recursal/Fanatic-Fandom huggingface dataset:
Madame Pom

**Madame Pom** es un pomeraniano que se hospedó en la guardería Littlest Pet Shop.

## Apariencia

Madame Pom es una Pomerania de color melocotón con una marca facial pálida y una cola de color rosa cremoso, pelo de cuello y orejas internas. Ella tiene una pequeña cantidad de cabello castaño brillante. Sus ojos son azul azulado profundo, a juego con su sombra de ojos azul. Como Zoe, ella tiene una marca de belleza cerca de su labio inferior, aunque Pom está más lejos que la de Zoe. Lleva un collar de gemas de neón rosa púrpura y azul.

## Personalidad

Madame Pom generalmente se ve bien con todos, felicitándolos si le han ido bien o le han gustado. Sin embargo, es un poco estirada y tiende a ser demasiado centrada en sí misma y narcisista. Especialmente cuando ella trata con un rival, como Zoe. Sin embargo, ella mantiene su sabiduría y no saca conclusiones.

## Formas Sentais

* StingSentaimon
* BugsySentaimon
* ZhadraSentaimon
Imperial Provinces

The lands of the West not under direct control of one of the Free Cities or the Capital of Cassia are divided into Provinces and governed by Regional Governors appointed by the Cassian Senate. These lands account for the vast majority of space in the west, but are significantly less populated than the major cities. While Cassian legion forts dot the landscape, and villages and towns are still under Cassian Rule of law, the provinces are not always safe and civilized places.

Primitive orc and goblin tribes still inhabit much of the vast windswept plains of the **Western Provinces**, and resist civilization wherever it encroaches on their borders.

The roads of the heavily forested **Eastern Province**, which borders the dark lands of the Grineland, is haunted by beast and bandit alike, posing many dangers for the sparsely homesteads that dot the frontier.

The coastal **Northern Province** is the target of frequent raids from the Voyager Peninsula, and home to a native population of elves that refuse to forsake their old religions and consider all imperial colonization efforts an affront to their ancient way of life.

The lush **Southern province** is dominated by rivers and deltas that carry all many of trade to the sea. It boasts some of the most fertile farmland in the west, and is responsible for much of the food consumed in the empire, as well perhaps the finest wine in the world.
Grineland

Grineland is a dark forested region bordering the West, it is sparsely populated and dangerous.

Bandits and highwaymen are the least of your worries, as there are barbarian tribes who worship dark gods, tame foul beasts, and perform profane sacrificial rites with captured travelers. Might be the only biosphere on the continent where man is not the apex predator.
Map of the Known World

### **The Western reaches**

* Cassia, the Spiral City
* The Free Cities of the West
* Delia, the Citadel Isle
* The Three Crown Islands

### **The South**

* The Barbary Ruins
* Kingdom of Castelon
* The Outlaw Coast

### **The Central Vale**

* The Low Countries
* Grineland Forest
* Dwarven Kingdom of Varia

### **The Eastern Reaches**

* Krikekov
* The Ostoburg Empire, Land of A Thousand Tongues
* The Hundred Kingdoms of the Eastern Reaches

### **The Grim North**

* The Voyager Peninsula
* The Mighty Union of Noble Orcish Republics
* The Vast Wastes of the Unknown

### **The New World**

* New Castelon, the Silver Colony
* Farcambria, Land of Many Colors
* Terragrimalia, the Isle of Death

####
Chase Allen

The former fiance of Debbie Polly.

## Bio

### Season 2

When Debbie Polly is convinced she is a great artist in Welcome to the Artist! she ends up being commissioned by the teacher of the art class Jean Claude Monet to paint a picture for the exclusive men's club he belongs to. If those in the club accept the painting Debbie from their influence could go on to do many things. Among those in the club it turns out is Chase who when they were together said Debbie was a good artist. She is nervous but wants to prove him she doesn't need him to suceed. The truth is however Debbie cannot paint. When the painting is shown Chase is among those who mercilessly berates her and causes her to be crushed as everyone including her art teacher turns on her.
The Edwardsville Chronicles - session 6

The party is startled by Flanders' sudden reappearance, but he seems perfectly normal. They go over to the place where the deer crossed the road and investigate. They see two human-sized footprints, but find no other evidence as to what is going on.

They return to town and head over to the Emerald Tankard, where they hear some rumours that the mines are going to open up again. They then visit Wilfur's store. Aggie inquires about poisoner's kit, and Wilfur points her to an elf named Ka'Ral, who lives in the mountains near Tucktown (a small-folk village two days west of Edwardsville). Wilfur gives her a piece of paper to give to Ka'Ral, and he will help her. She also purchases some socks.

A man comes into Wilfur's shop, and Wilfur asks the group to excuse him for a second. The man is dressed in black and gold and begins to speak with Wilfur in a strange language that nobody understands. They think they hear a name - Xanathrax.

It is now coming up to the full moon, and the party realizes that Andrew Stonemill is likely to attack the town when that happens. They decide that a distraction is in order, so they acquire a sheep that they tie up in the market square as bait. Things do not go as planned, however. The wolves immediately tear the sheep to pieces and attack. A giant battle ensues. Kayleth, Flanders, and Aggie are on a rooftop on one side of the square; Larry is leaping around trying to bring down wolves. Aggie has to stabilize Kayleth, and Opi, who is in the square, is killed. The battle is tense, and the group barely make it out alive - but they manage to defeat the wolves and they kill Andrew Stonemill.
The Edwardsville Chronicles - session 1

The town of
Edwardsville is a relatively sleepy town of worshippers, farmers and
merchants.  Within the town a group of
special individuals have been looking for a way to make a name for themselves.

