recursal/Fanatic-Fandom huggingface dataset:
"Never Talk to Strangers"

**"Never Talk to Strangers"** is the second tale in the seventh episode of the first season of the Nolseep Podcast. In it, a student has an encounter with an old man in the park. Written by Isaac Faraday, it has a runtime of 2:45 and was performed by James Lewis. It is the 26th tale overall on the podcast.

## Summary

A college student has several routes he takes from his apartment to campus, but his favorite is a paved path through a heavily wooded park that runs along a river. Every few hundred feet along the path is a bench that faces the water.

The student begins to notice an old man sitting at a specific bench staring at the water every time he passes through the park. He feels sorry for the man and wonders if he's sitting there because he's lonely. One morning, the student decides to stop for a minute and talk with him.

He says hello to the man, who responds in kind. He says he's watching some boys play in the river, even though there are none there. The student wonders if the man has Alzheimer's. The man suddenly gets a serious look on his face and says that he threw the boys in there and needs to make sure they can't get back out. The student leaves and never uses the river path again.
Diamond Ingot

The diamond ingot is one of the most rarest material

The ingot and sword

In the words of RebMiami, " Diamond. Nearly impossible to destroy, only the absolute strongest of weapons can destroy it. It is valued for it's rarity, toughness and beauty. "

in this world. The beauty, strength, and rarity makes

this ingot very valued. The strength makes the diamond

to be nearly indestructible, allowing only the strongest

tools to break it.
Edwin Crowe

**Edwin Crowe** is an author who has been featured on The NoSleep Podcast. He made his debut in S2E02, with "Please, Just Come Home Now."

## Appearances

* **Season 2**
	+ **Episode 20**
		- "Please, Just Come Home Now"
* **Season 3**
	+ **Episode 4**
		- "Drinking Games"
	+ **Bonus #2: Halloween 2013**
		- "Tempting Fate"
* **Season 4**
	+ **Episode 2**
		- "Moderated"
	+ **Episode 6**
		- "The Man with the Camera"
	+ **Episode 9**
		- "The Greater Good"
* **Season 5**
	+ **Bonus #4: Sick Day**
		- "I Don't Want to Die without Anybody Knowing"
	+ **Episode 10**
		- "Mr. Wednesday"
	+ **Suddenly Shocking, Vol. 3**
		- "Forgiveness"
		- "The Difference between Zero and One"
		- "Cold Reading"
* **Season 6**
	+ **Suddenly Shocking, Vol. 4**
		- "Bless Me Father for I Have Sinned"
* **Season 7**
	+ **Episode 4**
		- "The Lighthouse Boy"
	+ **Suddenly Shocking, Vol. 5**
		- "My Dad Was a Mortician"
		- "The Voices, They Never Leave You"
		- "Addiction, a Confession"
* **Season 8**
	+ **Suddenly Shocking, Vol. 6**
		- "Schrodinger's Patient"
* **Season 9**
	+ **Episode 15**
		- "I Bought a Murder House"
* **Season 12**
	+ **Episode 10**
		- "The Halfway House"
	+ **Episode 13**
		- "There Is No Such Thing as Real Magic"
Benson

**İşi:** | Park Yöneticisi

Mordecai ve Rigby'in çalıştığı parkta müdürdür ve bir sakız makinesidir. Tüm park çalışanlarının müdürüdür. (muhtemelen Pops hariç) Asabi bir kişiliği vardır ve Mordecai ve Rigby gevşek davrandığında onlara bağırma eğilimi vardır. İlk kez, J. G. Quintel'in 2 in the AM PM adlı kısa filminde görülmüştür. Kasiyerlerden biri (Sam Marin tarafından seslendirilen) şekerle uyuşturulunca Benson'ın prototip versiyonuna dönüşmüştür. Dizide ise Pilot bölümünde görünmüştür. Lolliland'den Saf Adam adlı kısa filmde, prototip Pops ondan şoförü olarak bahsetmiştir ve bu kısa filmde Benson sakız makinesi değil insan görünümündedir.

