recursal/Fanatic-Fandom huggingface dataset:
The Toontown Rewritten Team

*This list is incomplete; you can help by expanding it.*
The Toontown Rewritten Team is a group full of people who (with their own money), run and operate the private server Toontown Rewritten (abbrv. TTR). Here are just a few people who work on TTR who are significant.

## Sir Max

Sir Max is the current Community Manager of Toontown Rewritten and has been one of the main targets of criticism and parody.

## Slate Blue Rabbit

Slate Blue Rabbit is currently one of the artists of Toontown Rewritten but has also wrote the lyrics for the infamous song Thank You Joey

## Goshi

Goshi was a moderator for Toontown Rewritten who sparked quite a bit of controversy while part of the TTR moderation team. He is also widley known for saying "Time to make a new Toon!" before he would ban a player.

While part of the moderation team for Toontown Rewritten, Goshi had became quite infamous for his banning sprees. Goshi, while at the peak of his banning spree, reached [X]*[missing info]* bans a day. He had mainly targeted the now defunct district Vibrant Valley, since there was many people in direct violation of the TTR Terms of Service such as, but not limited to: inappropriate language, chat filter evading, sharing personal info, and trolling. Goshi had also targeted greeners which was done because of a code implemented into TTR which alerted Goshi whenever somebody typed in "greener" or other varients of said word.
Horse Von Hay

**Horse Von Hay** is a crimson horse, who is very **fancy**.

He was originally a fat, yellow horse known as Horsing Around before getting a rewrite in How to Train Fancy Points in the VP.

He quickly became a fan favorite for his clear **fanciness.** He is implied to be roommates with Evil Alligator and the Old Man Who Plays Toontown, as they eventually break into the Elite Toontown Vlogger's house, tying him up and destroying his Toontown Rewritten account.

This incident later occurred a second time, with the Elite Toontown Vlogger fighting back by summoning a demon known as Dave the Demon.
Blue Mean Time Machine

**Blue Mean Time Machine** was a blue pig featured in Angry Golfers Episode 3 4 and 9, Running from the Law Episodes 15 16 and 17, Robbing the Mint Episodes 1 2 3 and 5, CEO Greening Episode 2, and Roulette Wheel Episode 1.

## Before used by the Evil Twin

*This page or section is incomplete; you can help by expanding it.*
Blue Mean Time Machine used to be an infamous VP greener, commonly either solo greening the pie round or doing it with friends. However, once the stun glitch was patched, she quit Toontown.
Let's Green Toontown Rewritten

Let's Green Toontown Rewritten is a YouTube series created by Coach Zucchini's Evil Twin. It is a sequel to the series, Let's Green Toontown. The first episode of the series was uploaded on February 7, 2015, and reached 9,000 views as of July 12, 2017. The final episode of Let's Green Toontown Rewritten was uploaded on March 7, 2015.

### Background

The series was announced by Coach Zucchini's Evil Twin when he returned to Toontown Rewritten in February 2015. He announced that he'll be uploading episodes on every Tuesday and Saturday.

### Episodes

 Factory of Sadness
 Sound for Lured Cogs
 Solo the Silo
 The Evil Duck People
 Sharks for Breakfast
 The Awkward Factory
 Flying Solo
 VP at Last | March 7, 2015
Running From The Law

*This page or section is incomplete; you can help by expanding it.*

### Toons used

Ryan, Outrageous Man, Spirit of Midnight, Zero, Beppo, Blue Mean Time Machine, Kingblue Infinite, Lucky Star, Deimos, Astro

The Evil Twin's series Running from the Law features many different toons sent in by his fans to ensure he has many toons to troll with. It is also the longest running series on The Evil Twin's Channel.
In Running from the Law, The Evil Twin goes into a D Office to destroy the District Attorney Clerk before the other Toons can join the battle ("ditching"), resulting in them not getting any Jury Notices. This series is very popular among his fans. In an attempt to stop this, TTR implemented barriers into the walls of the District Attorney Offices. The Evil Twin has since gotten a different glitch to bypass the barriers.
Dragon

**Dragon** was one of Coach Zucchini's Evil Twin's helpers that was infamously known to green other Toons. Dragon was the de facto leader of the Team of Evil.

## Dragon

Originally, Dragon was a short legged, fat red bunny with 105 laff. Dragon also had poor gags. Sometimes, Dragon was accompanied by one or more Team of Evil members to help him green other Toons.

Dragon helped The Evil Twin create videos on how to "train" gags such as Lure and Trap. Dragon had also helped The Evil Twin show how to effectively green in a VP boss battle.

## Dragon Reborn

Dragon Reborn was The Evil Twin's second iteration of Dragon who also sported poor gags. Despite this, Dragon Reborn was still a force to be reckoned with as he was often accompanied with at least one or more Team of Evil members. The only difference was that Dragon Reborn was blue instead of red.

Dragon Reborn was the main protagonist for Lets Green Toontown which lasted for 12 episodes.

Sometime after episode 12, Dragon was imprisoned because of his serial greening of other Toons.

## Unicorn

Unicorn was the third iteration of Dragon.

After sneaking out of Toontown prison, Dragon Reborn went to The Blizzard Wizard to turn him into Unicorn to evade the moderation team. The identity of Unicorn was chosen because unicorns can be considered to be the opposite of a dragon.

Unicorn then became the protagonist of the then new series, Let's Green Toontown Rewritten.

