recursal/Fanatic-Fandom huggingface dataset:
Thopfit

**Thopfit** is a curious entity, spreading their spores wherever rot and decay are needed, or more often, where they aren’t wanted.  Every homemaker hopes the Mushroom Spirit will not visit their bread too early, while cheesemakers do their level best to invite them in.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Domythra

**Domythra** is patron to bards, mistress of every instrument, with a voice that can sing any part.  Any who enjoy the singing of birds, the tinkling of windchimes, or the rustling of leaves in a breeze, know they have her to thank.

 **The Fey Lords**
*Blue Court*: **Domythra** • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Quelya

**Quelya** is a city-state on the topside of Uyn Ajra.

The neighboring cities of D’vartis and Quelya could not be more different.  Mostly populated by Kobaloi and Goblins, they each found separate paths to retain independence against Duthryllaz and Yakkalee.  Quelya is the premier city of the arts and philosophy.  Founded by Kobaloi disillusioned by the warmongering of Duthryllaz, painters, composers, writers, and thinkers from all around the Karallic’s shores venture there to train with the great masters, and receive patronage from the wealthy Kobalos aristocrats.  The city is led by a council of philosophers, which means peaceful pursuits are liberally funded, but also that the city-state is often slow to act in times of crisis.  Quelya would have been conquered long ago (a short-lived occupation caused an international uproar), were it not for the fact that every noble family in the world knew that the best possible education for their children was at the feet of a Quelyan philosopher, and none of the Seven would allow any other great nation to take the city.  Quelya also has a special trade relationship with Yakkalee, as they are dependent on the Goblins for their fresh water supply, as they are downstream from them; the Goblins use this as leverage to use Quelya’s harbor to export their beets, sugar, salt, and rum.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Poroja

A **Poroja** is a kind of mortal, being a member of the majority race of the Lumisada Forest.

## Description

The Poroja dwell in the forested foothills edgeward of Lathar.  They worshipped Hadlea long before she was revealed to be Sorudra’s daughter, and are quite offended that the Orthodoxy seems to have “stolen” and demoted their goddess.  This has made their relationship with the Elves very tense, at multiple times in history devolving into all out war.  The latest such incident resulted in the Elves banishing all Poroja from their claimed territory, leaving them only with lands that are year-round covered in the snow associated with Hoarthe, their other god.  They view the two as twins: Hadlea the spirit of spring and good harvest, and Hoarthe the spirit of winter and death.  They view both as horned, though only Hadlea retains them in Orthodox belief.  Like the Khwe, their clothing is minimal, and they mostly adorn themselves in strings of lacquered wooden beads that they spend many hours polishing and painting.  Working with what’s around them, they build sturdy log cabins for homes, including longhouses to congregate in for important meetings.  They also build log temples to venerate Hadlea, and make menacing shrines out of sharpened sticks to ward off Hoarthe and his chill hand.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • **Poroja** • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Undine

An **Undine** is a kind of mortal, being a member of the ruling race of Odey Twun.

## In the Codex Primus

> "*There were the Undines, whose countenance matches the sea on which they live;*"
> ― Testament of Life and Death, S-II, A-13
>
>

## Description

Undines live mostly on the islands that span the Karallic, most notably in the vastly wealthy city-state of Odey Twun.  Outside of the city, and in their own homes, they exclusively speak Thalassan, their ancestral language, but in the company of other races, they speak a dialect of The Prophet’s Tongue that is peculiar to them, with a very distinctive accent.  They often dress in sailor’s clothes, or in nets that have been specifically fitted as garments.  Their architecture consists mostly of coral, seastone, and driftwood, with a tendency to build in the shape of ships.  They have a reputation for being relaxed and laid-back and carefree, but they do not take slights lightly, and have been known to kill in cold blood those who insult them, either individually, or as a people.  Their carefree attitude is mainly a result of their confidence in remaining staunch Primitivists while surrounded on all sides by the Orthodoxy due to their wealth, and location as an important trading hub.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • **Undine**
Buneary (Pokémon)

**Buneary** is a Normal-type Pokémon introduced in Generation IV.

It evolves into Lopunny when leveled up with high friendship.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Buneary
* *Italic* indicates a move that gets STAB only when used by an evolution of Buneary
* Moves in yellow cannot be learned by any previous evolutions of Buneary

## Trivia

* Buneary is the only Pokémon with 0 base friendship that is neither a Legendary or Mythical Pokémon nor an Ultra Beast.
	+ It is also the only Pokémon with this distinction that can breed.
* Buneary and its evolved form share their category with Scorbunny and Raboot. They are all known as the Rabbit Pokémon.
Ampharos (Pokémon)

**Ampharos** is an Electric-type Pokémon introduced in Generation II. It is **#127** in Banished Platinum's Sinnoh Pokédex.

