recursal/Fanatic-Fandom huggingface dataset:
Rafa

Rafa en Rafa el Autista II

Rafa es el protagonista de la mayoría de juegos de la franquicia.

## **Historia**

Rafa era un estudiante común de instituto hasta que cierto suceso cambiaría su vida.

Rafa estaba jugando al Overwatch cuando de repente acabó en Terro, una dimensión alternativa.

Al llegar, mira por una ventana y ve a Paula, la cual, por un motivo desconocido, parece conocer. Pero tras verla, recibe un golpe en la cabeza, se desmaya y desarrolla amnesia. No se sabe si su extraña forma de hablar la desarrolla por el golpe o ya era así. Es encontrado por Paula y le deja descansando en su habitación, mientras que ella se va a clases de magia.

Al salir de la casa se aventura con su nueva hacha al bosque y tras reunirse con Paula, se encuentra con Tonacho, quien sabe de la amnesia de Rafa y como solucionarla. Rafa marcha al Bosque Nvidia donde derrota a la Nvidia Titán X, consigue el cristal del Autismo y conoce a Lamer.

En su siguiente misión debe abatir a Sora, pero al enfrentarse a él descubre la verdad y vuelve para derrotar a Tonacho y salvar Terro.

A partir de esta primera aventura los problemas empezarán a rodear a Rafa, pero el avanzará para derrotarlos y salvar todos los mundos.

## **Personalidad**

La personalidad de Rafa es bastante extraña y diferente según el juego. En la mayoría de ellos, su lenguaje está lleno de vulgaridades y habla con mucha agresividad. Incluso hay algunos en los que se comunica con simples palabras sueltas.

Cabe destacar que es muy agresivo y lanzado. Carece de empatía o de simpatía ni siquiera para sus aliados y solo muestra respeto hacia su amor. No duda en ayudar a la gente pero nunca lo hace de forma caritativa.

## **Clase**

La clase de Rafa en la mayoría de juegos puede ser clasificada como Berseker, tiene mucho ataque y vida y velocidad decentes, pero carece de todo lo demás, en especial de magia. Aunque en algunos juegos puede llegar a tener una defensa considerable. En general es bastante equilibrado y la diferencia entre sus fortalezas y debilidades no es muy grande.

Como protagonista suele ser uno de los mejores personajes dentro de tu grupo.
Krall Nagavitch

Krall Nagavitch is the youngest son of The Nagavitch Clan of Castle Nalgrim, a family of skilled stone masons, architects, and engineers. He was the smallest and the least crafty of all of his brothers and sister. After an accident at The Great Forge he was exiled from the province. He made his way out east until he reached The Free Cities, at which point he was quickly drafted into the newly formed, Eternal Brotherhood of The City Guard. He was shipped down south to Markantos, where he was quickly partner with Aequatas Ticklefoot. He has recently soured their reputation with their supervisors, by letting a suspect they had go due to lack of evidence at Kralls insistence. His actions have since earned them perpetual Night Duty.

### Affiliation

The Eternal Brotherhood of The City Guard

## The Investigation of Sandy Babber, Spine Stabber

Krall and Aequatas's first case was to investigate a string of spine stabbings in The Alleyways. They eventually located a suspect, Sandy Babber, standing over the body of one of the victims covered in blood, a rapier sized to someone of his Small stature in hand. They brought Mr. Babber into the guards station and held him for about a week, but after interrogating him, Krall insisted that they didn't have enough evidence to justifiably pin it to him and that they had to let him go. Aequatas wanting to believe his new friends judgement he agreed and they let him go disappearing into the night, the string of spine stabbings starting back up almost immediately upon his release. eventually dwindling off over the course of the next week, Sandy Babber has not been seen since and is currently WANTED by The Eternal Brotherhood of The City Guard.

## Post Investigation

Since they let the only suspect in The Spine Stabber Case free Aequatas and Krall have been put on Midnight gate duty indefinitely by their captain Chad. They were recently sent into the mines to find The Ratking by Slorebag and Mar'ek but that was the last we've seen of them...
Rafa el Autista Wiki

## ¿De que trata esta Wiki?

Esta Wiki trata sobre los videojuegos de la franquicia Rafa el Autista

Esta franquicia habla de las aventuras de Rafa a través del espacio, el tiempo y los multiversos para salvar los diferentes mundos de ciertos villanos. Son un conjunto de 6 RPGs y 1 SRPG, con varios proyectos más en camino. Los juegos se realizan con las diferentes versiones de RPG MAKER y con SRPG Studio.

## Colabora con este wiki

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Nikolai Rasputin

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## Physical description

### Ethnicity

White

Nikolai is one of the bouncers at the Ceasefire Lounge.

## Appearance

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## Relationships

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## Blog Posts

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Stone Dwarf (No Clan)

It is said that Dwarves are the progenitor of all the other races, or at least that is

what they'd like you to think. They we're carved from the stone of the mountain depths and refined by time under the earths pressure until they woke up and gained sentience. It is for this reason the most common of Dwarves found in the world are called Stone Dwarves. They belong to none of the major clans and form a large part of the dwarven population. Long ago the stone dwarves were seen as second class citizens but after the spectacular failure of the Last Dwarven King a Stone Dwarf rose to bring everyone together to lead them in their darkest hour. After which he helped form the Dwarven Council who are the defacto leaders of the dwarven people today. They can have black, brown, blonde or red hair and are distinguishable by their boxy forms, squareish heads, and short squat noses.