Much like his past self, Unicorn had very poor gags so he usually was again escorted by various members of The Team of Evil. Unicorn was most frequently accompanied by members such as Gengar the purple pig and Ryan the yellow duck.

### Gekko

Before the release of Episode 9 of Let's Green Toontown Rewritten, Unicorn (with the help of The Blizzard Wizard) changed his DNA to a green dog. Unicorn was also able to trick the moderation team into changing his name to Gekko.

After the release of Episode 9 of Let's Green Toontown Rewritten, Joey and his moderation team had quickly realized that Gekko was actually Dragon. The moderation team then swiftly banned Dragon and promptly threw him back into Toontown prison for his crimes against the Toons.

## Dragon "Rewritten"

Dragon "Rewritten" was a fanmade recreation of the original Dragon.

Being more extreme, this Dragon had only maxed Throw while the other tracks were extremely pitiful. Despite this, it proved to be an effective tactic as he was able to cause chaos in VPs while under his cover story of being a total noob.
Reliquary

Stub

#### The Phantom Hammer

A massive energy cannon developed by one of the major misotheistic dwarven civilizations of the God Wars, capable of eradicating any physical, metaphysical, magical, and metamagical material in the field of its effect.

#### The End Chime

A cylindrical bell-chime designed to resonate at a frequency capable of collapsing the waveform of reality. It is protected by several layers of dampening foam, rested on its side, insulated in its own vault.

#### The Doom Timer

A massive hourglass counting down to a, presumed cataclysmic, moment. It proceeds at an irregular pace, roughly correlated to major events in the world of Solthris. However, there are some events which the Order of Antiquity would assume to bear cosmic significance to which the Timer does not respond, and there are some times when the Timer deposits a large amount of sand without any obvious impetus. Its workings are an ongoing enigma among the Order.

#### The Small Arms Portfolio

A collection of unassuming weaponry crafted by mortal races in the God War, each capable of disrupting divine and otherworldy essence.
Verz

A hobgoblin soldier in service to the Grutharin Dominion.

## History

Originally a simple crossbowman from Zan'gruth, after the eruption of the firemaw he was selected for the crew of one of the vessels that was intended to navigate Gruthar's borders, and was caught up in the Xysticid incident. Now finds himself selected by Prime Consul Raez to be part of a new expeditionary team to the continent of Xaxalin.

## Personality

Verz's levelheadedness is his most notable quality. While he'll put on a show of sarcasm or exasperation with his comrades. there's little that truly phases him. Sadly he has little sense of humor, making him a tad dry even by hobgoblin standards.

## Skills and Abilities

While he has received standard spear training, and above average marks with a crossbow, Verz has taken quickly to new training with the new firearms being developed by the Dominion, and incorporating mechanical gadgetry into his missions.
Dischala, the Cavern of Voices

Beneath Anzalin lies the enormous geode caverns of **Dischala**, connected to the vast Underworld. This once pristine chamber of crystals was shattered ages ago by the Moonfall, and since then, plant-life and animals have found their way to inhabit its halls.

Strange magic has filled the abundant crystals of Dischala, making them resonate and hold various sounds emitted in the caverns. These echoes are repeated as travelers make their way in the depths, giving it its popular name, the **Cavern of Voices**. With the Moonfall having ruptured the crystals, its magic has also seeped into various animals and plants found below.

In the deepest reaches of Dischala lies a large lake of dark waters, fille with what appears to be the reflection of a starry sky that cannot be seen above. In the past, people have wandered into the lake to discover what lies at its depths. None who have entered have ever returned. However, beasts have emerged from the lake. They have various forms, some resembling moths, other squirrels, except they always have some strane mutation upon them. Either an appendage is missing and yet the beast lives on normaly, or some dark extra appedage grows from an unnatural part of its body. There are many theories as to what the lake's nature is. Some believe it is a gateway to some distant world from which none can return and from which these beasts appear. Others believe those who wander into the waters transform into these animals.

## Flora and Fauna

The flora and fauna of Dischala has been affected by the eerie echoing magic within its crystals. Vines hold the sounds emitted around them as they grow, these echoes being accessible to those that would harvest them. Some plants will even emit voices as they are plucked and cut for nourishment. In the Singing Forest, the trees emit musical notes as the wind rushes through the leaves.

Within Dischala live odd bats that after eating fruits have been reported to mimick words akin to parrots. Even darker beings include the Ek'serak, the voice-thieves. They have certain nodules on their bodies that permit them to store the heads of those they have devoured, which then proceed to scream or make otherwise unsettling noises.Scholars are unsettled by the question of whether the heads retain awareness or not.

## Societies

### Elves

Long ago, the Fae ordered their elven servants to dig into the caverns for they knew what magic lay beneath. Even after the Fae left Solthris, the dark elves' empire spread to Dischala, mining the crystals and bringing them to the surface, to be used in various rituals. This has resulted in a barren area around the passage to the surface, where the crystals are gone and an eerie silence has settled.

=== Giants? ===
Wealdh Úr

The nothernmost region of Valthar, a cold, densely forested land.

## History

The Weald, as it is often called by the elves of the continent, has often remained distant from their more magically focused kin across the rest of the continent.

## Geography

Deep within the forest are several pools of magically infused mercury, legend has it that these pools imbue any who drink from them with tremendous longevity.
Brondheim

Brondheim is a nation formed by an alliance humans, dwarves, gnomes, and other races in Njorthos.

