CREATING A CHARACTER:

When you create your character, you find on this list, your Furres type. After you have selected your Furre on the list, proceed to the Bonus type, and select one of those which you wish to become. After you have done so, email The_KotN@hotmail.com and they will record your stats.

ONCE YOU HAVE CREATED A CHARACTER YOU MUST EMAIL YOUR STATS TO The_KotN@hotmail.com so they can be posted!

CLASS:
Creature   HP MP Agility  Strength  Ability
Canine   20 00 15  15  20
Equine   25 00 10  20  10
Feline   15 00 25  15  15
Musteline  15 00 15  10  20
Rodent   10 00 20  10  25


BONUS TYPE: (Adds or subtracts from statistics of your race)
Type    HP MP Agility  Strength  Ability
Mutant   -5 00 -5  00  +15  
Vampire   -5 +5 +5  +5  -5 
Demon   +10 +10 -5  00  -5 
Undead   +5 -10 -5  +5  -5
Winged   00 -5 +5  00  +5
Werewolf  -5 +5 +5  +5  -5
*Demon Lord  +25 +25 +25  +25  +25
Warrior   +5 -15 +5  +5  -5
Necromancer  -5 +15 -5  -5  00
Hunter   +5 -15 +5  +5  -5
Mage   -5 +15 -5  -5  00
Holy Hunter  +5 +10 -5  -5  -5
Conjurer   -10 +20 -5  -5  +10
Elemental  +10 +10 -5  -5  -5
Swordsmen  +10 -10 +5  +5  -5
Wanderer  +5 +5 -5  -5  +5
*Omni   +5 +5 -5  -5  -5
Samurai   +5 -30 +5  +5  +5
Monk   +5 +5 -5  -5  -5
Assassin   +10 -30 +10  +5  -10
*Realm Traveler  +5 +5 +5  -10  -10
*Blacksmith  +5 +/- -10  +20  +15

*=You can only be this class with approval from the Rah.
+/- Character CANNOT use any forms of magic

ANY OTHER CLASSES YOU’D LIKE TO SEE ADDED? EMAIL KOTN!

After you choose your race, and your bonus type, you have created your character. That is all you need to do. After you do that, you simply need to go to the Kingdom of the Night to use the character. You can buy certain items and such that add to your attack or defense.

If you choose to be a Warrior or Necromancer, it is because you are not a supernatural. Therefore, it either lets you be really good at magic, or really good at fighting. But, you cannot be good at both, if you are a mere warrior or Necromancer. Necromancers are magic users, and warriors fight.

Now, incase you don’t know what to do with all those numbers, here is the instructions:
1.) Find your character’s type on the list. (Example, Canine or Feline)
2.) Choose the class that suits your character the most. (Example, Vampire, Warrior)
3.) Take the character’s type stats, and add the class bonuses to the number. Remember! + means add, and – means subract!

WEAPONS:
A list of weapons you can equip.

WEAPONS:
Weapon Attack Bonus Defense Bonus Strength Requirements
Sword +5 +5 5
Hammer +4 None 6
Spear +3 +3 3
Double handed Axe** +6 +1 6
Dagger +2 +2 2
Staff +4 +4 4
Stick +1 None 1
Bow* +3 -3 5
Sycthe +3 +2 4
Broadsword*** +6 -6 8
Short Sword +4 None 4
Whip +3 -3 3
Short Staff +3 +2 3
Assassin’s Blade +5 -5 2
Longbow* +5 -5 6
Sai +2 1 3
*= Distanced weapon. It can attack from a range. But offers no close encounters protection or bonuses. Sniper’s weapon.
**= Using the double handed axe means you cannot use anything else in the other hand… Er… Paw.
***=Two handed Weapon, cannot use anything in other hand

When you purchase a weapon, you must have enough strength to carry it. So, if you have a strength of 10, and you wanted to buy a sword, and have it with you at all times. You must a minimum of 5 Strength, but if you buy the Sword, it takes up all your strength, at which point, you can carry NOTHING else, meaning, no potions, armor, no shield. So, it would be wise to maybe buy a Spear or Dagger instead. But, say you want to have a Staff, which is 4 strength and a Hardened leather armor, which has 3, and you have a strength of 5. You would not be able to hold both items, for you must add all the strength requirements of ALL ITEMS, WEAPONS, ARMOR, OR SHIELDS you are carrying.

