recursal/Fanatic-Fandom huggingface dataset:
Teifelheim

Teifelheim is the site of where ancient wizards and warlocks attempted to unlock the secrets to immortality. They may or may not have succeeded, but the entire area surrounding it was intentionally flooded to bar people from recovering the secrets of their ancient magics, namely the lich Amartos and his Gossamer Blade. It is now located in the Bay of Teifelheim in southern Doviraan, south of the Wōdenwald Forest.

## Features:

* Cathedral
	+ Amartos's Prison
		- Magical Item Storage
			* Gossamer Blade Scabbard
			* Wahrog Compasses
			* Diadem of Amartos
			* Prism of Otherspeak
			* Weapon of Need (Dull knife)

* Alchemy Lab
	+ Potion of Healing (red)
	+ Potion of Aging (silvery grey)
	+ Potion of Age Halting (quicksilver but gold)
	+ Ryllic Hexwater (purple)
	+ Potion of Exploding (bright red, pictogram of guy drinking it, then exploding)
	+ Chest of one of each alchemical metal ingots
* Huge storage area
	+ Hat that makes your head tall
	+ Telescopic crossbow bolt
	+ Returning Coin
* Large tower/prison
	+ Prison cell with claw marks on the wall
Arthos

Arthos was an ancient kingdom of Whirn, which defined its golden era. It was built by humans with the assistance of gnöbs, and lasted for 988 years before it was obliterated by Glrr in the form of a gnöb named Pretzel Jenkins. The exact location of the kingdom is unknown to modern scholars, as Arthosian artifacts can be found in all corners of the world. However, scholars agree that it was most likely somewhere in southern Whirn.

## Arthosian Artifacts

* The Epitaph of an Unknown King
* Thirty Arthosian Metals
Tretvignon

There are 11 baronies in Tretvignon, each being roughly the same size.

## Baronies

* Vellesant (velesä)

* Busteaux (bustō)

* Valdon (valdö)

* Bregagne (bregańe)

* Allemont (alemö)

* Se Fayeux (se fajō)

* Magne-Guiche (mańe-gish)

* Moncard (mökard)

* S'Isle Jonquis (s'isle zhökis)

* Renard (renard)

* Dufronge (dufrözh)

## Description

Trevińö is a land of dichotomies. On one hand, they are extremely civilized, and have the most intricate manners in Whirn. At the same time they are extremely war-minded and barbaric, doing anything to win land for their baron. The land is extremely beautiful, but life is extremely hard for the lower class. Stuff like that.

## Cuisine

They have lots of wine and good pasto and bread amd shi. The coast has good seafood and the inland has good cheese and meats

## Religion

Gnomes. Everything happens because of little gnomes called "Gnöbs." They have a sorta pseudo-god called Papa Gnöb, who, according to legend, left into the mountains at the end of his life. Before he left, he left them a book detailing how to live a fulfilling life. They now use the book, called the Gnomicon, as a sort of bible sorta thing.

## Army

The army of each barony is different, but each has a very rigid and disciplined structure. Many young folk strive to serve in their Baron's army to earn honor for their barony, y'know?

## Culture

Trevon culture is based heavily on respect. There is a very strict social structure, and if you overstep the bounds you will likely find yourself in a courtly duel (or dead in a gutter, depending on who you mess with). They have no taboo against magic, and often hold respect those who gain prowess in the arcane arts. They even have a magic school in Zhökis. Those who serve in the military have the highest respect, however.

## Physical Attributes

Blonde hair blue eyes sorta lads. They are large. Since the men of Trevińö are raised as soldiers, they have increased strength and constitution. Most men are uneducated, so they have decreased intelligence. Women, on the other hand, are often raised to do magic. Thus, they have increased intelligence and constitution. They have decreased strength because men do the bigbig jobs.
Yidvi

Yidvi is the language of the people of Yidmark. Old Yidvian was the language spoken by the ancestors of both Valkavian and Yidvian alike. During the centuries of their separation, the tongues of both peoples diverged quite a bit to become modern Yidvi and Valkavian.

## Writing System

Yidvian runes originated in the ancient tradition of yak-shaving. Yakherds would shave a variety of symbols into the fur of several of their yaks to indicate the history of the herd. A wide range of information was carried in these symbols, such as each field they stopped to graze in, the name of the Yakherd, the weather the yaks endured, and even how many yaks died and were born (as well as the circumstances around these events). It is thought that the earliest yak-shavings were inspired by the Gnomish alphabet which had begun to be used by the precursors to the Arthosian Empire during the late Silent Era.
Cosmic Aether

Cosmic Aether is the stable, static, default state of the universe that results once entropy fully distributes all matter and energy. It is what the Funnylord used to create Whirn and what lies at Whirn's borders. Wuggy guards all matter and energy from escaping from Whirn so that it doesn't once again become Cosmic Aether.
Ngwas

A ngwas is a small (4 inches - 1 foot) gopher-like rodent that lives in the Mercer Isles. They are mostly harmless, and rather shy of humans. They live in small holes and tunnel systems underground that are called ngwasholes, and gnaw at root vegetables from below, causing them to be quite a nuisance for farmers. They are born in huge litters from one mamangwas, who is the largest and strongest of their herd.
Sfneeg'n

Sfneeg'n (Sfneeg singular) are Arthosian magical automata originally built to be soldiers who could challenge Dovish paladin magic. Most were destroyed during the fall of Arthos, though some survived in Üntersfnee. They come in five varieties, four of which are common.

### Ranged

Ranged Sfneeg'n are thin and tall. They have many eyes, and crossbows built into their hands. Some have mechanical insect-like wings.

### Heavy

Heavy Sfneeg'n are broad shouldered with heavy, bulky armor and basically no necks. Their arms function like massive greatswords, and some have an axe blade built into one of their shoulders.

### Quick

Quick Sfneeg'n are shorter and have four arms, which end in knife-like claws. They can easily climb walls and run very fast.

