5 gp per pair

## Organization

The Red Coin has various lodges throughout Tal'Ria, with most small cities having a lodge either within the city limits or placed near a main road leading to the city. Each lodge is headed by a Soldat Castorum, who coordinates with the local nobility to trade rumors and produce contracts for bandit leaders or hostile creatures who are causing trouble. The Castorum takes their cut for arranging the contract, with most of the recovered funds used to maintain the lodge and keep the lodge members warm and fed between contacts, and the rest is paid directly to the agents who completed the contract.

Each lodge may have around eighty to one hundred members, though membership is somewhat unofficial until one of the Red Coin rises to the rank of Castorum. Members who often participate or rely on the contracts from the Red Coin often refer to themselves or each as Soldat.

## Annual Contracts

The Red Coin has generally had positive relationships with the various traders and royalty of Barce, with an annual contract renewed from the King of Barce to hunt down goblinoids and provide safety to merchants on the road. Merchants of good standing in the law and who pay their taxes to the king are usually given a brooch with of a red disk behind a golden-headed lion as proof that they are under the protection of the king, and mercenaries of the Red Coin will usually jump to the chance to earn some easy, if a bit boring, money.
Wilmana Bluffs

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A minor dwarven enclave three days southeast of the Fort Wallik Inn.

## Important Places

* Grag's Long House

* Ox and Trestle

## Important Persons

* Caer Anvil-Singer - Grag of the Wilmana Bluffs

* Remy Frostjaw - a dwarf whose uncle was kidnapped by hobgoblins.  Asked a group of adventurers to help rescue him.  While it was too late for his uncle, Remy was grateful to the adventurers for driving the hobgoblins out, and asked them to join him and his cousin, Stolz Frostjaw, at the Ox and Trestle at the Wilmana Bluffs.  Talkative, generous, and helpful.
* Stolz Frostjaw - a dwarf whose uncle was kidnapped by hobgoblins.  Asked a group of adventurers to help rescue him.  While it was too late for his uncle, Stolz appreciated their effort and admired their bravery.  Quiet, reserved, and will place the value of his oath above himself, and often above others.
* Anthon Bright-Hammer - older dwarf who took responsbility for the theft of the Umthum Opal.
Fort Wallik Inn

Formerly a large outpost founded by a past King of Ander, the outpost slowly took on more civilian applications until it was converted into a tavern some hundred years ago. It has since been a place of safety and defense of the local countryside, as groups of adventurers have used it as a central hub to trade stories and rumors, and offer the former outpost defense in exchange for clean beds and strong beer at a reasonable price.

The newest set of adventurers are a group of former slaves from the wrecked Red Scythe ship, The Drowned Maiden, who swam to its shore in an effort to find safety and civilization.

The Fort Wallik Inn is ran by a retired adventurer, Rosalina Thorogood, a halfling wizardess specializing in divining magics.

## Common Patrons

* Benimaru, male human warrior whose sword recently became magical.
* Derris Fleetfoot, male halfling
* Elden, male wood elf, owner of a set of displacer boots
* Gulginix, male dragonborn sorcerer [deceased]
* Markus, male human wizard, owner of the Staff of Memories
* Nell, female half-elf with the Fellslayer Torque.
* Pious Merrymen, female warrior [deceased]
Dwarves of Tal'Ria

## Oathbound Clans

Drakebelt - Next to the Gloomdrinkers, the Drakebelts are the smallest clan at close to 750,000 members. They are also the clan most often seen on the surface, and spend much of their time studying dragon lore and hunting evil dragons. Their patriarch is Vammatin Drakebelt.

Gloomdrinker - The smallest of the clans with around 100,000 members, the Gloomdrinkers are the only dwarven clan whose members are not allowed to have lands or title, and they are the only clan able to strip a dwarf of land and title. Their expressed purpose is to detect and eliminate any threat to dwarvenkind. When reports filter in about a corrupt Grag, a Gloomdrinker is called to investigate, and when a citadel or dwarven fortress is under attack, at the head of the army sent to break the siege will be the Gloomdrinkers. Their patriarch is Barizuuk Gloomdrinker.

