recursal/Fanatic-Fandom huggingface dataset:
Embassy

**Embassy** / *noun* :

First Page Mentioned (By Name): ch. “Race to the Sea” – pg. 106

Predating major European cultures, the deep roots for **embassy** are '*\*ambhi*' for around and 'ag-' to bring forth or move. It's easy to see the connections through various languages, as the modern word means a mission, or office of an **ambassador** (who is inherently on a mission to make diplomatic ties between two societies). There are plenty of embassies on **Geb**, as the dis-incorporated territories still want to maintain political ties with the larger Federal Government.

Related Entries: **Ambassador**; **Geb (The Island Of)**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
The Originals (TV series)

## Show Summary

*The Originals* begins on the fifth anniversary of the Chamberlain family's greatest defeat. Although Dahlia (Claudia Black) has ushered in a new era of peace in the French Quarter, an army of unsired vampires has arrived seeking to bargain for the life of Dahlia's infamous captive, the immortal, Dominic (Darri Ingolfsson). Meanwhile, the other Chamberlain siblings remain trapped in an enchanted sleep, with Charlie (Phoebe Tonkin) working tirelessly to find the means to revive them – while also protecting her daughter, Elizabeth ( Lily Rose Mumford). After a daring rescue, the Chamberlains are reunited, only to find themselves faced with an even bigger threat: the revival of an ancient evil that has strong ties to their most vulnerable family member. After a devastating attack by this nightmarish entity, the Chamberlains discover there is only one way to save themselves – they must stand their ground in Los Angeles and forge an alliance with the very enemies who hate them most, both Dahlia and the leader of the Los Angeles witches, Eva (Maisie Richardson-Sellers ). With the city of Los Angeles consumed by a seemingly all-powerful cult hellbent on child kidnappings and ghastly rituals, Dominic must face his own inner demons as he struggles to become the father he never had to the child he is only now getting to know. With Charlie and Dominic focused on protecting their daughter, Thomas (Chris Wood) must embrace his most ruthless aspect in order to become the family’s lethal enforcer, putting him at odds with the rest of his family, including the woman he has come to love. And Christopher will Chris Wood embark on his own deadly mission, vowing to destroy anyone who would threaten his children– regardless of what he will have to do – or whom he will have to sacrifice. Ultimately, the Chamberlains will realize that they now face an enemy even more powerful than themselves, one with intimate knowledge of their family’s greatest weakness. Upon learning the truth – that their evil adversary cannot be killed – the Chamberlain siblings will have no choice but to stand together – even if this is to be their final battle.

## Cast

* Chris Wood as Christopher Chamberlain, Malachai Chamberlain and Thomas Chamberlain
* Phoebe Tonkin as Charlie Marshall-Chamberlain
* Lily Rose Mumford as Elizabeth Chamberlain
* Pierce Gagnon as Chazarrae Chamberlain

Special Cast* Blu Hunt as The Hollow
* Aiden Flowers as Young Christopher Chamberlain
* Tierney Mumford  as Young Hope Chamberlain
Pocket Watch

Pocket Watch is a hero a part of The Sapphire Survivors. He has the ability to travel through time. He is one of the most powerful beings in the The Bad Men Universe. Pocket Watch is killed by The End in the Future Fighters story line, and manages just enough time to send The Bad Men back to the past.
I love Madeline Wiki

## Introduction to I love Madeline Wiki

I Love Madeline is a Educational 1-Hour TV Show that follows a Preschool Host through a number of different real-world activities from selling Lemonade to riding Bumper Cars

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

Create an article about an episode by typing the title below:

Create an article about a character by typing the title below:
 Seasons

Create an article about a whole season by typing the title below:

## Pages created so far

* Aaron Carter
* Christina Augliera
* Crush
* Fun and Games
* General Discussion
* Guest Puppeteers on I Love Madeline
* I Love Madeline Promos
* I Love My Mommy and Daddy
* I Love the Beauty Shop
* I love Madeline Wiki
* Lead character
* Main Page
* New on Wikia starter pages
* News and Announcements
* Questions and Answers
* Season 1
* TV Series
Last Words Of Rezeph

## Last Words Of Rezeph

The last words of the God Rezeph.

