recursal/Fanatic-Fandom huggingface dataset:
Flex

Return to Strength Abilities

## Description

Show off those muscles to impress the masses.

Increases your chances of rolling your next successful Charisma roll.

## Cost & Skill Requirement

100XP

Strength = 7

## Ranks

### Novice:

* Show off the goods (roll 5+, gain +3 to any charisma rolls where the target is the opposite sex for 1hr [can only be preformed once per day])
* Prepared (roll 10+, gain +1 to any strength rolls during 1 combat [can only be performed once per day])

### Apprentice:

* Show off the goods now works on both genders
* Can now use prepared twice a day
* Oiled Up (roll 7+, mentally prepared for death, you gain a +1 to all defense rolls during 1 combat [can only be used once per day])

### Intermediate:

* Prepared roll now only 5+
* Foked

### Master:

Your muscles are awe inspiring to the masses, people will throw down thier swords at the sight of you on the battlefield

## Damage Table

 Apprentice
 Intermediate
 Advanced
 Master

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Acrobatics

Return to Coordination Abilities

## Cost & Skill Requirement

250XP

Coordination = 7

* Climb up or over 3m walls
* Can jump 2m gaps
* Take 1/2dam from falls
* Can Sprint(Roll 10+, If pass, you get double Mov, if fail, you only can move 1/2 mov)

### Apprentice:

You take no movement penalty from moving through bad terrain, You can climb high walls, jump further, and take no damage from any non-lethal falls.

* Climb up or over 10m walls
* Can jump 2m gaps
* Take x0 dam from falls less that 15m
* Sprint roll reduced to 7+

### Intermediate:

You can now move and jump without spending an additional action. You can move through allies. You can now jump medium to high walls.

* Jump and climb during movement without spending another action
* No restriction on height of object climbing
* Can jump 8m gaps

### Advanced:

You can climb monsters. Every turn spent on a monster, you must roll a 6+ to stay on. Big monsters take additional damage when you attack certain points on their body.

### Master:

It now takes no effort to climb monsters, your movement is doubled,
At the Ready

Return to Coordination Abilities

## Description

When a barbarian come swinging a battle axe wildly, preparing to get out of the way can save your life.

Your defense rolls will increase by 4 until the start of next turn.

**Activating this ability will end your turn.**

## Ranks

### Novice:

If you stop swinging your swords for a second and look at your enemy then dodging wild blows become easy.

### Apprentice:

One begins to see patterns in the swing, knowing the patterns makes it quite easy to adapt accordingly.

* Defense rolls are now 5+

### Intermediate:

The patterns become predictable, dodging them a trifle.

* Defense rolls are now 6+

### Advanced:

Now they would have to be lucky to even scratch you.

* Defense rolls are now 7+

### Master:

You have become wind, the blade might as well be a feather, left fluttering in the breeze.

* Defense rolls are now 10+

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Nathair

**Warning: This page contains spoilers!**

 General Information

Son of Aquilus and Fidele, King and Queen of Tenebral.

Begins series as Prince of Tenebral. Veradis is his shieldman, later First Sword, with whom he has sworn a blood oath of brotherhood.

Nathair comes to believe he is the Seren Disglair, or Bright Star. Rhin and Evnis believe he is the Black Sun.

## Physical Attributes

He was tall, weathered by the sun, a shock of dark curly hair framing a handsome face.

## Events

### Malice

Veradis accompanies Krelis to Jerolin, taking a Vin Thalun prisoner, Deinon, to see King Aquilus. In exchange for his life, Deinon tells Aquilus that the Vin Thalun king, Lykos, is meeting in secret with one of Aquilus' barons. Veradis is sent, along with Nathair, to find out which baron has betrayed Aquilus. When Nathair's party reaches the meeting site, they find only an old man, a tent and a cookfire. The story by Deinon was a ruse for the old man, Calidus, to meet with Nathair. The Vin Thalun wish to sign a treaty with Tenebral.

During the encounter, Veradis believes that Nathair is in trouble and jumps through a wall of flames to save him. This impresses Nathair and leads to Veradis being named his first-sword.

Nathair takes the Vin Thalun alliance proposal to his father. After much deliberation, Aquilus agrees to the alliance. He later however, orders Nathair to cease his interaction with the Vin Thalun, because he does not trust them.

At the King's Council, Nathair and Veradis witness a gigantic column of ants devour a dog and almost kill a child. This gives him an idea of using a shield-wall in battle, since he believes that cooperation is better than the established battle tactic of many individual duels.

At the King's Council, he becomes convinced that forging the Banished Lands into a single empire is the way to defeat.

Nathair is sent by Aquilus to Tarbesh to deal with the giant incursions. He reaches Tarbesh using the Vin Thalun fleet, angering his father. He uses this as an opportunity to test his war and and his new tactics. The Shekam giants ride draigs, leading Nathair to ask Alcyon to get one for him.

Calidus persuades Nathair to seek out the Jehar for their help in the war to come.
Attack Thyself

Return to Wisdom Abilities

## Description

Why force a nymph to plauge those around her when she can become her own worst nightmare?

