recursal/Fanatic-Fandom huggingface dataset:
Verhör der Königsmörder

Verhör der Königsmörder

*Aufzeichnungen über das Verhörs der Yorlam-Orks, welche die abuamische Königsfamilie ermordeten, 2 Tage nach dem Begräbnis, und Gedanken des Schreibers. Autor und zweiter Foltermeister ist Imahin Kya.*

Die Orks, die unsere geliebte Herrscherfamilie feige ermordet haben, reden jetzt. Wir mussten sie 31 Stunden lang foltern bis diese Sturköpfe nachgaben und uns erzählten was wir wissen wollten. Vier der Sechs Dreckssäcke wurden bereits von den Wachen getötet und die anderen beiden haben wir ordentlich zugerichtet.

Sie wurden von einigen der dreckigen Menschen angeheuert, welche mit ihren verfluchten Karawanen durch Kalamm ziehen. Morgen ziehen einige Patrouillen los und versuchen die Bastarde zu finden, aber wahrscheinlich haben sie keinen Erfolg... Man sollte diese Menschen einfach endgültig ausrotten und die Einreisenden besser kontrollieren, wie kommen die bloß immer durch!? Und die Yorlam-Orks braucht auch kein Schwein... Hah, sind doch selbst Schweine.

Keiner der Königsfamilie hat überlebt, und das nur wegen diesen verfluchten Fleischsäcken. Jetzt wird es wieder die ganzen Streitigkeiten um die Krone geben und womöglich sterben noch mehr von uns! Das können wir nicht gebrauchen. Es ist ein Wunder, dass die Orks es geschafft haben, die ganze Familie zu töten, wir sind diesen Primitivlingen bei weitem überlegen. Eine der Wachen behauptet, sie hätten einen Schamanen gehabt.

Jerah Kunlian, einer der Wachleute die die Orks getötet und gefangen haben, beansprucht den Thron, obwohl er anderen überhaupt nicht das Wasser reichen kann. Wir brauchen jetzt starke Anführer, und keine Wichtigtuer, denn die Orks haben mir berichtet, dass Menschen nach Kalamm gebracht werden, vielleicht eine Streitmacht aufbauen! Er wollte nicht mehr verraten, also hockt er jetzt im Brunnen den Mak mit heißem Sand füllt. Der letzte der Attentäter wusste nicht viel, daher haben wir mit ihm einfach unseren Spaß. Er plappert unentwegt über Zeug aus seinem Dorf, was uns wohl helfen soll, aber es ist irrelevant. Wen interessieren schon die Feierlichkeiten und Schwachpunkte bei diesen Schweinenasen.

Der Ork scheint vor Schmerz wahnsinnig zu werden. Geschieht ihm Recht. Wir haben einige seiner Extremitäten entfernt, wie er geschrien hat! Morgen werden wir ihn verbrennen, wir sind hier fertig.

Also: Menschen heuerten die Yorlam-Orks an, Menschen schleichen sich in Kalamm ein, die Orks hatten tatsächlich einen Schamanen, sie haben zwei Torwachen erschlagen und es waren noch mehr Anschläge geplant, die verhindert wurden. Die Schuldigen Orks sind tot und den Menschen sind die Patrouillen auf der Spur, bald sind die auch erledigt.
Time System

CURRENT SEASON AND YEAR

Saffra 301 DM

The time system in Tessanis was developed during the days of high magic. Various magical Shields were placed in public locales on a wide variety of adornments. These Shields were powered by sunlight and would change color as they received more or less of it. The color would slowly fill the Shield from bottom to top as the day progressed, and the color changes would note the change in months.

Since this RP will be using fluid time to parallel Earth time, here is the breakdown of the months. Since each story is a separate entity, timestamps will be needed so you know what season is going on in the world of Tessanis. Being fluid, it doesn't matter what day it is in Earth Time, only what month it is.

Example: Character Bob and Character Fred are going to start a story of them fighting a slime monster. In Earth Time, it is July 26. However, in Tessanis time, they decide to start the story on the 45th day of Jadeyan. Character Bob then decides to start another story, now July 27th in Earth Time. Since the 45th day of Jadeyan is taken, he decides to do it on the 3rd day of Jadeyan, keeping in mind that the events in this new story are taking place prior to the events in the previous story.

The reason for the Fluid time and paralleling Earth Times is so that you can run multiple stories with multiple characters during a similar time period and know how they fall chronologically. In addition, as GM this allows me to tailor global/regional/city wide events that characters can participate in. The time factor is also important for you collect wages at the end of each month, as well as paying expenses.

Years are determined based on time since the Death of Magic. So the current year is 300 DM, since it is 300 years since magic died. Time before then would be referred to as Magic Lives, so 400 years ago would be 100 ML.

For the smaller sections of time, the varying cultures seemed to have come to the consensus that a day has 24 Stretches, each Stretch has 60 Slips, and each Slip has 60 Nudges, all coming from how the magical Shields filled with color through the day.

Stretch = Hour

Slip = Minute

Nudge = Second

`Jadeyan (59 days) - January/February`

`Saffra (61 days) - March/April`

`Vermillio (61 days) - May/June`

`Crimsia (61 days) - July/August`

`Mauven (61 days) - September/October`

`Ceruleo (61 days) - November/December`
Roc

## Biology

Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80-foot wingspan and weight of up to 8,000 pounds. While their beaks are hooked like an eagle's and designed for slashing and tearing, most rocs prefer to seize prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains. For this reason, they are often followed by flocks of scavengers like rooks, buzzards, and eagles hoping to steal portions of the roc's messy meals. The roc generally ignores such opportunists, but if the scavengers don't take care, they nevertheless may find themselves accidentally consumed by the feeding roc.

