recursal/Fanatic-Fandom huggingface dataset:
Death

Death has many names: Lord of Acheron, The Kind Old Man, It That Waits at the End, The Grim Reaper, Death, Valliard. The names differ, but one thing is certain, he is there, at the end of all things, and he is waiting. He does not come for you, he must only wait and one day you will go to him. Those that have met him say he is kind and gentle, and that he guides those who have died to Elysium. Those that cannot or will not go on to Elysium are kept in his realm of Acheron.

Death takes no sides, and has almost never shown any interest in mortals. He makes no pacts, answers no summons, heeds no spell. Those who live at the edge of his realm, sending many others to him and making part of the journey themselves have occasionally claimed to hear him speak. The only time in recorded history that The entity know as Valliard has ever manifested on Tellarrin was when the necromancers of Fel Serine raised an army from the souls that resided in Elysium. At dawn, under a new moon, a lone man dressed in a ragged black cloak and wielding a onyx blade entered the gates of the city. One hour later the city was in ruins and not a single being was left alive. The man was never seen again, but his name is known: Valliard.
Immortali

During the Last Death of the Old Gods, many of them tried to find ways to continue to exist and leave their mark on the plane for all eternity. These attempt became know as immortali. the most well know immortali are those of Kovanyy and of Praxus. Kovanyy used the last hours of his existence to forge his greatest creations, the Kovanyy Tesara, armaments forged from shards of the other planes, imbued with his last breaths and rained down upon Tellarrin. As for Praxus, he poured every last drop of his power out into the humans that followed him, etching his tenets into their souls and fostering a perpetual appreciation for dawn and the coming of the sun.

Others among the Old Gods aloes enacted various immortali, but those are not as well known, or have yet to be discovered.
Tellarrin Campaign Setting Wiki

**Welcome to the Tellarrin Campaign Setting Wiki!**
Welcome to the Plane of Tellarrin, a homemade world for Dungeons and Dragons. This Wiki was created to preserve the stories and adventures of the groups that have played here. As well, it is meant to help players get acquainted with the world and take notes.

* To do list
* Redlinks (and other pages that need writing)

## Quick Access

PlanesDeitiesGeneral Information

Adventure groups
Player 1

Player 1 holds the record for most deaths per campaign. Their favorite class is Wizard, but they like to play dumb.

## **Player 1's Characters**

### **Campaign 0**

1. Tom Tiddles
2. Tim Tiddles
3. Frank Ween

### **Campaign 1**

1. Vesbra Swarm-kin
2. Alum-Borus
3. Alkas-Borus
4. Anu-Borus
5. Alspeck Ashenoak

### **Campaign 2**

1. Ichabod Crow
2. Manjeet Pushtar
3. Kercel-Bottom “Kerc” Koffslem
4. Alfineze Ümzar
5. Doramir Slagking
6. Râmîêl Watcher
7. Vineet Abd Al-Rashid
Timeline of Volarin

173 YoR. What once was the land of 100 conquerors has fallen into the sea, creating the Devils Rift. Trellai splits into the continents of Hyperion and Volarin

417 YoR. The Gate-beast touches down between Sarn and Parsilla (Invasion of the Outer Reaches Campaign)

418 YoR. Igris and Malachai create the Esarian Bulwark, slowing the Gate-spawn and giving Volarin time to unite

419 YoR. Parsilla is overrun, every position south of the Esarian is abandoned

420 YoR. Sarn is nearly overrun but the timely arrival of reinforcements brought from Aartillion by Malachai, Sirona and Azriel help bolster the effort of Igris and Aurelia

420 YoR. Kroll and Belin assassinate the king of Villir, impersonate him for long enough to pledge Villir's loyalty to the defense coalition, and successfully escape the country

423 YoR. 4 years after lower Volarin was lost the United Armies or Volarin land their fleet upon the shores of Salkire and begin a 3 month long offensive to reach the Gate-beast. After staggering losses the forces of Volarin reach the Gate-beast and slay it. Seeing Gate-spawn still flowing from the dead beast The Group venture within to find the Gate still open, unable to close it The Group make plans to go through the gate and clear out everything on the other side.

467 YoR. The Church of the New saints is officially recognized by the nations of Volarin and worship of the Elemental Pantheon is stigmatized
Kobold Thieves

**Overview**

As the party began their first assignment they left the safety of the walls of Toroban. As they were walking a few members heard a commotion from a house about a hundred feet away. A green Kobold burst through a window clutching a small object and combat quickly ensued. As the fight began another Kobold joined the fray. As the battle went on one Kobold was slain, the other captured, and the civilian in the house was saved from bleeding out. The party managed to return the small objects that were stolen, which were totems of forgotten deities, and were thanked by Tamala and offered tea should they ever return.