It evolves from Flaaffy starting at level 30. It is the final form of Mareep.

Ampharos can Mega Evolve into **Mega Ampharos** using the Ampharosite.

## Stats

#### Ampharos

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

#### Mega Ampharos

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 * **Bold** indicates a move that gets STAB when used by Ampharos
* *Italic* indicates a move that gets STAB only when used by an evolution of Ampharos
* Moves in yellow cannot be learned by any previous evolutions of Ampharos

## Trivia

* Ampharos shares the same category with Lanturn. They are both known as the Light Pokémon.
* Mega Ampharos has the highest base Special Defense stat of all Electric-type Pokémon.
Quyzzyx

**Quyzzyx** is a city-state on the topside of Uyn Ajra.

Probably the most powerful ethnic city-state is the Gnomish bastion of Quyzzyx, nestled in the mountains between Dottledell and Valka.  Their world famous inventions both make them excellent trading partners, and also keep them defended from any would-be conquerors, as they save the best things for themselves.  There are six major Leagues in Quyzzyx, which operate like a mix of guild and gang, each competing with the others, often in illegal ways.  The city-state’s banner is a silver mole on a blue field.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Starsteel and Firesteel

## Firesteel

Firesteel is a miraculous metal. It is light weight, strong, flexible, and incredibly heat and impact resistant. A trademark of Imkhazh, the dwarves that know hot to forge the material guard the technique jealously. Where Godsand is preferable for capturing and solidifying magic, Firesteel is a cure all for mechanical engineering. It is the perfect material for making magical weaponry and armor, but it is also incredibly useful for more ambitious architectural pieces.

It is suspected that Firesteel was invented to replicate the effects of Starsteel. The invention of the metal is steeped in mystery, though it is acknowledged that high quality iron ore and a supernaturally hot source of flame are two of the prerequisites for creating Firesteel. A commonly theorized ingredient is God's Blood, but no Firesteel Smith offers insight into the accuracy of that idea. It is rumored that the need for superhot flame to create Firesteel and its invention are tied up with the bad blood between the Dragons and the Dwarves, but neither party will acknowledge such a claim.

### Starsteel

Starsteel is an enigma amongst the scholars of Uyn Ajra. Harvested from meteorites, Starsteel is incredibly powerful used as the raw material from which magical equipment is made. It possesses a an innate magic that can be harnessed by those with skill, making it invaluable in the right hands. The origins of this material suggest an aspect of Divinity, thus it was named Starsteel.

Due to it's incredible value, Starore is an item that cannot be normally sold on the market. Any merchant who would potentially buy the material off hand from someone who finds it is guaranteed be trying to fleece the seller. Starsteel is unquestioningly accepted at any auction, and it rarely stays there for long. The High Temple of Gymunda has agents across the Disk who frequent auctions in cities in an effort to collect as much as it as possible. It is nearly impossible to out bid the Temple, though particularly ambitious royals have been known to try the feat.
Empoleon (Pokémon)

**Empoleon** is a dual-type Water/Steel Pokémon introduced in Generation IV.

It evolves from Prinplup starting at level 36. It is the final form of Piplup.

Empoleon can Mega Evolve into **Mega Empoleon** using the Empoleonite.

## Stats

#### Empoleon

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

#### Mega Empoleon

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Trivia

* Empoleon's evolutionary line has new shiny colorations in Banished Platinum.
* Mega Empoleon is largely based on the Greek god Poseidon, or Neptune as his Roman equivalent was called. Poseidon is the god of the ocean, and his signature weapon is a trident.
* No other Pokémon has the same type combination as Empoleon.
	+ Due to this unique type combination, Empoleon is also the only fully evolved starter Pokémon which neither resists nor takes double damage from the moves of the other starter types.
	+ Empoleon is also the only starter Pokémon to have the Steel-type (without a regional form).
Doredun

**Doredun** is supplicated by the young, praying for beauty, and the old, begging for newfound youth.  He is also the patron of lust and infatuation, and there are many common rhymes about the King of Beauty that the lovestruck will mutter to themselves in hopes to gain the attention of their beloved. He is often portrayed having rabbit ears, and rabbits are viewed as his messengers and servants.

 **The Fey Lords**
*Blue Court*: Domythra • **Doredun** • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Dwarf

A **Dwarf** is a kind of mortal, being a member of the majority race of Imkhazh.

