recursal/Fanatic-Fandom huggingface dataset:
The Dawnbringer

The Dawnbringer is a deity of the Exalted Court. He is the one who formed Nasria's sun. His creation had a rather dramatic effect on all of the flora and fauna of the world. The Dawnbringer advocates the judicious slaughter of all creatures who skulk in the dark and shadows. He also values those who act as torchbearers, leading the ways for others. As such, many nobles worship him, as well as guildmasters and other types of leaders. His symbol is the blazing sun.

Tenets:

* One should lead their fellows to a better tomorrow.
* One should seek out destroy creatures of shadow and dark.
* One should cleanse the tainted places of the deep where light does not reach.
イカサマライフゲイム

cheat life game

> "*「少年は平穏に暮らしたかった」*"
> ― 作者のコメント
>
>

概要
--

イカサマライフゲイムは、kemu氏の三作目。ダウンロード発売が行われている。PANDORA VOXX、PANDORA VOXX -complete-、PANDORA VOXX -reboot-、またEXIT TUNES PRESENTS Vocaloconnection feat. 初音ミク、VOCALOID Masterpiece Collections feat. GUMI 12-14に収録されている。

2012年6月7日、ミリオン達成。

歌詞
--

『明日の午後は雨が降る』と　ぽつり

耳鳴り　啓示　そんな何か　『気をつけて』

過程の 収束　にわか雨の　標的たちは

誰も知らない　これはつまり　未来予知

『明日バスに乗るな』　『事故が起こるから』

最適な温度で　僕は　生きてく

イカサマライフゲイム　雁首揃えたジョーカーは

嗤う　やがて　可能性は消え去った

いつか見た憧憬　穢れてく　夢はマガイモノ

嗤う　ひとり　祈れ　導きのままに

『明日のデートには行くな』と　ぽつり

陰をさす　寒気　抑え込んで　札を引いた

過程の 収束　にわか雨の　標的たちは

何も知らない　僕がそれを　選んだって

誰かが言ってた　『あの子は独りで』

帰りのホームから　足を滑らせ

イカサマライフゲイム　雁首揃えたジョーカーは

嗤う　やがて　感情は消え去った

それでも存在理由など　後で決めるもの

嗤う　ひとり　祈れ　導きのままに

気づいた　代償

答えに　隠れた

さよなら　愛しき日々

戻れないのは　僕だけでいいから

イカサマライフゲイム　雁首揃えたジョーカーは

嗤う　やがて　未来予知は訪れる

最後の通達　いやに明瞭で憎らしげ

『明日　君は』　『どうがんばっちゃっても死にますよ』

イカサマライフゲイム　雁首揃えたジョーカーは

嗤う　嗤え　ババ抜きじゃ仕方ない

おかえり感情　死ぬ程の不安が愛しくて

嗤う　ひとり　祈れ　導きのままに

明日雨は降るかな
The Murderer

The Murderer is one of the Dissident Gods, formerly of the Exalted Court. He delights in slaughter, pure and simple. Unlike the Warrior or the Warbringer, there is no structure to his bloodlust, and there is certainly no honor about him. He values followers who murder for the simple sake of doing it. He is also the embodiment of hedonism, and his followers are urged to follow their every whim, no matter how unlawful or evil. There are blood cults dedicated to the Murderer that abduct people and murder them for sport and sacrifice. His symbol is a hammer smashing a skull.

Tenets:

* One should kill them all.
* One should bathe in their blood.
* One should do what they want.
Torchbearers

The Torchbearers are a fanatical order of clerics and paladins pledged to the support of the Dawnbringer. Their imperative is killing every creature of evil that hides in the darkness. They let nothing stand in their way on their quest, and they will not rest until they have annihilated every evil creature in Nasria. They lead regular patrols through the Underdark to destroy the monstrosities that lurk there.
Jolteon

## What are Jolteons? Where are they found? What do they drop?

Jolteons are an npc that drops a range of different items. You will need to Obtain the Pikachu pet to be able to kill these from ::pikachu (drops automatically at 300 kills). Once you have killed 250 you will be able to move onto Evil Turnips.

Command - **::Jolteon**

Health - 480,000; Max Hit - 0

Standard Drop Rate Potential- 1 in 94 kills

With Double Drop Rate Active- 1 in 25 kills
Aarakocra

Aarakocra were created by the Skywarden. They are large, bird-like creatures who are at home in the air. They can fly for days on end when under duress, and they spent much of their daily lives in flight. They can usually be found all throughout Nasria's mountain ranges where they form their large aeries.

