recursal/Fanatic-Fandom huggingface dataset:
Golems (Broken World 3)

R3P41R, the first known Golem of the Fortress.

### **History**

The Golems of this world have all emerged out of Volstrikk's Laboratory, within **Rakust Dosîm**.

### **Physiology**

Previously made of iron or steel, they have been isolated for so long, they have had the chance to improve their once-primitive iron bodies and are now constructed of highly advanced alloys and redstone circuitry.

Injured people have been known to receive golemetric enhancements, such as legs or arms, or in rare cases, entire portions of their bodies. This process may ultimately render that person, technically, a Golem, although this comes with its drawbacks.

### **Personalities**

Golems are highly intelligent and able to calculate things very quickly. Each Golem is different, but they are usually still based around their initial tasks, with their minds rarely deviating from that task in the long run.

### **Skills**

The Golems of this world were highly advanced, very strong and very intelligent. They could perform tasks members of other species would have considered impossible.

### **Culture**

#### **Families**

As they are created individually, the closest a Golem has to a family is merely the next one to be made.

#### **Homes**

The closest to a home for the Golems was Volstrikk's Laboratory.

### **Leadership**

Marnus Volstrikk was the creator of the majority of these Golems. However, in his demise, the most senior Golem is usually looked towards; in this case, R3P41R.

### **Relations**

Golems do not have any preference over any race, but they will attack hostile enemies.

### **Language**

Golems are programmed to be able to speak the common tongue.
Othfel

### **Creation**

A small group of Humans, finding their previous settlement had been swallowed by the very desert itself, set out to establish a new home that wouldn't be so easily conquered.

A large mesa was spotted, a towering monolith that dominated the landscape. On top of this mesa grew patches of grass; an incredible rarity in such a desert. Through this, the Humans were able to generate small amounts of arable soil and grow crops.

### **Location**

Within the area of the desert colonised by the races, Othfel was found in the north-eastern region. From here, they commanded a view of a huge stretch of territory, being situated on an open plain.

### **Appearance**

Outsiders would be greeted by the solid sandstone walls of Othfel, built to resist any raiders or bandits that might try to pillage and steal from them. Many towers and fortifications dotted these walls, to further strengthen them.
Within the city walls, small sandstone houses were built to house the population. Sunk slightly into the ground to reduce heat, they were adorned with colourful banners and dyed cloths. Lapis lazuli also featured heavily in decorations, with plans in place to include it in a grand floor plan for the entire city.

In roughly the middle of the city stood the mesa; a looming sandstone and clay formation, from which the God King or Queen would rule from.

### **Leadership**

The city was ruled by the God King, or God Queen, which the Humans believed to be an embodiment of their God; Cuthom Cilko. The God King or Queen's word was absolute and was expected to channel Cuthom Cilko's will in order to help their people and the city thrive.

#### **Known Leaders Of Othfel**

* **Astoma Sinurcek** - first in line to be the new God King.
* **Shidokht** - the first God Queen, succeeding Astoma after he was brutally murdered by Kobolds.

### **History**

* The village of  **Icen Wom** is destroyed, leading to refugees to settle in the area.
* The walls and fortifications of Othfel are built.
* Astoma Sinurcek, the future God King, falls to his doom after being pushed off the mesa by **Kobolds**
* Shidokht is elevated to the position of God Queen.
* First contact  **happens**

### **Notable Groups**

The city of Othfel was very new and, as such, no factions formed within its history.

### **Notable Landmarks**

* **The Mesa** - An unnamed, spiraling mesa that stood at the center of the city. The city was founded at the base of this mesa, with the God Ruler residing on top of it, looking over all of the surrounding sands.

### **Notable Occupants**

* **Kaspcuthroz Josmaasto** - original migrant, warrior and guardian of Othfel.
* **Domara Faria** - original migrant and an able scout.
* **Semod Istrosemod** - original migrant and the city's only blacksmith.
* **Adamu Kostruebe** - original migrant and an experienced trader.
* **Jabbar Hasim** - original migrant and personal bodyguard to Adamu Kostruebe.
* **Istel Peklod** - original migrant and storyteller.

### **Gallery Of Othfel**

***A birds-eye view of the settlement.***
Artificer

### **Summary**

From bridges to hidden doors, many mechanical feats are available to an Artificer.

### **Types of Artificers**

Most Artificers tend to gravitate to a type of engineer. One artificer might attempt to build bridges and railways like a civil engineer, whereas a different artificer may specialize towards other functions, like pistons.

### **Skills**

Artificers have no skills, for their true power lies within the mechanisms they can build and unique recipes they can craft. The mechanisms Artificers can use are detailed here:

The following crafting recipes are also available to artificers:
The Capstone

A quick record of the battle.

At the bottom of the Grand Shaft the explosion had tore up the stone floor, which existed to block the portal to hell that had initially been opened by the first Overseer. Now, a gigantic pitch-black hole to the void yawned in the middle of the floor.

When the first tremors happened, the immediate response was to discover what was going on. A small team discovered that a gigantic tentacled beast was starting to emerge from the pit, similar to **Tentaclease**.

After peace had been made between the **Dwarves**, **Kobolds** and **Humans**, a group was put together to try and seal the beast in the void. The Dwarves worked on constructing an obsidian capstone to seal the pit, the Humans constructed a specialised barge in order to sail it to Auric's Landing and **Grub** rounded up the stray **Golems** that had escaped the destruction of **Noruzim Thakom** and herded them to the Fortress of **Gishdist Rithzâm**.

