recursal/Fanatic-Fandom huggingface dataset:
Burgiyat

**Burgiyat**

Burgiyat (Burg-ee-at) is a dormant volcanic mountain
deep within the densely treed land due south of the Neomar Valley, it reaches
approx. 11,000 feet in height above sea level at peak.  On the slopes of this mountain, strange
beasts are said to roam, somehow malformed and more vicious than their
counterparts in the rest of the world.
Some of the local tribes make a ritual of hunting elk with six antlers,
or bears with two heads in this locale, for their oral history postulates that
this place was always so.  This is not
true, however.  Burgiyat was shaped into
the form it currently holds, driven strange by the wild magics of an elven
sorcerer who still inhabits the deeply forested sides of the mountain.  There are other inhabitants as well, but none
worth much note, and none more imposing than the sorcerer.  He has lived here for almost a thousand
years, and in his increasing madness, he has begun to lose control of his own
mind.  Sometimes a spell will fire off at
random, or his influence will slowly leach over the land, transforming mundane
animals into strange mimicries of their previous forms.  A deer may grow more antlers, a rabbit may
find that it has feet five times the size of any other of its species.  A salmon, single-mindedly swimming against a
current, may find itself suddenly aware of that which surrounds it, and the
futility of such acts, to spawn only to die.
The first difficult act, however, is trying to reach Burgiyat in the
first place, and make a way through the seemingly impenetrable walls of trees
and thickets of brambles.  There are also
said to be treants who live on the sides of the mountain, and more sinister
things than many-antlered deer and strange rabbits.
Armgath

**Armgath**

Armgath is an abandoned
dwarven fortress keep on the surface (though there is still quite a lot of it
underground) a few miles into what was once a plain, but is now a thick forest
along the road from Arroton to Austberg.
When the fortress was active and inhabited, it functioned primarily as a
trading post between the dwarves and the surface dwelling races.  The dwarves would take food and other goods
that were difficult to come by in the subterranean in exchange for raw
materials and unprocessed gems mined from the mountains, skillfully made art
objects, and sturdy and strong dwarven tools, made from the purest and most
robust materials.  Within the walls of
Armgath, the dwarves held a secret.  One
of their arcane machines is housed somewhere in the twisting maze of corridors
and stairwells.  It somewhat resembles a
spinning wheel, like one used to render wool into yarn.  The wheel portion is covered with glowing red
runic symbols, and small enchanted hammers strike the wheel as it spins.  It has apparently never stopped, but in the
absence of those who knew how to maintain such a thing, it has begun to behave
erratically.  It continually casts a
spell of animation upon various objects throughout the fortress.  Suits of armor and swords and hammers and
anvils and forge tongs and even old sacks and loose bricks have come to life
and wander about the darkened halls.
Several more sentient things have decided to move in as well, and make a
home of the now ancient stone structure, including a family of cloakers and a
few wraiths.
Ferallon Wiki

## Table of contents (note to self for later, organize in terms of geography, characters, culture, etc)

Continent Names and major geographical features

Using this area to try and keep track of content

**Locations**

Aerlangus

Arroton

Austberg

Barrowton

The Brokenstaff

Greenstar City

Hollyhead

Huizar

Mistwoods

Neomar Valley

Runestaff

The Salt Marshes

Satterburgh Village

Telar Wood

The Wodenweald

**Specific Places (inns, buildings, etc)**

Armgath

Burgiyat

The Halls of Endless Truth

The Mourning Wood Inn

Doomgate Inn

**Special Encounters**

The Candy Seller

**Culture**

Halfling culture

Calendar

Religion

**Characters**

Alabaster Smith

Bolerodrin

Camden

Iornaar Myolresh

Lord Abbot Cochran Ferr

Rethwyn of Blades

Targus Cavebear

Verus Zilarr'ax

**Organizations**

The Darkeners

The Grapetenders

The Sons of Pelor

## Describe your topic

Wiki I'm using to keep track of various topics for a DnD campaign world named Ferallon.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
The Brokenstaff

**The Brokenstaff Mountains**

The Brokenstaff are
named for their curious placement in regard to each other, not forming in a
straight line, but if one were to trace the peaks from above, they kind of
zigzag back and forth.  A line of for now
dormant volcanoes that stretch in a generally SE to NW direction, they form
somewhat of a shield between the more arctic and mountainous northern reaches,
and boreal/coniferous forests to the south, largely comprised of the Wodenweald
and the Mistwoods.  The further north a
peak is in the Brokenstaff, by and large, the higher it’s summit will be.  The shortest member of the range is called
Larchmont by humans, and the largest, when it can be seen through the clouds,
is The Father, with a summit 25,000 feet above sea level.  Because of the arrangement of the mountains,
the range is known for containing innumerable small valleys that can be quite
deep, even to the point where some claim to have found freshwater springs and
thriving grasses and trees between the storms howling on peaks to either side
of them.  There are a number of passes
one can take through the mountains, though they are often winding and confusing
tracks that are hard to keep up with, as snow or wind quickly covers traces of
passage within hours if not minutes. There are great beasts that live in these
mountains, aurochs, cavebears, regular bears, mighty dire elk bleat from the
rocky foothills, tribes of orcs and bugbears carve out their existences, and
the legendary Goliaths are thought to have settlements in some of the more
remote regions.  Bison can be found on
either side of the range, giant eagles and wyverns circle storm-tossed peaks,
and if one waits long enough, they may be able to see a white dragon passing
between a lair and whatever foolish errand it could conceive of.  In addition, there are tales of strange
things, which one may not be able to entirely classify, deep within the roots
of the mountains, sometimes a trapper or hunter will tell that they heard
strange piping melodies in the night, distinct from the sound of the wind.
Satterburgh Village

