recursal/Fanatic-Fandom huggingface dataset:
Mor'thek

Recognised as the festering mind behind countless evils, **Mor’thek** is among the cruellest aspects of the ice troll spirits, for he is the shadow and all its woes made manifest. His two sons are Vek’vezur (Winter) and Adalat (Death).

## Mor'thek

### Title

God of Shadows
 Spider God
 The Viscid

### Relatives

Vek'vezur (son)
 Adalat (son)
 Ayu'nama (mother)
 Ofasa (half-brother)
 Nawida (uncle)
 Zar Zaradan Zaur (grandfather)

The creation of the Nerubians is attributed to him by the ice trolls.

## Myth

Many rafigurations of Mor’thek exist, and each is more nightmarish than the next. Most usually, he takes the form of a troll with skin as black as jet, donning a tattered cloak stitched from the skins of all the trolls unfortunate enough to have fallen in his clutches. He reaches immense heights, able to match in stature even the tallest towers of the trolls’ cities. Indeed, it is behind these structures and the soaring trees that Mor’thek delights in hiding, for despite being tall beyond mortal measure, he is frighteningly gaunt. He seems a man on the very brink of starvation, with skin barely hanging on his tapered bones, his beady eyes sunken in their sockets and his limbs so spindly they may well be tendrils.

It is a common tale parents spin their children to not part far from the hut lest Mor’thek takes them in the night. But such a lesson would do well to be held close by the elders as well, for Mor’thek does not distinguish between those he takes. Young or old, men or women, if any linger too long in the darkness, Mor’thek is glad to claim them should his sights find them.

However, for as dreadful as Mor’thek boasts to be, he is also a cowardly and pitiful creature: he is easily alarmed and nothing alarms him more than his own horrid visage. Any mortal who looks upon Mor’thek is cursed to a swift and agonising death as his hideousness cannot be endured to be witnessed, so the trolls paint masks that resemble his revolting face and that is thought to be enough to deter his grasp. The light emitted from the flames of candles crafted from mammoth’s tallow also wound him, and the sunlight, for as little as there may be in Northrend, forces him to cower away until the next moonrise.

## Worship

The veneration of Mor'thek is looked down upon all throughout Northrend. Yet witch doctors are known to invoke his favour when dealing with the darkest hexes of voodoo, in exchange for heinous gifts and unspeakable sacrifices.

He was also openly worshipped by the now-extinct Langakir tribes that formed after the collapse of the Drakkari Empire, who built the temple of Atal'Moritek in his name and even elevated a High Prophet to act as his mortal speaker. Something that, if rumour holds true, has strengthened him to enact violations far worse than ever before.

Indeed it is believed by some of the most superstitious priests that all of the ice trolls' ills, the withering of their power and the thinning of their numbers are all ultimately tied to Mor'thek alone.
Bamburgonal

## Appearances

### Debut

Every Gonal Possible

**Bamburgonal** is one of the raided characters into a Gonal.

#### Appearance

Bamburgonal and Brobgonal mixed that’s all to it.

#### Trivia

* He survived for a while until raided 2 days after his boyfriend was.
* All of his cheeseburgers were stolen the ONE day before he got raided.
* He was raided by Bandugonal.
* B U H G U H
U'quaat

Upper view of U'quaat

U'quaat (in Kalu'ak: 'Great Herder') is a Tuskarr Village situated in the southern fields of Icecrown renown for its legendary Tuskarr Mammoth riders and herders. As of recent harsh weather conditions and increased presence of the Scourge, most of the declining Tuskarr population has retreated to Pal'ea while letting the herded Mammoths roam free.

Originally, the Village used to be home to various Yetis that had made their homes to a large cavern system and fed themselves on the local Mammoths, so much so to the point they would bring the nearby population on the brink of extinction. However, a group of Tuskarr nomads led by the first Mammoth rider and (later) Taatax of U'quaat, Katuq Yetislayer launched a hunting party to save what was left of the Mammoths of Icecrown and remove the Yeti hives that had grown out of control. While the fighting had proven to be costly in terms of Tuskarr losses, the venture proved to be a major success, with Katuq and Tuskarr builders hailing from Kaskala eventually burying most of the caves once the Yetis were either slain or driven out of them.
Comet of Revelation

The **Comet of Revelation**, or as it is known in Dreki 'The Nulastarna', is a great celestial artefact held within the temple of Atal'Zarad in Zul'Drak. It is a sundered stone covered in elegant, ancient markings of an undecipherable language with extraordinary similarities to Dreki.

According to legend it first came to the ice trolls in the early centuries of the Third Aroda, falling from the sky in a blaze of pale white fire. When it was found, broken into pieces within its crater, the priests declared it was a sacred gift from the heavens and, what is more, it was in truth a codex carrying the secrets necessary to be able to understand the language of the loa and thus achieve comprehension of the aroda, granting one complete sight over past and future.

Despite countless attempts to unravel its mysteries, none have yet been able to truly grasp the stone's meaning, partly due to the damage suffered by the stone itself. Some overzealous prophets have however falsely claimed to have translated it, as have lying fools. Both met quick and brutal ends.

## The Second Nulastarna

A second comet fell in the year 10, during the reign of King Zol'dran V, in a burst of light so bright that the night sky of Zul'Drak shone for hours before the falling star dove behind the northern mountain peaks. Zol'dran gathered one thousand of his men and set out in a great voyage northwards to find the comet, he brought his entire guard, many of his priests and all his sons alongside him. For three years after he left the city, there were no news, nor traces found of his expedition, until a day came that Gunda, one of his champions, arrived bearing a stone tablet and the ice-cold corpse of Zol'dran.