## In the Codex Primus

> "*And the Dwarves, with great beards regardless of sex, thick and short, who mine beneath the earth.*"
> ― Testament of Life and Death, S-II, A-10
>
>

## Description

The most isolated of the seven great races, most Dwarves will spend their entire lives underground. Rather than viewing themselves as “standard” or better than other races, Dwarves for the most part simply wish to be left alone to their mining and smithing. Dwarves are also notable in almost entirely lacking distinguishing secondary sex characteristics: males and females both sport beards and breasts alike, and even their genitalia requires close inspection to differentiate. This makes being an intersex Dwarf very easy, and most Dwarves use gender neutral terminology to describe themselves, though whether this is due to their biology or a holdover from Old Dwarfish (which lacks gendered pronouns) is still hotly debated. Whatever the case, this often prompts confusion from non-Dwarves trying to navigate Dwarf culture.

Dwarves have excellent night vision, able to see in the dark with but the slightest amount of light. Other races often claim that Dwarves have a preternatural sense for detecting precious metals and gems, but Dwarves will say it’s just a matter of practice. Dwarf culture places a high value on artisanship and metalworking, with some families not considering their children true adults until they’ve smithed both a practical tool and a suitable work of art.

Given that underground living precludes farming in the traditional sense, Dwarves subsist almost entirely on fungus grown in gardens, and the meat of giant moles and earthworms that they hunt. Despite this, Dwarves can be quite epicurean, and they have cultivated myriad mushroom varieties with a vast palette of flavors and textures. They also ferment some of these mushrooms, and distill the result into their infamous vodka.

Dwarves will carve their homes out of the virgin rock, quarrying a living space out of solid stone, rather than building up from a foundation. Dwarf cities will often occupy large caverns, where they can carve out multi-story apartments from speleothems. Larger cities, particularly Thuvm, will also feature rail systems that transport trams between important locations. Dwarves like to wear leather cured from the moles they hunt, though they are also able to more sustainably make leather from mushrooms cultivated specifically for this purpose. This leaves mole leather and mole fur more of a luxury, with most everyday clothing made from fungus. This tends to give Dwarves a particular smell that some other races find offputting.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Goblin

A **Goblin** is a kind of mortal, being a member of the majority race of Yakkalee.

## In the Codex Primus

> "*And the Goblins, the shortest folk with the largest ears, who toil in the mud;*"
> ― Testament of Life and Death, S-II, A-7
>
>

## Description

Goblins are well aware that they are often the laughingstock of the world.  They are also well aware that being the shortest, least numerous, and least militarily powerful of the seven great races, there’s not much they can do about that.  And that makes most of them very, very irritable at all times.

Goblin culture revolves almost entirely around beets: growing them, harvesting them, and then, reluctantly, eating them.  It’s nigh impossible to grow any other crop on their muddy land, though that doesn’t stop them from trying.  If a Goblin isn’t growing beets, that Goblin is most likely harvesting salt from the salt flats.  However, they are also aware that the rest of the world is largely dependent on them for their supply of sugar and salt, and thus make an effort to be as stingy and difficult as possible at the negotiating table, which doesn’t help their reputation.  Years ago, they were also able to grow cannabis, both for its fibers, and its narcotic properties, but those lands were conquered by Duthryllaz, who now sell them the hemp burlap, but not the hashish.

Almost all the great Goblin artisans are potters, for although the mud of their homeland is terrible for growing crops, it is fantastic for baking into clay, and Goblin china is famous around the world for its durability and high craftsmanship.  However, gathering pottery-quality mud can be dangerous, as the mud fields are plied by great air-breathing sharp-toothed fish that the Goblins call Snaksnarks; Goblin youths will often prove their prowess by trying to ride a Snaksnark for as long as possible.  More adventurous individuals will try to tame a Snaksnark to pull their plows, but the most common outcome of such endeavors is a full Snaksnark belly.

More successful are Snaksnark hunting parties, and the rough, sandpapery hide of the fish is prized by Goblins as clothing material.  Less privileged Goblins will wear either imports or pig leather, as pigs are the only livestock they can both keep from sinking into the mud, and convince to eat their leftover beets.  Goblin architecture tends to consist of leather tents, though much more intricate than Orcish models, many with multiple rooms and stories, with a curved bottom to sit on top of the mud without sinking.  It is very rare for a Goblin architect to try to set a stone foundation into the mud, but when they are successful, they make the sturdiest buildings in the entire world, outside of perhaps Hathay.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Pactus

Opposed to the other classifications of magic users in Uny Ajra, a Pactus (or Pacti plural) is a very specific thing. Anyone who agrees to a pact that grants them magic is considered a Pactus. Some people make deals to better themselves, save their lives, or even to empower or protect others. Such agreements are an essential trait of the Pactus. Many Pacti pacts are made to benefit the one making the pact, however this is not the only way a pact can work. Some individuals make the pact to benefit someone dear to them, or to curse one they dislike, and the powers are inflicted upon the third party upon the agreement of the pact. Whatever the nature of the pact, the consequences are considerably permanent.

