recursal/Fanatic-Fandom huggingface dataset:
Lora

A ranger disillusioned with civilization. Made a bargain with Hextia to turn into a bear, but it was only temporary. Couldn't face the people in the village again, so she decided to stay in her cave for a time. Eventually, she gave birth to a child that doesn't appear quite normal. She stayed by Janet's side during the entire process of her labor, and so Janet named her daughter "Lora" after her.
Grave of the Beast

[THIS ARTICLE IS WORK IN PROGRESS]

Located east of the Wall of Spears, the territory in that area is known as the Grave of the Beast. It is here that the mighty Tarrasque fell in 542 A.F. The creature roamed the Common Lands at times, but was finally put down my a company of monster hunters led by the legendary Wallace Vandel, master monster hunter. The creatures bones still stand like a horrid tribute to its terrible majesty. Many do not dare disturb the creatures remains for fear of awakening its wrath from beyond the grave. This has not stopped a bold few from collecting Tarrasque teeth, bones, and rotting skin (there is little left) for sale. The inherent magical properties can create very powerful creations.

History of the Tarrasque

The beast known as the Tarrasque has stalked the lands since the Fall. It only ever went as far east as Ganzorig and as far south as Vesper Pass. It never ventured across the Cauldron. Trade in this area was non-existent. Most merchants were afraid of the creature and those fearlessly ventured into its vale were consumed. Miles and miles of wreckage and ruin were the hallmarks of this place. Only small, burrowing animals and the birds had places to hide from its eternal hunger.

Once word spread of the creature, it acquired the interest of every hunter around Alduroum. Bounties were placed, boasts we made, and bets were wagered but no one could slay the creature. It had proved immune to siege weaponry, magic, armies, and every other method of death that the intelligent races possessed. It never roamed, but stood its ground within the vale as a challenge to all.

The Vandel Family

Perhaps the most famous of monster hunters, the Vandel family had made monster killing its business since they purged an ooze infestation from the docks of Trickletown.
Potno

*Founding: 527 A.F.*

*Population: 150*

Potno is a small, rural, farming village in the northern reaches of the Common Lands. Just north of the Wildwood and southeast of Ganzorig Hall, it is sheltered from most troubles of the world. The continuing stressor is the town's relationship with the nearby Bullywug Clan of Croakhollow. The Bullywugs are very assertive of their dominion over the Gurgle stream and the Wildwood, but this is only recognized by them.

Local Dungeons: Realm of the Ghost King, Slop's Shrubland

**Founding and Early Years**

Potno sits upon some of the most fertile land that human assert control of. With the protection of Ganzorig to the north, the Van Crewk family settled the area and built a large mansion to the south of the are that would be the town. The official founding year is 527 A.F. Darius Van Crewk was a merchant lord from Trickletown who sought to expand agricultural capital. The town grew, but only because his iron heel forced it to. Potno existed almost as a slave-population for a little more than a century.

**Revolution**

Darius died in 568 A.F. His will gave the title to his son, Ulysses Van Crewk. Ulysses died five years after his rise to power after a tragic hunting accident. He had one child, the toddler named Arthur Van Crewk. Arthur was a pampered and snobbish boy who knew very little of cultivating land. Raised by maids, he dolled out draconian laws upon the people to stuff his own pockets. This continued until he was aged 18 years of age in the year 589 A.F.

A noble knight by the name of Kosef Marsk arrived in Trickletown from distant lands. Saying he was from a far away place called "Faeruen", he sought out the smallest hamlet he could find. He kept his business to himself, but it slipped out that this new stranger had a large, polished sword above his fireplace and was once a knight in far away wars. A local group who had become fed up with the Van Crewk's dynasty pleaded with the knight for his aid. Though cautious at first, the misery of his fellows moved him.

Kosef led a mob of farms people against the estate to the south. When confronted with this angry mob of torches and pitchforks, even Arthur did not have faith enough in the Shield Guardian Gunther who oversaw his protection. Arthur signed a deal freeing the people of Potno from Van Crewk influence.

**Present**

In the year 601 A.F., Arthur Van Crewk is now 30 years old and his is as bitter as ever. He schemes and plots on how to supplant the now aging Kosef Marsk. Many believe they must be more vigilant as ever, as their champion Marsk is considering retirement.

Potno has thrived under Marsk. The conflict with the Bullywugs endures, but is far from an ever-present danger. Ganzorig Hall considers Potno to be a trusted ally, but realizes its lack of martial worth. As Ganzorig is preoccupied with Orc invasions and the dangers of the plains, they often leave the small village to its own devices.
Cherin's Preserve

Also known by the men of the Savannah Lands as the Barrens, it is located on the peninsula directly south of Azuran. Cherin is a unicorn that was chosen by a long dead nature god to protect this part of the world. A wise and ancient creature, she wants to bring harmony to her sanctum.

