recursal/Fanatic-Fandom huggingface dataset:
Kaligula

Scion of Eternity

**Kaligula** was a gold dragon who fought in the Dragon Wars. He acted as the chief commander of Zhilong's forces, but after the Dragon Wars and the deaths of the Eternal Ten, Kaligula's divine mission became corrupted. After laying dominion over nearly all of Ūnun for over a decade, he was slain by a group of heroes called Esprit de Corps, and Volantes, a former student of his.

## Kaligula's Reign

With the last of the Eternal Dragons gone, the title of most powerful living beings went on to their successors, Ancient Dragons. Unlike the Eternals, regular dragons cannot exist forever, but they are very long-lived nonetheless, and can amass vast power in that time. The most notable example of this is Kaligula. He was a notable leader of Zhilong’s forces during the Dragon Wars, and the oldest dragon alive after the Dragon Wars.

With his newfound position, Kaligula’s steadfast determination to stave off evil was twisted, and he became harsh and overzealous. Believing that only he could stop such an event like the Dragon Wars from ever happening again, Kaligula claimed sovereignty over all the land, taking up refuge in the Opaline Citadel, resting on the edge of the Rainbow Cordillera in the Shaihan Desert. His reign tyrannical and absolute, Kaligula treated even the smallest infractions as a besmirching of goodliness. In addition to his fanaticism for order, Kaligula also became obsessed with the power of the Eternals. One of Kaligula’s disciples, Volantes, prepared a powerful incantation to turn Kaligula to stone. With the help of adventuring group Esprit de Corps, he successfully completed it, and Kaligula’s stony remains still stand to this day perched atop the Rainbow Cordillera.
The Squad

Super Luigi's friends all form **The Squad**. The Squad Announcer announces when someone joins the squad, or is promoted or demoted from the squad.

## Squad Members

* Super Luigi
* Koopa Troopa
* Dobi
* Toad
* Yoshi
* Shy Guy
* Fire Mario (as a scheme)

## Trivia

* A secret society was spying on them with Mr. Hershey and Fire Mario, who pretended to be a part of their squad.
A Light in the Dark

Of Dice and Men, Chapter 4

Kafka Tannis

Fixit

Selûne

Lliira

Shar

**A Light in the Dark**is the fourth adventure in Of Dice and Men. Through a path of destruction, Valtyra finds her missing brother, Zaigan. Fully under the influence of Shar, Zaigan the Fallen seeks to unleash the goddess of darkness onto the world with the help of his cultists, the Dread Lament.
Ilaria Silorian

**Ilaria Silorian** (born **Morwyn** **Gaillard**) is the representative of the peoples of Syl in the Aurian Regency. As fair as she is enigmatic, Ilaria was originally a sage, acting as a guide for the people in Thelandria, the village that she was raised in. Ilaria was the niece of Elouan Gaillard, but was fearful of the dangers a revolution such as his presented. When his war was won, Ilaria continued her friendship with Elouan, but chose to let him work on his Hegemonic duties, and continue her sagely work.

Supposedly, on Elouan’s deathbed, his last request was to speak to Ilaria. He begged her to act as his replacement, and become the Regent for Syl. Ilaria reluctantly accepted his last wish, and put her name in for Regent. Despite some initial concern that the familial relation would bring about a habit of dynastic nepotism, Ilaria won in a landslide, and took the position.

Despite her reluctance, as she has continued her job, Ilaria has played a major part in Aurian politics, doing her best to push forward agendas to continue her Uncle’s desire for a united Aurian government.
The Warren of Dominex

Of Dice and Men, Chapter 5

Kafka Tannis

Fixit

Elderroot

Del Hiraeth

Finnbar Flanagan

**The Warren of Dominex**is the fifth adventure in Of Dice and Men. Having made a name for themselves in the region, Silverbrand is approached by renowned dragon slayer Vicar Belmont, who proposes a contract to slay the green dragon Dominex before he can reach adulthood.
Apostates

It is not uncommon for the neophyte to mistake apostates and maleficarum as one and the same. Indeed, the Chantry has gone to great lengths over the centuries to establish that this is so. The truth, however, is that while an apostate is often a maleficar, he need not be so. A maleficar is a mage who employs forbidden knowledge such as blood magic and the summoning of demons, whereas an apostate is merely any mage who does not fall under the auspices of the Circle of Magi(and therefore the Chantry). They are hunted by the templars, and quite often they will turn to forbidden knowledge in order to survive, but it would be a lie to say that all apostates begin that way.

Historically, apostates become such in one of two ways: They are either mages who have escaped from the Circle or mages who were never part of it to begin with. This latter category includes what we tend to refer to as "hedge mages"—those with magical ability out in the hinterlands who follow a different magical tradition than our own. Some of these hedge mages are not even aware of their nature. Undeveloped, their abilities can express themselves in a variety of ways, which the hedge mage might attribute to faith, or will, or to another being entirely (depending on his nature). Some of these traditions are passed down from generation to generation, as with the so-called "witches" of the Chasind wilders or the "shamans" of the Avvar barbarians.

No matter how a mage has become apostate, the Chantry treats them alike: Templars begin a systematic hunt to bring the apostate to justice. In almost all cases, "justice" is execution. If there is some overriding reason the mage should live, the Rite of Tranquility is employed instead. Whether we of the Circle of Magi believe this system fair is irrelevant: It is what it is.

