recursal/Fanatic-Fandom huggingface dataset:
Goblin

Considered nothing more than murderous pests by most, **goblins** dwell on the fringes of other societies, scavenging amongst their waste and building their society in squalor. Though weak on their own, goblins often gather in huge numbers to overwhelm their enemies.

## Appearance

Goblins aren't much larger than the pigs they like to chase.

A goblin is a short, emaciated-seeming goblinoid, about the size of a halfling. They tend to be around three feet tall with large, flat heads and long ears. Their skin tends to be leathery and grey, often wrinkled and covered in tiny scars, warts, and scabs. Goblins grow little, if any, hair, relying on their thick skin and huddling together in groups to keep warm. They have small, beady red eyes set close together over a little pug nose, above a hideously wide mouth lined with sharp little teeth. Goblins often dress in rags and scraps cast off by other humanoids and bear coarsely cobbled-together equipment.

Many humans and similar races find it hard to distinguish goblin genders, though they do possess reproductive organs. Excessive weight is considered a sign of beauty among female goblins, with the ideal of goblin sexuality being an obese female barghest.
Telduria

Telduria is a continent in the north of Theron and home to the disaster at Ool. It has a current population of around 2.5 million in total. The main races that inhabit Telduria are, Dragonborn, Human, Elven and Dwarven.

## Main Areas

Eamonvale

Dragonport

Illvandrin

Kron-Nesis

Nyrae (The Wastelands)

Urland

The Fang Lands

The Crucible Lands
The Underside Marketplace

A small enclosed hall, packed with some of the dirtiest people you've seen. A hall filled with beggars, thieves and cuthroats. However, here they all come with one purpose, to spend their hard 'earned' gold. It is a bit of a neutral ground in comparison to the rest of The Underside. If you happen to get your pocket picked and someone catches them, you can be sure for a mob to quickly beat them to a pulp, though you may not get your money back.

## Shops

Tommie's Trinkets

BUY MAGIC POTIONS

Tools of the Trade

Wepons n Armore
C60-labs

Building a brave new world using the advances in nanotechnology. Developing a nanobot driven healing factor that makes humans nearly immortal.

* Founder
* Net Value
* Core Business
* Head Quarters
* Takashi Noma
* $129.10 Trillion
* Nanotech

## Core Belief

Manipulating the building blocks of the universe is now well within man’s reach. The advances of nanotech herald a brand new way of life. The applications of nanotech in Medicine, Human Enhancement, and Engineering are endless. It seems ‘thinking small’ is the key to changing our future.

Founded by Takashi Noma the Japanese futurist in 2023. C60 labs is harnessing the power of the nanotech for human enhancement to combat our imminent extinction. The fate of the human race lies in the balance.
Outertale

Este es un Universo Alterno llamado "Outertale" en el que su Historia es la

misma que en el Undertale original; lo único que cambia es el lugar, en el que

   esta vez se sitúa en el espacio (Luna) protegida con una barrera creada por

     los humanos luego de tener victoria en la guerra ( Humanos Vs Monstruos )

                                 por la cual los monstruos no pueden salir.

## Personajes

En Outertale, los personajes son los mismos que hay en Undertale y

                                     sus personalidades también son iguales.

Lo que cambia en ellos es su vestuario que es de tonos azules, dorados y de plata.

       También sus Almas son Corazones tiene unas cuantas estrellas en ellos,

                                           Y al Morir, se vuelven Polvo Estelar.

## Curiosidades

Cuando rechazas la oferta que te hace Chara en modo Genocida, estarás en un hoyo negro.

Existen planetas ocultos.

La tienda de los temmie esta volando en un globo Aeronáutico.

Las Glamburguers se llaman "Galamburguers".

A toriel le gustaría enseñarle a los niños sobre las estrellas.

Sans le gusta ver las estrellas y hablar de ellas.

Las rocas son de color azul que brilla

La guardia real se llama "Guardia Espacial"

Snowdin se le llama "Stardin"
Draconic

Draconic is a rare language, limited to only those who have studied the various books and scriptures or are bred into it. The only race that speaks this are the Dragonborn, other races carry the bloodline of dragons but the Dragonborn are the only ones to truly grow into that role.

To outsiders, this language may sound a lot like various growls and roars though the tone and pitch define what is said, some races cannot speak Draconic even if they tried.
Common

Common is the most common language as you would guess...

It is known all across the world on most civilised areas and is split by accents. The accents can vary depending on the location and some can be very hard to understand.

It is the main language for Humans though other races have begun to adopt it aswell, such as Dwarves.
Cosmo Stellar

Leading the mass exodus of the human race to Mars. The journey is treacherous but it seems to be the only way to save the legacy of mankind.

* Founder
* Net Value
* Core Business
* Head Quarters
* Allen Maverick
* 145.75 Trillion
* Aerospace

## Core Belief

Space Exploration took off in early 2020 once Rover III set up the first electrolysis experiment to extract oxygen from the Martian atmosphere. For the very first time in human history, it seemed that the only thing that inhibited us from setting up a colony on Mars was the man and the motivation to get us there.

