recursal/Fanatic-Fandom huggingface dataset:
Fetchling survivors

After the destruction of the fetchlings' home universe, only thirty members of their race (aside from Chaiya) survived by escaping to Ora's Refuge. Their names, genders, and professions are listed below.

* Alara (f) healer
* Ausha (m) apothecary
* Axel (m) weaponsmith
* Baltee (nb) general store
* Beeyar (m) tavern/barkeep
* Bes (m) personal guard for Chaiya
* Dhaal (m) armorer
* Dhari (m) farmer's market worker
* Dukaan (m) general store
* Galaana (m) blacksmith
* Hotal (f) lobby concierge
* Jaadoo (m) magister
* Jad (f) tavern/barkeep
* Juta (f) cobbler
* Kalos (f) banker
* Kameej (f) tailor
* Kestal (m) leatherworker
* Kita (f) bookstore worker
* Mani (nb) jeweler
* Pana (f) baker
* Parvat (f) stableworker
* Rakshak (f) personal guard for Chaiya
* Satin (m) tailor
* Savari (nb) stableworker
* Sen (f) lobby concierge
* Shaala (f) banker
* Shelph (m) bookstore worker
* Shiban (nb) healer
* Teer (f) bowyer
* Tessa (f) farmer's market worker
Flow

Flow is an intelligent double-edged dwarven axe created thousands of years ago by Fade Blackwood. Flow was passed down through the Blackwood family for generations until they were retired. Now, Flow is on display in a museum in Ullr, and happily chats with anyone who comes to visit.

## Appearance

Flow is an intricately decorated dwarven axe with two blades, one on either side. Notably, their blades are not made of any traditional metal, instead appearing completely black. Their handle is made of ebony wood.

## Personality

Despite their extreme age, Flow does not carry an aura of wisdom or authority. They are personable, charismatic, and sassy. Flow experiences emotion very strongly, and is prone to occasional fits, urging their wielder headlong into battle without heed to the risk. They have very intense passions and a deep thirst for justice, so Flow's wielders must demonstrate great self-control to avoid falling prey to their more careless impulses.

More than anything else, Flow enjoys being carried into battle and used to strike down their enemies. Call it a guilty pleasure if you want, but yes, Flow loves being an instrument of death. Despite this, they're quite happy with their retirement. They enjoy being fawned over and admired by strangers, and while they could do without answering the same questions over and over, more interesting conversationalists do reveal themselves on occasion.

Still, if the opportunity for adventure presented itself once again (along with a suitable wielder), Flow would eagerly rush back into the fray.
Centaur

*The information on this page is Pathfinder canon, but* ***has not been sufficiently developed in Musea.*** *As such, it is subject to change and should not be taken as indisputable fact.*

## Centaur

### Languages

Sylvan

Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humans who occupy nearby regions, while their lower bodies borrow the colorations of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically elves, but sometimes gnomes, and rarely humans or dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.

## Traits

### Standard racial traits

* **Ability Scores:** +4 Strength, +2 Dexterity, +2 Consitution, +2 Wisdom
* **Type:** Monstrous humanoid
* **Size:** Large
* **Base Speed:** 40 ft
* **Languages:** Centaurs being play speaking Sylvan and the primary language(s) of their home society. Centaurs with high Intelligence score can select from any additional languages they want (except for secret languages like Druidic). See the language page for more information on these languages.

### Other racial traits

* **Darkvision:** Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.
* **Natural Armor:** Centaurs have tough skin, granting them a +2 natural armor bonus.
* **Quadruped:** Centaurs have four legs.

## Archetypes

The following archetypes are available to centaur characters.

* Charger (Cavalier; Centaur)

## Feats

The following feats are available to centaur characters who meet the prerequisites.

* Natural Jouster (Combat)
Vale Osso

An undead hub built around the desiccated skeleton of a giant titan, Vale Osso is inhabited by all manner of spooks. It’s a small village, but it’s hiding big surprises.

Vale Osso is more of a hamlet than a city. It's constructed with one main road and a few side-roads. The residential district is a very small collection of buildings.
Insanity Bar

* Description
* Gallery

The insanity bar is a mechanic that appears in Fazbear's Return 2.

## Description

The insanity bar describes the person's insanity in the bar. When the player looks in the hallway, the insanity slowly increases. If the insanity reaches to the end of the bar, one of the animatronics will jumpscare. Phone Guy has mentioned that people had died when they saw the hallway. The player should not watch the office hallway unnecessarily, and the player must watch the cameras in order to find out when the animatronic starts running in the hallway. The player needs to watch the hallway when the animatronic starts running and resist the temptation to have some insanity increased in the bar.

## Fazbear's Return 2

The insanity percentage increasing, animated
Panohsem

**Panohsem** is the capital city of the entire desert and the primary home of the sand elves. It is underground, hanging above a massive pit by huge chains. Rock-hewn paths connect the city to the surface above, but most people just get transport by griffons.

It is currently governed by Pharaoh Sif Elid.
Siska Sigurne

Siska Sigurne is the matriarch of Clan Sigurne, a royal family of the city of Ullr. She was married to Silas Sigurne before his death and acts as the mother of Dmitrii Sigurne.

