recursal/Fanatic-Fandom huggingface dataset:
Seilam

The Seilam are the most common of the "true Greyfolk". Whilst the Gwai'non are scattered throughout the wilds, rarely being seen, the Seilam are a much more communal group of Greyfolk, and are reminicent in culture to the human races. A result that has occurred by their tapping into the more human side of their ancient heritage. While decendents of the battlemages, the Seilam have long been disconnected from that past, with their natural mastery of magic being dammed behind the passing of the eons.

The Seilam are gray in skin-tone, and also tend to have gray to white hued eyes. Because of this there is an unnatural beauty that resides amongst these folks. Their stature and builds tend to be rather similar to humans, and they do, in-fact, tend to gather in commonality with their human counterparts, leading to a proliferation of Greyborn in areas where there is a higher concentration of both Human's and Seilam. With the darker shades of gray their hair often grows in the similar shades of browns and blacks. During the great cataclysms, the ancestors of the Seilam were forced into seclusion in the mountain barriers and lived mostly in its caves. As a result, even present-day Seilam seem to hold a particular appetite for edible moss and fungi as their diet.

The Seilam, like all Greyfolk find their ancestral home in Aldria. While they are still preeminantly part of the region, it is not uncommon to see them ranging the regions on the periphery of Aldria. Settlements of Seilam have been established in the icy regions of Southern Lessonia, as well as the northern jungles of Ezion's Pillars.

The Seilam worship the Val'maer, their ancestral gods. Despite the prevalence of Rom amongst the humans, the Seilam have not been as enthralled by the relatively newer addition to the world pantheon.
Lakar - The Red Desert

Lakar, the Red Desert, the Cerulean Wastes… This region is as inhospitable as the names they go by. Dry expanses of nothing but sand and mesa. Life struggles here, and the beasts that call dwell here lay claim to that right to live. This area is decentralized, without any real governing authority, and not many have deigned to make the long trek that may be required through this area to find anything habitable. The region was once a lush savanna. But now, only desert and bones can be found here.
Seileshi

By far the most “normal” looking population of Greyfolk according to some Humans, the Seileshi are the heartland populus of Greyfolk. Living more toward the eastern straits of Aldria they make their homes of stone and thatchwork forming simple hamlets. Though there is fleshy tone to their skin they are still pale and greyed in comparison to Humans. They boast a unique “magical” glow in their eyes that tend to help distinguish them from Humans. These people are more closely linked to the Battlemages of old in the sense that their homelands are the center for where the Battlemage are said to have arisen. They are a humble folk, peaceful in most cases and are renowned stonemasons in the region.

They are organized in a style not so dissimilar to Ostendi humans with minor differences. They are more ready to battle with sword and shield in open field combat if and when needed but prefer to use diplomacy beforehand. They are led via local leaders elected among hamlets to form a type of council for surrounding hamlets rather than just 1 village. This council oversees and speaks for a group of hamlets at a time, making them more collectively governed than most. Seileshi are also famed armor smiths and are known to brandish armor they make themselves in battle. Some say their armor is enchanted with magics but not many can verify this claim. Worshippers of the Val’Maer Gods of Magic, they pray in or near shrines they erect in their hamlets and near places they believe hold more concentrated magical essence than others.

An agrarian society, they subside on a diverse diet. They farm wheat, pumpkin, and melons while at the same time fishing local waters and raising livestock like chickens and pigs. They are open to most but hold reservations of far travelers, or those they have held no prior contact with. Seileshi are kind and gentle but are not afraid to mobilize a battleline and will hold it in defensive tactics to the last sword if needed. There is a beautiful sadness about these folk however, due to their origin like all Greyfolk, they are blessed and cursed with long life spans. Whereas a Human might be lucky to see past 60, most Greyfolk live well into their 100’s. This is thought to be because of the magic entwined in their being. Thus it is said if you befriend a Greyfolk, means a friend will mourn you long after you pass.
Cupcake & Dino: General Services

* Cupcake & Dino: General Services
* Looptijd: 23 min
* 2018 - 2019 (Beëindigd)
* Genres: Actie, Animatie
* Netwerk: Netflix
* Cupcake & Dino: General Services is een Canadese animatieserie van de zender Netflix. De serie ging in première op 27 juli 2018.
* Er is een ondersteunende cast van ander antropomorfiseerd voedsel, objecten, dieren en mythische wezens, evenals mensen. Er is geen duidelijke reden of onderscheid tussen verschillende soorten personages, met Cupcake en Dino die worden gepresenteerd als geboortebroers en -zussen en een oma-biefstuk en een menselijke oom hebben.
Kingdom: Enlightenment Wiki

# **Welcome to the Kingdom: Enlightenment Wiki!**

Kingdom: Enlightenment is a Minecraft MMORPG Roleplaying Server with Medieval Factions oriented gameplay.

Enlightenment is the 4th official iteration of the main Kingdoms Servers that brings players into the 5th Era; over a thousand years following the setting of Kingdom: Dark Ages. Bringing with it a host of new changes and features such as an overhauled map, new races, an MMORPG system, and a mechanically supported magic system.

This wiki goes through a variety of resources available to players, and largely focuses on the lore of Kingdom: Enlightenment.

