recursal/Fanatic-Fandom huggingface dataset:
Bibarel (Pokémon)

**Bibarel** is a dual-type Normal/Water Pokémon introduced in Generation IV.

It evolves from Bidoof starting at level 15.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Bibarel
* *Italic* indicates a move that gets STAB only when used by an evolution of Bibarel
* Moves in yellow cannot be learned by any previous evolutions of Bibarel

## Trivia

* No other Pokémon has the same type combination as Bibarel.
Helioptile (Pokémon)

**Helioptile** is a dual-type Electric/Normal Pokémon introduced in Generation VI.

It evolves into Heliolisk when exposed to a Sun Stone.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Helioptile
* *Italic* indicates a move that gets STAB only when used by an evolution of Helioptile
* Moves in yellow cannot be learned by any previous evolutions of Helioptile

## Trivia

* Helioptile has a new shiny coloration in Banished Platinum based on solar panels.
* Helioptile is the only Pokémon with a base stat total of 289.
* No other Pokémon has the same type combination as Helioptile and its evolved form.
* Helioptile is the only non-Grass-type Pokémon that evolves by using a Sun Stone.
* Helioptile and its evolved form are the only Pokémon to have three possible Abilities (Dry Skin, Sand Veil, and Solar Power) that gets affected by three different weather conditions (rain, sandstorm, and harsh sunlight, respectively).
* Helioptile and its evolution are the only Electric-type Pokémon in the Dragon Egg Group.
Ferus

A Ferus (or Feri plural) is someone who's abilities come from the natural forces of the world. Raging tides, churning storms, or even the humble bears of the Disk can inspire a Ferus. Whether the Ferus in question charges into battle, tossing foes aside as if they weren't even there, or they sing the trees into shape to form a sanctuary for themselves and their dearest (and likely only) friends, Feri are unified by one thing: The raw power of nature that flows through all things.

The trappings of civilization are often at odds with nature. The varnish used on wooden furniture, the refining process of many metals, and the uniform rows of a garden all have the potential to detract from the spiritual value they bear in the mind of a Ferus. Feri tend towards leaving society, preferring to live amongst the natural elements of the world. Even when they do contact civilization, they are often times regarded as wild and unpredictable. In a loose sense, Feri have developed their own form of society in the wild. They aren't heavily organized, and what organization that appears to be present is more along the lines of common interests.

The gods of the Faith of the Twelve have little to do with Feri in general. Sorudra, the goddess of the unkept wilds, respects the attitude most Feri take on, and in turn most Feri see her as a kindred spirit. It can even be said for some rare Feri that Sorudra is the paragon of what it means to be a person and a wild animal at the same time. Outside of the Twelve the attitude is a little different. The Eight Elemental Lords are forces of the world, the tools used to make the disk what it is. As such, there are Feri who venerate them. Older faiths, such as the old beliefs of the Poroja, consist of other spirits that are considered the Fey Lords. Members of these old faiths often form different relationships with the Fey Lords than the Feri raised under the thumb of the Duodex Orthodoxy do with the Twelve.

The act of performing magic tends to be a rather obvious one. For Feri who learn the more intricate art of spellcasting this manifests as natural augmentations to them selves, Moss might grow on smooth parts of their body, fey insects might make their homes in their equipment, and natural odors might accompany them. Those with keen eyes and a familiarity with these effects can gage the strength of a Feri who sports these augmentations.
Halfling

A **Halfling** is a kind of mortal, being a member of the majority race of Dottledell.

## In the Codex Primus

> "*And the Halflings, with rounded ears and short heights, who live among the rolling hills;*"
> ― Testament of Life and Death, S-II, A-6
>
>

## Description

Often seen as the most cheerful of the seven great races, Halflings certainly have a reputation for being lucky.  Their rolling hills yield crops with minimal effort, and their sheep practically herd themselves.  They are also widely acknowledged as being the best producers of alcohol in the world, which certainly helps to take the edge off.  The government of Dottledell does also try to negotiate whenever possible, viewing war as a last resort, adding to their friendly reputation.  However, Halflings are quite capable of defending themselves when roused.

The only one of the seven great races to have embraced democracy, Halflings love to talk, whether it be speaking themselves or listening to someone else.  They hate silence, awkward or otherwise, and will try to fill it, whether with speech, humming or whistling, or even just tapping their feet.  They chafe at anyone trying to assert authority over them, unless that authority has already earned their respect.

Where Kobaloi view drunkenness as distasteful, Halflings will think they’re being bad hosts if their guests don’t get drunk.  Halfling parties are expected to be rowdy, with everyone drinking and eating and singing, and will usually last into the next morning, if not for an entire week.