## Görünüş

Benson; cam bir küreyle kapatılmış, içinde pembemsi mor/kırmızı sakızlar bulunduran, gözleri çökmüş şekilde duran, neredeyse ağzına kadar uzanan düz bir burnu olan bir sakız makinesi görünümündedir...

## Kişilik

Benson, dizi karakterlerinin en asabisidir...

## Ek Bilgiler

* Öfke sorunları olsa da belirli bir mizah anlayışı da vardır.
* Televizyona Sinirlenmek bölümünde parkta diğerleriyle birlikte değil de bir apartmanda yaşadığı ortaya çıkmıştır.
	+ Benson'ın daire numarası da 1635'tir.
* Kubbe Deneyi Özel Bölümü adlı bölümde soyadının Dunwoody olduğu ortaya çıkmıştır.
* Kedi Videoları adlı bölümde McFluffin adında bir kedisi olduğu ortaya çıkmıştır.
Thotht Orho

Often referred to as an unwanted or shunned god, most commonly envisioned of an aspect of winter.

Disgraced or banished barbarians are often referred to as Just Thotht, as much like the winter, their future is surely as unremarkable as the white snow. Foreigners are often referred to as Thotht as they more likely than not, are of little interest. It is generally not seen as a good thing. Much like the harsh lands to the north however, they do not believe in just names. Acts can be done to be redeemed. Slaying particularly powerful foes or great feats of courage can also be used to be done away with the 'Thotht' identity. Gaining a new name instead to be identified as. If it was a giant killed for example it could 'Mountain crasher' Or such.

To be given Thotht is not a small choice either, as on their main weapon hand, an iron ring is bound, unable to be removed unless they lose their hand, or through a previous act of said heroism is achieved, a ritual is held in the capital, to remove the mark of shame, and a new life/name is given to them. If one were to actually perish as a Thotht, their bodies are typically just dumped in the tundra or other harsh area and just left for the beasts of the land.
Mvoorin Geist

## Worship

### **Alignments:**

Not worshiped actively, Mvoorin Geist is more of a hidden god. Worshiped not by word, but by deed, every murder and every secret hidden is done so in his name, even if in another's service. Unknown when or if this deity was founded, or just came into being. One will never find a temple, shrine or other place of worship, for the Midnight Geist's name is hidden until bestowed upon those who'd best suit this divergent god.

Known to actively initiate it's followers into the destruction or manipulation of lore, to keep records vague, and things ever hidden, for knowledge is power, and mortals are not deserving. Mvoorin Geist has two classes of servants, and perhaps named so similarly as to keep those who wish to pry into his agenda off track. Geist Hounds; large, dark and malevolent beasts, as well as the Hounds of Geist, who are the mortal practitioners of his craft, the arsonists, thieves and manipulators, and traitors to the races of the world.

For one to even gain the eye of Mvoorin one has to be of a particularly malevolent nature themselves. (60+ corruption) For those dark beings The Midnight Geist will bestow upon them three visions. The first, of his dark hounds chasing the recipient through the darkest parts of their minds and cities, through such horrors only their own subconscious could create (1d4 insanity). The second, The hounds hunt other people about them, those the recognize, perhaps from earlier days, or just those on the streets about them. Tearing them apart and devouring them. (1d4 insanity). The last is that, they themselves are of the hounds, moving with the others, sewing discord and stealing the secrets of others, keeping the world dark. (1d4 corruption)

After they have received all three visions, they will get Geist's mark upon their body somewhere, much as if having savaged by a wild animal. Leaving their true nature all but unknown but to others of their kind, and even then, it is difficult to tell, for there is no leader, only a pooling of resources, if that. Should a cult ever be discovered, it is likely to be burned out of society, Mvoorin's last act of self destruction has played it's part, and the cancer of suspicion lies forever within the place of operations heart.
Obsidian

**Obsidian** is a black rock left behind in the aftermath of a volcanic eruption. It is a fairly brittle metal but extremely sharp, making it fairly useful for improvised tools in regions where volcanic activity is high.

