recursal/Fanatic-Fandom huggingface dataset:
Dawndrifters

## Dawndrifter

Dawndrifters are curious little sprites that are uniquely harmless in nature. They live in piles of objects, and avoid dangerous things and people. As a counter to the above, they are quite sociable with those that they deem to be safe.

## Habitat

These small sprites prefer to live in things that they can burrow into. While they are unable to dig down into solid surfaces such as dirt or stone, they can displace some objects from piles to allow themselves to find a space. Why they do so is unknown, though most often it appears to be to hide. They can be found in piles of leaves, snowdrifts, piles of dirt, and sometimes (more commonly in rural areas and individual houses found away from society) piles of clothing, coal, and other such domestic items.

## Biology

Dawndrifters are small spheres that pulse with an internal light. The variable nature of this light somehow gives them a somewhat fluffy appearance, and they have been likened to floating balls of cotton by some. They rarely grow to be larger than an apple.

They travel via a slow drifting through the air, which they use to carry themselves out of the way of creatures that might seek to harm them.

If one were to touch a Dawndrifter, it would feel somewhat tingly, as if holding onto a tangible static charge.

## Sociology

Dawndrifters are docile around those that they detect no danger from, and collect together in groups of variable size. They produce no sound at all, aside from that made by objects that they move via gentle pushing.

Dawndrifters will emerge from their hiding places to greet creatures that they perceive as friendly. Most of their appearances are to travelling individuals that have never (or almost never) harmed a living creature, who they will follow for some time before eventually floating away.

## Trivia

When a Dawndrifter is near, one can be much surer of their safety. Dawndrifters appear to have an innate sense of danger, and almost never reveal themselves under dangerous circumstances. They are quite cowardly in this respect. A possible indicator that one is headed into danger is the sight of Dawndrifters fleeing in the opposite direction.

They appear to have some limited capacity for phasing through objects, though the precise limits of this ability are little-tested.
Aldo

* 5★

**Aldo** is a main story character from *Another Eden*. He is voiced in Japanese by Koki Uchiyama and in English by Jared Zeus.

## In-game Description

### Personality

 Sword

## Ability

### Valor Chant

 Alright... now's our chance!
 Let's fight 'til the end.

## Trivia

* Aldo's true identity is actually a cat named Kyros that used to belong to Professor Chronos and his family. Prior to being their cat, he was a cat named Sorik who went missing in Baruoki after entering a portal to the future. His current form was given to him by Cecile, now known as Feinne.
* Aldo's current form is identically similar to Eden, the true son of Professor Chronos and the true brother of Feinne.
* The necklace Aldo wears is actually his collar from when he was a cat.
Miyu

* 5★

> "*I took up the sword to protect those who cannot protect themselves. Let us join forces and fight for what's right!*"
>
>
>

**Miyu** is an obtainable character from *Another Eden*. She is a traveling swordsman from 300 AD. Her real identity is Princess Mufilleux, heir to the throne of Miglance. Her name is Miyu because her friends and family had a hard time saying her name.

## In-game Description

### Personality

 Sword
Otoha

**Otoha** is an obtainable character from *Another Eden*. She believes she is the avatar for a feline deity. She is from 300 AD.

## In-game Description

A shrine maiden from the east. The shrine she tends is dedicated to a great cat spirit, and she is convinced that she is a reincarnation of it. She traveled west to spread the word of this great cat spirit, but it doesn't seem to be going well. She's a little self-centered and easily distracted, but will always help people in need.

### Personality

 Katana
Seth Edwards (The End Times)

Officer **Seth Edwards** is a main character in The End Times. He was the acting leader of a small community on the outskirts of Louisville, before stepping down and letting someone else take his place.

## Personality and Traits

Seth is a fit man in his early 30's. He has short messy red hair and a full beard, and brown eyes. Seth's goofy exterior hides a smart and loyal man who is able to remain calm under pressure, thanks to his training. He's a man who always tries to do the right thing, but doesn't always have the best judgment.

## Pre-Apocalypse

Nothing is known about Seth's life before the outbreak, other than he graduated from the police academy and was a police officer in Louisville, Kentucky.

## Appearances

* Volume 01: Fall Of Mankind
* Volume 02: Broken Lives
Lele

**Lele** is an obtainable character from *Another Eden*.

## In-game Description

A lively young witch who never sits still. The granddaughter of a great mage, it's clear to see that this apple hasn't fallen far from the tree. However, she still hasn't seen much of the world, so her grandfather sent her out to learn more about it.

### Personality

 Staff
Pom

**Pom** is an obtainable character from *Another Eden*. She is a medical researcher who works at the hospitals in Elzion. She has a penchant for experimentation. She is from 1100 AD.