### Magic

Magic Sfneeg'n are largely composed of glass, and have many inner vials and

### Gigasfneeg

There is one remaining intact Gigasfneeg: Bazorozar-Abzuru ("The Abhorrent Guy" in Gnomish), though he is currently dormant. He is about 40 feet fall and wields a huge ball and chain.
Overwhirn

Overwhirn was created as a copy of Whirn at creation, and is where the Funnylord resides. The magical energy radiating from the Funnylord caused Overwhirn itself to come to life, with even spacetime itself becoming manifest as a sentient being. These elemental beings cannot themselves see down to Whirn, and none travelled there until Pretzel Jenkins opened the Rift.
Faravay

Faravay is a harsh region on the eastern edge of Whirn, across the Oshin Sea from Tretvignon and Yidmark. In theory, one could walk from Geh'b Yaqel to Yidmark by going through Faravay, but that would hardly be ideal. It is home to very large ironhorn goats, which are tended to by strange onion men.
Recipe: Valkavian Fry Bread

*By Svetla Velkoriv*

For my children. Though you live in the lands of the Mercers, never forget where you come from.

Ingredients:

* 4 bowls of milled bloodwheat grain

* 2 bowls of yak’s milk

* Bloodwheat oil

* Splash of seawater (or rock salt)

* And my secret ingredient, 1 pinch of [illegible due to ink smearing]

Recipe:

1. Mix the dry ingredients together, then fully mix in seawater before adding all of the milk.
2. Heat the bloodwheat oil in a pot over the fire until almost smoking.
3. Make balls of dough about half the size of your fist, then flatten them to the correct thickness.
4. Toss the dough into the hot oil and wait until sufficiently colored.
5. Traditionally served with fried yak’s heart and honey, but honey will do when serving to foreigners.
Yaqeli

The tongue of the swarthy northfolk living in the lands of Geh'b Yaqel. It is much different from the other languages of whirn. They have a strange way of expressing respect by palindromizing certain words to accentuate the perfection of the person they're speaking to.

Yaqeli bardic poetry is often regarded as one of the greatest art forms in the lands of Whirn. The quintessential Yaqeli poem is titled Oyo Alhalah, meaning "the life of a man," which is often sung by warriors before going into battle.
Lore

Whirn is full of rich lore, from mythologies to epitaphs.

* Arthosian Metals: The Lost and the Found
* Children's Rhymes
* Comparing the Intrinsic Powers of Wolves, Men, and Trees: A Study in the Philosophy of Power Theory
* The Creation of the Yak
* The Curved Sword and the Hungry Hammer
* The Epitaph of an Unknown King
* The Gnomicon
* How to Animate Stone
* Journal entry of Jon Frant the Scholar, dated summer of 1105
* The Origins of Goodist Philosophy
* Oyo Alhalah
* Poems
* Recipe: Valkavian Fry Bread
* The Tale of Glrr
* The Tale of Papa Gnöb
Oyo Alhalah

## Oyo Alhalah

Aqa, ti khat halah

Aqeb ihaqahi shelah

Oyovoyo bet olgha hab

Oyo orashe temet’ab

Ashla hav khabakh sha

Haqem vakhav meshav ta’sha

Yuzuy metshem hulmuta

Yuh oyoro salam uta

Ash oyo Baqhab’oyo sha

Atum alas oroyo huy

Atum luhmesh tem’yuzuy

Ashat vash emva khav meqah

Ash khabakh vahal sha

Bate metesha ro Oyo

Bahagh loteb Oyovoyo

Halesh ihaqahi beqa

Halah takhit Aqa

### **Translation in Common**

Earth, a man begins

The soil becomes a soul

Life fills an empty vessel

And with life comes breath

A child destined to die

Indeed, to sing of great deeds

And live these songs

In lands across the sea

Is to live an honorable\* life

But battles come with death, of course

And battles come to all

And the end must come as well

So thus a man is destined

Then, leaving life behind

Memory replaces life

body becomes soil

A man returns to Earth
Oculiron

Oculiron is one of the alchemical metals of the thirty Arthosian metals. It appears to be covered in eyes that follow whoever is observing it. The eyes can be magically smithed to appear human or like those of a beast. Some artifacts even have eyes that look like endless voids. Putting someone in a cell with Oculiron walls is an outlawed form of torture in some countries.
Devourite

Devourite is one of the unnatural metals of the thirty Arthosian Metals which comes from the amorphous body of Oksphyra. It is extremely caustic, and can eat through everything from stone to steel. This is due to its magical connection to Oksphyra, and it will only eat through what it wills it to eat through. Organic material is naturally astronomically more likely to be violently eaten when in contact with Devourite because of its nature as food. Droghord Fleshrend has a head made of Devourite.
Comparing the Intrinsic Powers of Wolves, Men, and Trees: A Study in the Philosophy of Power Theory

*By Urgote Drynoe*

The distinctive and thought-provoking ideas of Power Theory have been spreading in scholarly circles recently like a sort of furious disease. It is time they were analyzed and compiled before they are corrupted over the passage of time and human error in the form of misinterpretation. There are six Essential Powers that any body in the universe is able to possess. The powers, in order of least to most exclusive, are as follows: the Power to Be, Change, Impose, Destroy, Invent, and Create. One cannot possess one Power without possessing all lesser Powers in the hierarchy.

\*\*\*

The Power to Be is the most basic of the Essential Powers in Power Theory, and is held by anything that Is.

The Power to Change involves the power to shift from one state to another. Though a stone cannot Change, the planet surely can, some examples being tectonic activity and a movement in the location of the magnetic poles.

The Power to Impose is higher than the Power of Change because it occurs in pursuit of self-preservation. A tree dropping a seed or a flower blossoming to the sun are instances of Imposition.

The Power to Destroy is relatively simple to understand and identify. When a wolf hunts a yak, it Destroys to Impose. When a beaver fells a tree, it Destroys to Impose. The distinction is the ending of another body with Power.