**Outcome**

* The Kobold thieves were slain or apprehended.
* Tamala was healed and saved from death.
* Tamala's statues were returned.
Arim

Arim was born on the Nocturnus. His father is an Illusionist of considerable power, his mother is a shadow warrior (a fighter who uses shadow magic). He spent his first couple of years living in Eltharil, a city in the Lhysset Principality. At the age of three his parents resumed their jobs as Guides, escorts that lead and guard the few merchants who trade with Fetchlings. Arim grew up travelling the Fringe between the Nocturnus and the Material Plane. When he hit puberty, his magical talent manifested including his spellfire. Nobody on the Shadow Plane was familiar with spellfire, so Arim’s parents traded favours to get him a place at the Idrinthyrra Mages' College; where he could learn to control his spellfire. Before he left his parents gave him an amulet that would allow them to exchange messages, even across planar boundaries. Arim graduated top of his class as an unspecialised wizard in 169 YoR. He has a talent for Illusion and Evocation. Most recently he was sent out in search of a pre-resurgence tome of arcane lore, said to be very comprehensive, even detailing knowledge about spellfire.

Goals

·        The Tome of lore and a grimoire of spells

·        Recovering an amulet(Amulet of Sending, allows the user to transmit a Sending to whomever holds the paired amulet.)
Riker Vainglory

Commander Vainglory is an imposing figure, his bulky frame and distinctive beard make him an easily recognizable figure around Toroban.

As the current leader of the Expeditionary Corps Commander Vainglory is usually busy with politics and managing the Corps logistics. Said to be wickedly intelligent, Commander Vainglory has built a reputation for finding talented warriors.

The Commander is busy, but will frequently take time to mingle with his troops and personally train individuals whom he sees potential in.
Leorin

West of Hikath and North of Osden on the continent of Hyperion, Leorin is a peaceful refuge for simple folk and weary adventurers. Leorin stays out of the Continents politics and its happy to go about its business and maintain an simple, but quiet existence.

## Religion

Leorin has a unique faith, where its people are expected to follow the ways of Sered, who was an Old Gods that their ruler used to follow. while Sered no longer exists, his way of life had such an impact on Leo that Leo has held onto those teachings and used them as the foundation for Leorin's faith.

As the church of the New saints reached Hyperion, Leo chose Igris, and Azriel as saints that he thought represented similar teaching to Sered, and raised temples so his people had more than just the teaching of a dead god to pray to.

Worship of the elemental pantheon is casual and usually a secondary faith of those who farm the lands and tend to the woods, it is minimally present within the towns
Igazi

*Unique Subclass available: Path of the Igazi Barbarian. Consult DM for further details.*

A reclusive tradition performed by the Goliath Tribes that roam The Sovereign Territory of Chalisar, Hikath and Leorin. Most often found in the high peaks and dense hills, Igazi Tribes enjoy a wild and free lifestyle. Natural born Igazi are bound to another life under their first solstice or equinox upon the plane, the two them become night inseparable until one dies. Those who seek to become Igazi later in life cannot undergo the full ritual, but should they undergo a partial ritual with a life they are close to then they experience a fraction of the true soul-forged bond.

The majority of Igazi are bound to a clanmate, with families often planning births to be close together so as to ensure a bond-mate for their child. Children who are born without a suitable partner, or children whos bond-mate dies during infancy are bound to a clan animal as a backup. Many clans use different animals depending on their tradition. The Peakrunner tribe of the high crags above Toroban bond with Crag Cats, while the Freefeathers clan in Leorin bond with large Eagles.

Not all Igazi live their whole lives with their tribes. The bonding nature of the Igazi tradition means that those who wander are never alone, Igazi pairs are occasionally seen venturing forth into the more populated areas of Hyperion seeking adventure or new life. While originally a secret tradition of the goliath, other races who found themselves traveling with the tribes were incorporated into their traditions, and while certainly a rare sight non goliath Igazi who are natural born are not unheard of.
Doramir Slagking

**Doramir Slagking** Banished dwarven bodyguard Was able to bury his master in his master’s village In his master’s village he found love and got married to an elven vampire He now lives a day's journey from Lothon in a cabin in the woods with his husband and adopted daughter , Manjeet Pushtar .

## Doramir's Guide to racism

Does Doramir hate your Race? \*A list in descending order\*

\*\*\*Drow\*\*\* Backstory reason for this being at the top of the list

\*\*\*Wood Elves\*\*\* His clan had a protracted war with neighboring Wood elves ending with a sege on his home fortress. A treaty was signed but every slight done by an elf should be paid back threefold.

\*\*\*Goblins, Orcs, and Grimlocks\*\*\* Pests that infest good dwarven architecture that should be eradicated.

\*\*\*Giants\*\*\* Old tales of how these monsters tried to enslave his race have kept this hatred passed down for generations.