Bright-Hammer - Perhaps the most renowned tunnelers and architects of the Oathbound, Bright-Hammer dwarves often build and design large fortifications, mines, and siege weapons. Their membership is close to two million dwarves. Their patriarch is Hossed Bright-Hammer.

Anvil-Singer - While most dwarves focus on practical craftsmanship, the dwarves of the Anvil-Singer clan are renowned artisans specializing in custom pieces and delicate metalwork. Their clan has close to one million members. Their patriarch is Kagguk Anvil-Singer.

Frost-Jaw - The most populous and common of the dwarves, Clan Frost-Jaw has close to six million members, all of whom come from various walks of life and professions. Their patriarch is Tumlen Frost-Jaw.

Red-Forge - The vast majority of dwarven priests and arcanists come from this clan, who retain a population of close to one million members. Though some dwarves regard them as wise and sagacious, some scoff at their mysticism and fluffy, impractical methodologies and philosophy. Their patriarch is Girrid Red-Forge.

Blackshield - While not officially recognized as a clan, the actions of Umbalak the Blackshield at the Battle of the Sapphire Citadel puts them in the same category of Oathbound dwarves. Their "clan" consists of two types of members: those who were recently stripped of land and title by the Gloomdrinkers, or those whose ancestors were stripped of land and title, and did not redeem themselves before passing. Blackshields have a mixed view of the Gloomdrinkers, as they acknowledge the necessity of the Gloomdrinkers to safeguard dwarvenkind against mortal threats and to investigate corruption, but find it unfair that their ancestor's folly has irreparably damaged their livelihood and reputation.
Noccine

House Noccine is one of the ancient families of Ander, who at one time took the Hotham Creed along with House Lintreed, Bel'Tasq, and Revin, but pledged their loyalty to the Kingdom of Ander during the late portion of the third era.

House Noccine is one of the least popular of houses, rumored to have ties to the Midnight Syndicate and to the Hand of Halmar, though the past kings of Ander, and now Barce, have dismissed those accusations.

What is not doubted is their unusual effectiveness at maintaining their noble status and position on the Golden Council, as well as their ability to reveal and expose plots of assassination and scandal among the nobles of the Golden Council.

Recently, House Noccine had worked to block House Erket to be elevated to provisional noble status, but the motion failed due to House Lintreed's endorsement of a new house to take a seat on the Golden Council since House Revin fell from noble status.

## Notable Members

* Zedicus Noccine, Precept of House Noccine
* Krillnon Franz, a minor noble looking for mercenaries to recover a family heirloom at the Fort Wallik Inn.

## Noble Manor

House Noccine maintains their main residence on the outskirts of Zykar, called Heather Yard Hold.

## House Colors and Emblem

The house colors for Noccine is black and burnt umber.

Their emblem is of a hummingbird, either carrying an olive branch or wreathed by one.

Their motto is "Sweetest Fruit".
Waterfall (Soundtrack)

> *This article is currently under construction. It is temporarily using the Undertale Wiki's "structure" until further notice. Before you choose to read this article, please read their page instead.*
>
>

***Waterfall*** is the 31st track in the *Undertale* Soundtrack. It plays while exploring the titular Waterfall area. It is primarily based on *Ruins*.

During the Genocide Route, it is generally played at 0.13x speed. However, when hearing the track for the first time (immediately after seeing Undyne), it plays a bit faster; at 0.15x speed.
Thunderpaw

## Names

**Kit:** Thunderkit
**Apprentice:** Thunderpaw

## Roleplay

### Owner:

Ells

**Thunderpaw** is a big brown bengal-tabby tom with pale jade-green eyes.

## Lineage

**Father**

Duskstar: Deceased, StarClan member
**Mother**

Valerie: Deceased, Residence unknown
**Sister**

Foxpaw: Living
**Uncle**

Breezepelt: Deceased, StarClan member
**Aunt**

Antpaw: Deceased, StarClan member
**Grandfather**

Crowfeather: Deceased, StarClan member
The Drunken Rat

## Location

Found in the Blood Quarter of Blindkeep, near a costume shop known to sell baubles and trinkets.

