recursal/Fanatic-Fandom huggingface dataset:
Таракан

отряд насекомых из отряда тараканообразных (Dictyoptera). Существует более 7570 видов таракановых, включая более 4640 видов собственно тараканов и 2900 видов термитов, которых сейчас тоже относят к тараканам.

Таракан сидит в стакане,
Ножку рыжую сосет.
Он попался. Он в капкане.
И теперь он казни ждет.

Он печальными глазами
На диван бросает взгляд,
Где с ножами, с топорами
Вивисекторы сидят.

У стола лекпом хлопочет,
Инструменты протирая,
И под нос себе бормочет
Песню "Тройка удалая".

Трудно думать обезьяне,
Мыслей нет - она поет.
Таракан сидит в стакане,
Ножку рыжую сосет.

Таракан к стеклу прижался
И глядит едва дыша.. .
Он бы смерти не боялся,
Если б знал, что есть душа.

Но наука доказала,
Что душа не существует,
Что печенка, кости, сало -
Вот что душу образует.

Есть всего лишь сочлененья,
А потом соединенья.

Против выводов науки
Невозможно устоять.
Таракан, сжимая руки,
Приготовился страдать.

Вот палач к нему подходит,
И, ощупав ему грудь,
Он под ребрами находит
То, что следует проткнуть.

И проткнувши, набок валит
Таракана, как свинью.
Громко ржет и зубы скалит,
Уподобленный коню.

И тогда к нему толпою
Вивисекторы спешат.
Кто щипцами, кто рукою
Таракана потрошат.

Сто четыре инструмента
Рвут на части пациента.
От увечий и от ран
Помирает таракан.

Он внезапно холодеет,
Его веки не дрожат.. .
Тут опомнились злодеи
И попятились назад.

Все в прошедшем - боль, невзгоды.
Нету больше ничего.
И подпочвенные воды
Вытекают из него.

Там, в щели большого шкапа,
Всеми кинутый, один,
Сын лепечет: "Папа, папа! "
Бедный сын!

Но отец его не слышит,
Потому что он не дышит.

И стоит над ним лохматый
Вивисектор удалой,
Безобразный, волосатый,
Со щипцами и пилой.

Ты, подлец, носящий брюки,
Знай, что мертвый таракан -
Это мученик науки,
А не просто таракан.

Сторож грубою рукою
Из окна его швырнет,
И во двор вниз головою
Наш голубчик упадет.

На затоптанной дорожке
Возле самого крыльца
Будет он, задравши ножки,
Ждать печального конца.

Его косточки сухие
Будет дождик поливать
Его глазки голубые5
Будет курица клевать.
Warehouse

Warehouse is one of the last and,smallest and the only indoor map on Combat Company. The map features many crates set up in a maze format in which players can maneuver through to get to the other side. Many players get killed

* Warehouse top down view
* Warehouse side view
* Warehouse front view
1/3
in the process either by direct hits, grenade kills or by any other way of getting killed.
Combat Company Wikia

## Welcome to the Combat Company Wiki!

Combat Company is a free beta-stage browser-based multiplayer first person shooter game built on Unity 3D engine. Combat Company is being updated everyday by only one developer, which started this project in march 2013 from scratch.

   Besides the Unity 3D player, Combat Company
doesn't require you to download any parts of the game or any kind of
plugin on your computer. Also feel free to write down your suggestions
on our forums!

Keep in mind that this is a recent wiki and will be updated as much as possible, so if you can help us we would be so appreciative :)

**Please avoid making any clan pages on this wiki, any clan pages that are created will be deleted.**

## Important Information

**Main Website:** http://combatcompany.net/

**Forum:** http://combatcompany.forumotion.com/

**Youtube:** https://www.youtube.com/channel/UC7U3\_7MPyFh7DMPBzMal5NA

**Latest Update**: 27/06/2015

## Goals of this wiki

### Current Goals:

* The current goal of this wiki is to reach 30 pages. We now have 20 pages.

* Not only do we need pages, but we need content. Every page pertaining to game information should be big enough for a content box.

### Reached goals:

* Our first primary goal was to make the wiki in general, which has been accomplished.
* Our second goal of this wiki is to reach 15 pages. We have now accomplish this goal.
Ooze genasi

— The wiki's staff

 **Alignment** | * Neutral
 **Language(s)** | * Common

The **ooze genas**i were part of the para-genasi and that means that they where a mix of two elemental outsiders, the ooze genasi in this case are part water and part earth.

## Ecology

### Characteristics

The ooze genasi were known to have a disgusting outward appearance and also known for their repulsive personalities. They were heavyset and durable with drooping bodies and yellowish skin and usually wore darker earth tone colors. Many had tells of their heritage, such as very bendable limbs or slimy skin. They usually reeked and most people would probably have called them utterly repulsive.

