recursal/Fanatic-Fandom huggingface dataset:
Klank

**Klank** is a Dungeons and Dragons player character (PC) played by Max Lynch in Caleb's "Secret of the Witchlight (2020)" Campaign. After the Secret of the Witchlight campaign was removed from Dungeons and Dumbasses cannon, Klank occupied the newly adapted "City of Strool".

## Description

Klank is a Male Kenku characterized by his messy, unkept feathers, scars, and bald patches. It is extremely rare to see Klank fully unarmed as his backpack is fully stocked with such items as a crossbow, hammer, crowbar, hunting trap, grappling hook, oil, string, caltrops and ball bearings, all of which Klank wouldn't hesitate to use as a weapon in a pinch.

## Backstory

Klank was born to a family of two brothers and five sisters with Klank being the eldest. His father worked as hired muscle for as long as he knew him while his mother stayed home and cared for the children. Klank as vague memories of his father leaving to guard a warehouse and coming home with blood still on his sword. Living in the lowest levels of Strool, Klank's favorite childhood activities were pulling through the scrapyards with his siblings, taking anything of value home as gifts for the parents.

When Klank was twelve his father went out on a job to protect a new power transfer station being built in the lower district. Klank's father never came home as news eventually reached his family that Klank's father took an arrow to the neck after a skirmish broke out between bandits attempting to steal high quality construction materials. After that, coin was extremely tight around the small household that Klank's whole family was living in. In order to provide for his family, Klank took a job in a factory but the pay wasn't worth the constant risk of injury and all the lost feathers.
Colt Goshawk

Colt Goshawk is a Male Human Scout, famous for his skills with a hand crossbow and notable for starting a riot in the town of Bryn-Shander. He's a man who believes in justice, and in the goodness in the hearts of men. Of course, He also knows about the darkness in those hearts, and he's quite acquainted with the potential crossbow bolts in them, too.

### Appearance

Colt is a man of average build, lithe yet muscular. His skin is tanned, and his hair, when visible, is a dark chestnut. A shadow of stubble adorns his face, at least the part you can see. The rest of his face is generally covered by his wide brimmed leather hat; it keeps the sun and snow out of his eyes. He wears a long coat and boots, equal parts fashionable and practical. It's good for hiding weapons. Otherwise, he dresses simple and humble, for nothing worth having can be bought with money. Except a crossbow, of course.

### Personality

Colt is a man of few words, not because he's always thinking but because he ain't the smartest. He's driven by one goal: a desire to do whatever he can, no matter how small, to make the world a better place. He's kind, but he can't always control his temper: he's got no time for tyrants and bigots. He's also not afraid to cull the cruel and undeserving with a crossbow bolt to the chest. He tries to see the best in people, even if their skin is green or they're 20 feet tall or covered in scales. Diplomacy is always his first course of action, but he's not shy about using less elegant forms of negotiation. He's never been romantically involved with anyone and doesn't plan to be. He is, of course, partial to crossbows of any kind, though he prefers handheld ones, but he'll tolerate a sword or preferably a knife for tight situations. Otherwise, he refuses to use any other type of weapon.

Given his demeanor, he rarely tends to know exactly what’s going on at any given moment. Despite this, he tries to take a leadership role whenever possible, often acting as the de facto front man of the group. He’s working on letting others do the talking, but has trouble managing his passion for what he does.

### History

Colt was born to an as of yet unknown father whom he endeared very much. Homesteading in the wilds of Korhan, he lived in a close knit community of other humans, before they were all slaughtered by a band of murderous goblins. Desperate for revenge, he spent several years searching for the tribe that did it, but what he did during those years only he and the gods know. He's not proud of it. Upon finding the tribe that murdered his family, he was struck by the similarities with his own struggling town, and realized that he had been misguided in his hatred. From that day forth, he vowed never to let his prejudices guide his actions again, and to always look out for the downtrodden and disadvantaged. Since then, he's made a few friends, but rarely kept them; he always puts others before himself and it was honestly getting pretty irritating. Eventually, he joined a band of adventurers to rescue a kidnapped boy, and has since gained possession of a castle. He's not really sure how.
The Ionis Coast

**The Ionis Coast** takes up a large section of coastline along the middle eastern section of Ealor.

## Colonies of Ionis

### Whitebridge

Whitebridge is the only long lasting colony of the Ionis Coast in the Great Wildlands exporting platinum and other precious metals south to Silverstone.

## Independent Cities

### Pendle

Pendle is a small farming and fishing village to the north-west of Silverstone.
Gravitina (episode)

## Gravitina

**Gravitina** is the second episode of *Buzz Lightyear of Star Command*. It first aired on October 3, 2000, and is the fourth episode in production.

## Synopsis

Star Command is directly in the path of an asteroid field. Team Lightyear responds to the emergency and destroy the asteroids, but they keep on coming. The source of the attack is an evil, female, big-headed alien known as Gravitina, the Mistress of Mass...and she has a big crush on Buzz.