*—From*Patterns Within Form, *by Halden, First Enchanter of Starkhaven, 8:80 Blessed.*
Pilgrimage to Einar

Of Dice and Men, Chapter 6

Kafka Tannis

Adrian Domenico

Vicar Belmont

Kobeck

Ulric Barutar

**Pilgrimage to Einar**is the sixth adventure in Of Dice and Men. During an attack on the Hegemony on the Day of Elouan, Kafka recovered a strange unreadable tablet dropped by a mysterious creature. Upon this revelation, Captain Laurent of the Firebrands hires Silverbrand to undertake a journey to Mount Einar, home to the Monastery of the Vestige. There may be the only place they can find the answers to the meaning of the tablet, as well as to some of their own personal conflicts.
Aphra Imperion

**Aphra Imperion** (born **Auroran Nevaea**) was the second Hegemon of Auria, succeeding Elouan Unitatis. A former soldier in the Golden Army, Auoran rose through the ranks and became well-respected among her colleagues. She made her way up the ranks, becoming a high-ranking officer and working very closely with King Elouan himself. She would then go on to become the Regent of Haven, and was unanimously voted in as the next Hegemon after Elouan's death.

Her strong will and practical thinking ware considered crucial to having kept the Hegemony intact after the death of its creator left its future uncertain. Her rule marked a time of consistent and universal peace for Auria. She is often referred to as **the Wolf Queen**, due to her protective, yet aggressive nature that defined her rule.

Unbeknownst to the general public, Queen Aphra also created the clandestine military squad called the Firebrands. It can be assumed that her use of the unit, among other secret factors and tactics, may have helped contribute significantly to the undisturbed peace.
Orzammar Politics

As dangerous as it is to mistake a dwarf's caste, it is far more deadly to mistake his alliances among the noble houses of Orzammar. Everyone in the city is allied with someone, whether by blood or by word. The nobles do not engage directly in commerce themselves, as that is the domain of the Merchant Caste, but they do serve as patrons. They invest in shops or in artisans' work, and in turn reap a share of the profits as well as a measure of the credit. Merchants and warriors alike benefit from the service of a prestigious patron.

The relative power of each house is ever-changing. It is usually safe to assume that whichever noble house holds the throne is at the top of the heap, but below that, things grow into a tangled mess. Houses ally with one another by marriage. They earn rank and prestige when combatants loyal to them, or from their own bloodlines, win Provings. They earn it when artisans they patronize become sought-after or well regarded, or when the merchants they invest in become successful. The degrees of power that these achievements confer is so murky, even to the dwarves, that it isn't unusual for nobles to challenge each another to Provings over whose smith forges better belt buckles, or whose servants have the best manners. Nor is it out of the ordinary to find two merchants arguing over whose noble patron has won the most acclaim, for the rank of the patron is the rank of the client.

Nowhere is this more apparent than in the Assembly, where the deshyrs, representatives of each noble house, meet. Although the king technically rules Orzammar, kings are elected by the Assembly, and so each king must work constantly to maintain the support of the deshyrs. Kings who prove unpopular find their heirs deemed unacceptable to inherit the throne. Power then passes to another house.

*--From*In Pursuit of Knowledge: The Travels of A Chantry Scholar*, by Brother Genitivi*
Demon Surge

Depiction of Demonic hordes after the torching of the Frostwoods.

**The Demon Surge** was a worldwide catastrophe in which the demonic cultist Rhogon ripped open a massive portal to the Abyss, allowing hordes of Demons to sweep across Ūnun. Wreaking havoc across the entire globe, the Demon Surge resulted in massive casualties and damages. It is also the most direct causation of the Red Trials that immediately followed.
Secrets of the Eladrin

Of Dice and Men, Chapter 9Age of Baelnorn, Part 1

Kafka Tannis

Locke

The Nothic

Baelnorn

**Secrets of the Eladrin**is the ninth adventure in Of Dice and Men, and part one of the Age of Baelnorn arc. A series of issues present themselves to Silverbrand in quick succession; Shortly after the Commodore goes missing, Antiphon returns with a grim warning of the tablet they gave him. When several new revelations are made clear, Silverbrand must race against time to stop whatever evils await them in Callistor.
Toad

**Toad** is a recurring character in Adventures of Super Luigi. He is played by two people: Evan and Koti.

## Appearance

A boy with peach skin. He has a diaper and a blue jacket, and a string coming out of his mushroom head. The version of him before puberty didn't wear a blue jacket.

## Episode Appearances

* "Toad's YouTube Channel" (as Baby Toad, debut)
* "The Hunt"
* "Luigi's Pet"
* "Luigi's Clone"
* "Koopa Troopa VS The Snake"
* "Yoshi Gets Pregnant"
* "The Promotion"
* "The First Crime"
* "Dobi's Rap Song" (minisode)

## Trivia

* It is revealed that Toad likes IT Text Support in "Luigi's Pet".
* He is played by Evan, but was played by Koti as Baby Toad in "Toad's YouTube Channel".
* Gavin's Toad was used in "The Spy".
Legendaria

**The Legendaria** are a massive collection of stories detailing events from The Spark to the Early Age of Mortals. Many of the myths involve the Gods and other powerful entities, as well as the formation of the realms.

## Stories

* The Spark
* Dawn War
* First Treachery
* Second Treachery
* Blood War
* Age of Guidance
* Third Treachery
* The Severance
	+ Twilight Schism
	+ Dragon Wars
* Early Age of Mortals
Infoicons

This page discusses the infoicons available for use on the wiki.