After the Fall, Cherin found her formerly lush forest range reduced to ashes. A great desert leeched from the west and deprived her of the grove she cared for so much. Between 1 A.F. and 326 A.F., she worked by herself to slowly restore the area. She was able to rejuvenate the surrounding area into tall grasslands. This earned the name Savannah Lands to the men who slowly came here.

These human colonists, coming from the north, brought druids to tame the dangerous natural life. Over the years, Cherin slowly revealed herself to these druids. At 326 A.F., she was contacted by a force she had not felt since before the Fall. Assuming as first it was a nature god, she was surprised to be met by a Wood Elf named Fenmarel Mestarine. Herald of Nature, he extended an alliance to Cherin. He sought the restoration of nature, as did Cherin. To this end, he called for nature to push back the men of the land.

Whether demands were actually sent to the colonists is a dubious matter. Fenmarel spoke to the druids of the human towns of Gredel and Caul. The druids of Gredel and Caul, Bartleby Netheren and Clarot Mulgen respectively, forsake their communities after a few weeks of suggestion by Fenmarel. The men of Gredel were driven out over night, the men of Caul held on for two months before calling for help. Mayor at the time, Laramy Wilcox, sent a letter by messenger to a group of adventurers, the same who had broken up the Servants of the Night as led by Gerald Valday in the Fellbog.

They arrived in Caul, learned of the situation, and began searching for Clarot. They found him in Gredel. After subduing him, he led them to Cherin. Lunar Paw, a Wood Elf amongst the company, led negotiations between Cherin and Mayor Wilcox of Caul. An agreement was struck. The men would stay away from the peninsula known as the Barrens, so that Cherin may rejuvenate them uninterrupted. In return, she would influence nature to allow human expansion elsewhere.
Weather

When a new adventure begins, a new season starts, or a region is entered, the DM rolls on one of the Weather Tables and the Pathfinder resolves any effects.

The table rolled will depend on either the time of year or the particular region:

* The Raksan Desert always rolls on the Summer Table
	+ All Temperature results automatically increase by one step
	+ Sweltering increases to ???
	+ All Wind Speed results automatically decrease by two steps
	+ All Precipitation results automatically decrease by one step
* The Wraefen always rolls on the Spring Table
	+ All Temperature results automatically increase by one step
	+ Chilly & Cold results instead become warm
	+ All Results include the Humid tag
* The Meerwald always rolls on the Winter Table
	+ All Precipitation results automatically increase by one step
	+ Snowy increases to ???
* The Kocari Sea
	+ All Wind Speed results automatically increase by one step
	+ Stormy Winds increase to ???
	+ All Precipitation results automatically increase by one step

## Tag Breakdowns

### Wind Speed Tags

 Breezy
 Windy
 Stormy
Valleys of the Northern Tribes

Once a group of modern cities in the idyllic valleys, the Fall reduced these cities to dust and left the people with nothing. With years came desperation and barbarity. These Northern Tribes use Druidism, Mysticism, and believe in invisible spirits that guide fate along its path.

Among these valleys stalk monsters from the mountains and a population of undead that prey upon the local humans. No one is certain where this abundance of undead comes from. Stories are passed around about Marrowtown, a tomb city deep beneath the mountains. The only surface entrance is said to be somewhere among these cliffs.

In addition to the undead, demons have taken advantage of the lack of unity among these human tribes. Dwarven refugees have sheltered here in larger numbers than other lands. Intervention by Isilsolar 108 A.F. brought the Tribes into a friendly relationship with their ordered and religious neighbors.

Large amounts of druids, barbarians, and vagabonds travel to and from this region. The low levels of regulation, organized government, and hard to navigate terrain make it a prime location for criminal enterprise and those who do not like the civilized world.
Isle of Lost Thoughts

An island located off the peninsula south of the Noxmarsh, not much is known for sure about this foggy isle. It is made up of temperate forest, standard wildlife, and no sentient inhabitants. The only remarkable feature to speak of is a tall, stone tower at the heart of the island. It can be seen from the coasts of the island, but the forest is very thick and hard to navigate. That is not the greatest hazard on this island though.

It has earned its name because of the effect it leaves on all who visit it. The landmass exudes an aura of insanity. Setting foot on shore brings about raving madness to all intelligent creatures. Only a few individuals have been able to resist the island's influence. Even then, their resistance to the island's effects weakened over time. Records of their explorations are either vague, lost to time, or none too interesting. There are two records of attempted exploration of the central tower.

It is very large, made of dark stone, and has only a single, locked, iron door as an entrance. Above, there are four windows on each side of the structure. Parapets on the highest floor indicate there is some sort of roof level.

The other feature that is recorded is a large cave entrance on the northern side of the island. A sloping hole in the ground that leads to a large cave system. Stories are told of bright, blue gems, called Cipher Gems, that are chill to the touch that appear in clusters throughout the cave. Some have come with hopes to recover a stock of gems. The danger of entering the island often drives would-be miners away or dooms them to wandering in lunacy through the lightless tunnels beneath. Only one expedition, led by the dwarven architect Murl Stonechipher, has successfully recovered these gems. Murl coined the name for these gems. They have been found to be useful in creating heat resistant materials. Rumors say Murl crafted a suit of armor made from Cipher Gems. The wearer is entirely immune to all fire and heat, magical or otherwise.

