recursal/Fanatic-Fandom huggingface dataset:
The Shattering of the Lordstone

There once was a great runic stone, called the **lordstone**, which stood unassumingly outside of the town of Oxströnd. Nothing about it would have indicated that it had any significance except for the prophesy carved into it which read "*He who can shatter me in a single blow shall become the greatest conqueror of all of Svellbjargheim*". No one knew exactly who exactly placed it there. Some scholars said it was made by those who had lived there before them, while the old ladies of Oxströnd believed that it was send by one of the six heavens. But all in all it was a mysterious piece of stone.

The lordstone attracted travellers from far and wide, all enticed by the promise of glory and fame that came with becoming the greatest conqueror. But no matter how hard they trained not one could make even a scratch upon the lordstone's surface. Many wanna be warlords tried to smash the stone with such force that they shattered their own hands instead. So many in fact that the doctor of Oxströnd almost had wished that he had been the one who had put up the lordstone.

Eventually a young girl, of who most believed that she must have barely come of age, arrived at Oxströnd to ask if she could try to shatter the stone. The priest of the town amusingly agreed to let her try, hoping to find some entertainment before his morning prayers. When the girl stood before the great lordstone she began to rub her hands and then called for a great bolt of lightning from the heavens. Shards of the lordstone were launched with such force that some even found their way onto the Wabu Islands. This priest knelled down and recognised the girl as the new baron of Oxströnd. Such began the ascendancy of Ulfhild the Conqueror, she who united all of Svellbjargheim and she who was first to threaten the northerners with Svellbjarg's might. Just as the lordstone had foretold.
Mistwrit

One of the most powerful arcane artefacts known to the world is an enchanted fountain pen known as **Mistwrit**. This pen allows its master to cast the most amazing of spells simply by writing down the words used in the spell's incantation. No components or magical aptitude are needed for this pen to function. However do take note that the effect of Mistwrit will only take hold if the words are written down in their original language and script, simply writing in common will not work.

Mistwrit can write without the need of ink or paper. Instead the pen writes in the air, creating brightly glowing deep blue marks at its ivory tip. It fuels itself by filtering arcane mana from the world around it through the eye of the peacock feather that stands at the end of the pen.

## History

Mistwrit was originally made by the goodhearted archmage Luther Zakerai, as a way to save money and time on casting spells he deemed not worthy of the effort. As time went on he discovered that with the aid of Mistwrit he could even cast spells that were outside of his impressive capabilities. He became obsessed with learning the words to every spell known to mankind and he bought books from all across the world to find the exact words and symbols. As the years and his obsession continued Zakerai fired his staff and replaced them with tools animated with the aid of Mistwrit. Eventually Zakerai began to feel his bones creak and realised that his time was soon upon him. In deviance of the natural order of things Zakerai began to research a grand himself immortality, drawing the ire of the Night's Watch. Archmage Zakerai was about to learn to discover the last word needed for the ritual when his tower caught on fire. Zakerai and many of the unique books he had collected were turned to ash, and Mistwrit was collected by the Night's Watch who hold it to this day locked in their vault.
Scrying

**Scrying** is the art of spying on another being with the help of a pool of water.

## Description

Before a scryer can begin the ritual they have to prepare the room by dimming the lights and burning either candles or incense. The scryer then stares into the reflective surface of the water and begins to concentrate himself on his desired target. As the mana seeps into the water it begins creates a mist over the water. surface Once the water is completely covered in mist a subconscious connection to the target can be established. The magic used in the ritual then creates a clear image of the target and broadcasts it to the viewer through the water reflection. The strength of the magic depends on how well the scryer knows his target and if he has something material to use as a focus such as a picture or some hair.

## History

Scrying was discovered long ago by the ancient wizards and priests. They were trying to create a portal to the Moon of Reincarnation in an attempt to save their loved ones and themselves from death. However they only managed to create a small connection, which was just enough to create images of their loved ones in the dream. Originally it was thought that scrying could only provide images from inside the dream, but later experimentation proved that it could also be used to spy on the living.

Because of its potential as a tool for espionage the art of scrying has always been a closely guarded secret. For centuries only a few elite wizards knew how to do it, and over the aeons this number has steadily began decreasing. It is tradition that the art of scrying is passed from master to a single apprentice, but every time a scryer died before he could teach the secret the art began to become lost. In modern times only a hand full of scryers exist who charge exuberant fees for their services.
Stag's Eye

A **Stag's Eye** is a somewhat transparent red-brownish gemstone commonly found throughout Bataf. One the gemstone often a large dark circle can be found, making it resemble an eye of a stag, hence the name.

The mineral is found relatively close to the surface, any dwarven expeditionary force will find a significant amount of these stones when digging out the first layers of the temporary shelter. The stone itself needs to be polished before it is granted its recognizable look, in fact a slab of Stag's Eye is often confused with that of Tiger's Eye, but can be distinguished because Tiger's Eye contains more black coloured rocks than Stag's Eye.

