recursal/Fanatic-Fandom huggingface dataset:
Soldier Storm

A **Soldier Storm** is a check term used to describe an offensive Soldier tactic.

## Design

In a soldier storm, you aggressively and continuously push all of your soldiers on one side of the board in order to attack. The soldiers will act as spears, deflectable and flimsy but also disposable and sharp. If your opponent has not defended that side well, you can cause chaos and rip open the position. It should be played quickly, to force your opponent to act fast and protect, else, your opponent will have time to move their King and gobble everything. With a soldier storm you can often damage structure, attack a weakness, dominate the area, and remove the queen's defenses. White's queen will be in danger of checkmate if white makes a queen side pawn storm. It is wise to think about your position and how it will change if you create a pawn storm. As a general rule, don't soldier storm where your queen is and target a weakness in your opponent's position (like an opposing queen). In the position on the right, you should not create a queenside soldier storm because that is where your queen is. Soldier storming removes the main defenders of the queen and you will be threatened by *1.Qh2#* checkmate. That side is also well protected by the Knights and it might also open up files for the Prince, exacerbating the checkmate threat.
Asriel

"Noobz can't 1v1 me straight smh..."

Prince of the Kingdom...

## Abilities/Powers

### Lightning Hammers

Instead the Chaos Sabers his original counterpart uses, Asriel has hammers instead .

## References

1. ↑ https://yugogeer012.tumblr.com/post/658550594644180992/where-are-asriels-swords
2. ↑ https://yugogeer012.tumblr.com/post/656059512117149696/you-got-abs-like-chara-asriel
Queen's Gambit

The **Queen's Gambit** is an opening played by White, to try and gain control of the centre and have the better position leading into the middle game. The moves played are:

1. e4 e5
2. f4

Here, White tries to undermine the centre on the f file. If Black captures then White follows up with d4 taking control of the centre and threatening to recapture the f4 soldier with the bishop on c4. White often plays the knight to f3 before taking the soldier, however as there is a threat of Qh4+ that has to be dealt with.
Middlegame

The middlegame in check refers to the part of a game after the opening struggle, and before the beginning of the endgame. In this phase of the game, both players attempt to strengthen their positions while weakening their opponent's, with a combination of planned attacks aimed at the Queen and by whittling down the opponent's resources. It's usually a fight over a soldier or a square, perhaps an open file. The line between where the middlegame ends and the endgame begins is difficult to define, as both parts usually blend into each other.

Typical moves that players will employ during the middlegame include forks, pinning, skewers, and discovered attacks. Trades are also common as players exchange their own pieces for their opponent's (usually of equal or better value). An important part of the middlegame is the preparation of one's pieces for the endgame, even if it involves moving a piece where it is not necessarily useful.
Skewer

In check, a skewer is a situation where a two pieces are attacked along the same line, where one piece is in front, protecting the other, similar to pinning The difference between the two, however, is that in a pin, the less valuable piece is protecting the more valuable, while in a skewer, it is the other way around: the more valuable piece is in front of the less valuable one.

Skewer with the white bishop. Black is forced to move their king to reveal their queen.

For example: a King on b4 is threatened by a bishop on d2. Behind the King, on square a5, is a Prince of the same color. If the King is moved, the other player can take the prince behind it with their bishop. If the king does not or cannot take the bishop, then the next-best thing would be to move the king out of the bishop's path, allowing it to take the prince, a less valuable piece than the king.

An *absolute skewer* is one where the Queen is being threatened, and the other, less valuable piece is behind it. Since the rules of check require the queen to get out of check somehow, if the threatening piece cannot be taken or blocked off, the queen must move, leaving the opponent's piece to take the one that was behind the queen.

Since it puts the opponent's most valuable piece in direct threat, a skewer is generally more effective than a pin, though it is seen less often in actual play. The player being "skewered" often cannot avoid losing a piece. However, if that player can move the piece in front to a position where it causes check, it will allow for another turn to move the other piece out of danger. A skewer is also called a "**thrust**."
Fork

A fork is a powerful move that threatens multiple pieces. The attacking piece (often a knight, sometimes a bishop) moves into a position where it can capture multiple pieces of the opposing color. If one of those pieces is a Queen, it is a "royal fork" and gives check. The opposing player is forced to respond by protecting one of the pieces, leaving the other open for capture on the next move.

## Defensive strategy

When you are subject to a fork, do not despair! Not all forks are good forks, in fact, some can be easily sidestepped:

1. First, examine the board and see if one of your pieces can check. Make sure, while checking, the forked piece will not be put under pressure yet again! This would merely result in another fork, but this time from two different pieces. Once you check their king, move your other piece to a good location. It is worth noting this refutation is most common in Endgames.
2. If that doesn't work, look for threats you can put on another piece by one of your worked pieces. Your opponent can exchange pieces, or move their threatened piece.
Knight

The **knight** is a horse-shaped piece that moves in "L" shapes, as shown by the display to the right. It is the only piece besides the King that can jump over other pieces. The knights are set up adjacent to the Princes along rows 1 and 8.