#### Abilities

As a general rule, they had a hard time being "charismatic" with their lack in personal skills and stench, but on the other hand they were very sturdy and healthy. Their ancestry also gave the protection from acid and as they grew in ability so did their ability to resist acid. They also had the ability to use the grease spell just as a sorcerer of equal ability about once a sunrise.
Avariel

— The wiki's staff

 **Language(s)** | * Elven, Common

The **Avariel** (*Aril-tel-quessir* in elven or "winged folk") were amongst the first of the elven races to migrate to Faerûn. However, conflict with Dragons almost wiped them out before the First Flowering and while they have survived since that time, they are considered by most to be myths or legends.

## Ecology

### Characteristics

Avariel are more delicate than their earth-bound cousins, with hollow bones to aid their flight. They have pale skin, often porcelain white. An avariel's wings are usually white, but can be black, brown or speckled. Avariel are also known to practice the dyeing of wing tips. Their eyes are slightly larger than normal and range in color from brilliant blues to green or purple. Their hair color normally is a silver-white or black.

Avariel are said to have the most beautiful voices of all the Tel'Quessir, and their songs are greatly sought after by bards of other races.

## Society

The avariels' society is split into two groups which coexist together:

* **Warlike**

Avariel warriors are geared towards war and power, answering to war chiefs who govern avariel society equally with the religious leaders. They live by a complex code of honor and spend their lives defending their race. In combat, these avariel show no mercy, often using ranged attacks from above and believing that others should know better than to create an enemy of a superior foe, such as themselves. They also view surrender to be dishonorable (for both themselves as well as their enemies), holding the idea that when a warrior draws blood, it is a promise of battle.

* **Peaceful**

The other side of the avariel society includes scholars, philosophers and artists. Intellectuals who believe in solving problems through reason and diplomacy, these avariels spend much time researching magic and history, contemplating religion and worshiping Aerdrie Faenya, and producing art for the sheer joy of creation.

Young avariel spend time immersed in both cultures (this can last over a decade), so that no matter what sect they come from, they have a deep understanding and respect of how the other half lives.
Бабуины

Они обладают длинными собачьими мордочками и близко посаженными глазами. Все их тело, кроме мордочки, покрыто густым мехом. Их челюсти тяжелые и мощные. Они в основном наземные жители, в основном обитают в открытых саваннах, лесах и холмах по всей Африке. В основном они вегетарианцы, однако, они также могут поедать насекомых. Таким образом, они также могут называться всеядными.
Lythari

— The wiki's staff

 **Alignment** | * Lawful good
* Neutral good
 **Language(s)** | * Common, Elven

**Lythari** (originally **Ly-tel-quessir**) are good-aligned elven lycanthropic wolves, similar in appearance to werewolves and often mistaken as such. Lythari differ from werewolves in that they have no hybrid form and are friendly and companionable when in lupine form. Although much less numerous than werewolves, a lot of Lythari are sponsored by the church of Selûne.

## Ecology

#### Characteristics

Lythari are true lycanthropes. They are born as were-creatures to lycanthrope parents. Lythari packs are almost exclusively found in wood elf lands or on the isle of Evermeet. Lythari propogate using a ritual of bonding that will turn the other party into a lythari. This ritual only works if both parties agree to the transformation. It leaves a permanent scar on the transformed, which resembles a wolf bite.

### Society

Lythari packs are small, usually numbering no more than 30, a dozen or so of which will be too young to fend for themselves. They do not fashion metal objects of any kind and the rare spellcasters amongst them tend to be priests of one of the nature deities. All members of a lythari pack are treated equally, with no real leaders. As such, these packs tend to be quite anarchic and are increasingly rare, as most lythari go to live in Faerie, travelling there through portals.

Lone lythari are readily accepted within normal wolf packs and treated deferentially but are left out of the pack hierarchy. Evil wolves such as worgs, werewolves and wolfweres will attempt to drive off a lythari or slay him or her if at all possible. They can sense a lythari's goodliness naturally.

A nomadic clan of lythari called the Vil Adanrath also inhabits the Endless Wastes.

#### Combat

Physical combat is abhorrent to lythari. If they aid in warfare at all it would be in a scouting capacity or as a messenger, using their speed to their advantage. However, if cornered or forced to defend their kin, they have a powerful bite which they can use to great effect. Otherwise, they only attack when hunting, preferring deer, rabbit and wild boar, much like a wolf.

## History

The lythari were originally elves who came from Faerie to Faerûn around -24000 DR but they changed considerably over the years. By 1374 DR most Faerûnian scholars did not consider them to be Tel-quessir.
Bralani

— The wiki's staff

 **Homeland(s)** | * Feywild
 **Language(s)** | * Celestial, Infernal, Draconic

**Bralani** are noble eladrin who hold dominance over the autumn winds. They usher in winter in the great cycle of life, death, and rebirth. They are considered to be the fiercest and wildest of all the celestials, living from moment to moment. Bralani love the chance to compete with others, suggesting tournaments and challenges of both physical and mental skill.

## Ecology

### Characteristics

Bralani appear as pale elves, their skin being a light blue in color and their hair similar to that of newly-fallen snow. In an instant, a bralani can assume the form of a whirlwind of dust and snow.
Half-drow

— The wiki's staff

 **Alignment** | * Neutral
* Chaotic neutral
* Neutral evil
 **Language(s)** | * Common, Drow, Elven

A **half-drow** is the offspring of one human parent and one drow parent.

