recursal/Fanatic-Fandom huggingface dataset:
BIizzaStunner

BIizza's Icon

> *"Take a gander at that Channel Description!"*
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BIizzaStunner is a Varying Quality ripper whose main meme is the Seinfeld theme.

## Appearance

BIizza is a statue similar to SiIvaGunner, but with the face of Jerry Seinfeld.

## Memes

BIizza's memes are as follows.

* Seinfeld (Depicted by 4 Grand Lad, a 7 Grand Dad AU)
* Eastenders
* Finger Family
* My Little Pony (not restricted to one song)
* The Engineer from TF2
* All Star - Smash Mouth

## Lore

There's not lore yet, but BIizza also has reboot versions of the memes planned out, but they have yet to be revealed.

## Trivia

* People often call him "Biiza" with a singular Z, this upsets biizza cause his name has *2* Zs
* He has a rivalry going on with PiIvaFunner.
* Even though he uploads mostly video game rips, he's not a video game ripper, he's a general media ripper.
* BIizza's sexual orientation is bisexual.
Página principal

Super Patos é uma série baseada no filme "Somos os campeões", que, por sua vez, baseia-se no time de hóquei de Anaheim. Tem 26 episódios, todos exibidos no Brasil no Disney Club.

É engraçado como muitos deles foram baseados em filmes famosos, como Parque dos Dinossauros, Duro de Matar e até Mad Max!

Para conhecer o resumo dos episódios e vilões, clique na imagem ao lado do nome.

Patos mandam!
My Little Pony

Songs from My Little Pony: Friendship is Magic are memes that usually only BIizzaStunner uses, although it did appear in one TTGD rip.

## Trivia

* On every single rip that uses a song from MLP, a user who goes by the name "Blonic Rainboom" comments "woops flamewar" as a reference to TimmyTurnersGrandDad's "Battle! (Wild Pokemon) - Pokemon Fire Red & Leaf Green" rip.
* It's very hard to make mashups with these songs, but BIizza keeps on trying to use it in mashups.
* It's usually associated with Ginuwine's song "Pony" because of the fact that all MLP rips SiIva makes are just that song.
HiintaLorder

Hiinta's Icon

> *"Here's a Hint: Read the channel description!"*
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HiintLorder is a SiIvaGunner parody account whose main meme is using the LISA series.

## Appearance

Hiinta is a statue similar to SiIvaGunner, but with the face of Terry Hintz, and Papyrus-like features, including the Starman crest, sunglasses, and scarf

## Memes

Hiinta's memes are as follows.

* The LISA Series (Not restricted to one)
* Chip The Ripper
* All Star - Smash Mouth
* Pepsi Man
* Death Grips

Hiinta has also used Undertale and Game Theory, but those are very scarce

## Trivia

* HiintaLorder was originally named as "The Hintlord" until September 19th
* Every rip labelled (Beta Mix) is a Death Grips rip
* HiintaLorder had a temporary takeover from December 20th to the 31st by "Puzzled Papyrus" who was killed by Chip the Ripper
Ziwei Star Sovereign

## Appearance

He was a middle-aged man with the title Ziwei Star Sovereign. He had a purple crown on his head and exuded imposingness.

## Plotline

Back then, Yue Changkong devoured his master and replaced him. In order to avoid the loss of a heavenly deity, the Ziwei Star Sovereign decided to accept Yue Changkong. After all, a heavenly deity was of immense important to any hegemonic powers. It was impossible for them to give up on one just like that. But the current Yue Changkong already caused the Ziwei Star Sovereign to feel some threat. It was more and more difficult to control Yue Changkong. From what he knew, ever since the Divine Ox Clan was exterminated in the Desolate Region , Yue Changkong had vanished. And after that, countless lives in the Desolate Region mysteriously vanished.
Back then, although he has accepted Yue Changkong, but for the sake of controlling him, the Ziwei Star Sovereign left a powerful restriction on Yue Changkong's body. But now, that restriction was shattered effortlessly by Yue Changkong. After Yue Changkong revealed his identity in his full life, the Star Sovereign gave him the full authority of the Ziwei Divine Court.
Aktöre

Aktöre is one of the four main regions of Urça. Its habitants are known for living by hard rules, being intolerant to strangers.

## Töres

Polygamy is illegal.

Adultery is punished by death.

Drinking is prohobited. (Mey sınırı)

## Babıurça Incident

20 Aktören has escaped to Ulza. Ulza deported them and as they walked to the gate of Babıurça, Aktoran archers shot them and killed 4, regardless of their age and gender.. Ulzans let the rest return.

Urçan Crisis
PiIvaFunner

PiIva's Icon

> *"Please read the channel description."*
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PiIvaFunner is a High Quality ripper who uploads Television rips.

## Appearance

PiIva bares a similar appearance to that of TimmyTurnersGrandDad and SiIvaGunner combined.

## Memes

PiIva's memes are the same as SiIva.

* Flintstones
* Loud Nigra
* Snow Halation

PiIva also uses Steven Universe songs, but it is not considered an actual meme of his.