## Characters

* Sally
* Booster
* Mira Nova
* Buzz Lightyear
* XR
* Corporal
* Cadet Flarn (cameo)
* Commander Nebula
* Gravitina
* Evil Emperor Zurg (mentioned)

## Errors

* In one scene, Mira's waist is white instead of black.
* While trying to get the repulsar field activator to work, one of the LGMs has no sleeve.
* Gravitina's shoes are miscolored in one scene, making it appear as though she is barefoot. Her legs are also miscolored pink in one shot.
* Tundra's waist is white in one scene instead of black.
* After blowing up an asteroid, XR is left badly damaged. Later, in the shuttle, he is seen polishing himself and is fully repaired. However, at the end of the scene the damage is suddenly back again.
* In one scene, Flarn's waist is white instead of black.
Erika Cloverward

**Erika Cloverward** is a Dungeons and Dragons Player (PC) that was played in the campaign "Adventures in Ionis" by Caleb. Erika occupied the world of Sael, created by Max Lynch

## Description

Race: Half Elf, Height; 5'2", Weight: 110, Hair: Light brown, tied back into a braid bun, Eyes; Grey Green, Skin: Pale, with freckles, Clothing; Large well padded overcoat with deep pockets and a collar, over a dark green shirt and cuffed boots. Tight black medical gloves and sleeves that are rolled and cuffed at the elbow. Series of belts and other such cross the waist, with many scabbards for her swords, tools, and daggers. Notebook can be seen in pocket on left side. Handedness: left

1. ↑ Caleb's Description of Erika Cloverward
Haruru Mulphoon

Haruru Mulphoon was a teenage human and a former member of the Blackswords. Having found a mysterious amulet in the forest, he lost his agency and became violent and abusive towards his mother. He eventually was taken by a few cultists to Caer-Dineval, where he resided in the caer until being rescued by a group of adventures hired by Cora. During the rescue, his amulet was destroyed, resulting in him falling deathly ill and experiencing convulsions. He was healed by Glenn Silvershadow, and subsequently returned to his mother in Bremen, where he currently resides.
Caer-Konig

**Caer-Konig** is one of the smaller Ten-Town with a population of 150, situated in the far north of Korhan. Caer-Konig is situated in a strategic position alongside Lac Dinneshere and Kelvin's Cairn protecting the town on both sides.

## Government

The town is lead by Speaker Trovis, a silver dragonborn who won over his fellow townsfolk with his brawn and good humor. Trovis stands out among the other speakers from his blunt attitude and frequent drunkenness.
Bremen

**Bremen** is one of ten towns which make up the Ten-Towns in Korhan. Being on the coast of the Shaengarne River and Maer Dualdon, fishing for knucklehead trout is a very profitable business and one of Bremen's main exports. Every new moon, the inhabitance of Bremen sacrifice their warmth to Auril the Frostmaiden.

## Locations

Buried Treasures

The Buried Treasures inn caters to treasure-seekers, specifically ones who pan for treasure along the riverbank in warmer weather. During the winter, this establishment has few, if any, visitors.

## Inhabitance

* Cora Mulphoon
* Haruru Mulphoon
* Grynsk Berylbore
* Tali
Cleyn Republic

The Cleyn Republic is a government body established in the Feywild of the world of Nexus.

## Government

At the top of the chain of command is King Durothil Willow with the High Mage, Cailu Wranbella and Captain of the Guard, Zelphar Oloric acting as advisors while carrying out other duties.

## History

The Cleyn Republic was formerly a colony of Damaria until the Damarians lost access to their portal to the Feywild. After this disconnect, travel was impossible and The Republic of Cleyn was born.
Bunny (disambiguation)

A list of pages linking or related to **Bunny**.

## Characters

* Bunny, one of the antagonists in Five Nights at Feathers
* Withered Bunny, a withered version of Bunny appearing in Five Nights at Feathers 2
* Dual Bunny, a strange, misformed bunny appearing in Five Nights at Feathers 3
* Nightmare Bunny, a nightmarish version of Bunny appearing in Five Nights at Feathers 4

## Scrapped Characters

* Toy Bunny, a scrapped new version of Bunny appearing in the old version of Five Nights at Feathers 2
Pestilence and Potatoes

*Most Humanoids have knowledge of the presents of gods in day to day life, all Villages have at the very least a shrine to the good of the pantheon. The evil or dark of the pantheon are shunned and seldom worshipped in the open, many who worship the evil of the world do so for power and forbidden knowledge.* *Along with the Divine, there are also the Elders, who are incomprehensible eldritch horrors. Originating alongside the mind flayers of the far realm. The elders were slain and imprisoned by the divine in an attempt to cleanse the material plane of the corruption the elders brought.* *The battle between The Gods and The Elders is known as "The Battle of Fallen Stars." During the battle, Druids and Rangers of Silvanus, the god of wild nature and Clerics of Umberlee, the goddess of the sea called upon deaf ears.* *After the battle, The seas became more dangerous than ever before and the wilds began to wilt.*

This campaign will take place six years after "The Battle of Fallen Stars" where Ionis is still feeling the effects of absent gods.

- Max Lynch 5/18/2020

## Characters

* Bellius Fergan
* Kiran Yddish
* Atticus Greenblood
* Oliver Blackthorn
* Tas

1. ↑ File:Bellius Fergan Character Sheet.pdf
Tabarin

**Tabarin** is a Dungeons and Dragons mysterious traveler who assisted and gave guidance in the early stages of Adventures in Ionis. Tabarin will return as a guiding figure and non-player character in the upcoming.

