recursal/Fanatic-Fandom huggingface dataset:
Coal Trucks

**The coal trucks** are wagons that appear throughout the *Mad Bomber* Series.

## Biography:

The coal trucks are used to transport coal from the coal quarry to the railyard for use as fuel to all the steam machinery. The trucks can be seen allover the railway in sidings and yards mainly dirty with coal dust. However when there was a bomb that exploded on the line from the coal quarry the trucks where used less. Some even being taken of the track as they were a waste of space.

## Personality:

The trucks are usually grumbling, moaning and playing tricks however do not like to be filled with coal. And so will behave when being used to transport coal in order to get the coal out of them quicker.

## Trivia:

* The coal truck's models are the Ertl Troublesome truck models and Scruffey models.
* In a scene in Rolling Stock Andy was meant to ran a truck of the rails this scene was removed.
Mute

**Mute** is a diesel in the *Mad Bomber* Series.

## Biography:

Andy diesel had a small but important job for Mute. Andy whispered his secret plan to Mute. Andy says he likes the quiet ones as there is no back chat. Then Andy spots a blue spot on the back of Mute's cab. Andy explains that it looks like Mute has been siding with the steam locomotives. Andy then leaves Mute after telling him to stick to his side.

## Personality:

Mute given that he doesn't say much could be a good character or could either turn bad or turn good from bad. Currently there isn't enough information to fully determine Mute's personality.

## Trivia:

* Mute is an ERTL Diesel model with a modified bogie chassis.
* Mute wasn't in the original 'Rolling Stock', he was added in later on when Leo remastered and re-uploaded it in 2009.
* To this day no one knows why Mute has a blue spot on his cab, Which was a hint to who The Mad Bomber was(Which turned out to be Bluebell).
* It is presumed that Mute's name references that he never has dialogue.
* It was revealed by Leo that Mute is actually Bluebell in Disguise, Hence the reason why Mute lets of steam despite being a Diesel.
Tayler

**Tayler** (full name: Tayler Holder)

## Career

Social influencer and aspiring actor and model. He is extremely popular on TikTok with over 19 million fans on his itstaylerholder account. His TikToks frequently involve short dance routines or comedic situations and he is known for collaborating with friends on posts. He's traveled around the world performing and meeting fans. In 2018, he began starring as Luke on the Brat series Dirt. He became a member of The Hype House in 2020. He dated Charly Jordan from 2020 to 2021. He previously dated fellow social media star Sommer Ray.

## Before Fame

He started racing and competing in motocross at the age of 3. He'd live in Texas until he turned 18 and moved to Los Angeles, California to pursue his dreams.

## Family Life

He was born and raised in the small town of Alvarado, Texas to parents Monte and Wendy. He has a brother named Trever and a Pomeranian named Eli who has his own Instagram account under the username itslittleeli.

## Trivia

* He released his debut single "Fallback" in August 2018.
* His favorite color is blue and his favorite fast-food place is McDonalds.
* His favorite hobbies include riding dirt bikes, playing sports, and hanging with friends.
* He has over 1.1 million followers on Instagram. He became a founder of the Triller Compound.
* He has traveled around the world to collaborate with fellow social stars such as Lisa and Lena Mantler, Jai Waetford, and Bryce, among others.
* He often collaborates with Ayla Woodruff as well.
Helen

**Helen** is a Helicopter and a main character in the *Mad Bomber* Series.

## Biography:

Helen helped Earl by helping him film from the sky for his film project titled 'Sky Motion'. She later had a jet engine fitted to her by the Fat Controller and crashed into a windmill Thomas, Jim and Earl helped rescue her.

## Personality:

Helen seems to be a kind and helpful Helicopter.

## Trivia:

* Helen's model is an Ertl Harold Model.
* She has yet to speak in the series.
* She is the only female character so far in the series.
Blade Dancer (Class)

As a Blade Dancer, you gain the following class features:

**Hit Points at 1st Level:** 10 + your Constitution modifier

**Hit Points at Higher Levels:** 1d8 (or 6) + your Constitution modifier per Blade Dancer level after 1st

### Proficiencies

**Armor :** Light Armor

**Weapons:** Simple Weapons, Martial Weapons

**Tools:** None

**Saving Throws:** Strength, Dexterity

**Skills:** Choose two skills from Athletics, Acrobatics, Insight, Sleight of Hand, Stealth, Survival

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) any 2 martial or simple weapons

• (a) Leather Armor

• (a) a dungeoneer's pack or (b) an explorer’s pack

-Can't be targeted by opportunity attacks

-Attack creatures while you move past them via bonus attack

-extra attack

-If multiple enemies are within melee range, you get an extra attack?

Blade Dancer - Dps with dual-wielded weapons

Fire Dancer - Dual-wielding Flaming Poi

Chainlinker - Dual-wielding Chains (usually a 2-handed weapon)
Realms of Aurin DnD Wiki

The Realms of Aurin wiki is intended to serve as a catalog of all existing locations, lore, monsters and anything else pertaining to the DnD Hombrew world known as Aurin. This site is intended for DM's more than players. All elements of my campaigns are listed and cataloged here, so if you intend to play one of them as a player character, then I **HIGHLY** encourage you to refrain from reading too much here, as all lore is available on this site. That includes all of the story and secrets from my Campaigns. It's very easy to spoil things here, so read at your own discretion. That being said, here is a list of pages containing info that ALL players should know.