Founded by Allen Maverick, ex-NASA scientist, who pioneered the 2024 rover V missions. Cosmo Stellar believes that Earth cannot be saved. The human race was born on earth but it was never destined to end here. Earth is now uninhabitable and a mass exodus to Mars is the only way to preserve mankind.
The Red Arrows

The Red Arrows are a band of Mercenaries who are well known for their helpful hand and efficiency at the job. The majority of the band are archers though they also have some techies who create defenses and traps. They are known to only take jobs that they feel are for a good cause, love to fight evil at every corner. The Red Arrows is run by Jane Reely

Merc for 3sp /day
Jane for 4sp /day
Techies for 6sp /day
The Fang Lands

The Fang Lands are a large and remote area, filled with forests and natural wildlife. There are various tales and stories about Monsters that roam these lands, a big reason as to why people don't visit.

In these lands reside around 180,000 sentient creatures of various races. The Fang Lands has become a form of haven for monstrous creatures who have faced persecution in their own lands, many fleeing overseas and residing here. The original races that lived here were simple Kobolds who tended to the land and also did the odd raid on nearby human and elven villages.

## The Races

The only races that originally inhabited these lands were Kobolds, Trolls and Ogres. They lived seperately from each other and did not communicate, keeping relations neutral. They could not speak familiar languages and could not communicate anyway.

The Kobolds built a large settlement called Skraag which quickly flourished (mainly due to the high birthing rate of Kobolds). This caught the attention of the Trolls who quickly made contact in an effort to make an ally, having more in common with them than Humans or Elves. However Ogres kept to themselves in the mountains and hilly regions, living simple lives.

Over time the Kobolds and Trolls formed a tight relationship, building Skraag together but the Kobolds always viewed Trolls as guests, not permanent residents. After the event at Ool and years after, numerous races found themselves being persecuted and word had spread of a place called Skraag which gave haven to those in need. The Kobolds and their love for traps thought up the perfect one, bringing all these various races into their home, meant they would be protected and also commerce would boom.

Over the next 300~ years, various races flocked to Skraag, come from overseas or from far, far north. In its current time, The Fang Lands hold around 20 different species who have all set up various camps throughout the region. A lot of the races do keep to themselves though many live in the main city, a bustling place with no real laws, only The Troll King and his mens word.
Eamonvale

Eamonvale is the homeland of Humans on the continent. It is a vast plain where most of the land is used for farming and husbandry, most of the forests have been cut down for lumber and housing built in their place.

It is a peaceful area with the mountains to the North, splitting Eamonvale from the wastelands, allowing the civilians to live a life free of even knowing what is past there. However no one ever travels to the west due to various rumours of giants roaming the lands.

There are a few taverns and villages along the lands but nothing like the main city of Dun Eamon.
Kron-Nesis

Kron-Nesis is actually the homelands to the Dwarves in Telduria though it is a very unlikely place. It is flatlands for as far as the eye can see, leading up to the ocean and beyond. The Dwarves actually live below the surface, which is normal for dwarves though usually in more mountainous regions. It is said that there are many minrals under Kron-Nesis hence the decision to settle here, it is also quite close to sea level which means they can dig deeper more easily.

Many Humans settle on the surface lands as the land is ripe for farming, there are also a lot of outcast Dwarves who have settled to farm.
The Troll King

The Troll King's real name is Ugo Markzax, he grew up in Skraag as a child, a nobody really, much like everyone else. He lived a simple life but was eager to join the hunting parties that supplied Skraag with most of its food. For a long time now, Skraag has been a peaceful settlement. In the past it had been a fortress for monstrous races to pillage the surrounding villages.

After the explosion at Ool, a lot of the population came down with a sickness and it has slowly been bred out. However, now there are no settlements nearby apart from Dun Eamon which is too fortified to raid.

Ugo came into power a few years after he hunted down a monstrous beast that threatened to destroy Skraag. It came from the wastelands and surprised the hunting party among the mountains. It was over 300ft long and 30ft tall, a worm like creature with nothing but teeth as a face. The hunters quickly perished in combat and so did Ugo, being eaten alive by the beast, however once inside he survived the digestive track of the beast, his skin torn to shreds but he lived. Using his sheathed dagger, he tore the beast open from the inside, the screams could be heard all the way from Skraag and even Dun Eamon. People rushed from Skraag to see what it was and saw Ugo cutting his way out of the giant beast which was limp on the grassy floor.

They found their new King and had a banquet of worm for days onwards.
Dun Eamon

Dun Eamon is the capital of the Humans, it is a vast city built onto the side of the huge cliff. Though the city is prosperous and wealthy, the lower class and those less fortunate dwell inside the mountain, living in favelas sticking out from the side.

In the center is a large tower known as the Grey Citadel. It belongs to the Grey Wardens, a sect of warriors which have protected the surrounding lands in the past, people talk about how they are now just paid mercenaries but the crown still regards the highest respect.

The city itself houses around 105,000 people, ranging from the rich to the poor. There is also the Underside which adds another 7000 people to the total population.
The Blue Pig

The Blue Pig is the only Tavern in Crestful so it is constantly packed, filled with the townsfolk after a hards day of work. It is ran by Gerald McShur who has kept the Tavern in his family line for generations and will carry on to do so. The Tavern itself is quite large and houses three bedrooms upstairs for renting.