Aggie, an
elderly priest further learns the layout of the town with her handler, a young boy
named Opi, befriends a young charming bard, Earl and a reclusive baker named
Flanders in the streets of the town. She also befriends a local curiosity of a Lizard
man gourmet named Larry. The group, all with their own motivations, are part of
a heroic encounter when Edwardsville is attacked by a strange pack of wolves led
by a massive Dire wolf in the streets. Thanks to the help of a Halfling man
named Lyle the group is victorious, but not before almost losing Larry and Opi
to the wounds they’ve received in battle. Flanders and Earl successfully defend
Flanders’ bakery and Larry makes off with the corpses of the wolves, taking
them back to his shack.

The group
then is part of a short expedition to the Farmlands to check on the farmers
where they find everyone is safe. On the way home they find a confused,
non-lucid naked man wandering towards the town. They take him to the Temple to
be cared for.

The next
day the group meet at the Broken Arrow, a tavern on the edge of town where
adventurers stop by looking for work. The owner, Judas, is in his cups and
offers everything he has if the group find out what happened in the old Copper
Mines of Edwardsville. He asks them to discover the fate of his friend, who is
presumed dead. Should this be the case, he wants them to bring back his jewelry,
so he can have some closure.

The group
arrives at the mine to find the descent down through the dilapidated staircase
to be treacherous. Through ingenuity and patience from Lyle and his pitons and rope
they manage to descend, even though several members of the group are scratched
up some from falling debris and a short tumble down the final steps. They then
find themselves at the doorway of the mine, which is boarded up with warnings
written on it in three languages.
The Imperial University System

Located in the provincial capitals and free cities of the empire are the greatest institutions of higher learning in the known world, the colleges of the imperial university system. Based off of the original University located in the heart of the Spiral Citadel on Delia, the universities of the Cassian Empire are home to the world’s greatest libraries, sages, and magical training grounds. While all classes and peoples can gain admittance to earn degrees in a wide variety of subjects, the universities are responsible for training court wizards and magic users who assist the empire, and in this regard, are overseen by the college of mages.
The Elder

The Elder is a major entity in the Za'Ramunz forrest, an Arch Druid and one of the oldest living Mortal creatuers in Hithlone. For the last Thousand years she has been in service to the Natural order of the World by protecting Nature from un-natural events.

Description

The Elder appears as a High Elf, with slightly wrinkled skin, white hair and pupelless eyes of white with a shade of blue. She wears tattered robes under an Elven cloak and walks with a staff. She has a kind smile and a calm look. Nothing seems to shock or upset her. She lives in her own permanant Gove not far from Za'Ramunz, perhaps a day's journey should anyone seek her out. The grove has been warded against anyone entering by magical means unless they can use more potent magic then she can. She is known to the Elven folk as a demi-god of sorts, the physical representation of the spirit of nature and is sought out often by Elf kind for blessings or favors. The Elder is the keeper of the Heart of the Forrest, a Scrying Pool which she uses daily as well as is a holder of one of the 4 World Breaker Rings, the Water aspect.

Pre-Catalyst

The Elder was a leader before the Catalyst as a major element of Elven society. With the sundering at the Catalyst, Elf kind suffered great losses because of the Elven affinaty to magical forces. The elder retreated to her Grove and began to work to rebuild what she could of the Forrests, Lakes and Rivers. Much of The Continent of Elementus has been repaired thanks to her tireless work since the Catalyst. For the last few centuries she has retreated back to her grove to watch and rest.
Wonders of the World

Throughout Hithlone there are a number of World Wonders. These Landmarks are divided into two categories, one are Man Made and the other, Natural Wonders. In total there are 7 Manmade Wonders and 9 Natural Wonders.

### Man Made Wonders

The Citadel in the Reebury Freehold: In the 4th Tier of the city stands the home of the High Lord of the Reebury Freehold, a massive Citadel made in marble and gold with a Platinum plated dome roof. The halls are majestically adorned with precious stone and metals as a show of the great wealth of the City.

The River Arcanus

One of the world's most spectacular Natural sights is the magically created river which was conjoured at the founding of the city to bring fresh Water and trade to Highfield, the capitol city of Hustonum. Highfield was founded and built inside a dead volcano opening providing natural walls and defense but had no water source. The First Order of the Arcane studied and researched a way to mend the problem and came up with the magical construction of a river branching off River Elementus to Highfield. The River is 500 miles long in a perfectly straight line. The Water is fresh, clean and has created a new ec system around it providing game and fertile farming land all along the river.