## Trivia

* PiIvaFunner has an ongoing rivalry with BIizzaStunner
* PiIvaFunner has his own game franchise called "Kill Yourself PiIva!"
* the channel PiIvaFunner was hacked 3 times
* PiIva dislikes when other channels upload Television rips because he feels like they're trying to compete with him
Jeremy Fitzgerald

## Appearance

Jeremy is a tall,thin young looking boy with light sky blue eyes and yellow hair.

He wears the nightguard uniform with a picture of Freddy on his left arm

## personality

He is kind, loving and helpful to his boss and co-workers. Побаивается Уильяма, особенно когда тот в гневе, но всё равно пытается ему в чём-то помочь

he can be bitchy at times but only when he's mad
Prison God Clan

## Description

The **Prison God Clan** is a peak power from the Eternity Region. They were able to form the strongest spatial prisons in this world, and those imprisoned within wouldn't be able to break out from it forever.

## Plotline

Back then when the Qin Clan was destroyed, Qin Wentian led his army of deities to the Prison God Clan. The various hegemonic powers in the Supreme Ancient Immortal Realms all chose to flee, not daring to battle, and in the end, they submitted to Yue Changkong.

## Members

* Prison God Clan Leader

* Gui Chen
List of The Kings of Kingdom of Sky

King Akhil: Died of unknown natural causes.

Queen Danelys: She's defeated by her daughter, Frida.

Queen Frida The Heroine: Acknowledged as the most important person in the kingdom.

King Martin The Cursed: He had issues.

King Kançeloy The Warrior: Defend against Muson attacks with his army.

King Ravi The Sick: Could not fight because he was sick.

King Akhil II The Muson: Conspired with Musons to beat Kolkova for good. Did not succeed.
Donations

### Donating

We have a site for donations to keep the server running. We need all the support we can get but please do not feel forced in any way. **You don't have to donate if you don't want to.** After donating, the player will recieve a special particle, hat or donation trophy. These prices do not give the donators any kind of advantage over other players.

The link to the site will soon be added.
Contact

### Contact Us!

You can contact us if you have any questions about a rule or if you want to request something. There are several ways to contact us. We have our Facebook page (...) where we frequently post updates about the server. You can message us on Facebook for Ban Appeals (more about this on the Server Rules page). Besides Facebook you can also mail us (aoalotrs@gmail.com). This is also for Ban Appeals and requests. Please do not spam us with questions which can also be asked on the Server and check the FAQ page to make sure you're not asking a question which has already been answered.
Mystic Region

The Mystic Region is one of the eight regions of the Supreme Ancient Immortal Realms. This region was known as the Mystic Region and known as the Supreme Ancient Mystic Region.

## Description

The vastness of the Mystic Region was unimaginable, capable of holding the territories of ten thousand realms.

Right now in the Mystic Region, there were a total of three hegemon-level powers. In their hands, they control a total of four lower worlds. From this, one could very well imagine how strong they are. Naturally, these hegemon powers also have many subordinate powers under them and their subordinate powers were also immensely powerful ones. But among the eight regions the Mystic Region wasn't the strongest.

## Hegemon Powers

The three hegemonic powers of the Mystic Region are known as:

* Ziwei Divine Court
* Great Devil Divine Palace
* Heavenly Deity Mountain

## Powers

* Samsara Temple
* Clearsky God Mountain
* Sunmoon Sacred Mountain
* Donghuang Clan
* Cao Clan

## Immortal Realms (Controlled)

* Eastern Royal Heavens Immortal Realms
* Scarlet Sun Heavens Immortal Realms
* Wuji Heavens Immortal Realms
* Beginning Heavens Immortal Realms

## Realms

* Lifelong Realm
* Heavenly Talisman Realm
* Qingcheng Realm
* Ten Thousand Devils Realm
* Qiyao Realm
* Wuwang Realm
* Blazingsky Realm
Phone Guy

**Appearance:**

Phone Guy has black hair and light brown eyes. He also wears dark green glasses (which he cannot see without). He wears a light blue uniform with no cap (unlike Mike Schmidt). He wears two yellow badges with a dark yellow bear embedded onto them on both of his arms. He also wears black pants and shoes.

Phone Guy IRL as a Policeman holding a Pistol
Pureland of Bliss

## Description

Every members had a transcendent aura, all of them were buddhist cultivators.  There are many supreme great daos in the Buddhist Sect that contain unfathomable abilities far exceeding imaginations. For example, karma, reincarnation and samsara, the past, the future. Their daos are all extremely fearsome.

In this pureland, the Buddhist Sect was something everyone believed in, channeling their faith into it. Everyone in this great region was a cultivator of the buddhist path. They believed in the buddha dao. Over here, there was no social ranking to differentiate the classes of humans. Everyone was equal. However, the people here all revered and respected reverends with great attainments in the buddha path. These reverends to them, were all people of virtue and prestige, everyone worshipped them.

Naturally, those with the greatest talent in the buddhist path were all cultivating in the western paradise of the Pureland of Bliss. Even buddha lords were there. Only true reverends with high enough attainments in the buddha dao had the qualifications to enter the western paradise. Other than them, disregarding their current strength, those with exceedingly high potential would also be recommended by the Buddhist Sect to enter the western paradise. Other than them, no one else could enter the western paradise. Naturally, an existence like the Grim Reaper was an exception. Back then when he descended, dark clouds covered the western world, casting the entire Pureland of Bliss into darkness. The western paradise was covered up as well.