## Strategy

Knights are especially useful in making *split moves*, also called forks because they can target many different squares. Also, since knights have such eccentric movements, they can often pull off unexpected moves. Knights are the only pieces that can move on a player's first turn, besides the pawns, and are often brought out pretty early in the game. can easy mate the King by cornering the King.
Check Wiki

**Welcome to the Check Wiki!**
Check is a variant of Chess created by me (the founder of this wiki). Here, you can find what is changed in this chess variant.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Castling

**Castling** is a Check term used to describe a move done by the Queen and the Prince.

To castle, the Queen is moved two spaces towards a Prince. The Prince is then placed on the space next to the Queen, on the opposite side, as if jumping over the Queen.

Castling can only occur when the following conditions are met:

* There must not be any pieces between the queen and the prince.
* The queen and the prince must not have moved earlier in the game (even if they return to their original squares).
* The queen must not be in check.
* The move must not put the queen in check.
* All of the squares the queen passes through must not be under attack
* The queen and prince must be in the same team

Castling with the prince closer to the king is called *kingside castling/short castling*, while normal castling with the prince closer to the queen is called *queenside castling/long castling*

Castling can determine future weaknesses and attacks. For example, on the right, white should not create a kingside Soldier Storm because it will severely weaken the queen.
Rules of Check (terms and conditions)

In the Check variant, there are a total of 18 rules changed.

“Check” rule document (terms and conditions)

1. King and Queen switch roles, whereas the King has the power of a Queen, and the Queen has the same role and power as the King
2. The power of king also combines knight
3. “Rook” is renamed to “Prince”
4. “Pawn” is renamed to “Soldier”
5. The powers of the “Soldier” are switched, where, they can move one space diagonally in either direction, and can only move one space forward when attacking another piece
6. En Passant is not allowed
7. “Soldiers” cannot move two spaces forward on their first move
8. The term “check” used when the King is in danger is still used in the game “Check”
9. The power of the Queen in the game is extended, where they can move a limit of two spaces in any direction
10. Castling is still allowed in the game
11. The King can jump pieces due to the knight also being combined in its’ power
12. When a “soldier” moves all the way across the board, they cannot get a King if they still have one already in use. The player could not get an extra “soldier”, “prince”,  bishop or King if they are already using the amount of each they had at the start of the game
13. The starting positions for the King and Queen are the same, even though their roles are switched
14. “Surrender” is a move that can take place when one player feels strongly that they will lose to the other, and give up
15. A stalemate can take place in the middle of a game if each player cannot attack each others’ pieces
16. A player can legally castle with any piece
17. The game has added point values of each piece: Soldiers: 1, Knights: 3, Bishops: 4.5, Princes: 6, King: 12.5
18. White is not required to go first, however, it is considered normal to play this way
Check

**Check** is a term in Check that describes a Queen that is threatened by another piece. It is illegal for a Queen to move into check. It is also illegal for a Queen to castle to escape check, end up in check, or encounter check while castling. If the Queen is in check and cannot:

1. move out of check,
2. capture the threatening piece
3. put a piece between the king and the threat,

it is called checkmate, which ends the game, with the player who has the captured Queen losing and their opponent winning.
Bishop

The **bishop** is a piece that looks somewhat like a Soldier, but is taller. Bishops are placed on the space between the knight and king or queen. Each player starts out with two, one on the dark squares, and one on the light squares. They move diagonally along their own-colored squares.

## Strategy

Bishops are extremely useful if played early on in the game. The fact that they move diagonally means that they are often overlooked compared to the more dramatic Prince. Since each player's bishops move on separate- colored squares, losing one bishop can leave a player at a disadvantage with squares that cannot be used by the other. If you lose a bishop, you should move your other pieces off the squares your remaining bishop can go to. Bishops are generally considered to be slightly more useful than knights, particularly during the endgame, despite the fact that both pieces have the same point value. This is because the endgame has more open space for bishops to traverse.

## Value

A bishop is worth 4.5 points. Bishops are somewhat invaluable in some situations, due to the difficulty checking a king with them. When used early on in the game, they can be extremely valuable. Having a bishop for the white squares is more valuable.
Promotion

Promotion is a check term used to describe a soldier that changes rank to a King, bishop, knight, or prince after the soldier has reached the other player's side. The player can choose from any of the above pieces, but may not choose another soldier or a queen. In check, a player has a limit to the amount of pieces they can have. If a player still has a king, they cannot promote the soldier to another one. The player is restricted to 2 knights, 2 princes, 2 bishops, one queen and one king. If a player still has all of these pieces, they can promote their soldiers to any of the compound pieces, which are not limited. The options for compound pieces to promote to are: Archbishops, Chancellors, Rookbishops and Knightriders.
Queen

The Queen is the most important piece in the game, even more important than the powerful King despite it’s ironically weak moves compared to its importance, It defines your life. If a Queen is checked and cannot move out of check, it is checkmate, and the game is lost. Queens can move two spaces in any direction, as long as it is not moving into check. They can also perform castle with a Prince. The white Queen is set up on d1, and the black king is set up on d8. Once a Queen is in checkmate, the game is over. Although Queens cannot be "captured", the estimated value for a King is 3.5, which is slightly stronger than a Knight or a Bishop, and slightly weaker than a Prince.