## Ecology

### Characteristics

A half-drow generally has dusky skin, silver or white hair, and human eye colors. They can see around 60 feet (18.3m) with dark vision, but otherwise have no other drow traits or abilities.

## History

Half-drows are often conceived when a male drow mates with one of his human female slaves, or when outcast drow mate with surface-dwelling species.

Xandra Shobalar encountered a merchant in Mantol-Derith, ostensibly human, who was in fact half-drow. Perhaps indicative of the drow view of such things, she found his suspected nature to be appalling.
Desert dwarf

— The wiki's staff

 **Language(s)** | * Dwarvish

The **desert dwarves** were dwarven clans living in the House of Tezca desert in Maztica. The dwarves were known as the "Hairy Men of the Desert" to humans living in Maztica.

## Ecology

### Characteristics

With the exception of their sunburnt skin, desert dwarves were indistinguishable from other dwarves.

### Society

The dwarves lived in relatively small clans with several hundred members each.

Because of a lack of iron ore, the desert dwarves were forced to rely on stone weapons. However, as of 1362 DR, some had created weapons from magical plumastone from the ruined city of Tewacha.

## History

During the Rockfire Cataclysm of 987 DR, Underdark passages between Maztica and Faerûn were destroyed and the dwarves were isolated in Maztica.
Short One

— The wiki's staff

 **Homeland(s)** | * Pasocada Basin
 **Language(s)** | * Short Ones

The **Short Ones** were a clan of halflings that lived in the eastern forested mountain foothills of Maztica in the Pasocada Basin.

## Ecology

### Characteristics

The physical appearance of the Short Ones is unclear. It is possible that they have bronze-colored skin, much like the Poscadar.

These small humanoids were extremely resistant to the native poisons of Maztica.

### Personality

Short Ones were isolated from other halflings of Maztica, and built themselves conical homes from mud and bark. They subsisted by gathering berries, growing some of their own crops, and hunting small game from the forest.

### Society

They had little contact with other races and were generally distrustful, although they were known to trade with the Nahopaca. The Short Ones were particularly fond of the turquoise beads of the Azuposi, but would not trade with them directly, so had to rely on other means to acquire them.

### Combat

Most short ones were traders or hunters who fought with knives or slings. If cornered, short ones could blend into their forest surroundings becoming invisible to the naked eye.
Ondonti

— The wiki's staff

 **Language(s)** | * Common, Damaran

**Ondonti** are a rare breed of fey, closely related to orcs, brought up to be pacifists.

The members of the race known as the ondonti are close cousins to orcs. However, the ondontis live as peaceful farmers and gatherers, taking only what they need from the land to survive.

## Ecology

### Characteristics

In outward appearances, ondontis resemble orcs.

### Society

Ondontis revere Eldath, the goddess of peace and quiet places, and their culture attempts to embody the pacifist teachings of Eldath. Ondonti oral history recounts that “the Founders” brought 30 young ondontis to the lands they still consider theirs long ago, and laid down the teachings that provide the foundations of ondonti society in a cycle of tales called *Tarek-Passar* (the Way of Peace). One sage has theorized the original ondontis were in fact infant gray orc orphans, brought from their lands and taught by a reclusive group of priests of Eldath. This is quite correct, although the full details lost to history are that they were raised in the faith of the Green Goddess by the people of Myth Ondath and left to their own devices when that city was destroyed by the Ice Queen and the Gatekeeper's Crystal.

Ondontis are nearly the opposite of orcs: peaceful, kind, and dependable. To the ondontis, peace, harmony with one’s environment, and a full family life are what is important in life. Ondonti clerics are revered and their guidance is followed because of their majestic wisdom and close relationship to Eldath. Ondontis reproduce at the same rate as orcs, but have attained a longer lifespan than orcs (60 years) as a result of internal cultural harmony and applied curative divine magic. The mortality rate of infant ondontis is nearly zero, due to close monitoring of pregnant ondontis and infants by the clergy.
Noble eladrin

— The wiki's staff

 **Homeland(s)** | * Arvandor
* Feywild
 **Language(s)** | * Elven, Celestial

**Noble eladrin**, sometimes simply called **eladrin**, are powerful beings who have become so infused with the power of the Feywild that they have become entirely new creatures, taking on aspects of the seasons and other natural phenomena. Noble eladrin are powerful archfey of comparative strength to demon princes or archdevils, and who are most commonly found in the Feywild or celestial planes, particularly Arvandor and Gates of the Moon. Like most eladrin, noble eladrin are almost always free-spirited and noble individuals, whose power often reflects the seasons and other natural phenomena.

## Ecology

### Characteristics

Noble eladrin look almost identical to regular eladrin, but are differentiated in a few small ways- such as their eyes, which are opaque orbs of solid color- or the aura of radiance they emit from their bodies. Noble eladrin have a few notable abilities that differentiate them from their mortal kin. For instance, many noble eladrin have a bodily resistance to the effects of both extreme cold and extreme heat, much like other celestials, and all have a powerful resistance to the effects of positive energy. Noble eladrin also generally have the ability to speak in any language they please, with an ability similar to the tongues spell and unlike typical eladrin, some are believed to have the capacity to see in conditions absent of visible light, in a manner similar to drow. Most noble eladrin, however, have vision of the same quality and range as other eladrin.