## Buddhist Sects

### Bodhi Temple

The Bodhi Temple was one of the Buddhist Sects in the Pureland of Bliss. They had consummate knowledge about the buddha path and was widely respected by people in the Pureland of Bliss. The monks in the Bodhi Temple were all monks that believed in the concept of suffering. In fact, there were even some buddha lords in the western paradise that originated from the Bodhi Temple. Hence, this particular Buddhist Temple was extremely famous. The old monk that was the abbot of the Bodhi Temple had very high attainments in the buddha dao. He was extremely kind and this was something everyone knew about. Countless people were impressed by him. If it wasn't for the fact that the old monk's talent in cultivation was slightly inferior, he would have already become a heavenly deity in the western paradise.

## Plotline

The western world was actually the main culprit behind the destruction of Ancient Azure Mystic in the past. In addition, their goal was to dominate the entire Supreme Ancient Immortal Realms, making everyone in this universe follow the buddhist path. From then on, they could collect the faith energy of the multitude of lives and achieve transcendence.

## Members

* Reverend Seven Abstinences
* Karma Buddha
* Heavenly Eye Buddha
* Reincarnation Buddha
* Buddha Sovereign (Leader)
Hudson Wiki

## Introduction to Hudson Wiki

Click edit to replace this paragraph with a description of your TV series for your readers. Keep it short and sweet.

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

Create an article about an episode by typing the title below:

Create an article about a character by typing the title below:
 Seasons

Create an article about a whole season by typing the title below:

## Pages created so far

* 4 Nin Uchi Mahjong
* Alexander Grey
* Anna Chang
* Fun and Games
* General Discussion
* Hudson Wiki
* Jeremy Jameson
* Loker
* Main Page
* Milon's Secret Castle
* New on Wikia starter pages
* News and Announcements
* Olivia van Peeters
* Questions and Answers
* Sophia Buckhart
Rayzemark

Rayzemark was the lord of Kuşyüz in Aliader.

## Childbirth Issue

In Kuşyüz law one Kuşyüz can only have single male child, in order to keep population in balance due to the fact that they virtually never die. Rayzemark's father breached the law, because Rayzemark was too sickly (and ugly) in his childhood that he felt the need to make a new child immediately. Rumor has been told that one of the males in the family should die, which came out to be true.

Rayzemark also did not have any male child, he had 6 daughters. Some say it was a curse. Some say it was a blessing, that he did not die but his father died and also Utumna blessed him with 6 daughter so his family has grown up and he got powerful due to his strong bridegrooms.

## Drought

Rayzemark interprets the early signals of the drought and predicts what's going to happen and takes early measures. He however, lies to people that he had seen everything in his dreams and tell people to store food and defend their towns and water.

## Underworld

Rayzemark appeared as one of the advisors to the Underworld Maraz army. He offered alliance to Aegia, calling him his brother "Mirim". Aegia refused to believe he is his real brother and declined.

His underworld form was even more skinnier and uglier.

*So much has passed. Even if you were my brother, now you no longer are. - Aegia*
Art in Great Lands

Sculptures of Triade: Situated in the lower part of the Dragon's Towar in Kolkova, features Migas, Biralf and Ledun's alleged faces. Destroyed during the Fall of Kolkova.

Night party: Painted by Lotto Devletti before the Fall of Kolkova. It is found by Olivye. Initially it was thought a picture of a guard relaxing in his bed chambers having tea in very dim light. It is then revealed to be an orgy.
4 Nin Uchi Mahjong

## 4 Nin Uchi Mahjong

***4 Nin Uchi Mahjong***
《姒人麻将》是FC玩具游戏当中的作品，它是《任天堂麻将》的任何一款游戏，也是哈德森软件商提供的版权。

## Overview

* Stage 1 东一局
* Stage 2 东二局
* Stage 3 东三局
* Stage 4 东姒局
* Stage 5 南一局
* Stage 6 南二局
* Stage 7 南三局
* Stage 8 南姒局
* FC Game“第一、第二、第三家属于电脑，第姒家属于人脑。”
* 第一家“北家”属于电脑，第二家“东家”属于电脑，第三家“南家”属于电脑，第姒家“西家”属于人脑。
* 麻雀牌“多人的牌”
* 通关：半庄终了。姒家(电脑能赢，人脑能输，人脑能赢，电脑能输)。

## FC Roms

* ROM1：File:姒人麻将.nes(文件大小：24.02KB)
* ROM2：File:Mahjong 4P.nes(文件大小：24.02KB)
Seven-Season Summer Wiki

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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

File:Placeholder
Blessed Ones

Blessed Ones are 12 elite soldiers sworn to protect The Third at all costs. Each of the Blessed Ones have been imbued with power from The Third himself.

## Blessed One Corren

Blessed One Corren carries a very large tower shield and a large hammer, both of which have been blessed by The Third.

