recursal/Fanatic-Fandom huggingface dataset:
Fire revenant

* Elemental
* Neutral evil
* Firelands
* Northrend
* Ragnaros (formerly)
* N/A
* Elemental Plane
* Kalimag

**Fire revenants** are elemental revenants based on the element of fire, found in the Firelands.

## Description

The creature is seemingly humanoid, but walks on legs of flame rather than flesh. The creature wears flowing red robes under scale mail armor and carries a heavy mace and large shield emblazoned with a single orange-colored image of an eyeball. Etched into the shield, radiating from the eye out to the shield's edges, are yellow beams. The eye sockets of the creature's metallic helm shine with menacing red flames. Its arms appear to be made of molten lava. The dark and morose fire revenants are brooding, quiet creatures. Their mournful cries can be maddening. They prefer warm locales, such as deserts or chambers beneath volcanoes. They are territorial, attacking intruders almost on sight with vicious determination. Fire revenants like to burn anything and everything they can. They fight with simple tactics, usually preferring to wade into the center of the enemy in hopes their burning bodies will scorch their foes or even set them ablaze.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Spitter

* Plant
* Neutral evil
* Jungles
* N/A
* Azeroth
* N/A

**Spitters** are large carnivorous plants capable of spitting poisons first introduced in *World of Warcraft: Cataclysm* and are classified as elementals in-game. The fruits of the Wailing Weed corrupted by the demon Tyrus Blackhorn's demonic essence are called Bileberry and have a pus-like ichor bursting from its leathery skin.

A more leafy version also exists. Besides poison attacks these are also capable of frost attacks.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Chaotic good

**Chaotic good** combines a good heart with a free spirit.

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He is kind and benevolent, a strong individualist hostile to the claims of rules, regulations, and social order. He hates it when people try to intimidate others and tell them what to do. He will actively work to bring down unjust rulers and organizations and to liberate the oppressed. He finds lawful societies distasteful and will avoid them, often living as a nomad or hermit.

Noble rebel leaders fighting corrupt or venal regimes, vigilantes acting for what they see as the greater good, mercenaries who only work for the "good guys" and anyone who "robs from the rich to give to the poor" are all examples of chaotic good characters.
Half-night elf

* Humanoid
* Lawful good
* Various
* Tyrande Whisperwind
* Varian Wrynn
* Archer, Druid
* Azeroth
* Darnassian
* Common

**Half-night elf** is a term used to describe someone who has descended from a parent that is a night elf or half-night elf and a parent of any other species, usually a human.

## RPG

### Background

Half-night elves, or half-kaldorei, are the offspring of night elves and another species (such as humans).

Only a short period of time has passed since the Horde and Alliance joined forces with the night elves to repel the attack upon Nordrassil. As such, night elves and humans have not found sufficient time to mingle and produce adult offspring. This does not mean that half-night elves do not exist, though they would be far rarer than half-elves. If any exist they would only be young children. They look more like night elves than human. Rare half-elves born of human-night elf unions most often follow a path of druidism and gain their spells from the power of nature. Half-night elves are able to Shadowmeld, they can draw on their night elf heritage, and can blend into the shadows. Adult half-night elves would have to have been born from the primitive human race, the azotha (because of human genes, they may not have lived to present day).

Half-night elves appear to have pale, pupiless or glowing eyes, and ears that are shorter and more blunt than night elves.

### Languages

Half-night elves can speak Darnassian and Common like their parents. Like all half-elves, these half-elves are versatile wanderers and pick up many different languages.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Naga sea witch

* Humanoid
* Chaotic evil
* Various
* Azshara
* Priestess of Tides, Archer
* Azeroth
* Nazja

Priestess of the tides is the naga priest variant class. They are potent spellcasters. Informally, they bear the name "**sea witch**". They are naga who revere their queen, Azshara. It is their faith in her and in naga superiority which grants them power. They wield the freezing cold of the arctic north; they command the fury of ocean storms. They also draw upon their race's arcane legacy to protect themselves. Most priestesses of the tides are females. The occasional male naga joins their ranks; however, these are vanishingly rare, as most male naga don't have the intelligence (or spirit) to make spellcasting a viable pursuit. Male naga who join these ranks are called priests of the tides.

The iconic priestess of the tides is a calculating and cunning opponent. She plans her attacks well in advance, and enemies find that other naga support her. She moves among their ranks, frost shimmering at her arrowheads and thunder sounding in the sky.

## Warcraft III

The Naga Sea Witch was a mystical naga Hero, adept at ranged combat. These scaly denizens of the ocean have often been associated with the coming of prodigious storms, but few have actually seen them rise from the sea and lived to tell the tale.

While naga sea witches are better with their marksmanship skills, they are also capable of magic powerful enough to create tornadoes and lightning storms.