## Culture

While in itself the Stag's Eye is not a very valuable material and its often found for cheap prices at varies marketplaces throughout the known world. Nonetheless, the Stag's Eye is in general often associated with a spiritual connection to nature and can hold many more different meanings depending on whom you ask. For the people of Berok the stag is associated with virility and its common for couples that want to get pregnant to both carry a necklace with a Stag's Eye. While for other people the gem is associated with grace, for a stag is one of the animals of the woods that doesn't attack unless provoked, unlike a bear (making this association less popular in Berok). For others the gemstone represents a great amount of stamina, a warrior might encrust their weapon with a Stag's Eye believing it will grant them greater stamina for a battle to come.
Starfly Night

Once every six years a strange occurrence is to be seen in Bataf. **Starfly Night** is the day that many starflies fly out of their caves, where they have been hiding as bugs, to meet a mate to continue the cycle that is the life of a starfly. This period is often looked forward to, for the starflies create beautiful colours of light in the night sky, resembling the very stars themselves.

## Description

Despite being called Starfly Night the starflies leave the caves around dusk. But the highlight of the event is when the bugs have flown well above the ground into the sky. Here they use their colourful lights to attract a mate. At first glance the colour of the lights and the movement of the insects seems random. But with careful examination a pattern is to be noticed. As the hues shift from a yellow to a red and then blue, so do the movements. Going left then right, up and down, forwards and backwards, creating a colourful display in the night sky. Then suddenly all at once, the starflies buzz away further into the sky to return a week later. They fly back into their caves during dawn to not be seen again in six years. When traversing the caves no one will find any alive starflies, but only thousands of eggs. From these eggs the starworms are born, who will wriggle around the caves for years. Here they are susceptible to other creatures that include worms on their diet, such as the Tremor Mole. After a couple of years they will form into a cocoon that will soon transform into a starfly. And so Starfly Night happens again.

The exact day that Starfly Night happens on is never exactly the same. Therefore, it has been hard for people to plan ahead when wishing to see the event happen. What is certain is that they fly out during the summer around dusk. Since there is a uncertainness the people wishing to view this majestic sight are often a bit anxious when Starfly Night is close. Often as soon as the first starflies are spotted flying out their is a rush of folk towards the exterior of the caves, wishing to not miss the sight.
Astral Plane

The **Astral Plane**, also known as the **Astral Sea**, is the name for the void between the stars. It is here where most pocket dimensions, like those created by Bags of Holding, are formed.

## Description

The Astral Plane appears as a endless starless sky with pillars of granite floating through it. Sometimes small pockets of materials from the six heavens find their way here. These materials are seen as precious resources by the inhabitants of the Astral Sea and those who manage to control them are considered to be beings of great power.

## Inhabitants

The Astral Sea is inhabited by powerful beings, most older than time. These beings, at the very least, feel apathetic to the dealings of the other planes and at most like to toy with them. Most of these superficially resemble sea live from the Primal Plane, thou many take different and often abstract forms.

## Known inhabitants

* **The One Beyond:** A being who just like to watch things fall to chaos. They appear as a thin male human with black hair and inky black eyes and skin as white as snow.
Bataf Calendar

The **Bataf Calendar** is the main calendar used throughout the world of Bataf, based upon the solar cycle. The calendar starts counting the years from when the floating city of Al-Kanish suddenly appeared 11665 years ago. Therefore the calendar is divided into two parts, the long forgotten years Before Appearance (BA) and the years After Appearance (AA). In the year 10000 scholars in Al-Kanish decided to commemorate the appearance of Al-kanish by resetting the calendar to the year 0. This has caused a rift among the many different culture of Bataf with some claiming its currently the year 11665 while others say its the year 1665. With the later being having grown to become the more popular used version.
Bearial

The **bearial** are funeral rites held in Berok when a bear passes away. The death of a bear weighs heavy on anyway in Berok, even if the bear in question was not a sturdy steed but a 'mere' beast of burden. Each bear nonetheless deserves their own bearial for their soul has passed on towards the Heaven of Wood and will join the spirits of the Great Ursun and Ursa, the Twin Bears, who are the most important deities in the Berokian Pantheon. While bearials may differ greatly between that of a loyal mount or a beast of burden there are nonetheless similar aspects that do not diverge, no matter the status a bear once enjoyed in life.