**ᚺᛖᚱᛖ᛫ᚦᛁᚾᛖ᛫ᛖᛃᛖᛋ᛫ᚠᚨᛚᛚ᛫ᛈᚹᛟᚾ᛫ᚦᛖ᛫ᛚᚨᛋᛏ᛫ᛖᚾᛋᚲᚱᛁᛈᛏᛁᛟᚾ᛫ᛟᚠ᛫ᚱᛖᛎᛖᛈᚺ᛬**
HERE THINE EYES FALL UPON THE LAST ENSCRIPTION OF **REZEPH**

**ᚨ᛫ᛈᚨᛏᚱᛟᚾ᛫ᛞᛇᛏᛃ᛫ᛟᚠ᛫ᚲᚢᛚᛋᛁᛗ᛫ᛖᛗᛖᚾ᛬**
A PATRON DEITY OF KULSIM EMEN

**ᛋᛟᚾ᛫ᛟᚠ᛫ᛗᛁᛚᛖᛏᚢᛗ᛬**
SON OF MILETUM

**ᛋᛟᚾ᛫ᛟᚠ᛫ᛗᛁᛒᛟᚱᚺ᛬**
SON OF **MIBORH**

**ᛋᛟᛚᛖ᛫ᚨᛈᛈᚱᛖᚾᛏᛁᚲᛖ᛫ᛟᚠ᛫ᛎᚱᛁᚱᛁᛚ᛬**
SOLE APPRENTICE OF **ZIRIL**

**ᚲᚾᛟᚹ᛫ᚦᚨᛏ᛫ᚦᛖᛋᛖ᛫ᚹᛟᚱᛞᛋ᛫ᚹᛖᚱᛖ᛫ᚹᚱᛁᛏᛏᛖᚾ᛫ᛁᚾ᛫ᛋᛟᛚᛁᛏᚢᛞᛖ᛬**
KNOW THAT THESE WORDS WERE WRITTEN IN SOLITUDE

**ᛗᛃ᛫ᚠᛟᛚᛚᛟᚹᛖᚱᛋ᛫ᛗᚢᛋᛏ᛫ᛞᛠᛚ᛫ᚹᛁᚦ᛫ᛗᚨᛏᛏᛖᚱᛋ᛫ᛗᛟᚱᛖ᛫ᛞᛁᚱᛖ᛫ᚦᚨᚾ᛫ᚦᛁᛋ᛫ᛟᛚᛞ᛫ᛒᛟᚢᛚᛞᛖᚱ᛬**
MY FOLLOWERS MUST DEAL WITH MATTERS MORE DIRE THAN THIS OLD BOULDER

**ᛒᛖᚷᚱᚢᛞᚷᛖ᛫ᚦᛖᛗ᛫ᛁ᛫ᛞᛟ᛫ᚾᛟᛏ᛬**
BEGRUDGE THEM I DO NOT

**ᚹᚱᛁᛏᛖ᛫ᛁᚾ᛫ᚺᚨᛈᛈᛁᚾᛖᛋᛋ᛫ᛁ᛫ᛞᛟ᛫ᚾᛟᛏ᛬**
WRITE IN HAPPINESS I DO NOT

**ᚾᛟᚱ᛫ᛞᛟ᛫ᛁ᛫ᛚᛟᛟᚲ᛫ᚠᛟᚱᚹᚨᚱᛞ᛫ᛏᛟ᛫ᛗᛃ᛫ᛞᛠᚦ᛬**
NOR DO I LOOK FORWARD TO MY DEATH

**ᛒᚢᛏ᛫ᛁ᛫ᚨᛗ᛫ᚠᚱᛖᛖ᛫ᛟᚠ᛫ᚱᛖᚷᚱᛖᛏ᛫ᚨᚾᛞ᛫ᚲᛟᛗᚠᛟᚱᛏᚨᛒᛚᛖ᛫ᚨᛏ᛫ᛚᛠᛋᛏ᛬**
BUT I AM FREE OF REGRET AND COMFORTABLE AT LAST

**ᛁ᛫ᛟᚾᛚᛃ᛫ᚹᛁᛋᚺ᛫ᛁ᛫ᚺᚨᛞ᛫ᛗᛟᚱᛖ᛫ᚨᛚᛖ᛫ᚹᛁᚦ᛫ᛗᛖ᛬**
I ONLY WISH I HAD MORE ALE WITH ME
Astral Projection

**Astral Projection** (or **Astral Travel**) a form of Telepathy, that assumes the existence of a soul or consciousness called an "astral body" that is separate from the physical body and capable of travelling outside of it throughout the universe.

## Known Users

* **Thomas Chamberlain** **(The Hollow)**
* **Dominick Chamberlain**
* **Elizabeth Chamberlain**
Magic

**Magic** is the influencing of events by supernatural means. Magic can often be split into dark and light, though depending on the situation, can also be neutral. The most well known type of magic - witchcraft - is both an inherent ability and a studied technique that connects a person to the elements and forces of nature in order to practice sorcery. The people who can use it are known as Witches. Another sort, Voodoo, can be practiced by both witches and Mortals.

## Applications

### Spells

Spells are a series of words that when recited, produces a magical effect. Spells are the most commonly applied feat as one can achieve virtually any effect from conjuring an object/person and unlocking doors to protecting landscapes. While witches can naturally cast spells anytime they wish, other practitioners are forced to rely upon other external sources such as the aid of another witch, summoning entities such as demons, or having possession of an object that absorbs magical energy. Some spells require ingredients such as herbs, a larger amount of power, or even sigils.

### Potions and Elixirs

Potions, or elixirs are supernatural liquids that consist of various ingredients that when consumed have magical properties.

