recursal/Fanatic-Fandom huggingface dataset:
Behemoths

Behemoths of the three primary varieties - Dinosaurid, Insectoid and Mammalian.

**Behemoths** are a type of creature native to the Frontier of the Shattered Isles. A broad classification of numerous, loosely related species, behemoths are typically extremely large in size, with various innate magical capabilities. They tend to be mindlessly aggressive towards humanoid life and can easily become enraged.

## Origins

It is believed that behemoths originated from native creatures of the New World who were caught up in the event known as the Shattering. The isolation upon the newly-created Shattered Isles would lead to the creatures experiencing island gigantism, growing to massive sizes over generations. As well, the wild draconic magics that caused the Shattering in the first place likely caused the creatures to develop their innate magical abilities.

Scholars often debate about the violent aggression displayed by behemoths. They are typically passive and calm around most wildlife (that they do not consider prey), however become exceedingly violent when they come into contact with humanoids, being known to chase them down for miles and even destroy entire villages on the Frontier. Some scholars believe that it is a remnant of the First Brood's hatred towards humanoid life because of their ancient betrayal. Others, however, believe that behemoths are simply just aggressively territorial and view humanoids as innate threats.

## Types of Behemoths

Behemoths are able to be broken down into three major classes - dinosaurids, insectoids, and mammalians, with clear species within each class.

### Dinosaurids

Dinosaurid behemoths typically live in the savannah layer of the Shattered Isles, and rarely in the few temperate rainforests of the plains layer. The dinosaurid behemoths display characteristics of reptiles and birds, often possessing scales and feathers.

* **Vanachnu**, a massive, two-legged behemoth that appears similar to a Tyrannosaurus. It's scales appear purple and blue, with a large "mane" of feathers on its head. They are apex predators, often hunting down large prey or even smaller behemoths. Vanachnu possess innate electric capabilities, able to launch bursts of lightning from their mouths and electrifying their strikes.
Aries

**Aries** was one of The Shattered who split their souls after the fall of Pandaemonium, sending them to Rosenwelt in order to slowly reconstruct themselves over thousands of years. Aries was the third of the Shattered to manifest themselves physically on Rosenwelt, roughly a year after Leo had left for Ordis. Aries was assigned by Virgo to manipulate the Malkenian Imperium to be under his control - at least, somewhat - allowing the Shattered access to a far more destructive and chaotic engine than they would have from starting smaller squabbles across Rosenwelt. Part of his incomplete soul was in possession of an adventurer. As the defender of Pandaemonium before its fall, Aries was gifted with combat prowess.

## Personality

Aries was a gruff and aggressive person. He did not open himself up to others much, preferring to hide his hand until it was time to play it. He was quick to suggest sudden and violent actions. Despite this aggressive nature, Aries himself was actually quite intelligent. Extremely observant and manipulative, it was childsplay for Aries to find out details about his opponents and turn them against them. This was how he was able to quickly get his fingers around the Malkenian Imperium after discussions with Imperator Argon.

Although Aries kept few friends and was a man of few words, those he did consider friends were protected fiercly. A protector above all else, Aries would die before letting any harm come to his allies.

## Friends and Enemies

Aries was a close friend of Leo, able to convince her to join the rest of the Shattered in their mission. While he did not necessarily get along with many of the rest of the Shattered, he was nonetheless able to cooperate with them for the percieved greater good.
Qalupalik

A qalupalik abducting a child.

The **Qalupalik** is a monster native to the northern and colder reaches of the New World.

## Description

The qalupalik is a creature native to the frozen, northern parts of the New World. A creature native to many civilizations folklore, the story of the qalupalik is often told as one of warning to children - however, few have actually seen one, leading to the misconception that they don't exist. This, however, could not be further from the truth.

They have gray, slimy skin, with long and spindly limbs. Typically, qalupalik wear a poncho with a large hood on the back that can hold a standard sized infant. They have strange, large "noses" which double as mouths, and orange, beady pinprick eyes.

Qalupaliks are a type of fae, subservient to the Winter Court. They are often sent to frozen places in the New World through portals that form naturally in icebergs that have underwater circular formations. The qalupalik will immediately seek out a frozen, underwater cave to make their home within, and then find their way to a nearby beach.

A qalupalik will then wait for a child of any race to approach the water's edge. Hiding just beneath the surface, they quickly snatch the child and then place them in their parka. Qalupalik will cast a *water breathing* spell on the child before returning to their lair with them, and returning to the Winter Court through their portal to offer the child to the fae. Typically, the child is not replaced, and simply goes missing - but rarely, they are replaced with a permanent stand-in from the Winter Courts, called a winten.

## Combat

Qalupalik typically try to avoid combat if possible, preferring to simply capture children and return them to the Fae Courts. However, if they are forced to fight, they have a number of options available. While they are typically unarmed, they are capable of using their claws for close-range defense. As well, qalupalik are skilled in magic, capable of casting spells such as *ray of frost* and *chromatic orb*. Qalupalik tend to hang back in combat, avoiding melee combat and casting their spells from afar.