To this day, none truly know what occurred in those three years. The priests spread only Gunda's account that the harshest blizzard he'd ever known killed everyone, save him. But others whisper of fouler dealings at play.

Whatever the case may be, none have found the stone to this day.
Arelik

**"Arelik"** is the Dreki word for "heir". As long as they share blood ties with a ruling Frost King, any male member within the King's family is considered an arelik, and is therefore eligible to inherit the crown when the King passes.

As the Drakkari do not follow linear succession, any arelik could be chosen as the next Frost King by the chieftains, warlords and prophets of Zul'Drak, such as a Frost King's brother, uncle, or cousin, although it is the sons that are often favoured in order of seniority, and are believed to hold the strongest claims.
Yellow Potty Unicorn Throws His Lunch at his teacher

**Yellow Potty Unicorn Throws His Lunch at his teacher** is the second episode in YPUGG.

## Plot

YPU creates a loud ringtone to wake up WPU, but when they got downstairs, WPU warns YPU to never use that ringtone ever again. Then, she says it is time for school. Lunch starts early, but YPU says he hates Peanut butter and jelly sandwiches, then he throws his sandwich at his teacher. YPU then gets expelled, and he is grounded.
Uldumani

**The Uldumani** are the enigmatic offshoot of the human race indigenous to the scorching deserts of southern Kalimdor. The Uldumani are considered to be nothing but a legend to their eastern brethren, with their Padishate of Uldum protected by colossal walls and a phenomenom simply known as The Great Barrier. To this day, the Uldumani remain an isolationist people, with only a handful of individuals daring to venture beyond the gate.

The Uldumani currently hold a strong grip over the entirety of Uldum and are one of the competitors of the sand trolls of the Farraki Empire that wishes to expand beyond their borders.

## Appearance and Traits

The Uldumani are not biologically different to their cousins in the Eastern Kingdoms, albeit their skin tones range from an orange sallow to pitch black. The Uldumani are more acclimatized and are known to thrive in the harsh deserts of their lands, whereas an easterner would suffer from sunburns and heat strokes. Due to their environment, the Uldumani have a slimmer variety of eye colours ranging from various shades of brown to golden amber. The Uldumani are commonly tall, with the majority of men reaching approx. 1,87m (6'2 ft) and women reaching 1,77m (5'10 ft).
Crafting Wars Wiki

**Welcome to the Crafting Wars Wiki!**

## Articles

Articles To Make

*Need help building out this community?*

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

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

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

**Rakaj** is the High Prophet ruling at the head of the Drakkari clergy, acting as the spiritual leader for all ice trolls across Northrend.

He is considered to be the oldest of ice trolls, having lived through the reigns of seven kings, six of which he personally advised. He became regent of the Drakkari twice during his long life, first at the ascension of Zol'dran V, who was considered yet too young to rule alone, then again from year 10 to year 13, when Zol'dran left in his legendary journey north for the Nulastarna.

Following Zol'dran's death, it was Rakaj who crowned King Gundakhan I as Frost King, uttering aloud the last will of Zol'dran etched upon a tablet retrieved by Gundakhan himself. Since then he has continued to advise the lords of the ice trolls, serving as a guiding voice and a great source of stability for the Drakkari, for whereas the Drakebone Crown has fallen from head to head, the High Prophet has remained a solid, unmovable pillar through times of incredible change.
Session 1

The session opens on Morven and Alyn drinking in The Juicy Falcon in Cliffront. They're discussing their next steps when they hear a commotion on the street outside. They run to the doorway and see people fleeing from the Town Square. From the tavern door behind them emerges a clean-shaven red tiefling with short hair, scars under his eyes, and a broken horn: Ronnie. He runs with them in the direction of the Town Square, where guards are turning people away.

## The Attack on the Temple of Litlestal

Convincing the guards that she works for the Temple of Litlestal, Alyn gets the group through the cordon and towards the Temple where they see a small figure stumbling out of the doors: Kwarc.

Kwarc was blinded by the smoke and couldn't see what was happening in the church, but he stays with the group to try and ascertain what is happening. While they are peering in through the door, Alyn notices a dark, winged figure standing among the flames. As she looks, it begins to shoot forward, lifting off the ground. It explodes through the stained glass window above the group. Hot shards of glass rain down on them.

As the dark shape flies away into the night, the group debates what to do. Since the immediate threat is gone and the guards don't want help putting the fires out, they begin to walk away from the scene where they run into two familiar faces: the merchant brothers Brok and Sindri, accompanied by an unknown bugbear companion who introduces himself as Zuruk.

Brok and Sindri recommend speaking to folks at the Beasthunter's Guild if the group wants more information on what sort of creature they may have seen, and Zuruk offers to take them there.

## The Beasthunter's Guild

They go, and inside, they see an old tortle, an aarakocra, and a tall, half-orc woman covered in motor oil and tinkering away on a small, metallic creature. Introductions are made: the tortle is Od Ba, the leader of the Guild in Cliffront; the aarakocra is Kruark; the half-orc is Grus, and her little metallic friend is called Kettle.

Od Ba and Kruark seems war-weary and distracted - not too interested in small fry like the party. They leave the group under Grus's supervision while they try to deal with the fallout of the attack.
Zol'dran V

**Zol'dran** was a Frost King of the Drakkari and nominally, of all ice trolls. It was during his reign that the envoys from Zandalar formally came to Northrend for the first time in years beyond memory.

He was known for his stalwart opposition against the Nerubians, who during his rule were able to briefly breach Zul'Drak, for his attempts at re-introducing Zandali as a spoken language among the Drakkari, and for his legendary journey towards the north in search of the Nulastarna, where he met his doom. He was generous and just, and had many friends and few enemies. Even among his opposition Zol'dran has been remembered fondly.