The bear shall be buried near the greatest tree in the surrounding area, for large trees are seen as an extension of the spirits of Ursun and Ursa. Therefore burying the bears near these trees strengthen their connection with the Twin Bears and help their journey to their realm. This has led to the creation of cemeteries dedicated to the bearial. A simple rule of first come first serve is applied in the graveyard, all bears are equal to Ursun and Ursa. Accordingly the burial grounds are characterised by a circular shape surrounding the tree, filling in from the inner row to the outside. Once a spot has been chosen the owners of the bear will gather around with the bear being lowered by the able-bodied Berokians in the ground, for even in dead the bear is strong. Once lowered dirt will be poured over the bear and a small rite will be said by all attending. *All mighty Twin Bears guide this courages being to your realm, for even the strong need divine guidance. Let them enter the Heaven of Wood to live out a life frolicking in the thy domain. May they always have plenty of honey, the freshest fish and the most delicious berries. For they not only earned this but also deserve this because of their kindred nature. Their spirit is that not only of ferocity but also of softness.* With these words the bearial ends and the spirit of the bear shall surely travel to join the Great Twin Bears.
Xtina's Drag Race (Season 11)

## Season 11

The eleventh season of ***Xtina's Drag Race*** was officially revealed on July 21, 2021, alongside Season 10, All Winners 1, and All Stars 4. This season is set to air starting in late September 2021.

## Contestants

█ The contestant won *Xtina's Drag Race*.
█ The contestant finished as a runner-up.
█ The contestant was one of multiple maxi challenge winners.
█ The contestant won the maxi challenge.
█ The contestant was one of the best but did not win the maxi challenge.
█ The contestant was a member of a winning team but did not win the maxi challenge.
█ The contestant was one of the worst but did not place in the bottom two.
█ The contestant placed in the bottom two, but neither one was eliminated.
█ The contestant placed in the bottom two but was not eliminated.
█ The contestant placed in the bottom two & was eliminated.
█ The contestant was voted "Miss Congeniality" by viewers.
█ The contestant appeared as a guest.
Summon Allies

***This is a homebrew spell, discuss with your DM if you are allowed to use it.***

### **Summon Allies**

*4th-level conjuration (ritual)*

**Casting Time:** 1 action

**Range:** 90 feet

**Components:** V, S, M (a piece of gold, silver, or ivory worth at least 100 gp and a blue topaz worth at least 300 gp, both of which are consumed by the spell)

**Duration:** Up to 24 hours

This spell has a different effect depending on if you cast it using a spell slot or as a ritual.

When you cast this spell as a ritual you can spend the material components to create a magical amulet. The amulet is made of the material that you used to cast the spell with the topaz set in the middle, the cut of which you can choose yourself. This amulet is used as a conduit for the spells magic and as a token of friendship when given to a friendly creature of large size or smaller with a inteligence score of 5 or higher.

When you cast this spell as a normal spell you do not require the material components and you are able to send a signal to one of the amulets that you have created through the ritual. This signal makes the topaz in the middle of the amulet glow for up to a minute, letting your ally know that you request their aid. The creature can then accept the call to arm by touching the glowing gem. A creature is unaware of the situation you are currently calling them into and must be able to move their limbs to accept your summon. When a creature does not react to your summon their amulet will be summoned instead.

The creature is allowed to stay with you and your companions until either the spell's duration ends, you dismiss it, or when it takes a hostile action against you or your companions. When the creature's time is up it gets returned to its original position with the amulet in its hand. However, if you decide to end the spell early you can decide to keep the amulet at your current position. This is perceived as a great slight by the dismissed creature. The amulet is always left behind when a creature is banished because of its own hostile actions. In combat the creature shares your initiative count, but it takes its turn immediately after yours. It is an independent creature and makes its own decisions (the DM decided whether you can control it yourself or if they control it.)

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can summon one additional ally that holds an amulet for every level.

**Spell lists.** Artificer, Bard, Ranger, Warlock, Wizard
The One Beyond

**The One Beyond** is a mysterious, morally ambiguous being that inhabits the Astral Plane, representing themselves as a human male with slender dark hair and completely black eyes. No one truly knows who are what The One Beyond is, neither do the people of Bataf know what drives The One Beyond. For The One Beyond interacts with few mortals, only carefully selecting them. Again on what basis is not known. However most experiences point to The One Beyond being a semi-benevolent patron. Granting magical powers to the ones The One Beyond decided to show themself to, yet not asking for anything in return. The being seems simply amused by the choices people make with their new found powers. There is nonetheless one noticeable difference, a mark on the non-dominant hand of someone bestowed with the gift of The One Beyond.

## Voidgazer Cult

Due to the secretive nature of The One Beyond a cult has sprung up around them. The Voidgazers as they call themselves seek out any relic relating to The One Beyond. Seeking out anything to learn more about the powers granted by The One Beyond. Especially important to them is the search for anyone marked by The One Beyond. For those are the few who have actually spoken to The One Beyond. What the Voidgazers exactly want with someone who was marked is unknown, some say that the are in search for a leader or perhaps more an interpreter to communicate with The One Beyond. While others think the cult wants to sacrifice someone marked in a hopes to absorb the powers granted by The One Beyond.