## Regarding Campaigns

The following is (will be) a list of campaigns I have "Finished":

PlaceholderThe First EpisodePlaceholderA Key Event
Hainu

*Hainu are a type of canine creature with wings comparable to that of a Hawk. Although the creatures can be as aggressive as a common Wolf, they are also able to be tamed, and make extremely loyal companions. Hainu are very intelligent, and unlike wolves, rarely work in packs. They've largely come to realize that if they hunt on their own, they can reap all of the spoils as their own. Because of this, it's rare to see one cooperate with other races, as they only do so when they feel they can learn from those they work with. Most only will befriend those who they see as incredibly Intelligent and Wise. Any other individuals are not respected, and seldom escape without conflict. If a Hainu meets someone they want to learn from, they will appear before them and telepathically communicate this to them.*

### Locations

* Greater Moonsands, Alindae
* Yensa Sandsea, Alindae
* Cliffs of Selfaen, Alindae
* Northern Rhodesian Steppe, Rhodesia

## Statblock

***Skills:*** Perception +3, Stealth +4

***Damage Resistances:*** Psychic

***Damage Immunities:*** --

***Condition Immunities:*** --

***Senses:*** passive Perception 13

***Languages:*** Common, communicates telepathically

***Challenge:*** 1

## Traits

***Keen Hearing & Smell:*** The Hainu have acute senses. Hainu have advantage on wisdom (Perception) throws that involve hearing or smell.

***Magic Mind:*** This Hainu has advantage on saving throws against Divination or Illusion spells and effects.

***Knowledge Seeker:*** Hainu want to work alongside those they deem wise enough for them to learn something from. A Hainu knows the Intelligence and Wisdom stats of all creatures within 50 ft. If a creature has a combined total of 30 or more between both it's wisdom and intelligence ability scores, a Hainu will not engage them in combat, and will concede, offering devotion to that creature. If a creature attempts to make an Animal Handling check involving the Hainu, they must instead make a DC 20 Wisdom Check.

## Actions

***4 Clawed Flailing:*** The Hainu flies at the target, rapidly swiping all of it's claws. Melee Weapon Attack: +5 to hit reach 10ft., 10 (2d4 + 2) Slashing Damage

***Overwhelming Mind:*** Ranged Magic Attack: Reach 20ft.; The target must make a Charisma Saving throw of 12. If it fails, the target takes 12 (2d6 + 2) Psychic Damage. If it succeeds, the target takes half of that.

***Innate Spellcasting:*** The Hainu can innately cast *Detect Thoughts*, requiring no material components. Its innate spellcasting ability is Intelligence.
Mad Bomber Ep.2

**Mad Bomber Episode 2** was meant to be the second episode in the *Mad Bomber* Series. It is cancelled because this is due to the fact that this was originally meant to be released but Leo Henry needed more toy review videos to work with.

## Dream

### Director

Leo Henry

Thomas is being repaired he is asleep and has a strange dream... In Thomas' dream he is inside Thunderbird 2 where he meats Andy Diesel after he was rebuilt after Thomas ran into him. Andy goes onto say that there is a steam locomotive nicknamed the grand designer who has huge plans in the future involving diesel traction and not steam power.

#### Reception:

The trailer was with great success know having over 1.1 K likes on Youtube.

#### Trivia:

* This trailer features the only mention of the '*Grand Designer*'.

## Final

### Director

Leo Henry

* Dream - Trailer 1

Ted sets of with a mail van. Then while crossing a narrow bridge the bridge explodes from yet another bomb.

#### Reception:

While not as popular as the first trailer it was still successful reaching around 500 likes on Youtube.

#### Trivia:

* This marks the first time an engine apart from Thomas and Andy gets blown up the engine being Ted.

## Clone

### Director

Leo Henry

* Final - Trailer 2

The trailer focuses around Andy being scanned then cloned for a clone army.

#### Reception:

While even lesser known the trailer still reached around 390 likes on Youtube.

## Secret

### Director

Leo Henry

* Clone - Trailer 3

Helen the helicopter crashes into a windmill. Thomas and a large green tender engine help clear up the crash. Meanwhile Andy and his clones are up to something. The Fat Controller tests a jet engine with help from Mute. And puts on Helen which causes her to crash into the Windmill. The Fat Controller also has a twin. Times up for the Fat Controller as his car blows up just as he gets out of his car. The Fat Controller then declares that he isn't going to let the Mad Bomber run his railway.

#### Reception:

This trailer was the second most well received reaching around 740 likes on Youtube.

#### Trivia:

* This is the last trailer for episode 2 so far.
* This is the longest trailer out of all four totalling 6 minutes exactly.

## Characters & Vehicles:

* Thomas
* Andy
* Thunderbird 2
* Ted
* Grey Brake Van
* Andy's Clones
* Large Blue Tender Engine
* Helen
* Green Steamroller (*Cameo*)
* Green Traction Engine (*Cameo*)
* Jim
* Large Green Tender Engine
* The Fat Controller's Car
* LPG Tankers
* Brown Tram Engine
* Mute
* Scottish John
* Noel
* Yellow & Green Diesel Twins
* The Fat Controller's Twin
* Coal Trucks
* Alan
* Earl
* Wilson
* D 199
* Static Traction Engine
* Explosive Wagons
* Mail Van
* Red Coaches
* Black Tram Diesel
Mad Bomber Wiki

**Welcome to the Mad Bomber Wiki!**
We're a collaborative community website about Mad Bomber that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* 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!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Tangmo

## Visual

Between their large ears, feet, and tails, the Indoori are a race characterized by their unique bodily structure. Their bodies are covered in a thick fur, ranging in colors from white to tan or gold. Their faces however, are bare, showing their deep black skin and long snouts. Their golden yellow eyes stand out strongly against their black surroundings. The Indoori have large, very strong tails which are generally long enough to drag on the ground behind them, and strong enough to balance their body weight on - something they often do during ritualistic combat, and during "hibernation". Their large feet can be used to jump massive distances, and often serves as their main form of travel, as it's more energy efficient than walking. Perhaps the only thing about their biology which is more unique than their feet would be the scent glands found near their wrists. These dark patches of exposed flesh produce an invisible scent, which can only be smelled by the sensitive noses of other Indoori. They tend to use this as a method of communication.