Halflings build with whatever materials are available, whether that be wood, stone, or clay bricks, but their homes tend to be cylindrical, with conical roofs.  Large homes will be made up of clusters of cylinders, almost resembling a termite mound.  Halflings dress most often for comfort, wearing either linen or wool in practical styles, but every Halfling has at least one outfit dyed in bright colors with all manner of tassels and braids and pleats for special occasions.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Buizel (Pokémon)

**Buizel** is a Water-type Pokémon introduced in Generation IV.

It evolves into Floatzel starting at level 26.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Buizel
* *Italic* indicates a move that gets STAB only when used by an evolution of Buizel
* Moves in yellow cannot be learned by any previous evolutions of Buizel

## Trivia

* Buizel has a new shiny coloration in Banished Platinum.
* A trade in Eterna City is available for trading a Buizel to get a Chatot earlier than otherwise obtainable.
Nausylon

**Nausylon** is the most enigmatic of the Blue Fey.  They are the patron of puzzles, riddles, and games of strategy - anything that requires you to think.  Those who meet Nausylon will be asked to answer a riddle, and if they solve it, will be rewarded.  Those who spurn or deride intellectual pursuits may find themselves the target of Nausylon’s wrath, transported to an infinite maze, or held prisoner by a puzzle lock with no solution.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • **Nausylon**
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Fytherwyn

**Fytherwyn** flies through the forest on gossamer wings.  She is the patron of insects, and other crawling things.  She is also the Silkweaver, and encourages the spiders and silkworms to excrete thread.  Those who do not show her the proper respect will find termites in their homes, locusts in their fields, wasps and flies in their pantries, and mosquitoes on their skin.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Felwed

**Felwed** makes his home in every marsh, swamp, and bog.  Any traveller of these places should be respectful to him, lest his favored crocodiles drag them under.  Those who observe the proper decorum will instead find good bounty in their nets and on their fishhooks, and mists will shroud them from their enemies.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Sylph

A **Sylph** is a kind of mortal, being a member of the race living on the slopes of the mountains of Imkhazh.

## In the Codex Primus

> "*And their cousins, the Sylphs, who live where the mountains touch the sky;*"
> ― Testament of Life and Death, S-II, A-14
>
>

## Description

The Sylphs are the only Uldkin who have embraced the faith of the Twelve, finding Sozark a perfectly suitable replacement to Zyneryn and Zuhash.  Their communities in the Zolth Mountains are a part of the kingdom of Imkhazh largely in lip service, occasionally begrudgingly sending a pittance of a tax payment to the Krazalkirk.  They are largely left to their own devices, as the only ones interested in climbing the mountains are either pilgrims to the High Temple of Sozark (which is staffed mainly by Sylphs) or foolhardy adventurers seeking to put an end to the vampire, Molyntor.  They build tall spires that reach to the clouds that would seem to have no business remaining upright, and they tend to wear light fabrics such as muslin, in light colors.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • **Sylph** • Undine
Sanctus

Never truly alone in the world, a Sanctus (or Sancti plural) is someone who receives divine blessings in the form of abilities they can use. When a priest says a prayer and calls down holy flame, when a knight bears their holy symbol to rebuke a wave of enemies, or even when a pious pilgrim asks a small animal for directions are all examples of Sancti acting in the world. The gods and their boons take on many forms, but in the end the one thing that is the same is the devotion and worship of the Sanctus.

While Magi might be the most common form of magic user, Sancti have the most societal impact. Worship of the Gods, and the beings that can similarly grant powers to their worshipers, is a part of daily life on Uyn Ajra. Sancti who have joined the Duodex Orthodoxy inherently wield a small amount of authority. The Orthodoxy recognizes individuals who have earned the blessing of a god, however Sancti must still work within the church itself to progress and earn more religious authority. Outside of the church and its branches Sancti become less common. There are those who worship the old faiths of their people of course, and these people do gain blessings. The Orthodoxy is a dominant organization, and it pressures native peoples to relinquish their old beliefs.

The gods have every say in the nature of the Sanctus of course. A goddess such as Sorudra might merely offer a follower of hers protection from the elements, where a goddess like Gymunda might give her follower the knowledge of how to work Firesteel. Zamaz might choose to grant the full sweep of martial and magical powers to a chosen knight, and Evolga might merely offer what constitutes as a tactical advantage. Little can be said for the specific nature of each Sanctus's relationship to their god, for it as unique as the relationship any other worship might have with their own.

