recursal/Fanatic-Fandom huggingface dataset:
Yasun

**Yasun** is a sprawling desert on the western coast of Merevar, with the mountain range known as the Spine of Yasun dividing it with the forests of Tel'amira. The desert is home to many fallen and ancient kingdoms and empires, including the Ankari Empire, who regard themselves as the rulers over Yasun. Its history is riddled with mystery and is home to many tragedies. Very few civilizations exist in Yasun now, as its harsh conditions can only be bested by those naturally acclimated to it. Unlike most territories, many natives and non-natives of Yasun speak the Ankari language, which is an ancient language that was spoken by the desert nomads of the ruined city of Fa'ankarakh, and now the capital city of Ankar.

Wrapped by the Spine of Yasun, the deserts are also shadowed by the large **Mount Graddenkar,** which is also referred to as the Seat of the Gods. It is a large, flat-topped sandstone mountain, and is a place where many religious folk go to seek commune with their deities.

Yasun is highly regarded as a holy land, blessed by divine power more than any other land. Scholars cite that evidence of this is the fa'aarak's worship of false gods, the countless temples to the True Eliderean Pantheon built seemingly in the middle of nowhere, and the mysterious circumstances regarding the fall of the religious city of Fa'ankarakh.

## Ankar

**Ankar** is the capital city of Yasun and of the Ankari Empire, and was built by the fa'aarak--the falcon aarakocra--in an ancient time. It is a religious site where the fa'aarak worship their false gods, and many visitors to the city are often overwhelmed by the sheer chaos of the worship cycle.

## Dalabir

**Dalabir** is a port trading city off the coast of Yasun that serves the purpose of setting up caravans from the coast to Ankar, either for adventurous groups, treasure hunters, or for those that are on religious missions or seek to research the city's cultural significance.
Raynor

**Raynor** was a goliath paladin/warlock.

Art by Danny

## **Description**

### **Appearance**

Raynor was a tall, muscular goliath with gray skin, pale blue eyes, and a bald head.

## **Biography**

### **Background**

Trained to be a healer for his nomadic tribe, Raynor spent his leisure time practicing two-handed fighting and assisting with hunts. Shortly before his third naming, an orcish war band beset his tribe's camp. While dealing heavy losses to the war band, the tribe was ultimately overrun by the vast numbers of the orcs. Raynor found himself recovering in a nearby dwarven settlement after the battle. Afterwards, he spent his time assisting their military and honing his skills with a maul. Later, he discovered that this dwarven settlement was the true target of the war band that attacked his tribe, though the orcs were forced to withdraw after the casualties they had suffered. Enraged, Raynor swore an oath of vengeance, not just for his fallen tribe, but for the losses of the dwarves that had helped him recover, and so he set out to find and punish all orc kind.

### **Rise of the Dragons: Chapter 1**

wip (joining the group that traveled to Calder, onward)

## **Character Information**

### **Notable Items**

* The Onyxblade, retrieved from the hobgoblin Warlord Artaxis.
Skethos

## Skethos of the Grave

**Skethos of the Grave,** also referred to as **Skethos the Promised End,** is the **God of the Grave** and a part of the True Eliderean Pantheon. Skethos appears as a skeleton dressed in a black, tattered cloak, with two red glowing points where its eyes should be. Skethos is commonly referred to as female based on ancient religious depictions of the deity, yet its voice sounds like a whispered cacophony of souls speaking all at the same time.

Skethos is the divide between life and death, being the axis between Dorendrall and Kenrisa by assisting lost souls in passing to the beyond, and bearing the understanding that all life must end with death, and that it comes as a natural process. Skethos' holy symbol is often depicted as an extended skeleton's hand, though other incarnations take shape depending on the culture that the deity is worshiped in.
Tortle

What many **Tortles** consider a simple life, others might call a life of adventure. Tortles are born near sandy coastlines, but as soon as they're able to walk on two legs, they become nomad survivalists eager to explore the wilderness, experience its many wonders, put their skills to the test, and make new acquaintances. Tortles enjoy the simplicity of life and are joyous and trustworthy, forming strong and meaningful bonds with other creatures, often learning new customs and new points of view by involving themselves deeply in their friends' cultures.
Human

The **Humans** came about long after all the other races, and their origins are shrouded in mystery, but their cultures and virtues are amazingly diverse compared to all of the other races. Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay; building cities to last for the ages, and great kingdoms that can persist for long centuries.

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history.
Urundishen

**Urundishen,** the **God of Twilight,** also known as **the Shadow Lord,** but later referred to as **Mad-God Urun, the God of Madness,** or **the Banished One,** was a former god of the True Eliderean Pantheon. He often took the form of a dark elf with bright red eyes and a sly grin, and would roam the Fey and Evershadow to meet with his devotees. As legend goes, Urundishen had stumbled across an ancient complex within the Evershadow that was constructed by the First Gods, and it contained an artifact with the power to see into the future, allowing the user to effectively plot their own legacy.

The magic of this artifact drove Urundishen to insanity, and he began to believe he could rule over the Pantheon so long as he followed the path laid out before him. The Pantheon saw this, and decided to strip the mad god of his claims, titles, and his artifact, and he was banished to Astralis, damned to roam the Astral Sea for the rest of his days. The young deity Junos had replaced his spot on the pantheon, much to his disappointment.