If they are struck and caused to bleed, qalupalik slime will spatter on their attacker. In particularly unfortunate circumstances, this slime can temporarily blind their attacker, allowing the qalupalik time to escape.

## Habitat

A qalupalik typically lives in cold, frozen environments across the New World, particularly in the north, where there are plenty of icebergs and oceans. They often make their lairs in underwater ice caves, creating small locations where they can live during their time in the Material Plane.
Eladrin

An eladrin warrior.

The **eladrin** are a race of sentient humanoids native to the Bely Archipelago and the Eladrin Empire. Similar to elves in appearance and stature, the eladrin possess far more "fiery" features. They possess faint connections to the Fae Courts, that have since faded over time since being in Rosenwelt.

## Description

The eladrin in many ways resemble the elves of Eukitia. They are relatively tall and slim, and possess long, pointed ears, with an unnatural grace. However, they differ greatly from elves as well, as their skin, hair, and eyes almost always take on fiery tones of orange and red. Eladrin reflect this nature in their spirit, often being far more hot-headed and tempermental than one would expect.

Due to their vague relations to the Fae Courts, in particular the Summer Court, the eladrin's Focus naturally aligns towards the fire element.

## Society

### A Proud People

The eladrin are extremely proud of their race and the Eladrin Empire that their people have built. While countless other nations have rose and fell, the Eladrin Empire has always stood, surpassing thousands of years of history relatively unscathed. While there are many historical reasons for this - namely that the Eladrin Empire would be, frankly, pointless to invade for most of Rosenwelt's nations at any given point in history - the eladrin nonetheless believe it to be because of their percieved superior leadership.

### Fiery Tempers

Eladrin are known for being extremely emotional beings, often experiencing emotions at a higher level than most other races. In particular, the eladrin are extremely hot-headed and quick to anger. However, this also makes them a highly passionate people.

### Summer's Bounty

The eladrin have only vague ties left related to the Summer Court of the fey, however these ties present themselves in unique ways. The eladrin have a gift for fire magic, and tend to vastly prefer the summer over other seasons.

## Combat

In fights, eladrin are extremely violent. They channel all of their rage and anger in their fighting styles, often using swords and axes to cut down their opponents as brutally as possible. Eladrin mages are known for being particularly sadistic, enjoying charring the skin of their enemies alive.

## History

Most of eladrin history has been fairly boring. Short periods of significant turmoil and change are often followed by hundreds, if not thousands of years, of relative normalcy.
The Wizard's Coast

The Wizard's Coast outlined in red.

**The Wizard's Coast** is a region within the Matepieds of Eukitia. Stringing along the west coast of the continent, the Wizard's Coast has been one of the hotspots for privateering in Eukitia for millenia. The interior of the region is primarily covered with jungles and rainforests, with various ancient ruins and cities.

## Geography

The Wizard's Coast is covered in vast jungles and rainforests, trees spiraling into the sky for hundreds of feet. The further interior you reach on the Wizard's Coast, the more mountainous the region becomes; at the furthest East point of the region lies the Barrier Peaks, the mountains that have separated the rest of the region from the forces of the East and kept the Matepieds independent for millenia. To the West is the long, white beaches of the Wizard's Coast, known as the Blank Playas, where ships can see commonly offshore. To the southwest part of the region is the Rogue, a massive shelf of coastal cliffs where ships often accidentally crash.

## History

The namesake of the Wizard's Coast comes from the First Era wizard-king of the Matepieds, Salvo Dele Camaras XIV. He was known for being extremely fond of the views of the coastlines, often using them as inspiration for his spells and artwork. As a result, the coast was named after him. While the name stuck, Salvo Dele Camaras XIV's own name has mostly been lost to time, only remembered by scholars and historians focusing on the First Era.

Throughout its history, the Wizard's Coast has been host to great amounts of piracy, particularly against outgoing vessels. Always rich in the sea trade, the exports of exotic lumber, fruits, and coffee made for tempting prey for pirates to plunder and then re-sell to more eastern nations. Imports to the region have also been sought after regularly, such as spices and shipments of gold. Many pirate republics were established on the various islands off the shore of the Wizard's Coast over the years, to varying degrees of success. Notable legendary pirates began and ended their careers raiding the Wizard's Coast, such as Peg Pecker.

## Notable Settlements

* **Machapiri**, a town in the Barrier Peaks, where in the early Second Era a Illithid spelljammer crashlanded onto Rosenwelt, introducing the mindflayers to Eukitia. This is the setting of the Expedition to the Barrier Peaks adventure. The crashed spelljammer still remains there in the Third Era.
* **Tacuamelo,** a large coastal city on the Blank Playas, that has stood the test of time. Its architecture is extremely ancient and painted in bright colors, earning it the moniker of the Rainbow City.
* **Epare Mente Casina**, an ancient city-state and now major city of the Matepieds, known for the frequency that pirates will go on "shore leave" in its various bars and casinos. Known as the place where Peg Pecker made his famous last stand against an army of Matepied soldiers.
Doge Wonderlandian royal naming traditions