### Powers

A number of supernatural abilities are bestowed upon the user through the manipulation of magic, though these abilities are only shown amongst those that are inherently magical. These powers include:

* Channeling: The act of drawing or summoning external sources of energy to work magic.
* Conjuration: The act of calling, commanding, or summoning an element, object, person, or spirit already in existence.
* Elemental Control : The act of controlling or manipulating the elements of air, earth, fire, water, ice, light, lightning, and weather. Though not proven false or accurate, witches are believed to possess an unique affinity to particular elements which grants them greater mastery and control when performing.
* Telekinesis: The act of controlling or manipulating the movements of objects and persons

## Sources of Power

### Innate Magic

The magical power that lies within a certain individual. Innate magic is acquired in two ways.

* Birth/Natural inheritance
* Transference
Power Pony Laboratory

**Power Pony Laboratory** / *noun* :

First Page Mentioned (By Name): ch. “The Homefront” – pg. 127

An extremely popular cartoon for the children of **Geb**, **Power Pony Laboratory** features bipedal ponies of all shapes and sizes, as they fight for justice through magic, friendship, science and (as **Ava** put it in her report about her favoritest show ever) “Butt kicking!”

Related Entries: **Cooper, Ava**; **Geb (The Island Of)**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Devil's Blood

## **The Originals**

Season 1, Episode 5 (6)

Episode Guide

**Devil's Blood** is the 5th episode of *The Originals*.

## Summary

**CHRIS WOOD MAKES HIS DIRECTIONAL DEBUT**~ When it's discovered that the Hollow's latest servant is on the loose, Chris places a protection spell on the compound, forcing Dominick, Charlie and Rose to remain inside. Meanwhile, Vincent takes matters into his own hands when Thomas iss reluctant to perform a dangerous ritual needed to strengthen their defense against The Hollow. Finally, while Chris enacts a risky plan that brings him face to face with their latest threat, an unexpected twist leaves him life hanging in the balance. Carson also appears.

## Cast

* Chris Wood as **Multiple Roles**
* Phoebe Tonkin as Charlie Marshall-Chamberlain
* Lily Rose Mumford as Elizabeth-Rose Chamberlain

Special Cast* Blu Hunt as The Hollow
* Christian Coulson as Tom Riddle
Reins

**Reins** / *noun* :

First Page Mentioned (By Name): ch. “S.U.H.F.T.C.E.E.” – pg. 9

**Reins** are a piloting device used to control mounts. Reins typically consist of a leather strap, which is then attached to a hard bit. This “bit” is placed in the mouth of the mount, and that, in turn, is connected to a bridle, (a facial mask typically made of leather straps, that is strapped around the face and muzzle of the mount). **Avianators**, pilots and drivers typically use reins to control birds or land animals such as hawks or chipmunks. Movement of the reins signals different actions a mount should take, such as: stop, start, up, down, left, right, backwards, speed up or slow down.

It is often used in the **idiom** to "**rein it in**".

Related Entries: **Avianator**; **Idiom**; **Rein It In**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
SimKorra Wiki

## Welcome to the SimKorra Wiki

Covering an old Sims 3 simblr experiment.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Goblins (Broken World 1)

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.

### **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.
Avianator

**Avianator** / *noun* :

First Page Mentioned (By Reference): ch. “In The Beginning” – pg. 3

First Page Mentioned (By Name): ch. “In The Beginning” – pg. 5

An **avianator** is a person who has undertaken the great study and skill required to pilot birds, on the **Island of Geb**. While this can mean landlocked **avians**, the study always includes the handling of the airborne variety. While magical aptitudes (such as air or animal based magics) greatly assist in this process, all avianators must understand how to communicate with, and properly handle, an avian in flight, without the use of magical assistance. Advance courses in mathematics, animal handling and athletics, must be learned, and must be practiced on a daily basis, before one can obtain the knowledge required to be an avianator.

Going to **school** is a big plus, but the name of the school attended doesn't guarantee certification. What determines an avianator is a practical demonstration of the knowledge required to be one: first with a written exam; then with a flight test (typically accompanied by an instructor). Because of the intense amount of training, avianators typically develop a very close relationship with their “mounts”. It is so close, in fact, rare is an avianator who dares to call their bird a “mount” or “pet”. As far as they're concerned, these birds are family.

Related Entries: **Avian**; **Geb (The Island Of)**; **School**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Доисторическая жизнь вики

## Добро пожаловать на **Доисторическая жизнь вики**

Доисторическая жизнь - это очень увлекательная тема...

## Помощь участникам

**Фэндом** — это сообщество интернет-энциклопедий на разные темы. Любой пользователь может редактировать страницы на этой вики: просто нажмите кнопку «Править» в верхней части любой страницы. Посетите Вики Сообщества и задайте любой вопрос на форуме.

Вот список некоторых служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Шаблоны
* Активные участники
* Категории
* Свежие правки
* Новые изображения на вики
* Справка

## Галерея

С изображениями и видео на вашу вики будет приятно посмотреть. Вы можете найти видео на интересующую вас тему в Видеотеке Фэндома.