Pacti can be rather infectious in populations of desperate or greedy people. When one person see that another has successfully bargained for power, it encourages them to attempt the same. As a result Cults devoted to the blasphemous Spirits of Tyranny, Slaughter, and Undeath, as well as the dangerous monsters that wander the rust of Underside are prone to growing until someone stops them. Most often it is the Duodex Orthodoxy that sends in their Counter-Heretist teams to extinguish such cult activities. Non-cult based Pacti have the freedom to choose where to go with their powers and what to do with them, a fact that makes them even more dangerous. In the best case scenario the entity the Pactus has formed an agreement with is something like a God, Fey Lord, Auspect, or even a lesser but still powerful Fey, and they intent to help the people they love. In the worst case scenario the Pactus has formed an agreement with something of a darker nature that uses them for their own means.

The gods inherently have less to do with the Pacti than the Sancti. If the gods wish to bestow their gifts upon someone they deem worthy, they rarely form a codified agreement with them. In the case that they should do so it is still difficult to distinguish whether to classify the individual as a Sanctus or Pactus without asking them directly. The machinations of the gods can manifest as offering trades of service and power, but these events are more myth to the people of the Disk than potential.

The magic of a Pactus is inherently alien to their bodies. The effects of directly receiving magic from a creature such as a Vitiant can cause physical alterations to the Pactus's body. If the pact is made with a creature of Underside, then the Pactus will most likely manifest unnatural colorations of the eyes, limbs, and hair. If the Pactus made their pact with a being that lives in a realm near Topside, then they will develop less alarming alterations. As these changes are as esoteric as the creatures causing them, being able to identify anything other than the nature of the pact is incredibly difficult. One with enough experience can still generally gage the power of a Pactus, but it is more difficult thant with Feri, Magi, and Sancti.
Satyr

A **Satyr** is a kind of mortal, being a member of a worldwide diaspora.

## In the Codex Primus

> "*Lastly were the Satyrs, with horns curling from their brows, wanderers with no homeland of their own.*"
> ― Testament of Life and Death, S-II, A-19
>
>

## Description

Satyrs are a scattered people, who have in many ways lost their culture.  The Codex Primus calls them “wanderers with no homeland of their own”, and they have been forced to make homes in the lands of other races.  However, the rulers of the Seven Nations and the major city-states have largely tried to purge them, decrying them as being touched by Maghyros, as evidenced by their horns.  While most of the nations simply try to drive them out, Valka will often lynch Satyrs who are viewed as getting above their station, while Ynnwyrd will lynch them for no reason at all.  Those who hate them will claim that all Satyrs can channel evil magic from the Underside at will, but Satyrs have the same natural magical ability as the other races.

Where Satyr communities have managed to form, they do perform idiosyncratic rites.  The most well-known of these is the Sradoyn, where Satyrs fast and pray from sunset on Authadon until midnight, when they eat pryfron berries in celebration of Mineyr’s postponing of death.  Most such communities are said to not believe in Maghyros or any of the Underkin, and view the Codex Primus as the only true holy book, and do not accept Inij’ran as a prophet.  Such beliefs do not make them any more palatable to the other races.

In recent years, Satyrs have begun to fight back against their discrimination.  Many Satyr rights groups have formed, the most notable (and infamous) being Sharpened Horns.  Many of those have started to assert their descent from Hadlea as a way to legitimize themselves, though the more traditional communities do not acknowledge Hadlea either.  Given their status, most Satyrs will dress according to the fashion of the land they live in, but a few of the small communities that have managed to last over the centuries wear intricately woven ponchos, dyed yellow, red and white, with meticulous geometric designs adorning them.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • **Satyr** • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Odey Twun

**Odey Twun** is a city-state on the topside of Uyn Ajra.

The Undine house of Rippleshell has held control of Odey Twun for centuries, with each Duke passing the Coral Crown down to their eldest living child upon their death.  The Rippleshells still hold to the old ways, and sponsor a temple dedicated to Gorvoll and Galastrys, as all Uldkin claim descent from the ancient elemental lords.  The city itself is a trading hub, with ships from all nations stopping at its ports.  Despite its technically heretical ways, the city-state has maintained its independence through a policy of strict neutrality, and by playing host to diplomatic conventions, and also by paying plenty of bribe money.  It is rumored that both Valka and Duthryllaz wish to add the Pearl of the Karallic to their empires, as doing so would give the conqueror control of all sea trade.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Hoarthe

Hoarthe does not bring winter, but instead wanders the land in a wide circle, following where Zyneryn blows, holding court from his palanquin of ice.  Creatures of the cold, like the frost salamander and remorhaz, are his servants, and many a traveller in snow will stutter out a frozen prayer to the Winter King to stay his chill hand, and deliver them to warmth and safety.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Dawn