## Description

The inn is a simple building of brick and mortar, with a reinforced wooden door and unusually low ceilings. The door frame has carvings of wards against evil, and the atmosphere is smoky and smells vaguely of sulfur.

## Innkeeper

The innkeeper is a fat male Tiefling named Chemosh Ephialtes, with ruddy red skin and a rotund belly. His apron and shirt is somewhat torn and patched, with small grease stains pocked on it.

## Patrons

Most of the clientele are Tieflings, including Gabrielle Bamsen, a female Tiefling known for her black market ties.
Spam

A lot of things can be considered **spam.**

**Spam** is when you either repeat something more than once, but most often if you create a page that is not a story, it's considered **spam.**

So you may be wondering, what exactly do we think spam is, if not just repeating the same words over and over, or saying AHHHH in random messages?

Here are some examples of what to do and what not to do.

## What Not To Do

* Create pages that aren't stories.
* To repeatedly put a message on any comment section, etc.
* To reopen or start a closed or old thread back up again just to be negative
* To repeatedly put something in a message. Example: AHHHHHHAHHHHH HELLOOOOOO
* To have a page, or thread, that there is no reason for but keep replying

## What To Do

* Make anything that isn't stories into a blog post.
* Make sure you get everything out in the first comment you post. If you don't, that's why there's an edit button, right?
* In any way, being negative against one person in specific or generally being negative is also against our rules. Doing so may result in one warning. If it continues, even with the same person and the same thread, and you do not apologize, you're blocked for 9 days.

* If you do that kind of spam, it's easily forgiven, so if you're leaving a message, though, please don't make it only abusing caps and repeating letters/words.
* If this happens, make sure to close the thread! I bet you'll get a relieved thank you next time you see those staff around ;)

Hopefully, this gave you an idea of what **spam** really is.

**Spam** is not meant to be used more than one time. The punishments for spam are a warning, a warning, a block for 9 days, a block for 15 days, before a permanent ban.

If you think this isn't many choices or anything, you are completely wrong. None of these things should even be done twice, but they have been. Nobody has been blocked for spam yet. Please go to our homepage if you're not sure if you're breaking the rules. The rules and their punishments are there to help you.

Hope this guide on knowing what **spam** is and being able to recognize it on the wiki helped you!

~Staff
Althia River

The **Althia River** is a river that flows from the north sea all the way to the D'holbachs International Union that serves as the border between the Yuuz Kingdom and the Keyland Empire. It has several branching paths around the Central Border Zone, and serves as a strong natural barrier between the two nations.
The Girl Who Ate a Death God (light novel)

*The Girl Who Ate a Death God* or *The Girl Who Ate Death* is the first story written by Nanasawa Matari in 2012. The light novel is illustrated by Chomoran. It tells the story of Schera Zade during the Yuuz Kingdom's Liberation War after she eats a Death God, or **Shinigami**, that possessed a man that was about to kill her.

It was licensed and published by Enterbrain on December 15, 2012 for Japan, but has yet to receive a worldwide release. The original web novel can be read for free from Syosetu and can be found fan-translated to English on Novel Updates.

## Synopsis

### Light Novel

A fantasy war chronicle following a bloodstained girl as she races through the battlefields.

The girl who was born in a poor village, Shera, saw a “tasty-looking​” Death God behind the Liberation Force soldier who was attacking her. Shera ate the Death God before it could bring down its scythe on her.

She went on to become a soldier of her Kingdom’s Royal Army. With a giant scythe in her hands, she fought to destroy her enemy, the Imperial Army — And more importantly, to obtain delicious food. Source: Novel Updates

### Web Novel

What happens when one eats Death?

Personally, I don’t really know. What I do know is merely one thing.

I’m hungry.

Therefore, I’ll take the heads of these guys and deliver them to my superiors.

Surely, I’ll be able to eat delicious food.