The kingdom of Isilsolar uses this place as a last resort prison for criminals it believes are beyond saving. They will leave criminals on this island to lose their minds and starve over time. This punishment has only been given out 23 times in the 600 years since the Fall, the most frequent sentencing coming during the time of the Silver Principles.

*In-Game Note*: Whenever a creature with an Intelligence score of 3 or higher enters the island, they must make a Wisdom save DC 18. If they succeed, they maintain normal mental capabilities, but must repeat the save every hour. The save DC increases by 2 for every additional hour spent on the island. If a save fails, the creature gains a trait from the Indefinite Madness table found in the DMG for the remainder of their stay on the island. Once they leave the island, the symptoms clear up and they return to normal.
Trading Post

### ~~Level 1~~

* ~~In town, characters may sell any weapons, trade goods, gems, & art objects they encounter while adventuring, albeit at a reduced price.~~

### ~~Level 2 (150gp) — Purchased~~

* ~~In town, characters may sell any weapons, trade goods, gems, & art objects at full price.~~
* ~~Characters may also sell spell items and magical trinkets, albeit at a reduced price.~~

### **Level 3 (500gp) — Purchased**

* **In town, characters may sell any weapons, trade goods, gems, art objects, spell items, & magical trinkets at full price.**
* **The Player Auction House is available for use. Players can trade, buy, and sell items (mundane or magic) between sessions.**

### Level 4 (2,500gp)

* All Adventuring Gear is now free.
* Items sold to the Trading Post are worth even more gold.
The Cauldron

This volcanic area sits in the shadow of the Western mountains. It is bordered on the south by the Azuran desert, to the west by the Wall of Spears, and to the east by open plains. This construct of the Fall, it has acted as an insulator against Orcish invasion to the east and from human wars from the west.

Rivers of magma run from a central mount, a planar inferno that links directly to the Elemental Plane of Fire. Inhabitants of that fiery plane sometimes emerge to commune with or wage war upon the Material Plane. These events are rare though.

Navigating this area creates a huge heat risk. Just as hot as the Azuran desert at night, it can weaken and kill mortals quickly during the day. Any attempt to travel through this area requires strong heat resistances or a substantial ability to stay cool.

Around the Cauldron, travlers may encounter bands of Orc patrol on the far outskirts. Only those with a desperate need to pass this area weave among the lava rivers. Fire Elementals commonly patrol these corridors.
Mira

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**Mira** is a character played by Audrey.

## Notable Feats and Kills

* Dealt the final blow to Anod
* The only adventurer to return from the initial excursion to the Zigguraut of Death (Plague)
* Played a part in the defeat of the Plague Ascended Mira
* One of the first adventurers to travel to a different plane of existence
The Eastern Sea

The easiest method of trade across Alduroum and one the most dangerous places to be from time to time, the Eastern Sea touches almost every part of the world. Now populated by coastal races, humans, elves, and some of the Little Folk have taken an interest to traveling the seas. New legends rise from the waves every day. It holds too much for any one document to hold, but herein are some of the larger points.

**Kuo-Toa Tribes**

Spread all across the Eastern Sea are tribes of Kuo-Toa. These small, amphibious creatures appeared after the Fall. It is assumed that they were born from the Chaos, but no one knows for sure. They have cut deals and offer tribute to both Witchearth and Dhulkador while all other nations ignore their presence for the most part.

**Kraken Lords**

Sailors tell tall tales. However, the tallest tales are those of four monstrous sea creatures who dwell in the deepest parts of the Eastern Sea. Called Krakens, these abominable creatures claim to be from before the Fall and has vast memories and knowledge of the time before. They can grant favors and are often the center of Kuo-Toa worship. The greatest of all, Sobrin, is said to be twice the size of his brothers and twice as awful to gaze upon. He supposedly lives within the Deeping Blue, a massive hole that delves endlessly into the earth. The second greatest, Gauvel, lives deep in Breed's Trench. The other two, the weakest, have lairs in the north-west and south-east portions of the sea, respectively.

**Mermaids and Merrow**

Mermaids are considered to be the ruling beings along the western shore. A great city is hidden somewhere amongst the deep, but it is not easily found. They will often stop ships, inquiring about their cargo and their intent. Those who do not abide by their laws risk being sunk by sea beasts under the merfolk's control or in their company.

The Fall left the Merfolk relatively untouched. However, one tribe was horribly twisted into terrible beasts. The Merrow are skulking monstrosities that terrorize the southern shore. Merrow will pursue Merfolk without question. Their services are often bought by Yuan-Ti, Kuo-Toa, or other creatures who travel those seas. The fact that both the Wild Elves and the Merfolk of the southern shore were changed gives credence to the theory that Dhulkamas was hit the hardest by the Fall.

