recursal/Fanatic-Fandom huggingface dataset:
Crimson Kings

### Appearence/Summary:

The Crimson Kings was the rulers of the Crimson Palace, they had a energy called "Crimson Energy", this energy was capable of creating Objects and other things like beams, the Crimson Energy is very powerful and it has a great durability. They existed from 982 to 1706, all the Crimson Kings looked like Noobs but with some changes, like in the tone of the skin and in the size, their size was very important to the storage of Crimson Energy.

The Crimson Energy helped then to stay young until 100 years, after they reach 100 years, each 10 years is like 1 year to then(age and appearence), and this would make their body be the most important thing ever to their life; is estimated that when they had 1 year of age, they had a IQ of 76 making then very inteligent.

### History:

#### Start of the Crimson Kings:

The first Crimson King was born in 982, when he reached 5 years of age he started to build the base of the Crimson Palace during this he created a new material called: "Crimson Brick", they had a great durability and they supported almost 600 tons, making then essential for the palace to stay clean for centuries, the palace was built next to the Nile River, the first king died by a snake while walking next to the Nile River, the second King was born in 998, he continued the palace building and discovered that via his vein he would be able to use the Crimson Energy to create a beam with a great pressure and temperature, this beam was called "Crimson Beam".

#### Third King:

The Third King was born in 1102, he was one of the most important kings that ended the creation of the external region of the palace and started to build a secret room, this room was found in 1717, in this room was found some Crimson Equipments like a sickle and a spear and the most important, his grave, he died of natural causes in 1190.

#### Fourth King:

The Fourth King was born in 1189 and he was the second oldest Crimson King he made a bigger Crimson Beam and made a better throne and made a dummy that he "talked" all the days to escape of loneliess, he died in 1231 of natural causes. before he die he saw a boat on the Nile River, so he asked to his son create a cyrstal able to destroy these persons.

#### Last King:

The last Crismon King was born in 1230, he used all of his energy during centuries creating the Crimson Cyrstal, he used all of his Crimson Energy storage to create the Crimson Cyrstal, a weapon able to protect the palace for centuries, he died in 1692 after complete the Crimson Cyrstal.

#### **Luikancia:**

In 1706 a Military Caravan of the Empire of Luikancia found the palace and explored it, they found the Crimson Crystal and took it, they used Energy on the Cyrstal, the Cyrstal made a Giant Crimson Beam, the Empire placed it on a secret bunker in Luikancia, they belived that this crystal would be important for the future, in 1716 they sended another caravan that in 1717 found a secret room and the grave of the Third King, the Empire expand his territories to the region of the Crimson Palace and annexed it.

**WIP**
Twilight Felonwort

Twilight Felonwort is a resilient shrub that can survive in tainted and polluted soils.

## Description

Twilight Felonwood capably grows in areas that other plants struggle, and is characterised by its serrated and narrow leaves, each tipped in deep mauve. For this reason, Twilight Felonwort is sometimes known as Quickling's Arrow, fast-moving and sometimes malign fey creatures known for their dextrous prowess as hunters, amongst other things.

Twilight Felonwort has been witnessed growing in a wide range of locales, ranging from at the banks of rivers tainted by run off from nearby mines, festering swamps and mires, and even deep in clouds of *faerzress* within the Underdark.

## Usage

Twilight Felonwort's leaves and stem, once pulverised, can be used to create a Potion of Poison Resistance.
Emperor Funtime XIX of Funtime

Funtime XIX, in 1990s

***Page in reforms***

**Funtime XIX** or **Funtyeme XIX Alexios Valteroos Alexandrovin Funtimenov** (4 May 1909 ), Is the current Emperor and Autocrat of all Funtime, ruling from May 1914. During his reign, Funtime embarked on a series of reforms including the introduction of civil liberties, literacy programs, state representation, and initiatives to modernize the empire's infrastructure. Ultimately, Public support for under the small Tsar started to grow, thereby begining an golden era in Funtime history.

As Emperor, Funtime XIX gave support to the economic and political reforms promoted by his prime minister, Lui XXII, but, since the conspiracy of 1967, The Tsar and his tutor, Grigory Arlov, became Autocratic and Absolute, to destroy Fascist and Communist dreams. He supported modernization based on foreign loans and close ties with Spores,He gave some power to the new Parlament (Fuytema Majior) major roles. He was criticised for his young age by the republicans, but the republicans knew that the Emperor is a growing power.

In 2014, Funtime XIX, comemorated their 100 years on the throne by the Funtimedoxian Church.
Myianxikmuras Vrakskan

Myianxikmuras Vrakskan is a draconian mage, inventor and member of the Avneclave.

## Description

Vrakskan was encountered first at a parade taking place through the streets of Howell Town, in which Fonteyne Howell and his Tytox displayed the yield of the Greencrown hunts to the north to the city, in 133WD this included a dozen young remorhazes, a pair of adult remorhazes, a frost giant and a frost salamander. Through it all, Vrakskan hovered above the crowd, carried upon heavy-set dark wings, his emerald green cloak flapping wildly in the northern winds.

A fearsome sight, wielding a long hooked blade and magic alike, Vrakskan has seemingly suffered a number of wounds in his time, missing one of his eyes which has subsequently been replaced with a large gemstone, as well as a number of caustic burns along his left arm, having burned through the scales and melted his claws into fleshy stumps.