\*\*\*Azers, Duergar, and Galeb Duhr\*\*\* Corruptions of the dwarven form should be locked away from the world so as not to corrupt the pure perception of dwarven kind.

\*\*\*Half-orcs\*\*\* Well your mother or father made a mistake and your half orcish side is by its nature distrustful.

\*\*\*Humans and other short lived races\*\*\* an old old dwarven saying goes "the difference between an acquaintance and a friend is about a hundred years" just when you start to warm up to one of these people they die.

\*\*\*Gnomes\*\*\* These guys are okay. They know good craftsmanship when they see it and after they are about a century old make good friends.

\*\*\*Other Dwarfs\*\*\* Good friends and strong companions.

\*\*\*Dwarfs within his Clan\*\*\* Trustworthy allies and possible mates.

\*\*\*Dwarfs within his Family\*\*\* In the dark times before the great halls were built Dwarfs survived in tight-nit nomadic families, so protection and defence of one's family should be placed above all else.
Villains Of The Istengroth Forest

Yahshin, The Acid King.

The Black King.

* The Black King is a nasty fellow that has been trading recently.
* Currently residing near the Southern Tooth of Istengroth Forest.
* It is known that The Black King has Orcs and Goblins in his employ, but hates both Humans and Dwarves.

Vaelmor.

* Not much is known about Vaelmor, but they are known to hire mercenaries and work along side The Acid King. May be the leader of the Cult of dusk.
A Bomba

**A Bomba** é o décimo-segundo blooper e o sexagésimo-segundo vídeo do canal de DavidHolandaOne, sendo o último blooper da 1ª temporada. Foi postado no dia 10 de julho de 2017, sendo o único blooper á ser lançado no ano. Sendo o último da temporada, é o último blooper á ser feito antes de seu hiato de 2018-2020.

Esse blooper conta com a primeira aparição inesperada do doppelganger/arqui-rival de DH1, o DH0 (que era suposto aparecer em dois projetos cancelados: A Chegada do DH0 e SM64 Operação Estrelas & Ztrelas).

Esse blooper também conta num estilo de edição bem diferente, com os personagens sendo movimentado pelo mapa nativamente. Isso foi para o DHOne se facilitar na hora de fazer esse blooper, já que fala-se que dá á ele muito trabalho em fazer SM64 Bloopers mais esforçado.

Esse blooper também foi baseado numa ideia antiga dele de 2015, com o rival acionando uma bomba e o protagonista tem que pará-lo.

## Sinopse

Na sua tentativa em destruir o DH1, DH0 consegue acionar uma Bomba Tsar Universal, capaz de explodir o universo inteiro. Cabe o DH1 evitar que essa bomba exploda o universo inteiro.

## Personagens

* DH0
* Koopa
* DH1
* WhiteMario09
* Velhinho
* Sr. Puuppyy
* azzgames\_evil

## Curiosidades

* A Bomba **Tsar** Universal foi baseado numa bomba nuclear com nome de "Tsar Bomb", conhecido como a bomba mais potente já detonada.
* O blooper usa os mapas do Super Mario 64 ROM Hack "Star Revenge 7.5 - Kedowser's Return", assim como as músicas também usada.
	+ Ironicamente, em 2015, o canal já postava gameplay desse ROM Hack.

* Esse é o último blooper:
	+ Que é da primeira temporada.
	+ Que veio antes do hiato do canal acontecer.
	+ Que foi editado em VEGAS Pro 11.0.
	+ Que foi postado em 2017.

### Músicas

* **0:29​, 6:16**​ Star Revenge 7.5 - Course 15 & Brodute's Secret Hideout
* **1:34**​ Super Smash Bros. Brawl - Airship
* **1:44**​ Star Revenge 7.5 - Sunset Tea Valley (música original: Touhou 6: Embodiment of Scarlet Devil - Shanghai Teahouse)
* **2:46**​ Star Revenge 7.5 - 1st Overworld
* **3:20**​ Donkey Kong 64 - Hideout Helm
* **4:29​, 5:54**​ Star Revenge 7.5 - Remove Island (música original: Paper Mario - March Ahead)
* **7:08**​ Ether - Silent Partner
* **7:21**​ Final Fantasy VII - Victory Fanfare
* **Outro** Sonic the Hedgehog (2006) - Aquatic Base - Level 1
Baron Sarn Kell

Baron of the blood-soaked plains, noble of Stronghold Kitalis, Sarn Kell is mustering mercs to wipe out towns in border regions, and putting bounties on Expeditionary Corps fireteams, and high-ranking corps/Chimera Concord members. He's also paying for information on Stronghold Toroban. It’s said that he talks about balancing a scale.
Conspiracy Theories

##### Non-magical Water

the cult of dusk may be the ones causing the non magical water. It was mentioned that a person with wisps may have been seen in the forest where the river that takes the water from the stormpeaks to the lake where Ryissine is. In the Dusk Notes they say "something stirred up the concord in big R", which could be Ryissine, but it could be Stronghold Ravenswood.

maybe they found a way to draw out latent magic in normal matter as an energy source. Nymeria refills all the magic, so they'd be leeching off her power.