**Hunter's Bounty**

This span of sea is both the deepest and the most wide open in all of the Eastern Sea. The largest predators hunt here and the largest ships travel here. This is a dangerous place to travel, but allows for very swift travel from east to west.

**Spine of the Leviathan**

This island has resisted colonization by all, including the tenacious Kuo-Toa. A great pair of mountains sprouts from the islands. Ancient lore says that the great "Leviathan", sleeps beneath these islands, the mountains being two great crests on its back. Whether this is true or not, the island is guarded by mysterious tribal men who use an extremely toxic poison. The toxin is so potent that even a drop can kill ten men.
Marrowtown

"*The town's pigs were found dead this morning. Drained of all blood and pale as priest's robes. People are starting to look for answers.*

*Everyone around these parts talks about it. We think it's real, but no one actually claims to have been there.*

*Whenever anyone goes missing, or the cattle dies off, or some hideous thing is seen on the edge of town, there is always one culprit everyone brings up: Marrowtown.*

*They are just really collected rumors en' stories. There are no maps, no legitimate written descriptions, only a rumor of a door somewhere in the hills. A deep, dark tunnel that stretches downwards for miles. At the end of it, a set of doors made of bone.*

*Marrowtown is said to be an undead city, a real, flesh en' blood Necropolis. Sentient undead come en' go, ruled over by some ancient being whose name changes with every telling.*

*Priceless artifacts en' works of art, whose work takes centuries to finish, are said to have come from here. Many have tried to find it, but none have succeeded. It would certainly explain why we have to drive Ghouls away from our cattle. It would explain the centuries old tradition of burning our dead, which no one can seem to find an origin for.*

*Of course, it is just a legend. Personally, I think it was the damn wolves around these parts."*

*-Entry in the diary of Fieris Gelthal*

Legends speak of a city, built under ground by the restless dead. The Lich, Xill Gullwood, built a sanctuary for the undead who still possess a mind.

This rumor is dismissed by most, by many continue to search for it. Common gossip says that there is a secret entrance somewhere in the mountain villages north of Isilsolar. Guarded by a village of living humans, it is under miles of rock before you reach the tomb city.

Were such a place to be real, it would certainly have some of the darkest and most powerful treasures in all of Alduroum.

Local Dungeons: Gallery of the Maiden, Vault of the Mindless
The World of Alduroum Wiki

## Welcome to the World of Alduroum

The World of Alduroum! A DM's effort to lay out lore of his world.

The categories at the bottom of the home page are the best way to navigate the content. Feel free to browse the information herein. If something is not written up, does not have enough detail, or does not cover a certain aspect of that place, feel free to ask me and I will provide that information.

## Alduroum

A world recovering from catastrophe, Alduroum's current age has encompassed 600 years of history since an event known as the Fall from Grace. This cataclysm led to the death, exile, or flight of every deity of the past age. Many still worship the old gods, even though little indication has been given that they still exist. Civilization was thrown into disorder. Large ordered nations collapsed and were forced to rebuild from scratch. Others were so devastated they lacked the resources or will to recover.

Spanning across 277,334 square miles, legends old and new rise up from the troubles of this new age. Demonic cults spread like a weed across the lands. The Mongrel Empire, goblinoid legions from the north, pressure the human kingdoms as they expand. The Elves endlessly search for the Taum Lutheil, lost treasures of their past. A celestial being rules over the northern kingdom of Isilsolar, watchful against the evil of the Noxmarsh and Nephus. The Hag Triumvirate rules over the riotous city of Witchearth, consorting with abyssal princes and horrendous tyrants. A dreadful abomination, named the Anamthema, pushes the Yuan-Ti to further conquest and glory. The Crawling Lands fester under a heathen god-creature. The secluded Kingdom of Taurea marches onward into eternity under the blind leadership of the Emperor's Immortal Soul. The Restless Stretch labors under a great burden of undeath and disease, making regular life a distant dream.

Within the known world, there are nine regions and one inland ocean: the Common Lands, the Western Mountains, Azuran, the Old Realm, Dhulkamas, the Crawling Lands, the Restless Stretch, Taurea, and the Roughlands. The inland ocean goes by many names, but most just call it the Eastern Sea.

Humans are the dominant race in Alduroum, though many other races are mixed among them. Elves are said to come from across the Eastern Sea. The Dwarves come from the Western Mountains, though their people are few and their kingdoms weak. Halflings and Gnomes come from the forested and hilly land named Hearthland. Orcs and Hobgoblins , the Mongrel Races, surge from the burrows in the Western Mountains.

This world is wild. Outside of major cities, there is no law. Monsters, brigands, and mysterious beings walk the lands, making travel very difficult for those who are unwilling to fight.

## Setting Gameplay Details and Rules

Alduroum can be run in any system, but some stat blocks and effects are calculated for Dungeons & Dragons 5th Edition. Each hex on the world map covers 6 miles within the world.