## Decor

The Tavern is very well looked after, the floors are constantly being swept and mopped by the workers and tankards leave the table as soon as they are empty. The furniture is basic but looks very sturdy, most likely being built buy the local woodworker. It seems like your standard Tavern that you see across Eamonvale and seems well looked after considering the date it was built inscribed on the doorpost outside (865).
Konstantin

## History

As a new Practical, Konstantin mostly lived the life that was given to him by The Inquisition. *For details on standard practical life: Practicals*

However due to early assesment of magical potential, he was taken out of the normal practical living conditions for 7 years. First half of this period were primarily consisted of experiments done to make the potential of the magic into a realized tool that The Inquisition could use. The conducted experiments were extremely painful and massively taxing on the his mind. While the process could break minds of many souls, it laid the foundations of his mind and personality. At the end of the experiments he had 2 magical gems fused into his palms. Remainder of the 7 years were focused on the refinement of the arcane arts he had access and restabilization of his mind to acceptable levels. After he was sane enough to have normal social interactions, he was reintroduced to the general practical training population and only deviation from the regular training was the occasional training on his magical abilities.

## Appearance

Konstantin has a slightly tall and skinny body that is suprisingly agile. Often times he has jet black short hair and a matching full beard. Otherwise what you see when you look at him varies wildly depending on the circumstances. When on the mission, he melds into the location of his objectives whether it requires him to be a noble, a commoner or a foot soldier. One thing is certain: whenever you see him, you would see a well put together man.

## Personality

Unlike the outward apparence, Konstantin is the farthest person you can get from a caring and warm person. Unless the other side is undeniably loyal to the king, he sees every interaction as something to be gained or lost. He strongly believes that he can achieve nearly all things with careful application of drawing connections between people, reading emotions, influencing thoughts and graceful manipulation both mental and physical state of other beings. To be able to act in accordance to these guidelines, he values knowledge a lot more than his peers, even gossips and trivia. However when faced with a reality that opposes this view, he can lash out.

## Abilities and Skills

Konstantin has two abilities that he relies on the most. He can gather a sizable information about any subject, especially when said subject is a person. He also can blend in almost all settings and navigate and manipulate the said setting very well. Apart from those two, he is more of a jack of all trades than a master of one.

He is also one of the rare individuals that are sensitive to magic and can use it as a tool.

## Relationships

Outside of facade relationships, Konstantin only values fellow members of Inquisition and any other humans that directly serve the king.
Smoltale

Una AU semi comedia donde Frisk / Chara es del tamaño de una palma, lujosa, gordita y tiene un apetito gigante. Todos tratan a Frisk con normalidad y Frisk hace las cosas pacifistas habituales, pero cuando se trata de esquivar son extremadamente buenos, por lo que realmente no necesitan elementos curativos, pero lleva consigo algunos de todos modos porque cuando se trata de comida no pueden resistirse a ser gloton.
Illvandrin

Illvandrin is the now main area that the Elves inhabit. After the destruction of Ool, this rather sparsely populated area has become a haven for any and all elves who have now lost their home. The area is filled with forests, ponds, rivers and wildlife, an environment that the elves thrive in.

There are two main settlements in the area which are Curael Endir and Arathene, both house different types of elves and think differently about the world around them though there are no internal issues.
Theron

Theron is the planet where this Wiki is based, it is a special planet in the fact that it is the epicentre of the universe, a gateway of sorts. Theories have been wrote about Theron but most pass them off as too far fetched, but how else do you think such magical feats and creatures are capable in such a world...

Theron is filled with millions of souls, souls which have been brought from all across the galaxy to this central planet. The world is an Eden of sorts, the majority of races inhabiting it forgetting the real purpose they are here.

Thousands of years ago, other planets which supported life grew and prospered. Knowledge grew of this world where magic seeped from the earth, wealth and power awaited those who conquered it...

This spurred on many races and planets, finding either natural ways to get there or using magic to tear a hole in space. This led to massive battles, with Elves at the centre as this was their home planet. However as thousands of years of war passed, the soldiers and families forgot why they were fighting, they forgot what their purpose was and the only thing they wanted was to live.

This eventually led to the current world state of Theron. The hundreds of different races that inhabit it now think of it as their home and don't even remember what really happened during the great wars. They pray to deities who are people like them though are still on their own home planet. A strange world indeed but the time is coming again for war, the homeworlds are preparing and this semi-peaceful planet will be thrown into chaos.

## Date System

### Months (Elven/Human)

* Garm (January)
* Pelsun (February)
* Hent (March)
* Olyn (April)
* Fyr (May)
* Caper (June)
* Andrim (July)
* Tolim (August)
* Demp (September)
* Kass (October)
* Wennya (November)
* Quin (December)

### Weeks

* Kalla (1st)
* Ghin (2nd)
* Erin (3rd)
* Zan (4th)

### Days

* An (1st)
* Bin (2nd)
* Cull (3rd)
* Dem (4th)
* Ell (5th)
* Fen (6th)
* Ghan (7th)
* Dandrim (8th day, only in the month of Andrim)
Saw (Franchise)

**Saw**is an American horror franchise distributed by Lions Gate Entertainment and produced by Twisted Pictures that consists of seven feature films and additional media beginning with a short film was created by director James Wan and screenwriter Leigh Whannell to help pitch as a potential film. The films collectively grossed over $873 million at the box office worldwide.

