recursal/Fanatic-Fandom huggingface dataset:
Series 1 Checklist

In a Hidden Link which can be found by searching in Google Images for the Li’l Bobbleez series checklists, you can find all four series of Li’l Bobbleez checklists.

Series 1 Characters Include :

* Ollie the Owl
* Rascal the Raccoon
* Chippy the Chipmunk
* Bailey Boo the Beaver
* Cosmo the Cat
* Pepper the Panda
* Kiwi the Koala
* Missy the Mouse
* Sophie Sue the Sheep
* Fresco the Fox
* Dusty the Dog
* Bella Bean the Bear

There are many inconsistencies from the Series 1 Checklist to the current “official” checklists.

* Sophie Sue is listed as rare in Series 1. She is also listed as rare in the current downloadable checklist, but not on the webpage checklist.
* Frisco is listed as rare in Series 1. He is also listed as rare in the current downloadable checklist, but not on the webpage checklist.
* Dusty is listed as rare in Series 1. He is also listed as rare in the current downloadable checklist, but not on the webpage checklist.
* Bella Bean is listed as Ultra rare in Series 1 and on the downloadable checklist, but is listed as rare on the webpage checklist.
Li’l Woodzeez Bobbleez Wiki

**Welcome to the Li’l Woodzeez Bobbleez Wiki!**This is a community to keep track of every Li’l Woodzeez Bobbleez ever created, as well as the series they come from.

*Here are some helpful resources!*

* Masterlist

*Li’l Woodzeez is a toy series by Battat. It has a sub-series of Bobblehead figurines called Li’l Woodzeez Bobbleez, which is what this wiki is all about!*
Series 3 Checklist

In a Hidden Link which can be found by searching in Google Images for the Li’l Bobbleez series checklists, you can find the first four series of Li’l Bobbleez checklists.

Series 3 Characters include :

* Socks the Sheep
* Huey the Hedgehog
* Mozzarella the Mouse
* Tali the Turtle
* Cocoa the Cat
* Fuzzy the Fox
* Sadly the Skunk
* Dixie the Dog
* Ozzie the Owl
* Ruby the Rabbit
* Snuggle the Squirrel
* Parker the Panda

There are many inconsistencies from the Series 2 Checklist to the current “official” checklists.
Arcane spell list

## Cantrips

* Acid Splash
* Blade Ward
* Chill Touch
* Dancing Lights
* Fire Bolt
* Friends
* Light
* Mage Hand
* Mending
* Message
* Minor Illusion
* Poison Spray
* Prestidigitation
* Ray of Frost
* Shocking Grasp
* True Strike

## 1st Level

* Alarm
* Catapult
* Chromatic Orb
* Color Spray
* Comprehend Languages
* Detect Magic
* Disguise Self
* Expeditious Retreat
* Feather Fall
* Find Familiar
* Fog Cloud
* Grease
* Identify
* Illusory Script
* Jump
* Longstrider
* Mage Armor
* Magic Missile
* Magnify Gravity
* Protection from Evil and Good
* Shield
* Silent Image
* Sleep
* Snare
* Tenser’s Floating Disk
* Thunderwave
* Unseen Servant

## 2nd Level

* Alter Self
* Arcane Lock
* Blur
* Cloud of Daggers
* Continual Flame
* Darkvision
* Enlarge/Reduce
* Enhance Ability
* Find Traps
* Flaming Sphere
* Heat Metal
* Hold Person
* Immovable Object
* Invisibility
* Knock
* Levitate
* Locate Object
* Magic Mouth
* Magic Weapon
* Melf’s Acid Arrow
* Mirror Image
* Misty Step
* Nystul’s Magic Aura
* Rope Trick
* Scorching Ray
* See Invisibility
* Shatter
* Silence
* Spider Climb
* Vortex Warp
* Web
* Wristpocket

## 3rd Level

* Blink
* Clairvoyance
* Counterspell
* Dispel Magic
* Fireball
* Fly
* Galder's Tower
* Gaseous Form
* Glyph of Warding
* Haste
* Hypnotic Pattern
* Intellect Fortress
* Leomund's Tiny Hut
* Lightning Bolt
* Magic Circle
* Major Image
* Melf's Minute Meteors
* Nondetection
* Protection from Energy
* Sending
* Slow
* Stinking Cloud
* Thunder Step
* Tongues
* Water Breathing

## 4th Level

* Arcane Eye
* Banishment
* Dimension Door
* Fabricate
* Faithful Hound
* Fire Shield
* Galder's Speedy Courier
* Greater Invisibility
* Hallucinatory Terrain
* Locate Creature
* Phantasmal Killer
* Polymorph
* Private Sanctum
* Resilient Sphere
* Secret Chest
* Stone Shape
* Stoneskin
* Wall of Fire

## 5th Level

* Animate Objects
* Arcane Hand
* Cloudkill
* Creation
* Far Step
* Hold Monster
* Legend Lore
* Mislead
* Passwall
* Planar Binding
* Scrying
* Seeming
* Skill Empowerment
* Steel Wind Strike
* Telekinesis
* Teleportation Circle
* Wall of Force
* Wall of Stone

## 6th Level

* Arcane Gate
* Blade Barrier
* Chain Lightning
* Contingency
* Disintegrate
* Flesh to Stone
* Forbiddance
* Globe of Invulnerability
* Guards and Wards
* Move Earth
* Programmed Illusion
* Scatter
* True Seeing
* Wall of Ice
* Word of Recall

## 7th Level

* Arcane Sword
* Delayed Blast Fireball
* Forcecage
* Magnificent Mansion
* Mirage Arcane
* Prismatic Spray
* Project Image
* Reverse Gravity
* Sequester
* Simulacrum
* Symbol
* Teleport

## 8th Level

* Antimagic Field
* Clone
* Feeblemind
* Glibness
* Illusory Dragon
* Incendiary Cloud
* Maze
* Mighty Fortress
* Mind Blank
* Power Word Stun
* Telepathy

## 9th Level

* Blade of Disaster
* Gate
* Imprisonment
* Invulnerability
* Meteor Swarm
* Prismatic Wall
* Shapechange
* Time Stop
* True Polymorph
* Wish
Ranger

*Lawmen, wanderers, or even outlaws, Rangers are lauded for their deadeye accuracy.*

### Covering Fire

At 3rd level, you can actively guard others by firing at their foes. If a creature within your weapon’s range attacks one of your allies with a weapon or unarmed strike, you can use your reaction to attack that creature. If you hit with this attack, your ally gains a +2 bonus to AC until the end of the turn.

### Keen Eyes

At 6th level, your keen sight allows you to better fire on targets. Attacks you make ignore half and three quarters cover, as well as the disadvantage imposed by firing a weapon at a target in its second range increment and by dim lighting.

### Defensive Devastation

At 9th level, whenever you hit a target with your Covering Fire feature, the attack deals damage in addition to its other effects.

### Aimed Shot

At 13th level, you can hone in on a specific target. Using your action, you can aim at a specific target. You have advantage on all attacks against this target and critically hit on an 18-20 against that target until the end of your next turn. If you score a critical hit this way, the target is stunned until the beginning of your next turn.