Rocs are equally comfortable over land and sea. While they are capable of sleeping in the air as they soar solo across great ranges in search of food, they generally return home to the mountains to roost and procreate. They prefer rocky crags that are completely inaccessible by terrestrial means, building vast nests of tree trunks and ruined masonry.

Rocs are most commonly white but can be a number of different colors, from dark brown or gold to black or blood red. Their massive feathers are highly prized, and their eggs even more so. Due to their scarcity and the high risk involved in harvesting them, a single man-sized roc egg can net 4,000 gp if transported to market undamaged. A roc can be trained as well as any other animal, but its great size makes this a daunting task for most would-be trainers of human size. The same isn't true for giants—particularly cloud and storm giants, who often use trained rocs as guardians for their lairs. Rocs are even large enough to serve as mounts for the most prestigious of giants.

## Reproduction

Once every few years, a mated pair lays a clutch of 3–5 eggs and raises its young. Outside of mating, rocs are extremely antisocial, and may attack others of their kind in vicious aerial battles in order to establish their territorial boundaries. When a nest contains eggs or chicks, parents trade off in their long-ranging flights, with one restricting its wanderings to within a 10-mile radius of the nest. The only exception to this are rocs who nest in close proximity to dragons, who will tend to group together and mob dragons out of a mutual hatred.

## Mannerisms

Rocs are known for their fierce aggressiveness, especially towards other flying beasts like gryphons, wyverns, and dragons. A trained Roc, however, can be a ferocious mount or guardian.

## Combat

A Rocs primary method of combat is to soar as high as possible to avoid notice and then dive at their victim to either rake it with their claws or snatch it and fly as high as possible before dropping it to their death. Against aerial opponents a Roc may also use its beak to slash while grappling in mid-air. Rocs are much faster in the air than dragons and gryphons, though gryphons are much more agile in general.
Trix's Tonics and Tinctures

THIS LOCATION WAS BURNED DOWN AND DESTROYED ON JADEYAN 1, 301 DM AND IS NO LONGER AVAILABLE FOR USE

## Overview

   Trix's Tonics and Tinctures is located on the western outskirts of Ruby Banks, on the south side of the river. It is a quaint little shop, one of the new additions to the village, added in Mauven of 298 DM. A small, stone path leads past it, a path that exits the village and leads to the farms. The front of the shop is adorned with a wide variety of plants, maintained and changed by the proprietor, Verissa Beatrix Greenlakes. There is no sign, for she needs none, the plants, and reputation acquired by word of mouth brings plenty of customers. Here prices are negotiated, for nothing is set in stone.

The shop floor is open and bright, lit by natural light through many windows. There are many shelves lining the walls, filled to the brim with jars, pouches, boxes, and dried plants and goods. Along the back wall, is a single wooden counter, where Trix closes all deals. There's a single door behind the counter as well, that is usually locked, that leads to the apothecary, where she creates and packages her many wares.

The apothecary is filled with many tables and counters, with a lot more light, courtesy of a window in the ceiling, and more shelves lining the walls. This area is filled to the brim with drying plants, clippings, seeds, containers, and a huge assortment of tools needed. A door in the back leads out to the gardens, and another leads to her living quarters.

The gardens cover two acres, and are surrounded by a simple stone wall, that ends at the river. She maintains a huge variety of herbs, vegetables, bushes, trees, and other assorted plants throughout the year, as the weather permits.

The living quarters are quaint, a single room, with a hearth, bed, table, chest, and wooden tub for bathing.

## Prices

All prices are up for negotiation and barter with the proprietor.

## Property Cost

Farmland (2 Acres) - 1600 GP

Stone Wall (600 Ft) - 600 GP

Shop (800 sq ft) - 1000 GP

Apothecary (800 sq ft) - 1000 GP

Cottage (400 sq ft) - 500 GP

Starting Supplies (1/4th total cost) - 1175 GP

Total - 5875 GP

Loan Agreement - Ebon Knights provided the starter loan under two conditions. At the end of each season, half the profit of the shop must be delivered to the Ebon Knight Depot and Barracks, along with the proper paperwork indicating sales. The proprietor has also agreed to treat any wounds acquired by Ebon Knights for free, and sell goods to the Knights at a discounted price.

Once the loan is repaid, the proprietor intends to maintain these perks. There is no interest attached to the loan.
Knights (Unranked)

Stationed in Green Fall

Jonathon Hurlton of Sophium Battalion, Ruby Regiment, Mithril Company, Blue Squadron, Harpy Brigade

Jesten Crescent of Sophium Battalion, Ruby Regiment, Mithril Company, Blue Squadron, Harpy Brigade

Royce Treggar of Gladio Battalion, Ruby Regiment, Mithril Company, Blue Squadron, Harpy Brigade
Language

Tessanis is home to a wide variety of native peoples and travelers from other dimensions or planes of existence. Communication, especially with outsiders, can be tricky and lead to interesting or even deadly misunderstandings. Some languages are widely used and others are extremely rare or even technically dead.

All characters start knowing at least on language. You are free to pick any of the languages listed on your character's Race page. It is wise to choose Common as a starting language so that your character can communicate with the widest range of people, but you can choose another language if you desire (or no language at all when applicable).

It is possible for your character to start knowing more than one language if their personal history and circumstances warrant it. For example, a dwarf will start knowing Dwarven, and if they have grown up in a city that is open to travelers it is logical that they know Common as well. However, a dwarf raised in the dragon city of Pyresia will probably know Draconic as well.