## Types

Although themselves a category of eladrin, noble eladrin are divided into several variants, charged with the arcane power of the Feywild.

* **Bralani**

Bralani are feral, with a wilder bent than other noble eladrin, who have an affinity for autumn.

* **Ghaele**

Subtler than their kin, ghaele often invoke the season of winter in their attacks.
Dust genasi

— The wiki's staff

 **Alignment** | * Neutral
 **Language(s)** | * Common

A **dust genasi**, or **dust para-genas**i, was a sub-race of the genasi. It was a para-genasi, meaning that it was descended from two different elemental outsiders, namely an outsider of elemental air and an outsider of elemental earth, forming para-elemental dust.

## Ecology

### Characteristics

Dust para-genasi were bony and gaunt of build, with pale skin and dark circles under their eyes. Most of them had traits like dehydrated skin or a cloud of dust about them that came from their mixed ancestry. Though a nimble breed, they were often in poor health. They did not breathe.

#### Abilities

They possessed a natural defense against dust-oriented spells. Once a day, they had the ability to call a cloud of dust to their aid, that concealed them from view and forced others into coughing fits.

### Personality

These smart but often-sarcastic folk had a tendency toward the bleak and macabre, with a morbid interest in death and decay made them less them popular with others. They invariably wore dark or black attire, often even wearing funeral vestments or the like, no matter how inappropriate this might be. Though usually neutral in outlook, they had a slight inclination towards chaos. Most lived as rogues.
Dire orc

— The wiki's staff

 **Alignment** | * Lawful neutral
* Neutral evil
 **Language(s)** | * Orcish (Presumed)

**Dire orcs** are apparently heavily mutated orcs. Dire orcs are created through Bleeding Hollow clan rituals, though Twilight's Hammer would seem to know how to create them as well; it is unclear if the Twilight's Hammer has their own methods or have adopted the Bleeding Hollow's.

The first dire orc was seen in the Black Temple. Gurtogg Bloodboil, a member of Bonechewer clan and leader of the local fel orcs. After the Cataclysm, Raz Skullcrusher was captured by the Twilight's Hammer clan and empowered into a dire orc by magic energies. Later, a group known as the Dark Shaman tried to recreate the Twilight ascension process. The experiment resulted in a dire orc: Lava Guard Gordoth.
Skeleton Knight

Strategies:

* When facing waves with them involved, use a weapon that has high armor piercing. Rifles, scythes, spears are all good versus skeleton knights. I managed to clear wave 6 with a scythe as my main weapon. It has a 25% crit chance and 25 AP, decent enough for skeleton knights. In later levels u can use a spear pr rifle that has a higher AP, Higher AP means your attacks are more likely to hit them instead of doing no damage
* The sword strike skill helps massively too. Upgrading them ensures you can kill them easier, plus they cant block it
* If they are too many of them, dont deploy pikemen too much. instead let them come into range of your riflemen because pikeman take up many ground units ( one summon takes up 9 ground units)
Lantanna

— The wiki's staff

 **Language(s)** | * Lantanese

The **Lantanna** were the native human race of the islands of the nation of Lantan.

## Ecology

### Characteristics

The Lantanna were one of the more recognizable human ethnic groups with their copper-red hair, large, green eyes, and pale, parchment-hued skin tones. They were rarely seen outside of their three native islands, except as merchants on trading vessels.

### Religion

Most Lantanna venerated Gond and believed that he entered the Faerûnian pantheon from their people.

#### Language

The Lantanna spoke their own language. Strangely, they used the Draconic alphabet to write. Scholars speculated that they borrowed this script from Halruaan or Nimbrali traders of the past.
Imaskari

— The wiki's staff

 **Alignment** | * Lawful neutral
* Neutral
 **Language(s)** | * Roushoum

The **Imaskari** were a human ethnic group and the citizens of Imaskar, the ancient empire now swallowed by the Raurin Desert and the Plains of Purple Dust. Today they are vilified by the Mulan, who are the descendants of the slaves the Imaskari artificers abducted from other worlds using the mighty portals they crafted.

## Distribution

At its height, the Imaskari Empire stretched from the Endless Wastes to the Golden Water, and from the Alamber Sea to the edge of what is now Kara-Tur. Ruins of their cities can still be found on the Plains of Purple Dust.

## Ecology

### Culture

#### Language

The Imaskari spoke Roushoum, a precursor of such languages as Durpari, the Rauric family (including Chessentan, Mulhorani, and Untheric), Raumvira, and the various dialects of the Tuigan. The Imaskari alphabet has completely fallen out of contemporary use; it is only found inscribed on a few ancient artifacts and the walls of Imaskari ruins.

## Modern Age of Imaskar

The descendants of Imaskar live on as the Deep Imaskari, a sub-species of human who make their home in the Underdark realm of Deep Imaskar and the new empire of High Imaskar.
Rashemi

— The wiki's staff

 **Alignment** | * Lawful neutral
 **Language(s)** | * Common, Rashemi

The **Rashemi** are a human ethnic group native to Rashemen.