Being that obsidian is a side effect of volcanic destruction, which very often kills every living thing in its path, it holds a great importance to worshipers of Artemis. The black rock symbolizes the cycle of death and eventual rebirth, and is used as a catalyst in rituals. Its sharpness also makes it ideal for sacrificial rites of the flesh.
Last Light:Contact

### How to contact

For general inquiries regarding the community, game play and game world, lore and story, or role play, we encourage you to visit our forums. You can start a discussion and receive a response from other members of the community or from the administration or development staff.

For any inquiries regarding Last Light in regards to fair use, licensing, administration, etc. or other inquiries which are not related to the community, game play and game world, lore and story, or role play, please send an email to admin@lastlightnwn.net and we will respond as quickly as possible. Please include any necessary return information for replying.

### When to contact

Do not contact us for purposes including the following:

* Purposes which are not related to Last Light or its community
* To gain personal information about Last Light members or staff
* To ask questions about the community which could be reasonably answered ***by*** the community (please use the forums)
* To request changes to pages on the wiki, exceptions include original owners of artwork whom are requesting images to be removed or changed
* Monetary and/or soliciting purposes (we do not generate profit)
* To request administrative privileges unless you are approved by the staff to assist with it

**You may contact us if you wish to offer your own skills and abilities to assist with development of the module, server, lore, or wiki. The Last Light staff reserves the right to deny this opportunity to anybody.**

Thank you.

- murdrkitten
Aurite

**Aurite** (otherwise known as **Star Metal**) is a rare mineral which is believed to come from "falling stars". The metal is unlike other metals in the world, and thus highly prized.

Aurite reacts in a very unusual manner when Magic is used on it. It seems to be especially powerful when infused, and many artificers believe that this might be due to latent mana left inside of the rock. Considering the origins of such metal boils down to "the sky", there is no telling where it really came from or what it went through before it fell to the earth.
Sraahal

Depicted as a genderless figure, often referred to as a springtime like essence. More often than not, those who follow, Are the more prolific of the Barbarians. Twins and triplets are not uncommon, if not more prevalent than in other area's of the world. Unlike others in the northern area's the lands surrounding those who follow **Sraahal** Their lands are prosperous, more so than other aspects of the north, be it, animals, vegetation or even the dark beasts that prowl the area. Death rates, as such, are significantly higher than other parts, and due to such death is more fact of life than other places.

Every four years, during the first day of the spring, a dark feast is held to gain the patronage of this deity, and in turn to keep the blessed boon they have with them. A per-determined amount of the populace is marked as 'One who Seeks' To find exotic, rare, or otherwise deadly game for this feast, and those that return with nothing are put up in their stead. It is probably one of the few places where cannibalism is not seen as a disrespectful act, as meat is meat. While in other area's of the north it is an absolute last resort to fend off Thotht's merciless grasp.

Most of the followers of Sraahal Do not pair off to form a family, as death forms as quickly as new snow. They are a more open and loosely moral populace. Those in Sraahal Servitude tend to have lighter colored eyes with each successive generation sporting specks, rings or other unique elements of violet in them. Due to the veritable bounty around this group, they have a surplus of exotic animal pelts, bones, teeth and the like, which, if ever exported to the more civilized races, could earn quite a profitable intake.
Main Page

## Welcome to Last Light

Last Light: Beyond the Reckoning is a Neverwinter Nights roleplay community in which the setting takes place in a tumultuous time that takes after our real world Enlightenment period, otherwise known as the Renaissance. It also takes from some Neo-Victorian influences, which means leading up to the Victorian era. Because of the time period that Last Light is framed around, it is possible to see a range of different concepts, especially since this is a fantasy, but we like to stay true to that "classic adventure game" feel that everyone knows and loves about Neverwinter Nights.