## **Stone Dwarf (Base Race)**

* Type: Medium biped folk with a Reach of 1.
* Wounds: equal your Constitution score.
* Attributes: +4 Constitution, –2 Dexterity

* Base Speed: 20 ft.
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Crafting: Your maximum Crafting rank increases to your Career Level + 5. Only the highest bonus from any single enlightened ability may apply to each skill.

* Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.

* Iron Gut: You gain a +2 insight bonus with saves against disease and poisons.

* Restricted Actions: Kick attacks, as well as Jump and Swim checks you make are considered untrained (see page 63).

* Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
Drakovia

The City Of Dakovia is the capital of The Drakovian Empire, it is here that the light of King Ragar first touched the earth blessing the land and purging the evil from these areas driving the beasts and monsters deep into the black woods. It is here that King Ragar rallied the humans to the cause of the ever shining light and was dubbed the Light Bringer. It is from the highest spires here that King Ragar defeated the first of the Dragon Lords who once ruled this planet with tyrannical grace, the fury of which hast never been endured until King Ragar arrived to lead the charge eastward liberating the land from them and their magically brainwashed army's. Davilivencia is a fortress in design built for war and Has never been breached by an enemy of The Empire. It stands as a symbol to the humans of the world of their unending determination, Their ingenuity, and willingness to defend their faith until the last man.

Population:

2,000,000

79% human (1,560,000)

8% Orc (160,000)

5% Elf (100,000)

5% Dwarf (100,000)

2% Pech (40,000)
Víctor

Víctor en Rafa el Autista II

Víctor es un soldado de su guardia local que ayuda a Rafa en sus aventuras

## **Historia**

Poco se sabe de la historia de Victor más que nació en la Villa Gárcia y apenas conoce los alrededores. Se convirtió en el guardia principal de su aldea a temprana edad y se dedica a defenderla de los constantes ataques de los Uganda Knuckles.

Cuando conoce a Rafa y acaban juntos con la amenaza, decide acompañarlo como agradecimiento, aunque más bien acaba como el criado principal de Rafa. Tras la victoria, decide volver a defender su aldea de posibles amenazas

## **Personalidad**

Es un caballero educado y humilde con un lenguaje muy refinado que antepone la seguidad de sus cociudadanos ante todo. A pesar de todo, cuando esta con Rafa puede llegar a perder la calma

## **Clase**

Como caballero que es, tiene la clase de paladín, con una altísima defensa, un ataque moderado, pero una velocidad bastante bajo. Sus habilidades le permiten adoptar una posición mas defensiva u ofensiva o incluso atravesar las defensas enemigas.

Todo ellos le convierte en uno de los personajes más equilibrados de la franquicia, aunque puede que sea por eso que no destaca mucho
Glacier-Dwarf

## **Background**

    The Glacier Dwarfs of the far north west are some of the most rugged of all the dwarven people. Their ancestors storied to be among some of the first people to walk the face of the world being the first excursionary groups sent from the mountain to probe and patrol the cold dry wastes for any dangers that may lay in waiting for the dwarven people. They are historically a nomadic self-seficiant people living in desolate harmony with the wastes of the Icy Tundras outside Olafjord The Homeland of The Dwarven People, developing a blue tint to their skin, resistance to the cold, and an adeptness at survival skills necessary to survive in such an in hospitable place.

## **Glacier-Dwarf Feat**

*Deep arctic dwarves forgo the earth’s warmth for a bitter, hard-fought life on the ice.*

**Prerequisites:** Dwarf, [Level 1 only]

**Benefit:** You require only 1 common meal a day and are considered to have 2 additional Terrain feats for any ability based on the number of Terrain feats you have. You also gain Cold Resistance 10 and lose darkvision (see Fantasy Craft, page 12).

#### **Glacier Clan**

*Ice dwarf elders are great hunters, hunting and slaying prey many times their size.*

**Prerequisites:** Glacier-Born

**Benefit:** You gain the favored foes (animals & beasts) NPC quality (see Fantasy Craft, page 233).
Vara, The Notary Republic

## General Information

Vara is the historic home of the guilds and more recently the Seat of The Trade Federation. I city plumb with trade and drunk on money. Intoxicated by their own ambition the people who run this city are many and varied, power lays in the council and everyone in the city is vying for a seat what ever their reasons are. The council is comprised of a single representative from each of the five guilds. The Agrarian Guild, The Craftsmen Guild, The Traders Guild, The Fighters Guild, and The Adventures Guild.

## History

Write the first section of your page here.

## The Guilds

These are The Five Guilds which oversee every aspect of the economy in the free cities

* The Agrarian Guild
* The Craftsman Guild
* The Traders Guild
* The Fighters Guilds
* The Adventurers Guild

It is also rumored that their are a number of underground organizations which refer to themselves as guilds:

* The Thieves Guild
* The Assassins Guild

## Notable Residents

Write the second section of your page here.
Tonacho

Tonacho en Rafa el Autista

Tonacho es el ayudante de Rafa que más tarde se volvería el enemigo principal de su primera aventura. Años después volvería como su aliado

## **Historia**

Tonacho era un youtuber de prestigio, amigo de Menos Trece. Un dia, por una razón inexplicada, acaba bajo el control mental de Joan Carles y adquiere la misión de acabar con Terro para así conseguir que Paula vuelva a la Tierra.