Sancti manifest the signs of their blessings in a few ways. In general, the sign of a Sancti's magic is usually a physical mark on their body, always glowing dimly unless the bearer wishes otherwise, and commonly in the color and shape of their god's personal symbol. A follower of Vyll or Vudrynn might have a glowing slash across their throat, or the symbol of their god in their eyes. A follower of Sorudra might be able to produce glowing claws that act as minor natural weapons or climbing aids. Some Sancti are surrounded in a subtle glowing light, bear a simple halo, or their heads are perpetually silhouetted by a colorful, scintillating disk. One who knows what to look for can determine the strength of a Sanctus based on the intensity of these markings.
Hitmonlee (Pokémon)

**Hitmonlee** is a Fighting-type Pokémon introduced in Generation I.

It evolves from Tyrogue starting at level 20 when Tyrogue's Attack is higher than its Defense. It is one of Tyrogue's final forms, the others being Hitmonchan and Hitmontop.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 * **Bold** indicates a move that gets STAB when used by Hitmonlee
* *Italic* indicates a move that gets STAB only when used by an evolution of Hitmonlee
* Moves in yellow cannot be learned by any previous evolutions of Hitmonlee

## Trivia

* Hitmonlee has a new shiny coloration in Banished Platinum.
* Hitmonlee and Hitmonchan are the only Pokémon that were introduced as not being related to each other in an evolutionary family but later became part of the same evolutionary family as each other.
* Hitmonlee has more former signature moves than any other Pokémon, with a total of four.
Gnome

A **Gnome** is a kind of mortal, being a member of the majority race of Quyzzyx.

## In the Codex Primus

> "*There were the Gnomes, small and curious, who dwell in the foothills between Halflings and Humans.*"
> ― Testament of Life and Death, S-II, A-12
>
>

## Description

The Gnomes, more than any other race, have embraced magic as a problem-solving tool.  Not content to do anything manually, they will use magic and artifice to automate everything they do, even when doing so makes the task more complicated or difficult.  Other races will often conflate them with Halflings, but any Gnome who hears such talk will have a novel-length screed prepared to detail exactly how they differ from their neighbors.

Most Gnomes live in Quyzzyx, where life revolves almost entirely around one’s ability to engineer devices or refine existing technology.  The city-state has to import most food, as the only reason a Gnome would consider farming would be if they could invent a fantastic contraption to plow and plant and harvest for them, and then once they were finished designing and constructing and testing it, they would promptly lose all interest, and let someone else actually use the thing.  A similar problem exists for clothing, though there at least a Gnome’s attention can be held by considering how many pockets or gizmos can be added to the garment.  Gnomish fashion thus tends to be very idiosyncratic, varying widely from Gnome to Gnome, but almost always with lots of pockets.

Gnomes do enjoy art, though often in an oblique, theoretical way, marvelling at the technique and the principles behind the art, rather than the artwork itself.  And most Gnomes will inevitably be distracted by needing to refine a musical instrument’s keywork, or increase a paintbrush’s paint holding capacity by some fractional percent.  Those Gnomes who do manage to create art are often seen as a marvel by their peers, doubly so since they actually managed to focus and finish something that has no purpose beyond an aesthetic one.

Gnomish architecture is a constant battle between the practical (such as ensuring a building is accessible to the physical disabled, or leaving enough room for plumbing or chimneys) and the desire to add as many unnecessary bits and bobs as possible.  In Quyzzyx in particular, most buildings are built out of large, specially-grown crystal formations, both opaque and transparent.

 **Other Races**
Asphodean • Glass Elf • **Gnome** • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Magus

A Magus (or Magi plural) is someone who hones their magical abilities through study, dedication, and practice. A Magus might spend years learning to perform one spell or work a magic item into perfection. Magi are the most common form of magic user in the world, as those who let nature speak through them, discharge magics as a part of their essence, facilitate stable agreements with powerful creatures, and receive the blessings of gods are considerably exceptional. Some magi are able to bring forth powerful magical effects entirely with a wave of the hand, a syllable on their tongue, and a material focus. Others learn the craft of magic in the art of shaping and crafting physical objects.

Magi tend to cloister in places dedicated to knowledge and study. The libraries of the world are a natural haunt for intellectual types, but Magi can be more secretive than that. Magical colleges, such as Astral University and the Panarcanum, are renown focal points for magical study on Topside. These halls, and those like them, are dedicated to offering those with the interest and the potential the chance to become powerful Magi (or at least average ones). Students attending these schools can expect to be offered the basic assistance they need to get started, however after a period of time they do begin their independent studies as Magi, under supervision of course.

The gods have little influence on Magi directly. Any who learns to wield magic is of course subject to the laws of the Duodex Orthodoxy (most relevant are the laws forbidding the creation of undead and the raising of the dead), however the gods themselves rarely intervene so long as the Magus in question is not directly offending them. Magi are, of course, people first and foremost, but there are two main gods associated with them: Gylyxyan the god of magic and his father Vyll the god of knowledge. As the god of magic Gylyxyan is a natural presence to find lurking near the centers of magical learning. His priests often find themselves having to balance their time between true worship, advancing studies of the world, and spreading the doctrine of the church to Magi who may or may not be following the spirit of that doctrine. Vyll's influence, in contrast, is welcome as a potential ally when a Magus is learning. Otherwise, Magi are fairly agnostic as a role in the world.