A comprehensive description of all differences and choices can be found on the Alduroum Setting Rules & Options page.
The Free City of Vaupaus

Rumors around bonfires and tavern tables speak of a city ruled by adventurers, conquerors, explorers, and dynamic folk of all variety. Settled far outside the realms of known civilization, this city goes by the name Vaupaus, the Free City, or the town of Sellswords. Whatever you call it, the legends about it are as big as the distances needed to cross to reach it.

Built with high walls of wood and iron, a pair of watch towers, over 80 feet tall, sound the alarm for the town whenever a threat approaches. The warning musters the town, full of mercenaries and soldiers of legend. Ruled by the mysterious High Council of the Disciplines, this city has achieved almost complete personal freedom and a safe city interior.

All gathered by the allure of adventure, the city operates by a code of honor. No single police force is trusted by this hardy group of rogues and mages. Each man is expected to be true to his word and action, inside the city walls anyway. Murders often lead to mobs of highly trained veterans and all-seeing mages teaming up to track down whoever would break the city's honor code.

***The Honor Code of Vaupaus***

The First Law: *No blood is to be spilled dishonorably. To settle a conflict of grievous nature, one must challenge your foe to a duel.*

The Second Law: *A visitor is not required to share information on the location of ruins, artifacts, and other treasures material or intangible.*

The Third Law: *All weapons must be declared upon entering Vaupaus and a paper is to be carried at all times with this list. Weapons found not recorded are to be confiscated and a fine of 500 gp. is charged. The weapon will be returned when this debt is paid.*

The Fourth Law: *The arcane spells known as wish, fireball, true polymorph, miracle, meteor swarm, time stop, and weird are banned from use whilst inside the township of Vaupaus.*

 Crime Enforcement

Due to the powerful nature of Vaupausian indiviudals, the guardians are correspondingly powerful. Travelers on the street are urged to enforce the code as they see it broken. However, there are two forms of official Free City guardians that act as the High Council's hand: Gold Half-Dragon guards (spawn of Fairmid) and the Inevitables.

The Gold Half-Dragon Spawns guard the streets. Spawned from Fairmind, they share his sentiments of freedom and justice. The Ineviatbles protect against "high crimes": mass murder, stopping time, threatening the Council, casting *wish,* and other powerful affronts. Immune to time stoppages and the like, they are extremely powerful.
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Talon Knights

## The Generals of the Swan City have long valued the necessity of Heavy Cavalry in their standing armies, and these tall and proud men are the finest knights of all Gondor.

The Princedom of Dol Amroth is ever ready to help their Lords of Minas Tirith in times of war and struggle. They function as both bodyguards for the Princes and Lords of Dol Amroth, and also as a vital part of Gondor’s mounted forces. They wear the finest armour the smiths in Gondor can manufacture, and even their mounts are heavily armoured. For weapons they use long ash-shafted spears for charging, longswords for close combat, and a solid cavalry shield. There are few enemies in Middle-earth that can resist a full frontal charge from these valiant Knights.
Realms of the Third Age Mod Wiki

## Welcome to the Realms of the Third Age Mod Wiki

Realms of the Third Age is a module consisting of Lord of the Rings.
It has options to do player versus player and in future clan vs clan, but later on the developement CO OP will most likely be added.
This wiki will help you kill you foe with what classes you wish to choose!

## What you need to kill your foe?

First of all skills of playing that class will matter the most, if you play it first you most likely going to die quickest, but if you play it over and over again you will start to understand. This wiki will show you what you need to do with different classes and what they are ment for.

## Latest activity

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

## Uruk-Hai Infantry or Uruk-Hai Swordsmen.

Normal Uruk infantry wield swords and shields. These swords maximize the brute strength of the Uruks, being able to cut limbs and heads like a hot knife on butter.

## What is this class?

Products of a fallen Istari's ambition and lust for power, these creatures are as beastly and frightening as orcs yet strong and disciplined as any soldier of men. Standing in an ordered line wearing plate armour and bearing large iron shields, the Uruk-hai Infantry can withstand the worst that the enemy can throw at them while their cruel angled blades wielded with savage fury will cut down all who oppose the White Hand. Bred only for war, these perfected soldier orcs are the mad wizard's best chance of realizing his ambition to rule Middle-Earth
Uruk Warriors

### Uruk Warriors were the elite of Saurons armies, using one of the best weapons and armours Mordor can offer.

Uruks of Mordor are known for their less numbers and their power in battle, these can literally destroy shieldwalls with their sheer power or their training they got in Saurons barracks.

### Origin

They came in Mordor earlier than Uruk-Hai of Isengard. These Uruks had enough time to get their form while Saruman wanted a hasty army of 10 000. Uruks of Mordor even sacked Ithilien and almost took the East Osgiliath on themselves.

### What you need to kill or do the job of Uruk Warrior?

Uruk Warriors need to be obedient first before anything. You need to use your powers againts other powerful units from other factions, Uruk Warriors are one of the most elite of other factions, these have good armor and excellent weapons. They have light and heavy built of armours, so you can choose which one you prefer if you want to be fast and less armoured or if you want to be slow and good armoured.
Uruk-Hai Crossbows

## Uruk-Hai Crossbows or Crossbowmen are common ranged class for Isengard

After Scout bow this Crossbow even pierces the armour better than the most powerful bow in Arda.