### Spellwatch

At 15th level, you can now use the Covering Fire feature when a creature casts a spell that deals damage at one of your allies.

### Overwatch

At 17th level, your skill allows you to guard all of those around you. By using your action to watch over all allies, you can use the Covering Fire feature a number of times equal to your Dexterity modifier (minimum of 1), though you can’t take any other reaction. This effect lasts until the beginning of your next turn.
Brazil

The Sweetest In South America

### Relationships

Any One In South America Except Chile(Friend) ,Any One In North America(Friend),Any One In Europe(Friend),Any One In Asia Except Russia & NK(Friend

### About

Brazil, officially the Federative Republic of Brazil, is the largest country in South America and in Latin America. At 8.5 million square kilometers and with over 217 million people, Brazil is the world's fifth-largest country by area and the seventh most populous.

### Facts

* Brazil is the largest country in South America.
* Brazil has 4 time zones.
* The Capital City is Brasilia.
* Around 60% of the Amazon Rainforest is in Brazil.
* In Brazil people speak Portuguese. ...
* Brazil is home to the 2nd longest river in the world.
* The Brazilian flag has 27 stars on it.
Skull Crawlers

Skull Crawlers (*Cranium serpere*) are an species of giant reptilian creatures which appear in Wanderer Pictures' MonsterVerse.

## In-Universe Information

### Namesake

The species characteristic armored white head which resembles a skull, and their behavior, hence the name Cranium Serpere; Cranium translates to "Skull" and Serpere translates to "To creep/crawl" in Latin.

### Length

* 35-332 feet (10.6-101 Meters) (Wild Populations)
* 586 Feet (179 Meters) (Apex Cybernetics Specimens)

### Height

* 12-95 Feet (3.7-29 Meters) (Wild Populations)
* 197 Feet (60 Meters) (Apex Cybernetics Specimens)

### Species Distribution

* Monarch Outpost 33, Skull Island (Formerly)
* North America (Invasive Population)

## Appearances

### Books

* King Kong
* King Kong Escapes
* Godzilla vs. Kong

### Description

Skull Crawlers are massive reptile-like creatures with a characteristically white colored head resembling a skull in appearance, two long muscular forearms with a obvious lack of hindlimbs, and a prehensile serpent-like tail which typically stretches to twice the length of the body.
Wanderer Pictures' MonsterVerse Wiki

**Welcome to the Wanderer Pictures' MonsterVerse Wiki!**
We're a collaborative community website about Wanderer Pictures' MonsterVerse that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Selkie

**Selkies** or **Seal Folk** are a rare species of beings who are capable of therianthropy, changing from seal to human form by shedding their skin. While most Selkies reside around the waters of the Western Isles, some have been known to live as far south as the Puri Sea.

Without their skin, Selkies are unable to revert back to their seal form, but may assume a partial form which allows them to hold their breath longer underwater and act on more feral instincts. In the past, Selkies were hunted to near extinction before the trade of their skins was outlawed in most of Sumusaari.
Codurra

**Codurra** is a large kingdom known for its monster-hunting prowess, located in the north of Sumusaari next to the Codurran Sea.

## History and Geography

Founded by Lady Mei Hanuel after her village was burnt to the ground, Codurra was established with the intention of refining Hanuel family techniques to combat monsters.

The kingdom is surrounded by tall, blackstone walls and the castle, home to the royal family, sits in the middle of it, surrounded by the village below. They have a large marina containing warships, trading ships and a few passenger lines. The marina itself is defended by jagged rocks which cradle the boats inside and protect the kingdom from naval invasions.

## Culture and Demographics

Codurran citizens are all human as they have a strict "no monster" policy. Other than their discrimination towards monsters and hybrids, they are quite friendly. They welcome human travelers with open arms, offering them food, shelter and unfaltering kindness. They are rather naive, however, and have a tendency of accepting shapeshifters and hybrids who are human-passing.

## Royal Family

Codurra is ruled by Queen Minerva Hanuel. After her husband, King Maven Hanuel, passed away, she became the sole ruler. Her twin children, Mara Hanuel and Murdock Hanuel are in line for the throne.

## Known Residents

* Mara Hanuel
* Murdock Hanuel
Artisan

*You began mopping floors and scrubbing counters in an artisan’s workshop for a few dollars a day as soon as you were strong enough to carry a bucket. When you were finally old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer.*

* **Skill Proficiencies:** Mechanics, Persuasion
* **Tool Proficiencies:** One set of artisan's tools of your choice
* **Equipment:** Artisan's tools, a scale, traveler's clothes, and a pouch containing 20gp

### Haggler

Whenever you buy a nonmagical item, as long as the seller’s disposition towards you is indifferent or better, you receive a 20 percent discount on it. Conversely, you gain the same benefit when selling an item if the customer’s disposition towards you is indifferent or better.

### Quick Craft

When you craft an item using a tool with which you have proficiency, the required crafting time is reduced by 20 percent.

## Personality Traits

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## Ideals

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## Bonds

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## Flaws

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Sub-Titanus Amemasu

No Image Available. Resembles a massive West African lungfish, with dark and light grey coloration.

## In-Universe Information

### Namesake

Ō-amemasu, a gigantic fish-like creature from Ainu folklore, said to live in waterways of Hokkaido, Japan

### Species Distribution

* Monarch Outpost 4, Lake Shikotsu in Hokkaidō, Japan
* Monarch Outpost 5, Lake Mashū in Hokkaidō, Japan
Scholar

*Most scholars work in a library surrounded by long forgotten books of lore and history. You know that's not going to find new knowledge; only those with the bravery to set out into the world to record it are going to make that happen. You have left the comforts of your monastery, college, or library to find and record the new histories of the world.*

* **Skill Proficiencies:** Arcana, History
* **Language Proficiencies:** Two of your choice
* **Equipment:** A book of history, 10 sheets of parchment, a quarterstaff, and a pouch containing 7gp

### Historian

When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.

### Researcher

When you attempt to learn or recall a piece of history, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, university, or a scholar or other learned person or creature. Your GM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

##### Suggested Characteristics

Scholars are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to acedemic pursuits, a scholar values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

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Hermit

*You spent your early years secluded in a hut located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the land, who would occasionally visit to offer friendship. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energies flowing through the natural world.*

* **Skill Proficiencies:** Animal Handling, Survival
* **Tool Proficiencies:** Herbalism Kit
* **Equipment:** A fishing tackle, a quarterstaff, a winter blanket, a set of traveler's clothes, an herbalism kit, and a pouch containing 5gp

### Speaker of the Land

At 1st level, you have learned the basics of primal magical traditions. You gain the following benefits:

* **Two Cantrips.** You learn two cantrips of your choice from the “Primal” Spell list.
* **1st-Level Spell.** Choose one 1st-level Spell from the “Primal” Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (your choice).

### Suggest Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

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K

K

Hi, it's me

yes I am a character in the rooms or whatever universe (kind of)

Basically, I'm not part of the story, but I draw my character within the rules of the universe, so they could be considered a version of me that is inside of the rooms or whatever universe.