## Lore Directory

* The Setting
* Races of Enlightenment
* States of Eyumel and Alyria
* Religions
* History of Eyumel
* History of Alyria
* Beasts
* The Netherworld
* Magic Lore
* Leylines
* Geographic Locations

## Mechanics Directory

* Crafting Guides
* Magic Systems
Mazhdi

The Mazhdina (or Mazhdi) are followers of a sect of Bhaskarai, in which the traditions have been perverted and became vile, when the Sheik of the Mazhdi tribes claimed himself ‘Demi-God’ and enforced blood sacrifice. Since, they have lived isolated at the edges of the Desert Sena, taking travelers hostage as blood sacrifice. Since the days of proclamation, the lands of the Desert Sena have become even further treacherous and dangerous to cross, isolating even the strongest and most courageous travelers away from its roads

They are culturally homogenous with the Khourani, however with drastic societal and religious differences. The Mazhdi traveled the desert, gathering potential resources and forming the backbone of a hunter-gatherer society that closely traded with the Khourani. However, the Mazhdi tended to be slightly more superstitious. During a year of particularly bad rainfall, a severe drought encompassed the already dry desert. Tensions eschewed as the Khourani attempted to continue to rely on the Mazhdi. Through a mysterious course of events, the previous Sheik passed into the abyss, leaving a vacancy in the tribal administration.

A rising prodigy, a distant cousin of the late Sheik assumed the titular responsibility of leading the struggling tribes. As the de-facto religious leader, the new Sheik introduced several additional pillars of belief to the Mazhdi tribes. Of these, the most infamous have become those that consume blood. The tribes became more xenophobic, and while relations with the Khourani soured slower than those with other groups of foreigners, in due course the Khourani were eventually left to their own ends.

Without the prosperity that came with a mutualistic relationship with the Mazhdi, the Kourani settlement slowly deteriorated, becoming a hollow of its original self - which we now see today. Both the Mazhdi and the Khourani follow an Atenism-esque type of religion.
Enidin

## The Kingdom of the Mountains | Meirhurst.

Enidinians stem from a group of original settlers of Alyria. Alyria, with its immense biodiversity, has possessed an unusual dimension of aggressive flora. This original group of settlers had fled the continent during the first era and its age of destruction lost contact with the main continent. Ultimately these people settled in the more defensible and secure area of Meirhurst and its mountains.

## Biology of the Enidinians:

Enidinians are a group of near-humans. They are shorter, stockier, and more adapted to living underground and in the mountains. Their stout physical attributes have helped their people dwell through small caverns for millennia. Despite their biology being near identical to humans, their evolutionary path has begun to diverge.

## The Enidinian Religion (O’zerius)

The Enidinian Religion is characterized most primarily by its belief in the two gods of Orcanus (Deity of the Crafts and Mountains) and Ezerius (Deity of Time and Knowledge). Scholars from the main continent, upon encountering the people of Meirhurst and most particularly the Enidinian Religion made near chilling deductions from their religious structure, concluding that the Enidinian Religion is some variation of the Val’Maer. While some information regarding this similarity is earnestly dismissed by the adherents of the Val’Maer religion, it bears a striking question to those who dare ask it. Which of the two religions bears a more stark resemblance to that which existed in the First Era- when gods walked the Earth?

### The Pantheon:

Rath’mir - God of the Skies and Expanse, presiding chancellor of the Pantheon.

Orcanus - God of the Crafts, Mountains, and the Earth

Ezerius - God of Time and Knowledge

Ionus - Goddess of the Abode and Sanctifier of Marriages

Tethyria - Goddess of the Eternal Waves

Eilia - Goddess of the Forests and Beasts

Keahus - The Dark God, only worshipped by those who call the Deep their home.

The existence of this 7th God of the Pantheon drives the most striking of questions regarding the nature of the Val’Maer faith.
Cult of Skorm

## Beliefs

Skorm is a force rather than a deity of battle and bloodshed that they believe grants power to the savage and strength to the brutal.

The faith is practiced mainly by the Rong’Nol but other cultures among the Horndall are starting to adopt it.

To die with praise of Skorm in mind and heart the faithful believe they add to an eternal “blood pool” that descendants will “drink” of in ritual later to gain their strength yet again thereby making the tribe stronger.

## Myths/Stories

Skorm is an ever present force and watches with a thirst for blood.

If blood is spilt and sacrificed to Skorm the force rewards the offering party with strength in battle.

If Skorm is not appeased then weakness and destruction of the tribe follows.

## Sacred Texts

No sacred texts exist for this faith.

Oral tradition is the normal mains for the faith to grow and flourish.

## Ethics and Morality

There is no good or bad, just strength and weakness. The latter of which is to be despised and avoided.

Blood will make the faithful strong. Blood will make the homelands protected. Blood gives power and power is all that matters.

The strong survive and the weak perish.

## Rituals

Flagr: Ritual sacrifice of an animal or captured person to Skorm

Magi: Marriage (which is very primitive in style)

Unag: Death ritual where the dead body of a fallen Horndall is bleed out, cooked, and eaten by the clan or tribe. The blood is drunk as well.

Tagen: War dance ritual feast done before battles.

Gongoa: Ritual done after conquering a new land or tribe, this involves sacrifice of the former inhabitants to Skorm.

## Social Structures

Clan or tribal shamans are key to the rituals of Skorm worship as they are the ones with knowledge and skill in sacrifice.

Crude stone altars and shrines are places where the rituals are done.

Heads and skulls of the victims are put on spikes for all to see while the carved out heart is crushed for the blood and then burned for Skorm. Blood collected in any itual is either consumed, painted with, or slathered on the faithful or cast into fires.

## Religious Experience

Fanatical zeal for the Cult of Skorm is an understatement at best.