By sailing the capstone and then utilising the Golems to drag it up the mountain, the group was able to lower it down through the top of the mountain using cranes positioned at the summit. As Golems operated the crane winches, the group stood on top of the capstone and rode it all the way down, battling whatever hordes landed on it.

As it neared the pit, the beast began to flail and attack the intruders, using its tentacles to swipe at the capstone as it was lowered. After a prolonged battle of fighting off both the beast and the undead still in the Fortress, the capstone came to rest over the pit, sealing it forever. Unfortunately, during the skirmishes, Grub had been knocked clean off the capstone and into the void, but his efforts shone a new light on the entire Kobold race.
Gottsgrimm

### **Creation**

In the early days of the colonisation attempts, two strangers from a land far from the **Bernassi Empire** arrived by boat, with glorious intentions. One was a mercenary, the other his paymaster. Their true purpose was never discovered, but their end result; the founding of Gottsgrimm, was a considerable landmark that was put to good use.

### **Location**

Gottsgrimm was located a short walk east of Southbridge.

### **Appearance**

Built into a small mountain pass, Gottsgrimm was a densely built fort, sturdily made with stone bricks and logs. Several small houses were built into the cliffside and a small farm was set up to provide for the few living there.

### **Leadership**

The leadership style of Gottsgrimm was unknown.

#### **Known Leaders Of Gottsgrimm**

There are no known leaders of Gottsgrimm.

### **History**

* A few hired locals and volunteers perish during the construction of Gottsgrimm.
* The mercenary responsible for the building of the place, sets fire to a local Bernassi temple. The inhabitants of Gottsgrimm were killed to a man.
* Sidero Melanthios, a giant albino, sets up his alchemical forge within the walls of the small outpost.

### **Notable Groups**

No known notable groups originated from Gottsgrimm.

### **Notable Landmarks**

There are no known notable landmarks in Gottsgrimm.

### **Notable Occupants**

* **Sidero Melanthios** - the white smith.
Dragons

The black head of a dragon.

### **Physiology**

Dragons resemble larger versions of lizards, possessing strong scales and large jaws. Size is often used to determine age on a Dragon, as they never stop growing from birth. Dragons are quadrupeds by nature, but it is not unheard of them to stand on two legs should they want to do so.

It is not recorded how many draconic races exist.

### **Personalities**

Dragons tend to be highly intelligent, a trait that only increases like their size. They often come off as aloof, haughty, and uncaring about matters that are below them with the lesser races, a trait that starts small and grows as they age.

### **Skills**

Dragons have a unique natural ability to sense sentimental value in objects. Whatever creatures tend to value, a dragon is prone to stockpiling within their hoard. As such, a Dragon is just as prone to ask for a child's precious doll as they are for a diamond in trade.

### **Culture**

Dragons usually live in solitude relative to those of their kind.

#### **Families**

It is unknown if Dragons have any particular reverence to other members of their family.

#### **Homes**

Dragons will usually make their homes in caves or abandoned structures and surround themselves with their belongings.

### **Leadership**

Dragons are known to obey leaders that can convince them that they are more powerful than the Dragon. Though having a theoretically limitless ego potential, attempting such a thing increases in difficulty as a Dragon ages.

### **Religion**

There are no known religious practices of Dragonkind.

### **Relations**

As with most things, while a Dragon is still young and humble, relations with one can be quite friendly and often. As the dragon ages, however, such pastimes become more and more scarce.

### **Language**

Dragons speak the common tongue, though they can adapt extremely fast to languages spoken in areas that the preside over. They are presumed to possess a unique language known only amongst themselves, but should it exist, a common race has yet to hear it, for better or for worse.
Silvara

### **Creation**

Silvara was a settlement created by a small group of colonists, hailing from the City-State Of Aram.

### **Location**

Silvara was built on the southern portion of an island dubbed Quicksilver Span. This island was one of the largest within the **Sea Of Wolves** and was found in the north-eastern portion of the map.

### **Appearance**

As with Aram, the appearance of Silvara may have seemed messy, or unorganised to the untrained eye. In reality, the architectural styles and materials used within the settlement, as with the City-State itself, were from a myriad of regions and periods.

Sandstone, marble, water and greenery all mingled within the borders of Silvara.

### **Leadership**

Known collectively as the 'Synedrium', the leadership of Silvara composed of a Polemarchos; in charge of the military and ultimately the head, and 'Syndrions', or Ministers, who were in charge of specific aspects of the settlement.

Each Syndrion had a title unique to their station.

#### **Known Leaders Of Silvara**

* **Zafir Songleaf** - Polemarchos of Silvara.
* **Airameith Bellfield** - Polemarchos and Agrikos; Head of Agriculture.
* **Reinhard Endal** - Emporos; Minister of Trade.
* **Daníel Jónasson** - Logika; Minister of Knowledge.
* **Gobi** - Tektos; Minister of Civil Engineering.

### **History**

* **Felsite 273** - The first official colonisation attempt of the Sea Of Wolves.
* **273** - An accord is met to split the island of Shieldwall with the inhabitants of **Port Canis**.
* **13 Timber 274** - The Wolf Sea Drachma is established in Silvara and Port Canis.
* **282** - The beginning of the **Age Of Spite**.

### **Notable Groups**

There were no notable groups or factions within Silvara.