Come, if preparations are in order, we depart. Source: Novel Updates
Kyros

**Major General Kyros** is an officer of the Yuuz Royal Army Third Army Corps under General Yaldar Gale. Along with Major General Dhanush, his birth into a distinguished family indicates promise of being promoted in the future, so he is hungry to earn achievements.

This desire for valor caused him to through caution to the wind during the Althia Engagement, ignoring Staff Officer Sidamo Arte's advice and pushing Yalder into making brash decisions. During the chaotic aftermath of a foolhardy charge into the traps laid out by the Royal Capital Liberation Army, he lost his life fighting Finn Kattef.
Milla

**Milla** is the devoted adjutant to Finn Kattef, and second-in-command of the Lion's Cavalry unity of the Royal Capital Liberation Army. She is boisterous and has no qualms of showing off the strength of those who carry the Flag of the Lion, but often is unable to judge situations properly.

## Personality

Milla is overconfident but expressive. Even when Schera Zade shows off her power by effortlessly slaughtering members of the Lion's Cavalry, she fails to understand the situation and insists on pursuit, though Finn stops her.

She is devoted to Finn, and possibly loves him.
Althia Plains

The **Althia Plains** is a large stretch of fertile land in the middle of the Mundo Novo continent. The Althia River goes from north to south directly through it.

## Geography

The Althia Plains stretches from the Keyland Empire's capital to the Central Border Zone and Belta Region of the Yuuz Kingdom, and even further into the D'holbachs International Union. This large expanse of land is part of the Star Church's Holy Land, and the Academic City Arte is located in the middle of the plains.
Canaan Region

The **Canaan Region** is north of the Belta Region in the center of the Yuuz Kingdom territory. To the south lies the Bertusburg Plains, and to the north lies the Canaan Mountains, a natural defensive barrier between the capital city of Blanca and the rest of the Kingdom's enemies. Roshanak Fortress, while small, holds a greatly advantageous position inside the Canaan Pass, a road surrounded on both sides by mountainous region. This creates a natural chokehold for invading forces, giving the Yuuz Royal Army a massive advantage when defending against invading forces.

Past the city of Canaan is a hidden mountain path called Golbahar Ridge that leads directly to the City of Millard.

## Settlements

* Roshanak Stronghold
* City of Canaan

## Landforms

* Canaan Mountains
* Bertusburg Plains
* Golbahar Ridge

## Battles

* Siege of Roshanak Stronghold
* Battle of Bertusburg
Dirk

**Dirk** (ディルク) is one of the commanders of the Coimbran army, born and raised in the northern region of Coimbra. He is responsible for the northern regions and for a long time he was engaged in the subordination of a group of militants who hunted robbery.

## Personality

Dirk came from a ruined family of nobles, and was unusually honest for the Coimbran army, and still very modest, so he was quite popular among his men. His weaknesses were his stubbornness and lack of financial resources.

## Synopsis

Dirk had been loyally serving Coimbra for a long time, and at the beginning of the story he had been engaged in an operation to suppress a group of militants who were harassing the northern regions of Coimbra for several months, being in a “ win or lose” situation.

When Noel pacified and took under her wing a White Ant Bloc, and Coimbra declared war on Bahar, Dirk went to war. During the assault on Carness, he commanded the soldiers of the second unit of the siege detachment. Dirk and other commanders of one thousand had a rearguard of about eight thousand men, and during the battle, Dirk inspired his people who assault the fort.

Despite the fact that Noel was able to take the fort, Dirk did not like the fact that she violated the military regulations. He believed that the rest of the officers, who were also eager to accumulate merit, could follow her example and make mistakes. In this regard, Noel was punished to follow the instructions of Dirk and to listen to his words. Later, Noel asked to allow her to attack the “military outpost”, which is located in the Rhine region, and after several explanations, Dirk agreed with the arguments and obtained permission for her.

While in Carness, Noel is accused of treason, but Dirk, Cynthia and the other officers from the north did not believe it. In the end, Noel was ordered to return to Carness, and Grohl ordered Dirk to investigate Noel after the war died down.

