recursal/Fanatic-Fandom huggingface dataset:
Eithne

Eithne is one of Hireath's continents. It is located in the northwest. It is where the Aodh herd resides.

## Geography

### **Climate**

Eithne is split by a mediterranean climate in the southeast, an oceanic climate in the northeast, and a continental climate to the west.

The **mediterranean climate**, enjoyed by the denizens of Valore, boasts dry, warm summers and wet, cool winters. Summer is longer than winter, with mild temperature fluctuations between the two. Snowfall is nearly unheard of.

The **oceanic climate**, effecting Harborside and northern farmlands, produces mild seasons with cool summers and slightly cooler winters. It is cloudy and wet year-round. Snowfall is rare, but does occur.

The **continental climate**, experienced by most of Eithne's major towns, is dry with hot summers and cold winters. Snow is common in this region.

### **Fauna**

Eithne's fauna resembles the animal populations of North America. Prey populations such as deer are kept stable and healthy by a rich diversity of predators, including the black bear, mountain lion, bobcat, and grey wolf. Of note is the **Sabertooth Tiger**,traditionally found on the volcanically active **Hissing Plains**, who holds a special and symbolic place in the heart of Aodhians.

Eithne is home to four rare and magical creatures, known as **mythical** familiars. They are the Pygmy Dragon, Phoenix, Faerie, and Furia.
Queen

Typically from the secondary royal family, the Desai, the Queen is the High King's spouse, and acts as their confidante, companion, and aid when it comes to leading the herd and handling royal matters.

## Overview

Raised with the same formalities and expectations found throughout the Breimian royal family, the Queen typically has a well rounded education and understanding of what the duties of their role will entail. They are expected to be dedicated to the herd, and hold a unique position to speak candidly with the King on matters that others would bite their tongues about.

First and foremost, the Queen acts as a go between with the Royal Overseers and the High King, often bringing their suggestions and opinions to the table when they are unable to do so. The Queen's voice is respected and their opinions held in high esteem, and their considerable influence with the King makes them a powerful ally. As such, many who wish to bend the King's ear often seek out the Queen's favor, and to earn the favor of the queen is seen as an incredibly high honor.

The Queen's other duties include aiding with the organization of food distribution and being a more accessible public face for the general populous. They may also be included with councils the High King has with their guide, as well as participate with trials and assist with sentencing.

## Rank Levels

* **25 AP|**  As the king's spouse, you are expected to be eloquent and understanding. Receive the **Empath** or **Mediator** Talent early if you wish.

* **50 AP|**  Even among the Breim, a queen is always expected to look put together. Receive a **circlet** and **anklets** for free from the shop.

* **75 AP|** You've spent quite a bit of time at the kings side by now, and your understanding of politics and the workings of the herd have grown greatly in that time. Receive **+15 SP** to Wisdom or Cunning.

* **100 AP|**  You've gotten you bearings and have endeared yourself to both the King and the people. As such, you have been given a gift - one that is representative of your position. Receive one **Breimian Mythical Familiar** to bond with.
The Stone Circle

Stone Circle members act as diplomats between herd members and the War Lord themself.

The *Stone Circle ia a limited rank and subject to monthly activity checks*

## Overview

Originally elected from individual clans throughout Onea, the Stone Circle was created to bring the complaints and needs of the common folk to the War Lord’s attention. Although the clans have been united, the Circle is still as important as ever, acting as the voice of the people and being a counterbalance to the War Lord’s power. The Stone Circle members are mostly still elected, however cases can now be made by individuals to be hired too. They are very well respected throughout the herd.

Most commonly Circle members are well established, older individuals of the Forged. It’s rare, but not impossible, for a younger member to exist, however a very good case is needed as it’s not often that they have the wizened knowledge that is required to be an able voice on the herd’s behalf, especially when respect is needed while dealing out difficult decisions.

Their most common duty is acting as judge and jury for the majority of the herds issues.

## Daily duties include:

* Keeping the War Lord in check
* Hearing the cases for families wanting children
* Dealing out punishments for criminals
* Organising the Scouts and Raiders daily duties
* Overseeing War Forged imports and exports
* Keeping contact with families on the outskirts of Onea
* Maintaining contact with Ambassadors

## Rank Levels

* At 25| - As a representative of the War-Forged people, it is imperative that you communicate well with others. You may gain your **Tier 1 Talent** early (for your first talent only).
* At 50| - Your role is important, and defending yourself is vital to keep peace in the people you represent. Receive a **Shield** and a **Cloak** for free.
* At 75| - You are seen as a wise figurehead, and an attentive listener with good council. Not to mention you're able to aid the War Lord in the most complex of matters. Add **15 SP** to Wisdom or Cunning.
* At 100| - You are a symbol of your herd, and as such, you should be accompanied by a companion who is much the same. If your familiar slot is open, you may receive a **War-Forged Mythical or Rare Familiar** for free.
Caenna

*Pronounced KENN-uh*

A War Forged village’s educator, day-care provider and religious teacher. She teaches children the ways of the herd.

## Overview

Foremost an outspoken follower of Kaia, this horse is an important part of the early life for many Oneans, instilling a religious foundation in a community’s young children. When the parents in a village go to work, she gathers the youth for basic lessons including simple household tasks, teaching new vocabulary words, and learning stories about Kaia taken from religious texts.