Forces the target to attack themselves, while they do get a defensive roll for the spell, they do not get a second one for the attack.

## Ranks

### Novice:

The target plunges thier weapon into their gut. Ouch.

* Attack is x1 dam

### Apprentice:

The target now twists the weapon while it is inside them.

* Attack is now x2 dam

### Intermediate:

The target now sinks the blade deeper and deeper.

* Attack is now x3 dam

### Advanced:

The target now attacks themselves twice, brutally.

* The attack is now x6 dam

### Master:

They might as well slit thier own throats.

* The attack is now x10 dam
Fire on the Move

Return to Coordination Abilities

## Description

When the enemy closes and you are forced into retreat, why not loose an arrow on the way? Well because it's hard to do that's why!

Lets you fire while moving. You can move your total movement and fire a shot at any point along your movement path.

## Ranks

### Novice:

You'll be lucky if don't trip over your own feat while training this.

### Intermediate:

Now you take just the briefest of breaths to draw back and achieve more power.

### Master:

By the time the enemy reaches you, they will have twenty rocks from your sling lodged in their cranium.
Arrows of Artemis

Return to Wisdom Abilities

## Description

A single silver arrow, cast form nowhere.

## Cost & Skill Requirement

Free

Wisdom = 5

## Ranks

### Novice:

Is it not funny that Artemis presides over birth, and yet kills with no remorse?

### Apprentice:

Matched only by her brother in skill with the bow, her arrows always find their mark

### Intermediate:

Pure and chaste, but with a fire that is unquenchable.

### Advanced:

Your faith is rewarded and her arrows now seek softer tissue.

### Master:

What good is a single arrow after all?

* Attack now targets a 3x3 square
Sword dance

A fluid dance of motions used by the Jehar as a fighting technique. Each movement is the start of a different stroke. It allows the Jehar to be faster and better than almost any other swordsmen. When two Jehar fight, as with Gar against Sumur, they move too fast to be seen and the fight can only be heard.
The Scourging

## General Information

Legend told of a star falling from the sky, when giants and men lived in peace and harmony. Seven Treasures – cauldron, torc, necklace, spear, dagger, axe and cup were forged from the star-stone. Wars had been fought over them, culminating in **the Scourging**. The Ben-Elim were let loose, spreading judgement in fire and water and blood. Seas boiled, mountains spewed fire and the Earth was broken as Elyon set about destroying all that he had created.”

Elyon stopped before eradicating all giants and men because he realised that that was Asroth’s plan all along.

The Scourging caused Elyon to retreat from the world in his grief at the destruction he had caused.

1. ↑ Malice, prologue (writings of Halvor), p.6
Slash

## Slash

A basic slashing attack forward.

Return to Strength Abilities

## Description

Even a babe understands the simple act, when the arm falls, death follows.

A basic slashing attack forward.

## Cost & Skill Requirement

Free

Strength = 5

## Ranks

### Apprentice:

While still weak, the accuracy is much improved.

### Intermediate:

Focusing on the strength the swing, the results are commendable.

### Advanced:

What started as a simple act is now a thing of beauty that can't miss.

### Master:

It doesn't matter, what or who, your slash is coming for them.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
Fire Stream

Return to Intelligence Abilities

## Description

A jet of fire shoots out in front of you.

## Cost & Skill Requirement

300xp

Intelligence = 7

## Ranks

### Novice:

Your fire stream reaches out 5 squares in front of you, burning all those within it.

### Apprentice:

Your fire stream can now be fired in any two directions around you.

### Master:

The firestorm has been unleashed, you now burn everything within a 10 square radius around you. Be careful not to burn your friends.
Movement

Return to Home

## Sneaking

Sneaking is the art of moving undetected. It's based primarily on three factors:

### Light

Whether or not your are in shadow or light.

### Sound

How much sound you are making while moving, the less trained you are the more sound you will make.

### Direct Line of Sight

Whether or not an enemy can or could see you within its field of view.

All of these factors make it hard to keep sneaking. For every one you add +5 to your sneak roll at the begening of your turn. If you pass a sneak roll you remain undetected. The +5 can be lowered by leveling your sneak ability. So here is an example.

A Player character is sneaking during the day, outside but it moving around the outside of a battle. They have not been trained to sneak silently yet. In this case they would need to roll a 10+ because they are in light and making noise. No enemy is looking there way however. If they roll under a 10 they are detected and can not sneak again until becoming undetected.

While sneaking you gain more abilties that generally do more damage and have unique effects. Check the abilities page for more information.
Break Effect

Return to Wisdom Abilities

## Description

When your allies lose control of themselves and start hacking at you, what is a mage to do? Mess with thier head of course.

Removes effect from target square.

## Ranks

### Novice:

It's amazing what magic can do for a friend.

* Removes effect from target

### Apprentice:

Well it would be amazing if you could hit them.

* Removes effect from target

### Intermediate:

It's now much easier, but could you take it further

* Removes effect from target

### Advanced:

With a bit more effort you can help more and more.