I voice a lot of the characters, I also draw all of the stuff.
琳登

## 国家简介

**琳登**是位于位于拉蒂尔大陆西部沿海的国家，又称风息之国。

青穹圣树之一坐落于此。

琳登是拉蒂尔大陆物产丰盈的宝库，受祝福的土壤一度被赞誉为**「只待丰收的田园」**，因此琳登的粮食在自给之余仍能作为出口贸易的重要支柱。

琳登的人口多而复杂，黎法亚人、勒弗人与斯塔拉人的后代构成了琳登**70%**的主要居民，而有着**野性特征**的黎博斯提人与维利芙人占据**20%**，其余则主要由**灰精灵**与**风暴矮人**构成。

琳登不但享受着平稳的风脉与辽阔平原带来的便利交通，广袤的古代森林也孕育了诸多奇珍异兽，人们深知如何汲取所需而不僭越自然的法则，由此诞生了**冒险者行会**的雏形。

**琳登是依赖丰饶学识与水晶能源的国家，他们同时使用自然魔法和魔导技术来进行生产和生活。**

历史
--

新历元年的4000年前，彼时的琳登在**「破碎之治」**的波及下，卷入了**「腐根领主」**亚巴顿与**「风雪之王」**乌勒尔的争夺，亚巴顿为了巩固统治而在琳登土地上创造出荆棘交缠的漩涡，令黑暗永远笼罩，即使最严酷的寒风也无可奈何，然而最后终结这场纷争的，并非风雪之王的战斧，而是琳登的子民抗争的决心。

**「逐晨的少年」**与林中仙子一道掀起了反抗的旗帜，带领琳登人们推翻了腐根领主的统治，这场战争使得琳登的大地重现光明，而少年却在这场战争中死去。风雪之王乌勒尔却自认为无法带给治下的子民幸福，自愿退出了角逐。林中仙子**「莎茵」**最终在琳登加冕为了古圣，并借助**「丰饶」**的权柄净化了破碎之治留下的污秽，许以丰润广袤的草原，山色长绿、花果延绵，琳登的大地生机遍布，「**繁盛的千年」**由此开始。

莎茵赐福于践行丰饶之道的子民，并创立了**「叶脉守护」**安定四方，和平的时代延续了一千年，直到**「渊红之眼」**的苏醒揭开了琳登历史的新篇章。彼时的琳登外有邪魔的爪牙肆虐，贵族们却为了争权夺势相互征伐，国家再次深陷黑暗。早已离去的古圣并没有成为琳登的救主，率先举起抗争之旗的却是一位名为**瑟莱伊**的金发少女，勇士的后人们相信她是琳登古时的英雄转世而追随她，将黑暗的统治推翻。瑟莱伊创立了**「拂晓骑士团」**以守护琳登，而后率领亲信进入**「魔渊」**踏上远征，此后下落不明。人们相信瑟莱伊化作了初晨的光辉，一次次照亮最深的黑夜。

新历之后，去统治者的琳登成为了拉蒂尔大陆最为自由繁荣的国度，叶脉守护的复兴延续了琳登丰沛的物产与兴盛的贸易，拂晓骑士团承接瑟莱伊的愿望发展成了琳登的坚盾，属于英雄与抗争的故事在这片土地的诗歌中流传，化作每个孩童的梦想。

政体
--

由博识的贤者们组成的**「叶脉法庭」**遵循着古圣的教诲从而领导着国家，拂晓骑士团宣誓只为琳登的**「和平」**而战，而**「水晶宫」**则将自由贸易与繁荣放在首位，它们各司其职，共同维系着琳登的稳定。

## 国际关系

琳登在拉蒂尔大陆有着举足轻重的影响力，被视作**自由与繁荣的道标**。

琳登与东方接壤的**沃肯哈伦帝国**、南方的**威莱特港**维持着**防御同盟。**

## 名胜地

**风息城**——琳登贸易与文化中心，宽敞的鹅卵石街道两侧遍布着市集与工坊，拉蒂尔大陆最大的拍卖行与交通枢纽位于此地，商旅云集，奇珍频现，安稳的风脉是风息城四通八达的成因之一，也让无数冒险的开端始于此地。

**巨人岗哨**——风息城的东方门户之地，来自远浪港的骑士们终日至此，往返巡视维护着琳登的安全，传说这里天然的平坦通路由迁徙的古代巨人开拓，使得群山环绕的琳登东西两侧畅通无阻，如今两座巨大的风车塔如同六臂巨人般镇守于此，注视着新的旅者纷至沓来。

**晶泪湖**——从天而降的水晶被琳登人称为‘女神的眼泪’，晶泪湖因此形成，宽阔的湖面与粼粼波光千年不变，湖水纯净甘甜，每逢冰雪消融的春季，晶泪湖岸边便会浮现无暇的晶石，作为琳登的特产而价值连城，然而却常常为孩童所发现，人们认为这是鉴别心智是否纯净的象征，因此晶泪湖的试炼也成为了骑士考核的一环。

**远浪港**——琳登西北部的天然良港，据说远古的珍珠海浪经临此地，献上了财富与勇气的诗章，于是在荫落山的阴影下，琳登人开拓了这座建立在浅海上的港湾城市，依靠琳登丰厚的物产贸易与水晶资源繁荣于世，被誉为拉蒂尔大陆的明珠。

**穹脉机工厂**——琳登人引以为傲的飞空艇皆出自于此，而穹脉机工厂更是贯彻了其‘迎风前行’的口号，整座工厂建立在巨大的组合飞空艇上，循环着风脉的能量而周游于琳登的天穹。这座工厂的主人来自一个古老的种族——风暴矮人，这些长须人对翱翔天际有着近乎疯狂的动力，同样吸引了琳登的开拓者们乘坐飞空艇，踏上俯瞰大地的旅程。

**妖诗海**——位于琳登西方浅滩的海域，‘他于清晨刻下诗章，她于星夜倾声歌唱’琳登是吟游诗人的家乡，可在黑暗的时代，诗文在城市间成为了禁忌的声响，于是诗人只能将诗章刻在礁石上，却听见深夜有人将诗章歌唱，那歌声似有魔力，将受迫的悲伤化作抗争的希望，传唱至来临的曙光。这片浅海如今只有遗迹与海浪，仅有诗人与海的女儿记得那段时光。

**溪谷镇**——琳登南部低地的悠闲城镇，与风息城的繁荣景象相差甚远，但每个琳登人就算没踏足过溪谷镇的街道，也一定受益于溪谷镇肥沃而广袤的农场，此地的居民多是从事农作的民夫，在热闹的琳登市集外身处于难得的清净，却依然因盛产大而鲜美的蔬果而闻名。历史悠久的园艺学派同样坐落于此，这些古圣的门徒无时无刻不在思考如何突破‘丰饶’的止境。