The Tower of Elora

In the Kingdom of Elora, in it's capitol city stands a Spiraling tower known as the Tower of Elora. This tower was constructed 500 years ago by the King who wished to be able 'to stand atop the world'. The Tower began at the start of his reign and upon his death construction was completed to stand at nearly 600feet. The Tallest structure in the known world

The Nibury Reserve

In the somewhat low brow, sleepy northern city of Nibury stands the Rhumbus shaped structure of the Nibury Reserve, the Kingdom of Hustonium's largest vault of Gold, Gems and rare items. It is the most secure building in creation and is a marvel of a combination of Magic and technology. The Building's walls are perfectly smooth, exactly 100 feet in height, with no visable entrance. The Reserve is surrounded by a symetrical wall which is also perfectly smooth and exactly the same height. Nibury is not exactly a place tourists go, but every man, woman and child who comes to Nibury can't help but marvel at the Reserves ominous reminder of the wealth of the Kingdom.
The Edwardsville Chronicles - session 2

Our party
finds itself at the boarded up entrance to the Edwardsville Copper Mine after
their rather difficult descent down the steps when they are greeted by a
mysterious Elf that seems to have arrived at the Mine around the same time. The
Elf identifies herself as Kayleth, who found herself in her home woods, in the
company of a mysterious man who sent her on a quest to find the Edwardsville
Copper mine and open the door. For some reason, she found that every time she
tried to abandon this quest, she would find herself unconscious and another day’s
travel closer to the Mines. Now that she arrived at the same time as our
adventurers, she joins them as Flanders, seemingly not himself, uses his axe to
destroy the door. The group descend into the mine with the bard keeping watch
at the entrance, while the halfling seems to have skulked off mysteriously.

Descending
into the Mine, the group of heroes find a main mustering area filled with
equipment and bodies long since dead. There is evidence of cannibalism as the
men who survived whatever happened had to revert to extremes to survive hoping
for rescue. Searching for Judas’s friend, the party finds no evidence as they
begin to search the mine until they are set upon by a group of giant centipedes.
They do battle, vanquishing the insects, and coming out none the worse for
wear.

Continuing
to search the mine, the group eventually splits up with Kayleth, the new
addition, scouting out ahead and finding the mess hall. She sends Larry in, who
is interested to see if they have any good kitchen supplies but he is attacked
by a foursome of Grey Oozes. Larry is nearly killed, but Aggie and Kayleth
manage to kill them all. They then head down to another hallway where they hear
noises and find a pair of Quaagoths, ape-like humanoids with grey/green fur
feasting on a giant centipede. They notice one is carrying a strange jug with
magical runes on it, but they are discovered before they can make a plan and
the Quaagoths attack. After a rather harrowing fight with Flanders and Larry
both nearly being killed, the heroes overcome the two Quaagoths. They claim the
Alchemy Jug (for that is what it turned out to be) for themselves. In addition,
the group collects a sum of coins that the Quaagoths have collected looting
bodies.
Soloman Xavier

3rd born son and current member of the White Guard, Solomon is a young man of 20 years who proved himself more then a capable soldier before being recruited into the King’s personal guard. While it is hidden in controversy, Solomon is homosexual which is not allowed and considered a sin. Alternatively, White Guard are forbidden to marry unless given express permission by the King, instead they tend devote their life to the service and protection of his Royal Highness. Upon the discovery of Solomon’s homosexuality, he was offered the chance to keep his shame hidden, least he be taken away by the church and tortured into ‘remission’. The King accepted his service as a friend to Baron Xavier, and also because Solomon is a near unrivaled swordsman. Solomon is bethrothed to Princess Mia from Behill, the wealthiest of the Alar States, while they have met twice in the last 5 years, plans for their wedding have stalled. Solomon does wish a family of his own and petitions the King to allow him to take a wife, however the King has not granted this request yet.

#### Description

Solomon takes after his mother’s features, sharp facial features, reddish brown hair with blueish green eyes. He is taller than his brothers, and broader of shoulder and chest. He wears the armor of the Royal House now, half plate with the Royal heraldry on his chest. He wields a Longsword given to him by the King himself.

The White Guard is the voice of the King, all sensitive information is transported either by Magical means or in some cases, magical script escorted by a White Guard, Solomon frequently is in Longriver on business and often finds himself there for long periods of time as the King wants to keep his Baron pleased by having his Son around. He is his mother’s favorite son. For the most part the Court of Longriver ignores Soloman's social life and do a good job to cover it up until they can find him a suitable wife that the King would accept or allow him to continue on his current path

#### A Soldier

Soloman has been for several years now been boasted as Hustomium's foremost swordsman. Never defeated in championship tournaments, be it in Melee or a Joust. Since joining the White Guard just a short while ago it is frowned upon that he continues to compete and has recently retired from competition.

Soloman wields the Windblade, a legendary bastard sword gifted to him by the King from his own personal armory. The Sword is said to be unrivaled in it's balance and sharpness as well as having magical properties to protect the wielder when needed.

Soloman is a 14th level Battlemaster Fighter.
Ricardo Valenz

The adoptive father of Luther Talbot and Grace Talbot.

## Welcome to New Park!

### The Pilot

He is among those at Prom Praise who are having a good time, although he feels lonely at the time as he doesn't have a girlfriend and feels he has no purpose. When the devastating explosion happened in the Royal Albert Hall, Ricardo ends up managing to save Luther Talbot and Grace Talbot who lost their parents in the incident and later would adopt them as his own children. He also had the courage to face of Mr Billingshurst who was one of those making fun of him.
Spire of the Mountain

The Spire of the Mountain is a legendary Pike which is often given to the King or his Heir on the Mountain, a noble Clutch of Aaracokra on the Island of Elementus, in the Mountain range seperating Houstonium and Salath. Currently the weapon is used by Issac, the Prince on the Mountain, an 11th level Fighter.