The franchise revolves around the main antagonist, John Kramer AKA the Jigsaw Killer. He was introduced in Saw and developed in more details in later movies. Rather than killing victims outright, Jigsaw traps them in situations that he calls "tests" or "games" to test their will to live through physical or psychological torture. Despite the fact that John was killed in Saw III, the films continue to focus on the posthumous influence of Jigsaw and his apprentices by exploring the character via flashbacks.
The Underside

The Underside is the hidden darkness under Dun Eamon, it is filled with vagrants, murderers, rapists, all kinds of thugs you wouldn't want to associate with. There is a constant stink while travelling through the Underside, the smell of fieces, sweat and rotting. It seems like most of the inhabitants have got used to this though and don't react to it, an obvious sign to anyone who's new to the area.

The general layout of the Underside is that is is all tunnels and tubes, a maze of dimly lit corridors most likely sewage tunnels. There are bums and hobos sat around in their own filth and groups of men and women staring daggers at you, you feel the urge to grip tightly onto your coin pouch and your palm rested on your weapons hilt.

## Shops

The Marketplace

Information Dealer

Fence

## Families

The Maroney Family

Igniters

The Bender Family
The Crow King

**Class**
 **Race**
 **Level**
 **Age**
 **Gender**
 **Hair Color**
 **Eye Color**
 **Height**
 **Weight**

## Appearance

The Crow King is an imposing figure, stood at 6'2" tall, looking down on most ordinary people. It is unknown to what he actually is but he generally wears a black cloak, covering his body and even a hood covering everything but a few strands of white hair.

## Abilities and Skills

The main ability which he can command are his crows. They follow his every will and can seemingly appear/disappear, most likely pointing at a use of magic.

He has also been known to somehow place stone statues of himself, which act as wards. He can then teleport to these wards and emerge from the stone itself.
Leatherface

**Leatherface** is the main antagonist of *The Texas Chainsaw Massacre* franchise and is often portrayed as mentally handicapped or disturbed. He wears a mask made of human skin, and is usually depicted with his iconic chainsaw as well as being known for using a large sledgehammer as well.

## Body Count

1. **Kirk:**Head bludgeoned with a sledgehammer multiple times.
2. **Pam:**Back impaled on meat hook.
3. **Jerry:**Head bludgeoned with a sledgehammer.
4. **Franklin Hardesty:**Hacked at with a chainsaw.
5. **Buzz:**Top of his head hacked off with a chainsaw.
6. **Rick:**Mangled in a car crash.
7. **L.G. McPeters:**Flaying and blood loss.
8. **Gina:**Head bludgeoned with a sledgehammer.
9. **Sara:**Eviscerated with a chainsaw.
10. **Barry:**Head bludgeoned with a sledgehammer.
11. **Kemper:**Head bludgeoned with a sledgehammer.
12. **Pepper:**Cut in half with a chainsaw.
13. **Morgan:**Hung on a chandiler, then sliced up in their crotch with a chainsaw.
14. **Police Officer #1:**Killed with a chainsaw.
15. **Police Officer #2:**Killed with a chainsaw.
16. **Meat Plant Owner:**Head bludgeoned with a sledgehammer.
17. **Holden:**Sliced in half with a chainsaw.
18. **Eric:**Impaled with chainsaw.
19. **Bailey:**Throat sliced with scissors.
20. **Dean:**Impaled with chainsaw.
21. **Chrissie:**Impaled with chainsaw.
22. **Motorist:**Run over by car.
23. **Police Officer:**Run over by car.
24. **Darryl:**Head bludgeoned with a sledgehammer.
25. **Kenny:**Sliced in half with a chainsaw.
26. **Ryan:**Van accident.
27. **Officer Marvin:**Killed with an axe.
28. **Burt Hartman:**Crushed by a meat grinder.
29. **Gavin Miller:**Killed with a chainsaw.
30. **Arlene Miller:**Killed with a chainsaw.
Linhas da Itália

Linhas da Itália Auto Viação.

Prefixo: 3000

Escrita: Gigi

Linhas:

333-Tubbies x Shelton

336-Tubbies x Centro

338-Tubbies x Castelo

335-Tubbies x Jdm Caravele

339-Tubbies x Cacuia

2337-Tubbies x Recanto do Sol

2439-Tubbies x Vale do Sol

Frota: Micros e midis

Itália Auto Viação

Estrada Penha Nicolau 364, Tubbies, Vila Turquesa

Telefone: (25) 27670394/27625594
Elven

Elven is a mystical language, it is the basis of all magic in Theron and any scrolls, glyphs or creations are written in Elven and must be for the magic to actually work. Though the Elven language is long forgotten in modern times, the Elves that remain speak a gutteral and patchwork version of the original language.
Overseer Chandler Crowe

## History

Overseer Crowe, first-born son of Wilhelm Crow, one of the long-standing members of the council, his coldness is only matched by his ambition.

## Trivia

### Quotes

* "Do you take me for a fool?"
* "I tire of waiting,"
* "Who do you REALLY thing rules the kingdom, you ingrate"

### Notable Achievements

* Head of the Inquisition
* Purged the Guild of Merchants
Georges

## History

Like all practicals, Georges was taken at a young age from his home and taken to the monastery to be cared for by surrogates. Brainwashed and with no name, Georges had many issues with the concept of identity. Coupled with the fact that by the age of 5 it was clear he was a bit slower than most of the others, it led his surrogate mothers to call him "Gorgeous" as a pet name. The next 8 years of his life were a blur of torture, as Georges struggled to keep up with the other children in mental challenges.