## Personality

Siska is extremely strict and has been known to treat Dmitrii with unnecessary cruelty. Appearances and reputations seem to matter a great deal to her, down to the most minute detail.

Her penchant for order and refinement contributes to her skill in combative fencing, a talent she passed on to Dmitrii.
Morning Fornera

**Morning Fernera** is the known Right hand of the Necromancer Genim Fornera. She controls his armies as well as the political positions they hold as a cult. She is a keen strategist and the main reason they'd been able to stay in hiding for so long before taking their position and declaring war upon the drow.

## Appearance

A small, statured kitsune changeling. She has short, light brown red hair and large fox ears that sit atop her head.

The kitsune in her bloodline has given her fur around her neck area, pawed hands and feet, and a puffy tail. Unfortunately, she is only able to have one tail, despite how old she may grow.

The hag in her has given her mismatched eyes that mirror her twin brother's eyes. Her left eye is light blue while the right is a golden brown. Her skin is also a pasty white, partly because of the hag and partly because of her [REDACTED] status.

## Trivia

* Morning loves the colors pink and purple.
Vulen Geis

A player character played by Laura. His surname originates from a curse, or "geis," placed on his family many years ago. He is haunted by his ancestor Manix, who committed the crime that cursed his family.

## Personality

Vulen has a serious approach to most everything in life, which is peppered with humor when the time is right. In love he is passionate; in friendship he is loyal. Early in his years as a paladin of Medlayla, he was filled with compassion and heroism. As his life continued on his hope in the world soured into depression, and humor was fleeting.
Moer

"I just want us to be together, my little dove."

**Moer** was an evil green hag. She granted Kulka and Kozzi the ability to bear children, but decades later, returned to reap a changeling from their son, Casnovarius.

Moer gave birth to Cas's daughter, Roseblood, leaving the girl at an orphanage in Tenebrae Nox. When Rose reached adolescence, Moer began hunting her daughter, and Rose began running.

Eventually, Moer was killed by Maureen in Ora's Refuge.
Trox

Trox are powerfully built, insect-like humanoids. They walk on two strong legs, have two “arms” used for wielding weapons and performing heavy labor, and four smaller arms extending from their midsection.

Trox were once members of a much smaller and more docile race of subterranean burrowers, but were long ago enslaved by the duergar and bred into useful brutes. Eventually, several clans of trox were able to escape their slavers and reach the surface world, though they found the creatures above were just as eager to enslave them. Most trox still live a life of servitude. A free trox tends to be loyal to its true friends and inquisitive, though it can harbor deep grudges and resentments.

## Traits

### Standard racial traits

* **Ability Score Modifiers:** Trox are very strong, but they can be dim, unreceptive, and inhospitable. They gain +6 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
* **Type:** Monstrous humanoid
* **Size:** Trox are Large and take a –1 size penalty to AC, take a –4 size penalty on Stealth checks, and gain a +1 size bonus on combat maneuver checks and to combat maneuver defense.
* **Base Speed:** Trox have a base speed of 30 feet.
* **Languages:** Terran. A Trox with a high Intelligence score can choose from the following: Hiksos, Dwarven, Giant, Orc, and Undercommon. See the language page for more information on these languages.

### Other racial traits

* **Burrow:** Trox gain a burrow speed of 20 feet.
* **Darkvision:** Trox have darkvision and so can see perfectly in the dark up to 60 feet.
* **Frenzy:** Once per day, whenever a trox takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
* **Grabbing Appendages:** Trox have a small group of appendages that are useful for little more than to aid in grappling. They gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

### Alternate racial traits

* **Tremorsense:** Some trox have developed a closeness to the earth that helps them thwart the invisibility of their duergar enemies. They gain tremorsense to a range of 30 feet. This racial trait replaces frenzy and burrow.
Munavri

These albino humanoids fight a long war against the encroachment of the horrific urdefhan. Munavris sail violet-sailed, intricately carved ivory ships and are adept at lightless naval battles. They sometimes find allies in the dark folk, but such pacts are far from universal, and marked by distrust on both sides from their inception until their conclusion. Munavris have similar physical proportions to humans, but their skin is milky white and they have lavender or pink eyes and white hair.

Their inherent psychic powers, however, are what truly set them apart from other races. Munavris are telepathic with others of their kind and rarely speak aloud among one another, and possess an uncanny ability to use and understand nearly every object they handle, even if it was created by a culture with which they have never had any contact, or if it is a complex magical device.

## Traits

### Standard racial traits

* **Ability Scores:** Descended from ancient humans who were forever changed by the harsh lands in the depths of the earth, munavris have exceptional abilities. –2 Strength, +4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma:
* **Size:** Munavris are Medium creatures and have no bonuses or penalties due to their size.
* **Type:** Humanoid (munavri)
* **Speed:** Munavris have a base speed of 30 feet.
* **Languages:** Munavris begin play speaking Munavri. Munavris with high Intelligence scores can choose from the following: Aklo, Aboleth, Aquan, Darkish, Draconic, Terran, and Undercommon. See the language page for more information on these languages.