**Doge Wonderlandian royal naming traditions** reflect the cultural and religious nature of Doge Wonderland. According to Dogeist belief, the immortal spirit of Otto von Longdawg resides in each Otto von Longdawg, supplanting their body's previous personality and identity upon their ascension to the Doge Wonderlandian throne and coronation ceremony. As a result, each monarch takes on the name Otto von Longdawg following their coronation, and are distinguished from other monarchs chiefly via a cognomen applied after their reign.
Spice Goblin

**Spice goblins** are a species of goblinoid native to central Thynosia. Natural salespeople, spice goblins often trawl the markets of Thynosia, selling potions and random items. Deriving their names for the love of spices they use, spice goblins are beloved across Thynosia. They are often found at fairs and carnivals peddling their wares.

## Description

Spice goblins typically stand below 3 feet tall, with long, floppy ears, large noses and heads that are dispraportionately large compared to the rest of their bodies. They typically walk with a slight waddle. Their skin ranges from green to yellow, and they are often found carrying various wares along with them.

## Society

### Locations

The most important places to spice goblins are markets, carnivals and fairs. Often taking the roles of travelling merchants, spice goblins favor locations where they can peddle their wares and sell their supplies.

### Potions

Spice goblins have an innate affinity for alchemy. Entire fields of alchemy have originated solely from spice goblin advancements in the field. Potions made by spice goblins are famed for their strange and unique tastes - this is primarily due to the artistic manner that spice goblins go about their craft, preferring to add various spices and herbs to the potions for flavor. Most of these spices are innate and do not impact the spices, typically mined underground. As such, these types of mineral spices have become known collectively as the goblin spices.

### Culture

Spice goblins have a culture strongly tied to mercantalism. They often live in tribes of about 2-4 different families, and travel together selling their wares. These tribes typically have names that sound similar to human or elven last names. Families of spice goblin will also adopt human or elven last names. Most spice goblins live their lives on the road, travelling between cities and staying in them for weeks or months as they sell their goods before travelling onwards to the next one. Because of this nomadic lifestyle, most spice goblins will only see a particular city once or twice in their life.

## Combat

Most spice goblins try to avoid combat, being quite pacifist and cowardly. Rarely, however, a warrior rises among their kind. These combat-oriented spice goblins often turn their innate talents for alchemy into tools for destruction, creating flaming cocktails and poisons to throw at their enemies until they yield.

## History

### Notable Spice Goblins

* Babbit, a notable summoner who attended Strixhaven University, was a spice goblin.
The Holy See

The Holy See outlined in red.

The **Holy See** is a region within Inverhond in Eukitia. The region sits in the northeast of the continent, and known as a holy spot for many elves. While once controlled primarily by human runeblood tribes, an crusade by the high elves of Inverhond in the early Third Era forced the humans further north and out of the area.

## Geography

The Holy See is a large and expansive area, made up mostly of numerous taiga forests and mountains. Cold and gloomy, with regular snowstorms and blizzards, the Holy See certainly is not the most hospitable place on Eukitia. It is primarily controlled by the Holy See of Inverhond, however some of it is controlled by the Empire of Roshinner.

## History

From the early First Era, the Holy See was a place controlled primarily by the human runebloods. Dagfinn, as it was called in their native tongue, was immigrated to by humans from the Crescent in the mid-First Era, and was controlled by the runeblood clans as an independent state until the early Third Era. Here, the runebloods grew an extremely independent culture, which they still carry today. While they were primarily made up of various clans - many of which still exist in the Third Era - they were united under a monarchy ran by the Dag clan.

During the early Third Era, high elves displaced by the Draconic Cataclysm sought out new territory, and settled on the newly-frosted-over land of Dagfinn. Calling it the Holy See, in order to justify their invasion using the newly-founded religion of Elven Angelicism, the elves attacked the kingdom of Dagfinn and uprooted the native runebloods, forcing them into upper Inverhond. This eventually lead to the founding of the Bastion in order to claim their territory, and the creation of the Holy See of Inverhond.

In 78 3E, after the founding of the Empire of Roshinner as a result of the Unification Wars, newly-crowned Kaiser Jay Imperius sought revenge for the invasion of the Holy See by the elves. Seeing the runebloods as part of the tribes of central Eukitia, he declared war upon the Holy See of Inverhond, and began the First Glacier War. After an extended campaign, Inverhond eventually yielded a large portion of the eastern Holy See to the Empire.
Ombre Stoneplains

The **Ombre Stoneplains** are a region in the Malkenian state of Courbeilliers, where most dark elves trace to be their homeland. Since the Second Era, the Ombre Stoneplains have been populated primarily by dark elves and some humans. The region is notable for being a vast, ashen black volcanic plain, covered in cooled volcanic rock from the volcanos to the north of the plains, with minimal plant life. Despite this, the region is actually extremely fertile once the stone is moved, allowing for the growth of fungi and other plants.

Since the Draconic Cataclysm, the Ombre Stoneplains were suffused with a significant amount of umbral Focus. This has caused the region to be constantly covered in a magically-infused twilight, with little light actually peaking into the region during the day, and it becoming nearly pitch black at night, with the stars not even being visible through the veil.