Until young horses are old enough to work, become apprentices, or supervise their younger siblings, they spend the workday with the Caenna, who guides them towards growing up to be productive Oneans. It's not uncommon for older War Forged individuals to look upon their Caennas fondly, almost as a nursemaid or nanny.

A village may have a handful of Caennas depending on the size of the child population; smaller villages may only have one.

The Caenna usually has her own rudimentary building or temple for her purposes, but will often teach children outside or on daily walks weather-permitting (and "weather-permitting" is a liberal consideration in Onea.)

The Caenna is historically a female position, considered "soft" and domestic.

## Rank Levels

* 25 AP l Your knowledge of Onean history is remarkable. You may gain your **Tier 1 Talent** early (for your first talent only)!
* 50 AP l Rounding up rowdy little foals can be an exhausting task, both physically and mentally. Add **+15 SP** to either your character's Agility or Vitality stats.
* 75 AP l  Your faith in Kaia is essential to your role, and her lore keeps you grounded when educating the next generation. Not to mention you pray consistently for all the younglings under your care. Receive a **Prayer Idol** and **Anklets** for free.
* 100 AP l  You probably wish you had the eyes of a hawk to keep tabs on all your kiddos. If your Familiar slot is open, receive a **Level 2 War-Forged familiar (except rare)** for free.
ShockPoint Drive

ShockPoint Drive to środek międzygwiezdnego transportu wymyślony przez astrofizyka Hidekiego Ishimury.

## Historia

Chociaż nie podano żadnych informacji na temat sposobu działania ShockPoint Drive’a, początkowy ekran ładowania Dead Space zawiera pewne wskazówki dotyczące jego mechanizmu działania. Przedstawienie czasoprzestrzeni rozszerzającej się względem tyłu statku oraz kurczącej się względem przodu statku, wydaje się wskazywać, że koncepcja działania  ShockPoint Drive’a jest związana lub wywodzi się z teoretycznego napędu Alcubierre’a - proponowanego środka osiągnięcia prędkości szybszej niż światło.

Dodatkowym potwierdzeniem tego jest wizualne zniekształcenie otaczające statek, obserwowane w początkowej sekwencji Dead Space, tak jakby statek znajdował się w jakimś „polu” lub „bańce” (koncepcja napędu Alcubierre wymaga, aby transportowana istota była otoczona przez rodzaj „bańki osnowy” - obszar statycznej czasoprzestrzeni, który nie ulega zniekształceniom).

Przed stworzeniem USG Ishimury, ShockPoint Drive był używany tylko na małych jednostkach. Wiąże się to z pewnym rodzajem komplikacji związanych z rozmiarem statku. Dokładne informacje na temat komplikacji, podobnie jak wszystkie inne informacje dotyczące ShockPoint Drive'a, nie są znane.

W Dead Space 3: Awakened, Isaac Clarke i sierż. John Carver znajdują ShockPoint Drive na CMS Terra Novie, który następnie umieszczają w reaktorze statku. Jednak, aby móc opuścić orbitę planety, Isaac przeciąża reaktor, wrzucając do niego rdzenie plutonu, które wytwarzają wystarczającą moc, aby wrócić na Ziemię.
Weather Witch

Redirect to:

* The Core

Weather Witches are the environmental forecasters of the War Forged herd.

## Overview

These equines forego the meager comforts most of the War Forged deign to use, and live in a permanent residence high upon Mt. Skeldr, keeping an eye on approaching weather systems. They find that the cold, thin air of the heights opens and stimulates their senses.

## Rank Levels

* At 25| - You've shown a strong knowledge when it comes to the changing weather systems. You may gain your **Tier 1 Talent** early (for your first talent only).
* At 50| - Your expertise has gained the attention of the Stone Circle. To commemorate your aid, they’ve sent a gift to your abode. Receive one **Telescope** for free.
* At 75| - For your experience, gain **+15 SP** to Wisdom or Vitality.
* At 100| - A reclusive life is often a lonely one - but it doesn’t have to be. If your familiar slot is empty, receive a **Level 2 War-Forged familiar (except rare)** for free.
Uncut

Young and impressionable, the uncut are foals age newborn to 13 still learning their place in the world.

## Overview

Referring to the raw uncut stones pulled from the seams, children are highly regarded in Breim as having untapped potential. Ranging from newborn to 13, foals are expected to see the herd as family. Neighbors will often take on the responsibility of watching out for the safety of all children in the area as they frolic among the streets of the city.

At home, young foals tend to menial chores around the house, including anything from cleaning to cooking simple meals to taking care of siblings. It is believed that giving chores to young children teaches independence and gives them a sense of hard work and success. As an uncut reaches the age of 5, they will be expected to attend school which will last until they reach 13 years. At that point, they will be able to choose what path they are ready to take in life, most going off for apprenticeships or to pursue further education.