##### Abilities

The Pike is a Piercing Weapon that has the Thrown Property. The User can thrown the Pike like a Javelin and the weapon magically returns to the Wielder's hand using a bonus action.

The Pike deals 1D10 piercing damage and 1D8 lightning damage on a successful hit.

The Pike acts as a +2 weapon

##### Spells

The Spire also has 1 charge that the user can use to cast a single spell once a day, with the Charge returning at dawn. The Spire can cast Control Winds and Steel Wind Strike at 5th level.
ZabuteriSentaimon

**ZabuteriSentaimon** es la forma campeona de Sunil Nevla.

## Perfil Oficial

Entre Sentaimons recién descubiertos, es un Sentaimon Mangosta-insecto bastante único. Los detalles de cómo se convirtió en un tipo de insecto no están claros, pero tiene tanto el poder y la fuerza que poseen las hormigas a relación con su peso y la capacidad defensiva impecable de un escarabajo. Su personalidad es la de un insecto en sí, que sólo posee el instinto para la supervivencia, y, como consecuencia, no tiene ninguna inteligencia o algo similar. Se abalanza sobre Sentaimons de tipo virus hostiles sin piedad. Su cabeza se ha metalizado, y cuenta con la defensa de un muro de hierro.

## Ataques

* **Mega Shocker:** cierra sus brazos y genera de ellos una esfera de energía eléctrica que se dirige a sus enemigos con velocidad.
* **Tormenta Eléctrica: c**arga su cuerpo y sus brazos con energía eléctrica, que entonces libera a su alrededor para dañar a los enemigos circundantes y vuelca con la electricidad y los ataca.
* **Cuerpo de Escarabajo:** arremete contra su oponente y le golpea con el cuerpo.
Sanctuary Stones

There are 5 Sanctuary Stones known in Hithlone, Emerald, Onyx, Ruby, Diamond and Topaz.

The Sanctuary Stones are pre-catalyst items filled ith Abjuration magics to help protect locations or people from Harm. The Known Sanctuary Stones can be deciphered by a player proficient in History and passing a DC25 Intelligence(History) check.

Each Stone has very simple but powerful properties

Santuary Stone
wonderous legendary item (requires attunement for some abilities)

each stone casts a protective net around an area of 10 miles keeping hostile creates at bay unless they pass a DC 30 Charisma Saving Throw. Creates with malicious intends or any Evil Alignment are turned away and must spend the next 1D8 days moving in the opposite direction unless stopped by a Physical Barrier it cannot pass.

Sanctuary Stones grant a +4 to any saving throw to any creature within 120ft of it

No creature can teleport within 120ft of the Sanctuary Stone unless they succeed a DC 30 Charisma Saving Throw

An individual attuned to the Sanctuary stone gains the benifits of a Luck Stone (+1 to ability checks and saving throws)

An individual attuned to a Sanctuary stone will have the ability to cast one of the following spells directly linked to the Stone. These spells are cast at the lowest level available and can be one 1/day replenished at dawn.

Onyx: Stoneskin
Ruby: Deathward
Topaz: Counterspell
Emerald: Greater Restoration
Diamond: Banishment

#### Locations

Locations are known for a few of the Sanctuary Stone.

The Emerald Stone is currently in the possession of Xanathrax, formally held by the Baron of Longriver

The Diamond Stone is currently in the posession of the King of Salath, his Highness considers the Stone a crown jewel and is aware of it's properties.

The Onyx Stone is rumored to be in the Broken Lands.

The Other stones are unknown
Ragna Thorvald

Ragna Thorvald is a protector aasimar Path of the Storm Herald barbarian from Laketown. She was originally hired by the parents of Bingly the Younger as his bodyguard to keep him out of trouble, with varying success. After Bingly the Younger's death, she disappeared. Her current whereabouts are unknown.

### **Background**

Ragna was born in Laketown. She is twenty years old. Ragna's family runs Thorvald Protection Services, currently consisting of Ragna's parents, Mattias and Anna Thorvald, her brother Jon and her sister Marit (her grandparents retired recently). She started her training at the age of 5, and being a bodyguard is all she has ever wanted to do. She is always on the job, has a hard time relaxing and usually sees everyone as a potential aggressor. She never drinks alcohol. She provides protection for high society in particular. Thorvald Protection Services have worked in all major cities, and are in high demand. Ragna has just qualified to go out in the field, and protecting Bingly is her first official assignment.

### **Character Statistics**

Current level: 5

Strength: 18; Dexterity: 16; Constitution: 18; Intelligence: 10; Wisdom: 16; Charisma: 16.
The City of Wyrm

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Known as The Dragon City, the city is Wyrm is home to all Dragonborn in Hithlone, a rare monsterous race who in general stick together.
Wyrm is one of the few places in the World where one can see a Dragon itself without fear of being killed. The City is ruled over by the Dragon Lord, an elected official. The City is also home to the Order of the Dragon Knights, an elite force of Air Units with Dragonborn mounted on the backs of Young Dragons into battle.

