recursal/Fanatic-Fandom huggingface dataset:
Ice-men of Zameeneikh

These tribespeople have lived in the frozen north of Zameeneikh for countless generations, fishing, hunting, and surviving on trade with the Jizrimardam goblins for goods they cannot get in the frozen tundra. Usually, these goods are crafts of iron and wood, in return for the pelts of great white bears, the tusks of strange northern beasts, and other such rare hunting goods of the monsters of the far north. The Ice-men of Zameeneikh are fearless hunters, willing to hunt giant beasts that more 'civilized' beasts would rather avoid, or take an army to fight. Ice-men heroes will sometimes even raid the undead-haunted halls of the First Race preserved in the ice, and bring out fabulous treasures, the trade of which could feed an entire family for a year.

The Ice-men of Zameeneikh worship a pantheon of northern gods.
Auril

Auril is a feared goddess of the Ice-men threatening to cover the entire land with ice too thick to fish through. She is often portrayed as a frost giant, and some frost giants stranded on the mundane also worship her, but as a positive force. Offerings are sacrificed to her to ward off the destruction she brings. Her domains are Tempest and Death.
Everblue Battles

**The Everblue Battles** were a series of conflicts in the  Everblue era that resulted in either the destruction or expulsion of several inquisitors and sirens from Elondia.

## The Battle of Krækor

The Battle of Krækor took place in the northern hemisphere where modern day Åblia and Krækor are located. Unlike the destruction of Allemdalo, this battle was between two lesser diems and two mages:

1. The inquisitor Tyrla and the siren Kordella
2. Bredelo of Selera and Caldore of the Southern Isles

Neither Bredelo nor Caldore warned the local populace of the Åblisk continent before assaulting the pair of lesser diems. Unfortunately, Caldore and Tyrla destroyed one another and shattered the continent, annihilating the Kingdom of Sillia and unearthing the proto-dwarven Kingdom of Belladør.

Kordella fled after the shattering, attempting to hide within the ground, creating the continent of Krækor from the molten rock that gushed forth. Bredelo found and attacked Kordella, destroying her and blighting the land.

## Thandur's assault

Thandur's Assault was the second Everblue Battle. It resulted in the destruction of the inquisitor Gåmerled and the creation of Thandur's Wall.

## Battle of the Great Plains

Unlike the previous two conflicts, the Battle of the Great Plains never culminated in the destruction of Yl, the Siren of Serenity living on the continent. In fact, the latter half of the conflict happened without Yl, who had fled at that point to a different plane.

The First Kingdom of Elanduya sent out explorers to find any lesser diems after Thandur's Assault. They found Yl resting on Lake Palens, and over years tracked her as they tried to formulate a plan for her destruction. However, at this time the Confederation of 500 Tribes were assembling themselves in the east, brought together by Gnalk the Intelligent. Several month before the assault was planned, the orc horde invaded Elanduya, quickly overtaking the otherwise preoccupied Elandyans. A crippled force of 10,000 humans attacked Yl, who quickly and easily fled while a force of orcs took advantage of the situation. This led to the orcish rule of more than half of Urdua for the next several centuries before Gnalk's Folly.

Scholars agree that Yl no longer inhabits the plane of Elondia. Many searches for Yl were conducted, and the mage Salbur of Selera thought she had found Yl in the southern extremities of Urdua. She spent the rest of her life creating Sado's Gash, a peninsula named after Salbur's nickname given by the locals, which meant "fool".

## Footnotes

1. ↑ Blight is a type of land on which no plants can grow. It is characterized by its rocky, unfriendly terrain.
Flumen

Flumen is the mercantile and financial capital of Susicivus, a province of the Empire, of which Pars Insolita is the administrative capital.
Flumen is far enough south that the land is untouched by raiders and barbarian
Orcs. Built on an island in the river, connected to land by four bridges,
each one individually raisable in the case of a siege, Flumen is a rich and
flamboyant city of merchants and their towers; the small footprint of the city
necessitated that buildings be built higher instead, and the powerful merchants
and traders there rival each other in building the taller towers.
Elves

In the 3rd Age, only 3 sub-races of Elves were known:

Drow (evil underdark, spider god, etc)

Tribal Elves (divided into woodland kingdoms and mountain clans, the same stats can be used for the wild elves of the southern jungle)

City Elves (the civilized city-state elves of the south)

In the 4th age, the Tribal Elves of the North split into two additional sub-races;

The High Elves (philosophers of the tower-cities in the mountains, descendents of the mountain clans)

The Wood Elves (Descendents of the previous woodland kingdoms, dedicated to preserving an older way of life, the same stats can be used for the wild elves of the southern jungle at least in 5th edition)

The Elves

***The Elves live the simple life in**
their forests and mountain vales, planting a little, and mostly living off of
hunted and farmed animals. Their skill with bow and spear is legendary.*

**Average Height:**
5’4” – 6’0”

**Average Weight:**
130-170 lbs

**Ability Scores:**
+2 Dexterity, +2 Wisdom

**Size:** Medium

**Speed:** 7
squares

**Vision:** Normal

**Languages:**
Elven, Arc Pidgin

**Skill Bonuses:**
+2 Athletics, +2 Nature

**Elven Weapon**
**Proficiencies**: You gain proficiency with the shortbow, the longbow, the
javelin, and the spear.

**Surefooted**:
You ignore difficult terrain when you move.

**Elven Accuracy**:
You can use *Elven Accuracy* as an
encounter power.

**Elven**
**Accuracy**              Elf Racial Power

*With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.*

**Encounter**

**Free Action Personal**

**Effect:** Reroll
an attack roll. Use the second roll if it is higher than the first.

**Personality:**

**Physical**
Hungry Fish River

The Hungry Fish River is a river in the western Amedio Jungle on the Ruined Continent. It is fed from the Hadarna Range, and meets up with the Tiger River, the waters mingling and feeding into Blood Bay. It courses through some of the densest stretches of jungle.