ARMOR:
Armor Defense Bonus Armor Strength Requirements
Cloth +1 2 1
Leather  +2 3 2
Hardened Leather +3 4 3
Light Chain Mail +4 5 4
Chain Mail +5 6 6
Heavy Chain Mail +6 7 10
Steel Plate +7 8 14
Full Steel Plate +8 10 18

When you buy armor, it is the same rules as when you buy a weapon, you have to have the strength requirements, otherwise, it cannot be done!

SHIELD:
Shield Defense Bonus Strength Requirements
Wooden Shield +4 4
Buckler +3 3
Leather Shield +1 1
Kite Shield +2 2
Heavy Medium Shield +5 6
Light Plated Shield +6 10
Plated Shield +7 16
Heavy Plated Shield +8 20

The rules for Weapons and Armor are exactly the same for shields. You must have the strength to handle such items. And the extra strength to carry them.


ITEMS:

Items each have  their special ability, but, always have strength requirements, and some have ability requirements, that must be matched, for the item may be to far advanced for some users.

ITEMS:
Item Ability of Item  Bonuses Strength Requirements Other:
Healing Potion Heals None 1 Roll 1d10 to heal
Medallion Enchants +5 MP 5 None
Cloak Adds Armor +2 Armor 1 Worn with Armor
Bracers Adds attack +2 to bow attack 4 None
Amulet Enchants +5 HP 8 None
Sheath Enchants * 1 None
Rope Disables None 2 Ties up oppoent
Belt Enchants +8 Strength 2 Holds Items
Book Enchants None 1 Under construction
* A sheath, you can only carry one. It subtracts  2 from your required strength from a weapon you are carrying.

UNIQUE ITEMS:

Unique items, meaning only one. Unique items are created by someone, or something, with approval of the King  or the Council. Otherwise NO UNIQUE ITEMS are valid in KotN.

ITEM ABILITY STR REQ.
Raithen’s Sword +5 to attack rolls. +5 to spells cast. +3 to damage rolls  30
Gladsaxe’s Hammer +5 to attack rolls, can modify other weapons 25
Book of Lavos +20 to MP. +5 to spells cast.  5
Soulwelder +20 to attack rolls. +20 Strength. +30 MP 5
Oon’s Hammers +3 Damage to damage rolls, +6 to attack rolls. 10
Cloak of Confusion You must roll 1d20 and beat 13 to see him, each time after beat 7 20
The Archives None None

UNIQUE ITEMS DESCRIPTION:

Raithen’s Sword:
Crafted by the Demon Lord himself. The blade cannot be seen. It is a shadow of what should be there, and doesn’t exist in this realm, only its shadow does, but it still causes harm, maybe more. The blade was crafted when Raithen was Realm shifting. It rests at his side, in a sheath, which appears to be empty.
STATS: +5 to attack rolls, and +3 to damage rolls

Gladsaxe’s Hammer
A Blacksmith’s hammer, given to Gladsaxe by Raithen, it not only can craft weapons, buy has the ability to attack. Gladsaxe very rarely uses it in battle.
STATS: +3 to attack rolls, and +2 to damage rolls

Book of Lavos
Once a power demon, who helped Raithen take over the land where the Kingdom of the Night was built, he was killed by a Holy Hunter, his book of Magic is rumored to be around somewhere within the lands of the Kingdom of the Night.
STATS: +5 to MP

Soulwelder
A suit of armor, worn by Raithen, that rests in a case within his chambers, used only in time of emergency, it is a mythical armor, that was created during the Creation. It uses the souls of it’s wearers victims as a protection, and passes the pain along to them, as a punishment for opposing the wearer. It is rumored that people killed by the wearer, who are brought back to life, are bonded to the wearer, as their slave.
STATS: +5 to defense rolls, ARMOR: 8

Cloak of Confusion
A cloak worn by Ember Rivers, it makes him hard to see. To see him you must roll 1d20+bonuses and beat 13, if you see him, and look away, you must beat 7.

The Archives
A large book of information on the history of the lands in which the KotN controls. Can be found in the library on a small table. Doesn’t do much. Just kind of sits there.

