recursal/Fanatic-Fandom huggingface dataset:
New Elf

New Elves are the newest race of Elves with extremely long ears and green glowing eyes.

## Appearance

Glowing green eyes and blonde hair are universal features of New Elves. Even more, they have pale or tan skin and well-defined ears and eyebrows. Their ears range from twelve to fifteen inches, and their eyebrows are so long that they trail off their foreheads, stretching about eight inches in length. New Elf males stand an average of six feet and four inches tall.

## Personality

New Elves have a tendency to anger easily and they are not afraid to express the full extent of their wrath. As such, they often snap at others for minute offenses.

New Elves have many personality traits similar to High Elves, but they tend not to be quite as snarky and pretentious, though still snarky and pretentious.

## Culture

New Elves believe High Elves to be their betters; thus, they often try to mimic High Elf culture and ways of life.

## Other Facts

New Elves are called “new” because they are the newest race of Elves to arise in Urk.

New Elves live an average of two hundred and fifty years.

Because New Elves are quick to act on anger, several species in Urk are afraid of New Elves, especially High Elves.

## In the Text

New Elves can be found in *The Prophecy of Spellborn: A Harlot and a Hero*. Not only do they live in the Kingdom of Godrick, but Cassedice Torresini, a member of The Eight, is a New Elf.
Eîrenedril

Dei Eîrenedril (auch Eîrendril) sind eine Gruppierung aus Zydrunas. Sie sehen den Frieden als höchstes gut und ziehen durch alle Länder um den Frieden zu verbreiten. Dies tun sie indem sie Verbrecher und Kriegstreiber bekämpfen und meist töten, oder an das Staatliche Gericht übergeben. Sie übergeben Verbrecher nur an Gerichte, die vorher offiziell verifiziert wurden gerecht zu sein. In Zentralas wurden nur sehr wenige Länder verifiziert, dort trifft man auch nur sehr selten auf die Eîrenedril. Eines der Wenigen verifizierten Gerichte ist das Giliens.

## Hauptquartier

Das Hauptquartier der Eirenedril befindet sich im Zentrum Zydrunas und ist ein eigener Staat. Das Hauptquartier ähnelt einer kleinen, symmetrisch aufgebauten Stadt aus Mamor.

## Mitglieder

Die einzelnen Eîrenedril sind gut bewaffnete Elite-Krieger, die ausserdem durch Meditation und Reisen zur geistigen Elite gehören. Bei den Eîrenedril werden sowohl Männer als auch Frauen zugelassen. Um zum Eîrenedril zu werden muss man - meist Jahrelang - einem Eîrenedril folgen und ihm dienen. Dabei lernt man was man tun muss wenn man zum Eîrenedril wird. Auch die Schüler haben ab einem gewissen Zeitpunkt Titanausrüstung, allerdings ohne Verzierung. Die Eîrenedril haben keinen Besitzt, sie tragen meist ein wenig Gold bei sich um Leute zu entlohnen und nächtigen sonst in Gasthäusern, mit der Erwartung nicht bezahlen zu müssen, oder den Menschen dort als Bezahlung zu helfen.

### Bewaffnung

Die Eîrenedril sind im Hauptquartier in der Lage Waffen und Rüstungen aus Titan zu schmieden. Dieses besonders harte Metall ist deutlich besser als Stahl. Der Standard Eîrenedril hat eine Schwere Rüstung aus mit Gold verziertem Titan, mit großen Schulterplatten von dem ein zerfetztes Cape hängt. Diese zerfetzten Capes tragen die Eîrenedril um zu zeigen, das der Friede auf der Welt beschädigt ist. Die Waffen der Eîrenedril sind hauptsächlich die Altarhämmer, besonders Schwere, fast quadratische Hämmer, die so heißen, da ihre Form an einen Altar errinert. Diese sind mit Gold verziert. Ausserdem tragen diese ein Schild aus Titan, die Magische Geschosse von zeit zu zeit reflektieren können. Andere Eîrenedril haben eine Schwertlanze, einen 2m langen Stab dessen Spitze ein Schwert ist. Eine dritte art der Bewaffnung der Eîrendril sind die Kleriker, die durch das verbrennen alchemischer Mischungen in ihren Räucherkugeln ihre Gegner zu manipulieren. Die Räucherkugeln bestehen aus zwei titanernen Halbkugeln, die zusammen geschraubt werden. Der untere Teil ist massiv und dort werden die Mischungen hereingelegt. Der obere Teil hat Löscher aus dem der Rauch heraus dringt. Die beiden Halbkugeln werden zusammengeschraubt. Mit drei Ketten ist sie an einem Stab befestigt, so das die Kleriker auch mit ihr zuschlagen können. Die Kleriker tragen meist nicht die volle Rüstung und eine Mischung aus Dolch und Kurzschwert., ausserdem das Standard-Schild.
Akbar

Der Großmogul von Adea Sin, Akbar Rajid, ist ein weiser Mann, der sowohl guter Diplomat als auch genialer Militär-Stratege ist. Er regiert seit 509, als sein Vater Ramey starb. Die Treue seiner hohen Untergebenen bekommt er schnell, meist durch Heirat. Die Situation bezüglich der Revolution hat sich seit seinem Amtsantritt verbessert, und sollte es zu keiner diplomatischen Lösung des Problems kommen, wäre es keine Herausforderung für Akbar, die Rebellen gewaltsam niederzuschlagen. Es gibt bereits jetzt öfter Militärische Auseinandersetzungen. Er wohnt mit seinem Harem im Mogulspalast in Hilid.
WHEI Universal Championship

the WHEI Universal Championship with the default side plates

The **WHEI Universal Championship** is a professional wrestling world heavyweight championship created and promoted by War Hawks Entertainment Inc. on the SmackDown brand. It is one of three world titles for WHEI's brands, alongside the WHEI World Championship on the Raw brand and the LWL World Heavyweight Championship on the LWL brand. The current champion is Roman Reigns in his first reign. Being the default champion of the game going into the revamp.