## In-game Description

### Personality

 Staff

## Ability

### Skills

 **Profane Medicine** | **MP** 20Restore enemy and allies HP (M) and intelligence +20% and type resistance -20% (3 turns)
Cinder Wyrms

## Cinder Wyrm

Cinder Wyrms are colossal burrowing creatures that has dark scales with magma flowing through them. While they are passive creatures, they can unwittingly cause massive amounts of damage and be a force of terrible destruction.

## Habitat

Cinder Wyrms are burrowing creatures that live near areas of high geothermal heat. They’re especially common near volcanic regions because of this. Their burrows are always as wide as they are, though young cynderwyrms will sometimes occupy tunnels of older ones. These tunnels also eventually fill up as the wyrms shift through the earth. They spend most of their lives underground, but are occasionally observed breaching the surface- though why they do this is unknown.

## Biology

Cynder Wyrms can reach colossal sizes, and have been reported to reach up to 30 feet in diameter and over 100 feet in length. Newborn whelps can be as small as a few inches in diameter and about 3 feet in length, but grow quickly. While they have eyes, their eyesight in the visible spectrum is generally poor. Instead, Cinder Wyrms rely on infrared vision that lets them quickly search out heat sources or other organisms.

Cinder Wyrms are burrowing organisms, and often eat away at rock and soil as they tunnel through the earth. To this end, they are equipped with teeth as hard as diamond. Sometimes, especially resistant rocks require an individual to use their breath to partially melt the rock before consuming it. They feed on soil and rock, melting it inside their bodies to create magma.

## Sociology

Cinder Wyrms are solitary creatures, only getting together during mating season. During this season, they become much more aggressive to other species, and this continues until the young leave their mother. Whelps stay near the surface where the ground is softer until they have developed enough to travel through deeper regions. Cinder Wyrms aren’t territorial, and should two meet below ground, they simply move off in a different direction.

They cannot die of old age. However, the larger a Cinder Wyrm gets, the more difficult it becomes to generate enough energy for its colossal body. If this fails, the creatures petrifies and dies.

## Trivia

* They are loud eaters. A Cinder Wyrm feeding below ground can be heard miles away, and collapsing tunnels sometimes create small earthquakes.
* Cinder Wyrms don’t die of old age.
Dawn Mayhew (The End Times)

**Dawn Mayhew** is a major character in The End Times.

## Personality and Traits

Dawn is a somewhat short and fit person for a girl her age. She has long light blond hair, which her brother Marshall claims she inherited from their mother, and the dark green eyes all three Mayhew siblings inherited from their father. Dawn is a sweet and caring girl, who can be shy at some points, but is very friendly. She's very independent and can have clashes with her brother over his overprotective nature. Besides that, she's just as protective of their little sister as he is, but is calmer and has better judgment than him.

## Pre-Apocalypse

Dawn lived with both her parents and with her older brother and younger sister, while attending high school and having a pretty typical highschooler life, dealing with world-ending problems such as failing grades and dreaming about someone who'd never accept her invitation to go out on a date. She was quite distant from her family - as a teenager would be - but she still loved and cared for them deeply.

## Appearances

* Volume 01: Fall Of Mankind
* Volume 02: Broken Lives
Sammie

A powerful creature that appears to be just a little blonde girl at first glance. She uses trickery to get close to her targets when she is able and is stronger and faster than humans when provoked. She has an incredible appetite and stalks the forest looking for food.

## Habitat

Sammie was initially found in the dark forest near the camp in the mountains, but it seems she is comfortable in any thick forest. She acts more nocturnal and prefers to strike at night but, is comfortable to go out in the day when disguised. It is unknown where other creatures like Sammie may live and it is also unknown if Sammie herself prefers certain habitats over others. She followed the people of High Fire to their new location and has been sighted in various areas around the camp as well as in the forest.

## Biology

Sammie appears to be a small blonde girl wearing tattered clothes. She has a secondary form that looks twisted, with greyed skin, solid red eyes and long claws. She has incredible speed and strength and weapons don’t seem to hurt her. It’s unknown at this time what weaknesses she has. She seems to eat only meat and has the capability to eat large amounts at a time.

## Sociology

Sammie is clever enough to play the part of a little girl, but her ability for speech is limited. She can understand human language and was able to communicate with the group through drawing and charades, but only ever spoke a few words. She seems to hunt alone, but uses her disguise to bond with humans and convince them to take care of her. While in camp, used this behavior to bond with Ninel Yates. She also used this disguise to trick the group about ‘the creature in the woods’, getting them to believe that it could only be scared away and not attacked. This was proved to be false when Zariah attempted to scare Sammie away after she attacked Fharon, and she then attacked Zariah as well. A large number of people attacked her at this point, and the crowds were enough to scare her away. More recently, she tried to strike when people are alone, like when she targeted Gregory Inke. Large crowds seem to be enough to keep her at bay.