## History

A relatively young nation, Brondheim was formed after a series of short, but bloody conflicts instigated by unusually heavy storms and flooding led to food shortages across much of Njorthos's inland areas. To stave off falling into longer, bloodier, war, several human nations
Gludron

Large mammals with shells of bony plate found primarily in Gruthar. Durable yet docile, these mammalian creatures are popular throughout the Dominion, where they are farmed for their meat and to fashion their hides into armor.

## Biology

Most grow somewhere between 4.5ft and 7ft long, but some ogre bred Gludron can grow up to 14ft long, becoming living siege weapons against Lokusi hives. They are generally regarded as cute and easy to tame but stupid by much of the Dominion, though well-bred specimens can be surprisingly intelligent.

## Domestication

Some breeds are kept as mounts, beasts of burden, pets or even warbeasts, particularly amongst gremlins and ogres. Their heavy tails are ideal for fending off predatory animals when traveling between Dominion settlements or in the wild, and they're also of great use mashing Lokusi. The creatures burrows can sometimes weaken structures, so they tend to be kept in more rural areas or under monitoring in larger settlements to avoid causing any trouble.
Althesar

Althesar is a continent west of Gruthar, and home to the cyclops race, as well as populations of Orcini (Bogrin, Gremlin, Hobgoblin), humans, centaur, Knauros and more.

## History

Long ago, Althesar was dominated by powerful nations of giants, which persist to the present day through the societies of the Knauros and Argos. Both groups embarked upon campaigns of expansion, pushing many of the regions humans and other races to the north of the continent, which formed new nations and alliances. The Argos and Knauros rivalry has prevented them from reclaiming their former glory, creating the balance of power that endures to this day.

## Geography

There are three main regions of Althesar. The northernmost is Cevallan, a forest region with numerous lakes and rivers. The central region is Gaivus, which is dominated by a large central desert and several mountain ranges. The southernmost is Tzoko which is a mix of rolling savannah and lush jungle.
Southern Althesar Pantheons

Several pantheons of gods worshiped primarily in southern Althesar. (**WIP**)

### The Orohn

**Yorohun**: God of Earth and Sky. A calm and perceptive deity, he was an early proponent of the Godspact and continues to support it. Yorohun prefers to work subtly when interacting with his people or fellow gods, leaving most overt action to his son Xhanto. He rewards patience and respectfulness in his followers. His animals are the Elephant and Vulture, and he has close ties with the regions population of chameleon-like dragons as well.

**Ohmjoya**: Goddess of The Moon and Water. A kind and motherly deity, well loved by her followers as a bringer and purifier of water. She supports the Godspact alongside her husband Yorohun, as she sees it as the best way to protect the world and its mortal inhabitants. She rewards Charity and Parenting among her followers. Her animals are the Bat, Sea Snails, and Hippo.

**Xhanto**: God of Lightning and Fire. While his father is the leader of the pantheon, Xhanto is the 'face' of the pantheon, and often acts in his stead. He is frustrated by the Godspact but channels his anger into his duties watching over his people, and is regarded as hard, but fair by his followers and respected for his strength and judgement. He rewards Self Control and Decisiveness in his followers. His animals are the Lion and Eagle.

**Olocuas**: Goddess of Water and Darkness. Ohmjoya's sister, she lives in the depths of the ocean, where she has chained herself to an enormous Starhorror to keep it pinned beneath the waves. She rewards Self-Sacrifice and Unconventional thinking in her followers. She is skeptical of the Godspact and feels it is useful but cannot last. Her animals are Turtles, Sea Snails, and Whales.

 **Okferun**: God of Metal and Order. An exceptionally hardworking god. He is not a supporter of the Godspact, as he wishes to work alongside his followers to better guide them, but he respects its laws and doesn't feel it is entirely without merit, and even helped with its construction. He rewards Innovation and Perseverance by his worshipers. His animals are the Dog and Rhino.

**Moyala**: Goddess of Wind and Rebirth. Her animals are Leopards and Dragonflies
Moons of Solthris

The planet Solthris originally contained two satellite bodies, moons, during its formation. During the many ancient struggles of the immortals, one of the satellites was destroyed, with a large piece crashing into the southern pole of the world. Other pieces settled into orbit around the planet, with small pieces of lunar debris occasionally falling to the surface.

The remaining moon and the orbiting fragments have taken on myriad cultural connotations with the inhabitants of Solthris. The fragments are often called "Wanderers" or "Nomads" due to most cultures initially believing they were stars without fixed positions in the night's sky.

### The Unbroken Moon

The Intact Moon of Solthris is grey and has a small ring of debris around it that is faintly visible to the naked eye. It is known by many names across the world, and a figure in many myths and legends.

While there is some variety, most of its names have a protective connotation such as The Shepherd, The Eye, The Guardian, etc.

### The Wanderers

Formed from the shattered moon and in a generally stable orbit around the world, the fragments appear as particularly bright stars when viewed with the naked eye. On various nights each year they can take on different colors. Some believe this is due to the initial destruction of the moon affecting the chemical composition of the fragments, while others attribute it to divine influence or an effect of stellar leylines.
The Real "Evil" Twin

**The Real "Evil" Twin**, **Coach Zucchini** (or Coach Z) is also a famous Toontown Youtuber who "helps" toons fight Cogs better in Toontown. Unfortunatly for Coach Zucchini, he fails at this many times with one of his more controversial tips being to NEVER go Toon-up less or else you're deemed to be selfish.