Файл:Placeholder

## Создать страницу

Вы можете улучшить эту вики. Создайте новую статью!
<createbox>
width=24
break=no
buttonlabel=Создать новую страницу
</createbox>
Так же вы можете улучшать уже созданные страницы
Naomi

Mother Naomi was the Goddess of all growing things.

### **History**

Mother Naomi is a True Goddess, her spheres are life, fertility, plenty and all growing things.

Naomi is invoked frequently and by many. People pray to Her for crops flourish, to help in childbirth, to ensure families would have a good life and to ease the pain of the sick. She was worshipped by people from all races, though was especially beloved in some Elven circles.

Naomi is oft referred to as the ‘Mother of Mortals,’ which has caused some dispute. Many mortals hold racial beliefs about how they were created, and regard Naomi as ‘motherly’ rather than a literal creator, while other religious groups claim that She is the literal mother of all mortal creatures. Tempers sometimes flare on this subject.

Prayers to Naomi have gone unanswered for quite some time now. Famine and illness run rampant amongst the waning population of mortals, but Her domains have not failed completely. It is believed that She is alive but weakening and that Her attention is constantly focused on Her spheres, which are now more demanding than ever without the help of factors such as **Malchus**’ sunlight.

### **Behaviour**

Naomi is beautiful and benevolent, though Her demanding domains mean She is rarely involved in the affairs of mortals.

### **Abilities**

It is unknown whether Naomi had any specific abilities.
The Bad Men Universe Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
The Coronation Of Eridash Menelith

The festivities of the coronation.

Eridash Menelith's rule of **Haven** was not yet solidified and so, his coronation was organised. Invitations were sent to all corners of the world whilst the feasts and parties were prepared.

What the little King didn't know, was just how far the **Dwarves** and **Humans** would go in order to win their  **war**.

Many raids had been carried out in **Southbridge**, crippling the Humans war effort and their personal wealth, as a skilled Dwarf found his way into the Lord's vault. Dwarves were also recruiting **Kobolds** in order to assist with raiding and looting. Lord Issac knew of the Dwarves efforts and of Rolaf Logasnev's personal thefts and was not happy when both him and Grugni Maddax turned up to the coronation.

The Humans plan was to kill Eridash and blame the Kobolds, thus causing the **Elves** to wipe out the robbers for them. The Dwarves had also planned to kill the King by poisoning the drinks at the toast, framing the Humans in the process. Unbeknownst to both parties, Menelith's brief tenure as regent had already made him an unpopular leader among the Elves, several of whom wished these assassination plans had been successful, after they came to light. The most prominent example of this sentiment was that of the Elven smith Mira, who presented the new king with a masterwork blade bearing the ribald name Irrumation, confident that Menelith would never divine the meaning of the name.

The Dwarves arrived in their newly created airship; Thunderchild, smuggling a few Kobolds on board. The intention was purely to one-up the Humans.

Tensions were further heightened when, during the gift-giving, the Dwarves presented the new Elven King with swords from the fallen Son of Dawn fortress; Castle Jette. This struck a deep blow to the Humans, who were immensely angry at the flaunting of their dead soldier's weapons.

The Dwarves, having been warned of the Human's plans, but believing they would be blamed, decided instead to order two Kobolds to guard the Elf King. Franki Bluepaw and one of his disciples were to be the 'honour guard' of the King, whether he liked it or not. This would ensure the death of the King was not pinned on them.

The Dwarves decided to poison the human wine instead, thereby perhaps eliminating their main foes. However, the Kobolds caught wind of this plan and, warning Thesaraden ensured that no poison was ever used.

The coronation of King Eridash Menelith went smoothly and without hitch, as all parties involved had a relatively good time, if a little tense.
Azarth Mechasmith

## Background

Azarth Mechasmith is an experienced engineer who has developed a respectable position amongst the dwarves from his ability to provide his technical knowledge and neutral opinion during debates.

Other than his understanding of Redstone, Azarth remembers little of his past, the only fragment of history he recalls is creating impenetrable mechanisms to safe guard his belongings.

## History

Upon awaking in Rakust, Azarth was overwhelmed through meeting new faces and was confused in everything that was going on around him.

After being settled within Rakust, Azarth made many close friends including Feb Gillspittle, Volgrim Goldentome, Shrine Maiden, Emär Tilatûthir, Lotar Duergar and Nisria Hammerfist.

Azarth built his reputation on building many mechanized doors which many dwarves took an interest in. Throughout Azarths time as an engineer he constructed 14 doors within the fortress.

Following the rebuilding of the council, Azarth was elected to be the Chief Engineer within the fortress. Azarth took this responsibility humbly and acted as a fair and respected voice in the council. He provided useful advice to the Overseer and fellow council members when certain matters where discussed.

Following an instruction by the council, Azarth created the great vault, which had in excess of 2,199,023,255,552 combinations, proving truly impenetrable to any who did not know the combination. Unfortunately, this device was never used to its full potential to safe guard the currency of the fort.