The Power to Invent is the ability to make tools out of existing materials. It is possessed by men as well as some very intelligent types of animals.

Finally, there is the Power to Create. It allows for the fabrication of something from nothing. It fuels magic and gods.

\*\*\*

Of course, right now Power Theory is still new and there are still inconsistencies within it. For example, what do we make of a storm, which does not seek to Impose, but Destroys with wind and lightning? Of course, it has been long suspected that there is a type of god behind the workings of the weather. Either way, there is still much to learn about this worldview.
How to Animate Stone

*By Cindreus Oraenica*

[The entire work is in Arthosian, there are Dovish annotations in the margins]

* The will of rock and earth is surely no more neutral than that of the body of a living creature. The mind imposes its will upon the body, therefore the body itself does not have a will of its own. Why then can't living creatures be split between the will of their mind and that of the Onion Man?
* Is this so called "host matter" aware of its change of will?
* I believe I have enough if the required material to animate an object the size of my fist.
* The golem I fabricated of a potato seems interested in traveling eastward as well. It is a shame that the author was not able to explain why.
* I wonder if this method can be used to animate a corpse.
Fteroferra

Fteroferra is one of the natural metals of the thirty Arthosian metals. It is fairly strong, especially considering how light it is. Because of its lightweight nature, fteroferra is often used in objects which would otherwise be exceptionally heavy. This means that many of the extravagant golden crowns of the high Goodist clergy are not truly solid gold, but are actually gold-plated fteroferra. It is also used in farming equipment like plows.
Funnylord

The Funnylord is the God who created Whirn out of nothing but Cosmic Aether with the purpose of making a funny a place as he could. He is known by very few in Whirn, but does not mind very much. He actively seeks to put down technological discovery past the point of automation. He resides in Overwhirn from where he watches Whirn play out its history.

The Funnylord realized the funniest thing he could possibly do was to belittle his own omnipotence, so he intentionally missed Glrr with the Godstone, and Glrr found Overwhirn as a result.
Gossamer Blade

The Gossamer Blade (or, Amartos's Saber) is a saber forged of pure Spectersteel. It is housed in a sheath of a very hard wood, and was locked away in Teifelheim. It is guarded by the sunken lich, Amartos.

## Powers

The Gossamer Blade passes through any other metal as if it were air, but still cuts any other material. This means parries and metal armor are rendered completely useless against it. Unfortunately, this also means that it is itself useless as a defensive weapon.
Whallop

Whallop is a popular Dovish sport.

## Rules

The ball is a dense bundle of twine that you stab with the pointy spear, and you have to pass it by flinging it directly behind your head using the spear. To score a point you have to get one of your teammates to "catch" it in the curvy end zone type area and then fling it (or throw the spear) through the ring. You're allowed to tackle anyone you want on your team's side of the field, and the ball handler on any side of the field. Since you have to pass it by flinging it behind you they often accidentally stab each other in the eyeballs.

## Teams

* Dovar Miracle
* Ravenfurt Slogbirds
* Knumpledorf Anchors
* Municipality of Grumg Fire Eaters
* Brannoch Butlerbears
* Codston Shamans
* Czervapol Bloodwolves
* Baumhafen Woodserpents
* Dufronge Barons
* Yamfeld YamMongers
* Sfneed Ancients
* Zhökis Beast
Guhm Valley

Guhm Valley is a fertile basin in northern-central Geh'b Yaqel, and is where the country's capital, Bet-Kuluk, is located, as well as the port city Alkhora. It is a heavily populated region because of its freshwater springs, and there are an enormous amount of fruits, vegetables, and animals that are native to Guhm Valley and in some cases, can't be cultivated anywhere else in Whirn.
Oksphyra

Oksphyra is a gargantuan amorphous ancient beast whose body is made entirely of the corrosive substance, Devourite. Whenever it makes physical contact with an organic substance it consumes it (with exceptions only if Oksphyra wills them), and it can consume inorganic material if it wishes.

Originally from south of Bravitak, Oksphyra cut a channel to the east until it reached the Oshin Sea in southern Yidmark near the end of the Silent Era of Whirn because of the city being built nearby its original dwelling. The Arthosian Gnöbs later named this channel the Oksphyran Canal, and Oksphyra's original dwelling became known as the the Glass Crater because of the clear ice that fills it. Arthosians discovered trace amounts of Devourite under the ice and its properties were studied, but it could not be safely moved, so it was refrozen over the centuries.

Oksphyra continued cutting its path and turned north in Faravay, where it was bothered by Allium golems. Finally, it settled once it reached a spot in eastern Geh'b Yaqel where blistering desert met treacherous mountains, and life was uncommon once more. Here it stays in a chasm it cut for itself in the ground (Agrakarga's Abyss), waiting patiently for the end of days.

## Other Names

The Yaqeli have many names for Oksphyra, including:

* Agrakarga (the name commonly used in worship of the beast)
* Devourer
* Myriad mouths
Religion

Whirn is home to many faiths which come head to head in many cases, and have started all manner of crusades, missions and wars. The following is a list of religions, current or extinct, in Whirn:

* Arthos Religion
* Cults (this would be a subpage where we can put a bunch of funny cults)
* Goodism
* Followers of Papa Gnob (Papianity)
* Ryllic Shamanism
* Valkavian pagan religion
* Yaqeli pagan religion
* Yidvi pagan religion
Mnimiron

Mnimiron is one of the natural metals of the thirty Arthosian metals. After it is cast and quenched, it seems to "remember" what shape it was originally cast in. If it is dented, the dent will pop itself back out, and usually do it very quickly. This property makes it ideal for armor, particularly helmets, as well as shields. However, over time it will become very brittle, which can become dangerous.
Shashrukhan

Shashrukhan (a.k.a. Helioclast, or Sunbreaker) is an Ignium scimitar forged by Aneos in Arthos. It was forged for Shekmet with the intention of helping him unite Geh'b Yaqel against Doviraan, but due to the scimitar's asymmetrical nature, the Yaqeli saw it as blasphemous against Kuluk. Shashrukhan was hidden by Shekmet after Gaq’nanti destroyed half his army using Droghord Fleshrend. It was presumed stolen for a millennia. Now it is used to execute blasphemers in Geh'b Yaqel.