### Other racial traits

* **Advanced Object Reading (Su):** A munavri can instantly learn how to use almost any device. They can cast *object reading* at will, divining secrets of an object’s history and its use. Once per day, they can select one weapon, suit of armor, or spell-trigger item on which they have cast object reading. For a number of minutes equal to their level, they are considered proficient with that item, or can make use of the spell-trigger device as if they were a spellcaster of the appropriate class.
* **Light Blindness:** As deep underground dwellers, munavris suffer from light blindness. Abrupt exposure to any bright light blinds munavris for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
* **Spell Resistance:** A munavri possesses an amount of spell resistance that’s equal to 8 + their total number of class levels.
* **Superior Darkvision:** Munavris have darkvision 120 feet.
* **Telepathy (Su):** A munavri is able to mentally communicate with other munavris within 60 feet.
Opera for the Fairest

Camilla

Jai Bal

Kade

***Overture: It’s Not a Trap, It’s a Trip*** Begins as five foreigners from the Majority arrive in Musea, just in time for the opening gala for The Resource and Relocation Centre for Displaced Peoples in Northmanni. The group is called to arms when the performers at the Gala are kidnapped by an outsider with tentacles on its face.

***Act I: Food for Thought*** Begins as the five islanders find themselves in an unfamiliar Outer Plane – the Abyss. Here they defeat the mindflayer L'han'an, an entitled xenophobe who started all this trouble in the first place.

***Recitative I:*** ***Sticks in the Mud*** Begins as the party takes a barge across the Styx to get to Hell. Here they defeat the mindflayer La'hi'ha'li, who is (further) corrupting the courts of Hell for their own gain.

***Aria I:*** ***Mud in the Styx*** Begins as the party uses the sentient Demiplane, Mnemovore, to travel to Abaddon. Here they encounter, but do not kill, the mindflayer Ha'yan'za'len. The party begins to see potential in the mindflayers and chooses to side with one named Ka’re'rin.

***Intermission:*** ***It’s Not Easy Being Blue*** Begins as the party returns to the Material Plane with a disguised Ka’re'rin.

***Act II: Waiting in Line*** Begins as Camilla travels to the plane of Heaven alone, only to realize that she is in way over her head. And arm.
The Divergence

The Divergence is a period of time in Musean history in which divine magic slowly died out. This was due to a lack of faith amongst the population of Musea, which eventually culminated in the gods no longer being able to access the Material Plane, as their powers had been reduced to almost nothing.

The Divergence was considered officially completed in Crescober of 1398 TC, when The Last Oracle perished while trying to protect her party. The calendar was reset to a new era, TnC, to represent the loss of the gods.
Mithalleana

Misthalin Mood III

The primary home of the high elves, this capital city is largest on the known map of Musea. It is known to be expensive, extravagant, and full of history. Just outside of Mithalleana is the Tower, the home of the Tower elves and the greatest repository of science and magic in Musea. Due to a recent political upheaval of monarchies, Mithalleana is currently governed by the Tower.
Wall of Worlds

The Wall of Worlds was a massive wall of water that wrapped around the planet Musea along its oceans. Created by Ora, the wall cut off the Majority from Musea's mainland in order to hide Goyoku's tomb from the world. It rose in 8 BC and fell in 361 TC when Goyoku became a god, existing for a total of 20,457 years. During this time, the inhabitants of the Majority and the mainland all but forgot about one another.

In 8,900 BC, a shokucirri named Dusk attempted to cross the Wall of Worlds, nearly being killed in the process. This led him to create the Order of the Eclipse.
Verse

**Verse** is an esoteric concept governing the fundamental laws of reality. It is often used as a shorthand for "universe." However, it also refers to the Greater Void: the vast outer-dimensional network of nothingness that connects all forms of creation to one another; the formless stitching that threads reality together. The Greater Void connects all things—all universes, multiverses, and omniverses, as well as virtually any other concept containing the suffix "-verse." It also connects our Earth's universe, what we call the “real world.”

Despite its reference to the Greater Void, the term "Verse" is still correct when used as a shorthand for "universe," and it is still the same thing. Many of the finer details regarding the various incarnations of the word "Verse" and how they relate to each other are unknown. Verse is still poorly understood on Musea, but is apparently better understood on other worlds.
The Healer

Sevi,

I regret to inform you that Kyuu has gone missing. I'm not sure when this letter will reach you, but we are looking for her. Please, keep yourself in the battlefield. That is where you are needed most.

Last anyone saw her she had been stopped by a group of vampires.

Please, stay safe.

Your brother,

Levi
Meeting at the Record

Pecan Venise

Piper Elenmin

Roseblood Osiria

Seraphine Venise

Silas Calcifer Pixon

The Akasha

The Meeting at the Record took place in the Akashic Record between the god Ora and the mortals Rose, Lykaios, Silas, Pecan, Seraphine, Piper, and Maureen. It resulted in the latter three ascending into the gods Aussir-Miirikinix, Palypso, and the Akasha, respectively.

## History

As a result of Chaiya's trials, the mortals Rose, Lykaios, Silas, Pecan, Seraphine, and Piper had grown incredibly powerful. They went to face Akthos in battle, knowing that they may still have been no match for the universe-consuming god. Unfortunately, they were right, but when hope seemed lost, time seemed to stop. The six of them were transported across time and space to the Akashic Record.

to be continued
Stan McRick

* FR1
* FR4
* Gallery

**Stan McRick** is the main protagonist in Fazbear's Return

## Trivia

* He is the only Playable character in the series to have a name.