Eye color
 Hair color
 Hometown
 Relatives
 Trainer class | Pokémon Trainer, player character

**Dawn** is the female player character of Banished Platinum. Her male counterpart is Lucas.

### As the protagonist

Dawn lives in Twinleaf Town with her mother and dreams big, so she and her best friend (and soon-to-be rival) have high hopes of catching the legendary Pokémon of their nearby lake. Dawn and Barry go to visit Professor Rowan at his lab, but without Pokémon of their own for defense, plan on traversing the tall grass. They receive their Pokémon on Route 201 when Professor Rowan realizes that they are so dedicated to Pokémon as to attempt to travel from Twinleaf Town to Sandgem Town through the tall grass without any Pokémon of their own.

In addition, Team Galactic attempts to use both Dialga and Palkia, but they are stopped by Giratina. Finally, Dawn has to go to the Distortion World and face Giratina, in order to stop both worlds from destroying each other.

### As a non-playable character

If the player chooses Lucas, she will become Professor Rowan's assistant for the game. Dawn lives in Sandgem Town with her little sister, grandfather, and father—who works as an assistant of Professor Rowan. She is already the Professor's assistant at the beginning of the game. She had already received her starter Pokémon before the player (a Turtwig, Chimchar or Piplup, whichever is weak to the player's starter). She also demonstrates to the player how to capture Pokémon by capturing a wild Bidoof. After the Team Galactic incident in Jubilife City, she decides to become a rival to the player. She battles the player for the first time on Route 207.
Asphodean

An **Asphodean** is a kind of mortal, hailing originally from Underside.

## Description

Hailing from the Underside, Asphodeans are relative newcomers to Uyn Ajra.  Inij’ran, the last prophet, is said to be the first Asphodean to have travelled topside, and many have followed in his wake.  Despite their origin and rather alien appearance, Asphodeans are often hailed and feted when they join a community, usually in the hopes that they will also be a prophet.  As such, those Asphodeans who have made a home in Uyn Ajra are mostly fabulously wealthy, and have quickly insinuated themselves into the local aristocracy.

Asphodeans have brought precious little of their own culture with them, apart from an almost allergic aversion to rust, which they avoid at all costs.  They typically mesh with whatever the culture is in their adopted home, taking on their accent, mannerisms, and choice in clothing and art.  What is unique to them is their third eye, the powers of which many rumors abound.  Some say it lets them see the future, others say it lets them see invisible forces, while still others say it lets them view the emotions and intents of other living beings. The Asphodeans themselves prefer to keep quiet on the subject and preserve the mystique that surrounds them.

Apart from Inij’ran’s revelations, Asphodeans have revealed next to nothing about Underside, much to the frustration of scholars.  When pressed for answers, those Asphodeans who weren’t born topside will become quite anxious and angry, but still refuse to respond.

The almost regal treatment of Asphodeans has not been lost on Satyrs, who largely resent this disparity.  Why should they, through no fault of their own, be saddled with alleged ties to the Tyrant, while people who openly hail from Underside are treated as celebrities?  This has led Sharpened Horns to explicitly target noted Asphodeans in the course of their terrorist activities.

 **Other Races**
**Asphodean** • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Tseheneb

A **Tseheneb** is a kind of mortal, being a member of the majority race of the Myglis Plains.

## Description

The Tseheneb roam the plains and foothills edgeward of Duthryllaz.  The only mortals to walk on four legs, they use their quadrupedal mobility to take down large game when they hunt.  They were the first to venerate Kollas, Kestra, and Nausylon, who in their view share their lupine form.  Mostly nocturnal, they spend their days in their dens, which look from the outside to be large piles of rubble and twigs, but inside are quite cozy, with multiple rooms.  They are more than happy to share their gods with the Orthodoxy, but still often are at odds with Duthryllaz, which desires to settle Kobaloi in their hunting grounds.  So far the Tseheneb have managed to hold back their advances, whether through military force or negotiations.  Like the other Sylvestrans, the Tseheneb have little use for clothing, but will wear talismans of the teeth of venerated ancestors about their necks, and shave the symbols of their gods into their fur.  They often train crows to carry messages for them, in return for letting them feed on what remains of their hunts.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • **Tseheneb**Uldkin: Emberchar • Lithode • Sylph • Undine
United Clans

> "*We may be of different clans, but we are all Orcs.*"
> ― Chief Dro’ugsh of Kra’eshk, at the 13th Clansmoot
>
>

The **United Clans** are a tribal confederation on the topside of Uyn Ajra, with a majority population of Orcs.