**General Info**

Satterburgh Village is a usually sleepy town in the Neomar Valley, roughly a four day trek NE from the nearest larger city, Greenstar. It serves as an introductory area, and is the location of the Thistledown Inn. The current mayor, appointed by the regional lord, is a slovenly individual by the name of Thomas Farwander. The grounds immediately to the east of the town hall serve as a marketplace of sorts. While there isn't much to say for the town itself, it serves as a useful stop along a trade road, with foodstuffs and sundry goods being sent from Greenstar to the NE regions beyond, toward Runestaff, and animal skins and lumber being sent back to the city from the hearty settlers of that region.
Chris Halliwell

**Christopher Perry Halliwell** is the second son born to the Warren Witch Piper Halliwell. Physically and personality wise he resembles his mother. He has an older brother, Wyatt Halliwell and a younger sister, Melinda Halliwell. A member of the Warren line and the Halliwell family. He along with his siblings inherited the Power of Three as well as being Twice Blessed. His main power is often Telekinesis as well as being both a Witch and an Angel.

In most versons of Chris he falls in love with the Phoenix Witch, Bianca DeLuca.

## Known Versions of Chris

Chris Halliwell
Earth-8
*The Charmed Universe*Chris Halliwell
Earth-9
*Charmed Legacy Universe*
The Mourning Wood Inn

The Mourning Wood is a friendly inn and tavern located on the banks of the Green River, canopied by a grove of willow trees. It is a place of rest and respite, and the regular clientele includes farmers, trappers, and travelers on the River Road. The locals come here often hoping to catch some news from those passing through. The proprietor is a kindly matron, one Hazel Greenbaum, who is assisted in this task by her strapping young sons, Birch and Alder.
The Wodenweald

**The Wodenweald**

The Wodenweald is an
ancient forest, dense with the memories of the way the world once was, which
all lives here again.  The trees are
thick-trunked and mighty, having stood strong in their numbers for thousands of
years against strong storms that come rolling down from the mountains to the
north.=, and against the heavy rain dumped by clouds moving up from the
south.  It is permeated with creeks and
rivers that eventually join, miles and miles down the way, and flow out to the
sea to the west.  This place is not
inhabited, and truly rarely even approached, by anyone who would settle it or
claim it’s resources.  The wood of the
Granitebark trees is dark with sap, and tightly grained, it is so difficult to
work that it could take a sawyer all day to produce a few boards, and his tools
may easily suffer the consequences.  This
can also, however, make the wood especially appealing to those who can afford
to have it worked and made into fine luxury goods.  A Granitebark hilt for a dagger or sword may
well cost three weeks of average wages among the merchant class, but a young
and petulant lord would be the talk of the town if he could get one.  This is where the most vicious inhabitants of
the Wodenweald enter the picture.  The Bloodmoon
Druids defend this forest to the last.
It is their most holy grove, and they do not abide the harvest of their
sacred birthright.  Even a tree which
naturally dies or falls is not to be allowed to fall into the hands of one
outside their community, but it will be taken by the druids to their conclave,
where by unknown means, it will be used to carve objects of veneration and
religious tools.  It is a great honor for
a Bloodmoon to be given an icon made of Granitebark wood, and they are expected
to care for it.  The druids are unknown
in number, likely fewer than one would hear from the lumbermen scared off a
claim by them, but more than you might think.
A favorite tactic is for a dozen or so druids to take the form of wolves
or bears and drive away would-be invaders.
If it doesn’t work, or if the offenders return again, they may lose
their life for their arrogance.  No one
(at least no one who has returned to tell of it) has seen the druids village
somewhere deep within the wood, though of course this causes rumors to spread
like wildfire.  Some picture a relatively
normal village, but all the houses are made of Granitebark and have large
totems out front of all the doors.  Some
think of a strange temple, using the forest itself as walls, with great
bonfires and altars to make sacrifice to their foreign and unknowable forest
gods.
Demon god

This form gives you a very cool aura similar to Super Saiyan God aura.

The form can be obtained if you have purchased the God Ki pass. From there on out you need to go to a specific Tower in the Other World, and speak to the majin NPC in a specific way. This action should unlock this form and the other God Ki forms for other races.
Paige Matthews (Earth-10)

**Paige Matthews** is the only daughter born to Patty Halliwell and Sam Wilder. She was later adopted by Hellen and Mark Matthews.

## History

Paige Matthews was born to the Warren Witch, Patty Halliwell and her Guardian Angel, Sam Wilder on August 2, 1984. There only daughter together as it is forbidden for nephilim to exist. Angels are not allowed to fall in love with there charges whether Human or Witch. Other angels fear they will be too powerful and corrupt. So her existence was kept a secret from everyone. The only people who knew of Patty's pregnancy were Sam, Penny, and Diana. After her birth Diana gave the infant to a church asking a nun to find her a home. Only asking her name begin with the letter 'P' to continue on with the tradition. In October of 1984 she was adopted by Hellen and Mark Matthews.