Dont sleep, but generally are resting or partake in festivities during the day

nocturnal or darkvision

Tend to hunt and are more active at night.

tails signal authority; in smaller groups, it is the duty of the highest authority to protect those below them, and so on. Sometimes authority is challenged; handled by very ritualistic combat, with even entire nation's ownership being determined by a one on one fight.

called indri/inderi etc or Sifaka Indoori

hibernation?

notable natural skills: Scent, hearing, hopping, able to infer about others based on scent("smelling" mist?)

physical traits: Kangaroolike feet- otherwise lemurish, longish snouts, hair/fur all over body(not face?), tails, bright yellow eyes, scent glands near wrists

racial traits:

str +dex/con?

athletic adv
Creative Server

A creative plot can be bought for $50,000 ingame cash in the creative server. You can access this by entering the portal in the lobby. Type **/p auto** inside the creative server and you will automatically be assigned a plot. You can teleport to this plot by typing **/p visit**. We have an awesome cosmetics system which you can gradually unlock using ingame currency. Cosmetics can be bought over at **/warp cosmetics**; purchasing a cosmetic item in this shop will unlock the entire section!

If there is art and work you'd like to be brought into any other server such as Achroma RPG or the Lobby, let an **Admin/Mod** know and they should be able to help you.

Below is a list of commands that can be used in Creative Mode:

* **/p claim**; To claim the plot that you're currently on [$50,000]
* **/p merge [all]**; To merge plots adjacent to eachother. \*Be sure to face the direction of which plot you'd like to connect! Only include 'ALL' if you want to claim all surrounding plots. [$25,000 for every plot]
* **/p auto**; To claim a random plot [$50,000]
* **/p visit**; To be warped to your plot
* **/sb toggle**; To view this list of commands while in game! \*enter the command again to remove the list from your screen
* **/lobby**; To be warped to the Lobby if you would like to exit creative mode
* **/warp cosmetics**; To purchase awesome cosmetics to use in the Creative Server!
Set de 50 Juegos Todo en uno para Nintendo Switch

Nintendo Switch contiene 50 juegos en una caja metálica, y se lanza el 6 de octubre de 2023. Contiene la Nintendo Switch y todos los juegos. Al comprar una consola y un paquete de juegos todo en uno empezando desde el 6 de octubre de 2023. Esto incluye todos los juegos con contenido:

* Pokémon Espada (con todos los Pases de Expansión)
* Pokémon Escudo (con todos los Pases de Expansión)
* Un remake de Pokémon Diamante
* Un remake de Pokémon Perla
* New Pokémon Snap
* Pokkén Tournament DX
* Pokémon Mystery Dungeon: Rescue Team DX
* Un nuevo juego de combate Pokémon
* Un nuevo juego de Pokémon Rumble para Nintendo Switch
* Pokémon HOME
* Super Smash Bros. Ultimate
* Animal Crossing: New Horizons
* The Legend of Zelda: Breath of the Wild
* Mario Kart 8 Deluxe
* Ring Fit Adventure
* Super Mario Odyssey
* Luigi's Mansion 3
* Minecraft
* Paper Mario: The Origami King
* Super Mario Maker 2
* New Super Mario Bros. U Deluxe
* The Legend of Zelda: Link's Awakening
* Splatoon 2
* Pikmin 3 Deluxe
* Mario + Rabbids Kingdom Battle
* Arms
* 51 Worldwide Games
* Donkey Kong Country
* Tetris 99
* Fire Emblem Three Houses
* Mario Tennis Ace
* Mario & Sonic and the Olympic Games 2020
* Yoshi's Crafted World
* Bayonetta
* Pokémon Let's Go Pikachu
* Pokémon Let's Go Eevee
* 1-2-Switch
* FIFA 20
* Captain Toad: Treasure Tracker
* Un juego de Mario y Luigi para Nintendo Switch
* Super Mario 3D All-Starts
* Super Mario 3D World + Bowser's Fury
* Super Mario Party
* Crass Bandicoot N. Sane Trilogy
* Kirby Star Allies
* Sonic Forces
* Un nuevo juego de WarioWare para Nintendo Switch
* Una secuela de Tomodachi Life para Nintendo Switch
* Un nuevo juego de Rhythm Heaven para Nintendo Switch
* Xenoblade Chronicles 2

Si compras el paquete, una Nintendo Switch o una Nintendo Switch Lite o el paquete de juegos desde el 6 de octubre de 2023, podemos jugar cuando quieras y reservarlo en tiendas (MediaMarkt, El Corte Inglés, GAME...). ¡Ya podemos pasar en grande como todos los días!
Ogal

## Ogal Racial Traits

***Ability Score Increase:*** The Ogal are a strong, hardy people. (Str +2, End +1)

***Age:*** Ogal reach complete maturity at about age 25 - you will likely die before age 200.

***Alignment:***

***Size:*** Male Ogal are usually around 6-7ft tall. Females rarely surpass 6ft. Your size is medium if female, and large if male.

***Speed:*** Your base walking speed is 20ft.

***Horns:*** As an Ogal, your head is topped by horns comparable to those of an Ox. As an action, you may attack with these horns, dealing 1d8 + Str damage to a target within 5 ft of you.