Having set up a camp near the river Trais, one of rainy days the Baharan army attacks their camp. Dirk and the rest of the men that were stationed near the headquarters and were drawn into unrest. Upon learning that Wilm and Gaddis had crossed over to the enemy side and were helping to surround the viceroy’s headquarters, Dirk took command of the troops to cover Grohl's retreat and gain time. Despite persuading others to help him, Dirk resolutely refused to do so, instructing Cynthia and the others to safely deliver the viceroy home, before parting, he also asked Cynthia to convey to Noel his apologies. Dirk had to command an troop, with a total of five thousand soldiers against the forty thousandth army. In the end, he encountered the commander of the strike force of Bahar and died a glorious death.

## Abilities

Dirk is a commander who faithfully performs his duties, but he is weak in improvisation, as a result of which his ability to adapt has suffered.

## Trivia

* Dirk has a daughter who is about the same age as Noel.
Geurard

**Guerard** is Major General Octavio's adjutant. He is nothing if not agreeable with Octavio's choices. In the Battle of Bertusburg, he fully supported Octavio's position to abandon Colonel Scheral Zade and Major Konrad in an attempt to remove them as rivals.

When Tactician Diener of the Royal Capital Liberation Army released the Cologne Cows and carts of Magic Landmines at Octavtio's army, Geurard was abandoned by Octavio and met a grisly end.
Dhanush

**Major General Dhanush** is an officer of the Yuuz Royal Army Third Army Corps under General Yaldar Gale. He commands the Heavy Infantry Division. Like Major General Kyros, he comes from a distinguished noble family and desires promotions to bring his family and himself honor.

Both he and Kyros met their end after throwing caution aside in order to crush the measily numbers of the Royal Capital Liberation Army that presented themselves during the Battle of Althia Crossing. Foolishly, he charged into battle, not caring for any traps that may have been laid according to Staff Officer Sidamo Arte's report. He, along with many other leaders of the Third Army Corps, lost his life to Finn Kattef.
Gustav

## Gustav Wealth

**Gustav Wealth** is the lord of the Wealth Region in the northern Keyland Empire and the 7th Army Corps commander of the Imperial Army at the rank of Lieutenant General.

## Appearance

Gustav is a wiry, fit man getting on in the years. Like all Wealthians, he has a sacred bird carved on his shoulder.

## Personality

Gustav is an overtly cautious individual, oft to the point of being called paranoid, generally choosing to take the safer choice if presented with the option to do so. Of other individuals, he takes a deeply distrustful stance. The fact that he decided to charge into the swamp that led to his army being decimated is abnormal. He is often admonished for his caution, but most of the Imperial Army understands that about him by this point. His loyalty and charge is clear: he puts the protection and fortune of the Wealth Region above all else, including the aspirations of the Keyland Empire. This makes him a trusted individual to Prince Alexander Kirrane, as it is clear where Gustav's loyalty lies.

He embodies the Wealthian grudge against Madrosians, and has a kill-on-sight policy regarding them. The feeling is mutual, though.

## Synopsis

During the Yuuz Liberation War, after the successful attack of Belta Castle by the Royal Capital Liberation Army, Prince Alexander Kirrane takes command of the 1st Imperial Army and gathers Gustav's army to invade the Yuuz Kingdom through the northern Madros Region.

The Yuuz Royal Army in the region, the Fifth Army Corps led by Kerry Madros, is successful in holding out. When Schera Zade and Yaldar Gale surrender to the Imperial Army, Gustav is suspicious. Baited by their impeccable performance, the cautious Gustav is duped along with the rest of the Imperial Army First Corps. His army of twenty thousand is drawn into a bottomless swamp attempting to raid a storehouse east of the Second Fort, after receiving information that Schera Zade had routed the First Corps from the inside. Kerry's fifth army decimates them, and Gustav flees towards Wealth Castle. His scattered force of five hundred is intercepted by Shera. Gustav is killed by her hands.
Roshanak Stronghold

**Roshanak Stronghold** is a defensive structure in the Canaan Region that defends a choke point going into the only large passage through the Canaan Mountains besides the highly hidden Golbahar Ridge.