Learning new languages happens as your character interacts with the world around them. Points are awarded to your character when they witness people using other languages, and are awarded even more points when they actively try to learn a language. Unless specified by a GM, learning a language includes speaking and writing the language. **These points are not related to the rest of the skills system.**

**5 points (Broken): Can understand basic phrases and speak/write a handful of words in this language.**

**15 points (Basic): Can speak and/or write basic phrases and words in this language.**

**30 points (Fluent): Can read and speak this language without difficulty. Will no longer accrue points in a language after reaching 30.**

*For every rank your character earns past Novice in a Profession skill, they can pick up an extra language. There is no restriction on what language your character can learn, though it should be something that fits their story.*

## Existing Languages

This is a list of the languages than can be found on Tessanis and examples of the races and/or civilizations that commonly use them, as well as the alphabet they use when written.
Katzheer

## History

Katzheer are an enigmatic race. They suddenly appeared prior to the Death of Magic, around the year 2000 ML, arriving on ships in every port city and immediately began assimilating into the cultures. They never spoke about where they came from, always giving outrageous lies that they expected no one to believe.

The Katzheer have always, and seemingly will always, never truly respect authority figures. They are often found playing both sides of the law as it seems to suit them. This can be thieves, assassins, scouts, rangers, anything of the sort. They don't often have patience for crafts or art based professions.

## Character Sheet Details

Racial Bonus: +30 in Stealth, Knife Weapons, or Subterfuge

Special Abilities: Heightened senses of Hearing and Vision, heightened Balance, nearly always able to sense when someone is lying.
Achieves adulthood at 13 years, can live to around 80 years.

 Female
 Male
Sylph

## History

Normally confused as large fairies, the Sylph nearly look like their smaller cousins, though they grow to be the height of any normal human. Far more uncommon even in the days before the Death of Magic, these beautiful women and men hail from the Feywild. Much like fairies, they tend to have a natural curiosity about them, however it's less causal and more intense, flaring up in the need to learn new things and even being interested in learning something they would normally dislike. This level of knowledge gathering lead them to be druids, wandering scholars, and lore masters.

Since the Death of Magic, the sight of a Sylph has become exceedingly rare, most of them seemingly trapped back into the Feywilds. However they did not suffer so greatly as their smaller cousins, never having any natural attunement to magic. Still, the nature of their isolated as left many of them depressed and burying themselves within books or ancient ruins if at all possible.

## Character Sheet Details

Racial Bonus; +30 Aerobatics, Small bladed weapons, or Law

Special Abilities; Flight, Enhanced visual memory, Trance

Achieves adulthood in 12 years, can live over 900 years.

Trance is a meditative state that Sylphs enter into in lieu of sleep. While in Trance, the Fairy is fully aware of their surroundings while also receiving the benefits of sleeping.

 Female
 Male

## Tags

Fey

Race created by lydyn of roleplayingguild.com
Technik-Profis

Die **Technik-Profis** sind eine Gruppe von Profis auf dem Gebiet von CSS und Wikitext. Sie sind in der Lage, komplexere Vorlagen, Infoboxen und Tabellen zu erstellen und helfen den unerfahrenen Benutzern.

Erreichbar sind sie durch das Forum, wo sie ein eigenes Unterforum haben.

## Bewerbung

Wenn du ein Technik-Profi im Iwik Wiki sein willst, stellst du am Besten deinen Antrag auf Trollocools Nachrichtenseite. Bei deiner Vorstellung nennst du deine Aktivität im Wiki und deine Fähigkeiten im Umgang mit Wikitext und CSS. Dort wird dann deine Anfrage verarbeitet und du erhältst so bald wie möglich eine Antwort.
Templates

## Timestamp

```
[b]Starting Date and Time:[/b]

[b]Starting Location:[/b]

[b]CS URLs:[/b]

```

## Character Sheet

```
[h3]CS Template[/h3]

[code]

[b]Name:[/b]

[b]Race:[/b]

[b]Gender:[/b]

[b]Age:[/b]

[b]Birthday:[/b]

[b]Birthplace:[/b]

[b]Resides in:[/b]

[b]Occupation:[/b]

[b]Appearance:[/b]

[b]Personality:[/b]

[b]History:[/b]

[b]Skills:[/b]

```

```
[b]Languages:[/b]

```

```
[b]Possessions:[/b]

[b]Ledger:[/b]

[b]Story List:[/b]

Date - URL - Characters involved

```

## Reward Review

```
[center][h2]Reward Review[/h2][/center]

[h3]Name[/h3]

[u][b]Skills[/b][/u]

[u][b]Knowledge:[/b][/u]

[u][b]Other[/b][/u]

```

## Skill Page Template

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History

Prerequisites and Related Skills

Training

Skill Overview

Skill Progression

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These should all be made into Heading format

## Race Page Template

```
History

Biology

-Physical Appearance

-Psychology

-Reproduction

-Sub-Races

Society

-Social Structure

-Language

-Names

-Family Life

-Everyday Life

Character Sheet Details

Tags

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- means it should be Subheading 1, and without a - it should be Heading format.

## Creature Page Template

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Biology

Reproduction

Mannerisms

Environment

Combat

Other

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These should all be Heading format

## NPC Page Template

```
Overview

+Name

+DoB

+Race

+Gender

+Occupation/Title

Appearance

Known History

Location

RP Appearances

Tags

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+ should be standard Paragraph Format, rest should be Heading Format

## Individual Location Page Template

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Overview

Prices/Services

Property Cost

Other

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Should be Heading Format

## City or Village Page Template

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Introduction

Appearance

Villagers

Demographics

Social Standings

Laws

Crime and Punishment

Defense

Fashion and Art

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-Travel Times

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- means it should be Subheading 1, and without a - it should be Heading format.
Alchemie

**Alchemie** ist eine geheimnisumwobene Technik, mit der man sowohl lebende als auch tote Materie beeinflussen kann. Sie wird von den Iwikjägern genutzt.