## Rank Levels

25 AP| You have been weaned from your mother and taken the first steps into exploring your new world. Don’t go too far though…

50 AP| Receive a free Aging Potion to age yourself up to 12- 18 years, if you so wish. Remember though, you lose these years in game so choose wisely. You may now choose your rank, depending on your parents (please note the group with your choice)
Dead space Wiki

**Witamy na Dead space Wiki, internetowej encyklopedii na temat serii Dead Space**
## **Dead Space Wiki zawiera spojlery! Prosimy wziąć to pod uwagę, szczególnie, jeśli ktoś ma styczność z uniwersum Dead Space po raz pierwszy.**
**Każdy może pomóc w rozwoju FANDOMU Wiki Dead Space, przed rozpoczęciem zalecane jest zapoznanie się z ZASADAMI panującymi na stronie.**

**Pomoc**

Możesz pomóc w rozwoju tej wiki, tworząc artykuły. Poznaj Zasady na fandomie.

## Losowy cytat

" *Twoja przyszłość, przyszłość naszej rasy kończy się tutaj !* "
— Challus Mercer
King

The King of Aodh is a gender-neutral title worn by the absolute monarch of Eithne. For centuries, the title was passed down among the Soleil dynasty. Only the King is referred to as ‘Your Majesty’.

The King of Aodh is currently Aleksei Aelius.

## Overview

The King of Aodh is an absolute monarch with complete power over every aspect of society. Although always surrounded by capable, hand-picked Advisers, the King is ultimately alone in making choices - the Advisers are not a council, nor do they hold any power over the King. They can freely decree, change and cancel legislation, making sweeping changes with just a word or a stamp of approval. A King’s decree, no matter how seemingly antiquated, is not abolished without the word of another King.

The King is also the high commander of Aodh’s armies, meaning they can declare and end wars, as well as deploy Chevaliers for anything they desire. In practice, the command of Chevaliers is handled by professional soldiers, but the orders come from the King.

Of course, Aodh being a massive nation, the King can’t actually be expected to decide and handle everything, despite this being their Ignacio given right. As such, the King’s decree is written down, and used by Aodh’s vast bureaucracy as a tool to guide their day-to-day functions. Courts make decisions based on interpretations of the decrees, and officials make sure the King’s will is carried through. However, the King always has the ability to overturn any decision made by the courts or officials, should they wish to do so.

Aodh’s King also has a number of representatives - the Envoys act as the King’s outreach into the world, while their Consorts and later heirs perform important roles as representatives. The First Consort, and the Crown Prince, are the ones chosen for most important tasks, and may represent the King even in the Royal Court, if necessary.

The title of King is hereditary and passed to the oldest living legitimate heir via the law of primogeniture. For a thousand years, the Soleil family provided the monarchs of Aodh, until the death of Amadeus Soleil. Isador was crowned as the first King of Vela line, and was killed in a coup in summer 1702. His successor, Aleksei, is the first King of the Aelius line. For full history of Aodh's Kings, you can see the History of Aodh.

## Rank Rewards

* **At 0 AP|** Receives their first **Blessing** and a **Mythical Familiar** from their region.
* **At 25 AP |** As King, you were raised in the lap of luxury and tutored by the finest minds. Receive your **Talent** early.
* **At 50 AP |** Aodhians are always eager to rub shoulders with the royal family, and thus you are prone to being lavished with gifts. Receive one **Accessory** from the shop for free.
* **At 75 AP |** Ruling a kingdom is a difficult job. For your efforts thus far, receive **+15 SP** to wisdom or cunning.
* **At 100 AP |** A **mysterious stone** has appeared in your royal quarters.
Snoop

* Season 8
* Season 7

**Snoop** is a main cast member on seasons seven and eight of *Love & Hip Hop: New York*.

Pearson joins the cast in season seven, as a major protagonist. Trying to get her record label "Gorgeous Gangster" started, and balance her relationship with J. Adrienne. The relationship eventually implodes due to Adrienne's jealousy. Snoop also aspires to get her deceased mother who she affectionately called "Mama" back to Philadelphia to be buried.

Snoop returns for season eight, as a main cast member, but is featured in a very minor role having no storyline of her own.

## Before *Love & Hip Hop*

Felicia "Snoop" Pearson is an actress, originally from Baltimore, Maryland. Snoop was born a crack baby, and before discovering acting, endured a rough life in the foster care system, including working as a drug dealer and being convicted of second-degree murder by the age of 15. She is best known for her role in the HBO series *The Wire*.

## *Love & Hip Hop* franchise (2015–2018)

Snoop first appears as a commentator in the special *Out in Hip Hop*, which aired as part of the gay storyline involving cast members Milan Christopher and Miles Brock during season two of *Love & Hip Hop: Hollywood*.

Snoop joins the main cast of *Love & Hip Hop: New York* in season seven, which chronicles her attempts to launch her own record label *Gorgeous Gangster Records*, as well as her romantic struggles with girlfriend J. Adrienne, who identifies as heterosexual and "only gay for Snoop". The couple break up during the course of the season. Although still credited as lead in every episode in season eight, she appears as a background character, having little-to-no storyline of her own.

She did not return to the show after the season's reunion special.

Snoop also appears in the specials *Dirty Little Secrets* and *The Love Edition*.

## Gallery

**Opening credits**

Snoop in the opening credits of *LHHNY* season 7.Snoop in the opening credits of *LHHNY* season 8.**Green screen looks**

Snoop's green screen look in *LHHNY* season 7.Snoop's green screen look in *LHHNY* season 8.
## Appearances

Snoop has made 28 appearances so far.
Entertainers

Creative and enthusiastic, these artists are the heart of Aquore. Though few and far between, most are well loved by all in the herd.