Rumours have abounded in the years since his death: many believe that Zol'dran was murdered by his own champion, Gunda, in a plot to thieve him of his crown. It was indeed Zol'dran himself who first elevated Gunda from a humble warrior to a member of his own court, a fact that has made the cruelty of Gunda's treachery even more vile.
Undead

The Forsaken

**The undead** are a form of dark creatures born of demonic magic. They are created through the desecration of the body and soul belonging to a slain being, by manner of which they are cursed to remain in the world of the living as anguished fiends denied of eternal rest.

Others however are revenants unable to find peace who remain tethered to their old lives due to a life unfulfilled, matters left unfinished or strong emotions of love, vengeance or sorrow, that are so powerful they endure beyond death.

In the years following the first Three Great Wars of the Eastern Kingdoms, the undead have appeared in ever-growing numbers with the coming of the First Horde. The Scourge is the main force of undead in the world, counting millions of damned souls around its banners, though other powers, such as the Forsaken or the Burning Legion hold sway on their numbers as well, while some are yet independent of any higher authority and wander the shadows in solitude.
Ja'thun

3 unrecognised daughters

Zaramar XIX is the first Hak'arcani Frost King of the 3rd Drakkari Empire originally a jungle troll belonging to the priest caste of the splintered Gurubashi Empire. As a Hak'arcani, Zaramar came to Northrend in search of the fabled N'raqi in pursuit of killing it and devouring its heart. After uncovering the truth about the Scourge invasion on Zul'drak, Zaramar hastily arrived to Zul'drak, wrestling over the influence of the people to win the throne for himself.

Zaramar is a determined ruler driven to avenge the countless deaths at the hands of the Scourge, as well as the priesthood of the Drakkari and the protection of his legitimacy, no matter the cost. After the consumption of a N'raqi Heart, Zaramar has become virtually invulnerable towards physical damage and is known to possess an astounding degree of strength far beyond the scope of a dire troll.

## History

### Early life

Ja'thun was born on the eastern coasts of the Darkspear Islands as the second son of Zal'dun, who was originally a Gurubashi. His mother was An'ja, a self-trained Witch Doctor in secret that later discovered Ja'thun's Mageblooded origin, after having caught him setting a toad on fire on a whim. At the age of six, Ja'thun was brought to Zandalar to become a student at the Atal'arcani temple where, in addition to his magical training, began studies of theology, diplomacy, statehood, literature and history. During his time at the Atal'arcani Temple in Zanchul, Ja'thun became a polyglot and knew how to fluently speak Guruba, Dreki, Far'ka, Zandali and Ma'shi.

While he studied at the Atal'arcani temple, Ja'thun had two homes. One of which was his own personal quarters at the temple, the second was an isolated lodge in the southern jungles of Zuldazar, where young Ja'thun had many opportunities for outdoor activities, as well as honing his knack for cooking.

At age seventeen, Ja'thun was appointed as an ambassador to the Darkspear tribe, with a brief tenure at the Gurubashi Empire, then later as a diplomat in Orgrimmar. As a young man, Ja'thun forged many connections, both with other trolls as well as the orcs and tauren of the Horde, earning himself praises back home in Zandalar. Though the only man that knew him the most was his biological brother, Vulesh, who has also learned of Ja'thun's lack of belief in the Loa and his debauchery with the wives of many famous Zandalari figures.

Despite his carefree and often eccentric behaviour, Ja'thun performed his tasks as a diplomat exceptionaly well, distinguishing himself as an unquestionable asset to the Zandalari Empire and its diplomatic endeavours with other key tribes of the world. During his term at the Darkspear Tribe, Ja'thun aided in the evacuation from the Darkspear Islands and the colonization of eastern Kalimdor, and later participated in the defense of Hyjal, making himself an invaluable ally to the Horde, as well as his own tribe.
Gilijim Island

**Gilijim** is a volcanic island situated within the South Seas, northwest of Zandalar and above the Hiji Isles. It is one of the largest islands within the South Seas, second only to Zandalar in size.

## Gilijim Island

### Fauna

Sludge Beast, Saurolisk, Fire Elemental, Oko'mai Hydra, Gorilla, Threshadon, Shark, Dragon Turtle, Kraken, Frenzy, Leviathan, Sea Serpent, Incendosaur, Gorgon

### Location

Central South Seas

Despite its vastness, Gilijim is an inhospitable and untamed land populated by fiercest, primal predators that thrive in an endless cycle of carnage across the ash-dappled plains of the island. Each short-lived generation begets another, each more brutal, each more violent than the former. Venomous saurolisks prowl the rivers where the earth is kinder, stalking dragon turtles to their nests, while screaming gorillas grapple with crocolisks in the marshes, and in the heart of the island, within the womb of the volcano, the greatest fire-breathing hydras make battle against the mighty gorgons of the dark deeps.

The waters that churn hot around Gilijim mirror the eternal turmoil of the coasts: they are a labyrinth of sharp stacks and twisted cliffs, nigh impossible to cross even for the most veteran of seafarers. Below the surface, a war rivalling that which rages above the tides takes place in the depths, where krakens and leviathans and sea serpents coil in a bloody whirlwind of colossal proportions, as all seek to impose dominance over the other.