## Arten

### Traditionell

Für die traditionelle Alchemie werden meist viele ungewöhnliche bis absurde Zutaten gebraucht, etwa Schneckenschleim oder Riesenzehen. Schamanen nutzten diese Alchemie in vergangenen Zeiten für ihre Tränke, die sich heute noch als effektiv erweisen.

### Modern

In der modernen Alchemie wird Materie mit verschiedensten Energiequellen manipuliert, um Gegenstände wie den Stein der Weisen zu erschaffen oder künstlich Leben zu erschaffen. Deshalb wird sie oft mit der Nekromantie verwechselt. Eines der populärsten Beispiele für die Schaffung von Leben durch Alchemie ist der Golem, der in Prag zuerst von Judah Löw geschaffen wurde.

Mit dieser Technik wurden auch die Wolpertinger erschaffen.

## Anwendung

Die Alchemie ist äußerst komplex und sie hier komplett zu erläutern würde den Rahmen sprengen.

Die traditionelle Alchemie kann in jeder einfachen Hütte angewandt werden, wenn man über Zutaten und Kochmaterial verfügt. Jedoch sind viele Zutaten und Ergebnisse hochgiftig.

Die moderne Alchemie sollte man an isolierten Orten mit viel Platz anwenden, da Fehlschläge respektable Verwüstungen anrichten können. Die Iwikjäger nutzen dafür die Alchemie-Gruben im Hof des Tempels der Iwikjäger, wo sie schnellen Zugang zu den Kerkern und Friedhöfen haben. Dort liegen auch ihre Werkzeuge, mit denen sie Wesen verschmelzen und auseinander nehmen.
Forest of the Wind

## Appearance

The Tengu that inhabit the forest, build their houses within the base of the tree trunks. The architecture is extremely eastern in appearance and houses often feature interiors that include paper sliding doors and tatami mats as flooring. The windows are almost always circular as is the hanging lanterns that they place around the village.

## Residents

The Forest of the Wind is exclusively Tengu. By law, no other races are allowed to stay within the village for more than a few days.

## Social Standings

The Forest of the Wind is governed by five Tengu who have proven themselves in trials of combat, tactics and wit. All Tengu are able to participate in the Trials, no matter their background. Should there be more than five Tengu that pass the trials, there is a democratic vote for the five members. Those who are not voted for are still highly respected individuals.

The council of Five then decide upon pay rates, taxes and other ventures. They are able abolish and create new laws that all Tengu must abide by.

All Tengu respect each other, no matter their background. This respect creates the bond that hold the society together.

## Laws

1. Murder, rape and other violent crimes are forbidden
2. Theft and other petty crimes are forbidden
3. Speaking out against the Council is forbidden
4. All Tengu are to join the military 3 years before adulthood no matter what.
5. All foreigners are to face the Council if they are non-violent
6. All foreigners are only allowed to stay within the Forest for 3 days.

## Crime and Punishment

Violent or serious crimes are punishable by death, which is conducted by the Council.

Theft and other petty crimes are punishable by jail sentence. Length is decided upon by the Council.

Attempting to avoid Military training will increase the amount of years a Tengu must serve.

Non-violet foreigners are to consult with the Council. Violent foreigners are to be immediately put down.

Violation of the 6th law will see the foreigner being forcibly removed from the Forest.

## Defense

The Forest is heavily patrolled by Tengu, and it is very unlikely that anything could slip by their vigilance. The perpetual wind protects the forest from fire that is not directly sent upon the forest. This wind also helps Tengu locate foreigners or other strange beings that wonder into the forest.

## Fashion and Art

The Tengu are quite artistic, often producing many artworks that depict landscapes, forests or plants. Rarely do they draw animals or other people/Tengu in their art.

Only those in the Council may wear regal clothing, and the rest of the Tengu population wears peasant clothing or profession outfits. However there is some creative degree allowed in a common Tengu's clothing to show some artistic individuality.

## Economy

Despite being so cut off from the rest of Tessanis, the Tengu have actually adopted the Common Currency of Gold, Silver and Copper pieces. Which is used in everyday trading among other things.
Sistemas Abiertos

Son aquellos que intercambian materia y
energía con el exterior. Todos los sistemas biológicos son sistemas abiertos,
para mantenerse vivo el sistema debe tomar energía y materia del exterior,
también debe liberar energía (calor) que se genera en los procesos químicos
como la respiración. Una planta es un sistema abierto que toma materia por
medio de sus raíces y energía lumínica del sol para hacer la fotosíntesis, de
la planta sale materia en forma de gases durante la respiración y la
fotosíntesis y energía calorífica durante la respiración. Una planta está
constituida por células cuyas propiedades emergentes consisten en cumplir las
funciones vitales de nutrición, relación y reproducción. Otros ejemplos de
sistemas abiertos son: un bosque, una pecera, un río, una ciudad, etc. Así en
una ciudad entra energía y materia prima y sale energía en forma de calor y
materiales en forma de desechos y productos manufacturados.
Elixir perfecto

Un **elixir perfecto** es un objeto que pueden usar los personajes de Chrono Tere.

## Efecto

Recupera 1000 VT ym 1000 PM al personaje escogido, ya sea el mismo Usuario, un aliado o un Enemigo.

### En No-Muertos

En los Personajes no muertos, el **elixir perfecto** no causa ningún daño.