Para ello, Tonacho emieza a reunir los Cristales del Autismo. Obtiene dos de ellos pero el tercero esta muy bien protegido. Cuando se disponia a lanzar un ataque masivo al Bosque Nvidia, Sora consigue frustrar sus planes a tiempo.

Mientras pensaba en la nueva estrategia para conseguirlo, aparece Rafa y entonces aprovecha la amnesia que este padece para que vaya él a por el cristal.

Tras conseguirlo y mandar a Rafa bien lejos, empieza su plan de dominación mundial y incinera parte de Terro, pero su plan es frustrado por el grupo de Rafa y es derrotado en combate.

A pesar de que se le daba por muerto, en realidad solo fue gravemente herido. Tras esta pelea estuvo en coma hasta que Joan Carles fue derrotado y recobró la libertad. Decidió exiliarse a Igneo para evitar nuevas peleas, pero Igneo se vio azotado en un conflicto, así que se vio obligado a intervenir. En mitad de este, se reencuentra con Rafa, quien decide hacer las paces y juntos derrotarán al mal que hacecha igneo

## **Personalidad**

Mientras está poseido, se nos muestra a Tonacho como un ser maligno, egocentrico y deseoso de poder. Pero en realidad es una persona calmada y humilde que ama su trabajo como youtuber y hacer reir a la gente

## **Como Jefe**

Tonacho es el jefe final de Rafa el Autista. Su batalla tiene dos fases. Para ambas fases la mejor estrategia es spamear Luz con Sora y realizar los ataques mas poderosos posibles con Rafa y Lamer, mientras que Paula debe curar constantemente. Tonacho posee ataques devastadores y estados alternos, por lo que se debe mantener la guardia en todo momento y el máximo de vida posible

En ReA II-2 también tiene una batalla de jefe, aunque apenas tiene dificultad. De hecho, si por algún casual te cuesta, te recomendaría farmear un poco porque significaría que vas muy mal de nivel o con un equipo pésimo

## **Clase**

La clase de Tonacho es un tanto peculiar. Él es un caballero de Runas, por lo que sus habilidades principalmente le permiten nulificar elementos en los aliados. Además, posee unas estadísticas altas y equilibradas, por lo que aunque no sepas utilizar su magia característica, sigue siendo un gran partido. Él es el usuario de magia neutra del grupo y solo cuenta con un Verserk.

Tonacho además es capaz de desactivar los encuentros de mapa
Sean Caldon

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## Sean Caldon

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## Appearance

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## Relationships

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Chadwick "Chad" Treesinger

CPT. Chadwik "Chad" Treesinger was a 48 year old Half-Elf from th area surrounding Center City who spent his youth as a adventurer with his close friend Durgan, working to over throw The Drakovian presence in the area prior to the rise of The Free Cities and The Brotherhood. which he soon joined with his adventuring partner. He was eventually placed as Captain of Markantos and left his comrade behind. He Died while leading a raid on the mobster Big Toni's house in The City of Markantos.

## Stat-Block

**Str** 13, **Dex** 16, **Con** 15, **Int** 14, **Wis** 15, **Cha** 11

**Initiative:** +6

**Melee  Attack**: +4 **Rapier:** 1d8+1

**Ranged Attack:** +6

**Defense**: 16

**Fort:** +5

**Ref:**  +6

**Will:** +5

**Competence:** +2

**Damage Save:** +5 **Vitality:** 75

### **Skills:**

**Acrobatics** +8

**Athletics** +6

**Prestidigitation** +8

## Qualities:

**Always ready:**  The NPC may always act in surprise rounds.

**Grueling Combatant**: Each time an adjacent opponent attacks the NPC and misses, the opponent suffers 2 subdual damage

**Knockback**:  When the NPC scores a threat with an unarmed or natural attack, he may push the opponent 1 square away per 10 damage inflicted and cause him to become sprawled

**Sterner stuff**: The keen quality of each attack made against the NPC decreases by 4.

**Swift attack I**: Once per round, the NPC gains 1 free attack.

**Tough I**: If the NPC is standard, he ignores the effect of 1 failed Damage save per scene per grade. If he’s special, he may ignore all damage from a single critical hit once per scene per grade.

**Veteran I**: The NPC’s Threat Level increases by 1 per grade

## Feats:

**Edged Master:** You inflict 1d4 additional damage with fencing blades

**Fencing Basics:** Once per round, you may make a freebattack with a fencing blade against an adjacent flat-footed character. You inflict only 1/2 normal damage with this attack (rounded up).

**Work the Line (Stance)**: Each time an adjacent opponent attacks you and misses, you may move 5 ft. and draw the opponent into the square you previously occupied. Also, each time an adjacent opponent moves away from you, you may immediately move into the square he just left.

**Fencing Mastery**: Each of your fencing blade attacks may inflict your choice of lethal or stress damage instead of the weapon’s normal damage (no penalty or damage decrease occurs).