It is believed that Urundishen had created the astralborn during his time in Astralis, and it is also believed that he died there as his power diminished. Despite his believed demise, many still worship Urundishen, though not as the God of Twilight, but instead as the God of Madness.
Lancast

**Lancast** is a country on the western coast of Merevar that encompasses the **Lancast Wildlands,** an expanse of entangling forests and highlands.

## King's Rock

**King's Rock** is a human port city sitting on the Merchant's Coast, and is the capital city of Lancast, the seat of human power. The city was built centuries ago on a precipice overlooking the Kahl Sea, and in turn, the Perilous Expanse, and was made for the purpose of conducting naval trade with the northern dwarves and the southern residents of Selvera.

## Greenshoal

The port town of **Greenshoal** sits on the cusp of the Lancast Wildlands, and acts as a way-point between the more civilized stretches of Lancast and the punishing journey to the Yasun capital of Ankar.

## Dalar's Watch

**Dalar's Watch** is an elvish outpost that looks over the Lancast Wildlands, and is also home to the Asharan Rangers.

## Rannarth

**Rannarth** is a crossroads between King's Rock, Greenshoal, Calder, and Hinsgard, and is a frequent trading post by travelers from all around.
The North

**The North** is a territory that takes up the entire northeastern coast of Merevar. It is a sprawling arctic wasteland that is home to ancient dangers. Whipping throughout the land is a phenomenon known as the **Blinding Blizzard,** and many are consumed by its torrent as they travel across the expanse.

## North's Hold

**North's Hold** is a fortress north of Highmar that employs rangers to keep watch on the Blinding Blizzard.

## Tulsey

**Tulsey** is a town resting on the Lar'loch.

## Dragonrest

**Dragonrest** is an island off the coast of the North. Originally a fishing village, the island became home to various dragonborn colonies, as dragonborn refugees were evicted from the Capital and forced to fend for themselves. The colonies have separated themselves into various clans based on their dragonborn heritage, and although they live together, the clans are not without tension.
Kyras

**Kyras,** the **God of the Fates,** also referred to as **Kyr,** or **the Fateweaver,** is a deity frequently associated with the True Eliderean Pantheon, although it's believed that they are one of the oldest living deities in existence, and that their influence and worship goes beyond that of the Pantheon. Despite various accounts of having been witness to the appearance of the Fateweaver, their form is shrouded in mystery, and it is believed that they change it frequently to remain mysterious. The holy symbol associated with Kyras is a circle surrounded by a larger ring.

Although the belief in fate and destiny is widespread, worship of the Fateweaver directly is rather uncommon, but those that pray to Kyras and prove themselves dedicated to the laws of fate and destiny are often rewarded with powers that seek to further the concept. These worshipers are often referred to as Fateweavers themselves, often seen as extensions of the deity themselves.
Communicatie: Prikborden

Op de prikborden gelden dezelfde regels als de algemene gebruiksregels, zolang die er toepasbaar zijn.

### Verder zijn er ook deze specifieke regels:

1. Geen 18+ onderwerpen.
2. Wees altijd voorzichtig.
3. Val niet andermans prikbordconversaties binnen als het over een serieus onderwerp gaat. Je mag dit wel doen als je bijvoorbeeld iemand een compliment wilt geven over een pagina of iemand wilt uitnodigen op de chat onder hetzelfde bericht van iemand die dit al deed.
4. Gebruik spoilersjablonen (zie Inhoud: Spoilers en leeswaarschuwingen)
Selvera

**Selvera** is a coastal country on the southwest coast of Merevar. It is widely regarded as a commercial hub, producing a strong amount of exports compared to other regions, as well as bearing a heavy influence on naval operations. Despite its high population and its recognizable popularity, Selvera itself is not considered a kingdom, and instead is a conglomerate of several merchant guilds that formed into a political figure.

Stretching throughout the middle band of the country, spreading from Tel'amira, lies the Dwendyrian Empire, a harsh high elf dictatorship that has risen and fallen countless times throughout history, capitalizing on years of built up elitist high elf culture.

## Blackport

The large and sprawling port city of **Blackport** is the effective capital of Selvera.

## Dwendyr

The port city of **Dwendyr,** also known as the **Golden City,** is the shining jewel of the Dwendyrian Empire, serving as the empire's capital city.

## Darkcoast

The port town of **Darkcoast** rests just on the border of the Dwendyrian Empire, and is home to various pirate guilds as well as criminal organizations and families. It is also a major trading hub in Selvera.

## Daersalak

**Daersalak** is a crossroads town that was newly built after the third Dwendyrian Expansion, after Krest and Black Keep were annexed by the empire. It was built as a slaver town for the arrested tieflings.

## Krest

**Krest** is a trading town in the middle of Selvera, and was once a tiefling settlement that existed on the outskirts of a newly budding Dwendyrian Empire. During the third Dwendyrian Expansion, Krest was annexed by the empire, and the tieflings were enslaved for the crimes of the Shadow Horizon cult in Black Keep.

## Heskan

**Heskan, the Slaver's City,** is a port city on the southern coast of Selvera that operates many slaver ships, much to the displeasure of the Selveran Council. It also serves as the general way-point between the South Islands and the rest of Merevar.
Kandin

**Kandin,** also called the **Shadow Straight,** is a smallcountry that divides Selvera and Anselmarn. Its primary inhabitants were tieflings, but ever since the third Dwendyrian Expansion, they had been enslaved and ruled over by the high elves of the Dwendyrian Empire.