Trolls have dwelt on Gilijim for as long as trolls have existed. They are the Gil'maki, a bitter and devious breed, who eke out their fleeting lives in stony citadels carved betwixt the mountains. Here they have built terraces of precious farmland, grown rich and fertile from the volcanic exhalations, where there grow fields of rice, rows of tomatoes, as well as pepper, cinnamon and cardamom. They claim rule over all things that be in Gilijim, if indeed anything upon the infernal island could truly be ruled.
Qindo of Dazar'alor

*"Any Zuli that murders another is no Zuli at all."*

- Qindo of Dazar'alor

Qindo of Dazar'alor was an ancient Zandalari philosopher and chronicler. He is considered to be one of the greatest and most influential spiritual leaders of troll history that continues to inspire Zulian nationalism to present day. Because of his venerable age and his efforts to educate the population of Dazar'alor, many of his students respectfully regarded him as Qindo-Tatu (literally grandpa Qindo).
Kharaii

The Kharaii (in Dreki: 'Unblessed') are an order of ice trolls founded by Jur'khar and is made up of a mixture of fighters, axe throwers, witch doctors and warriors that kept their loyalty to the Frost King Zol'dran V and seek to undermine and/or remove Gundakhan's rule and restore the last living member of Zol'dran V to the throne of Zul'drak through any means necessary, often times through violence and bloodshed of royalists or key members while maintaining as much of a low presence as they are able. While most Kharaii wear what armour and carry what weapons they can find, there are some that wear a suit of leathered armor and ice spears akin to those of the Tharon'ai.

The Kharaii are trained in a similar fashion to that of the Tharon'ai, yet they lack the blessing of Tharon'ja that grants them the ability to wield lightning and half of the discipline due to the fact that most trolls were not trained from a young age. However, that does not mean that they are not fierce warriors, as whenever they are seen in conflict with Gundakhan's forces, they more often than not excel and win with little to no losses on their side.
Gates of Samhain, Book 2

**Ch.3**
October 3-5, 2022

**Ch.4-5**
December 26, 2022

**Gates of Samhain, Book 2**, is the second book of the *Gates of Samhain* series. It is preceded by *Gates of Samhain, Book 1*.

## Chapters

### **Chapter I. A Guest from the Past**

> *It seems that all the girl's adventures are long in the past, for she has managed to escape from the Sid, defeat Dullahan, and finally return home. And now, after a whole year of quiet life, during which all that has happened has almost seemed like a dream, suddenly Amergin Magrid shows up at her apartment. A mysterious magician in the real world. In New York. What does he want and will the girl's life go upside down after this meeting?*
>
>

### **Chapter II. The Blood of Goibnu**

> *Amergin has told the girl that Oberron has put a Geas on her, forbidding her to leave Brosseliand, and that she would now face death unless she returned to the elven forest. But how can she do this when the road to Ireland is barred and the Sluagh, the undead created by Dullahan from the murdered Dick Colt, follows her unstoppable footsteps? And what does the Blood of the East ruby Brad mentioned in his conversation with the editor have to do with what happened?*
>
>

### **Chapter III. Sluagh**

> *As soon as the young journalist managed to get to the stone, which was supposed to be her salvation, she was bitter disappointment: the artifact turned out to be a fake. Will the heroes manage to find out who substituted the ruby and where the real stone is? Or will they find another way back to Sidhe? No matter what they decide, they must hurry, because time is not on Miss Killie's side, and the Sluagh is on her trail inexorably.*
>
>

## Gameplay Features

Players can shape (Gven)'s personality by increasing her ⚔️**Militancy** or 📝**Wisdom** points during the story. By contrast, Militancy tends to develop (Gven)'s fortitude and strength, resulting in a more robust personality; on the other hand, Wisdom tends to show (Gven) to be more delicate and thoughtful as she mostly uses charms and negotiation skills when dealing with issues.

By increasing (Gven)'s influence and respects among others, the players are required to increase the ⚜️**Glory** points.

Players can boost their 🐗**Boar Tusk** or 🐦**Raven Eye** points to help them overcome the adversaries. Boar Tusk is focused on physical attacks like armoring and physical fights, whilst Raven Eye is focused on (Gven)'s inner forces and converting them into magics to vanquish the opponents.

## Trivia

*Click here for the walkthrough of this book: Gates of Samhain, Book 2 Walkthrough.*
Zulic Languages

Considered to be a clandestine language family untapped by foreign races, Zulic languages are the various modern languages that evolved from *Ancient Zandali*. *Zandali* has remained as the most widely spoken Zulic language by number of native speakers, followed by *Guruba*, *Dreki*, *Ma’shi* and *Far’ka*. Regional and tribal off-shoots of the five major Zulic languages exist, albeit are spoken scarcely, with the number of native speakers ranging anywhere from a few dozen to a hundred.

Modern Zulic languages are a far cry from their ancient Zandali predecessor, with modern Zandali inheriting most of the former’s vocabulary and script. As of now, Zandalar remains the only city state where all Zulic languages have a co-official status, albeit Zandali remains to be used by the majority of the city state’s population.

   Although they share many resembling fundaments, Zulic languages in the modern age do not share mutual intelligibility following the Sundering and many isolationist policies the Empires continued to apply throughout their reign, in fear of defeat against other powers.

The least two afflicted Zulic languages have been Guruba (21%) and Ma’shi (11%) due to the Amani Empire and the Gurubashi Empire existing on the same continent. The mutual intelligibility of the two, however, cannot be relied upon alone in keeping up a reasonable two-sided conversation.

Whilst many campaigns to institute a single Zulic language amongst all Troll civilizations have been launched over the centuries, none have made as much success as the Luk-zula’Alor.
Articles To Make

Here you can find a list of pages you can help make. Simply click on an item highlighted in red to begin creating its page!