## Powers

Much like any other construct made of Ignium, it is clear as glass, hard as steel, and lights whatever it cuts on fire.
Gnöbs

Gnöbs (sometimes called Gnombs) are one of the absolute oldest and smallest races of Whirn. They were the first to channel magic through their little bodies to impose their will on the world, and their history overlaps with that of humans quite a bit.

They are stumpy little fellas who enjoy pointy hats and clever tricks.

## Notable members

* Grimble Gromble
* Papa Gnöb (half Gnöb, half human)
* Pretzel Jenkins (not a true Gnöb)
Goodism

Goodism is the national religion of Doviraan. They believe in one supreme deity called Good who embodies all that is good in the whirled. They have a holy scripture called the Good Book which contains The Origins of Goodist Philosophy, a collection of philosophical essays and letters which preempted the creation of the Good Church, as well as narrative tales of how Good defeated the 12 Beasts.
Wōdenwald Forest

The Wōdenwald Forest is a gigantic forest in Doviraan. It is by far the largest forest in Whirn.

## Happenings

In the years following the Rift, the Wōdenwald has been increasingly corrupted by the Other. Many people tell tales of deformed creatures haunting the southern parts of the forest, some even claiming that they appear from thin air to snatch children. Others tell stories of entire villages disappearing, or killing themselves gruesomely and without warning.
Corsair Confederacy

The Corsair Confederacy is a floating city in the Ksyantos Ocean which is home to nine pirate clans. It is a haven for pirates to communicate and negotiate, and no violence is allowed within several leagues around it.

## Pirate Clans

* Bloodslurpers
* Cannonballs
* Clobberers
* Corsairs
* The Golden Company
* Qhb'Rashi
* Raiders of Fleumont
* Wikings
* Yllyygyg Druwingi
Yllyygyg Druwingi

The Yllyygyg Druwingi (or Wayfaring Druids) are a pirate clan of the Corsair Confederacy. They are composed of mostly Ryllic shamanists native to the Mercer Isles. Their methods and customs of magic make it so their ships are all carved out of one solid piece of wood, making them watertight and very strong.
Kalamiron

Kalamiron is one of the natural metals of the thirty Arthosian metals. It is extremely flexible, yet durable, and is sometimes treated as a stronger version of aluminum. It is very easily workable, making it ideal for practicing blade smithing, holding liquid (it won't shatter or crack upon expanding or contracting), or creating reliable wax molds.
O'Jhaqho

O'Jhaqho is a sprawling city in the Gehbog Desert, where the citizens have a unique tradition of creating a bowl-like dent in the heads of their infants, which are used to collect rainwater for drinking. Bowing got invented here a long time ago when Josef Bao tipped his head to spill his water into the cup of his elder.
King Nichalous

King Nichalous is famously the first and only monarch of the Mercer Isles. He was born in Aeguston, (now called Nickelsburg) on Cloverhelm Island of the Mercer Isles in the 1866th year of the fifth era. He was the bastard son of Mila, granddaughter of Dovish Goodist missionaries, and Corridon, son of a Ryllic shamanist. He had fair skin, dark hair, and deep emerald eyes.
Wahrog the Boulder

Wahrog the Boulder is one of the ancient beasts of Whirn. He takes the form of a massive stone frog; lighting strikes where he hops, and his croaks are thunder. He resides beneath the Oshin Sea and occasionally surfaces, inspiring legends among sailors of a moving island that none return from. Lightning bolts strike from the sea floor upward to the surface of the water, and Froglodytes live within his back. His body generates iron deposits, which the Froglodytes shape into weapons.
The Common Tongue

The common language spoken in Whirn comes from the Mercers of the Mercer isles. The Mercer language descends from Old Dovish, spoken by the first Goodist settlers on the isles. With some Ryllic influence, as well as linguistic drift, the Mercer tongue has become quite different from that of modern Doviraan.
Poems

## The Godstone

When Glrr the Obscene threatened all of Whirn

God noticed and with seething hatred threw

A magic stone from heaven up above

To kill his evil son before he grew

But, surprisingly, just for once, God missed

## King Widdlespig

There once was a king long ago

Who cut off half of his toe

He sliced it in twain

Squished it to a stain

The reason we never shall know

## Moon and Sun

*A Valkavian song*

Khala, Szega, one above

And one below the ground

Chasing, dancing, circling

As Visztar turns around

Svadovid is shielding

Their race from mortal eyes

Still, see Szega’s brilliant roars

And Khala’s haunting cries

Visna, Biedvik, gratefully

Take Szega’s warming gaze

As Svadovid retreats again

And Biedvik’s children graze

Men are ever-battling

Their wives and children weep

Khunak halts as Khala calls

And all with Szega sleep

## O, Arthos, Thou Vernal Tragedy

*A poem from a pre-Goodist Dovish philosopher. Translated into the Mercer tongue during the years of King Nichalous. The original Dovish manuscript has been lost.*

O, Arthos, thou vernal tragedy,

What contretemps didst thou suffer to,

Though the ever-percolating nozzle which,

Affixed upon the indefatigable well of time,

Must flow ever onward,

Begin thy precipitous downfall?

What execrable power, brandished by flagitious villains,

Could extinguish thou so? What most horrid God

did violate thy being? Suffereth my heart

To think upon such incidence

Which, despicably so, has left

An inexorable disfigurement upon

the stunted world we endure to day.
Pretzelways

The Pretzelways, thus named by the onion men for their characteristic twisty shape, are a series of tunnels created by Pretzel Jenkins that he uses to travel around Whirn quickly. They take advantage of a strange spacetime warping thing that Pretzel did by accident one time. The central hub of the Pretzelways is within Pretzel's hideout in Oss, and are used only by Pretzel and occasionally, Onion Men.