## Inspiration

The sea witches were inspired by the Gorgons of Greek mythology, of whom Medusa is the most famous.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Steam elemental

* Elemental
* Chaotic neutral
* Various
* Elemental Lords
* N/A
* Elemental Plane
* Kalimag
* Ignan
* Aquan

**Steam elementals** are elemental conglomerates of fire and water which allows them to speak Ignan and Aquan dialects of Kalimag.

## Trivia/Notes

* It is unknown if Mages of Dalaran Conjurers and Shamans can control and summon Steam Elementals.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
5th Hierarchical City of Ibukido

As the 5th Hierarchical City, Ibukido is possibly bigger than Kagutsuchi, but smaller than Naobi. Ibukido was the first of the Hierarchical Cities to declare independence from the NOL and later became a member of the Ikaruga Federation. It is also where several of the Murakumo Units were created, among them Lambda -No.11- and Mu -No.12-. During Mu -No.12-'s tempering, the city was destroyed by the NOL's Nox Nyctores, Gigant: Take-Mikazuchi. This is what produced Noel Vermillion and is shown in the opening to Calamity Trigger as well as the reconstruction in Continuum Shift Extend. During Continuum Shift, Iron Tager recovers the body of Lambda -No.11- from the ruins of Ibukido.

A portion of the city is undergoing reconstruction.
Nerubian flyer

* Unknown
* Chaotic neutral
* Azjol-Nerub
* Ixit (Living)
* The Lich King (Scourge)
* N/A
* Azeroth
* Nerubian

**Nerubian flyers** are nerubian spider-creatures that have developed membranes or laid webbing between their legs, similar to a bat's wing, allowing them to fly. Most are allied with, and are just as dead as, the Scourge-infested nerubians, but a living example has been seen with the still-living nerubians.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Fel dragon

* Dragonkin
* Magical beast
* Undead
* Chaotic evil
* Various
* N/A
* Azeroth
* Draconic

**Fel dragons** are a type of fel-inflicted skeleton dragon raised by a demon's blood that seeps to the body of the corpse.

Felmyst in Sunwell Plateau is the only known fel dragon, originally Madrigosa, was raised by the blood of Brutallus seeping to her corpse.

It seems likely that the blue dragon Arcanagos became a fel dragon.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Aesir

* Humanoid
* Lawful neutral
* Unknown
* Aman'Thul
* Healer, Druid of the wild, Shaman
* Barbarian, Fighter, Wizard
* Unknown world
* Titan

Following the imprisonment of the Old Gods, **Aesir** were appointed as protectors on Azeroth. Aesir, in common nomenclator is "Storm Giants." There was at some point global combat between the Aesir and the Vanir because of something related to Loken. Loken neutralized all remaining Aesir and Vanir affecting the termination of the conflict.

## RPG

There are two presumed types of titan, the stronger, smarter, more agile Aesir, and the tougher but less powerful Vanir. The Aesir are platinum-skinned giants that once crafted the oceans and skies. Their sphere of power is storm, frost and water. They are highly reclusive, shying away from all mortal creatures, not wanting to disrupt the delicate balance of their evolution. Their direct children are the mountain and sea giants, whom they created to help them tend to the high peaks and oceans of the world. They have a connection to the elements of Air and Water.

## Myth

The Æsir (also spelled Aesir) are one of the two pantheons of gods in Norse mythology, the other being the Vanir. Famous/well known Æsir Gods include Odin and Thor.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Aqir

* Humanoid
* Chaotic evil
* Silithus
* The Old Gods
* Various
* Azeroth
* Unknown

The **aqir** were an ancient sentient insectoid race, created by the Old Gods and obsessed with eradicating all non-insectoid life. They were eventually defeated by the trolls, and split into the nerubians, qiraji, and mantid.

## History

According to a journal entry by Brann Bronzebeard, titan records suggest that the Old Gods created the aqir out of something that was not the silithid or generic insects (as those are descended from the aqir). It was some kind of species of various "proto-insectoid humanoids" that was a part of the "Black Empire." Their civilization, Azj'Aqir, was built in the southeastern deserts of old Kalimdor, and for thousands of years the expansionistic aqir did battle with the other two major civilizations of the age: the ancient Gurubashi and Amani empires of the trolls.

Approximately 16,000 years ago, the trolls finally succeeded in winning a victory of attrition, and the empire of Azj'Aqir was shattered and split. One group of aqir headed north, where they happened upon a titan facility in what would one day become Northrend. They overthrew the tol'vir attendants within, and from the ruins they founded the empire of Azjol-Nerub. Over time, this group of aqir evolved into what are now the nerubians. Another group of aqir retreated south; they too found and took over a titan facility, rechristening their new empire Ahn'Qiraj and eventually evolving into the qiraji. A third group of aqir became the mantid in what would one day become Pandaria.

## Trivia and notes

* An Ancient Aqir Artifact was dropped by Zul'jin in Zul'Aman.
* Nerubians reminded Sylvanas Windrunner and Lady Liadrin of tales of the thought-vanished aqir, giving some hint as to what they were like.
* The adjectival demonym of "aqir" is "aqiri".