* You can target two allies now
* Removes effects from targets

### Master:

When an enemy has turned all around against you. Perhaps in a second you can turn the tide.

* You can target three allies now
* Removes effect from targets
Riposte

Return to Strength Abilities

## Description

Go on the defensive, for every successful block (from melee attacks) you get one free unblockable attack on them. Perhaps the most useful tool when one is surrounded.

**Activating this ability will end your turn!**

## Ranks

### Novice:

A difficult technique to master but you are just starting on the path.

### Apprentice:

You are getting better but you still need some improvement.

### Intermediate:

Your finding it easier and easier to get the stance ready. Now your damage is doubled.

### Advanced:

It's second nature to engage the stance. Now to focus on the punishment.

### Master:

Now your opponents mistake will likely cost them their life.
Multi-Shot

Return to Coordination Abilities

## Description

Fire a bunch of shots in a wide swath to quickly clear the field before you.

You fire forward and the two diagnoals in front of you. Once you level it up you fire five shots covering the entire field in front of you.

## Ranks

### Novice:

Three shots, fanning out. Flying until they hit something.

### Apprentice:

Accuracy is key to such a tricky maneuver.

### Intermediate:

Why stop at three shot and only cover the diagonals. You now cover the in-between lines as well.

* You now fire 5 shots

### Advanced:

The damage and accuracy are far improved.

### Master:

Why stop at 5 shots? Fire 7 and hit everything!

* You now fire 7 shots.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
KD VII

### History

Kevin Durant's seventh signature shoe brought back the midsole strap from the KD II and KD IV, a feature that many fans of the line were happy to see and that Durant himself requested1. Nike continued the overall "weather" theme that has become a staple of the KD line. A successful follow-up to the very popular KD VI was very important to keep the momentum of the line going strong.

The construction of the shoe brought some previously unused materials to a KD signature shoe. For the first time, Hyperposite is used on the heel area for extra strength while the front of the shoe is made of mesh and dynamic Flywire.
The names of KD's family members are imprinted on the underside of the strap. Wanda (his mother), Tony (his brother), Barbara (his grandmother) and Wayne (his father) are all listed. On the outsole, KD's home state of Maryland is visible. If you look closely enough, you'll see that KD's number 35 imprinted on the strap is made up of 5 number 7's (5x7=35!).

The base price of the KD VII was $150, with limited colorways being marked up to $170. Again, fans have voiced their complaints with the ever-increasing price of KD's signature shoes.

Like the KD VI, the KD VII received a unique branded box to set it apart from other Nike basketball shoes. Weather patterns were used on a blue and grey box.
The KD VII was unveiled June 25, 2014 at the Newseum in Washington, D.C. with host Ahmad Rashad talking to KD and Leo Chang about the shoe and answering some fan questions.
Tarba

Tarba is a squat brooding fortress of dark stone, It guards the only maintain pass between Carnutan and Tenebral. It is blocked in the winter months. On the Carnutan side it is surrounded by wide gently rolling plains before a woodland forest. It sites o a low hill overlooking the plains before the slopes of the snow-capped mountains. It is ruled by Lord Belo, cousin of King Mandros of Carnutan. It is a 10 day march from Dun Bagul, the capital of Carnutan.

Veradis and Peritus marched their warbands from Dun Bagul to Tarba, following the river battle in Dun Bagul, which resulted in the death of King Mandros of Carnutan. Mandros's warriors charged out of the forest as Veradis and Peritus' war bands were fording the river below Dun Bagul. Veradis used the shield war to defend against the charge losing fewer than 30 men. Peritus' war band lost 500 men, not believing in the practice of a shield wall. Mandros lost over 2,000 men, including all of his private guard, before being beheaded by Veradis. Gundul amassed 3,500 warriors following tha battle that killed his father, and they joined Veradis and Peritus in the march on Tarba and Lord Belo. Lord Belo had many more men in defence of the fortress at Tarba.
KD VI

## History

Kevin Durant's sixth signature shoe takes much of its design cues from fine watches1. Hexagons are seen on the outsole of the shoe which tie back to the number six. The tongue logo shows KD's number 35 and the number 6 in the negative space. A lightning bolt on the heel of the shoe ties back to KD's team, the Oklahoma City Thunder. Many of the colorways continue the "weather" theme that is a signature part of the KD line going back to the Weatherman colorway on the KD IV and KD's statement that he would be a TV weatherman if not a basketball player.

The construction of the shoe made everyone think of a soccer cleat upon first viewing. The asymmetrical lacing system was a major cause of this. Leo Chang stated that he took no inspiration from a soccer cleat, however. The upper is constructed with hyperfuse and Flywire locking things down.

Small details once again return on a KD shoe. The name of KD's childhood mentor Big Chucky appears on the heel area of the outsole. The phrase "Seat Pleasant's Finest" appears near the toebox on the outsole.

The base price of the KD VI was $130, with limited colorways being marked up to $150 and the Elite model at $200. Fans have bemoaned the fact that the KD line keeps increasing in price even though KD once said that he wanted to keep his shoe line affordable. That didn't seem to stop sales of the shoe, however, as the KD VI line was undoubtedly the most successful line of the KD series to date.