## Entrances to the Pretzelways

* Oss
* West of Crumpis (in a hallway within the Ryllic Encampment)
* Sfneed (on a hillside near the entrance to Üntersfnee)
* Lehm'Kho Stands (under a tree. There is an audience of dolls and toys set up around a little stool nearby, presumably so Pretzel can practice his lute to them)
* East of the Rift (in a crack at the base of a mountain)
* Se Vel (in a wine cellar)
* Guhm Valley (in a cave east of Bet-Kuluk where Pretzel keeps his private fruit collection, vegetable torture area, and prized "hamburger sandwich")
* Bravitak (in a cave behind a waterfall in the Melévisa River. Pretzel has ice cube trays stashed here)
Negawuggy

Negawuggy resides in the Cosmic Aether outside Whirn, and serves the Funnylord by acting as a gatekeeper for dead souls trying to return to Whirn (though he does let them watch). Some mortals have found ways to say funny words in his language, which makes him laugh and neglect his duties, which is known on Whirn as "necromancy". He is as old as creation itself. His brother is Wuggy.
Raqhobat

Raqhobat is a city built on a peninsula in Baqbaq Lake in the eastern Jungle of Ouh'g Yaqel. It is the final outpost for anyone wanting to travel eastward to Tarpei. There are many wooden piers that go out like fingers from the city onto the lake, and spear fishers make a dangerous living hunting for massive carnivorous fish.
The Ravaged

The Ravaged is a bow crafted by Pretzel Jenkins himself, and looks comically big for him when he wields it. It was forged out of the Bonehorde Ivorite in Oss, and is currently hidden there. It needs no arrows, but instead fires focused darts of stolen life force from the souls of the original citizens of Oss.
Mamangwas

Mamangwas are large (bear-sized) female ngwas, who live in large hollowed-out spaces underground in the Mercer Isles. The regular ngwas bring them food to sate their large appetite, and they are herbivores. Though normally docile, they are deadly when aggravated. Occasionally they are used as beasts of burden, though taming one can be rather difficult.
Ksyantos

Ksyantos is an ancient beast of Whirn, one of the few aquatic ancient beasts that still exist. He is a giant sea serpent covered in jet-black scales of Leviathite, and his blood is famously bright green. According to legend, the sea is stained green from his blood which streams from the wound given to him by Vyor Bréganok.

## Other Names

The Valkavians call him Jokosz.

The Yidvians call him Ganyuž-Kar (meaning big bad serpent).
Mirrorsteel

Mirrorsteel is one of the alchemical metals of the thirty Arthosian metals. When correctly polished, it is perfectly reflective, and has been used to make clever weapons that use the power of the sun. Some Valkavian clans have been known to train with mirrorsteel shields so that they can always have the sun in their opponent's eyes. Unlike traditional mirrors however, mirrorsteel will not break when dropped or hit with a pike.
Droghord Fleshrend

Droghord Fleshrend is a war hammer crafted over seventy days by Gaq’nanti in Geh'b Yaqel. Its head is made of Devourite, which was given to Gaq’nanti as a gift by Agrakarga to aid his resistance against Shekmet and his armies. After destroying half of Shekmet's Baqhabi with Droghord Fleshrend, Gaq’nanti realized it was too powerful of a weapon for an honorable battle and hid it away underground behind riddles and magic. It has never been seen since.

## Powers

When someone makes contact with the head of Droghord Fleshrend, they become accessible through magic to Agrakarga who devours their flesh in a flash of black energy. This leaves a gigantic bite in the victim, which usually kills them unless they manage to just lose an extremity. Either way, it is extremely painful.
Pondiron

Pondiron is one of the alchemical metals of the thirty Arthosian metals. It is a dull blue-green color and looks like the ripples of a pond moving slowly outward. If you focus on the metal in one spot, you will see that it isn't actually moving at all, but out of the corner of your eye you will always see the patterns shifting and rippling outward. It is quite beautiful in tableware.
Corsairs

The Corsairs are a pirate clan of the Corsair Confederacy. They were the first to propose the confederacy to the other pirate clans, and they hold the most power in the confederacy still. They protect the confederacy from Mercer or Dovish militaries by helping fund orphanages in those countries with the loot they pillage from the rich.
List of Locations

## Bodies of Water

* Alnahr River
* Baqbaq Lake
* Bay of Teifelheim
* Bay of Zhökis
* Brannoch Strait
* Clobberer's Cove
* Codsmouth Bay
* Glasswater Sea
* Goodslaak
* Goodwash River
* Kharnahr River
* Ksyantos Ocean
* Lac Dufronge
* Melévisa River
* Oksphyran Canal
* Oshin Sea
* Qomoq's Rest
* Revje Glasō
* Riftcursed Waters
* Wōdenwald Falls
* Yammensē
* Yamwater River
* Zoz Lake

## Countries

* Arthos
* Doviraan
* Geh'b Yaqel
* Tarpei
* The Mercer Isles
* Tretvignon
* Valkavia
* Yidmark

## Dungeons

* Entrance to Gneurkis
* Ryllic Encampment
* The Szczedrzyk Cultist Treehouse Complex
* Teifelheim
* Üntersfnee
* Zeqetlek's Tower

## Landforms

* Brannoch Isle
* Bryllwyn Isles
* Cliffs of Bregagne
* Cloverhelm Island
* Fylann Island
* The Glass Crater
* The Glass Fangs
* Gra'hukut
* Guhm Valley
* Hionen Island
* Khunash-Nahn Canyon
* The Lifted Isles
* Mongrel Island
* Mount Ha'aawak
* Mount Salvyék
* Oqhaqho Basin
* Ouh'g Pass
* The Prison
* S'Isle Veles
* Stapleshire Isle
* Yaksway Pass
* Vunkimek