## Trivia

It is unknown exactly what type of creature Sammie is. Her name was given to her by Zariah, and it is the only name in which the people of High Fire know her by. She is currently alive, and occasionally seen by people.
Tosgivite Dye-Making

Dye making in Tosgiv society is one of the single most prestigious craftsman/merchant caste trades that can be done. The colored fabrics are so critical to Tosgiv culture and society that masterworks are extremely valuable and each noble house tends to have their own family of live in dye-makers that work for them.

The process for Tosgivite Dye-Craft is deceptively simple to learn, but difficult to master. Dyemakers use natural plants, animals, and objects crushed and mixed with water, milk, and blood to create a potent array of dyes of all colors. Flowers for vibrant colors, coals and manure for darker colors, and animals for anything in between. While a novice can manage basic shades and colors, a true master can paint a picture on a cloth that could pass for the real landscape around it. A single work can take hundreds of hours and most true masters will charge exorbitant rates for even the most basic of their crafts. The only array dye-makers do not charge for is when called upon to provide aid to the military and their camouflage, as these requests often allow them to experiment with new color-schemes, environments, and techniques to make a realistic depiction of the world.

Each family in Tosgiv society will often have their own set of colored blankets. At the lowest caste, this blanket is a multi-purpose tool, with many day-to-day uses. At the highest level, dozens of blankets are owned by the nobility and each one has a single use that it is employed in. When one is damaged, repairs are made in the lower castes, while higher castes donate them to the resource-recycling trade that goes on between the cities, often taking other blankets for themselves to be repaired and added to their vast repertoires.

There is no greater shame to a dye-maker in Tosgiv society than to insult his work. For those who are not highly skilled, an insult from someone better is more of an encouragement to learn, but if someone of a lower status insults your craft it is considered a grave insult. Often times these lead to feuds between merchant families that require grand reparations, as word of mouth is the only way to advertise this business. A single chance is offered, in most cases, for the insulter to retract his words. If he does not, the one insulted may attempt to prove the other wrong by creating a work to compare against the insulter. A group of elders from both collective neighborhoods will then judge their work against the lower caste. If the lower dye-maker produces a work that is superior in the eyes of the elders, however, then there is great shame and possibly ruin for the business of the other dyemaker. In this way, a particularly skilled and shrewd Dye-maker could rise quickly through the ranks, but his name would be steeped in controversy.
Madoka

**Madoka** is the wife of Professor Chronos and the mother of Eden and Cecile.

## Story

Madoka was born in 1100 AD and lived in the Xeno-Domain with her husand Professor Chronos and their two children, Eden and Cecile. She was involved in the Geoprisma project. When the project went awry, she and her family were hurtled through varying points in time. It is currently unknown which time period she was sent to.
Life

https://i.pinimg.com/originals/0a/73/81/0a73815ae69f26d5bd12dc1803833055.jpg

**Definition:**

Life magic is a powerful creation magic that is able to repair, transfer or, rejuvenate life. It is the magic of life energies- able to affect the senses, heal injuries, or even sense when things have gone wrong in the body. It can also affect blood flow and manipulate blood outside of the body.

**Example of Use:**

Life magic is most commonly used to heal injuries.

A low tier spell using life magic would be amplifying or dulling one's senses.

A medium tier spell using life magic would be healing someone’s broken bone.

A high tier spell using life magic would be trying to resuscitate someone whose heart just stopped beating.

The other side of Life Magic is Blood magic. An example of blood magic would be using it to stop someone from bleeding out.

A low tier spell would be using blood magic to stop a cut from worsening.

A medium tier spell would be using blood magic to keep disconnected limbs alive.

A high tier spell would be using blood magic to cause someone to bleed from their eyes.

**Cans:**

Affect the senses/how the body produces chemicals. (For example: Adrenaline.)

Heal injuries and aid the body in combating diseases. (The latter is improved with corruption magic)

Manipulate how fast or slow blood flows from the body to some extent. (Large wounds can be made to bleed faster but take more focus to stop the bleeding, small wounds would be very difficult to make bleed out more, but could be stopped easily.)

Can control how blood moves when it’s outside of the body.

**Cannots**:

Cannot create life.

Cannot instantly shut down someone’s body.

Cannot regenerate lost limbs. (but can reattach them)

Cannot be used to control someone’s body.

Cannot be used to pull large amounts of blood from small wounds.
Ciel

* 5★ (JP)

**Ciel** is an obtainable character from *Another Eden*.

## In-game Description

A Soprano singer with a group of performers from the floating city of Nilva. He also plays the harp, and is so good that people say he might be magically gifted. Perhaps as a result of being the youngest of five, he has a tendency to act spoiled.

### Personality

 Bow

## Ability

### Skills

 **Heart Break** | **MP** 38Piercing attack on a single enemy (L) and Power -20% (3 turns)
Saryl Powder

Saryl powder is ground up from a softly glowing red stone commonly found in mines. It is a grainy sand like texture, and is sometimes used in fertilizer. If used in fertilizer, it seems to make plants better able to resist the effects of weather, allowing for a light frost to not immediately kill wheat, though snow will still do the job. When used in alchemy, it serves to increase the duration of the potion effect, but as a side effect will will also increase the duration of any negative side effects.