To reference an infoicon, you refer to the list name of the icon in two curly bracket. For example, to show the Gold Infoicon  you would type:

```
{{Gold}}
```

This would let you display the icon inline.

### Crafting Infoicons

These are infoicons used for icons representing the crafting materials of other icons.

### Currency Infoicons

These infoicons are for various currency (used to buy things from a shop) in Royal Chaos.

### Experience Infoicons

These infoicons are for any points accumulated over time or through effort. These do not include items you need to expend for upgrades, such as Experience Pills.

### Stat Infoicons

These infoicons represent various stats used to gauge heroes.

### Relationship Infoicons

These infoicons represent points systems for gamefying relationships between players.

### Upgrade Infoicons

These are infoicons for things like upgrade and experience pills. They are used to upgrade the hero or heroes in some way.

### Miscellaneous Infoicons

Infoicons which were needed, but have no set group which to live in.

## Dress Up Icons

These icons are primarily used for denoting qualities of clothing. They tend to be wider than other infoicons, but maintain a 15px height.

### Attribute Icons

These icons denote the tags or attributes of costumes.

### Theme Icons

These icons denote the theme of a costume.

## Character Icons

These icons are largely used to represent formations. Their height is 100 px, unlike other infoicons which are 15px.

### Maids

These icons are the various types of maids.

### Little Eunuch

These icons are used for the various kinds of little eunuchs.

### Story Characters

These icons are other story characters that appear in battles.
Silverbrand Investigations

**Silverband Investigations** is an adventuring party formed by Valtyra Light-Weaver, Gil Rhuielwa, and Kafka Tannis. The three officially formed the organization after defeating the Silver Pact. They use Attica's old arcanum, which belonged to two of the members of the Silver Pact, as their headquarters.

## Membership

### Current Members

* Fixit - assistant secretary
* Leopold - core member
* Valtyra Light-Weaver - core member
* Millie Maryllis - secretary
* Gil Rhuielwa - core member
* Kafka Tannis - core member
Baelnorn

**Baelnorn** is an Eladrin lich, entombed in the ruins of Callistor for over 3000 years. Using his powers of necromancy, Baelnorn leeched the life forces of elf-folk in the village Erendyl (and potentiality other places as well) in order to sustain himself. Eventually the warding tablet that sealed him away was removed, and upon the intervention of Silverbrand Investigations, Baelnorn was awoken once again, now seeking to bend the realms to his will.
Sylens Viator

**Sylvens Viator** is the fourth Hegemon of Auria. After the murder of Rayan Varro, the Regency was faced with the task of keeping the Hegemony stable under a crisis. They chose to follow tradition and wait until the next Unification Day to coronate a new Hegemon, ruling together in the meantime and figuring how to best deal with the scenario for then and in the future. When in came time to choose a new Hegemon, Sylens was unanimously chosen by the other Regents. The election came as somewhat of a surprise, as Ilaria had returned to her position as Regent, and was once again the popular choice, but all Regents elected Sylens instead.

Upon taking the crown, Sylens had impossible standards to live up to. Not only was it his duty to keep the still young Hegemony intact, he had to do so following the assassination of the short-lived king before him. The murder of Rayan left many Aurians concerned about the state of the Hegemony, and how it could possibly hope to keep them safe if they couldn’t save their own ruler. Some rumors say none of the other Regents were willing to take the risk, and so it was left to Sylens to become King. While never a particularly charismatic man, Sylens was able to quell the public unease for the most part, but now takes great caution with many of his decisions, often taking neutral stances.

Little is known about Sylens before his time as a Regent and as Hegemon, as he has chosen to keep much of this information private. Most notably, Sylens is the first Hegemon who's birth name is not public knowledge.
The Black City

No traveler to the Fade can fail to spot the Black City. It is one of the few constants of that ever-changing place. No matter where one might be, the city is visible. (Always far off, for it seems that the only rule of geography in the Fade is that all points are equidistant from the Black City.)

The Chant teaches that the Black City was once the seat of the Maker, from whence He ruled the Fade, left empty when men turned away from Him. Dreamers do not go there, nor do spirits. Even the most powerful demons seem to avoid the place.

It was golden and beautiful once, so the story goes, until a group of powerful magister-lords from the Tevinter Imperiumdevised a means of breaking in. When they did so, their presence defiled the city, turning it black. (Which was, perhaps, the least of their worries.)

—From *Beyond the Veil: Spirits and Demons* by Enchanter Mirdromel
Firebrand

**Firebrand** is a unit of the Hegemony's most elite soldiers. There is no official record of the Firebrands, and their existence is kept from the general populace and is little more than a legend amongst the common ranks of the Golden Army. Their purpose is simple: to carry out their designated task by any means they deem necessary.

## Description

In order to stay inconspicuous, members do not generally wear a notable uniform while out on missions. If they do make a publicized appearance, they wear standard issue Hegemony armor.

## History

The use of the term "Firebrands" as the name of an organization dates back to Elouan Gaillard and his army of defectors. They were labeled as such and held onto the name with pride.

The modern Firebrand was formed by Queen Aphra during the early years of her rule. She believed that if the Hegemony was to last, they needed to take more extreme methods to solve their more complicated problems. Aldric Laurent ambiguously described the duties of the Firebrands as, "ensuring the longevity of the crown".

It is unknown how much of a role Firebrand have played in shaping modern politics and warfare, but it can be safely assumed that their actions have, to some extent, directly shaped the future of the Hegemony, for better or worse.