## Abilities

As a member of the Avneclave, it is assumed that Vrakskan is a capable spellcaster, although his talents have yet to be seen or experienced first hand.
Warrf

**Warrf** is a former lumberjack living in the Savage Creek Hills. He is the father of the goblin sorcerer Moxzi Bluhedd.

## Descripton

Warrf grew up in the Savage Creek Hills as the first child of Krumb and Hekk. At an early age, Warrf began helping and supporting his parents by travelling down from their family home in the hills to the the southern edge near the settlement of Mossholde to seek work. Here he found himself helping lumbertraders form Rydoon in finding useful lumber, using his seemingly unnatural climbing agility to scale trees in order to scout for fresh groves and to trim unnecessary foligage before cutting.

It was with one of these lumber traders that Warrf accompanied with down to Rydoon and where he met and fell in love a young goblin nurse working at the Matron House by the name of Purxie. Warrf would journey down many times to the city to see her before finally proposing to her and convicing her to acompany him back up north.

The two married and has had a total of eight children together. Their third being the wild magic blessed Moxzi. Warrf often claims that Moxzi was the hardest one of their children to raise due to her magically charged tantrums, but he just as often proclaims his immense pride of her and the rest of his children and encourages their individual growth.
Zoog's Cabin

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Zoog's Cabin is a herbalism hut in the Weald's Wake serving as the lodgings of the druid Zoog.

## Description

Zoog's Cabin was discovered by Arnica during a party's explorations into the Weald's Wake to find a source of Somnellow Bush. Spotting smoke drifting above the treetops, the party moved to investigate:

*"Nestled tightly into a small clearing within the woods, a thatched roof weighted heavily with moss, ivy and wisteria frames a modest homestead. Broad-leafed ferns and mushrooms of a dozen hues grow wild amongst neat-tilled allotments and a shed-like barnhouse and animal pen. A pond, surrounded by bullrushes, reeds and a lingering cloud of gnats and flies gives a stagnant scent to the air, the faint but audible crackle of a fire somewhere within the cabin the source of a meagre but steady trail of smoke."*

Filled with herbs, solvents and other reagants, Zoog's Cabin is laden with the harvest of his surroundings - whether by nature of the species cultivated in field, tree and pond, or those gathered from further afield. Initially unbeknownst to the party, the barn had been converted into a holding pen for a captured lycanthrope called Vegrof, for whom Zoog carried a deep-rooted resent. When questioned, he reported to the party that the lycans had been raiding his cabin for supplies, and so he sought to create a poison that would harm only those afflicted with such a curse in response.

On a subsequent visit, an adventuring party found that Zoog had made significant progress in his efforts, bolstered by his capturing of a wereboar as well as a werewolf, and the captivity of a human for sake of comparison. Firmly guided away from his immoral experimentation by the group, Zoog was escorted to the lands of the Lotusbloom Bastion, leaving the Cabin unattended.
Ulvo Isle

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Ulvo Isle is a small island in the Hempweed Straits.

## Description

Source of rare, costly and highly coveted Ulvonian Mauve dyes, the rockpools and deeper waters around Ulvo Isle are home to Koshix, a species of slender crustaceans similar in appearance to terrestrial centipedes.

Extracted from the membranes underlying the creature's chitinous carapace, even small quantities of the dye require vast numbers of individuals to produce, estimated to be around ten thousand Koshix for 1/500th of a pound. Efforts have been made to cultivate Koshix that can be farmed renewably by means of stimulating captive individuals to artificially increase their rate of moulting, but this process is very labour intensive for reduced yields compared to more destructive methods.
Tvia Bay

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Tvia Bay is the estuary bay of the River Tvia, the largest river in Tourmalini'i.

## Description

The waters of Tvia Bay have bordered no less than four Realms in the past, and now three settlements still rely on the bay. Trade and travel between Faelight Falls and Viridell is often faster and more predictable that travelling across land, while the otterfolk particularly common around the monastery of Heizentaru rely on the Bay heavily for their epicurean needs, harvesting all manner of fish, mollusks and other shellfish from the shores. Pens and kelp farms are maintained in the depths by the merfolk residing beneath the water's surface, with designated sailing routes agreed by the residents of the surrounding settlements set to prevent their accidental disruption and damage.

The banks of Tvia Bay on the eastern edge are filled with intertidal mangrove forests, where nurseries of sharks, crocodilians, crabs and numerous other types of aquatic life are protected from larger predators while they grow and develop. Elsewhere, bullywugs and grung farm shrimp and other crustaceans in the shallows, moulding the earth into gestation pools to bolster their yield and defend such sites with quick acts of violence against any that stroll too close.
Vim Pridehall

Vim Pridehall is a half-elf ranger formerly affiliated with the Green Quill Troupe.

## Description

Before joining the Green Quill Troupe, Vim was no stranger to a life upon the road, nor that of lying in a questionable position with the law, having previously worked as a smuggler in the Timberlands to the east. Using his expertise and knowledge of the lands to aid other vagabonds in avoiding patrol routes and guard keeps, his transition into joining the Green Quill Troupe was a gradual one, before joining as a full member after being gifted a *Candleflame Longbow* by Kelun in exchange for his assistance.