Through her biological mother she has three older half sister, Prue, Piper, and Phoebe Halliwell.

She is a member of the Warren line of Witches from her mother. A bloodline of the direct descendant of the first witch.

She is apart of the Warren Family, the Bowen Family, the Baxter Family, the Johnson Family, the Halliwell family, the Wilder Family, and through her adoption the Matthews Family.

Before she was sent away at birth her grandmother Penny Halliwell bound her magic. To keep anyone from finding out who she truly is. She grew up thinking she was human.

## Magical Characteristics

**Basic Powers**

* **Spell Casting:** The ability to cast spells and perform rituals.
* **Potion Brewing:** The ability to brew potions.

## Name Meaning

* **Paige:** From the English surname meaning "servant, page" in Middle English. It is ultimately derived (via Old French and Italian) from Greek παιδιον (paidion) meaning "little boy".
* **Matthews:** Derived from the given name Matthew.

## Notes

* Paige has a knack for singing.
* Paige is a really good artist.
* Paige is ticklish on her third toe on left foot and right below the neck
* Only salts her popcorn on the right side of the bag.
* She cries every time she watches "The Wizard of Oz".
* As a child, Paige owned a clown puppet named Slappy
Lord Abbot Cochran Ferr

The current Lord Abbot of the Sons of Pelor, a human paladin of noble birth, who turned to The Sons after witnessing the horrors of warfare as a teenager, when he accompanied his father on a Spring campaign. Currently aged 56 years. 6'3", 240 lbs, bald with dark eyes, has incredible plate armor as mark of station.
The Candy Seller

**The Elf Candy-seller**

Along
the admittedly infrequent roads that pass through the massive woods, one may,
some curiously warm night, happen upon a cart.
It is enclosed, with a shutter on the side that folds down to provide a
sort of service counter.  The cart is
drawn by two large birds with iridescent feathers, that somewhat resemble
ostriches.  Several apparently magical
lanterns hang from hooks on the corners of the cart roof.  Moths flit and fly around the magical lamps.  If a player manages to get a closer look at
one, they realize that the moths are not exactly moths, but tiny frogs with
wings.

The proprietress of the
cart is an Elven woman with young features, along the counter she has arranged
several small jars.  Each jar contains
one large piece of sugar-rock candy, the candy comes in various colors, purple,
turquoise, green, pink, red, yellow, orange, and blue.  Inside of each piece of candy, suspended
within the hardened sugar, is a tiny flower, the color of which matches the
color of the candy.  A jar of candy costs
1 gold piece, and each player may buy only one.
She mentions that she travels far and wide across the land, and she
loves the little flowers she finds that she finds, she wants to share them with
others, so she preserves them in candy and sells them for a modest sum to
anybody who wants one.  The flowers
supposedly impart a slightly floral taste to the candy as well, which is “just
delightful”.  Should the party choose to
make a purchase, they will be given a jar of their choice, and a strange, large
silver coin as their change.  The coin
shows a female face on each side, and a successful DC 20 religion check will
inform that each of these women is a representation of an Elven Goddess,
Mielikki and Umberlee, though it is odd to see them both depicted on the same
piece of currency, they are not typically known to have any interaction with
each other.

If asked about the coins,
the Elven woman avoids giving specifics, and just tells the players that the
coin is part of the purchase they made.
If inspected, the coins are indeed somehow magical, though the magic isn’t
familiar to the observer, and they cannot identify the purpose of the
enchantment.  The candy, it would appear,
is also magical!  If a player eats the
candy, they will experience the effects of a 3rd level Cure Wounds
spell, as well as gaining inspiration.
In addition to these effects, for the next 1d4 days, the character seems
to have more acute vision, and gains a temporary +2 to perception and
investigation checks made while this effect is active.

*DM Note: The coin is a key that allows passage through the gate*
to the Feywild, which is hidden in a now abandoned bear den under a massive
sequoia tree.  From the outside, it looks
like a bear den dug under a tree, but strange twinkling sounds can be heard,
like chimes, and at night there are large numbers of fireflies in the area, in
the day, there are more frogmoths.  The candy
is supposed to make it easier for the party to locate the portal, and give them
perhaps a mildly psychedelic experience.
Anyone who has a coin
Rethwyn of Blades

**The Queen of Swords**

Rethwyn of Blades.  She is the Wood Elven queen of an ancient
kingdom called Talvaryis (tal-various).
Nestled deep within massive and awe-inspiring Sequoia forests, these
elves are xenophobic and isolationist.
In some ways, it is easy to see the link between these and the drow with
which they share a common ancestor.  They
keep to their subtle roads and have hidden long in the depths of their forested
realm.  Uneager to interact with outside
entities, they will occasionally raid a nearby town or traveling band under
cover of night if they have need of any particular supply they cannot readily
produce for themselves.  Within their own
land, this band of elves are somewhat nomadic, though they rarely leave the
borders of their customary range.  In the
Telar Wood, travelers and visitors are discouraged from stopping or staying
longer than is completely necessary.  To
tarry in her realms is to risk your goods, or your life if one attempts
defiance.  Somewhere in the Telar Wood,
there is a settlement these elves seem to frequently return to and keep as a
base.  It remains as yet unlocated by the
general public, as the elves post alert guards at any given time.
Hollyhead