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Drakonid

* Humanoid
* Dragonkin
* Lawful good
* Lawful neutral
* Lawful evil
* Neutral good
* Neutral
* Neutral evil
* Chaotic good
* Chaotic neutral
* Chaotic evil
* Various
* The Dragon Aspects
* Mage, Warlock, Warrior
* Azeroth
* Draconic
* Common

**Drakonid** (or **draconid**) are humanoid dragon-like creatures first seen by mortals in Blackrock Mountain.

## Background

### Blackwing Lair

It was believed that Nefarian had been experimenting with the blood of all of the various dragonflights to produce unstoppable warriors. The drakonid in Blackrock Mountain appear to be the result of some of the black dragon Nefarian's experiments with the blood of different dragonkin. The other places they are found in and other dragonflights they are affiliated with may disprove that theory, but the initial assumption was that alongside the blood-based experiments that created the chromatic dragonflight, drakonid (then only found in Blackwing Lair) were created from the blood of dragonkin and humanoids, while Chromaggus was created from the blood of dragonkin and core hounds (likely The Beast). Their origins are still mostly unknown, but they seem to come from empowered mortal humanoids.

They are meant to be the footmen and standard soldiers of the Legions of Blackrock, and though they have considerable magic resistances, a flaw does exist; each drakonid has a fatal weakness to one magic type, making it suffer enormous damage from that particular school. This weakness can be used to the advantage of any mortal army daring to step into the halls of Blackwing Lair in order to challenge the sinister Nefarian.

### Other dragonflights

Bronze colored drakonid can be found patrolling the Caverns of Time but are not hostile. Nether drakonid can also be found in Shadowmoon Valley, in the service of Illidan Stormrage, while the infinite dragonflight also employs drakonid of their own flight. Alexstrasza uses drakonids of all five primary dragonflights as the ground-based guardians of Wyrmrest Temple.

### Transformations

They have been said to be half-man, half-dragon, but this is likely a description and perhaps not to be taken literally. The Dragonmaw of Outland can also turn into drakonid. It is unknown how exactly they accomplish this, but it could be similar to how the Twilight's Hammer cultists achieve such a transformation. In *Cataclysm*, the Twilight's Hammer members in the Blackrock Caverns have been turned into drakonid as a type of 'gift'. Given the various origins given, it is more likely that there are simply multiple ways of creating drakonid rather than this being the sole method of creation. Coincidentally, both the Twilight's Hammer and the Dragonmaw in Outland capture and enslave the Netherwing Dragonflight's members.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Arcane elemental

* Elemental
* Neutral
* Chaotic neutral
* Various
* N/A
* Elemental Plane
* Kalimag

An **arcane elemental** is a "elemental" composed of arcane energy.

In *World of Warcraft*, arcane elementals are represented by models that use the same shape as those of mana surges, but that glow white and violet instead of being blue. While their shape resembles the voidwalker (and voidwraith), there is no indication these creatures are related to the Void in any way.

There are also powerful and often named elementals (like Anomalus, Arcanimus, and Vexallus) that appear to be more powerful and energized versions of arcane elementals. These are likely called arcane wraiths, sharing their name with the similar, yet smaller and purple, mana creatures. Ethenial Moonshadow only calls Arcanimus a "monstrosity", but their elemental nature and arcane substance is evident.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Skeleton (Warcraft)

* Undead
* Lawful evil
* Chaotic neutral
* Chaotic evil
* Various
* The Lich King (Scourge)
* Sylvanas Windrunner (Horde)
* Warrior, Mage
* Various others
* Azeroth
* Low Common

**Skeletons** are mindless undead created through necromancy. Most skeletons are raised from battlefields and thus are often seen still clothed in rotting garments and rusting armor. Some skeletons still fight with the weapons they died clutching. Others, specifically created only by the most advanced necromancers, are able to cast magical spells. Whatever they attack with, skeletons are basically mindless automatons who are either directly controlled, or made to follow a specific order from their creator. If sufficiently damaged, the magic holding their bones together will dissipate, and they will crumple lifelessly to the ground. Some skeletons, however, actually seem to possess some kind of intelligence, like Mordresh Fire Eye found in Razorfen Downs. He can be seen talking to and encouraging his brethren, holding a speech about how the undead Scourge will consume the whole of Kalimdor. Other skeletons that have retained their full consciousness include Devlin Agamand and Obrahiim, the Traveler.

A strange darkness has recently engulfed the region of Duskwood, bringing out skeletons and other undead creatures from deep within the shadows. While gangly and seemingly frail, the skeletons possess superhuman strength and are highly resistant to most physical attacks. Though it is unclear whom the Skeletons work for or whether they serve a greater purpose at all, it is alarmingly clear that they seek to destroy anything in their paths.