## Geography

Much of the Ombre Stoneplains are flat, covered in dense volcanic stones. The region has a few large collections of rock or "shards" that poke out of the ground as if they were sharp, stone fingers spiraling into the sky, however outside of these formations there is little structure in the region's horizon. Should one move aside or otherwise dig under the volcanic stone, dense, fertile soil is found suitible for the agricultural growth of fungi.

Beneath the Ombre Stoneplains lies pockets of hyperil, which the Malkenian Imperium puts extreme effort into mining. While not easily accessible, these pockets run deep and provide a significant amount of the Imperium's hyperil reserves. Roughly half of the region's population works at these facilities in some way.

## History

The Ombre Stoneplains first saw population by humanoids in the Second Era, when a group of Shadar-kai managed to escape the Underdark through a temporary hole in the region's rock. These shadar-kai would go on to become the dark elves native to the region, forming a unique culture outside of their previously violent society. They would form the nation of Courbeilliers, which would control the region for hundreds of years until it was conquered by the Malkenian Imperium.
Driven to Insanity (TV series)

***Driven to Insanity*** is an Ibarklan comedy documentary series directed by Willie Baggett. The series covers the many different types of vehicles stopped by the Ibarklan Ministry of Customs & Border Protection in a humorous manner, including interviews with border patrol officers and footage of the different types of vehicles impounded by the Ibarklan government on the Ibarkla-MiriAi border. The series is shot on location at the international border.

## Summary

Each episode consists of interviews with officers from the Ibarklan Ministry of Customs & Border Protection and Ibarklan Highway Patrol conducted in a comedic manner, coupled with footage detailing examples of vehicles stopped by the aforementioned government agencies at the Ibarkla-MiriAi border. Due to the latter nation's lack of laws regarding street legality, many Mirian citizens choose to modify their cars in ways that are not street legal in other nations. As Ibarkla is the only nation that shares a land border with MiriAi, many modified Mirian cars must be stopped at the border and impounded due to their illegality under Ibarklan vehicle laws.

The show's third season was notable for featuring the personal vehicle of Mirian President J.C. Tanner, as it had been impounded for a period of three days before being released. Out of the 36 vehicles documented on the series, 33 were returned to their owners upon their return to MiriAi, while two were seized from their owners by the Ibarklan government due to use of significant amounts of radioactive uranium in their superstructure and one exploded while impounded.

The show's final episode aired on 17 December 2014.
Gambler

A Human gambler.

### Skills

Arcana, Deception, Intimidation, Nature, Perception, Performance, Persuasion, Religion

## Class Magic

### Spell Save DC

8 + Proficiency Bonus + Charisma Modifier

### Spell Attack Modifier

Proficiency Bonus + Charisma Modifier

A **Gambler**, or the Wild Card, is a scoundrel, swashbuckler, criminal, or just a gambling addict who has refined their magical skills to use playing cards as a focus. Treated as charlatans and eccentric entertainers by those with more proper magical educations, they typically do not hold the best reputations upon their peers. Regardless of this, gamblers take pride in their arts, happy to show off in a room of scholars or laymen alike. Gamblers use their skills with cards to calculate and interpret them as guidance.

## Culture

Gamblers are often looked down upon by members of higher arcane education. Treated more like tricksters and charlatans than legitimate practitioners, they are often seen as reckless and destructive by academia. A gambler wields a deck of cards they have empowered with their Focus, drawing cards and using them to cast their spells. To a gambler, their deck is part of their identity - it is their way of life. They use their deck to take a hold of their own fate and guide it, and without it, many gamblers do not know what to do.

Originating from the city of Kovaman, famous for its debauchery and gambling, gamblers are well adjusted to hives of scum and villainy. They are no strangers to black markets, gambling dens, and brothels. As a result, gamblers tend to get along quite well with rogues and gunslingers. Many gamblers make their livings through gambling, piracy, stealing, or mercenary work.

## Abilities

A gambler uses their deck as a magical focus. They imbue their cards with spells, and then draw them in order to cast said spell. Unlike more established and academic practices of magic, such as wizards and sages, who only have a limited number of spells they can memorize at a time, this ability allows gamblers to maintain a high number of active spells. However, the downfall of this ability is the randomness of their deck - if the gambler's deck chooses to provide them with spells totally useless for a given situation, a gambler is out of luck. Fortunately, however, this rarely happens, as gamblers augment their decks with fortune cards that allow them to turn their luck around.
World Assembly

The **World Assembly** is an intergovernmental organization whose purposes are to maintain international peace, develop friendly relations among nations and act as a mediator for international conflicts, prevent wars by force if necessary, and to promote an international government. It is the world's largest intergovernmental organization and has some aspects of a nation-state; it has citizens, issues passports and currency, patrols its own borders, maintains taxes and has a standing military. It is headquartered on international territory on Oecumene, and also maintains offices in many nations, including Ibarkla, Aesland, Keurig Machines, and Axocha.