### **Notable Landmarks**

* **The University** - a vast college, deigned to be the single place of learning within Silvara.
* **The Marketplace** - where traders would sell their wares.

### **Notable Occupants**

There are no other known notable occupants of Silvara.

### **Gallery Of Silvara**

***The back portion of Silvara, with the University in view.**Another view of Silvara.**The housing plots of the settlement.***
Golems (World 6)

A standard iron Golem.

### **Physiology**

Golems are large, lumbering creatures made out of iron. They are usually  **Dwarf** made, although other races can make them.

### **Personalities**

Golems were mostly mindless, being set to do a single task, or tasks and repeating them until stopped.

### **Skills**

As they had no real free will, Golems could usually only perform basic manual labour.

A Golem could be set to guard duty and would stay there until they rusted away.

### **Culture**

#### **Families**

As they are created individually, the closest a Golem has to a family is merely the next one to be made.

#### **Homes**

Golems required no sleep, food or otherwise, so did not have homes.

### **Leadership**

Golems were usually able to be commanded by anyone, though the orders of their creator would take precedence.

### **Relations**

Golems do not have any preference over any race, but they will attack hostile enemies.

### **Language**

There is no known Golem language. If Golems were able to speak, it was never witnessed.
Ashbel

His symbol is an open flame.

### **Location**

It is unknown whether Ashbel had a specific location in which He could be found.

### **Appearance**

It is stated that Ashbel is a being of fire.

### **History**

Ashbel, predominately, but affectionately, known as Old Man Fire is a Demigod, whose sole sphere is fire. He is not the creator of fire, but one of the multitude of Gods of the flame. He is possibly the most beloved, believed to have taught mortals how to first utilise it. He oversees fires from the smallest candlelights to raging forest fires, although He prefers to look after smaller, more comforting fires, such as household stoves, campfires and bonfires.

Old Man Fire is alive, though the deaths and disappearances of several other Gods presiding over fire and heat have seen Him stretched thin, forced to cope with a tremendous amount of work.

### **Behaviour**

He is jovial and warm, always willing to share His embrace with his followers whom he views as His children. But, as a being of fire, He may not understand why people don't enjoy bathing in the flames.

### **Abilities**

It is unknown whether Ashbel had any specific abilities.
Rogueport

### **Creation**

When the races emerged from the vault that the Gods had placed them in, they found the outside world was harsh and unforgiving. Working together, they quickly set about to build Rogueport; a large town that was home to all.

### **Location**

Rogueport was centered in the middle of the known world. Whether this was intentional or not, we will never know.

### **Appearance**

As Rogueport was home to so many individuals, the town itself was varied. It was split into a few districts for the races, but mostly buildings were constructed from stone bricks and wooden planks. Many buildings were also highly decorated with lapis, gold, glowstone and other materials.

### **Leadership**

Rogueport appeared to be led by a council, or councils, comprised of various people. It is unknown as to the amount of control these councils had over the inhabitants of Rogueport.

#### **Known Leaders Of Rogueport**

* **Nelus Cafferion** - a member of the Council Of Five.
* **Hignar** - future lord of **Fireforge**, chairman of the Council Of Five.
* **Eruraviel** - member of the Council Of Five.
* **Rocky** - member of the Council Of Five.
* **Segellion** - member of the Council Of Five.

### **History**

The history of Rogueport is mostly unknown. Some event, or events, eventually occurred that forced the townspeople out and establish more communities of their own.

It appears, at one time, it was struck by a large meteor that seemed to spread nether blocks throughout the town. Subsequent storms that blew vast quantities of sand in from the edge of town, coupled with large waves that destroyed most of the docksides, have ravaged the town. It is unknown whether these events were what led to the exodus of the inhabitants.

### **Notable Factions**

* **Vault Management** - a group in charge of the rationing and distribution of the scant resources available.
* **The Council Of Five** - a group representing each race, presumably having some sway over most of Rogueport.
* **The Secret Police** - a small, clandestine group, charged with the protection and rulings of the Vault.

### **Notable Landmarks**

* **The Dwarven District** - a large ravine in the town, where the Dwarven population had mostly settled.
* **The Elven District** - the top of a small, tree-covered hill in Rogueport, where a number of Elves lived.
* **The Kobold District** - the sewers of Rogueport, where the Kobolds dwelled.
* **The Temple Of The Eye Of Life** - one of a number of temples within Rogueport.
* **The Sun Temple** - one of the number of temples within Rogueport.
* **The Shrine To Armok** - a shrine to **Armok**, an underground research facility and the precursor to Fireforge.

### **Notable Occupants**

No notable occupants in Rogueport are known of.

### **Gallery Of Rogueport**

***The Temple Of The Eye Of Life.**The Sun Temple.**The ravine in which the Dwarves of Rogueport lived.**The Shrine to Armok.**A gladiator area, just on the outskirts of the town.**A meteor, one of the many calamities to befall Rogueport.***
The Fall

An account of the Fall.