## Background

### Wrath of the Lich King

First introduced with the Wrath of the Lich King expansion, a more menacing looking skeleton was added and mostly appeared in only Northrend until World of Warcraft: Cataclysm made them available in several other locations. These skeletons were used for the risen skeletons of vrykul, storm giants, and ice giants, but they seem to be used for any undead skeleton to give a stronger appearance.

## Types

* Skeletal warrior
* Skeletal mage
* Skeletal orc
* Skeletal dwarf

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Harvest golem

* Mechanical
* Neutral evil
* Westfall
* N/A
* Azeroth
* Common

Three qualities make a **harvest golem** so terrifying: its surprising speed, its harmless appearance, and its merciless battle tactics. A harvest golem appears at first to be a common scarecrow. Only a closer examination reveals its snarling face, glowing eyes, and unnaturally long arms and dagger fingers — and by then it is usually too late.

Harvest golems are mechanical constructs programmed to hunt down and terminate the human inhabitants of Westfall. Though their origin is uncertain, some believe that only the wily goblins could have created these mechanical monstrosities. Others speculate that the Defias Brotherhood had the harvest golems built to scare off the local inhabitants of Westfall so that they could run their smuggling operations with greater impunity. Whatever the case may be, the harvest golems have done their jobs well - eliciting terror in anyone foolish enough to roam the fallow fields of Westfall alone.

Brann Bronzebeard once encountered a harvest golem but he was able to defeat the golem by the shot from his musket rifle.

## RPG

Goblins created the first harvest golems to serve as guardians, setting the constructs to patrol the fields of Westfall. The goblins’ first attempts were too effective; the golems killed so quickly and ruthlessly that no victims remained to spread tales of the horrifying guardians. Goblin tinkers thus hamstrung one of their creations just long enough for a survivor to spread the word. Within weeks, the fields of Westfall stood empty save for their silent, shambling caretakers. Harvest golems have since spread to other territories, leaving fear and mutilated corpses in their wake.

A harvest golem poses as a simple scarecrow long enough for its victims to enter partial charge range. It then charges, utilizes its backstab ability to rip the throat out of its nearest opponent. While mindless, a harvest golem possesses a degree of innate cunning a touch above that of most golems, modifying its tactics somewhat in response to its enemies’ attacks. A harvest golem never retreats.

A harvest golem seems a simple scarecrow, but a crafter must lace its innards with sachets of expensive powders and ground herbs. In addition, the caster inscribes animating runes inside the golem's fabric body, which requires a rare ink made of powdered arcanite.

## Trivia/Notes

* Harvest golems have a smaller, but more deadly cousin called a Remote-Controlled Golem.
* There are multiple models used for harvest golems. The main one shown here, one with less scarecrow-like coverings, and a reskin of the second one that rearranges the textures to make it seem less complete (with a hole for a face).

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Pygmy

* Humanoid
* Neutral evil
* Lost Isles
* Uldum
* Tribal chieftains
* Headhunter, Shaman, Witch doctor, Thief, Scout
* Azeroth
* Unknown language
* Low Common

**Pygmies** are a race of small primitive humanoids found on the Lost Isles and Uldum. They are related to goblins.

## History

### On the Lost Isles

The pygmies on the Lost Isles are found by the Bilgewater Cartel goblins after the goblins' escape from Kezan. The pygmies have enslaved the monkeys on the island to mine kaja'mite. They worship Volcanoth, and transforms some goblins into zombies by sucking their life-force while some are sacrificed to their "god". The pygmies also planned to release Volcanoth upon the Town-In-A-Box, but were unable to do so.

### In Uldum

In *Cataclysm*, many zones have a sort of introduction. In Uldum, the player will follow Adarrah, Budd Nedreck and the others on a camel caravan into Uldum to help them do what they do best: stealing ancient artifacts. Unluckily, the caravan is ambushed by pygmy mercenaries, who bring the prisoners to the Neferset who pay the pygmies with coconuts.

## Appearance

Pygmies are small humanoid creatures, about the size of goblins. Their skin ranges in many tones of peach to dark brown.

## Culture

### Language

Pygmies appear to speak a primitive language, though some have learned to speak Low Common.

### Magic

Pygmies use voodoo magic, as noted by many witch doctors in both Oomlot and Oostan tribes. There are also shamans in Oomlot tribe.

## Trivia/Notes

* Apparently, Uldum was planned to be inhabited by sand gnomes (ones that were parodies of Jawas rather than Fremen). In the end, they were replaced by pygmies instead.
* Pygmies appear to be very similar to sand gnomes.
* According to *World of Warcraft: The Magazine* Issue 5, pygmies and goblins share an unknown common ancestor.
* The pygmies were apparently going to worship a giant gorilla named Kong, even having a giant wall surrounding his cavern. This cavern later turned into an escape route for goblin players during the volcanic eruption.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Ice elemental

* Elemental
* Neutral
* Chaotic neutral
* Frostland
* Ahune
* N/A
* Elemental Plane
* Kalimag
* Auran
* Aquan

An **ice elemental** is a type of elemental conglomerate that is a combination of elements of air and water.