## Chronology

After the defeat of General David and the Yuuz Royal Army Fourth Army Corps in the Siege of Belta Castle, the Royal Army's territory is pushed back to Roshanak Stronghold. With forces led by Field Marshal, the forces of the Yuuz Kingdom are able to maintain a firm hold on Roshanak Fortress due to the natural defenses the mountains provide.

During the Siege of Roshanak Stronghold, a joint operation by Yaldar's United Legion and Schera Zade's cavalry unit apprehends a force led by Colonel Hastie of the Royal Capital Liberation Army passing through Golbahar Ridge, halting all plans to capture the forces by the Liberation Army.
Katarina

## Katarina Nubes

**Katarina Nubes** is the loyal adjutant of Schera Zade and the Vice-Commander of Death's Cavalry. She volunteered to be Shera's adjutant after hearing about her exploits in the Althia Engagement. After witnessing her prowess in the Battle of Althia Crossing, she becomes fiercely loyal to the Death God. Her colleague, Vander Hafiz has a change of heart, though.

## Personality

Katarina is a girl with strange habits. She tends to fiddle with things or mutter under her breath when contemplating anything. At first, she seems like a normal person when she volunteers to be Schera Zade's adjutant, but after the Battle of Althia Crossing, she becomes convinced of Schera Zade's power and the advent of a hero, and wholly devotes everything she can to her, just like the rest of the Death's Cavalry.

As the Yuuz Liberation War continues, Katarina becomes more and more vicious. She is able to ruthlessly kill as a form of torture and has no qualms with using her heretical powers to further Schera Zade's cause. She also becomes entirely subservient to Schera Zade, treating her more like a Lord and Master than a superior officer. Outside of battle, she aids Schera Zade with gardening and looks after her wellbeing.

Katarina is known to keep a diary (despite her denial of it being such) for the purposes of "carving proof of her existence." She is also shown to have a keen interest in what motivates her commanding officer.

## Abilities

Katarina is a necromancer. At first, she can only control a couple corpses at a time and cause them to explode, but with Shera's Ability Conferment, she grows stronger as the Liberation War drags on.

**Concealment:** During the Siege of Cyrus Fortress, Katarina attempted to use concealment (magic?) to steal food from the enemy camp. However, her rudimentary skills in resulted in her death.

**Immortality:** After the Cyrus Fortress Siege, Katarina is revived from the dead as a Lich. She becomes the immortal servant of Schera Zade

## Synopsis

During the Siege of Cyrus Fortress, Schera Zade was succumbing to malnourishment and Katarina could not bear the sight of her commanding officer in such a weakened state. She plans to steal food from the enemy camp in the dead of night but encounters Darus Madros. She asks him to replace her position as Schera's adjutant if she does not come back alive. He denies the responsibility, citing how Schera almost decapitated him in the past. Her mission turns out unsuccessful and Katarina is then reported dead to the great dismay of Schera.
Antigua Castle

**Antigua Castle** is the forefront defensive position of the Yuuz Royal Army during the Liberation War before the General Yaldar Gale loses the position in the Althia Engagement. When the Royal Capital Liberation Army succeeds in pushing the Royal Army out of the Central Border Zone and into Belta Castle, they occupy it.
Evil Flower

**Evil Flower** (エビルフラワー) is a demon, a cannibal flower, living in an underground labyrinth, located in the town of Art.

## Appearance

Evil Flower is larger, stronger and more durable than ordinary cannibalistic flowers. Due to the fact that it has a bright red dazzling color, its easy to distinguish it. The Evil Flower has several vines, and a flower bud is blooming in its center.

## Abilities

Evil Flower is a plant-like demon that lives within the central part of the underground labyrinth. Like all demons of the labyrinth, one of the objects of hunting for its food is human.

It seems to be an unpleasant demon who caught and split hundreds of new adventurers who came to the 30th floors after completing the internship. In addition to the vines that grab its prey, the main danger for adventurers is the flower bud growing on it. This bud gives off a mysterious scent; and the pollen contained in it contains paralyzing components that can be very dangerous if inhaled in large quantities. The petals of the same buds are used to extract the demonic essence, which is absorbed by the plant-like demons of the underground labyrinth. The Evil Flower throws the caught prey inside the flower bud, which secretes the cleaving liquid deep inside; and while the poor prey experiences torment, it will digest it for a long time.