This was the first shoe of the KD line to receive a unique box with KD branding on it. The box featured the main themes of the KD VI: watches and lightning. Each previous KD was presented in the generic orange Nike box. Many of the colorways were presented in their own unique boxes, and each of those is noted below.

The KD VI was unveiled June 27-28, 2013 in KD's hometown of Seat Pleasant, MD. An event was held at the Seat Pleasant Activity Center with host Michael Wilbon talking to KD and Leo Chang about the shoe.

## Who Wore It

* In the NBA:
	+ Kevin Durant
	+ Gordon Hayward
	+ J.J. Barea
	+ Wilson Chandler
	+ Derek Fisher
* College Teams:
	+ Texas
	+ Duke
	+ Michigan State
	+ Oregon
Forgwyre

Forgwyre is a region in Galben, Nova.

Forgwyre used to be a continuous battleground between northern and southern settlements thousands of years ago. After making peace, it started hosting annual festivals and quickly became prosperous. Technology boomed in branches unknown to modern civilisation. Baethin delighted in reigning destruction on Forgwyre, forever tainting it with darkness and swampland. Remnants, and perhaps even some inhabitants, of the old cities continue to exist among the swamps, although just shells of what they once were. Even today, the Creeping Darkness continues to expand, tainting more land year by year. Evil creatures inhabit the lands and regularly attack neighbouring regions, although they are rarely intelligent or organised. Usually some twisted monstrosity will just rampage until stopped with no clear motivation. A distant, bright glow can be seen coming from deep within Forgwyre that seems to permeate the darkness that hangs over the place. In some parts, this is rumoured to be a piece of Baethin’s own heart and is responsible for the creation of such evil as well as the continual spread of darkness. As such, the light is usually referred to as Baethin’s Heart, although few know the legend behind how it got this name. Creatures from here seem to spread this darkness to other creatures they come into contact with. Sometimes just the terrifying appearance of them is enough for the darkness to implant itself in another.
Rules on Setting Creation

We will be building Nova predominantly in a “present” with other time frames being classed as past or future, with that “present” being 1547 NC (New Count). Nova is classified as a continent by itself, separated from others on the world it exists on by large oceans, but constitutes of three large, and separate, land masses with the names Vaerun, Galben and Chimmo.

Style

The setting is largely based on the standard Heroic Fantasy style, wherein a world similar to Middle Ages Europe is envisaged, with the addition of magical effects to the palate. There are relics of long past battles fought between mighty wizards and heroes, static effects that have scarred or enlivened the land through unintended magical mixes. For example, a forest of living stone trees may be the result of two earth spells having collided in the Great Dance, which can be read about in the Mythology section. Magic varies from region to region, from parlor tricks or similar shown by the travelling showmen being what most people know, up to it being a fairly common occurrence and warmly greeted. Galben and Chimmo are the two more magically developed regions, while the peoples of Vaerun treat it with suspicion, if not open hostility. The gods are very real and are prayed to, but very rarely intervene in mortal affairs. Few don’t believe in the gods, those same that were brought by the First Settlers, with a few simplifications and modifications along the way. There is no technology to speak of.
Air Jordan VI

### **Design story**

Inspiration for the The Air Jordan VI’s design came from Michael Jordan’s slant nosed Porsche 911 Turbo and featured various design innovations. The influence can be seen in the fact that the shoe lacked a tip, or extra piece of material around the toe for durability. The clean toe look would become a staple of the line and basketball shoes in general. The large molded heel tab also mimicked the immense spoiler seen on the Porsche.

Other innovative features were the rubber tongue with finger holes which worked in conjunction with the large molded heel tab to make it easier for MJ to put the shoe on. Another design feature that would debut on the Air Jordan VI and would continue to be used in the Air Jordan line was the inner bootie sleeve which enhanced comfort and fit.

The Air Jordan VI carried over various design elements from its predecessor, such as the translucent sole, the visible Air-Sole unit, lace locks, and the use of 3M material which could be seen underneath the perforations on the shoe’s upper.

### **Original colorways**

#### **1991**

White/Infra Red-Black

Black/Black-Infra Red

White/September Blue-Black

Off White-NW Maroon

White/Carmine-Black

### **Retro colorways**

#### **2000**

Midnight Navy/Varsity Red-White

White/Midnight Navy

Black/Deep Infra Red

#### **2002**

Black/Metallic Silver - Low

White/University Blue - low

White/Coral Rose - Wmns low

#### **2008**

White/Carmine-Black

White/Varsity Red-Green Bean-New Blue

#### **2009**

Midnight Navy/White-Varsity Red-Metallic Gold

#### **2010**

Black/Varsity Red

White/Black - “Premium 'Motorsports”

White/Black - “Oreo”

Black/Varsity Red-True Blue-Light Graphite

Black/Varsity Purple-White-Varsity Maize

White/Varsity Red-Black

White/White-Infrared

Black/Black-Infrared

#### **2012**

White/Midnight Navy-Varsity Red

White/Metallic Gold-Gym Red

#### **2014**

White/Infrared-Black

Infrared 23/Black-Infrared 23

White/Carmine-Black

Raw Umber/Chilling Red-Team Red-Metallic Gold

Pure Green/Metallic Gold-Chilling Red-Black

Black/Light Lucid Green-Tour Yellow

Varsity Red/Classic Green-Black-White

White/Sport Blue-Black

Varsity Red/Varsity Red-White

Black/Infrared 23-Black

#### **2015**

White/Infrared 23-Black

Black/Metallic Silver-White

White/Ghost Green-Insignia Blue

### **Did you know, did you know, did you know?**

* The upper of the Air Jordan VI was designed to depict the number 23.