* The Gurubashi Tribe
* Jungle Trolls
* Jur'khar
* Kharaii
* Zandali
* The Zandalari Empire
* Tuskarr
* Zandalari Trolls
* Agilliq
* Taatax/Anaax
* Pal'ea
* U'quaat
* Kalu'ak
* Guruba
* Ma'shi
* Far'ka
* Atal'arcan
* Umurag Ashblade
* Istariel Frayfeather
* Ja'thun
* The Hak'arcani
* Karuk
* Nutuq Snakefell
* Kaskala
* Zulic Languages
* 'Night of the Burning Monkeys'
* Corta'shan
* Karakbaq Whalefiend
* Unu'pe
* Urulik
* Hao'ruu
* Shramdala
* The Zanchuli Council
* Terrace of Speakers
* Tzun'jon
* Marching Hymn of Zul
* Ma'tulak
* Ma'natul
* The Burning Blade Clan
* Hallvalor
* Blazegrease
* Blademaster
* Arcanital
* Actal
* War-God
* Arachnathid
* Kalat
* Tuskarrs: The Nomads of Northrend
* Adric Alterhorn
* Flint Fizzyfozzer
* Veridic Dorun
* Etheldar Brightstone
* Sathalis Brightstone
* Caraldrin Moonfang
* Troll regeneration
* Sultlac
* Lumetzli
* Dazar
* Dazarism
* Grandfather Qindo
* Calpolec
* Xolpolec
* Zapolec
* Shara'zeen VII
* Sand Trolls
* Farraki Tribe
* Tukanak
* https://tenor.com/view/nodding-smoking-monkey-approves-smoking-monkey-nod-smoking-monkey-approved-yes-gif-11297356
Gundakhan

> "If there is one thing I have learned in this life of mine, is that the gifts of the powerful seldom come without price."
>
> - Gundakhan I to Ja'thun

## King Gundakhan I

### Alias(es)

Aki
 Gunda
 Ze'vika
 Adalati-Krull

### Relatives

Az'nalak (son)
 Malakk (son)
 Eh'laki (son)
 Ma'zur (son)
 Tandi (daughter)
 Zar'ja (son)
 Nayaze (wife)
 Fazima (wife)
 Unjani (wife)
 Drotta (wife)

**King Gundakhan I** was the deeply reviled monarch of the Drakkari, and indeed all ice trolls, in name if not in practice, from the Year 15 to the Year 26, having ruled for nearly twelve years.

## History

Gundakhan was once one of the personal champions of the late king Zol'dran V, whom he accompanied in his legendary voyage north in search of the Second Nulastarna in the year 10. He returned three years later as the lone survivor, carrying with him only a stone tablet and the frozen corpse of Zol'dran.

The tablet, as read aloud by the High Prophet Rakaj, carried the last written words of Zol'dran and granted the kingship of his realm to Gunda himself. This single act sparked a bloody string of devastating conflicts for the Drakkari throne, known as the Wars of the Red Roads that left the Drakkari a mere husk of what they once were even a decade before.

For this reason, Gundakhan is deeply hated, held responsible for all the death and ruin that followed his ascension in the Year 15, when he drank the twelve vials of Zol'dran's blood and donned the Drakebone Crown, claiming Zol'dran's kingdom, as well as his consorts. Throughout his days his rule was plagued by an endless winter that gnawed at the hearts of the trolls, causing widespread famine and disease, earning him the moniker of *Adalati-Krull* (In Dreki: 'King of Death').

Some dare further, branding Gundakhan as *Ze'vika* (In Dreki: 'The Traitor') whispering in the desolate corners of Zul'Drak that Gundakhan in truth murdered his predecessor and all his heirs in an act of supreme treachery and carved the stone tablet himself to thieve the crown of the king he was sworn to protect. Through this treason, they believe the gods cursed his reign with a frost without end.

Whatever his cruelties and his sins, none were able to dethrone the despicable ruler of the ice trolls, who firmly remained in the graces of the priesthood and the great chieftains who supported him, until the momentous coming of the Hak'arcani, Ja'thun, who slew him in the halls of his palace at the height of the *Adalat Hedar*, the War of Death.

## Notes

* Gundakhan's name is a blend of Dreki and the old tongue of the empire: Zandali. "Gunda" is translated to "brave" in Dreki, while "khan" is the Zandali word for "king". His name can thus be translated as "Brave King". It is believed that such a foreign naming practice came as an effort to appease the Zandalari ambassadors sent by king Rastakhan I in the last few decades.
Isle of Lapidis

> "That way there be only bad juju."
>
> - Witch Doctor Ta'jah

### Fauna

Murloc, Python, Adder, Blood Fly, Night Tamarin, Bog Beast, Demon, Poison Dart Frog, Makrura

### Location

Southeastern Forbidding Sea

**The Isle of Lapidis**, or simply **Lapidis**, is a mysterious isle found at the southeastern reaches of the Forbidding Sea, due east of Zul'Gurub. It is a place of mists and madness, that sailors are advised to steer well clear from.

Little is known of those who dwell there, for few who have ventured on Lapidis have returned with their minds intact. It is rumored that the greatest witch doctors ever to live hide here, where they plot over ancient tablets of onyx and brew the foulest draughts known to trollkind within lounges of man-skin.

Some of the trolls who claim to be the isle's inhabitants have seldom travelled to Zandalar, where they are known as the Ju'krag, "toad-tongues", due to their disquieting closeness with their poisonous frog pets. Yet these are elusive figures, who shy away from the hustle of cities and commonly appear at night in the markets of far-flung villages to barter their services and concoctions.

In spite of no accounts of a tribe existing upon Lapidis, the Zanchul has ruled that they should be given a seat within the Terrace of Speakers regardless, a seat that has been left empty for many centuries. It is only during the reign of King Rastakhan I that one, known only as 'Tak-Tak', came to informally hold the position after the ziggurat's guards found him sitting under the banner of Lapidis. Whether Tak-Tak truly is from Lapidis, or a troll at all, remains an enigma.