Following his first death, Azarth received an instruction from Beor to act as his Chaplain and voice of reason amongst the dwarves to prevent further harm to Beor. Following this instruction Azarth has provided a neutral point of view while leaving his engineering works behind him.

Recently, Azarth has been in a meditation comma, but he has recently awoken...

## Death

Azarth's first death was during the siege at Doren Rorung Geshud. Amidst the chaos from the fighting between the dwarves and golems, armed with explosives, Azarth sacrificed himself to destroy the portal to enable his fellow dwarves to stand a chance of victory.

Beor sent Azarth back to complete his new task...

## Skills and Abilities

Azarth is a talented engineer with a keen eye for innovation and development to create magnificent inventions for the greater good of the community. His understanding of Redstone makes him a useful asset for any construction project where mechanisms are required.
Goblins (World 4)

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.

### **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.
The Grove

### **Creation**

It is unknown why or when The Grove was founded. 'The Grove' may not be it's true name, as there is but a single reference to it. Similarly, 'The Acre' may also be a possible contender as a name.

### **Location**

The Grove was directly north, by some ways, of **Krane's Stead**.

### **Appearance**

A small, walled-off community deep in the heart of the jungle; The Grove was surrounded by gigantic trees that also housed most of it's population. The 'heart' of the town held community builds, such as the burial chambers and meeting halls.

### **Leadership**

The leadership system of The Grove is unknown, however an individual known as Ihuicalt was referenced to as 'The Aegis'. This could merely be a nickname or could be a formal title used by the leader of the military, or city.

Elves within The Grove were split up into three groups. Sentinels, who acted as guards, Rangers and Pathfinders. It is unknown what the latter groups jobs were.

### **History**

Nothing is known of the history of The Grove.

### **Notable Factions**

There were no known factions in The Grove.

### **Notable Landmarks**

* **The Pyramid** - a large pyramid that acted as a burial chamber.
* **The World Tree** - a gigantic tree, west of The Grove.

### **Notable Occupants**

* **Ihuicatl** - 'The Aegis'.
* **Erubadhron**.
* **Nyoth Sireth** - pathfinder.

### **Gallery Of The Grove**

***Many Elves lived in residences like this one.**The Pyramid.**The World Tree.***
Durttree

### **Creation**

Originally just a normal tree sapling, Durttree was infused by Kobold magic; their rudimentary chanting, rituals and worship allowed the tree to grow to enormous heights. As it grew and grew, the Kobolds added on ramshackle cabins and rooms, comprised of wood and dirt, up the length of the trunk.

### **Location**

Durttree was originally built on the site of **Rogueport**, before the town officially existed. When it was destroyed, Rogueport quickly took its place and the  **Elven** district sprouted where Durttree had fallen.

### **Appearance**

Durttree was an enormous jungle tree, with wooden shacks and dirt huts built and attached onto its trunk at irregular intervals. Smaller branches, known as 'brunches' to the Kobolds, would act as storage places for food.

### **Leadership**

The leadership style of Durttree is unknown.

### **History**

* The survivors of the end of the last world emerge from their vault. The Kobolds swiftly create Durttree in the space of a few days.
* The larger population looks to create space for Rogueport, destroying forests and trees including Durttree.

### **Notable Groups**

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

### **Notable Landmarks**

* **The Everspring** - an infinite water source within Durttree.

### **Notable Occupants**

There were no known notable occupants of Durttree.

### **Gallery Of Durttree**

There are no other known pictures of Durttree.
Blackwater Delve

## **Lore**

The stately Seaway facility was established to be a center of industry. Its mines, while simple, provided the stone and resources that helped drive the burgeoning fortress. But the mines concealed a strange secret...

During the facility's founding, a natural cavern was uncovered: Swarming with the mindless dead, a cadre of trained warriors was called forth to cleanse this dark place... or so they thought.

At the stroke of midnight, the trained soldiers watched as the light of their torches winked out... one by one. With the return of darkness, the cavern's unholy residents rose anew to fight again.

Realizing that there was no end to this threat, the dwarves chose to seal the cavern forever, for the good of the fort. But a group of brash young recruits heard the rumors, and broke open the seals on the cave... unleashing the horrors anew.

Brave adventurers now seek out this cavern, hoping to plumb its depths for the treasures rumored to lie within. Are you bold enough to explore... The Blackwater Delve?

### **Further Lore**

On the 14th of Opal in the year 274, miners on the **Seaway** project encountered a natural cavern along the mine tunnels. Immediately after, the tunnels were swarmed with the undead. The alarm was raised, and a party from the fort managed to expunge the area.

We thought the affair ended, but ere the strike of midnight, the torches we'd placed blinked out, one by one; and the undead returned.

This place is cursed. We have sealed it for the good of all dwarfkind. Some of the new recruits have taken to challenging it for sport. Poor fools; **Beor** save them.

## **Description**

The dungeon is a series of small caves set into the stone.