## Effects

It has a bitter sandy taste, and no apparent effects on the body but indigestion when eaten alone. As said before, in potions, it will draw out all effects of the potion.

## Rarity

Is fairly common, being found in mines, but must be refined to a powder/sand like consistency to have any real effects.
Spittlejacks

## Spittlejack

Spittlejacks are burrowing predatory creatures, which have a less than proactive approach to catching prey. They hunt by digging various pitfalls throughout an area, interlinked with a series of tunnels. They mark these pitfalls with bait in the form of killed smaller animals such as rabbits, juvenile deer, boar, and other such creatures to attract larger prey.

They are solitary creatures, meeting with others of their species only to mate or fight over territory.

## Habitat

Spittlejacks prefer to live in areas with soil and loose rock for them to burrow through, placing them most commonly in forests, lower mountain foothills, and caves. If possible, a Spittlejack will locate their warren to have access to an underground source of water running through a chamber of the burrow.

When idle, Spittlejacks busy themselves with expanding their warren, digging out chambers or new traps, or sleeping in wait of prey.

If a Spittlejack has good luck with its hunting, it will store excess food in an antechamber dug into the warren. Spittlejacks are native to Ti'var and Estahiir, choosing to dig their burrows in those lands specifically.

## Biology

Spittlejacks are quadrupeds with forward-facing eyes that do not appear to see well in full light but can locate a living body with ease in the dark. Their paws are mounted with razor-sharp claws, and they have tough steel-strong scales covering their shoulders, back, legs, tail, and head. An adult stands to shoulder-height on a human, and is twice as wide.

## Sociology

Spittlejacks are solitary creatures, gathering only to mate or fight for territory.

A mating pair of Spittlejacks will share a warren for an extended period until a litter of kits are born, at which point the male will leave to construct a new warren. The litter of kits will remain with the mother until they mature their claws, at which point the mother will abandon them to produce a warren of her own, leaving the kits to sort themselves out. More often than not the most dominant of them will claim the warren, expelling the others to create their own burrows.

A Spittlejack that dies of old age will do so in its warren. More often than not, the warren will collapse on the individual from disuse, burying them. On the odd occasion that a rival Spittlejack comes to inhabit the burrow of their deceased elder, the creature that moves in will bury the body before doing much else. This tendency to bury their dead has sparked some discussion on the intelligence of Spittlejacks in the past.

## Trivia

Spittlejacks have a habit of storing dead prey that they do not eat straight away for later consumption after long sleeps. In the antechambers that they dig for such purposes, one can often find personal effects of victims that a Spittlejack has deemed to be inedible.

Spittlejacks make for easier targets in the rare circumstance that they appear above ground.
Water

http://img14.deviantart.net/4169/i/2016/132/a/b/waterbender\_by\_sunshine1617-da24aq5.jpg

**Definition:**

 Water is one of the easier magics to manipulate and find a source for. Any water will do and it is very malleable and easy to manipulate into a variety of shapes and purposes. This type of magic can take more will and energy than most elemental magics due to its versatility.

**Example of Use:**

Water magic can used to move water from one place into another.

A low tier water spell could create bubbles.

A medium tier water spell could be used to get an object wet and move it.

A high tier water spell could be making the surface tension of water tight enough to walk on.

**Cans**:

Manipulate the tension and pressure of water

Manipulate the shape of water

Move water from one place to another

Can turn water into ice/mist

**Cannots:**

Can’t make water boil

Water cannot be made solid unless it is turned into ice

Can’t control the water of someone’s body.
Foul Mouth

A massive hostile beast that favors the dark and cold of the unknown. Few have seen them and lived to describe them in detail, but they're always described as a lengthy lizards with sharp claws and teeth. With a mouth that opens well past what should be their jaw and instead reaches their stomachs, they could easily swallow most things whole. They breath out a poisonous gas that kills small creatures. Larger beings, however, can survive breathing in the gas, but it often leaves them confused and makes it difficult to see.

## Habitat

They prefer remote caverns of frozen mountains and will go as deep as they can into them. Those that have gone looking for these beasts are certain that they will even dig deeper into the mountain to be further from the surface.

## Biology

Their poisonous gas is thick and difficult to see through, most who breath it in will be nauseated and experience minor hallucinations. Their exact size is difficult to determine, the smallest is reported to have been the size of a horse while others claim they’ve seen one that rivals the size of dragons.

## Sociability

They prefer living alone but will allow lesser monsters to occupy the areas that are closer to the cavern entrance. Their mating habits are a mystery even to the most dedicated researchers... The ones still living, anyway. These creatures are overall a very uncommon sight. If a human manages to get past the multiple efforts of warding them away, a foul mouth will attack them mercilessly and do everything it can to leave no survivors.