The crossbow is a ranged weapon consisting of a bow mounted on a wooden stock. The string, along with its missile (referred to as a *bolt*), is drawn and then held taut by a mechanism featured on the weapon's stock until it is fired by a trigger lever.

## Why is this ranged unit more common than Scouts for ranged instead?

wielding powerful crossbows that, once loaded, are easy to aim and fire and can easily penetrate all but the strongest armour. This enables them to take out high value targets while their natural resilience and thick plate armour allow them to do so under sustained attack as the Uruk army advances on enemy positions.
Gondor Infantry

## Gondor Infantry in a Gondorian Army is their regular troops on the battlefield.

The Realm of Gondor has fought numerous wars against numerous enemies. Their Lords are very experienced in the arts of war and fighting, and the citizens of Gondor are all expected to earn their keep when the horn of Gondor sounds. Most of the brave men of Gondor are trained as regular infantry, armed with a solid metal shield and a steel longsword. For centuries, the kingdom of Gondor has relied on the strong traditions of these heavy infantry. When the storm clouds begin to gather once again at the end of the Third Age, most of the Gondorian Infantry eagerly anticipate the opportunity of serving their country with arms in their hands. Armoured with full plate mail, they are the backbone of the Gondorian Army.
Uruk-Hai Pikemen

**Uruk-hai Pikemen** formed the core of the ten thousand strong army that Saruman the White sent to attack the Rohirrim's fortress of Helm's Deep.

## Equipment and All

Uruk-hai Pikemen were equipped with large pikes around 12 feet in length in order to counter the cavalry that were the main strength of Rohan's army. Their armor was similar to the rest of Saruman's Uruk-hai consisting of a steel segmented breastplate, greaves, a helmet. Nevertheless they were one of the most heavily armed and armored soldiers that fought on Sauron's side during the War of the Ring.

## Reason why this class was the core of Saruman's Armies

Saruman's immediate goal, the conquest of Rohan, brings him into conflict with the finest cavalry force in Middle-Earth. With this in mind many of his fighting Uruk-hai are outfitted with immensely long two-handed pikes. The resulting spear wall, several ranks deep, maintained by heavily armoured Uruks leaves no hope for any potential cavalry charge, and even other infantry will be hard pressed to withstand the cleaver-like blades of the Uruks' pikes. However, the formation severely lacks flexibility and the long pikes deprive their holders of shields, requiring the presence of supporting infantry to secure the flanks and counteract any missile troops.
Morannon Orcs

### Morannon Orcs are core of Saurons army, their stature are almost manlike, their armour is thick and they are menacing in battle.

Morannon Orcs are trained way to fight, they carry excellent weapons and shields, they are alot bigger than other orcs and have no fear when in bloodlust.

### Origin

Mostly coming out of Morannon Gate(black gate) these orcs are also called Black Orcs, not because they are really darker in skin tone really, most of the Morannon Orcs were actualy creamy or white in colour, they had excellent armour given to them, they made the core of Saurons armies, they are even known to match up with a highly trained Gondorian Soldier sometimes in a fight.

### What to do as a Black Orc?

Follow your leaders orders, stay in formation when needed, try to gang upon the enemy, use your swords to cut and your spears to pierce. Use your shield to block enemy opponents while you attacking another one. Most common, bring hell to the enemy and let them regret they opposed Dark Lord!
Uruk-Hai Scouts

## Uruk-Hai Scouts as seen in Fellowship of the Ring were one of the most impressive uruks of the first batch from Saruman's pits

These Uruks travel in smaller bands and often operate behind enemy lines striking at exposed and sensitive targets. Saruman's craft has bestowed them with great stamina allowing them to run for miles without rest, especially when not encumbered by heavy armour. Their combination of strength and mobility makes them suitable for several different roles as scouts, raiders, or even "bounty hunters, " as their endurance makes them relentless trackers. Their equipment and general composition is less than ideal for large head-on engagements, although an Uruk's strength and savagery should never be underestimated.

## Weapons and Armour

Scouts wear light, leather armor and have leather helmets with no crests or brims, and wield short swords, axes, daggers and powerful bows of yew with a TREMENDOUS draw weight. Their armor is grey and is made up of large lames and has a groin guard. Underneath is a layer of chainmail that covers the torso, half the arm and a small fraction of the legs. They also wear arm armor but they have bare legs.
The Noxmarsh

Short for the the Noxious Marsh, Noxmarsh is a long stretch of poisonous, corrupted landscape to the east of Isilsolar and north of the ruins of Nephus. This marsh has existed as far back as it was discovered after the Fall. Some horrible evil slipped into the world after the Fall and made its home among the reeds and watery ground of this place.

Not much is known for certain about Noxmarsh. The water itself is poisonous to most forms of life. Only creatures with substantial immunities to poison can swim unaffected here. The taint is in the plants, the animals, and even patches of air are rumored to have been turned into toxic clouds. Stories say that every single creature and plant has poisonous fangs, barbs, or claws.