☀ Are now a part of **The Shoal!**

## Overview

For those outside of Aquore, street performers often conjure up images of a starving artist or someone struggling to get by. For Talori Entertainers, that is far from the truth. While many do perform on street corners or in other specified areas, Entertainers are well loved and respected all throughout Aquore and are easily able to make a comfortable living for themselves.

Entertainers can be most often found in Aquore's major cities and larger towns, though some smaller towns and villages may also have a few entertainers who reside there. Entertainers vary wildly from one another and do all sorts of things such as, street magic, stand up comedy, short impromptu plays and acts, music performances and other performance art, street painting, tarot card readings and fortune telling, etc.

The most popular Entertainers are often asked to perform at the palace, and usually have incredibly full schedules, traveling from city to town to village. Less popular Entertainers prefer to make a living in their home town, though for many living in the cities this often results in multiple Entertainers banding together to co-operate in creating a unique experience for the audience.
Wright

The Wrights are the skilled workers of the Isles, and commonly hop from job to job or working in a stationary business or trade. **The Wrights are a part of the Rogue Alliance!**

## Overview

The Wrights are the crafters, the handymen, the bulk of the Isles working population. They are less likely to align to a specific crew, but can commonly be seen hopping from ship to ship. The Wrights are especially unique from the Mainland because they tend to value the jack-of-all-trades mentality rather than the mastery of one specific trade. To Mainlanders, they seem fickle and unpredictable, much less trustworthy to get a job done.

To the Isles natives, the Wrights are the most likely to get any job done quickly and cleanly. The Wrights are made up of shipbuilders, business owners, dock crew, archivists, and various other working ranks; they are the common class of the Isles and the backbone of everything that gets done. The Wrights are some of the most numerous members of the Isles.

## Rank Levels

* **25 AP l** It's difficult to make a living on an island most known for its cunning tricks and thievery. You may gain your **Tier 1 Talent** early (for your first talent only).
* **50 AP l** If you're going to live on the Isles you may as well look the part. Claim either Piercings or Bones for free.
* **75 AP l** It's best to be able to get out of a sticky situation quickly. You may take a lot of jobs, but how many of those go wrong? Add 15 SP to either your Speed or Agility.
* **100 AP l** Everyone needs a guard dog, er? bird? cat? of sorts? Receive a **Talorian** **Level 1 Familiar** for free if your familiar slot isn’t already filled.
Water Wisp

More commonly and affectionately known as Rain Drops by the Talori, these tiny water elementals are loved by the herd. Said to be the spirits of the ocean itself, they are playful, unpredictable, and mischievous creatures. Unable to speak in any discernible way (even to familiar whisperers), they make their intentions known through shape shifting and visibly dramatic expressions of emotion.

Akin to large water droplets, these creatures are able to shift their body on whim, adapting to situations or expressing themselves the only way they know how. Water Wisps tend to be drawn to children, and can often be found playing in small pools with curious tenderfeet, enchanting them with their strangeness.

While there is not much known about these elusive beings, Water Wisps are interesting companions and will often bond to a single equine, staying with them until their life ends. No one knows what happens to a Water Wisp when it's bonded equine dies, as they tend to disappear soon after. Some believe that's the end, the Wisp just dissipating to become water vapor. Others believe the Wisp returns to the body of water it came from until such a time as it chooses another.

## Creation Rules

### The Water Wisp will always:

* Be between 6 and 8 inches
* Look like a little water blob in it's natural state
* Have 2 eyes and what appears to be a mouth (No other discernible biology is apparent)

### The Water Wisp can:

* Appear to be watery shades of blue and green, or be colorless
* Be bioluminescent
* Shape shift easily between multiple forms, taking on any shape it desires
* Give off steam or become 'frosty' for brief periods of time

### The Water Wisp can **not**:

* Be made of any element besides water (No fire, earth, wind, plants, etc...)
* Change color when it shifts, it will always appear rather transparent like water.
* Contain fish or other small aquatic creatures in it's body
* Have other things added to it's make-up such as poison, oil, etc...
Traveling Merchants

Redirect to:

* The Core

Traveling Merchants in the War Forged herd sell wares/possessions around both Onea & Hireath itself.

*(For the Vagabond rank formerly called Traveling Merchant, see Peddler)*

## Overview

Strong and independent, These horses frequently travel from Onea to Valore (and many other places as well.) They are tough as nails, and they have to be, as the threat of bandits tends to be very real when traveling the often used roads. Transporting heavy goods, and sometime strong and violent castoffs from the herd is no easy task. Often a Raider will partner up with the traveling merchants to add extra security.

## Rank Levels

* At 25 | Your job requires you to wander across all kinds of terrain to make a living. You've adapted well to understanding and identifying whatever lives in the wilderness. You may gain your **Tier 1 Talent** early (for your first talent only)!
* At 50 | Keep your feet in tip-top shape with a set of **Horseshoes**, which will protect against the rocky soils of Onea (and the variable earth in the lowland herds.) Also receive a **Lantern** for traveling on those dark nights... you never know who's out there.
* At 75 | Life on the move has its perks- you've become more clever and knowing about the customs and cultures you run into. Add **+15 SP** to Wisdom or Cunning.
* At 100 | You need a familiar who can adapt to different environments, wherever your travels may take you. They must also be easy to carry or travel on their own. If your familiar slot is empty, receive a **Level 1 War-Forged familiar** for free!
Rosa Acosta

**Rosa Acosta** is a supporting cast member on season three of *Love & Hip Hop: Hollywood*.

## Before *Love & Hip Hop*

Rosa Acosta is a fitness model, video vixen and actress, originally from Santiago de los Caballeros, Dominican Republic. She previously appeared on the E! reality show *Khloé & Lamar* as a fling of Rob Kardashian and was also a *Wild 'n Out* girl. She is openly bisexual and has been previously linked to Amber Rose.