## Trivia

Lesser monsters and sprites seem to know better than to anger a Foul Mouth, but it only gets truly hostile towards humans.
Sunlight's Warmth

A common potion to find in the home of any healer. When ingested, this potion will close internal wounds at a much faster rate. Have a patient vomiting blood after a serious battle? A spoonful of this should do the trick! There have been records of broken bones mending significantly more swiftly with this potion added to their daily treatments. It has a strawberry sort of taste and has a permanent but soft warmth to it and is similar to water with how it flows. One can point these potions out from a storage closet from the gentle glow it gives off. Do not apply it directly to the skin, as it can get invading objects trapped within the regenerating skin. I’ve witnessed one too many forgetful healers finding their fingers stuck against a patient, absolutely horrific. Though, I suppose this is a good way to make the removal of arrows on an enemy far more difficult.

## Instructions

Get five, perhaps six, sunlight berries and squeeze the juice out of them. You should have just enough for a spoonful’s worth. Pour this gently into your flasks and allow the dragon cane to do the rest.
Devil's Blemish

Foul in name, appearance, and smell - this disturbing fungus is unfortunately a must for every brew. Despite its disgusting demeanor, it is actually capable of an important step. Brewing a devil’s blemish prepares the waters of a vial to properly call forth the power of the next ingredient. Without it, nothing will come out of your efforts but disappointing liquids.

## Effects

When consumed on its own, the devil’s blemish has a troubling fleshy texture and taste to it. While I cannot confirm it myself, I’ve been told its similar to human flesh. I do not recommend devouring it on its own, as it can be highly addictive and cause hallucinations. The hallucinations are blissful and give one a sense of peace - the more one gives into this shroom, the worse they will come to feel when its effects fade away. Do not consume on its own.

## Rarity

Once a rare find that made the pursuit of alchemy impossible, but thanks to the efforts of many brave and clever men, they are now grown in the homes of every alchemist!
Comforts

A type of sprite that adores possessing objects of sentimental value - often choosing blankets, plush toys, and other soft items to interact with mortals. There have been some cases involving rings or jewelry, but this results in backlash and removal of the sprite most times this happens. If an object does not have a form that can function and move, such as blankets or rings, they'll take up more items to put themselves together. They tend to take the form of a domesticated animal whenever possible. Comforts typically reward those they come to favor with coins, berries, fruits, and completing small chores- such as sweeping the floor, making the bed, or cleaning clothes. Its believed they're the cause of many "misplaced" or "lost" objects. They don't seem to understand what stealing is.

## Habitat

Most commonly sighted in little rural towns - though there have been cases of the occasional traveling trader or small groups with a comfort in their company. They are rarely seen in the wilds or larger cities, and may only be in such a place because of unfortunate circumstances.

## Biology

At times they'll find themselves in need of repair or newer parts, and will seek out beings of the best profession suited for the task. They are capable of very simple speech, similar to that of a child's understanding. Their voices also sound much like children, which leads some to believe they were once human. The stability of their form depends on the object(s) they're made out of. However if the item(s) containing them have a high level of sentimental value to their companion, they are more capable of surviving damages regardless of how severe they may be. They don't seem to need to eat to survive, but do enjoy the act anyway - especially if it involves baked sweets.

## Sociability

Are friendly towards other beings, for better or for worse. Comforts never appear more than one at a time and its rare for them to encounter others without influence of their chosen family. Once they appear and take a proper form, they are loyal to the family that owned the object(s) they took. They prefer making friends with humble farming families, specifically their children, as most others will work to remove the sprite. Those who give them a chance, will find they are honest and charismatic beings who are only in search of a family and home. Comforts try to avoid fights the best they can. However if someone they care for is in danger, they will do everything in their limited power to help them escape and get home safely.
Dragon Opossum

The Dragon Opossum is a variant of dragon that historically has been widely regarded as a pest and an annoyance. They appear to show a marked preference for consuming

## Habitat:

The Dragon Opossum is something of a wilderness creature - living off the land and feeding on whatever they can glean from their environment. This said, there is nothing preventing them from venturing into populated areas such as cities to scavenge or bear young in relative safety.

## Biology

The Dragon Opossum is a squat, ungainly creature that vaguely (if tangentially or even minutely) resembles a dragon. It has four short, stubby legs that protrude from a rounded, scale-covered body and a tail that accounts for half of its’ length. The creature seemingly lacks a neck so it appears that its head is merely an extension of its squat torso. Adorning its’ head are a pair of too-large eyes, and a long snout with a varied array of whiskers and a wide mouth full of stubby yet sharp teeth. Additionally, they stink quite profoundly.

Their teeth are able to deliver venom on a bite, which appears to have no real consistency in effect. The effect could be altered by any number of circumstances but there is little to no proof of any one approach being effective.

## Sociology

Dragon Opossums are, at their very heart, cowardly creatures. They are somewhat ineffective in combat and their relative success appears to rely on pretending to be dead (and being too unpalatable to eat) and breeding in high numbers.