**朝圣林海**——这片森林几乎覆盖了琳登东北方全部的土地，是琳登天然的屏障，更是最神圣的领域，仅有受选的骑士才有资格进入其中，迈入朝圣的旅程，据说他们能有幸目睹林中的仙子与元灵，寻获古圣的祝福与秘宝，结识骏美而珍贵的龙鹰，而这不过是为了向林中的生命证明，自己有资格靠近位于林海中央那参天的世界之树「永茂青穹」。百年间仅有寥寥几人能够直面这源自古圣的遗产，可却始终无人知晓——这长久的丰饶究竟意味着怎样的代价？

**凋零渊谷**——位于琳登南方边境的山峡积蓄着邪恶的魔力，那源自破碎时代的腐败力量令山峡中长满了腐败的根须与恐魔，千年来琳登人始终对凋零渊谷保持着高度的警惕，并创立了圣石塔与戒律骑士团来戒备渊谷邪魔的入侵，然而近百年来飘散于世上的腐败之风愈发躁动，凋零渊谷中周围也遭到了腐蚀，随之而来的是一个名为‘夜行蔷薇’的邪恶教派在借此肆意妄为。

**誓言圣殿**——在这里，一切誓言都会于灵魂中闪耀。位于琳登西南方的宏伟殿堂，年轻的骑士们在此受训、成长，立下誓言并为骑士团中的骄傲，这座殿堂是每个心怀荣耀的琳登人憧憬的地方，早在千年前还只是一座守卫西方的要塞，但自从琳登的英雄瑟莱伊光复骑士团，便将这里设为了骑士们受训的学院。

**凯旋关**——这座位于琳登正东方山谷中的关隘曾是为迎接远征的英雄归来而建立，可人们在没等到英雄的归来，昔日的关隘也被改造成了用于御敌的前哨站，琳登最密集的伐木场建设于此，无名的旅店随处可见，以便东方的旅者能于此歇脚，唯一不变的是英雄的石像仍然屹立于此，剑指无限的远方。
Cambion

## Features

* **Ability Score Increase.** When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
* **Age.** Hellspawn mature at the same rate as pureblood humans, but they can live up to 160 years.
* **Creature Type.** You are a Humanoid.
* **Size.** You are Medium or Small. You choose the size when you select this race.
* **Speed.** Your walking speed is 30 feet.
* **Darkvision.** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
* **Hellish Resistance.** You have resistance to fire damage.
* **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
* **Devil’s Tongue.** You know the *Vicious Mockery* cantrip. Once you reach 3rd level, you can cast the *Charm Person* spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the *Enthrall* spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Bushwhacker

*Where other warriors overwhelm their foes with brutal force or flurries of strikes, Bushwhackers either prefer to lurk in the shadows, stabbing their foes in the back while they are unaware, or work to draw their adversary into single combat, deftly avoiding attacks until a deadly opportunity presents itself.*

### Bushwacker Exploits

You learn certain Martial Exploits at the warrior levels noted in the table below. They don’t count against your total number of Exploits Known and can’t be switched upon gaining a level.

 5th
 9th

### Sneak Attack

Beginning at 3rd level, you learn to exploit the weak points of your enemies. Once per turn when you hit a creature with an attack with a finesse or ranged weapon, you can deal a bonus 2d6 damage, so long as one of the conditions below are met:

* You have advantage on your attack roll.
* An enemy of your target (other than you) is within 5 feet of your target, and the other enemy isn't incapacitated.

You don’t gain the benefits feature if you have disadvantage on your attack roll, even if the other conditions are met. The bonus damage dealt by this feature increases to 3d6 at 9th level and 4d6 at 15th level.

### Supreme Sneak

At 7th level, you have an almost supernatural ability to avoid being seen when necessary. You have advantage on Dexterity (Stealth) checks while moving at half your speed, and you can attempt to Hide even when you are only lightly obscured.

### Ambusher

At 10th level, you have advantage on initiative rolls.

In addition, attack rolls against the first creature you hit during the first round of a combat has advantage until the start of your next turn.

### Intuition

Your senses have been honed to supernatural levels. Starting at 13th level, if you can hear, you are aware of the location of any invisible or hidden creature within 10 feet of you.

At 18th level the radius of this feature becomes 30 feet.

### Elusive

It is nearly impossible for your foes to gain the upper hand. At 18th level, so long as you are not incapacitated, no attack rolls against you can be made with advantage.
Roughhouser

*You fight with overwhelming strength and just the right amount of technique needed to beat your opponents senseless with well-placed, powerful strikes.*

### Hard Knocks

At 1st level, whenever you roll damage for an unarmed or brawler weapon attack, you roll twice the amount of dice noted by the Fisticuffs column of the Brawler table, and, at the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

In addition, whenever you score a critical hit with an unarmed strike or brawler weapon attack, you roll an additional damage die.

### I Didn't Hear No Bell

At 3rd level, when you are reduced to less than half of your maximum hit points, you gain your brawler level + your Constitution modifier in temporary hit points and you add your proficiency bonus to your damage with unarmed attacks and brawler weapons for 1 minute

You cannot use this feature again until you complete a long rest.

### Haymaker

At 6th level, before you make an attack roll with an unarmed strike or brawler weapon attack, you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage, you score a critical hit on a roll of 19 or 20, and when you deal damage you do not roll for damage but use the maximum die result instead.

### Brace Up

At 10th level, as a bonus action you can brace yourself for incoming attacks. Roll two of your Fisticuffs dice + your proficiency bonus + your Constitution modifier. You gain that many temporary hit points, and while you have these temporary hit points, you are resistant to all damage.

### Chin Cheek

At 15th level, once per turn, when you would make an attack with advantage, you can forgo it and instead make your next attack without advantage, and if it hits, it is an automatic critical hit.

Using this feature reduces the number of atacks you can make in a round by 1.
Хидеки

## Хидеки

* Обычная форма
* Призрак

## Статус

### Появления

* NEW JPG ЭПИДЕМИЯ [КОНЕЦ Глава: 0 - Пролог] Серия 3
* NEW JPG ЭПИДЕМИЯ [Глава: 1 - Неистовство трупов] Серия 5

Хидеки - персонаж новеллы, бывший участник группы №2.

## Интересные факты

* Хидеки - единственный персонаж, ставший призраком после смерти;
* При этом спрайт призрачной версии ни разу не появлялся в самой новелле;
* Лохушка
Gunsmith

*Often taking it slower than most, Gunsmiths are dedicated to not only the firing but also the crafting of firearms.*

### Apprentice Craftsman

At 3rd level, choose one firearm modification. You can immediately apply this to one firearm you or an ally owns. Additionally, you gain expertise with tinker’s tools and by spending half the cost and 6 hours worth of work, you can create any firearm modification or up to 10 rounds of ammunition for a firearm.

### Improved Firearms

At 6th level, you can create firearms at a higher quality than most others. By expending a days worth of work and twice the base price of the firearm, you can make a +1 firearm, though it is considered non-magical.

### Reliable Smithing

At 9th level, you are able to spend a day’s worth of work (taking no other activities) and make a Tinker’s tools check to attempt to permanently reduce the misfire value of a firearm by one. The DC for this check is equal to 18 - the weapon’s current misfire value. If this would reduce a weapon’s misfire value to 0, that weapon no longer misfires.