**Ability Score Increase.** Your Dexterity score increases by 2, and your Wisdom score increases by 1.

**Age.**Aarakocra reach maturity by age 3. Compared to humans, aarakocra don’t usually live longer than 30 years.

**Alignment.** Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.

**Size.** Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.

**Speed.** Your base walking speed is 25 feet.
**Flight.** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

**Talons.** You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

**Language.** You can speak, read, and write Common, Aarakocra, and Auran
Game Modes

There are several **Game Modes** in SMITE, separated into four groups:

## Practice

* Arena (Practice): Offline version of the Arena game mode, where players fight against five AI-controlled enemy gods while being aided by four allied ones.
* Assault (Practice): Offline version of the Assault game mode, where players fight against five AI-controlled enemy gods while being aided by four allied ones.
* Conquest (Practice): Offline version of the Conquest game mode, where players can roam freely and try new strategies in a safe environment. Players can also fight against five AI-controlled enemy gods while being aided by four allied gods on the three lanes.
* Joust (Practice): Offline version of the Joust game mode, where players fight alone against a single, AI-controlled enemy god.
* Jungle Practice: Exclusive practice mode. A small map where players can level and gear up their God at will to test different strategies. Here players can find several separated sections where they can fight all the neutral camps, a constantly respawning minion wave, and AI-controlled enemy gods.
* Tutorial: Basic tutorial for new players. It teaches how to control characters, the main objectives in the game, and other things.

## Co-op

Co-op is a version of the regular game modes, except a team of 5 players face off against AI-controlled gods. These are the following game modes that you can play in Co-op:

* Arena
* Assault
* Conquest
* Joust

## Versus

* Conquest
* Arena
* Clash
* Joust
* Assault
* Siege
* MOTD: A variant of the other modes. This mode changes every day. It can go from "All Hercules in Arena" to "100k, all Random gods in Conquest"

* Adventures: Limited-time gamemodes including Nike's Valley of Victory, Apollo's Racer Rumble, and Trials of King Hercules.

## Ranked

Ranked is the group for which more competitive and skilled players play in. To make sure all players in ranked will take it seriously, they must be level 30 and also own at least 16 gods in Mastery Rank I.

* Conquest League: Competitive version of the Conquest game mode. Four bans
* Joust League: Competitive version of the Joust game mode, 1 vs 1. Two bans.
The Nameless

The Nameless is a Primordial deity. He is the keeper of the Abyss, the chaotic and endless swirling vortex where demons come from. He created the goblins, demons, and other chaotic creatures of Nasria. The Nameless's goal is simple: to leave Nasria a writhing mass of chaos and confusion. As such, he has no friends on either pantheon. The sheer power of his followers and himself is the only thing that keeps him from being ousted from the world. His symbol is a swirling pattern, the more chaotic the better.

Tenet:

* One should sow chaos.
The Shining One

The Shining One, Bahamut, is a Primordial deity. He is the creator of the metallic dragons and dragonborn. He is a noble platinum dragon and upholds the values of justice and goodness, which is basically diametrically opposed to Tiamat. Many paladins enter into the service of Bahamut and wander the lands dispensing justice and championing righteousness. Almost all of the metallic dragonborn revere him, and his is the patron deity of the Karixti Empire. The elite soldiers of the Karixti make up the Drakeguard. His symbol is a platinum dragon head.

Tenets:

* One should live a righteous life.
* One should bring the forces of dark and evil to justice.
* One should protect the children of Bahamut.
Kenku

Kenku were created by the Skywarden. The kenku were once proud servants of the Skywarden, but they betrayed their patron and were robbed of their wings. Kenku now wander the world working as thieves and assassins. Most do not trust kenku due to their reputations as criminals, but those who befriend them find them useful allies. Kenku, however, have a hard time forming truly deep bonds, as their selfishness is legendary. Kenku cannot speak for themselves, and they can only use the words of those they have heard.

Some kenku seek to redeem themselves in the eyes of the Skywarden. There are several orders of kenku paladins who hope one day to earn their wings back.

* **Ability Score Increase**. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
* **Age**. Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60
* **Alignment**. Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.
* **Size**. Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.
* **Speed**. Your base walking speed is 30 feet.
* **Languages**. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
* **Expert Forgery** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
* **Kenku Training** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.
* **Mimicry** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
The Queen

The Queen is a Primordial deity. She is responsible for the thri-kreen and other sentient insectoids. All of her followers are part of a strict hierarchy, and they must follow their leaders without question. Her worshipers lose all sense of self and are simply used to further the goals of the hive they belong to. However, this should be seen as the ultimate sign of success. Her devotees see their purpose as just as important as anyone else's, and they tend to be unnaturally modest and humble. Her symbol is a large pyramid made up of smaller ones.

Tenets:

* One should follow without question.
* One should lose all sense of self.
* One should work for the betterment of the whole.
Arrav

## What are Arrav Heroes? Where are they found? What do they drop?

**Arrav Heroes** is an npc that frequently drops 3-5 1B Token. There is a requirement of 600 Undead kills to attack. Arrav Heroes will occasionally be assigned as a medium Slayer task.

Command - '''::arrav'''

Health - 500,000 ; Max Hit - 33

Standard Drop Rate Potential- 1 in 97 kills

With Double Drop Rate Active- 1 in 47 kills

Drop Table
Awakening of the Worm

With their continent brought completely under their control, the Kingdom of Ventaris saw a golden era. During these centuries, there was widespread peace with only minor insurrections and skirmishes with neighbors. This time allowed the Ventarins to focus on growing their culture. Huge leaps in technology and magic were seen, with human knowledge equaling and sometimes eclipsing that of the elves.