## *Love & Hip Hop* franchise (2016)

Rosa joins the supporting cast in season three of *Love & Hip Hop: Hollywood* as Nikki's love interest. Their romance fizzles out when she discovers Nikki has been dating Safaree behind her back.

Rosa does not return to the show after the season's reunion special.

## Appearances

Rosa has 7 appearances in total.
Rarity Roll Traits

These traits are accessible if you buy a Rarity Roll for your character from the Magic Shop. The traits vary by breed. A single rarity roll grants access to any/all rarity roll traits of the given breed. If you have a hybrid, you must purchase two Rolls to have access to the rare traits of both parent species.

## Common Horse

Rarity roll can cause a rare mutation produces between 1-5 additional eyes in the Common Horse. The eyes may glow. Iris, pupil, and sclera can be any color and style. The eye can be placed on the head, neck, chest or shoulders.

Rarity roll can also give horses a visible aura. While this aura does not glow or emit light, it manifests in a hazy halo of color around the horse. It may be any color or mix of 2 colors, but it can not change.

## Unicorn

A rarity roll can give the unicorn up to four horns. Crystals / gemstones growths can form on the unicorn's skin, with a 30% coverage.

## Pegasus

Pegasi unlock leather (bat or dragon) wings and the accompanying attributes (tails, frills). Dragon-based pegasi *cannot* have scales.

## Hippocampus

Mutation allows the hippocampi to be a prehistoric marine reptile. Also allows fish scales in land form, up to 30% coverage.

## Kirin

Mutliple souls can be reincarnated into the same body, allowing for more than one "consciousness" inside a Kirin. Not to be confused to with Dissociative Identity Disorder. Only available for "reborn" kirins. Non-kirin souls are only available if the individual is a Kirin **hybrid** (and the non-kirin soul must be of the other hybrid species).

A rarity roll also enables the creation of a kirin with a dragon or reptilian tail, with or without hair. The tail may end in a spade if dragon tail is used. Tail may be smooth, covered in scales or anything in between. Kirins do not develop frills.

Rarity roll kirins may also develop “whiskers” on their muzzles. These may be smooth (similar to catfish or traditional qilin), hairy or a combination thereof. They may not be feathered.

## Hybrid

Hybrids have their own exclusive rarity roll that allows them to have more than the usual two pairs of legs. These equines are sometimes called "sleipnir" and they did not exist before summer 1702. All existing characters who gain this rarity roll trait are treated as having transformed in-character.

Displaying this trait requires a rarity roll of its own (so if a character has the rarity traits of both parent breeds, AND of the hybrid, it would need three rarity rolls). The Hybrid rarity roll enables a hybrid to have up to 2 additional pairs of legs. These will be fully functional, and work just like regular legs. The natural pairs of legs will not be significantly moved around, nor removed.
Vicar

Vicars are the priests of Digend acting out of Asylon. They share a deep bond with their god, acting as spiritual guides, scholars and teachers to the people of Asylon. This rank first came into existence after the events of chapter 8 (autumn 1701).

Please note that while the Vicars commune with Digend more directly than the average inhabitant of Asylon, this is not an invitation to freely use Digend. IC interactions with the god would still be limited to those earned in-game (blessings, god rp etc). Depictions of Digend should be limited to vague references only.

Vicar is a limited rank, but does **not** require an activity check.

## Overview

Vicars are priests of Digend, and share a deep, personal bond with their god. The Vicars are invited to spend time within Digend’s Sanctuary or the Opal Tower with him, and are granted access to his growing wisdom via scripts and tomes passed down from him. Their closeness to the god grants them insight and inspiration, and with his guidance many of the Vicars are not only priests, but also scientists, philosophers or inventors. Their minds are clear and vibrant, their devotion to the god boundless.

Some of Digend’s most devoted servants, they preach his words on the streets of Asylon and Dikos, and share the will of their god with the people. They are teachers, both religious and otherwise - they teach the gathered Vagabonds to read and write, as well as teaching them about Digend and Hireath. Vicars work closely with Missionaries, equipping them with the latest gospel of the god to aid them in their travels. It is usually the Vicars who introduce and induce new residents to the lifestyle of Asylon.

They are also scribes, writing down the history of Asylon as it occurs, and keeping a record of the comings and going of the population.  Vicars write down the minutes of the meetings of the Knights, and any judgements arbited by them.

They may also be requested by citizens to help them in a number of ways, such as writing down dictated letters, or helping them establish bookkeeping for their businesses.

## Rank rewards

25: Digend’s people look to you for guidance and solace. Choose a **tier 1 talent early** if you’d like, to help you in this task.

50:  You have found your calling, and soon you will help others find theirs. **A Prayer Idol** and a **Candles** are sure to come in handy.