The Hungry Fish River is avoided by locals as much for the dangerous animals and worse that stalk its banks as for the malicious piranha swarms that are its namesake. Rumour has it that the tiny fish have even learned how to capsize canoes and skiffs by rushing them en masse from the side.
Golden Continent

The Golden Continent is a major continent to the east of the Rooted Continent. Native to the Golden Continent are the major races of the Elves, Gnolls, Dragonborn, and Kenku, in addition to the devious Rakshasa, the Oni giants, and the Drow of the Underdark. Many Humans live in the south and west of the continent, but almost all under Rakshasa or Dragonborn leadership.

Other notable monsters native to the Golden Continent are Hyenas, Krenshars, Wyverns, Dragonspawn, Ettins, Hippogriffs, Purple Worms, Berbalangs, and Sphyxes.

The Elves originate in the Jade Isles. In the ancient days, they expanded from there across both the Golden and Rooted Continents, before their empire was thrown down by the oppressed peoples. Now, they are restricted to the Isles, pretending that nothing outside their lands is worthy of their attention.

The Gnolls of the Golden Steppes live a nomadic life, raiding each other for livestock and the various neighbouring kingdoms mostly for slaves.

In the south and west are many kingdoms, most ruled by the Rakshasa. On the east is the shattered and gnoll-overrun remnants of the Dragonborn Empire. Many Dragonborn fled to the far west

Elves of the Jade Isles, Gnolls of the Golden Steppes, on the western side are Rakshasa and Dragonborn-led kingdoms.

(Underdark: Driders + Drow) Tarrasque (at centre of that one island), Dragonborn, Jade Elves, Gnolls, Hyena, Oni (Golden Continent Giants), Rakshasa, Dragonspawn, Hippogriff, Purple Worm, Berbalang, Sphinx.
Great Ring

The Great Ring in the Innius Desert is a nearly impassable barrier, a great circular
chasm in the center of the Innius desert, surrounded by rocky wasteland for
quite a few leagues in all directions; both the Rift itself and the rocky shelf
surrounding are almost perfect circles. It is a great canyon, the bottom, if
there is one, invisible, a thousand feet wide. From the darkness below pierce
great spears of rock, some freestanding, others linked to the sides or
each-other by bridges of natural weathered stone, some great some thin and
impassable, and all widths in between, and other bridges that look as though they may be made of bone. The sides are pocked with tunnels, some
natural, some seemingly constructed. At points it seems like great pillared
halls open into nothingness, at other points, ledges stick out far below that
seem to teem with movement, and then empty. Great boulevards of houses lie as
if the ground folded beneath them, and the roads and foundations became the
walls of the crevasse. If all this were not intimidating enough, there are
beasts that emerge from the tunnels and depths that do not bear description.

If one manages to cross the Great Ring, which very few have done
without magical aid, one comes to the Broken Lands, at the center of which is the Signum Majorum.
Emerald River

The Emerald River is a river west of the Amedio Jungle on the Ruined Continent that flows through Susukan.

The Emerald River takes its name from a unique form of algae that grows atop its slow-moving water. Sapping minerals from the river shore and runoff from the Hellfurnaces, this green vegetation forms a quartzlike layer that, from a distance, looks like sheets of floating emerald. While quite beautiful, the shiny algae makes perfect camouflage for the slick scales of the crocodiles, snakes, frogs, and the gigantic varieties of each that lurk within.
Bonewells

The Poccnr Orcs bury their dead in what are called Camepbta’s Wells, or Bonewells. First, the dead are placed on top of their best horse, and the horse’s throat is cut. While still ‘riding’ the dead horse, both horse and rider are seeded with stripper-beetles, and put into a shallow grave, which is carefully marked. After a couple of months, the newly stripped bones are removed from the grave, cleaned, and readied for placing in the Bonewell. A Bonewell is, simply put, a deep pit completely lined with the bones of the dead and their steeds. A large ladder is used to descend to the bottom, where the newest bones are put. Especially old Bonewells can reach as low as a mountain-ore mine. When the bones have reached the bottom floor, the Bonewell is dug a yard or so deeper. The Bonewells show the history of the tribe, and represent the continuation of the tribe from the days of legend.
Fomorians

Fomorians are the descendants of Giants who attempted to invade the Fey Realm. They have since been forced into the Feydark, the Fae version of the Underdark, where they plot against the bright creatures of the Fae. Cursed by the Fae lords, they are ugly deformed creatures where once they were beautiful, skilled magicians and artisans, their bodies cursed to match their twisted hearts. Their deformities prevent them from wearing the fine cloths they once loved, and their society degenerated into brutal tribalism.

They were left with only a remnant of their once powerful magic, the ability to curse others with similar deformities to their own with a cursed glance.
Elondia Wikia

## Welcome to the Elondia Wikia

This wikia is for a D&D 3.5 campaign setting, Elondia. All content is (obviously, since it is on a wikia site) free to use, distribute, etc. Please feel free to use any of this for your own campaign, or as inspiration for a campaign setting, story, etc.