## Regions

* Allemont
* Bag-uhr Yaqel
* Bregagne
* Busteaux
* Davash Mountains
* Dufronge
* Faravay
* Gehbog Desert
* Jekédupek
* Jungle of Ouh'g Yaqel
* Lyužvekhtag
* Magne-Guiche
* Moncard
* Renard
* Se Fayeux
* S'Isle Jonquis
* Sundered Bogs
* Valdon
* Vellesant
* The Wastes
* The Whispering Sands
* Wōdenwald Forest

## Towns/Cities

### A

* Alkhora
* Alqarf
* Ard Tyllig

### B

* Ballyhob
* Baran
* Baumhafen
* Bet-Kuluk
* Boscony
* Botany
* Bravitak

### C

* Cairloch
* Chouvert
* Codston
* Corsair Confederacy
* Cruinn-Folloch
* Crumpis
* Czervapol

### D

* Dandle
* Deaghath
* Dinklehof
* Dovar
* Dufrözh
* Duggledell
* Dvogba

### F

* Fiddlederry
* Fusayor

### G

* Gaha Bel
* Gaucheaux
* Giraz
* Gläkkelschklan
* Gneurkis
* Gohtok

### H

* Himmelhaus
* Houbeuil

### K

* Khargom
* Knumpledorf
* Kreinitz

### M

* Manalmar
* Métkháš
* Mon-Pibbe
* Mouscont
* The Municipality of Grumg

### P

* Plork
* Poume

### Q

* Qafanho
* Quq

### R

* Raqhobat
* Raqihi
* Ravenfurt
* Rematak

### S

* Šamozár
* Scheitzel
* Schernbridge
* Se Vel
* Sfneed
* Shin-Shiaraqhugnazel
* S'Omme
* Szczedrzyk

### T

* Tasselburg
* Teerham
* Ter-Dumerd
* Throckhaven
* Tipton
* Trouver

### V

* Vaior
* Valklatiasczera
* Velkora
* Viscogna
* Vyoréyoln

### W

* Woqolshi
* Wunmar

### Y

* Yamburg
* Yamfeld
* Ylwych
* Yovaze
* Yurtemburg

### Z

* Ze'alzana
* Zekvér

## Misc.

* Agrakarga's Abyss
* Eye of Ksyantos
* Oss
* The Rift
* Wuggy's Domain
* Zhökis University
Gruyère Tzigane

Gruyere is a short little Trevon man with finely crafted clothes covered in cheese stains. He lives in a little cheese shop and sells interestingly carved cheeses, and is a very eccentric man. Whenever he speaks to distinguished customers, he asks if they would like a cheesey puppet show, which always involves a very vague telling of a fortune.
Onion Man

The Onion Man is a creature residing chiefly in Faravay, and is responsible for the countless Allium Golems in Whirn. In an ancient war, the body of the Onion Man, which is composed of the metal Allium, was shattered and cast across all of Whirn. The Onion Man's heart fled to the sharp stones of Faravay, and calls all of the pieces of his body to him. They animate whatever material they can contact as a result of this, and have an instinctive drive to return eastward to regain unity with the Onion Man.

He is unique among the ancient beasts, being able to impose his will into any inanimate material he touches. All golem magics on Whirn have historically stemmed from Allium and the Onion Man.
Bladewood

Bladewood is one of the alchemical metals of the thirty Arthosian metals. It is essentially just as practical as steel in every way, except for its increased cost. The metal looks like the grain of wood, and can even be colored to look identical to a wooden knife. Many magicians and swindlers have been known to pull tricks on people in the more remote parts of the world in which the audience is challenged to break a stick in one swing of the arm, with a small fee to give it a try, and a promise of gold as their prize. Of course, the stick is actually bladewood, and the performer is usually run out of town richer than he was when he arrived.
Oozegold

Oozegold is one of the alchemical metals of the thirty Arthosian metals. It gives off the appearance of being molten gold, constantly flowing but somehow always keeping its form. Of course, it isn't actually flowing at all; it just reflects light in a very unique way. It isn't made of real gold either, and it's actually passably strong enough to be used in small weapons and knives.
Yidmark

Yidmark is the most southern nation in Whirn. It is a frigid mountainous region that is heavily populated by Yaks, and slightly populated by people known as Yidvians, though they call themselves the Yakashi, or Yak Folk.

## Religion

Yidvians worship a pantheon of many many Gods, which is known about through legends passed down by knowledgeable elders. Since Yidvians don't travel outside their immediate familial village for any reason other than to marry, their legends differ greatly from village to village. The most commonly known dieties, however, are:

Yavka, the goddess of forests and plants. She is known mostly as Yavka the Verdant, and often takes the shape of a massive serpent covered in grasses.

Yidna, the goddess of herds. She is the sister of Yavka, and together they are known as the mothers of Yidmark.

Valni, the god of war and conflict. He isn't so much worshiped as feared, since Yidvians have always been on the receiving side of wars, never instigating.

Keremok, the god of creation and father of the world. He is said to be sleeping, and in his sleep he speaks the world into being. Out of his drool were born the many gods of the world, and their purpose is to keep Keremok asleep so the world is not destroyed.

To worship their gods, the Yidvians build grand stone altars atop the highest mountains they can reach, and pray by sleeping next to these altars. They believe that true prayers are those spoken while asleep. To facilitate the sleep-prayers, Yidvians chew on a root known as Yavka's Scale which makes sleep talking much more active.

## Army

The citizens of Yidmark don't have an organized army, as they never fight unless provoked. If a foreign nation ever attacks, they use yak-prods as spears and fishing poles as bows.