**Hollyhead**

Hollyhead, as mentioned,
is primarily a logging and mining town, situated in the foothills of the
eastern reaches of the Brokenstaff mountain range.  It consists mostly of wooden homes and
structures, water powered mills stand along the river, and laborers load
horse-drawn carts with finished lumber to be taken down the mountain, past the
rapids, where they are loaded on rafts and taken down the (by this point) lazy
Ruby River to be sold in Arroton, a larger city downriver.  The air always smells of pitch and sawdust
here, and the drone of water and sawblades provides a constant backdrop.  Smoke rises lazily from cookfires and
chimneys.  In the busy season (primarily
late summer into the fall) migrant workers come here to earn a few weeks wages
helping to cut trees and load lumber.
Food can be scarce at times in the mountains, and is the primary import
into Hollyhead along with animal feed for the horses and other livestock
(goats, cows, and pigs), mostly from Arroton and the surrounding fertile
farmlands on the valley floor.  When the
first snowflakes start to fall in the late autumn, the migrant workers pack up
and head for warmer climes, and the folk of Hollyhead settle in for a winter
where they may not be able to leave the town until the snows start to thaw.  People tend their animals, spend short days
and long nights telling stories around the fire, and have all the same winter
festivals you might find elsewhere.
Being a lumber town with a heavy off season, many folks take up wood
carving to pass the time, there’s more than enough of it to go around.  When the spring finally comes, the rivers
swell and roar and the good people of Hollyhead get back to their work.  The first visitors of spring to the town are
always said to be good luck, and all the townsfolk will be eager to meet them
and hear the news of what happened while they were waiting out the winter on
their little patch of mountainside.
Hollyhead has about 900 full time residents, and another 400-500 or so
come and go during the woodcutting season.
The homes and families are fairly spread out, houses set a respectable
distance back among the trees from the switchback-ing road that goes further up
the mountain.  Horse/mule barns and
woodsheds decorate almost every property alongside houses that might not look
out of place in a modern-ish mountain community, knotted fir and log cabins,
with thick thatched roofs.
Arroton

**Arroton**

Arroton is the largest
city in the vicinity of the Brokenstaff mountain range.  It sits along the Ruby River on an alluvial
plain.  Once the river passes Arroton,
within twenty miles, it begins to turn west and toward the sea.  Arroton is essentially a trading city, it was
started by human settlers into the region centuries ago, and if the local
legends are to be believed, the very first permanent structure on the site was
a merchant stall, where the fellow would trade food, tools, and anything else
he could get his hands on.  Soon enough,
there was a camp, then a town, then the city we see before us today.  It’s not the largest nor most impressive
city, no, but it has stout walls, and the citizenry feel safe for the most
part.  Even the river side has walls
between the docks and the city proper, with large arches built into them that
can be sealed off by portculli if the city were to come under attack.  The city is home to 10,000 residents, but
there are always visitors coming and going to buy and sell for mostly whatever
they can imagine.  There are weapons and
armor, magical services, numerous churches to numerous deities, alchemical
goods, food, clothing, lodging, even a few magic items and unusual spell
components.  It may be the best place in
the area if gems are needed for spellcasting.
In addition to this, it is the last place one might be able to consider
a true city before reaching the Brokenstaff range and the untamed wilds there
and beyond.  This makes the city a
popular place for adventurers and fur trappers to stock up on necessities and
have a last few days of warm beds and hot meals before they venture forth.  The road north from here splits after a dozen
miles or so, the right fork takes you into the foothills, up to Hollyhead and
into the lower mountains, while the left heads toward the high peaks, and slightly
intersects the borders of the Wodenweald.
The south road follows the river for a while, before continuing south
when the river turns west and winds through low valley farms and over windy
bluffs, eventually veering west itself and paralleling the coastline and
passing several settlements before reaching a great city, Austberg.
Iornaar Myolresh

**Iornaar Myolresh**

Iornaar
is a young and anxious Silver Dragonborn.
When he was just a hatchling, he was like any other of his breed.  As he grew, though, it became apparent that
he had some native talent for magic.
This started small, and without much notice from the adults.  Iornaar could close a chest or a cabinet by
merely holding his hand near it, without making physical contact.  He could fall from trees he had climbed up
and walk away without any bruising or injury, having stopped himself
instinctively an inch above the ground.
Eventually his talents began to manifest in more obvious ways.  He would produce the effects of a Dancing
Lights spell in his sleep, and unknown even to himself, could cast Charm
Person, which always caused surprise do to his general awkwardness during his
teenage years.  Iornaar’s family are not
quite among any ruling class, but they do live among the society class.  His father is a military instructor, training
the soldiers of Rimespear, a city-state of Silver Dragonborn who live on a
mountain to the east of the Squall Coast.
The mountain was called Porgoriyat by the ancient dwarves, and is
Haizetsmenda to the current dragonborn inhabitants.  Iornaar’s mother was an effective soldier,
rising to the leadership of her unit during a series of spring campaigns against
a horde of orcish/goblin/bugbear provenance who had attempted for three
consecutive years to take the mountain for themselves.  She has since retired from the military life,
having served with distinction, and her trophies and the artifacts of her
service decorate the walls of their comfortable home near the mercantile
district of Rimespear.  His siblings, 1
older, 2 younger, have taken up their own lives and paths.  The eldest, Viarnocc, is now a paladin on the
service of Bahamut.  His younger sister,
Shyianon is a merchant of fine textiles and a skilled seamstress.  The youngest, a little brother, Skynebol, is
too young to have taken a career yet, but seeks to emulate his father and
become a military figure.  Iornaar was
raised to respect Bahamut, but there is also a local deity who is worshipped in
Rimespear, said to be the living soul of the greatest silver dragon to have
ever lived, Verus Zilarr’ax.  There is a
temple to Verus, located in a cave high above the treeline, this was said to be
where the great silver dragon lived and kept his horde as his primary lair,
from which he would watch the valleys and plains of his sprawling domain.  It is now filled with candles and pieces of
silver (coins, goblets, art objects, and gems), and it is tended to and upkept
by a small order of monks who dedicate themselves to this task.  Iornaar has set out on his own away from
Rimespear multiple times, looking for someone, or several someones, who might
help him learn to better control his wild and unwieldy magical skill.
Penny Halliwell (Earth-10)