***Darkvision:***

***Ogal Weapon Training:*** You are proficient with Battleaxes, Greataxes, Mauls, and Warhammers.

***Origin of Allomancy:*** You do not have to meet any attribute requirements in order to select Allomancy as your magickal paradigm. In addition, you may choose a level 0 spell from the Allomancy spell list, even if you don't spend a paradigm on Allomancy.

***Languages**:* You can read, write, and speak Ogal and Common.
Fall of Morkata

Morkata was a city within Northern Souzjai, a continent to the South of Akharal from which the Kitsune and Jaizumi migrated to Akharal. Following the collapse of the city - which was caused by the God Dith - a curse was placed on the Jaizumi and any Kitsune (who would then on be referred to as "*Dithtouched"*) within the City. The collapse of this city would ultimately lead to widespread turmoil across Souzjai's Northeastern reaches, and the Northward migration of Kitsune and Jaizumi by sea.
Urutan Eater

*The Urutan Eater is a breed of Titantoise, native to the Alindae Sandsea. There is a large amount of disagreement among those who research the Titantoise regarding which breed the Urutan Eater has split off from. Some even believe that the Urutan Eaters were the original Titantoise, placed in the Sandsea by Vahluuhhn. Regardless of their origins, they currently remain high on the food chain - they get their name for their tendency to hunt the Urutan of the Alindae Sandsea. The massive creatures have a shell made of pure Mythril. Although it would make an excellent source of such a precious material, in order to get it, one would have to fell such a beast. The shell, which extends to the lion-like head of the beast, is nearly unbreakable. The hide on it's exposed body is also very strong, but much weaker than the shell.*

## *Statblock*

***Skills:*** --

***Damage Resistances:*** --

***Damage Immunities:*** --

***Condition Immunities:*** Charmed

***Senses:*** passive Perception 8

***Languages:*** --

***Challenge:*** 3/4 (150 XP)

## *Traits*

***Urutan Hunger:*** This beast has a natural desire to consume Urutan. If there is an Urutan within the Urutan Eater's sight, it will only attack the closest Urutan until it is Unconscious. If every Urutan within the range of the Urutan Eater's sight is Unconscious, the Urutan Eater will target any creature within 30ft. If there is no other creature within 30 ft. of the Urutan Eater, it will attempt to ***Eat*** the closest unconscious Urutan. (See action)

***Mythril Shell:*** If the Urutan Eater is targeted for an attack, and the attack hits the creature's shell, it's AC becomes 21 until after damage calculation. It is also resistant to Piercing Damage.

## *Actions*

***Eat:*** Can only target an unconscious member of the Urutan or Yurian races. The target makes a DC 10 Dexterity saving throw. If the target fails, it takes 3d6 piercing damage. If it succeeds, the target takes 1d6 piercing damage.

***Bite:*** +4 to hit, reach 5 ft ., one creature. Hit: 4 (1d4 + 2) piercing damage.
Fauna

The following is a collection of Fauna which can be found across the continent of Akharal, sorted by province, and subsequently by region. Clicking on any of the names listed will take you to that individual animal's main page, and those that have a stat block will have theirs listed there.

## Alindae

### Greater Moonsands

* Hainu

* Agabi
* Hanzaki

### Yensa Sandsea (Lesser Moonsands)

* Yensa
* Urutan Eater
* Hainu

### Ogalthis Shrublands

* Agabi
* Hanzaki

### Ogalthis Bluff

* Agabi
* Huu
* Onmo

### Cliffs of Selfaen

* Hainu
* Huu
* Onmo

### Sunpoint

* Huu

* Onmo
* Kionna

### Athtel'Ar Ocean

*Main Article: Athtel'Ar Ocean*
Yensa

### Bestiary

*Yensa are a large, koi-like creature, living in the Sandsea of the Western Moonsands in Alindae. When full-grown, which takes around 100 years, becomes a Bull-Yensa. Though commonly found moving through the sands, they do occasionally surface. When they surface, they are able to levitate above the ground briefly, but quickly fall back down to the ground. Their outer body is covered in a sheath of bony scales, from beneath which viscous slime is secreted, having the likeness of a membrane, it prevents sand from entering the body of the Yensa. The Urutan have learned the art of harnessing these beasts as an excellent means of travel across the trackless Sandseas of Alindae.*

### Locations

* Alindae Sandsea, Alindae; The Yensa swim through the sand, but can occasionally be seen surfacing. if this happens, they are aggressive when approached.

## Statblock

***Skills:*** Stealth +4

***Damage Resistances:*** --

***Damage Immunities:*** --

***Condition Immunities:*** --

***Senses:*** blindsight 10 ft., passive Perception 10.

***Languages:*** --

***Challenge:*** 1 (200 XP)

## Traits

***Sandcloak:*** When a Yensa is below the sand and not moving, it cannot be detected by any non-magical means. When it is moving beneath the sand, it has advantage on stealth checks. If a Yensa attacks from beneath the sand, it has advantage on it's next initiative roll.

***Sandsense:*** When a Yensa is in contact with sand, it knows the exact location of any other creatures touching the same body of sand within 100ft.