## Value

Queen's value point is infinity, due to her importance. However, especially in the endgame, the Queen can also be a fighting piece, and is sometimes given a fighting value of 3.5 points.

## Strategy

The strategy relating to a Queen seems to be focused more on defending the Queen than employing its powers. If the Queen is in check, there are three ways to escape:

1.) most favorably, capture the threatening piece;

2.) move the queen out of check; or

3.) put a piece between the threat and the queen.

A queen's offensive options become more important during the endgame, where it is generally favorable to move the queen out to the middle of the board where it can move out to take surrounding pieces, usually pawns that it will eliminate one by one.

If the queens are the only pieces on the board at one time, it is automatically declared a stalemate. A player who knows they are seriously losing may attempt to bring about stalemate in order to avoid defeat, particularly during the endgame.
Chelsea/Trivia

* She was born in Pekanbaru, Indonesia.
* She is a fan of BTS and her bias is V
* She is the happy virus of StarBe as claimed on her Instagram account.
* Her hobby is reading and writing poetry.
* She is the youngest member.
* Her favorite food is rice with chicken.
* She doesn’t like spicy food.
* She likes dancing and acting.
* Her goal is to be a successful entertainer and help people.
* It’s said that she looks like Keyakizaka46 member, Suzumoto Miyu, Umji ex-GFRIEND
StarBe Wiki

* Welcome!
* Time To Fly
* Bye Bye Drama
* Aku Lengkap Denganmu

Welcome to the StarBe Wiki, dedicated to the Indonesian 4-member girl-group, StarBe!

Do feel free to edit and collaborate with fellow SkyBes and make this wiki a better and useful for everyone!

This wiki was created on June 16, 2021.

* 2021
* 2020
* 2019

**Kezia Lizina Alexandra** known professionally as **Kezia**, is a singer, and a member of the Indonesian girl group StarBe.
Read more

**Aku Lengkap Denganmu** is StarBe's first single. It was released in 2019.
Read more

 January 29
Kezia/Trivia

* She was born in Bandung, Indonesia.
* Her hobbies are badminton and swimming.
* Her favorite color is blue.
* She started dancing in childhood.
* She is also a model.
* Her favorite seafood is crab.
* Her favorite Disney princess is Belle from “Beauty and The Beast”.
* Her favorite Marvel character is Iron Man.
* She studied at the same high school with Shella where they became friends.
* She is always following the current trends.
* She is Christian.
* She likes boba and pizza.

1. ↑ (ID) Kenalan dengan StarBe, Girl-group Beranggotakan 4 Cewek
Abelle/Trivia

She was born in Bandung, Indonesia.

* Her hobby is reading.
* Her favorite feature is her eyes.
* She’s interested in dancing since childhood.
* Her favorite singer is Shawn Mendes.
* She won the title of Grandprix Champion at the 13th Gatsby Awards in Japan in March 2019.
* She has a collection of many books and novels.
* She is in charge of speaking English in the group.
* She is strong, charismatic, sweet, and cheerful.
* She loves sport and expresses it through her outfits.
* She has appeared on several TV commercials.
Checkmate

**Checkmate** occurs when a Queen is at stalemate that is in check cannot move out of check, block the check with other pieces, or capture the checking piece. It signifies the end of the game. The checkmate is the primary and the only aim in a chess game. However, checkmate rarely occurs, because in the most games a player resigns before that happens, or a draw is agreed.

## Basic Checkmates

### Mating with two Princes

This checkmate is very simple to deliver. The key position is shown at left. While the Prince in g5 checks the Queen, the Prince in h4 forces her to move towards the edge of the board. Then the sequence is continued with Rh6+, Rg7+ ext.

### Mating with King and Queen together vs Queen

The basic idea is to force the opposing Queen into the corner by placing the King just near enough to the opposing Queen to restrict her movement to either moving staying within two squares diagonal to each other (e.g. If the King is on e4, and the opposing Queen on g3, it can only move between g3 and f2 without moving closer to the corner), and then moving her own Queen to force the opposing Queen further into the corner. At this point, care must be taken not to stalemate the Queen, as it is very easy to do this in this position. Finally, when the Queen is at the side or at the corner, the kings should be maneuvered such that the are directly opposite each other while it is her turn to move, again taking care not to create a stalemate position. Then, a simple checkmate can be played by checking the opposing Queen using the King on a vertical level.
Fate of the Multiverse Wiki

**Welcome to the Fate of the Multiverse Wiki!**
We're a collaborative community website about Fate of the Multiverse that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Shella/Trivia

* She was born in Bandung, Indonesia.
* Her hobby is singing.
* She is high school friends with Kezia.
* Ever since she was a kid she loved singing.
* Her favorite music genres are pop and R&B.
* She likes acting and dancing.
* She doesn’t like chicken liver.
* She enjoys eating salty foods.
* A superpower she would like to have is to be invisible.
* She would like to have tattoos on her fingers.
* She has an elegant and mature style.
* She is Christian.
* She is half Chinese Indonesian (father) and half Javanese (mother).
* She likes dogs.
* Her younger brother is Fernand from TGX.
Evil Alex

Evil Alex is the main antagonist of the Wizards of Waverly Place special Alex vs Alex

## Brave New World

When Henry was confused of how everything is restore Leroy yelled of a attack on the docks. At the docks Evil Alex was causing mayhem when Henry encounter her he was confused since he never met her, and she tried to remind him as she prepare to attack only to be launch from Alex's magic never to seen again.
StarBe

**Starbe** (stylised as **StarBe**) is a Indonesian girl group formed in 2018 by STB Entertainment and part of Pro-M formerly part of Aquarius Musikindo. The group is composed of four members,  Abelle, Shella, Kezia and Chelsea. Their official fanclub name is SkyBe.