## RPG

They originate from Frostland. Ice elementals speak Auran and Aquan dialects of Kalimag. Ice elementals apparently are in the service of Neptulon.

The shape of an ice elemental looks like an ice sculpture of a vaguely humanoid form coated in snow. It whirls into shards of ice upon the winds, as if hungrily, body heat alone can melt its shimmering crystals.

## Trivia/Notes

* In *World of Warcraft* you can easily tell if they are ice elementals by their loot. Most often they can not be mined by miners, but instead drop items related to water, such as Crystallized Water.
* It is unknown if Mages of Dalaran and Conjurers can summon Ice Elementals.
* It is unknown if Shamans can summon Ice Elementals.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Brimstone (Aggron)

Species
 Gender
 Type
 Ability
 Held Item
 Weight

Brimstone was a former member of Dancing Flames and Flames on the Wind, and his whereabouts are currently unknown.

## Personality

Brimstone thinks very highly of himself, and for good reason. He's tough as steel, both literally and metaphorically. Brimstone often speaks with a sharp and demeaning tone, quick to put others down. However, if someone can show him that they are superior to him, he will be very quick to change his demeanor - For the most part.

## Moves

* Iron Defense
* Metal Burst
* Rock Slide
* Iron Head

###
Magmawyrm

* Dragonkin
* Magical beast
* Undead
* Chaotic evil
* Various
* N/A
* Azeroth
* Draconic

**Magmawyrms** are a type of skeleton dragon raised from the corpses of black wyrms by the Scourge to serve as powerful minions, as seen in 'The Best of Intentions' and 'Neltharion's Flame'. They appear similar to the emberwyrms, former red wyrms.

Nightbane in Karazhan may be a type of magmawyrm, although he was raised from the blue dragon Arcanagos.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Mercury elemental

* Elemental
* Neutral evil
* Deepholm
* Maziel (formerly; presumed)
* N/A
* Elemental Plane
* Azeroth
* Kalimag

**Mercury elementals** are a new type of elemental comprised of pure mercury, they were first introduced in *World of Warcraft: Cataclysm*. It's unknown if this is a naturally occurring elemental or something that requires a ritual to become. In Deepholm a Twilight's Hammer member performs a ritual by feeding on Mercurial Oozes in order to "ascend" to another form. This process would transfigure his body into one of pure quicksilver.

## Trivia/Notes

* There appears to be two types of mercury elementals, those that form an ooze and those that take an unbound water elemental form.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Blood golem

* Mechanical
* Lawful neutral
* Chaotic neutral
* Quel'Thalas
* Isle of Thunder
* Lor'themar Theron
* Lei Shen (formerly)
* N/A
* Azeroth
* Thalassian
* Mogu

**Blood golems**, also known as **anima golems**, are mechanical creations of Archritualist Kelada, under the Thunder King's command, and were forged in the Throne of Thunder. The small golems serve the great Dark Animus. After its defeat, the blood elves acquired the Dark Animus' power source and began empowering blood golems of their own.

## History

### Mists of Pandaria

During the fights on the Isle of Thunder, agents under Lor'themar Theron defeated the Dark Animus and secured its power source within a crystal. Blood elf archmagi were tasked with uncovering the secrets behind the origin of the animus golems' powers, also allowing the elves to empower functional blood golems of their own. The animus' power was adequate leverage for Lor'themar, who had sought to find powerful weapons on the isle to prepare for an uprising against Garrosh Hellscream.

### Warlords of Draenor

The blood golems make an appearance in *Warlords of Draenor*, where they are employed by the Sunsworn. Lady Liadrin fields groups of animus golems to help purge the demonic corruption in Talador and to defend Auchindoun. Magister Astalor Bloodsworn can be found empowering dormant golems at Exarch's Refuge.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Gloaming

* Natural humanoid
* Outsider
* Lawful good
* Lawful neutral
* Lawful evil
* Neutral good
* Neutral
* Neutral evil
* Chaotic good
* Chaotic neutral
* Chaotic evil
* Underdark
* Various
* Toril
* Undercommon

**Gloamings** were planetouched creatures with heritage from both Toril and the Plane of Shadow.

## Description

Gloamings were humanoids typically with pale skin and dark, furry wings, with which they were able to fly. They were lithe but not very strong. Their catlike eyes appeared metallic in low light; in full light, they were typically a color of gray. Their skin glowed with a luminescence that could be controlled. Many gloamings carried tattoos that created interesting patterns on their glowing skin. They were frequently mistaken for tieflings.

Gloamings reached adulthood at age 13 and could live to be a maximum of about 300 years old.

## Personality

Gloamings were usually curious and traveled compulsively. Although individuals were given names as a child, adult gloamings could choose new names for themselves.