## Obtención

Se puede comprar en una tienda por 2000 G, 20000 M o 3000 H.
Skills

There's a huge variety of skills in the world, and many may overlap or simply be the same skill, different name. So I'll just keep an alphabetical lists of one that are on CSs and are approved here.

As for the CS itself, I'm going to allow 90 Base Skill Points + the racial bonus in whatever skills that race tends to be known for.

Magicks also count as Skills, and use the points in the same way. They will just be listed in their own section above.

Skill advancement runs on a 200 point system.
1-40 = Novice
41-80 = Journeyman
81-120 = Artisan
121-160 = Master
161-200 = Grandmaster

You can only assign a maximum of 50 points in a single skill, and a minimum of 5. Magic has a maximum of 40.

As you complete a story, be it a 1x1 or a group, you can send me the link, I will conduct an Rewards Review. This means I will read the story, and give out Skill Points, Cash/Item Rewards, etc as deemed fit.

Skill Page Template

**Combat Skills**
* Blindfighting
* Boxing
* Brawling
* Dual Wield
* Unarmed Combat
* Weapon (Melee)
* Weapon (Ranged)
* Weapon (Shield)
* Wrestling

**Support Skills**
* Acrobatics
* Aerobatics (Flying Races Only)
* Aquabatics
* Bodybuilding
* Camouflage
* Climbing
* Disguise
* Drinking
* Driving
* Endurance
* Escape Artist
* Foraging
* Gambling
* Juggling
* Land Navigation
* Larceny
* Lockpicking
* Meditation
* Mountaineering
* Nodeology
* Observation
* Organization
* Pickpocketing
* Riding
* Running
* Sailing
* Scouting
* Scavenging
* Sex
* Spelunking
* Stealth
* Swimming
* Tracking
* Wilderness Survival

**Profession Skills**
* Aquiculture
* Animal Husbandry
* Armorcrafting
* Beekeeping
* Birdkeeping
* Blacksmithing
* Bowing
* Brewing
* Candlemaking
* Carpentry
* Cartography
* Carving
* Cobbling
* Construction
* Cooking
* Copying
* Dentistry
* Etching
* Falconry
* Farming
* Fishing
* Fletching
* Flintknapping
* Food Preservation
* Forgery
* Fortunetelling
* Gadgeteering
* Gardening
* Glassworking
* Herbalism
* Horsemanship
* Hunting
* Jewelcrafting
* Leatherworking
* Locksmithing
* Masonry
* Massage
* Medicine
* Metalsmithing
* MIning
* Papermaking
* Perfumery
* Philtering
* Poison
* Pottery
* Sewing
* Shipbuilding
* Tanning
* Tattooing
* Trapping
* Undertaking
* Vinting
* Weaponsmithing
* Weaving

**Art Skills**
* Acting
* Busking
* Calligraphy
* Composition
* Cosmetology
* Dance
* Drawing
* Music Composition
* Music (Instrument)
* Painting
* Singing
* Writing

**Social Skills**
* Begging
* Flirting
* Impersonation
* Intelligence
* Interrogation
* Intimidation
* Investigation
* Leadership
* Negotiation
* Persuasion
* Rhetoric
* Seduction
* Socializing
* Storytelling
* Subterfuge
* Teaching

**Personal Knowledge Skills**
* Agriculture
* Archaeology
* Astrology
* Astronomy
* Botany
* Business
* Cryptography
* Geology
* History
* Law
* Mathematics
* Philosophy
* Physics
* Politics
* Tactics
Aurism

## Learning

Aurism cannot be taught by Aurists of any ranking. Aurism can only manifest in two different situations.

The first is through a great desire to discern something that is unable to be perceived through normal senses. This desire will usually lead to hopelessness or frustration, and in that, the magic might manifest through one of the body's senses.

The second is being exposed to great sources of magic. This can be ambient or active in nature, but need to be incredibly powerful. Because of this, it is incredibly rare for someone to experience this sort of exposure.

## General

Aurism is the ability to manipulate one's inner magic in order to enhance one's natural senses. This let's them accomplish feats normally impossible by physical limitations, in order to better protect themselves, to seek out hidden things, and push the limits of themselves. Aurists gain a passive increase to all senses, as well as access to several active effects. Each rank of the magic increases the strength of both passives and actives, as well as allows for more actives to be used simultaneously.

## Empowering Senses

The simplest use of aurism is to enhance one's natural senses. This can be used to add a new feature to the sense or push the sense beyond its normal capabilities.

### Eyesight

By focusing one's Aura into their eyes, they can greatly increase their natural sight. The Aurist can greatly increase the clarity in their vision, picking out details they couldn't make out before. They are also able to see magic that is currently active, be it a spell or artifact.

> Telescopic - The ability to consciously see much further than their normal eyesight is capable of, multiplicatively. While using Telescopic vision, the aurist isn't able to see anything closer to them. The ranks increase the sight at increments of 2x, 5x, 20x, 50x, 100x at the various ranks.
>
>

> Thermal - The ability to see heat signatures, regardless of darkness and objects in the way. As this sense increases, it lets the user see greater detail. While using this, normal eyesight is deactivated. If a race already has thermal vision, it provides both greater detail, and greater range at 2x, 5x, 10x, 15x, 25x the distance respectively.
>
>

> True Sight - The ability to see things that are unable to be seen with normal vision. This can be applied to those that are magically hidden or invisible, as well as mundane things, such as wind. This sense also increases the ability to see magic that is hidden and passive. At higher ranks, they can see the magic within beings, as it flows out of them, discern the details of a spell, magical trap, or artifact.
>
>

### Hearing

By focusing one's Aura into their ears, they can greatly increase their natural hearing. In the passive state,

Echolocation

### Touch

Tremor Sense -

Depth/Distance Sense -

### Smell

Identify

Safe Breath

### Taste

Identify

Safe Consume

### Instinct

Danger Sense

Truth Sense

## Progression Summary

Novice -

Journeyman -

Artisan -

Master -

Grand Master -
Ebonfort Wikia

## Welcome to the Ebonfort Wikia

I'm going to try and explain my goal with this as simply as possible. This is not a world for a single story with several people in it, that runs forever and has the risk of dying should people disappear, lose interest, etc. This is a world that will be used for many stories.