## Description

Elondia is the name of one material plane in a D&D-based campaign setting. This wikia is meant to outline the countries, cultures, etc. of the various part of Elondia as well as some of the impressive people who inhabit it.

## Quick Links

* The Party
* Info on Elondia
Guild of Soldiers

The Guild of Soldiers is one of the great Liidumaad Guilds that runs the Liidumaad city-states. They favour large military spending and expansion.

# 3rd Age

The Guild of Soldiers is dominant in Esimene and the other northern Liidumaad states in the mountains.

# 4th Age

The Guild of Soldiers, while fallen in the north, has risen in threatened Nurk, surplanting the Guild of Navigators and leading to a period of intensive fortification along all of Nurk's borders.
Inspira

Inspira is a province of the Empire of Tiflinium. To the north of Urbvetus is the province of Inspira. Inspira borders Mirus to the south and Susicivus to the north, the Pacific Ocean to the east and the Innius Desert to the west. The Great Artorius River runs down it's centre. The Capital of Inspira was originally Dilava, but is now Novicus. Inspira
was one of the most highly colonized areas of the Eastern Empire, and is now
the industrial and commercial heart of the empire. Towns litter the land, and
the main forces of the Legions were, in the last 2 to 3 centuries leading to
their disbanding, drawn from here. Of late, however, many of the towns have
been abandoned. Most of those towns were founded on land of no value, and with
no resource to speak of, simply because more space was needed for urban
settlements, and they became, after the collapse of the Western Empire, and the
desertification of the Steppe, a drain on resources. Due to the prominence of
ruined cities, and the confusing web of roads, and the fact that the province
is STILL a rich, populous place, the place is now home to the most bandits of
any place in the empire. Regular militia patrols seem to do little to dissuade
cutthroats and brigands from seizing poorly defended caravans and waylaying
travellers.
Fiddler's Cave

Fiddler's Cave is a cave rumoured to lie in the Hadarna Range , only discovered a year ago in mysterious circumstances.

Carnellio Fenderthan was the greatest musician in Susukan's  history. The more popular he became, however, the stranger he acted, withdrawing into himself and spending vast amounts of time in the wilderness. By the time he was 25, he was a complete hermit, speaking to no one and performing only once per year to an enraptured crowd at the Susukan Opera House before melting back into the marshes and jungles. Folks whispered that the beauty of his own music had driven him insane, or that he'd sold his soul to a demon in exchange for his remarkable skill.

Finally, after last year's "Requiem for a Sky Afire" left the whole of Noble District in tears, one of Carnellio's more daring fans tracked him back to a cave deep in the mountains, only to discover that the cave ended in a wall of shimmering green light, with Carnellio nowhere to be seen. Frightened, the fan fled back to the city, where word of his discovery spread quickly through taverns and dancehalls.
Das Hoofdstad

Das Hoofdstad is the local name for Tiflinia.

3rd Age: It is a small city-state in the midst of a larger ruined city in the midst of a swamp formed by the delta of the Natales River, ruled by a handful of Mensheid Sorcerer Houses.

4th Age: the small city state has expanded into a large Magocracy, conquering the Vernice, the Fjallriki, and Grense.
Amedio Highway

Paralleling the Thunder River for much of its length, the Amedio Highway connects Susukan with Cauldron , its sister city high in the caldera of a dormant volcano.

Although trade and correspondence between the two cities is brisk, the roads length is such that it's possible to go for long stretches without encountering other travelers. Much like the river, the Amedio Highway is relatively safe and crowded with merchant and lumber traffic where it runs through the marshlands and plantations close to Susukan, but those who press on into the jungle find themselves increasingly at risk of being waylaid by lizardfolk , jungle predators, and the occasional hunter from the heights of the Hellfurnaces .
Santa

**ARTIKEL INI BEKERJA DALAM PROSES**
**PERHATIAN:ARTIKEL INI MENGANDUNGI SPOILER!**

**Santa** adalah karakter fiksi yang dikatakan membawa anak-anak menyajikan selama Natal.

## Penampilan

### Tobuscus Adventures #2 - Christmas

Episode ini dimulai dengan Toby menulis surat kepada Santa, meminta pistol dari portal, serta mengakhiri surat dengan "amin". Hanya memiliki Gabuscus menghancurkan surat di belakang punggungnya. Santa kemudian muncul menggunakan pistol dari portal untuk menyeberang dari atap ke atap. Akhirnya Santa menggunakan pistol dari portal untuk masuk rumah Toby, tapi akhirnya jatuh di toilet dan menjatuhkan pistol dari portal. Bangun Toby, yang melihat pistol dari portal dan menggunakannya untuk bersenang-senang. Santa kemudian memberitahu Toby bahwa pistol dari portal-nya, dan itu diganti giring nya pada tahun 2007. Santa kemudian memberikan Toby replika dari senjata dari portal, hanya marah Toby ketika dia tahu apa yang "replika" berarti. Toby kemudian mencoba untuk mengelabui Santa ke perdagangan senjatanya dari portal dengan replika Toby, tapi gagal. Santa kemudian mengatakan bahwa ia perlu senjata dari portal untuk pergi ke China, memberikan Toby ide. Toby kemudian menggunakan pistol asli dari portal untuk membuka portal di Cina, dan satu lagi di bawah Santa. Santa kemudian jatuh ke portal, berteriak-teriak bahwa Toby nakal.
Goblins

Goblins are the small cousins of the Bugbears and Hobgoblins. They are one of the constituent races of the Shansle of the desert, as well as the seafaring Jizrimardam.