## Known followers

* Captain Alex Charlston - Old Svellbjarg seafarer who terrorized the Shattered Strait
* Bartov Dautovic - Berokian adventurer who defeated the Conclave of Gero Drakar
Bayoubajes

In the the deep damp bayou near the city of Madamsrest‎ lays the **Bayoubajes**. A place reserved for only the most dangerous criminals such as drugs barons, gangsters, and highly functional werewolves. The Bayoubajes is run by a private guard force, known simply as the Warden's Man, who work for the warden. All wardens of the prison have been members of the Ratte family, a wealthy and powerful family from Madamsrest‎ proper. The prison is only accessible by boat, which is run by the Warden's Man themselves.

## Description

The Bayoubajes is infamous for being impossible to escape. The prison is made out of six dark spiralling towers, covered in silver-tipped spikes and silver bars. These towers lead into a central plaza which is used for guard drills and as an execution ground. The central plaza is surrounded by two sets of walls on which sentries march every 30 minutes. Between the two walls is a kill zone to protect against those who try to dig through. The outer walls are surrounded by miles of waist-high swamp. These waters are home to schools of Bog snoeks, large aggressive fish which can eat a man whole. Finally to make sure all prisoners are equal magic users are given a collar of anti-magic so they might not use their powers to break out.

## History

Throughout its history only one man has ever escaped the Bayoubajes: A petty pickpocket known as Koenraad van Dinkel. Koenraad was accidentally thrown into Bayoubajes when someone misplaced his incarceration paperwork in the city hall. He was brought into the prison, where he almost immediately made friends with a were-goliath known as Bjork. Koenraad stole as many bed sheets as he could and secretly made himself a wing-suit. Koenraad and Bjork then sneaked their way up to the top of the highest tower, where Bjork threw the slender Koenraad with a mighty thrown. Koenraad then used his wing-suit to fly over the swamp and straight back into Madamsrest‎ where he lived the rest of his days as a free man.
Bear Training

The act of **Bear Training** is a highly secretive affair. While more groups known how to train a Burden Bear, only a handful has the known-how and capabilities to train bears ready for war. As these ferocious beings are hard to domesticate and even harder to keep domesticated. The know-how is primarily transferred through oral tradition, with few scholars having tried to create manuals. These manuals are exceedingly rare as the state of Berok has forbidden the production of them. Nonetheless, in places like Madamsrest, with thriving printing industry, efforts have been made to gather and replicate information on how to train a bear.

## How to train your bear

At first there was little difference between the training of a cub into either a Burden Bear or war bear. In general they will be placed among the litters of dogs. Growing up amongst them the cubs will adopted more docile characteristics. During their growth the personality of the bears is carefully monitored. The more aggressive yet responsive cubs are taking out of the litter to receive special training as a war bear. While more docile bears were selected to become bears of burden. And sometimes to be adopted as pets by rich aristocrats. Over time this system changed as the docile burden bear was bred amongst themself creating a new species of bear.

### Burden Bear

*Main Article: Burden Bear*

Smaller than a brown bear, the Burden Bear. Bred amongst themselves one will find more docile bears, however a skilled animal handler is still required to have these creatures grow up to be fully docile. Therefore someone can not simply buy two Burden Bear cubs, for if they grow up without proper training they will revert to their animalistic instincts. The bears themself are used for various jobs on farm fields, pulling carts and even pulling artillery.

### War Bear

It was not until the dawn of the War Bear that the people of Berok started to ride feared bears into battle. The first experimentations came with the people trying to ride Burden Bears, but this proved unsuccessful in the long term, while still strong and somewhat fierce, a Burden Bear is not made out to fight in large battles. The War Bear however was trained for aggression and fighting ferocity, but also to listen to their riders every word. A War Bear is coupled with a new rider from a young age, so that rider and bear can form a strong bond. For this strong bond is the key to have a War Bear listen to its rider.
Dancing Ducks

The **Dancing Ducks** is a famous artisan troupe in Bataf. Founded five years ago the troupe has quickly made a name for themselves, particularly because of the ducks that dance.

## History

The story of the group starts in a big town when the orc Shuvrad was playing his flute by the local pond. While playing his flute he noticed that while playing certain tones the ducks would come over to them, happily wagging around their bodies. He had to show this to his friends who were amazed by Shuvrad's skills. Word spread around town and Shuvrad and the dancing ducks quickly became a popular act, with townfolks leaving behind piles of coins as a token of their appreciation. Shuvrad was content with the developments, soon after new friends joined the group and the musical repertoire expanded. A decision was made to save some of the money for travelling to show of everyone the skills of the dancing ducks. Using his flute Shuvrad made sure the ducks would follow him everywhere the group would travel to. Their fame would only grow even more and not soon after even more members joined the group. Jugglers, acrobats even a men from Berok joined with his two bears who would grow out from mere pack animal to two bears beating the drums. But the main act would always be the little dancing ducks.
Willie Welli

**Willie Welli** is chef hailing from Wabu Islands who is always in search for new ingredients to add to his recipes. He is especially known for his extrencity and his search to make the perfect salad recipe.