After reaching 13 years, he was gifted the name Georges by the King, for it's similarity to his pet name. Finally with an identity to truly call his own, Georges began to excel at his new training at the Inquisition. Not only did he excel at the physical training, as always, but he also began to grasp the mental challenges as well. While still not as good as the others, he remained out of trouble in that regard.

Georges had always been good at physical challenge, and by the time he reached 20 years of age, he had a grasp on his niche in the fighting world. Hand to hand combat made perfect sense to him, he could see 10 different ways to take down an opponent in every position imaginable. Coupled with the temper he gained from years of constant torture, he truly became a force to be reckoned with.

## Appearance

A tall and brutish bulk of muscle and hair, Georges stands tall above most others. Always seen with interesting hair choices, his brown hair and brown eyes are one of the least remarkable things about him.

## Personality

In spite of his training and mental adjustments, George is known by those close to him as a caring individual. Outside the context of combat, he's been known to be a gentle giant of sorts, looking out for those he believes care for him. Inside the context of combat, he's a powerful and calculating individual... Until he enters a fit of rage, at which point the safest place to be is on his side.

## Abilities and Skills

Georges is a gestalt Brawler/Barbarian, who's physicality has led him to focus primarily on fighting. He is an expert in hand to hand combat and grappling, and can be very calculated in his attacks, assuming he hasn't broken out into a fit of rage.
Races

## Humanoid

* Human
* Aventi
* Mongrelfolk
* Elf
* Orc
* Dwarf
* Gnome
* Halfling
* Drow
* Goblin
* Bugbear
* Hobgoblin
* Kobold
* Gnoll
* Asherati
* Grippli
* Kenku
* Dragonborn
* Goliath
* Leonal
* Vanara
* Ratfolk
* Monkey Goblin
* Lizardfolk

## Non-Humanoid

* Chitine
* Gargoyle
* Grimlock
* Harssaf
* Minotaur
* Mind Flayer
* Hill Giant
* Ogre
* Troll
* Worghest
* Formorian
* Formorian (Deep Roads)

## Construct

* Warforged
* Modron

## Otherworldly

* Aasamir
* Djinn
* Pixie
* Azer
* Domovoi
* Killoren
* Satyr

## Demonic

* Diabolus
* Babau
Bloodgrass

This common plant life found in the wild is different with its blood red tips in comparison to normal brushes and thickets. It has absolutely no remarkable qualities, other than being relatively harmless, and its use as basic sustenance when properly prepared. Herbalists do not find this grass very unique, but still tend to collect it as it occupies almost no space in their packs.

**Special (Potion Effect):** Can combine with any other Potion Effect ingredient to become a food source for 1 day. Cannot be altered by other ingredients.
Marthammor Duin

The symbol of Marthammor

**Marthammor Duin** (Mar-*tham*-more *doo*-ihn), is the young, neutral good dwarven god of wanderers and patron of dwarves who have left the clanholds to explore the world. He is also known as **Finder-of-Trails**, **Watcher over Wanderers** and the **Watchful Eye**. He is also an exarch of Moradin.[1]

He approaches life with a gnome-like demeanor, curious to see
what lies beyond the horizon and always willing to trade stories of
travels. His is the rare spirit of dwarven exploration, and the spark of
 curiosity his followers associate with bursts of lightning.

## Worshippers

Marthammor's clergy are known as the *volamtar* ("blazers of
fresh trails"). They represent one of the most widely recognized dwarven
 churches of the surface wide, particularly in the North.
 Volamtar mark wilderness trails near dwarven strongholds to make the
path of those that might follow from the clanholds easier. They patrol
trade routes and game trails between human and dwarven enclaves, healing the injured and clearing these areas of dangerous predators.

In urban areas they set up temples with the aim of strengthening
dwarven populations through healing, religious ceremonies and exchange
of information. Sometimes they attempt to gain minor political positions
 to influence the government of non-dwarven cities.

They pray for their spells in the morning and celebrate numerous
holidays throughout the year, including each festival day and the
following nine days of each festival. Years featuring Shieldmeet see much celebration, with the public, including non-dwarves, being invited to attend.

Volamtar frequently multiclass as divine champions and fighters, while those in the wilderness often have some ranger skills.

Marthammor has an aspect named Muamman Duathal, god of wanderers
and expatriates, this aspect has a considerably smaller clergy than
Marthammor, but Nanteuil of Daggerford is (or at least was) a fairly well-known follower.

## Relationships

Other members of the dwarven pantheon see Marthammor's behaviour as
'antics' and hope his interest in the world above will soon pass. Moradin is grateful that at least his youngest son is more disciplined than Dugmaren. Dugmaren is one of Marthammor's greatest friends.