**Penny Halliwell** is the older daughter born to Priscilla Bowen and Gordon Johnson.

## History

Penelope Johnson was born to the Warren Witch, Priscilla Bowen and the Human, Gordon Johnson.

In 1941 she married Allen Halliwell. Together they have a daughter and four granddaughters.

* They have one daughter, Patricia Alena Halliwell was born on April 5, 1946. Patty went on to have four daughters of her own, Prue, Piper, Phoebe, and Paige.

She is a member of the Warren line of Witches from her mother. A bloodline of the direct descendant of the first witch.

She is apart of the Warren Family, the Bowen Family, the Baxter Family, the Johnson Family, and the Halliwell family.

## Magical Characteristics

* Powers
* Abilities
* Equipment

**Basic Powers**

* **Enhanced Condition:** The ability to possess a physical and mental condition beyond the peak of human condition. She inherited this from her mothers Asgardian and Vanir side.
	+ **Enhanced Agility:** The ability to go from one motion to another effortlessly.
	+ **Enhanced Durability:** The ability to sustain numerous blows of internal or external assaults.
	+ **Enhanced Regeneration:** The ability to heal at a drastically increased rate
* **Spell Casting:** The ability to cast spells and perform rituals.
* **Potion Brewing:** The ability to brew potions.

**Active Powers**

* **Telekinesis:** The ability to move objects and beings with the power of one's mind alone.

- **Grimoire:** Penny and her sisters inherited there families grimoire. A book filled with all there ancestors knowledge on magic, spells, and creatures. It has grown with there family as time goes on.

- **Spirit Board:** The Halliwell family has passed down a spirit board (also known as an ouija board) for generations.

## Name Meaning

* **Penelope:**
* **Halliwell:** Derived from any of the several places named with the Old English pre 7th Century elements "halig" meaning "holy", plus "well(a)", a well or spring.

## Appearances

**Witches & Wolves:The Begining**

* Prologue *(flash forward/main story)*
Telar Wood

**Telar Wood**

The Telar Wood, which houses an ancient Wood Elf kingdom, sits in the
SE of Ilusent between the grassy plains and the sea.  It practically hugs the coast along one
border, and the mists that roll in from the sea on an almost daily basis
nourish the massive sequoia trees that grow here to incredible heights.  The forest is quite large, occupying
approximately 200,000 acres.  Within the
borders of the forest there are other populations as well, apart from the Wood
Elves.  Firbolgs live here in surprisingly
large number, though in a number of small to medium sized communities.  The Elves tend to leave the Firbolgs to their
business, not in the least reason because the Firbolgs are capable of great
strength and will eagerly defend itself against an elf that comes skulking by
to take some trinket or other.  Sprites,
Satyrs, and other Fey creatures call this forest home as well, which has led
some adventurers and explorers to postulate that somewhere among these giant
trees, there is likely to exist a gate to the Feywild exists in the region, but
it has not yet been found by anyone who is willing to share such information,
if at all.  Those who avoid attracting
the attention of the Elves, or intruding upon the peace of the Firbolgs, will
find the forest enchanting and awe-inspiring.
Rich scents of conifer and the salt air of the sea intermingle, and the
sun shines rays of golden light through the pollen hanging in the air to dapple
the carpet of needles.  Curious wildlife
exists here, from songbirds that sing extremely complex songs, to massive fowl,
the size of ostriches that are covered in iridescent green and blue
feathers.  Elk and deer graze placidly in
small meadows and grassy clearings, a group of pseudodragons follow the party,
scampering along tree branches and chittering like squirrels.  Far ahead on the path, the party may see an
owlbear lumbering across the way, an emotionally disheveled
girl in a red hooded cape offers to sell you a dire wolf pelt for 20 GP or the
deed to her deceased grandmother’s cabin for 500 GP.
The Grapetenders

Vintners of an exclusive
order, the constituents of The Grapetenders have made their fame by the merit
of their product. A Grapetender is a member of a consortium of other winemakers
and vintners who see themselves as an economical brotherhood, who are
passionate about their chosen lives and view wine as an artistic medium and
societal necessity. They are known to host boisterous parties and festivals
when a harvest is taken in or when a particularly good vintage of wine has been
appropriately aged and opened.  In
reality, in addition to their parties and goings-on, The Grapetenders also
function as a sort of cabal of alcohol, and during their weekly luncheon
meeting, they engage in price-fixing and seek to collectively gain a monopoly
over the wine markets from Austberg to Barrowton and beyond.  They
are known at times to employ smugglers and thugs to intimidate rival vintners
into moving their product out of the market, or into selling distribution rights to the Grapetenders. Small sects of Grapetenders can be found essentially in any wine-producing region, though the do sometimes all come together under the guise of events similar to trade shows that take place in a larger city approximately once a year to engage in tastings and large-scale market fixing, and to compare profits and marketing tactics. Apart from this, most Grapetenders only interact with 3 or 4 other members on a regular basis, but this does serve their purposes to achieve small market monopolies and all be beholden to the group at large.
Andrea

Meet Andrea.