## Coach Zucchini Quits Toontown

On July 17th 2012, Coach Z creates a video on why he is quitting Toontown. Coach Z tells his viewers that he is quitting Toontown Online, mostly due to how Disney had run the game into stagnation. One of the other notable reasons why he is quitting is because of a Toon named Dragon, who made a clone of Dipper and had greened him in a factory.

At the end of Coach Z's video, Coach Z shows himself deleting his toons while somber music plays. Before Fat Peanut Picklepop is deleted hoever, Coach Z logs in using Fat Peanut Picklepop to say "Bye!"

## Coach Zucchini's "Return"

On July 8, 2018, Coach Zucchini makes a "return" stating that he returns to play Toontown Corporate Clash, another parody game of Toontown Online. However, he only streamed Corporate Clash four times before going back to streaming Toontown Rewritten exclusively.

During one of Coach Z's streams on October 7th 2018, Coach Z had planned to do a Cold Callers Guild marathon, in which he would defeat all four of Toontown's bosses. However, he had a run-in with two Toons from the group "Team Drop" during the Chief Justice battle. Coach Z, being fed up by the trolls, quit the CJ battle during the scale round and was too upset to attempt to defeat the Chief Executive Officer.
Bogrin

The bogrin are a race of the Orcini found in Althesar in myriad tribal groups, and Gruthar where they constitute a part of the Grutharin Dominion.

## Appearance and Physiology

Most bogrin are 6-6.5ft tall, and are broadly built. They are the hairiest type of Orcini, with thick fur across most of their bodies, making them well adapted to cold weather. Bogrin typically have grey, green, blue, or brown skin. Bogrin fur is usually a shade of brown, black, or grey, but greens, yellows, and reds are present as well.

Despite their size Bogrin are very dexterous and can be surprisingly stealthy.

Bogrin typically have tusks in their lower jaw.

## Culture

### Dominion Bogrin

In the Grutharin Dominion Bogrin settlements were originally most concentrated in the northern mountains, but lowland settlements have developed over time, primarily extending down the eastern coast of the continent. Bogrin are most commonly seen as handlers of the myriad beasts that serve as food, pack animals, and companions in battle for the Dominion's denizens.
Knauros

The Knauros are a highly militant culture of giants that lives in Althesar, primarily in the western lands of the Gaivos region.

## Archived Iteration

Previously the Knauros were conceived as a species of minotaur, rather than a culture of giants that have champions who ascend into Minotaur, this section is preserved from that time period.

The knauros are a sapient species in Solthris with heads reminiscent of bulls, rams, and antelope.

They primarily inhabit central regions of Althesar in a nation known as Mozarn, but some populations live in other parts of the continent and a few have even traveled to other continents in the world.
The Spirit Mod вики

## Приветствуем на **The SpiritMod**

Эта Вики создана для любителей мода The Spirit =======русскоязычного сообщества. Тут можно найти полезную информацию о Предметах, Боссах, Событиях и прочих интересных штуках, которые добавляет The Spirit в игровой мир Terraria.

На данный момент идет набор в команду желающих работать над данной вики. В будущем будут создаваться вики по другим модификациям для Terraria.

В команду можно попасть связавшись с ADDmitry

## Запланированно

На 07.06. Завершить создание страниц "Кирки" в разделе Предметы простого режима>Инструменты (P).

## Помощь участникам

Любой пользователь может редактировать страницы на этой вики. Не стоит забывать, что предоставляемый материал должен соответствовать теме и не нарушать правил сообщества.

* Все статьи вики
* Активные участники
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Demons

Demons are a type of Immortal being that predate the creation of mortal life on Solthris. There are three known types of demons, and many seek to influence Solthris through manipulation of its mortal inhabitants.

## Types of Demons

The three main types of demons are grouped together more by vernacular recognition, and the shared view of most mortal societies of them as corruptive and unnatural creatures, there is no known link between the three types physiologically, and they appear to have differing origins.

### Devils Overview

Beings created by a fallen angelic servitor as a mockery of mortals (particularly their moral failings), divinity, and creation itself. Their castes are based on the particular mortal sin they were created to exemplify. They are believed to be actively working to undermine the Godspact.

The original castes were Pride, Vanity, Wrath, Lust, Greed, Gluttony, Envy, and Sloth, while in modern times the most prominent are Apathy, Ignorance, Sanctimony, though many others exist.

#### Devil Locations

Devils are most prominent in Scythria, Northeastern Xaxalin, and Northern Althesar.

A powerful group of devils rule the lands of Scythria by proxy, controlling the Ghostly and Vampiric nation leaders there through subtle manipulation and complex pacts, while the forces in Xaxalin and Althesar operate numerous cults and Cabals, working to overcome regional foes such as the Faithful of Xaxalin and the Fae in Althesar.

### Daemons Overview

Shadowy naturally occurring immortal beings without a physical form of their own, they sometimes form pacts with mortals to possess their bodies or the bodies of sacrifices. The most prominent such pact was the creation of the Oni species in Zhanyi.

### Dybaloths Overview

Powerful immortal beings, eldritch and unknowable, several are active in Solthris in spite of the Godspact.

## Archive

Originally devils were conceived as a group of beings formerly known as the Passions, which later became known as 'The Vices', but this concept was eventually scrapped in favor of the Demon, Devil, Dybaloth split.
Steve

Decoy High student

**Steven "steve",** nicknamed **Portal** by Eddie Johnson, took the mantle of the previous Portal, Josey Recoy. He is a  mechanical engineering genius and a user at Deck Teck industries, also a young teenage highschooler. Steve is also a member of S-Union. He is also close friends with Nathan Keyns. He also developed a rivalry with Hartley Shewt a.k.a, **Breachess**. Steve was also affected by the Fluid Glycole distribution, causing him to become a user with the ability to wrip air and create a breach in mid air, although he wasn't aware of his powers until two months had passed since the accident. He is ina flirting game whith his rival **Brechess.**
Dragonfall

The Dragonfall is an event that marked the end of the Godswar on Solthris.