## Black Keep

**Black Keep** is the grand tiefling city and mage's citadel that was built up in the middle of the Shadow Straight. It was home to the Shadow Horizon cult before the Dwendyrian Empire annexed the city, enslaving the members of the cult and tearing down the citadel. It now stands as a fortress ruled by the high elves of the empire, inhabited by enslaved tieflings.
Sarvin

**Sarvin** is a tiefling cleric.

Art by Ditchen

## **Description**

### **Appearance**

Sarvin is a tall tiefling with red, scaly skin. His hair is black, and he sports a patch of facial hair on his chin. Uniquely, Sarvin's eyes are a solid white, which is often mistaken for him being blind, but this is not the case. After an attempt on his life, Sarvin was left with a significant slash scar across his neck. Sarvin's horns are bright red, the right one pointed upward, while the left is pointed to the side.

During an attack in King's Rock, Sarvin's left arm was sheared by a lightning bolt and left a significant scar. Later on, after falling off of Cassildor Graythane's tower, his left horn was badly chipped from the impact.

## **Biography**

### **Background**

Sarvin lived in Black Keep, and after a tragic event in his youth, he spent the rest of his life devoted to following the Church of Kenrisa, taking up faith, and soon becoming a cleric of life. He became friends with Baltazar when they were both young. Eventually, Black Keep was besieged by the Dwendyrian Empire, and he was enslaved, brought across Selvera to the slave settlement of Daersalak, only before the convoy was moved to Dwendyr, where he was to be either executed or sold as a slave.

### **Tales of the Damned:** **Chapter 1**

In a freak event in Dwendyr, Sarvin was able to escape from the slave convoy. He now lives with his faith and devotion to Kenrisa, and without a clear purpose, Sarvin's journey began.

## **Character Information**

### **Notable Items**

* Spear of Kenrisa, granted by the goddess Kenrisa after Sarvin's fight against the Cult of the Damned in Darkcoast, it allows him to fight back evil and bring aid to others.
* Shoes of Spider Climbing.
* Staff of Withering, taken from Mesthias.
Arcci Windclaw

**Arcci Windclaw** is an owl aarakocra druid.

Art by Danny

## **Description**

### **Appearance**

Arcci is of average height and build for an owl aarakocra, her body covered in dark brown and black feathers. Her face, however, is covered in bright white feathers and her eyes are a reflective yellow, giving away her identity. Early on, after fleeing from her home village, Arcci donned an old druidic mask, heavy hooded robes, and thick gloves in an attempt to hide her true nature, often using a false accent to further sell the disguise.

After fighting Jaysa in the catacombs beneath Darkcoast, her identity was inadvertently revealed when her mask was shattered. Ever since, Arcci has been more open about her appearance, shedding away her false accent and opting to wear lighter clothing to allow her wings to stretch.

## **Biography**

### **Background**

Arcci was born and raised in an oa'aarak druid village along the Spine of Yasun in the Elderwood, and was trained in druidcraft as was typical of her kin. As she trained, her elders grew wary of a dark presence in her, rumored to be the forthcoming of a dark prophecy in ancient druidic texts; a druid turning to be the idol of the God of Death. They grew fearful as her interests in a darker form of magic came forward, and her fascination by the cycle of life and death was of great concern.

When she came of age, before being indoctrinated into the full druidic faith, Arcci found herself stumbling upon texts that were hidden from her, including the dark prophecy. She became invested, and so she desired to unlock its mystery, to find out who the prophecy speaks of. When her druid elders discovered her, however, she turned to self defense, to cover up the secrets she had unearthed, and so she killed them. When the word of the elders' death broke out among the village, Arcci turned to a warpath, slaughtering her kin.

After her acts of evil, she fled from the village, stealing the prophetic texts as well as other scrolls detailing complex magical rituals. She found herself sneaking her way through the Dwendyrian Empire, hiding her identity and passing off as human, elf, or tiefling. Eventually, she found herself in Dwendyr, where her journey truly began.
Grimnor Cinderbeard

**Grimnor Cinderbeard,** the **God of Earth, Fire, and the Forge,** also known as **the Maker-Father,** is part of the True Eliderean Pantheon. He often appears as a tall, looming dwarf or giant with skin as dark and gray as iron, and his hair and beard appear as bright orange, burning flames. His most common holy symbol is a blacksmith's hammer set in the center of a stylish shield, though others include dwarvish anvils or other forge implements, or adopt elements to convey fire.

In a time lost to history, Grimnor had to flee from his domain, the Iron Fields, after it was corrupted by the **Demon Lord Jucralobex** with an irreversible contagion that took control of the constructs and humanoids that populated the plane and turned them into bio-mechanical weapons of mass destruction, fusing flesh to metal and turning them into a pseudo-hive mind all serving a **false deity** established by Jucralobex.
Kobold

The **kobolds** are timid yet also fearless, living like skittish animals that surround their enemies in masses, yet run when the danger centers on them. Kobolds believe they are the descendants of dragons, and they feel that they deserve some sort of share of a claim to a dragon's favor. Truthfully, dragons see kobolds as no more than expendable, but the naivety and ego of the mighty kobold is too great to notice this.