## Biography

Born in 1562 Willie Welli grew up primarily on the Wabu Islands before reaching adulthood. During this period the foundation of Willie's obsession to create the perfect salad. As a child he had always adored his grandmothers cooking, especially her salad. Sadly she passed away before she could teach Willie her secret recipe and the only copy of it was lost earlier in the year due to a storm blowing over the Wabu Islands. Ol' gran had meant to rewrite it but in her olden age she always forgot. Ever since this Willie sought to recreate gran's salad.

His search would turn into almost religious devotion as Willie joined the clerical order dedicated to Wabu god of food. During his period as a cleric he would travel around mostly during the Wabu Islands, healing people and tasting the many different ingredients the islands over. Slowly learning more about the healing powers of his clerical order, Willie would learn to infuse these within food. Later on in live Willie would travel with a small group of fellow clerics adventuring the throughout the known world. Around 1607 the would settle down with the gold they earned adventuring starting the Virgin Valley Vineyard. Willie would become the main chef, as he could now fulfil his dream of combining all different ingredients to find the perfect salad.

After a couple of years of success as the chef of Virgin Valley Vineyard Willie found himself lacking in ingredients. He already had tried out all the different combinations of all the ingredients he had. Therefore he would turn to adventuring once more, this time deciding he would see more of the world. Travelling farther and wider in search for every single spice, flower, crop, fish, meat, and mead that Bataf has to over. Since this period Willie's cuisine has become famous across the different regions, which is known for its nurishement, fine taste, and healing powers. This fame has led Willie to being invited to different courts and establishments all around the world. Yet he is not satisfied for he still hasn't been able to recreate his grannie's salad.
Shimmer Keepers

The **Shimmer Keepers** are an order founded to protect the valley filled with crystal growth known as the Shimmering Valley located deep in the Zapno Mountains. Here large crystals sprout out from the ground in various shades, from blue to red, and from pink to green. Its said that each colour provides a different magical property. However this hasn't been confirmed by the Shimmer Keepers or any other scientist

## History

The keepers come from a long line of people who have always lived in the valley. When they first encountered this sight they thought it was a gift from the gods themselves. The people settled outside of the Shimmering Valley respecting the natural environment. The people lived in peace in the valley, meditating near the crystals believing it gave magical energy. However nothing goods lasts forever and despite its hidden location few managed to make it to the valley and spread its secret to the known world. Luckily the difficult journey made sure that there would be barely any intrusions.

Nonetheless people tried, especially a group of scientist hailing from Al-Kanish hoping that these crystals might carry the same energy that their crystal known as *Makanium* had. The expeditions became more agressive and the local folk started to band together, forming a group at first armed with pitchforks. Over time the group of ragtag protectors grew larger, with essentially everyone who lives in the valley dedicating their life to the protection of the Shimmering Valley. Gathering local resources, to craft armour and weapons. The group would also draw the attention of druids and other sorcerers who wished to protect the beauty of the valley. Thereby granting magical powers to the group. This magic grew more and the difficult journey was made harder when spells that alter the mind were cast, creating magical barriers that make anyone with bad intentions lost in the mountains, eventually the illusions will lead them back from were they entered the mountains.
Svetikňaz

The **Svetikňaz** is the most influential and important priest in the lands of Berok. Having over come all judgement, they have climbed the ranks of the Berok Orthodox Church. The Svetikňaz is the true embodiment of the power of the gods on this earthy plane. The Svetikňaz is elected from within the Council of Septarchs, a group of seven powerful priests, and are seen as first among equals.

## Description

The Svetikňaz is easily recognizable by their white gown with golden accents and a white kalimavkion. The centre of their gown has a golden line going down heading towards the silhouette of two bears, representing the story of Sveta od Soyka, the legendary ruler of Berok. Apart from that the Svetikňaz carries around small gong made out of brass, the gong is decoratively divided into six plans each representing the Six Heavens of Air, Earth, Fire, Metal, Water and Wood. Around the neck the highest priest wears a small pendant, made out of sterling silver, in the shape of a bear's head. The mouth the bear is gaping wide open. Each of the eye's of the bear is encrusted with a different, metal the right on made out of emerald and the left one out of ruby.

## Selection

The Svetikňaz is elected from a small group of seven bishops sometimes referred to as the Septarchs. Appointed for life the Septarchs choose from among themselves, to appoint a next Svetikňaz. To become a Septarch one has to be no younger than 40 years. And have studied every of the Six Heavens and its finer details. Once the Svetikňaz dies they first have to be buried at high noon, so that their soul can ascend unto the Soul Sun. After the burial the Septarchs gather together in the grandest temple of Berok. Here they hold great theological discussions lasting for months at a time. Their is one important rule, a Septarch is disallowed from discussing why they should become the next Svetikňaz.
Miss-Sugar-9214

* All Stars 3
* All Stars 2
* Season 5

**Miss-Sugar-9214**, also known as simply **Sugar** or **Miss Sugar**, is a drag performer and contestant on the fifth season of *Xtina's Drag Race*. She later appeared on the second and third seasons of All Stars.