**En Garde! (Fencing Blade Total Defense Trick):** Each opponent who moves into a square adjacent to you must make a Reflex save (DC 10 + your Dex modifier + the number of Melee Combat feats you have) or be automatically hit by your fencing blade.
Yeong-Cheol Mun

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## Physical description

### Ethnicity

Korean

A brief summary of the character goes here

## Appearance

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## Relationships

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Night Elf (Raven Nation)

The Night Elves were formally of the Dark Woods, living on the forest floors of the densest parts of the woods,using the shadows to stalk the mighty beasts that live with-in. Due too their keen eyes they are able to see in the many pockets of shadows that may hide an animal that very well may be hunting them as well. They are among the most serious of folk not having much time in their culture for jovial light-heartedness as they have been the victems in most modern history, ruthlessly and continuously attempted to be driven from their homelands by imperial human forces. They tend to live in small bands and have only but a few minor settlements deep in the Dark Woods any more. They patrol their area regularly making sure to play up the stories of the woods to scare travelers so no everyone is scared and wont come looking for them. They are referred to as "Night Stalkers" by the towns people in the area, a term designed by the ruling classes to strike fear in the hearts and minds of the people and make them unwilling to even recognize the humanity of these people and their culture. Stories are told about how they sneak into peoples houses at night and steal their children and roast them alive in the woods.

Night Elves can be recognized by their purpleish- blue complexion while maintaining the opalecent-hue and long ears of their cousins the High-elves. Their hair however tends to more regularly be a deep white color, though many Night Elves dye their hair a number of colors such as green, blue, or purple for a wide variety of cultural reasons.

## RAVEN NATION FEAT

*Gregarious and inquisitive almost to a fault, night elves have keen eyes and keen blades. None dare venture which is sharper.*

* **Prerequisites:** Elf, [Level 1 only]
* **Benefit:** You gain the Edged proficiency and the Darkvision I NPC quality (see Fantasy Craft, page 233). You also receive a 20% discount when purchasing edged weapons (if you already possess a discount with these purchases, it increases by 5%).

### **RAVEN NOBLE**

*Ravens appear unexpectedly — often behind their foes, where they excel at inflicting impressive and sometimes debilitating amounts of pain.*

* **Prerequisites:** Raven Nation
* **Benefit:** You’re considered to have 2 additional Covert feats

for any ability based on the number of Covert feats you have, and your attacks with 1-handed edged weapons inflict a die of sneak attack damage.
Hill-Dwarf

Hill dwarves spend much of their time above ground in the foot hills of the mountains, usually as finding work as general laborers or craftsmen, they are among one of the oldest of the Dwarven Clans being the second to arrive to the sight of Olafjord and build its mighty structure. They are easily recognizable by their dark skin from working above ground and tend to be on the taller side for dwarves because they are able to spend so much time above ground. They tend to live in the more solid and rocky areas of the deserts to the west and the grassy hills to the east. They are very skillful folk and can usually be of more help then you'd be expectin'.

## **Hill-Born (Feat)**

*Not every stone is buried deep in the Earth; Hill-Born dwarves dwell above the ground, traveling far and wide in search of adventure and illumination.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain a +1 bonus with all attack and skill checks you make during Dramatic scenes. Also, you gain 2 additional Studies and when taking the Basic Skill Mastery feat you have access to a new skill pair: Hill-Dwarf (Haggle & Ride).

#### **Hill Clan**

*You’ve shared meals and conversations in many exotic lands.*

* **Prerequisites:** Hill-Born
* **Benefit:** You gain 2 additional Languages and 20 Reputation that must immediately be spent to create or improve a contact.
Dune-Dwarf

## **Background**

The Dune Dwarves of The Osirian Desert know these sands better then anyone, their people have long walked these sands, traversing the highest dunes and braving the fiercest sand storms to investigate the ancient ruins that are long buried and are exposed after storms only to see what treasures and knowledge lays inside. They are traditionally a nomadic folk but they have settled at a number of oasis's scattered through out the desert as a way of being able to more easily guide caravans through the harsh areas, acting as refueling stations where people can rest, resupply, and refill their water. Dune dwarves tend to have the darkest skin tone of all the dwarven people, mostly because of the amount of time they spend in the hot desert sun, as well as being highly adept at blending into the desert sands and hiding their tracks through the dunes.

## **Dune-Clan Feat**

*The shifting desert sands give birth to dwarves who are not unlike ghosts.*

* **Prerequisites:** Dwarf, [Level 1 only]
* **Benefit:** You gain a +5 gear bonus with Blend checks in desert terrain, the DCs of Tracking checks to follow your trail increase by 10, and you suffer exactly 1 subdual damage per die from Push Limit checks (no roll required).

### **Dune Clan**

*Like vengeful wraiths, dune dwarves seemingly appear from nowhere and are near-impossible to stop.*

**Prerequisites:** Dune-Born

**Benefit:** You may ignore the first fatigued or shaken condition you gain in each scene, and you are considered to have 2 additional Covert feats for any ability based on the number of Covert feats you have.
Sea Elf (Dolphin Nation)

The Sea Elves of the Dolphan Nation are highly adpted to life in the sea. they live through out the depths of the four mighty oceans, in sunken cities through out the world. They are the most mystyrious of all The Elven People as they have had very very limited contact with the surface world over the course of modern history. They are recognizable by their buleish skin and white hair which gives off a blueish-green glow in the sea water.