When threatened, a Dragon Opossum may emit a loud low-pitched gargled scream as it attempts to flee to a safe hiding space or bare its teeth as a threat. They seem to fall back on their venom as a last resort, for some reason or another.
Piracy in Tosgiv

For generations, the waters of Tosgiv have been a hotbed for smuggling, piracy, and other illicit activity. While most piracy occurs in the lawless regions further into the Feroz archipelago and offshore the Border Zone of Belar, the coasts of Abfall and Belar are far from safe. Criminal organizations from different cities frequently do business at sea, and have been known to bribe Imperial Navy officials to discreetly alter patrol routes. On rare occasions, rival organizations have been known to strike ports of coastal towns and cities in order to cripple or remove key assets from their adversaries.

In the far reaches of Feroz, piracy is far less organized and more of a free-for-all between various bands of outlaws banished from the Empire’s core territories, elements within the Imperial Navy, and groups aligned with the Ferozi resistance. Smuggling arms and supplies is a particularly lucrative business in this area for anyone willing to risk a confrontation with the Imperial Inquisition, as many leaders of upstart Ferozi communities are keen to pay good sums of money or resources for anything that can aid them in their struggle for independence. Many tribal leaders or even governors of Imperial colonies will let pirate vessels come and go freely, knowing there are benefits in keeping them on friendly terms. Many a tavern is packed with these individuals at night, where recruitment takes place and business is talked with a mug of Ferozi Rum in hand.

Offshore the Border Zone, the most popular activity for pirates is by far participating in the slave trade. While the Artesian town of Port Mallister is frequently attacked by mercenary forces paid for by the office of the Emperor themselves, frequent raids on Zattarian settlements near the coastline are orchestrated by individual slaving companies that have no problem aligning themselves with known outlaws or pirates to get the job done. Captured slaves are often transferred at sea to ships that have no troubling legally bringing their morally questionable goods into the main ports of Abfall, where most auction houses are situated.
The Moot

In the aftermath of the discovery of the city of High Fire, the various peoples that found themselves in this new world of wonders came to the realization that they were without leadership. Due to the various cultures contained in the current population, there was no clear idea of what system of leadership should be utilized in the future. In order to allay these concerns, a gathering known as the Moot was called. In the Moot, stepped forward to propose ideas of government, with the interim council and those gathered in the arena of High Fire. Each candidate proposed their ideas, and then answered questions and took part in a discussion related to their thoughts.

## Candidates

Riot suggested that a monarchy be implemented, with a council of advisors and a document outlining the basic rights of any individual in place to be adhered to. The rights outlined included a ban on slavery, the right to bear weapons, the right to trial, the right to assemble peacefully, and freedom of speech.

Adaline suggested a ruling council of five, for which any person could run. The members of the council would be selected through the choice of citizens, who each pick five candidates that they felt should be on the council, utilizing all five of their votes. A new election would occur every three years, replacing previous council members unless they are voted back into their position.

Heril suggested that various officials be elected to govern various areas of industry, overseen by a mayor.

Kento suggested that a ruler should be elected in a trial, to rule as they saw fit.

Gunnulf proposed a council that focused on defense, economy, discovery, justice, and religion. Under each of these branches of council would be specific guilds or organizations that accomplished each task.

## Conclusion

After the Moot, the people of High Fire went away and deliberated on the ideas shared, eventually voting for Adaline’s suggestion of a council of peers, chosen by popular vote. These councilors would thus be in charge of making decisions for the city through their own voting system, which would become the Republic of High Fire.
Fire

https://i.ytimg.com/vi/8YQYdRvzXnk/hqdefault.jpg

**Definition:**

 Fire is something that holds a lot of potential and can be an incredible force of power. It can be used for creating warmth or destruction, or simply for practical reasons. It is easy to manipulate, and can be brought to the hand as a simple spark that can be used to ignite for further casting.

**Example of Use:**

 A fire spell could be creating a fireball to throw at a target.

A low tier spell would be using fire magic to use a spark and light a campfire.

A medium tier spell would be gathering fire magic into your hand to throw at someone.

A high tier spell would be using fire magic to create a massive wall of flame.

**Cans:**

Start a small ‘spark’ in your hand as gathering the element. (This can then be used to cast spells)

Cause fire to spread or grow.

Can be manipulated to represent shapes or be thrown.

**Cannots:**

Cannot immediately conjure up fire

Cannot make intricate shapes, only vague ones.

Cannot manipulate smoke (except indirectly)
Saltpeter

Saltpeter is a flammable powder that can be found in bat guano in caves across the world. The flames themselves are quick to burn out, and do not provide any force to them, leading it’s major use to be fire starting and food preservative.

## Effects

It has an acidic bitter taste to it, but otherwise has no lasting effect, though it might not sit well. In an alchemic brew, it gives it a splashing like effect, reacting violent when suddenly moved or the breaking of the vial.