He hates the gods of orcs, goblins and giants and holds special enmity for the hill giant god Grolantor.

a

a

The Morndinsamman
The dwarven pantheon
Moradin
 **Intermediate Deities**
Berronar Truesilver • Clangeddin Silverbeard • Dumathoin • Sharindlar
 **Exarchs**
Dugmaren Brightmantle • **Marthammor Duin** • Thard Harr • Vergadain
 **Dead Powers**
Deep Duerra • Gorm Gulthyn • Haela Brightaxe • Laduguer
 **Ex-members**
Abbathor
The Legion

The Legion are one of the smallest Mercenary Companies but the best trained. They resemble an army of sorts, having regimed training and matching armour to go with it. They use tactics during battle and only do what they are told to do, nothing more. They can either go as 50 or 100, no more, no less. The Legion is run by Arexus Derom, he used to be one of the captains of the town's guard.

50 Mercs
3 gold /day

100 Mercs
5 gold /day
Dwarf

Dwarves are a humanoid race of dour warriors and craftspeople. They excel at jobs other races find tedious, but also have a great love of exploration and discovery.

## Appearance

A dwarf is a stout humanoid, usually a head shorter than their human counterparts, but much broader. They have thick, heavy bones, tightly packed muscular sinew, and stability unmatched by other races. This bulk also causes dwarves to weigh as much, if not more than human men. Their coloration varies depending on the locale, some even being as dark as night from living deep underground all of their life. Dwarves have wide range of eye color, with brown and grey being the most common, though some possess shocking blue irises. Their hair usually ranges from dark, near-black brown, to a light ash brown; some are born with a shock of red hair, which is considered beautiful in dwarven circles.

There is dramatic sexual dimorphism in dwarven physiology. Males tend to be quite noticeably broader, though not as much taller comparatively, they have slab-like torsos and heavy eyebrows. Most males grow facial hair at an alarming rate, and as such almost all dwarves keep a beard.
O'Connor's Pub

**O'Connor's Pub** was the name of a pub briefly visited by Tom and Lucy while on their roadtrip in Ireland. It is the place where Tom surprises Lucy with his reservations and the location where they first meet up with the Land Rover.

It was located not far from the moorland where the supposed Kilairney House Hotel was located and was often occupied by a group of local men, to which Tom had an unpleasant incident with while the two had stopped.

## Incident

The events that happen at the pub are not directly shown in the film, leaving the viewer to debate and decide which story sounds true enough to believe.

In early scenes while following the Land Rover on the road, Tom explains to Lucy that a man had accidentally spilt a drink on his jumper and that they gotten into an argument shortly after. This happens when Lucy isn't present to witness the commotion herself. He assures her that nothing serious happened and explains how he ended up buying the man and his friends a drink, which turned out to be the entire pub.

Later on in the film, Lucy begins to question if what he told her is what really happened when the two start to become terrorised and paranoid by the random events that occur in the forest. From time to time again, she asks him what actually happened. Tom insists that he told her everything, and while in the argument, he suggests that it could have been Lucy who made the men want to come after them; deliberately involving when she was chatted up by the barman, and that it "could be what she *didn't* do to him" that caused it.

When Max becomes involved with the couple, they pull over and he begins questioning what they could have possibly done to have caused such ruckus. Being denied by Tom multiple times, Lucy once again brings up the pub incident. Max then starts asking about what happened, frustrating Tom to the point where he leaves the car in a fit of rage.

Following the outbreak, Max admits to Lucy that he was in the pub when the incident took place. He tells her that he saw Tom and witnessed him spill the other man's pint. Lucy attempts to reconstruct the story to what she's been told, but Max insists that it didn't happen that way. He states, "Tom spilt the pint, and he refused to buy another one until the man got real nasty. Your '*friend*' back there."

## Theory

While what actually occurred in the pub is not revealed in the film, there are some proof hinting to both side of the story that has resulted in a theory possibly explaining what happened.

## Trivia

* It is widely suspected that if Lucy survived the ending of the film, she would return to the pub for help, rather than continue on to the festival (in regard to personal perspective to the ending as the true results are not shown).
* The filming location of the pub is in Altarnun, England; and that the building is actually the local Rising Sun Inn at PL15 7SN, UK.
World of Theron Wiki

## Welcome to the World of Theron

The World of Theron is an original fantasy world built by Pruney and his various Dungeons and Dragons groups.

It is a world on the brink of chaos as magic seeps back into the world and various forces of power want to claim Theron as their own.

## News

Introducing the Awards section! Where players will be rewarded for their various actions in the game!
Ephedra

A bush often found in dry environments, it is thorny and hard to harvest without scratching your skin. It has a distinct dark purple hue when viewed at a distance, but up close it looks black. Herbalists love to use this plant when making healing tonics as it has the odd ability to enhance Wild Sageroot.

**Potion Modifier:** Increase the dice-type by 1 size for any healing Effect.
Magic

Magic has been long lost forgotten in most modern cultures, since the Explosion of 616, the world has reverted to a primitive state of burning witches and magic being simply a pigment of insane peoples' imaginations.

Magic still thrives in Theron, though it is much harder to find, though it is much easier if you are attuned to it. There are still magic users across the globe though they tend to keep to themselves in fear of being hunted to extinction or being taken advantage of.
Linhas da Roxy

Linhas da Roxy

Prefixo: 13.000

Escrita: Impact.