## Description

### Appearance

Tabarin wears a gently worn, brown tri-corner hat that has a green feather in it and a silk, burgundy poncho that hangs to his waist loosely. Beneath the poncho, an off-white cashmere robe that is tied at the waist with a dark green scarf, hangs to his calves. He wears brown leather boots that shine softly. His skin is pale grey and his hair color is unknown due to his hat. His face is mostly obscured due to the ivory mask that is carved with swirls. He is unable to remove it. Tabarin's eyes are violently blue, and under the right light, purple. This is most likely due to the goddess Lyria's influence, as purple is her symbolic color. Tabarin's age is unknown and untellable.

### Wagon

Tabarin's wagon is a Reading style, horse drawn wagon with a folding porch-like platform on the rear. It is ornately decorated with purple bases and gold accents. The interior of the wagon is decorated with beautiful textiles covering all surfaces. Tabarin's trinkets are scattered recklessly alongside candles and burning incense. Despite the messy decoration, the interior of the wagon is entirely clean without a spec of dust or dirt tainting any surface.

## Trivia

* Below are entries of Zyre's diary which were revealed at the end of Adventures in Ionis.

> *"This stalker nerd, got cards of all of us? I bet he did Jacob's mom. I wouldn't do Jacob's mom, because I am a good friend. So suck it, Jacob." -Entry #25.*
>
>

> *"I don't think Tabarin is dead. It's one of his foxy tricks. I know you're out there, mask man. Thinks he's better because of his cool mask. I could be cool if I had a cool mask. Maybe he's faking his death because Archer set committed a hate crime." -Entry #72.*
>
>

> *"Tabarin? More like tabaridiot amirite? No scratch that. They say I don't know how to do humor, well when they hear this little number they'll shit their pants and realize their faults. I'm sorry for the bad language mother, I know you read this too." -Entry #123.*
>
>

> *"I don't care what Tabarin says he was totally shagging the Lyre lady. Lydia? Either way, he was getting god poon? What a chap. And I can prove it to, when I remember." -Entry #465.*
>
>

1. ↑ Tabarin's Appearance is heavly inspired by the likeness of Clopin, the narrator in the Disney animated film *The Hunchback of Notre Dame*
Circuit Breaks

The King of the Pigs demands you finish this article!*This article has little or no information on it, classifying it as a stub. You can help Five Nights at Feathers Wiki by expanding it.*
Circuit Breaks is a important mechanic in Five Nights at Feathers 3, distributed by Withered Piegegeegus.

## History

### Five Nights at Feathers 3

Starting on Night 3, Withered Piegegeegus can break the power grids, forcing you to go fix them. All animatronics are suspended, and you must use the arrow keys to evade them and stop when you hear breathing until you get to the Power Room. Once you fix the power, you will be automatically transported to The Office.
Claybrad

**Claybrad** is a small fishing community north of Brookhaven. The mood of the town is easily swayed by the quality of the fishing business as it is a major source of income for Claybrad.

## Locations

### The Petty Lute

The Petty Lute is a dreary tavern where the fishermen of Claybrad drowned there sorrows in weak ale. The tavern is dimly lit by candles and its not uncommon to see patrons or sometimes even the owner asleep on their table or bar.

### Lady Deviniti's Manor

Lady's Devinti's manor sits on a hill far above Claybrad looking over the town as well as a cliff which provides a view to the ocean below. Rumor in the tavern she bought it as a beach-house or summer home.

### The Claybrad Inn

Owned by a man named "Tray" rumored to have a bathhouse. Never visited by players.
Baze

**Baze** is the largest of the two landmasses, consisting of three continents, Oma, South Baze, and West Baze. West Baze consists of all the land located west of the Highpeaks, and South Baze consists of all the land south of the Lowpeaks. Oma is a continent located between the two, consisting of the Oma desert and all land east of it.

## Lowpeaks and Highpeaks

The Lowpeaks and the Highpeaks are the two most prominent mountain ranges on Baze, sitting on the borders between the three continents. Virtually impassable, these mountains make travel between continents by land extremely difficult. The Unfathomables are located in Lowpeaks, and many mad wizards and lich kings make their homes nestled in the crags of the Highpeaks. The Lowpeaks are older mountains, with smoother terrain and more foliage, though dense underbrush prevents much movement. The Highpeaks are newer mountains, and therefore the terrain is much more volatile; sharp crags and treacherous cliffs make movement within incredibly dangerous. Only one real settlement exists in the Highpeaks, a dwarf enclave known as Blodhammar spans across the width of Highpeaks. This makes travel possible, though highly expensive and often dangerous.
VENT CAM/Piggy’s Cove

The Vent Cam, also known as Piggy’s Cove, is a location in Five Nights at Feathers 2 within Feathers Pizzeria.

## VENT CAM

### Inhabitants

Withered Piegegeegus, Toy Steg, Withered Super Lion

## Appearance

The Vent Cam is just facing a white vent, with a strange gray object to the left and Withered Super Lion to the right.

## Behavior

Withered Piegegeegus and Toy Steg will appear here on their way to The Office. Withered Piegegeegus will appear here in phases. Withered Super Lion also appears here, however he is not active.