The vast majority of the world's dragons had gathered to discuss the course of the war, but were struck by an unknown magic of immense power that left many dragons little better than feral beasts. Others managed to preserve their sanity but their bodies and minds were greatly diminished in power, and unknowingly carried traces of the magical taint affecting them back to many of their kin when fleeing the attack.

Although the dragons managed to negate its effects over time, the damage appeared irreversible, and passed on to the dragon's offspring.

Their lost power was largely absorbed by the remaining Primordials, who gained immense strength and emerged as the effective victors in the Godswar and began their second age of dominance across the planet until The Wars of Faith allowed the gods to Usurp them and ended their rule.

The Dragonfall is not common knowledge among most of the worlds modern mortal population, and is remembered only by the immortals present during it, and the few mortal scholars that care to study such ancient history.
Dybaloth

A dybaloth is a type of immortal being which in impossibly ancient times descended upon Solthris. They are akin to the elder gods, but persist upon the terrestrial sphere in the wake of the Godspact.

## Major Dybaloths

#### The Prismatic Void

Also known as Ybasz, this being is one of the most powerful active in modern Solthris affairs. It most often takes the form of a humanoid figure, its features obscured by white hood, cloak, and gloves. Its domain encompasses chaos, intimate malice, and certain shades of fear. It wanders the world sowing strife and discord among the mortal and immortal peoples.

#### The Hideous Light

Also known as Helel, the domain of this being encompasses blinding light, which drives back darkness but may also inflict damage upon the vision, both literal and figurative, of mortal life. It is hated by the devilish cults of Scythria, and feared by the subterranean batfolk below.

#### The Ancient Music

The domain of this being encompasses music and certain shades of obsession. The Fae song-mistress of northern Anzalin has entered a pact with this being; in return for her life-force, which pulses with the peculiarly potent magic of Arcadia, it offers the promise but never the revelation of a perfect, magical harmony.

#### The Black Forest

Also known as Eisdtheis, the domain of this being encompasses hunger and certain shades of darkness and fear. It is worshipped by several witch-cults native to the wooded midlands of Althesar. There is evidence to suggest their devotions may indeed grant them strange powers over the forest and its creatures.

#### The Empty Darkness

The domain of this being encompasses emptiness, silence, and certain shades of darkness. It exists in the shadows of the Underworld, wherever light cannot reach. Those who travel without a light source through its domain disappear without a trace.
Nvordrakkar

The **Nvordrakkar**, or Horned Dragons, are a brood of dragons chosen and blessed by the god Hafrjal as his lieutenants to face the Dread Serpent during the Godswar. During the Dragonfall, they were driven mad and struck at each other, with only one of their number, Njardr, surviving the ordeal.

## History

During the great Godswar, Hafrjal the Stormbringer recruited a number of dragons to fight against a terrible Serpent created by a mysterious opposing force to cast down all of dragonkind. These dragons were blessed by their god, and their power increased tenfold as stag horns grew from their foreheads as a sign of Hafrjal's favor, becoming thus known as the Nvordrakkar, the Horned Dragons. In the ensuing battle, the Nvordrakkar defeated the Dread Serpent and banished it to an extradimensional plane, bound by five seals forming a circle around a sixth nexus of power.

However, even with their mighty blessings, the Nvordrakkar were not immune to the effects of the Dragonfall, an so they fell into madness and tore at each other. Only the one called Njardr survived; as he sensed the malignant energies arriving, he fled into the plane of Hafrjal, where the magic could not reach him. After the Godspact, as the final Nvordrak, Njardr would remain as the last guardian of the seals upon the Serpent.
Xysticids

The xysticids are a sapient race of secretive arachnids. For their island nation, see Istos.

## Appearance

Xysticids have eight limbs - four primary legs and four forelimbs which can be used interchangeably as legs and arms. All eight limbs terminate in hand-like appendages which can either be splayed flat for support or flexed dexterously for manipulation of their technological marvels. The pitch-black, segmented 'fingers' of these hands can sometimes grow up to eight clutches (the base unit of distance used on Istos, roughly 8/9 of one Actual inch) in length. The tips taper to a hard, sharp point.

The eight, unblinking eyes of a healthy xysticid are each a uniform and emerald green. There is in fact more variation in the eyes' placement upon a xysticid's face plates than there is in the hue of those eyes.

## Culture and Philosophies

Xysticids are famous, insofar as they are even known, for their secrecy. Only scattered fragments are known of the xysticids' cultures and practices, as little is allowed to leave their island which their government deems sensitive.

### Confirmed Reports

The following list describes some of the aspects of xysticid nature which have been confirmed by multiple reliable reports:

* Xysticids do not drink alcohol: As strictly carnivorous beings who moreover do not understand why anyone would wish to poison oneself, they cannot and will not willingly ingest fermented plant matter.
* Xysticid rarely bite to kill: The bite of a xysticid transmits a frankly horrifying concoction of venoms, but xysticid alchemy has advanced sufficiently that it is rarely necessary for one to bite its victims.
* Xysticids have rich artistic traditions: The tapestries of Istos and music of xysticid orchestras have brought many outsiders to tears with their beauty
* Most xysticids are female: They refuse to discuss their reproductive behaviors in any detail with outsiders, however.
* Xysticids have eight souls: This may just be superstition on their part, and they appear to have trouble translating the concept into outsider languages.
* Xysticids hate falsehood: Though they have little compunction against lying to outsiders, for one xysticid to knowingly mislead any other(s) from the truth is considered one of the most vile crimes imaginable.