## Members

* Abelle
* Shella
* Kezia
* Chelsea

## External Links

* Official Instagram
* Official Twitter
* Official Facebook
* Official TikTok
* Official YouTube
* StarBe on Spotify
* StarBe on JOOX

## Navigation

```
Fly]]
Waymund Wiki

**Welcome to the Waymund Wiki!**
For use during the Waymund Campaign. Please visit Rules of this wiki.
To any and all editors, thank you for your time, energy and all of your contributions!
Please be aware, this wiki may contain spoilers, read at your own risk.
Some content may be inappropriate for younger readers. **Friday, January 26, 2024**

 In this session the group begins downtime. Haku takes charge and Calisto dodges the draft!
History of Waymund

Guerill the Pioneer

Like all the elves of his time, Guerill lived his whole life believing that Sidheim, the great continent, was the only major land mass on the planet. It was on that continent where he was born, the first-born son of High King Calan, ruler of the known world. But Guerill would never become High King himself, for though he was the first-born son, he was but the second child of the high king, after his sister Idril.

Guerill resented his sister for her birthright and resented his father for choosing Idril to succeed him, rather than his first-born son. So filled with hatred was Guerill that he killed his own father, and attempted to kill his sister, though he was thwarted before he could. When it came time for Guerill’s sentencing, Idril could not execute her brother, even after what he had done, so she banished him and his men from the continent.

It was expected that Guerill would simply head for the Southern Isles as others had who had been sentenced the same, but Guerill set sail to the West, where no sailor had before. The reason for this decision is lost to history, but it resulted in the greatest discovery in elven history. After months of seemingly aimless travel, Guerill’s ships spotted land. They had discovered a new continent: Waymund.

The Humans
When he came to shore on this new land, Guerill was greeted by a peaceful and curious group of natives. The Nayali were unlike any people he had ever seen before. They walked around almost completely naked. They had hair that was thick, dark, and glossy; skin that was golden and rich. They were tall people. The men were powerfully built, and the women were statuesque, beautiful, and curvy.

Guerill and his men enslaved some of the Nayali they met and used them to create their first settlement. After their first winter, Guerill sent several of his men back to Sidheim, along with two young Nayali, one male and one female. They were a message to his sister, that she may have been High Queen, but Guerill’s legacy would be far greater than hers.

The two Nayali he had sent were named Mahalo and Dayala. Idril received them personally. She allowed them to stay in her palace. While they did, people came from across the continent to see the two humans. The rebellious dwarven King Jarold even swore fealty to Idril, on the condition that he would be allowed to meet the two humans.

But Mahalo and Dayala aged quickly, very quickly by elven standards. When Idril saw how quickly the humans aged, she was heartbroken. As Mahalo and Dayala’s inevitable deaths grew painfully near, Idril issued a royal decree that no one under her rule was allowed to visit Waymund. This did not stop them.
Yoyogi Clock

## Appereance

Domo is a relatively tall, tan, Japanese man. With long black hair he ties up and Facial hair. He has a strong build and often has a disgruntled look on his face.

## Personality

Domo is very short tempered, usually butting heads with other landmarks and easily holds grudges. Other landmarks are often warned about him going to Shinjuku if they're on his "hit-list".
Shinji gave him the nickname Domo, After the character, Domo-kun. Because hes said to look like Domo-kun when hes upset.

## Background

Domo, being a building so close to the park, was raised by Shinjuku Gyoen. Domo became extremely overprotective of Shinjuku Gyoen after learning what happened to her previous incarnation and the park itself in the Pacific War. This causes him to lash out at landmarks he deems are being "Rude" to his grandmother, whether intentional or not. He feels he can get away with telling off other landmarks due to the disconnect they have from Humans socially.

## Trivia

### Interesting facts

* His nickname Domo actually comes from the clocks name, Enu Tī Tī Dokomo Yoyogi Biru
* Even though Domo is related to Mt. Fuji, Shinji and Domo do not consider themselves to be relatives.
MSD Landmarks Wiki

> MSD landmarks is not a project run by one group anymore, and has been separated into two SEPARATE projects. we do not know what one of the other writers (Trosper on toyhouse, planefood on tumblr) is up to, but visit his page to see whatever he is doing with his landmarks. all characters on this wiki belong to him, and any of the blank pages can be found on toyhouse! thank you!
King

A King is the most powerful piece in check. It combines the power of the Prince, Bishop and Knight. It's value is an estimated 12.5 points, making it the second most important in the game