A NOTE FOR UNIQUE ITEMS:
Unique items are not used daily. For unique items are not found everywhere you go, like most people say they are, at least not in this Guild. Some others furres who run across Unique items, or ask to have one created for the guild, may have one, soon, I hope everyone will have at least one unique item, that doesn’t overpower everyone. It will be listed in their stats. Raithen’s sword rarely used in combat, is the rarest item, and NOTHING comes even close to its description. (I gotta have One thing you guys don’t have. Jokin’) The soulwelder CAN be stolen from Raithen’s chambers, but doing so ain’t a good idea, for it won’t be taken lightly.

FIGHTING:

Whenever you attack the enemy you roll 1d100 (Plus any bonuses), and must beat 30 to succeed in the attack.
Whenever you defend an attack, you roll 1d100 (Plus any bonuses), and must beat 30 to succeed in the defending of the attack.

All fighters roll for who goes first, second, and so on. (Each player rolls 1d10 to determine who will go first, second and so forth, highest roll wins)

Example of an attack in which damage is rolled: (You must roll more then 30 to make an attack successful, otherwise you miss)

Raithen rolls 1d100+5 to attack Buth with his sword, and gets 98.
Buth rolls 1d100+3 to dodge the attack and gets 65.
Buth rolls 1d20+5 for damage and gets 13.
Buth now must subract 13 from his HP.

Example of an attack in which a dodge is made: (You must beat the opponents attack roll, plus totals to dodge the attack)

Raithen rolls 1d100+5 to attack Buth with his sword and gets 54.
Buth rolls 1d100+3 to dodge the attack and gets 89.
Buth dodges the attack.

Example of an attack in which a spell is cast: (You must beat 30 to cast a spell)

Raithen rolls 1d100 to cast “Hell’s Fire” on Buth and gets 76
Buth rolls 1d100+3 to duck away from the spell and gets 65
Buth rolls 1d20 damage and gets 16
Buth takes 16 damage

Example of a failed spell: (You must beat 30 when you roll to cast the spell)
Raithen rolls 1d100 to cast “Hell’s Fire” on Buth and gets 23.
Raithen’s spell fizzles in mid air.


Sneak attack:
The attacker must beat 50 to make a successful attack.

Whenever you take a damage roll. You must subtract the total damage from your HP.

***Please ignore this damage exceeding HP rules. I am unsure if I will keep it***
If the Damage roll is more then your HP, you take a major wound
If the damage is +3 more, you are wounded
If the damage is +5 more, you are badly wounded
If the damage is +7 more, you are injured.
If the damage is +10 you are knocked out
If the damage is +20 then you are killed
EXAMPLE: Raithen rolls 1d100 to attack Gladsaxe and gets 89
  Gladsaxe rolls 1d100 to dodge and gets 75
  ***Gladsaxe rolls damage***
  Gladsaxe rolls 1d20 damage and gets 15
***Gladsaxe has 10 HP, therefore the roll of 15 is greater, and Gladsaxe must subract 10 from 15, and he gets 5. So, he is badly wounded, and can no longer fight***

Each of these stats require a form of healing, except for death, death can only be healed by certain people within the dream.

When casting magic, you must refer to the site’s magic spell list, for the dice rolls you make for damage.

EXPIRENCE:

You gain expirence whenever you fight a whole fight. Win or lose. You can also gain exp. Through sparring, but you can only spar when the King has allowed it. But, certain times will be designated to sparring. You cannot spar and expect to get exp. For it, if no Official is around.

When you win a fight, you gain exp. Equal to (Your level+Opponents level x2)
When you lose a fight, you gain exp. Equal to (Opponents level x2)

ROLEPLAY STORYLINES:

RP Storylines are always welcome within the KotN. But, with approval of the King only. If you want to create a storyline, you must clear it through the king first. He will not tell anyone else about the storyline, and what will happen, and he will actively participate in the RP, without using his knowledge of the OOC information he gained. Please, we greatly promote storylines, and would like for everyone to present their ideas to The_KotN@hotmail.com, thanks.

OUTSIDE GUILDS WITHIN KOTN:

Outside guilds are welcome within KotN, as long as they do not claim their rules to be in place within the dream. For, the dream belongs to Raithen, therefore HIS RULES. His rules are not crazy, and do not disallow other people’s thoughts. If you want to use an outside Guild’s rules within KotN, ask Raithen, or email him. He will review the facts, and get back to you.