Magi perform magic, generally speaking of course, by describing to the magic what they wish to happen. This process takes several minutes, so they compact this time spent for later. When preparing the spell they script it out in glowing letters, and when they are done they package it up for later use and store it on their person. Some Magi wear their spells as jewelry, others graft it as tattoos, and more still prefer to keep them as bookmarks in their spell book. However this is expressed, a keen eye will allow one to identify the strength of a Magus, if the spells are visible.
Godsand

The arcane substance that many powerful magical items are formed from; Godsand is made from a mixture of the material God's Blood and glass sand. While it is perfectly functional to use as the material for glass art, the properties of Godsand as a conduit and reservoir of magic is impossible to ignore. A practitioner of significant practice can use the Godsand to store their talents for later use, though this is one of its lesser properties.

Given time and effort, Godsand can be used to incorporate rare ingredients into itself, combining and implementing them in ways that can be useful (or dangerous) for its users. Unlike Firesteel, Godsand is able to enact more esoteric magics. It is favored as the material with which Magi commission unique tools and equipment.

The greatest consumer of Godsand is the city of Quyzzyx, as the influence of the High Temple of Gylyxyan promotes the studies of Magic. The temple and the leagues all use large amounts of Godsand for various purposed, though the rate of its consumption has increased as of late.
Duthryllaz

> "*One day, the Sapphire Scorpion will reign across the entire world, and the Empire of Blood will be reforged.*"
> ― Zyb the Invincible, during his coronation speech
>
>

**Duthryllaz** is an empire on the topside of Uyn Ajra, with a majority population of Kobaloi.

Duthryllaz has by far the largest population of any nation in the world, with almost twice that of Valka.  Similar to the Human Empire, it was once a hodgepodge of Kobalos city-states, brought to heel in conquest by Zyb the Invincible centuries ago.  Duthryllaz and Valka are intense rivals, either at open war with each other, mostly with naval battles over islands between them, or at an uneasy truce marked by espionage, attempted assassinations, and trade embargoes.  The Empire is a great exporter of food as well, though much more is required to feed their own population; its most important crops are corn, rice, and potatoes, and it is also known for its sake.  Duthryllaz also has heavy industry, churning out polearms and siege weapons en masse, in particular.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Flaaffy (Pokémon)

**Flaaffy** is an Electric-type Pokémon introduced in Generation II. It is **#126** in Banished Platinum's Sinnoh Pokédex.

It evolves from Mareep starting at level 15 and evolves into Ampharos starting at level 30.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 * **Bold** indicates a move that gets STAB when used by Flaaffy
* *Italic* indicates a move that gets STAB only when used by an evolution of Flaaffy
* Moves in yellow cannot be learned by any previous evolutions of Flaaffy
Sorudra

### Epithets

Guardian of the Wilds, The Green Lady, The Everblooming Flower, Mother of Teeth and Thorns

### High Priest

Sanctus Nopala Qualli

**Sorudra** is the Goddess of Nature. She is the daughter of Unjor and Vudrynn.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Thalarad

**Thalarad** is a city-state on the topside of Uyn Ajra.

Thalarad is a Dark Elf sanctuary.  Historically treated as an underclass in Elf society, many Dark Elves fell into worship of Bexx, hoping to find some way to ameliorate their situation.  Once discovered by the Eternal King, the order was given that all Dark Elves were to be executed on sight, regardless of whether they followed Bexx or not.  Those Dark Elves that survived escaped to the mist-shrouded isle, where they built a new city for themselves, and founded the prestigious Astral University of Magic.  Nowadays, most Dark Elves worship Authalax, and the few who do still follow Bexx are relegated to the far reaches of the island.  Thalarad is ruled by the Mistbaron, a position that has passed between five ancient aristocratic Dark Elf families for centuries, but is currently held by a peasant upstart, Havynon Kryss, after men were recently given the right to vote (provided they also held property).  Relations with Lathar (called the Jade Elves by the Dark Elves, who often dub themselves Onyx Elves) are tense, but the Elven Kingdom is kept at bay both by protective treaties with other nations, and the mists and reefs that protect the island from invasion; only a trained Dark Elf captain can reliably navigate safely in to harbor.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Nothing Special

***Nothing Special*** is a comic strip published by Katie Cook on Webtoon. It is the story of Callie Benson, who, as Katie describes it, "thinks that in the grand scheme of the worlds at large, she's nothing special. With the unexpected addition of friendship and adventure into her life, she's about to find out that she was very, very wrong."

## Comic creation

*Nothing Special* is formatted vertically for continuous reading, rather than the typical horizontal layout for daily newspaper comics, or the layout used in comic books. Continuous artwork often links multiple panels together. Comics were released on Tuesdays almost every week of the year, and is considered a "chapter" within an overall "book". Each book comprises approximately one year of time. On Webtoon and sometimes by Katie Cook herself, the books are referred to as "seasons". To conform with the naming of the comics on Webtoon, this wiki uses seasons and chapters to name pages.