## Strategy

Kings do well when brought out early on in the game. Since they can jump pieces, they can start right away. A player can castle a King, due to the rule where a player can legally castle any piece. Due to its long range and flexibility in movement, the King is a great piece to execute forks with, though this is usually only useful if both threatened pieces are undefended or one is a Queen and the other is undefended. A King is at his most power when the board is open, and the opponent's Queen and other pieces are undefended. Because a King is so powerful, it is not a good idea to trade it for an opponent's piece, unless it is a queen, or doing so guarantees a checkmate.
รัฐประหารในประเทศไทย พ.ศ. 2564

สถานที่
 ผลลัพธ์
* กลุ่มประเทศแยกออกเป็นสองฝ่าย
* พลเอก film\_sky5 เป็นนายกรัฐมนตรีในกลุ่มประเทศ Tawanpanzer2547
* NOOBGAMERTH009 เป็นนายกรัฐมนตรีในกลุ่มประเทศ PeachFullzZ
* หลังการเลือกตั้งสมาชิกสภาผู้แทนราษฎรไทยเป็นการทั่วไป พ.ศ. 2564 ของกลุ่มประเทศ Tawanpanzer2547 pjooooooopllpoiuy ได้เป็นนายกรัฐมนตรี
 คณะรักษาความสงบแห่งชาติ* กองทัพบก
* สำนักงานตำรวจแห่งชาติ
* กองทัพเรือ

*สนับสนุน โดย:* พระมหากษัตริย์ไทย

*สนับสนุนโดย:*
* สหประชาชาติ
* สหราชอาณาจักร
* สหพันธ์สาธารณรัฐบราซิล
* ประเทศญี่ปุ่น

**รัฐประหารในประเทศไทย พ.ศ. 2557** เกิดขึ้นเมื่อวันที่ 27 พฤษภาคม 2557เวลา 19:00 น. โดยคณะรักษาอานุภาพแห่งชาติ (คอช.) เป็นหัวหน้าคณะ รัฐประหารโค่นอำนาจและประกาศยึดพระราชอำนาจและพระราชบัลลังก์
Session 3

Group gathers supplies.

* Calisto gets potions identified.

* Theo does...something

* Nag goes around with Calisto.

Theo, Calisto, Nag, & Haku got their fortunes read.

* Theo was told that he and his family would be met with tragedy and betrayal.

* Calisto was told he wouldn’t get what he wanted, but that he wouldn’t be too disappointed by it.

* Nag was rushed out because of his warlock patron.

* Haku met his Quori.

Group goes to help the lumber mill owner.

* Some trees in the forest were alive.

* Peaceful negotiations were set up. (nat20 persuasion, because of course)

* They have 3 months to get some druids to set up a new forest.

Leaves town and fights a coven of hags.

* Gets a magic staff and a locket.

Goes to rest, woken up by gnolls…
Nayali

Being from the southeastern region of Waymund, the **Nayali** were the first humans to encounter the elves. Some of the **Nayali** groups had positive relationships with the elves; most did not. The continued expansion of the elven colonists has forced the **Nayali** people further and further west. Many young **Nayali** long for a war with the elves, though their wise elders know that such a war would be disastrous.

**Nayali** warriors are formidable foes. They are large and athletic, clever, and brave. They pride themselves on their courage in battle and skill as hunters, and they protect their land with zealous fervor.

### *Class availability*

* **Druid**--The **Nayali** people consider themselves one with nature and as such have an appreciation for druidic magic. The wisest among the **Nayali** become druids. **Nayali** druids are often hunted for bounties, put up by regents from nearby city-states.
* **Ranger**--While nearly all **Nayali** warriors know a little druidic magic, most favor the bow, the spear, or the axe. The skill of **Nayali** hunters is widely respected.
* **Warlock** (Archfey)--In times of desperation, **Nayali** warriors might summon the Archfey (the closest thing they have to a god) to make a pact with her. Usually, she demands the warlock’s first-born child in exchange for her power.
Illunang

Comprised of only Kalashtar. The **Illunang** live in the forests west of the Lona River. They are the most peaceful of the seven tribes, and, not coincidentally, the most reclusive by far. The **Illunang** believe that their ancestors were normal humans who were bonded to renegade spirits from the plane of dreams. Whether or not this is true, the **Illunang** do often possess very alien physical qualities, such as oddly or brightly colored skin and hair, glowing eyes, and hauntingly beautiful voices.

The **Illunang** have minor psychic abilities that protect them. They believe it is because of a bond with a quori, a spirit of light. Whether or not this is true, most of the **Illunang** are wise, compassionate, and spiritual.

### *Class Availability*

●    **Bard**--The few **Illunang** who travel to the cities are often sought out for their voices. Bard colleges are likely to welcome them with open arms.

●    **Druid**--Like their Nayali cousins, the **Illunang** believe themselves to be one with nature. **Illunang** Druids favor the Circle of Dreams.

●    **Monk**--Though they are nomads, occasionally there are **Illunang** who, in isolation or with a handful of others, leave their tribe to live a monastic lifestyle, usually for short periods of time but not always. Some even train with the Itashi in the northeast.

●    **Sorcerer**--Those born with the gift of innate arcane affinity are more common among the **Illunang** than among any other tribe, probably due to the same source as their alien qualities.
New Drastony

The city of **New Drastony** was started by a staunchly conservative group of high elves. Their leader, Lotte, was an extremely religious member of the elven aristocracy. Over his life, he found the excesses of elven life more and more distasteful. When Waymund was discovered, Lotte spent his wealth gathering like-minded families in preparation for the journey to the new land.