## Sea Elf (**Dolphin Nation)**

*The Sea Elves have adapted to life in deep waters, and their ways and customs are often disturbing to the people of dry land.*

* **Prerequisites:** Elf, [Level 1 only]
* **Benefit:** You gain the aquatic II and superior swimmer IV NPC qualities (see Fantasy Craft, pages 230 and 235), and the Disposition of any character who’s aware of your species and

doesn’t share your native culture worsens by 10.

### **DOLPHIN NOBLE**

*The sea elves’ elite are as captivating as the waters in which they reside.*

* **Prerequisites:** Dolphin Nation
* **Benefit:** Your Appearance modifier increases by 1, you gain the ***B**eguiling NPC quality* (see Fantasy Craft, page 231), and the Disposition of characters who know your species and don’t share your native culture is no longer worsened.
Duergar

## **Background**

The Deep-Dwarves or Duergar of the Underdark are the progenitors of the modern dwarven people the descendants of those that did not follow "Dul'Folbaushta"-(Roughly translated to "The Foolish Bastard") Olaf Tibbly to the Surface in his "Grex'tados"- or "Great Exodus". They are a stern disciplined people, under the guidance of King Ragnis , The True King Of The Dwarves, King of the mountain, below the mountain, above the mountain, and everything that resides with-on or with-in, who they revere as a divinely ordained god-king. The Duergar consider themselves the "True Dwarven People" and try to distance themselves from their above ground cousins and scorn the story of their abandonment of the Duergar. They haven't made contact in generations outside of the random crossing of paths in the deep deep deep caverns of the Iron Mountains in which case most Duergars will fight even their cousins to protect their homelands from others undue influence on their "perfect" Ultra-Dwarven-Orthodox totalitarian monarchy society. They live in brutal conflict with The Drow who viciously attempt to impede on their territory and if they are found alone in no mans land between their civilizations they are often taken as prisoners due to their skilled craftsmanship. The Dreugar are among some of the best craftsmen of the dwarven people for they still have all the original knowledge, holy crafting texts, and the major religious forges that were left behind during Dul'FolBaushtas'Grextudus. Those that leave the society for reasons outside an officially sanction reason are treated as traitors to the dwarven people and are not allowed to return to society otherwise they will be put to death unless they can prove their loyalty and usefulness to King Ragnis...

## **Deep-Dwarf Feat**

    *In your homeland the stones never see the light of day…*

**Prerequisites:** Dwarf, [Level 1 only]

**Benefit:** You gain the darkvision II and light-sensitive NPC qualities (see Fantasy Craft, page 233 and 234). Also, each time you gain 1 or more ranks in the Crafting skill, you gain equal ranks in the Sneak skill. This may not increase your Sneak skill beyond its maximum rank.

#### **Deep Clan**

The craft-masters of the deepholds have taught you well.

**Prerequisites:** Deep-Born

**Benefit:** You gain 2 additional Crafting focuses and the lower of your Dexterity or Intelligence scores increases by 2 (your choice in case of a tie).
Guards Of The Southern Gate Wiki

**Welcome to the Guards Of The Southern Gate Wiki**
Magic has been all but extinct for 2000 years, reduced to nothing but fairy tails while science, technology, and engineering have seen unprecedented developments in recent memory. The Union Republic and The Human Empire of Markovia are on the brink of war after both nations turned their eye on the small mountain town in the center of the world. rumors swell of the return of magic but these are just stories, both nations have began gearing up for war. The cities between the two nations have recently freed themselves from the encrochment of the Human Empire and have federated themselves under the guidance of the newly founded Eternal Brotherhood of The City Guard. The Eternal Brotherhood of The City Guard has been recruiting aggressively within the newly established territory to maintain presence in the major settlements. The Human Inquisition of the East has began ramping back up from rumblings from the noble families of Markovia. For what ever reason you might have you have decided to join The Eternal Brotherhood of The City Guard and you have been hastily trained and have been plopped where the guards need you most with the assurance that as long as you are doing you job of enforcing the law as passed down from the newly formed Coucil System as goes their Motto, "WE ARE THE LAW...JUDGE, JURY, EXECUTIONER"

## Important articles

OasisMarkantosVash, The City of MightThe Ruins of TyrVaranaVarana, The Free City of KnowledgeVaraVara, The Notary Republic

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

## Walkthrough

* Go to Cargo Room A in Port San d'Oria and talk to Arminibit and Ceraulian
* Then go to Bostaunieux Oubliette (beneath Chateau d'Oraguille) and talk to Novalmauge.
* Go to the Cathedral in Northern San d'Oria and talk to Morjean (Oiheaurese will appear during the cutscene and ask you to bring back an egg).
* Buy a pickaxe and head for the Maze of Shakhrami. In order to locate the Maze of Shakhrami, you need to go to Tahrongi Canyon and follow the map to the Northeast corner until you find the hidden entrance (K-5). Once inside, look for the excavation point at E-7, G-7, I-8, K-7 or L-8 (on the first floor) and start excavating until you find a Wyvern Egg.
* Return to Morjean, and receive a cutscene where Yachemidot asks you to take the Wyvern Egg to Meriphataud Mountains.
* On the eastern edge of Drogaroga's Spine at K-8 is a ???. Trade the Wyvern Egg to the ??? for a cutscene.
* Return to the Chateau d'Oraguille and talk to Rahal, who is in the Royal Knight's Quarters (on the left as you enter the Chateau). Rahal will then give you the Dragon Curse Remedy (key item).
* Travel to the hut at G-10 in Ghelsba Outpost. When ready, open the door and spawn Cyranuce M Cutauleon.
* Defeat Cyranuce M Cutauleon to complete the quest. *Job Dragoon may take a few minutes to appear on your menu.*