## Membership

Supposedly there are only 11 members of the Firebrands at any given time. To be a Firebrand, one must have meaningful service in the Golden Army and shown the utmost limits of duty, honor, and allegiance to the Hegemony in their military career.
The Font of Entropy

Of Dice and Men, Chapter 8

Kafka Tannis

Thunderjaw

**The Font of Entropy** is the eighth adventure in Of Dice and Men. After completing their contract for Laurent and having some time off, Kafka brings his fellow teammates to the Arcane Ministry in Eltaris, to help him further his arcane practice. However, to gain the power he seeks, Kafka and the rest of Silverbrand must complete a contract for the Arch-Minister, Jocasta Leandros. They must jounrey to an ancient ruin once held by the Circle of Eight: The Font of Entropy.
Goomba

**Goomba**is a character seen in "The First Crime" and later introduced in "The Spy".

## Biography

Goomba was first mistaken for a pile of poop in episode fourteen. Then, he appeared in "The Spy", where he was heard over Fire Mario's watch and seen in the evil base that is trying to take down the squad.

## Episode Appearances

* "The First Crime" (cameo)
* "The Spy" (debut)
Esprit de Corps

**Esprit de Corps** was an adventuring party active during the Second Age of Mortals. They entered legend after they defeated a powerful dragon called Kaliga with the help of Volantes, a dragon sorcerer and former disciple of Kaligula.

They are also famous for their status as self-redeemers. Most all of the members were once seen as villains or lowlifes, but turned themselves around and became champions of heroism, and idols to many.

## Membership

* Beatrix - core member; de facto leader of Esprit de Corps
* Dennin Davos - core member
* Simona Wide-Arms - core member; the "heart" of Esprit de Corps
* Chutzpah - core member
* Ser Thias Brigmore - core member; died before the party would go on to become world-famous
* Volantes - honorary member; aided Esprit de Corps in defeating Kaligula, but never officially joined the party
Realmspace

A representation of Realmspace.

**Realmspace** is the term used to refer to the system of space occupied by the sun Lorian, its nine planets and their accompanying satellites, and the surrounding wildspace.

## Celestial Bodies

### The Sun / Lorian

The single star that occupies Realmspace.

### Vestal

The closest planet to the Sun. A black-gray rock seared by the heat of the star.

### The Brother and The Sister

Twin planets that orbit one another as well as the Sun.

### Ūnun

##### Main article: Ūnun

The only known planet in Realmspace to host life. Full of diverse ecosystems and races.

### Ilúvatar

Ūnun's closest neighboring planet, said to be made entirely of water.

### Hess

A large red-colored gas planet, plagued by storms.

### Kismet

A tiny purple planet between the massive gas giants of Hess and Sojourn.

### Sojourn

A pale green gas giant, strangely tranquil in comparison to Hess.

### Brink

A colossal gray planet at the edge of Realmspace. A large chunk of the planet is destroyed, and its debris floats around the planet as a ring.
King Endrin Aeducan

*"Denial of the traditions of our people does not qualify as a political technicality."*

Endrin of House Aeducan traces his ancestry back to the Paragon Aeducan, the greatest warrior of Orzammar's history, who beat back the darkspawn hordes in the First Blight. The second son of King Ansgar Aeducan, he became heir after his elder brother died in a Proving.

The most respected king in four generations, he restored contact with Kal-Sharok, the only other remaining city of the once-vast Dwarven Empire, which had been lost during the first Blight.
Night Owl Clan

**The Night Owl Clan**, or simply the **Night Owls**, are an elusive band of highly-trained assassins. They are one of the oldest known, still functioning organizations in the world, having seemingly been formed before even the Eladrin Empire.

## Description

Few have actually seen a Night Owl and lived long enough to describe their appearance after the fact. But all sightings share the description of a black-garbed figure, with a mask obscuring their face and giving them appearance of an owl.

## Membership

It is not publicly known how one would go about joining the Night Owl Clan, nor is it known how many members there are at any given time.

There are three distinct tiers of Night Owls, each one indicating an individual's skill level and experience:

### Fledgling

The lowest ranking members of the Night Owl Clan, Fledglings are nonetheless deadly killers in their own right. Fledlgings most often work in groups to ensure their goal, but on occassion a solo mission is given, usually as a rite of passge into the next tier.

### Talon

The second tier of the Night Owl Clan, the title of Talon is reserved for those who have proven themselves as effective and reliable killers during their tenure as Fledglings. They are silent and lethal, and no confirmed Talon has ever been caught or killed.

### Blackwing

The highest rank achievable for active Night Owl assassins is that of Blackwing. To be a Blackwing is to be one of the deadliest individuals on the planet, and often times Blackwings have special and unique abilites that enhance their effectiveness. They most often work alone, and are selected for only the most dangerous or important of targets. No confirmed Blackwing has ever failed their mission.