The title was created following the real life reintroduction of WWE's brand split and the subsequent introduction of their Universal Championship. This subsequently retired the Big Gold Belt they had been using as a world title previously. The title, much like its real life counterpart, was brought in to be the world title for the Raw brand in season 2, and stayed that way for season 3.

On August 10, 2019, the title was unified with the LWL World Heavyweight Championship and the latter was retired.

## Origin

Named after the WWE Universe in real life, the championship was created to be a replacement in universe to the World Heavyweight Championship which, while several people liked, many felt needed to be retired. The championship had to be created in game for season 2 as it had been introduced too late to be in the actual game. This was rectified in season 3.

## Championship Belt design

Despite not liking the look of it, Juggernaut decided to stick with the current design rather than make on of his own or download one. As with the WHEI World Championship and its real life conterpart, the title is designed almost identical to the WWE Championship. With the exception being the background and strap is all red to represent its exclusiveness to the Raw Brand. The swoosh under the logo is also black.

The title consists of a large cut out of the WWE logo (encrusted with diamonds), inside a large irregular heptagonal plate. The words Universal Champion appear in small font under the logo in capital letters along the bottom edges. As with the WHEI WWE Championship the default side plates consist of the WWE logo inside a red globe. However these can be changed out to the champion's logo in lieu of a nameplate.

When they decided to revamp their universe mode in 2022. All brand exclusive championships were renamed to match the world championship of the show they were on at the time and redesigned to allow them to be drafted to any show. With the WHEI Universal Championship being drafted to SmackDown as a result.
Birnitz

Birnitz ist eine Stadt in Hoblirien

## Geographie

Birnitz liegt an der Küste von Hoblirien. Auf einer riesigen Wiese gelegen ist Birnitz von weit her sichtbar. Jegliche Wälder in der Nähe wurden bereits abgeholzt. Es gibt einige hölzerne Windmühlen. Die Stadt wurde komplett aus Holz gebaut, unterschidelichste Sorten kamen zum Einsatz was der Stadt einen farbenfrohen Eindruck verleiht. Es gibt zahllose Bögen, Brücken und Hochkanäle, mit denen die Castori ihre Baukunst zum ausdruck bringen möchten. In der Stadt gibt es diverse Bezirke:

* Das Stadtzentrum mit dem Marktplatz. Dort ist auch der Kunstmarkt.
* Den Hafen im Norden an dem viele Schiffe anlegen, hauptsächlich aus Ersland, der Eukalischen Föderation und Murel. Dort gibt es auch eine Werft wo die Schiffsbauer der Castori ihr können zeigen.
* Den Papierbezirk im Westen, dort steht die Papiermühle, die Buchbinderei, Buchhändler und Wohnhäuser für die Arbeiter.
* Ein Wohnbezirk im Süden
* Ein imposantes Villenviertel im Westen, dort gibt es beeindruckende Beispiele der Holzbearbeitungskunst der Castori.

## Soziala Treffpunkte

Soziale Treffpunkte der Stadt sind drei Schenken einer Kette, dem Rindenschatz. Diese drei Schenken sind im Hafen, im Stadtzentrum und in dem Papierbezirk.

## Sehenswertes

Die Stadt ist sehr Schön und an vielen Ecken und Kreuzungen kann man schöne Bögen, Brücken und Schnitzereien finden.

### Kunstmarkt

Der Kunstmarkt ist einem langen Gebäude im Stadtzentrum. Dort kann man wundervolle Schnitzereien kaufen die von meisterhaften lokalen Künstlern hergestellt wurden. Es gibt Kleine und Große, Statuen und Bilder in Holzbrettern.

### Papiermühle

Die Papiermühle im Papierbezirk stellt aus Roholz Papier her. Das Gebäude ist relativ klein und beitzt ein Wasserrad das über eine lange Achse mit dem Hauptgebäude verbunden ist. Alle zwei Monate kann die Papiermühle besichtigt werden.

### Buchbinderei

Die Buchbinderei ist ein großes Gebäude wo in mehreren Etagen viele Arbeiter Bücher zusammen leimen.

### Villenviertel

Im Villenviertel von Birnitz stehen 14 große Villen, die sich in ihrer Bauart stark unterscheiden. Manche haben Türme, manche halbrunde Dächer. Manche sind Kreisrund, manche Eckig. Manche haben viele Fenster und Gauben, eine ist sogar ganz dunkel ohne ein einziges Fenster.

## Bedeutung

Die Stadt ist bedeutend für den Papierhandel und für den Kunstmarkt von Schnitzereien.

## Preise

In Birnitz kann man günstig Möbel kaufen und Wagen. Der Kunstmarkt für Schnitzereien floriert.
List of personnel in WHEI

WHEI is a professional wrestling company based in Idaho. WHEI personnel consists of professional wrestlers, managers, play by play and color commentators, ring announcers, interviewers, referees, trainers, producers, script writers, and various other positions. Executive and board members are also listed.