### Adept Workings

At 13th level, your knowledge of firearm crafting is nearly complete. By expending a weeks worth of work and three times the base price of the firearm, you can make a +2 firearm, though it is considered nonmagical.

### Ammo Nut

At 15th level, you have become very efficient at preserving gunpowder for your rounds. Whenever you fire a piece of ammunition that you created, there is a 10% that it does not consume that ammunition.

### Master Craftsman

At 17th level, you can easily craft high quality firearms. Whenever you create a modification or ammunition, it costs one fourth of the base price. Additionally, making +1 and +2 firearms costs half as much.
Divine Deadeye

*Your connection is with an entity that you believe to be a god or goddess, and you impart their will with righteous fury.*

### Connection Spells

At 1st level, you choose spells from the Divine spell list for your spellcasting feature. In addition, you know the following spells at the listed hexslinger levels. They do not count against your spells known, and you cannot swap these out.

 5th
 9th
 13th
 17th

### Sacred Gun

At 3rd level, as a bonus action, you fill your bonded firearm with positive energy. For one minute, you add your Charisma modifier to attack rolls made with your Sacred Gun (minimum bonus of +1) and it deals radiant damage rather than its normal damage type.

The weapon also emits bright light in a 20 foot radius and dim light 20 foot beyond that. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying the Sacred Gun, or if you fall unconscious, this effect ends.

Once you use this feature, you cannot do so again until after you have completed a long rest.

### Holy Blast

At 6th level, whenever you have your Sacred Gun feature activated, as an action, you can make your Sacred Gun emit a blast of powerful divine energy that is 5 feet wide and 120 feet long. Each creature in the line makes a Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much on a successful one. The damage of the blast increases with your hexslinger level: 4th (4d6), 8th (5d6), 12th (6d6), 16th (7d6), 20th (8d6).

Once you use this feature, you cannot do so again until after you have completed a long rest.

### Hallowed Aura

At 10th level, a palpable, holy aura constantly surrounds you. You project a 20 foot aura, which deals Radiant damage equal to your Charisma modifier (minimum of 1) to all enemies that enter it. When a fiend or undead enters the aura, they instead take twice your Charisma modifier (minimum of 2) in Radiant damage.

### Righteous Fury

At 14th level, whenever you make an attack with your Sacred Gun, you can have radiance splash out from the impact to hit nearby enemies. Whenever you hit with a Sacred Gun attack, any creatures within 5 feet of the target also take radiant damage equal to your Charisma modifier.

### Avenging Blast

At 18th level, you can release a devastating blast when you die. Once per long rest, when you drop unconscious or die, you can choose to release a blast of radiant energy. All creatures within 20 feet of your body have to make a Dexterity saving throw, or take 8d6 Radiant damage and are blinded for a number of rounds equal to your Charisma modifier. One a success they take half damage and are not blinded.
Mexico

The Taco Lover

### About

Mexico, officially the United Mexican States, is a country in the southern portion of North America. It is bordered to the north by the United States; to the south and west by the Pacific Ocean; to the southeast by Guatemala, Belize, and the Caribbean Sea; and to the east by the Gulf of Mexico.

### Fact

* Mexico is home to the world's largest pyramid.
* 69 different languages are spoken in Mexico.
* Mexico City is the second city of the world with the largest number of museums.
* Mexico is the country with the largest number of taxi cabs in the world.
* Mexico is a big time Coca-Cola consumer.
Occult spell list

## Cantrips

* Acid Splash
* Chill Touch
* Eldritch Blast
* Infestation
* Light
* Message
* Minor Illusion
* Poison Spray
* Prestidigitation
* Sapping Sting
* Spare the Dying
* Toll the Dead
* Vicious Mockery

## 1st Level

* Armor of Agathys
* Arms of Hadar
* Bane
* Cause Fear
* Charm Person
* Command
* Comprehend Languages
* Detect Evil and Good
* Detect Magic
* Disguise Self
* Dissonant Whispers
* Faerie Fire
* False Life
* Find Familiar
* Hellish Rebuke
* Hex
* Identify
* Inflict Wounds
* Mage Armor
* Protection from Evil and Good
* Ray of Sickness
* Silvery Barbs
* Sleep
* Tasha's Caustic Brew
* Tasha's Hideous Laughter
* Unseen Servant
* Witch Bolt

## 2nd Level

* Alter Self
* Augury
* Blindness/Deafness
* Borrowed Knowledge
* Calm Emotions
* Crown of Madness
* Darkness
* Darkvision
* Detect Thoughts
* Enthrall
* Flock of Familiars
* Fortune's Favor
* Gentle Repose
* Hold Person
* Invisibility
* Locate Object
* Melf's Acid Arrow
* Mind Spike
* Mirror Image
* Misty Step
* Nystul's Magic Aura
* Pass Without A Trace
* Phantasmal Force
* Ray of Enfeeblement
* See Invisibility
* Shadow Blade
* Silence
* Spider Climb
* Suggestion
* Tasha's Mind Whip
* Wither and Bloom

## 3rd Level

* Animate Dead
* Bestow Curse
* Catnap
* Clairvoyance
* Counterspell
* Dispel Magic
* Enemies Abound
* Fast Friends
* Fear
* Feign Death
* Gaseous Form
* Glyph of Warding
* Hunder of Hadar
* Hypnotic Pattern
* Life Transference
* Magic Circle
* Phantom Steed
* Remove Curse
* Sending
* Slow
* Speak with Dead
* Spirit Guardians
* Spirit Shroud
* Summon Shadowspawn
* Tiny Servant
* Tongues
* Vampiric Touch

## 4th Level

* Arcane Eye
* Banishment
* Black Tentacles
* Blight
* Charm Monster
* Compulsion
* Confusion
* Divination
* Dominate Beast
* Great Invisibility
* Locate Creature
* Phanasmal Killer
* Polymorph
* Raulthim's Psychic Lance
* Shadow of Moil
* Sickening Radiance
* Summon Aberration
* Summon Greater Demon
* Vitriolic Sphere

## 5th Level

* Contact Other Plane
* Contagion
* Danse Macabre
* Dispel Evil and Good
* Dominate Person
* Dream
* Enervation
* Geas
* Hold Monster
* Infernal Calling
* Legend Lore
* Modify Memory
* Negative Energy Flood
* Raise Dead
* Scrying
* Synaptic Static
* Telekinesis

## 6th Level

* Circle of Death
* Create Homonculus
* Create Undead
* Eyebite
* Find the Path
* Guards and Wards
* Harm
* Instant Summons
* Irresistable Dance
* Magic Jar
* Mass Suggestion
* Mental Prison
* Planar Ally
* Soul Cage
* Summon Fiend
* Tasha's Otherworldly Guise
* True Seeing

## 7th Level

* Crown of Stars
* Etherealness
* Finger of Death
* Power Word Pain
* Resurrection
* Sequester
* Simulacrum
* Tether Essence

## 8th Level

* Abi-Dalzim's Horrid Wilting
* Antipathy/Sympathy
* Clone
* Dominate Monster
* Feeblemind
* Glibness
* Illusory Dragon
* Maddening Darkness
* Mind Blank
* Power Word Stun
* Telepathy

## 9th Level

* Foresight
* Power Word Kill
* Psychic Scream
* Ravenous Void
* Time Ravage
* True Polymorph
* Wish
Hothead

> 13.99 on the trash we found outside - Hothead
>
>

 Hothead is one of the enemies in game. He is leaves fire on death or when leaving the screen. If someone touches the first they die. Killing him gives 1 point.