Followers cheer and rave during sacrificial rites.

To bring a sacrifice to ritual is thought to incur Skorm’s blessing.

In desperate times, fellow Horndall or rival ones as well, are offered in sacrifice.
A page about your topic

# **Races of Kingdom: Enlightenment**

While races on Enlightenment are typically found in their designated regions, this does not necessarily limit them to those locations.

## Races of Eyumel

* Humans
	+ Ostendian
	+ Massara
	+ Njord'volk
	+ La'Vanti
* Horndall
	+ Ar'Ruug
	+ Or'Gog
	+ Mo'Log'Ath
	+ Rong'Nol
* Felkata
	+ Vanasa
	+ Immakandi
	+ T'laxine
	+ Yong'Yao
* Greyfolk
	+ Seileshi
	+ Tong'Fei
	+ Sorama
	+ Gwai'Non

## Races of Alyria

* Humans
	+ Sénani
	+ Khourani
	+ Mazhdi
* Fairfolk
	+ Keinae
	+ Toa
* Deepfolk
	+ Enidin
* Finfolk
	+ Myrdon
	+ Na'hutal
The Hrovisyn Forest

The Hrovisyn Forest, named after the Kingdom that had once called the area home, is one of the few Sequoia forests that call Eyumel their home. The flora that grows here has managed to reach unfathomable heights. In some areas reaching over a hundred meters. Compared to some of the other geographical locations of Eyumel, the Hrovisyn Forest is rather tame. However, numerous beasts still call these forests their home. From degenerate species of Horndall, to large mammals such as Great Sloths and Bears. However, despite these potential dangers, the forest lays claim to a certain serenity that many have difficulty finding.
Greyborn

These are the hybrid offspring of the various Human and Greyfolk cultures of Eyumel. As Greyborn variants decending from Gwai'non are rather rare, the most common Greyborn that one encounters are likely to be of the Seilam-Human variety. Most Greyborn are a mix of Eastern Vargash and Aldrian human subgroups, as those tend to reside in the Greyfolks primary demographic region.

Since Greyfolk have common ancestry with the Humans of the land and are merely altered by magic over vast millennia, their ability to intermingle with the greater portion of the Humans of Eyumel remains intact, the outcome of such coupling results in the Greyborn. These are beings with traits from both of their Human and Greyfolk parents, greyish skin tones, varied tones and hues to said appearance, slightly brighter eyes (in color and slight glow similar to Greyfolk), longer lifespans than the lay human, and slight acuity to the sensing of magic (however this is greatly diminished due the mixed blood of their origins).

While in the past Greyborn were uncommon and largely seen as outcasts of cultural circles, it is in recent centuries as the humans of Aldria as well as the Seilam enjoyed greater degrees of interaction that Greyborn became increasingly common. Greyborn are the incarnate evidence of the close relationship between the Greyfolk and the Vargash humans with which most of the Greyborn derive from.
Ar'Ruug

The largest population of the Horndall are the group known as the Ar’Ruug. Living in the central regions of Utesbken they make their homes in simple large tents that house big family groups. They are the more populated group because of their social isolation even from other Horndall. Where most would see it easier to attack and raid in number, Ar’Ruug tend to mind their own lands and simply kill trespassers. They are by no means peaceful but are actually some of the more functioning groups of Horndall in that they hold some semblances of what might be considered culture. Ar’Ruug mate for life and take 1 spouse only, afterward they tend to rear a large familial group.

These groups can be compared to clans in other cultures but seldom hold the same complexity. They hunt for food, as the land they live in is not conducive to farming and are rumored to keep slave captives of raids for unknown reasons or reasons best not thought of. There is no documentation as to how they order themselves in social hierarchies if at all, but most assume a pseudo-warrior clandestined type of set up wherein the strongest is “chief”. Though the largest, they are also the simplest in terms of cultural development, they are Eyumel's last true stone age people. Metal working is still something they don’t rightly comprehend, hence most are armed with stone weapons and bone daggers. They are easily rallied into warbands with neighboring Horndall and make up the larger bulk of said bands more often than not.

When in war, these beings fight with furiocious blows and battle vigor. Their hulking masses tower above any human and their shear weight and muscle power can shatter shields and break bones with single blows. It is unclear how long any Horndall lives for due to their violent lifestyle, but most wager few ever live to see old age by any measure. Ar’Ruug as stated before tend to keep to themselves unless trespassed upon, then they rush to fight and kill any they see even if it is other Horndall. From what little is known of them outside of Utesbken, Ar’Ruug are said to often migrate in familiar lands when hunting seasonal game. This denotes that they are aware of limited resources and acknowledge the use and strength of hunting as a unit. Some say this is just pure instinct but others believe it is evidence that Ar’Ruug are able to learn and develop socially. Either way, the jury is out due to lack of scholarly data and surveyor documentation.
The Morire Forest

The Morire Forest. It’s a splotch on Eyumel that serves as a dark reminder of the sentient races of the continent to pay heed to the warnings of their ancestors against the practice of strange magics. The Morire Forest, formerly known as the Wastes, was the site of the battle between the Battlemages of old at the beginning of the 3rd Era. Despite the Millenia’s that have passed since the conflict's conclusion, this region has only grown increasingly grotesque. Its healing has been subverted by chaotic magics, and corrupted fauna and flora have spawned within the area of its breadth.
Leylines

## History of the Leyline's

It is unknown how long Leyline's have been present on Eyumel, however the first uncovered references date back to the 2nd era—the age of the battlemages. The battlemages were purported to have used these network to further enhance their magics, and was an attributing reason to the Schism War.