## Society

Although settlements were rare due to gloamings' wanderlust, gloaming settlements tended to run contrary to the dominant alignment of the area. They shunned all organized religion.

## Abilities

Gloamings were able to fly and were apt at shadow-based spells. They were also resistant to illusions and psionic attacks. They could sense inactive portals within five feet. They could control the level of their skin's luminescence (from none to bright), but were subject to light blindness.

## Relations

Gloamings detested drow, sharing legends that told of drow capturing, torturing, and experimenting on gloamings. Illithids did not find gloamings palatable and thus left them alone.

## Locations

Gloamings were uncommon in the Underdark but almost never seen on the surface. A few gloaming settlements existed, such as the large city of Sphur Upra, which straddled the boundary of the Prime Material Plane and the Plane of Shadow.

## Credits

* The entirety of this article comes directly from Forgotten Realms Wiki. The article can be viewed here.
* The artwork on this article is unofficial.
	+ The current profile picture was created by an unknown artist.
Shredder

* Mechanical
* Neutral
* Various
* N/A
* Azeroth
* Common
* Goblin

**Shredders** are goblin inventions designed to harvest lumber.

The Super Reaper 6000, seen in Stonetalon Mountains and around Venture Bay, may be an upgrade of the Shredder.

## RPG

The shredder is an impressive goblin mechanical creature which is usually piloted by a goblin. Shredders are used for lumbering, but they can serve in war because of the solid metal construction of the machine and the great saws they wield. The first machine designed to mimic the humanoid form, goblin shredders use the steamsaws attached to their arms to cut down lumber at an incredible rate that is unmatched by peasant work crews. It moves at 10 miles per hour and has a crew of 1 usually designed for goblin-sized creatures, though larger version have been built).

This invention allows a single goblin to do as much harvesting as ten field hands.

Another goblin invention, called a "mechanical planter", does the opposite of the shredder; it plants new trees.

## Trivia/Notes

* Looking into the cockpit of a shredder, one can see an image depicting an infested Sarah Kerrigan (from the *StarCraft* series) on the screen.
	+ The new shredder model first introduced in MoP with the Sky Golem features a similar easter egg, but with a picture of Kerrigan from *StarCraft II* rather than the original *StarCraft*.
* Siegecrafter Blackfuse's special shredder instead features an image of Garrosh Hellscream in the cockpit.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Winston (Gallade)

Species
 Gender
 Type
 Ability
 Held Item
 Weight

Winston was a former member of Dancing Flames and Flames on the Wind. His whereabouts are at the moment unknown.

## Personality

Winston fights fairly in all of his encounters, despite his inherent ability to read minds. He has great respect for his opponents, which allows himself to push his skills past his limit to defeat someone. Because of this, he and Brimstone were great friends before the disbanding of Flames on the Wind.

## Moves

* Swords Dance
* Psycho Cut
* Drain Punch
* Thunder Punch
Flametongue

* Humanoid
* Dragonkin
* Lawful good
* Lawful neutral
* Lawful evil
* Neutral good
* Neutral
* Neutral evil
* Chaotic good
* Chaotic neutral
* Chaotic evil
* Various
* The Dragon Aspects
* Various
* Azeroth
* Draconic
* Common

**Flametongues** are a race of dragonspawn. Although these dragonspawn are technically advanced members of the wyrmkin race, the flametongues' abilities and capacities are superior enough that they can be considered a different species. A wyrmkin is elevated to flametongue status by showing consistent skill and leadership. The dragon mentor performs a ritual that emulates a dragon's own transition from drake to mature. The flametongue is then taught spells and new abilities — and is also trained to break out of the shell of the disciplined, unquestioning wyrmkin to become an independent thinker and strategist. Flametongues carry swords and/or spears as well as shields. Weapons and/or armor are magical, offering enhancement and sometimes minor enchantment. They may also have a useful magic item such as a wand, ring or other trinket. They also utilize spells as circumstances warrant.

Flametongues are clever fighters, well-trained and organized. They are officers, often leading squads of other dragonspawn into battle. They know how best to use their unit, and they know the capacity of each individual in their armies. While not phenomenally intelligent, they can improvise and create new strategies as opportunities arise. They are encouraged to branch out and learn new things in order to bring diversity to their command.

They speak Common and Draconic.

## Trivia/Notes

* Only one flametongue appears in *World of Warcraft*, and that is Baleflame of the red dragonflight. He can be seen in the profile picture on this article.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Draenor ancient

* Elemental
* Neutral
* Various
* Mosswood
* N/A
* Draenor
* Common

It was only very recently that draenei rangari managed to communicate with these enormous sentient trees, the **Draenor ancients**, but wildly different ways of life—not to mention a completely different perception of time—have made further interaction difficult. The ancients get their name from their analogues on Azeroth; they are tied closely to a prehistoric plant lineage that unites much of Draenor's flora and places them in opposition to the creatures of stone. These enigmatic ancients remain in the same area for hundreds of years and are reluctant to move unless their home is threatened. Adventurers should be cautious when harvesting the valley's lumber, as they may find the forest fighting back.