Linhas:

310-Vila Rica x Centro

321-Vila Rica x Castelo

332-Vila Rica x Victória

343-Vila Rica x Jardim Caravele

354-Vila Rica x Tubbies

365-Vila Rica x Santa Eugenia

376-Vila Rica x São Romão

387-Vila Rica x Algarve

398-Vila Rica x Penha

409-Vila Rica x Victória

420-Vila Rica x Km.24

2456-Vila Rica x Vale do Sol

2337-Vila Rica x Recanto do Sol

Frotas: cobrador ao lado esquerdo

Roxy

Endereço: Rua Maracanã 48, Vila Rica

Telefone: (25) 28630598
Alexandra Family

## History

The Alexandra Family has ruled over Dun Eamon and the surrounding lands for just under 400 years. They came into power not long after the explosion that shook the world, the surrounding towns deserting their homes and the majority of the population fleeing the continent. Many still stayed and in the disarray, the Alexandra family claimed the throne of Dun Eamon. At the time it was ruled by a council, as to how they gained the throne, that is still a mystery.

Dun Eamon has finally regained what it once was 400 years ago, though for the first 130+ years of their rule, the city was in despair and poverty, many riots and protests against the crown. However it suddenly changed on a day when the King addressed the city, announcing various new policy changes and apologized for the state of the city. Over the next 250~ years, Dun Eamon grew back into the power it once was.
Rath

## History

As all the other Practicals, Rath was kidnapped away from his parents as a baby and trained to be the perfect tool of the Inquisition. He has lived the first couple of years with a dedicated nun, who was his de-facto mother in his youngest years. After reaching a certain age, he had to leave her care to participate in more focused, dedicated and difficult training.He has spent at least 17 years training in the arts of subterfuge, assassination, open combat and lore,

As all Practicals, Rath has been brainwashed into believing in the ultimate judgement and justice of the King and the Inquisition. And finally, at around 20 years of age, he is being sent on his first proper independent assignment.

## Appearance

Rath is a fairly sharp-looking man. The most notable feature about his face are his piercing, analyzing blue eyes, topped with curved and thin eyebrows. Rath has short light blonde hair. A few scars gained during the training still cover his face, though none are very noticeable or predominant. Up close, one could notice that his straight, blunt nose has probably been broken at least once, though that's not very easily noticeable from afar.

His body is lean, though not frugal. While his body doesn't seem very muscular, though it has a strong, tight frame and long nimble extremities.

The Inquisition isn't exactly focused on providing attractive outfits to their Practicals, however the outfits usually reflect one's specialty. Rath usually wears his dark grey and brown quilted tunic and comfortable pants that are easy to move in. Over his left shoulder hangs a medium-sized black cape, covering his left arm and with a light cowl. There are also some belts and buckles connecting some very light bracers and shin-guards. The sturdy tough cured leather armor covered with metal studs and light metal-plated pauldrons are his main defensive measures. Also he has a bunch of various equipment that he was trained to use.

## Personality

Rath's personality has been overwritten with the ideas and ideals of the Inquisition, however some shimmers of uniqueness shine through. Rath is usually a very focused and coldly analyzing individual, though can sometimes get very passionate, especially when his or the Inquisition's honor is being tarnished. When not surrounded by agressive elements, Rath is more laid-back and trying to cope with the stress he has been experiencing with laughter and intellectual research or games.

## Abilities and Skills

Rath has been trained to be the enforcer, assassin and subterfuge master of the group.

He has been mostly focusing on: Acrobatics, Climbing, Device Operation, Disguise, Escape Art, Lore (Dungeoneering, Local), Linguistics&Forgery, Perception, Performance, Sensing Motives, Sleight of Hand and Stealth.

## Relationships

Rath puts full trust into his fellow Practicals, the Inquisition and his King.

## Character Sheet

Linkeroni

###
Five Nights at Freddy's

iOS

iOS: September 11 2014

**Five Nights at Freddy's** is an indie point-and-click survival horror video game created by Scott Cawthon. It centers on a fictional pizza restaurant called Freddy Fazbear's Pizza, where the player must act as a night security guard and defend themselves from the malfunctioning animatronic characters by tracking their movement using security cameras.

## Plot

The main character, whose real name is later revealed as Mike Schidmt, has began a job working as a nightwatchman at the kid-friendly restaurant Freddy Fazbear's Pizza. A voicemail message left by Mike's predecessor explains that the animatronic animal characters at the restaurant (Freddy Fazbear, Chica, Bonnie and Foxy) are able to roam freely throughout the night because if they are left off for too long, their servermotors would lock up. He also adds that the animatronics are no longer allowed to roam freely throughout the day following the Bite of '87, which apparently involves the loss of someone's frontal lobe. The employee warns Mike that if one of the robots encounter a human, they will automatically assume that he/she is an endoskeleton that is not in costume yet, and will forcefully stuff them in a spare mechanical costume, killing them as a result.

On the fourth night, the employee calling will die and after the fifth night, Mike is paid $120 and after the sixth night, Mike is paid $120.50 and has earned overtime. However after the seventh night, Mike is fired from the job for tampering with the animatronics, odor and general unprofessionalism, and the restaurant is then closed down.

Newspaper clippings in the restaurant's east hallway reveal that a reported mass murder occured on site, when a man lured five children to a back room and supposedly murdered them. Later, the pizzeria received complaints that the animatronics began to smell foul and became stained with blood and mucus around their eyes and mouth.
Emetic Wax

This thick, white wax is often found seeping out of trees near lush and wet areas. It is commonly used in candle making, as the wax melts and re-hardens rather quickly, yet is strong enough to form delicate shapes. Herbalists use it to control how their tonics enter the body, performing miraculous feats.