## Contributing

* **Wikia tutorials**—Look at some of the links here to learn how to work with the Wikia platform.
* **Stubs**—Unfinished articles that just need to be fleshed out.
* **Needs attention**—Unfinished articles that really need either a little or a lot of work.
* **Unused images**—Images that need to be shown somewhere.
* **Orphaned articles**—Articles that aren't linked to anything else.
* **Categories**—A catalogue of all categories on the wiki.
* **Recent changes**—Changes that have been made recently.
* **Administrators**—A list of all wiki administrators.
* **Writers**—A list of all writers.

This is the right column. Stuff should be added here.
The Soul

**The Soul** is the metaphysical "glue" or energy source for a being. We could say that it keeps your state of being in one piece and provide a sort of longevity and existence for a person or being. The soul then ties together the Mindand Body. So, we see the trinity: Soul, Mind, and Body. The three things can be separated, but it creates different states of being. For example, a Body can have a Soul, but can be without a Mind, i.e. a mindless undead. An undead, though, does not need either a Soul nor a Mind to function.

In many cases, Souls can be replaced with other forms of energy to accomplish a similar effect, but the soul will always be strongest, since it typically holds the empathic energy of a creature. Necromancy magic or other forms of magic can create a sort of fuel for a body to move on its own. You could think of the "soul" as gasoline to a car, where any other substitute form of energy such as magic/necromancy could be considered a "lower-grade" gasoline.
The Reckoning

**The Reckoning** is a cataclysmic event which supposedly reoccurs at each turning of the age. Many centuries pass, civilizations rise and fall, and the Reckoning returns to reap it all away like a wealthy harvest. Very few know many details of the event in general, but there are highly-disputed theories that there may have been a total of four Reckonings in the lifetime of the world. It is not discernible whether this is the complete truth or not.

In the current chapter of Last Light, there are dark utterings that a Fifth Reckoning is on the horizon. Evangelistic religions will sometimes speak of this prodigal event as being a sort of "rapture", where all the souls of living beings will be judged and then subsequently ferried across the River Styx as reward for good service to the world. This, like many things in the history of the realms, could simply be another means for bringing yet more followers under a particular deity, though.
Artemis

A vision of Artemis

**Death** eventually comes for everyone. It is feared by many, and desired by few. For the mortal races and species of the world, the passing of life is the ultimate loss. For others, however, death is a topic worthy of respect, and has even been used as a tool to conquer hostile lands and build entire dynasties. It has a name to most of humankind, a name that is spoken most often in a hush. When drifting on the wind, *Artemis* carries a great weight to it. To curse someone in the name of *The Final Mother* often comes with a terrible price, for like lovers on an onyx ballroom floor, fate and death are always intertwined, dancing and twirling to the tune of oblivion.

## Practices

Worshipers of the Goddess of Death are often morose in nature, and rarely do they celebrate the topics that life normally prides itself on. They are focused primarily on what is to come, and what has passed. Memorials and sentiments have no sway over Her disciples.

## Appendix

### References

1. ↑ "Rook" by Jodie Muir
2. ↑ The name 'Artemis', when given to characters, most often means "the moon". This is perhaps a reference to the Greek Goddess by the same name.
Saint Eloi's Account on Magic

**THE HOLY GOSPEL OF THE LORD, TRANSCRIBED IN ACCORDANCE WITH HIS WILL BY THE HOLY AND VENERATED SAINT ELOI. TRANSLATED INTO COMMON PARLANCE BY THE CLERGY OF SOLANTIS.**