## Trivia

* This is the only camera Withered Piegegeegus appears on in the second game
* This camera used to have a power error like the Power Room in the third game, however this was scrapped due to the third game having the same mechanics
Moradin

*For other deities, see Religion in Sael*

**Moradin** is the Dwarven deity of creation in the realm of Sael. It is believed that Moradin lies far below any Dwarven stronghold in a chamber imprisoned by the Duergar gods. The only communication to their god comes through devoted worshippers and the occasional earthquake, which is believed to be Moradin hammering on his chains attempting to escape his fate.
Pendle

**Pendle** is a small farming and fishing village in the Ionis Coast, north-west of Silverstone. Pendle was founded in 4119 N.E. when Reid Pendle had a divine vision of a fertile river valley up-river from his home of Oakhurst.

## Leadership

Upon founding Pendle, Reid declared that Pendle would only ever need an improvisational hierarchy to maintain order which for a majority of Pendle's existence it was successful. Until his death, Reid acted as a sage to the settlers of Pendle and brought them prosperity while spreading his vast knowledge.

## Factions

The two main factions of Pendle, the Tradesmen and the General Labor Union have been around for a large period of Pendle's existence staying on good terms while keeping each other in check. In 4203 N.E. a military unit of the Eternal Empire of Maglubiyet took control of Pendle and making preparations to use the town as a rally point to conquer more of the Ionis Coast.

### The Tradesmen

The Tradesmen is a united group of exporters of local produce and importers of all manner of goods. The Tradesmen promote completive prices between merchants and work alongside the General Labor Union to negotiate fair export prices.

### General Labor Union

The General Labor Union is comprised of Pendle's fisherman and farmers, as well as any other manual laborer. The General Labor Union negotiates for fair prices among manual laborers.
The Bronze Desert

**The Bronze Desert** is a Nation taking up the entirety of the South West Coast of Ealor in the world of Sael.

## Etymology

The first instance of the name "The Bronze Desert" was by Human Explorers from the Ionis Coast and The Great wildlands roughly 1900 years ago. Before that, it was called "Great Sands" by the Thri-Kreen and "Salvation" by Dragonborn.

## History

### Pre-history

The first inhabitants of The Bronze Desert, the Thri-Kreen, have an unknown origin, but ancient underground tunnels suggest the Thri-Kreen could have lived in The Bronze Desert since 12,000 BFS. The "Kreen", as they are called modern day split up into thousands of dangerous nomad tribes who roamed The Bronze Desert, making it quite dangerous to travel through or settle in. The Kreen were able to accomplish this using the domestication of the Giant Lizard which assisted in warfare.

### Dragonborn Arrival in Ealor

The Dragonborn, while originating on another plane arrived in The Bronze desert, opening one of the first planear gates around 4,000 BFS. They named The Bronze Desert "Salvation" (Literal translation) or "True Home" in Draconic.

## Geography, climate, and environment

A majority of the Bronze Desert is completely baron with little civilization, the one exception being along the Drik-chkit river where there is large amounts of fertile farmland and wildlife.
World of Nexus

### Duyira (Dew-Year-Ah)

Duyria is one of two main continents in Nexus. Duyira consists of one large landmass as well as three smaller islands. Most of the land on the primary island is claimed by the nations of Damaria, Ardeep, and Rashaman, while the unclaimed land makes up the Badlands.

#### Rasheman

Rasheman is a young country in the world of Nexus. It is a democratic nation that is in its infancy and is establishing its roots. It has no centralized religion or dominate race as it serves as a melting pot of cultures.

#### Ardeep

Ardeep is a long standing territory of syndicates, clans, and gangs. The rich rule while the poor get even poorer. There are many small nations that make up Ardeep but the infighting and conquering of territory causes the borders to change quite often. The constant altering of borders resulting in many lumping all the "nations" together as Ardeep.

#### Damaria

Damaria is a long standing country of elves. In with the nation being so close to the frigid north and the capital being built along a fault line, it has no shortage of problems. The country has survived numerous wars and invasions, building a flourishing trade hub that serves as the major trade center for the entire continent of Duyira.
Sidja Group

Ny-Ålesund is a small town in Oscar II Land on the island of Spitsbergen in Svalbard, Norway. It is situated on the Brøgger peninsula and on the shore of the bay of Kongsfjorden. The company town is owned and operated by Kings Bay, which provides facilities for permanent research institutes from ten countries. One of these research institutes is **Sidja Group**, an independent mining contractor out of Norway and Sweden.

## Characters

 Christa Müller
 Graham Casner
 Jónas Þórirsson
Crab Man

**Crab Man**, or Eugene Burke, is a mutant with the ability to turn into a 10 foot tall giant crab. When not in this destructive crab form Eugene is wheelchair bound, caused by multiple large, crab like limbs protruding from his chest.

## Origin

When studying marine biology at a university in New York City, Eugene was preforming experiments on a new sub-species of king crab that was discovered off the coast of Rhode Island. During these experiments Eugene's mutant powers awoken fusing his DNA with the Crab's and the Crab's with his. Eugene ended up as 75% human and 25% crab, while the Crab ended up 75% crab and 25% human. This was the catalyst that made Eugene, Crab Man and the Crab Man Crab. While his peers looked on in horror, Crab Man turned into a 10 foot tall king crab, destroying the lab and injuring multiple students. Crab Man ran at break-neck speeds back to his dorm were he turned to a shriveled abomination of a humanoid form, unable to move without dragging himself across the ground. The same night, Fyrewatch raided the dorm arresting Crab Man and sending him on the first CH-46 to the Antarctic Anvil Detention Center.
Nexus

The Material Plane of Nexus consists of different landmasses that are separted by a vast ocean. The two largest landmass are known as Duyira and Pandora. Duyria is the second largest contient of Nexus and is primaraly controled by the nations of Damaria, Ardeep, and Rashaman, the rest of these continent is known as the Badlands.