Living underground for most of their lives, kobolds form large, tightly packed clans. To an outsider, these clans look like nothing more than overpopulated stink pits. In reality, the rapid reproduction of the kobolds is intentional to keep their numbers consistent, as many are killed by their own selfishness, carelessness, recklessness, or any combination of the three.
Inhoud: Pagina's

Op pagina’s gelden nog enkele regels, afgezien van de algemene regels die erop toegepast kunnen worden.

### Dit zijn de regels:

1. Het wordt aangeraden om bronnen te gebruiken.
2. Het is niet toegelaten om je eigen (web)verhalen aan de wiki toe te voegen, tenzij het officiële en gepubliceerde boeken zijn.
3. Bewerkingssamenvatting is niet verplicht, maar wel handig voor als iemand zich afvraagt wat je hebt verandert.
4. Gebruik geen afbeeldingen gemaakt door tekenaars of proffesionele fotografen op de wiki, zonder hun toestemming. Dit telt als diefstal. Covers zijn uiteraard wel toegelaten.
5. Hou je aan de aangeraden opmaak voor pagina’s. Ook het gebruik van de categorieën wordt sterk aangeraden, zo moeten anderen het niet voor je doen.
6. Vraag eerst aan de schrijver van het stuk tekst op een pagina of je het mag aanpassen, voor je dit doet met zijn toestemming.
7. Schrijffouten zijn niet erg, maar ze moeten wel zo spoedig mogelijk verbeterd worden; als je er een ziet, bewerk dan direct de pagina en corrigeer hem.
8. Ook foute informatie is geen ramp en je moet je er niet slecht over voelen, maar corrigeer ze als je er tegen komt.

### Op de wiki zijn vier soorten pagina’s:

* Pagina’s over boeken
* Pagina’s over series (- vanaf duologieën is alles een serie, trilogieën en langere series dus ook)
* Pagina’s over schrijvers, illustrators enz. (individuele personen)
* Pagina’s over uitgeverijen

### Om de vastgelegde layout van de pagina’s te bekijken, ga je naar één van de volgende linkjes:

* Boekenpagina: Voorbeeld
* Seriepagina: Voorbeeld
* Auteurspagina: Voorbeeld
* Uitgeverij-pagina: Voorbeeld​​​​​​​
Merevar

**The Nine Kingdoms of Merevar,** also just referred to as **Merevar,** is a continent on Elideria. Merevar is made up of the following nine kingdoms, as its name suggests:

* **The Kingdom of Highmar,** which surrounds the countries of Highmar and Ashar, and is the seat of power among the Nine Kingdoms.
* **The Kingdom of Lancast**.
* **The Ankari Empire,** which is the smallest of all the kingdoms in regards to its population, encompassing only Ankar and Dalabir, yet it remains large, spanning across the entire desert of Yasun and its hundreds of settlements and hidden cities.
* **The Dwendyrian Empire** is a high elven empire that spans from its capital of Dwendyr in Selvera, in a curved shape around the middle band of Selvera and up into Tel'amira, encompassing Krest, Daersalak, Black Keep, Dwensaar, Silverwood, and Ba'seng.
* **The Okashi Clans** are collected into a kingdom that makes up the country of Okashi.
* **The Anselmarn Empire.**
* **The Free People of the South Islands** is a collective kingdom ruled out of Atlaren, and makes up the entirety of the South Islands' political power. There are inner disputes within the kingdom about Atlaren's ability to speak for the rest of the South Islands, which has caused many naval civil wars.
* **The Elderwood Circle** is a kingdom that rules over most of the entirety of Tel'amira, with their capital, Ba'seng, torn between the Circle and the Dwendyrian Empire.
* **The Kingdom of Nassenwyr** is the northern dwarf kingdom, situated in Nassenwyr and reaching far into the North.

The countries of Merevar are as follows:

Selvera

Kandin

Yasun

Ashar

Lancast

Nassenwyr

The North

Highmar

Ranash

Xandalyn

Okashi

Anselmarn

Tel'amira

Jaswan

The South Islands
Changeling

Every kingdom has **changelings** living within its confines, whether the public knows of them or not. Wherever changelings are, deceit follows, as they are hired to manipulate all sorts of politics, spreading false information and spying on the truth. Changelings know that others use them for ill-intentions, but changelings seldom care as they see this business as the most pragmatic approach to life, also understanding that they're truly outsiders to society, no matter how seamlessly they can blend in.

## Appearance

Changelings in their true form appear almost like humans, except their skin and hair are ghostly white. A changeling's eyes are also completely white, except for their irises, which have pale blue or pink undertones. Changelings are rarely seen in their true forms, which they may leave mostly unkempt, and instead choose to adopt a persona, which might end up being someone they formerly knew such as a mentor or friend, or it might even be someone whose appearance they enjoyed and wish to mimic.

Some changelings, especially those who are at odds with the reality of who they are, will adopt multiple personas and use them as "masks", developing multiple personalities, names, and mannerisms for each one. These masks can help a changeling feel more comfortable about themselves, and it can even become beneficial for one who needs to conceal themselves from those who would wish to do them harm.
Demon Lord Barronzar

**Demon Lord Barronzar,** the **Burning King,** is the Demon Lord of Wrath and the Lord of the Seven. He resides on the lowest level of the Seven Hells, Toros. His appearance is similar to that of a balor, only much larger, and his head is that of a flaming skeletal ram. On the battlefield, he is seen in his ebony armor and wielding his massive flaming sword, Elbris. While mulling in his domain, Barronzar wears the Dominion Crown and barks commands to his many servants.