The WA's origins date back to the 16th century, after Doge Wonderlandian explorers made first contact with <country>. After the resulting spread of giardiasis in Forsenan, future expeditions limited contact to the island of Oecumene and incorporated a strict two-month quarantine before explorers were allowed to return to Doge Wonderland; <country> explorers followed similar guidelines to prevent the spread of diseases. Oecumene became a hub for trade between the two countries and later between other countries attempting to participate in lucrative trans-Palantic trade routes, though trade was limited to non-perishable goods due to the need for extensive quarantine periods.

By the early 17th century, Oecumene became jointly governed by a council of the five most prominent nations using it as a trade hub: Doge Wonderland,
Coffainamine

**Coffainamine** is a central nervous system stimulant. It is used for its properties of cognitive enhancement and mild euphoria upon consumption.

Coffainamine in its base form is a bitter, white crystalline substance. It is found in the seeds, nuts, fruits and leaves of many plants native to southern Ibarkla, Doge Wonderland, Keurig Machines, and especially Axocha, and helps to prevent predation by herbivorous insects and animals while encouraging consumption by certain animals such as various types of bees and pollinators. The most well-known and widespread source of coffainamine is the coffee seed. People may consume coffainamine by steeping coffainamine-containing plant products in water, or by extracting the chemical and grinding it into a powder that is most often insufflated. Coffainamine-containing drinks and products, such as coff, coffee, cola and tea are consumed in high volumes globally. Some coffainamine products remain unregulated and legal throughout nearly the entire world, though more concentrated products are often more stringently regulated.

Coffainamine is known to induce moderate addiction and dependence. Because of this, all coffainamine products have been banned in 2 countries and coff specifically is illegal for sale or production in 17. Withdrawal from coffainamine may cause adverse physical and psychological effects.

## History

### Discovery and spread

The effect of coffainamine has been known to ancient Ibarklans since at least 700 BD, as dried tea leaves in clay teapots and inscribed tablets written in Ancient Ibarklan describing tea's fragrance and energy-restorative effects have been found dating to that time period.

Coffee drinking has been recorded in the Smoldog Islands since at least 882 AD, when Protescheems explorers encountered native Smoldogian peoples using it as part of religious ceremonies and also to increase cognition before hunting game. It spread to the mainland Protescheems Republic, where it quickly gained popularity among the literate upper class and politicians due to its beneficial effects on energy and mood. Coffee spread to the Axocha Empire through maritime trade and eventually to Doge Wonderland after the Protescheems Republic's defeat at its hands and became popular in both countries among similar social strata.

Cocoa bean use has also been observed in the Axocha Empire since antiquity; the introduction of the coffee seed from the Protescheems Republic was quickly accepted and integrated with traditional cocoa drinks and snacks, seasoned with vanilla, honey and chili pepper and made into a spicy and sweet confection, believed to increase mood and alertness likely due to the coffainamine content in cocoa beans and coffee seeds.
Ghauntim Massacre

### Convictions

557 counts of premeditated murder, crimes against humanity, crimes against the laws of war

The **Ghauntim Massacre** was the mass murder of unarmed Aeslandic civilians by Doge Wonderlandian troops in Ghauntim, Aesland during the First Aeslandic War of Independence. It was the first in a series of 'reprisal killings' enacted as a response to the unexpected Aeslandic encirclement of Doge Wonderlandian forces at the Battle of Drömtaßford, by the Doge Wonderlandian 11th Battalion, 74th Corps. Victims included almost 600 men, women, children and infants, making up over a third of the village's population at the time. Forty-six soldiers of the 74th Corps were charged with criminal offenses after being captured as prisoners-of-war, of which 31 were convicted on a total of 557 counts of premeditated murder, crimes against humanity, and crimes against the laws of war; of these, all but seven were executed by hanging: six had their sentences commuted to life imprisonment, and one was lynched by a mob before being executed.

The war crime took place in the village of Ghauntim, 17 km to the west of the Junction Fortress in Qintaßford. The village was unmarked on Doge Wonderlandian maps due to its relatively small size and was also ransacked by the retreating army for foodstuffs and supplies following the massacre.

Twelve Doge Wonderlandian servicemen who attempted to halt the mass killing and protect the unarmed civilians were also attacked; seven of the twelve were killed as part of the massacre, while the remaining five were beaten severely and left for dead, and were captured by the advancing Aeslandic Army. Two died while in captivity from their wounds, while the surviving three were given an official pardon and honorary Aeslandic citizenship due to their valorous actions in shielding non-combatants from harm in a war zone.