## Factions

### Eternal Council

The Eternal Council is were the Countries of Pandora congregate to make the big decisions. The council was created after the Second War of Junpey's Crater. It was founded by an acolyte of Bes as a way to deter any future conflicts between nations.

### Order of the Archive

This international order dedicated to preserving all knowledge, even reprehensible works by demon worshipers and necromancers, against a future dark age, and making sure it stays safely in the right hands. Scribes of the Archivist train extensively in many different forms of combat, making sure they can access any knowledge no matter the dangers. They have been known to shutdown dark mages, help those that have had their minds stolen & protect and copying ancient texts.

### Church of Horak

The church of the Sun God is widely known primary as an elven religion, since it was founded in Damaria, although the influence of the Sun God has not stopped there. The light of Horak has spread across the world of Nexusand some rays have even peaked into other dimensions. While the church trains both clerics and paladins to spread the light of Horak, the god seems to take it upon themself to hand pick a worth champion to spread their light. Recently there has been unrest in the church has the Pope was supposed to announce the new champion, but no such announcement has happened.
Caer-Dineval (Castle)

the **Castle of Caer-Dineval** is the namesake of the town Caer-Dineval. Originally going by the name Caer-Dinev the castle was later renamed to Dineval after the fall of the Dinev family. The Caer is currently under the ownership of Speaker Crannoc Siever and is inhabited by servents of the speaker, alongside other people important to select heros of Korhan.

## Inhabitance

* Crannoc Siever
* **Servants**
	+ Mire
	+ Lanthis Alderdusk
	+ Elprekt Novbrav
	+ Mylbara Norbrav
	+ Tam Sharf
	+ Dassir Ravenscar
	+ Karou Salafan
	+ **Guards**
		- Volkmer Nersk
		- Malakai Devrez
		- Balko Icebasher
* **Prisoners**
	+ Kadroth
* **Player Characters**
	+ Byzan Fa
	+ Glenn Silvershadow
	+ Colt Goshawk
	+ Thand
	+ Pikelriqqe
	+ Urizen
	+ **Allies**
		- Helk
		- Cecil
		- Elric
* **???**
	+ Avarice
	+ Yajath
Caer-Dineval (Town)

**Caer-Dineval** is one of the Ten-Towns in Korhan. The town is made up of a single castle, The Caer, looking over a small stretch road beside the frozen Lac Dinneshere cluttered with houses. Every new moon, the inhabitance of Caer-Dineval sacrifice a large amount of food to creatures which are seen as embodiments of winter, hoping to appease the Frostmaiden.

## Locations

Whether arriving “by land or by lac,” visitors are immediately confronted by the fortifications for which the town is famous: its clifftop fortress, known as the Caer, and the ruined watchtower at the mouth of the frozen harbor. Most of the town’s buildings, which date back to the town’s founders, line the path that winds down the steep slope from the Caer to the harbor, whose docks are perched on the rocky shore.

### The Caer

Caer-Dineval, or to avoid confusion "The Caer" is the towns namesake. Originally being built by the Dinev family long before the Ten-Towns existed, the Caer has had a deep and bloody past with it changing hands many times. One key shift of power was between town speaker, Crannoc Siever, and the Knights of the Black Sword, where the Caer was taken over for months without the towns knowledge. Currently, the town is inhabited by many of the adventures of Korhan: Past the Frozen Divide, as well as the original staff of the Caer, and Avarice.
Duyria

## Lands of Duyria

#### Coalition of Ardeep

The Coalition of Ardeep is a country compiled by nobles seeking to maintain control. Worship of deities is strictly prohibited in Ardeep as it rulers believe it may undermine their control. The wealth gap in Ardeep is very noticeable with the nobles controlling a vast majority of the wealth.

#### Rashmanian Republic

The Rashmanian Republic, more commonly known as Rashaman is a representative democratic nation which comprises the lower tip of Duyira. Rashaman being the youngest country on the lands of Duyira has very little foreign relations.

#### The Kingdom of Damaria

The Kingdom of Damaria is the oldest country on the continent of the Duyira, it has been around for many millennia, seeing the rise of nations and causing many of them to fall. Damaria, has the most intense political hold on Duyira being unrivalled in military and political power.

#### The Badlands

The Badlands take up a large section of central Duyira with only the nation of Damaria being able to rival it in size. The badlands act as a no-mans-land between the once warring nations of Ardeep and Damaria. The inhabitance of the warbands mostly include tribal societies, nomads, and marauders.
Korhan

Korhan is a large dangerous region of land in the far north of Ealor.

## Myrius

Most well-known for the tower of the Arcane Brotherhood Myrius is the highest populated city north of the frozen divide being one of few places unaffected by Auril's wrath.

## The Ten Towns

The Ten towns make up the farthest north sections of civilization of the entirety of Ealor.