## Founding the City

Wyrm was founded after the Catalyst destroyed much of the Draconic blood in the known world. With Dragon numbers obliterated to the tune of as much as %90 of Dragons killed, the Dragonborn of Hithlone communed together to form a purely draconic society in an isolated region to re-grow their numbers, create their own society and hopefully hatch new Dragons.

The Site was selected in the Capstone Mountain region of Elementus, technically sovereignty of the area falls under the Crown of Hustonium, however political deals have been made with the Kings of old to allow Wyrm to self govern and remain their own independent city-state. In exchange for this a Military alliance exists between Wyrm and Hustonium, as well as with Salath.

## The City

The city is divided into 10 districts, each district is home to different sub-races of Draconic peoples. Currently, all Dragonborn as required to live in their corresponding district but are free to travel anywhere in the city. The Politics of the city are polarising, mostly dealing with how Dragonborn are to make their way in the World. Every Dragonborn must go on a pilgramage outside of Wrym so they can learn about the outside world. Often they are given specific missions from the Draconic council, a mission that would fall within an individual's skill set.

The City sits at an altitude of approximately 4000meters and is difficult to reach without Magical means. People can climb the Dragon Pass, which is frought with danger both geographically and from the creatures that live in the area. There are actual Dragons in Wrym from time to time, some Dragons hunt the areas around the city and some Dragons are wild, feral creatures who kill on sight.
Justicar

Justicar is an Elder in the Order of 100 appearing as a Human male in middle age. He keeps watch over the Order's Keep in the city-state of Drunala and holds the magical keys to the Prison and Archive of the Order.

### Description

Justicar's real name is unknown as is his age, alignment, class and abilities besides the ability to cast the demi-plane spell. Justicar appears as a physically fit 50ish-year-old Male Human with salt and pepper hair, silvery eyes and a well-maintained beard. He wears ornamented black and gold splint mail armor with an arming sword hanging from his belt. Justicar has a calm voice and confident posture and walking gate. He appears to be reasonable, but there is an aura of danger surrounding him.

### Lair

Justicar stays in a Stone keep in the Scholar Ward of the City-State of Drunala in the Alar Archepellego. The Keep itself is divided into 4 floors which seem to be for the most part apartments with one large Great Room where Justicar has a sort of Throne. Additionally in the corner of the room is a stone block with a groove carved out of it. In the grand room it has been witnessed Justicar's ability to summon a gateway to his Demi-plane where the Gravemakers currently are being held as prisoners.

### Abilities

Justicar's abilities remain a mystery. He seems to hold authority over all members of the 100 that have been witnessed by the Player Characters. Additionally, he has been seen to speak Elvish and Primordian as well as the Common language.
Edwardsville

Edwardsville is a Settlement in the Westshire Region of the Kingdom of Elementus. It was destroyed in the year 958PC by the World Breaker upon the completion of the Ritual that brought it out of it's 1000 year long slumber. The Village as of the time of this Campaign is a ruin with only a few known Survivors.

### Pre-Destruction

Edwardsville before it's destruction was a peaceful Farming settlement aproximately 5 days by horse south of the Provincial Captial of Longriver. Edwardsville was also home to the Kingdom's Seminary to the Earth God in the Faith of The Four.

Most folks in the Settlement worked in Farming or Logging. The Founding of the Settlement approximately around the year 870PC was in support of a rather well sourced Coppermine which caved in 10 years before the events of the Campaign due to the disruption of the World Breaker's Slumber by unknown sources.

### Lycanthropes

For some unknown reason the region of Edwardsville, and nearby Tucktown seem to attrach Lycanthropes. Lycanthropy is a condition of great concern to the First Order of Arcana and is policed very closely. Perhaps due to the supernatural presence of the World Breaker, Lycanthropes were drawn to the area. At the start of the campaign several Lycanthropes had managed to work their into the town in hiding.

### The Seminary to the Earth Aspect

Edwardsville was, in addition to being one of the larger farming settlements of Westshire, a regular source of pilgrimage to the Seminary at the Temple. The Seminary was built under the surface of the Temple to the Four. Every year Acolytes of the faith who wished to spend time in atonement or study at the Seminary would flock there after the Winter Season. This would often be a boon for the town as Visitors meant more income. The current status of the Seminary is Unknown, although the Temple itself was destroyed.

### The World Breaker attack

After the World Breaker was summoned from it's slumber it suffered from a near 1000 year hibernation, slowed, tired and starving the Beast lumbered towards Edwardsville in search of food.

A group of Adventures who witnessed the attack raced back to Edwardsville on Horseback to warn the town to no avail. When the World Breaker attacked the town, despite its obviously dibilitated nature it completely ravaged the town destroying nearly every structure killing almost the entire population with the exception of just a few who managed to flee when the Adventuring Party returned and warned the townsfolk. The Beast ended up at the Temple to the Four where it was met by a conclave of Priests who attempted to stop the Monster from continuing it's attack however they were unsuccessful. It is unknown as to how many were killed, and now many survived. The only information known at this time is that there were only a few survivors

Larry the Lizard, a Lizardman Monk

Lyle Tealeaf, a Halfling Rogue

Aggie, a Human Cleric

Cain, a Half-Elf Wizard

Susan, a Human child.
The Alar

The Alar is an Archipelago south of the Eastern Continent which consists of a series of 8 City States which

operate Independent of any other sovereign nation in Hithlone. The area is in a constant state of crisis and conflict as the 8 cities compete with each other for resources, wealth and prestige. In the Campaign setting, the Alar as currently marred by three ongoing crisis' which effect life in the region. The Slave Trade, The Growing Tensions between Aelstow and Harlow and the mysterious Arcane storms off the cost of Mulluhkaar