Corren would eventually fall in a battle with The Fourth and become one of the Fourths main Generals.

## Blessed One Elgan

Blessed One Elgan was the original Left Eye of the Swamp after the Swamp Watchers were created following the meat swamp incident. After serving as the Left Eye of the Swamp he was tasked with leading a group of soldiers to clear out Delphoar of all worm beasts after the Meat Swamp incident. Following this mission/quest he was made into a Blessed One.
Rulebook

This a category containing all pages relating to the Nightglaives' roll system, inspired heavily by DnD (5th edition) and also borrowing ideas from DDO and the Outriders roll systems in WoW.

If this is your first time reading, a good starting point would be to read the basics, which explains the basic concepts as well as links to read more in-depth about specific concepts.
Blazing Barrier (spell)

**Blazing Barrier**is a 1st level Barrier spell in the Fire (Arcane) spell school.

**Target**: Self | **Type:** Persistent Spell

**Cost:** 5

## Description

You weave your mana into a flaming barrier made of extremely hot flames, giving off immense heat and bright light. The barrier forms around you in a roughly ovoid shape, covering your entire body, and is translucent and intangible.

The barrier can be solidified at your will, creating resistant force against any object, physical or magical, trying to pass through its boundaries.

## Usage

Roll 1d6, plus your Intelligence modifier, for the barrier's strength. While it remains active, you may make Intelligence-based defence rolls, and any Strength or Dexterity saving throws made to avoid damage or to prevent something touching you can be made as Intelligence saving throws instead.

Damage taken when defending in this manner depletes the barrier's strength. If damage received in a single blow exceeds the remaining strength of the barrier, you take the excess in damage.

Blazing Barrier is resistant to Fire damage, and expires after one minute or when the strength reaches zero. Any creature that makes physical contact with you during this time takes 1d4 Fire damage from the flames, per turn, until they move away.

## Empowerment

On cast, you can spend additional mana to empower the spell, gaining 1 empowerment for every 5 mana spent. You can add mana up to the 10th empowerment.

The Barrier's strength increases by 1d6, plus your Intelligence modifier, per empowerment.

## Additional Details

The Barrier casts a bright light for 10 feet and a dim light for 20 feet, and causes any source of water within 5 feet to start boiling.

The heat is projected outwards only, while the space within retains its normal temperature. The flames are intangible and do not set fire to things that touch them, but the heat can cause scalding burns even when you are not willing the barrier to solidify.

As a bonus action you may focus on the flames to dissipate them briefly, allowing someone to pass through the barrier unharmed.

## See Also

* Greater Blazing Barrier
* Blazing Shield
Spell DC

**Spell DC** (**Difficulty Class**) refers to a number derived from a Spell-caster's stats, that targets of negatives effects must beat with a saving throw to partially or wholly avoid.

A caster's Spell DC is determined as 8 + proficiency modifier + spell modifier (Intelligence or Wisdom, of the caster's choice unless specified otherwise.)
Chaos (spell school)

**Chaos**, also known as **Fel**,is a school of magic created by the clashing all of the Cosmic Forces together at once. Chaos magic is characterised by the intense burning created by its chaotic force, often in the form of a bright green flame that cannot be extinguished by normal means.

## Characteristics and Uses

All Chaos magic consumes Life energy inherently, and does so more quickly and intensely than any other school of life-draining magic, such as Shadow or Death. If another source of Life energy is not presented, Chaos magic will consume the energy of the caster themselves.

The effects of this are not immediate, but over long-term use Chaos wielders will have their life-spans shortened if they do not consume the life-force of other living things prolong their own.

However Chaos spells can be channelled through another living creature, draining their life-force or even their Soul to power a spell. Powerful Chaos wielders can consume an entire creature's soul to further boost their magical potential.

There is no known limit to how many souls can theoretically be consumed to boost the power of Chaos magic. Indeed, the Burning Legion are known to construct Soul Engines to house hundreds or thousands of souls, using them as fuel to power massive machines, portals, or other such things.

Like all forms of magic, Chaos Magic is inherently addictive and corrupting, filling its wielder with a sense of power that makes them feel indestructible, as the very energy of the Cosmos flows through their body. The feeling is fleeting however, and always unsatisfying, leaving the user to feel like they never have enough power. This craving often manifests as the wielder becoming more erratic and careless in their quest for more power, mimicking the chaotic nature of the magic they wield.

Chaos Magic can mimic the effects of many other schools of magic due to its compound nature, making it the most versatile of magic, though it is less efficient and more dangerous due to its need to consume the essence of Life itself to function.
Skills

## Weapons

### Strength Weapons

* Two Handed Swords
* Two Handed Axes
* Two Handed Maces
* Swords
* Axes
* Maces
* Polearms
* Shields

### Finesse Weapons

* Swords
* Daggers
* Warglaives
* Starves
* Fist Weapons
* Hand-to-hand

### Marksmanship

* Archery
* Crossbows
* Guns

## Stealth

* Subtlety
* Assassination

## Magic

### Arcane

* Fire
* Arcane
* Frost

### Life

* Spirit
* Nature

### Death

* Blood
* Ice
* Necromacy

### Elemancy

* Earth
* Wind
* Fire
* Water

## Hunting

* Beast Mastery
* Survival

## Demonology

* Demonic Affinity
* Summoning
Rest

A **Rest** is an action you may take during your turn to regenerate your magical energy, typically Mana. To Rest, you simply take no action during your turn other than movement. When your turn ends, regenerate energy as determined by your attributes (see the Energy page for more details regarding regen.)
Creating a Nightglaive

On average, a Nightglaive character is considered to already be an elite level character. Whether a Demon Hunter who has undergone the harsh training of Illidan, a Warden trained with the skills to bring down those Demon Hunters, or a Druid, Sentinel, or any other character-type of considerable skill.