There once was a grove of ancients in either Gorgrond or Frostfire Ridge, its name forgotten. They lived there in ancient times before the destruction of Outland. Mosswood the Ancient is one of the last of these ancients.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Saberon

* Humanoid
* Chaotic neutral
* Various
* Tribal chieftains
* Warrior, Rogue, Shaman, Hunter, Druid
* Witch doctor, Shadowshaper, Shadow hunter, Blademaster
* Draenor
* Unknown

The vicious **saberon** are a cat-like species native to Draenor.

Few creatures embody the savagery of Draenor as much as the saberon, vaguely feline beasts who have adapted to nearly all of this world’s diverse environments. From the icy caverns of Frostfire to the steamy jungles of Tanaan to the maze-like rocky outcroppings of Nagrand, there’s not a niche that the ferocious saberon haven’t conquered. Saberon outwardly appear more advanced than beasts; they have a social structure, and can shape simple tools into weapons. Adventurers should be especially wary of saberon hunting parties, whose coordinated attacks, sharp rending claws, and ability to shadowstep behind prey make them deadly indeed.

## Appearance and culture

Saberon are cat-like humanoids, standing around 6-7 feet tall. Their ranks include hunters and warriors, as well as witchdoctors and "shadowshapers", both wielders of magic. The saberon have highly developed rituals and customs.

Melee types usually wear minimal clothing, often a simple loincloth, and may fight barehanded or with dual-wielded knife-like weapons. In contrast, the magical types are lavishly decorated with complex garments, ornamentation and feathers, and wield large and lengthy jawbones as weapons. These saberon are adorned with necklaces, belts, shoulders, bracers and headdresses, and wear wrap-like garments covering their lower bodies.

The difference between the appearance of the two groups is likely due to the higher position or rank of the magic-wielding types within saberon culture, but may also relate to religious or ritual purposes.

Saberon organize by tribes, clans and prides.

## Trivia/Notes

* Druids can take on the form of a saberon, activating the Claws of Shirvallah form.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Arcane wraith

* Elemental
* Chaotic neutral
* Neutral evil
* Various
* N/A
* Azeroth
* Twisting Nether
* Kalimag (presumed)

**Arcane wraiths** (also called **mana elementals** **mana wraiths** and **arcane elementals**) are beings of pure mana. They superficially appear to resemble undead shades (and not wraiths), though they are in actuality elementals and seem to be a variant form of mana surges. The manawraiths are considered to be arcane wraiths, even though they are a type of mana surge. Tainted Arcane Wraiths also resemble mana surges. Arcane wraiths and mana surges are both types of "mana elementals". They can originate from the Twisting Nether, and an explosion of mana of great magnitude can bring these creatures to other planets, but they can also reach other planets by other means, such as being summoned by the blood elves and controlled with Arcane Sliver.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Plagued dragonflight

* Magical Beast
* Dragonkin
* Undead
* Chaotic evil
* Northrend
* Western Plaguelands
* The Lich King
* Various
* Azeroth
* Draconic

The Cult of the Damned began breeding a **plagued dragonflight** within Scholomance as another method of spreading the Plague of Undeath. The necromancers of Scholomance, working under Vectus, used black dragon eggs from the Burning Steppes as the basis for their experiments, and hopes to unleash the plagued dragons on the world. However, the Argent Dawn has caught wind of their activities and plans, and is working to destroy the abominable plagued dragons before they can be deployed.

Work on the plagued dragonflight appears to have continued in Northrend, as several Plagued Proto-Drakes can be found throughout Icecrown and the Storm Peaks. Kel'Thuzad once nursed a plague-infected whelp to adulthood, feeding it only the finest liquefied remains.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Githzerai

* Natural humanoid
* Lawful neutral
* Neutral
* Chaotic neutral
* Limbo
* Various
* Toril
* Common
* Deep Speech
* Draconic

The **githzerai** are a once-human race that dwells primarily on the plane of Limbo.

## Ecology

Githzerai are naturally possessed of psionics and some magic resistance. They tend to train in martial combat and many fight as monks.

### Culture

Githzerai society is very monastic and introspective. Many githzerai train as Monks, while others choose to lose their natural magic resistance and become Wizards. Some multi-talented githzerai become zerths, blending magic, combat, and psionics into their fighting. The zerths also hold special significance as religious leaders in githzerai society. Like their cousins and enemies, the githyanki, githzerai often form hunting bands for the purpose of seeking out and destroying the hated illithids.

The githzerai dwell mostly in the chaos of Limbo, using their natural psionic abilities and mental focus to form the swirling chaos of the plane into great fortresses and monasteries.