### Notable Members

* The Basilisk - former Blackwing (defected)
* Thresh Black-Blooded - former Blackwing (deceased)
* Apollya Zephuros - former Blackwing (defected)
A Price Paid in Silver

Of Dice and Men, Chapter 2

Kafka Tannis

Fixit

Fandral Vellaryn

The Silver Pact

**A Price Paid in Silver** is the second adventure in Of Dice and Men. It continues the story of Valtyra, Gil, and Kafka, who have decided to continue doing work together. The group, while stopping in the town of Attica, is suddenly faced with aiding a Revenant in his quest to hunt down the lycan cult that murdered him.
The Proudheart Conspiracy

Of Dice and Men, Chapter 3

Kafka Tannis

Fixit

The Basilisk

Apollya Zephuros

**The Proudheart Conspiracy**is the third adventure in Of Dice and Men. Valtyra, Gil, and Kafka, now established as Silverbrand Investigations, are contacted by their former acquaintance Gavin. Believing he has made a great discovery regarding the deaths of his parents, the hole goes deeper than any of them could have realized.
Elouan Unitas

**Elouan Unitas** (born **Elouan Gaillard**), was the unifier of Auria, and the first king of its Hegemony. After witnessing centuries of warfare and the atrocities it wrought, Elouan became disillusioned with the endless conflict that defined the continent. He defected from the Elven armies, taking his loyal soldiers with him, and forming an independent army with the goal of eventually uniting Auria under one banner. After two decades of continued conflict, Elouan finally succeeded in taking control of all of Auria, and establishing the Aurian Hegemony.
Fen'Harel - Der Schreckenswolf

Wir wissen nur sehr wenig über Fen'Harel, denn es heißt, er habe an unserem Volk keinerlei Interesse gehabt. Elgar'nan und Mythal erschufen die Welt, so wie wir sie kennen; Andruil lehrte uns die Wege des Jägers; Sylaise und June gaben uns das Feuer und die Handwerkskunst. Doch Fen'Harel blieb für sich und plante den Verrat an sämtlichen Göttern. Nach der Zerstörung von Arlathan, als die Götter unsere Gebete nicht mehr hören konnten, soll Fen'Harel jahrhundertelang in Abgeschiedenheit zugebracht haben, voll des Wahnsinns kichernd und sich seiner Bosheit erfreuend.

Den Legenden zufolge waren unsere verehrten Götter vor dem Fall von Arlathan in einen ewigen Krieg mit anderen ihrer Art verwickelt, an die sich jedoch keiner unserer Hahren erinnern kann: Nur im Traum hören wir bisweilen geflüstert die Namen Geldauran, Daern'thal und Anaris, denn sie sind die Vergessenen, Götter des Schreckens und der Bosheit, von Tücke und Pestilenz. Früher konnte nur Fen'Harel unbeschadet sowohl unter unseren Göttern als auch unter den Vergessenen wandeln, denn obgleich er mit den Göttern unseres Volkes verwandt ist, erachteten ihn die Vergessenen wegen seiner Durchtriebenheit als einen der ihren.

Und so führte sie Fen'Harel auch hinters Licht. Unsere Götter betrachteten ihn als Bruder und vertrauten ihm, als er sagte, sie müssten im Himmel bleiben, während er eine Waffenruhe aushandelte. Und auch die Vergessenen trauten ihm, als er versprach, die Niederlage unserer Götter herbeizuführen, falls sie sich vorübergehend in den Abgrund zurückziehen würden. Alle trauten Fen'Harel, und alle wurden hintergangen. Fen'Harel sperrte sie alle ein, auf dass sie nie mehr unter dem Volke wandeln konnten.

- Aus *Die Geschichte von Fen'Harels Triumph*, so erzählt von Gisharel, Hüter des Ralaferin-Clans der Dalish-Elfen
First Treachery

**The First Treachery** is a major event in the Legendaria. It is defined as when Tharizdun convinced the Primordials to attack the Gods, causing the Dawn War.

## Story

As it goes, Tharizdun was corrupted by an ancient group of demons called the Obyriths. They twisted his mind and demanded he create a realm where they could unleash their full potential, the realm later known as the Abyss. They told him to plant it within the Astral Sea, but Tharizdun had his own goals, and instead began to form it in the Elemental Chaos, which he desired to control. In order to cover his operation, Tharizdun convinced the Primordials to act on their long-standing distaste for the Gods and invade the newly formed Prime Material Plane, the prize of the Gods. This would result in a massive conflict known as the Dawn War. With both sides distracted, Tharizdun took his time to form the Abyss undisturbed.

Eventually, when the Primordials lost the Dawn War, the Gods discovered Tharizdun's creation, and realized his plan. For his betrayal, the Gods commissioned Torog to form a prison to hold Tharizdun. Torog created a pocket realm called the Void, in which Tharizdun was chained and thrown into, never to be let out.

It is said that to this day, Tharizdun remains trapped in the Void, stewing in his madness until he can finally escape.
Of Dice And Men Wiki

## Welcome to the Of Dice And Men Wiki

This is a wiki page for my personal Dungeons & Dragons campaign setting: Of Dice And Men. The adventures here take place on the planet of Ūnun and its continents. The wiki will be continually updated as the campaign unfolds.

## Get Started

* Adventures
* Characters
* Events
* Locations
* Lore
* Organizations
* Pantheon

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Divine Champion

**Divine Champions** are mortals selected by divine beings to act as an embodiment of their will on the Material Plane. Each champion gains holy power in accordance with their deities, often finding purpose as paladins or clerics. Champions are granted a title that is shared by all champions of a deity, representing their calling. There cannot be more than one champion for a divine at a time, but a champion can lose the favor of their god, and it can be given to another. Not all gods choose to have champions, and not all will immediately choose another following the death or loss of favor of their past champion. Divine champions are similar to, but should not be confused with avatars and aspects.
The Founding of the Chantry

Kordilius Drakon, king of the city-state of Orlais, was a man of uncommon ambition. In the year -15 Ancient, the young king began construction of a great temple dedicated to the Maker, and declared that by its completion he would not only have united the warring city-states of the south, he would have brought Andrastian belief to the world.