##### The Mole

* Grimnar suspects there's a mole in either the corps, the concord, or the atheneium.
* Could be working for Myriad or cult of dusk, probably the latter
* Could be "R" from the Dusk Notes, R seems to be giving the cult privileged info from inside the Royal palace and the Concord
Skill:Language

**Language** is the skill that governs how well your character can speak languages other than Cyrodilic. The skill check occurs when coming within range of a creature. If successful, the creature will be non-hostile (will not attack unless provoked).

In-game Description: *Language skill is automatically checked whenever one tries to talk with non-cyrodilic speaking sapients.*
Sfyri

### Dimensions

Made primarily out of Adamas metal, it has an oblong head about a foot long and a handle of equal length. The handle is wrapped in leather that is stated to be unbreakable that ends in a loop.

## Origin

### Creator

* Vulcan

**Sfyri** (literally, "crusher”, pronounced S-fury) is the enchanted mace wielded by the Olympian; Hercules, the "Greek God of Heroes". The Adamas mace which grants him many of his powers and abilities. Forged by Vulcan at the Fornax of Vulcan. Sfyri is enchanted so it can only be wielded by those who are deemed "worthy".

## History

The Enchanted Mace is made out of Adamas. It was forged by the Olympian Vulcan for Hercules as a replacement for a wooden club he favored as a mortal.

## Powers and Abilities

The Enchanted Mace Sfyri is made of mystic Adamas metal and is nearly indestructible,

* **Power of Recall:** When the owner of Sfyri throws the mace, it returns to their hand with irresistible force. In the same way, he can summon it to himself even if it has not been thrown.
* **Transformation:** By stamping the mace, the owner of Sfyri can revert to their mortal human form, dressed in whatever clothes they had last wore in that form.
* **Force Projection:** Being a mace, Sfyri can be used as a blunt force melee weapon or as a throwing weapon. It can absorb, magnify, and return almost any type of force. By itself, the mace could create ground tremors, when struck against the ground, or whirlwinds, when swung around. They can also use the mace to project powerful concussive blasts of mystical energy.
* **Portal Creation:** It was never confirmed, but in theory, when swung at a particular pitch, perhaps only by Hercules, the mace can open a portal to any desired dimension (such as Olympus). Sfyri was used to transport people from point to point on Earth.
* **Energy Sensing:** The mace can detect most types of energy. It reacts particularly strongly to evil psychic energy.
* **Illumination:** The mace can glow to provide a limited amount of light.
* **Energy Projection:** Sfyri can launch powerful bursts of mystic energy.
* **Allspeak:** The wielder of Sfyri is able to access the Allspeak allowing them to communicate in all of the languages of Earth's dialects, and various alien languages.

## Notes

* Sfyri is easily one of the strongest and most durable weapons in the universe.
* Ben Barton was able to use it as a capacitor capable of redirecting even the most unlikely of energies, thanks to the divine materials it is made from.

## See Also

* Eldingar
* Master Bolt
* Trident
* Bident
* Caduceus
* Aegis
G.U.A.R.D.

**Governments and United Allies of Resistance and Defense**, aka **G.U.A.R.D.** was the leading organization in world defense on Earth. It was founded by the United States CIA in an attempt to have allies in every country around the world to defend against other-worldly catastrophes or other threats they may not be prepared for.
Dusk Notes

found in the Acid King's lair

Record of purchase Blackstone Boomstones: 100 units of grade 5 Runecharges. Paid Serylda’s assembly: 5000 units of rapid production shortswords. Paid Black King: Overland transport. To be paid on delivery Black King: 100 Seige oges. 40/100 delivered. Paid per delivery

L

I hope you are doing well, STOLEN LINEAGE is already providing such sweet fuel for the cause. I will be in the area soon to oversee GRIM REMINDER, S has left the Dusk and has been in contact with GSB. We will talk more in person, but I can see ways to use Y as a trial run for STP.

In the Dusk I have it

V

A

Something stirred up the concord in Big R. Relocate and Investigate. Point Big K if you can. In the Dusk we shall have it

L

L

It seems you have miscalculated. Either by chance or by poor planning GRIM REMINDER has drawn the attention of CEC. Accelerate plans as much as you can, but I dont see STOLEN LINEAGE providing much more than preliminary data for STP. I can’t do much from inside Big T right now, but I have it on good authority that a minor royal will be at your doorstep, I leave how you use that to you. In the Dusk we shall have it

R

V

The rogue element that had found its way into the corps has left the Dusk for Dawn. It also seems that Z made a few errors, I have taken the liberty of recovering the markers from the tabaxi, but have left the rogue with him to see if we can still bring him into the fold. Y grows more arrogant and angry by the day, I may have to —-
Skill:Short Blade

**Short Blade** is the skill that governs how well your character can use short handled sharp weapons such as daggers and short swords. Improving your blade skill allows you to deliver more damage with sharp weapons, and gives you access to power attacks.