Goblins are weak but great in number, breeding quite quickly, low in courage, wicked, greedy, and lazy, but easily whipped into a terrifying force by especially ambitious goblins, or other creatures. It is common for a Goblin chief to be supplanted by a larger and stronger creature, and the Goblins will follow another quite happily if they are promised easy booty. They are rapacious raiders, stealing anything they think they can find a use for. They prefer to use stealth than open combat, at least when numbers aren't overwhelmingly on their side. When they achieve victory, they are prone to raucous celebration, dancing, whooping, and torturing their victims.

Goblin lairs are narrow affairs, riddled with narrow winding passages that only Goblin-sized creatures can get through, allowing the Goblins to surround intruders, and covered with alarms (dangling bones and such-like) to give the creatures warning. Goblin lairs vary from cliff-side caves, to great cavern complexes, from small villages with the huts connected by underground passages, to the sewer systems of abandoned (or recently rebuilt) cities. Goblins also keep rats and wolves in their lairs, as pets and mounts, respectively.Only the chiefs get private quarters in a lair, the rest have communal quarters, often with their rats and wolves. Goblin tribes can be up to a thousand in strength.

Goblins speak either the Shansle or Jizrimardam tongues, which are mutually intelligible with great difficulty.
Great Divide Range

The Great Divide Range is a range of mountains that separates the eastern and western halves of the Rooted Continent. It is nigh unpassable but for two passes through it, neither welcoming. Dwarvengate is highly controlled by a Dwarven fortress there, and Lovers' Pass leads only into the heart of the Innius Desert.
Angels

Angels are the inhabitants of the Divine Realms. They carry
out strict orders from their superiors, in a strict ranking from the weaker
angels to the powerful Solars. Angels claim to be serving one God or another,
always righteous ones concerned with protection, yet their main goal is the
defeat of the Demons and Devils. Some say they are created by a God, other that
they are generated by the Divine Realm itself. Either way, if they do claim to
be the servants of a God, that God is never seen, only felt.

Lantern Archons are the least powerful angels, being but floating lights that act as soft-spoken messengers and guides.

Hound Archons are the next rank, dog-faced soldiers in the Angelic Hosts.

Next come the Devas, secret shape-shifting messengers sent to other planes to guide mortals in subtle ways along the paths of good and law.

Planetars are the warriors of the Angels, charged with
defending the borders of the Divine Realm they are associated with. When they
are sent to the other realms, it is only in cases of most gregious sins, to lay
low entire nations of sinners.

Solars are all but Gods in power, very few in number. Some
say only 24 exist, the greatest servants of the most powerful Gods in the
Divine Realms.

Empyreans are the most powerful angels, even rarer than
Solars, claiming to be the children of Gods themselves. There are other types of angels, but they are more rare.
Elvish Religion

Compared to the all-encompassing religion of the
Tieflings, the Elvish religion seems non-existent. There are no formalized
prayers, no separate priests, and no temples. Instead, there is a quiet
devotion to the spirits of the ancestors.

Elves cremate their dead until only the bones remain. They then take the skull, draw patterns in the ash on it, and stick it in hollow tree-trunks.
Githyanki

Those Gith who followed the original teachings of their namesake leader became the Githyanki. Living in the Far Realm, they ride pockets of reality through the chaos, anchored by the bodies of dead godlings and primordial beings of the Far Realm, riding on astral ships to raid travellers and other worlds. After the death of their leader Gith, they follow her advisor, the undead lich Vlaakith, who demands that she be worshipped as a god. From the largest Gith city, Tu'narath, Vlaakith has ruled for over a thousand years.They despise all other creatures, especially their old slavemasters, the Mindflayers, and their kin, the heretical Githzerai. They do not hand out mercy, leaving only those alive who they could not find. War and conflict gives their lives meaning.

The Githyanki do not have families, but are raised and trained in paramilitary cadres. The ties between members of a cadre are the most important thing to a Githyanki, after the care of their weapons are armour, which is paramount.

They have an ancient alliance with the Red Dragons, having struck some kind of deal with the evil Dragon God Tiamat during their rebellion. Indeed, Gith herself rode with the consort of Tiamat, the red dragon Ephelomon, who proclaimed eternal friendship between the Gith and the Red Dragons. The psychic knightly orders of the Gith channel the not inconsiderable power of their minds through specially crafted silver swords, the loss of which will lead to bloody retaliation. These orders, known as the Gish, combine psychic powers with well-practiced swordplay.
WikiBuscus Indonesia

Hari ini kita mempunyai 46 artikel dan 275 suntingan di wiki ini

Selamat datang di Tobuscus Wiki! Sebuah wiki dibuat oleh **penggemar** untuk penggemar. Anda baru saja secara resmi melangkah kaki ke wiki untuk semua hal Tobuscus. Anda dapat membaca lirik Trailer Literal favorit Anda, script dari Tobuscus Adventures atau bahkan hanya membantu wiki tumbuh. Sekarang sesama Buscus, pergi mencari tahu tentang youtuber favorit Anda. Peace Out... Boop!