Andrea is a natural performer and she WILL become a star! On and off the stage, she'll act, sing, entertain and dance her way through life. But don't let all the drama fool you - she knows she needs to work hard to perfect her musical talent (also because Mia kindly reminds her). She's not afraid of hard work as such, but it IS nice when you can treat yourself with new costumes or a beauty treatment after!
Recube Bin

La **Recube Bin**/ papelera de Recube es un artículo que aparece en la Cubit Store en la sección Recube.

El artículo se puede colocar como cualquier otro bloque regular.

Luego, se requiere que el jugador inserte los wearables y llene un medidor para hacer Recubes.

Como obtener:

La Recube Bin se puede comprar en la Cubit Store por 250 Cubits.

A RECUBE BIN IS ANNOYING!

## Curiosidades

\*La papelera de reciclaje acepta dispositivos portátiles que se compran en la Tienda Cubit.

\*Los recipientes de Recube no aceptan camisas, pantalones, sombreros lisos del beneficio del Mad Hatter o Pharaoh Hats.

\*Diferentes wearables tienen diferentes efectos al llenar el medidor. Cuanto más raro es el elemento, más se llena.
Greenstar City

Greenstar, a city of approximately 6,000 residential persons, nearly all humans and half-elves. It lies at the SW mouth of the Neomar Valley, and serves largely as an trading city to exchange goods from fertile farmlands to the SW, and the more rugged mountainous regions to the NE. For a relatively small city, it hosts a larger than expected number of inns, taverns, and entertainments, due to the large numbers of people who pass through, or come to town for a few days at a time on specific business.

Almost immediately past the main city gates, a large square empty of permanent structures serves as a nearly constant marketplace, where exchanges are made for foodstuffs, construction materials, textiles, pelts, etc.

To the west, a district which hosts many inns, taverns, and theatres, some places rowdier than others.

North of this, the wealthier part of town, hosts homes of the upper class residents Greenstar, as well as city hall. There are also some finer shops located here.

Eastward, beyond a dividing wall, lie the homes of the city's more typical residents, with the homes farther toward the wall becoming less wealthy and lower class.

The Green River flows nearby, to the east of the city, outside the walls.
Goats

There are 3 female goats at the school. They're there to maintain the grass. They each have their own name indicated by their name tags. They share a shelter at night called the ヤギの家 (goat house). Students can acknowledge them in dialogue.

## Individual Goats

* **Monti** (モンティ): Has a red collar and is the alpha. The other goats follow her.
* **Hōru** (ホール): Has a blue collar.
* **Kyūchi** (キュウチ): Has a green collar.

## Gallery

V0.69 goats before they had name tags.V0.69 goats at night.Monti the goat.The goat house.
## Trivia

* Goats were added in V0.69.
* They were given name tags in V0.73 and their collar colours were no longer randomized.
* In the evening and at night, their eyes glow a light-green due to eye shine.
* The goat house was added in V0.85. Before they went into the shed at night.
* They're named after the Monty Hall Problem which involves goats.
* V1.00 made the goats different sizes than each other.

1. ↑ They're female indicated by them having utters.
2. ↑ This is stated in the V0.69 update video and update notes.
The Sons of Pelor

The Sons are a fraternal organization or worshipers of Pelor. They devote themselves to healing the wounded. While relatively few of them possess actual magical power, they are well trained in first aid and the use of conventional medicine. They are primarily a non-military order and provide healing, medicine, wound-care, and hospice services, easing the passing of the dying when they can. Within the ranks, there are further divisions based on specialty, and there is at least one Abbot in each monastery. These monasteries can range wildly in size. In a small town, there may or may not be an installation of The Sons, while in large cities, there may be a hundred Sons or more. In small venues, there may be 3 or 4 Sons who inhabit a regular home together, and tend to mundane concerns, such as wounds derived from agricultural accidents or fisticuffs. There are also orders of The Sons who have no specific home locations and accompany military units to war. Amongst humanoid cultures (except perhaps monstrous classes, orcs, gnolls, etc) The Sons are generally regarded as noncombatants and will not be targets. Think DND Red Cross.

At least one Abbot in each station, no other hierarchy except for the Lord Abbot, commander of the order. Though brothers in general pay deference to each other in order of seniority. Those with access to healing magics are regarded as higher than mundane brothers. Will accept clerics, druids, paladins, but shuns arcane magic. Current Lord Abbot is Lord Abbot Cochran Ferr

Sustained largely by donations. In some locals, these donations come in the form of food to sustain the healers, in others, nobles make a big show of donating large quantities of gold and goods, to make obvious their piety, and subtly compete for perceived rank in Pelor's graces. The richest nobles, often a royal family, will fund and pay for the maintenance of hospital-type facilities in their largest cities, which large numbers of Sons work and live in, and tend the medical needs of the citizenry.