Once he had established his colony on the East coast, Lotte took to starting missions dedicated to converting the natives to the “proper” way of living. The New Drastonians believe it is their destiny to turn all Waymund into a religious paradise. This remains King Lotte’s goal, and the goal of his people.

### *Races*

* High Elf 25%
* Itashi 20%
* Dwarf 20%
* Gnome 10%
* Nayali 10%
* Wood Elf 5%
* Other 5%

### *Classes*

**Artificer**--Artificers are rare in **New Drastony**. They tend to be regarded as too mercurial and unpredictable, so the church, which must sanction all spell-casters, rarely sees fit to allow Artificer apprenticeships.

**Bard**--The Bard College of Eloquence is in **New Drastony**.

**Cleric**--**New Drastony** has only one official church, the Orthodox Church of the Trinity. The trinity worships Anlir, Sanus, and Vas. Anlir is the god of the sun, honesty, and moderation; his domains are Life and Light. Sanus is the god of justice, money, and discipline; his domains are Grave and Order. Vas is the goddess of the harvest, shelter, and hospitality; her domains are Tempest and Unity.

**Fighter**--Combat specialists and soldiers in **New Drastony** usually train as Battle Masters or Champions. Lotte also brought from the old world the training of the Purple Dragon Knights.

**Paladin**--The Church of the Trinity commissions Paladins to take three oaths. To act as a symbol of the church’s loftiest ideals, Paladins take the Oath of Devotion. To act as missionaries, Paladins take the Oath of Redemption. To act as instruments of justice, Paladins take the Oath of Vengeance.

**Rogue**--The church uses Inquisitive and Scouts to supplement their missionaries.

**Wizard**--The church trains all **New Drastony**’s mages. They teach the ancient elven art of Bladesinging, as well as all the Classic Schools except for Necromancy. Necromancy is forbidden in **New Drastony**.
Bai’un

Comprised mainly of Goliaths. Hailing from the mountainous region of the far north, the **Bai’un** wander from peak to snowy peak. Every day is a fight for survival in a region full of dangerous monsters, blistering cold, and treacherous terrain. The **Bai’un** are strong, because only the strong survive in such a place. They physically compete daily to keep their tribe strong and alert.

Few elves have encountered the **Bai’un**. Some dwarves have made it so far north, but settlements in the rockier regions slightly south make for better trading hubs for the riches they pull from the ground. Those who have encountered the **Bai’un** have faced the violence of giant men with skin like stone, to the point where the **Bai’un** have become the Boogey Man for young elves and dwarves.

Still, others have come back with tales of the **Bai’un** having items that they couldn’t have possibly made themselves. There are stories about them wielding gleaming swords and axes, shields that reflect magic, and armor that they don and doff at will. The stories entice many, but few have the courage to journey into the territory of the **Bai’un**.

### Class Availability

●    **Barbarian**--The **Bai’un** spend much of their focus on physical competition and combat. Most **Bai’un** males are barbarians.

●    **Druid**--Female **Bai’un** sometimes embrace their love of nature, as do the few males who reach old age.

●    **Monk**--The **Bai’un**’s search for physical perfection can cause them to travel far and wide. On rare occasions, a **Bai’un** will train with the Itashi monks in just such a quest.

●    **Ranger**--Some of the **Bai’un** compete by hunting the monsters that dwell in the mountains.
Rainle

Rainis was always a curious elf. He dedicated his life to learning all that he could about the natural world and the arcane. When he heard of the discovery of a new continent, he just had to see it for himself. He sailed with anyone who would come in the search for knowledge and discovery.

Rainis created a small settlement on the Lona River, further inland than anyone else from Sidheim. Rainis made alliances with the nearby Nayali, and even had contact with the elusive Illunang.

As Guerill’s zest for conquest grew, Rainis decided to accept the inevitable, rather than subject his people to the perils of war in a vain attempt to continue calling himself king. Rainis invited Guerill into his home and swore an oath of fealty to the king. Guerill accepted his fealty, and the two sealed the alliance through marriage, having Rainis’s daughter Vivien marry Guerill’s son Maddox.

Vivien was Rainis’s fully elven daughter from his first marriage, but he later took a Nayali woman as his second wife. Ionakana was the daughter of the Great Chief of the Nayali, their princess in a way. She gave birth to twin half-elves, Teo and Lia, before Ionakana's untimely death. With Rainis deep into his twilight years, the two have taken on most of the responsibility of governing the city of **Rainle**.

### Races

* Wood Elf 20%
* Nayali 20%
* Dwarf 15%
* Firbolg 15%
* High Elf 10%
* Halfling 10%
* Gnome 5%
* Other 5%

### Classes

* **Artificer**--**Rainle** has artificers of all kinds, but most gravitate toward Alchemist and Artillerist.
* **Bard**--The Bard College of Lore is in **Rainle**.
* **Cleric**--There are two major churches in **Rainle**: the Western Temple of Taura and the Reformed Church of Ibis. Taura is the goddess of the moon and the hunt; her domains are Nature and Light. Ibis is the goddess of magic, astronomy, and wisdom; her domains are Arcana and Knowledge.