Stan returns in Fazbear's Return 4: The Nightmare Attraction as the main protagonist.

## Trivia

  **All the characters and the games from the Fazbear's Return series**

## **Characters**

### **Animatronics**

Freddy Fazbear • Bonnie • Chica • Foxy • Fredbear • Springbonnie • Joe • Toxic • Vasco • Baylor • Endoskeleton • Nightmare Joe • Nightmare Toxic • Nightmare Vasco • Golden Spring Joe • Golden Spring Toxic • Golden Spring Vasco • SpringJoe-07 • SpringToxic-07 • Austin • Hally • Gage • Wyatt • Toy Joe • Toy Caulie • Ellie • Hunter

### **Humans**

**Stan McRick** • The Hatman • Zak/Blue Guy • Emma

## **Games**

Fazbear's Return 1 (Classic) • Fazbear's Return: Reborn • Fazbear's Return 2 • Fazbear's Return 3 • Fazbear's Return 4: The Nightmare Attraction • Fazbear's Return 5: Reborn • The Fazbear's Return Classic Saga • The Sea Shift at Austin's • The Sea Shift at Austin's 2 • The Sea Shift at Austin's 3 • Fazbear's Return Remastered Collection • ELLIE'S • The Fazbear's Return & The Sea Shift Archive • The Sea Shift at Austin's: Reboot
Musea

*This article is about the planet and nation. For more information on Musea as a story universe, see Musea Wiki.*

## Musea

### Type

Planet, nation

"Musea" typically refers to the planet Musea. However, "Musea" can also refer to this planet's mainland continent, i.e. everything except the Majority, as the Majority was previously separated from the rest of Musea by the Wall of Worlds.
Braveclaw

Braveclaw Blazing Daylight Is **Strongclaw'**s little brother who have been training to be a God so he can protect his friends and family and everyone else from **King Titan** and every evil out there in the Feralheart lands.

Braveclaw had been studying for 10 years so that would make him 28 years old. He has his ups and down, but Braveclaw doesn't have a evil side like his brother does but he has been as a subject over at **King Titan'**s testing facility.

Braveclaw is very charming in many ways but he loves to study and train, he can sometimes be chatty, but he has his times and is very smart but not so long after he joined The Resistance for revenge on the dragons

now being a New-blood, he trains to become a guardian, its not as hard as his older brother had it, but he's willing to show he ain't as weak as he was when he was younger.
Order of the Eclipse

The Order of the Eclipse was a group of samurai determined to extinguish all light on Musea, up to and including the sun. Eclipse samurai adopted the benefit of darkness as a spiritual alliance that forms a guiding principle in not only how they fight, but every aspect of their lives. They were devoted to darkness itself.

The Eclipse's home was an extradimensional headquarters outside Shokushu, the entrance to which was disguised as a puddle of some opaque, black liquid. This headquarters was shrouded in darkness completely, and its gravity pulled objects sideways instead of down.

## History

In 8,900 BC, a shokucirri named Dusk attempted to cross the Wall of Worlds, nearly being killed in the process. He caught a brief glimpse of the sky outside of the wall and was traumatized by the experience. He vowed to blot out the sun, forming the Order of the Eclipse.

The order was destroyed not long before 361 TC when Goyoku and her band of pirates ransacked their headquarters and killed every last samurai, leaving only one alive: Twilight. Goyoku was after the Moonscythe of the Shifting Shade, the most sacred of the Eclipse's artifacts. The Moonscythe was a naginata that contained the souls of every samurai who ever died under the Eclipse banner. Twilight joined Goyoku's crew on the condition that the Moonscythe be left where it was. Eventually, Twilight died in Goyoku's service, and her soul entered the Moonscythe. As the last of the Eclipse, Twilight became the blade's speaker.

In 361 TC, Dab, Russer, and Daegan ventured into the abandoned Eclipse headquarters to discover what Goyoku left behind. They recovered the Moonscythe and turned it over to the Black Wardens. As far as anyone knows, it has been sitting in the Wardens' vaults ever since.

## Edicts

The edicts of the Order of the Eclipse made it difficult for any samurai without darkvision to operate in its ranks. Those without darkvision were not explicitly banned, however.

* The samurai cannot create light where it is not necessary—anything that can be done in darkness should be.
* The samurai must enforce their place within this order and recognize its authority, obeying those senior to them without question and demanding total obedience from those beneath them.
* The samurai must take every opportunity to extinguish the lights of their foes.
Rhena

Rhena was once the ruling king of Mithalleana. He first appeared in Ora's Threnody under the guise of a royally-assigned scribe whose duty was to transcribe spoken language for the newly deaf Chryso. In reality, he was the prince of Mithalleana, next in line for the throne.

He joined the Black Wardens alongside the Ora's Threnody party, and became a great asset to the Wardens' revival.

He assumed the title of king after the queen's death.
Northmanni

**Northmanni** is the human capital city, a bustling and diverse community. The city's streets form a grid, making it much easier to navigate than other cities. It is very orderly and structured, the houses look very similar and are made of similar materials. Northmanni also seems to contain a disproportionately high number of adventurers. It is currently governed by President Erik Maksur.