Akan ada beberapa aturan (daftar lengkap tersedia di sini) untuk semua orang untuk mengikuti:

1. Tidak Vandalisme atau Spamming apapun, tidak akan dihargai.
2. Hindari intimidasi orang lain tentang posting blog, Halaman mereka telah membuat, dll
3. TIDAK ADA iklan diri dari halaman wiki atau membuat lainnya berdasarkan hal-hal yang sama sekali tidak berhubungan dengan youtuber sesama pelawak kami.
4. Jika Anda tidak mengikuti aturan. Anda akan diperingatkan pertama kalinya, kemudian dilarang wiki selama seminggu, dan setiap pelanggaran setelah itu akan memiliki hukuman dua kali lipat.

Terakhir, Api (Benci Komentar) akan dikencingi oleh Gryphon.

* Tobuscus
* TobyTurner
* TobyGames

<rss>http://gdata.youtube.com/feeds/base/users/Tobuscus/uploads?alt=rss&v=2&orderby=published&client=ytapi-youtube-profile%7Cmax=1</rs>

<rss>http://gdata.youtube.com/feeds/base/users/TobyTurner/uploads?alt=rss&v=2&orderby=published&client=ytapi-youtube-profile%7Cmax=1</rs>

<rss>http://gdata.youtube.com/feeds/base/users/TobyGames/uploads?alt=rss&v=2&orderby=published&client=ytapi-youtube-profile%7Cmax=1</rs>
Aarakocra

The Aarakocra are a race of bird-like humanoids created by the Vaati giants as servants. Primarily, they guard the Valley of Aaqa in the Arcane Realm against intrusion, from the eternal storm that rings the valley, called the Howling Gyre. Secondarily, they search for the Rod of Seven Parts on behalf of their masters. This search can sometimes bring them to the Mundane, but they have little understanding of matters such as property, or items of value, which impedes their search.
Grimlock

The Grimlocks are yet another example of the influence of the Mindflayers. Once they were humans worshiping the Illithids, their past religions twisted through subtle mind control into service of the Mindflayers. They collected sacrifices for the Mindflayers, feasting on the bodies after the Mindflayers had consumed the brain. Cast into the Underdark when the Mindflayers left, they lost their sense of sight, and became little more than creatures, incapable of more than the most base of crafts. They still worship the Mindflayers, and occasionally serve mindflayer colonies they come across in the Underdark.

Grimlocks speak the Deep Speech of the Mindflayers, and Undercommon, the trade pidgin of the Underdark.
Aboleths

Aboleths are creatures native to the Far Realm, though they are also known to appear commonly in the Underdark and in remote coastal and swampy areas, where they set themselves up as gods of small communities. Indeed, they often believe themselves to be gods; within reason, as they are effectively immortal if not killed with violence, and have extreme psionic powers. Indeed, even when killed with violence, in most cases they merely reform somewhere deep in the Far Realm.

The Aboleths themselves claim to have perfect memories. They claim that they once ruled all the Realms, and that all others are mere echoes of themselves, but something else defeated them and usurped their place. They have an unending hatred for any other being that claims godhood.

## Chuul

The Chuul are a sort of living crustacean automaton created by the Aboleths as servants, built to collect valuables (whether treasure, magic, or slaves) and protect them from raiders. Chuul cut off from their masters carry out the last command they were given for all eternity.
Bugbears

Bugbears are the largest and most brutish of the goblinoid Shansle people. Generally they are too simple to organize in more than simple tribal structures, but a few especially bright Bugbears have managed to set up the kingdom of Masdar-le. Otherwise, they are often found employed by more intelligent or cunning goblin and hobgoblin groups as muscle. Despite their size and brutishness, Bugbears are surprisingly stealthy, favouring to hunt by ambush.

Many Bugbears worship the Infernal being, Hruggek, who claims to be a servant of the greater Shansle God, Kazka, the demon-god.
Itolavlet

A land of refugees in the great eastern desert, mainly from Dasavlet, but some also from Tatkaret. It is a loose democracy of sorts. Each band of refugees governs itself, and sends one representative to it's ramshackle capital, Shekvedra. These representatives meet together to ensure peace between the bands, and co-ordinate their defenses.
Hobgoblins

Hobgoblins are a closely related species and culture to Goblins and Bugbears. They share in the Shansle desert culture with the other goblinoids. They are taller and smarter than their cousins. They are a militaristic people, in a more organized manner than their brethren. This allows them to often reach greater heights within Shansle culture than the weaker Goblins or dumber Bugbears. Hobgoblin leadership can make Goblin tribes and Bugbear clans into vicious fighting machines, but they are most effective when leading other Hobgoblins, who respect good leadership when they see it. They are great crafters, putting great care and personalization into their possessions, and keeping them well-maintained over the years. They prefer bold colours, especially bright red and pitch black. They train many varieties of beasts to serve them; horses and oxen as beasts of burden, ravens as messengers, wolves as guards, and the intelligent wolf-like worgs as steeds.

Hobgoblins organize themselves into tribal structures which they call "Legions", based off long-forgotten reflections of the Legions of Tiflinia. Hobgoblins prove themselves in battle, showing off their martial skills and cunning plans to gain power and respect within the legion. A Legion may adopt others into their ranks, usually Goblins and Bugbears, sometimes Orcs, and rarely Ogres, Giants, and sometimes even Humans.

Hobgoblins prefer to live in the foothills of the Great Divide Range, which brings them often into contact with the Elves of those mountain heights. As such, many Legions have an especial hatred for Elves and everything that reminds them of Elves.

Hobgoblins follow the Shansle religion, focusing especially on worship of Brashal in his aspect of Maglubiyet, the Great General.

Hobgoblins speak the shared Shansle goblin tongue.
House of Silver

The House of Silver is a gnome Sorcerer House in Das Hoofdstad. It is the house of Divination.