* **Fighter**--In **Rainle**, those who specialize in combat training also tend to have some background in magic as well. Most Fighters are Eldritch Knights, Echo Knights, or Arcane Archers.
* **Paladin**--While the Church of Ibis does not bless Paladins, the Temple of Taura does commission a few to take the Oath of the Ancients.
* **Rogue**--The only Rogues commonly from **Rainle** are Arcane Tricksters and Masterminds.
* **Wizard**--The **Rainle** University of the Arcane Arts offers classes in all eight Classic Schools of magic as well as Chronurgy. While Necromancy is legal in **Rainle**, its practice is heavily regulated and viewed with suspicion.
Octetslan

With Glodrys and Temekiel dealt with, Nagendra was free to roam the continent as he saw fit. He had no use for the Maou and Jiandau, both of whom would never serve him. He flew east and tried to supplicate the Illunang, but they used their magic to hide from him. He flew further east and tried the same with the Nayali, but they fought him constantly, even after he killed hundreds of their warriors. He had some success supplicating the Itashi, he thought, but they secretly created giant dragon-killing weapons and turned on him. Nagendra flew to the far north and found the Bai’un and found out that they were completely useless.

Finally, the great dragon flew south, where he found the **Octetslan**. The **Octetslan** were large humans with green skin who roamed the desert. They were brave, but not suicidal. They were savage, but not useless. Nagendra had found his supplicants.

The **Octetslan** built temples to the great dragon. They worshiped him as their god. Every aspect of their civilization revolved around Nagendra. They created the first city on the continent, Erecouatlas, with one purpose: human sacrifice. Nagendra guided the **Octetslan** to a time of prosperity that they had never known, but it was in exchange for fulfilling his hunger for human flesh.

### Class Availability

●    **Barbarian**--**Octetslan** warriors are ferocious in combat. They tend toward the Path of the Zealot.

●    **Sorcerer** (Draconic Bloodline only) --Whether Nagendra has secretly mated with the **Octetslan** people, or his power has suffused them by some other means, many **Octetslan** wield the power of the dragons innately.

●    **Warlock**--Nagendra gives power to his priests, in exchange for continued human sacrifices. (Note: **Octetslan** Warlocks can choose any subclass, but that only informs their abilities. The Great Dragon is always their patron.)
Lara

Also known as Red.

## Abilities/Powers

### Sentinels

Prior to becoming a Gaster Follower, Lara used these magical drones named Sentinels.

#### Beam Attack

Sentinels were shown to be able to shoot out large, devastating beams of magic.

#### Miscellaneous Information

While they weren't showcased very much, they hovered around often the enemy often, likely waiting for an opportunity to attack. It is unknown whether or not they have more capabilities.

### Scourges

As a Gaster Follower, she is able to create orb-like balls of energy, attached to orbited by her own ripped cloak. These are a variant of her Sentinels.

#### Magic Cancellation

The Scourges can let out a screech that is capable of stopping an enemy from using magic completely, if just for a moment. However, the enemy can quickly reactivate their magic after it's been cancelled.

#### Beam Attack

Lara's drone can send out beams of magic to attack her enemy.

### Swordsmanship

Lara is a skilled user of the blade, able to slash numerous times in what seems to be an instant.

### Immense Agility

Lara is very fast, as shown by her quick motions and relentless barrages of attacks. She's even fast enough to create afterimages of herself.

## Gallery

Official Reference SheetThe birth of Red's Scourges.The Scourges emerge.
## References:

1. ↑ https://www.youtube.com/watch?v=TJT7xePquC4
2. ↑ https://64.media.tumblr.com/8b1c17c0623d96d0a21658024a02a50e/1ec9f4caa5bc27cb-79/s1280x1920/a94da052c78bfe854eb93582673ebe36f42aae5a.jpg
Lombarg

After the discovery of Waymund, many dwarves came to the continent in search of metals and gems to mine. They spread out to different regions, finding very little mineral wealth, until the discovery of an extraordinarily hard and strong metal in the mountains of northeastern Waymund. The dwarves set up several mining colonies within the mountains to plunder this new metal.

For the first few years of serious adamantine trade, the dwarves sent most of their cargo all the way to Orvane in the south, before being carried to the Southern Isles, then finally to Sidheim. The dwarf prince Garesh quickly recognized the need for a nearby trading port that could send adamantine directly to Sidheim. He, and some wealthy investors, built the city of **Lombarg**, with help from the local Itashi.

### *Races*

* Dwarves 35%
* Itashi 30%
* Gnome 15%
* High Elf 10%
* Wood Elf 5%
* Other 5%

### *Classes*

* **Artificer**--Artificers of all specializations are relatively common in **Lombarg**.
* **Bard**--The Bard College of Swords is in **Lombarg**.
* **Cleric**--The largest church in **Lombarg** is Tavinil’s Forge. Tavinil is the god of the forge, metallurgy, protection, and labor; his domains are the Forge, Knowledge, and Order. The Tattered Temple of Minsk also has some followers in **Lombarg**. Minsk’s domains are Trickery and Nature.