## Culture

Yidvian culture is very different from the other cultures of Whirn. They have a strange "bell curve" structure of age, seeing youths growing in their societal importance until the peak of age 30, and then they decline until they are old and seen as they would be as children. This is known as a Triacontocracy, or a society ruled by those who are 30 years old. The art of Yidmark is very strange to other peoples of Whirn as well. They see the most efficient way of expressing an idea as the most beautiful. Therefore, their music utilizes a 3 note scale, and they use timbre and rhythm to express ideas rather than complex melody and harmony. Their poetry is very direct, putting the value on the content of the message rather than the way of expressing it.

Some other strange things about their culture include:

* doors go up instead of sideways
* they drink fermented yak milk named "skalg"
* most famous yidvi food is "dupekepatash" (bread and ice)
* they bow to bravitak very often

## Towns

* Bravitak
* Fusayor
* Métkháš
* Šamozár
* Rematak
* Vaior
* Vyoréyoln
* Yívkháš
* Yovaze
* Zekvér
Thirty Arthosian Metals

Smiths in Arthos developed at least thirty metals which are studied across Whirn and used in teaching advanced metallurgy. They are iconic examples of classical art and knowledge.

> *"The ancient kingdom of Arthos is famous among smiths for its beautiful works of metallurgy and magic, interwoven into some of the breathtaking artifacts that still survive today. The thirty metals of Arthos [...] can be classified into three distinct categories: Alchemical metals, Natural metals, and Unnatural metals.*
>
>

> *Alchemical metals require a magical focus of some sort to create, and usually are used for their appearance rather than their practicality. They can be strong, but are meant primarily to be beautiful.*
>
>

> *Natural metals are built to have practical purpose, and do not always require the use of a magical focus. This is not to say they cannot be beautiful, but they are traditionally very strong, flexible, or helpful in some other way.*
>
>

> *Unnatural metals do not necessarily appear to be metals at all, but behave like metals nonetheless. All have magical properties, and none have been successfully reproduced since Arthos mysteriously fell."*
>
>

- from, "Arthosian Metals: The Lost and the Found," by Trnyl Wryllabren, a Ryllic smith studying in southern Valkavia

## Alchemical Metals

The ten alchemical metals are extremely intricate works of beautiful metallurgic art if produced correctly. Similar, and equally beautiful new metals have been created based off of, or inspired by these original ten, but Arthosians were the first to experiment with magic in metalwork.

* Jadesteel
* Oozegold
* Fotiabrass
* Pondiron
* Bladewood
* Mirrorsteel
* Galaxite
* Arachnium
* Stormsilver
* Oculiron

## Natural Metals

The ten natural metals are perhaps the most useful thing to survive the destruction of Arthos. They are still widely being used, and can serve many niche purposes.

* Nightiron
* Kalamiron
* Fteroferra
* Varyastali
* Thicksilver
* Stylstone
* Mnimiron
* Ivorite
* Travixtite
* Stovestone

## Unnatural Metals

The ten unnatural metals are extremely rare. In some cases, there is only one singular sample of it that exists in Whirn, and none have ever been successfully recreated by any smith. This may be partially due to the fact that very few smiths have come in direct contact with any of them.

* Ignium
* Leviathite
* Godstone
* Spectersteel
* Arctite
* Devourite
* Stormwrought Iron
* Moonsteel
* Bonehorde Ivorite
* Allium
Timeline

The timeline of Whirn is split into five distinct eras. Each era begins with year zero, and ends with an extremely significant event.

**Era of Gods**

* Creation
* Wuggy is created to watch Whirn's borders
	+ Millions of years pass

**Era of Beasts**

**Silent Era of Whirn**

* *Year 0:* The war waged by the ancient beasts of long forgotten legends ends. Few survive.
	+ 7621 years pass

**Golden Era of Whirn**

* *Year 0*: The kingdom of Arthos is built by humans with the help of Gnöbs
	+ 210 years pass

* *Year 210*: Bravitak is founded in Yidmark
	+ 441 years pass

* *Year 651*: Doviraan is founded
	+ 275 years pass

* *Year 926*: Papa Gnöb makes his exodus from Arthos
	+ 14 years pass

* *Year 940*: Pretzel Jenkins is born
	+ 44 years pass

* *Year 988*: Arthos falls, destroyed by the uncontainable power of Pretzel Jenkins
	+ 519 years pass

**Era of Rebuilding**

* *Year 0*: Tretvignon is founded
	+ 309 years pass

* *Year 309:*The Yakaszi from Yidmark settle Valkavia
	+ 376 years pass

* *Year 685*: Geh'b Yaqel unifies and is founded
	+ 230 years pass

* *Year 915*: The Magic University is opened in Zhökis
	+ 722 years pass

* *Year 1637*: Goodist paladins unsuccessfully crusade to Valkavia and Geh'b Yaqel
	+ 165 years pass

* *Year 1802*: The Mercer Isles are settled by Dovish Goodist missionaries
	+ 88 years pass

* *Year 1890*: King Nichalous rises to power as the first and only Mercer monarch
	+ 291 years pass

* *Year 2181*: A transdimensional Rift opens in the southern wastes of Doviraan
	+ 100 years pass

* *Year 2281*: Pretzel Jenkins resurfaces in the Mercer Isles
Prophecy of the Funnypicked

Told to Wahrog by an ancient Gnomish sorcerer, shortly before the Gnomish mass exodus.