In-game Description: *Deliver the slashing and thrusting attacks of dagger and short sword weapons more effectively.*

## Skill Perks

### Mastery Perks

* A **Novice** does a basic power attack with a damage bonus (2.5 times more damage) in all directions.
* An **Apprentice** gains damage bonuses with a Mastery Standing Power Attack (3 times more damage).
* A **Journeyman** gains the Mastery Left and Right Power Attacks, which do 2.5 times more damage and have a 5% chance to disarm.
* An **Expert** gains a Mastery Backwards Power Attack, which does 2.5 times more damage and has a 5% chance of a knockdown.
* A **Master** gains a Mastery Forward Power Attack, which does 2.5 times more damage with a 5% chance to paralyze. This Paralyze effect ignores Resist Paralysis.
Gameplay:Skills

There are 33 skills in Better Oblivion, each of which determines how well various tasks can be performed. As skills are used, they increase in level, which increases the character's overall level. Each skill is governed by an attribute, and each attribute governs four to five skills (except Luck). Skills are also dependent on both race and class, as they each confer certain bonuses to certain skills. Skills can also be increased by reading skill books, learning from trainers, or as a reward for completing certain quests.

Each skill also belongs to one of three specializations: combat, stealth, or magic. For more specific information on the relationship between governing attributes and skills, see this page.

In the table below, specializations are represented by color: red for combat, yellow for stealth, and blue for magic.
Loss

**Loss** is a subsistence farming community built in the aftermath of a plague. It is the operating base and employers of the Anti-Raid Party.

## **Description**

Life in Loss is hard, the growing season is short and the rainy season is muddy. The most notable aspect of the town is the mayor's house. This house is slightly larger and it is where town meetings are held. Most of the citizens are farmers, except for a family of hunters. The hunters pitch their tent near the settlement while the hunting is good.

## **Demographics**

Loss is a hamlet with a population of 40. Citizens are mostly human (95%) with a few ghouls (5%).

### **Notable People**

* Tom Tiddles: Part-Ghoul older brother of Tim Tiddles. Member of the Anti-Raid Party.
* Tim Tiddles: Part-Ghoul younger brother of Tom Tiddles. Member of the Anti-Raid Party.

## **History**

A plague ravaged most of the settlements in the forest of Loss and a quarantine zone was set up around the forest. When the plague was safely contained the trading roads through Loss Forest were reopened. During this reopening a group of families that escaped the plague decided to try and reclaim their land. They founded the town of Loss on the legal grey zone of quarantine border. In hopes that once settlement reopens they will have their pick of settlement rights.
Booker Bradshaw

**Booker Bradshaw** aka **Bloodbath** was a young Deviant man with a Class 6 healing factor. His healing factor is so strong, that there is no known way to permanently kill him.

## History

### Early Life

Booker Bradshaw is from Chicago, Illinois where he grew up with the influence of gangs. At the age of 17, he was beaten up by a lowly gang member who was hoping to get initiated in a nearby gang. He was beaten nearly to death with a baseball bat, the trauma of which activated his Deviant gene.

It is unknown why Booker Bradshaw's healing factor is so much stronger than anyone else, but it is theorized to have something to do with the drugs that were in his system at the time of his Deviant activation.

At the age of 18, he was initiated into a gang of his own, where he also had to beat somebody to death. After doing this, he discovered he had a craving for killing, but his moral heart would keep him from killing innocent people. He originally started by targeting opposing gang members, where him and his crew would track down enemies and put a stop to them.

After going on a killing spree against his gang's largest opposition, the Kingcrooks, he earned the name Bloodbath, and rose to leader of the gang where he would go on to change the direction of how they operated. They became a group of vigilantes in Chicago known as the Red Henchmen, where they targeted and killed all types of criminals in the city.

## **Powers and Abilities**

##### Powers

Bloodbath possesses an unprecedented ability to heal. He has been deemed a Beta Class 6 Deviant by G.U.A.R.D. and has been said to be the fastest healer of any human.

* **Healing Factor:** Bloodbath possesses a superhuman healing factor which allows him to regenerate damaged or destroyed bodily tissue with far greater speed and efficiency than an ordinary human. His head or any other limb can be reattached using this ability. While beheaded, Bloodbath can still move his body normally. In small doses, Bloodbath's blood has demonstrated the ability to heal others and extend their lifespans beyond their natural limits.