## Gallery

The flag drawn to represent the people of Lapidis, as flown in the Terrace of Speakers within Zanchul.
Dreki

**Dreki**, meaning 'Dragon-Speech', is the language spoken by the ice trolls of Northrend. It is derived and descended from Zandali, which remained as a spoken language, alongside a vulgar and developing version of Dreki in the Drakkari Empire until the empire's collapse in the year -6,032. Some words in the Dreki vocabulary remain similar or near identical to their ancient Zandali roots.

The northern tongue has been often described as harsh, curt and intimidating; a warrior's tongue, well-suited to those who wield it. Indeed, the chants and battle cries of the ice trolls are some of the most terrifying one could ever hear, replacing the sound of the sung word with the thundering boom of guttural howls and earth-shaking screams.

In its written form, Dreki still abides by the Zandali practice of monograms shared by many of the other trolls. Symbols are etched, usually into well-tanned hides, but also carved into stone or even tree-bark to form meaning. Although most ice trolls of this age cannot read nor write in their own tongue, many of the wise priests and the cunning witch doctors continue to hold and teach this knowledge.

## Vocabulary of known Dreki

* **Adalat** = Death
* **'Ai (suffix)** = Of, belonging to.
* **Arelik** = Heir
* **Aroda** = Heavenly Colours (northern lights)
* **Dava** = Home
* **Drak** = Dragon
* **Drakkari** = Dragon's Folk
* **Dran** = Speaker
* **Emnerak** = The World
* **Gal** = Snow
* **Galdava** = Snow Home
* **Gunda** = Brave
* **Hafir** = The Seas
* **Han** = Lone
* **Ja** = Protector
* **Ka** = Child
* **Kai** = Children
* **Krull** = King
* **Lakar** = Frost
* **Lakari'Krull** = Frost King
* **Nama** = Earth
* **Nama'kai** = Children of the Earth
* **Nula** = Star
* **Nulastarna** = Comet of Revelation
* **Ra'ha** = Blessed
* **Rakar** = Flame
* **Sungur** = Tongue
* **Tharon** = Stronghold
* **Tharon'ai** = Those of the stronghold
* **Vek'vezur** = Winter
* **Vika** = Traitor
* **Zara** = Sky
* **Zarazashi** = Dwellers of Sky
* **Zashi** = Dwellers
* **Ze** = The
* **Zol** = High
* **Zul'Drak** = Great Dragon

## Other Dreki names and terms

* **Fai'rak** = A concoction that allows one to breathe blue flame.
* **Lakana** = Healing potion.
* **Ramag** = Type of copper rod worn by the Tharon'ai to enhance their abilities.
* **Okoana** = A word used to describe the daughter of a king.
* **Tanba** = A poison that drains one of their mana.
* **Utibar** = Double-bladed spear of the Tharon'ai.
Nerubian

**The Nerubians** are sentient, spider-like beings native to the wastelands of Northrend. In their own tongue, they call themselves "Anaki", meaning 'Chosen Ones'. They have existed for years beyond count, at times only in legend, as shadows half-seen in the darkest depths of the world. Yet it is only in recent centuries that they began clawing their way to the surface, leading to the mistaken notion they are a younger race than truth belies.

Since the fall of their civilisation at the hands of the Scourge, the majority of their race has been brought to join the legions of the dead, where they have become known to the wider world as "crypt fiends", due to their penchant of making their nests within catacombs.
The Hiji Isles

*For the kingdom that governs over the isles, see Kingdom of the Hijis.*

**The Hiji Isles**, found in the southeastern reaches of the South Seas, due west of the shores of Stranglethorn jungle, are a tropical archipelago composed of seven isles and sixteen atholls.

## The Hiji Isles

### Races

Jungle Troll
 Zandalari Troll
 Human
 Gnome
 Dwarf
 Goblin

### Fauna

Hijan Orangutan, Chimpanzee, Squirrel Monkey, Henniki Junglefowl, Blue Skink, Golden Liger, Gecko, Manta Ray, Sea Turtle, Flamingo, Dragon Turtle, Pygmy Elephant, Saurid

### Population

25,000 Jungle Trolls
 400 Zandalari Trolls

### Location

Southeastern South Seas

They are considered to be one of the richest sources of sweet spices in the known world, renowned for their sugar cane fields, their sandalwood orchards and their camphor groves, producing priceless oil, resin, healing ointments, embalming fluid and perfumes. Most importantly, however, the Hijis are the only producers of an incredible spice: the nutmeg, known to have near-miraculous capabilities; it can keep rot from harvested foods, seal wounds and abade ailments of the lungs, its strong flavour remains the awe of all who taste it and thus it is also used as a culinary spice in a vast variety of dishes. When used in excessive doses, particularly by the Hijian oracles themselves, it can grant powerful hallucinations which the oracles work to interpret as omens from the gods.

Primarily, it is inhabited by jungle trolls, but some Zandalari also reside there. To the outrage of many of their brethren, the Kings of Hiji also maintain an open door for voyagers of all kinds and colours: goblins, dwarves, even humans are welcomed within Hiji if they show no ill intent. Such events are of course rare due to the bitter history these races share with the trolls, as most are turned back to whence they came. But some, often castaways from nearby shipwrecks, have found salvation in the embrace of the Hiji trolls and have lived under their rule and protection ever since.

The fauna of the isles is similar to that of Zul’Gurub, although it too has animals that are seen nowhere else, such as orangutans of many coloured coats, golden ligers and furred pygmy elephants.
Taatax/Anaax

Taatax (Female:Anaax, both meaning 'Elder' in Kalu'ak) is a title used by the Tuskarr leaders throughout all settlements in Northrend (exclusion being Pal'ea, which is led by the Agilliq/Agunilliq leadership system).

As of now, there are currently eight Taatax (four male, one female, three deceased) out of the nine Tuskarr settlements.