***Flying Fish:*** If there is a sandstorm active, a Yensa is able to fly 50ft. each turn until the sandstorm subsides.

## Actions

***Bite:*** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

***Tail Whip:*** Melee Weapon Attack: + 4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 4) slashing damage.

***Sand Cloud:*** The Yensa whips sand into the air; Ranged Weapon Attack: +5 to Hit, range 10ft., 1 creature. *Hit:* The target is blinded by sand. As an action, the blind target can make a DC 10 Constitution check, clearing their eyes on a success.
Classes

## List of Playable Classes

***Augur -*** *Magick users who aim to shift reality and the mentally abstract.*

***Blade Dancer -** Tenacious warriors who dance freely across the battlefield.*

***Bushido -** Warriors who are aided in combat by Spirits who are bound to their weapon and soul.*

***Dismagus -** Magick users who use invoking to stack different spells on top of each other.*

***Foebreaker -** Warriors who use large weapons to tear their foes asunder and shatter their abilities.*

***Marksman -** Warriors who are particularly skilled in tracking and hunting certain foes.*

***Machinist -** Precise warriors who generally prefer to snipe their foes from afar and plan ahead.*

***Mime -** Variety of Magick users who are equally knowledgeable with their weapons in combat.*

***Philosopher -** Those who prefer to hone both their body and their mind in tandem.*

***Shaman -** Warriors who bend the forces of Nature and the Ethereal Plane to their advantage.*

***Uhlan -** Warriors who utilize both their polearms and agility to counter and punish enemy attacks.*

***Warper -** Warriors who teleport across the battlefield with a unique technique known as folding.*
Races

### Please Note

The following is a list of ***playable*** races in the Realms of Auron campaigns; at the discretion of your DM, other official or homebrew races are absolutely playable, and feel free to homebrew upon the races which are original to Auron; this is essentially just a list of races that are accounted for via in-world lore.

### List of Playable Races

* Aldani

* Coppis Elves

* Gharif

* High Elves

* Hsiao

* Humans

* Indooril
* Jaizumi

* Kebal

* Liiko

* Ogal

* Sand Elves

* Shai'Tan

* Shroomfolk

* Thallassians

* Urutan
Strata

A stratum (*plural: Strata*) is an area which is owned, ruled, and created by a God or other given Deity. These areas are generally very large, and are usually observable by living races on Aurin as stars.

## Strata and their Owners

* The Great Crystal - Zodiark
* Aurin - Estur
* Grandstone Seal - Hastur
* Yasnysav - Chomog Khaan
* Inhhcu'uhh - Vahluuhhn
* The Maecilli - Maecillia
* Atomos - The All-Seer
* Morgarth - Dith
Yurian (Language)

The Yurian language is that spoken by the Aldani of Western Akharal. The language is the only known language on Akharal with click sounds in it, which are easy for the Aldani to make with their mandibles. Despite the fact it is effortless for the Aldani, members of other races have learned the language, which was vital for communication between the early Aldani and Ghar - though communication is not the same as diplomacy.

## History and Origins

Very little is known about the early Yurian alphabet, as for a very long time, writing was basically unheard of by the Aldani. The Aldani have always used clay to write, pushing shapes into it with their claws. When writing, the smallest appendage of the Aldani claw is generally put into a fixed position, and the other appendages are twisted or otherwise moved around the smaller one. This causes the unique dot-and-line structure of the Yurian alphabet.
Languages

The realm of Ester has a large abundance of races and cultures, and one of the most important aspects of culture is language. This page is meant as a catalog of the various languages, and who speaks them. In depth info on the various languages can be found on their own articles.

### Languages, Their Speakers, and Their Scripts

* Alindean Elvish - Sand Elves - Old Elvish Script
* Aroojan - Hsiao, Kenku - Aroojan Orbicular Script
* Common - (All races) - Common Script
* Dwarvish - Dwarves - Dwarven Script
* Old Elvish - Coppis Elves, High Elves - Old Elvish Script
* Ghar - Gharif -
* Kebalan - Eastern Gnomes, Western Gnomes
* Muespeak - Coppis Elves
* Rokkan - Indoori
* Satarish - Seeq
* Shai - Shai'Tan
* Souzi - Jaizumi, Kitsune
* Thalassic - Dragonborn
* Yurian - Aldani, Urutan (In it's ancient form)
Rhodesia

Rhodesia is the central Province of Akharal's mainland. It sits nested in mountains and serves as the largest trade capital in all of Akharal, despite it's lack of water-based trade. The Northern border meets Alindae at the base of the Ogalthis Bluff and the Cliffs of Selfaen. The Southwest touches the province of Khuurai and the Bahr Al'aswad (*"Sea of Lions"* in Shai'tan). The eastern border touches The Kingdom of Asosia, the Iamtas Bay, and New Kossad.

## Government

### Central Government

The Province of Rhodesia's government operates as an Oligarchy, led by 3 individuals; namely the leaders of the 3 houses. Although these 3 leaders are simply in power due to their wealth, they would claim that the nation is a Merchant Republic, claiming they are in power as a result of the people's choice to provide their markets with the wealth they possess.

### Local Governments

There are 3 houses in Rhodesia. To the surprise of many outsiders, there isn't much conflict between the houses, as the 3 house leaders are very close. The 3 houses are as follows:

* Rhodesian Knights

* The Somatic Command:

A largely magickal force, primarily found within the Boglands of North/central Rhodesia. The majority of members are Shroomfolk, though some others can be found within the house. They watch over the trading of alchemical ingredients and other magickal items. Although the smallest of the three largest houses, they are often seen as the most powerful, as they guard the most dangerous areas of the province - The Somatic Boglands.