Little is known exactly what occurred, however following the Schism War the leyline energies throughout all of Eyumel lessened dramatically, reaching a point where they were no longer usual, much like a mortal body requiring rest. It wasn't until the calamities of the 4th Era that the magic of the leylines swelled back to the surface for the races to once again exploit.

Recently, in the 5th era, the use of the Leyline's have been recognized once again and utilized as a transportation network. Despite their more recognized usage, more leyline points are still being found to this day... And it is unknown how many more of these magical crossroads exist upon the continent.

## The Leylines

Leylines are akin to a spiderweb of magical energy that drapes itself across the whole of Eyumel. These energies have typically been used for travel, as well as enhancing magical power. Leylines are immovable, and are the source of magic throughout the entirety of the continents.
Umboro

## Beliefs

The hunt is the way of the faith and of the Immakandi

Hunt with prowess and true to the creed

The glory of the hunt will bring glory to the tribe and clans

The tougher the prey the more glory earned

Hunters reserve the right to spare prey if they see fit

## Myths/Stories.

Oral tradition is the way the faith is passed down and taught

Tales come from the ancestors and the tribal shamans known as Rakora

## Sacred Texts.

Oral tradition only

Ethics and Morality.

There is only hunt and the glory it brings

Good and evil are irrelevant, the hunt is all that the hunter need think of

Follow the code or live and die in disgrace

Never hunt the ill, disabled, or them expecting children nor children themselves

Only hunt those which can hunt or kill them back

Hunt with one tool and discard said tool if the prey is unarmed and willingly seeks combat

If a hunter in a party falls to a prey, the prey if able is entitled to a trophy of the fallen hunter uncontested or five days without being tracked

Disgraced hunters or those that break the creed are not worthy of the name Immakandi and are exiled or killed. Not even worthy of being hunted

## Rituals.

Th’Wei or “Blood” is the name of the 4 main rituals to become a Full Blooded Immakandi hunter

Omuga’th’wei: Hunt of a local predator or animal

Sanaka’ th’wei: Hunt of a foreign beast or being in a land neighboring the tribe’s

Kencala’th’wei: Hunt of a beast or being in a land foreign to one’s own or that of a neighboring land

Ameda’th’wei: Hunt or combat of a clan member to show total devotion to the creed

Venso’la: Marriage ritual

Fema’lo: Death ritual where the body is mourned over and then left to the elements after its decomposed the skull is retrieved and given a place of honor in the clan it belonged to

Abarla’th’wei: Ritual for war before a battle

## Social Structures.

No shrines or temples the trophy walls of the hunters themselves

Shamans divine the will of the ancestors to decide what tribe should do as well as issue hunt challenges to the hunters

## Religious Experience.

The hunters and lay clan members slay deep devotion to the hunting ways of the faith and their ancestors

Tribal gatherings are assembled before and after great hunts and feasting is done and stories swapped

Hunters carry out the hunts with complete and unwavering devotion

Once the first 4 bloods are completed a hunter is able to go out and hunt who or whatever they wish as long as they are worthy in the eyes of the Rakora and the creed
Sénani

## The Passion of Séna

The Sénani are desertous tribes of the Alyria continent who came from tribal backgrounds of hunters and gatherers. During the years of the Fourth Era, the desert became too harsh for many tribes to coexist in the same lands, many breaking out in violence against one another for land, farms, and money. During these times, the people began to lose faith in their lands, and worship the sun, hoping they could be reunited with the Solar Deity, Bhas, and pulled from the mortal realm, in a religious practice called Bhaskarai. The way that many practiced the faith even further dragged the tribes apart, making distinct and differentiated ethnicities.
Myrdon

## The Underwater Sentients of Alyria

The Myrdon are a playable demi-human tribal peoples that live off the coast of Eutumea. While they typically never leave the waters of Alyria, in preference for their moist underwater caves; they will leave when faced with a threat.

Unbeknownst to the Keinae, overfishing drastically depleted the food supply of the Myrdons. What finally incited the Myrdon’s to violence was the Keinae’s intrusion into underwater Myrdon breeding grounds. The breeding grounds typically were located on the ocean floor, however, once again, Keinae fishing vessels disrupted the fragile environment conducive to the eggs growth.

The results were two-fold. First, the Myrdon began to breed their eggs in underwater ‘sanctuaries’ in order to protect their unborn offspring. Second, they launched a retaliatory invasion on the land-dwellers.

Even though they were eventually driven off, the invasion had a dramatic impact on the development of the two peoples.

The Myrdon despite their history has largely faces two main societal factions. One that holds a more barbaric and traditional mindset. While the second that has much more recently appeared. A faction that seeks to branch out and has sought to embraces some of the knowledge of the surface dwellers. While this second faction is much smaller, it has gained some prevalence in recent years.

## Society

**Soothsayers:** The magic wielders of Myrdon society. Typically engaged in ritualistic magics, they also yield more natural magic as well. The Soothsayers are respected elders of the Myrdon. While most certainly not holding the same standing as the Broodmother in their societal structure, they are relied upon to guide the tribes during times of strife; in order to feel the currents and locate food supplies.

**Broodmother:** These are the most respected members of Myrdon society, the matriarchs of the tribe, and producers of the future generations of Myrdon. The culture of the Myrdon revolves around protecting their spawning grounds.