## Ecology

### Characteristics

Most are short (about 5 1/2 feet tall on average) and muscular, with a hardy physique. They commonly have dusky skin, dark eyes, and thick black hair. Men are especially hairy and may maintain a thick dark beard; baldness is virtually unknown in their culture. Women often wear their hair long and elaborately plaited.

### Culture

Rashemi think of themselves as inhabitants of a harsh and beautiful land ruled by spirits and rarely display the arrogance of other human ethnic groups. Children are expected to earn their place in the world, rather than having it handed to them, and they view life as a series of challenges to face and defeat. They place a high value on individual accomplishment and strength, physical in Rashemen and magical in Thay. Elders are respected for their wisdom and mental strength. Rogues are very uncommon as little value is placed in the accumulation of wealth. Most young adult Rashemi travel extensively for a year as part of a coming-of-age ritual called dajemma, resulting in a population with considerable worldly knowledge. Formal schooling is not emphasized because of the strong warrior culture in Rashemen and the subjugation of the lower classes in Thay. However, many Rashemi are still literate.

#### Religion

The Rashemi commonly pray to "the Three" - Chauntea, Mielikki, and the Hidden One, Mystra. They also venerate many local spirits, unknown elsewhere in Faerûn. Other Rashemi may pray to the Mulhorandi pantheon or the four elemental deities, particularly Kossuth.

#### Languages

Rashemi usually speak Common and their national language. Within the borders of Rashemen, the national language is Rashemi, which uses the Thorass alphabet.

## History

The Rashemi are descendants of the nomadic tribes that were employed as mercenaries by Mulhorand and helped win the Orcgate Wars of -1075 DR to -1069 DR. They then forged the empire of Raumathar, which rivaled the Mulhorand and Unther empires in its day. In the centuries after, they fought many battles against the Narfell empire over the contested Rashemi tribal lands on the Priador plateau. Finally in -150 DR, the empires suffered a mutual defeat in a massive fiery clash involving an avatar of Kossuth and an army of fiends led by the demon lord Eltab. The armies of the Mulhorand empire quickly swept in and reoccupied the Priador plateau, and their descendants continue to subjugate the Rashemi of Thay today. For a time, Eltab ruled the lands of Rashemen, but the Witches of Rashemen aligned with the native Rashemi and the warrior Yvengi in -75 DR and forced the demon to flee. In the centuries since, Thay has attempted to take Rashemen from the Rashemi many times, but have always been repelled. Today, the Rashemi are the most numerous human ethnic group on the Priador plateau of Thay and in Rashemen. Minority groups of them can be found throughout the surrounding regions as well.
Тукан

Сегодня у многих появляется возможность и желание содержать экзотических птиц в домашних условиях, однако туканы пока не широко распространены среди любителей.

Тукан же неплохо приспосабливается к жизни в неволе и отличается добрым нравом. Он хорошо приручается и Вы можете быть уверены – птица никогда не нападет на хозяина, не попытается клюнуть человека своим массивным клювом. По характеру туканы подобны какаду.

Туканы при должном уходе могут радовать своих хозяев до 50 лет. По одной из версий название свое тукан получил благодаря тому, что издает звуки, напоминающие по звучанию это слово. Голос у туканов громкий и пронзительный.
Ghostwise halfling

— The wiki's staff

 **Homeland(s)** | * Chondalwood
* Methwood
 **Language(s)** | * Common, Halfling

**Ghostwise halflings** were the most uncommon of the three halfling subraces.

## Ecology

### Characteristics

Ghostwise Halflings look very much like their Lightfoot cousins in stature. Not as nimble as their cousins, some Ghostwise tend be slightly stockier in build. When leaving their treetop villages, they tend to spend most of their time outside in the sun, giving them slightly tanned skins and a light brown hair. Since they rely so much on physical communication, every Ghostwise has their name tattooed in tribal symbols on a visible place on their body, and many opt to tattoo many other tribal symbols representing people and events in their lives.

Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language.

### Personality

Ghostwise halflings were generally very concerned (some might say obsessed) with family and clan. They do not experience as much wanderlust as the other halflings subraces.

### Society

Ghostwise halflings were very elusive and were generally isolated from the outside world. They often lived a nomadic life in clans. Those who left the clan often carried a token of some important natural feature in their clan's territory, such as a stone or a vial of water from a stream. Losing one's token was considered a sin and required an act of atonement assigned by the clan leader.

### Combat

Many ghostwise halflings were barbarians. In the Chondalwood, some ghostwise halfling warriors became nightgliders, warriors who rode giant owls.

## History

Like the other halfling subraces (lightfoot halflings and strongheart halflings), ghostwise halflings were one of the original tribes of the Lluirwood in Luiren. Around -100 DR, a ghostwise halfling cleric named Desva began leading the ghostwise in the worship of Malar and violence, performing savage acts on the creatures and other halflings of the forest. In -68 DR, the stronghearts and lightfoots allied against the ghostwise and battle continued for years until Chand of the stronghearts slew Desva in -65 DR. Most of the surviving ghostwise left Luiren for the Chondalwood, making an oath that they wouldn't speak until they had atoned for their savagery.
Marel

— The wiki's staff

 **Language(s)** | * Aquan, Elven

**Marels** were a distinct evil aquatic elven race worshiping Umberlee.

## Ecology

### Characteristics

These pale skin elves had blackish green hair and green eyes which had an phosphorescent glow.