### The Cult of the Dancing Truth

Unlike many sapient races on Solthris, the xysticids do not worship any god or pantheon. Instead, they venerate an abstract ideal known variously as the Dancer, the Dance, the Web, the Truth, and more. It is sometimes difficult for outsiders to understand the abstract nature of this figure, but it approximately represents the ideal that the universe is a holistic entity that is both synonymous with and engaged in a tremendous 'dance,' where every motion has its place and perfect meaning, and connects continuously with all other elements.

The philosophical goal of xysticid 'religion' is to come to know all the worlds as components of a greater whole, and to ultimately "speak the name of the Dancer" in an act of perfect communion.
Seltancral, the Salt Cradle

Also known as the Salt Cradle, **Seltancral** is a great cavern beneath the Glacial Ocean. It is a damp land, with salt-deserts and salt-pillar forests of varied colors. Seltancral has no direct link to the surface, but is home to several tribes of gilloch and crusbach.

## Flora and Fauna

In Seltancral, barnacles and reeds proliferate in the regions the salt has not consumed. Crabs and lobsters roam the lakes.

## Societies

### Gilloch

Deep gilloch make their homes in tribes in Seltancral.

### Crusbach

Crusbach from the oceans make their homes in Seltancral. They control a trade city that acts as a hub of the cavern.
Vanticor

Vanticor is a dwarven artificer once in the employ of an ancient dwarven kingdom in Xaxalin. Unlike some members of the Circle of archmagi, she has taken little pains to conceal the fact of her perpetual existence, though she does as little to advertise that fact as well. She has called the Ozsartis megacavern of the Underworld her home for the past five hundred odd years.
The Circle

A loose association of extraordinarily powerful and accomplished scholars of magic, who come together periodically to share knowledge, discuss threats to the world, and, when necessary, intervene in global affairs.

## Background

### Current Membership

Aldremar the Enchanter

Atai'gigi the Warden

Fred the Spiritualist

Karl Kastor the Necromancer

Vanticor the Artificer

Scheherazade the Diviner

Ghuluka the Healer
Merfolk

The term **Merfolk** was coined by the scholars of old Xaxalin to denote any sapient species inhabitant of the seas and oceans, capable of breathing underwater. They are not of one single race, but instead several species of water-dwelling beings from several regions of Solthris, with vastly different origins and physiologies.

## Qualla

The Qualla were created by the dragon Njardr from the humans and orcini of Xaxalin amidst the sinking of Arteanu, and inhabit today the depths beneath the Drowned Reach. They are divided into the Zathani and the Naquassi, being that the latter has also produced subdivisions such as the Ashaqua and the Laquari.

## Crusbach

The Crusbach are a stout people with bodies covered in tough chitin carapaces.

## Gilloch

The Gilloch are a race of amphibious beings, found primarily in the inland seas and coasts of Xaxalin, or deep ocean reaches, but also in small numbers in Althesar.
Crabwreck Lake

Crabwreck Lake is one of Solthris' many enigmas. Hidden by a ring of hills in one of the many sprawling wildlands of the Xaxalin super-continent, it would be a thoroughly unremarkable body of fresh water if not for the anatopistic sight of a ruined Man-o-War perched innocently upon its single island.

Though a shipwreck this far from open sea would be a curious sight in itself, reliable witnesses have furthermore observed it to move about the island and surrounding lake. In fact, closer examination has revealed the wreck to be the 'shell' of some manner of enormous hermit crab.

Alas for science and the curiosity of inquiring minds, the monstrous crustacean has proven itself violently territorial of both the lake and its sunny island. It has also proven itself adept at eliminating any threats to its privacy. For these reasons, Crabwreck Lake remains one of Xaxalin's best-kept and least-understood secrets.
Dhzil Spans-Three-Rivers

A naga who serves as the representative of their united tribes in the east. He is surprised to find Iskra Eightwinds the Illustrious, new ruler of the east, is so willing to work with him towards equality between the elves and the naga, and though the prejudice from some of her rivals and even a few of her own followers wears on him, he considers it a matter of personal integrity not to fall for political barbs and traps set by the scheming merchant clans. Currently he and Iskra work to integrate the naga's forces with the elves prized merchant navy.

So long as he lives, the elves and naga have a chance at peace. And perhaps More. So long as he lives.
Gruthar

Gruthar is a continent on Solthris west of Valthar and east of Althesar, while the name can be used to refer to the whole continent it is generally used in reference to the southern half, which is home to the Grutharin Dominion a nation of Orcini and possibly the origin of the dreaded insect monsters known as Lokusi. The northern half is often referred to as Njorthos and is home to the nation of Brondheim.
Доспехи (P)

## Начальные комплекты брони

Простые в создании доспехи. Отлично подходят для начальных стадий игры.