Barronzar has remained as the Demon Lord of Wrath since at least the 2nd Age. He had won his position in a brutal duel with the previous Lord of Wrath, Santimaar, who Barronzar beheaded and used the defeated demon's blood to forge Elbris in the fires of Toros. After ripping the Dominion Crown from Santimaar's skull, the hellish flesh melted from Barronzar's face as he donned it, and he became bound to the Throne of Toros, assuming control over the Seven Hells and the other Demon Lords.
Elideria Wiki

## The Elideria Compendium

Credit to: https://twitter.com/lmntals

Elideria is a rich world with deep rooted histories and traditions that, without proper documentation, would be lost to time. Time that moves quickly for races immortal, time that is insignificant to the gods, but time that matters to those who live in the blink of an eye to such titans.

https://cdn.discordapp.com/attachments/789056343528177664/789056628674396190/Map\_of\_Merevar\_sepia\_tags.png

https://elideriacompendium.fandom.com/wiki/Timeline

**Materials**

**Races of Elideria**

**Bestial Shifter (Class)**

**Madness Domain (Cleric Divine Domain)**

**Gunsmith (Artificer Specialist)**

**Guardian (Fighter Martial Archetype)**

**Deities**

**Magic Items**

**Items**

**Spells**

Tales of the Damned Characters

The Sixth Seal Characters

Pioneers of the Westlands Characters

Rise of the Dragons Characters

The Chosen Characters

The Onyxblade

**WIP Pages**

**Elideria**

https://elideriacompendium.fandom.com/wiki/Galandris

https://elideriacompendium.fandom.com/wiki/Ethermancy

https://elideriacompendium.fandom.com/wiki/Feats

https://elideriacompendium.fandom.com/wiki/Plague\_Doctor\_(Class)

https://elideriacompendium.fandom.com/wiki/Oath\_of\_the\_Hunt\_(Paladin\_Sacred\_Oath)

https://elideriacompendium.fandom.com/wiki/Shared\_Soul\_(Warlock\_Otherworldly\_Patron)

https://elideriacompendium.fandom.com/wiki/Vampirism

## Latest activity

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

File:Placeholder
Demon Lord Yurolithak

**Demon Lord Yurolithak,** the **Sleeping Prince,** is the Demon Lord of Sloth, and the firstborn son of Erroth and Barronzar. As his title suggests, he is constantly asleep, although when the prince awakens, a wave of mental agony washes over the inhabitants of his domain, and the powers of his followers enhance. His form is similar to that of a massive, disgusting grub.
Spells

wip

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (A small sphere)

Duration: 3 rounds

You point your finger towards the target creature. A levitating orb of arcane force appears 40-feet away from that creature at a point you choose. The orb takes it's turn immediately after the target creature, where it moves 30-feet towards the creature. if the ball touches the creature, or when 3 rounds have passed, it detonates, dealing 5d6 force damage to each creature within 5-feet of the ball.

If there is no unoccupied point 40 feet away from the target creature, the spell fails.
Kenku

The **Kenku** are desperate and mischievous, often living on the streets and working as petty criminals to live day to day, haunted by the curse that stripped them of their voices and their wings. As their legend goes, in a time lost to the history books, the kenku once served a mysterious and powerful entity on another plane of existence. Most believe they were scouts and explorers for the deities of the Elemental Plane of Air, relatives to the lawful aarakocra, while others believe it to be a mad, fallen deity that they plead worship to. Whatever the truth, according to legend, the kenku betrayed their master, unable to resist the lure of a beautiful sparkling treasure, and they plotted to steal the item and escape to Elideria.

Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the entity imposed three dreadful curses upon them. First, the kenku's beloved black wings withered and fell away from their bodies, leaving them bound to the earth. Second, because their ingenuity and skill had turned toward scheming against their patron, the spark of creativity was torn from their souls. Finally, to ensure that the kenku could never divulge any secrets, their master took away their voices. Once the entity was satisfied that they had been sufficiently punished, the kenku were banished to Elideria, forced to wander a world that could not hear their plight, nor understand their noble origins.

## Rejected by All

Because of their selfish nature and inability to convey their thoughts appropriately, kenku are shrugged off as societal pests. Although criminal organizations may pick up kenku refugees for their own dastardly needs, the kenku would much rather spend their time delving into ancient texts in search for the means of which to end the curses that have been placed upon their bloodlines. This fanatic devotion, however, has even earned them the scorn of the gods themselves, and rarely ever are the kenku heard by deities when they plea for respite. This rejection has left the kenku entirely self sufficient, and frequently do they find themselves getting into trouble because of this.

The kenku believe that they have descended from an aarakocran ancestry, just as the other aarak races had, and that before they had been stripped of their wings and voices, they were once a proud race of god worshipers, yet the greed of their ancestors warped the kenku so much that they would be the bane of their aarakocran gods. The kenku believe in this only because of the known history of the three aarakocran races, the tales of the Godsworn, the Godforsaken, and the worshipers of false deities, the kenku believe that they are the fourth wheel; the Godscorned.
Minotaur

The **minotaur** were created as faithful guardians to an ancient, long-forgotten deity who instructed them to protect his ever-changing labyrinthine domain. Following the death of the deity, the chains that bound the minotaur to this plane were broken, and they were forced to flee from the domain's destruction. Lost in a strange world and left to total freedom, the surviving minotaur scattered, some taking up residence in dungeons and ruins to fulfill the eternal duty engrained in their minds, while others took the opportunity of freedom to grow their people as a defined culture.