## History

They were normal aquatic elves until they refused to help the human city of Northkeep in 400 DR and were banned, much like the drow were, by the gods, and their appearance changed.
Derro

— The wiki's staff

 **Language(s)** | * Dwarvish (Presumed), Deep Speech

**Derro** were a species of monstrous humanoids that inhabited the Underdark.

## Ecology

### Characteristics

Derro appeared to be some degenerate hybrid of dwarves and humans. Their rough skin was white with blue undertones and had sporadic tufts of coarse tan or pale blond hair. The eyes of the derro lacked any visible pupils.

Derro were degenerate and evil creatures of the underground, created from dwarf and human stock by some nameless deity of darkness and madness. Incredibly cruel and murderously insane, they enjoyed taking slaves and torturing surface dwellers (especially humans) to death.

Derro were afflicted by a form of racial madness, which most often manifested as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro were capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely lasted more than a few weeks. Of course, no derro was capable of recognizing that he was out of his mind.

### Society

Derro were widespread and were likely to be found in small bands throughout the Underdark. Derro warrens existed in many drow and duergar cities; independent derro strongholds lay in the deepest reaches of the Underdark. Derro scouts and marauders searched the areas around their settlements for victims to enslave and torment.

The derro were a strange and sadistic race. While clever and stealthy they were also murderously insane. It was very common for derro to devote themselves to some strange quest, such as collecting only certain types of gemstones or slaying as many members of a particular race as possible. Some derro were assigned specific missions by powerful derro savants, with the possibility that they might even join a company of comrades to fulfill some irrational goal.

#### Religion

Most derro revered the god Diirinka, but very few became actual clerics.

### Combat

Derro were stealthy and bloodthirsty. They liked to carefully arrange cruel traps and deadly ambushes, and struck savagely from hiding. They delighted in taking captives who could be tortured to death later, and favored traps and poisons that disabled without killing.

## History

Legend has it that the derro originally lived on the surface of Faerûn. They opened portals to the Far Realm which offended the World Serpent who cast the derro into the Underdark.
Skeleton Sniper

Strategies:

* These units have insane range and they can outrange elven hunters and siege archers, upgrade them to increase their range and have better survivability when attacking a outpost defended by them
* since they outrange your siege archers and elven hunters, deploy shield knights to tank for them so they can kill the skeleton snipers
Human (FR)

— The wiki's staff

 **Alignment** | * Lawful good
* Neutral good
* Chaotic good
* Lawful neutral
* Neutral
* Chaotic neutral
* Lawful evil
* Neutral evil
 **Language(s)** | * Common, other regional languages

**Humans** in Toril are widespread, can be found in most regions and, in general, are fierce and disagreeable, which can sometimes lead certain other races to view them with contempt. They are renowned for their diversity and ambition, and although they lack specialization, they can excel in many areas.

## History

The origin of humanity is something yet unknown. Although the Tel-quessir can claim the primal war between Corellon and Gruumsh for their heritage and the dwarves claim to have been forged from the rocks of Abeir-Toril itself, humans have no unifying creation myth. However, they are certainly an ancient race, having originated since before written records exist and they are frequently considered one of the creator races. More confusing yet is that, while humans indeed are native to Toril they have been found on other worlds as well, with the Mulani standing out as an example of human immigrants to Toril.

Regardless of their precise origins, humans have been undeniably successful. While hardly the only dominant race of Toril, humans are one of them and the most recent to obtain dominance. In spite of this strength, or perhaps because of it, humanity is an eternally fractured and divided race, broken up into over a dozen ethnic offshoots. It is believed that this is in part because humanity, unlike most other races, did not emerge as a whole but rather in several places at once, thereby resulting in its diversity.

## Human ethnic groups

While there are no natural human subraces, planetouched subspecies of humans have arisen in the Realms. These include the aasimars, genasi, and tieflings. There is also great ethnic diversity between humans in different regions.

The following are the most prevalent and largest ethnic groups to be found in Faerûn at this time. These are by far the most common ethnicities to be found within the Heartlands.

* Calishites
* Chondathans
* Damarans
* Illuskans
* Mulan
* Rashemi
* Tethyrians

### Minor ethnic groups

The following are ethnic groups which are either small in number, or who are most commonly found in lands far from Faerûn’s heartlands. In their own distinct regions, they may very well be the major local ethnic people.