## Track Record

Miss-Sugar-9214
## Memorable Quotes

### Season 5

* "We all need a sweet bitch in our life!" (entrance line)
* "À la prochaine!" (Episode 3 exit line)
* "Looks like I came back just in time!" (reentrance line)
* "I already said my goodbyes once so... bye!" (Episode 6 exit line)

### All Stars 2

* "She back and sweeter than ever!" (entrance line)
* "À la prochaine!" (exit line)

### All Stars 3

* "Well I'm back back back again! Ms. Sugar is here to reclaim her queerness!" (entrance line)
* "Thank you so much... thank you all. Bisous!" (exit line)

## Trivia

* Sugar is the first queen to use the same exit line twice, doing so in both Season 5 and All Stars 2.
* Out of the three Season 5 queens who were still active in the XDR community at the time of it airing, Sugar is the only one to not return for All Stars 6.
Teník

**Teník** is the most northern most and poorest region of Berok, with the largest city being Sledový. Never to rich to begin with the region primarily relies on its woodcutting industry to stay afloat. After the collapse of all northern trade towards Tara Tranda and with an influx of refugees from Tara Tranda the economy of Teník has declined even further. All traders nowadays go south, barely bringing in any new opportunities in the region. Most travel on the roads nowadays come from soldiers guarding the passes in the north against forces from Cainaan. Despite the large presence of soldiers crime runs rampant the further away one is from the main roads, forts, or cities. Even the roads themselves are not entirely safe, being filled with brigands and other the occasional ambush party from Cainaan.

## Geography

The lands of Teník are surrounded with different challenging geographic features that lie closely to each other. To the east lies the Dawning Ocean, to the west the Zapno Mountains, with a relatively thin strip of habitable land in between the two. This land is mostly overgrown old-growth forest, that has partially been cut down. These features combined create an almost desolate character to the region, where it feels like you're always far away from civilization yet it never is that far. In the north of Teník lies the Ingust mountains, a small extension of the Zapno Mountains, which forms the border between Berok and Cainaan.

## History

The region would see early settlement around the year 800, with the first few proper towns forming in this area around that time. Before that the region was mostly devoid of any major settlements as the thick forests made habitation difficult. However as the southern regions started to become more populated the people sought new places to settle. The old growth trees would be cut down and a new road would be constructed from Bralutko to what would eventually become Sledový. Later on the road would be extended towards the Ingust mountain and form a connection with Tara Tranda. This would eventually bring in ample trade within a relatively poor region. Sledový would develop into a decent sized city with an extensive industry focused on woodcutting and would also develop a thriving hub for merchants coming and going towards Tara Tranda. The appearance of the great plague but a hamper on trade coming from Tara Tranda around the year 1100. However, this would be restored fully in a couple of years. Luckily for the region the plague stated mostly in Tara Tranda and didn't spread far. A bigger collapse of the economy in Teník would take place around the 1430s when the vampires of Cainaan revealed themselves. Refugees fled from Cainaan through the Ingust towards the region. All trade to the north collapsed and the region would never fully recover. Large parts of towns and cities in Teník still lie partially abandoned due to economic collapse and the fear of vampires. These buildings have been partially filled by Tara Trandans who form a large minority within the region.
Abyss of Tears

Deep in the Alweald Swamplands there lays a deep dark hole, 50 metres in diameter and unmeasurable in depth. Multiple rivers flow into this hole, cascading down into the black void bellow, passing rocky walls along which they sustain innumerable islands of green on each ledges. Each island almost like an isolated ecosystem in their own right. This is the **Abyss of Tears**.

When one comes close to the Abyss of Tears the sounds of rolling waves and whale song can be heard, despite the closest sea being hundreds of kilometres away. Some theorise that there is a underground sea at the bottom of the Abyss of Tears, which keeps the swampland soil moisturised. More fringe theorists believe that the bottom of the abyss is a portal to the heaven of water, but the existence of such portals is a highly controversial subject in the scientific community.

## Ecosystem

The Abyss of Tears is home to several different species of large vines and ferns, intermixed with larger palm trees. Each plateau possesses its own fauna, adjusted to the amount of light that makes its way to that shelf's level. Between the different plateau's a large flock of gulls fly from level to level to make use of the staggered times that the different plants come to fruition. When the gulls reach the top of the abyss they dive straight down into the darkness bellow, and the flock won't be seen for several weeks before they once again fly in broad daylight.