*The Pantheon once held our world upon their shoulders. Our Gods created and cares for the land, the sea and the sky. It was They who created all living things and They who shepherded the souls of the dead. It was the Pantheon who tamed the primordial chaos, defended us from the infernal and helped us overcome our own, contemporary evils.*

*The Pantheon loved us and we loved them in return. We built churches, religion, faiths and creeds on their shoulders, all to maintain our relationship with their Heaven.  **Human**,  **Dwarf**,  **Kobold** and  **Elf**; there were Gods to answer every prayer and grant every blessing unto the people of the world.*

*But time is cruel and eats away at everything; even Gods.*

*After more than five thousand years, the Pantheon finally began to falter. Some of the Gods grew too old and died, just as we mortals are fated to. Others went mad, their minds breaking after so many years of work. There were those who grew weary of mortals and their petty trials and, apathetic, abandoned their posts. Worse than all of these, were those who became corrupted by evil and greed.*

*Without the constant attention and work of the Pantheon, our world began to break. Lands twisted and warped. Forests grew dark and dangerous. Monsters clawed from the earth.*

*The dead began to walk.*

*Many regard the loss of **Malchus**; the Sky King, as the final blow to the world. Without Him, the heavens themselves were lost, obscured behind a swirling vortex of grey storms and dark nights. Sunlight is rare now and short-lived. Evil things roam freely in the shadows.*

*A hundred years have passed since our world first began to fall apart. Just like the Gods, we mortal races are faced with extinction.*

*Yet, even now, there may be a ray of hope. Human priests, Dwarven clerics, Elven mystics and Kobold shamans; all praying desperately for the Pantheon's return, have felt the presence of an unsullied deity.*

*An island, far out at sea, was once the location of the Human dukedom of Espérer and the Dwarven fortress of Kulsim Emen. It is here that we just might find our salvation.*

*Our pitiful alliance; the death throes of mortal kind, has travelled to the island. It is a twisted and dangerous place and we recent arrivals are now stranded here, for the wrathful sea has swallowed our fleet.*

*But our only hope is to press on into the unknown and seek out this brief glimpse of a God.*

*We only pray that it's not too late.*
Gizemli Pelerinli Kadın

Göz ve saç rengi:Bilinmiyor

**HAKKINDA**

Çoğu şeyi bilinmeyen bir kadındır.İlk olarak Dolphinominal bölümünde görünmüştür.

B**ARK ATTACK TA**

Bölümün başlarında kiralık savaşçılar binasının önünde görünmüştür.Prohyas ve Vambre ile biraz konuştuktan sonra gitmiştir.Ağaç J nin gözlüğünü istemiştir ve Vambre ve Prohyas getirince ücretini vermiştir.

The Desolation of Grup da

BU BÖLÜM YAPIM AŞAMASINDADIR.
Cultivator

### **Summary**

*The Cultivator is a versatile profession, well suited for those who involve themselves with food -- whether by growing it, or by cooking it.*

### **Tools of the Trade**

* Buckets
* Shears
* Various Plants

### **Types of Cultivators**

Being a cultivator is not necessarily being a farmer, anyone with a hoe a bucket and some time can grow pretty much any type of crop if they know where to grow them, however being a cultivator helps with many aspects of plant gathering and replication. Cultivators most common role is as a food provider, as they are able to duplicate apples and mushrooms using their take cuttings ability. Cultivators can also produce Bone Meal from undesirable products, such as rotten flesh or poisonous potatoes, which can also be used as a white dye for various building reasons. Their ability to convert Puffer Fish and Clown Fish makes them desirable to convert these into usable food. Furthermore, the ability to take cuttings makes them able to replicate various materials used in the Brewery Plugin, such as vines, apples, mushrooms, ferns and flowers, making them a good profession for those that wish to brew. Finally, for those who like to decorate areas with flowers or the dyes they produce, the Take Cuttings skill works on any flower, allowing for as many flower to be replicated as desired.

### **Skills**

* **Take Cuttings** - Replicate certain types of foliage, mostly plants. Requires shears in the off-hand.
* **Tantalize** - After a period of burping noises, players within a X block radius are given Hunger II for 10 seconds, allowing them to consume more food via RP than they otherwise mechanically wouldn't be able to. Caster is slowed to a crawl during and after casting, however, and thus the skill isn't recommended for offensive purposes.
* **Cultivation** - You can craft various food and gardening related recipes.

### **Custom Work and** **Crafting**

* Nine Rotten Flesh or Nine Poisonous Potatoes when crafted will make Nine Bone Meal!
* Crafting smeltable foods such as potatoes, or raw meat, with a torch will create their cooked version.
* Crafting One Bucket of Milk, one Egg, two Sugars, and one Hay Block will give you three stacked cakes!
* Crafting a Puffer Fish or a Clown Fish will give you a normal Fish in return.
Cleansing Of Eymet

An account of the reclamation of Eymet.

North of **Vallecrosia**, some time after the town had been comfortably settled, the settlement of **Eymet** was discovered.

There were no specific mentions of it in any books found in the town, but the existence of other villages and settlements in the area were known of, although none were known to still be inhabited.

A few lone travellers found the settlement to be infested with spiders, so much so that entry was almost impossible. To this end, an expedition was launched to destroy the nest of spiders and to reclaim what they could from the village of Eymet.

A small band of willing and capable warriors made the journey to Eymet and upon entering the village, were quickly beset upon all sides by the spiders that had made this place their new home.

The battle was a prolonged one; after so many years the spiders had managed to get into every nook and cranny in the once-busy settlement and the expedition party had to eradicate them building by building.

Soon, the spiders were discovered to be mostly coming from one area; the almost-sealed crypt. Delving deep into the forgotten catacombs and discovering those who rested there, they came across a large cavern, in which a single, giant spider had made her lair, with her brood surrounding her and breaching to the surface.