An ancient order, having existed for at leat 3.000 years. They have a foundation myth that Pelor once fought against Nerull, and when the fight was over, and Nerull defeated, Pelor tended to the wounds of his enemy, seeing no need for further destruction. While The Sons vow, in mimicry of their god, to treat all as equal, they have at times become political players in their history.
Cash Register

Una **Cash Register**  es uno de los elementos más importantes del juego. Todo su propósito es permitir el intercambio seguro entre jugadores.

Funciona así:

1.- El propietario coloca la registradora.

2.-Cualquier jugador puede acceder la registradora y hacer clic en la ventana emergente "Trade".

3.- Tanto el propietario como el jugador se dirigen a una ventana comercial donde pueden colocar sus Objetos y Cubits para intercambiar.

3.- Después de que todo esté colocado dentro, ambos usuarios deberán aceptar el intercambio.

4.- Por motivos de seguridad, a los dos jugadores se les solicita otra pantalla de confirmación que enumera qué elementos recibirán.

5.- Si todo parece correcto, ambas partes pueden aceptar el Trade una vez más y recibir sus productos.

### ¿Cómo obtenerlo?

* Se puede comprar a través de la Cubit Store.

* Se puede elaborar utilizando:

**Materiales**: 1 White Dye + 4 Gizmo + 2 Stainless Steel Plate + 6 Spring

**Herramientas**: Screwdriver

**Estación de elaboración**: Workbench
Imperiumboletus

"A brain-controlling fungus, which is devastating habitats in its path of where it originally evolved. Infection is indicated from a decomposed appearance, several bulging patches of fungi, and one fungus growing out of the head region in trilobite-like animals, on various spots on the sides in sponges, and it is likely to evolve species specialized for more types of animals. It enters through inhalation. Specialize against this quickly, because the Fungal Jungle is growing."

-Toomyx

## Hosts

List of creatures able to get infected:

Kleptothule

Tricuniculus (EXTINCT)

Hazelia

Terrestrialslug

## Trivia

Imperiumboletus evolves into Terresfungus and Fungus Tree in Gen 4.
Emma

Meet Emma.

Emma is an artist. She can't go anywhere without drawing, painting, or photographing all the beautiful things she sees. She has the quirkiest brain: she can imagine and create things no one else can. She loves telling jokes, even if no one else gets them. She really wants to keep secrets but it's just SO HARD! She trusts the best in everyone, even if they don't always deserve it.
Asgardian Royal Family

**Related:** | The Halliwell Family

The **Asgardian Royal Family** is a powerful bloodline of Asgardians, formed by late King Buri of Asgard. The current king of Asgard is Odin.

## History

> "*A wise king never seeks out war. But he must always be ready for it.*"
> ― Odin
>
>

The Asgardian Royal Family was founded by the Asgardian Buri and was devoted to the dominion over Asgard and peacekeeping in the rest of the Nine Realms, although its early history was heavily marked with wars. After Buri died, the throne was passed to his son Bor, who notably fought against the Dark Elves led by Malekith during what would be known as the First Dark Elf Conflict. Bor stole the Aether from Malekith and knew that no one could destroy it. Therefore, he ordered the Einherjar to bury the Infinity Stone in a place where no one could find it.

Bor eventually died during another war and his son Odin claimed the throne of Asgard. Along with his daughter Hela, who he named his Executioner, Odin conducted bloody and violent campaigns across the Nine Realms. When Odin decided to put an end to these wars, tensions occurred in the Asgardian Royal Family as Hela's ambition was limitless. Thus, Odin decided to banish and imprison his own daughter, who would later try to escape, massacring the Valkyries in the process. Odin changed the history of Asgard and its Royal Family, erasing all mentions of Hela's existence and devoting himself to peace.
Halfling culture

On Ferallon, halflngs are widespread, though largely prefer to live in primarily halfling based communities. This translates in rural rural areas to halflings building their own communities, usually near other towns, which may be populated by humans or elves, but they may be difficult to locate for those not of the folk. In cities, there are halfling blocks and neighborhoods, which while friendly to the taller races, are generally built or modified to cater primarily to halfling needs. Gnomes are frequently able to find a niche for themselves in these areas, as halflings are well-accepting and friendly. Elves and humans may however find it difficult to navigate buildings with such short doors for long periods of time.

A number of halflings in every generation take up adventuring or become possesssed by a sense of wanderlust. Some do so to gather great stories and have adventures, others find that they jjust can't keep their feet from the road.

Typically jovial, halflings are pleasant travelling companions, though more serious adventurers may find their attitudes flippant or childish. They by and large love the creature comforts. Family, food, music, and conversation are their great joys. Halfling societies hold regular festivals where the elders of the community enrapture both children and adults alike with hours and hours of relating stories and the collected knowledge of their kind. These typically happen in summer, when everyone can gather together and share food and music and enjoy themselves in the warm and light evening hours.

When a halfling goes wandering, and comes to a new place, it is an expected custom for the traveler to find the nearest local halfling community, and go visit with the elders to share news from the road, as well as to introduce themselves. These meetings can take several hours, and it would be considered quite rude to consider the meeting complete without sharing a few stories and having a meal in the home of a respected community leader.