## **Combat**

Blackwater Delve has several spawns of normal mobs, such as skeletons and zombies. It is advised new arrivals travel in a small group, however experienced characters may vanquish this place on their own.
Hjen Tapestry

## Summary

During their settling in the Venswood, Hjen folk adopted various traditions, one of them being tapestry that act as a representation and the story of their lives. The most dedicated Hjen add to their tapestry weekly, or even daily. Those tapestries can include anything, from random things that happened to them, to the most important lessons that they learned in their lives, and only people that are evil to the core would dare lie in these very important works.

## Tapestry through the time.

### First tapestries

During the foundation of various settlements in the Venswood by the Hjen, some of them started to express the need to keep track of their lives and the various events around them. Many cities keep tapestries that date to their founding, although some are in bad condition, some are still well preserved. These works help scholars rewrite the history of the Venswood with more precisions, and help educate people who can read tapestries for their knowledge and wisdom.

### Hjen Monks

One of the most important jobs for the Hjen are those who act as Monks and residents of the various monasteries. Those people are responsible for preserving art and wisdom that they stumble upon. Each Monk has its own set of skills, ranging from repairing books, to fixing tapestries, or even, something that is sometimes frowned upon and done by the most devoted Monks, keeping pieces of skin from people that gave their bodies to the Monastery, but not any pieces of skin, those Monks only keep the inked parts. Hjen Monks are also wisdomful people, giving out advice to anyone who comes to them.

### Wedding Tapestry

Tapestries well also well known as unification rituals during weddings. During Hjen weddings, the two partners connect their tapestry in the middle on the day that they first met on. Each side represents the life of one of the partners.

### Modern day

Before the Venswood, tapestries were kept as treasures, with various people donating theirs to the monasteries. Tapestries of important people could even be sold for a nice price, depending on the person and on the buyer. Many towns and settlements had museums that were, or had special corners, dedicated to the history of tapestry and that showed of some.
Krane's Stead

### **Creation**

Larek Krane was the son of a farmer and after travelling this new land for a short while, he decided to set up a small homestead and a farm. After a short amount of time, others had gathered around him and started to build too. Soon, a walled community was built and was dubbed 'Krane's Stead'.

### **Location**

Krane's Stead was located in the south-east, directly east of **Ironflow** and some ways south of the  **Elven**  **Grove**.

### **Appearance**

Mostly built of stone bricks, Krane's Stead was a well-organised township, with many straight roads and squarely laid-out houses.

### **Leadership**

It appears Krane's Stead was led by not only a Mayor, but also had a Lord at one point in it's history. It is unknown whether they preceded each other, or rules at the same time.

#### **Known Leaders Of Krane's Stead**

* **Larek Krane** - first founder.
* **Adelaine Gavin** - Mayor.
* **Valetheran Macharia** - Lord.

### **History**

* Krane's Stead is established.
* An attack by a Lich is thwarted by the aid of the townsfolk.
* Larek Krane is put into leadership after the Lich attack.

### **Notable Groups**

There were no known groups that originated from, or inhabited, Krane's Stead.

### **Notable Landmarks**

* **Valetheran's Mansion** - the home of Lord Valetheran.
* **The Rutherford Complex** - a number of buildings all built and owned by the Rutherford family.

### **Notable Occupants**

* **The Rutherfords** - leading industrialists and owners of many businesses around the town.
* **Cassius** - leader of the Guard.

### **Gallery Of Krane's Stead**

***A memorial to the dead.**The mansion of Lord Valetheran Macharia.***
Iron Harbour

### **Creation**

When a  **Dwarf**, exiled for his crimes, left **Noruzim Thakom**, he went and built a new settlement. In his vision, he would build a place that all races would be welcome to visit and stay.

### **Location**

Iron Harbour was located due south of Noruzim Thakom.

### **Appearance**

The settlement was mostly built of stone bricks, with cobblestone used for everything else. The one or two houses there were poorly built, poorly maintained and generally cobbled together.

Iron Harbour was built on the edge of the swamp, which did not lead to favourable views.

### **Leadership**

There was no leadership within Iron Harbour.

#### **Known Leaders Of Iron Harbour**

There are no known leaders of Iron Harbour.

### **History**

* A crazed Dwarf is exiled from Noruzim Thakom, leaving to build Iron Harbour.
* The outpost is linked to the Fortress via a perfectly straight road, built from cobblestone, which frequently collapsed.
* After the Dwarf's dead, Iron Harbour remained abandoned. However, it was a landmark which travellers would always have to pass through to enter or leave the Dwarven realms.

### **Notable Groups**

No known notable groups originated within Iron Harbour.

### **Notable Landmarks**

* **The Monument** - a small monument to remember an unknown Dwarf.