EXPIRENCE GAINS:
Whenever you gain enough EXP. To advance to the next level, you gain 5 points in each stat, such as MP, HP, and so on. After certain levels have been reached, you gain a bonus addition, just a little boost, in a certain area to help you out.

EXPIRENCE CHART SUPERNATURAL BEINGS:

LEVEL EXP. REQUIRED FOR NEXT BONUS ABILITIES
1 100
2 200
3 300
4 400
5 500 +1 Ability added
6 600
7 700
8 800
9 900
10 1000 +1 Ability added
11 1100
12 1200
13 1300
14 1400
15 1500 +1 Ability added
16 1600
17 1700
18 1800
19 1900
20 2000 +1 Ability added

EXP. CHART FOR WARRIOR FURRES:

LEVEL EXP. REQUIRED FOR NEXT BONUS ABILITIES
1 50
2 100
3 150
4 200
5 250 +1 Ability
6 300
7 350
8 400
9 450
10 500 +5 Strength
11 550
12 600
13 650
14 700
15 750 +1 Ability
16 800
17 850
18 900
19 950
20 1000
21 1050


EXP FOR MAGIC USERS:

LEVEL EXP. REQUIRED FOR NEXT BONUSES
1 100
2 200
3 300
4 400
5 500 +5 MP
6 600
7 700
8 800
9 900
10 1000 +5 MP
11 1100
12 1200
13 1300
14 1400
15 1500 +5 MP
16 1600
17 1700
18 1800
19 1900
20 2000 +5 MP
21 2100
22 2200
23 2300

Whenever you go up a level, your stats increase a little each time. Usually by 5 points into each category. Sometimes, achieving a certain level, provides a bonus.



SPELLS:
All classes can cast spells. It just depends on the level they are at. And, some classes cannot cast the same spells as other classes.

NECROMANCER SPELLS:

Spell Ability Mana Drain
Mind Boil* 1d20 to cause opponent to convulse, must beat their current HP total 10
Unseen Visions** Target sees 10 of you, and must roll 1d10, and match a # you say  5
Shadow Spear Causes 1d10 damage, and opponent is injured 3
Soul Chain Target rolls 1d400, if it beats 200? Your slave. >200, you’re theirs! 9
Lava Blast 1d120 damage, andif works, 1d5 during each of the opponent’s turns 8
*The Mind Boil after the convulsions, brings the target’s HP down to 2, and knocks them unconsious.
**The Unseen Visions confuses the opponent. You must say a number before hand, so all can see, it must be between 1-10, if target’s roll comes up and matches yours, he attacks you and the spell goes away. If he hits one of your 10 clones, his attack is lost.

ELEMENTAL SPELLS:
Summon Spell Ability Mana Drain
Fire Summons a Fire Elemental, who uses fire 1d10 , and has 10 HP 5
Water Summons a Water Elem. Who uses water 1d5, attack, and has 15 HP 10
Earth Summons a Earth Elemental who uses Stone 1d10 and has 20 HP 15
Whenever you summon a Elemental, you add your level to it’s HP, and its attack roll, (example: 1d10+1, if your level 1, and the elemental has attack of 1d10) If you use an elemental, you control it’s actions by typing, :’s Fire Elemental attacks. And too roll, type, roll to attack with his fire elemental. Okay? Simple enough? Don’t understand it? Email The_KotN@hotmail.com

MAGE SPELLS:
Spell Ability Mana Drain
Heal* Target Furre gains 1d20 life, cannot exceed HP max. 3
Holy Light Target rolls 1d20 damage, but 1d20+level if they are supernatural 4
Barrier** Creates a barrier around Furre, who must roll 1d100+STR to beat 6
Sparkling Vines *** 7
*Heal harms all supernatural beings. They instead roll 1d20 damage.
**Barrier keeps a single furre in that one position until they can manage to break out. When you roll 1d100+bonuses remember the number.  Because when they make their roll to break free, they MUST BEAT YOUR ROLL. To break free. No one can attack the confined furre, and he cannot attack. The furre can make the roll once per turn.
***When Sparkling Vines is cast and is successful, then remember your roll. Opponent cannot move, but can still cast magic, and use telekinesis, etc. Each of their turns, they roll 1d100+STR, if they beat your first roll, that your supposed to remember, they break free. If not, they remain tangled in the vines.