* Arkaiun
* Bedine
* Chultans
* Durpari
* Ffolk
* Gurs
* Halruaans
* Imaskari
* Itzas
* Lantanna
* Mazticans
* Nars
* Netherese
* Nubari
* Raumvirans
* Shaarans
* Shou
* Sossrim
* Talfir
* Tashalans
* Tuigan
* Turami
* Ulutiuns
* Vaasans

### Related races

Humans are kin to many races, such as githyanki, githzerai and Imaskari. Additionally, humans have bred outside their race many times, resulting in the various half-human races like half-elves and half-orcs as well as planetouched such as tieflings.
Githzerai

— The wiki's staff

 **Alignment** | * Lawful neutral
* Neutral
 **Language(s)** | * 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.
Celadrin

— The wiki's staff

 **Alignment** | * Neutral
 **Homeland(s)** | * Evermeet
* Evermeska
 **Language(s)** | * Common, Elven

**Celadrin** are a planetouched race that resulted from the union of non-noble eladrin Tel-quessir with noble eladrins (usually Firre). Many of the celadrin encountered outside of their homes are warriors, though they are also known for their skill as bards.

## Ecology

### Characteristics

Celadrin are of medium height and size. Celadrins resemble sun elves with their same golden colored skin, but they also possess gold eyes and flame-red hair. They prefer to wear brilliant robes, often times fine silk with touches of silver and gold.

#### Abilities

Known to be quite dexterous and charismatic, but with a frail constitution, celadrin have a number of useful abilities. They can see in the dark and have resistance to fire and sleep spells and effects. They possess a fiery gaze that lets them occasionally cast a scorching ray from their eyes. They are most notable for their melodious voice however, which is said is able to influence beast and humanoids alike.

### Society

Celadrins are usually found living with sun elves, although a few are known to wander the world before eventually settling down in distant elven or eladrin settlements. They usually live in communities with prominent temples to Hanali Celanil, and tend to venerate her as their patron deity, though they worship the entire Seldarine pantheon as well.

When forced to fight, they are cautious warriors who try to first learn as much of their enemy as possible. They then use that to find the most optimum time and location to fight, using ambushes, stealth, and hit-and-run tactics. Celadrin prefer to use longswords, rapiers, and bows in a melee fight, and their wizards often use sleep spells due to their kins' resistance.

Other than reproducing amongst themselves, celadrins also propagate from the union of elves and eladrin with noble eladrin, typically during the height of the summer solstice and consummated at Hanali Celanil's more wild revels.

## History

It is said that many celadrin can trace their origin back to the height of Myth Drannor, a time of liberation and understanding. After the fall of Myth Drannor, celadrins moved to Deepingdale and Lake Sember. They also originated from other communities with prominent temples to Lady Goldheart, such as Evermeet and Evereska.
Tuigan

— The wiki's staff

 **Alignment** | * Lawful neutral
 **Homeland(s)** | * Endless Wastes
* Semphar
* Thay
* Thesk
* Narfell
 **Language(s)** | * Tuigan

The **Tuigan** were humans from Taan, also known as the Endless Wastes, the vast steppes that stretched between Faerûn and Kara-Tur.

## Ecology

### Characteristics

Tuigans had yellowish-bronze skin with black hair and broad, flat features.

### Culture

They were organized by tribes. The name "Tuigan" was actually the name of one of the major tribes. They were closely related to the inhabitants of Kara-Tur. The tribes spoke Tuigan and used the Thorass alphabet. Tuigans could also be found in Semphar, Thay, Thesk, Narfell, and Rashemen.

In summer, Tuigan men enjoyed hunting snow-beasts in the mountains.

The Tuigan mostly ate meat, and vegetables were almost unknown amongst them. Kumiss was a common alcoholic beverage. Many in Faerûn falsely believed that Tuigans ate insects.

## History

In 1358 DR, the Tuigan tribes united under Horselord Yamun Khahan. Under his banner they invaded the nations of Semphar, Khazari, Shou Lung, Thay, Rashemen, and Thesk. They were defeated at Phsant in 1360 DR by King Azoun IV of Cormyr leading an alliance of nations throughout Faerûn.
Shaaran

— The wiki's staff

 **Homeland(s)** | * Halruaa
* Dambrath
* Unther
 **Language(s)** | * Shaaran

**Shaarans** are a nomadic human ethnic group living in Southern Faerûn, primarily in the Shaar region, although some live in Halruaa, Dambrath, Unther or Mulhorand. Shaaran society is built around extended family units known as clans. Several clans form a tribe which is governed by a chieftain and a council of wise elders. Because the Shaar region acts as a crossroad in southern Faerûn, the Shaarans have learned to get along reasonably well with other cultures.

## Ecology

#### Religion

Most Shaarans worship gods of nature or the hunt. Many follow Tempus or Malar although a few worship Akadi.

#### Language

Shaarans speak their own language which has no known connection to any other language in Faerûn. Few Shaarans can read or write but those who do use the Dethek alphabet learned from the Dwarves of the Great Rift.

## History

Shaarans have roamed the grasslands of southern Faerûn for as long as anyone can remember. The Shoon Empire attempted to subjugate the Shaaran but the tribes rebelled in the fifth century DR and have remained independent ever since.
Maeluth

— The wiki's staff

 **Language(s)** | * Common, Dwarven, Undercommon

**Maeluths** were planetouched, native outsiders descended from the breeding of dwarves and devils.

## Ecology

### Characteristics

Maeluths descended from fiends and dwarves, so they could have some fiendish features, including red eyes, abnormally long fingers, or almost hairless bodies. Like dwarves, maeluths had darkvision, which was limited to 60 ft (18.3 m).