> *The Funnylord has me told,*
>
>

> *of an age Sundered and Torn,*
>
>

> *in which Fair Whirn, our home,*
>
>

> *faces a crisis nary seen afore.*
>
>

> *Four brave souls shall meet,*
>
>

> *Stolen by seafaring dastards.*
>
>

> *And against the tide of fate,*
>
>

> *shall they unite to save their World.*
>
>

> *One hero, of the lands far east,*
>
>

> *with skin as dark as brown.*
>
>

> *Another, of the bloodwheat plains,*
>
>

> *with a heart filled with revenge*
>
>

> *The third, a paladin for Good,*
>
>

> *whose homeland was ravaged, and family crushed*
>
>

> *The last, from the western isles,*
>
>

> *a thief with his head in the clouds.*
>
>

> *chosen, they are, for a task*
>
>

> *beyond all that they have faced,*
>
>

> *to close the rift in space,*
>
>

> *to save their entire race.*
>
>
Bazorozar-Abzuru

Bazorozar-Abzuru ("The Abhorrent Guy" in Gnomish) is the last Gigasfneeg, and is currently dormant in Üntersfnee, half-buried near the power center of the Axis Whi'i. He is 40 feet tall and wields a massive ball and chain (the ball has a diameter of 8 feet), as well as being built to use fire magic. He was built in ancient Arthosian Sfneed to be the greatest of the Gigasfneeg, but was never awakened due to the fall of Arthos.

This is a size comparison of a regular 6 ft. human beside a 40 ft. Gigasfneeg:
Ancient Beasts

The ancient beasts of Whirn used to roam the continent thousands upon thousands of years ago, and were usually of epic proportions. Most of them died off in a great war that began Whirn's silent era, but a handful survived and continue to live on. Most are known by many different names to the different peoples of Whirn.

## Beasts

* Glrr
* Goat of Etérya/Biedvik
* Great Elk
* Ksyantos
* Moonfinch
* Oksphyra
* Onion Man
* Sunbear
* Válni
* Wahrog the Boulder
* Winterwunkey
* Yávka the Verdant/Visna
* Zsagar
The Tale of Glrr

## The Tale of Glrr

*By Pretzel Jenkins*

This is a tale from an era long passed

Forgotten and put out of mind

So listen up close, dear travelling folk

Some answers I’m sure you will find

God had a great litter of children on Whirn

The best and the strongest he’d made

The greatest among them, a creature called Glrr

Made all humankind be afraid

The mountainous worm was a force to behold

He invented the concept of sin

And finally one day, a Tuesday I’m told,

Glrr ravaged a town with a grin

He subjected them to a fate worse than death

Too terrible to sing aloud

Then God gave them pity with unsteady breath,

Of Glrr he was no longer proud

God readied a rock from the heavens to smite

Upon he whose wrath was immense

And with a great pillar of heavenly light

Your God missed; Glrr vanishéd thence
Gneurkis

Gneurkis is the modern-day dwelling of the remaining Gnöbs, and is hidden deep beneath the Davash Mountains. Since plants aren't able to grow deep deep down there, the residents have magically altered several species of animals to act as plants. There are small bugs that grow on the large hairs of a giant yak. The backs of these yak resemble fields of wheat. There are voles whose flesh is really dense and starchy, and they live in the dirt digesting worms that come by into their mouths. (basically they are Potato Boys)
Alkhora

Alkhora is a large freshwater port in the Guhm Valley in Geh'b Yaqel. It is just south of the capital, Bet-Kuluk, and is famous for its hot springs, colorful textiles, spicy foods, and loud merchants. Almost all trade between Bet-Kuluk and the rest of Whirn comes through Alkhora by ships traveling on the Alnahr River, so the merchant guild masters are extremely wealthy.
Ivorite

Ivorite is one of the natural metals of the thirty Arthosian metals. Famously, it is made from bones, even if the bones are still alive. Ivorite is harder and stronger than bone, so some warriors will willingly undergo a magical procedure to turn their bones into Ivorite. These warriors have many nicknames, such as "stonebones", and are easy to spot because of the telltale scars from the procedure. Ivorite can create blood and function the exact same way as living bone, making it one of the most curious of the Arthosian metals.
Britain's Got Talent Season 5

**Britain's Got Talent Season 5** is the fifth season of **Britain's Got Talent.**

## Top 24

### Semi Final 1

For this Semi Final, Duncan had the Golden Buzzer and used it on **Gary McCarthy.**

### Semi Final 2

For this semi, Kat had the Golden Buzzer and used it on **Isla Mandalis.**

### Semi Final 3

For this semi, Clarissa had the Golden Buzzer and used it on **Brayden Moore.**
Children's Rhymes

## Dovish children's rhyme

Little Yannus Oversnee

Went to work one day

With his half a loaf of cheese

And beany water gray

The children laughed and roared at him

Because he had no yam

So Yannus left with face all grim

To leap from the top of a dam.

## Mercer children’s rhyme

Don't scream or toot or grunt

When you're around a Plunt

They're mean and brash and blunt

And doubly from the front

If ever you should hunt

A personal affront

Just head on up to Plork

And piddle by a Plunt

## Trevon children’s rhyme

Dirty little onion men

Washing in the stream

Scare them!

Spook them!

Startle them!

Make them do a scream

Filthy little onion men

Farming by the brook

Hate them!

Curse them!

Swear at them!

Give a dirty look

Dusty little onion men

On a lily pad

Shake them!

Hit them!

Strangle them!

Make their family sad

Muddy little onion men

Hide behind a fern

Kill them!

End them!

Murder them!

All their kind shall burn
Plork

Plork is the seat of Plunt power on the Brannoch Isle of the Mercer Isles. It is on the northern tip of the island, and rather filthy. The Plunts that live in Plork, headed by Jardonera Plunt, make barrels upon barrels of molasses and rum from sugarcane and beet sugar, and are the "black sheep" of the whole Plunt family. They're disgusting and their presence ruins the town.
Godstone

Godstone is one of the unnatural metals of the thirty Arthosian Metals. Its only source is a meteorite which is now lost. It appears black, and uncooperative with light. Upon further inspection, it constantly shows outer space and the stars, as if it were a window straight through the world. It was used to create Spacerend by Pretzel Jenkins.
Arachnium

Arachnium is one of the alchemical metals of the thirty Arthosian metals. From the corners of your vision, it appears to be crawling with spindly white spiders. For this reason some guards outfit the handles of their weapons with an Arachnium plate in an effort to potentially surprise and distract anyone who would take their weapons from them.