Notes

* You will need to be able to get into the Chateau d'Oraguille, and therefore must be Rank 2 if you are from San d'Oria, or at least started the 2-3 Mission in Windurst or Bastok
* Additional party members may need to have the quest active in order to assist in the fight. Template:Verification

## Game Description

**Client**: Oiheaurese (Cathedral, Northern San d'Oria)

**Summary**:

Excavate the wyvern egg that lies beneath the Maze of Shakhrami. Protect it from the dragonslayers.
Template:Spoiler2
High Elf

## Basic History

High Elves are the eldest of all the Elvin people, being brought to prominence by King Lleandel I who united all of The Elven Nations under his banner of "The United Elvin Empire", after its dissolution The High Elves were expunged en masse by the other races and not allowed to settle in towns and cities, they were adrift for a generation with out a home land, while all the other nations reclaimed their territory. Despite their name, they are generally considered the lowest of class of people among elves and they are sadly often born and abandoned by desperate traveling mothers and are regularly systemically denied recognition of permanent citizenship within the rest of the Elven Nations due to long standing cultural stigma among The Elven people that The High Elves are untrustworthy, and that they would betray you; that they are elusive, and two-faced.

## **Characteristics of High-Elfs**

High Elves are recognized by they're golden complexion and long almost pearlecent white-blonde hair, their ears are rather large and pronounced sitting pointing back at a 45 degree angle on their temple. They are by far the most common type of Elf out their due to their prior prominence, though they are seen more as mutts now rather then pedigrees and have been left to fend for themselves while the other Elven people recovered from The High Elf's reign over them.

## **Stats**

* *Medium Size, biped fey, with a Reach of 1 (see page 227).*
* *Your maximum wounds equal your Constitution score.*
* ***Attributes:** +4 Wisdom, –2 Constitution*
* **Base Speed:** 40 ft.
* **Aloof:** Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
* **Burden of Ages:** Your will to live has been worn down by long ages of struggle and you find it difficult to express the fire of the younger species. Any effect that cures or restores your vitality has only 1/2 the normal effect (rounded up).
* **Keen Sight:** Your visual range increments are equal to your Wisdom score × 50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re Aiming.
* **Natural Elegance:** Your Appearance bonus increases by +1.
* **Sharp Hearing:** Your hearing range increments are equal to your Wisdom score × 10 ft. Further, you may always act during a surprise round unless deafened.

## **ROUGES GALLERY**

Rose Saylar, Widow of Jay Saylar, Richest Woman in Markantos
House Rules: Nodes

Nodes are created and will generate Quintessence and Tass as per the rules in **Sources of Magick**. However, it is not required in order to use the Node background. The following is a summary of the Node creation rules, and details of any step can be obtained from the Storyteller

1. Concept - Determine the basic concept and appearance of the Node, as well as the point value (which can be at most 5, even for joint Nodes)
2. Begin with Node rating x 3 creation points and Node rating dots of resonance.
3. Determine the Quintessence Ratio as per the table:

 1
 0
 -1
 -2

1. Determine the size of the Node, as per the table:

 1
 0
 -1
 -2

1. Choose merits and flaws
	* **Merits**
		+ Cyclic Node (1-2 points) - The Node generates more Quintessence for either a week of the month or a month of the year.
		+ Famous Node (1-5 points) - The Node is famous
		+ Focus Locked (1-3 points) - Only characters with certain Paradigm, Practices or Instruments can use the Node
		+ Functioning Caern/Freehold/Haunt (2 points) - The Node is set up in a way that makes it able to be something else too
		+ Manifestations (1-5 Points) - Weird things happening at the Node
		+ Shallowing (2 pt) - The Node is a shallowing, and frequented by spirits that are positively inclined towards the mage
		+ Sphere Attuned (2 pt) - The Node has a resonance with some sphere, resulting in unusual Tass (and an extra point of resonance)
		+ Spirit Guardian (1-5 pt) - The Node has a spirit guardian
	* **Flaws**
		+ Corrupted (4 pt) - The Node is Nasty, adds Corrupted 2 Resonance
		+ Dangerous Energies (3 pt) - The Node's energies can harm a person without protection provided by Prime 3
		+ Enemy (1-5 pt)
		+ Former Caern/Freehold/Haunt (2 pt)
		+ Infamous Node (1-5 pt)
		+ Shallowing (2 pt) - Shallowing, but with spirits that don't like the mage
		+ Isolated Node (2 pt) - disconnected from other Nodes, makes it harder to find, but also more difficult to use from a distance
2. Remaining points become Quintessence and Tass as per the ratio, with the value for Tass rounded up and the value for Quintessence rounded down.
Snow Elf (Bear Nation)

The Snow Elves of The Bear Nation are a solitary and elusive bunch, untouched by the Humans humans imperial forces, they have been able to continue their social development unhindered by their aggression in recent centuries they have flourished across the religion with traveling parties of all sizes moving about the icy tundra. Very few cities exist out in the tundra most Snow Elves live in hand made snow structures and must either work tirelessly to maintain and protect them or if they must keep moving they can quickly abandon their buildings and dig snow caves somewhere else nearby quickly. The Bear Nation has one know major settlement out in the snowy wastes, but it is hard for outsiders to find out in the blizzards of the north unless guided by someone who knows their way. The Snow Elves can be recognized by their pearl white hair and complexion but unlike their cousins they are known for their sapphire blue eyes which pierce like the frost in which they live. They also tend to be on the shorter end of elves.