## Roles of a Taatax

While each Taatax has minor leadership differences from each settlement, all of them stand as the leader of their village. They co-ordinate fishing trips/ hunting raids, manage the food/material supplies, maintain the village's population and structures and have a final say on most of the decisions that happen in their settlement.

A Taatax would select a member or more that would become the successor of the village. The chosen would often be Tuskarrs that had gained the Taatax's respect by their skills or the leader's children as they would be put under a set of challenges and trials made by the Taatax themselves to prove their worth and skills to the villagers. Once the Taatax dies or is considered missing for a long period of time, the chosen would begin to do their challenges under the supervision of the village Agahayun (meaning 'Greater Mystic' in Kalu'ak). Should there be more than one victor from the set challenges, the Agahayun would set out one final trial, which is often times tied to a spiritual ritual to let the tuskarr Goddess Oacha'noa judge the victors and select the one she deems fit for the title of Taatax.

At the same time, a Taatax can select only one member of their village as their Agilliq. While the process of choosing an Agilliq is slightly similar to that of choosing the village successor, the choice of accepting the new Agilliq would eventually come at the hand of the Agilliq Council of Pal'ea. Should they fail to gain the respect of the Agilliq Council of Pal'ea and not be accepted as a new Agilliq, the Taatax would have to choose another candidate and repeat the process until they are accepted.
Logair Brod

**Logair**, a character in the *Gates of Samhain* series, is Connal's friend and one of your love interests. He is first seen in *Book 1, Chapter 5*.

## Biography

Not much is known about him at the moment. Along with his sister, Broudicca, they grew along in the Samhain and befriended Connal.

## Personality

Being a warrior made him proud of himself as well as being fearless. However, he also showed his friendliness by welcoming Gven to the feast despite knowing much about her. Being attracted to (Gven) also led him to be flirtatious and compete with his sister who has the same attractions.

## Chapters

### Gates of Samhain

#### Book 1

* Chapter V. Feasts and Battles
* Chapter VI. Lord of the Forest (Offscreen; Physical Appearance Determinant)
* Chapter VII. Elections and Aftermath (Determinant)
* Chapter VIII. At Any Cost (Determinant)
* Chapter IX. Dullahan (Mentioned; Determinant)

#### Book 2

* Chapter I. A Guest from the Past (Mentioned; Physical Appearance Determinant)
* Chapter II. The Blood of Goibnu (Determinant)
* Chapter III. Sluagh (Determinant)

## Relationships

### (Gven) Killy

*For more information abut Logair's relationship with her, click here.*

### Broudicca Brod

Broudicca is his sister. Despite the sibling rivalry, they showed deep concerns for each other which can be seen in Chapter 6 as one of them is worried after another is injured during the fights with red hoods.

## Gallery

### Misc.

Bk1, Ch.5
(Preview Link)
Ignace Sink

**Ignace Sink**, a character in the *Chronicles of Ark Dryden* series, is the commander of the Peace Corp and one of your love interests. Although he is first seen in *Book 1, Chapter 1*, his name isn't revealed until *Chapter 2*.

## Biography

According to his character profile, he is a Scorpio and he is 180cm tall. He likes collecting weapons and 19th century classical music. Being a special commander in Peace Corps has made him dislike those inspections of the representatives authorities, hard shoes and young upstarts. He grew up in a family of ordinary peacekeepers who never held high positions.

From childhood, the boy saw how the commanders of the Peace Corps humiliate their subordinates, depriving them of their free will, preventing them from showing initiative and talents. Then Ignace decided to become the best in his Corps at all costs. He focused all his strength into becoming a commander himself and preventing the violence of higher ranks over him.

At the age of 24, Ignace got into a special detachment, and at the age of 26 he already headed it. Now the only one who can give orders to Ignace (except the head of the city himself) is the Leader of the Peace Corps, but even him does it carefully, slightly shy in front of the formidable peacemaker.

## Personality

According to Juraj, being a special detachment commander resulted in a lack of emotional expressions implying Ignace is a cold and calculative person. His involvement in experimentation in Alcazar foreshadows his inhumane side. Furthermore, he also has a phenomenal memory.

## Chapters

### Chronicles of Ark Dryden

#### Book 1

* Chapter I. Stranger
* Chapter II. First Threat
* Chapter III. Breaking the Law (Mentioned)
* Chapter IV. Another World
* Chapter V. Bad News (Mentioned)
* Chapter VI. Explosive Situation (Mentioned)
* Chapter VII. The Escape (Mentioned; Physical Appearance Deterinant)
* Chapter VIII. Curfew
* Chapter IX. What Must Happen Will Happen

## Relationships

### (Gaby) Wojciech

*For more information about Ignace's relationship with her, click here.*

## Trivia

* He is shown on the cover of *Chronicles of Ark Dryden, Book 2*.
* His zodiac sign implied his birthday fell between October 24 to November 22.
Wyrdstone

**Wyrdstones** are enchanted receptacles of power originating from the Nerubian city of Ahn'Shural. They have long since existed throughout the Spider Kingdom as items of incredible rarity, in origin only being crafted for ancient kings of high regard, but in time made also for sorcerers of exceptional skill and magnates of immense wealth, for a wyrdstone is worth far more than many earthly riches.

Since the Fall of Azjol-Nerub they have all since fallen in the grasp of the undead Scourge.

## Appearance

The wyrdstones come in the form of grey orbs of levigated stalagmite and are near weightless to bear. Most are smooth, but some are adorned with lavish carvings and set with precious gems, others carry vibrant pictograms boasting the ebon arachnathid that symbolises Ahn'Shural, though many also possess the likeness of a long departed king or queen of the Nerubians.