You will create your character and submit it here for review/approval. Once accepted, you can participate in any story with others that have been approved as well (you can do anything from 1x1s, stories with 12 people, or even solos). These stories will not be posted in here, but rather will be their own posting in either Casual or Advanced. Once you've started the story there, I ask that you post the link in the OOC just so I can read it/follow it. Upon completion of the story, let me know so I can read and review it and give out loots and skill points as I feel work. (Similar to a DM in a tabletop)

In addition to posting with other characters, my own included, you can ask for a GM moderated story. These are usually bigger scale quests and the like, things with higher risk, higher rewards.

Also this entire world will constantly be under development, and if you ever wish to develop something yourself, anything from Race Writeups, Magic Writeups, City/Location creation, etc, etc, let me know and we'll make it work :D

## Latest activity

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

File:Placeholder
SenbonMiku

SenbonMiku ist die Gründerin der Spinat-Ninjas. Am häufigsten war sie im Pretty Cure Wiki anzutreffen. SenbonMiku mag die Iwik sehr.

**Ihr Account wurde deaktiviert.**

## Stärken

### Fremdsprachen

Da SenbonMiku 5 Sprachen spricht, hat sie es einfach.

### Unschuld

SenbonMiku ist sehr oft Lehrerliebling und weiß es zu nutzen.

### Textaufgaben

Ja, ihr habt richtig gelesen, SenbonMiku kommt sehr schnell zur richtigen Lösung.

## Schwächen

### Unsportlich

SenbonMiku ist sehr tollpatschig und mit am schlechtesten in der Klasse. Sie war sogar mal Letzte im City Lauf.

### Bäume

Wenn SenbonMiku einmal drauf ist, möchte sie nicht mehr runter.
Creatures & Advanced Races

In addition to the normal Earth fauna (and flora) that exist in certain biomes, there are also magical creatures. When magic left the world, it seemed that most magical creatures were unaffected. Perhaps the magic was simply too ingrained into their existence, no one is truly sure. But magical creatures have always, and will always be a threat.

As with all other things, any magical creature can be submitted for consideration. Just post it here, we will review it and approve or deny it.

GM NOTE: All creatures can be used as a player character. However, this is only allowed by writers that have put in considerable time and effort into Ebonfort on another character and have thus proven themselves capable. If you wish to play a creature, contact a GM and they will discuss whether they think you are ready or not.

Creature Page Template

## Categories

### Physical Traits

Aquatic

Draconic

Flying

Subterranean

### Intelligence

High

Moderate

Low

### Other

Horse

Mounts

## Full List

Balauradon

Bandersnatch

Basilisk

Bulette

Chimera

Classification, Dire

Collosnon

Darkshroom

Draegloth

Dragon

Dragon, Angel

Dragon, Faerie

Dragon, Shadow

Dragon, Underwyrm

Dragon, Wyvern

Drakkoth

Drider

Entomear

Ettercap

Gelatinous Cube

Goblin

Golem

Goyle

Gryphon

Hydra

Israiph

Kamui

The Kavinog

Mimic

Pallium Aranearum aka Cloak

Roc

Treant

Troll, Frost

Vensh
Xytol

## Appearance

The main hub of the Heket, Xytol. This is a large settlement within the Southern Swamps of Tessanis. Heket do sometimes build huts outside of Xytol (Within hunting grounds) and are protected by Xytol Law.

Many, if not all of the homes that are built within Xytol are built within the trunks of the giant trees that grow in the swamp. The architecture of these homes is relatively simple, often having a plain wooden door and the odd window or two at the base of the tree.

There is almost no visible land other than the trees and their roots, thus the Heket have constructed long wooden bridges that run along the water, connecting all of the buildings together. This bridge was constructed when the Heket realized that their trading partners usually didn't have the ability to swim like they could. So the bridge paths as a gesture of goodwill.

## Residents

The residents of Xytol are almost exclusively Heket, save for the occasional resident that is of a different race. The other residents are often researchers who want to learn more about the Heket.

## Demographics

 Heket
 Other

## Social Standings

Xytol doesn't really have a hierarchy, most of the land control is left up to individual Heket who have claimed ownership of said piece of land. However there are unspoken agreements that Heket's have made to control greed over residential land. The same cannot be said about hunting grounds.

Claiming land is very primitive, and is as simple as placing a sign in the piece of land or tree before anyone else.

## Laws

1. Do not steal what is not yours
2. Do not murder anyone within Xytol (Unless they are a Crocodillian or a Hostile person)
3. Slavery is forbidden within the swamp domain
4. Do not use other's residential land without permission
5. Do not rape

Heket laws are extremely simple and there are times when their law does not cover a certain crime. These crimes are overlooked due to the Heket's stubbornness.

## Crime and Punishment

A crime is not considered a crime if there is no more than one witness, thus there must be at least 2.

Any violation of the law will result in immediate execution of all perpetrators. The execution is conducted by the two or more witnesses to the crime. However, should a Heket offer to trade something of value, the crime may be overlooked.