"Ask Radish" Q&A comics are released approximately every ten chapters, where Katie, Callie, Declan, Radish, Lasser, and other characters provide background information on the comic and answer reader questions.

Katie uses Adobe Photoshop and a Wacom Cintiq to draw and ink the comic. But prior to this, she has already written out a full script for every chapter in a season and drawn thumbnail sketches for each chapter. Drawing a chapter takes 4-7 days, with 5 days being average, and then a second week is spent by the coloring team and lettering by Nathan Pride before it is finalized for publication. With this schedule, two chapters are in progress at any time.

## Artistic style

*Nothing Special* is drawn in a traditional style with characters shifting into a Chibi style to fit the mood of a particular scene. In addition, sound effects are incorporated as motion words such as "sudden shriek and rumble" being drawn in large letters with vibration lines around them or "jump" drawn in a vertical format with the J being drawn as part of Callie's hair.

Sharp-eyed readers will spot frequent Easter Eggs and other pop culture references, such as the "Will trade for Hamilton tickets" sign in Benson and Benson Antiques and Oddities.

## Season/book list

* Season 1
* Season 2
* Season 3

Note: Season 3 went on hiatus in 2022 with no indication of when it will resume.
Nascent

A Nascent (or Nascents plural) is one who's abilities are derived entirely from themselves. Some Nascents wake up one morning to find they have changed form, can shoot lightning from their fingers, or even warp the minds of the people around them. There is no obvious sign that one might be a Nascent, neither before they learn the truth of their nature nor after they have discovered their powers. It is so difficult to determine the nature of a Nascent before they learn it themselves that it is unknown how many Nascents exist in the world, or have in the past. Those who discover their powers might hide them, afraid of how the world might react to their presence. Alternatively, a rare few people in the world who turn out to be Nascents who embrace their abilities, shaking the world to its core. Some Nascents guide their magic as a form of self expression through art, where others simply decide that the world should be different than it is.

Nascents come from anywhere and anyone. Nascents can awaken their abilities at any time. There is no guarantee that you will find one in any given place, however there are a few places to look. Within Magi colleges it is common practice to try and keep a Nascent on hand to lecture on their own nature, or at least advise on the nature of Nascents when it is necessary. Otherwise Nascents can likely be found camouflaged amongst other magical peoples.

The gods have no say in the reality of a natural born Nascent. Most Nascents walk the world as anomalies, defying the laws of the world with a wave of their hand. It has been said that some Nascents in ages past were reverent to the gods, however it is impossible to distinguish if they were actually Sancti who received special powers, or if they were merely religiously minded Nascents.

There is no consistent or recognizable physical manifestation for the magic of Nascents. This fact is generally considered to be the most intimidating aspect of them. Unless you saw a Nascent use a magical ability in front of you, you could walk right past them without ever even knowing. In a place where there are plenty of Feri, Magi, Pacti, or Sancti one might be able to pick them out of the crowd. The only identifying mark of a Nascent is someone who can use magical abilities but is not manifesting natural elements, bearing semi-corporeal objects that hold their magic, physically altered to reflect the supernatural, or marked with dimly glowing tattoos or other signifiers of divinity.
Hadlea

**Hadlea** is an Archfey of the Green Court. She is the patron to all the horned and antlered beasts; and every cattle and goat farmer knows to chant a prayer to her to keep their livestock still.  Satyrs claim to be her children, though they aren’t widely believed.  Those who care to revel in the wilderness will leave a spot open for Hadlea - if they do, they often find their bottles never empty.  If they don’t, well, there’s a reason why hangovers are often called “Hadlea’s curse.”

According to Orthodox teaching, she is a daughter of Sorudra. Some satyr groups claim their lineage from her (not Maghyros), though this may be a recent development.

The Poroja of edgeward Lathar worship Hadlea as the goddess of spring and nature's bounty, as opposed to her wintery twin Hoarthe. She is venerated in log temples and at shrines defended with sharp sticks to ward off Hoarthe and his chill hand. Worship of Hadlea is uncommon but not unknown among non-Poroja (particularly satyrs). One site of her worship is in the Barrow of the Fey Lords in Fathufaley.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Kollas

**Kollas** reigns when the sun has set.  Nocturnal beasts are his entourage, with wolves highest among them.  Reverence toward Kollas can mean the difference between finding shelter at night, and dying of exposure before morning.  Those who prefer to work under cover of darkness have a fondness for this archfey.  He is also the patron of dark desires and deviance; many whisper secret prayers to Kollas if what they crave is considered taboo or unnatural.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • **Kollas** • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Unjor

### Epithets

The Lord and Lady of Twilight, Union and Partition of Life and Death, The Halved One, Patron of Transitions and Boundaries

### High Priest

Sanctus Ayndru Edever

**Unjor** is the Deity of Dying. They are the child of Authalax and Mineyr, and head of the pantheon.

 **The Fey Lords**
*Blue Court*: Domythra • Doredun • Kestra • Kollas • Nausylon
 **The Elemental Lords**
 **The Greater Enemies**
Maghyros • Beldryd • Bexx • Ashykoth • Faulgard • Onytor • Xevelak
Dark Elf

A **Dark Elf** is a kind of mortal, being a member of the majority race of Thalarad.