* Bremen
* Bryn Shander
* Caer-Dineval
* Caer-Konig
* Dougan's Hole
* Easthaven
* Good Mead
* Lonelywood
* Targos
* Termalaine

## Population

The total population of Korhan is impossible to tell as its a huge region with varying population density and many undocumented peoples walking beyond the snowy vail of the far north
Atticus Greenblood

Atticus Thistlewhick Greenblood VI is a smokin'-hot half-orc alchemist who used to be a chef

Now, his skills include getting hot chicks (and dudes) and cooking up the most fabulous potions around

You really cannot find a better half orc alchemist on this deserted island, to be honest

At least, these are the things that Atticus Thistlewhick Greenblood VI would say about himself to make him feel good. In truth, he is an overcompensating, insecure individual, so obsessed with having people like him that he went to the extreme length of becoming famous. He really just wants a friend, and could even be construed as having a relatively kind heart. He's definitely uncomfortable with the group of criminals and thieves he's currently in the company of, but perhaps he can develop a friendship he doesn't destroy immediately? Who knows.

## Backstory

I was born the illegitimated child of a baron who's wife was infertile. As a young lad living live in an isolated manor, I had no siblings and my parents were distant and always fighting. This led to joyful evenings torturing the various dogs, fish, and birds which lived around the castle. One day, whilst taking a torch to the royal pigeons, I discovered a knack for combining ingredients to make delicious meals. As a teenager i left my manor and created a tavern, serving people from far and wide. It was wonderful, until i lost my fortune betting on a fixed match. Disgraced, i whacked the guy who fixed it, but the information was leaked and i was disgraced even more. Setting out into the world, i was ridiculed and sneered at, and so, in a drunken stupor, i boarded a dinghy and attempted to crash myself into some crags, but found myself stranded on a desert island, living entirely off of palm leaves and (mostly) alcohol stored on the ship.
Targos

**Targos** is the second largest of the Ten-Towns in Korhan. Like Bryn Shander, Targos is also surrounded in a wooden wall which helps to protect the town from the threats of the wilderness.

## Government

Speaker Naerth Maxildanarr was elected due to his popularity with the fishers. Speaker Naerth primarily works with the interests of the fishing industry and trade in mind. Speaker Naerth is rarely seen without his right hand man and captain of the Targos militia Captain Skath.

## Travel

A snow-covered path connects Targos to Bryn Shander. A similar path sweeps around the east side of Maer Dualdon and leads to Termalaine.

Overland Travel from Targos (On Foot)
 Termalaine | 4 hours

## Locations

### The Myrian Arms

The Myrian Arms is the oldest public house in Ten-Towns, established back when Bryn Shander was still just “the camp on the hill” and Myrius was a thriving city.

### Three Flags Sailing

Fishers come to the Three Flags Sailing tavern after a long day for a bowl of stew and a quick pint before heading to bed. The atmosphere is subdued; the fishers are cold and tired and unsure about Korhan’s future. The tavern is run by a plump, gray-haired widow named Ethen Yarbroul, better known as “Ma.” She fusses over the fishers as if they were her children.

### Triglio

Triglio is a general store that takes its name from one of the chanteys that the fishers of Targos sing when they are hard at work: *“Trig-lee-oh, lads, an’ ’oist upon the line/Trig-lee-oh, lads, an’ bring yon fishers in.”* The store’s proprietor is Jestin Hunrae.
Language of Sael

## Ealor

#### Ealoric

Ealoric is the most frequently spoken language in the continent of Ealor. Ealoric originated from the Draconic dialect of Tokeqwim however over the course of 3500 years it has shifted into a language which is easily spoken by a fast majority of species across Ealor.

## Draconic

### Spoken by

Dragons, Dragonborn, Kobolds, Lizardfolk, and Troglodytes.

#### Draconic

Draconic is a very different language from Dwarven, Common, and Elvish, making it difficult to learn for most common speakers. On the other hand, Dragons are given a long life-span to learn additional languages. Lizardfolk, Kobolds, and Dragonborn, however, aren't so lucky, making many on them monolingual. Often times native Draconic speakers will have a harsh accent which is difficult to break.
Vrakmash Lindmonth

He consistanly wears a dark black suit, dark black dress pants, and a long black tie. He has a white collared shirt underneath his suit, thats also button up. Silver skined obviously, with jack frost like tiped scales for "hair", but tiled further to the back. He is very slim, not much muscle, but a lot of toneness. Black dress shoes. Very generic.
Rashaman

**Rashaman** is a blossoming democratic nation in the world of Nexus, with little trade and few enemies. It hold little to no aggression towards any particular race or religion. It is govern by the people and those people are incredibly intertwined. No matter the culture they get along, aside from the petty squabbles.

## Geography

Comprised of rolling hills and lush forests. Many of the coastlines are comprised of rocky cliffs rather than beaches. When it intersects with the badlands the flora and fauna become more washed out and less.

## Civilization

### Brookhaven

Brookhaven is the capital of Rashaman and was the first settlement created. Brookhaven acts as a hub to the rest of Rashaman and for sea travel.

### Claybrad

Claybrad is a small fishing community north of Brookhaven.

### Sylune

Sylune is a small farming town west of New Cresthill and east of Flomkalm.

### Mirstone

Mirstone is a lumber town on the south side of The Wandering Woodland.

### Flomkalm

Flomkalm is a lumber town to the north of The Wandering Woodland.