## Creating your Character

To create your character, there are four basic steps. To read more, click each of the links below:

* Step 1: Choose your race
* Step 2: Assign attribute points
* Step 3: Select a class
* Step 4: Choose feats and abilities

All player-charactes will be considered to be a standard level of 10. This represents the average power-level for a player character, which roughly makes them "hero units" (such as in WC3.) For comparison, average soldiers could be anywhere from level 2 (basic grunts) to level 5 (experienced soldiers.) Elite warriors who are powerful but not worthy of the "named NPC" treatment would probably be around level 8.

As a level 10 character, each attribute can be raised to a maximum of 20 (+5), though if you wished to roleplay a character who hasn't quite reached that "hero unit" potential yet, you could choose to start out at a lower level (with less attribute points) and have them "level up" at your discretion. This will be explained in more detail in "Step 2."

### Work in Progress

Currently this system is a work-in-progress, which means not all races and classes will be fleshed out with abilities. Initial focus will be on the races and classes played the most by Nightglaives players (mostly elves, demon hunters, druids). If you intend to play a certain race or class regularly that is not yet covered in detail, do let me know so I can make it a priority.

The work-in-progress also means balance may take a while to get right. I want players to be powerful, but also be able to challenge them without having anything but a raid-level boss to be trivial. This might take some time, and so certain abilities and attributes might get buffed and nerfed while I figure it out.

As a result of this, while I still consider this a work-in-progress I will allow players to "respec" and move their attributes and feats around as they wish, in case I "nerf" their "build" too much, and also because it helps with people testing different mechanics. Eventually, once I'm happy the system is balanced, I will ask people to "lock in" their characters so that they cannot keep randomly being good at different things.

## Character Progression

There is currently no plan to allow a character to raise their level and become stronger through experience.

However, that doesn't mean your character's power will be static from the moment you create them. There is a definite plan for us to face increasingly difficult challenges as we delve further into story lines.

Your character may encounter magical loot, special blessings, or any number of things that might give them temporary or permanent boosts to their power-level. Be sure to keep an eye out for loot!
Barrier (spell)

A **Barrier**spell is a protective spell in multiple Schools of Magic, available to any spell caster who has attained at least a 1st level of training in a relevant School. Barrier spells are Persistent Spells.

Most Barriers have stronger forms known as Greater Barriers. Greater Barriers usually have additional effects woven into the spell-work and often require expertise in your chosen School. Greater Barriers can be strengthened further into Shield spells, further refining the spell-work into the strongest and most complex form and usually requiring a mastery over your School of study.

## Description

Mana is woven into a magical barrier that forms around you in a roughly ovoid shape, large enough to cover your entire body. The barrier is translucent and made of the type of energy of the School from which it was cast. The energy of the barrier gives off light (see individual spells for details.)

The barrier is only solid when the caster wills it to be, and solidifying a barrier allows a spell caster to defend themselves with the power of their mind, rather then physical strength or dexterity.

Damage sustained when defending in this manner is dealt first to the barrier itself, which has strength depending on the mana spent. When the barrier's strength is depleted it fades, and any excess damage is dealt to the caster.
Step 1: Choosing a race

This page contains information about choosing your character's race, which is step one of Character Creation. The next step is: Assigning Attributes

## Choosing a race

For most people choosing a race is simple - if your character already exists, your race is already chosen. Just look at the relevant page for their race to learn what their racial feats are.

However, you may be creating a new character from scratch and looking at creating their character sheet alongside creating them in WoW. In that case, you should bear in mind the following:

No race has any inherent Attribute advantage over another; you could become as powerful a Warrior as a Gnome or as a Worgen. However, some races *are* inherently better at some things than others, based on their racial histories in the WoW lore. These differences are represented by their racial feats, and while no feats should make one race an inherently more powerful class than another, there will be niche scenarios where your racial benefits can shine.

To learn more, read the individual pages for the races as listed below. The currently supported races are:

* Human
* Dwarf
* Gnome
* Night Elf
* Draenei
* Worgen
* Pandaren

When you choose a race, you can immediately pick one of the Racial feats listed. You can later buy more instead of general or class-based feats with your feat points.

Note: If the above link does not work, it is because I have not yet gotten to writing that races feats. If you want to bring a character along and need to write a stat sheet for them, and the race hasn't been done yet, nag me so I know to make it more of a priority.
Blazing Shield (spell)

**Blazing Shield** is a 3rd level Shield spell in the Fire (Arcane) spell school.

**Target**: Self  | **Type:** Persistent Spell

**Cost:** 30

## Description

You weave your mana into a flaming shield made of extremely hot flames, giving off immense heat and bright light. The shield forms around you in a roughly ovoid shape, covering your entire body, and is translucent and intangible.