The United Orcish Clans are the most idiosyncratic of the Seven Nations, mainly in that they barely exist as a single state.  There is no capital city, but there are biannual clanmoots at ever-changing locations where the collected chieftains meet and decide on policy.  All Orcs swear allegiance to their clan first, rather than their union; the only exception are diplomats and ambassadors, who renounce their clan membership to prevent the possibility of bias.  The Clans only receive diplomats during clansmoots, and there are no permanent embassies in their lands.  This creates difficulties in practice, leading most diplomats to take residence in the coastal city of Fo’osq between clansmoots.  There are dozens of clans, but the most powerful control the important inland cities: Kra’eshk, Qol, and Yuz.  Fo’osq is shared between clans, as access to the sea is considered too important to let one clan control.  The Orcs grow no crops for themselves, but only as feed for their livestock.  Their chief exports are meat, leather and bone products, and a fermented, alcoholic milk that most other races can barely stomach, but view as a challenge to drink.

The Qol clan, situated at the junction of the Osq and Kra rivers, takes the fish as its clan symbol, and is more interested in fishing than herding; they tend to use nets and tridents in battle.  The Yuz clan, closest to the Dwarves, farther up the Osq, situated between two tall mountain ranges, takes the falcon as its clan symbol, and uses birds of prey to aid their hunting, and even take them into battle.  The Kra’eshk clan sprawls across the steppes to the north of the Kra, and takes the horse as its clan symbol, and is the only major clan to ride horses.

After centuries of on and off war, the border between Duthryllaz and the Clans had finally been set at the mountain range between them, but an unfortunate miscommunication led to both claiming the peninsula at the end of the mountains.  The land there is particularly fertile, and both Orcs and Kobaloi have preemptively settled there while their respective governments negotiate.  This is further complicated by the inevitable slowness of Orcish policy, due to the need to wait for clansmoots.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Yakkalee

> "*HRRNNNGGGH!  THE YAKKALEEZ BEET IS SACRED!  YOUR FOOD WOULD BE BLAND WITHOUT OUR BEEEEEETS!!!*"
> ― King Snibblewib, when the Valkan ambassador snickered at the Yakkaleez flag
>
>

**Yakkalee** is a kingdom on the topside of Uyn Ajra, with a majority population of Goblins.

Of all the nations, Yakkalee has perhaps the worst land.  Half their lands are continuously overcast muddy marshes, while the rest are sun-baked salt flats.  Their only crop of note is beets, which they extract sugar from.  Their mud, though mostly unsuitable for crops, is nonetheless perfect for pottery, and Yakkaleez porcelain is much sought after.  Though most of their sugar and mined salt are exported as is, the sugar also makes a passable rum.  Every couple of decades, a newly crowned Yakkaleez King or Queen will try to plant imported crop seeds, and inevitably fail.  The worst time this happened was under King Yabnab the Stupid, who ordered wheat from Valka; the wheat refused to grow, but the thistles that got mixed in loved their new environment, and infested the entire kingdom.  Yabnab died of natural causes two years into his reign by tripping and falling onto a dagger seven times.  Goblins are far and away the most willing to revolt against their monarch and replace them with a new one, at best only marginally better than their predecessor, and often worse.  Dottledell has several times tried to encourage the Yakkaleez populace to give democracy a try, but this rubs against the very Goblin notion that ruling the country is someone else’s job.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Pachirisu (Pokémon)

**Pachirisu** is an Electric-type Pokémon introduced in Generation IV.

It is not known to evolve into or from any other Pokémon.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Pachirisu
* *Italic* indicates a move that gets STAB only when used by an evolution of Pachirisu
* Moves in yellow cannot be learned by any previous evolutions of Pachirisu

## Trivia

* Pachirisu is the only Pokémon to learn Hyper Fang to not be a Normal-type.
* Pachirisu is the basis for the costume that Mimikyu wears in Sinnoh.
Uldkin

An **Uldkin** is a kind of mortal, being a member of one of four races descended from the old race of Uld: Undines, Sylphs, Lithodes, or Emberchar.

## Description

The Undines, Sylphs, Emberchar and Lithodes are considered cousins of sorts, inheritors of the ancient and majestic legacy of Uld.  Conversion attempts by followers of the Twelve have had mixed results, with most of them still worshipping the elemental lords.  While they still have much in common, over the centuries they have begun to diverge and form their own distinct communities.  One trait still shared among them is their mastery of perfumery, and most Uldkin consider themselves naked if they’re not wearing a scent.