As the minotaur's numbers grew across Elideria, the Demon Lord Barronzar took notice of their existence and admired their engrained, undying loyalty and servitude. He took advantage of this, and enslaved the minotaur in great numbers. The minotaur became some of Barronzar's most feared and indentured warriors, and the highest ranking among them even subjected themselves to torturous experimentations, transforming into powerful demons called kallotaur.

For generations, the minotaur resented Barronzar. During a brutal war between the Demon Lords, they were able to escape from Toros and the Seven Hells, freeing themselves from the Demon King's rule. This mutiny nearly cost Barronzar his life as well as the Throne of Toros, and so he vowed vengeance on the minotaur. Those that escaped his influence saw their friends and family fall to evil and descend into the depths of Toros, to be turned into kallotaur against their will. Now, minotaur seek to avenge those that fell to Barronzar, and they lay in wait for their opportunity to strike.

Most minotaur names come from their ancestry, though the origins of those names have been lost to time. Some minotaur possess names of a more demonic heritage, however, especially those whose families have had deeper ties with Barronzar and the demons of Toros and beyond.

## Minotaur

Minotaur are tall and bulky, with fierce horns and powerful hooves. They were once devoted guardians to their fallen deity creator, but have since broken free from their chains and have poured into the mortal realm to build their own culture. They now fight a battle against those of their kind who fell to a demonic influence.

## Appearance

Minotaur are tall, bulky, and frequently muscular. Their strong legs end in sturdy hooves, and their upper bodies are humanoid and naturally muscled, covered in light or coarse fur of varying colors. Minotaur often sport thick manes and beards that cover their bull-like heads, sometimes tying them into braids and adorning them with trinkets or other forms of jewelry. They also have large horns or antlers protruding from their heads, which grow in a variety of different shapes and sizes.
Dwarf

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## Mountain Dwarf

The **Mountain Dwarves** were said to have been one of the first races, handcrafted by Grimnor Cinderbeard, the God of the Forge. It is believed that the mountain dwarves were crafted in his likeness, and that they were shaped from the hardest stones on Elideria. Resilient, proud, and faithful, the mountain dwarves are the embodiment of all retribution, companionship, and craftsmanship, which makes them exceptional and trustworthy allies.

### Born of Stone

The mountain dwarves were born of stone, live beneath stone, and are masters of stonework. Their craftsmanship easily outmatches the craftsmanship of any other race, and they are proud to display it. Dwarven artifacts are made from wrought iron, burnt gold, and gleaming gemstones, and are easily identifiable by their rough edges, round shapes, and elemental properties. Even dwarven weapons and architecture are adorned with these stylistic choices, and a dwarven weapon introduced into a human family is passed down for generations to come.

Because of their affinity for the mountains and the earth, mountain dwarves often get nervous or agitated when they are in unfamiliar territory, such as a heavily forested region, a swamp, a sprawling open air city, or out at sea, far from the welcoming confines of their rocky homelands. This causes many to believe that dwarves are hot-headed and rowdy, but oftentimes their loud voice of displeasure is only because of the environment that surrounds them, and not the company.

## Hill Dwarf (Half-Dwarf)

The **Hill Dwarves** are descended from a long line of human-dwarven interrelationships, which stemmed from generations of truce between the two races. Unlike a majority of the hybrid races that exist across the world, the hill dwarves, also known as half-dwarves, are some of the most respected and widespread. Hill dwarves combine the leadership values of humans with the craftsmanship of mountain dwarves to lead a skillful and generous people.

### Living to Meet Expectations

Hill dwarves, as respected and beloved as they are, face the dilemma of fulfilling two completely different cultural lives; the life of a dwarf, and the life of a human. Frequently are hill dwarves driven to uphold their place in human society, but this drive comes at the cost of sacrificing the expectations of their dwarven elders, who look down upon young hill dwarves as disrespectful and ignorant of their heritage, but this is ever far from the truth.

A hill dwarf that lets their dwarven heritage consume them quickly find that their place in dwarven society may not be as revered as it seems, and they are often given menial tasks to carry out in servitude to mountain dwarves, very rarely seeing any position above a steward, messenger, or squire. Hill dwarves that find themselves in this position are quick to be angered and dismissive of their heritage, though they are more likely to leave their clan to pursue a different life than to cause an uprising, keeping the respect of their true dwarven kin despite their evidence of having been disowned.
Dorendrall

## Dread Dorendrall

**Dread Dorendrall,** the **God of Death, Deceit, and Disease,** appears as a frail, venerable figure dressed in tattered black robes. He is sinister and plotting, and seeks only the death of all life. His evil aspect is a mirror to the goddess Kenrisa, who is his opposite in every way. He is a member of the True Eliderean Pantheon.