**Кожаная Броня** (*Leather Armor*)

 Кожаная Куртка (Leather Plate)
 Кожанные Ботинки (Leather Boots)

**Броня Негодяя** (*Rogue Armor*)

 Нагрудник Мерзавца
 Наголенник Мерзавца

**Шелковые Одеяния** (*Silk Set*)

 Шелковая Роба (*Silk Robe*)
 Шелковистые Леггинсы (*Silken Leggins*)

**Каменные Доспехи** (*Stone Armor*)

 Каменный Нагрудник (*Stone Plate*)
 Каменные Наголенники (*Stone Greaves*)

**Доспехи Днецвета** (*Daybloom Armor*)

 Нагрудник из Днецвета (*Daybloom Garb*)
 Леггинсы из Днецвета (*Daybloom Leggins*)

## пост-Начальные комплекты брони

Хорошие комлпекты, однако, Вам прийдется немного повозиться чтобы их создать.

**Бисмитовые Доспехи** (*Bismite Armor*)

 Бисмитовый Нагрудник (*Bismite Chestplate*)
 Бисмитовые Леггинсы (*Bismite Leggins*)

**Замерзшие Доспехи** (*Frigid Armor*)

Макс. запас маны +15
Скорость передвижения +4%
Шанс маг. крита +3%
 Замерзший Нагрудник (*Frigid Plate*)
Шанс. маг крита +3%
 Замерзшие Наголенники (*Frigid Greaves*)
Урон в ближнем бою +3%
Скорость передвижения +3%

## пост-Глаз Ктулху комплекты брони

Отличные комплекты возможность создания которых появляется псле убийства Глаза Ктулху.

**Доспехи Костяной Трескотни** (*Clatterbone Armor*)

 Нагрудник Костяной Трескотни (*Clatterbone Breastplate*)
 Легинсы Костяной Трескотни (*Clatterbone Leggins*)

**Цветочная Броня** (*Floran Armor*)

Шанс маг. крита +4%
 Цветочный Нагрудник (*Floran Plate*)
Макс. запас маны +20
 Цветочные Леггинсы (*Floran Leggins*)
Урон магией +3%

**Доспехи Кровавого Пламени** (*Bloodfire Armor*)

Шанс маг. крита +5%
Макс. запас маны +30
 Кольчуга Кровавого Пламени (*Bloodfire Scalemail*)
 Наголенники Кровавого Пламени ()
Скорость передвижения +4%

## пост-Пожиратель Миров/ Мозг Ктулху комплекты брони

Эти комплекты помогут вам победить Скелетрона и добраться до самых темных уолков подземелья!

**Гранитные Доспехи** (*Granite Armor*)

Получаемый урон -3%
 Гранитный Нагрудник (*Granite Breastplate*)
Наносимый урон +3%
 Гранитные Наголенники (*Granite Greaves*)

**Мраморные доспехи** (*Marble Armor*)

Скорость передвижения +6%
Увеличение реген. здоровья в движении
 Мраморный Нагрудник (*Marble Guard*)
Скорость передвижения +5%
 Мраморные Щитки (*Marble Treads*)

## Комплект брони Нашествия Гоблинов

Комплект можно собрать только после Нашествия Гоблинов.

**Доспехи из Обмоток** (*Coil Armor*)

 Нагрудник из Обмоток (Coiled Chestplate*)* | 6
 Леггинсы из Обмоток (*Coiled Leggins*)

## Комплект брони Прилива

Собрать комплект можно только собрав нужные материалы во время Прилива.

**Приливные доспехи** (*Tidal Armor*)

 Наголенники Дайвера (*Diver's Greaves*)

## пост-Скелетрон комплект брони

Комплект брони становится доступным после убийства хранителся подземелья - Скелетрона.

**Расскаленные Доспехи** (*Fiery Armor*)

Шанс крита в дальнем бою +5%
 Раскаленный Нагрудник (*Fiery Chestplate*)
Урон метательным оружием +6%
 Раскаленные Леггинсы (*Fiery Leggins*)
Шанс крита метательным оружием +5%
Cosmic Timeline

A quick, simplified Timeline for the universe Solthris is set in.

* Existence Begins
	+ Cosmic Energies Coalesce Into Stars, Planets, and More
		- Various Gods and Other Kinds Of Immortals Take Form
	+ Solthris Forms: **The First Age Of The Primordials**
		- The First Primordials Appear
			* Primordials Undergo Cycles of Chaotic Conflict And Harmonious Peace
			* Starhorrors Descend Upon The World
				+ Some Prey Upon Primordials, Others Develop Symbiosis, Recover and Depart, Or Go Dormant
			* Mingling And Growth Of Various Primordials Creates The Second Generation (Dragons, World Trees, Etc)
				+ Primordials Defeat Several Predatory Starhorrors
		- Arrival Of The Gods: **The Age of Change**
		- Gods and Primordials Interact
			* Gods Both Enhance And Disrupt World
				+ Creation Of First Constructs/Lesser Immortals (Angels, etc)
				+ Reshaping Landscape
				+ Destruction Of, And Union With, Myriad Primordials
			* Other Immortals Begin To Arrive
			* Conflict Erupts
		- **The GodsWar**
			* Eons Of Stalemates
				+ Legendary Battles
				+ Mysterious Alliances Shift Over Time
				+ Short-lived But Meaningful Attempts At Peace
			* *The Dragonfall*
				+ Dragons Lose Much Of Their Power In Mysterious Attack
					- Many are reduced to feral madness
					- Remaining Primordials Absorb Much Of It, Gaining Immense Power
				+ Myriad Immortals Retreat To Their Territories
		- **The Second Age of Primordials**
			* Immortals wish to mend the damage from the Godswar
			* *The Creation Of the First Mortals*
				+ The First Mortals are created by the Gods to tend to deities territories, worship them, and help mend the damaged world
					- Other Immortals begin to create their own mortal servants after seeing what the Gods had wrought
						* Many failed attempts developed into monsters of various kinds
					- Some Reject Their Creators And Run Away To Live On Their Own
						* Or Worship Primordials
						* Others Are Stolen Away By Other Immortals
				+ Mortals Begin to Spread beyond the gods borders
					- Several Primordials destroy mortal settlements
						* A mix of carelessness and malice
		- **The War of Faith**
Daelarus

The western region of Valthar, a cold region of hills and mountains.