## Rarity

Fairly easy to find, as it can be found in bat guano in caves across the world.
High Fire Camp

High Fire Camp as seen during midday.

The High Fire Camp is a tent camp that was set up after the refugee group made their way out of the frozen lands. It was named such because the largest fire was made on the highest tier of the small hill the camp was made on, and this fire made for the best meeting place. The camp consisted of various sizes of tents to act as residences, a medium sized supply tent, a small medical tent, and a small brewing tent. Near the edge of camp on flatter ground a farm was made, and a pen was set up next to it to house animals that the group gathered.

## History

The first group set this camp up after being chased out of the frozen Tinradh Valley by Herald, taking only the essentials from the previous camp as they left. Many weeks were spent here, with more and more people arriving leading to its slow expansion and the addition of more tents. Scouting parties around the area led to the discovery of a large walled city, and plans were made to find a way to access it. Once a way to bring down the magic barrier that kept them out was found, only a small group remained at camp, and it was soon torn down entirely, the supplies being brought to the settlement outside the city walls, where the group settled next.

## Landmarks

The camp rests between 2 mountainous areas, a small individual one to the Southwest and the larger one to the North that stretches on as far as can be seen. The northern mountains are separated from the camp by a thin line of trees. To the west and east are plains, with the eastern side quickly shifting into rocky hills. The camp itself is on the hilly area that approaches the southern mountain, and as such it leaves the camp with a few different tiers, at the highest of which is the fire for which the camp got its name. To the south past the mountain there is a body of water, the reach of which has not yet been determined
Cyrus

* 5★ (JP)

**Cyrus** is a main story character from *Another Eden*. He is a cursed human found in 20,000 BC. He retains a frog-like appearance due to a curse placed on him. He is close friends with a straw doll from the Ratle weapon shop and with Ratchett, a magician at Palsifal Palace. He is voiced in Japanese by Shigeru Chiba and in English by Tim Watson.

## In-game Description

### Personality

 Katana
Dark

https://gyazo.com/0afe5762f07cf5a6ca08bbc3e30d6064

**Definition:**

 Dark Magic is able to manipulate shadows, spread darkness, or be used to scry through darkness. As long as there is a source, it can be manipulated. Dark magic has a unique ability where a mage can use their own shadow to influence other shadows, and thus the person connected to them. A mage can also put their senses into their own shadow and use that to spy, but be unaware of what is directly around them in turn.

**Example of Use:**

 A dark magic spell could be one that would allow the caster to manipulate their own shadow to attack another person’s shadow, in turn injuring that person.

A low tier dark spell would be to snuff out the light created by a candle.

A medium tier dark spell would be to try and stop the effects of light magic (with a will-off if the spells are evenly matched).

A high tier dark spell would be to send your senses into your shadow and moving your shadow into another room to spy on the people inside.

**Cans:**

Manipulate Shadows

Snuff out lights

Possibly overpower light magic (it would be a will-off).

**Cannots:**

Cannot freeze things (it inherently has a ‘chill’ to it but is not cold enough to greatly affect the temperature of things)

No hard shadows
Omen

The Omen is a uniquely unclassified being. Taking the shape of large hounds, they appear to people some time before particularly destructive events, seemingly foreshadowing them. They will take no action during these appearances other than to stare at those unfortunate individuals from afar.

All appearances occur in darkness without fail, and an Omen is known to oftentimes appear shortly after a thick fog shrouds the immediate area. An Omen will appear on the edge of the vision of people in these poor visibility conditions, and viewing them is said to have adverse effects.

## Biology

The Omen appear as large, shaggy black hounds between waist and shoulder height on an adult, with a glint of intelligence to their eye. Such sightings are brief, given that a person observing an Omen will experience temporary blurring or even loss of vision. Thankfully, this change is not permanent, and full vision returns soon after such an encounter.

## Sociology

An Omen will appear to small groups on the edge of their vision, and will not directly interact with them beyond staring. They will vanish if approached or attacked, as will any fog brought by the Omen. This behavior has led to some doubt as to their intentions in appearing to people - whether they cause the disasters, foreshadow them, simply wish to witness events out of curiosity, or a myriad of other reasons. Whatever the case, they never interact with those they appear to.

## Trivia

The appearance of multiple Omen at once has never been documented, it is possible that is because an event resulting from such an appearance might be catastrophic to all involved.

Any mentions of Omen occurring in journals and books use Omen in both the singular and plural senses.
Spider Eye

Spider Eye, Fermented

We’re rather literal with the name on this ingredient, but I must clarify that we are not referring to your common house spiders. Only one of the species of giant spiders will have any use in the realm of alchemy. Anything else simply will not have the levels of arcane energy to call forth these useful effects. When used with other potions, a properly fermented spider eye can warp it to bring about an opposite of the original result. To ferment a spider eye, one needs to submerge it in portobello mushrooms and sugar, letting the reactions serve to grossly enhance the taste and effects of the spider eye.