## Roster

### SmackDown

#### Broadcast Team

 Stephanie Hudson-Lytle
 Juggernaut
 KittyKat
 Chaos
 Nightingale
Mimirarn

**Affiliation**
 **Status**
 **Killed by**
 **Place of Death**
 **Debut**

Dread Commander Mimirarn was a Legion Dread Commander tracked by Hellstrider Leader Sabariel Dawnbreaker and slain by herself and a Highguard team as Lady Dawnbreaker had learned his timing and anticipated his arrival near Felblaze Ingress.

The Dread Commander put up a tough struggle, calling felhounds to aid him. There were no Highguard fatalities, though a number of serious injuries requiring attention came about from Mimirarn's final attacks as he neared defeat.

His heart was consumed by the only Illidari demon hunter present, Asynna. Calindra Lemoine's successful involvement led to her promotion to Ranger-Lieutenant of the Thera-dora.

Mimirarn's death spelled the end of Hellstrider operations in Azsuna, moving on to other Broken Isles fronts with the Legion largely driven from Azsuna. Lord Firesong and the Thera-dora took charge handling the remaining pockets of Legion in Azsuna, and of assuring the Legion does not regain their former strength in the locality.
The Caravan Masters

A group of individuals, mostly humans and halflings but with a few half elves and elves, selected and trained to be caravan masters. A monastic tradition, the caravan masters eschew their names and devote themselves to guiding caravans safely through the world. A caravan under the dominion of a caravan master is a caravan well protected. The caravan masters was started/created by Baron Thetchen of the Kingdom of Rings. They make use of celestial dire wolves as messengers, defenders of bases, and as part of a support network. The caravan masters try hard to stay away from politics.
WHEI World Tag Team Championship (Revamp)

The current design of the WHEI World Tag Team Championship

*This article is for the renamed SmackDown Tag Team Championship for the revamp. For the original from season 1, see WHEI World Tag Team Championship (Original)*

The **WHEI World Tag Team Championship** is a professional wrestling world tag team championship created and promoted by War Hawks Entertainment Inc. on the SmackDown brand. It is the fifth overall male tag team championship to have existed for WHEI. It is one of three men's tag team championships for WHEI's roster. Alongside the WHEI Universal Tag Team Championship on the Raw brand and the LWL World Tag Team Championship on the LWL brand. The current champions are The Usos (Jimmy & Jey Uso) who are in their first reign as a team.

The championship was established prior to season two to be the tag team title for the SmackDown brand following the reintroduction of the brand split in real life. As a result the previously used WHEI WWE Tag Team Championship was retired. However this title retains the lineage and of that title unlike its Raw counterpart.

## History

The title was introduced in season two following the real life reintroduction of the brand split and the introduction of the title in real life to compliment the titles which had been drafted to Raw. As SmackDown had kept the WWE Tag Team Championship in season one and Raw had been given the World Tag Team Championship this title, rather than the Raw one, kept the lineage of the since unified titles. Which had been retired in real life since 2010.

For the Revamp, the title's name was changed to match it's World and Women's counterparts. Thus as to not be confused with the original design, this championship is referred to as the revamped version.

## Championship belt design

Like its Raw and real life counterparts, the title uses an identical design to the previously used WWE Tag Team Championships (the ones used since 2010). However, the new titles had some changes from the previous design, but were still identical to each other with one minor difference.

The title has 5 plates, one large centerplate and 4 smaller side plates. The centerplate is silver/white gold with two large Roman style helmets taking up most of the plate, with the WWE logo in small font near the top between the two helmets. As wells as "Tag Team Champions" in medium font near the bottom also between the two helmets.

The outer side plates have a smaller helmet similar to the one on the main plate while the inner plates have a small, stylized WWE logo on them. The strap is blue to indicate its exclusivity to the SmackDown brand, as well as to differentiate it from its Raw counterpart which has a red strap for the same reason.
Xanathos Event

Not even 70 years ago the world was a much different place. The status quo was catastrophy constantly being thwarted by heroes. So often and prevalent were threats to the fabric of the multiverse and existence as we knew it that it became common news, and the more capitalistic of heroes started charging for their services. For centuries there were businesses built on doing heroic work, and the bosses of these businesses were heroes themselves of such renown they were often invited to the dinner parties of deities.

Around 70 years ago that all changed. A Centaur Bone Knight named Xanathos unleashed an army of the undead the size of which made even the gods of the dead halt and take notice. It was lead by one of the last remaining original Vampires, and it threatened the world. But this was merely a diversion; as the heroes of the world attacked this army of bones, on the other side of the world Xanathos made use of a magic so evil that demons and devils balk at the mere idea of it. In doing so Xanathos’ power became mightier than any god, and he changed reality.

The borders between worlds were repaired and then doubly bolstered; going between the realms now requires immense magical strength where before any ritual would do. Magic itself has been rewritten, and many spells now no longer work and ancient tomes are sometimes useless as the knowledge they have is outdated. High Magic, once common place, is now known only in legend.

An entire continent is devoid of all life, and venturing too deep turns things into dust. The Cursed Continent is where Xanathos wrought his magic, and nothing stirs from there, not even the dust that blankets it. Xanathos himself seems to have succumbed to the magic he called upon, as even the god he once worshipped cannot sense him.

### The Aftermath

After the Xanathos Event, wars broke out. There were many wars, all over the place, once a great deal of people realized that the magic that either held them back from invading different locations or kept them from improving their station in life... suddenly didn't exist any more. Some old kingdoms survived. Some new countries were created, mostly because the newest guy with the army at his back said so.