The spider had suspended itself upon a web over a lava lake, heating it's grotesque body. The battle was treacherous and frantic, but after a while the giant spider lay dead. The party quickly set about stripping Eymet of all belongings, finding books, plants, potions and other goods.

All of the books, journals and diaries were taken into  **Dwarven** care, for their scholars were keen to pour over the contents and produce some sort of  **timeline** as to what happened and when.

After all of this, the novice alchemist Rowan Auber devised a potent anti-spider repellent and, after placing it in strategic places around the town, was able to stop the spider infestation, that had now spread outside the village, from reclaiming Eymet.

Except for Vallecrosia, a new town had been reclaimed, for the first time in living memory.
Jorma Hautala

A picture of Jorma Hautala.

## **Background**

Jorma Hautala came from the Dwarven city of Varkaus, not too far from Dol Kurum; the major Fortress of the region of Volansk. After spending his younger years in the mines and then training as a smith with his father, he decided to place himself on the boats sailing to the new regions of the **Sea Of Wolves**, to establish himself as his own smith.

## **History**

Jorma was one of the first colonists of **Port Canis**, coming over on the very first boat that made landfall. He, along with the other colonists, set up a small camp on the higher portions of the island. As others cleared the island for building, he spent his time in the camp smithy; little more than a set of forges next to a smelter, with a small roof over the lot of them.

When the main plateau was cleared and sectioned off for building, Jorma built his first proper smithy. A large smelter, for the production of ores, along with the necessary crafting benches and assorted tools, meant that Jorma's was often being visited by those who needed their gear repaired, or a new job done.

Jorma made his name across the Sea Of Wolves by installing custom-made windows and railings around some of the buildings within Port Canis. He was asked to do work for **Silvara** amongst other places.

Seeing the potential for wealth within the bureaucracy and careful record-keeping of the **Consilium Mercator**, Jorma started to write himself into contracts with the leaders of Port Canis. A small percentage of ores that he would process, as was his job as the town smith, would belong to him. In time, he would come to establish a mine, in which he would also receive a larger percentage of the ores he dug up, whilst the rest would go to further the town.

It was this shrewd mind that made him not only a rich Dwarf, but also a welcome figure for most of the townsfolk. His wealth and hard work would benefit the town, so keeping him out of earning a share of the ore, would impact the town as well; a fact the Consilium Mercator quickly decided.

Jorma was often present at major events within Port Canis, notably celebrating his 150th birthday within the town walls.

It is unknown what Jorma's actions were during the **Age Of Spite**, or the events leading up to it, but it is noted that the 'Hautalan Trade Consortium' is mentioned, so Jorma is most likely to have started it.

## **Skills and Belongings**

Jorma's skill with metalwork made him one of the first established smiths in Port Canis, with people from all over the Sea Of Wolves coming to purchase his goods.

He was incredibly fastidious; keeping journals and ledgers of his financial comings and goings.

Jorma did not have any particular belongings, other than his smithy.
Aeson Elidyr

* Captain
* Ranger
* Formal

## **Background**

"Prince" Aeson Dannyd Blake Elidyr of Daslos, disgraced son of King Rynath Elidyr (therefore no longer formally Prince), was an experienced hunter and archer whom enjoyed spending time in the twisted woods of Tortus, back in his homeland.

Drafted into the Telum Iuvenis at a young age, and spending the best of 12 years fighting off the Divine Gathering, Prince Elidyr honed in on his combat skills and capabilities.

After fleeing his service at the Telum Iuvenis, together with his lover, a series of unfortunate events led to his demise; or so one would have thought. Through the practice of necromancy Aeson returned to life, somewhat at least (therefore being classed as "undead"), but due to a number of faults in the necromatic process he was unable to return to his normal routine. Instead being banished to roaming Daslos as he attempts to repair said inaccuracies.

All before awakening, surprised, in Liba Riveni**...**

## **History**

Aeson Elidyr served as the First Ranger of Liba Riveni under Captain Civeri, Then as Captain of the Ranger's Guild under Warden (Civeri) Valóna, as Marshal((?)+needs verification+) and later on retired from the frontline combat role, instead opting for the more Political role of Liason of Liba Riveni.
Allfire Cavern

### **Creation**

The cavern itself had been settled by Kobolds countless years ago, it was merely rediscovered by the Kobolds who found it.

### **Location**

Allfire Cavern was located in the far north-west of the 'habitable' part of the region. Is was almost directly north of **Ferrum Ner**.

### **Appearance**

The cavern was dug out of sandstone and had smaller chambers which housed Kobolds, food storage and other things.

### **Leadership**

Kobolds do not have an established leadership structure, beyond personal respect for other members of their race. If a Kobold has a good idea, other Kobolds may be inclined to follow their place.

A 'Chieftain' might be recognised, if they are particularly strong and reliable, but it is not a permanent position.

#### **Known Leaders Of Allfire Cavern**

There are no known Chieftains of Allfire Cavern.

### **History**

* The Kobolds initiate  **first contact** between a number of races.
* A King Dire Scorpion is slain, to clear a potential new home.
* A number of  **raids** upon the other settlements begin.
* Allfire Cavern is  **set upon** by the other races.
* The Kobolds take  **revenge** and prepare to move to their new home.

### **Notable Groups**

There were no notable groups of Kobolds within the Allfire Cavern, aside from the race as a whole.