## Trivia

* Olivia describes Northmanni as "Nordic fantasy New York. As if viking society still existed in the modern day, exactly as it was, but the only in New York."
Night Terror PTLD-93

**Night Terror PTLD-93** is one of the antagonists in FNaTL4: The Last Chance.

## Appearance

Night Terror PTLD-93 is a Nightmarish version of PTLD-93. He haves many hooks on the shoulders and like PTLD-93 he's missing his antenna but theres a spike on its place. He haves some of the eye sockets ripped off, however.
Sclera Yith'al

"But am I the Wanderer, or are you?"

Iris Yith'al (sister)

**Sclera Yith'al**, known to her friends as Ace, is a professional gambler living in Panohsem. She is known to frequent the Black Jackal, having a private room there with a small group of friends, all followers of the Hooded Figure.

## Gallery

Art by Jae.Art by Haley.Sclera's beta design before she was finalized.
The East

**The East** is a place of pure chaos and nonsense where neither the laws of nature nor the fourth wall apply. Not to be confused with the cardinal direction of the same name, the East may or may not actually exist. Individuals most commonly visit the East in their sleep, often accompanied by anomalies that call into question whether the visit was truly just a dream.
The World Weeping

The World Weeping is a huge, canyon-like scar in the earth running from the northern end of the Scarasten Desert to the Middens Marshes. It was first created when Finna attempted to crack the planet in half during the events of Deus Ex Scherzo.

Initially, the World Weeping was a rift in timespace that was causing the timeline of Musea to split in two. Once this was solved, the rift stopped spreading, but it continued to leak copious amounts of primal magic. As such, spelunkers within the Weeping will experience a "bleed" effect as they move between the planes themselves.

The World Weeping is unaccountably dangerous. It is easily the most deadly singular location in Musea. It goes down for miles into the crust; entities from all sorts of planes inhabit it; primal magic can trigger unpredictable magic effects at random; and it is possible to step out of the Weeping entirely and into another plane. None of this stops spelunkers, scientists, magic users, and thrill-seekers from venturing inside.

There are bridges at key locations throughout the length of the World Weeping. Even crossing it under these circumstances is considered somewhat unsafe.
Archer

Archer Skyfall is the son of **Cinder** and **Hunter** making him third Dragon, third Winged Wolf and third Griffin.

Archer never knew his mother as she gave him to his father **Hunter** at a very young age however what **Cinder** didn't realize was that **Hunter** would take Archer down a dark path.
Ora's Refuge

Ora's Refuge (usually nicknamed "the pocket plane") is a self-contained, divinely morphic demiplane created by the Inner Gods (excluding Ora), who fled to this place in order to prevent Akthos from finding their universe too quickly.

At the end of Ora's Threnody, Chryso and Arista chose to come here with Asta and stay with the gods. Their children, Pecan and Seraphine, were unique in that they were the only sentient beings born and raised in this plane.

In addition, the kayals fled here after Akthos destroyed their universe. This catalyzed the events of Refrain of the New Gods and, by extension, Instrumental.
Twilight

Twilight was a dedicated samurai of the Order of the Eclipse before being conscripted as a pirate in Goyoku's crew. She was killed by the Black Wardens, and now her soul rests within the Moonscythe of the Shifting Shade.

## Biography

Twilight always knew what she wanted to be. She was proud of her people’s samurai heritage, but the military order’s blithering bureaucracy disaffected her. To uphold the ideals of a samurai was to show unflinching devotion to one’s people as much as to one’s blade, and the Order of the Eclipse gave her that opportunity.

Their mission was singular: shroud the world in endless darkness. Twilight took to this cause with a religious zeal. She never questioned, never thought twice. She just needed something to fight for. To kill for. The Eclipse gave her an avenue for the harsh discipline of cruelty, and she reveled in it silently. Until Goyoku came.

The Order of the Eclipse had clung to the shadows for millennia. Goyoku and her band of misfit pirates unraveled it in a matter of hours, slaughtering every last samurai in search of a mysterious ancient treasure. When Twilight was the last one standing, she offered Goyoku a deal: if she could best the dragon in single combat, Goyoku would gather her thugs and leave forever. But if Goyoku won, rather than claiming the ancient treasure, she would claim Twilight as a member of her crew.

Even then, the samurai knew she was no match.

Twilight served Goyoku with every ounce of discipline with which she had once served the Eclipse—until her demise came at the hands of a group of Black Wardens she had been tasked with eliminating. Goyoku’s crew returned Twilight’s body to her family in Shokushu—a family that had not heard from her in years.

Some time later, a group of Goyoku’s former associates—Russer, Daegan, and Dab—raided the Eclipse headquarters in search of the treasure left behind. It was a pocket dimension, a cave whose only entry was a pitch black puddle on the outskirts of Shokushu. They discovered the ancient relic: a naginata so dark, so absent of light, that it looked like a two-dimensional imprint on 3D space. A shade of Twilight materialized before them and explained that this weapon, the Moonscythe of the Shifting Shade, contained the souls of every Eclipse samurai who had ever fallen. As the last of them, Twilight now spoke for the blade.

The trio turned the weapon over to the Black Wardens to be locked in their vaults. As far as anyone knows, it hasn’t moved since. And neither has Twilight.
Yaddithian

Yaddithians are an ancient race of scholarly starfarers. Bholes consumed their home planet long ago; the survivors fled to other worlds across the universe.