## History

The Githzerai and the Githyanki were once one race referred to as the People. They were thralls, slaves to the Illithids, and were completely subservient for many years. Zerthimon, one of the People and now a God-like figure to the Githzerai, was the first of The People to gain true self-awareness and resistance to the mental shackles of the illithids. He made others aware of their predicament and showed them how to resist the illithids as well. The process was kept underground for a great time until enough of the People were turned that a full-scale uprising against the illithids was staged. The People were victorious, destroying the last vestiges of the illithid empire (some say the most powerful empire to ever exist in the multiverse) upon the Blasted Plains.

It was in the light of this victory that Gith, a warrior-queen and leader of the rebellion, declared that the People would not rest until they had discovered and destroyed all remaining illithids in the multiverse; then, the People would be free to conquer all of the planes of existence and bring war to all other races. Many of the people's hearts shared this goal. Zerthimon argued that the People already knew freedom and should begin to mend the damage done to their race. He too expressed a goal that was in the hearts of many of the People. Still, Gith insisted that hers was the only path and that they would be "under the same sky" in the matter.

Zerthimon then told Gith that there "cannot be two skies." This became known as the Pronouncement of Two Skies, a declaration of war that splintered the People into the races of githyanki and githzerai. Battle was waged on the Blasted Plains, and the githyanki retreated to the Astral Sea while the Githzerai withdrew to the Elemental Chaos. The two races have remained enemies ever since.

## Credits

* The entirety of this article comes directly from Forgotten Realms Wiki. The article can be viewed here.
* The artwork on this article is official and was created by Wizards of the Coast and/or their affiliates.
Main Page

## Welcome to the Pokemon: Mystery Dungeon Fanon Wikia

This wiki is made from fan-created content! It features fan characters for the Pokemon: Mystery Dungeon spinoff series!

## Describe your topic

Welcome to Feraligatr's guild! You've finally mustered the courage to join the guild with you and your teammate(s).... Now all you have to do is name yourselves in a team, make a page for your character, and create your very own stories on this wiki! You can post info about your character, and make your own fanon series showcasing their adventures! You can make you own multiple characters and have them be in their own team, or collaborate with others! Your adventure is totally up to you!

## Latest activity

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

File:Placeholder
Rebels of Verdant Station Wikia

## Welcome to the Rebels of The Lathir Wikia

The Rebels of Verdant Station is a Fantasy Flight Games Age of Rebellion Game. It began with the beginner box in August of 2014 and is still going strong.

The players are all rebellion officers in charge of various sections.

This campaign is played every other sunday but has a large amount of role playing dialog in between sessions that can directly effect the course of the upcoming games. In addition a Wiki Page is used to keep track of all the personnel and vehicles at the teams command. Section Commanders are responsible for updating personnel training as well as equip/modifying vehicles and Verdant Station personnel.

## Information

### Lathir Special Task Force

#### Medical Facilities

###

## Latest activity

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

File:Placeholder
Masetian

* Natural humanoid
* Neutral
* Aduria
* Isle of the Serpent (presumed)
* Various
* Aebrynis
* Unknown language (presumed)

The **Masetian** people were one of the ancient tribes of Aduria that fled the coming of the Shadow. The patron deity of the Masetian was Masela the Swift, also called the Spirit of the Sea. After the Battle of Deismaar Masela's place was taken by Nesirie, her former high priestess.

The Masetian forces at Deismaar suffered more than any other, harassed on their journey to Mount Deismaar by the renegade Masetian admiral now known as The Serpent and the terrible sea-beasts of Azrai (two of which survive today as The Kraken and The Leviathan) barely two-thirds of the Masetian force actually reached the battle. The Masetian sailors were crushed by the forces of the goblins and the Adurian beast-men and Vos led by the Lost at the battle of Mount Deismaar, when the gods died and the forces of Azrai fled the battlefield the Masetians paused before leaving, desperate to repair their ships before facing the surviving sea-beasts of Azrai. Although their intentions were good in ignoring the warnings of the dwarves (a people barely known to the sea-loving Masetians) the Masetians doomed themselves - the collapse of the land-bridge and ensuring tsunamis ensured that not one ship of the proud Masetian armada returned from Deismaar.

The Basarji, long competitors of the Masetians for land, swiftly capitalized on the weakness of the Masetians and within a decade only a handful of Masetian realms were not 'protected' by Basarji forces, within another decade the Masetian people were utterly dominated by the Basarji and routinely made slaves. By the time Roele expanded the nascent Anuirean Empire into the lands of the Sun Coast, the Masetian culture was all but destroyed as the Basarji had done their utmost to ensure that only the Basarji culture remained.

Rumors say that some pure-blooded Masetians live on the Isle of the Serpent, or that some fled Cerilia soon after Deismaar when the Basarji began assimilating the surviving Masetians, some rumors even say that a handful of ships survived the battle of Mount Deismaar and fled to continents far away, but few serious scholars believe these wild rumors and the Masetian people are generally agreed to be extinct.

## Credits

* The entirety of this article comes directly from Birthright.net. The article can be viewed here.