### **Notable Landmarks**

* **The Allfire** - a fire that was continually stoked and tended to, in order to keep it burning.
* **Squiggle Pit** - a small pit of wurm young; the primary food source for the Kobolds.

### **Notable Occupants**

* **Kaymus**.
* **Sugoi** - the Patient One.

### **Gallery Of Allfire Cavern**

No other pictures exist of Allfire Cavern.
Siah

A picture of Siah.

## **Background**

Siah was an elf who woke up alone in Liba Riveni. Siah had no professions or skills besides being able to wield and use a sword. After a short amount of time, Siah joined forces with Dale, Rotler, and a necromancer.

## **History**

Siah awoke in Liba Riveni during Sandstone 282. Finding himself with no guidance and signs of other elves he left Liba Riveni and traveled through the caves to Petrichor. Upon arriving in Petrichor Siah found Dale talking to two people who were: Rotler, and a necromancer. Siah ignored these people for they seemed suspicious. They noticed Siah and claimed that the Gods had sent him. Siah followed them outside only to have his house set on fire shortly afterward. Rotler, and the necromancer gave Siah a giant shield, a gift from the shark God, and then gave Dale a magical hat, named "Hat". Rotler, and the necromancer set Siah and Dale on a quest to find Auralaux, with the help of Hat they found her in Petrichor. Together with the group, Siah matched to Rakust Dosim unaware of why he was even there. Once they arrived Siah and the others entered Rakust Dosim and shortly after were found by Shalak. Siah and the others hid in Beor's chapel and sealed the doors, and learned of the plan to defeat Shalak. After the defeat of Shalak, Siah looked around him seeing once again that he was alone and unwanted by the others, set out to look for more heroic deeds to do to prove himself.

## **Death**

Disappeared into the waterways and stayed there for many years. It is unknown whether or not he survived the end.

## **Skills and Belongings**

Siah had the skills of a basic swordsman and was very strong.

**Towering Shield Of Sharks** - A giant shield gifted to Siah by the Shark God, assisted in the assassination of Shalak.

**Rebellion** - ???
Fort West

### **Creation**

Built on the site of an old inn, Fort West was built as a forward military base, in order to contain the **Goldencross** incidents.

### **Appearance**

Fort West was mostly built of stone bricks, with a moat around the outside.

### **Leadership**

As there was no permanent presence within the Fort, it was governed by the military commander of Southbridge.

#### **Known Leaders Of Fort West**

Fort West was ruled by the  **military commanders** of Southbridge.

### **History**

* Fort West is built to warn and defend from any further engagements from Goldencross.
* Zodd and his  **Goblins** Goblin forces capture it.
* Fort West eventually falls into disrepair and abandonment.

### **Notable Groups**

There were no notable groups from Fort West.

### **Notable Landmarks**

There are no known notable landmarks within Fort West.

### **Notable Occupants**

There are no known notable occupants of Fort West.
Obliterata

The Page of Death, one of the five Obliterata.

## **Creation**

The Obliterata was the name given to the collection of 5 pages that held complete control over an aspect of reality.

Penned by an unknown scholar at an unknown time, the strange magics and spells written on the pages gave them the power to change things as the owner saw fit. The pages themselves did not give the owner the power, only the ability to focus their power as they wanted.

## **Description**

The first page gave power over the mind. It turned the **Goblin** general Zodd from a seemingly unintelligent brute, to a tactical mastermind; able to organise attacks on a continental scale. It also gave the owner some control over creatures and possibly beings of lesser intellect. It was with this page that Zodd was able to control the **Dragons** under his command.

The second gave mastery over the dead, allowing control over undead beings and occasionally to 'will' a creature to die instantly. The dragon, **Darkshiny**, retrieved the page from the depths of **Noruzim Thakom** when it made its lair there. It was then acquired by the Kobold Grub, who briefly 'loaned' it to the Elf King, **Koroth Na**.

The third page was in the possession of a cultist within the lair of the **beast** under Southbridge. This page held control over space, notably in the form of being able to create portals to desired destinations.

The fourth was the page of life, allowing the controller to breath life into plants, beasts and rarely, people. Those brought back to life seemed to be under the control of whoever brought them back, although this may have been a problem with the 'ritual' in this case. Owned by the **tree spirit** Tenebrarum and later handed to Queen  **Arion**.

The fifth and final page gave the owner master over time. This was the last page to be found, as it was magically hidden in a small pocket realm within the **Staff of Winterborn**. The Staff had to be first 'recharged' by bringing it into contact with wands that had been hidden all over the realm.

The Obliterata were destroyed along with the world when **Armok** struck it open.
Coldwater

### **Creation**

After venturing across the cold seas in a months-long journey, a group of Humans found a new land that was fit to colonise.

### **Location**

It is unknown where in the world Coldwater was located.

### **Appearance**

The cold climate and abundance of lumber has dictated the style of building in the area. Squat and set into the ground, these buildings of wood and stone are ideal for warmth as they conserve heat very well. Second floors, if present, are little more than lofts.

### **Leadership**

Coldwater was led by Chieftains. The only known one was Brinjolf Frost, whose family had been the Chieftains of Coldwater for several generations.

### **History**

Nothing is known of the history of Coldwater.

### **Notable Groups**

No known groups originated from, or made their home within Coldwater.

### **Notable Landmarks**

* **Temple of Aurin** - which stood out due to it's seemingly foreign architecture.

### **Notable Occupants**

There are no known occupants of Coldwater.