### New Cresthill

New Cresthill is the largest city in Rashaman and is a central trade hub to a majority of the city.
Religion in Sael

Over the lands of Sael there are many different religious structures and organizations.oh b

## Humans

The pantheon of human deities isn't strict on its worshippers, because of this the human pantheon can often become a default in areas that are primarily human.

## Dwarves

The Dwarves are more often than not monotheistic, worshipping their god of creation, Moradin.

Dwarf

**Duergar**

## Devils

Worshippers of Devils are often bound to their chosen devil with a pact, or other binding oath. Because of this, worshippers often gravitate to only one arch-devil while in that pact.
Whitebridge

**Whitebridge** is a large mining colony, owned by the Ionis Coast and operating in the Great Wildlands. The main export of Whitebridge is platinum and other rare earth metals, making it a strategic port for the Ionis Coast to control.

## Government

Lord Robert McKey rules over Whitebridge with an iron fist, working with the interests of the Brokmauk Mines, the Roundmaw Trading Company, and the longevity of Whitebridge in mind.
Cult of The Black Swords

The Black Swords are a cult seemingly based in Caer-Dineval, led by the tiefling Kadroth, who utilized the Chardalyn Amulets to keep themselves warm during the everlasting rime. They worshipped Levistus, and recruited Haruru Mulphoon against his will. In 4220 N.E., they struck a tenuous alliance with a group of adventurers in order to prevent several Duergar from utilizing the rime to conquer the ten towns.
Syvin Zyre

**Syvin Zyre** often shortened to just "Zyre" is a Dungeons and Dragons Player Character (PC) being played in the Campaign "Adventures in Ionis" by Alicia. Zyre occupies the world of Sael, created by Max Lynch.

## Description

### Appearance

Zyer has deep orange-red skin, that gathers loosely around his neck. His face is deeply lined and wrinkled, and he has bags under his eyes. He is always squinting due to his bad eyesight, and has black eyes. His hair is silver and white and straggly, and hangs to his chin messily. His eyebrows are also straggly and similarly colored. He is a very weary old man, and is normally seen smiling tiredly. He is hunched over, and appears to be around 5’ 4” due to his bad posture. He has a dark brown staff, engraved with faint runes, that appears to be rough and cheap. He is draped in an off white tunic that loosely fits him, and has a dark purple crocheted shawl that he pulls around him. He wears black pants and boots, both which are worn with age. He has a large light brown leather satchel worn cross body, which the Monodrone peaks out of with the black kittens and mother.

## Trivia

* Zyre is known to have a deep hatred for breakfast.
Orcs of Oacca-Seri

**Orcs** are nearly a diverse a people as the humans, with varying ethnic groups in two distinct subspecies. The Grunkksh (lowland orcs) are strong, with smaller brains, while the Org-gokk (highland orcs) are smaller in size and capable of more thought. Both subspecies have many distinct ethnic groups, similar to the humans. The most common are listed below.

## Obtok (Grunnksh)

The Obtok are an orc ethno-linguistic group characterized by large, curling tusks that snake intricately around their mouths, and stony gray skin. Their tusks vary, often similar within families, and they grow thick body hair that ranges from pitch black to dark brown. The intricate grooves within their tusks are unique to each Obtok orc, and they often take great pride in their tusks, many cleaning and polishing them daily. The markings serve as indicators of lineage and personality, and also serve as a constantly shifting personal history of the orc they adorn. Learning to read the tusks is a Sisyphean feat, and anyone that can do so is highly respected by almost all Obtok. Obtok born without tusk markings, or, even more rarely, no tusks at all, tend to serve one of two roles in orc culture; as outcasts and laborers or as prophets and nobles, depending on the Obtok tribe they come from.

The obtok languages use a runic script, with 17 characters that correspond to the limited sounds the Obtok can make with their tusks and mouths, roughly five of which are done by manipulating the tusks, making the Obtok language nearly impossible for most other species, and even most other orcs. Because of this, a seperate, Kuricised version of Obtok is used to allow outsiders to communicate.
History of Sael

Years in Sael are recorded either in Before the New Era (B.N.E.) or during the New Era (N.E.). Recorded history in Sael begins with the discovery of ancient fossilized Thri-Kreen hunters dated at being over 12000 years old, or around 8000 B.N.E. The start of the New Era marked the beginning of planar travel to Sael, with the appearance of the Dragonborn being the first confirmed planar travelers around 4000 years ago, or in 1 N. E.. The current year of Sael takes place between 4210 N.E. and 4270 N.E.

## Timeline

* 8000 B.N.E.
	+ The Thri-Kreen complete their first hunt in the Bronze Desert.
* 1 N.E
	+ The first Planar Gate is opened, allowing the Dragonborn into the Bronze Desert.
* 1183 N.E.
	+ Human explorers from Reidth travel to Ealor
* 4218 N.E.
	+ The northern-most part of Korhan becomes trapped in a state of constant winter. Causing the sun to barely rise above the horizon for more than 6 hours a day.
* 4220 N.E.
	+ The Events of Korhan; Past the frozen Divide begin.
	+ The never-ending winter continues.
* 4250 N.E.
	+ The Battle of Fallen Stars begins as Elder Evils begin siege on Ealor.
* 4256 N.E.
	+ The followers of Silvanus and Umberlee call to deaf ears. Both the gods are missing, presumed to have been killed.
* 4257 N.E.
	+ The Elder Evils are vanquished from the realm of Sael.
* 4263 N.E.
	+ The now ruined Maglub Empire begins a pilgrimage away from their destroyed ancestral home at the base of Mt. Zabeel to the lands to the south east of The Frozen Divide.
* 4270 N.E.
	+ Events of Return to Ionis.
Feathers’ Pizzeria Simulator

“FNAFE, taking a break. See you soon…”

-Text on the second teaser.