## Defense

Although Heket are mostly family oriented or isolationists, it's interesting to know that all Heket, no matter their relationship with each other, will protect their lands as a large group. However this group has next to no organization nor tactics.

## Fashion and Art

The Heket don't seem to have any sense for fashion nor art. Their homes are very plain (Unless skin rugs and tanning racks are considered decorations) and their clothes are nothing beyond the practical.

## Economy

The Heket economy is based purely upon Bartering, trading an item for another. They have no use for GP or any other currencies that are used within Tessanis. However those who trade with the outside, will carry GP.
Empty

These are Pages that are nothing more than a template.

Reaving

Sentia

Vitalis

Alchemy Submagic - Transmutation

Elementalism Techniques - Drache

Scream Watch - Twhirtley

Silent Rise - Twhirtley

Stone Crest - Twhirtley

Frigmount - Twhirtley & Drache (Pending quest completion)

New Vircastoria - Twhirtley (Pending quest completion)

Valley of the Screamers/Karawac

Lord Kharik - Drache

Lady Myra - Drache

RimeFire Ranch - Drache

Lord Ferar - Drache
Warlord Keelie - Twhirtley

Earth Pony - Drache

Human, Chillborn - Drache

Underwyrm - Drache

Silent Ravens Screamer Tribe - Rekaigan

## Reserved by Request

Anyone with an active character that has either completed an Ebonfort RP or has at least 3 finished Articles in the wiki, can reserve up to 5 things in this list.

Anyone with an active character or has completed 1 Article in the wiki, can reserve up to 3 things in this list.

Anyone with no active character nor has completed any articles cannot make a reservation.

These must be submitted to a GM for approval upon completion.

## Open to Any

Please give a GM a heads-up before working on anything in this list. These must be submitted to a GM for approval upon completion.

### Cities and Villages

Underdark Region and Cities

High Cloud

Skeeron

### Races

Aaenshi

Alufiend

Apeling

Avien

Azer

Chamaleod

Charr

Chirask

Chirot

Collosnon

Corrupted Soul

Crocodilian

Darfellan

Draegloth

Drider

Duergar

Elf, Drow

Entomear

Ettercap

Faltzar

Gargoyle

Giant, Frost

Giant, Hill

Goyle

Halfling, Hair-foot

Harpy

Heket Subrace Frog

Heket Subrace Toad

Homunculus

Human

Human, Blind Cave Human

Katzheer

Keremis

Moon Fey

Ogre

Orc

Troll, Frost

Were Creature

### NPCs

Selzin

Captain Baleana Iy'kayia

Captain Theren
Human

## History

Humans are one of the oldest races on Tessanis, only predated by orcs and dwarves and a few niche races. Humans first came about during the Age of Fire. The warmth of the magma allowed a few of the less hardy races to come forth. Humans began competing with the Orcs for the primary food source of dwarves and goblins.

Through the Age of Water, humans showed an amazing resilience and adaptability. They no longer had to live off the rock eating races, but now primarily lived on coasts, as fisherman. This gave orcs free reign over the dwarves and goblins as a food supply.

The Age of Light was what gave humans sentience. This led to the first small settlements and villages, and culture. The humans still had a tendency to stay near the large bodies of water. Their newfound intelligence also allowed for the earliest forms of magic to come forth. These magicks were primal and unique, a far cry from the modern magicks.

The Age of Magic gave birth to massive, widespread civilizations. Humans were everywhere, and even had subspecies. Humans became the dominant race world wide.

The Death of Magic hit humans especially hard. Many were wiped out completely and only survived by being so well spread out and adaptable.

In the current Age of Rejuvenation, with magic returning, humans are finding themselves more resilient than ever and ready to take the world for their own once more.

## Biology

### Physical Appearance

No one can match the adaptability of the human race. They are able to live in any climate and their appearances often adjust to better serve them there. This has often led to true subspecies of humans that are more finely tuned to an area than their brethren. Their skin and hair colors range from the palest of whites and yellows to the darkest of blacks and browns. On average, they range from about 5' to 7' in height, and move up and down the weight scale like no other.

### Common Traits

Humans are nothing if not extremely varied. Females are usually smaller and lighter in all of the human subraces, with males also tending to be hairier and more muscular. Humans can reproduce quite rapidly compared to many races. The average lifespan is 60-70 years, though people making it to the ripe age of 100 isn't unheard of. Child mortality is fairly high in humans, but the windows of reproduction are also high. Many families will make as many children as possible so as to have higher chances of survival. Humans adaptability has also made it so that they are able to reproduce with nearly every other race in existence, much more so than others. And their traits tend to blend with the offspring's other parent, rather than one set being dominated by the other.

### Sub-Races

Anuirean

Blind Cave Human

Chillborn

## Character Sheet Details

Racial Bonus: +30 in a Combat or Magic Skill, AND +30 in a Profession, Art, or Personal Knowledge Skill, AND +30 in a Social or Support skill. All of your choice.

Special Abilities: None

 Female
 Male
Lieutenant Knights

5 Brigades per squadron

Dragon Brigade

Ent Brigade

Centaur Brigade

Sphynx Brigade

Harpy Brigade

Michael Castoro of Sophium Battalion, Ruby Regiment, Mithril Company, Blue Squadron, Harpy Brigade

Taz Skarborough of Gladio Battalion, Emerald Regiment, Oricalchum Company, Blue Squadron, Centaur Brigade

Seras Vegarra of Gladio Battalion, Ruby Regiment, Mithril Company, Blue Squadron, Harpy Brigade
Gryphon

## Biology

Gryphons are powerful, majestic creatures with the characteristics of both big cats and birds of prey. From nose to rump, an adult gryphon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad feathered wings emerge from the creature’s back and span 25 feet or more. An adult gryphon weighs about 500 pounds with females being slightly larger than males.