75: Your work is starting to pay off. You feel closer to your goddess than ever. Receive **+15SP** to either **wisdom** or **vitality** for your devotion

100: The god wants you to be safe. If your familiar slot is empty, choose **a Level 2 Vagabond (except Rare) Familiar** as your protector.
Some Sticky Big Bizness

**"Some Sticky Big Bizness"** is the 4th episode of *Love & Hip Hop: New York* season ten, and the 133rd episode overall. It first aired on December 30, 2019.

## Synopsis

### Short synopsis

Yandy pitches her business plan to the Mayor of Newark. Joe Budden and Tahiry explore a new relationship. Newcomer Jennaske pits Rich Dollaz against Phresher. Erica Mena discovers a text that jeopardizes her wedding. And Chrissy confronts Yandy.

## Cast

### Featuring

*In order of appearance*:

* Although credited, Remy and Papoose do not appear.

## Webisodes

The following were released on VH1.com in conjunction with the episode.

### *Check Yourself*

* **Jen vs. Jennaske** (07:04) – The cast reacts to Jen popping off on Jennaske for cozying up to her man and Chrissy interrogating Yandy over her dealings with Greg "Big Bizzneesss" Parker.

### Bonus scenes

* **Remy Ma and Papoose Aren't About PHresher's Drama** (03:43) – Remy and Papoose give PHresher advice on how to deal with the growing tension between Jennaske and Jen.

## Trivia

* This is the first episode featuring Jen.
Primary

The Primary is the leader of the Freedom's Flight.

## Overview

The Primary serves as a military leader and political figurehead to the Flight. The Primary's main job is to sort through the opinions and advice expressed by the Flock and translate the will of the Flight into law. As the movement’s figurehead, he also travels extensively to the outpost locations held by the Flight, and takes a personal interest in trade and diplomacy. The Primary’s extended duties often lead him to leave the Aerie for weeks at a time, leaving it in the capable hooves of his Commanders.

The Primary is the main point of contact for the Galewinds, receiving their reports and assigning them with goals.

The Flight’s current Primary is Pel, who rose to power after the departure of Antiope, and has made it his mission to take Flight further on the road of becoming a political force - perhaps even a real nation. Pel continues the fight against Talori obsession via peaceful (if barely legal) means, with focus on increasing the numbers and life quality of the Flight.

Antiope was the Flight’s second Primary, leading after Perseus's retirement. She had an unyielding reputation and a seemingly endless reserve of energy when it comes to fighting the Talori. She stepped down to make way for Flight’s evolution towards a political future.

Perseus was the first Primary of the Freedom's Flight. His story is unlike any other, he was picked as a sacrifice and has survived a long time tradition that should have left him lifeless in the sea. He was reborn in his leadership of the Freedom's Flight, and led them until the Sacrifices were successfully ended.

## Rank Levels

* **0 AP |** Receive your first **Blessing** and a **Mythical Familiar** from the Vagabond shop.
* **25 AP |** Nothing is going to keep you from the justice you seek. Receive your Talent early.
* **50 AP |** You are the image of resistance in Aquore. Receive one free **Accessory** from the shop.
* **75 AP |**  You knew this path would be difficult, yet you remain steadfast. Gain an additional **+15 SP** to either cunning or wisdom.
* **100 AP |** **A strange stone** has appeared among your possessions. The deep teal color calls to you…
Thane

Thanes are respected members of the Flanks, elevated to a rank of importance and council due to their loyalty. They were chosen for their contribution to the clan, and assist the Jarl in making decisions, enforcing laws, and overseeing the clan’s future.

**This is a limited rank.**

## Overview

The highest rank one might obtain in the Flanks other than Jarl. This is a rank that holds a lot of respect and honour, as Thanes are those who have been an active force in clan history. They have made valuable contributions in some way or another; they often are (or used to be) great warriors, captains, physicians, or teachers. They do not need to be retired from a specific role to be a Thane, but rather they are granted the Thane title when deemed they have done enough. Because of their impacts on the clan, they are responsible for the clan’s future and helping the Jarl with decisions that need to be made. They act as a guiding voice for the Jarl, but also oversee the ranks below them. They help to train new Reavers and Sawbones, as well as the general ranks.

The title Thane can be given to almost any equine. In the past it was limited to certain ages and sex, but as the Flanks have evolved, and with the rise of a new Jarl, age and sex has less importance than experience. An equine can also petition the Jarl with adequate reasoning as to why they deserve the title, but more typically it is something awarded for exceptional work.

The Thanes previously were only open to stallions, but the with rise of a new Jarl he made the shift to allow any sex.

The requirements to be made a Thane are:

* Must be 25 or older
* Must have been an influential leader in your previous rank for at least a year

## Rank Levels

* 25AP: You have accepted the responsibility to assist with your clan’s future. Choose a tier 1 talent early to help you (first talent only).
* 50AP:  Your knowledge and skills are important in making the clan stronger. Take a **Two-Handed Bladed Weapon** and a **Cloak** for free.
* 75AP: Your words are well respected, but you still have much to learn. Receive **+15SP** to Wisdom or Strength.
* 100AP: You are an influential member of your clan, and should have a familiar who can help you along. Claim a **War-Forged Mythical or Rare Familiar** for free, as long as your familiar slot is empty.
The Sage

The Sage is the Talori head of Intelligence and Diplomacy and acts as an adviser to the Emperor and fellow members of the Trinity in such matters.