#### Abilities

Maeluths had better innate social skills than their pure-blood kin and commonly used them to attain positions of power. Due to their diabolic heritage, they were able to cause melee weapons gain an unholy power.
Wispling

— The wiki's staff

 **Alignment** | * Lawful evil
* Neutral evil
 **Language(s)** | * Common

**Wisplings** were planetouched, native outsiders descended from the breeding of halflings and demons.

## Ecology

### Characteristics

Wisplings descended from demons and halflings; however, they lacked the "traditional" fiendish traits, instead having light brown skin and bright red hair. Despite their great abilities for stealth, wisplings chose to commonly wear bright colors in order to stand out in a crowd. Like most planetouched, they had darkvision, which was limited to 60 ft (18.3 m).

#### Abilities

Wisplings had the innate ability to appear as any humanoid creature once per day.
Draegloth

— The wiki's staff

 **Language(s)** | * Abyssal, Undercommon

**Draegloths** were half-demon, half-drow monstrosities. They are created by the "unholy union" of a glabrezu and a newly-ordained high priestess of the drow goddess Lolth.

## Ecology

### Characteristics

Draegloths were 7.5 to 8 feet tall. They had four arms: large claws on the upper arms and humanoid hands on the lower arms. Their faces were stretched so that they resembled that of a dog. Their flesh was as black and covered in a fine coat of white fur. They had a yellow-whitish mane of hair on their head.

Draegloths were immune to poisons, as well as sleep-inducing spells and effects, and they are resistant to most elemental energy.

### Society

Draegloths are often seen as a sign of favour from Lolth. They are sacred creatures to the Lolthites and are usually treated with respect. Draegloths are perhaps the only variety of half-fiend that are created regularly and intentionally by a mortal race.

### Combat

Draegloths use their upper arms for hand-to-hand combat, delighting in the carnage and death they can cause in melee. As such, they wade into battle without fear, and hold little consideration for tactics; though not unintelligent, Draegloths are impatient when it comes to slaughtering their prey.

## History

During the Silence of Lolth, some draegloths, formerly unquestionably loyal to the matriarchs, went off on their own, abandoning or even betraying their mothers and demanding equal status.
Firesoul genasi

— The wiki's staff

 **Homeland(s)** | * Calimshan
* Chult
* Lake of Steam
 **Language(s)** | * Common, Ignan

A **firesoul genasi**, also known as an **fire genasi**, was a type of genasi that was able to harness the power of fire.

## Ecology

### Characteristics

Many firesoul genasi carried obvious traits from the Elemental Plane of Fire, such as coal-colored skin, flame-like hair, and fiery eyes.

#### Abilities

Firesoul genasi could summon nonmagical flame. They were also resistant to fire.

### Personality

Firesoul genasi were generally energetic and quick to act. They were impatient and dressed flamboyantly.

### Culture

#### Religion

Firesoul genasi could worship any deity, but clerics were devotees of Gond, Talos, or Kossuth.

## Locations

Firesoul genasi could be found anywhere, but were most commonly found in Calimshan, Chult, the Lake of Steam, and Unther. Most firesoul genasi in Faerûn were descended from efreet, particularly those that ruled Calimshan.
Azer

— The wiki's staff

 **Language(s)** | * Common, Ignan

**Azers** were elementals native to the Elemental Plane of Fire and Elemental Chaos. Azers were created by fire titans and fire giants, whom they often served. Others, however, lived free and worked for their own benefit.

## Ecology

### Characteristics

Azers resembled their ancestors the dwarves, but with brass-colored skin and hair, their hair and beards being comprised of flames. Azer bodies were so hot that their weapons conducted heat, so much so that any creature within reach of an azer was injured by the intense heat. Many azers wore kilts of brass, bronze, or copper.

### Culture

Azer society was best described as communal, as every individual had a place in society and matters of the state were more important than that of the individual. Living within fortresses made of bronze on the Elemental Plane of Fire, Azer nobles wielded absolute power.

Despite loving gems and constantly waging war against the efreet, Azers never started a fight unless the foe was carrying gems and in which case they might take them prisoner.

### Relations with other races

Azers were often slaves of fire giants and titans. As for the other races, azers despise efreets, with whom they are often at war.
Ghaele

— The wiki's staff

 **Homeland(s)** | * Feywild
 **Language(s)** | * Celestial, Infernal, Draconic

The **ghaeles** are a type of noble eladrin who are the embodiment of winter. As such, they are native to the Feywild, but many also live in the celestial planes such as Arvandor and Celestia, where they are the knights-errant of the celestials. They are powerful warriors that delight in the hunting and slaying of evil in all its forms, especially fiends, dragons, and undead. They are quick to make friends and lovers, but equally quick in the slaying of an enemy.

## Ecology

### Characteristics

A ghaele appears to be a fey-like humanoid of idealized physical proportions, often clad in shining armor and wielding weapons of great magical power. They can change their forms to appear as a shimmering form of light.