WARRIOR SPELLS:
Spell Ability Mana Drain
Fury Adds 3 to attack rolls and damage rolls for your next attack on opp. 5
Heal Roll 1d5 to heal yourself only! 5
Telekinesis  Roll 1d100 to call an item to you, must beat opponents roll of 1d100 5


SUPERNATURAL SPELLS:
Supernatural Spells include Demons, Vampires, and Werewolves, mutants, etc. A spell is classified about who can use it, by a letter beside the Mana Drain.
Demon  D
Vampire  V
Mutant  M
Winged  G
Werewolf W
Demon Lord L
Spell Ability Mana Drain
Vampire Touch* Vampire drains 1d10 blood from you.  3 V
Life Drain Opponent rolls 1d20, they lose that # HP, and you gain that # HP 3 V D M L
Rage Your next attack that gives anyone damage, add 3 to it 3 W L G
Nightmare Opponent roll 1d20 damage, and cannot attack next turn 9 V D M L
Regenerate Roll 1d10 to heal yourself only. 5 W L M G
Doom Claws Opponent takes 1d10 damage, and is injured 6 W L M G
Optic Blast Opponent takes 1d15 damage, and is blinded next turn 7 ALL
Banshee’s call** Everyone on screen takes 1d5 damage as long as you are screaming 8 ALL
*Vampire Touch whenever the Vampire bites you, you loose so much blood, if the Vamp bites you multipul times, and the amount of blood you lose reaches your HP. You die, but can be brought back by certain furres.
**Banshee’s Call whenever you cast this, you disable all players from doing anything. And, each turn every player within range takes 1d5 damage, as long as you are doing the Banshee’s Call… Each of your turns, you lose 8 Mana, (MP) and, once you reach O, your opponents still cannot attack for one turn. But, you cannot do anything for that turn either.

CONJURER SPELLS:
Spell Ability Mana Drain
Weapon Enchant Roll 1d5, for  remainder of the fight, weapon adds that # to damage 6
Fireball Fireball, deals 1d10 damage. 1D10-5 against water beings 3
The Unseen Roll 1d5, for that many turns, target is unseen by all except caster 9


Because the spell list and spell abilities are fairly new, the spell casting and such are still in the works, and will one of the last things completed. So, if you can help speed the process up a little, that would be very helpful.

ABILTIES IN THE KOTN:

Your ability rating in your stats is what this is based on. As you have seen in some of the experience charts, some classes gain a plus +5 ability at certain levels, this is in addition to the +5 to each stat, such as HP and MP

Abilities are something to make your character more diverse from the others. With abilities you can become an assassin, or a Blacksmith! Here is how the abilities work. Abilities work similar to weapon, armor, and item usage. You can only have so many abilities, and each ability subtracts from your total ability, therefore lowering the worthiness of the next ability you choose.

ABILITY EFFECT ABILITY REQ.
Swordsman +3 to attack rolls with sword 20
Magic Student +3 to spell rolls 20
Sense Allows you to roll defense when sneak attacked!!! 30
Knowledge +5 to MP 30
Stealth May roll 1d100 to hide 30
Tracking Roll 1d100 to track someone. (Whisper to find) 40
Con Artist Roll 1d100 to con someone into believing you 50

I am unsure if the abilities will remain… Most likely they will, but they will be refined greatly.

A NOTE ON TRAINING:
Training can be done anytime, under the proper authorization of the Council. If a designated Furre is present who can oversee fights, it will be considered training. But, if no designated Furre is present, then it doesn’t count. Often, the King will hold tournaments, to see who is the best fighter. Bonus EXP. Is rewarded here if you win.

FACTIONS WITHIN KOTN:

The Kingdom of the Night recognizes smaller groups, guilds, or Guilds within its own as legal. You must, however have premission do to so IC. OOC, if you want a hidden guild, then ask Raithen, OOC, and will think it over. REMEMER: Information shared OOC, doesn’t apply IC. It makes it a hell of a lot more funner.

FACTIONS:

Army: The offense of the KotN. This group of Furres make up the army, if a war is fought, or an event outside KotN, these Furres are called in. Daiskin Voloran is the Lord of the Army. Anyone may join the Army by emailing The_KotN@hotmial.com

Royal Guards: Ran by Oon Terkin, these group of Furres are charged with keeping the throne safe, meaning, the King and his family. They accompany the King wherever he goes. You can only be a Royal Guard if Oon Terkin allows you too be. Usually veteran Army or Security officers are selected for Royal Guard. They deal with matters within the Castle, or concerning upper class Furres.