**Fleshseekers:** The hunters and warriors of Myrdon society. These are the most ferocious members of the Myrdon race. While the Soothsayers and Broodmothers tend to be more docile, it is the Fleshseekers that have shaped the perception of the Myrdon by the other races of Alyria. These warriors tend to be much stronger, and a fair bit larger than the other members of the Myrdon race, and as such are feared warriors. Under the waves, their power is near unmatched.

## Biology of the Myrdon:

The Myrdon are large amphibious beings, their technology level is rather primitive due to the fact that their kind has only recently attained sentience in the grand scale of the history of the world. However, their culture is unique in its essence. They typically range between five feet tall for the Broodmothers, or up to six feet for the Fleshseekers. Their colors tend to come in a wide variety and are their most discerning trait; the more vibrant the skin, the more recognized one's beauty.
Eldritch Sword

### Abilities

The sword has no apparent power, but my studies have found that each time I kill something hostile using the blade, the Eldritch Sword becomes imbued with some form of power or magic. This power seems to be connected to a spell that will trigger once enough power is collected. The nature of this spell remains unknown as of yet.

This weapon seems to burn the skin of gods, at least it does so with Taint Azorus. Gods are wary of it, and I am excited to use this to my advantage :)

## Owners

### Faust (current)

Given to Faust by Unas in a vision that took place for only a few seconds in the Shadow Realm. During this encounter, Unas also gave Faust the eldritch ring.
Mushroom Rock Road Walkthrough

Previous: Mi'ihen Highroad

Next: Djose

Treasure:

 1000 Gil

 Ether

 Hi-Potion

 Mega Potion (x2)

 Phoenix Down (x2)

 Potion

 Remedy

 Serene Armlet

 Tough Bangle

 X-Potion

Key Items:

 Al Bhed Primer X

Monsters:

 Funguar

 Gandarewa

 Garuda

 Lamashtu

 Raptor

 Red Element

 Sinspawn Gui (1/2)

 Sinspawn Gui (2/2)

 Thunder Flan

## Mushroom Rock Road

Talk to the three Crusaders to get an Ether, Hi Potion, and Phoenix Down (x2). The guy to the right of the entrance has a Tough Bangle. Take the platform up and follow the path east. Talk to the soldier and receive Potion (x10). Get the chest here with 1000 Gil. Turn back and go north, get the chest for a Remedy. Follow the red indicator to the end and take the platform up. Here, talk to the soldier for an X-Potion.

Go north and then west, take the platform down to get the chest with a Serene Armlet. Talk to the wandering guard for 400 Gil. Head north and before taking the platform up, follow the spiraling path to the west and pick up Al-Bhed Primer vol. 10,

Continue up the platform. Talk to the guard for a Mega Potion. Save your game. Don't go up yet, head south first to watch an interesting event between Luzzu, Wakka and Lulu, about Chappu. After that, go up and head south. Off to the east is the Command Center, where you can snag another Mega Potion to the right.

After going up the final platform, you will find the Al-Bhed Machina set up along the cliff-face. Wakka shows his opinion once more on the matter. Walk east following the red indicator on the mini-map, Once you reach the Command Center, you will have the chance to save at the Save Sphere.

You can head north slightly from the Save Sphere to buy some interesting wares from 'O'aka XIII' - (with discount if you paid 10,001+ gil at the given opportunities).

When you attempt to enter the Command Center you will see Gatta, he will talk about fighting sin, before walking away. If you talk to Gatta again, you can influence his decision.

Continue into the Command Center. You will view a small cut-scene before being given your last chance to prepare for the boss fight.

Next to Lulu, there is a chest containing a Mega-Potion. Just north of Yuna, behind the weapons rack, there is another chest containing a Serene Bracer.

## Enemy Battle: Sinspawn Gui

Gui's two Arms will protect the Body from any physical attacks and the Head has a powerful poison attack, so take these three out first. Then just finish it off with attacks/magic.

## Enemy Battle: Sinspawn Gui Round 2

Use Seymour's level 2 Black Magic Spells to make quick work of Sinspawn Gui.

## Mushroom Rock Road Beach

The scene now switches to Tidus at the beach. Talk to Gatta here and watch him freak out. The party gets to move on after a series of events.

After the cut-scene, on the west side of the beach there is a chest containing a Hi-Potion. Talk to Auron just west of the Save Sphere to continue.

Previous: Mi'ihen Highroad

Next: Djose
Raldo

## Classification

### Ronso Rage

Mi'ihen Highroad
Helm
None

* Stats
* Status effects
* Items

## Stats

### Overkill

240
10
360

### Defense

19
1
1

### Accuracy

120
5
1

### AP (Overkill)

0
15
20 (40)

## Elemental affinities

### Lightning

Normal (100%)
Weak (150%)
Normal (100%)

### Holy

Normal (100%)
Normal (100%)

## Statuses and immunities

### Darkness

0
0
0

### Slow

0
0
0

### Magic Break

0
0
0

### Threaten

0
0
0

### Doom

0
0
0 (1 turns until death)

### Berserk

0
0

## Items

### Rare drop

Potion x 1
Hypello Potion x 1
Power Sphere x 1
Power Sphere x 1

### Bribe

1-2 slots, 1-2 abilities
Distill Power, Firestrike, Icestrike, Lightningstrike, Piercing, Waterstrike
Berserk Ward, Defense +3%
Hypello Potion x10 (6,000 gil)
CorruptDithered

CorruptDithered Is a character in Baldi's Basics: Custom Maps!