Despite the fact that magic had been re-written, magical beasts still exist.
Empire Gloria

The Empire Gloria was the most powerful nation on the planet before the Xanathos Event. This was because it used magic to the utmost. Every street was lit up by magic, transportation was a breeze via teleportation, flying vehicles, or carriages drawn by golems, the harvest was always a guaranteed success and worked by golems and unthinking, untiring skeletons. And the source of all of this power was the Farlord, the Glorious Emperor. The Farlord was the living arcane focus through which all of the power of the Empire Gloria ran.
Moons

There used to be an unknown number of moons over this planet, due to the fact that some would appear and disappear at seeming random. Ever since the Xanathos Event however, this has ceased to be the case. There are now 12 moons in the sky, including the moon created for the planet by the god Gorath, god of cheese. The moon, predictably, is made of cheese. There is also a moon which is volcanically active, but underneath the crust is honey, not magma. Out of the 12 moons, 3 are hospitable, but none have been reached or contacted since the Xanathos Event.
Locations

For reference, here is a WIP map: Brit-Gol-map--1.jpg

The Delta of War

The Clockwork Empire

The Sentient Sea

The Living Forest

The Valley of Druids

The Moons

The Field of Bones

The Raging Sea

The Fence

Wizard's Spire

Desert of Ruin

Soman Valley

Hawke Forest

The Guardian Mountains

Mor Plateau

Dunheim

Arcosian Desert

Broken Borough Castle

Dunheim Mountain

The Underdark

The Forest of Selemene

Selemene Temple
The Valley of Druids

One of the most sacred places to Druids, the Valley of Druids is surrounded by 5 mountains. From each mountain flows a river, and the rivers meet to create a large lake. In the middle of this lake is an island, where the Archdruids meet to discuss important matters. The entire valley, as well as the forest surrounding the mountains, is considered off limits to non-druids.
Lore

For centuries, this world used to be a place of high magic, where life was constantly being threatened by some sort of catastrophe. So regularly was the world in peril, that companies formed that created careers of heroism. The companies expanded into different planes, becoming bolder and more powerful. One merchant's guild eventually became so powerful that they were simply known as “the Guild” and controlled manufacturing and construction on multiple worlds.

The titanic magics used in the world created 2 phenomena. The largest and most impressive of these were the Rifts, great tears in the fabric of reality. They pocketed the planes, areas where nothing could survive. There were ways to close the Rifts, but only if they were not too large. Unfortunately, many Rifts were indeed too large to contain.

The second phenomena was the Warps. The Warps were lesser areas of magical devastation, where the Weave and the possibility of life were torn. Warps dotted the lands, places where nothing grew and magic never worked. Typically the Warps were no larger than a few meters across, though a few reach the size of a small field. The largest Warp, however, was many miles long, and was centered around the Spire. The Spire was the place where the strongest Wizards made their home, a pillar of magically raised earth that was taller than any mountain. These skilled Wizards had realized that by using the edge of a Warp, they could fuel stronger and stronger spells. The cost of this was increasing the size of the Warp that surrounded the Spire.

Thus life went on for millenia. Everything changed when the fire nation attacked Xanathos the Bone Knight wrought his magic. Temporarily becoming more powerful than the Gods, Xanathos re-wrote the rules of magic, closed the Rifts, filled in the Warps, and strengthened the barriers between the worlds. At the same time that he was performing the profane act of magic that allowed him to reach such monumental amounts of power, he had unleashed on the opposite side of the planet his undead army. The undead army was lead by one of the original 17 vampires. The heroes of the plane came together to fight the undead army.

Victory would have been certain, but Xanathos rewrote the rules of magic in the midst of combat, stripping many of the heroes of their magical abilities and causing havoc with magic items. Thus, the majority of heroes died and those that survived were forced to flee. Just when all hope seemed lost, the undead army fell to the ground unmoving. The location of this became known as the Field of Bones. It is a large plain full of bodies and colossal bone monstrosities. The only things that move here are lesser undead that seem to be pulled to the place as though it emitted a siren call.

With the change of magic and the strengthening of the barriers between planes, the hero companies fell apart and so too did “the Guild.” The world fell into chaos, with many governments no longer capable of keeping their countries running without the aid of magic. Wizarding Universities again came into the foreground of the magical community, since they served as the best avenues to regain control over magic.
The Bone Knights

Worshippers of the God of Dungeons and Trials, the Bone Knights are clerics and paladins that have taken the rites of the Bone Knight. This infuses them with necrotic power, allowing them to raise powerful undead, command undead that they have raised or that others have raised, and become mostly invulnerable (immunity or resistance) to many forms of attack. Bone Knights create armor and weapons made out of bones of creatures they have slain. High level bone knights fuse with their bone armor; this process is what gives them their great fortitude (the immunities and resistances). The Bone Knights reveled in the glory of heroes, and created many different dungeons called “trials” with the intention of would-be heroes attempting to best them all. The Bone Knights also created a fortress wherein is housed “the vault” that has a number of powerful artifacts the Bone Knights collected over the millennia. After the Xanathos Event the Bone Knights disappeared, due to the fact that Xanathos was a Bone Knight.
The Clockwork Empire