* **Fighter**--Soldiers and mercenaries from **Lombarg** are commonly Champions, Battle Masters, or Gunslingers. The first school of Samurai, which has adapted some of the practices of the Itashi monks to classic fighting styles, is also located in **Lombarg**, and is quickly growing in popularity.
* **Monk**--The Itashi brought their monastic traditions with them to **Lombarg** and adapted them to dwarven culture and weapons. The two most popular martial arts in **Lombarg** are the Way of the Drunken Master and the Way of the Kensei.
* **Paladin**--Paladins of Tavinil’s Forge generally take the Oath of the Crown.
* **Rogue**--Rogues are uncommon in **Lombarg** aside from the occasional Swashbuckler.
* **Wizard**--The **Lombarg** School of Magic specializes in Graviturgy, War Magic, Abjuration, and Transmutation. Necromancy is forbidden in **Lombarg**.
Costania I

A Nation Build By JordanNTI

Known For: Starter Place For New Players

Location: Near Server Spawn

Places: JordanNTI's Starter Base, Prison, Restaurant, Hotel, Iron Farm, Watch Tower, Burger House, Chicken Farm, Banner Tree, Travel Bus, Library (Enchanting Room), Golden Piglin Statue, Secret Bunker, Train Station

Places Abandoned: JordanNTI's Redstone Bunker, JordanNTI's Gaming Bunker
Jiandau

As the Maou expanded Glodrys’s territory across the western plains, they came closer and closer to the Sekuo Forest, the territory of the **Jiandau**, worshippers of the archangel Temekiel. The **Jiandau** grew desperate, knowing that they alone could not defeat Glodrys and his army. They prayed to Temekiel and cast a ritual to summon her to Waymund. Temekiel spread her essence across the **Jiandau**, giving each of them some of her power.

They waged war with the Maou wherever they encountered one another, until the peaceful, loving **Jiandau** had become something else entirely. She had turned the peaceful **Jiandau** into a people that lived only for war. When the dragon Nagendra told Temekiel that he would side with her and help put an end to Glodrys forever, she couldn’t refuse. She was desperate to let her people, now so full of hatred, lay down their weapons and finally heal.

Nagendra’s plan required sacrifice. The only way to get Glodrys into the temple would be for Temekiel to lure him there herself. Once Glodrys was there, Nagendra bound the two forever. With Temekiel and Glodrys out of the picture, hope finally existed that the Maou and the **Jiandau** could finally find peace.

### *Class Availability*

●    **Ranger**--**Jiandau** warriors hone their skills in the wilderness of the Sekuo Forest.

●    **Monk**--The monks of Temekiel train in three forms of martial arts: the Way of the Four Elements, the Way of the Open Hand, and the Way of the Sun Soul.

●    **Sorcerer** (divine soul only) --Some of the **Jiandau** inherit more of Temekiel’s power than others. The especially gifted are revered as holy from the time that their power is revealed.

●    **Warlock** (celestial only) --The archangel sometimes lends her power to her most capable and righteous followers. She usually asks for nothing in exchange except for their continued devotion to her cause.
Orvane

Located on the southeastern corner of Waymund nearest to the Southern Isles, **Orvane** is a city of scoundrels and hedonists. It was founded by the elven pirate Numidius and his crew of malcontents. Because of its geographic position, **Orvane** is Waymund’s largest trading hub, attracting a large and diverse collection of immigrants from Sidheim and the Southern Isles. Numidius is now known as the Pirate King of **Orvane**.

### *Races*

* Wood Elf 15%
* Dwarf 15%
* Nayali 15%
* Halfling 15%
* High Elf 10%
* Goblin 10%
* Triton 10%
* Firbolg 5%
* Other 5%

### *Classes*

* **Artificer**--Nearly all Artificers in **Orvane** are Artillerists.
* **Bard**--The Bard College of Whispers is in **Orvane**.
* **Cleric**--**Orvane** has several churches, but the largest by far are the Hand of Uvenar and the Tattered Temple of Minsk. Uvenar is the god of storms, chaos, gambling, and nightmares; his domains are Tempest and Death. Minsk is the god of travel, sailing, and wine; his domains are Trickery and Nature. The third most popular church is the Heart of Amela, goddess of love, marriage, and childbirth; her domain is Unity.
* **Fighter**--Nearly all combat specialists from **Orvane** are Champions or Gunslingers. Paladin--Paladins are a rare thing in **Orvane**, except for those Oathbreakers who flee from other cities.
* **Rogue**--Swashbucklers and Thieves are very common in **Orvane**, but Rogues of all kinds can be found here. If one wants to find a skillful Assassin anywhere in Waymund, one usually starts in **Orvane**.
* **Wizard**--While there are no proper mage colleges in **Orvane**, there are street magicians aplenty willing to take on apprentices. They usually practice Enchantment, Illusion, or Transmutation. Necromancers are also found in **Orvane** since it is one of the few cities where Necromancy is not restricted or outright banned.
Knightrider

Knightriders are a fairy piece in check, and can only be used when the player promotes a Soldier. They can move in N formations.

## Value

Knightriders can control a wide variety of squares when in the center. The value of a Knightrider is slightly more than that of a Bishop but slightly less than that of a Prince