##### Abilities

* **Master Martial Artist:** Bloodbath is an extraordinary martial artist, hand-to-hand combatant, and is a master in multiple unarmed combat techniques, including Savate. This shows that Bloodbath himself is among one of the most skilled fighters in the Wonder universe, although in some fights it has been attributed to him being unpredictable.

* **Master Assassin:** He is a master of assassination techniques, espionage methods, covert operations, infiltration methods, escape artistry, marksmanship, and is highly skilled with many bladed weapons (frequently carrying two swords strapped to his back) and a number of other weapons including firearms.
Maximus Bolton

Maximus "Max" Bolton is a genius inventor and billionaire industrialist, who suits up in his armor of cutting-edge technology to become the super hero **Man Machine**. The adopted son of weapons manufacturer Edward Bolton, Max inherited his family's company at a young age following his parents' death. While overseeing a manufacturing plant in a foreign country, Bolton was kidnapped by local terrorists. Instead of giving in to his captors' demands to build weapons for them, Bolton created a powerful suit of armor for himself to escape. Returning to America, Bolton further upgraded the armor and put his vast resources and intellect to use for the betterment of the world as Man Machine.
Dean Atwood

**Dean Atwood** is a powerful Deviant and Avatar of Zeus and Odin.

## Paraphernalia

### Weapons

* **Eldingar:** A large one-handed war axe, forged by Brokk at the Fornax of Vulcan after the fall of Zeus. Only the Fornax is capable of creating weapons for the Greek Pantheon, while Brokk is the most skilled dwarf in the Norse realms. Eldingar is capable of summoning even more powerful bolts of lightning than Zeus's Master Bolt, or Sfyri. It is considered the All-weapon and the true symbol of the All-father.
Red Henchmen

The **Red Henchmen**, originally the **131 Gang**, was taken over by Bloodbath after exterminating their rival gang, the Kingcrooks.

## History

The 131 Gang was originally lead by Hotshot Mickey. They were seen as too quick and easy to make mistakes. Hotshot Mickey, having issues with his anger, was unable to properly defend the gang against attacks from the Kingcrooks. He would often run his mouth, instigating violent attacks against members of his own gang.

Booker Bradshaw would take it upon himself with his new abilities, to track down and kill every member of the Kingcrooks to protect his own gang. He did this in the span of two nights. He then challenged the authority of Hotshot Mickey, and won, rising to leader of the gang. His new name became Bloodbath.

At this point, he changed the name of the 131 Gang to the Red Henchmen, and redirected their focus on becoming a group of vigilantes that took down all types of criminals in the city of Chicago.
Neo-Gods

The **Neo-Gods**, aka **Neos** or **Avatars**, are a subcategory of Deviant whose powers and physiology make it possible for the their bodies to take over the responsibilities of fallen gods. The most notable example is Dean Atwood, who has taken over as the modern day Sky-father due to the fall of both Odin and Zeus. Or James DeVain, who has taken over as the modern day Lord of the Underworld after the fall of Hades.
Olympians

The **Olympians** are a humanoid race of extradimensional beings that hail from Olympus, a small pocket-dimension adjacent to Earth. An interdimensional nexus between Olympus and Earth can be reached via Mount Olympus in Greece. They are also known as the Gods of Olympus who have been worshiped by humans of Ancient Greece and throughout the Roman Empire from about 2000 BC to 500 AD.

The Olympians were created by the Titan Khronical during an experiment on humanoid life forms from the rich planet of Olympus. He created 6 gods, Kaos, Erebus, Eros, Nyx, Hemera, and Aether, that would go on to be the progenitors of the rest of the Olympian species.

## History

Kaos, the first king of the gods, married Nyx and gave birth to the First Colony of gods. Eventually, this lead to the birth of Zeus Panhellenios, the current King of the Gods.
Titans

**The Titans** are powerful cosmic beings created by the Hallowed Three. The Titans rebelled against their creators and Ascendant counterparts in a war that shattered the first universe into the first multiverse. The Titans are involved in the creation of new universes, including that of the Prime Wonder Universe.

The known Titans are:

* Khronical (the Father of all Titans)
* Iapetus
* Hyperion
* Typhon
Wonder Wiki

Welcome to Wonder Wiki
The **Wonder Stories encyclopedia** that anyone can edit. Learn all about your favorite superheroes and villains!

Characters

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 **Man-Machine**

 **Dragonfly**

 **Hercules**

The Brute
 **The Brute**

Deviants
 **Deviants**

 **StingyJack**

 **Nekros**

Liberators
 **Liberators**

Olympians
 **Olympians**

Genetico Labs
 **Genetico Labs**

Wonder Stories Wiki is a collaborative website dedicated to the characters and properties of the Wonder universe. The wiki format allows anyone to create or edit any article, so we can all work together to create new pages and work on improving the site. Our goal is to collaborate with other fans in order to build a reliable, accurate, and informative resource database with as much detailed information as possible about all subject matter relating to Wonder Stories. All are welcome to join in and contribute here, so long as edits are constructive, discussions are positive, and both are relevant to Wonder Stories.