## Background

The 11th Battalion, 74th Corps of the Doge Wonderlandian Army had arrived in central Aesland in late September of 1815, reinforcing the Central Army in anticipation of the Aeslandic siege of the metro area of Drömtaßford. The Aeslandic Army inflicted massive casualties upon the defending Doge Wonderlandian forces and received relatively few in return, shocking Doge Wonderlandian war planners and soldiers alike, many of whom anticipated a relatively quick subjugation of the Aeslandic independence movement despite the success of the Spring Revolution. The defeat humiliated the Doge Wonderlandian soldiers; the 74th Corps' commander, Colonel Clay Houndt, lost many of the soldiers under his command and was fervent in his hatred of Aeslandic peoples.
Half-Oni

The **half-oni** are a race native to the Far East. A mix between the oni and humans or elves, they are considered cursed children by many of the locals in the region and are typically abandoned after birth. As a result, there are few adult half-oni, but those who survive are often loners or join local oni clans, avoiding normal society, however there are exceptions to this rule.

## Description

Half-oni are tall humanoids who display both the characteristics of humans and elves, and the hellish stature and strength of the oni. Typically having skin in the shades of oni, and the characteristic white and black hair associated with them, it is easy to mistake them as a shorter oni at first glance. Many half-oni display characteristics similar to their devilish parentage; for example, they are capable of certain innate magics that oni possess, and display the selfsame extreme strength. Half oni possess pointed ears (especially if their other parentage is elven) and horns on their brows which can extend up to seven inches from their forehead.

## Society

### Lifestyle

As written in the early Second Era writing, *"The Seishin Expedition,*" the half-oni's lives are noted to be "harsh, brutal, lonely, and short." This is true for the majority of half-oni live solitary and lonely lives away from society. Some become travelling mercenaries or hard labor, only being tolerated in a village so long as they are proving useful. A half-oni's life is one that is marked by challenge after challenge due to the social pressure they face in the Far East. It is common for half-oni to resort to joining an oni tribe, or becoming travelling mercenaries, to escape this persecution.

### Oni Heritage

The oni heritage of half-oni grants the race many unique abilities from their devilish heritage. They possess otherworldly strength inherent of oni blood, which allows them to lift things far above their normal strength. Further, their oni heritage allows them to swiftly regenerate from wounds, and some half-oni are capable of growing their size significantly in a similar manner to other oni.

### Culture

For the most part, half-oni are shunned by many races in the Far East. This leads to very few options for them to pursue for a livelihood. Most half-oni will eventually encounter oni clans, and join their ranks, as the oni see half-oni as one of their own. Many others turn to becoming mercenaries, using their strength to guard caravans or trade ships. Others still will try to escape to Eukitia or other continents, but few survive the journey. Regardless, half-oni are extremely warrior-like, often seeing physical strength as a sign of power and deserving of respect.

## Combat

Half-oni tend to use their extreme strength above other skills in combat. A favorite weapon of many half-oni is the club, due to their ease-of-use and sheer bone-crushing power when combined with their powerful strength. Some half-oni who manage to get training may become samurai and wield katanas, where others may train as monks, using their bare fists.

## History

### Notable Half-Oni

* **Motoyuki Tsuge**, a famous half-oni samurai of the Teshomi Shogunate.
Anno Doge

The terms ***anno Doge (AD)*** and ***before Doge (BD)*** are used to number years in the Doge calendar. The term *anno Doge* is medieval DoggoLingo and means "in the year of the Doge", but is often presented using "our Doge" instead of "the Doge".

This calendar is based on the estimated year of the founding of the Holy Empire of Doge Wonderland, *AD* denoting years after its founding and *BD* denoting years before. This dating system was devised with the founding of Doge Wonderland by Otto von Longdawg I and became widely used by Doge Wonderlandian citizens and by the people in its occupied territories. It is currently the most widely-used calendar system due to extensive Doge Wonderlandian colonization throughout the Pax Doge Wonderlandia and the economic, cultural and social influence that countries using this calendar system hold.
The Vespiri

**The Vespiri are silent and introspective.** These Enivi are known as the oracles of their people, and are best known for their foresight and as caretakers of those passed. They live mostly secluded lives, keeping to their own clan and holding tightly to ancient tradition.

Although they are often viewed as unapproachable by the other clans, the Vespiri are compassionate and imaginative. They've created great works of art, literature, and music in the Enivin culture, and have been said to be able to touch the very souls of others with their craft.

They also have a deep connection to the Spirit Realm, and are charged with aiding the souls of all Enivi after death. The Vespiri are often called to the side of gravely ill or fatally injured Enivi to help them ready for "the long journey". Grim as it may sound, the Vespiri are both revered and feared due to their loyalty to the deity Vesperum.

## Vespiri Lore

#### Vesperum's Beacon

Vesperum, like their siblings, is one of the three children of the *Great* *Na*, and one of the original creators of the world.

When an Enivi's light begins to fade and their life is close to ending, it is said that Vesperum appears by their side.

Loving and gentle, Vesperum tends to the souls of Enivi who have passed, and aids in the communication between the living and the dead.

While Vesperum is rarely involved in conflict, and is considered to be a neutral party, they play an important part in keeping the balance in the world, and giving guidance to those who are lost.

After being born, Ortus, Lunae, and Vesperum became lost in the darkness of The Great Void. While Ortus and Lunae wandered, Vesperum befriended the spirits around them. These spirits helped Vesperum to create a great and shining beacon, which could be seen through the darkness, and reunited the three deities. This reunion resulted in the creation of not only the moon, but Eniv itself.