The shield can be solidified at your will, creating resistant force against any object, physical or magical, trying to pass through its boundaries.

## Usage

Roll 1d8, plus your Intelligence modifier, for the shield's strength. While it remains active, you may make Intelligence-based defence rolls, and any Strength or Dexterity saving throws made to avoid damage or to prevent something touching you can be made as Intelligence saving throws instead.

Damage taken when defending in this manner depletes the shield's strength. If damage received in a single blow exceeds the remaining strength of the shield, you take the excess in damage.

Blazing Shield is resistant to Fire damage, and expires after one minute or when the strength reaches zero. Any creature that makes physical contact with you during this time takes 1d8 Fire damage from the flames, per turn, until they move away.

Additionally, when struck the shield releases a burst of flame at the attacker if they are within 5 feet. The target must succeed a Dexterity saving throw or take 1d4 Fire damage.

The shield explodes when destroyed, causing a fiery nova for 20 feet around you. All creatures in range must make a Dexterity saving throw, taking 4d6 Fire damage on a failed save, or half as much on a success.

## Empowerment

On cast, you can spend additional mana to empower the spell, gaining 1 empowerment for every 5 mana spent. You can add mana up to the 10th empowerment.

The shield's strength increases by 1d8 per empowerment.

At **5th Empowerment**, the burst of flame when struck deals an additional 1d4, and the shield explodes for an additional 1d6 Fire damage.

At **10th Empowerment**, the burst of flame when struck deals an additional 2d4 Fire damage, and the shield explodes for an additional 2d6 Fire damage.

## Additional Details

The shield casts a bright light for 10 feet and a dim light for 20 feet, and causes any source of water within 5 feet to start boiling.

The heat is projected outwards only, while the space within retains its normal temperature. The flames are intangible and do not set fire to things that touch them, but the heat can cause scalding burns even when you are not willing the shield to solidify.

As a bonus action you may focus on the flames to dissipate them briefly, allowing someone to pass through the shield unharmed.

## See Also

* Blazing Barrier
* Greater Blazing Barrier
Nightglaives Wiki

## Welcome to the Nightglaives Wiki

Nightglaives' wiki, for stories, character backgrounds, and RP rules.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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Creating a Character

When creating a character, there are four basic steps to follow.

* Select a race
* Assign your attributes
* Select a class
* Choose your feats
* Check out the abilities and spells available to you.

When creating your character, its important to think about what they are good and bad at from a roleplay perspective. No character is good at everything, and while you can certainly make a jack-of-all-trades type character who is average at all things, if you really want to specialise heavily in certain attributes, you will have to take penalties in others.

You should consider that combat is not the only way in which your skills will be tested. Just because you are a melee fighter who doesn't need mana doesn't mean intelligence or wisdom are worthless to you. The same is true of casters who may feel they have no need of physical strength or dexterity.

Remember that you will be roleplaying as part of a party, and so other characters' strengths can make up for your weaknesses, just as you can make up for theirs. The goal is to have all characters shine in their own unique ways

## Selecting your Race

For the most part, selecting a race is a trivial matter. Most people will be re-creating an existing RP character and therefore your racial choice is already made.

If you are creating a brand new character, consider that no race starts with any inherent stat advantage. Every race has the same starting stats and amount of skill points to spend. However, racial feats may give some races a bonus in certain areas as is befitting their racial lore. For example Night Elves are know for their affinity for magic, and may get a boost to mana regen, while Humans are known for the raw power they can summon and may get a boost to total mana.

Currently the Glaive system only covers the Alliance races, so the available races are:

* Humans
* Dwarves
* Gnomes
* Night Elves
* Draenei
* Worgen
* Pandaren

#### Mixed-race and Sub-race Characters

Some people like to play characters who are born to parents of different races, or are one of the various sub-races that exist in WoW.

For mixed-race characters, you can simply choose racial feats from either side of your characters parentage, to indicate what they have inherited.

For sub-race characters, for now you will simply be considered of the primary race that your sub-race is derived from and select racial traits accordingly. In the future, sub-races might be given unique feats.

## Selecting your Class

Selecting your class is a matter of thinking about how your character fights. Your class will determine the abilities and spells available to you, and those abilities will determine the ways your character will excel in combat.

Your class does not have to be an exact mirror of the class you choose to play in WoW, though this is often a good starting point.
Staff Team

### Application

If you want to apply for a member of staff, you can message us on Facebook or mail us (aoalotrs@gmail.com). The following things **must** be in your application.

* Minecraft name
* Do you have any experience as a member of Staff?
* Why do you think being a Staff member suits you?
* What position would you like? (Helper, builder, etc.)
* Why should you be a member of Staff and not someone else?

**Please do not spam our mail nor Facebook page, you will be punished and blocked.**
Şeytan

Şeytans (demons) are cultists that manage to return from the Underworld by possessing living and conscious beings. They worship Agrawal, who taught the school. They recognize Ariza, Agrawal's messenger, as their leader.