**The Sage is a limited rank and is subject to SA's Monthly Activity Checks**

## Overview

The Sage is the part of the Talori Trinity that is often regarded as the center of intelligence within the herd. The rank is exclusive to neither stallion or mare unlike the Defender and Divine. However, like the Defender, the Sage is picked personally by the Emperor on his crowning day and generally maintains a close relationship with him from that moment on.

The Sage is responsible for multitude of tasks that include advising on big political decisions regarding foreign alliances and trade, keeping record of the country’s finances, dealing with matters of international security, and handling many of the herd’s social aspects.

The Sage also oversees the herd’s emissaries, and visiting foreign ambassadors as well, feeding intelligence to the Defender and Emperor when it is called for and using their knowledge to better the herd’s position in the grand scheme of things. Overall, the Sage is viewed as a mysterious individual that is cunning, diplomatic, and a bit manipulative. They are greatly respected throughout Aquore by equines from all walks of life, and are said to be the embodiment of patience, one of the three pillars of Cascade.

## Rank Levels

* **25 AP l** Your position demands a sharp mind, and you’ve gained a bit of a silver tongue right along with it. You have an easier time than most when it comes to persuasion and lies of omission. You may receive the Tactician or Perception for your first talent early.
* **50 AP l** As the horse in charge of every emissary that steps hoof on or off your shores, you must look the part. Receive a Cloak and Anklets for free.
* **75 AP l**  None would question your dedication to Aquore, your Emperor, or the Goddess Cascade. You have eyes and ears everywhere and are constantly on the lookout for those who would harm your herd. Add 15 SP to your Cunning.
* **100 AP l** You are one of the pillars that holds the nation together. Naturally, you need to be protected from those that would do Aquore harm. If your familiar slot is not already filled, receive a **Talorian** **Mythical Familiar** for free.

## Previous Sages in Recent History

* Rycaron (1680- Present)

* Yet Un-named Sage (1652 - 1680) (Retired from rank, Available for creation - Must be at least 70 years old.)

* Tafari (1598-1652)(Stallion, Deceased)
Ursa Major

Ursa Major and Ursa Minor

The Ursa is an ancient creature, bearing the remnants of creation inside them. Over the years they've been the subjects of myths both benevolent and ominous. Some see the Ursa as a fellow child of the gods, and believe meeting one to be a sign of great luck to come. Others believe the sighting of an Ursa predicts a deadly fire is on the horizon. In truth, the Ursa bears no predictive abilities, but is simply a gentle giant, rarely posing any danger to the equines of Hireath (save perhaps a horse getting between a mother and its cubs).

The Ursa Major is the older of the species, the original form of the beast. It can appear as any kind of bear, though bearing the glow of the star that sits in place of a heart. The light rarely reaches beyond the chest, though it can be seen in the bright pupils, and occassionally when the beast opens its mouth. The Ursa's weight is also deceptive, for the density of the star ensures it weighs almost double what it appears.

The Ursa Minor is the newer subspecies, and ceases to grow beyond the size of a medium dog. This adaptation allows it to retain the ability to climb, and thus the Minor spends much of its time in the trees. This is not the only difference, however. Unlike the calm and gentle Major, the Minor tends to be more feisty, and takes twice as long to tame.

 When designing your ursa, consider choosing the species of bear that would make sense for the climate your character resides in. With the breeding for the pet trade, anything is possible, but a polar bear would be mighty uncomfortable in a desert. Different types of ursas can also be found in the wild just about anywhere, but their species will match the climate.

If the blood of an Ursa spills, it only retains a glow and extreme heat for brief seconds, before rapidly cooling.

 Creation Rules

### The Ursa will always:

* Resemble a real species of bear.
* Be the size of the real bear (Major), or the size of a medium dog (Minor).
* Weigh twice as much as they appear to.
* Have the color of their star indicating their heat level. As they age, the heat decreases and the color changes. Heat colors from hottest to coldest - Blue, white, yellow, orange, red.
* Have pupils that are bright instead of black, showing the color of their star.

### Ursas can **not:**

* Be a species of bear that does not match the environment they are found in.
The Shoal

The Shoal is the general rank of the Talori populace. They are a civilian rank with a diverse range of occupations and pursuits making up the bulk of the herd.

## Overview

The Shoal offers a variety of potential professions the average citizen can excel at within Aquore; it is the place for business owners, crafters, entertainers, teachers, and fortune tellers, just to name a few possibilities! The Shoal is largely responsible for voting on the election of Council Members, building the economy of the Talori, and populating the cities and villages, providing unique culture to the various villages and cities in Aquore.

The Shoal is largely comprised of harvesting horses, so those that raise the crops of Aquore, those involved in the familiar trade, and those fishers and pearl harvesters. So for example, a horse that lived on the coast and made a living in selling aquatic fish for indoor aquariums would be a part of the Shoal.

The other half of the Shoal is considered the dwelling part, in that they reside in the cities and villages providing more home-crafts, running the businesses, or working in other various industries like entertainment or education. Therefore, an entertainer or a business mogul would fall under the Shoal.