## **Update History**

**Release**

* Added Hothead

**Update 2**

* Added An Achievement Relating To Hothead

## **Trivia**

* Is actually on fire, but he's fine with it.
* Doesn't feel his own fire.
* Works at a gas station.
* It is unknown why he doesn't feel pain from his fire.
* The fire has given 3 degree burns
The World Of Country Wiki

**Welcome to The World Of Country/Space**
A Wiki About A New Comic Show

### BEFORE YOU ASK YES YOU CAN MAKE A OC

We're a collaborative community website about The World Of Country that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

READ https://tapas.io/series/The-World-Of-Countrys/info

Sister Wiki

https://into-the-cosmos.fandom.com/f

## Important articles

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Italy

Kind And Loving

### About

Italy, a European country with a long Mediterranean coastline, has left a powerful mark on Western culture and cuisine. Its capital, Rome, is home to the Vatican as well as landmark art and ancient ruins. Other major cities include Florence, with Renaissance masterpieces such as Michelangelo’s "David" and Brunelleschi's Duomo; Venice, the city of canals; and Milan, Italy’s fashion capital.

### Facts

* It was established in 1861.
* People speak Italian.
* The weather changes throughout the year.
* The capital city is Rome.
* There are active volcanoes in Italy!
* The most popular sport is football.
* Some notable figures were Italian.
Daizollo

**Daizollo,** located in western Sumusaari, is an anarchic nation corrupted by civil war. Once a peaceful metropolitan hub for steam engineering and science, Daizollo's government was overthrown by radical extremists who wanted to install an oppressive religious regime in 1798. People from Daizollo are known as Daizoi.
Venus

The "hottest" planet in the solar system

* The collision of Theia and Earth could be caused by Venus and Jupiter's gravity
* Venus has a lot of volcanic activity
* Venus has a toxic atmosphere
* Venus is sometimes considered Earth's Twin Sister because of their similar size, mass, gravity and bulk composition

### Bio

Venus is the same as her sister and hangs out with Omega-01 Or Earth and Mars.
Rocky

> How are you killing me with my relatives with a fake of me? - Rocky
>
>

 Rocky is one of the enemies in game. He gives you 5 rocks after killing and also 1 point for killing.

## **Update History**

**Release**

* Added Rocky

**Update 5**

* Added An Achievement Relating To Rocky

## **Trivia**

* Their Species is endangered
* The Plural of Rocky is Rockies
United States Of America

The Most Powerful Country

New Zeland(Sister),

United Kingdom(Dad),

France(Mom),

Ukraine(Best Friend),

Mexico(Crush),

Russia(Enemy),

China(Enemy),

USSR(Enemy),

North Korea(Enemy),

South Korea(Best Friend),

Brazil(Best Friend),

Any One In Africa(Friend),

Japan(Best Friend),

His States

### About

The U.S.A. is a country of 50 states covering a vast swath of North America, with Alaska in the northwest and Hawaii extending the nation’s presence into the Pacific Ocean. Major Atlantic Coast cities are New York, a global finance and culture center, and capital Washington, DC. Midwestern metropolis Chicago is known for influential architecture and on the west coast, Los Angeles' Hollywood is famed for filmmaking.

### Facts

* The world's 4th Longest River System is in the USA.
* The USA ranks number 1 for hosting International students.
* The United States is the 3nd largest country
* The United States is ranked 14th in the College Graduation rate.
* The United States has the world's largest economy.
Omega-01

Also Called Eate

### Friends

Mars, Lacaille 8760, Venus (Friend/Love Interest), Reminea (dead love interest), Omega-01 B,his Brothers & Sisters, OmegaStar(Father)

## Bio

Omega-01 is very nice. He likes to make friends and is very social, but doesn't like planets that give off bad vibes or are rude.

## Information

* Omega-01's Radius Is 12,742 km
* A day on Omega-01 is 98 Earth days.
* His atmosphere is very warm, at around 310.0 °C.
* His surface is mostly a large ocean of lava.
* The tallest mountain on the planet is called Mount-Mega, at around 13 km tall.
* He has an incredibly toxic atmosphere, similar to that of Venus.
* He used to have a binary partner named Reminea.

### Fun Facts

Omega-01 Has A Huge Crush On Venus But She Doesn't Know About It.
Mermaid

**Mermaids** are half-human, half-fish beings who live in the Puri Sea and around the Western Isles. They are mostly peaceful beings, resorting to using camouflage to hide, but are capable of self-defense. Some mermaids are granted the ability to become human and stay on land, but they must ultimately return to the sea.
It's A Tempting Thing

**It's A Tempting Thing** is the ninth episode of **Double Agents**.

## Description

A strong team continues their winning streak and with power puts a fan favourite rookie against fan favourite veteran.

## Challenge

**Challenge Type:** Pairs

**Challenge #9:** *Undercover*

In this challenge, you and your partner need to be online to compete. When you're both ready, say !daily9 to begin your time and receive a picture of rings and a puzzle key. You will have to translate the coloured rings with symbols into letters using the puzzle key. Once you have translated the rings into letters, unscramble the letters to create a word or words that relate to this season. If you think you have the correct word(s), convert the letters into the numbers on the corresponding ring. For example, if you have an A that came from a ring that had a 1, you would put a 1 in A's spot in that word. Once you change all the letters to numbers, send it as a code to see if you're correct. ex: !1234 If you're correct, your time will be stopped. If you're incorrect, you must try again and you will receive a 30 second penalty added to your time.

**Results:**

## Elimination

**Double Agents' Vote:**

 **Talia**

**Crater Players:**

**Crater #9:** *Ring of Spies*

This elimination will be done in 3 rounds individually. Whenever you're ready to begin one of the tasks, say !ringofspies#, replacing the # with 1-3 depending which round you want to complete, to receive your task. You will then receive a task you must complete and say !finish when you're finished. The content of the tasks will be secret until you start, but you will need a photo-editing software or a marker tool for at least one of the tasks. You want to score a point by completing that round's task the fastest. If you complete the task incorrectly, you will receive a DNF for your time.