## **BEAR NATION FEAT**

Native to the coldest climates to the far west, snow elves are skilled warriors and fierce hunters by harsh necessity

* **Prerequisites**: Elf, [Level 1 only]
* **Benefit**: You gain Cold Resistance 5 and your Constitution

score rises by 1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Ice-Walker (Blend & Survival).

### ***BEAR NOBLE***

Veteran Bear warriors fight with a whirling, overwhelming style that mimics the bitter winter storms of their home.

* **Prerequisites**: Bear Nation
* **Benefit**: Your Cold Resistance increases to 10 and you need

only 1 common meal per day to survive. Also, when you wield a 2-handed melee weapon, it gains the finesse and lure qualities.
Davilivencia

The Town Of Davilivencia Is based near the boarder of the Drakovian Empire and the free city of Veranna. a small dark town nestled into the shade of the mighty blackwood forest, it is known for expoprting the bark of these trees to the free city

2,000,000

79% human (1,560,000)

8% Orc (160,000)

5% Elf (100,000)

5% Dwarf (100,000)

2% Pech (40,000)
Angelic Heritage (Aasimar)

## Angelic Heritage (Aasimar) Feat

*Divine forces have touched your family line, gifting you with fine features and unusual grace.*

**Prerequisites:** Level 1 only

**Benefit:** The higher of your Wisdom or Charisma scores rises by 1, you gain Acid Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Savior (Notice & Tactics). However, you’re also an Outsider (see page 227) and vulnerable to various effects and potentially higher damage from some sources.

### **Angelic Legacy**

*Your unearthly heritage continues to shine through in your every word and deed. You may even embrace your heritage completely, becoming like an angel in form and speech.*

**Prerequisites:** Human, Angelic Heritage

**Benefit:** The lower of your Wisdom or Charisma scores rises by 1, your Acid Resistance increases to 10, and you gain Cold Resistance 10. You may choose to grow feathered wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you become uncomfortable
telling falsehoods, suffering a –5 penalty with Bluff checks.
Louie Gandalfini

The youngest son of Antoni "Big Tony" Gandalfini and Madam Louise. He blames his father for his brothers death and along with his mother left after seeing his drug riddled body at the guard station. He wants to blow up The Marble Gates of Markantos to fix the huge wealth disparity in the town and stop his father from importing more drugs.

## Early Life (2004-2016)

Louie grew up in the market district of Markantos, a nice suburban middle class up bringing, he had a mom who loved him and a dad who was an important trader in town and an older brother he looked up to and admired. His older brother worked for their father for a long time and really cherished the work, but soon got into drugs.The drugs eventually started making his brother rather unstable aggressive then passive then angry then sad. He eventually found himself passed out naked in the middle of the street drugged up and was dragged home with a warning.

He tried staging an intervention with his mother but it was to no avail, he ran after his brother but he escaped him in the maze that is the alleyways and he never saw him alive again. The next day his brothers body was found washed up on the beach just to the west of the southern gate. He demanded and plead with his father to stop importing drugs but Big Tony said that wasn't possible and that it was out of his hands. This was disgusting to Louie, who swore that he'd break his fathers grip on the city and bring parity to the streets of his home.

## Living on The Streets(2016-2020)

Louie has since started living on the streets and has gone into hiding in the caves beneath the city, he started helping the younger kids on the streets and giving them food and cloths and a place to sleep if they did jobs for him, eventually they started to form their own gangs under him, he would send them on errands to help his cause. He was trying to collect black powder to blow up The Marble Gates of Markantos so the folks of The Slums and The Crag could collect the rubble to sell and join in on the wealth of the town. His plan was interrupted by two new Brotherhood Guards Slorebag Bloodsack and Mar'ek. These two discovered his hide out in the old smugglers cave and smuggled it away in the dead of night the day before the action was planed. Louie and His crew were able to steal 3 back from the guard station that night but deciding it wasn't enough to blow more then a crack in it they decided to use it to help those guards who moved against Louie's fathers ships the very next day. They blew a hole in and sank 3 ships sending them and their occupants over the edge of the world. He has since gone back into hiding and is gathering resources to make his next attack.
Lotus Elf (Tiger Nation)

The Lotus Elves of the Tiger Nation are a hermit nation of monks who recluse themselves away from the temptations of life on The Northern Islands. They lock themselves away in their monastery to try and find inner peace. But they are by no means held here. Through their childhood they are trained in Elven Martial Arts and meditation as a way of focusing and finding their inner peace. When they reach adulthood they are allowed to choose weather they will stay and become a master (noble) or leave. If they leave they aren't allowed back to the monastery and as such cannot officially become a master of Elven Marital Arts. They are recognizable by their deep red hair and pony tails which they grow out from childhood and only cut it when they are defeated in battle. Long hair is a sign of prestige among the Lotus Elves.