* Singer Little Richard starred in a Nike commercial for the Air Jordan 6 as a genie who grants Mars Blackmon his wish to become Michael Jordan.
* Jordan won his first NBA title and Finals MVP by averaging 31.2 points, 11.4 assists, 6.6 rebounds, 2.8 steals, and 1.4 blocks per game.
* A boot version of the Air Jordan VI was designed by Tinker Hatfield for the 1992 Warner Bros. movie “Batman Returns”.
Angla

Angla is a region in Vaerun, Nova.

The Anglians are a proud people, but their land is mostly quite thin soil. No settlements are larger than villages, probably due to their inability to sustain them. The lack of crops has led to them finding other skills, so many train with martial weapons from a very early age. This makes them outstanding fighters and Sar has formed an alliance with them to make use of this. An Anglian that joins Sar's military will have food sent to their families. Additionally, given their vulnerable position to the Jun Empire and their lack of governance, Sar regularly sends troops to defend Angla and many of them even learn fighting techniques from the residents while stationed there.
Target Leg

Return to Strength Abilities

## Description

Cut a centaur's legs and he ceases to pose such a threat, food for thought.

A stab aimed the legs that severely limits movement.

## Cost & Skill Requirement

300xp

Strength = 7

* Target has 1/2 Mov. for 5 turns.

* Target has 1/2 Mov. for 10 turns.

* Target has 1/4 Mov. for 10 turns.

* Target has 1/4 Mov. for 15 turns.

* The target loses one leg. (Does not work on creatures of mythical rank or dieites unless using a divine weapon)
NikeTalk Wikia

Welcome to the NikeTalk Wikia. We’re a collaborative community website where all sneakerheads, including you, can edit. Please read the guidelines before getting started: here. Click the edit button at the top of any page to get started!

Kevin Durant's sixth signature shoe takes much of its design cues from fine watches1. Hexagons are seen on the outsole of the shoe which tie back to the number six. The tongue logo shows KD's number 35 and the number 6 in the negative space. A lightning bolt on the heel of the shoe ties back to KD's team, the Oklahoma City Thunder. Many of the colorways continue the "weather" theme that is a signature part of the KD line going back to the Weatherman colorway on the KD IV and KD's statement that he would be a TV weatherman if not a basketball player.
The construction of the shoe made everyone think of a soccer cleat upon first viewing. The asymmetrical lacing system was a major cause of this. Leo Chang stated that he took no inspiration from a soccer cleat, however. The upper is constructed with hyperfuse and Flywire locking things down.

Small details once again return on a KD shoe. The name of KD's childhood mentor Big Chucky appears on the heel area of the outsole. The phrase "Seat Pleasant's Finest" appears near the toebox on the outsole.

Read more...

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Attention: Here you will find information on past, present, and future sneakers releases. NT Wikia is meant to be a vault of information for all thing sneakers and a place to preserve each individual sneaker's history. Here you you will find some useful links to get you started.

Didn't find the sneakers you were looking for? Know something we don't? Drop some knowledge and contribute!
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Shadow Strike

Return to Wit Abilities

## Description

Use the shadows to warp behind a target and perform a backstab, then warp back to your starting position. Be warned though, a hit that fails to connect will leave you at the new position.

\*Roll only counts for starting the move, a normal attack roll determines hit.

## Ranks

### Novice:

You can only attack one target but still your enemies fear you.

### Intermediate:

You can now warp to two diffrent targets before warping back but you still are standed if you fail to connect.

* Can now warp to another target before warping back

### Advanced:

* roll now 8
* Can now warp to 3 targets total before warping back

### Master:

You can now keep warping to diffrent targets as long as you land the attack. You cannot warp to the same target twice.

* Can warp to unlimited targets granted you keep connecting.

## Range

 Apprentice
 Intermediate
 Advanced
 Master
The Frostreach

The Frostreach is a region in Vaerun, Nova.

A cold and desolate land dominated by forested tundra. It is ruled by numerous horse lords, and consists of tribes of hardy fishing and herding tribes in the north, with sparse villages of plainer folk in the south who are often conscripted for the long lasting wars between tribes. Only on occasion will the various warlords ally in order to defeat an external threat.