### **Notable Occupants**

There were no known notable occupants of Iron Harbour.
Surveyor

### **Summary**

*Construction requires stone and kings require gold. With abilities to craft materials exceptionally well, ladders to climb high, and skill to tunnel through mountains with ease, a Surveyor can provide all of these and more.*

### **Skills**

* **Emergency Ladder** - Fires a non-damaging arrow at a vertical surface. The hit block and 4 blocks below it all grow vines. If blocks don't exist to support climbing the vines (i.e you aimed at an overhang), barrier blocks are formed to assist your climb. Lasts for 1 minute, and has a 2 minute cooldown.
* **Industrious** - Gives the user Haste 4 when wielding a pickaxe.
Forgotten Beasts

Forgotten Beasts are often represented by the wither mob, in-game.

### **History**

In a time before time, Armok tried to create life. But in order to succeed at something, you must first fail and so He did. He cast out those failures into the world, where they hid, until they eventually awaken.

### **Appearance**

A Forgotten Beast can resemble anything; from  **dwarf**-eating plants, hideous animals and even blobs, sponges or clouds of gas!

Any of them may have deformities and things not belonging to the beings they resemble. They may have long fur, spikes, claws, teeth or extra limbs. They may be formed of fire, smoke or other intangible elements, or worse.

**In-game, Forgotten Beasts are either portrayed as a Wither mob, or as a custom mob if possible.**

### **Abilities**

The vast majority of Forgotten Beasts are incredibly resilient, shrugging off attacks that would slay lesser creatures.

The abilities of a Forgotten Beast will often be linked to its appearance; they may throw slime, be impervious to blade, immune to fire or anything else.

### **Strategies**

Rarely will you be warned of a Forgotten Beast attack. As they have hid and slumbered, they tend to make their nests underground and, as such, Dwarves will usually be the ones to uncover them.

It is highly recommended that if you do spot a Forgotten Beast and you have the good fortune to not be attacked by it on sight, that you recruit any and all fighters to combat it.

Commonly, they will be able to be slain in normal battle, however, it will take a lot of effort to bring one down.

If you are unlucky, they will be made of something impervious to normal damage, or have some ability that restricts combat. In this case, the would-be-slayers will have to get creative.
Drakk Blackhand

A picture of Drakk Blackhand.

## Background

Drakk was born and raised in a Fortress called Kel Doram. This Fortress, along with a few others, lay in a small circular mountain range. Little is known of his life there, other than he had a wife, a child and a successful tool-making business.

After **The Fall**, an undead horde broke out of one of the deeper crypts in a Fortress nearby, swarming over the others, including Kel Doram. Losing everything he had, he fled with the survivors to sail with **The Great Alliance**.

## History

When Drakk arrived on the island, he travelled with a  **Human** knight, **Markus Ironshell**, and a Dwarven priest, Ibun Grundisnev. As their small ship arrived in a separate place to other migrants, they travelled together until they found the light of the beacon, discovering the ruins of **Vallecrosia**.

With other settlers soon turning up, the town's defences were shored up and eventually the place was rebuilt.

Seeing the devastation that a swift undead attack could do to a town, Drakk turned his eyes towards the mountains overlooking the town, to the north. On his own, he proceeded to dig a new Fortress. This place would be called **Rakust Dosîm**; Tomb Of Wisdom. In Drakk's eyes, this was a place that would be both a self-sufficient home in the case of utter catastrophe and also an archive for knowledge and information, lest it was lost.

The pillars of the Fortress were deemed to be made of bone; showing Drakk's mastery over the darkness. The local spirit, **Lycanoia**, blessed Drakk's efforts when he attempted to replace the bone with something else, as he woke up one day to find they had all reverted to their previous state.

The work took him many years, in which many discoveries were made; the existence of **Eymet**, the hints of a lost Fortress, the corpse of the God **Rezeph** and others.

At some point, the world did come to an end. However, his good friend **Beor Fellhammer**, ascended to godhood through unknown means. Beor used Rakust Dosîm as a home for the Dwarves when he remade the  **world**.

## Death

Nothing is known of Drakk's later life and eventual death.

## Skills and Abilities

Drakk was an accomplished smith, making tools and other such things for the townsfolk.

He was a tenacious and determined Dwarf, allowing him to complete massive works such as the delving of the Fortress.

In the defence of the town, the Fortress and surrounding areas, he would fend off many undead. Becoming quite proficient at this, he started to mark himself for every few hundred of the enemies he dispatched.
Goblins (Broken World 3)

The average look of a goblin.

### **History**

The Goblins have managed to live in this realm despite its unmaking. After the **Second Awakening** they were thought to have been destroyed, but some pockets of their kind still exist within the caves.

### **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.

### **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.
Faroch Dreich

The Faroch Dreich is a location in the **Venswood**. It gets its name for its bad weather and abundance of heather growing there. It is known for its whisky, wool products, and fine violins.

At the colder end of a temperate maritime climate, the Faroch Dreich is littered with ancient monoliths and standing stones, predating **Kihai** memory. The local **Cuthail** families claim that the Faroch Dreich is the home of the Cuthail, though this is a niche view, held by few historians.