## **Lotus Elf (Tiger Nation)**

*The lotus elves are possessed of a unique serenity that only comes from knowing they can easily quash their enemies at any time.*

* **Prerequisites:** Elf, [Level 1 only]
* **Benefit:** You gain the Unarmed proficiency and your Strength-based damage rolls inflict 1 additional damage. When taking the Basic Skill Mastery feat you have access to a new skill pair: Jungle Stalker (Resolve & Sneak).

### **TIGER NOBLE**

*The Tiger Nation’s mightiest warriors cut through lesser foes like swords through grass.*

* **Prerequisites:** Tiger Nation
* **Benefit:** Your Species feats count as Unarmed Combat feats for any ability based on the number of Unarmed Combat feats you have.
* Also, once per round you may make an unarmed attack against a standard character as a free action. You may use this ability a number of times per combat equal to the number of Species feats you have.
Ever-Flowing Oasis of Golain

The Ever Flowing Oasis of Golain is one of the 5 ever flowing oasis in the Najirian Desert. It is said that long ago before the age of the dragons the Titan of water founder themselves in the desert looking for the Titans of either earth or fire to wash away and extinguish there touch from the lands, but as they past through the desert saw that her creations died from the heat which only was only intensified by the sands reflection, even though the titans are thought of as unfeeling giants this touched the Water titan who shed a tear for their fallen creations and one of those tears dropped on the land that now is known as Golain and from it sprang forth pure, clean, refreshingly cool water for all of the titans mortal creations so that they may be able to survive through the desert.

The Ever-Flowing Oasis of Golain is by far the largest Oasis of the three lakeing up the area of roughly a small lake, it is surounded by water gathering kiosks manned by 30 to 50 wage worker who gets enough food for 3 people for a whole day and as much water as you can carry for passing it out to citizens and traders, though citizens have their own dedicated lines.
The Black Horde

## **The Five Hordes of The Black Blood Army**

### **The Great Horde (The Blood Tribe)**

*The Blood Tribe stands at the center — the very heart — of the Black Blood armies.*

* **Prerequisites:** Goblin or Orc, [Level 1 only]
* **Benefit:** You also gain Stress Resistance 4 and 20 Reputation that must immediately be spent to create or improve a Goblin or Orc contact. This contact doesn’t count against the maximum

number of Prizes you may keep.

### **The Northern Horde (The Bone Tribe)**

*The Bone Tribes sweep through the night, reminding the weak why they should fear the dark.*

* **Prerequisites:** Goblin or Orc, [Level 1 only]
* **Benefit:** You gain darkvision II (see page 233), and you gain a +2 morale bonus to attack checks in faint or no light (see page 218).

### **The Eastern Horde(The Skull Tribe)**

*Unafraid of the dawning sun, the Skull Tribes can strike anywhere at any time.*

* **Prerequisites:** Goblin or Orc, Level 1 only
* **Benefit:** Your Ground Speed increases by 5 ft. You also lose light-sensitive and suffer exactly 1 point per damage die when making a Push Limit check (damage isn’t rolled).

### **The Southern Horde (Fang Tribe)**

*The Fang Tribes keep the black lore of the orcs, some of it*
mysterious, some deadly

* **Prerequisites:** Goblin or Orc, [Level 1 only]
* ***Benefit:*** Your Intelligence score rises by 1 and you gain 4 ranks in the Crafting skill (not to exceed your maximum ranks). You gain a 20% discount when purchasing poisons.

### **The Western Horde (Iron Tribe)**

*When night falls, the Iron Tribe settles in for prolonged siege.*

* **Prerequisites:** Goblin or Orc, [Level 1 only]
* **Benefit:** You gain thick hide 3 (see page 13).

## **The Forgotten Tribes**

### **The Lost Horde (Claw Tribe)**

*The wandering Claw Tribe once traveled beyond the horizon,*
only to return with exotic fighting styles and tales of conquest.

* **Prerequisites:** Goblin or Orc, [Level 1 only]

### **The Night Horde (Doom Tribe)**

*The cutthroat Doom Tribes live at the fringe of “polite” society, selling their blades to the highest bidder. Deal with them at your own peril.*

* **Prerequisites:** Goblin or Orc, [Level 1 only]
* **Benefit:** The lower of your Intelligence or Charisma scores

rises by 1 (your choice in the case of a tie), and you gain the
favored foes NPC quality (see Fantasy Craft, page 233).
Ironkuckle Brothers

Crag and Gorkel Ironknuckel are twin brothers who are Members of The Eternal Brotherhood of The City Guard. Born in the Winter of 1932 to a pair of sheepherders, after seeing their older brother walk out the door at 40 and into the sunset to live the life of an adventurer they were inspired to do the same. This culminated in a trip to Center City where they got out of hand and when brought to court they were given the option of joining The Guards or hard labor in the mountain. They chose The Guards and have been in Markantos basically ever since. They are known for being aloof, lazy, albeit visibly corrupt. The two of them are looking out for each other and that is all.
Selbina

Connecting Areas | Quests/Missions | Fishing | NPCs

Selbina was once a prosperous town that acted as a strategic port for the navy of Mindartia and a waypoint for travelers. But with the resurgence in the popularity of air travel, the town is slowly returning its focus to the local industry of fishing and stock farming.
Connecting Areas
Valkurm Dunes at (H/I - 6)