The Frostreach is sparsely populated, mostly by humans, orcs and dwarves with a smattering of the other races. The main breed of horse is actually a large pony, stocky and with heavy, long fur that is built for endurance rather than speed, often seemingly outsized by its rider. The khanates extract tithes from the villages within their domains but there are regular skirmishes and raids back and forth, with regions of land trading hands for years or decades. Khanates tend to be ruled by strength followed by lineage, leading to frequent intra-khanate power struggles as challengers attempt to oust weaker or less politically connected khans, and khanates that grow too large often split among brothers in the line of succession.

Due to the nomadic lifestyle of the horse lords, the khans are often split into warbands that patrol different areas of the territory and communicate via the domesticated grey falcon in the event of a disturbance or attack. At present there are eight Khanates operating across the Frostreach. In order of decreasing size:

The Great Horde, led by Bog Admurra, a half-orc seventh generation Khan.

The Shattered Band, a loose alliance of numerous warbands that rally around their perceived "nationality" in the Band. They have no official Khan but the strongest three warlords are brothers called Bol, Jol and Dol.

The Smashers, a khanate who prides itself with destruction of the land during their raids, salting the earth. Led by Rolf Armugsson.

The Pointy Teeth, rumoured to be cannibalistic, with strange teeth-filing customs and other painful rites of passage. Most are heavily tattooed and have multiple piercings in increasingly inventive places.

The Screamers, a Khanate comprised entirely of women (where most Khanates only accept men), rumoured to have magical powers and be able to curse their enemies. Most of their domain is the Screaming Spruces, and they are said to scream as they fight, and have strange flute structures built into their armour that also scream as they move. Led by the dark elf Rallea Vivicorpus.

The Gold Crows, a small Khanate that doesn't typically create warbands and is one of the few that maintains alliances, using crows rather than falcons for their messages. Led by John of Old Goat.

The Travellers, the only band that occasionally travel by sea to serve as mercenaries in other wars. They have large ships, advanced weapons and normal horses that easily outrun the Frostspire pony breeds, but tend to be small in number and control a few villages in the north-east. Led by Harry Bellowsmith.
Won-Yuan

Won-Yuan is a region in Galben, Nova.

During The Great Apostasy, an extremist religious cult gained power called the Yuan-ti who followed snake gods. These fanatical humans eventually developed snake characteristics, perhaps through Baethin’s influence, Forgwyre’s blight or even divine intervention. Power-hungry and vicious, they constantly drive back their enemies in attempts to expand their borders. They often charm nearby travellers to either be used as food or a sacrifice, and it is believed that they have purebloods stationed in positions of power across every city in the world. Through a complex spy-network they harness an enormous amount of power, but continue to keep it secret until the time is right.
Kurelivah

Kurelivah is a region in Galben, Nova.

A number of Orc clans regularly battle for dominance, varying greatly in their attitudes towards life and towards others. Sometimes a group of them will raid more civilised settlements to the south. Previous great chieftans have united the clans, creating a formidable army, but this has always eventually collapsed in a bloody chaos.
Réga

Réga is a region in Galben, Nova.

The only region in Galben with a human population similar to that of a Vaerunish region, Réga is the trading hotspot of the world. Ascent is the capital city, with a port that monopolises all trade between Galben and Vaerun. Guilds, merchants and mercenaries are rife, with many competing factions. Culturally, Réga is the clash between the civilised west and the barbaric east. Peace is kept with zero-tolerance policing.

### Government

The country is governed by a straight-forward, military system, however the relative peace of recent times has meant that most of the officers' responsibilities are civilian in nature, despite militaristic attitudes and character traits being rewarded. Each officer (more commonly known as Protector) all the way up the ranks, even to the Lord Protector, has a named second in their subordinates who replaces them should they die or retire. Promotions otherwise can only be allocated by the Lord Protector.

### History

Historically, the country was split into a number of city-states and acted as a merchant republic with each city-state electing its own doge through their own complicated series of votes. There were few country-wide constitutional issues handled by a council of the doges, but otherwise the city-states acted independently. Over time frustration grew, as corruption and aristocracy fuelled the republic, with young but powerful merchant families bringing this to light after failing to obtain political power. Tension between city-states was also growing, with regular skirmishes breaking out between private armies. Furthermore, having the country's military so fractured exposed weaknesses that were exploited at the borders. With civil war, interstate fighting, and international conflict all looming, The Protectorate was formed and expanded extremely rapidly. The Protectorate embodied the country's return to a centralised military force that protected the borders and united the city states. Their leader - the Lord Protector - assumed the position of Head of State after unification and The Protectorate's power was so great, nobody challenged it.
Themes

Some general themes for the world of Nova:

* Vaerun is likely to hold more political, role-playing campaigns with intrigue and moral dilemnas, whereas Galben has more monsters and horrors to fight. Chimmo would feature a bit more magic.
* There are many religions that are all accepted without prejudice, but with smaller pantheons than standard D&D settings. The only religious war there is or has even been is that of the Yuan-ti.
* The Gods are distant (both in their ability to see and shape what happens here, as well as in terms of mortal's understanding and memory of them) so have a reduced impact on events that take place on Nova (including through divine magic) compared to standard D&D setting. This also means that although religions can represent aspects of real deities, it is less likely for a person to follow a specific god that exists. The exception to this is the Yuan-ti because the serpent god Sseth found Nova and started his following there.
* Magic is rare, with arcane magic only taught in one small college on Chimmo, sorcerers developing magic abilities are rare and the gods are distant, so divine magic is difficult and uncommon.
* Nova is in a pocket dimension and other planes are inaccessible.The Feywild and Shadowfell exist, are inhabited and are accessible. These are normal. The Ethereal Plane and Astral Plane are even more empty than usual. Travellers can eventually find a portal that leads back to Nova's entrance in both planes.
Ossu

Ossu is a region in Vaerun, Nova.