However, the humans had gained too much knowledge too fast. The advisor to the throne, a powerful archmage named Falitus Kull, had discovered a rather powerful tether to an unknown plane near the capital of Ventarii. Kull wanted to partially open this tether and draw out the powers within. He believed the power they gained would make them the undisputed rulers of all of Nasria.

With his liege's blessing, he began the ritual with hundreds of other mages. They channeled an intense amount of magic into the tether, and the fabric of the Material Plane itself began to unravel. This started a reaction that Kull could not control. Instead of opening the intended tether, Kull ripped open a portal to some unknown plane in the far reaches of the Astral Plane. The portal towered a hundred feet into the sky, and the ambient energy killed almost all of the mages who took part in the ritual. From out of it strode a being only known as the Worm. Upon seeing it, Kull immediately fell to madness, as did all around him.

The creature was itself a deity, and its presence warped the fabric of reality around it. Surprised and incredibly disoriented, the Worm began to rampage around the land. The Worm itself was a creature that stood above the highest spires in Ventarii. It wielded a war axe the size of a castle and seemed to be completely made up of wriggling worms the size of a horse. As these worms wriggled from its frame, they voraciously feasted on all they came across. The Worm moved about on seven tentacles that ended in maws the size of a large house, which could eat dozens of men at a sweep.

The Worm easily ransacked Ventarii and then went about ravaging the nearby land. The Frostholds were almost completely destroyed, as were the lands of the giants to the north.
Nasria Wiki

## Nasria

It is year 168 of the Fourth Age. The Age of Man has passed, and now it is the Age of Dragonborn. Pureblood humans are mostly gone, and the two great empires of the dragonborn and elves battle for dominance with everyone else caught in the crossfire. As everyone struggles still to rebuild from a primordial evil unleashed by humans upon the world, the malevolent creatures from dark, forgotten corners of the world slither forward to stake their own claims. Nasria is a land of unlimited opportunity for any bold enough to claim it.

Read about your starting situation and house rules here.

## Links

Character Creation

Deities

Factions

Foes

Introduction

Lore

Locales

Notable Personages

Races of Nasria

Story So Far

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Gith Settlement

Flying through the Astral Plane on their never ending quest to eliminate the illithids (mindflayers) forever, the gith stumbled upon Nasria. They saw a verdant paradise with no real threats, so they decided to colonize the area. From Nasria, the Gith staged many attacks against the illithids, and for centuries it served as a bustling hub for their operations.
League of Adventurers

The League of Adventurers are a group that can be found in any sizable settlement. They are the middlemen that work for the local governments and deliver contracts of employment to adventurers. Their contracts are typically bounties on monsters, jobs to retrieve items of power from ruins, and bodyguard requests for important trade caravans.
Bullywug

Bullywugs were created by the Festering Prince. They are secretive creatures that tend to keep to themselves in their homes that they make in swamps, marshes, and bogs. Masters of stealth, bullywugs can ambush creatures to defend their territory or find a quick snack. Most large settlements of bullywugs tend towards chaotic or evil natures, though some bullywugs travel the land and have milder dispositions. The only major settlement where bullywugs are present are in the Marsh Tribes area of the Free Roams.

#### Ability Score Increase

 Your Dexterity Score increases by 2, Your Constitution score increases by 1.

#### Age

Bullywugs mature at age 14-16, and tend to live up to 60-80 years.

#### Alignment

They have a tendency towards Neutral alignments, with most settlements being of the evil/chaotic variety. Though some Bullywug adventurers have strayed towards Neutral Good/Chaotic Good paths.

#### Size

You stand from 4-6 feet tall  and weigh from 100-270 pounds, your size is medium.

#### Movement

You have a walking speed of 30ft and a swimming speed of 40ft.

#### Amphibious

Bullywugs can breathe in and out of water.

#### Giant Leap

Bullywugs have a 20ft long jump and 10ft high jump with or without a running start.

#### Speak with Frogs and Toads

Bullywugs can communicate simple concepts to toads and frogs via the bullywug language.

#### Natural Camouflage

Bullywugs have advantage on stealth checks when in swamps, forest and jungles, bogs, marshes, etc.

#### Natural Weapons

Bullywugs deal a d6 of bludgeoning damage with their bite, being proficient with it and using str as it's modifier for attack and damage rolls.

#### Amphibian Acrobats

Built with strong and capable legs and a fixation towards jumping, Bullywugs are naturally inclined towards physical activity, granting them proficiency with either the Athletics or Acrobatics Skill.