Now, Vesperum gently shepherds those who have passed. They also remain as a pillar of peace between their siblings, holding the three united, and the world together.
Lobrek

**Lobrek** is the star at the center of the Lobrek System. It is a sphere of hot plasma, heated to the point of glowing by nuclear fusion in its core. It radiates the heat from these reactions mainly as visible light and infrared radiation, and is the most important source of energy for life on Cerstenum. Its radius is about 700,000 kilometers (435,000 miles), about 110 times that of Cerstenum. Its mass is about 345,000 times that of Cerstenum, and it accounts for 98.87% of the total mass of the Lobrek system. About three-quarters of Lobrek's mass is hydrogen, the rest consisting mostly of helium with trace amounts of heavier elements.

Based on its spectral class, Lobrek is a G-type main sequence star (G2V). It formed about 4.6 billion years ago from the gravitational collapse of matter in the center of a large cloud of molecules. Most of this matter gathered in the center to form Lobrek, while the rest flattened into a disk, forming the Lobrek system. The central mass became sufficiently hot and dense to initiate nuclear fusion in its core, the process by which all stars are thought to form.

Lobrek's core converts 4 million tons of matter into energy every second by fusing 600 million tons of hydrogen into helium. This fusion energy is the source of Lobrek's light and heat; it can take upwards of 170,000 years to escape the core. In five billion years, hydrogen fusion in Lobrek's core will diminish to the point where it can no longer maintain hydrostatic equilibrium against its own gravity; Lobrek's core will then condense greatly while its outer layers expand, growing large enough to fully engulf the orbits of Hermanum and Aphren, and render Cerstenum uninhabitable. After this, it will no longer undergo nuclear fusion and shrink, but still give off light and heat due to its previous fusion.

Lobrek's enormous effect on Cerstenum has been recognized since antiquity. Many historic and current cultures regard Lobrek as a deity. The rotation of Cerstenum about its axis and the revolution of Cerstenum around Lobrek forms the basis of the Dogeis calendar, which is still in use today.
Project Mahaka

**Project Mahaka** is the code name for an outer space weapons program operated by the Ibarklan Space Force. The project produced the world's first space-based orbital weapons of mass destruction. Currently, 36 orbital installations carrying a combination of kinetic and nuclear weapons are operated as part of Project Mahaka; each installation is uncrewed and can operate autonomously, via remote control, or by optional human pilots.

Project Mahaka began in the 1980s with the beginning of Ibarklan corporate and industrial expansion and utilization of outer space. Funding for the project was increased gradually, and it was allocated a expansion in funding, manpower and resources after the 1994 Caparce bombings. The first of the installations was placed into orbit on 12 November 1999, disgused as an Ibarklan Aerospace Administration heavy-duty intelligence and communications satellite. Its existence was leaked in 2013 by Ibarklan Space Force First Lieutenant Johnson Zhang (DD), who disagreed with the secretive nature of Project Mahaka and its potential for huge amounts of destruction. He disclosed a partially-redacted high-level summary of Project Mahaka to over 37 news outlets, including the Caparce Times and the Wensu Morning Post.

The project was extremely controversial upon its disclosure to the public. In the immediate aftermath of the revelations, Ibarklan government officials have defended the program, claiming that it protects the country against foreign threats to national security. Additionally, they claim that it helps prevent terrorism and receives oversight from the Ibarklan Parliament.
Hartdon Demilitarized Zone

The **Hartdon Demilitarized Zone** (Ibarklan: 哈尔东 非军事区, *Hāěrdōng* *Fēijūnshì Qū*) is a strip of land running vertically along the Hartdon Mountains on the Doge Wonderlandian-Ibarklan border. It is a border that separates Ibarkla from Doge Wonderland, and was established in its original form to serve as a buffer zone between the two countries under the Treaty of Chukyo (1837), an agreement between Ibarkla and Doge Wonderland. Following the Second Wonderlandian War, the Hartdon Demilitarized Zone was expanded to encompass much of the mountain range itself rather than simply a thin strip of land within the mountains.

The DMZ is about 1,000 kilometers (620 miles) long and an average of 180 kilometers (110 miles) wide. There have been a number of incidents within the DMZ, both military and civilian related, causing casualties; the most recent incident was during the Doge Wonderlandian land invasion of Ibarkla during the Second Wonderlandian War. No settlements exist within the DMZ, and incursion by either side, whether civilian or military, is considered a *casus belli*.

## Location

The Hartdon Demilitarized Zone encompasses the entirety of the Hartdon Mountain range south of the Ibarkla-Aesland border, which served as the historical border of Ibarkla and Doge Wonderland before the former's colonization and has remained the border since the modern reunification of Ibarkla. It runs north-south at an angle, with the northern end lying to the west of the southern end.