A quiet nation that welcomes all races and is widely diverse, trading in the port city of Oilan which faces across the Krat Sea to Galben. Exotic wares from Galben go through Oilan on their way to ports in other countries, or upriver and along roads down the Atoan Mountain range. The queen of Ossu enjoys seeing her people thrive, no matter what their background. She puts funds made from exports into education and social initiatives, including those that help the poor and disadvantaged. The atmosphere is generally relaxed and friendly, but sometimes troublemakers (normally from Galben) will be left unchecked.
Asroth

**Warning: This page contains spoilers!**

## General Information

Asroth is the 'lightbearer' of the Faithful and the Fallen, his followers being the leathery-winged Kadoshim, those who left Elyon and the Ben-Elim to side with Asroth..

## Physical attributes

### Disguised

Asroth appears in the other-world (experienced as a 'dream') typically as a man with a lined, ancient face that is noble, wise and kind. At the same time, he is described as having a sad, stern and proud look. He wears a travel-stained cloak and has a close cropped beard. His hair is dark, dusted with grey. Asroth's eyes are yellow, old wolf eyes. His smile is warm and welcoming and he has laughter lines around his eyes and mouth in his disguised state.

## Events

### Malice

Asroth appears disguised in the dreams of both Corban and Nathair, leading them both to believe that he is Elyon or an ally of Elyon.
NovaSetting Wikia

## Welcome to the NovaSetting Wikia

A new fantasy setting to shape the creation of stories, which in turn leave their own unique imprints on the world.

A co-operative world-building project.

The world of Nova has three loosely defined continents and four major oceans. The continents Vaerun , Galben  and Chimmo, from left to right on the world map, are lists of the countries in the world. The primary sub-topic linking will be through geography and then history, with events related to the size of region placed inside that geographic page for easy look up. They will serve effectively as contents pages.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Critink

Critink is a region in Chimmo, Nova.

Critink is in many ways similar to Glimmervale, but instead of magic, these rock gnomes spend their lives inventing and putting together contraptions. Again, they make a fortune in exports, but most rock gnomes create stuff for personal or domestic use. Their underground cities are completely filled with intricate machines that automate much of the work involved in maintaining a city. Clankworks is the capital and is the deepest city, with an extraordinary elevator system to get to and from the surface quickly. Clankworks is the hub of steam-power, with water piped deep underground to create steam which is then routed to most of the accommodation in the city through outlets in the walls. As such, the city is extremely hot and humid, but the gnomes seem to enjoy it. They have a vast number of chimneys reaching to the surface to release much of this steam, making it very visible where the capital is. The leader of Critink is elected by the capital alone, on the day following the announcement that a new leader is required.
Glimmervale

Glimmervale is a region in Chimmo, Nova.

The joyful forest gnomes made this their home. They love studying and experimenting with the innate magic they have, regularly collaborating to create fantastical performances with their illusions which they often do for the small animals they share their land with. Splatoonk is the capital city and is famous for its University of Magic, where you can find a number of different races studying the arcane. They often invent new arcane devices and alchemical concoctions which they then export and make huge profits. An archmage acts as the head of the University, as well as the whole of Glimmervale, decided through a magical tournament. They love interacting with the other gnomes of Chimmo, often organising parties in Nender, despite the deep gnomes being by far the minority at these events.
Elden

Elden is a region in Vaerun, Nova.

A prosperous, peaceful nation based around the great river Sarna, which pools into Lake Obin. The heavily forested river basin is home to numerous small villages and only a few larger connecting towns, with most people living simple lives. The simplicity, beauty and wildlife regularly attracts visitors, particularly to Lake Obin which is affectionately known as the Blue Beauty. There have been sightings of the enigmatic, reclusive aquatic elves in the lake, and some legends say that they have an underwater city in the depths of the lake, but divers don't usually find this. They practice a minarchy, where a democratically elected representative is responsible for keeping the peace, but nothing else, known as the Commander.
Dooplgood

Dooplgood is a region in Galben, Nova.