## Order's Foundation

When Agrawal came to Great Lands, he needed a small community to experiment his methods to return to life, which was illegal in Nimegoropolis. He tricked variety of people including both humans and Maraz by promising to teach them magic (which he did actually) but with the main purpose of experimens. Ariza has learnt more than he taught and beat them, becoming the leader of the group. Instead of making enemy of his memories, Ariza made him a God. Agrawal's soul is trapped in a statue.

## Clashes With Aegia and Midaz

The group has migrated to Underworld to acquire fanatics for their higher plans. They have risen to power when Migas sent thirty Arkana to the Underworld - most of them has joined Ariza for the "Agrawal's Cause". In the Underworld, they have clashed with Midaz and Dead Men. Meanwhile, to migrate back to world, they have to find bodies and for that they have found Feril as most fitting, which drew attention of Aegia.

Conflicts eventually led to Great Fire at the Forest, Şeytans' win. After return, şeytans had experiments with variety of bodies to possess and decided on possessing Cems, a Maraz clan which are recognized as Musonists best friends. Because of that, most Great Landers think that Musonists are very prone to evil.

## Karahaçi's War

At the time Şeytans has wreak havoc in the Great Lands, Midaz, having no solution, let Sundriel and his army of Dead Men (among with Midaz's own men who serve as spies) migrate back to the world to counter the şeytans. This was the worst times of Great Lands. Ariza is beaten by Sundriel to never return again, Şeytans are beaten by Dead Men, whom also beaten by civil war among themselves. After that, the group has tried to reorganize, but never could.

## Dissolution

Most of the Şeytans of common people are destroyed, but The Demonic Ten has stayed to troll the world. They have no intention of destroying or ruling the world, they just want to have fun.

## How It Works

A Şeytan can possess any body. However, the possessed body has to have high resistance to allocate two minds. The possessed body does not live long as destined to. Urçans are more resistant to Malizel, which make them better hosts. Some Maraz are better than humans. It is later revealed that Muson Imps are very good hosts.

Some animals are good hosts to. The tale of a Shaman who dropped after learning that his wife has cheated on him and haunted his wife and her lover through animals like snake is a common tale among people.

## The Body Problem

Şeytans can leave one's body, but once somebody was possessed, no one can say this person has returned to normal although the Şeytan dwelling inside has left.
Warglaives (Skill)

**Warglaives**are a *Dexterity* based weapon-type often wielded by Demon Hunters. Fighters trained in Warglaives learn an advanced fighting style to exploit any foes weakness, and counter any defence.

When empowered with Magic, Warglaives become a fearsome weapon of speed and mobility.

## Melee Abilities

#### Quick Strike

Roll a regular attack and bypass the target's Dodge stat. Deals Slashing damage.

*"Lash out with a quick strike, so quickly that it cannot be evaded."*

*Cost: 5 Energy | Req: Warglaives (1)*

### Flanking Strike

Roll an attack and bypasses the target's Block stat. Only useable while wielding two Glaives. Deals Slashing damage.

*"A confusing strike, taking advantage of dual-wielded blades to fool an enemies defence."*

*Cost: 5 Energy | Req: Warglaives (1)*

### Glaive Throw

Roll an attack to hurl your Glaive to at an enemy up to 20ft away. If the attack misses, the Glaive will not bounce back and you will be *half disarmed**.* You must move into melee with the target to retrieve the Glaive on a subsequent turn. Deals Slashing damage.

*"Even distance does not provide safety from a master of glaives."*

*Cost: 5 Energy | Req: Warglaives (2)*

### Glaivestorm

Roll an attack, applying it to all enemies within Melee range of you. Deals Slashing damage.

"*Even when surrounded, a wielder of Warglaives is not outmatched."*

*Cost: 15 Energy | Req: Warglaives (3)*

### Fel Rush

Roll an attack and choose a target up to 15yds away, empowering your Glaives with Fel to rush into melee range, making a lightning fast strike that bypasses their Dodge stat.

*"Fel-powered Warglaives strike with deadly speed an accuracy."*

*Cost: 5 Energy | Req: Warglaives (1), Fel Magic (1)*

### Empowered Glaive Throw

Roll an attack and throw a fel-empowered Glaive at an enemy within 15yds, ricochetng to a second enemy within 5yds of the original target. If your primary attack misses, it cannot ricochet. Deals Slashing damage.

**Empower**: Spend 5 extra Energy, per additional target, to ricochet the attack to another target within 5yds of the last.

*"Powered by Fel, a thrown Glaive carves through multiple foes and always returns to its master."*

*Cost: 5 Energy | Req: Warglaives (1), Fel Magic (1)*

### Felblade

Roll an attack as your Warglaives flare with Fel energy. Deals Chaos damage.

*Cost: 10 Energy | Req: Warglaives (1), Fel Magic (2)*

## Perks

### Dual Wield

Your training with Warglaives means you can wield one in either hand, making you harder to disarm, and unlocking some special dual-wield abilities.