#### Slippery Hide

Your slimy, slippery skin grants you advantage in Athletics and Acrobatics checks to free yourself from being grappled or restrained.
Goliath

Goliaths were created by the Tallstrider. These giantkin are large and hardy fighters who live in tribal societies in the frigid northern reaches of Ventaris and Asanora. Their history is one of warfare and conquest, as they live a life of pillaging and ransacking their neighbors. As such, they don't have many diplomatic ties with any empires in the world, though the Asanorian Empire did briefly employ them in the Great War. In goliath tribes, the strongest rules the rest, and only for as long as they are the strongest. They are a gifted seafaring people, and their quick raids against coastal settlements instill fear in any who live near them. Their main settlement is Icerock in Asanora.

**Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1.

**Age.**Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

**Alignment.** Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on selfsufficiency and personal accountability, pushes them toward neutrality.

**Size.** Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Mountain Born.** You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

**Natural Athlete.** You have proficiency in the Athletics skill.

**Stone’s Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

**Languages.** You can speak, read, and write Common and Giant.
The Despoiler

The Despoiler is one of the Dissident Gods, formerly of the Exalted Court. He spends his time infecting the world with sickness and plague that spreads through the population killing and maiming as it goes. Any area where his influence grows, the ground turns to a putrid slurry of mud and bile. He will sometimes gift his disciples with a particularly violent strain of some disease, which they will then spread to highly populated centers. Corruption is the Despoiler's ultimate goal, and he will not be satisfied until the whole of Nasria is nothing with a boiling pustule. His symbol is a rotten rose.

Tenets:

* One should do their best to corrupt the pristine places of the world. Nature's majesty should be shattered.
* One should spread sickness and death as far as possible.
* One should corrupt the pure of heart by any means necessary.
Chromatic Insurgency

During the height of the Karixti Empire, a growing sense of discontent was brewing. The chromatic dragonborn, the offspring of Tiamat, were becoming disillusioned with their position in the empire. They were treated as second class citizens by their metallic brethern, which the metallic dragonborn justified due to the chromatic dragonborn's predisposition to violence and scheming.

While the bulk of Drakenston's forces were in southern Ventaris putting down an Orcish horde, a charismatic young blue dragonborn named Cavxin Vross gathered together a large group of chromatic soldiers and citizens. With their backing, Vross attempted a coup at Drakenstone itself. At first, his attempt was successful. They took the Scalelord prisoner and controlled the capital, but once the main army returned, they were outclassed.

With a daring escape attempt behind the lines of their enemies, Vross and his followers fled south to the tip of Ventaris. They then stole boats from pirates operating in the Free Roams and sailed to the Spiteferns, where they disappeared into the dense jungle.
Tortle

Tortles were created by the Wayfarer. Tortles are natural born explorers. They have a saying: "Our home is on our backs." From the time they can leave their sandy beaches and walk on two legs, they search out adventure. Tortles love meeting new folk and learning about their customs. It is hard to pin down stereotypes about tortles, as they will typically borrow their societal norms and beliefs from other cultures. The ultimate goal of most tortles is to travel the whole world and collect a large and varied stable of friends.

**Ability Score Increase–**Strength score increases by 2 and wisdom and constitution score increase by 1

**Age** – After birth, your tortle character crawls for a few weeks before learning to walk on two legs.Tortles reach adulthood at the age of 40 and live for around 365 years.

**Size** – Adult tortles stand 5 to 6 feet tall and weigh around 350 pounds. One-third weight is of their shells. Size of your tortle character is medium.

**Alignment**–Tortles lead ritualistic and orderly lives. With the age, they become more set in their ways by developing customs and routines. A few of them are selfish and greedy and tend more toward evil but most are lawful good. For a tortle it is unusual to shuck off the order in favor of chaos.

**Speed**–30 feet is your base walking speed

**Shell Defense**–You can withdraw into your shell as an action. You gain a +4 bonus to AC until you emerge. You have an advantage on constitution and strength saving throws. You are prone while you are in your shell. Your speed is 0 and it can’t increase. You have disadvantage on Dexterity saving throws. You cannot take and action, the only action you can take is a bonus action to emerge from the shell.

**Claws**–Your claws are natural weapons. You can use these to make unarmed strikes. If you smash with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Natural Armor**– You are ill-suited to wearing armor due to the shape of your body and shell. Your shell provides ample protection and it gives you a base AC of 17. You cannot gain any benefit from wearing armor. You can apply the shield’s bonus if you are using a shield.

**Hold Breath**–Tortles can hold their breath for up to 1 hour. They are not natural swimmers but they can remain underwater for some time before needing to come up for air.