In addition to the simple role as a school of oracles and diviners, the House of Silver controls most major political decisions, from deciding whether a given treaty should be signed, to directing the campaigns of the army. Their directions often make no sense even to themselves, yet the army of Das Hoofdstad has gained itself a righteous reputation for not necessarily winning the battle, but always winning the war.
Fae

The Fae are the varied creatures of the Fae Realm. While technically referring to any native of the Fae Realm, it is most often used to refer solely to the intelligent species. When a Fae creature dies, it may become a Banshee, an undead wraith, a mockery of its past glory.

## Types of Fae

### Faeries

Diminutive Fae are often known as Faeries. These type of Fae include Pixies, Sprites etc.

Pixies resemble foot-tall elves with butterfly or dragonfly wings. They are friendly and clever, hidden tricksters who paint frost-patterns and sprinkle their dust on the unsuspecting to watch them flail and fly.

Sprites, like Pixies, resemble foot-tall elves with butterfly or dragonfly wings. They protect forests by leading astray intruders, or putting them asleep. They can feel the goodness of someone's heart with a touch.

### Dryads

Dryads are Fae creatures cursed by a Fae Lord, either Seelie or Unseelie, and bound into a specific tree as punishment for a crime, sometimes an imagined one. This punishment is usually considered minor by the Fae, as it doesn't involve actual harm done.

### Hags

Hags are Unseelie Fae, evil ugly beings with tyrannical names such as Black Morwen, Auntie Wormtooth, or Grandmother Titchwillow. They are morbid creatures, dressing in rags, decorating themselves with body parts, and picking at warts to 'improve' their They all control powerful magics. Selfish beings, they very rarely gather into groups. When they do, they gather in groups of three, called a Coven. While in a coven, their magical powers are increased greatly. Despite their dislike of each other, they keep in close contact, sharing secrets, and abiding by a secret code. They must always announce their territory, announce their presence in the territory of another, give a gift when entering into the abode of another Hag, and always keep a promise given to another Hag (so long as their fingers were not crossed!). These rules only apply to other Hags, though a Hag may pretend to apply them to a mortal, should it be to their advantage. Hags will deal with mortals if treated with respect, and can share their secret knowledge, for a price. This price is often deceiving, and will lead to the ruin of the fool who thought he could treat with the fae witch.

Hags reproduce by kidnapping and devouring infants, after which they give birth to female child. This child resembles the child they devoured until puberty, at which point it matures into a spitting image of her Hag mother. Some hags raise the child themselves, others watch from afar as the original parents raise their cursed daughter.

The Harpy is considered by some to be a kind of Hag. Resembling an elf crossed with a vulture, their sad song lures prey to them, which they then slaughter and devour. They collect shiny baubles and trophies from the victims to festoon their lairs.
Abbathor

Abbathor is the Dwfndwaerr god of greed; he teaches freedom through wealth. His priests dress in red leather and wear leather caps. His holy days are on the solar eclipses, which the Dwdndwaerr priests keep track of while underground, and he demands the sacrifice of blood and gems, annually.

Clerics of Abbathor may take the Trickery domain.
Laduguer

Laduguer is a Dwfndwaerr deity who teaches freedom through labour (generally the labour of others). They

call him the Gray Protector and the Master of Crafts. The priesthood of Laduguer are known as the Thuldor, or Those Who Endure.

Clerics of Laduguer usually use the Forge domain, but some also draw from Death or Arcana.
Jizrimardam

The Jizrimardam are the native goblins of the north-eastern volcanic islands.

On the most part, the Jizrimardam live in scattered
housesteads, each in clusters of 4-5 families. They travel quite far, and quite
often. The next generation will almost never settle down where they grew up,
and will most often raise their own household far away. They value family quite
highly, and the most important thing in the world to a man is his family’s
honour. It has been known for entire families to wipe each other out due to a
cycle of revenge killings. This is the main reason why generations spread out
as far as they do. There are 4 main concentrations of settlement in southern
islands. 2 of these are along the river valleys. These rivers are the ‘Aqab river on Zakheerha, and on Zameenma,
the Rast river. The other concentrations of settlements are what pass for towns
amongst the Jizrimardam.

## The Land of the Jizrimardam

Zakheerha, Zameenma, and Zameenatch. Zameenma
and Zakheerha are split by the Dagh Straight, and both are heavily populated by
Goblins. The Jizrimardam, as they call themselves, say they come from the
northernmost, and most inhospitable island, Zameenatch, which runs far to the
north, and is a frozen land, with many hundreds of fire mountains. They say
that they grew too many for the island to support, and so a great number
gathered at what is now Qadimkhan, on the southern coast of Zameenatch, and
crossed the Asla Straight to Zakheerha and Zameenma. Zakheerha was once conquered by the Empire of Tiflinium, which pushed the Jizrimardam of the southern coast and founded a colony called Astasoria, with it's capital of Visum Incenda in the shadow of the fire-mountain, Mons Mico. These fire mountains are not uncommon in the Jizrimardam lands, but very rare outside of it.

Religion of the Jizrimardam:

Towns of the Jizrimardam

#### Bazdasht, and Barandaz

Bazdasht
is on the northern coast of Zameenma, Barandaz the northern coast of Zakheerha.
These towns are all very similar. All of them are based around a central market
square, with a density of houses and other buildings around it, and a wooden
wall. There is no government, per se, merely a set of unspoken laws and customs
that keeps order.
Kagakay

3rd Age: The cities of the Kagakay Ishkhanay culture are a place where science is furthered by philosophers in sometimes literally ivory towers.