**Special (Potion & Toxin Modifier):** Delay the Effect of an ingredient this was combined with by 1d6 rounds.
Forest lanes

In the forest, a series of maze-like **lanes** riddled the region almost entirely, with a primary lane acting as a route heading to the Kilairney House Hotel.

Throughout the film, the lanes were travelled for hours by Tom and Lucy while searching for the location of the hotel, following a series of signs found to the sides.

## Locations

*\*\*Includes locations the lanes lead to in the forest.*

* Crossroad - first division in the route.
* Outpost - only known settlement of residence.
* Backroad - lane for emergency in case of a forest fire.
* Kilairney House Hotel - hidden away in the forest.

## Plot

The lanes played a lengthly role in the film. After passing onto the moor road and travelling over the moor, Tom and Lucy came into the forest area to which the road transitioned into the multiple forest lanes, particularly at the crossroad; which had two lanes branching in opposite directions. First heading to the left, the couple navigated the directions of the signs until they came to an intersection of multiple lanes, all of which had various signs pointing in confusing and misleading directions, with none being marked due to an obscurity in the map provided. After calling the hotel, they met with the Land Rover before continuing down the road, following any sign they came by. Ultimately, they ended up returning to the crossroad, only coming back to the outpost on the right lane.

They then decided to return to the pub in hopes of having a guide come and show them the way. While travelling back towards the moor road, Lucy began noticing that the lanes looked nothing of similarity to the ones they had taken the first they arrived in the forest. She claimed they were going in circles, to which Tom shrugged off, suggesting that they could not see anything due to the trees.

After a distance, they pulled aside for a brief moment and Tom made way up a smaller path to see if he could find any sign of where they were. After strange instances happen, they take off down the original lane.

As night falls, the signs begin becoming less seen, suggesting they were going off track and into further uncharted regions. Their lane becomes a variety and eventually starts appearing to be the only one around. With the introduction of Max, they start to rediscover the signs and further lanes branching from their current, which are avoided but possibly lead back to some areas in the woods.

After some events, they come up to a mess in the lane where Tom and Max engage in conflict. Shortly after, Lucy drives on another until their petrol runs out. Max returns and Tom disappears, leaving her to continue on with the tank of petrol left in the passenger's seat.

Eventually, Lucy finds the hotel after following a separate lane directed by a sign (which was actually correct to its direction). The narrow road travelled widened into the hotel's yard.

Following a pursuit with Max and discovering Tom, Lucy manages her way back to the moor and makes her way down from the forest behind in the distance. Max appears once more in the centre of the lane, to which he then directs Lucy to drive towards him.
FAQ

### **Q: What does the wiki focus on?**

* **A:** *In Fear Wiki* focuses on anything and everything involving In Fear or its relations. This includes (but is not limited to) official and generic information, theories, explanations, fan works, etc.

### **Q: What is the purpose of the wiki?**

* **A:** *In Fear Wiki* is looking to provide further information, explanations, and understanding of the film and its storyline to anyone who has seen the film and still has questions.

### **Q: What is "*In Fear*"?**

* **A: *I****n Fear* is a 2013 psychological thriller directed by Jeremy Lovering starring Alice Englert, Iain De Caestecker, and Allen Leech. You can find out more about *In Fear* here.

### **Q: Am I allowed to add in my own theories or suggestions?**

* **A:** Absolutely! It is encouraged that people share their own perspectives and ideas based around the subtle information given throughout the film.
Eric's Trinkets

Eric's Trinkets is a tiny shop stuck down a back alley in the Noble's District. It does not get many visitors apart from those that are specifically after his wares. The shop itself is around 2 metres wide with two wooden shelves on either side, jam packed with various trinkets and items, the length of the shop is around 5 metres long and has a desk at the end where Eric sits, behind him is also a door which you can guess leads onto his personal area. His desk is crammed with even more trinkets and he can usually be seen tinkering with something such as watches and mechanical toys.

## Items of Interest

A mirror that only shows the back of your head.

A frost covered silver locket that is frozen shut

A deep blue piece of flint, that when struck with steel produces not a spark but a drop of water.
Terrance Flock

Terrance is a 5'7" tall Human with a big pot belly. He speaks with a thick accent you don't really understand, obviously someone who hasn't lived in Telduria for most of their life. He has a large black beard and has a bald head. He is always smiling and give off a friendly impression from the start, though he looks as if he could handle himself in a scrap.
Linhas da Aisha Expresso

Linhas da Aisha Expresso.

Prefixo: 6000

Escrita: Mistral

Linhas:

660-Shelton x Centro

661-Shelton x Turquesa

662-Shelton x Tubbies

663-Shelton x Monte Castelo

664-Shelton x Castelo

667-Shelton x Cacuia

669-Shelton x Jdm Caravele.

2660-Shelton x Vale do Sol (Executivo, Frescão)

2668-Shelton x Recanto do Sol (Frescão)

Aisha Expresso

Rua Ícaro Paiva 365, Shelton, Vila Turquesa

Telefone: (25) 27633559

Frota: Volkswagen