In -3 Ancient, the temple was completed. There, in its heart, Drakon knelt before the eternal flame of Andraste and was crowned ruler of the Empire of Orlais. His first act as Emperor: To declare the Chantry as the established Andrastian religion of the Empire.

It took three years and several hundred votes before Olessa of Montsimmard was elected to lead the new Chantry. Upon her coronation as Divine, she took the name Justinia, in honor of the disciple who recorded Andraste's songs. In that moment, the ancient era ended and the Divine Age began.

—From *Ferelden: Folklore and History* by Sister Petrine, Chantry scholar.
"Yoshi Gets Pregnant"

> "*Yoshi is very pleased to say that Yoshi is pregnant!*"
> ― Yoshi to The Squad
>
>

**"Yoshi Gets Pregnant"**is episode thirteen of Adventures of Super Luigi, and the thirteenth episode in Season 1. It aired on October 14, 2018.

## Summary

Yoshi gets pregnant and his egg hatches, but there are too many for him to handle.

## Appearances

* Super Luigi
* Yoshi
* Dobi
* Toad
* Shy Guy (debut)
* The Narrator
* Koopa Troopa
* Mr. Hershey
* Mr. Yoshi (debut)
* Blue Yoshi Baby (debut)
* Dark Pink Yoshi Baby (debut)
* Green Yoshi Baby (debut)
* White Yoshi Baby (debut)
* Yellow Yoshi Baby (debut)
* Red Yoshi Baby (debut)
* Light Pink Yoshi Baby (debut)
* Pink Yoshi Baby (debut)
* Light Blue Yoshi Baby (debut)
* Yoshiette (mentioned)
* Fire Mario (cameo, mentioned)
* Kirby (mentioned)
* Mario (cameo, mentioned)
* Super Luigi's Clone (cameo, mentioned)

## Cast

* Evan
* Ojas
* Aidan
* Koti
* Brandon

## Trivia

* It is unknown why Toad said they didn't know his name was Shy Guy because he was next to him when he said, "I am Shy Guy".
* The Cheese Dibbles Dobi wants are from *Penguins of Madagascar*.
* The Narrator mentions the movie *Alien*.
* This is the first appearance of The Narrator since "Dobi's Birthday", briefly.
* This episode features the most characters to appear or be mentioned in the entire series.

## Series Order

Previous: TBA

Next: TBA
Beyond the Veil: Spirits and Demons

It is challenging enough for the casual observer to tell the difference between the Fade and the creatures that live within it, let alone between one type of spirit and another. In truth, there is little that distinguishes them, even for the most astute mages. Since spirits are not physical entities and are therefore not restricted to recognizable forms (or even having a form at all), one can never tell for certain what is alive and what is merely part of the scenery. (It is therefore advisable for the inexperienced researcher to greet all objects he encounters.)

Typically, we misuse the term "spirit" to refer only to the benign, or at least less malevolent, creatures of the Fade, but in truth, all the denizens of the realm beyond the Veil are spirits. As the Chant of Light notes, everything within the Fade is a mimicry of our world. (A poor imitation, for the spirits do not remotely understand what they are copying. It is no surprise that much of the Fade appears like a manuscript translated from Tevinter into Orlesian and back again by drunken initiates.)

In general, spirits are not complex. Or, rather, they are not complex as we understand such things. Each one seizes upon a single facet of human experience: Rage, hunger, compassion, hope, etc. This one idea becomes their identity. We classify as demons those spirits who identify themselves with darker human emotions and ideas.

The most common and weakest form of demon one encounters in the Fade is the rage demon. They are much like perpetually boiling kettles, for they exist only to vent hatred, but rarely have an object to hate. Somewhat above these are the hunger demons, who do little but eat or attempt to eat everything they encounter, including other demons (this is rarely successful). Then there are the sloth demons. These are the first intelligent creatures one typically finds in the Fade. They are dangerous only on those rare occasions that they can be induced to get up and do harm. Desire demons are more clever, and far more powerful, using all forms of bribery to induce mortals into their realms: Wealth, love, vengeance, whatever lies closest to your heart. The most powerful demons yet encountered are the pride demons, perhaps because they, among all their kind, most resemble men.

*--From*Beyond the Veil: Spirits and Demons, *by Enchanter Mirdromel.*
Tiamat

Holy symbol of Tiamat.

The Polychromatic Dragon

Wealth

**Tiamat** (also referred to as **Takhisis** in Draconic) is a deity in the Ūnun pantheon. Her portfolio includes most notably greed, vengeance, and wealth. She is seen as the patron deity of Chromatic Dragons and evil Dragonborn. She is the sister of Paladine.
The Right Of Annulment

In the 83rd year of the Glory Age, one of the mages of the Nevarran Circle was found practicing forbidden magic. The templars executed him swiftly, but this brewed discontent among the Nevarra Circle. The mages mounted several magical attacks against the templars, vengeance for the executed mage, but the knight-commander was unable to track down which were responsible.

Three months later, the mages summoned a demon and turned it loose against their templar watchers. Demons, however, are not easily controlled. After killing the first wave of templars who tried to contain it, the demon took possession of one of its summoners. The resulting abomination slaughtered templars and mages both before escaping into the countryside.

The grand cleric sent a legion of templars to hunt the fugitive. They killed the abomination a year later, but by that time it had slain 70 people.