His symbol is a black skull, with the right half cracked across its eye socket. Dorendrall will often disguise himself as different, lesser deities or influential humanoid figures to gain followers to his cause, such as portraying himself as a yuan-ti god to win their support. His followers take many forms, though often incorporate gray or black colors into their clothing, which bear Dorendrall's holy symbol in some form.
Nirakas

**Nirakas,** the **God of Honor and War,** also known as **the God-General, the Swordbearer,** and **the Legionnaire,** is a member of the True Eliderean Pantheon. He always appears as a humanoid figure clad in heavy armor that masks his face, and always dual-wielding swords of various types. His symbol is represented differently dependent on the culture.
Dragoria

**Dragoria,** or **the Land of the Dragons,** but also referred to as **Kynvastas,** is a massive continent on Elideria, to the east of Merevar. It is the home to ancient ruined kingdoms and civilizations, and its landscape consists of molten fields, arctic peaks, choking forests, and overgrown bogs, which are all ruled over by the true dragons, who see over the dragonborn and other dragon-kind that make their residence there. Other creatures make their homes in Dragoria's harsh conditions, though they often fall prey to the overbearing presence of the dragons, either becoming slaves to the draconic overlords or being killed outright.

Some bastions have remained in Dragoria's brutal landscape, maintained by the ancient elves who used to call the land home. Asterwood, Belashoa, and Mirrados are these bastions, with wildly different cultures and backgrounds. Additionally, a tiefling empire occupies the Shimmervale, which they have named similarly.

#### Locales

Greywood

Galais

Asterwood Keep

Dusoll

Claront

Dar Venneshe

Whisper Gorge

Bloodmount

Gromstead

Quardash

Estermont

Festering Foothills

Steelcrest

Shardyn's Hall

Klester Point

Temple of Seven-Hundred Faces

The Green Strait

World's End

Old Urosh

Urosh

Dar Gwerdain

Dar Bjoros
Highmar

**Highmar** is a kingdom on the eastern coast of Merevar. Its environments are boreal forests and flat plains. The kingdom houses the **Capital City,** also known as **New Highmar,** and encapsulates the old lands of Ashar to its east, where a generations old war lead to the destruction of the former capital, now called Old Highmar. The territory's population is one of the most diverse, receiving refugees and settlers from all over the world.

Situated in the center of Capital City is the **Bard's College,** which is a sprawling university, and is the only place in Merevar, let alone Elideria, where one can learn in the ways and arts of a bard. North of the city is the wealthy estate of **Dyshar's Hold,** which is ruled over by the influential Dyshar family, and is protected by a private militia.

Further to the southeast is the **Highmar Sparse,** a small border-peninsula surrounded by Tel'amira, Xandalyn, and Ranash, which is home to **the Outlander Tristate,** which holds the villages of **Dorme, Soumar,** and **Chy.**

## Capital City (New Highmar)

**Capital City** is, as its name suggests, the capital of Highmar. It is also the highest seat of power in Merevar, and is ruled over by a council of representatives from each of the Nine Kingdoms. Capital City spans almost the entirety of Highmar, and is divided into four separate districts.

## Eastpoint

**Eastpoint** is the port and merchant district of Capital City.

## Westpoint

**Westpoint** is a western fortress that oversees the Asharan Wall, dividing Highmar from the blasted lands of Ashar. It also has a barrack-town south of the fortress, which arms soldiers and adventurers that make the ride from Highmar to Lancast through the ruins of Ashar. It is the military district of Capital City.

## Bladesway

**Bladesway** is the residential and guild district of Capital City.

## Erstead

**Erstead** is the farming district of Capital City. It is also derogatorily referred to as the "poverty district", as most of the city's poverty-stricken live here.
Junos

**Junos,** the **Goddess of Trickery and Twilight,** also referred to as **the Princess of Stars,** is a goddess of the True Eliderean Pantheon. She often appears as a young celestial woman with black skin, piercing white eyes, dressed in long, star-filled silks, with flowing hair that shimmers with the deep colors of night. Her true form is a glowing purple orb surrounded by a white, dim light. Her holy symbol is a black circle with a smaller circle offset inside its center, like a passing eclipse.

She is often believed to be the daughter of Calrena, the Goddess of Knowledge and Light, given the similarities and contrasts between their nature and their appearances.
Tel'amira

**Tel'amira** is a large, forested country made up primarily of the **Elderwood,** the massive forest right in the middle of Merevar. Tel'amira is home to the high elves, as well as home to the wood elves, forest gnomes, firbolgs, and the oa'aarak--the owl aarakocra. While the Elderwood is ruled over by the high elves, most of its territory remains unexplored and of the pure wild, full of dangerous beasts and primitive tribes.

## Ba'seng

**Ba'seng** is the capital of Tel'amira, and is also known as **the Treehome,** home to the high elves. Its buildings are intricately crafted from marble, gold, and the black elderwood of the surrounding forest.

## Silverwood

**Silverwood** is a wood elf city, and is named for the silvered trees that surround its forests. It is home to a rift that leads to the Fey.

## Balkanas

**Balkanas** is a druidic city, and is believed to have been built by the high elves in an ancient time.

## Tal'reia

**Tal'reia** is a wood elf town which sits on the borders of a sprawling, tangled, dark portion of the Elderwood, resting on the **Clearwater Lake.**

## Koil's Glade

**Koil's Glade** is a ruined druidic citadel built into the Spine of Yasun, and is surrounded by various small druid settlements.
Fantavision Song Contest 2

Fantavision Song Contest**2**, often referred to as FSC #02, was the second edition of Fantavision Song Contest, held in The Phome Republic.