## Appearance

CorruptDithered looks like TestDithered. However, its appearance is much more distorted, hence its name. A large portion of its body is blue, and two of its eyeballs are of different colors, with one being green and the other being red.

## Mechanics

It will wander around the school at a slow pace. If the player touches it, their screen will be partially blocked by a glitchy UI object for a few seconds.

## Gallery

Proof Of There Appearance In BBCMS https://gamebanana.com/wips/updates/51696
Fleshworth

Fleshworth was a character in BBCCS. It wandered in the Rust Labyrinth.

## Appearance

Fleshworth is a blood red skeleton consisting of three skulls meshed together and is seen limping towards the Player. It is also missing its left forearm and hand.

## Mechanics

It wanders around in the RUST Labyrinth. If it sees you, your camera will be directed towards it (as with Leiah Walters) whilst an eerie sound loop plays in the background. If you get out of its view, your camera will point in the direction it was facing before Fleshworth saw you, and the loop will stop playing. If you approach it however, your screen will immediately turn pitch-black for 15 seconds, and it will be on a cooldown; the loop that was playing in the background will also stop.

## Trivia

* Fleshworth is based on and inspired from Bonesworth, a fictional character that was made by Trevor Handerson.
* It was also one of the only characters by TEMG that didn't use said contributor's character template
	+ The other characters being H31P, and THE MIX.
Gamora

### Relatives

Thanos (adoptive father), Thane (adoptive brother), Proxima Midnight (adoptive sister), Corvus Glaive (adoptive twin brother), Black Dwarf (adoptive twin brother), Ebony Maw (adoptive brother), and Nebula (adoptive sister)

### Affiliation

Children of Thanos (formerly), The Infinity Watch, and Guardians of the Galaxy
Khourani

The Khourani are tribes who isolated during the violent proclamations of the Mazhdi. They lived before as wealthy merchants, who sold luxury goods such as silk, seafood, and steel plated armors. Since the proclamations their trade routes have been shut down completely, forcing all travelers to stay in place. Their towns slowly turned into slums as their people lost hope for the ‘Passion of the Sena’, and the towns became overrun by thug-like groups and criminal activity.

Without the foreign trade that had once allowed their town to prosper, the town deteriorated. The constant attacks by the Mazhdi on foreign merchants crossing through the desert led to a stifling trade economy, and ultimately its collapse. Of course, some powers were able to circumvent the desert entirely through naval routes, however, the damage was done and the Khourani constantly wait in anticipation for the next scheduled and life-saving shipment. They pray that the shipments never cease.

The Town of Khouri was originally a prosperous oasis in the desert, providing a haven for travelers seeking to exploit the desert's riches, as well as a waypoint for those journeying from the western side of the small continent to the eastern side or even to the Isles of Alyria. While the town continues to be a waypoint for travelers seeking to traverse the seas, its importance has been lessened as its economy stagnated due to inflated prices. Sea wanderers no longer stop in the town to resupply, but only for a small respite. Even that is short-lived as the town's unsavory system of governance detracts foreign visitors.
Ffx Wiki

**Walkthrough**

 Zanarkand

 Submerged Ruins

 Al Bhed Ship

 Besaid Island

 Kilika

 Luca

 Mi'ihen Highroad

 Mushroom Rock Road

 Djose

 Moonflow

 Guadosalam

 Macalania

 Bikanel Island

 Bevelle

 Mount Gagazet

 Zanarkand

 Inside Sin

**Cloister of Trials**

 Besaid (Valefor)

 Kilika (Ifrit)

 Djose (Ixion)

 Macalania (Shiva)

 Bevelle (Bahamut)

 Zanarkand (Final Aeon)

 Cavern of the Stolen Fayth (Yojimbo)

 Baaj (Anima)

 Remiem (Magus Sisters)

**Monster Arena Locations**

Besaid

Kilika

Mi'ihen Highroad

Mushroom Rock Road

Djose / Moonflow

Thunder Plains

Macalania

Bikanel

Calm Lands

Stolen Fayth Cavern

Mount Gagazet

Inside Sin

Omega Ruins

 Abilities

 Monsters

 Items
Thor

### Aliases

Thor Odinson (Asgardian name), Donald Blake (Earth legal name), God of Thunder (epithet), and All-Father (royal title)

### Relatives

Odin Borson (father, deceased), Freyja Freyrsdottir (mother, deceased), Tyr Odinson (twin brother, deceased), Baldur Odinson (younger brother, deceased), Loki Laufeyson (adopted brother), Sif (wife), Torunn Thorsdottir (daughter), Magni Thorson (son), and Modi Thorson (son)
Earth-417 Wiki

**Welcome to the Earth-417 Wiki!**
Just me keeping track of characters for a fanfic series I'm writing.

We're a collaborative community website about Earth-417 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!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

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

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

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

### Aliases

Logan (assumed name), James Howlett (birth name), and Weapon X (experiment name)

### Relatives

Thomas Logan (biological father, deceased), John Howlett, Sr. (adoptive father, deceased), Elizabeth Howlett (mother, deceased), Itsu Akihiro (wife, deceased), and Laura Kinney (clone/daughter)

### Affiliation

Weapon Plus Program (formerly, unwillingly), Xavier's School For Gifted Youngsters, and X-Men.
Macalania Cloister

# Macalania Temple Cloister of Trials

Destruction Sphere Treasure:

 Luck Sphere

1. Start by pushing the pedestal east; this will break the ice. Take the Macalania Sphere from the slot at the right wall; put it in the pedestal.