Vim was present when the group carried out a ritual to create a portal to the Feywild at the behest of the Archfey Morgaelei. However, the resulting rift instead tore through to the Abyss, nearly allowing the egress of the scheming and deceitful Demon Prince Acherontia in the process. After briefly staying to fight the escaping demons, Vim fled, leaving his former companions behind and departing for lands further afield.
Witherwrit

Witherwrit, true name unknown, is a lesser baatezu devil first encountered in Rydoon.

## History

After being rejected from the Church of Yaldin by Tarumo Sunmantle, the tabaxi acolyte Uneven Scales reached out to his god, seeking to provide justice to those in need of such matters. Unbeknownst to Scales however, his prayers were instead heard by the fiend Witherwrit, whom entered into contract with the tabaxi - although it remains uncertain how complicit the tabaxi was truly in this arrangement.

For each name offered in prayer, Witherwrit would then enact justice, claiming the soul of the individual as payment for their services. Initially, Scales targeted vagabonds and criminals, seemingly unaware that he was condemning the individuals to death. It was only when Scales named one of the initiates with which he had trained, Malustra Tanor'Thaen, and the individual responsible for his dismissal, the halfling Tarumo Sunmantle, that he discovered the truth, initially trying to hide his involvement before admitting and submitting himself for justice. Using Scales' help, an adventuring party rushed to the Gardens of Kalloni, encountering Witherwrit and his pair of hunting hounds, defeating them in combat despite the devil's ability to turn invisible at-will.

## Description

*"A helm, shaped from a fanged goat's skull, a half-dozen horns twisting and curled to the tarnished bronze armour upon their shoulders. Rising from one knee, the figure stands, skin of their bared chest polished to a glimmering polish-like shine. As a tattered cloak billows in the lake side breeze, your gaze drifts to the screws fixed to their ribs, and thus the truth - not skin, but rather armour bolted directly into flesh. Crossbow in hand, they level the weapon, a heat haze lingering upon the edge of the bolt."*

## Death

After being harried by a critically-empowered *Chaos Bolt* from the Sorcerer Moxzi Bluhedd - an act that would set a portion of the Gardens of Kalloni ablaze by means of a *Wild Magic Surge*, the wounded Witherwrit, their invisibility countered through use of Alwin tlo Hambert's *See Invisibility* was mortally wounded by Faustus Howell using his remorhaz fang blade *Logibíta.*

Engulfed in a plume of white-hot flame, Witherwrit was subsequently cast back into the Nine Hells, his hounds short-lived without him.
Triogroth

Triogroths are small fey creatures that roam in hunting packs.

## Description

A single triogroth might catch an lone adventurer by surprise, springing from its hiding place, its camouflaged augmented by their ability to change their skin colour like the mundane chameleon, but triogroths rarely hunt alone. Instead, a typical pack of triogroths might number in the dozens, the pack perpetually flanking their prey and communicating silently through changing patterns upon their scale missed by the less observant amongst their prey. Once within range, Triogroths leap onto their prey en masse, tearing it is shreds with their claws, teeth and trio of head horns - one at the centre, the other two cresting from their superior orbital ridge.

Despite their voracity, triogroths, particularly when kept alone or in pairs, are a popular pet amongst other fey creatures, though their rapid reproductive rate means infestations and run-away population growth in such cases remain common.

## History

The Atral Knight Bona Windbell fought druids leading packs of triogroths in the Greater Greensong in her campaigns against the Fomorian warlord Zrazrott.
Zorylre paa Zilmunta

Zorylre paa Zilmunta is a tiefling noble hailing from the Virtued Zilmunta family. He served as a competitor to Rover Custard Augustine in the Archon election of 134WD

He is the serving Teritarch of the Hallus.

## Description

The Virtued Zilmunta Family are known for their involvement in the city of Saltwharf, and Zorylre is no different. The serving Teritarch of the Hallus, Zorylre has experience in the organisation of municipal matters, having spent the last six years attempting to turn around the fortunes of the coastal city, as well as the settlements along the riverside, including Claygate.

While having slowed the decline, his critics have been quick to deride his efforts as too little, too late, prompting his initial interest in the role of the Archon - hopeful that from there he could further bolster their recovery.

## History

Zorylre paa Zilmunta first entered into the knowledge of the adventurers of Amber Run when it was announced that he was one of the major competitors to Rover Custard Augustine in the upcoming election for the new Archon of Pylodes. With policies focusing on interests away from Rydoon - namely that of investment in the continued renewal of the settlements along and at the estuary of the River Hallus by means of establishing new trade routes around the western coastline of Ahlus and introducing tolls to travel on the river to all but natives to encourage vessels to call port at Saltwharf and the bolstering of naval outposts on the isles of Knotwrack, Ulvo and Thunderlance to quell corsair populations residing around Vuhn Bay, he proved to be an unpopular candidate, consistently trailing behind his competitors. After a few months of campaigning, during which he frequently clashed with his fellow tiefling Valshoon, Zorylre would drop out of the race, endorsing Ochon qu Galanis to his followers, before returning to the city of Saltwharf.

Following the Attack on the Isle of Midalios, Zorylre has found himself busier than ever, taking the lead in the management of refugees fleeing the capital and finding new places for them amongst Saltwharf's streets and homes.
Totem of the Tellurian

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The Totem of the Tellurian was a crater located near the centre of the Bristlebacks.