It is often a source of wonder to the tall folk, how any given halfling seems to know the way to the nearest settlement of their kin, on the trail or in the city, a halfling can easily know where to find their compatriots. Halflings like to leave common marks along roadside trees or scratched into the exterior of a building. These small marks are relatively easily visible, but often go unnoticed by the tallfolk, being located at about human knee-height.
Stephanie

Meet Stephanie.

Stephanie is an amazing swimmer and lifeguard. Health and sports are her passion. She loves being around her four BFFs, organizing their daily events, nurturing any hurt feelings and coaching them toward victory. She sets high standards for herself. She loves helping others, but she sometimes freaks out when she feels like it’s all down to her.
Pop Star House

Andrea has been invited to spend the day with Livi at her gorgeous Pop Star House, and you can go too! Have a shower in the slick black and gold en suite and then pick a real fabric skirt from the wardrobe to put on. Enjoy the view from the balcony or relax by the pool with Cookie the dog. Later, make some sushi in the state-of-the-art kitchen and chill out in the living room by the modern fireplace.

## Fun facts

Includes Livi and Andrea mini-doll figures plus Cookie the dog.
Features a modular 2-story house with swivel function for easy play inside.
Lower floor features a sliding door to a modern kitchen with an opening fridge, sink, opening cupboard and counter with 2 stools, and a lounge area with sofa, lamp, television and a modern fireplace.
Upper floor features a bedroom with a double bed, opening wardrobe, vanity, TV/surveillance screen and an en suite bathroom with a walk-in shower, sink and a toilet plus opening door to a balcony.
Garden area features steps up to the house, a swimming pool, sun loungers, dog bed and a moveable surveillance camera.
Kitchen accessory elements include ice cream, fruit, croissant, sushi, 2 plates, glasses cooking accessories and dish soap.
Lifestyle accessory elements include a magazine, platinum reward disc, guitar, parasol, rubber ring, roller skates and a TV/surveillance screen.
Beauty accessory elements include 3 fabric skirts, shoe box, lipstick, hair bow, soap and a perfume bottle.
Remove the upper floor and swivel this modular house open for easy play inside.
Choose from the real fabric skirts hanging in Livi’s wardrobe.
Reverse the TV screen to check the surveillance camera footage.
Pipe

**Pipe/**tubo es un material de fabricación común. Con su uso, puede crear muchos ingredientes útiles, como Springs, y muchos bloques, incluidos Fridges, las Stoves y los Distillers.

Se puede elaborar utilizando:

**Materiales**: 2 Iron

**Herramientas**: Cualquier Hammer

**Estación de elaboración**: Workbench
Distiller

El **Distiller/**destilador es un lugar de elaboración. Utiliza el Oil/Petróleo como combustible.

¿Cómo obtenerlo?

Elaborado utilizando la siguiente receta:

**Materiales**: 2 Steel Cauldrons + Rubber Hose + Pipe + 2 Red Bricks

**Herramientas**: Ninguna

**Estación de elaboración**: Anvil / Workbench

## Cruriosidades

\*También es conocida como Chemical Machine.
Extractor

El **Extractor** es una estación de elaboración, puede usarla para extraer una variedad de elementos como la Pine Recine de Pine Trunk o Clay Lump de Mud. Sin embargo, necesitarás algo de Oil
Para más información vea la página de Crafting.

### ¿Cómo obtenerlo?

Se puede elaborar utilizando:

**Materiales:** 2 Stainless Steel Plates + 1 Pipe + 4 Steel Gears +1 Rubber Hose

**Herramientas:**

* Screwdriver Perk Necesario: Engineer 2
* Knife perk: Necesario para hacer el Rubber Hose

**Estación de elaboración:** Workbench

Materiales que se pueden obtener:

* Clay Lump
* Pine Resin
* Paper
* Ghost Gum
Steel Cauldrons

**Steel Cauldrons** (caldero de acero) es un bloque que se puede obtener solo mediante la elaboración del material. Puede ser utilizado como material para la elaboración de Distiller.

¿Cómo obtenerlo?

Se puede elaborar utilizando:

* **Materiales**: Steel Block
* **Herramientas**: Steel Hammer
* **Estación de elaboración**: Workbench
Cubic Castles Wiki

OT

Aquí puedes aprender sobre el juego Cubic Castles creado por Cosmic Cow. ¡Animate a contribuir, las contribuciones serían geniales!

* **Acerca de Cubic Castles,** es un juego de Sand Box 3D MMO (multijugador masivo en línea) desarrollado por **Cosmic Cow.** Puedes construir lo que quieras (siempre y cuando tengas suficientes materiales), extraer materiales, elaborar y vender artículos, chatear en los foros y mucho más.

Puedes encontrar el sitio web oficial de Cubic Castle aquí.

Puedes encontrar los foros oficiales de castillos cúbicos aquí.

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

Archivo:Placeholder
Charcoal

El **Charcoal** o carbón vegetal es un material que se puede obtener solo forjando cualquier **Trunk**/Tronco de madera en un Forge

### ¿Cómo obtenerlo?

El **Charcoal** se puede obtener a través de la forja y se puede comprar a través de la Cubit Store en el Crafter's Kit.

**Materiales**: Trunk (cualquiera) + Coal

**Herramientas:** Ninguna

**Estación de elaboración**: Forge

## =Uso

Se utiliza para elaborar Items como:

* Steel Block
* Crude Signpost

Entre otros.