*Requires Warglaives (1)*

### Fel-Etched Glaives

Your Warglaives are marked with demonic runes, allowing you to channel the power of the Demon Within into your Glaives. All Fel Magic requirements for your abilities can be satisfied by your Demonic Affinity level instead.

*Requires Warglaives (1), Demonic Affinity (1)*
Lanos

Lanos is the name given to the son of the King of the Lanos Kingdom/Empire. There have been twenty-four men named Lanos, and all of which come from the same blood. A civilian naming their child Lanos is against the law, the consequence being a forced change of name.

The name itself means different things in each language in the Realm, all of them used to described the child.

Etherian - "Blooming intellect"

Unoan - "Wise and serene"

Akean - Not enough information to tell

Unotian - "Shy shrewd"

Aruan - "Smartass"

Pyrian - "Astute"

Aratan - "Frozen soul"
Night Elves

Night Elves are an ancient race whose history dates back over ten thousand years. Their ancestry and training covers a wide range of disciplines, including powerful mages, wise druids, or fierce fighters.

Night Elves are characterised by their extreme **dexterity**, **stamina**, and **wisdom** from their long lives spent living in the forests, at one with nature. Older elves, especially the **Highborne**, are also known for their extreme **intellgence** and mastery of magic.

## Night Elf Statistics

Night Elves begin with **30 hp, 15 energy,** and **3 natural regeneration**.

## Night Elf Feats

When selecting this race, choose one of the following for free. You can "buy" more later with skill points.

#### **Child of the Forest**

You are at home in the forests, having spent many of your years living within them. You have advantage on all skill checks that relate to forest terrain, or your knowledge of the forests.

*Examples include; tracking in a forest, hiding in a forest, noticing something is unnatural about the forest, performing a feat of acrobatics such as leaping through branches, etc.*

#### **Wisdom of the Ancients**

You have heeded the mistakes of the past, and learned to control your magics carefully. Your gain advantage on spell-casting checks and you always benefit from your **base** mana-regen, even if you spent mana this turn.

*Normally you only gain mana at the end of your turn if you did not spend any, equal to the natural regen+wisdom modifier. Spell-casting checks are wisdom checks when casting difficult spells. **Requires 16 Wisdom.***

#### **Elune's Blessing**

You have dedicated your life to following Elune's teachings, and even if you are not following the path of priesthood, you can all upon her blessing once a day to heal you in a time of need.

*Roll a Wisdom check with DC10 to successfully cast the blessing, healing for 10 plus the amount you exceded the DC by. (Example: A total roll of 15 will heal 10+5 for 15 healing.) Corrupted characters (Demon Hunters, Death Knights) must beat a DC15 instead of DC10.*

#### **Shadowmeld**

A power granted by the Goddess Elune, this ability once exclusive to the Sentinel order is now learned by Night Elves from all walks of life. When the moon is in the sky, you may blend into the shadows with uncanny ability.

*When under the light of Azeroth's moon, all stealth rolls are made with a +5 bonus on top of your usual modifier(s).*
Greater Blazing Barrier (spell)

**Greater** **Blazing Barrier** is a 2nd level Barrier spell in the Fire (Arcane) spell school.

**Target**: Self  | **Type:** Persistent Spell

**Cost:** 15

## Description

You weave your mana into a flaming barrier made of extremely hot flames, giving off immense heat and bright light. The barrier forms around you in a roughly ovoid shape, covering your entire body, and is translucent and intangible.

The barrier can be solidified at your will, creating resistant force against any object, physical or magical, trying to pass through its boundaries.

## Usage

Roll 1d6, plus your Intelligence modifier, for the barrier's strength. While it remains active, you may make Intelligence-based defence rolls, and any Strength or Dexterity saving throws made to avoid damage or to prevent something touching you can be made as Intelligence saving throws instead.

Damage taken when defending in this manner depletes the barrier's strength. If damage received in a single blow exceeds the remaining strength of the barrier, you take the excess in damage.

Greater Blazing Barrier is resistant to Fire damage, and expires after one minute or when the strength reaches zero. Any creature that makes physical contact with you during this time takes 1d4 Fire damage from the flames, per turn, until they move away.

Additionally, when struck the barrier releases a burst of flame at the attacker if they are within 5 feet. The target must succeed a Dexterity saving throw or take 1d4 Fire damage.

## Empowerment

On cast, you can spend additional mana to empower the spell, gaining 1 empowerment for every 5 mana spent. You can add mana up to the 10th empowerment.

The Barrier's strength increases by 1d6, plus your Intelligence modifier, per empowerment.

At **5th Empowerment**, the burst of flame when struck deals an additional 1d4 Fire damage.

At **10th Empowerment**, the burst of flame when struck deals an additional 2d4 Fire damage.

## Additional Details

The Barrier casts a bright light for 10 feet and a dim light for 20 feet, and causes any source of water within 5 feet to start boiling.

The heat is projected outwards only, while the space within retains its normal temperature. The flames are intangible and do not set fire to things that touch them, but the heat can cause scalding burns even when you are not willing the barrier to solidify.

As a bonus action you may focus on the flames to dissipate them briefly, allowing someone to pass through the barrier unharmed.

## See Also

* Blazing Barrier
* Blazing Shield