## Physical description

Insectile bipeds with tapir-like snouts, yaddithians are is unmistakably alien in appearance despite their vaguely humanoid shape.

## Traits

### Standard racial traits

* **Ability Scores:** +2 Constitution, +2 Intelligence, –2 Wisdom.
* **Size:** Yaddithians are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type:** Yaddithians are Aberrations.
* **Speed:** Yaddithians have a land speed of 20 feet.
* **Languages:** Yaddithians begin play speaking Yaddithian. Those with high Intelligence scores can choose any language as a bonus language. See the language page for more information.

### Other racial traits

* **Claws:** A Yaddithian has two claws that deal 1d4 points of damage each.
* **Cosmic Mind (Ex):** A Yaddithian gets a +2 racial bonus on Knowledge and Spellcraft checks. A yaddithian spellcaster who would store spells in a spellbook or familiar instead stores those spells in its mind (but must expend the normal resources to learn new spells).
* **Darkvision:** Yaddithians can see in the dark up to 60 feet.
* **Defensive Abilities:** Yaddithians have cold resistance 5 and the no breath ability.
* **Long-Lived (Ex):** Yaddithians live for thousands of years; they gain no benefit or penalty from aging and are immune to magical aging effects.
* **Rugose:** A Yaddithian gains a +1 natural armor bonus.
Fazael Bruxus V

**Emperor Fazael Bruxus V** (Son of the Goddess, Divine Regent of Arkana, Tribal Chief of the Bruxian Dynasty, Emperor of the realms of Escaia, Dixari, K'loni, Vassili & Vasque Relicto) is the reigning political and military leader of the Bruxian Empire. The son of the deceased Empress Benezia. Father of Princess Sola Bruxus, his only daughter.

Resides in the Great Pyramid of The Citadel in the Empirical capital of Brux Arkana. Commands the Ministry.
Ganjadil

**Ganjadil,** colloquially referred to as **"the Root",** is a dangerous and addictive drug, with effects similar to that of heroin in our world. It is a plant grown in the southern reaches of the Bruxian Empire, and criminal organizations have made a major business out of harvesting, trafficking, and selling the outlawed plant.

The psychoactive traits of the drug are present in the roots of the ganjadil plant, earning its nickname.

The drug is becoming more and more popular in Tirrenor as well, and is being moved across the border into Sea March and Blackwall Hold through criminal organizations like the Vassili Cartel and the Birchmen gang.

## "Black-Tongues"

The addictive properties of Ganjadil lead to brutal withdrawals if the addiction is not fed. Because of the limited availability of the drug in the Blackwall Mountains, some addicts have turned to other, even more dangerous ways of preventing the withdrawals. One example is the huffing of the fumes of burning Kol, a special type of fossil rock with similar chemicals to ganjadil. Huffing Kol fumes can prevent withdrawals but has dangerous side effects including destruction of the lungs and a blackening of the mouth and esophagus. This often leads to death in as little as a month of consuming the fumes repeatedly, and even once leads to irreversible respiratory damage. People who have turned to Kol-huffing are referred to as "Black Tongues", and are pushed to the outermost reaches of society in Tirrenor.

## Known Users

* Sycotha (dealer)
* Ser Darius Straton (formerly - he overcame addiction during captivity)
* Ole' Pappy (a black-tongue)
* Dookie (a black-tongue)
Moonscythe of the Shifting Shade

The Moonscythe of the Shifting Shade is the most sacred of all of the Order of the Eclipse's ancient artifacts. It is a naginata so pitch-black that it doesn't look real, as it reflects no light whatsoever. It contains the souls of every samurai who ever died under the Eclipse banner.

The last Eclipse samurai was Twilight, who died in 361 TC. As such, she now speaks for the blade, which functions as an intelligent weapon with Twilight's personality.

As far as anyone knows, the Moonscythe currently sits idle in the Black Wardens' vaults.
Crimson Mountain Company

The **Crimson Mountain Company,** or **CMC**, was a private-public partnership mercenary company founded in 546 ACR by Thane Nilos Kallistratos II of Blackwall and his retinue. The private army played a significant role in *The Crimson Mountains* campaign, and the Battle for Stoneshade, being disbanded after its success in that battle.

Uniquely, the Company was primarily staffed by Bruxian foot-soldiers, recruited from the immense refugee population who had fled to Blackwall during the Bruxian Civil War. The company recruited troops by offering them training, housing, and decent meals in return for military service. The officers of the company were exclusively Tirrenian fighters.

Upon disbandment, all remaining refugee-mercenaries were offered Tirrenian citizenship as thanks for their service.

## The Panopticon

The base camp of the CMC was known as the Panopticon, named so because of its struture and similarity to a prison. As a place where refugees were armed and trained, without guaranteed loyalty, the base was designed with high security in mind. There, officers known as Overseers assisted in training and maintaining security, dishing out punishment to dissenters.