Very rarely, an Uldkin is born with balefully glowing eyes.  Called Omen-Eyed, they possess the power to turn a non-Uldkin into the element they are associated with, simply by locking eyes with their victim.  So Omen-Eyed Undines can turn others into water, for example.  Feared by outsiders, these Uldkin often become priests, as they are believed to have been touched by the elemental lords.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • Tseheneb**Uldkin**: Emberchar • Lithode • Sylph • Undine
Hathay

**Hathay** is a city-state on the topside of Uyn Ajra.

At the junction of the Wellyn and Phantor rivers lies the Mason walled city of Hathay.  Gifted stoneworkers and stoic philosophers, the four-armed Masons have an understanding with their much larger southern neighbor, Dottledell, providing goods and services in return for their independence.  Almost every capital city’s castle was designed by a Hathay architect, and Masons are rumored to have built the Cathedrex.  Outside of Hathay, many Masons have found work as city guards in Dottledell, towering over the Halfling natives, while several tribes of Masons less interested in building sprawl edgeward of Valka, keeping their historic name of Qarahat.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Dottledell

> "*No privilege of birth can give me the right to lead you. The time of kings is over.*"
> ― Lotter the Last, abdicating as King of Wellyndon
>
>

**Dottledell** is a republic on the topside of Uyn Ajra, with a majority population of Halflings.

Each of the Seven Nations is proud of the particular alcohol they brew, from the hearty Valkan beer, to delicate Latharine wine, to Imkhazhi vodka, which will put a beard on anyone’s face.  But all agree that nothing beats the Halfling Republic of Dottledell, which boasts not one, but five famous brews: Wellyndon whiskey, mead from the rustic farmland, gin distilled in the western Junion Forest, the birthday liquor su saol, and absinthe, whose creation is a state secret.  The only of the Seven to have a democracy, Dottledell is led by the First Fellow, who is elected to a five year term, with no allowance for re-election.  Halfling policy thus sees more upheaval than the other nations.  Dottledell is also an exporter of the finest textiles and garments around the Karallic, growing flax and cotton, and tending sheep and goats, with a side trade in more exotic cheeses.  The Republic has a sizeable minority of Masons, which often take law enforcement roles, using their much larger size to intimidate Halflings into good behavior.

## Map

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Mareep (Pokémon)

**Mareep** is an Electric-type Pokémon introduced in Generation II. It is **#125** in Banished Platinum's Sinnoh Pokédex.

It evolves into Flaaffy starting at level 15, which evolves into Ampharos starting at level 30.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 * **Bold** indicates a move that gets STAB when used by Mareep
* *Italic* indicates a move that gets STAB only when used by an evolution of Mareep
* Moves in yellow cannot be learned by any previous evolutions of Mareep
Owl State Wiki

**Welcome to the Owl State Wiki!**
A fandom for the anime/comic series in production known as Owl State.

We're a collaborative community website about Owl State 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.
Ynnwyrd

**Ynnwyrd** is a city-state on the topside of Uyn Ajra.

Ynnwyrd lies downstream of Quyzzyx, at the mouth of the lazy Fardled River that marks the border between the Human and Halfling realms.  Halfling, Human and Gnome alike all mingle there, and it has grown to be a bustling port, mainly due to their monopoly on providing Gnomish exports, but also from the fact that Valka and Dottledell view it as a helpful buffer state between them.  It is an open secret that the Dottledellish First Fellow and the Valkan Emperor have spies among the Ynnwyrd government to try to sway their politics in one of the great nation’s favor, but the Lord Mayor usually tries to remain neutral.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Imkhazh

> "*No Dwarf shall live a slave again!*"
> ― Yarvu the Restorer, after driving out Onytor the Glittering
>
>

**Imkhazh** is a kingdom on the topside of Uyn Ajra, with a majority population of Dwarfs.

For anything made of metal, look no further than Imkhazh, whose mines, forges and foundries are the greatest in the world.  The small mountain kingdom does not export much food, but keeps itself fed on imports traded for weapons, armor, tools, and jewelry, and on the rodents and fungi they farm underground.  Only the most discerning foreign epicureans seek out an Imkhazhi mushroom, though there is some demand for a taste of home from expatriate Dwarves.  The leader of the Dwarves is called the Krazalkirk, which loosely translates as “the one with the golden axe”, so named for the ceremonial pickaxe held during the traditional coronation ceremony.  It is an inherited position, and one with absolute power; Imkhazh is the only nation of the Seven to not have any sort of parliament or congress that shares power with the head of state.  The mountain kingdom is also the one that has most resisted speaking the The Prophet’s Tongue, with most Imkhazhi still only speaking Old Dwarvish, and is fiercely respectful of tradition and authority.  Since the Dwarves mostly live underground, the mountain-covered surface is mostly inhabited by Sylphs, who pay lip service to the Krazalkirk’s authority, but generally are left to their own devices.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Machoke (Pokémon)

**Machoke** is a Fighting-type Pokémon introduced in Generation I.

It evolves from Machop starting at level 28 and evolves into Machamp when exposed to a Link Cable.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Machoke
* *Italic* indicates a move that gets STAB only when used by an evolution of Machoke
* Moves in yellow cannot be learned by any previous evolutions of Machoke

## Trivia

* Machoke has a new shiny coloration in Banished Platinum that is based on the Incredible Hulk.
Haunter (Pokémon)

**Haunter** is a dual-type Ghost/Poison Pokémon introduced in Generation I. It is **#134** in Banished Platinum's Sinnoh Pokédex.