Beyond the Noxmarsh is Zaul'dur, as it is known in Deep Speech. In common, it is called Agony's Mark. It is a great fortress inhabited by an evil wizard named Cedric Carn. Legend says he once attempted to exterminate all life. Others say he helped Apolis write the Chaos Scripture. Carn possesses great power, but is considered a ghost story. Record alleges he was slain by the Paladin Gabriel in 457 A.F. A paladin of Isilsolar, Gabriel slew the wizard, but died to to hazards of the Noxmarsh on the return journey.

Any explorers attempting to enter have been met by a staunch defense. Ethereal guardians watch pathways from other planes. Massive iron golems and gargoyles watch from the stony battlements. Carn's greatest guardian is a Dracolich named Murktide. Formerly a black dragon, Carn helped him acquire Lichdom and allowed him access to his libraries in exchange for his eternal guardianship.

None have made it beyond the gates to see what Carn left to his souless guardians before his death.
Ithilien Ranger

## The Stewards of Gondor created the Rangers of Ithilien for both scouting and ambushing purposes.

After the Dark Lord Sauron returned to Mordor, the fair region of Ithilien was abandoned by its inhabitants. These brave men are mostly descendants from people who lived in the green lands of Ithilien before it was deserted. Masters of hiding in forests, they are perfect for hit and run tactics or ambushing. They wield their powerful longbows with great accuracy and have swords for close combat. Armoured mostly with camouflaged leather, they can’t be trusted to hold their ground against heavily armed forces.
Knights Of Gondor

## Knights of Gondor make up gondors cavalry force.

Horsemanship has never been the main interest of the Gondorian army. Often they’ve received mounted aid from their allies, the Rohirrim in the west, who are unmatched when it comes to the art of fighting from horseback. The Warlords and Generals of Gondor do however understand that cavalry is an important part of any army, and will usually deploy a unit of Gondor Cavalry when the need arises. They wear the standard full plate armour of the Gondorian army and wield a long ash-shafted lance. They also have longswords for close combat.
Jisei Nagashiyama

Jisei es un personaje original creado por Tenshiko-KuTe.

Es unos de los personajes más recurrentes utilizados por Tenshiko en sus historias.

Aparece como personaje secundario principal en la saga "Mis amigos. Mis secretos, Mis sueños" (MASS), en el fanfic "Nishasentalu" y correspondientes spin-off y el fic colectivo "¡Última llamada y a escena!".
PERSONAJES

Entre los personajes que Tenshiko utiliza para sus historias se puede hacer una diferencia entre personajes originales creados por ella y personajes tomados de fandoms.

## **PERSONAJES ORIGINALES**

Estos son los personajes creados por ella misma, completamente originales para utilizar en las historias. Cualquier parecido con cualquier otro personaje será pura coincidencia.

### **PERSONAJES ORIGINALES PARA HISTORIAS TIPO ANIME**

Algunas de las historias más abundantes y que mas le divierte escribir son las basadas en el universo "anime" o "manga" japonés.

Para estas historias ha creado personajes adecuados a ellas, siguiendo con la estética propia de ese género y con nombres japoneses

Anexo OCs tipo anime femeninos

Anexo OCs tipo anime masculinos

.

### **PERSONAJES ORIGINALES PARA HISTORIAS DE FANTASIA**

Para las historias de tipo fantasía o aventuras ambientadas en mundos fantásticos o creados por ella misma tiene personajes especiales, de razas especiales y dotados de carácterísticas distintas adecuados a sus universos.

Anexo personajes originales de fantasía femeninos

Anexo personajes originales de fantasía masculinos

### **PERSONAJES ORIGINALES PARA HISTORIAS ESPAÑOLAS**

Tenshiko también escribe historias ambientadas en su propio país, España y para las cuales ha creado personajes específicos.

En algunas ocasiones ha adaptado sus personajes de otras historias y modificado para utilizarlos en estas historias.

Anexo personajes originales españoles femeninos

Anexo personajes originales españoles masculinos

### **PERSONAJES ORIGINALES PARA FANFICS**

Tenshiko también crea personajes especiales para utilizar dentro de los fanfics que escribe. Quizás porque entre los personajes del fandom no encuentra el adecuado o porque simplemente le apetece introducir sus propios personajes.

Anexo OCs para fanfics femeninos

Anexo OCs para fanfics masculinos

## **PERSONAJES TOMADOS DE FANDOMS**

Estos personajes no son creados por Tenshiko, pertenecen a sus respectivos autores, pero al escribir fanfics es inevitable utilizarlos.

Anexo personajes para fanfics femeninos

Anexo personajes para fanfics masculinos

## **PERSONAJES SEMI-ORIGINALES**

En ocasiones los personajes de los fandoms que Tenshiko utiliza para los fanfics resultan tener un papel poco relevante en sus historias originales. Son personajes de los que no se sabe prácticamente nada y de los que, aún teniendo el nombre y el aspecto se necesitan desarrollar para poder utilizarlos. Aquí es donde cada autor utiliza su imaginación y los hace suyos.