* Eastwatch:

Mostly present throughout eastern Rhodesia, they primarily focus on guarding caravans carrying ore or other precious metals.
Onmo

*The Onmo are the result of a Huu which has grown too attached to the Mist it once dwelled in. The only connection they have to their old form is their fiery tongue. The rest of their body has been transformed by the Mist, their feathers fading to black, their scales wilting away, becoming like the flesh of man. Their Tails have all but vanished, becoming a small lump on the rear. Their once valiant wings are now small stubs, devoid of feathers, and their beautiful face now reflects that of a human man. Now a shell of the once-glorious Huu, the Onmo wander around their mist-filled homes, be them monasteries or mountain peaks. They're entrapped in madness, and blindly attack anything living. All they can see is Mist, and all they think about is how to escape it.*

### Locations

* Ogalthis Bluff, Alindae
* Cliffs of Selfaen, Alindae
* Sunpoint, Alindae
* Cliffs of Selfaen, Khuurai

## Statblock

***Skills:*** Perception +10

***Damage Resistances:*** Fire

***Damage Immunities:*** Mist

***Condition Immunities:*** Charmed, Frightened

***Senses:*** blindsight 30 ft., passive Perception 25.

***Languages:*** --

***Challenge:*** 1/2 (100 XP)

## Traits

***Mistvision:*** Onmo can see the Mist emanating from all living things, seeing through walls and other solid objects. Onmo can not be hidden from; If any creatures preform a stealth check against an Onmo, it fails immediately.

## Actions

***Tongue of Fire:*** The Onmo whips it's fiery tongue through the air. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 4) slashing damage.

***Headbutt:*** +3 to hit, reach 5 ft ., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Khuurai

The Province of Khuurai (*"Wet Dry"* in Ghar), is located on the Western coast of Akharal. A small section of the Northwestern border touches Alindae, but most of the Northern border connects to the Province of Rhodesia. The Easternmost coast meets the Bahr Al'aswad (*"Sea of Tigers"* in Shai), and the Western coast touches both the Vericci Ocean, and the Athtel'Ar Ocean. The Southern border is met by Atara.

## Government

### **Central Government**

The Province of Khuurai is historically a place of conflict; There has long been a feudalist system in place, with no real nation-wide leader. Though if you were to ask anyone who isn't overwhelmingly biased to their own state, they will most likely point to the Hsaio or High Elves as the commanding presence.

### **Local Governments**

Listed are the separate states within the Province of Khuurai:
Hanzaki

*Hanzaki are massive, salamander-like reptiles. Their flesh is slimy but tough, and their tongue is incredibly long. They have no eyes, and are thought to navigate by scent and hearing; something they are far from poor at doing. Despite being capable of breathing air, they tend to nest underwater, most often within rivers and other freshwater sources; only surfacing to feed on animals drinking from their streams. They are fairly rare, and mostly only seen when they are big enough to cause trouble to farmlands by eating livestock.*

### Location

* Greater Moonsands, Alindae

* Ogalthis Shrublands, Alindae

## Statblock

***Skills:*** Intimidation +2

***Damage Resistances:*** --

***Damage Immunities:*** --

***Condition Immunities:*** Blinded

***Senses:*** Passive Perception 20

***Languages:*** --

***Challenge:*** 3

## Traits

***Anticipation:*** This creature takes advantage while rolling initiative. If the higher of your 2 rolls is below 10, roll again and add 5 to your new roll.

## Actions

***Tail Swing:*** Melee Weapon attack: +12 to hit, reach 10 ft., any targets behind creature. *Hit:* (2d8 + 6) Bludgeoning Damage. The target makes a Constitution saving throw. If they fail, they are knocked to the ground and considered prone.

***Swipe:*** Melee Weapon attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage.

***Gripping Tongue:*** Melee Weapon attack: +8 to hit, reach 15 ft., one target. Hit: (1d6 + 2) slashing damage; the target is covered in a viscous liquid and is afflicted with Oil, as well as Grappled by the Hanzaki.
Shisa

*Shisa are lion-like creatures, easily recognized by their soft, white furred bodies which contrast against the crimson plumes of fur found on each of their legs, their tail, their rib cages, and their mane. They are incredibly rare outside of Southern Isovarrah, where they are seen as a good omen. They potentially can live to be over 1000 years old. They are born about the size of a common wolf, but by their latest stages in life they can be as large as even some small wyrms. Some shisa are capable of producing fire from their mouth. This has lead to a multitude of legends among the Isovarran people - most of which involve the Shisa being some form of conduit or living embodiment of the Sun. Shisa rarely form bonds with any other creatures, but they are seen as extremely protective of those they trust. The name Shisa comes from the Shai words Shi (meaning "other" or "friend") and Saht (meaning "sun" or "light").*

### Locations

* Isovarran Archipelago, Isovarrah
* Dithonic Reef

## Statblock

***Skills:*** Perception +3, Stealth +3

***Damage Resistances:*** Fire

***Damage Immunities:*** --

***Condition Immunities:*** --

***Senses:*** passive Perception 11

***Languages:*** --

## Traits

***Keen Hearing & Smell:*** Shisa have advantage on wisdom (Perception) throws that involve hearing or smell.

***Running Leap:*** With a 10-foot running start, the shisa can long jump up to 25 feet.

## Actions

***Claw:*** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Ghar (Language)

Ghar is the name of the primary language used by the Gharif. The language is a particularly important language, as it was the first created on Akharal, and would serve as the starting point for many other early languages, namely; Senex, Ogal, and Orcish. Ghar is used across most of the Meadow of Seasons, where it originated from, as well as the Rhodesian Steppe.

## History and Origins

According to Gharif theology, the language was taught to the original Gharif directly by Chomog Khaan. In it's earliest form, the characters in the alphabet mainly consisted of straight, uniform lines, and was written from left to right. This was due to the early Gharif "writing" primarily by carving into bones. Leather was used as well, though it was mostly reserved for religious script - this is because at the time, the only characters with curves were used exclusively as the initials of the gods of the Gharif Pantheon, and it was much easier to write with curves on leather than with bone.