Divine Galatea, responding to the catastrophe in Nevarra and hoping to prevent further incidents, granted all the grand clerics of the Chantry the power to purge a Circle entirely if they rule it irredeemable. This Right of Annulment has been performed 17 times in the last 700 years.

*—From*Of Fires, Circles, and Templars: A History of Magic in the Chantry*, by Sister Petrine, Chantry scholar*
The Four Schools of Magic: Creation

> *Opposition in all things:*
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> *'**For earth, sky***
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> ***'***For winter, summer
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> *For darkness, Light.*
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> *By My will alone is balance sundered*
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> *And the world given new life.*
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> *--Threnodies* 5:5.
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>

The School of Creation, sometimes called the School of Nature, is the second of the Schools of Matter, the balancing force and complement of Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being.

Creation requires considerable finesse, more than any other school, and is therefore rarely mastered. Those mages who have made a serious study of creation are the highest in demand, useful in times of peace as well as war.

*--From*The Four Schools: A Treatise, *by First Enchanter Josephus.*
Zurasi

## Biology

Zurasi are subterranean humanoids with many abilities that assist in their survival underground. Zurasi have dark eyes with white pupils that allow them to see even in the darkest caverns. However, they do not care much for the surface, for the sunlight is blinding to them. The also have a handful of magical abilites that make them great at attaining and protecting knowledge.

Zurasi have lithe frames and pointed ears like that of an elf, but they are a bit taller thant the average elf. Typical Zurasi have dark gray skin and black hair. Most Zurasi will have many arcane glyphs about their body. These tattoos are made with a natural phosphorescent pigment that can be found in the caves of Astrana.

## Creation

Unlike any other Astranian race, the Zurasi were not created by a God but by the race that preceded them, the Aasimar, and their inception was a secret. To hide the Zurasi from prying eyes, the Aasimar fused their very being with essence from the Plane of Shadow and hid them underground.

## Zurasi Traits

* **Ability Score Increase:** Your Dexterity score increases by 1, and your Intelligence score increases by 2.
* **Age:** Zurasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.
* **Size:** Zurasi are slightly taller than humans, averaging around 6' 4". Your size is Medium
* **Speed:** Your base walking speed is 30 feet.
* **Superior Darkvision:** Your darkvision has a radius of 120 feet.
* **Sunlight Sensitivity:** You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
* **Glyphs of Knowledge:** Zurasi have the unique ability of being able to create arcane glyphs of knowledge. These glyphs can store the memories or knowledge of whomever created it; a single well crafted glyph could store an entire encyclopedia's worth of information. These glyphs can either be written on a material object such as a wall or in a book or tattooed onto a Zurasi. When tattooed, that Zurasi has constant access to the information contained within the glyph. When used this way, the glyph will often glow a bit brighter when the user is accessing that knowledge.The process to create a glyph of knowledge can range from a few hours to multiple days depending on the information being stored.
* **Well Learned:** Choose the Arcana, History, Nature, or Religion Skill. You are proficient in that skill.
* **Nimble Escape:** You can take the Disengage or Hide action as a bonus action on each of your turns.
* **Languages:** You can speak, read, and write Common and Undercommon
Aravels

Die Dalish leben in kleinen Gruppen von Blutsverwandten zusammen und reisen in reich mit Schnitzwerk verzierten Wagen, die man Aravels nennt. Gezogen werden sie von großen weißen Hirschen, bekannt als Halla. Ein Aravel ist ein einzigartiger Anblick: die wunderschön geschwungene Form, bedeckt mit großen Planen, und darüber bunte Seidenbanner im Wind, die oftmals die Insignien der Adelsfamilien tragen, die einst über ihren Anwesen flatterten. Die meisten Menschen bezeichnen die Aravels als "Landschiffe", denn bei stärkerem Wind sieht es oft tatsächlich so aus, als würden die Elfen in langen Schiffen fahren, deren Segel ihre Ankunft ankündigen (oder als Warnung dienen). Die Halla gibt es nur bei den Elfen, alle anderen bezeichnen sie als störrisch und unzähmbar. Doch den Dalish gelten sie als edle Tiere, jedem Pferde überlegen. Dass die Halla wunderschön sind, ebenso wie die Elfen selbst, ist dabei unstrittig. Viele Adelige des Reichs von Tevinter haben darum ganze Sammlungen von Halla-Geweihen, was die Dalish für eine unverzeihliche Brüskierung halten.

Nur wenige von uns haben die Landschiffe der Dalish aus der Nähe gesehen. Erblickt ein Mensch sie am Horizont, tut er gut daran, die Gegenrichtung einzuschlagen. Kaum ein Clan der Dalish begrüßt Menschen in seinem Lager freundlich, und Berichten zufolge endeten schon viele daraufhin mit zahlreichen Pfeilen in der Brust.

-- *Aus Auf der Suche nach Wissen: Die Reisen eines Scholaren der Kirche von Bruder Genitivi*
Brecilian Wald

An manchen Orten im Brecilianwald ist der Schleier so dünn, dass zwischen Wachsein und Träumen kaum noch ein Unterschied besteht. Einmal wurde an solch einem Platz ein Holzbearbeiter geboren, unter so unglücklichen Sternen, dass seine Mutter ihn Abelas nannte, was "Traurigkeit" bedeutet. Und so verlief auch sein Leben. Kein Schüler blieb bei ihm, er verlor sein Lager an Bögen, Missgeschick reihte sich an Missgeschick, bis er am Ende gar nichts mehr hatte. Der Rest des Clans befürchtete, sein Pech würde auch alle anderen treffen, und man sprach bereits davon, ihn zu verstoßen.