## History

The Abyss of Tears was discovered in 1577 by Dr. Hendrick Jonaszoon and what remained of his expedition while they were searching for the source of the Madame river. It was named by Dr. Gerard Olavson who thought up the name on a dime, and to name was accepted by the other four survivors on acount of the others lacking any more suitable suggestions.
Vodyanoy

The vodyanoy is said to be a creature living in the many mountainous lake of Berok. Vodyanoy is said to appear as a naked old man with a frog-like face, greenish beard, and long hair, with his body covered in algae and muck, usually covered in black fish scales. He has webbed paws instead of hands, a fish's tail, and eyes that burn like red-hot coals. He usually rides along his river on a half-sunken log, making loud splashes. It is said that when angered, the vodyanoy breaks dams, washes down water mills, and drowns people and animals. Additionally he would drag people down to his underwater dwelling to serve him as slaves turning them into fish, therefore the vodyanoy is often connected with local drownings. Others say that the vodyanoy is not a bad creature but a good one, when brought an offer the vodyanoy will trade it for a fish.
Ermylla

Old Coat of Arms of Ermylla

**Ermylla** was a once prosperous farming town upstream of the river Snoll. Its main exports were Wool and grain, which it sold in the nearby city of Ogrimburg or exported through the town of Snollheim downstream. Nearby stands the ruins of Ermylla Keep, a fortification used by the dragonborn of Gero Drakar to exert their power over the broader Snoll Region.

Nowadays the town itself has been completely abandoned, but nearby an ancient grove is once again being run by a member of the Agaraen family; The young elven druid Taeriel Agaraen and her wife Jori Svenjadottir who fought against the conclave that destroyed the town.

## Description

The town was mostly made up out of farmhouses and basic facilities to keep the town running such as blacksmiths and general stores. Just outside of town was a small shrine to Haustkala, the local goddess of agriculture. The most notable building inside of the town proper and the once heart of the community was the Spread Eagle Inn, an inn ran by Cicero & Velma Kelly until the disappearance of the former and the death of the later during the summer of 1665. Just on the border of the town was the major's mansion, which was the last house standing until it was burned down on the tenth of September, 1665.

## History

The town fell to ruin during the plague of 1665 after Pontiff Mortarious performed a dark ritual that poisoned the river Snoll, blighting the local crops and starving the populace.
Xtina's Drag Race (Season 15)

## Season 15

The fifteenth season of **Xtina's Drag Race** was officially announced on July 26, 2022, alongside the Halloween special, All Winners 3, and Xtina's retirement from hosting. The cast was announced on September 8, 2022, with the season premiering nine days later on September 17.

## Contestants

█ The contestant won *Xtina's Drag Race*.
█ The contestant finished as a runner-up.
█ The contestant was eliminated before the final lipsync.
█ The contestant was one of two maxi challenge winners.
█ The contestant won the maxi challenge or was in the Top 2 in and won the lip-sync.
█ The contestant was in the Top 2 but did not win the lip-sync.
█ The contestant was one of the best but did not win the maxi challenge.
█ The contestant was a member of a winning team but did not win the maxi challenge.
█ The contestant was one of the worst but did not place in the bottom two.
█ The contestant placed in the bottom two, but neither one was eliminated.
█ The contestant placed in the bottom two but was not eliminated.
█ The contestant placed in the bottom two & was eliminated.
█ The contestant was voted "Miss Congeniality" by viewers.
█ The contestant was disqualified after breaking the show's rules.
Hronava Ice Caves

The **Hronava Ice Cave** is an cave that on a yearly basis contains significant amount of ice. Located nearby the town of Hronava, on the Hron river north-west of Banská Niska deep inside the Zapno Mountains. The town itself is mostly populated by dwarves and humans and is very unknown to any outsider. Hronava primarily survives on a small mining and agricultural industry, however since the 'discovery' of the cave it has become popular with nobles from all over Ralmulash and Berok.

## Description

Lying 30 meters above in the hills, a journey to the Hronva Ice Cave is overall not the most difficult one. Someone who enters will find the cave filled with with pillars of ice reaching from the top to bottom of the caves. Even during the heats of the summer plenty of ice can be found here. The cave consists of a small entrance that doesn't fit more than 2 people at a time, but past the entrance the cave widens up and reveals a rather large network of interconnected tunnels and caverns, all filled to the brim with ice. During the winter the cave is filled up with even more ice, creating large slippery floors. This slippery floor becomes an excellent enclosed ice ring, which in recent years has become a popular place for nobles to go ice skating.

## History

The Hronava Ice Cave has been long known of by locals, who used it to collect ice. The cave was however 'discovered' by a larger audience in 1610, when a group of engineers from Banská Niska were exploring the area in search for ore deposit. Sharing the news back home, the local ruler of Banská Niska quickly caught wind and decided to explore the caves during the beginning of autumn. Impressed at the size and the amount of ice in the cave it was decided that they would return during winter and bring their ice skates. From there on word spread around the nobles and each subsequent year more and more nobles and rich would find their way to the cave to get a change to ice skate.
Asmarsgia Wiki

We'd like to give a special thanks to Dr. Fawwaz R. Shaw for performing Matthew's heart transplant and making sure he's still alive.