**Languages**–You can write, read and speak Common and Aquan

**Survival Instinct**–You gain proficiency in Survival Skill. Tortles have finely honed survival instincts.

**Bite Attack**–Whenever you hit a creature with a melee attack on your tum, you can make a melee attack against the same enemy as a bonus. The target takes 1d4 + your strength modifier piercing damage on a hit. You are always considered proficient with this bonus attack.
Insurgency of the Dissidents

The Godkin Wars would have ended in disaster for the Primordials, had it not been for the betrayal of five Exalteds. They turned sides and fought their kin with renewed vigor. The reason for their betrayal in uncertain. They could have done it simply to curb the power of their fellows, or perhaps they made a deal with the Primordials. Regardless, the fighting continued for several centuries until the stalemate forced the two sides to cease hostilities. With everything back to the status quo, the Exalteds and Primordials went about their work subtlety influencing the many creatures of Nasria who had now progressed much further than any deity had thought possible.
The Portcaller

The Portcaller is a deity of the Exalted Court. His domain is that of the sea and many of the denizens therein. He values patience in his followers above all else. Much like the flowing water can wear down a mountain, so can a carefully considered plan wear away even the greatest of obstacles. He also pushes his followers to explore far and wide. The next adventure is always just over the horizon. The Portcaller created the noble tritons, and he instilled in them all of the qualities he values. His symbol is a trident spearing a fish.

Tenets:

* One should practice patience in all things. A hasty decision or action can lead to disaster.
* One should explore far and wide as much as they can.
* One should do their best to evaluate their options and investigate every possible solution to each obstacle they come across.
The Laborer

The Laborer is a deity of the Exalted Court. He is a champion of the peasants of the world and those who are forced to do menial tasks. The Laborer grants his boons to the underdogs of the world who toil away for their masters. He abhors slavery, though he has no problems with workers being exploited for their labor. The Laborer believes that hard work leads to clarity of mind and spirit. Laborers of all sorts worship the Laborer, so that he might keep them safe while they toil in mines or fields. Many slaves pray to him in hopes that they might one day be free. His symbol is a shovel and pick crossed on top of each other.

Tenets:

* One should find comfort in honest work. Even the humblest of jobs contain a certain nobility.
* One should endeavor to free any they can from forced servitude.
* One should become complacent with their station in life.
The Arbiter

The Arbiter is a god of the Exalted Court. She embodies the idea of diplomacy and compromise. She typically appears as a winged female with a golden crown of dust, and she carries her trumpet that has the ability to reach the ears of any she chooses. Due to their conflicting interests, she is fairly opposed to the Judge. Diplomats and merchants tend to be followers of the Arbiter, as her boons help them in their dealings with others. Gnomes in particular worship the Arbiter as they generally deal with financial transactions regularly. Her symbol is a winged trumpet.

Tenets:

* One should strive to find a common ground with their fellows.
* One should not enter into contracts lightly, as they are sacred.
* One should always hear someone out before judgment.
Magic

Magic is an incredibly powerful force. When a caster wields magic, they basically summon power from the elemental planes to do their bidding. This summoning is possible due to how the planes were tethered to this realm during its creation. How they come upon this power varies, be it in inborn ability, intense study, or a pact with an otherworldly being.

Magic is looked at differently depending on the part of the world you travel in. On the continent of Ansanora, magic is widely embraced and seen as a tool to be mastered. On Ventaris, however, magic is outlawed except for certain people employed by the Karixtis Empire. The only area where the study of magic is allowed is at Tomehaven, an ancient stronghold that once housed all of humanity's arcane knowledge. Though study is allowed, the scholars there are kept under tight control by Karixti guards.
The Tallstrider

The Tallstrider is a Primordial deity. He created the giants, much to the chagrin of the other Primordials. Once his creations were killed off nearly to extinction in the Dragon Wars, he settled back and disconnected from Nasria for a while, so as not to gain any more ire from the other Primordials. However, he eventually created the goliaths. He values those who complete great deeds, as shown by the towering storystones that still dot the land telling legendary stories of the heroes of the ancient giant empires. The Tallstrider also challenges his adherents to collect the ancient histories of the fallen giant empires. Many archaeologists and bards follow the Tallstrider for these reasons. His symbol is a large stone with three runes carved into it.

Tenets:

* One should leave behind a story worth telling.
* One should uncover as much history as possible. They should then record it for others to find and learn from.
* One should do their best to protect the remaining giants in the world.
Seared Pact

The Seared Pact ended the hostilities of the Great War, which lasted for fifteen years. The pact heavily favored the dragonborn, as they retained all lands gained in the conflict. There now exists an uneasy peace in the world, but as anyone can see, the Great War was far from the last that will be fought between the empires of Karixti and Asanora.
Tomekeepers

The Tomekeepers are the scholars and mages who work at Tomehaven to better understand arcane magics. They are closely monitored by guards of the Karixti Empire, and they are required to turn over all their findings. Sometimes they are sent into the field to investigate strange magical occurences, but they are usually sent with an escort when told to do so.
Voting

## Vote for Imagine

Voting for us allows us to climb the ranks on many toplists around the internet, providing greater visibility which in turn brings in more players. Voting also helps us to bring you more amazing content. You will be rewarded for each vote, so vote using the links below and return in-game and use the command ::redeem

You can access our voting page here - Imagine-PS Vote Page

- Voting Rewards -

Once you have voted and used the ::redeem command within game, make your way to ::home. Walk towards the back wall and you will see an NPC called Vote Store.

Within this store you will have the option to see 'New Vote Point Shop'.