## Known Members & Associates

### The Board

* Thane Nilos Kallistratos II - chair
* Executor Kristoff Mason
* Imperator Widmund Reinhold
* Inquisitor Caius
* Praetor Dracken Fenris

### Officers

* Ser Zanther Mason - Military Commander
* Raymond Mason - Director of Finance

### Contracted Soldiers

* Lucien Bladeborn - officer
* David - officer
* Pierre - officer
* Cyrus - refugee
* Overseer Louis - officer
Stoneshade Thieves' Guild

Within Stoneshade, their lies an informal network of thieves, smugglers, dealers, and conmen who have formed an uneasy underground alliance referred to as the Thieves' guild. The guild has recently changed form, now being controlled by the criminal boss Sycotha.

Primarily operating in the Foreign quarter, criminals from all over the city have made truces to prevent violent competition. There is no formal hierarchy to the thieves' guild but members understand the unwritten code.

This code was violently disturbed by the ambitious Sycotha, who triggered a gang war which resulted in his absolute takeover of the organization.

## Activities in *The Crimson Mountains*

The Thieve's guild played a small role in the campaign, but saw great change behind the scenes. Sycotha, at first a small-time drug dealer and gang leader, slowly attempted to build his influence in the guild by teaming with outside sources such as the Vassili Cartel and the Gold Legion.

Darius Straton was a client of Sycotha, whom he relied upon for ganjadil.

Roc was drawn into a gang war between Sycotha and a rival gang leader, Russell. Sycotha hired Roc to assassinate Russell, but he failed in the attempt. Instead Russell hired Roc to gather information on Sycotha's activity. After being detected in the double-cross, he was murdered by members of Sycotha's gang.

Later in the campaign, it was revealed that in the meantime, Sycotha had successfully eliminated Russell and all other challengers, gaining full control over the Thieve's guild and the rest of the Stoneshade underworld, as he began forming a criminal empire.

## Notable Members

* Sycotha
* Russell (deceased)
* Cyrill (deceased)
* Tye
* Roc of Ironside (involved as jobber)
Tryppp

**Tryppp**, also known as **Goon #3**, is a minor character in *The Crimson Mountains* campaign.

Tyrppp was a citizen in the Colony of Targe, who converted to the Chasm and followed Tyrusz. Impassioned, he took part in the revolution of Targe, and continued following Tyrusz when he traveled to the Battle for Stoneshade. Along with his commander, Ser Robert Declan, Tryppp battled in the High Temple of Tagrimus, where he killed many acolytes and was one of the only survivors among Tyrusz's men.

After the battle, Ser Declan recommended Tryppp for a knighthood, but Thane Nilos did not see his qualifications as befitting of a knighthood.

Tryppp remained in Stoneshade, where he continued to spread word of The Chasm, and followed the new Lord Tyrusz, Cervantes.
House Asterius

**House Asterius** is a former noble house in Blackwall Hold. After the War of the Three Thanes, House Asterius was stripped of titles and lands and remaining members were exiled to The Verge.

Before they were exiled, House Asterius was a powerful family with regency over the Barony of Hastreau for many generations. The last Asterius Baron was "Tomas the Mad". He was unofficially the Thane of Blackwall for a short time.

His only son, Mikael Asterius, lived on under disguise with House Andronikus. In 546 ACR, Mikael attempted to seize control of Blackwall Hold back from House Kallistratos through a widespread conspiracy of mercenary action. Mikael's campaign ended at the Battle of Stoneshade, where his forces were defeated and he was killed by Thane Nilos Kallistratos & Col. Rhys Sighard, ending the Asterius bloodline for good.

## Known Members

* **Tomas Asterius**, a.k.a. "Tomas the Mad". The last head of the house, Tomas triggered the War of the Three Thanes by claiming the throne of Blackwall for himself. was wrongfully named as the Thane of Blackwall through a loose claim based on his betrothal and supposed marriage to Sera Straton, the daughter of Gerald Straton. Later, he became infamous for continuing the war with the Stratons and for the capture and execution of Lukas Straton, the rightful Thane of Blackwall. Tomas was killed in battle by Nilos Kallistratos I.
	+ His only son, Mikael Asterius, who was just a baby during the War of the Three Thanes. He was long-believed to have been killed by his own father in mercy. In actuality, Mikael was secretly sent to allies and adopted into House Andronikus.
The Dragon

"There's no way we can stop him like this!" The girl insisted, arms scrambling to hold the three wiggling fledglings she held in them. The fire setting their village a blaze put weakness in the wood structured homes, and a loud crack told them there wasn't much time left to think.

Hands ushered her towards the center of the room and a finely crafted rug. It was going to take some time getting another one to cover the secret tunnel entrance.

"Take these babies down there. I'm going to check on the perch, make sure our mothers got out safely."

"If you go out there, he will kill you!" The three dragon babies let out a soft squeak in her tightening embrace.