## Description

Deep within the hills and mountains at the heart of the Bristlebacks, the Totem of the Tellurian was located within a clearing in the pines and yews, a pit or crater some fifty foot deep and just shy of one hundred feet wide. The sides of the crater were sheer but scalable with time and care, and its base relatively level save a central pillar of oily-black stone at its centre. The totem itself featured runes and glyphs written in the Terran dialect of Primordial at its base, and Celestial near its tip, both repeating the same text.

*"Though amongst it kin, it is not thunder that looms within ear but beyond sight,*

*The shattering of stone, the pummelling of soil, all crushed beneath Tellurian's stride,*

*Woe even unto the titans, greatest of the jotunn, against them the Despoiler's blight,*

*In the domain, nature incarnate, spawn of chaos, by divine chain bound, tethered and tied."*

Use of *Detect Magic* established a strong Conjuration aura throughout the region, with Abjuration magic reminiscent to both *Imprisonment* and *Planar Binding* at the tip of the totem. This magical aura had seemingly attracted both Phaechrar and Phaeptrea, which fed on the magic before being disturbed by Ashewan's approach.

## History

The totem, or rather the fragment remaining at its tip, seemed to actively call to Ashewan Norvegicus as he passed near, although his attempts to interact with it garnered a visceral and punitive reaction from his gourd - and the voice of his patron waiting for him within.

In 136 WD, Onteer-Greencrown, Ashewan and Elinor travel to the Totem of the Tellurian with the Tellurian Fragment, seeking to destroy it definitively. Having deepened her connection to the Remnant Weapon Dayspring, Ellie struck the Fragment thrice, shattering it with the final strike. The resulting breakage caused an earthquake as before that would destroy the Totem and much of the surrounding region in a radius of just over a mile, but would also release the soul tethered within - that of an Ice Devil that would nearly slay both Ashewan and Elinor as they floundered blind from the intense burst of light. In the end however, the pair would sunder the fiend, and escape from the resulting destruction. Subsequently, Ashewan would find deep approval from his patron, Jessiz al-Sila, who granted Ashewan a number of gifts in response.
Therikles

Therikles was a Half-Elf Paladin currently involved in the exploration of the continent of Ahlus.

## Personality

Therikles is cocksure and proud, with little to no humility left in his soul. A braggart of great renown, Therikles chooses to view the world as he thinks it should be. He speaks only of his great victories, and never of his failures. He takes pride in his kingly father, yet does not dwell on his mother's position. He thinks himself his father's heir, ignoring fourteen older brothers and even more sisters.

Despite his arrogance and glory-hunting, Therikles genuinely cares for the wellbeing of his compatriots, and has been changing for the better since his adventures with Ajax the Beast.

## Backstory

Born the fifteenth son of King Stratokles of Kleos (by the king's second favourite concubine), Therikles was not dealt a fair hand by the gods. All sons of Stratokles would hunt and slay a mighty foe of Kleos to prove their valour, but with fourteen elder brothers, the fourteen strongest beasts in Kleos were dead and gone. When Therikles came of age, he had to venture out of his own country and sought out the Bloody Beast of Thessalos, a grim creature of terrifying celebrity.

When he encountered the creature, they bled each other well, both of their strengths spent. Unable to finish the other, they rested and patched their wounds and spoke of their goals and desires. As it turns out, the Beast was no monster, but an honourable warrior who, too, wished to defeat strong opponents. And so they set off, leaving Thessalos and Kreos behind, seeking strong foes to destroy.

Every foe so far has been deemed...unworthy of boasting of.

--

Close at hand, Therikles keeps a letter, bundled up and folded. It reads:

> Xanthoula,
>
>

> I hope you fare well. I still cannot yet believe that you travel with the Beast. You make the most unlikely of friends, darling. I have not had your luck. It is to be single combat. I would rejoice, but Leokrates has been chosen as my opponent, and this lion I cannot befriend. Nevertheless, I will return with my shield, or on it.
>
>

> There is nothing in life but wind and smoke, Xan. Make of it what you will, as long as it brings you joy and a good name.
>
>

> Agapenor.
>
>
Universe 267 Lore Hub

The hub for Universe 267. This is the isekai shit; yes, we're weebs, are you expecting anything less of us?

**The Plain and Simple Lore Thrown Right at Your Face**

**The Risen Motor Company, AKA the Guys Trying to Modernize a Fantasy World for Some Fucking Reason**

**Characters**

Benny Delta

Artem Yurkovich

(*More will be added in due time*)

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Yicirrina

Yicirrina, known colloquially as a Lifeleecher, is an aberrant creature usually found residing in the depths of oceans.

## Description

Mollusc-like in appearance, Yicirrina are huge creatures with reflective blue-white eyes that are very sensitive to light, set into a conch-shell shaped head that rests between a knotted mass of tentacles of various thickness and length. The shorter and bulkier of these tendrils are used primarily defensively, and are often barbed to bind those contained within into place, which those thinner and longer - sometimes stretching to dozens of feet in larger individuals - are highly tactile and manipulable.