## History

A region with a history of regal yet stern rule, where criminals have been exiled to Njorthos.

## Geography

The damaged leylines in Valthar, coupled with its northern climate cool the region, but the warm southern currents keep its coasts largely free of ice.
Underworld Gates

The Underworld may most directly be accessed from the surface of Solthris by a number of Gates, which contrary to that common name are not simple doors but long downward tunnels that stretch from the surface to the Underworld. Some of these gates are largely natural formations, but most have been cut and refined by the mightiest civilizations the world has seen. The great difficulty of penetrating the Underworld from the surface makes these Gates exceptionally rare and valuable.

The adjoining map marks the location of the thirteen currently active Gates.

1 is the pet project of the Archmage Aldremar. He works on it when he has the time.

2 is a network of artificial tunnels stringing together progressively deeper natural cave systems.

3 is the great Labyrinth of the knauros, which has exactly one entrance to the surface, one entrance to their subterranean city, and one entrance to the Underworld.

4 is a natural sinkhole of tremendous size, and the only open Gate on Rakshar.

5 is built beneath the secret dungeons of Jarin'sho, built by slave architects whom he ate shortly after construction was completed.

6 is a sacred temple of the dark elves of Anzalin. Each level of the descent has a separate sacred purpose. It is the largest temple in the world.

7 is beneath the all-but-deserted tomb palace of the deranged lich pharaoh of Alarkhet.

8 was perhaps the grandest Gate in all the world, but was been ruined and collapsed by the events that destroyed the capital of Xaxalin and technically should not have been included in this map of active Gates.

Construction on 9 was actually begun shortly before the unexplained disappearance of mortal life from the Lost City of Frelherth. Just as the automata of that city have continued in their purpose to the present day, so did they continue work on the Gate in their masters' absence. The Gate is now finished but stands as empty and unused as the city above.

11 is controlled by the naga of Nambali.

10 is controlled by the Grutharin Dominion.

12 was a secondary Gate built during the height of the Xaxalin empire. There is a partially completed underground highway that was originally intended to connect the city at the base of this Gate to the city at the base of 8.

13 was built by the dwarves of the Dragon's Spine on the orders of their dragon masters, who seek to harness the fires of the deep.
Akkagyn

An arid region comprising the eastern quarter of Valthar, kept warm due to the region's damaged leylines affecting its climate.

## History

Long ago the region was verdant forest, much like the rest of Valthar, but the same cataclysmic explosion that devastated much of Valthar's interior wracked the eastern lands, stripping them of much rain and lashing the region with searing winds. In time, the elves stabilized the region with their magic, but by then it had become rolling desert dunes and rocky cliffs.

In time, the merchant lords of the land adapted to their new homes and struck up strong trade ties with their distant cousins in Xaxalin.

## Geography

A great plateau lies at the south-western end of the region where it meets the lands that have become home to dense Lokusi hives clustered around the grand magical libraries and arenas that were once the pride of Valthar.

At the northern edge of the desert lies a great mountain which divides Akkagyn's desert dunes from a lush river valley which borders the northern quarter, Wealdh Úr.
Mozaz

Mozaz is a nation populated primarily by dwarves found in Alrakhet.

Originally a simple trade outpost situated amidst a rocky stretch of desert in Alrakhet, Mozaz grew into a large trading hub, eventually expanding into a magnificent city state in its own right.

## History

Mozaz was founded as a small camp situated at the rocky edges of the desert in Alrakhet, serving food, water and shelter to the merchants bringing in goods in and out of the desert and guiding travelers through the harsh terrain. In time, it grew into a sizable trading post.

### Jewels On The Wind

As the settlements grew, the dwarves of the region began cutting into the rocky outcroppings they had built their trading posts around, and excavating amidst the shifting sands to provide stone to reinforce their homes against the strong winds and wild beasts that filled the desert. It was not long before veins of ore and gemstones were discovered crisscrossing the dunes, causing many merchants to hire caravans passing through the region to spread the word to bring them workers. Many ambitious young travelers soon flooded the region hoping to find their fortune, and in time, the settlements began exporting their own goods, not merely ferrying goods western lands or coasts of the Empire back and forth.

### A Jeweled Legacy

Concerned that shifting trade routes, or conflict with its trading partners might someday cripple the budding nation, Ghebtuns farsighted leaders financed a number of endeavors over the years to ensure the stability of their home. The most prominent of which took note of a large number of displaced arcane scholars as Ghebtuns priestly orders grew in political power. By setting up and funding a number of magical schools and colleges, the city began developing a new market creating and exporting magical items. Many of these newly trained magic users also became prominent defenders of the city that had welcomed them, greatly improving its military strength.

## Archive

* Originally, Mozaz was placed on the opposite side of Xaxalin, along the coast of Nulawa and the Dragons Gullet Bay.