## In the Codex Primus

Dark Elves formed a distinct lineage after the Codices were written, and are thus not mentioned in them.

## Description

The Dark Elves (or Onyx Elves, as they call themselves) distinguish themselves very deliberately from their mainland cousins (whom they call Jade Elves), and have largely adopted Valkan clothing and architecture, though with an Elven flair, being more open to bright colors and ornamentation.  They prefer to settle disputes with debate, and view the practice of Omba to be barbaric, and it is forbidden on the island.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Elf

An **Elf** is a kind of mortal, being a member of the majority race of Lathar.

## In the Codex Primus

> "*And these were the Elves, with pointed ears and slender frames, who build among the trees;*"
> ― Testament of Life and Death, S-II, A-4
>
>

## Description

The longest-living race, Elves also assert that they are the oldest, touting the legend that Fathufaley was the first city ever founded.  Elves can be just as condescending as Humans, but it tends to manifest more in a paternalistic, “parent knows best” fashion.  Rather than seeing themselves as the default, Elves more often highlight how they are different from everyone else, and how this makes them better.

While they are noted for living among great forests and elevating Sorudra within the pantheon, most Elves are not environmentalist feri who care for every rock, plant and creature.  Instead, they view tall trees as part of their cultural aesthetic.  In addition, they are noted for their fruits and fruit wines, particularly pear wine, and for the wooden musical instruments they handcraft.  Most Elves also learn hand-to-hand combat from an early age, as they are expected to settle important disputes in lethal duels called Omba, where they wear conch shells as boxing gloves.

Many Elves will keep gillamanders as pets - strange amphibians native to the Ley River that retain their juvenile external gills into adulthood.  Elves have bred them in a variety of colors and gill shapes, and there are collectors who try to acquire all of them.  Aside from that, Elves will also keep goats as livestock, using them as living trash compactors and sources of wool and milk, and in desperate times sacrificing them to Sorudra or Sozark for aid in public ceremonies.

Elf cities usually focus around great stone step pyramids with open-air complexes at their tops; despite living in forests, Elves prefer to build their houses of stone, with the wealthiest building theirs out of gems.  Sartorially, Elf clothing is traditionally robes, dresses or kilts made from goat wool, and dyed in vibrant greens, yellows or reds.  Elves only wear pants when practicality dictates, such as for runners or rangers, and even then many would rather gird their loins than wear true pants.  The wealthiest Elves will festoon their garb with chunks of jade or turquoise (the Eternal King owns a torc of solid jade), and keep colorful feathers in ornate headbands.

Some Elves who live deep in the Latharine forest near Sylvestran lands tend to dress more primally, wearing animal hides rather than wool garments.  Called Opal Elves by the Jade and Onyx, they call themselves Ahui, and are said to be those who rejected the teachings of Sa’alla.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Lathar

> "*We are Mineyr’s chosen. His gift blooms in us the brightest.*"
> ― Eternal King Thorias Halduin, on the quincentennial of his rule
>
>

**Lathar** is a kingdom on the topside of Uyn Ajra, with a majority population of Elves.

Lathar is an ancient kingdom, and its capital, Fathufaley, claims to be the oldest city in the world.  The Eternal King, Thorias Halduin, has ruled for almost a thousand years, though he has finally started to show signs of age, and his dozen children have begun jockeying for favor to inherit the throne.  For anything made of wood, there are no finer crafters than the Latharine Elves.  Any archer would give their right eye for a Latharine bow, and the musicians of Quelya will routinely make pilgrimages to obtain a handcrafted harp or fiddle.  Lathar’s orchards are also well-respected, and many a foreign noble hungers for the delicacy that is a Latharine pear.

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas
Human

A **Human** is a kind of mortal, being a member of the majority race of Valka.

## In the Codex Primus

> "*And the Humans, with rounded ears and tall heights, who labor among the plains and mountains by the great sea;*"
> ― Testament of Life and Death, S-II, A-5
>
>

## Description

More than any other race, Humans view themselves as the default.  They tend to believe that all the gods and prophets share their physical form, and that this gives them some level of superiority over the other races.  Human diplomats are infamous for having a condescending attitude toward other races, though the better ones will usually mask this under copious layers of decorum.  The fact that the holy city of Hentor is firmly under Human control only bolsters this belief.

However, Humans are often asserted as not really having a culture of their own, instead “stealing” culture from everyone else.  Human scholars have argued that this is only true in that Valka has the largest non-majority population in the world, what with pilgrims visiting Hentor, and the vast tracts of open farmland within its borders attracting migrants from more densely populated cities in other lands.