Residing in the depths and thus primarily relying on the fall of debris from above for sake of interest - for Yicirrina seem to lack a conventional mouth, nor readily need to eat or drink normally - Ycirrina gain their colloquial name from their ability to manipulate the bodies of the dead, allowing them to communicate through the corpse's voice. In doing so, they also seem to be able to gleam small piece of memories from the dead they encounter, and thus Yicirrina often seek out the dead to study and examine them as one might a set of scrolls or books.

## History

After an attack, presumably by the Hadean Tide, was perpetrated against the isle of South Pakulo in the Corrogo Archipelago, a Lifeleecher came to reside in the flooded caves. When encountered by an adventuring party from Amber Run, it claimed it had been displaced by the recruitment efforts of the Kingdom of the Deepest Storm, led by the Storm Giant Tavgyruun. Choosing to believe the creature, the group departed, though insisted on taking the bodies of the drowned sailors with them - to which it was remarked if they wished to speak again, they would simply have to provide more.
Zymuril

## Hail's Eve

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Zymuril, also known as Hail's Eve is an Archfey, and as such a being of immense innate power.

She is the co-Ruler of Salsevain Hollow, alongside her twin brother and consort Vethurian.

## Appearance & Personality

As most Archfey are, Zymuril is not an entity of fixed appearance, but rather countless. Most commonly however, Zymruil takes the form of a winter eladrin shaped from ice. Gaunt and tall, shimmering and somewhat translucent, she is rarely seen without her brother at her arm.

It has been long speculated that Zymruil and Vethurian are in truth the same entity, split in both personality and body - although capable of swapping between the pair upon a whim. As such, individuals that treat with Zymuril might achieve little upon their first visit, finding her disdainful and brooding, only to encounter a deeply engaging and charismatic soul next time, delighting in stories and tales of the Material Plane.

## Powers & Abilities

Like all Archfey, Zymuril wields tremendous arcane power owing to her existence effectively serving as an embodiment of the magic of the Feywild. Capable of travelling through freezing mists, conjuring towering pine trees upon a whim and freezing the air around her being, Zymuril wields elemental cold with great prowess.
Yoka

Yoka is a riding horse currently owned by Coel.

## Description

Standing fourteen hands tall, Yoka is, by all measures, a typical horse, of average height, weight and build. Possessing a coat of dark bay, Yoka had travelled the road between Amber Run and Hobs' Fall several times over before being purchased by Coel, ferrying merchants, nobles and soldiers alike between the settlements. During this time, they crossed paths with a centaur monk associated with the Plum Blossom, inspiring them to emulate the martial artist in all their masterfully stoic grace.

## History

Yoka was purchased from the stables in Amber Run by Coel in anticipation of a ride north through the Heartsword Pass to investigate Rossthane Thicket. Surviving run-ins with giants, the shifting weather and uneven terrain, they later returned to Amber Run with the warlock, in whose care and company they have remained since.
Vuhn Bay

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Vuhn Bay is a large bay in western Ahlus.

## Description

Every wary captain knows to sail a little further from the shoreline when passing Vuhn Bay, ensuring that their lookout remains attentive and stalwart throughout the two days typically taken to pass by. The coves and inlets serve as hidden anchorages for all manner of pirates and raiders, their dens scattered throughout the Wildwood and along the banks of the River Vuhn and the Wailing Rill.

Vuhn Bay serves as the ideal location for such criminal actions to thrive, positioned as it is along a major shipping route, but far enough away from any major settlement to avoid direct scrutiny. Regiments are routinely sent west from Wolvshide to flush out the gulleys and bights, but given a few months the corsairs are likely to return.
Thorn

Thorn is a shifter bard based within the lands of the Radiant Triumvirate.

## Description

Having travelled to Faelight Falls to start their efforts to accumulate fame and wealth, Thorn found himself quickly embroiled in a mystery at The Smokepot following the disappearance of a patron's wife. While sensitive towards the man's sorrows, Thorn was found, following intense interrogation by Moxzi Bluhedd to have some resentment for Gedeon, blaming his coughing fit for the lacking response to his self-penned literary epic "The Spruce and the Jackdaw" the night before.

During the night, his lucky pendant, an enamelled walnut shell locket went missing.
The Timberlands

The Timberlands is the name given to a large region to the south of the continent, characterised by its extensive woodlands.

## Description

Stretching across the southern coast of the continent, the lands collectively known as the Timberlands were once home to some of the most influential Realms of Ahlus. From the shorelines of Ester Bay, the Astedians would eventually build their vast empire, flanked all the while by the steadfast Gawylthlian people and the devoted residents of the numerous Duchies of Tynd.

Though not nearly as densely forested, the Timberlands sprawl for a wider area than even the jungles of Tviatin to the northeast, and are thus the largest forested region in the continent, an expanse over four hundred miles from east to west.

## Locations

A full list of notable locations within the Timberlands can be found here.
Wren's Lament

Wren's Lament was a tavern operating in Whittengrove, built by the Arken Den.

## History

Following growing tensions between the Arken Den and the collection of constructions run by the Fonteyne Foundation, Lady Zareyl Arkenviir decided to utilise the resources of the Arkenviir Trust to deepen the conflict. Opening a tavern of her own, a process that required the demolition of the house briefly inhabited by Wren, Fonteyne's father, the name chosen seemed to only twist the knife more viciously.