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A copycat killer who goes by the name “Stingy Jack” starts setting off bombs in New York City. In order to stop the villain, Ben and Jeffrey meet with the original Stingy Jack, a criminal mastermind named Jason Hanks, who has been imprisoned for 5 years. Things quickly go from bad to worse when the two Stingy Jacks unite and take James Barton prisoner. Meanwhile, Megan asks Jeffrey for help with a case, and flashbacks show how the real Hank Haddock came up with the idea for the particle accelerator.

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Race:Imperial

Also known as **Cyrodiils**, **Cyrodilics**, **Cyro-Nordics** and **Imperial Cyrods**, the well-educated and well-spoken **Imperials** are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.

## In-Game Information

### In-Game Description

*The well-educated and well-spoken natives of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire.*
Skill:Athletics

**Athletics** is the skill that determines how quickly you run and swim. As your level increases, your Stamina regenerates progressively faster when running.

In-game Description: *Run and swim faster, and regenerate lost stamina faster.*

## Skill Perks

### Mastery Perks

* A **Novice** regenerates two Stamina per second when running.
* An **Apprentice** regenerates four Stamina per second when running.
* A **Journeyman** regenerates six Stamina per second when running.
* An **Expert** regenerates eight Stamina per second when running.
* A **Master** regenerates the full ten Stamina per second, whether they run or not.
Khronical

**Khronical** was the first Titan and the father of all Titans. He was born a human man, who at the end of time, was merged with the massive amounts of energy of a dying universe. After what he thought would be his death, he awoke at the beginning of a new Universe, continuing the circle of time that is reality. Later in his life, he would discover that his creation was no accident. The series of events that lead to him becoming a Titan was directly influenced by the Hallowed Three.
Race:Redguard

**Redguards** are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Unlike most other human races, they are not believed to have any connection with the ancestral Nordic homeland of Atmora.

## In-Game Information

### In-Game Description

*The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot.*
Race:Orc

**Orcs**, also called **Orsimer** or "Pariah Folk" in ancient times, are sophisticated, brutish elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have *elven* blood, but are usually considered to be both beastfolk and goblin-ken. In the past, Orcs were widely feared and hated by the other nations and races of Tamriel. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.

## In-Game Information

### In-Game Description

*These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes.*
Skill:Medical

**Medical** is the skill that governs how well your character can treat wounds quickly and effectively as well as diagnose diseases. The skill is automatically exercised when you rest, operating on the assumption that you treat your injuries before you sleep. This results in a higher healing rate while sleeping.

Higher levels of the Medical skill also increase the effectiveness of food items, including stat changes, up to a tripling effect at a skill level of 100.

In-game Description: *Medical skill is automatically checked whenever one rests, allowing one to diagnose minor injuries and illnesses.*
Skill:Alteration

### Increase

Each Successful Spell Cast (per cost): +0.40Each Failed Spell Cast (per cost): +0.10

**Alteration** is the magic of altering the physical world. It provides many useful effects that can make up for other character weaknesses, for example: Open can be used instead of Security to open locks; Feather can be used if your Strength is too weak; Shield can be used instead of armor. In addition, Water Breathing and Water Walking provide valuable capabilities.

In-game Description: *Cast spells to breathe or walk on water, open locks, shield from physical and magical damage, and alter encumbrance.*

## Skill Perks

### Mastery Perks

* A **Novice** only Novice level Alteration spells are easier to cast.
* An **Apprentice** Novice and Apprentice level Alteration spells are easier to cast.
* A **Journeyman** Journeyman, Apprentice and Novice level Alteration spells are easier to cast.
* An **Expert** Expert, Journeyman, Apprentice, and Novice level Alteration spells are easier to cast.
* A **Master** all Alteration spells are easier to cast.
Skill:Blunt

**Blunt** is the skill that governs how well your character can use crushing weapons, such as maces, hammers, and axes. Improving your blunt skill allows you to deliver more damage with crushing weapons, and gives you access to power attacks.

In-game Description: *Deliver the crushing blows of mace and axe weapons more effectively.*

## Skill Perks

### Mastery Perks

* A **Novice** does a basic power attack with a damage bonus (2.5 times more damage) in all directions.
* An **Apprentice** gains damage bonuses with a Mastery Standing Power Attack (3 times more damage).
* A **Journeyman** gains the Mastery Left and Right Power Attacks, which do 2.5 times more damage and have a 5% chance to disarm.
* An **Expert** gains a Mastery Backwards Power Attack, which does 2.5 times more damage and has a 5% chance of a knockdown.
* A **Master** gains a Mastery Forward Power Attack, which does 2.5 times more damage with a 5% chance to paralyze. This Paralyze effect ignores Resist Paralysis.
Race:Bosmer

The **Bosmer** are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as **Wood Elves**, but Bosmer, **Boiche**, or **the Tree-Sap people** is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.