## Effects

If eaten on its own, I don’t know why you would even do this, it will give one a dreadful stomach ache. The body will naturally attempt to vomit out every trace of it and may leave one dangerously close to death. A fermented spider eye would probably leave one hospitalized for months if they survived.

## Rarity

Unfortunately, giant spiders are not a rare occurrence in this world. Though they can be a challenge to defeat, many squires are eager to practice their skills and can be convinced to run this errand for a few coins.
Nobility of Tosgiv

The nobles of Tosgiv are the second tier of society, only directly below the Emperor and members of his chosen Council. The most influential among them run the Empire’s tiered cities from the tops of the mountains or hills they are built upon, while lesser nobility own estates and serve their superiors by administering day-to-day operations in several facets of society, both within and outside of the cities.

While Tosgiv has a comparatively small total number of noble houses, they make up for it by having large families. Having many children is encouraged for Tosgivite ladies, and it is this practice that has seen many of the nobles’ names survive for generations. The only thing that has drastically changed over time, especially in the more prominent noble houses, is the ethnic composition of the families. Intermarriage after conquests has seen many different peoples integrated into the ruling class, making them one of the most racially diverse layers of society as a whole.

Noble families are usually led by a single person, usually the oldest living male member. Everyone else is subordinate to him, though actual importance within the family differs greatly between members. Close relatives to the head of the house enjoy more influence than distant cousins. However, those who are at the end of the line of succession of a prominent noble house but train to participate in the Succession Trials as the family’s champion do enjoy a lot of respect from their kin as a whole. If a champion wins the Trials, the head of their house is charged with selecting the new Emperor from within their ranks, though this usually ends up being the head themselves.

On several occasions, a woman has taken the reins of a noble house, whether by sheer will or because the men were too incompetent to rule effectively. Therefore, it is entirely possible a house led by a matriarch emerges victorious in the Succession Trials, sometimes even with a female champion. Because there is no law stating that the head of the house needs to be male, a matriarch can end up selecting herself as the new ruler of the Empire, as has happened before in the history of the Tosgiv Empire. However, they are still called the Emperor in this case, rather than Empress.
Yaoguai

Yaoguai are devils of a particularly unsettling nature. They can come in many shapes and sizes, and are without fail carnivorous, preferring to consume living beings with aggressive glee.

## Habitat

Due to the physical nature of Yao-guai, they can be found in many various habitats. However they are most commonly found in forests, swamps, and wetlands.

## Biology

A Yaoguai is an amalgamation of various animals, and no two Yaoguai look the same. One can encounter a Yaoguai with the body of a wolf and two heads - that of a horse and a snake, or perhaps a huge hulking creature with the forebody of a bear, the head of a Spittlejack, and the hindquarters of a stag. The strength and dexterity of one of these creatures often relates directly to the animals that make up the amalgamation.

Regardless of the head/s of the creature, the teeth are always sharp, able to rend and slice meat with ease. Yaoguai often exhibit a hateful animal intelligence, though a Yaoguai with greater thinking capacity than a wolf has not been encountered.

## Sociology

Yaoguai are spiteful creatures, and are often innately hostile to any non-devils that they encounter. The social ability of a Yaoguai is therefore limited to members of its’ own kind. While lone Yaoguai have been encountered, packs of the devils have also been discovered, working in concert to hunt and bring down prey with singular purpose.

## Trivia

Yaoguai make for unpredictable opponents, as they take on the traits of the various animals that make up their shape - they could have some nasty surprises for a hunter that is not cautious enough!
Torched Tortoise

A curious sprite made of fire that roughly resembles a tortoise. Its usually seen going about the world at a calm pace, searching for objects it can easily burn to stay alive. The shells of these sprites are strangely familiar to man made objects, such as lanterns or helmets. Some believe this means they are capable of leaving their shells.

## Habitat

It prefers roaming the wilds of the world, but has been spotted crawling about in ruined or abandoned settlements. Old battlegrounds are the most common place for these sprites to pop up.

## Biology

These sprites are made almost entirely out of flames and will burn to the touch. Yet somehow, they do not cause the ground they step on to catch aflame. This is because torched tortoises have some control of what their firey forms burn. When confronted with an attacker, they will flee and eventually retreat into their shells for safety. They also don't seem to enjoy water in any amount and will react the same way to it in order to stay dry. If they are forced to fight back, one will quickly discover how strong their bites can be and how powerful of a flame they are capable of summoning up to defend themselves.

## Sociability

Torched Tortoises tend to travel alone, but don't seem to be hostile towards other creatures. In areas that once saw battle, they can be spotted in groups as large as a dozen. The reason for this is a little uncertain but they are known to steal pieces of metal off of the remains of warriors. Befriending these sprites can be tricky, as they don't seem to understand human speech. However there are stories of them keeping lost humans warm and providing light.