The Asmarsgia wiki is a large collection of information about the world of Asmarsgia, the worldbuilding project founded by Alien408 and Minkshaming, with past contributions also made by Zyllable to the old lore.

*This wiki is incomplete. Many articles are either missing or unfinished. Due to the heavy geopolitical themes in this project, please keep in mind that some ideologies may be misunderstood or misrepresented, and we apologize in advance for this. Please keep this in mind while browsing.*

WARNING: Asmarsgia is currently undergoing a complete world map redesign, redefining the history, location, and geography of alot of nations. We are working on updating the site to flush out any inconsistencies. Thank you for your patience.

## Featured articles

* Asmarsgia Introduction

* Melland

* Sarachian civil war
* Ulanian War
* United Islands of Kanken

## Contributors

* Alien408 (Founder - Writer and flag designer)
* Minkshaming (Corduroycutchinos - Writer and flag designer)
* Max (Artist, location naming of Transilie)
* Marcel (Artist)
* Ivy (Location naming & Flag design of Eksondo)

## Featured art

Sofia Kaspersdottir posing with the Mellandic flag outside Úlfur Afb, Gefjun on the 5th anniversary of the 7-day seige (Drawn by Marcel!)Patriot 3 "Miasma" posing with the Croanic flag (Drawn by Max!)Heather “Culver” Björnsbarn's reference sheet (Drawn by Marcel!)Primark Imperium WW1 trench outfit reference (Drawn by Max!)
## Featured Maps

(Outdated) Asmarsgia 2004-2011 world mapMap of MellandKankenic Island cluster 2000s map by Minkshaming(Outdated) Asmarsgia 1980s to 2004 map
## Featured Categories

* Nations
* Planets
* Wars
* Characters
* Corporations
* Militaries
* Religions
* Organizations
Dawning Ocean

The **Dawning Ocean** is a large body of water located to the east of the world known as Bataf, it gains its name from the rising sun. It is said that a large unknown landmass lies far across the body of water, however no one has returned to tell the tale.

## Geography

The ocean carries a warm current of water down south from the northern regions of Bataf towards Svellbjargheim, ensuring that the eastern parts of the continent while cold are generally more hospitable than the western parts. The warm current is in general favourable for the eastern parts of Sari-Ifa continent. Even the land of bears Berok is less cold than the popular tales tell.

The coastline of the ocean along Sari-Ifa is generally rocky near the lands of Berok of Cainaan and slowly becomes the less rocky the further south along the continent someone travels.

## Culture

### Religion

The ocean has a significant religious meaning for the many people and their beliefs in Bataf. According to the scriptures of all cultures in Bataf, the sun is seen as a force that gives life to the world. And dying or being buried (depending on who you ask) while the sun is out means your soul will be sucked up by the sun itself to be fueled for longer. In turn protecting the world from wicked evil and preventing nature from falling into chaos. Therefore the ocean has a special place in heart of many cultures of Bataf. Occasionally the so called Dawn Ships set sail towards the rising sun. These ships carry dying people towards the east in the hope that they will see the sun before they pass away, lest their soul will be consumed by the moon. The richer folk of the lands will hire private Dawn Ships so they do not have to mingle with the wretched poor.

Other people have been trying to sail east to find out where the sun comes from. Some set out and sail to learn more about the power of the sun and protect it, while others search for the sun for nefarious reason. They hope to be able to find an answer to stop the sun from rising ever again.
Sword of Juptaas

For generations the kings of house Teriv have held the **Sword of Juptaas**. The Sword of Juptaas can melt down any door and defeat most foes with the powerful sting of its acid side. House Teriv used the sword as the symbol of their divine right to rule until it was misplaced by a serf and lost. The Sword of Juptaas is a bronze sword with the pattern of another smaller sword in the blade. The hilt is attached to a circular pommel, both of which are made of gold. On the hilt there are ten green gemstones: six placed in a half circle at the place where the hilt flows into the blade, and four in the centre in a straight row.

To activate the power of the Sword of Juptaas its user has the gentle let his flat hand glide over the ten gemstones on its hilt. As their hands flows each gemstone begins to glow. Once all gemstone glow one has to simply swipe with the blade to produce its acidic attack.

## History

The Sword of Juptaas is believed to be gifted to the founder of house Teriv by the gods themselves. Their ancestor, known as Teriv, was on a hunting trip with his uncles in the swamp of Juptaas.  Slowly he lost track of his party and his serfs and began to wander to swampland. Then a bogsnoek jumped out of the bog, and the unarmed Teriv was forced to fight the ferocious fish with his bare hands. Teriv stood no chance and he slowly walked backwards in preparation to flee when suddenly he tripped and fell over. When he looked at what he had tripped over Teriv saw that it was the hilt of a sword. Teriv pulled the blade out and swung it at the creature. With the swing came a streak of acid and the creature was burned away. Teriv then went on to found house Teriv and his descendants eventually took over the throne.