Communication between the Orcs of Atara and the Gharif of Khuurai would result in the Orcs adopting the Ghar alphabet for their own language, Orcish. Prior to the Eradication of the Orcs, the Gharif would adopt the new Orcish Alphabet, and would begin to write vertically as the Orcs did. This method of writing was formed due to the Gharif now using Bamboo to write, as taught by the Orcs.
Huu

*Among the most beautiful creatures of Auron is the Huu. The Huu are extremely peaceful creatures, who tend to dwell in areas with high concentrations of Mist, particularly in mountainous regions. They have the beak of a rooster, the jaw of a swallow, the head of a pheasant, the neck of a snake, the back of a tortoise, the legs of a crane, and the tail of a peacock. Their feathers are beautifully colored with a combination of Red, Blue, Yellow, Black, and White. A beautiful holy flame shrouds the tips of their tails. Legends claim that seeing a Huu is an extremely good omen, and the High Elves of Akharal even worship them, recognizing them as avatars, or perhaps servants of their god, Hin. Although rare, they do appear to the monasteries and shrines dedicated to Hin fairly often, but rarely interact with anything living. If provoked, they usually flee instead of attacking, despite their immense magical power. Though why they run is not certain, as they are supposedly immortal.*

### Locations

* Ogalthis Bluff, Alindae
* Cliffs of Selfaen, Alindae
* Sunpoint, Alindae
* Cliffs of Selfaen, Khuurai

## Statblock

***Skills:*** Insight +10, Religion +10

***Damage Resistances:*** Radiant; Bludgeoning, Piercing, and Slashing from non magical weapons

***Damage Immunities:*** Fire

***Condition Immunities:*** --

***Senses:*** blindsight 30 ft., passive Perception 25.

***Languages:*** --

***Challenge:*** 4 (800 XP)

## Traits

***Celestial Spirit:*** All of the Huu's attacks are Magical, and deal an additional 3d8 Radiant damage.

***Servant of The Sun:*** The tails of the Huu radiate holy magic; Any undead, fiend, or devil creatures within 60 ft. are Frightened.

## Actions

***Eternal Flames:*** The Huu swings it's tails through the air, using them like whips of holy flames. Melee Weapon Attack: +4 to hit, reach 10 ft., one-five targets. Hit: 12 (2d4 + 4) slashing damage, as well as 12 (2d4 + 4) fire damage per hit

***Hincall:*** Calling upon the God of the Sun, a holy flame tears through the sky, filling the air with streaks of fire. Each creature of its choice in a 20-foot radius must make a DC 20 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
Eastern Gnomes

*"We could hear the voices. They were*

*whispering in a tongue which none of*

*us were familiar with. Directly in front*

of me, a small, humanoid creature

*seemed to appear out of thin air. It*

*was followed by the appearance of a*

*further dozen or so more creatures -*

*all of which looked the same as the*

*first. They signaled for us a direction*

*to head in, and followed us to the*

*edge of their woods, vanishing once*

*again into thin air."*

  *-Kem Essel, Asosian Findings*

## Appearance

Unlike their cousins who favor high elevations and warmer climates, the Eastern Gnomes (often shortened to the Kabal) mostly cling to the more temperate Esselgrove of Asosia - though they refer to the area as the Yevatan. Equally unlike the Western Gnomes, the Kabal have tough, dark green flesh, a

## Eastern Gnome Racial Traits

***Ability Score Increase:*** (+2 Dex) (+1 Int)

***Age:*** Eastern Gnomes reach physical maturity at about age 10. Usually, these gnomes begin to die from old age near 60 years.

***Alignment:***

***Size:*** stand at about 3ft. tall, weighing around 90 pounds. Your size is small.

***Speed:*** Your walking speed is 30ft.

***Concealing Mist:*** Once/day, you can turn invisible (attacking or getting hurt breaks invisibility)

***Reflective Ward:*** (1/day?) Cast reflect on self. (lasts for only one spell?)

***Filtration Mask:*** Your mask is essential for breathing air - you can use it to breath underwater, as well.

***Natural Illusionist:*** cant be charmed (immune to illusion magic?)

***Languages:*** You can speak, read, and write common and Gnomish.
Item System

The equipment item system consists out of different quality items:

* Normal Quality (white)

White items have the smallest amount of Atrributes and don’t have any stats, but they do all have 1-2 sockets. Socketable items like gems and runes can be inserted in normal quality items. Normal items are the only quality that can have sockets with exception to Forged Items where you craft your own personalized item.

* Uncommon Quality (blue)

Blue items roll with slightly higher attributes than normal white items. They have one additional uncommon stat that scales with level.

* Rare Quality (purple)

Rare items roll with higher attributes than uncommon items. They also have one additonal rare stat that is percentage based thus doesn’t scale with level.

* Legendary Quality (orange)

Legendary items roll with higher Attributes than Rare Items. They can either be randomly generated or a unique legendary with fixed attributes and stats. Random legendaries just have Attributes and affixes, but starting from level 30 they also roll with a random affix like Stun, Slow, Knockback or Lifesteal i.e. Unique legendaries have legendary stats in addition to attributes and affixes. These legendary stats can range from magic find, to experience gained to critical hit chance etc...

* Set Items (green)

Set items are items that drop in the world that will give you set bonusses when multiple items are equipped of the same Set. Set items roll with the highest amount of attributes and affixes but don’t have any addional stats. But they have the set bonusses instead which contains attributes for equipping 3 pieces of the set, legendary stats for equipping 5 pieces of the set and increased damage or damage taken reduction for 8 pieces equipped.