2. Now, push the pedestal north, this reveals passage that leads below.

3. Remove the Glyph Sphere from the center pillar and go down.

4. Here, insert the Glyph sphere into the left recess on the north wall. This will reveal another Macalania Sphere.

5. Push the pedestal with a Macalania Sphere east into the gap on the pillar to form a part of the ice bridge above.

6. Go back up, take the new Macalania Sphere and head back down.

7. Put it into the recess on the left pillar to form a part of the bridge.

8. Now go back up, take the last Macalania Sphere and insert it into the recess on the center pillar to complete the bridge.

9. Go up- but don't cross the bridge just yet. Instead, step on the shining panel on the floor to make the pedestal appear near you.

10. Then take the Macalania Sphere and push the pedestal down. It will embed itself into the ice on the other side.

11. Go down and insert the Macalania Sphere into any slot below.

12. Head back up and step on the shining panel again. The pedestal will be beside you once more, but this time with the Destruction Sphere.

13. Take it and go down to the basement area. Here, insert the Destruction Sphere into the right recess at the north wall. This will reveal a treasure chest with the Luck Sphere.

14. With that done, rebuild the bridge and proceed to the next area.
The ProtoTest

## Office Description

*"A prototype of The Test we have lying around the school... Legends say if you look away, he'll either make you super slow or dead..."*

## Instructions Description

*"A prototype version of The Test we had lying around somewhere, for whatever reason... For all we know you just have to keep looking at him to keep him at bay. If you look away from him, he'll give out an effect on you. After a certain amount of times, he will end up actually killing you for no reason. The amount of times before killing you depends on the difficulty."*
Chimera

## Classification

### Ronso Rage

Macalania
Chimera
Aqua Breath

* Stats
* Status effects
* Items

## Stats

### Overkill

5,250
130
1,432

### Defense

25
22
1

### Accuracy

1
1
1

### AP (Overkill)

0
15
1,220 (1,830)

## Elemental affinities

### Lightning

Halves (50%)
Normal (100%)
Normal (100%)

### Holy

Halves (50%)
Normal (100%)

## Statuses and immunities

### Darkness

20
Immune
20

### Slow

0
0
0

### Magic Break

0
0
0

### Threaten

0
0
0

### Doom

0
0
0 (1 turns until death)

### Berserk

0
0

## Items

### Rare drop

Arctic Wind
Lightning Marble
Ability Sphere
Ability Sphere x 2

### Bribe

1-2 slots, 1-2 abilities
Distill Mana, Magic +5%, Magic +10%, Piercing
Magic Def +10%
Mana Tablet x10 (105,000 gil)
Lamashtu

## Classification

### Ronso Rage

Mushroom Rock Road
Drake
None

* Stats
* Status effects
* Items

## Stats

### Overkill

275
21
413

### Defense

23
20
1

### Accuracy

120
6
1

### AP (Overkill)

0
15
32 (64)

## Elemental affinities

### Lightning

Weak (150%)
Normal (100%)
Normal (100%)

### Holy

Normal (100%)
Normal (100%)

## Statuses and immunities

### Darkness

20
20
20

### Slow

0
0
0

### Magic Break

0
0
0

### Threaten

0
0
0

### Doom

0
0
0 (1 turns until death)

### Berserk

0
0

## Items

### Rare drop

Potion x 1
Silver Hourglass x 1
Power Sphere x 1
Power Sphere x 1

### Bribe

1-2 slots, 1-2 abilities
Distill Power, Firestrike, Icestrike, Lightningstrike, Piercing, Waterstrike
HP +5%, Slow Ward
Silver Hourglass x10 (6,875 gil)
Garuda Luca

## Classification

### Ronso Rage

Luca
Boss
Rock
None

* Stats
* Status effects
* Items

## Stats

### Overkill

1,800
10
500

### Defense

18
12
1

### Accuracy

1
10
20

### AP (Overkill)

0
15
28 (42)

## Elemental affinities

### Lightning

Normal (100%)
Normal (100%)
Normal (100%)

### Holy

Normal (100%)
Normal (100%)

## Statuses and immunities

### Darkness

20
Immune
0

### Slow

0
Immune
0

### Magic Break

0
0
0

### Threaten

0
0
0

### Doom

0
0
0 (3 turns until death)

### Berserk

0
Immune

## Items

### Rare drop

Potion
Potion
Power Sphere
Power Sphere

### Bribe

1-3 slots, 1-3 abilities
Firestrike, Icestrike, Lightningstrike, Piercing, Waterstrike
Dark Ward
N/A x0 (0 gil)
Ice Flan

## Classification

### Ronso Rage

Macalania
Flan
None

* Stats
* Status effects
* Items

## Stats

### Overkill

1,350
160
2,025

### Defense

1
21
120

### Accuracy

1
9
1

### AP (Overkill)

0
15
300 (600)

## Elemental affinities

### Lightning

Weak (150%)
Absorbs (-100%)
Halves (50%)

### Holy

Halves (50%)
Normal (100%)

## Statuses and immunities

### Darkness

20
20
20

### Slow

0
0
0

### Magic Break

0
0
0

### Threaten

0
0
0

### Doom

0
0
0 (1 turns until death)

### Berserk

0
0

## Items

### Rare drop

Arctic Wind
Arctic Wind x 2
Mana Sphere
Mana Sphere

### Bribe

1-3 slots, 1-2 abilities
Distill Mana, Icestrike, Piercing
Ice Ward, Iceproof
Ice Gem x9 (27,000 gil)
Massara

A human of the Massara culture.