Crashing onto the planet from an unknown origin in space, the Adamantine Clockwork Horror, a metal monster shaped like a strange beetle, immediately started creating more Clockwork Horrors. Their purpose was to kill everyone on the planet and strip mine everything on it in order to create a new army of Clockwork Horrors. Once their goal was found out, the world created the Fence. The Fence is a series of large towers imbued with powerful magic, that cuts off the Clockwork Empire from expanding. The towers of the Fence rise above mountains and above clouds, and go deep into the earth. The only thing taller than the Fence is the Spire. For centuries the Clockwork Horrors have been unable to get past or around the Fence. After the Xanathos Event, the Fence is still functional but the magic has changed and those once responsible for the maintenance of the Fence are not sure how it works any more.
Deities

God of good dragons, wisdom, and the wind
**Boccob** - True Neutral

God of magic, arcane knowledge, balance, and foresight
**Bradwarden** - True Neutral

God of Centaurs, war, and protection
**Corellon** - Chaotic Good

God of Elves and the arts
**Cuthber** - Lawful Neutral

Lesser God of retribution, honesty, discipline, and zeal
**Ehlonna** - Neutral Good

Goddess of the forests, flora and fauna, and fertility
**Garl** - Neutral Good

God of Gnomes, jewelry, illusions, and wit
**Gorath** - Chaotic Neutral

God of cheese
**Gruumsh** - Chaotic Evil

God of Orcs, war, and iron
**Heironeous** - Lawful Good

God of chivalry, war, honor, and valor
**Hextor** - Lawful Evil

God of discord, massacres, and tyranny
**Kord** - Chaotic Good

God of barbarians, brawling, and athletics
**Lloth** - Chaotic Evil

Goddess of Drow Elves, spiders, and darkness
**Moradin** - Lawful Good

God of Dwarves, engineering, and war
**Nerull** - Neutral Evil

God of death, murder, and the afterlife
**Obad Hai** - True Neutral

God of the wilds, beasts, and free thinking
**Olidammara** - Chaotic Neutral

God of rogues, trickery, wine, and jokes
**Pelor** - Neutral Good

God of the sun, light, healing, and fire
**Tiamat** - Lawful Evil

Goddess of evil dragons and conquest
**Vecna** - Neutral Evil

Lesser God of undead, secrets, and magic
**Wee Jas** - Lawful Neutral

Goddess of vanity, law, death, and magic
**Yamallama** - True Neutral

God of dungeons, games of chance, and trials
**Yondalla** - Lawful Good

Goddess of Halflings, protection, and family

Demon prince of tyrants, dictators, etc.
**Orcus** - Chaotic Evil

Demon prince of Undead and Ogres
**Mephistopheles** - Lawful Evil

Devil ruler of fire
**Asmodeus** - Lawful Evil

Devil king, lord of evil

### The Chained God

We don’t talk about this. You know that it’s a thing, but you don’t know what that thing is. And nobody will tell you. A myth in a world of legends.

### The Unnamed God

It’s well known in your realm that the deity that made humans was once one of the most powerful deities in existence. However, its most powerful servants rose up against it, and struck it down. The Unnamed God isn’t really dead though; you can’t truly kill the Divine. Instead, the Unnamed God sleeps forever, in the center of it’s realm. The servants, twisted by their act, became the devils, the lawful evil presence in the world. After slaying his master, Asmodeus the devil king set out on an epic campaign to rid the cosmos of every instance where the name of his creator was recorded. With no prayers able to be directed at him, the Unnamed God cannot be revived. Many attempts have been made by heroes and villains alike to try to revive the Unnamed God, but Asmodeus has been victorious throughout the eons.
The Living Forest

One of the most sacred places to Druids, the Living Forest is a forest comprised completely out of Treants. In the middle of this forest is a large mountain chain. The reason that druids in the past awakened every tree in this forest is unknown, but it is generally understood that the forest guards something capable of destroying the world.
Forgotten Ethereal Shard

**Creator(s)**
 **Wielder**
 **Required Addon**
 **>**
 **>**

An artifact from Suramar city, the shard was recovered from a noble's shipwreck in the Eye of Azshara; having been part of a hoard that was previously stolen.

After a skirmish between Dominion of the Sun and the Highguard, the hoard was whisked back to Dalaran, won by the Highguard. Those who participated in the battle were allowed to take one magical item.

It now lies in possession of Malithanore Vanyali, oftentimes tucked under his shirt.

The shard is quite resilient toward magic, however it does not actively dispel magic. Magical projectiles tend to avoid it rather than strike it -- it is hard to determine whether the projectile is redirected or the necklace itself simply shifts out of the way.

When activated, the wearer disappears from sight for several seconds; unable to be seen even by demon hunter eyes, and cannot be dispelled. If an object were to land on the spot of disappearance, the wearer reappears in an unoccupied space nearby. The damage that was directed at them misses entirely.

The colors within the gemstone shift from opaque lavenders and violets, to glasslike clear.
Compass Hill

Known to those that are “in the know” as “the center of the world,” Compass Hill itself wasn’t particularly remarkable. The spring beneath it, however, had magical properties, and produced 4 rivers, each which flowed in the cardinal directions (North, East, South, West). Each river had it’s own unique alchemical properties (to be determined later .. North: asd, East, asd, South, asd, West, asd). It was rumoured that drinking from the spring’s source would give the drinker wisdom beyond mortal kin, if the drinker could survive the tumultuous energies that flowed through them.
Hellstrider Elixirs

These elixirs are designed and brewed by the Hellstrider Research and Development division. Many of these elixirs are designed to have many different effects and to be once every three days use to ensure the taker's toxicity does not get too high and cause damage to the body. These elixirs are completely optional to Hellstrider units.