* Gemword Items (Yellow)

Gemwords are items made by combining certain rune combinations in socketed normal items. They take the normal items attributes and add legendary stats to them. Gemwords can also be made inside Reforged items, but those items will still be of the Reforged quality.
TOC Plan

## Part 1: Player Character

### Chapter 1: Races

* Aldani

* Coppis Elves

* Dwarves

* Gharif

* High Elves

* Hsiao

* Humans

* Indoori
* Jaizumi
* Kabal

* Kenku

* Kitsune

* Sand Elves

* Shai'Tan

* Shroomfolk

* Thallassians

* Urutan

### Chapter 2: Classes

* Augur
* Blade Dancer
* Bushido
* Dismagus
* Foebreaker
* Marksman
* Machinist
* Mime
* Philosopher
* Shaman
* Uhlan
* Warper

## Part 3: Magick and Mist

### Chapter X: Mist

* mist lore
* exposure mechanics
Ogalthis Collapse

In the late First Cycle, the Dwarven capital city known as Vishnuk was destroyed when a water deposit broke, flooding the city. It was since renamed Vjakludjemed (*"Flooded Past"* in Dwarven). This event became known as the Ogalthis Collapse, and effectively lead to the removal of Dwarven Reign throughout Alindae. (Though it did not kill off the race.)
Emberheart Game Wiki

Informational Wiki for the game **Emberheart** (ARPG)

**Welcome to the Emberheart Game Wiki!**

We're a collaborative community website about the Emberheart Game that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

Emberheart is a top down ARPG Hack and Slash in the likes of Diablo, Torchlight, Grim Dawn! It’s an indie title that focusses on new and exciting gameplay systems and unique end game gameplay while also going back to the roots of iconic games like Diablo 2 for inspiration. The game is being made by a solo developer who has played and developed ARPG games for a decade! In Emberheart you’ll face viscous monsters that got control over the Emberheart, the Heart of the Mountains. It is the Emberheart that makes magic possible in the world and the enemy cannot continue to have control over this precious item. The player will go on quests to fight the mutated monsters and gain back control over the Emberheart!
Key features:

- Play through a **story driven**, but non-linear campaign!

- Visit beautiful location in **5 different acts** of content!

- **Battle hordes of enemies** that scale with your average equipped item level

- Choose between **6 different playable classes**

- **Acquire equipment** during your battles

- Find **Legendary and Set items** while adventuring

- **Craft** your own set of powerful gear or alter found items

- Get your hands on a **powerful Mythic Relic** that will level with you and increases in power

- Choose between **dozens of skills**, alter them to your needs and switch them on the fly

- **Collect** every unique legendary item in certain brackets to unlock powerful heirlooms

- Choose which **end game** you want to play, be it fighting in the arena, hunting campaign bosses or getting experience towards your crafting progression

Gemwords

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* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
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Gemwords

Emberheart's item system contains Gemwords. Gemwords are an item rarity based on putting socketable gems in 2 socket normal items of any type in the right order. The order in which you put socketable gems in the items sockets is guided by making logical word combinations. For example, the Wind Gem combined with Force gem, in that order, will make a Gemword item called "Windforce". Gemwords can turn normal quality items into powerful unique items with uncommon, rare and legendary stats.

The system was made because normal white items would always be weak compared to other items that drop rather regularly. This way you can make powerful items with Gems out of low quality normal quality items.

Possible Gemword combinations:

Windforce Gemword

Lifeforce Gemword

Runeforce Gemword

Feastlife Gemword

Liferune Gemword

Life Leaf Gemword

Lifeforce Gemword

Leafwind Gemword

Leaf Force Gemword

Hoglife Gemword

Hog Force Gemword

Wind Leaf Gemword

Force Feast Gemword
Pheromone Production Cost

Bibites produce Pheromones, producing pheromones costs energy. This setting dictates the cost of production and is expressed in the unit E/s2.

The actual energetic cost is therefore calculated as follows :

*Energy cost* = *Pheromone Production Cost* \* *Pheromone Production Rate (constant)* \* *Pheromone Duration (dependent on neural activation)*

As a result, the energy cost will be linearly dependent to the neural activation of the bibite producing those pheromones.
Gluttony

**Gluttony** means over-indulgence and over-consumption of food, drink, or wealth items, particularly as status symbols. In Christianity, it is considered a sin if the excessive desire for food causes it to be withheld from the needy.

*People who currently possess **Gluttony***

Everitt Ellenson

*Pros of Gluttony*

- Incredible cooking

- Food tastes good no matter what

*Cons of Gluttony*

- Insatiable hunger
Lust

**Lust** is considered by Catholicism to be a disordered desire for sexual pleasure, where sexual pleasure is "sought for itself, isolated from its procreative and unitive purposes".

*People who currently possess **Lust***

Jakobi Morales

Craig Morales

Venus Jones-Hart

*Pros of Lust*

- Good Seduction skills

- Good intercourse

*Cons of Lust*

- Constantly horny

*Special Features of Lust*

*-* Sharper canines then usual
Sloth

**Sloth** has also been **defined** as a failure to do things that one should do, though the understanding of the sin in antiquity was that this laziness or lack of work was simply a symptom of the vice of apathy or indifference.

*People who currently possess **Sloth***

Shaun Preobrazhensky

*Pros of Sloth*

- Naturally skilled

*Cons of Sloth*

- Always tired, no exception

*Special Features of Sloth*

- Eyebags

- Bad posture