The weakness of the Evil Flower is the attribute of fire, and it is easy to cope with it when the party has a sorcerer. Conversely, if there is no means to attack with fiery properties, you will have to approach him to enter close combat, and also be careful not to inhale his pollen during the battle. Starting from the 30th floors of the underground labyrinth, the parties in which there are no sorcerers have difficulties in the fight against the plant-like demons.

In the event that the Evil Flower is subjected to a sorcerery fire attack, in order to save himself, in an attempt to extinguish the fire, it may begin to pour himself on its own fluids, and in such cases, adventurers need to act quickly.

## Trivia

* The hero's party, in its first teamwork into the labyrinth, fought with this demon.
Octavio

**Octavio** is a Major General of the First Army Corps under Barbaros. He is always trying to prove his worth and backs down under pressure from a superior officer. A schemer obsessed with noble status and prestige, he is rotten to the core, and one of the many individuals who can be held responsible for the downfall of the Yuuz Kingdom and the defeat of the Yuuz Royal Army during the Battle of Bertusburg.

## Personality

Octavio is a proven coward who craves for rank and prestige. He has an intense dislike of Schera Zade who, despite being a commoner, has risen through the ranks based on achievement and prowess. He fails to understand this, and instead looks down on her for unfounded belief that her success is by luck or the poor judgement of General Yaldar's. He speaks up against the decisions of those in power, but when forced to back down, he does so quietly. In his head, though, he stews with rage and plots to bring about more success for him while kicking others to the curb. When things don't go his way, instead of adhering to what is ordered of him. A truly selfish individual, he will flee and betray those who are under him if his life is in danger.

## Synopsis

He was tortured to death by Schera Zade in the royal barracks of Blanca on the eve of the Liberation Army's complete victory in the Yuuz Liberation War. His folly was abandoning Death's Cavalry in a poorly thought-out plot to bring about Schera's demise during a critical moment that, in the end, cost the Yuuz Royal Army the entire war. His jealousy of Schera's achievements, and Diener's knowledge of such personalities within the Yuuz Kingdom's nobles, eventually led the destruction of his entire party to Cologne cows strapped with Magic Landmines. When he fled, he fled to the Liberation Army, a final betrayal. Schera survived against the odds though, and became his reaper.
Operation Daybreak

**Operation Daybreak** is a secret government project of the Horshiedo Empire to raise children to test an experimental body-enhancement alchemical potion. This potion would grant the user immortality and enhanced strength. There is only one known survivor of Operation Daybreak, Falid. Unbeknownst to the Emperor of the Horshiedo Empire, Noel Bosheit survived, as well.
Rosetta Wants to Stay Home

*Rosetta Wants to Stay Home* s the **fifth** story written by Nanasawa Matari in 2014.

The story has not been licensed. The original web novel can be read for free from Syosetu.

## Synopsis

Human race
was cornered by beasts mutated into ‘demi-humans.’ Expelled from the continent,
demi-humans mercilessly attacked people until they fled to the peninsula.

And then, in the decisive battle for which the stakes are everything, humanity suffered a crushing defeat.

Princess Rosetta, who survive because of stayed at the palace became helpless and gave up too soon. Hiding in the stronghold and having locked the doors, she decided to spend the allotted days.

Looking around all those who grieving and anguish felt, Rosetta also intend to spend the leisurely day.
Academic City Arte

The **Academic City Arte** is a neutral metropolis city-state on the north-western edge of the Yuuz Kingdom Central Border Zone. It holds the Labyrinth, the dungeon known as the "Demons' nesting place."

The Three Star Order has claimed the land of Arte as their Holy Land, but the metropolis is defended from the Order by all three nations residing on Mundo Novo: the Yuuz Kingdom, the Keyland Empire, and the D'holbachs International Union.