Whatever the case, Humans are noted for a few things: their cheap and free-flowing ale, their mountain yodeling, and their particular highlighting of Unjor in the pantheon.  Though other races acknowledge Unjor as the ruler of the pantheon, Humans tend to take this to an extreme, some almost to the point of ignoring the other gods.  This gives them a reputation for being grim, serious, dull, or obsessed with ritual and religion.

Human architecture tends to be very functional, with square brick and timber houses, with either thatched or slated roofs, depending on wealth.  Even the High Temple of Unjor in Vathyon, with its twin belltowers, is notable mainly in its size, dominating the surrounding cityscape, rather than any particular interesting artistic ornamentation or style.  Human clothing is similarly functional, mainly consisting of simple linen tunics and breeches, and practical leather boots, regardless of gender, always in shades of brown or grey or black.  The wealthy may add color and ornamentation in the form of gold thread or dyes in muted hues, with most aristocrats preferring to look dignified rather than ostentatious.  Human women almost never wear dresses, unless they are deliberately dressing in the fashion of a different culture.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Rampardos (Pokémon)

**Rampardos** is a Rock-type Pokémon introduced in Generation IV.

It evolves from Cranidos starting at level 30, after it is revived from a Skull Fossil.

Rampardos can Mega Evolve into **Mega Rampardos** using the Rampardosite.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Rampardos
* *Italic* indicates a move that gets STAB only when used by an evolution of Rampardos
* Moves in yellow cannot be learned by any previous evolutions of Rampardos

## Trivia

* Rampardos has the highest base Attack stat of all Rock-type Pokémon.
* Rampardos and its unevolved form are the only Fossil Pokémon of a single type.
Bastiodon (Pokémon)

**Bastiodon** is a dual-type Rock/Steel Pokémon introduced in Generation IV.

It evolves from Shieldon starting at level 30, after it is revived from an Armor Fossil.

Bastiodon can Mega Evolve into **Mega Bastiodon** using the Bastiodite.

## Stats

#### Bastiodon

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

#### Mega Bastiodon

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Bastiodon
* *Italic* indicates a move that gets STAB only when used by an evolution of Bastiodon
* Moves in yellow cannot be learned by any previous evolutions of Bastiodon

## Trivia

* Bastiodon has a new shiny coloration in Banished Platinum that is based on Rampardos' shiny coloration.
Iron Tower

The Iron Tower. The most enigmatic but iconic land marker of Underside. Few who visit the tower return, and the few who visit tend to be of a dangerous nature. Standing in a field of the enslaved souls of those who were not claimed by Sa'alla, the tower stretches up and through the dense clouds that make up the firmament of Underside. The tower acts as the seat of power for its inhabitants: Maghyros the Tyrant, and his two children Bedlryd the spirit of slaughter, and Bexx, the spirit of Undeath.

It is unknown, or at least not broadcast, how the tower was created. The simplest answer offered by scholars who study the realm is that it was built from the iron of the desert of Underside. Conventional understandings of architecture do not explain why the tower stands without crumbling or tipping over, though magic has been offered for those problems. Another question is why it, and the desert of iron itself have yet to rust, which again is often countered by the idea of magic and the will of its inhabitants.

Different myths exist to explain how this came to be of course. Some people whisper that the Iron Tower was a gift from Vudrynn, while others say it was the site where Authalax made the world. A smaller rumor even goes to say that the Tyrant wrestled a giant snake and planted in the ground as the tower. The most popular belief is that the Tyrant had once wielded a giant spear, and when Authalax tried to reprimand him for stealing souls he pierced the disk through as a show of power, forming the foundation that Hentor was built on.
Yura

Il **Cacciatore di Dita sanguinanti Yura** (chiamato **Bloody Finger Hunter Yura** nella versione inglese) è un personaggio di *Elden Ring*. È una figura amichevole che aiuterà il giocatore in alcune occasioni.

## Storia

### Prima degli eventi del gioco

Yura è un ronin proveniente dalle terre dei giunchi, una regione in preda a guerre civili ed una grande sete di sangue di cui Yura non sembra sotto l'effetto. Durante la sua vita in quelle terre, fa la conoscenza di una donna Senzaluce chiamata Eleonora. Era una testa calda, ma è certo che Yura tenesse molto a lei. Insieme andarono a caccia di draghi per raccoglierne i cuori, poiché Eleonora praticava la comunione draconica.

Quando la Grazia tornò ai Senzaluce, i due si incamminarono per l'Interregno. Purtroppo, Eleonora sarebbe divenuta parte delle Dita sanguinanti, facendo cadere nella disperazione Yura. Per questo motivo il vecchio ronin impugnò la sua lama contro i servi del Signore del sangue, in un tentativo di trovare la sua vecchia amica e ucciderla, liberandola dalla sua nuova sete di sangue.