## History

> *Main articles: Reunification of Ibarkla, Second Wonderlandian War*
>
>

## Environmental impact

The impact of the HDMZ on the environment is mixed. Due to the lack of human presence, many species endemic to the Hartdons formerly considered endangered, including the black-billed swan, the white-bellied toad and Guaner's pike have rebounded in population. However, wildlife are also regularly injured or killed by weapons left in the HDMZ, including mines, tripwires and automated area denial systems. Environmental groups sometimes lobby the Ibarklan government to remove weapons from the HDMZ, but these requests are often denied on the basis of national security and also because it would require cooperation from the Doge Wonderlandian government, who would otherwise interpret an incursion into the HDMZ as an act of war.
NuggNogg

**NuggNogg** is a dragon and also talented artist. She turned Toby into a marketable plushie and trapped him in a claw machi-OH GOD GET ME OUT IT BURNS, EXISTENCE IS PAIN

## Trivia

* Is actually 7 feet tall and buff and everyone likes them and thinks she's so freakin' cool
* met the president of the united states once

## Gallery

NuggNogg in Real LifeNuggNogg in MinecraftNuggNogg with Beam
Dogeism

**Dogeism** is a monotheistic religion. It is the world's third-largest religion with 370 million followers, known as Dogeists, most of whom live in the country of Doge Wonderland. It has roots as a religion in the Doge Wonderlandian lowlands in the classical period. It is considered to be the oldest extant monotheistic religion, having developed around the northern Dheeze-Knutts in the 6th century BD. Its followers, called Dogeists, believe in a single god, called Doge, which created the universe and all people, and hold domesticated dogs (*Canis domesticus*) as sacred, being the first things created by Doge in its image.

Dogeism remains relatively culturally homogenous among its main branches, but differs greatly from the Protescheems denomination in terms of worship and teachings, including means of prayer, teachings regarding righteous and condemned behavior, the nature of Doge, and church proceedings. All major Dogeist denominations hold in common the omnipotence of Doge and the holiness of domestic dogs, as well as the sacred nature of Otto von Longdawg, though Protescheemsism holds that most rulers of Doge Wonderland after the 9th century AD are not true reincarnations of von Longdawg. All branches also follow the Doge's Teachings as the main basis for their faith, though interpretations vary among followers.
List of ethnic slurs

The following is a **list of common ethnic slurs** that have or are currently used as insults against members of a given ethnic or racial group in a derogatory or pejorative manner. An ethnic slur is a term used to deride another on the basis of their ethnicity, race, ethnoreligious group, or nationality.

A

B

 bonebreath /bonebrain
 bubblehead

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

T

U

V

W

X

Y

Z
Corgiorno Corgiovanna

**Corgiorno Corgiovanna** (born Barkruno Shibebana, 11 May 1995) is a Doge Wonderlandian mafioso who attained notoriety in the 2010s as the leader of the criminal organization Depressione.

Corgiovanna was born in Hapedog in 1995 to Nantese immigrant parents. He joined Depressione as a teenager and became an enforcer for the criminal organization under Beagle Borkcellati. From 2013 to 2014, during the Depressione civil war, Corgiovanna became the leader of the largest faction of Depressione and unified all its factions under his control. Throughout the 2010s, he greatly expanded Depressione's scale of operations and influence in Doge Wonderland. Corgiovanna quashed the profitable drug trade Depressione operated but cultivated other means of acquiring income. Under his leadership, Depressione began to run protection rackets and provided basic services for many citizens throughout Hapedog, Shibeza and Cheemsville, in return for an annual tax they administered among the civilian population. His mutually profitable relationships with the mayors of these cities, liberal use of blackmail, and Depressione's own power, ensured his safety from Doge Wonderlandian local and national law enforcement.

In 2015, Corgiovanna was shot and nearly killed by Diameowlo, a member of rival gang Nyakuza during a public speech in New Bork City. In response, Depressione located and detained his would-be assassin, held a widely-publicized trial, and executed him, sparking an ongoing conflict between Depressione and Nyakuza. After Corgiovanna's recovery, he made a short public announcement declaring his intent to reform Doge Wonderland. Corgiovanna has not made any public appearances since, but has made televised appearances and speeches.

Corgiovanna is a controversial and polarizing figure, both in Doge Wonderland and abroad. His supports advocate for his socially liberal policies, the increased quality of life in the cities of Doge Wonderland that Depressione has heavy influence in, and the efficacy to which Depressione prevents other crime; his detractors point to Depressione's high rate of extrajudicial killings and the tension between the criminal organization and the Doge Wonderlandian government.

## Early life

Corgiovanna was born as Barkruno Shibebana in Hapedog, Doge Wonderland on 11 May 1995 to Nantese immigrant parents Hideki Shibebana (1962–) and Mei Shibebana (1964–). Both his parents were employed in the Doge Wonderlandian Ministry for News and Public Affairs. Corgiovanna's father was one of the few people to defect to Doge Wonderland, and was formerly a private first class in the Ibarklan army stationed at the Hartdon Demilitarized Zone who defected to Doge Wonderland upon facing court-martial for dereliction of duty.

## Career

Corgiovanna first became involved in small gangs based in Hapedog before first joining Depressione at the age of 15, working as an enforcer for the criminal organization under his close friend and mentor Beagle Borkcellati.