A region ruled by the insane Kuo-toa, driven mad by mind flayers. They were previously subject to extreme mental torture as slaves in the Underdark. With their minds shattered, they somehow managed to escape and have claimed this land for their own. They have established a vague collection of villages with no capital. They make up gods and decide that random impressive things they find are gods. A particularly devoted Kuo-toa will start a cult to worship this god and to rival the other gods. They may slowly gather a following and with enough followers, can channel their collective psychic energy as divine magic. The priest currently with the most influence is effectively the leader of Dooplgood and declares their village to be the capital. As soon as this happens, they will immediately start declaring nonsensical and often oppressive laws. Dooplgood got its name after a visiting High Elf repeatedly demanded to know a name for the area. After hours of insane rambling and odd noises, he eventually heard one shout what he interpreted to be "Dooplegood". Since he thought he could actually write this noise, he went with that. After writing it on his parchment, some Kuo-toa saw the writing and went insane at seeing the letter "e", quickly scratching it out.
Fracanor

Fracanor is a region in Galben, Nova.

Fracanor has hosted countless battles through the ages and has recently been / is currently a three-way war ground between Won-Yuan, Réga and Roxaban. The area is rife with abandoned and destroyed cities and towns. The old city of Hu Lao represents the origin of the Yuan-ti and used to be their home ground after they overthrew the city. However, they started to take Darsh from the Thri-keen and were pushed out of Hu Lao by the Régan forces. More recently it saw battle between Réga and Roxaban but has been quiet for the last few years after attacks from Forgwyre and encroaching darkness.
Guansai

Guansai is a region in Galben, Nova.

A region of thick ice with regular areas of open sea, claimed by the Sahuagin as their kingdom. The Sahuagin live in underwater cities, with the capital, Shwarnah, located in the great lake near the centre of the region. They are mostly an aquatic species, but trade, travel and war bring them to the surface. Although they enjoy trading, they enjoy killing much more. Only a fool would dive into the shark-infested abyss to reach their kingdom. They have guard towers situated on the ice outside of their major cities with a very frequently rotating guard as they can only survive for four hours out of water before they start suffocating. Their underwater resources are treasured by the rich of many other races. The deep sea fish are delicacies, the corals and pearls rare treasures. In exchange they can source much need weaponry and armoury that would be impossible to produce in their environment. However, trading with the Sahuagin is by no means pleasant and usually restricted or outright banned as they feel no moral obligation to keep the relationship amicable. If you could no longer provide the Sahuagin with useful trades, weapons you traded them may end up being used against you. Humanoid blood is like a drug to them, driving them into a frenzy. Those who can resist consuming the bodies of their slain will no doubt sell the blood for a high price back in their home. They also regularly organise skirmishes against the aquatic elves that, along with merfolk, inhabit much of the rest of the ocean.
Nender

Nender is a region in Chimmo, Nova.

A wild region with untouched beauty and wildlife, the deep gnomes that "rule" this land are rarely found above ground, leaving the area almost exclusively to the hands of nature. They don't even particularly care about the overground boundaries, but the Forest and Rock gnomes agreed to give them their fair share and they stick to this agreement. Although they have broken through to the Underdark and regularly explore it for its riches, they keep a strict guard to ensure the inhabitants don't invade the overworld (but that's not saying none do). Nender has no strict government or ruler, but instead has a loose collection of high status individuals who have managed to accumulate substantial influence. The deep gnomes are perfectly friendly, although quite blunt and jaded. Some of them will join the other gnomes for celebrations and they are perfectly happy to show visitors around.
Darsh

Darsh is a region in Galben, Nova.

Darsh was once the name of the whole desert that the Thri-keen inhabited. They were nomadic and kept in small tribes, being the only race that could survive the desert and the dangerous monsters there. However, when the Yuan-ti came into power, they pushed back the Thri-keen and settled across the desert themselves, believing it to be sacred ground. The Thri-keen have been forced into a corner, pushed off their desert and now need to learn to live in other environments. They have eventually come together and formed armies that now pose a great threat to the Yuan-ti. Their resilience, combat prowess and unique language naturally give them the edge over the Yuan-ti, who normally rely on spreading corruption and charming enemies to gain the advantage in wars.

This region also includes the Ironlights, a quiet, self-sufficient dwarven kingdom. Their strong sense of justice has led to leaders empathising with the Thri-keen, and attempts to form an alliance. Their kingdom stretches through the mountain and they occasionally trade with the northern territories for more unusual food and wares.
Daarinalor Boda

Lord (or Lady) Protector Daarinalor Bola is the head of state of Réga, seated in the capital city of Ascent. She is a black dragonborn with horns that curl backwards and sharp features. She is tall and slender with cool grey eyes. Bola is direct and has no time for flatterers or time-wasters. She rules with an iron fist and few dare to question her decisions.
Whitespires

Whitespires is a region in Vaerun, Nova.

The tallest mountains on the planet, some sparse settlements actually exist high up on these mountains, however the journey up there is harsh and dangerous, so they remain quite isolated from the rest of the world. The people are incredible hunters, relying almost solely on the meat from dangerous creatures that have developed a small ecosystem here, originating from Baethin’s creation. Humanoids from here are a unique race known as Neigerthal, born from the harsh conditions and isolated area. They have pale blue skin and a tall, muscular build. Think snow orcs, but less aggressive and more intelligent.

The dwarven kingdom of Thorren lives in Whitespires. They are the largest dwarven kingdom in Nova and the only one in Vaerun.