### Geography

The Alar is an Island Chain approximately 1 week worth of sea travel from Elementus, the eastern continent. It consists of 5 large Islands with smaller islands which for the most part are under the rule or influence from one of the 8 current city-states. The Climate for the most part is Temperate and Warm. Long summers with Winters which have erratic weather patterns, mostly very cold. The Central Island where the City of Mulluhur is has what appear to be random Arcane storms which pop up without warning. Some believe this is to Protect the Island for some reason, however very few know or understand how to navigate these storms.

The Western Island is home to three of the City States, Behill, a wealthy aristocratic state with access to rich gold mines and strong political influence. Enhill, a city south of that known for great sailors and ship builders and Drunala on the southern Coast, a mysterious city of slavers and vice.

To the East of Enhil is the Island of Rebury, home to the Rebury Freehold, a 4 tiered City which operates under the Rule of Lords who command each Tier of the city. Outside the walls is an area known as The Gallows, a shanty town run by 3 competing Thieve's Guilds in constant war in the streets.

In the North are the Cities of Cacot, a Theocracy, and seat of the Faith of Arcankius, the regional dominant faith. Across a small mountain chain and Forrest is Macot, a great city of learning and once seat of great Arcanic power. The City now is devoid of Magic and the arcane arts are banned outright.

In the East, Harlow and Aelstow, who compete with each other on the island in every way. Aelstow, a mostly Elven City has recently adopted old ways of Warmaking while Harlow works to maintain a tender peace between the two cities.

In the Central area is the Island of Mulluhkur, a strange City of which no records exist outside of the city itself. Strange Storms surge around the Island. The North of the Island has small settlements that deal with the trade for the entire island, however getting to the City itself is most often a fatal adventure.
AncientTroiaSentaimon

**AncientTroiaSentaimon** es la forma campeona de Cashmere y Velvet.

## Perfil Oficial

Poseedor del elemento de la madera. Un Sentaimon Supremo que existió solamente en un pasado distante, que cuenta con el mayor tamaño entre los guerreros antiguos. Varios mecanismos se establecen dentro de su cuerpo, y muestran sus ataques y movimientos complicados.

## Ataques

* **Truco de Troya**
* **Cañón Sorpresa**
The Windblade

The Windblade is a legendary Longsword given to Soloman Xavier by the King of Houstonium upon his joining of the White Guard. The Weapon has a long fat blade with an Ironwood handle, wrapped in Mammoth Hide, and a platium placed crossguard. The Weapon is sheathed in a scabbard made of Blue Dragonscale and gold, the scabbard itself could be considered priceless.

Properties

The Windblade functions as a +2 Longsword and deals 2D8 slashing damage or 2D10 is used with 2 hands.

The Windblade has 3 charges which replenish fully at Dawn. The user can spend 1 charge to cast Investigure of Wind at the 6th level.
Ironwood

Ironwood grows native on the Continent of Elementus, there are controlled forrests in Hustonium and extinct forests in Salath, one small grove of Ironwood grows north of the Capstone Mountains in the Wild Lands.

Purpose

Ironwood is a rare enchanted evergreen tree. 1 in 20 trees in Ironwood forrests produce a wood 10x stronger then normal hardwood and over the centuries the Kings of Hustonium have learned to cultivate and protect their crop of Ironwood and use it to make weapons, ships and buildings. Salathy kings of old were too greedy to maintain their forrests and now Ironwood is no longer farmed west of the Elementus mountains. In Hustonium the King has a monolopy on all Ironwood trees except for in in the Elven Kingdom of Zar'Ramunz. The Elves pay a tax to the Crown for the right to preserve or farm their own Ironwood.

Ironwood is a major staple of the Hustonium economy. Selling furnature and ships or weapons across the glove using Ironwood.

Weapons made from ironwood cannot be broken and will not splinter. They function as magical weapons for the purposes of negating resistances. Ironwood weapons are also immune to the effects ofa . dispell magic spell unless it is cast at the 5th level.
The Edwardsville Chronicles - session 5

The party is on their way to see Andrew Stonemill, the miller, who is a lycanthrope. He actually is a naturally born one, one of the few who is allowed to live outside the capital. He is a very dangerous man, and is only living free under strict conditions and by the grace of a lord in the capital. If he knows about the were creatures in the Edwardsville bakery, he is in violation of his conditions.

As the party leaves town, their sense of unease grows. They arrive at a large two-floor-structure with a barn next to it, a split rail fence, and a supply of milled and unmilled wood. Lexanna knocks on the door. Meanwhile, Larry sneaks around and Kayleth looks through the window. She sees muddy tracks on the floor, with some half-chopped wood, and she can make out a stairwell that leads up, but she doesn't see anyone inside.

Larry sneaks in and the group follows, finding a small crawl space under the floorboards by the stairs. There is a raging fire in the hearth with coffee that is still warm, that has been made in the last hour or so, and a pantry on the right. Larry decides to make his way upstairs and finds a bedroom with a twin bed, a night stand, a pewter figurine of a wolf on a pendant, clothing, a lantern, a desk with a sewing kit and thread. It smells like wet dog.