**Results:**

 Rogue Agent
 N/A

## Trivia

* The episode title is a quote from Sammy S.
拂晓骑士

## 组织简介

**「拂晓骑士团」，由瑟莱伊承接旧骑士团所创立的军事组织，被誉为「琳登的坚盾」。**

骑士团的成员均由骑士圣殿进行选拔，培养与考核，使之成为捍卫琳登和平的基石。骑士团的诞生可以追溯到琳登建立之初，由古代英雄引领的琳登战士所组成的反抗军，为了守护来之不易的和平而立下永护琳登的誓言，然而叶脉法庭的腐败与贵族的征伐却令骑士团成为了争夺权力的工具，直到名为瑟莱伊的少女英雄再次掀起抗争的旗帜，心怀崇高的骑士们得以团结一心，恢复琳登昔日的和平与繁荣。此后在瑟莱伊的治理下，骑士团更名为拂晓骑士团，并立下永不干涉政治，永不发起战争，永不背叛琳登的誓言，化作琳登人民真正的守护者。

## **骑士阶级**

在琳登，七岁即是孩子可以握剑的年龄，而只有从小就展现出剑术天赋的孩子才能被选入骑士圣殿，他们将以侍从的身份学习骑士的道德与礼仪，并在导师的承认后成为见习骑士。战术与技巧，智慧与品德，见习骑士们须将自己打磨成利剑以应对十六岁时最终的考核，届时骑士们将受召参与不同的试炼以探寻命运的道路，无论收获如何，完成者都将获得骑士的头衔。

## **骑士晋升**

骑士的一生是追求荣耀的一生，而当一位骑士通过了圣殿的考核后便要为此付出行动，此时的骑士会被称为“侠义骑士”，通过完成他人的委托这样的侠义之举能够迅速积累起功绩与经验，从而弥补在圣殿内所表现的不足，来获取加入骑士团的资格。

## **骑士团**

拂晓骑士作为骑士组织的统称与信条，却有四大骑士团活跃于琳登各地，维系着秩序与繁荣。

### **远浪骑士团**

远浪骑士团（The Wanderseas Knights）：远浪骑士团是负责国家外交、航运、接待、利益和海关事务的骑士团。他们驻扎于琳登西北方的远浪港，在国内外进行外交使命，协调其他国家之间的友好关系和贸易往来。在海关方面，他们负责监督海上贸易，确保商品的合法进出国境。远浪骑士团为国家提供稳定的外部联系，并保护国家的经济繁荣。

远浪骑士却常被冠以“公费出行”“水产骑士”“爱出风头”的标签，由于他们相对自由的工作与优越的待遇，成为远浪骑士仿佛成为了一种贪恋享乐的目标，然而对礼仪与外表过高的需求也让许多人望而却步。

### **晨锋骑士团**

晨锋骑士团是负责巡查、防御和内地治安的骑士团。他们驻扎于琳登西方的誓言圣殿，巡游国境和内陆地区，保护人民的安全，预防外敌的入侵。除了巡查和防御，晨锋骑士团也积极参与打击犯罪活动，确保国家内部的治安稳定。他们是风息之国的坚实防线和保护人民的守护者。

“遇到困难就去找晨锋骑士！”是琳登人家喻户晓的标语，晨锋骑士把守于要道，巡察于林野，随处可见他们的身影，而将人们的安全与需求放在首位，正是他们的信条。

### **苍翼骑士团**

苍翼骑士团是骑士国度的主力军，负责讨伐魔物、远征和援助工作。他们在国境外与邪恶势力作战，保卫国家的疆土免受威胁。苍翼骑士团经常派遣部队进行远征，援助那些需要帮助的国家和人民。他们是骑士国度的常备军，随时准备应对任何外部威胁。

平民们很少有机会目睹苍翼骑士，城镇间流传的只有这些精锐战士的传说——这些骑士骑乘着龙鹰伙伴如疾风箭矢，手持破空的长枪绽放出晶能的火焰，轰鸣声胜过一切凶兽的咆哮，将邪魔洞穿。

### **戒律骑士团**

戒律骑士团的使命是传播骑士道的精神，治疗伤病，净化腐蚀并讨伐黑暗力量。他们倡导净化、救济、守护的价值观，并通过以身作则来激励其他人。戒律骑士团的成员精于医疗技能，能够治疗伤病和提供急救。他们也是专门训练来对抗亡灵的力量，并保护人民免受亡灵的侵袭。

戒律骑士无惧伤痛，不苟言笑，在纯白护甲的包裹下仿佛是光的威严使徒，因此人们常传言戒律骑士拥有神性，但受过戒律骑士救助的人却将其描述为不善言辞的救赎者。
Western Isles

**The Western Isles** is an archipelago nation located off the northwest coast of Sumusaari in the Argissean Sea. While its people are made up of sparse seafarers and recluses, its main island, Talis, is large enough to host a large ecosystem which sustains unique crops only indigenous to the islands. Due to its isolation and unpredictable weather, natives are often aloof and exclusive to outsiders. Sightings of mermaids and Selkies have been reported the highest off of Talis.
Fenne

**Fenne** is a medium-sized, but prosperous human village which is welcoming to monsters and humans alike. Located in between Codurra and Purilin Village, the cobblestone streets of Fenne contains rows and rows of vendors, artisans and other market attractions. Relying on tourism and entertainment, the village is known for its drama performances and music festivals. Many travelers come across the Halbein River to visit the National Arts Museum which features works by a variety of species including Mermaids, humans and nymphs.
矮人

## "麦酒！宝石和金币！都在群山的王国里！带着礼物来都是兄弟，胡须见证我们的友谊！要是谁敢打矮人的主意，等着被铁拳揍回娘胎里！"

矮人是群山中的子民，他们的先祖曾是大地泰坦的血脉之一，可却因为贪恋财宝与美酒而失去了神性，变成了如今的矮人。矮人热情而坚毅，他们是优秀的建筑师、工匠和探险家，对地脉的感知远超其他种族。矮人忠于先祖的律法与承诺，他们世代居住在山中要塞并无时无刻地加固着其中构造，但当同胞与盟友陷入危机，矮人们将以无与伦比的勇气与决心伸出援手，捍卫同盟的誓言。

## 矮人特质

“胡须承载着矮人的阅历与酒量。”

**年龄**：矮人通常被认为30岁成年，平均可以活到300岁

**阵营**：矮人大多倾向于守序，居住在群山的要塞中。

**体型**：矮人的身高就像他们的名字一样，直立时只有五尺，却格外强壮，为中型体型。矮人男性通常蓄有长长的胡须并编织成华丽的辫子，女性矮人同样强壮，她们身材健美，大多数面部无须。

**语言**：矮人能够说、读、写通用语和矮人语，矮人语是一种古老的语言，传说可以用矮人语和岩石交流。

**能工巧匠**：矮人们精通锻造与工艺，关于他们锻造的神器已经有近千年的传说，矮人善于加工种类复杂的金属，并制作强化器物的符文。除此之外，矮人对火器与爆破物的研究也在长期的勘探中得到发展，矮人的酿酒工艺也享有盛名。

**群山之子**：长期生活在山脉中的矮人对地脉的感知十分敏锐，他们更容易察觉地面的震动，在洞穴中也能看的很清楚，矮人能够感知到矿脉的讯息，对宝石也有着敏锐的甄别。
人类

## "我们中不乏凡世之辈，也有超凡之徒，即便过往的恩怨令我们充满迷茫与猜忌，但在这决定生死存亡的时刻，能令我们团结于此的必然是每个人类心中不灭的荣誉与勇气！"

人类是一个复杂的族群，尽管他们有着漫长的文明与庞大的人口，却难免像其他种族一样追名逐利。人类善于创造和学习，他们的国度有着辽阔的疆域，繁荣的城镇在大地上星罗棋布，生生不息，尽管人类将荣誉、正直与勇气作为信条，但族群内部的争斗与阴谋却在千年的历史中不断上演。如果说短暂的寿命和脆弱的身体是人类难以克服的缺陷，那么在饱受磨难中锤炼出的坚韧与决心将是人类立足于世的基石。