New Vote Point Shop - Rewards

* Spin tickets - 1 Vote Point
* Crystal Key - 1 Vote Point
* Golden Key - 1 Vote Point
* Recover special (4) - 1 Vote Point
* Mystery Box - 1 Vote Point
* Overload(4) - 1 Vote Point
* Hell Chest - 1 Vote Point

* Hell Key - 1 Vote Point
* Voting Hat Red - 5 Vote Points
* Voting Hat Blue - 5 Vote Points
* Bunny ears - 15 Vote Points
* Sled - 30 Vote Points
* Basket of eggs - 25 Vote Points
* Tzhaar Helmet - 4 Vote Points
* Tzhaar Platebody - 4 Vote Points
* Tzhaar Platelegs - 4 Vote Points
* Drop Catcher - 50 Vote Points
* x2 XP Ring - 8 Vote Points
* x3 XP Ring - 15 Vote Points
* Scroll of Efficiency - 20 Vote Points
* Gilded Wings - 10 Vote Points
* Blue/Yellow/Lime/Purple/White/Red Deathful Kites - 20 Vote Points
* Black Deathful Kite - 100 Vote Points
* Lucky Ore - 20 Vote Points
* Finest Stone - 35 Vote Points
* Turtle Box - 5 Vote Points

* Casket - 10 Vote Points
Dragon Wars

After sufficient dragons had been hatched, they descended upon giant cities. The fighting was intense and rocked the whole of Nasria, pushing many other creatures to the edge of extinction. The giants seemed to have the upper hand at first, but eventually the dragons proved too numerous for them. Though outnumbered, the giants refused to give in. The war lasted almost a century before the giants were culled to nearly unsustainable levels.

As the war was winding down, Tiamat became obsessed with draconic dominance. As such, she began hatching many more dragons. Bahamut, believer of a world that lived in a harmonic balance, took his children and attacked Tiamat. They raged against each other until they reached a stalemate, and finally Tiamat agreed to stop hatching new children.
The Skywarden

The Skywarden or Great Eagle is a Primordial deity. He is the ruler of the Plane of Air. The Great Eagle is the creator of the air genasi, aarakocra, and kenku. He values those who follow their own path and display an independent streak. He also does not tolerate slavery in any form. Many of his followers band together to try and topple slave traders and those who support them. As such, his followers are somewhat persecuted by the Karixti Empire since slavery is one of the cornerstones of their economy. His symbol is a pair of wings.

Tenets:

* One should stamp out slavery wherever they find it.
* One should live life according their own beliefs and whims.
* One should protect the denizens of the Plane of Air.
The Skulker

The Skulker is one of the Dissident Gods, formerly of the Exalted Court. He is the father of lies and deceit. He never appears to mortals in the same way twice, and he has secrets even from the other deities. The Skulker lords over the Shadowfell, a mirror plane of the Material Plane. Many assassins and thieves pray to the Skulker, as his boons can hide their identities or make them pass without a trace. He is the nemesis of the Judge. His symbol is a grinning mask.

Tenets:

* One should constantly shift their identity. To get close to others is a death sentence.
* One should remain hidden in the shadows. Recognition and fame are to be avoided.
* One should spread lies and misinformation at every opportunity.
The Old One

The Old One, Cthulhu, is a Primordial deity. He was imprisoned in the core of Nasria during the Invoked Slumber. Should he ever awaken, he will consume all of Nasria with his madness, as he already has once before. He created the aboleths, and they still haunt some of the deeper places of the underdark. His cultists are typically insane and seek to spread his influence, with the ultimate goal being waking him. He promises his followers unlimited power should he be wakened. Most of those loyal to him gradually feel his influence as a whispering voice in their head that grows louder over time. His symbol is a likeness of his tentacled head.

Tenet:

* One should let the madness flow over them and awaken me.
Dragonborn

The dragonborn have a strict caste society. The metallic dragons, created by Bahamut, occupy the higher echelons, while the chromatic dragons, created by Tiamat, make up the lower levels. The Karixti Empire is one of the most powerful empires in the world, and it is ruled entirely by dragonborn.

Metallic dragonborn tend to be more lawful and noble than their chromatic kin. They work towards carving out their empire and helping their community in general. Metallic dragonborn also do not have tails like their chromatic kin. Platinum dragonborn are exceedingly rare and are said to be Bahamut's chosen.

Chromatic dragonborn tend towards being more selfish and driven by a need to accumulate power. They have tails and are ostracized by their metallic brethren for their inclinations. Some chromatic dragonborn shrug off their ties to Tiamat and attempt to devote themselves to the worship of Bahamut to more fully integrate into dragonborn society.