Notes: Think Khorasan, split into several city-states like Khiva, Bukhara and Merv were.

4th Age: the city-states of Kagakay have grown rich, and send merchants across the world.
Fort Fendawor

Fort Fendawor was erected by Nor Ishkhanay in colonial times. It now serves as a harbour for Susukan's depleted naval powers. Few seaworthy ships moor in the natural harbour beneath the fort's protective ballistae, the majority patrolling the coast and open sea in hunt of pirates.

The fiery-tempered Commodore Brandlock commands the forces at Fort Fedawor, and holds the eradication of piracy in the region as his personal crusade. Unfortunately, his efforts are frustrated by limited men, resources, and ships, as well as misinformation. Much of which he fears comes from Crimson Fleet operatives within his own fort, which he tries but fails to root out.
Kirje

Kirje is a Liidumaad city dead centre in the heartland of Liidumaad lands.

# 4th Age

Kirje spearheaded the expansion of a new federation of Liidumaad cities under the rule of the Guild of Priests, calling itself Soorjoogi, meaning Great River, after the river which runs its way through the Liidumaad heartland. It now serves as the capital for that state.
Broken Lands

If one manages to cross the Great Ring in the Innius Desert, which very few have done
without magical aid, one comes to the Broken Lands. As far as the eye can see,
all is the finest sand of black, flat on the ground, not formed in dunes like
sand normally does, but on the ground. To be true, it is not in fact sand, but
something else entirely, that seems formed like sand. It is two leagues in
diameter, with, at the center, the Signum Majorum, clearly visible from
everywhere this side of the Great Ring, and the top of which is visible from most of
the wasteland.
Graz'zt

Graz'zt, the Dark Prince, is a Demon Prince who likes to surround himself with finery and luxury, and generally appears as a handsome tall humanoid. He is worshipped by those who seek to obtain similar luxury no matter what the costs.

His court is characterized by his large family of Cambion half-mortal offspring waiting on him hand and foot, and he often keeps Succubi and Incubi as advisers as well as consorts.

He created the Lamias, monstrous half-lion half-humanoid beasts that surround themselves with luxury in the ruins of fallen decadent desert empires, and Jackalweres, mere jackals given abyssal abilities to take human form to better serve the Lamias.
Grand Temple of Unathrenis

# 3rd Age

The Grand Temple of Unathrenis is a major landmark of Urbvetus, its minarets towering over all of the city save the tallest towers of the Emperor's Palace from its throne of Unathrenis Hill. It is the seat of the powerful Bishop of Urbvetus. It is in the main chamber of the Grand Temple, at the base of the Signum Deo, that all the most auspicious events in an Emperor's life happens. The children of the Emperor are born there, are crowned there, and, should they fall sick, are treated there in case they die.

It also serves as the administrative centre of the clergy of Unathrenis. The library hall is almost as large as the main chamber, in which all the records of the Faith going back to the early days of the republic in Tiflinia are kept, and countless many other books as well. It is from the Grand Temple that missives from the Bishop are sent, that hundreds of priests are trained, that the laymen in the service to the temple are trained. In halls of hundreds of cubicles, the tic-tac of abaci track the flow of money in and out of the deep coffers which purportedly lie miles deep directly beneath the main chamber.

# 4th Age

The Grand Temple, like the rest of Urbvetus, lies in flooded demon-infested ruins. The minarets are fallen, the great central dome collapsed, the halls blocked by rubble, the lower levels submerged, and the coffers forever lost, if they ever even existed as they do in legends. Only the Signum Deo remains, without a scratch upon it.
City of Brass

The City of Brass is the capital city of the Efreet Genies in the Arcane plane. Surrounded by a lake of fire and magma, it is as large again as the largest cities, covering most of a huge brass sphere 40 miles in diameter. In the centre, towering over the city, is the great palace of the Sultan of the Efreet, said to hold riches uniminaginable.

The city itself was built by free clans of Azer, contracted by the Efreet.
Arcane Realm

The Arcane Realm is the source of most magic. It is the realm of magical elemental truths, pseudo-platonic perfections, symbolic truths embodied in spirits, known as elementals. Arcane magic draws on these pseudo-platonic truths to work changes in the Mundane. Travel between the Arcane and Mundane is fairly easy. Much teleportation magic actually works via transferring into the Arcane and moving across it at near-instantaneous speeds, before reappearing in the mundane.

#### Geography

The Arcane Realm can be envisioned as an immense disk of unmappable proportions. The center of the 'disk' is an area known as the "Shadowfell", a twisted darkened reflection of the Mundane. Beyond that are the Elemental Realms, arranged in a great ring; Fire, Water, Air and Earth, all intermingling at their borders.

#### Inhabitants

The Giants are one of the major powers ruling the Arcane, as are their servants and the descendants of their servants, including the Galeb Duhr and the Azer. The Genies and the Salamanders also have their own civilizations in the Arcane, as do the Elementals.

Most elementals are about as conscious as beasts on the Mundane, but some powerful elementals are powerful enough to be reasoned with, such as the Galeb Duhr or Gargoyle, and especially powerful elementals, such as Olhydra, Princess of Elemental Water, can rival Demon Lords in their cunning, and often, evil. The most common elementals are those of Air, Earth, Fire and Water, but other elemental beings exist. Those four elements are merely the dominant ones. Elementals can be bound via magic or by stronger elementals into a specific form, either by shaping their own body to form more specialized creatures, or by forcing the elemental into a foreign object such as a golem.