The Massara is a rough and harsh folk to the Southern Masselonian region of the Ostendian lands. They claim ancestry from the long defeated Endi tribe that warred with the Ostendi, though there is little to lend credence to this claim beyond folklore. The Massara is a more hunter-gatherer type of folk than the Ostendians. They farm but mostly simple crops of vegetables. Instead of moving forward the Massara have made do with where they are in terms of weaponry, social development, and communal management.

They are by far the keenest of huntsmen among Humans. Able to track game for miles and days at a time, they are relentless in their hunting prowess. This is because due to nature by which they live, one can not risk going hungry as there is little guarantee of another meal after. Massara lives in simple villages along river banks and forest tree lines to fish and hunt, occasionally making use of seasonal flooding to farm vegetables and sweet canes by the flooded banks. They aren’t so much “warlike” as they are simply defensive of their lands and people. While not boasting a large population like the Ostendians, they are big enough to not worry about dying out any time soon.

They have roughly the same life span as the normal Ostendian but tend to die quicker as a result of either hunting harsh game, malnutrition in winter, and war between clans and neighbors. While tribal the Massara like the Ostendians looks to Elders for leadership. However, the elders that are from each clan in the tribe may form the tribal council; they are all subject to the wisdom and guidance of a tribal shaman. Like their northern neighbors, Massara revere the Val’Maer, though tend to focus on the ones ruling over hunting and war.

Aside from that, there tends to be a notion of ancestral worship as Massara shows respect and admiration for past clan hunters and warriors. When in council, the elders commune among each other on tribal affairs and clan disputes but each consults the tribal shaman before major actions are taken; because if the shaman who is the nexus between the mundane and divine, says opposite of what they want and will do, it is as if they go against the Gods and spirits themselves. War among the clans is common but often the Massara must fight outside threats.

Relying heavily on guerilla attacks and ambush techniques learned from years of hunting, Massara is the elite surprise attack artists of the lands. Utilizing bows, spears, and axes they will rush unsuspecting foes from the flanks and duck back into cover only to herald the next wave of attack. Attrition is their key tactic, stealing the opponent's supplies or outlasting them in a fight to where they grow weary and go for the kill. This is Massara warfare. “A prey that can’t eat, can’t fight. A prey that can’t sleep, can’t run. And prey that can’t see, is dead.” Massara Hunter Proverb
Baaj Cloister

# Baaj Temple Cloister of Trials

1. In order to break the seal at the front of the antechamber, you will need to activate the six statues located in this room. The statues are activated when you use the Destruction Sphere and obtain the treasure chest in each of the Cloister of Trials that you previously visited. Walk up to each of the statues and they will light up if you completed the Destruction Sphere portion of the temple.

2.The statues are arranged as follows:

 Left Bottom: Zanarkand

 Left Middle: Macalania

 Left Top: Besaid

 Right Bottom: Kilika

 Right Middle: Djose

 Right Top: Bevelle

3. Enter through the doorway once you have activated all of the statues and broken the seal. Approach the Fayth and Yuna will obtain Anima as a new Aeon.
Submerged Ruins Walkthrough

Previous: Zanarkand

Next: Al Bhed Ship

Treasure:

 200 Gil

 Potion (x2)

 Hi-Potion (x2)

 Ether

 X-Potion

Key Items:

 Flint

 Withered Bouquet

Monsters:

 Sahagin

 Geosgaeno

 Klikk

## Submerged Ruins

From here on, you can access the Menu by pressing the TRIANGLE button. This will allow you to equip weapons/armor and access the Grid Sphere.

There's two pieces of treasure to find in the ruins:

* Al Bhed Compilation Sphere
* Potion (x2) in a treasure chest just further down from the Al Bhed Sphere

Enter the next area to the north and cross the bridge. Take the left turn after the save point to find a Hi-Potion in the treasure chest.

Continue up the bridge to trigger an enemy battle with three Sahagins. The fight will be cut short because after killing two Sahagins, the mini boss Geosgaeno appears.

## Enemy Battle: Geosgaeno

Geosgaeno uses physical attacks every turn that takes off around 50% of Tidus' HP. Three turns or so later Tidus will escape via an event.

## Abandoned Structure

When you enter the dome, there are two doorways, a Save Point, and a fireplace in the center of the room. The next objective is to find some Tinder and a Flint!

Go through the doors next to the save point to find the Flint in the desk. Once Tidus is back into the Hall go straight across through the doors and onto the stairs.

There's an Ether at the bottom of the stairs and the Withered Bouquet is on the wall at the top of the stairs. On your way out, keep going straight before exiting the door to grab another Ether.

Go through the door to the right and down the hallway to find the other Hi-Potion. Back at the main hall, get the X-Potion near the door the Al Bhed come in, kindle the fire with the Flint and Withered Bouquet to start an event. Upon waking up from his flashback event, Tidus will be attacked by the a new enemy.

## Enemy Battle: Klikk

Klikk is slow but deals fairly large amounts of damage. The basic strategy is to keep attacking and heal as necessary. After dealing around 1/3 of Klikk's HP in damage (800HP), a mysterious girl will join your party.

Use her Steal ability to steal Grenades and then the Use command to throw the Grenades for the shortest fight. Defeat Klikk to trigger the next part of the quest

Previous: Zanarkand

Next: Al Bhed Ship