* **Ability Score Increase**: Your Strength score increase by 2, and your Charisma score increases by 1.
* **Age**: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
* **Alignment**: Dragonborn tend towards extremes, making a conscious choice for one side or the other between Good and Evil (represented by Bahamut and Tiamat, respectively). More side with Bahamut than Tiamat (whose non-dragon followers are mostly kobolds), but villainous dragonborn can be quite terrible indeed.
* **Size**: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium
* **Speed**: Your base walking speed is 30 feet.
* **Draconic Ancestry**: You are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

* **Breath Weapon**: You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath weapon, you cannot use it again until you complete a short or long rest.
* **Damage Resistance**: You have resistance to the damage type associated with your ancestry.
* **Languages**: You can read, speak, and write Common and Draconic
Hobgoblin

Hobgoblins were created by the Warrior. Hobgoblins were born to wage war. They are strong combatants with a keen mind for military tactics, and they are adept at thriving in unforgiving environs. Hobgoblins come from the Gray Toils in the Southeast, but they can be found as mercenaries anywhere in Nasria. The Gray Toils are a series of rocky islands with no natural resources on them, but despite this, the hobgoblins have created a thriving society. The stronghold of Kusgawa handles military contracts with nearly every kingdom in the world.

Showing weakness on or off the battlefield is abhorrent to hobgoblins, and they will do whatever necessary to make sure that they are not seen as weak or useless. Old and infirm hobgoblins in the gray toils are typically ritualistically killed when they cease to be able to contribute.

Though they excel at fighting, they reserve their ferocity for targets they have been paid to fight. They also have a strong code of conduct when it comes to fighting. They will take prisoners of those who yield, and they never kill those they don't have to. Some confuse this as nobility, but it is simply grim professionalism.

Hobgoblins hate their goblinoid kin, and they slay bugbears and goblins whenever they find they. They only keep a few alive so that they may enslave them to work for them in their homelands. Most of iron and wood used to keep their mercenaries outfitted are gathered by goblin slaves, while bugbears are used as beasts of burden.

Hobgoblins will typically work contracts until they can gather up enough money to start their own mercenary companies. Thusly, a great deal of adventuring parties are hobgoblins looking for plunder in ancient ruins or high paying bounties on monstrous creatures.

* **Ability Score Increase.**. Your Constitution score increases by 2, and your Intelligence score increases by 1.
* **Age.** Hobgoblins mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment.**. Hobgoblin society is built on fidelity to a rigid, unforgiving code of conduct. As such, they tend toward lawful evil.
* **Size.**. Hobgoblins are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.
* **Speed.**. Your base walking speed is 30 feet.
* **Darkvision.**. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Martial Trainin'.**. You are proficient with two martial weapons of your choice and with light armor.
* **Savin' Face.**. Hobgoblins are careful not to show weakness in front of their allies, for fear of losing status. If you miss with an attack roll or fail an ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). Once you use this trait, you can't use it again until you finish a short or long rest.
* **Languages.**. You can speak, read, and write Common and Goblin.
Sonic

Sonic is an npc that drops upgrading components (for square dragon shield) and fashionable customs.

Command- **::sonic**

   Health- 4,000 hp; Max Hit- 25

Standard Drop Rate Potential- 1 in 24 kills

With Double Drop Rate Active- 1 in 8 kills

\*Note: There is special chance rates per item basis (see ::raredrops (npc))
The Tunneler

The Tuneler is a Primordial creature. It lives in the bowels of the Underdark, tunneling the thick crust of the World Turtle's shell. The labyrinthine tunnel systems used by the drow, deurgar, and other Underdark creatures were created by the Tunneler. However, the Tunneler can sometimes destroy its own tunnels or change their courses, which makes navigating the Underdark a dangerous undertaking.
Goblins

Goblins were created by the Nameless. The goblin's only job in life is to cause chaos and destruction. Though they are individually weak, they can wreak havoc in groups. They replenish their numbers quickly and can be found in every corner of Nasria. They're a threat that every kingdom and empire has had to deal with at some point. From time to time, goblin dens must be cleared or a throng of muderous green-skinned monsters will swarm out to kill and eat everything they can find like locusts.

Hobgoblins will either kill or enslave any goblins they come by, and they have been hired to do just that by the Karixti Empire in Ventaris since goblin numbers have exploded since the Endless Night.
Bladesingers

The Bladesingers are the elite military units of the Asanorian Empire. They protect the king and are sent to deal with the most pressing matters of the empire. They are also used to infiltrate enemy lines when needed. An elf is required to have 100 years of training before they can even think of joining.
Insectoid Assasin

## What are Insectoid Assassins? Where are they found? What do they drop?

Insectoid Assassins are an npc that drops various different items and the Aress Set . This is a good place to get starter gear and also it is used as a slayer task on medium tasks.

Command - **::insectoid**

Health - 90,000; Max Hit - 25

Standard Drop Rate Potential- 1 in 33 kills

With Double Drop Rate Active- 1 in 11 kills
Desert Demon Quest Guide

To start the Desert Demon quest, you have to teleport to ::kril and walk through the city gates of Sophanem(slightly south of the teleport).

   From there, you'll have to go further south and speak to an npc named "Urbi" to start the quest, you'll see quest icons on your minimap so it shouldn't be hard to find. They'll ask you to help them stop the evil wizard Darius.