At that time, the door downstairs in the kitchen opens and a tall man with wild hair, bushy beard and crazed eyes comes in. He is carrying a spear and a sack with probably a dead animal in it (a dead fawn, as it turns out). He yells at the group to get out of his house. He becomes even angrier when he sees Lexanna. Aggie tries to calm everyone down, but Andrew attacks and kills Lexanna; he then runs off.

The party returns to Edwardsville, and Aggie returns to the temple and heads over to the infirmary. She questions Valerie, the acolyte on duty, about the people who came in the night of the wolf attack a while ago. She looks through her ledger and tells her that a man came in who seemed to be suffering from a psychotic episode. She remembers him, and tells Aggie she figured he was drunk. The man was a human, early adult, with a strong body, and he disappeared in the morning.

The next morning, she heads over to the bar, and nobody has seen Flanders. Aggie goes upstairs and finds scraps of parchment in Flanders' bedroom that have drawings of people being murdered on them. His bed is not slept in and perfectly made, but Flanders is not there. Disturbed, Aggie goes downstairs again. The party heads outside and sees tracks leading away into the woods. They follow it for several miles, and come upon a group of around twenty-five deer running away. The party continues on and comes to a stone outcropping, where they hear voices and snippets of a conversation in common about how strange it is to see all the deer running away. They then hear 'Hey guys, did you hear all those deer?' and turn around to find Flanders standing there.
Ariadne Silverleaf (Ari)

Ariadne Silverleaf was a half-elven bard. She was a successful singer at one time, and was well-known in the islands of the Alar and beyond. She made so much money, she could afford to live in Beahill As her success waned in recent years, and her manager wanted to sever all ties with her, she decided to go on a last tour, to try and become popular again. While in Aelstow, she was kidnapped by slavers, and she found herself on a boat in the middle of the ocean in a lightning storm, surrounded by other prisoners. When the ship was destroyed, she washed up on a small island with a number of others, including Captain Holt, Lya, Milo, Portia, Aelbrecht, and Pharic. Portia and Aelbrecht travelled to Asara and were never heard from again. After Lya's death, the group was joined by a cleric called Fonk, and the group started to call themselves The Gravemakers. Ariadne (Ari to her friends) went on a number of adventures with the other Gravemakers, including an excursion into the Greenm Vale, but she came to an untimely end in the battle with Tomax.

### **Appearance**

Ari was about 5 foot 6 inches, with green eyes and red hair. She looked to be somewhere in her late thirties and loved wearing scarves. She tended to buy lots of clothing and shoes.

### **Character**

Although Ari started out as a fairly peaceful person, her time in captivity and the atrocities she witnessed by the hands of Tomax's men on the island of Simara changed this. The death of the cattle farmer Farris and his family and dog, and the rape of Farris's wife by the men of Tomax's son Eonath caused something to snap inside her. She has been known to perform the odd castration, and was hell-bent on saving Ferris's children, who were abducted by Tomax in order to be sold into slavery. To her friends and to innocent people, she was quite nice though. She used to sing special songs to each member of her party in order to inspire them.

### **Character Statistics**

At the time of her death, Ari's statistics were as follows:

Character level: 5

Strength: 8; Dexterity: 16; Constitution: 16; Intelligence: 10; Wisdom: 16; Charisma: 20.
Elementus

Elementus is the eastern most land mass in Hithlone populated by mostly 2 large Human kingdoms, Hustonium and Salath. The Land is split into three geographical areas by a large mountain range giving natural borders between Hustonium and Salath as well as the large Capstone mountains leaving the North of the continent relatively isolated and without any significant political system.

Hustonium, as a kingdom has thrived more then any other political body after the Catalyst and is the center of most Trade in Elementus. Salath is a considerable force on the global scale however is in the shadow of Hustonium's influence. Both kingdoms consider each other to be allies.

### Geography

Elementus is a rather mountainous land mass with the massive Capstone Mountain range to the North and the Salath Mountains dividing the kingdoms of Salath and Hustonium.

North of the Capstones is mostly tundra, no single government, a few settlements exist which trade with the kingdoms to the south, however, for the most part, are self sustaining. The Natural barrier between the Kingdoms in the south help define the kingdoms as no Human kingdom has domain over them. In fact under the Salath Mountains is a Dwarf Kingdom which deals mostly with Hustonium.

In the Capstones you will find ruins of ancient kingdoms long destroyed by time as well as the **great City of Wyrm**, which exists as a soverign city -tate despite it being within the geographical domain of Hustonium.

The **River Elementus** runs from the Shimmering Sea in the south all the way through the kingdom of Hustonium past Nibury and to the Mountains. It is the largest and longest river in the world and a major source of commerce for the Kingdom.

Hustonium is a temperate climate in the middle of the country, colder in the north where winters are harsher. In the Summer season Nibury reaches the low 20's and in the winter the bitter cold and dry air makes for an average temp below freezing for most of the winter season. In the Westshire region of Hustonium farming is good, rich fertile soil from the floodplains of the River Elementus keep the kingdom well fed and export grain and livestock throughout the world. In the south, vineyards are found.