### **Elixir of Rest**

This elixir forces the body to go through rest when consumed without the user having to sleep.Within a minute of consuming the elixir the user feels rested and no longer exhausted.

Repeated use of the elixir is illadvised and when taken for more than two days can cause nosebleeds and the blood's toxicity to raise dangerously over four. If you begin to get nosebleeds after taking this elixir, please see your nearest doctor or medic.

### **Elixir of Nighteye**

This elixir allows the eye to see more clearly in the dark, within ten seconds of being consumed, the user can see as if it were a full-mooned night.

Repeated use of the elixir is illadvised and when taken for more than three days can cause nosebleeds and the blood's toxicity to raise dangerously over five. If you begin to get nosebleeds after taking this elixir, please see your nearest doctor or medic.

### **Elixir of Adrenal**

The elixir forces the body to use adrenaline in a time of need, most often used at Point: Zero, or during an excursion, when a Hellstrider is injured and needs to be carried away for an operation. This elixir does not raise the toxicity too heavily, but it may cause stress on organs in the body if used to much.

### **Elixir of Toxicity**

*This elixir is very dangerous and must be used with extreme caution!*

This elixir raises the toxicity of the consumer's blood to dangerously high levels, if bitten by something, the blood taken by the creature would badly hurt by it, causing a burning of the mouth and throat.

Repeated use of this elixir over a short amount of time can kill the consumer, once taken, the consumer must wait for seventy-two hours before the body is able to take another one. If your nose or mouth begins to bleed, seek medical attention immediately.
Shal'elah

**Functions**
 **Architecture**
 **Constructed**
 **Repurposed**
 **Status**
 **Residents**
 **Debut**

Shal'elah is a largely underground complex in Azsuna built among long-disused and partially buried Highborne-era ruins. It serves as Entilzha Firesong's research base. Read the full article on the Moon Guard wiki.
Buckle of the Sun King

**Functions**
 **Recovered by**
 **Current Location**
 **Status**
 **Cultural Era**
 **Condition**

## Recovery?

An item somewhat resembling the description and features of the buckle that the High King wore was uncovered on the shores of Quel'Danas following an initiative lead by the reformed Convocation of Silvermoon to uncover important genealogical documents thought to be lost in the Fall, as well as the Sundering. Due to damage and degrading, it remains unclear as to the authenticity of the buckle, but some have already taken it as a relic, and draw parallels between its recovery from dirt to the phoenix reborn from the ashes.
Painting of Sun King Anasterian

**Functions**
 **Recovered by**
 **Current Location**
 **Status**
 **Cultural Era**
 **Condition**

The displayed portrait of the last Quel'dorei Sun King, Anasterian Sunstrider, was recovered by the Curators of Thalassian Culture during one of their first major operations to a partially submerged Quel'dorei vault.

Protected by a watertight and warded case, the contents were unknown when the casing was returned to Dalaran, though the ornate nature of the protection was telling. Though the frame was quite badly chipped, presumably from being banged around as the structure it was found within began sinking, but due to a light warding applied to the painting itself, the damage taken by the frame was not shared by the portrait, and enough of the frame remained intact for a faithful replica to be designed.

The recovery of the portrait was a vital early discovery for the Curators, with its promise providing a morale boost as well as support for more ambitious future missions.

The painting is on display in the Hall of Thalassian Ancestry, the base of the Curators of Thalassian Culture near the Dalaran wishing well. It's protected by a series of wards, though when the Hall is open to guests, appear nearly transparent, and upon request and the discretion of Head Curator Entilzha Firesong, all visible wards can be briefly removed for scholarly or artistic analysis.

A signature or artists' mark is just visible on the lower left of the work, though the creator has yet to be identified.
Storm's Vigil

**Arcitecture**
 **Constructed**
 **Status**
 **Residents**
First Hellstrider Defensive
House Dawnbreaker
 **Debut**
 **Location**

Storm's Vigil is the base of operations for the Hellguard and a refuge for the First Hellstrider Defensive, while they scour the Isles fighting against the Legion's influence. Due to it being placed on a ancestral place for the nearby friendly vrykul clan. Lady's Sabariel and Meridia Dawnbreaker broke a peace treaty allowing them to ally themselves with them and be able to live within Storm's Vigil. Though the vrykul clan has little love for the Hellguard stationed there *while* they are there.
Nightguard Ascendant Leykeeper

These Leykeepers are dispatched personally by the upper echelon of the Nightguard to exert the will of Elisande upon the very leylines that run underneath Suramar. They are capable of bending the magical veins of Azeroth to their will, rupturing them or absorbing their power directly for use in chronomancy.
The Sentient Sea

Sometimes massive amounts of magic used in combat didn’t create Rifts or Warps, but instead had unforeseen consequences. Once when two titanic teams of heroes and villains fought, one such consequence was the creation of landlocked sea that had sentience. The sentience was undiscovered for a very long time until a group of giants attempted to bathe in it. Ever since the Xanathos Event, the Sentient Sea has remained Sentient, but ceased speaking (in Aquan). The Sentient Sea is home to a small country of merfolk.
Sabariel's Rank Guide

There are specific ranks when Sabariel picks a boss. This dictates their strength, difficulty and reward. The ranks are as follows; D, C, B, A and S (With the rarity to face an S+). With a D Rank creatures being very low and S Rank being very high in strength.
***Note this guide is designed for the HG D20 system, however could be adapted for other systems.***

## Strength of the Enemy

There is actually, surprisingly, parameters Sab (The Player) uses to create the bosses. It is based upon the ranks found above. An enemy has two parameters, A base and a buff ability modifier.