## FSC #2

### Location

Rayen, Phome Republic

3 Countries have confirmed participation in the second contest. Davina Michelle from Southern Canbhu won the contest with the song "Skyward" receving a total of 144 points. Raviela finished in second place, with Dusty finishing in third place.
The Dragon Goddess

**The Dragon Goddess,** also known as the **Dragon-Mother** or **the Mother of Dragons,** but also referred to as **Tiamat,** is a lesser deity that rules over the chromatic dragons and other evil-aligned dragon-kind. Her image is depicted as a five-headed dragon, each head resembling each of the chromatic dragons, while other depictions are of her as a demonic, six-armed woman covered with ashen scales, bearing burning red eyes and a forked tongue.
Feats

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* You gain proficiency with the *executioner's axe, greathammer, slayer's sword,* and *greatbow.*
* You no longer have disadvantage on attack rolls using oversized weapons.
* On your turn, when you score a critical hit with an oversized weapon or reduce a creature to 0 hit points with one, you can make one oversized weapon attack as a bonus action.
Taasic

**Taasic** is a mysterious crescent-shaped continent on Elideria sitting south of Merevar whose oceans are surrounded by a dense wall of fog that goes by names such as **the Mist, the Shroud,** or **the Eternity Storm.** This wall consumes all that enter it, most ships lost forever in its swirling density, and only well-trained tabaxi sailors have successfully guided their ships through its maze-like interior. Taasic's landscape is rather mountainous, and a majority of it is covered in a thick jungle, while arctic cliffs and desert strips break through the overgrowth.

Taasic is the homeland of the tabaxi, as well as a haven for all sorts of mystical creatures not seen anywhere else on Elideria.

#### Locales

Freetown

Lodgetown

Sevenstars

Highwater

Xian

Littletown-by-the-Sea

Bay of Lost Sailors

Merwas

Bluehaven

Smallgrove

Ixaldosa

Merricant

Old Fishercat's Village

Zem-zem-bararee

Twelveburrows

Twomoons Village

Bastiel

Mafamet

Sekhan

Rados

Panthris

Felinos

The Yellow Menagerie
Shadows in the Wind

**Shadows in the Wind,** commonly referred to as **Shadow,** is a tabaxi rogue/fighter.

## Character Info

### Class

Rogue (Swashbuckler) / Fighter (Battle Master)

## Stats

### Ability Scores

STR 8, DEX 19, CON 14, INT 12, WIS 10, CHA 14

## **Description**

### **Appearance**

Shadow is a tall tabaxi with the appearance of a panther, his fur as dark as night, and his eyes are a bright green. As custom for tabaxi, he bears silvery tribal markings on his face. Shadow is almost always dressed in hooded clothing so he can easily hide his identity, a habit he picked up in his early days as a pickpocket and has stuck with him ever since.

After arriving in King's Rock, Shadow adapted a unique blue and gold style for his armor, as well as purchasing and donning his Cloak of Invisibility. Shadow has grown to be more open with his identity and appearance, no longer hiding himself while in the midst of friends and sometimes while in public.

## **Biography**

### **Background**

Growing up in the slums of a tabaxi city on Taasic, Shadow sneaked his way onto a merchant ship that sailed through the Mist, where he landed at Blackport. He made his way up through Selvera to the city of Dwendyr, becoming a pickpocket to get by.

## **Character Information**

### **Notable Items**

* Bloodrazor, which was taken from Nazleth'ch.
* Bluesteel Rapier.
* Deck of Many Things, given by the Goddess of Knowledge, Irinas, as an offering for him to follow her faith.
* Bag of Holding.
* Cloak of Invisibility.
* Cloak of Many Fashions.
* Cloak of Displacement.
* Alchemy Jug.

##### **Cantrips**

* Booming Blade *(from Magic Initiate feat)*
* Minor Illusion *(from Magic Initiate feat)*

##### **1st-level Spells**

* Disguise Self *(from Magic Initiate feat)*
Qiu Zi Xuan

**Qiu Zi Xuan** is the former star player of the volleyball team and its current manager.

## Appearance

Qiu Zi Xuan has short brown hair, circular thin-rimmed glasses, and brown eyes.

## Personality

Qiu Zi Xuan is an avid volleyball fan who longs to be able to play again, but stays on the sidelines because of his leg injury. He is a good friend and manager, as can be seen in the show. He had a cold attitude towards Hsia Yu Hao in the beginning, but gradually warms up and they form a bond that then turns into love.

## Plot

Qiu Zi Xuan is a former member of the volleyball team, who has become the team manager during his third year due to a leg injury that prohibits him from playing. When his friend forces Hsia Yu Hao to join their team, the two of them don’t get along. But eventually their feelings change and Qui Zi Xuan starts to help the younger member train. Qui Zi Xiao battled his own internal struggle of not being able to play volleyball any longer throughout the series, and hurts his leg on multiple occasions.

Qui Zi Xuan’s sister, Qui Qian Ru, has feelings for Hsia Yu Hao after he saved her during a fight, and makes her brother give him food she made for lunch every day. However, Hsia doesn’t return these feelings, and ends up falling for Zi Xuan instead. This all comes to a head right before a game, where Hsia Yu Hai confesses his feelings to Zi Xuan, leaving him frustrated and confused over his own feelings.

In the end, Qian Ru finds out the truth, and makes it known to her brother that she’s been heart broken before, so this time is no different. Zi Xuan is able to overcome his worries and he and Hsia get together.