The Faroch Dreich have a long pastoral tradition, being able to graze thier sheep year round, the ground and weather being suitable to little else, with the few truely fertile patches of land being reserved for wheat and barley to be used in brewing the famous Bourbon, that is sought after by traders all over the Vens.

A culinary speciality of the region is the Faroch pocket, a pastry filled with an oft meaty filling. It was conceived as a way to take a full meal with you on the go. Far less popular and widespread is a type of Saussage, made with the stomach and innards of sheep, known locally only as "The Great Chieftan"

Notable Locations:

Longtown: at the boarder of the Faroch, this bustling town serves as the main market place between the Dreich and the rest of the Vens.
Hjen Weddings

Each part of the **Hjen**'s cultural footprint has different marital traditions, but the most basic and classically honored ones are these:

* A wedding must be done in open daylight, by the sea.
	+ The sea is somewhat optional; any body of water will do. Hjen among the **Amatl Dreadwastes** would travel to the nearest oasis for their union, or simply put a bowl of water on a podium.
* Wedding outfits for the couple involve as much exposure of one's Weave to one another as possible.
	+ This is up to preference of modesty; though ceremonies in the nude are not unheard of, most prefer to only bare as much as is necessary.
* A tapestry or blanket is common to commemorate a couples' love story, with each end beginning at their meeting and the middle being an artful representation of their wedding.
	+ This is sometimes fashioned into a blanket for a couple's baby, should they choose to have one.
* The end of a Hjen's wedding involves a joint Inkweaving, where the couple either selects a part of each others' **Weave** to take, or simply gets a matching tattoo to mark their union.
Fishing Boat – Surface

**Fishing Boat – Surface** / *noun* :

First Page Mentioned (By Name): ch. “The Underwater Citadel of Yonaguni” – pg. 113

Unlike the underwater **bubble boats**, those which are made exclusively for the surface are of the more traditional type. These boats can be powered by a motor, wind, non-motor magic, oars; they can have one deck, no deck, or up to three decks; they can have a keel or no keel; regardless of what they do and do not have, they all have a hull! Some very expensive boats are even capable of transforming into submersibles, depending on the amount of **magic** used in their construction (effectively making them whatever they want to be, providing the pilot is capable of handling the vehicle). Most, however, tend to go the traditional sailboat route, with a backup magically powered propelling rudder. Nothing says relaxation like an afternoon fishing trip, as the gentle rocking of a sailboat sends you into an afternoon nap!

Related Entries: **Bubble Boat**; **Magic**

Check out the Copyright Information and Allowed Use here - Understanding Copyright (especially written for kids)
Sugar Bijou

An EA Townie from Bridgeport.

**Sugar** is Ginger's longtime roommate and best friend, and the girlfriend of Mako and Bolin's cousin, Baba Iwamatsu. Probably due to her flirty trait, she jumps frequently between relationships and entertains several romances. She has two children from past relationships with Tom Wordy and Beau Merrick, and is expecting a third child. Although she is dating Baba, the father of this baby is actually Romeo Rake--implying she has been cheating on Baba.

Unlike Ginger, Sugar is reasonably good with children and was actually Nuktuk's primary caretaker when he lived with his mother. She is probably the reason that Ginger and her are able to foster several children in their home, despite Ginger's difficult personality.

For more details, visit the Sims 3 wiki.
A Clockwork Golem

The account of a mad Golem attack.

In the town of **Vallecrosia**, a  **Dwarven** engineer named Glimden Geartooth worked tirelessly in his workshop in the town square. Inside, he constructed large puppets, in the forms of **Golems**, filled with wires, pulleys and cogs to be operated by a complex clockwork system.

When Glimden had perfected the craft of making them, he sought to introduce more exotic means of power to them. With sufficient redstone circuitry, he introduced an eye claimed from the many demons that plagued the down. Almost immediately, the golem went berserk; driven mad by the demonic influence within itself.

It launched an attack on Glimden and Gabriel Soth, who helped in many of the experiments, but they were lucky enough to destroy the golem before it did any serious damage.

The townsfolk of Vallecrosia found out about Glimden and his tinkering with demonic elements. They became incredibly wary of his work, some even labelling him as a heretic.

However, Glimden worked on.

After constructing a second similar golem, with no power source, it went missing. Panic spread as people thought this golem had escaped of its own accord. It was only later revealed that Ril Nordul, a Dwarf of **Rakust Dosîm**, had stolen the golem and hidden it away.

Glimden, slightly shunned since his last experiment, had now been fully stigmatized by the townspeople. Various other projects of his did not culminate in their desired effects and in this heightened state of stress, he suffered a mental breakdown and threatened to blow up the shrine of **Lycanoia** with his own brand of explosive.

Glimden furiously tried to plead his innocence and was even informed by others that Ril Nordul's basement had been found and the golem had been recovered, but Lycanoia had taken serious offence to the threat and instead, tore Glimden to shreds.

Upon hearing of the death of Glimden, Ril Nordul spiralled into deep depression, committing crimes and violence against the townsfolk. Eventually, Ril was sentenced to death and executed within the town.