Security: This group of Furres are our line of defense if an Outside Guild attacks us. Ran by Oon Terkin as well, any Furre can join this group by emailing us. These people deal with happening within towns and villages of the KotN.

Mages: The magic users in the Kingdom. Led by WolfAngel, these furres practice magic, and often join the ranks of army or security to boost our power.

Creators: A group of Furres who are responsible for keeping the dream looking good, and helping with ideas to improve the appearance. The creators also include the people who make the items and weapons in Furcadia, such as the Blacksmiths, and Carpenters.

The Hunters: It is rumored that Hunters. Reside in the castle walls, undetected. Although, not proven, it is a rumor. These Furres are against the KotN. If you are against the KotN, you are a hunter.

You can have a request for more kinds of factions to be added. Remember, because this is not the final
version, that more things will be added.

OTHER WAYS OF GAINING EXPERIENCE:
The KotN allows you to gain some exp through study, meditation, training, and working out. Look in future rolls for other ways to gain EXP.

1.) You can gain EXP points through RP storylines…
2.) You can gain EXP points by following through with orders by the King, he will automatically add it to your stats.
3.) You can gain EXP by acting IC. This is designed to promote IC. The more IC you are, the more different then other Furres, the more EXP you gain.
4.) You can gain EXP by reading, time spent in the library will count as EXP points toward you. The King knows when a Furre goes in the Library, so, don’t worry about it.
5.) You can gain EXP by spying, if information comes in, about an event or such, the King will award you some EXP for a job well done.
6.) Obeying the OOC rules set for IC roleplay gains you EXP. Failing to follow the OOC rules for being IC, will deduct from your points each month. This is here to help keep people obeying the rules, and having Furres enjoy themselves more. Yay!

THE COUNCIL OF THE KOTN:
The Council rules KotN.

Here are the Council Members:

Raithen
Gladsaxe
Oon Terkin
WolfAngel
Daiskin Voloran
Obliark
Ember Rivers

You can apply for the council at anytime.

JOBS WITHIN KOTN

In KotN, a furre may hold a job. They may start their own business within KotN as well. But, in order to do so, you must email The_KotN@hotmail.com to get approval, and so it is written down, and can be promoted. As well, the KotN may add a building in the Kingdom of the Night dream for your business.  But, most likely it will placed in another KotN dream.

Goldsmith
Silversmith
Carpenter
Barkeeper
Private Investigator
Bounty Hunter/Assassin
Trader
Thief
Scholar
Researcher

***More will be added later!***

BUSINESSES WITHIN THE KOTN

Members of the KotN have been given the ability to run businesses within the KotN. You must send KotN an email, stating the reason for the business. How many people you’d have working for you. And, other information about your business.

BUSINESSES ALREADY IN KOTN
Gladsaxe’s Blacksmith Shop: A large chain of Blacksmith Shops, at least one in every dream by the KotN. They make or repair weapons, etc.

Obliark’s Magic Shop: Here, you can buy magic books, learn spells, or practice your magic for EXP points.

Caravak’s Reserve: A place where Animals live. You can go here to see animals, meditate, talk, or learn about nature. Caravak also sells rare and never before seen animals to buyers.

Caravak’s Body Guard Business: Need a Body Guard? Talk with Caravak at his Reserve.

Brevoy’s Bar and Grill: A bar and Grill outside the KotN. A nice cozy place at times, and at others the exact opposite. Drop by and say hi!

Lord Santigo’s Private Army: Probably the most powerful Noble in KotN, he commands a private Army, in which he offers his private services. The business resides in Santigo Village, but often hang around KotN Castle.

OTHER DREAMS CONNECTED WITH KOTN
There is more then one KotN dream. Nocturn Village, ran by Lord of the Royal Guard, Oon Terkin is a village within the KotN, where many Furres live and run businesses. And, displayed on the KotN webpage, a map of the KotN and surrounding areas, shows you all cities, and the cities that have map files for Furcadia will be marked differently.

Nocturn Village:    Run by Oon Terkin, ask him about it.

Castle of the Night:   Main dream for KotN. Ran by Raithen.

Santigo Village:    Ask him about it. I don’t know much about it.

Agalra City:    A city in control of the Hunters.