The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.

## In-Game Information

### In-Game Description

*The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel.*
Skill:Axe

**Axe** is the skill that governs how well your character can use long handled hafted weapons. Improving your axe skill allows you to deliver more damage with axes, and gives you access to power attacks.

In-game Description: *Deliver the chopping attacks of war axes and battleaxes more effectively.*

## Skill Perks

### Mastery Perks

* A **Novice** does a basic power attack with a damage bonus (2.5 times more damage) in all directions.
* An **Apprentice** gains damage bonuses with a Mastery Standing Power Attack (3 times more damage).
* A **Journeyman** gains the Mastery Left and Right Power Attacks, which do 2.5 times more damage and have a 5% chance to disarm.
* An **Expert** gains a Mastery Backwards Power Attack, which does 2.5 times more damage and has a 5% chance of a knockdown.
* A **Master** gains a Mastery Forward Power Attack, which does 2.5 times more damage with a 5% chance to paralyze. This Paralyze effect ignores Resist Paralysis.
Chasm Walkers

A legend unique to the dwarven keeps in the Helos Peninsula, Chasm Walkers were dwarves who set out to map the underdark and deep caves. Breaking the mold of traditional dwarven natures, Chasm Walkers were often gripped with a strong desire to explore and venture out further than just the next ore vein.

Leaving the relative safety of the mineshafts and halls, Chasm Walkers were rarely expected to be seen returning, but when they did grand feasts and banquets were held in celebration, for the knowledge they brought back with them was often invaluable. A great smith of a now abandoned keep lost his only son when his sone ventured out, never to return. In his grief, he set to forging his magnum opus. He forged 100 sets of armor, enchanted to keep those who walked the chasms safe. The suits were sent out to surrounding keeps and spurred on a golden age of Chasm Walkers. Now that those who ventured out were well equipped for the journey, Chasm Walkers were no longer seen a crazy, but more as dwarves who had a bit too much human sense of adventure in them.

Over the centuries, the armor of the Chasm Walkers was slowly lost to accidents, or wear and tear. As well, there was less and less to explore. Chasm Walkers began to dwindle in number and slowly fade from reality into legends told to dwarven children before bed. Most Keeps in around the peninsula will still have massive carved walls depicting a dwarf or two, clad in their iconic armor, doing battle with some underhorror on the edge of a chasm.
Skill:Heavy Armor

The **Heavy Armor** skill determines how much protection is provided by heavyweight armor, how much damage heavy armor takes, and how much heavy armor encumbers you. The other armor options are Light Armor & Medium Armor.

In-game Description: *Make more effective use of Iron, Steel, Silver, Dwarven, Ebony, Daedric, and Dragonbone armors.*

## Skill Perks

### Mastery Perks

* For a **Novice**, heavy armor degrades rapidly with use (150% of normal rate).
* An **Apprentice's** heavy armor degrades at a normal rate.
* A **Journeyman's** heavy armor degrades at a slower rate (50% of normal rate).
* An **Expert's** equipped heavy armor only encumbers them by 50%.
* A **Master's** equipped heavy armor does not encumber them at all.
Race:Khajiit

**Khajiit** are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and Skooma trade does draw some to work as sailors.

Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination.

## In-Game Information

### In-Game Description

*The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability.*
Skill:Long Blade

**Long Blade** is the skill that governs how well your character can use short handled sharp weapons such as claymores, katanas, and cutlasses. Improving your blade skill allows you to deliver more damage with sharp weapons, and gives you access to power attacks.

In-game Description: *Deliver the slashing and thrusting attacks of longswords and greatswords more effectively.*

## Skill Perks

### Mastery Perks

* A **Novice** does a basic power attack with a damage bonus (2.5 times more damage) in all directions.
* An **Apprentice** gains damage bonuses with a Mastery Standing Power Attack (3 times more damage).
* A **Journeyman** gains the Mastery Left and Right Power Attacks, which do 2.5 times more damage and have a 5% chance to disarm.
* An **Expert** gains a Mastery Backwards Power Attack, which does 2.5 times more damage and has a 5% chance of a knockdown.
* A **Master** gains a Mastery Forward Power Attack, which does 2.5 times more damage with a 5% chance to paralyze. This Paralyze effect ignores Resist Paralysis.
Skill:Security

**Security** is basically a polite word for lockpicking. Throughout the world you will find lockpicks on creatures (goblins and bandits tend to drop them, for example) and in chests, plus a couple of NPCs sell them to you. These can be used to pick locks on the chests and doors you find everywhere. The Security skill also lets you disarm traps with probes and re-seal sealed documents after reading them.

In-game Description: *Use lockpicks to open locked doors and containers.*