The previous ranks: Agriculturalist, Brewer, Craftsman, Entertainer, Philosopher, and Tenderfoot are all now a part of the Shoal. Please understand that while the lore for these professions is still accessible, these professions **are not available ranks and should not be put under the rank section of your application.** An acceptable way to show a rank denomination would be **"The Shoal - Entertainer."**

## Rank Levels

* **At 25 AP** | As one of the Shoal, you are both creative and productive when it comes to building the glory of the nation. If it pertains to your duties, you may gain your **Tier 1 Talent** early (for your first talent only).
* **At 50 AP** | It looks like you’ve received a gift! Claim either **Pearls**, **Deck of Cards** or a **Musical Instrument**, depending on your taste.
* **At 75 AP** | Life in **Talori** is hard work. Adding **15 SP** to either your **Agility**or **Vitality** should help you.
* **At 100 AP** | A familiar is sure to make a good companion in your life! Receive any **Talorian** **Level 1 Familiar for free.**
Update Log

All edits, events, and updates, beginning November 2017, will be cataloged here! This log was moved into Wikia starting 23rd of October, with the original journal (with links) readable here. Newest updates are on top. For future updates and events, refer to the Calendar.

To always receive the latest updates, we recommend joining us on Discord! Although we do our best to inform our members through DA as well, Discord is the best way to keep up to date with the group.

Monthly Prompts and Monthly Challenges are logged on their own pages!
Tower of Bone

Redirect to:

* Towers of Digend

The Tower of Bone is a mysterious construct created by the ungod Digend in spring of 1701. It stands tall in the middle of the Bone Orchard, an unnatural forest of bone. Despite the creepy atmosphere, the area is very safe for travelers, and being in the vicinity of the tower makes one feel less inclined to commit violent acts, even if they originally came there with such intentions

## History

The Tower of Bone appeared in the spring of 1701 after a group of Hedgewitches gathered for the Wordsmith Gathering summoned Digend. After the creation of the Tower the area was left largely undisturbed by visitors until the summer 1701, when a group of Breimen and Vagabonds explored the site, and accidentally activated the stored energy within, allowing Digend to release a great storm on Hireath.

This release expended much of the arcane energy held within the Tower, opening her doors and allowing Digend to gain a new, more mature body as her plans came to fruition.

After Digend left the Tower, it became a beacon and a safe harbor for travelers. The first to enter it discovered the broken shards of a very large crystal inside. Although most of these were cleaned away in the following days, a few shards survive, becoming tokens and souvenirs held by visitors.

## Purpose

The tower is tall, but not very spacious, as there is but one floor, containing a single, large room. The edges of the room are used by travelers, and it's rare to enter and not see someone set up for the night. The tower is inexplicably warm and comfortable even during cold weather, and projects a great sense of safety to those inside or around it.

In the center there is a great shrine to Digend; an ossified statue depicting the god. If offered to, she grants wishes of safety by projecting directions to Asylon into the mind of the worshipper, allowing them to reach her city should they wish to do so.

Those devout to Digend may choose to pilgrimage to the Tower of Bone to offer at her altar. It is also frequented by souls seeking Asylon.
Unicorn

Created by the earth god Kaia, the Unicorn is one of Hireath's Equines and is native to Onea. A unicorn is always referred to as such, no matter how many horns it possesses.

## Biology

The unicorn is as varied in form as any of Hireath's equines. Unicorns are born with telekinesis, as are all of Hireath's Equines.

### Life cycle

A unicorn's horn doesn't start growing until the foal is around three months old, and often doesn't break through the skin until the child is around 6 months of age, making many unicorn foals nearly indistinguishable from horses. Some horns continue to grow for the unicorn's entire lives, whereas other horns might spread their base, or even send up a second horn- or cease growing altogether. It is generally understood to be a sign of good health for a unicorn's horn to continually grow, although some equines grow weary and file their horns into a more manageable size and shape, a process which does not hurt. If a horn is filed down to the base or receives a violent trauma (such as snapping in half) it often will not grow again, or if so, only slowly. Elder unicorn's do not experience any weakening of their horn(s), but the horns do often pale, growing translucent.

## Creation Rules:

### The Unicorn can:

* Be modeled after any breed or mixture of breeds from real life (This includes other non horse equines such as quaggas and donkeys) .
* Come in any natural color, and may have minor unnatural markings. No geometrical markings and no leopard or giraffe printed ponies, please!
* Have eyes that are any hue, and are permitted to be gradient or bi-colored.
* Have a mane and tail as long or textured as pleases.
* Have horns as large or small as desired and in any shape (except for antlers). Horns can be made of metal, gem, or bone and can be any colour.
* Have a "horse" tail or tasseled "lion" tail. Tasseled tail can have as much or as little hair as desired.
* Have a beard, no matter the sex.
* Have solid "horse" hooves or cloven hooves. Hooves can be natural, or of the same material as the horn.

### The Unicorn can **not**:

* Have sharp teeth or fangs (without a blessing that allows them to have such)
* Have antlers
* Have more than two horns (without a rarity roll)
* Have horns located anywhere other than on their head/face

### **Rarity Rolls**

* Create a unicorn with up to four distinct horns
* Create a unicorn with gem stones/crystals forming on its coat with up to 30% coverage. Stones do not have to match horn material or each other, and can be anywhere on body.