### **Gallery Of Coldwater**

There are no known pictures of Coldwater.
Durthill

### **Creation**

The Goddess Stella swayed a number of Kobolds to try to establish a warren near a slumbering **Dragon'**s lair. Even enticed by the Dragon's wealth, many Kobolds elected not to, but a select group stayed and founded Durthill.

### **Location**

Durthill was a short distance away from **Rogueport**.

### **Appearance**

Durthill was a collection of small, ramshackle builds and hollowed out hills that the Kobolds used for farming, houses and otherwise.

### **Leadership**

The leadership style of Durthill is unknown.

### **History**

* Durthill is founded.
* A new leader shuns their Goddess, Stella.
* Stella withdraws her protection, waking up the Dragon that slept beneath it.
* The lair is destroyed when the Dragon wakes.

### **Notable Groups**

There were no known groups that originated from, or inhabited, Durthill.

### **Notable Landmarks**

There were no known notable landmarks within Durthill.

### **Notable Occupants**

There were no known notable occupants of Durthill.

### **Gallery Of Durthill**

There are no other known pictures of Dirthill.
Jeremiah

Jeremiah's symbol was a set of scales.

### **History**

**The Pantheon** had no officially recognised leader, but Jeremiah was frequently sought out to resolve conflicts between Gods and offer advice.

A popular God, lip service was payed to Him by people from all walks of life. He was invoked particularly often by kings, nobles, officials and religious folk before passing judgement on someone, or by knights, crusaders and others who believe(d) they are fighting for a righteous cause.

Known to be dead. Said to have “died of grief” in the early years of **The Fall**, some believe He committed suicide, though this belief is widely regarded as heretical.

Jeremiah’s domains were moral rather than physical, so His death did not result in any immediate or obvious consequences. However, He was known to lend His power and assistance to other Gods, so when He died the world as a whole seemed to become less stable. Many believe evil and immorality increased following His death.

### **Behaviour**

Jeremiah was calm, collected and kind, but slow to act.

### **Abilities**

It is unknown whether Jeremiah had any specific abilities.
Prohyas

**HAKKINDA**

* Prohyas, kiralık savaşçılar da çalışanlardan biridir. En sevdiği hayvan yunustur. (Öyle kılıcı da var) Çoğu zaman doğru şeyi yapmaya isteklidir. (Bazen de isteksizdir) Ayrıca maceracıdır.

Vambre ın ikizidir..

## Information group

### First

Ailesi: Vambre (kız kardeşi)Kablammica Warrior (annesi)Norman Warrior (babası)Nana Warrior (büyükannesi)

### Second

Arkadaşları: Vambre, Grup, Prenses Zange, Zombie Balkabağı Kılıcı, Ralphio, İhtiyar İhtiyar (zaman zaman), Neddy the Mallet, Hoppus (zaman zaman), Kral Rexxtopher (zaman zaman), Skullivan, Lady Hiss, Prug, Omnibus

### Third

Düşmanları: Hoppus (zaman zaman), Kral Rexxtopher (zaman zaman), Nohyas , Phil , İhtiyar İhtiyar (zaman zaman), Kraliçe Porcina , Helmut , Pirates

## Other attributes

### Fifth

Cinsiyet:Erkek

EK BİLGİLER

* Sebze yemekten nefret eder..
* Çorbasında ekmek sevmez.
* Yunus kılıcını bebeği gibi görür.
* Çılgın Kılıçların tüm bölümlerinde oynamıştır ve oynamaya devam edecektir ..

**SAHİP OLDUĞU KILIÇLAR**

1. Yunus Kılıcı
2. Zombi Balkabağı Kılıcı
3. Akordeon Kılıcı.
4. 'Excaliburger Kılıcı
5. Uzayan merdiven Kılıcı
6. Salam Kılıcı
7. Etkileyici Ses Kılıcı
8. Tıraş Makinesi Kılıcı
9. Kurşun Kalem Kılıcı
10. Bumerang Kılıcı
11. Mikrofon Kılıcı
12. Patlayan Balon Kılıcı
13. Mıknatıs Kılıcı
14. Süt Ürünleri Kılıcı
15. Sakız Kılıcı
16. Pankek Kılıcı
Fireforge

### **Creation**

After **Rogueport** was abandoned, the Dwarves and Dark Elves decided to flee together, bonded by their worship of **Armok**. According to murals within Fireforge depicting it's creation, a number of ruins were found that were then built over by the Dwarves. Shortly after this, a large lava pillar miraculously appeared and descended down from the ceiling. The inhabitants took this as a sign from Armok that their work was good and so founded Fireforge.

### **Location**

The Fortress of Fireforge could be found a short distance north-west of the city of Rogueport.

### **Appearance**

Fireforge was a relatively small town, populated by towers and small buildings that housed a few of the researchers who lived there. The town itself was surrounded by high walls and a lava moat.

Underneath the ground, the Dwarves had created a Fortress, highly trapped and dangerous to invaders, that they had adorned with carvings and decorated with lava falls.

### **Leadership**

Fireforge was led by a single ruler, originally appointed by a High Priest. Only one ruler is known of at this time.

### **Known Leaders Of Fireforge**

* **Hignar** - first Lord and Master of Fireforge.

### **History**

Nothing is known of the history of Fireforge.

### **Notable Groups**

* **The Flame Knights** - a small military group based within Fireforge.