**Feathers' Pizzeria Simulator**, abbreviated to **FPS**, will be the upcoming fifth installment in the series. It is still unknown if this is the final installment, as very little has been revealed about the game.

It is scheduled to release in early to mid 2022.

## Characters

* Feathers
* Bunny
* Super Lion
* Piegegeegus
* Unnamed ones

## History

* In June of 2021, the game was first leaked with a shadowy teaser reading, ‘This Summer…’
* In August, a post was given relating to the game, saying that it would be delayed significantly.
* On September 6th, a image was released reading, ‘FNAFE, taking a break. See you soon…’ with the four main animatronics, as well as lots of new ones.
* On December 29th, a post was revealed giving the game its title, Feathers' Pizzeria Simulator. It was revealed to be released no later than July 2022. A new teaser was given, showcasing the four original animatronics' return.

## Trivia

* The game is planned to be the biggest FNAFE game.
* The four original animatronics will return in this game.
* It is based off of FNAF6

## Gallery

The first teaser.A image presumably relating to the fifth game. Notice the little number ‘5’ in the overlap.The third teaser.
Korhan: Past the Frozen Divide

*See Also: Korhan Guidebook*

**Korhan: Past the Frozen Divide** is a Westmarch inspired Dungeons and Dragons campaign with Max Lynch as the Lead Dungeon Master.

## Setting

All information in this article pertains to the world of Sael

*North of the Frozen Divide and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Korhan, to the detriment of most of its denizens.*

*Each night before midnight, Auril takes to the sky on the back of a white roc and weaves her spell, which manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day’s sun from rising above the horizon, turning midday into twilight and trapping Korhan in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Korhan, further isolating the region. Korhan has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the towns, it continues to rise everywhere else.*

*The people of Korhan know Auril’s wrath when they feel it, and they have a name for the unending winter she has inflicted on them. They call it the Everlasting Rime. No one understands why the Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering lights of civilization known as Ten-Towns but also the indigenous flora and faun*

*a that need sunlight and the change of seasons to survive.*

`Note from the DM: Yeah... This is Icewind Dale, Rime of the Frostmaiden... but Faerun dumb and Icewind Dale can fit any far north setting. I'm ripping it off dont @ me.`

## Characters

This table shows an up to date list of every character played in Korhan: Past the Frozen Divide

## Sessions

**The Three Robbers**

**A Brighter Future**

**Canon One Shots**
Darwin Noshal

**Darwin Noshal** is a Dungeons and Dragons Player Character (PC) being played in the Campaign "Return to Ionis" by Aidan. Darwin is currently occupying the world of Sael, created by Max Lynch.

*"As iron is purified with the flames of the forge, I will purify you in the flames of my soul" -Darwin Noshal*

## Description

### Appearance

When you first look at Darwin you would see a tall, young man in his early 20s. He is adorned with in armor made-up of chain-mail along with leather pieces and pauldrons. The armor seems to have elements of wear and tear, but the armor seems to have been well taken care of. A patchwork cloak is worn over his armor, he normal hides himself in the cloak when he get nervous or feels awkward. He is commonly seen carrying a backpack stuffed to the brim with equipment and when he is resting a table he is usually writing or drawing in a handmade "notebook" as he calls it. In reality this "notebook" is just multiple pieces of parchment bound together with string to create a sudo journal.

### Shifting

While Darwin might look completely human in his daily life he is far from it. Darwin comes from a long line of shifters, a race that has the profound ability to transform into more animalistic forms. Darwin has done this in the past and it does result in many changes to his appearance. These changes consist of Darwin's canine teeth sharpening, his pupils narrowing, as well has his ears growing to more of a point, but those are only the minor changes. The major changes are seen in the fact that his hair turns stark white while his skin becomes more callous.
Parts and Service

Parts and Service is a location in Five Nights at Feathers 2.

## Appearance

Parts and Service appears to be a storage room. There is a rack which holds toilet paper and other materials, and the floor is a dull gray, as are the walls. Occasionally, you can see a light emitting from the other side of a different door, even though the door is not on the official game map.

## Gameplay

Withered Bunny will appear here. He will make his way to the door in phases. Once he is right outside the door, close it. Don’t keep it closed for too long as it will automatically open.

## Trivia

* There is a different room behind the door of the room, however it is not in gameplay, nor is it on the game map. This is either a mistake, or something else
Kadroth

Kadroth is a tiefling and the apparent leader of the Black Swords in Caer-Dineval.

## Black Swords

Sometime before 4220 N.E., Kadroth acquired political power in Caer-Dineval by holding the town speaker hostage and forcing him to enact the will of the Black Swords. He forbade anyone from seeing the speaker, claiming that he was sick and unable to speak with visitors to exert complete control. Kadroth attracted followers by claiming to have the favor of Levistus. In 4220 N.E., he was ousted from power and hence struck a tenuous alliance with the town speaker, who both had the common goal of preventing the Duergar from capitalizing on the everlasting rime and overthrowing Tentowns.