A base is what the enemy starts with and will use for the majority of the fight. However there is a chance that the enemy can use his Buff modifer. An enemy can begin using his Buff modifer if either the enemy enrages or if the party are kicking his ass way to easily. These can be used for either **attack or defence** or even both if the DM deems it nessecary. *For example; A D Rank enemy has a base modifer of +0 to a roll and is able to buff itself up to a +5 to a roll.*

The Buff can be anywhere between the Base and the Buff max. *For Example; A S+ Rank enemy enrages from +25 to +30 due to the smaller size of the party.*

## Health of the Enemy

The health of an enemy is up to the DM's discretion, although Sab's (The Player's) guidelines depend on how many players are in the group, how strong the enemy is and the type of the enemy (This is explained later). The HP of an enemy should never exceed the amount of players (A) x 100. So for a party of 3, the HP for enemy shouldn't exceed 300 HP unless the enemy is an A Rank or higher, in which case it adds +1 to the party size before it is multiplied. *For Example an A Rank enemy, the HP maximum for 3 players shouldn't exceed A(3) + 1 x 100 = 400HP.*

 C
 B
 A
 S
 S+

## Types of the Enemy

There are a few different classes that Sab (The Player) uses for the monsters, each one has a strength and a weakness. This is also used to add a bit of flavour to the bosses.

**Summoner:** A Summoner Enemy is usually far weaker on defence and attack, however it gets it's strength from summoning waves of lower ranked enemies to fight the party.

**Brawler:** A Brawler is a pure punch-fest enemy. It has a decent attack and defence, however it has little to no flavour. Hit it until it dies or it hits you until you die.

**Mirror Image:** (Sab's personal favourite) A Mirror Image has the DM marking in hidden which is the real one, and the party either misses until they actually hit the right one, or make a perception check to see the real one.

**Jack of All Trades:** This enemy is a bit of everything, is well rounded and can adapt to the majority of the party's techniques.

**Puzzle:** A Puzzle enemy will have a certain criteria that the party must meet before they are able to attack it. For example a member has to stand on X rune before it can be hit.

**Defender:** A defender has a high defence and a lower attack as it stands to halt the party to buy another more time.
Rescue of Binor Dungalion

**Location**
 **Participants**
 **Outcome**

During an attack on the Redoubt, the forgemaster of the Highguard, Binor Dungalion, was captured by the Iron Horde. The elves and their allies spent weeks hunting for the whereabouts of Aeriyth's beloved.

From Fort Wrynn, they marched to the Path of Glory and attempted to make for Bladefury's Command, but an Iron Horde cannon destroyed the bridge across, and made them take cover in the river. After a death-defying counter-attack against the cannon, they were able to ransack through Bladefury's Command, and came upon a prisoner manifest in Orcish. With the sound of a warhorn, reinforcements began to arrive, so the Highguard had no choice but to fall back to the coast of Talador.

As the Highguard back-tracked across the bridge, an Iron Horde patrol came up the side-road, forcing the elves and their allies to conceal themselves down the edge of the hill. Derian Silverblade and his golem were forced to shut down and remain still. When it looked like the patrol would find the elves, none other than the Void Witch made a guest appearance, slaughtering the orcs. Once her toys were all done with, she shifted her attention to the golem as if she were a curious child, and the tense moments grew longer until she eventually grew bored, and trotted off.

With the patrol dealt with, the elves slipped down the hill and headed for a small Draenei homestead along the coast of Talador, which had been the victim of Iron Horde shelling, and Makrura were eating the remains of the fallen there. Their first night in the rescue expedition was wrapped up after laying the Draenei family to rest with full rites, and setting up camp to translate the prisoner manifest.

During this lengthy campaign, we encountered the spores - and cured them - in Gorgrond. We fought a great variety of enemies, constructs, and sacked many Iron Horde encampments on the way to rescuing Binor. The final attack came from a carefully-executed plan in The Pit, where a distraction was set in the form of a shaped charge on one of the Earthbreaker cannons. It was commandeered and used against the bulk of the Iron Horde force below, causing chaos before being detonated. The chaos had interrupted a prisoner transfer to Blackrock Foundry, and the Highguard stormed the Depot's boarding cabin to secure Sir Dungalion and a number of slaves. Unfortunately, they had been boxed in, and rapidly approaching reinforcements forced the Magi and Light-wielders to erect a shield while a mass teleportation spell was prepared. It was almost too late, but everyone was whisked away to the Redoubt.

Sir Dungalion was taken to sickbay along with the other rescued slaves, many of which pledged their aid to the Silver Redoubt, and can be seen working in it.
Captain Adrienne

**Age**
 **Titles**
 **Born**
 **Location**
 **Status**
 **Faction**
 **Reaction**

Captain Adrienne was a Duskwatch officer, whom refused to carry out an order to round up civilians to be taken to the soul forges, her unit instead slaying the jailer demon accompanying them.

She was forced to hole up inside a building in the Evermoon Commons with her troops, seven remaining and eleven civilians. Lirande Dubois spoke of a friendship with Adrienne after hearing her description from the Thera-dora's reports, and a rescue team was dispatched, Highguard on the ground supported by Thera-dora on the rooftops.

Adrienne had her men ward the building, though felborne outside were attempting to channel a massive infernal to destroy the building, and likely much of the surrounding area. With distracting archer fire along with brute force, the door was reached, and Lirande was able to convince Adrienne it was in fact her.