Dragons in the Shadowfell risk becoming corrupted, transforming into the rare Shadow Dragon, a dragon whose breath withers flesh.
Gith

The Gith are a race of people once enslaved by the Mindflayers. They reached a critical tipping point, and rose up in rebellion, under the leader from which they take their name, Gith. Gith managed to free her people from the Mindflayers, but she was a cruel leader bent on vengeance, and was challenged by another leader, Zerthimon, who accused her of wanting to set up a military dictatorship, no better than slavery under the mindflayers was. The two camps erupted into civil war, a war neither could win. The two sides split, one developing into a cultured, peaceful, regimented society seeking contemplation on monasteries on pockets of reality, the other into a military dictatorship bent on piracy and conquest, wandering the Far Realm.

The Gith speak their own language shared between the Githyanki and Githzerai, as well as the Deep Speech spoken by the Mindflayers, as a matter of remembrance of their old imprisonment.
Brashal

Brashal is the chief god of the Shansle Religion. The Shansle  believe that he and the demon-god Kazka  are locked in single combat for all eternity, and the world is created by the chaos of their battle. Oases are believed to be the spots where Brashal's drops of blood fell, and it is said that his finger fell to earth and lies at the bottom of Isba' Oasis at Chasna-le. Every year, a great festival is held, called Eed Qata'-le, in which the people dive to try and find it.
Many of the Shansle worship specific "Aspects" of Brashal, as he embodies a specific archtype. Maglubiyet is the most common one, Brashal as a Warlord, worshipped by many Hobgoblins. Other popular Aspects are Nomog-Geaya, Brashal as King, and Bargrivyek, Brashal as the Diplomat-Uniter.
Hleid

H

leid is a goddess in the Zameeneikh Religion. She is a minor deity, a goddess of arctic animals and of magic. Her domains are Nature and Arcana. According to myth, she was once a strong deity, but her half-brother Iborighu struck her down and stole her gift of magic.

She is depicted as a ghostly, matronly yet diminutive fey woman, wearing simple rustic clothes and carrying an upraised trident on which several birds roost. Her symbol is a jagged triangle surrounding a vortex of blue fire.
Gnolls

Gnolls are the Hyena-men of the Golden Steppes on the Golden Continent. They live a nomadic life, raiding each other for livestock and the various neighboring kingdoms, mostly for slaves. They are carnivores, eating the flesh of the victims of their raids. Those victims who they do not eat immediately they enslave, for any hard labour that needs doing, and to keep for later meals. They avoid difficult targets, preferring to massacre outlying villages and farmlands. When they gain exceptional strength, they may risk greater targets. The largest known raid was against the Dragonborn Empire, leading to the collapse of that state, Most tribes never get larger than 300 gnolls, however.

They are scavengers, not creating any permanent structures or goods of their own. Their weapons and armour are looted from the bodies of their victims, and decorated with scraps of bodies as trophies. Their leaders get the best scraps of loot, much of which they wear. They tattoo and scar their bodies in geometric patterns. On the death of a leader, several claimants will fight for leadership of the tribe. If the combat takes too long or too many claimants die, the tribe may break up into several smaller bands.

Gnolls worship the demon Yeenoghu, who they claim created them. They offer blood sacrifices to Yeenoghu, and occasionally allow themselves to be possessed by demons. Those possessed end up leading hordes much greater than those seen normally. The Gnolls claim that the hyenas that they use as pets and hunting beasts are transformed when they eat the victims of a possessed gnoll. Their worship is also linked to the phases of the moon.

Gnolls speak their own language, one full of yelps and other such noises.
Icemen

The people of Zameensurd are a strange folk, closest in kin to the Fenmen and the tribes of eastern Norrland. They hunt the huge beasts of the tundra, following the herds around in great caravans of sleds. Near the northern coast, on Baza Straight and the Great Northern Ocean, they hunt great whales in tiny dangerous coracles. Occasionally they venture into the ruined remains of the holdfasts of the First Race, to loot gold and magical artifacts, and even more occasionally venture across the Sea of Ice to loot the land where the snowwights of the First Race walk openly across the earth, but those expeditions rarely return. They trade the ivory and bones of the great creatures (which they carve into intricate shapes) for metal and food from the Jizrimardam.
Chasna-le

The largest Shansle city is Chasna-le, a large city of burnished
brass, clay brick, and white-and-blue hanging cloths on the shore of the
largest oasis, Isba' Oasis. The oasis is a holy spot for the Shansle, and
the ruler of Chasna-le has incredible sway over the rest of the tribes. The
current ruler, the Overlord Bat-Chnell is actually a large dragon that
conquered the city a hundred years ago, and held it through fear at first, and
later through mutual respect, as the dragon became to appreciate his goblinoid
subjects. Constant gifts of gold from the Empire of Tiflinium keep the Overlord inclined
towards peace, assuring that an invasion like that at the Time of Troubles does
not repeat itself.
Inseln Religion

The Church of Inseln follows a belief in a strict hierarchy of Angels, up to the First Angel, and down to the lowliest Peasant, who has an Angel soul inside of him. Thus, the King of Inseln is a higher rank in the divine order of things than a Duke, just as he has an Angel above him. Since the Sundering of Inseln, the Church has struggled to readjust to the fact that there are multiple Kings now in Inseln.