"Get down there. Now. We can't afford to lose this next generation. And, that includes you!"
Headcanon and Fancasting

My personal fancasting for the original characters, or adult versions of canon children, in "Roots and Wings," and reference photos for Booth and Brennan's house (the Mighty Hut of Season 6). Christine's treehouse and the backyard patio are not canon but I spend so much time in both those locations, I needed something to help me visualize them.
Shippings

*"The Power of Love..."*

Strongclaw X Selene ((DEAD))

Strongclaw X Moonstar ((DEAD))

Hunter X Cinder ((DEAD))

Blaze X Selene (ALIVE)

Titan X Selene \*Incest Alert\* ((DEAD))

Midnight X Lillysong ((DEAD))

Electicfang X Lillysong ((DEAD))

Shadowfang X Silverflight ((DEAD))

Skylar X Titan ((DEAD))

Mellisa X Strangclaw (ALIVE)

Cinder X Jay/Sol (ALIVE)

Nightfang X Moonstar (ALIVE) \*In backstory RP\*

Dawriel X Cinder ((DEAD))

Strongclaw X Venus (ALIVE)
Night Terror Tinky Winky

Night Terror Tinky Winky is one of the antagonists of FNATL 4: The Last Chance.

## Appearance

He is a more withered version of his V.1 self. He has a larger rip on the top of his head, revealing more of the endoskeleton and large, sharp, spikes emerging from his head. He has three layers of sharp teeth, An extra arm segment modified to both of his arms, and a cluster of wires emerging from his only remaining leg. One of his eyes has been modified into a more metalic robot eye.
Five Nights at Tubbyland 4: The Last Chance Wikia

nilwing1234

## Welcome to the Five Nights at Tubbyland 4: The Last Chance Wikia

It's been 20 years since the shutdown of Tubbyland entertainment. You still want to find your brother who you lost at the beginning of it's creation. You believe that he's in an abandoned location known as the "Super Tubby Fun-dome"
You have one chance to find him in five nights with a permit from athorities. If you can't find him by then, it's the end for you, and you will be commited of trespassing, vandalisim, and other crimes, and sentenced to life in prison. Hurry Parker, He's waiting for you.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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

File:Placeholder
Unimari

**Unimari** of the White Vine clan is a Yurican elder and "Scroll-Keeper", charged with carrying and protecting ancient Yurican writings detailing the teachings of "the Humble Prophet". Father of Unish & Ajni.

Unimari is paraplegic, with heavy injuries to his legs & knees leaving him in a wheelchair. He once proudly fought for the Yurican Liberation Front in the Bruxian civil war, and was made an example of by Bruxian warriors.
Treaty of Nubardum

The **Treaty of Nubardum** was a peace treaty signed in 499 between Nilos Kallistratos I of Blackwall Hold, and King Cylaros of Yuricaz, after the 10-month siege of Fort Nubardum, formally ending the First Yuricaz War.

## Terms of Agreement

The treaty called for Yuricaz to surrender and hand over a large swath of land including Fort Nubardum and its surrounding territory. In addition, Yuricaz agreed to become essentially a subordinate state of Tirrenor, where they were required to fight on its whims if called upon. The treaty also allowed for the release of all Yurican POW's taken by the Tirrenians, including the surviving members of the Yurican army at Nubardum.

The agreement settled on a ten-year duration of peace between the nations.

## Aftermath

Immediately following the signing, the Yurican army at Nubardum, along with POW's and King Cylaros, were sent back to the Yurican capital of Yanama, where Cylaros was imprisoned and later executed for treason because of his surrender. To this day, "Traitor Cylaros", and "Coward Cylaros" are phrases often heard among those of Yurican descent.

The acquisition of Fort Nubardum laid the foundation for the organization of the Barony of Nubardum. Presently, Fort Nubardum is the seat of House Alexius, ruled by Baron Ferris Alexius.

The treaty caused a very rocky subordinate relationship between the two nations. Yuricaz never recovered from the damage or loss of territory from the war and could no longer police their people or defend their southern borders with Bruxia properly, increasing criminal activity from the Birchmen and the Vassili Cartel.

It was only a matter of time before the 10-year agreement expired, and in 509, Thane Kain Kallistratos I, allied with the forces of Sea March and a company of Bruxian mercenaries, began the Second Yuricaz War which resulted in the conquest of Yuricaz.
House Alexius

**House Alexius** is one of the major noble families in Blackwall Hold, holding regency over the Barony of Nubardum.

House Alexius was founded in 514 by Jacek Alexius, the Imperator to Kain the Conqueror. After the conquest of Yuricaz, the newly acquired territory was organized and given governance to Alexius for his role in the conquest. He took for his sigil a lone black tree, representing an image from his humble childhood, on a field of gold.

The current head of House Alexius is Jacek's son Ferris Alexius, the current Baron of Nubardum.

Jacek's other two sons, Baryck Alexius and Gerith Alexius, are the founders and leaders of a mercenary company called The Gold Legion.

## Members

* {Jacek Alexius}, former Imperator to Kain Kallistratos I, and founder of the house.
	+ His wife, {Selsa Alexius}.
		- Thier "official" firstborn son, Ferris Alexius, fraternal twin of Baryck, and the current Baron of Nubardum.
			* His wife, Clarice of the minor house Helvegen.
				+ Thier first daughter, Alis Alexius. First wife of Ser Darius Straton; though the marriage was later annulled and she married Zanther Mason.
				+ Thier second daughter, Shaya Alexius.
				+ Thier firstborn son, Laius Alexius, the heir of Nubardum.
		- Thier "other" firstborn son, Baryck Alexius, fraternal twin of Ferris, founder and leader of the Gold Legion mercenary group.
		- The third son: Gerith Alexius. Weaselly and forever stricken with a complex to surpass his brothers. Second-in-command of the Gold Legion mercenaries.