A gryphon cannot speak, but understands common languages and can communicate with gestures. The sounds produced by a gryphon include birdlike screeches and chirps as well as growls and purring, depending on mood.

Gryphons are *very* rare animals but different types can be found in different environments. For example, in the distant north, gryphons are typically white with black markings to help them blend into the glacial mountains. Forest gryphons are more likely to be tawny and gold. Just about any large cat colouration mixed with that of a bird of prey is possible.

Similar to birds of prey, gryphons prefer to nest in high places that give them a broad view of the surrounding lands. Several generations of the same family may return to a particular eyrie (large nest) year after year, but will be fiercely territorial to outsiders. A gryphon female will usually only lay 1-3 eggs at a time and the young will stay with their parents until they are nearly full grown (approx. 1 year).

## Combat

Gryphons prefer to pounce on their prey, either diving to the attack or leaping from above. They can be ridden at their own discretion, though this requires a customized saddle. During flight, a rider can not attack without sufficient Riding skill.

Skills
Gryphons have a +30 racial bonus on Aerobatics, Scouting, or Weapons Melee (claws and talons).
Were Creature

## History

No one is really sure how Were Creatures came into existence. Since the beginning of time, Were Creatures have been born into all the races that reproduce naturally. Were Creatures are typically accepted into most races and cultures as if they are simply another member.

The Death of Magic didn't really affect Were Creatures. They maintained their ability to shift and be born. The total number of Were Creatures is greatly decreased, as their being born is a fairly rare occurrence and far fewer people exist now.

All Were Creatures seem to have a strong desire to maintain equal time in both Host Form and Animal Form. If an inordinate amount of time is spent in one, and not the other, the Were Creature will become agitated, have trouble sleeping, become depressed, and can go insane or simply wither away and die. There does not seem to be an inherent desire to provide the same treatment for Hybrid form, nor does it reduce the need to be in the other forms.

## Character Sheet Details

Racial Bonus: +30 in Wilderness Survival, Tactics, or Unarmed Combat

Special Abilities: Shape-Shifting\*, Increased senses based on Animal

Shape-Shifting: Were Creatures are able to shift, at will between 3 forms.
Host Form - This form is the form based on the parents of the Were Creature. If the parents were both Drow, this form would be Drow. These forms can sometimes have very minor features of the Animal form, such as feline eyes, or slightly extended canines, but not things such as extra appendages (tails) or altered ears.
Animal Form - The Were Creature is able to shift into a single animal form for as long as they are alive. This form is determined seemingly at random. Animal types that are included are: Mammals (aquatic, land, and flying), Reptiles, Amphibians, and Birds.
Hybrid Form - The Were Creature's final form is an efficient hybrid of both Host Form and Animal form. These can vary from Were Creature to Were Creature, and they have no control of the outcome.

Example - Bob the Were Gray Wolf shifts into Hybrid form from Host Form. The human form might gain increased muscle mass from the wolf, become covered in wolf fur, gain claws, and prefer to run on all four legs, but can suffice on two.

Increased Senses in Host Form - If a Were Creature's Animal Form has stronger senses than their Host Form, those senses will be of the same strength in all three forms.

Achieves adulthood at the same rate the Animal form would. Lives the lifespan of the animal.

Example: Bob is a Human Were-Gray Wolf. Gray Wolves tend to mature in 2 years, thus Bob would reach adulthood in 2 years. He would continue aging until around 15 when he would die of old age/related conditions.

Height and Weight are based on the Host Race when in Host Form and Animal Race in Animal Form.
Gargoyle

## History

Gargoyles, and their smaller brethren, Goyles, have always been inhabitants of mountainous and rocky areas. Gargoyles are much larger and stronger than Goyles, but are slower and less agile. They are a fairly quiet race, not often speaking unless absolutely necessary. Several have mingled into civilizations as craftsmen or guards.

They are able to see in complete darkness, and can remain completely still for as long as they so choose, appearing as a statue or stone. Their skin only appears to be stone and is more akin to elephant hide. While thicker, it doesn't turn away weapons or magic.

## Society

### Language

#### Common Phrase

"...take flight with me?" - A desire to speak in private

"The wingbeat behind yours." - A response to the above question, indicating the questioner choose the location to speak.

"The winds with us." - A response to the above question, indicating the respondent will choose the location to speak.

"Mountains speak when mined." - Asking for more information.

"The stones whisper..." - Response to above when providing the information.

"...cracked a few stones." - Upset other gargoyle(s)

"...to be without clear skies." - To be in trouble

## Character Sheet Details

Racial Bonus: +30 in Aerobatics, Unarmed Combat, OR Philosophy.

Special Abilities: Flight, Darkvision, no need to eat, drink, or breathe.
Achieves adulthood at 15 years, can live thousands of years.

 Female
 Male
Hair-Foot

## History

All halflings have existed in Tessanis, for as far back as history can remember. They, and all their subspecies, are native to these lands. They've always been a fairly self-sufficient race, living in isolated colonies, prior to the Death of Magic. The hair-foots were especially isolated, viewing outsiders as curious, but distrusted oddities.

They weren't terribly affected by the Death of Magic in the world, however, many relocated to safer havens and mingled in with other races. Even in Ebonfort, and her villages, they tend to keep to their smaller communities.

## Character Sheet Details

Racial Bonus: +30 in Stealth, Small 1-Handed Melee Weapon, OR Cryptography

Special Abilities: None
Achieves adulthood at 15 years, can live to around 100 years.

 Female
 Male