   Then you'll have to run North of Sophanem into the desert. This image will show you exactly where to go.

   There will be a Dark Hole that you'll have to go down.

   You'll find that you're now in a maze. Below you'll find a guide through it(Thanks to Primefire).

   There you'll find the wizard Darius, talk to him, and he'll summon the demon Bal'lak the Pummeller. Kill Darius.

   Then run north of him into the cave where you'll fight and kill Bal'lak The Pummeller.

   Then just return to Urbi in Sophanem and complete the quest.
The Primordials

The Primordials created Nasria and all of its non-humanoid inhabitants, as well as several humanoid ones. They fought off the Exalted Court during the Godkin Wars.

The Primordials created the aarakocra, beastkin, bullywug, dragonborn, elves, firbolg, genasi, goliaths, kenku, kobolds, lizardfolk, tortles, and thri-kreen.

Some of the Primordials aren't deities, but are instead simply creatures of immense power who nearly have divinity themselves. Others are primal forces of nature that infuse the world of Nasria with their essence.
Totodile

## What are Totodiles? Where are they found? What do they drop?

Totodiles are an npc that drops the Totodile Set. You will need to get an 2500 overall NPC kills to be able to kill this creature and you will need to collect the full set in order to complete the ::Req.

Command - **::totodile**

Health - 550,000; Max Hit - 35

Standard Drop Rate Potential- 1 in 80 kills

With Double Drop Rate Active- 1 in 21 kills
Planes of Existence

There are innumerable planes of existence. Trying to understand the complexities of how the universe melds together is beyond the comprehension of most mortals. However, the best understanding is this: Nasria (the material plane) is tethered to many other planes of existence, which allowed magic to be funneled into Nasria in order to create the mortal races. Beyond that, most have no idea how it works. What is known is that there are certain places in Nasria where these tethering points exist in the form of portals to other planes of existence. One example is the Tempest Archipelago which contains sporadic connections to the Elemental Planes that open up in varying intervals.
Eturnip

## What are Evil Turnips? Where are they found? What do they drop?

Evil Turnips are an npc that drops the Evil Gear Set. You will need to kill 250 Jolteon to be able to kill this creature and also this will be the ::req you do before going to lucky knights.
You will need to loot the full armor set as a drop or buy from other players and take to the King Milestone NPC.

You can unlock 2 zones

Lucky Knights 1 = 250 Evil Turnip kills with gear set drops

Lucky Knights 2 = 1000 Evil Turnip kills with gear set drops

Command - **::eturnip**

Health - 600,000 ; Max Hit - 42

Standard Drop Rate Potential- 1 in 95 kills

With Double Drop Rate Active- 1 in 25 kills

(You can use Evil Vine drop to upgrade Evil Whip and Evil claws)
27기 학생소개

## 1. 1-1

1. 1101
2. 1102
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20. 1120
21. 1121

## 2.  1-2

1. 1201
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## 3.  1-3

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## 4.  1-4

1. 1401
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## 5. 1-5

1. 1501
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## 6.  1-6

1. 1601
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## 7.  1-7

1. 1701
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## 8. 작성양식

 학번
 학선
 동아리

 HBS
Weapons

Here at Imagine we have plenty of weapons for whatever you will need, which include a wide range of many customs.

* Hailstorm Sword
* HellSlayer Sword
* Blood Edge Sword
* Abyssal Bludgeon
* Abyssal Dagger
* Dinh's Bulwark
* Elder Maul
* Ornate Katana
* Ninja Katana
* Golden Katana
* Auspicious Katana
* Hailstorm Dagger
* Corrupt Korasi
* Light Korasi
* Donator Sword
* Frenzy Rapier (MH)
* Frenzy Rapier (OH)
* Drygore Rapier (MH)
* Drygore Rapier (OH)
* Night Korasi
* Fire Korasi
* Grappes Korasi
* Rose Korasi
* Forest Korasi
* Golden Korasi
* Sun Korasi
* Lime Korasi
* Water Korasi
* The Red Curve
* The White Curve
* The Black Curve
* The Cyan Curve
* The Lime Curve
* The Orange Curve
* Tzhaar Whip
* Supreme Tzhaar Whip
* Lucky Completionest Longsword (MH)
* Lucky Completionest Longsword (OH)
* Profound Decorative Sword
* Evil Upgraded Claws
* Evil Upgraded Whip
* Evil Spear
* Evil Claws
* Halo Sword
* Tiger Rapier
* Lion Sword
* Polypore Staff
* Brutal Whip
* Oblitary Sword
* Oblitary Sword Offhand
* Purple Blade
* Cold Blade
* Demonic Scythe
* Devious Brutal Whip
* Frostbite Brutal Whip
* Bloodthirsty Brutal Whip
* Kryptic Brutal Whip
* Divine Brutal Whip
* Sea Blue Brutal Whip
* SadBurner Longsword
* Souleater Sword
* Skyward Sword
* Turmoil Sword
* Tanky Longsword
* Kuri Wind Sword
* Blazing Sword