Abelas hörte das und beschloss, etwas zu ändern. Er brach allein in den Wald auf, um einen passenden Baum für neue Bögen zu finden.

Schließlich stieß er auf eine junge Esche, die an einem Fluss wuchs. Er griff zur Axt, doch da schrie der Baum vor Angst laut auf und bat darum, verschont zu werden. Doch Abelas sprach: "Wenn ich dein Leben nicht nehme, ist meines mit Sicherheit verwirkt." Er fällte den Baum mit zwei Schlägen und fertigte daraus die drei besten Bögen, die er je hergestellt hatte. Zufrieden kehrte er ins Lager zurück und überreichte seine Bögen den Jägern.

Doch bei Anbruch der Nacht geriet das ganze Lager in Aufruhr. Die Jäger waren mit Hasen zurückgekehrt, doch wenn man sie aufschnitt, befanden sich im Inneren nur Würmer und Sägemehl. Der Älteste sagte, die Jäger hätten wohl einen Geist seines Wirts beraubt, denn es sei ja bekannt, dass Geister die wache Welt nicht selbst durchstreifen, sondern in den Körper einer anderen Kreatur schlüpfen. Der Älteste wirkte einen Zauber, um den Geist zurück ins Nichts zu verbannen, und der Clan ging mit leerem Magen schlafen.

Am nächsten Tag erlegten die Jäger ein Reh, und wieder enthielt es nur Sägemehl. Der Clan befürchtete, der Geist wolle ihn aushungern, und fragte sich, womit er das wohl verdient hätte. Abelas trat vor und erzählte von der Esche. Der Älteste dachte lange nach und entschied dann, dass ersetzt werden müsse, was Abelas dem Geist genommen hatte. Also schickte er die Jäger aus, einen Eschenschössling auszugraben und lebend ins Lager zu bringen.

Dann ließ der Älteste den Schössling einpflanzen und bat den Geist um Vergebung.

Ein schreckliches Geräusch war daraufhin zu hören, als würde der ganze Wald protestierend aufschreien. Im Lager wurde es finster, obwohl es gerade erst Mittag war. Und als die Dunkelheit wieder verflog, stand statt des Lagers dort ein Eschenhain, und jeder Baum wies das starre Gesicht eines Elfen in Todesangst auf. Seitdem ist es allen Clans verboten, im Brecilianwald Bäume zu fällen. Denn die Geister kennen keine Vergebung.

-- *"Der Eschenhain: eine Geschichte der Dalish", aus Ferelden: Folklore und Geschichte, von Schwester Petrine, Scholarin der Chantry.*
Legion Of The Dead

> "Yes, Stone's greetings friend
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> You will fight ceaselessly in
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> The Legion of the Dead."
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> --*Motto of the Legion of the Dead*.
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The Legion accepts all.

So I was told by one of the Legionnaires himself, a dwarf who waited quietly at the entrance to the Deep Roads for the rest of his unit to assemble. They gathered slowly, each equipped with heavy armor and fine weapons, each painted with grim tattoos applied at their funerals the night previous.

For that is the nature of the Legion. They are all dead. Any dwarf may join the Legion, so long as he is willing to give up everything he has. The funeral rites are somber: a final goodbye is said to family and loved ones, any material goods are dispersed to heirs and last words are said, and then it is done. The new Legionnaire marches out into the Deep Roads, never to return. The Legion fights against the darkspawn to the last, striking one final blow against the monsters that have claimed so much of their homeland.

Many join the Legion to clear the slate. Criminals join to avoid punishment. The dishonored join so that their housesand families need not suffer on their behalf. The bankrupted join so their debts might be forgiven. A very few join for a last chance at glory, but the Legion takes them too.

This group hopes to reach the fabled fortress of Bownammar, once the Legion's home, associated with the greatest of their Paragons. Bownammar is a holy place, its loss the last great blow against the dwarven kingdoms, and its recapture would be a glorious signal to all of Orzammar. But capture it or no, all of these warriors will die in the Deep Roads. It is a sobering thought, and I now know why the dwarves say the Legion's charge is the battlefield's most frightening sight. They have nothing left to lose.

*--From*Stone Halls of the Dwarves*, by Brother Genitivi, Chantry scholar*
The Commandments of the Maker

> These truths the Maker has revealed to me:
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> As there is but one world,
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> One life, one death, there is
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> But one god, and He is our Maker.
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> They are sinners, who have given their love
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> To false gods.
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> Magic exists to serve man, and never to rule over him.
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> Foul and corrupt are they
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> Who have taken His gift
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> And turned it against His children.
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> They shall be named Maleficar, accursed ones.
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> They shall find no rest in this world
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> Or beyond.
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> All men are the Work of our Maker's Hands,
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> From the lowest slaves
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> To the highest kings.
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> Those who bring harm
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> Without provocation to the least of His children
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> Are hated and accursed by the Maker.
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> Those who bear false witness
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> And work to deceive others, know this:
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> There is but one Truth.
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> All things are known to our Maker
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> And He shall judge their lies.
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> All things in this world are finite.
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> What one man gains, another has lost.
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> Those who steal from their brothers and sisters
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> Do harm to their livelihood and to their peace of mind.
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> Our Maker sees this with a heavy heart.
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*--Transfigurations 1:1-5*