It evolves from Gastly starting at level 25 and evolves into Gengar when exposed to a Link Cable.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 * **Bold** indicates a move that gets STAB when used by Haunter
* *Italic* indicates a move that gets STAB only when used by an evolution of Haunter
* Moves in yellow cannot be learned by any previous evolutions of Haunter

## Trivia

* No other Pokémon have the same type combination as Haunter and its evolutionary relatives.
* Haunter and its evolutionary relatives have new shinies in Banished Platinum.
Ironbound

The **Ironbound** are a mysterious group of spirits that embody cruelty. They are localized in and around the Iron Tower, but their ambitions have reach across the entire Disk. There are Greater and Lesser Ironbound, the former sometimes known as the "Iron Princes".

The four known Iron Princes are as Follows:

* Bexx, the Spirit of Undeath: Enigmatic, powerful, and hated, Bexx's influence is felt across the Disk as the force of undeath. Powerful undead align themselves with his influence, and cultists seeking immortality gather in the underworlds of major cities, yet little is known about his truth. His form is unknown, and the only imagery ascribed to him is that of a pillar of bones. As the son of Maghyros and Vudryn, his presence is hidden by talents inherited from mother, and his authority is only reinforced by his father's schemes.
* Beldryd, the Spirit of Slaughter: Either drenched in blood or merely bleeding from her hands, Beldryd is always depicted amongst carnage and chaos. Her own cult skulks amongst honest society, replacing war leaders with blood thirsty devotees, prolonging conflicts and escalating tensions. She works to undermine her father's opposition, turning otherwise even headed warriors and generals into merciless killers. Her powers and disposition are considered an underhanded gift from her mother to her father, as without proper control and direction Beldryd would surely bring her father's empire to ruin.
* Igvomot, the Senechal: Little is known about the origins of Igvomot. His name is the barest of whisper in religious texts, yet his influence is very much felt in the world. When the Senechal acts upon the world it is in direct opposition to Zamaz, inhibiting their legislation by exploiting loopholes, clogging channels, and preventing justice from being distributed by law. Despite being a Servant, Igvomot's presence is most closely felt in the Bastion of Twilight, where his representatives cause deliberate delays in judgement and execution, allowing Maghyros' agents time to attempt to capture souls bound for consumption.
* Ixwryn, the Gatekeeper: While Beldryd acts to undermine Maghyros' opponents and sew chaos, she is very much a loose cannon. Maghyros' enforcer is known as Ixwryn. Implacable, ruthless, and quick to anger, Ixwryn seeks only to enforce the will of the Tyrant. He is single minded in that effort, and while Igvomot, Beldryd, and Bexx might forge pacts with mortals in order to further their schemes, Ixwryn has little patience for plotting. All else about his origins are as mysterious as the Tower itself.
Lopunny (Pokémon)

**Lopunny** is a Normal-type Pokémon introduced in Generation IV.

It evolves from Buneary when leveled up with high friendship.

Lopunny can Mega Evolve into **Mega Lopunny** using the Lopunnite.

## Stats

#### Lopunny

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

#### Mega Lopunny

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Lopunny
* *Italic* indicates a move that gets STAB only when used by an evolution of Lopunny
* Moves in yellow cannot be learned by any previous evolutions of Lopunny

## Trivia

* Mega Lopunny has the highest base Speed stat of all Normal-type Pokémon.
* Lopunny and its pre-evolved form share their category with Scorbunny and Raboot. They are all known as the Rabbit Pokémon.
Bidoof (Pokémon)

**Bidoof** is a Normal-type Pokémon introduced in Generation IV.

It evolves into Bibarel starting at level 15.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Bidoof
* *Italic* indicates a move that gets STAB only when used by an evolution of Bidoof
* Moves in yellow cannot be learned by any previous evolutions of Bidoof
Power Ranking

The Power Ranking system is extremely important to the universe, as it helps maintain a sense of continuity in the show. The Power Ranking System is what keeps in check every character as it determines the feats they can achieve, like how Shiro, due to being a level 5, can only reach 25% his max potential speed. Another problem arises with Overclocking, but I am not gonna get into that here.