After the Battle of Manifestation's Return, it was gifted to Fonteyne Howell by Zareyl Arkenviir, the paladin promptly renovating the tavern, though never rebranding it as Fonteyne's Fountain.

## Description

The tallest building in Whittengrove at the time of its construction, Wren's Lament was built in the centre of town, directly across the road from the Waymark Hall and nearly neighbouring its main competitor, Fonteyne's Fountain. While the first two floors are very similar in layout to that of Fonteyne's Fountain but arguably more fancifully decorated, the topmost is of a more open design - and dedicated to serving the more hedonistic desires of the residents of Whittengrove.
Unctuo Salve

Unctuo Salve is a healing salve created from the root of the plant of the same name.

## Description

The active ingredient of Unctuo Root possesses potent detoxifying effects, but readily decomposes once extracted. By combining with a Fundamentum Herbidris and wood ash using a Herbalism Kit, its beneficial effects can be stabilised in a storage-safe form for future use.

## Effects

The pale-cream oil extracted from this root can be used to make a thick earthy smelling salve that can cure a number of ailments. As part of an action, this salve can cure any disease or poison effect currently affecting a creature. If a creature is affected by multiple diseases or poisons, the condition that first affected it is cured.
Yefim

### Cause of Death

Inflict Wounds, cast by Velkyn, administered through a peck by his familiar Dobryn

## Technical Information

### Background

Acolyte

Yefim was a dhampir mage in service to the vampire Solana.

## Description

Yefim, presumably born of Solana and an unknown partner, was one of many dhampirs that held positions of authority within the Pastures, a series of villages ruled by the Mistress. Yefim aided the vampire in her deception of the wider populace through his talent for illusionary magic, creating monsters by means of *Programmed Illusion* to keep them fearful of the woods surrounding the village, and thus discouraging their efforts to leave.

He was slain by Velkyn Cormrael through use of his familiar Dobryn during the battle at the manor.
Wreck of the Exordium

The Wreck of the Exordium is a crashed aership located in the Hurst of the Incarcerice, the expanse at the base of Tremorthresh Crevasse.

## Description

Perched atop a cliff edge two hundred feet above an elevated valley, the Wreck of the Exordium was initially discovered by adventurers in 133WD as they sought out a vantage point from which to make note of landmarks in the expanse beneath Tremorthresh Crevasse known as the Hurst of the Incarcerice.

Featuring a name plate on the stern that declared the vessel's name, and the banner of the Astedian Empire painted beneath it, the broken remains of the aership had been split in two having suffered repeated waves of attack from caustic acid, before being crushed in two through its central decking. Skating through snow, much of the bow of the ship had been broken and shattered, destroying a series of drop pods that, if the precedent set by the one partially-surviving hatch, housed Cogheart soldiers outfitted with advanced Astedian weaponry. Set into the base of the stern, likewise investigations uncovered contraptions built around a Wayfinder Stone, now inert, its surroundings critically damaged, which was posited to act as some method of propulsion, levitation or control for the vessel. Also contained within were uniforms cut in the Astedia style, journals and books, and a pair of Sending Stones that are not linked to one another.

By combination of the historical signs, as well as the outdated design of the vessel compared to those in use by the Aethnarch of Aviacrest, it was determined that the Exordium likely crashed around three-hundred and fifty years prior.

## History

Amongst the wreckage, a heavily-secured lockbox with combination lock was discovered. With no other ways to open it, the group of adventurers collectively tried to brute force their entry with use of Mason's Tools, which resulted in one of the objects within - an Elemental Gemstone - to shatter, summoning a Fire Elemental. While the party managed to dispatch the elemental promptly, the sudden plume of flame atop the vantage point in otherwise pale, cold and desolate surroundings served as a beacon for a trio of Demodands a few miles away, who flew over to investigate.

The resulting battle would result in all but one of the adventurers, Rover Custard Augustine, being encased in icy prisons upon falling unconscious, with the bard pledging an immediate rescue effort with further adventurers from Amber Run.
White Coats

* Uniform
* Sigil

The White Coats are the defenders of the settlements of the Hoarfrost Expanse ruled from Howell Town, as well as making up the bulk of the army of the same region.

## Description

After investments by Howell Holdings renovated the keep at Caterwaul in 14WD, the White Coats, the standing army of Howell Town and its fiefdom, have held their main barracks at the settlement, drilling upon the ice plains to the north, the forested tundra to the east and the uneven and hilly terrain to the south. The most skilled and capable graduates are granted the commendation of Scarred, so named for the deliberately inflicted wound horizontally across the dorsum of their nose, denoting their prowess.

It is widely remarked that the inhospitality of the training sites and methods used by the White Coats have created the perfect environment in which only the most capable soldiers and warriors succeed in completing their training under the scrutiny of the Imperator - or in the more extreme cases - simply surviving the process.

As well as outfitting the White Coats with various forms of plate armour inspired by the set first worn by their founder Fonteyne Howell, longswords, shortswords and heavy crossbows, it is customary for members of the organisation to undergo rigorous exercises intended to bolster mental fortitude, as well as refined drills that aid them to fight more effectively fight with their allies at their side. Typical tactics involve the movement in tight-nit regiments that assail their foes from afar with volleys of crossbow bolts to soften their ranks, before surging forth with longswords in hand, a shortsword in the offhand usually intended for delivering a coup de grâce.