## Creation

When a wyrdstone is created, it is submerged in a basin of raw mana, which in turn is placed in a runic circle bearing the inscriptions of an incantation to summon the spirits of the hereafter, then three obsidian torches of spellfire are located in a triangle around the wyrdstone: these act as channeling rods to steer the flow of the leylines within the basin, and the stone. This process must take place within the pitch black darkness of *Nekathen-lak-Shad*, known also as the Edge of Folly, or simply the Abyss, which is believed by the Nerubians as the place closest to the afterlife. An intricate array of spells must then be repeatedly cast over the stone in the span of thirty days, as the creator of the stone reads the sepulchral inscriptions aloud each hour and scatters soul dust into the depths of the Abyss to appease the spirits and thus earn their audience. After such a moment, the stone's maker may decide to beg the spirits for their blessings, or barter offerings for their good will. They may even decide to subdue them if they believe their strength sufficient, or trick them if their wits can stand the challenge.

## Attributes

If all the words are spoken unerringly and the spirits grant their boons, if all the items are located accurately and the wyrdstone is indeed unblemished by imperfections, then the ritual will succeed and the wyrdstone will be imbued with both the might of death and the power of sorcery. The leylines will flow through the wyrdstone as surely as they do through the earth, vastly shortening the channeling time needed by spellcasters to cast their magic, as well as exponentially broadening their supply of mana. Yet just as the leylines rage through the stone, so too do the auras of the dead whirl endlessly around it, safeguarding the wielder of the wyrdstone from being claimed by death, whether it is found at the end of a blade or the withering of sickliness, or the inevitable ruin of time. One, however, would be mistaken in assuming that the stone also maintains its wielder in health: such a power it does not have, for the stone cares only that the hand that keeps it is living, but nothing more.
Wandering Spirit, Book 1

**Wandering Spirit, Book 1**, is the first book of the *Wandering Spirit* series.

## Chapters

### Chapter I. The Golden Serpent

> *"Don't be afraid to do what you want to do and be what you want to be. But don't be afraid to pay your price for it either."* - Lane Frost
>
>

## Gameplay Features

Players can influence (Jane) Hunter's personality by increasing her Shaman or Shooter points during the story. Shaman develops (Jane)'s oneness with nature and intuition while Shooter develops (Jane)'s reliance on weapons and quick reactions.
Alex Rose

Alex Rose

## Karakter Hikayesi

1996 yilinda dogan Alexin babasi gibi polis olma hayalini kurdu. Alex genc yillarinda Babasi ile birlikte hafta sonlari orman'da Dövüs, Refleks, Zeka ve Dayaniklik Antremanlari yapardi. Ileri Zamanda, Alex büyüdünde ve olgun birisi oldunda Babasi tarafindan Silah egitimi almistir, hem teorie hemde pratik. Alexin olusan bu silah sevdasi kücüklükten beri vardir. Karakteristik olarak Alex okul yillarinda hep efendi, zeki, saygili birisiydi. Alex arkadaslariyla birlikte hep zaman gecirirdi ve onlarla bir sürü macera edindi, hem iyi hemde kötü sonuclanan maceralar. Bir gün Alex ve arkadaslari kendi aralarinda Polis-Hirsiz oynadilar ve Alex Polisti ve arkadaslari Hirsiz. Alexin görevi hirizlari yakalayip ve bir bölgede haps etmekti ve hirsizlar oyun süresi boyunca polisten kacmak zorundaydi. Oynadiklari alan ise eski ve terk edilmis bir bölgeydi ve bölgenin bir tarafinda derin bir cukur vardi. Alex arkadaslarini ararkene birden bir ses duyar ve o sese yaklasirkene arkadasindan birisinin cukurdan düstünü görür. Fakat Alex arkadasi düsmeden önce yetisip onun elinde tutmayi basarir, ama bir kac dakika sonra ikisinin eli kayip arkadasi cukurdan düsüp hayatini kaybeder. Bu yasanan olaydan sonra Alex kendisini kötü hisseder ve bir daha birisini kaybetmemek icin daha fazla antreman yapar. Okulu bittikten sonra Alex Üniversteye gitmeye karar verir ve Amerikada okumak istedini ailesine söyler. Fakat Amerika da Babasinin bir olaydan dolay hayatini kaybettini ögrenir ve Alex Üniversteyi birakir. Amerikada bir kac yil kalan Alex son bir karar alir. Alex Babasinin ölümünden ve Arkadasin ölümünden sonra birdaha birisini kaybetmek istemedi icin Los Santos'a yerlesir ve orda Polis olmak icin LSPD'ye basvurur.

## Genel Bilgiler

Alex Rose, San Andreas State Police'de 20-20 kodu ile Master Trooper olarak görev almaktadır.

## Akılda Kalan Sözleri

* "***Gız Tupaa."***

* "***Teo bayadır devriye atmıyoruz."***

* "***Şefim swat açalım mı ??"***
Mehmet Çelikkaşık

İstanbul doğumludur, babasıyla kavga edip ikiziyle birlikte Los Santos'a taşınmıştır LSPD memuru olarak işe başlamıştır ve kısa bir sürede rütbe yükselip SWAT biriminin başı olmuştur SWAT ekibiyle birlikte girdiği operasyonda ekibi bombalı saldırıya uğramıştır saldırıdan sadece iki kişi kurtulmuştur bunun intikamını almak isteyen Mehmet, kötü yollara başvurmuştur ve badcopluktan dolayı atılmıştır ardından sivil hayata geçip kendine sıfırdan ekip kurup illegal aktivitelere girişmiştir bir çok banka ve kuyumcu soygununda bulunmuş ve başarılı olmuştur. Artık illegal aktivitelerden yorulmuştur oğlu ve yeni sevgilisiyle birlikte huzurlu bir yaşam sürmek istemektedir.