## 人类特质

#### "人和人之间是不能一概而论的。"

**年龄：**人类一般18岁成年，往往可以活到100岁

**阵营：**人类的阵营立场往往取决于自己的国家或效忠的领主，正直的或是卑劣的都在这个种群中存在，但他们都生存在一个体制下。

**体型：**人类的身高差距不是很大，一般在5到6尺之间，偶尔会出现极为高大或是矮小的个体，人类的身体也很容易因训练或是懒惰而形变，但大多数始终保持着中等的体型。

**语言：**人类的语言被称为"通用语"，代表着他们出色的外交和大陆上的影响力，人类在成年之前就会被训练完成说、读、写的能力，并掌握一门外语。

**多才多艺：**人类善于创造和学习，他们能通过长期的训练令自己适应任何一门工作，同时也拥有出色的想象力和探索精神，这使得人类往往能够追赶更先进的种族。大部分人类在魔法上并没有与生俱来的天赋与偏好，但他们能够依靠学习与训练去适应大部分魔法的要求。

**摇篮之民：**人类文明诞生于摇篮般安逸富饶的土地上，从出生就受到良好的照顾并顺利接受教育，人类善于开发生存资源丰富且能够适应多种气候和环境，这为人类带来了长久的稳定与发展。
Lorelai Socorro

**Lorelai Socorro** is a High Fae assassin from the Seelie Court who travels in disguise as a Half-Elf. While she presents herself as a caring and honest person, she is not immune to Faerie trickery and cares very little for others besides herself. Lorelai is highly deceptive, manipulative and takes pleasure in causing mischief.

## History

### Early Life

Not much is known about Lorelai's early life other than the fact that she was born to two powerful Faeries in the Seelie Court where she also grew up.

### Assassin Training

Lorelai entered assassin training in the human city of Roixu when she was an adolescent. There, she assumed the identity of one of her fallen classmates, a Half-Elf and grew to be a renowned assassin across Sumusaari. Due to her training, Lorelai is highly skilled in combat, stealth and other characteristics making her a deadly weapon.

### Meeting Whitney

Lorelai met Whitney Blackbird when she was trapped in an Elf trap which he ended up saving her from. Both were seeking the same target and after the mission was complete, Lorelai convinced Whitney to let her stay with him. Initially reluctant, Whitney conceded and the two became an unexpectedly good team.

## Personality

Lorelai is a self-assured, devious and remorseless Faerie who is a master manipulator. For the sake of her own self-interests, she has a fly-by-night attitude and will not hesitate to switch sides depending on what she thinks will be best for her. Trained to become an effective assassin, Lorelai learned to become charismatic and charming when the situation warranted it. She is able to keep up a good facade of calm, naive and helpful, but is vindictive and cold at heart. Lorelai is also known for being promiscuous and has broken hearts all across Sumusaari.

## Trivia

* While Lorelai is almost 300-years-old, she is given the appearance of someone in their late-twenties.
* Lorelai is a natural blonde, but dyes her hair a dark auburn.
* As a High Fae, Lorelai has powerful influence over other beings, human and monster alike, and uses enchantments to get her way.
界限之海 Wiki

## 时代设定

人们将眼下的时代简单地划分为了“新世界时代”，而与之对应的则是以重大变革作为分界点的“旧世界”时代，至于比旧世界更古早的时代，则被称为“大破碎”。

## 历法的设定

"远征"的终结（约旧历1353年）后被认为是新历的开端，至于旧历元年前的时代，人们将其称为"繁盛的千年"。

## 古圣的恩惠

生活在大地上的子民，无不念及古圣的恩惠。早在旧世界时代，诸国就通过开设学院与祭典来将古圣的智慧与美德传颂，若是说这大地上的山河草木，金石水火都经由古圣雕琢，人们的住所工具，生活衣食，最初都由古圣点拨，那只需稍稍参透古圣言语中所含之奥秘，即可令源于此世的万物为己所用！

无论人们是否相信古圣的存在，古圣的知识与遗产极大地促进了凡人认识世界的脚步已是不争的事实，而古圣的门徒们时至今日依然依靠着这些强大的超自然技艺，这有如奇迹般的力量被称为——魔法。

## 天降之物

源自“大破碎”那个时代的不详之物，陨落在大地上，带来灾难般的污染与可怕的怪物，由于并非所有生灵都能认同古圣的恩惠，因而觊觎天外之物力量的也大有人在，古圣的门徒们为了将‘古圣的神圣知识’与之区分，将之称为“咒术”，意为“被诅咒的力量”。

在旧世界时，能够使用咒术的巫师往往被视作异教徒，而在这些异教徒中最为臭名昭著的，便是传说中不老不死的“魔女”。

## 魔法和科技

古圣的智慧与天外之物的启发赋予了人类探索与改变世界的动力与途径，有人将其一研习到了极限，有人利用两者相互补充，有人则将超自然的力量应用到工具，机器，以及更广阔的的领域，诸多思想的碰撞与发展，最终演变成了上升至国家与民族的信条与依赖。

## 魔法的设定

在大部分学术派眼中，魔法并没有高低贵贱之分，而是取决于用途，在记录中——那些温和的、稳定的、能够帮助人们的被称为“白魔法”，而充满破坏力的、危险的、不稳定的被称为“黑魔法”。

```
魔法：旧世界的人们常认为魔法的天赋取决于血统与虔诚的信仰，但学院中的普遍数据表明——出身高贵的孩子并不会体现超常的才能，但信仰说却一直没有足够的反例打破，莫非真的有神明在暗中注视？

```

早在古圣治下的那个繁盛的千年，杰出的门徒便洞察了魔法中所蕴含的两极变化，当人为的生命能量对魔力产生影响，释放的魔法就能呈现出狂乱与平和的极端，进而展现不同的作用。圣识与咒术作为魔法的首要分类，最本质的区别在于，圣识所运用的是来自世界的本源之力，即来自大地、海洋、森林、雷电、火焰、冰霜的魔力，这些本源力量多呈现平和稳定的状态。

相比之下，咒术的类别则复杂得多，最初应用咒术的是魔女们的学徒，这些承载着不洁与破坏力的魔法需要极为强烈情绪才能释放，稍有不慎就会被混乱的魔力波及，玩火自焚，也正因如此咒术呈现出的魔力最为狂乱。