Son personajes existentes pero a la vez hay que crearlos casi completamente. Esa es la razón de llamarlos "semi-ocs".

Anexo personajes semi-originales femeninos

Anexo personajes semi-originales masculinos
Captain of Gondor

## Captain of Gondor is one of the most high ranking status in Gondorian Army.

Captains wore similar armor as their Infantry, to fight beside them and have the same faith as them. They often charged with infantry and cavalry to give them morale and were reckless at combat. They could lead a battalion of Gondorian Infantry to victory, or lead a massive army to timeless slaughter.
OCs Historias anime masculinos

Listado alfabético de los personajes masculinos originales creados para historias ambientadas en universos tipo anime y/o manga

Akira Shikamoto

Fuma Kaguya

Genki Yamada

Hizashi Girei

Inari Chigusa

Kamui Kaguya

Karasu Akasagas

Kenshi Tsumerage

Kisuke Nagashiyama

Kohaku Akasagan

Kyojin Akihana

Misaki Hanakiri

Misaki Saewanaguchi

Nowaki Namikaze

Shibi Kamizuru

Suo Morita
Ryuko Harukaze

Ryuko es un personaje original creado por Tenshiko-KuTe.

Es unos de los personajes más recurrentes utilizados por Tenshiko en sus historias.

Aparece como personaje secundario principal en la saga "Mis amigos. Mis secretos, Mis sueños" (MASS), en el fanfic "Nishasentalu" y correspondientes spin-off y el fic colectivo "¡Última llamada y a escena!".

## Ryuko en la saga "MASS"

### Ryuko en la versión especial española

Para la versión española de las novelas, Tenshiko tuvo que hacer cambios tanto en el aspecto físico de los personajes como en otras caracteristicas, por ejemplo la personalidad, para adecuarlos más al nuevo "universo" más realista en el que se desarrollan.

Hay que tener en cuenta que esta versión, a parte de estar ambientada en España, lo está concretamente a principios de los años 80, lo que significa que había que cambiar varios detalles para no incurrir en incongruencias.
Angel García Lobato "Lobo"

Personaje original creado por Tenshiko-KuTe para su novela "Cenicienta ya no cree en cuentos" de la que es protagonista.

## Ficha personaje

*Nombre*: Angel García Lobato

*Apodo*: "Lobo" o "Lobato"

*Fecha de nacimiento*: 06 de Enero de 1981

*Edad al comenzar la historia*: 18 años

*Familia*: Carmen (madre)

         Juan Carlos (padre)

         Beatriz (hermana)

         Isabel (abuela materna)

         Vitori (abuela paterna)

         Jorge (abuelo paterno)

         Esperanza (bisabuela paterna)

## Apariencia

Angel es un chico descrito como "bastante normal", no es alto, ni bajo, ni gordo, ni delgado, tiene una estatura media y una complexión normal.

Su pelo es de color castaño, no lo lleva muy corto, más bien tirando a melena, lo tiene ondulado y con la humedad tiende a rizarsele. Sus ojos son grandes y de color verde oliva.

Suele vestir con pantalones vaqueros y camisas o camisetas. Le gustan las camisetas con ilustraciones divertidas. Suele usar zapatillas de deporte o mocasines. En general su aspecto suele ser cómodo y da aspecto de ser algo bohemio.

## Personalidad

Angel es un chico tranquilo y relajado al que no le gusta hacer las cosas con prisas, prefiere tomarse su tiempo e ir a su propio ritmo, por esta razón y por sus continuas quejas cuando le apremian tiene fama de perezoso y flojera.

Es amable y educado. No suele meterse en discusiones, si alguna vez le provocan prefiere ignorar el asunto. Por lo general trata a todo el mundo con paciencia pero una vez que esta se agota estalla de forma inesperada y gran enfado, aún así siempre intenta contener sus impulsos porque su idea de que las situaciones tienen que tomarse con calma y analizar las circunstancias siempre es prioritaria para é.

## Curiosidades

* Para la creación de este personaje se tomó como base el de la saga "Mis amigos. Mis secretos. Mis sueños", Akira Shikamoto.
* Aunque en principio las historias de Akira y Angel parecen iguales tienen varias diferencias:
	+ El padre de Akira tiene una farmacia y la madre es ama de casa mientras que la madre de Angel es psiquiatra y el padre trabaja como contable a tiempo parcial, dedicando el resto de la jornada a sus hijos y el hogar.
	+ Angel conoce a Andrea desde pequeños mientras Akira conoce a Akane en la adolescencia.
	+ Al principio de la historia Akira tiene le pelo mas largo y se lo recoge en una coleta y hacia la mitad se lo corta. Angel no lo tiene largo en ningún momento.
* Su color favorito es el azul celeste.
* Le gustan los juegos de rol y el personaje que suele utilizar es un mago.