### **Notable Landmarks**

* **The Blessed Forge** - home to a large anvil, presumably used for rituals as well as actual metalwork.
* **The Pillar Of Fire** - a lava pillar that stretched from the top of Fireforge to the bottom. It is seen as a sign that Armok approves of the fortress.
* **The Shrine To Armok** - the largest shrine to Armok within the fortress.

### **Notable Occupants**

* **Erud** - High Priest.
* **Zadkier**.
* **Lolindir**.
* **Eislei**.
* **Mistem**.

### **Gallery Of Fireforge**

***The main shaft in Fireforge, home of the Pillar of Fire.**A view of the Blessed Forge.**Fireforge's main shrine to Armok, surrounded by carvings.**The Fireforge library.**The feasting hall.**Carvings like this adorn the walls of the Fortress.***
Visa

**Visa** / *noun* :

First Page Mentioned (By Name): ch. “Yes, Ava, There Is A Problem With The Exhibit” – pg. 22

 From early European (PIE) **\*weid-*', meaning to see,*** *visa'* literally means an official paper that has been seen, or rather verified, by an official. It's often used as a sort of security measure to insure people are allowed to live, travel or work in certain places, and all have various levels of security (usually resulting in color coded visas). **Geb** rarely uses visas, but when they do, they have up to four colors: white is an immediate pass, yellow usually has to wait for verification or availability, green is the next step down, and blue visas typically experience extreme delay.

Related Entry: **Geb (The Island Of)**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Goblins (World 8)

The average look of a goblin.

### **Physiology**

Goblins stand little higher than a  **Dwarf**, with tough green skin and muscles that'd easily put that of any other race to shame. In a Goblin's lifetime, they will grow one to two teeth of excessive size around adulthood, oft referred to as "tusks".

### **Personalities**

Goblins delight in violence, eager to jump into conflict at a moment's notice. Though the common races often perceive Goblins as thick-skulled and dim-witted, some Goblins rise above their brethren and develop intelligent minds.

### **Skills**

Goblins are often fearless in the face of danger, for better or for worse, allowing them to attempt things that other races would easily reject on the high amounts of risk involved.

### **Culture**

Goblins often partake in physically active activities amongst their own kind when not in battle, such as wrestling or boxing.

#### **Families**

It is unknown whether Goblins hold any particular reverence to their own blood.

#### **Homes**

Goblins live in dugouts, strongholds, Fortresses and most other structures designed for war.

### **Leadership**

Only the strongest of goblinkind lead their tribes. Leadership is inherently found as a result of conflict, thus keeping the strongest in control. Should such a leader fall to weakness, or have an unfortunate accident happen to them, power could be contested immediately.

In the present day, Zodd is the high ruler of all Goblins, using his forces to seek out the **Obliterata**.

### **Religion**

Goblins have no uniform religion, instead opting to "worship" things that they do.

### **Relations**

Goblins, with their penchant for violence and conflict, can be guessed to be making preparations for war when not actively fighting in one.

### **Language**

Goblins speak the common tongue, however accented or garbled it may sound to an outsider.
Elymas

A crowned eye was one of the symbols of Elymas.

### **Location**

Elymas was rather withdrawn and secluded. She could be found within the Athenaeum, Her own private realm.

### **Appearance**

It is unknown what appearance Elymas took.

### **History**

Elymas was a True Goddess, who was believed to have established many of the worlds ley lines, fonts of power and sacred places, in the early days of the world.

After the death of **Jeremiah**, She retreated to Her legendary Athenaeum, believing Herself above the ensuing squabbles amongst **The Pantheon** and long since bored of mortal affairs. Without Her presence, much of the magical and mystical forces in the world have gone astray, resulting in all sorts of horrors and unnatural occurences.

### **Behaviour**

Elymas usually kept to herself, seldom answer prayers. Despite this, She still had many worshippers.

### **Abilities**

Elymas had knowledge of magic and the mystical arts.
Hammnstadt

### **Creation**

Hammnstadt was founded by a group of Human migrants that arrived in the area. It is unknown where they came from, or whether the colony was a planned event, backed by a larger power.

### **Location**

Hammnstadt was located in the south-eastern portion of the land.

### **Appearance**

The town resembled a traditional Human village, but lacked any great care in its construction or adornment. The houses were crudely built from cobblestone and wooden planks and even the largest buildings, ones to command the most respect, were still built out of the same materials.

### **Leadership**

The town of Hammnstadt was led by a Jarl, who would be elected from the townsfolk and chosen to rule them.

However, the town never got around to actually electing a Jarl, instead they presumably went about their business in a more anarchic fashion.

#### **Known Leaders Of Hammnstadt**

There are no known leaders of Hammnstadt.

### **History**

Not much is known of the history of Hammnstadt, othen than the turbulent relationships it had with the other races, which seemingly changed from day to day.

### **Notable Groups**

* **The Hamfolk** - a small group of Humans who arrived at Hammnstadt shortly after its founding. Slightly more uncivilised and barbarian than the original migrants.

### **Notable Landmarks**

* **The Temple of Vosk** - the focal point of worship to the Human's main God. **Vosk**
* **The Hamkeep** - where a small sect of Humans lived.
* **The Saucy Walrus** - an inn run by two brothers.

### **Notable Occupants**

There are no known occupants of Hammnstadt.

### **Gallery Of Hammnstadt**

*The docks of Hammnstadt.**The Hamkeep.**The Temple of Vosk.*