### Ranks

Upon qualification, White Coats are known as Ascents, the coats from which they get their name unadorned in colouration, a pure white. For those Unscarred, few climb past this point, but for those that have graduated with enough promise to be granted a Scar, further ranks are thus attainable.

Legionates, roughly equivalent to that of a Sergeant in the Silvertowers of the Atral Army adorn their White Coats with a collar of black fur, while Tributars, similar in rank to an Atral Vigil instead have a rim of green stitched into their signature attire. Above this are that of the Legates, adorned with blue, and only the Imperators may possess a collar lined in red.

Members of the Tytox may, in theory, be selected from any rank, however most commonly are chosen from amongst the Legates.
Basics

There are several avatars available, use the mouse wheel and middle mouse button or CTRL pressed to modify the appearance of the avatar. Then left click when satisfied to start a game.

#### Enter the tavern

After the hero creation, the players will enter a tavern. Click on the hightlighted table to begin.

#### Fight screen

When a table was chosen, the player enters the fight screen. At the top players can see general information, like turns played, the Opponent and etc.

* After 20 turns a game ends in a draw.

* The left half belongs to the player, the information there contains health bar, modifiers and the bowl. Players can hover over the modifiers to receive more information.

* On the right half is the opponents information.

* At the bottom of the screen, players can see their hand - the set they can choose a die to play from. It can hold up to 5 dice. At the bottom left corner, players can see their energy and special ability.

* The opponent is always first to play.

* Each die rolled takes effect in the bowl it is thrown in.

* Right click on dice to get more information.

* Drag and drop or use CTRL or middle mouse button to grab a die from the hand after observing the first rolled dice.

**NOTE:** Effects with lower queue number will take precedence over the others.

* Block the opponents attacks and deal as much damage as possible. Then end the turn and watch.

#### Possible rewards

* Gems
* Dice
* Heal

Category:Wiki pages
Achievements

**Achievements** are a game element in Slash Roll. Players can receive 31 Steam Achievements.

### List of achievements

**Novice** - Complete the tutorial

**Draw** - End a fight in a draw

**Hero, not Zero** - Reach level 1 with the Hero

**Unlucky** - Roll 4 empty faces in one turn

**Full** - Have more than 20 dice in a bowl

**Legendary** - Acquire a legendary die

**Lucky so far?** - Roll 10 dice

**Ready to quest** - Reach level 3 with the Hero

**Victory!**  - Defeat 1 common opponent

**Tough, but not enough** - Defeat 1 elite opponent

**First deal!** - Conclude 1 deal with the trader

**Trading dice game?** - Conclude 10 deals with the trader

**Random event, heh?** - Complete 1 event

**Strange customers** - Complete 10 events

**Empty handed** - Defeat an opponent without any dice left

**Getting the hang of it** - Defeat 10 common opponents

**/r 1d100** - Roll 100 dice

**/r 1000d6** - Roll 1000 dice

**Good at this game** - Defeat 100 common opponents

**Famous** - Defeat 10 elite opponents

**By heart** - Complete 25 runs

**Picture on the wall** - Complete 100 events

**So many gems spent** - Conclude 100 deals with the trader

**Barely** - End in a draw with 1 HP left and get rewards

**No rivals** - Defeat 100 elite opponents

**Generous** - Leave the trader with a balance above 20

**666** - Roll three 6 in a row with the 666 modifier

**Passive** - Defeat an opponent without rolling a die in their bowl

**Cheater** - Have only tricked dice in the pouch

**Holy** - Destroy all owned gems against the priest

**At ease** - Complete 5 runs
Modifiers

**Modifiers** are a game element in Slash Roll.

* . **Square**: Lose 1 initial draw and gain 1 additional energy at the start of the turn.
* . **Endless Flow**: Draw a die when your hand is empty.
* . **Avarice**: Each die in your bowl deals 1 queue damage to another bowl.
* . ?
* . ?
* . **Roll a lot**: Rolling a die deals 1 damage to the opponent.
* . **Stress draw**: Drawing a die in the turn gives you 1 energy but inflicts you1 damage.
* . **More draw**: Gain one additional initial draw at the start of the turn.
* . **Six six six**: If a die rolls a 6, it is tricked on this face for the rest of the fight.
* . ?
* . ?
* . **Passive Aggressive**: At the end of the turn, deal 3 damage to the opponent if no damage was dealt in their queue.
* . **One damage**: Every die in a bowl deals 1 damage.
* . **Do Not Touch**: Enemy dice can be shuffled at the cost of 8 HP and 1 Energy.
* . **Trebuchet**: Enemy dice can be moved at the cost of 1 energy (Move: Move a random die to another bowl)
* . **Watch The World Burn**: Your dice gain burn and deal 5 additional queued damage.
* . ?
* . **Sidekick**: You helped a mysterious man and his trained servant.
* . ?
* . ?
* . ?
* . ?
* . **Generosity** : You can refuse a gem reward.
* . **Tutorial**: Learning the ropes.
* . **Negotiator**: The gem trader will accept deals for 1 less value.
* . ?
* . ?
* . **Prescience**: You can see the content of your pouch in the order you will draw dice from.
* . ?
* . ?
* . **Good vision**: You can observe who sits at any table.
* . **Picky**: Your dice reward choices are reduced by 1, but have higher trick chances.
* . ?
* . **Strong Link**: Each die deals 1 damage before going out of its bowl.
* . ?
* . ?
* . **No Time To Waste**: A game ends in a draw 5 turns earlier.
* . **Copycat**: Mimics is permanent (Mimic: transforms this face to mimic the upper-face of a random 6-faces die).