The West coast is far cooler and more Damp climate caused by the weather patterns of being so close to the mountains. Salath as a kingdom deals heavily in Ore which they mine themselves or purchase from Dwarves raw and process for them. Their land is much damper with swamp and wetlands throughout the kingdom.

### Politics

For the most part, Hustonium dominantes the continent economically and politically. Salath, the Iron Kingdom is not to be taken lightly, however they tend to play second to Hustonium and follow their lead on the international Stage.

Much of the Politics revolves around the dogma of the Faith of the Four, a religion that dominates the Culture in Elementus, while it is not the sole faith, it is the official faith of the Crown in both Salath and Hustonium.

The City of Wyrm for the most part stays out of the affairs of other Humanoids and live a completely self-sustaining existence
Reglas

## General

1. Este wikia es para aquellos que no estarán sujetos a reclamaciones de derechos de autor.
2. Este wiki está destinado al humor, aquí nada está destinado a ser tomado en serio.
3. No hay penalizaciones si rompes las reglas. Mientras no lo hagas de nuevo, entonces eres bueno.
4. No vuelva a crear artículos / categorías eliminados. Póngase en contacto con un administrador si tiene un problema.
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## Conducta

1. No molestar a los demás
2. Los Trolls no están permitidos
3. No hay guerras de edición.
4. No trollear, vandalismo, ni acoso / ciberacoso.
5. No vuelva a cargar las páginas que han sido eliminadas.
Igor

**Igor** (expresado por Peter Cullen) es un burro sombrío que está deprimido todo el tiempo y es uno de los buenos amigos de Pooh. Vive en una casa corta hecha de palos en un lugar llamado Pooh Corner, en el Bosque de los 100 acres. Su casa a veces se destruye y él siempre la arregla.

## Curiosidades

* A pesar de su tristeza es buen miembro del equipo.
* Igor es buen amigo de Penny Ling y Minka Mark.
* Igor también fue expresada por el difunto Bud Luckey en la película de 2011 y por Brad Garrett en algunos juegos de computadora de Winnie the Pooh (incluyendo Winnie the Pooh y el libro de cuentos animados Honey Tree, Ready to Read with Pooh y Ready for Math with Pooh ), la película de acción en directo Christopher Robin y Ralph Breaks the Internet.
AngeSentaimon

**AngeSentaimon**  es la forma Campeona de Minka Mark.

## Perfil Oficial

Una Sentaimon Ángel con alas brillantes, cuyo cuerpo está recubierto de tela blanca pura como un ser divino. Es una ser de virtud perfecta, y aunque se llame un Sentaimon que trae la felicidad, al confrontar el mal no va a dejar de atacar con extrema calma, hasta que el oponente está completamente aniquilado. En las innumerables veces que el Mundo Digitales visitado por una crisis, se dice que desciende a llevan Sentaimons de la misma especie, y DeaeSentaimon, que fue ganado por el lado oscuro, era originalmente de la misma especie.

## Ataques

* **Nudillos de Fe:**  Concentra energía dorada en su puño derecho y lo impulsa hacia su oponente en un movimiento similar a un puñetazo, liberando en el acto una honda rectilínea de energía tremendamente poderosa. También puede absorber su báculo como energía para aumentar la fuerza del ataque, lo que genera un aura de energía celeste a su alrededor.
* **Bastón de Fe:** Lanza su bastón santo, como un estilo de lanza al oponente.
* **Hurracan de Dios:** Sopla fuertemente como un hurracan.
The Voyager Peninsula

Voyager peninsula, from where hail he world’s self-proclaimed best sailors, drunken fighters, and intrepid explorers. The Voyagers are a hearty, good-natured folk of predominantly human, orcish, and dwarven stock, and make great trading partners, unless of course you have something they want. Or have allied with someone they consider an enemy. Or have gotten mixed up in one of their blood-feuds. Or if it was raiding season. Or if you looked at them funny, breathed too loudly, or were alive on the wrong day.

The Peninsula is defined by a strong warrior culture with a feud ethos and a raid economy; it lacks a centralized government and seems revolves around extended family units. Important to note is that no foreign anthropologist has ever come back alive to confirm any of this.
Carmen

**Carmen** es un personaje secundario en The Amazing World of Gumball. Ella es una estudiante de Elmore Junior High, y la novia de Alan.

## Personalidad

Se dice que Carmen es una líder entre las chicas, lo que significa que es una de las personas más inteligentes y capaces de la escuela. Ella también se pone mucha presión sobre sí misma y se enoja mucho cuando falla en algo. De todas las chicas, Carmen es la más seria y enfocada, dedicando casi todo su tiempo a sus estudios. A menudo se la ve leyendo libros. Ella también puede estar criticando, lo que molesta mucho a Gumball.

Carmen también está locamente enamorada de Alan, el globo, aunque este amor obviamente sufre muchos problemas, debido a la facilidad con que los cactus forman los globos pop, que es Alan.
Mitzi

**Mitzi** es una mofeta que aparece en el síndrome de sue y la novia de Heidi.

## Personalidad

Mitzi es amable y educado. Cuando se siente abrumada, ella se preocupa y se cansa de negar. A ella le gusta hacer feliz a la gente, hasta el punto de que ella no se está haciendo feliz.

## Formas Sentais

* GrowSentaimon
* MegaloGrowSentaimon
* DuquesaSentaimon