Those inside bore wounds, but all capable of fighting were given arcwine, and Adrienne's team combined with the Highguard and Thera-dora managed to bring the infernal down, using traps and caltrops to slow the advance of reinforcements.

Upon arrival at Shal'elah and debriefing, Adrienne spoke of a high value resistance target held on the Terrace of Order, one she only knew to be alleged to have close ties to arcwine smuggling. Though she reported a heavy guard presence, the feasibility of a rescue was probed, as were efforts to identify the captive.

Commanding a fully trained unit that had worked together for years, Adrienne and her men were a welcome addition to the Thera-dora, with a far higher level of experience and coordination than the formerly civilian recruits.
Sacrathor

**Age**
 **Titles**
 **Born**
 **Location**
 **Status**
 **Faction**
 **Reaction**

Sacrathor had been tracking the line of Dawnbreakers for many years after he almost found his match to a Kaldorei ancestor of the current Highguard Huntmaster, Sabariel Dawnbreaker. The Kaldorei was simply known as The Ghost, who met his end to the uncanny techniques of Sacrathor.

Sacrathor's strange techniques differ from most dreadlords as he keeps a calm, almost relaxed vibe in an attempt to lower his opponents guard, his facade of already defeated allows his opponents to underestimate him as he would soon drive them into madness.

## First Ever Encounter: Dawnbreaker's Scourge

As the War of the Ancients came towards the end, Sacrothar began his technique of madness to infiltrate the kaldorei in order to keep alive and await for further orders. Casting a heavy illusion on himself, he would appear to those around him as a normal kaldorei, fleeing from Zin-Aszhari as his orders still stood. The order to stay alive and drive madness on those who he could. After the War had finished, a notable marksman had took it upon himself to defeat the demons with a primative version of the current Anti-Demon 'Black' Arrows used by the Huntmaster Greenwood. The marksman, simply known as The Ghost, would slay many of the demons attempting what Sacrathor did, to hide. Seeing that this hunter would have brought him doom with his uncanny skill with a bow, Sacrathor played his mind, showing himself as a kaldorei woman, badly hurt and bleeding terribly to get close to the hunter. Portraying that 'she' had been in a demon attack not far from where they were, The Ghost helped 'her' by bandaging 'her' wounds and letting 'her' make camp with him. Sacrathor bid his time during the long night, turning and twisting the mind of The Ghost to insanity, causing him to believe that the campfire which he stared into was a demon burning to kill him. The Ghost would reach for his bow, trying to shoot the fire, but his mind then turned to mush as he was pacified, a living corpse. Sacrathor would still not come from his disguise as he slit the throat of the hunter with his own dagger. His body would be laid to rest in Azsuna by the Demon Lord, out of respect for his skill. After this, Sacrathor found that his line would likely be the proper death of him, and with a order from the Legion, was charged with watching the House of Dawnbreaker for any hunters of his likeness, and either kill them or turn them.

## Fourth Encounter: The Hunting

Shh, this is spoilers for a campaign during Legion, you didn't see anything...
Calindra Lemoine

Calindre is a Shal'dorei Thera-dora spellbow, ranger and scout, trained mostly by Vor'taria Ara'lith from Shal'elah, though with increasing fieldwork and support for the Irongrove retreat. Her spellbow, *Aman'talah,* was gifted by Entilzha Firesong, and is a functional replica of an ancient Thalassian design recovered via his work with the Curators of Thalassian Culture.

Before the shield fell, which was the only sky she'd ever seen, Calindra was a mother to three children to whom she was and is heavily devoted, and from actually being able to spend time in a natural forest, her affinity to nature has proven impressively strong, with Calindra acting as if something long nascent had been awoken in her.

She's considered the most talented of the formerly civilian Thera-dora, and is hoped to grow capable to serve as a Ranger-Captain upon her training and confidence advancing sufficiently enough.

## Training and Early Experience

Calindra was among the first five Thera-dora, freed from the cages of the Felborne and spared the soul engine. She displayed more promise than most with a bow and the true wilderness sparked something within her. Vor'taria Ara'lith focused much effort on her training as a scout and Ranger, while Entilzha and Morgane Devaux focused on teaching Calindra how to apply her magical birthright. Strong in the arcane as many Shal'dorei, she learned how to manipulate the runes of the Thalassian spellbow, unleasihng arcane and fire-infused arrows

Calindra was the first Thera-dora to face true combat, joining a Highguard/Hellguard force against the Legion Dread Commander Mimirarn threatening Azsuna and performing admirably, demonstrating not only skill and resolve, but awareness, a sense of timing and coordination, she was promoted to Ranger-Lieutenant and given command of the 1st Shal'elah Ranger unit, with three trainees assigned to her command.

Calindra has since taken a leading road in Thera-dora efforts to mop up Legion forces in Azsuna as the Hellstriders move on to other fronts.

## Ranger-Lieutenant of the Thera-dora

Calindra works diligently to bring all unit to combat readiness, leading the most capable in operations against Legion targets across Azsuna.

The spellbow is eager to repay Elisande and her Legion allies for the deep betrayal she'd been through, and her impressive development serves as an example to civilian refugees from Suramar that fighting for their city is not beyond them.

Calindra works with an owl, a swooper of the purple coloration common in Suramar, whom serves as an additional set of eyes, and is trained to provide a distraction or carry off small objects on command. Calindra cannot yet view through the creature's eyes, as a huntress or Farstrider might, but as she explores her long latent affinity for nature much may yet prove possible for the talented Spellbow.