**This is a stub! Please improve the page!**
Veneshka Stormspire

Veneshka Stormspire is an elven Notary of the Academy of Erudition.

## Description

One of a veritable army of individuals entrusted with all manner of legal formalities, Veneshka is a Notary of the Academy of Erudition in Oxresh. From day to day, this role might find her dealings with merchants and guilds operating throughout the city to ensure correct tariffs, licenses and contracts are being maintained for the efficient flow of the city's commerce, while the following day might find herself stationed within the Academy itself, helping to direct students and other members of staff alike.

Veneshka shows an avid keenness to achieve a desirable outcome for those that she crosses paths with, though maintains an air of professionalism at all times, courteous even if her comments are only marginally long enough to not be considered curt.

## History

When Elinor visited the city of Oxresh alongside several other adventurers from Amber Run, she used her renown with the Academy of Erudition to commission a cursory examination of the Academy's records pertaining to the Windwalker with Veneshka's help. The Notary supplied Ellie with a small metal lapel pin, which allowed the research to be transported to her upon its completion, the search yielding information known to the party already, with one addition - that of suspicions that given the Windwalker's lack of provenance and sudden ascension to a position of influence and power, it was suspected they may not have come from the Material Plane, but instead somewhere beyond it.

Further to this, Veneshka also aided Ellie with the means to send a message to the offices of the Exegete Vuruzum Zelnolar, the contents simple:

> *The Winged Throne...?*
> *Help...?*
>
>
Vuruzum Zelnolar

Vuruzum Zelnolar is an aasimar mage serving as the Exegete of the Ministry of the Preternatural at the Academy of Erudition.

They have held the title since the founding of Oxresh in 40WD.

## Description

Possessing burning radiant eyes, Vuruzum naturally exerts a presence of authority and determination, often using height to stand above his visitors to further augment this dynamic. He typically wears the robes of his Ministry, teal and brown, with purple lace detailings woven throughout, as well as pendant of cloudy crystalline at his neck, which he has been observed seemingly praying to.

The tower in which Exegete Zelnolar resides serves as the central spire to the Pentadel in Oxresh, accessible seemingly by means of a winding staircase or a more expediated route known to but a few choice individuals - the adventurer Rinn Zelnolar amongst them. The Exegete's chambers serve as a vast observatorium centred around a towering depiction of the Planes of Existence wrought of metal, glass and crystal in perpetual orbit, with focus on any specific component by means of activation at an elevated control acting as a scrying process that allows for distant examination of a location on a whim from the tower's windows. It also seems to have some limited ability to detect other extraplanar locations, such as demiplanes, which appear like flakes of dust suspended in the air between the spheres.

## Personality

Fundamentally driven by a hunger for understanding of the Planes of Existence and the threats looming upon and beyond them, the Exegete Zelnolar's focus lies fundamentally upon matters as such, and rarely finds time for consideration of that which does not pertain to it directly - remarking simply "the Blood War alone demands more vision and sight that I have." As such, the Exegete undeniably comes across as a curt and unmoving individual, although manages the Ministry admirably through a hierarchy of subordinates, and as such, as common throughout all of the Exegetes, rarely crosses paths with those that would truly be able to disturb him.

## History

Vuruzum Zelnolar was encountered by part of an adventuring party in 134WD, Otealt-Greencrown when a group led by Rinn Zelnolar visited the Academy in pursuit of guidance on how to capture a Phaechrar for further study. While granting them an audience in response to Rinn's approving remarks, Vuruzum was ultimately disparaging to the relevance of the scheme, comparing it to "a river fisherman letting the fish caught in his net rot while playing with the leech attached to their leg". Nonetheless, in exchange for investigating Whistletrick's Windmill in search of answers behind the augmentations found within the body of Tanfiz Whistletrick, he agreed to look into suitable demiplanes that may have the starts of an infestation.
Slash Roll Wiki

**Welcome to the Official Slash Roll Wiki!**
We are currently maintaining 69 pages (10 articles).
This is a collaborative community website that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

 About
Slash Roll is a dice pouch-building rogue-like game with original mechanics created by NiankSoft hailing from France.[Discover more...]

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Coalition War

Still in heavy work in progress

Yertshakia Tribe

Turshyka Tribe

Merthslian Tribe

Syhatleria Tribe

Other Tribes

Yusktra Tribe

Mhusrtaria Tribe

Yenshvakia Tribe

Other Tribes

### Outcome

Vzuh Tribe is defeated by the Coalition, The Ground is settled for the Establishment of the Lui Empire, The Lui Tribe becomes the Largest and Strongest Noob Tribe in Russia

### Major Military Operations

Naval Invasion of St.Luiburg - Offensive of Yuesyka - Siege/Battle of Vzuyska - Sytlaskia Offensive

### Major Battles

Battle of Vyastuka - Battle of St. Luiburg - Battle of Tyusha - Battle of Yatraskia - Battle of Normsha - Siege/Battle of Vzuyska