È molto probabile che il fato di Eleonora sia stato il motivo per cui Yura viene afflitto dal morbo della Fiamma della Frenesia, ma la sua forza di volontà impedisce alla malattia di prendere il controllo di lui, almeno fin quando continuerà a vivere.

### Durante gli eventi del gioco

Yura appare inizialmente a sud delle Rovine bruciate dal drago, nei pressi del lago di Agheel. Lì avvertirà il Senzaluce del drago che risiede nelle vicinanze. Se il Senzaluce ha risvegliato il drago, Yura si offrirà volontario ad aiutarlo nella caccia alla possente bestia. Dopo la sconfitta di Agheel, Yura condividerà informazioni sulla comunione draconica.

In seguito, se il Senzaluce si imbatte nel Dito sanguinante Nerijus, Yura apparirà per aiutarlo. Questo darà inizio alla missione di Yura, e potremo ritrovarlo in altri luoghi dell'Interregno.
Politoed (Pokémon)

**Politoed** is a Water-type Pokémon introduced in Generation II.

It evolves from Poliwhirl when leveled up while holding a King's Rock. It is one of Poliwag's final forms, the other being Poliwrath.

## Stats

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

## Learnset

#### By tutoring

 Multi-Power | Normal | Special | 60
 * **Bold** indicates a move that gets STAB when used by Politoed
* *Italic* indicates a move that gets STAB only when used by an evolution of Politoed
* Moves in yellow cannot be learned by any previous evolutions of Politoed
Emberchar

An **Emberchar** is a kind of mortal, being a member of one of two Uldkin races living in the Dragon Cities.

## In the Codex Primus

> "*And their cousins, the Lithodes and the Emberchar, who were kings in Uld.*"
> ― Testament of Life and Death, S-II, A-15
>
>

## Description

The Emberchar still speak Uldite, the language of their ancient kingdom, and still live in the cities they built over a millennium ago, which were taken over by dragons after the Empire of Blood collapsed.  They and the Saurians tolerate each other, but still tend to segregate into their own communities within the cities.  While most Emberchar have come to terms with their current status, there are many who wish to remake Uld and become kings once more.

Emberchar are often quick to anger, which can lead to violence.  Intermarrying between them and Lithodes is common, but they have diverged too much since the time of Uld, and these unions are always barren.  Both tend to wear fabric woven from asbestos, either as loose-fitting pants and vests, or as billowing robes.  Rather than mining the substance themselves, they hire Stunted Saurians to do so, and turn a blind eye when they succumb to lung diseases.  This contributes to their reputation as being uncaring toward other races.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • SaurianSylvestran: Kwhe • Poroja • TsehenebUldkin: **Emberchar** • Lithode • Sylph • Undine
Sylvestran

A **Sylvestran** is a kind of mortal, being a member of either the majority race of Junion Forest (Kwhe), or the majority race of the Lumisada Forest (Poroja), or the majority race of the Myglis Plains (Tseheneb).

## In the Codex Primus

> "*There were the Sylvestrans, covered in fur and keeping to the deep forest.*"
> ― Testament of Life and Death, S-II, A-18
>
>

## Description

A catch-all term for several diverse groups of unrelated peoples, Sylvestrans are furred mortals who inhabit the edges of the world.

 **Other Races**
Asphodean • Glass Elf • Gnome • Mason • Palalak • Satyr • Saurian**Sylvestran**: Kwhe • Poroja • TsehenebUldkin: Emberchar • Lithode • Sylph • Undine
Valka

> "*Let the world know that Humans are benevolent and open. We are the stalwarts against the darkness. We will rule fairly and justly, but rule we shall.*"
> ― Ayndru the Glorious, speaking at the Cathedrex after conquering Hentor
>
>

**Valka** is an empire on the topside of Uyn Ajra, with a majority population of Humans.

Valka is the largest geographically, and the second most populous.  The Valkan Emperor rules from the capital city of Vathyon, and is revered as almost a god by his or her subjects.  Centuries ago, there were many Human kingdoms, but the first Emperor, Ayndru the Glorious, united the Valkan peninsula under one banner, and his descendants further expanded the Empire inland.  The major cities of the Empire are all former seats of power of these old kingdoms, including Hentor, which is an important religious city.  Valka is mainly a breadbasket for the wider Karallic area, as well as an exporter of manufactured goods, including ships.  Wheat is the main crop, and all the most famous breads are Valkan, as well as the most famous cheeses.  The Empire also exports more fish than any other nation, routinely bringing in vast fishing hauls.  While Valkan craftspeople are for the most part not as skilled as those of their neighbors, they make a lot, and cheaply.

## Map

 **City-States**
 **Dragon Cities**
 **Legendary Cities**
Kornutongul • Nyokalu • Qu'urth Bel • Reberobas