Magic is the purest essence of truly malevolent evil. More evil than elves, than werewolves, than all those things that lurk in the night and snatch babes from mother’s arms, for it is a deeper and a more insidious thing entirely. Think what happens when an Elf is disposed of in the traditional way: lashed to a stout piece of wood and burned until their wickedness is screamed to the heavens. Werewolves, heretics, blood-suckers. When they die, their ideas die with them. When they rot in the ground, their ideas, their thoughts, their misgivings, It all dies with them. When you deliver unto them what the LORD demands, what their insidious black arts have delivered unto innocents, their magic does not perish with them, screaming as it is dragged into the bleakest recesses of the hells, rightfully reserved for those who would willingly convene with the dark arts; their beloved magic travels not with them. When the red lifeblood of a mage’s body is sundered, the essence is not lost to the LORD’s kingdom. Sometimes, the essence is fractured and escapes into the world like a flock of plague-laden ravens bursting forth from the lifeless mage, though this so rarely is the reality, and in many ways is an ideal outcome. Far more often, the mage’s unholy energies rush in and sully the souls of those around at its time of death. The LORD’s chosen are no exception to this most accursed of fates, and many of them bear the weight of dozens of magi worth of magical taint. These martyred few, when their mortal pilgrimage is won, and their debt to the LORD’s world paid in full, will often find themselves interred to the most high and honorable resting grounds: the sacred catacombs beneath the Chapel of the Venerated, where their bodies may release all of the vile essence of sorcery that had plagued their soul for eternity and they may be liberated to join the LORD in paradise for their carrying of the burdens of mankind’s greatest folly.

Interestingly, the curse of the magic is, largely, determined at birth. Many justices of the LORD’s providences, cities, and towns have executed dozens, if not hundreds of magi over their long and glorious careers as HIS solemn enforcer, and countless inquisitors and crusaders have sundered cabals to never once express the aptitude for any of their sorrowfully acquired magical essence. Church scholars have referenced this as “The IGNICULUS”, one of the most sorrowful and difficult to weather of the LORD’s trials by almost any objective metric. The only way that has been found to test for the IGNICULUS is an exposure to the putrid essence of magic in and of itself, and the reaction is often a violent one.
Osiria Rose

An osiria rose

**An Osiria Rose** at first seems like any other rose, until you look at it closely. The petals are multi-colored, blood red on the inside and silvery white on the outside. This makes for quite a striking and beautiful flower, and is highly prized as a lover's gift.

While somewhat rare, Soldarion worshipers consider the flower to be utterly sacred. It is not uncommon to see it used in religious rites.

Some have said that the osiria rose visually represents purity dipped in blood, considering its colors. This viewpoint is most often discarded as heretical, however.
Reaper

A Reaper

In some legends, they call them Angels of Death. To most, though, death is rarely wanted. Wherever life ends, the reaper goes. It is only a matter of who, and when.

The Reapers, of which there are a limited (but uncounted) number of, are servants of death, in that they help to guide souls, both of the living and the dead. Reapers are often said to be present at the moment that a mortal life reaches its end, gently whisking away the souls of the deceased to the Realm of the Dead.

## Appendix

### References

1. ↑ "Postmortem Purgatory" by Ramses Melendez
Midlands language

The language of the Midlands is the most common language in the Human lands, many of the regions which encompass from the northeast end of Elaria and outwards to the mountain ranges of Kalendros. It is not difficult for other races and regions to get a hold on this language, considering the people of the Midlands travel around the world quite a bit.

This language is sometimes called Midlandish. It is essentially Last Light's version of English or Common.
Graanarad

Most associated with fall, typically with preparation, harvesting and so forth, While those of Em Ott El Arhmus Will slaughter and kill things, those of **Graanarad** will work in conjunction to both heal, and assist in recovering of materials of massive beasts. Generally seen as more neutral of fellows, going for animals, instead of beasts, their larders are more than full. More stationary than the other tribes, being woodcutters, carvers and more artistic of the other tribes/clans. The more exotic of requests would filter through them. Shamans are also more likely to come from this group.
Mana

**Mana** is said to be the lifeblood of the known universe, and the veritable font from which souls have flown. It is also at the core of any magic that is weaved, including that of divine and druidic nature. The origins and history of mana are fairly unknown, and research that has been done on the strange energy has lead to few conclusions of its true source. One thing is for certain, mana is in everything, but whether mana is the very thing which created the known realms or merely a substance which spread like wildfire is yet to be discerned.

One possible explanation for its existence is The First Reckoning, although the topic is difficult to discuss being that, at least according to most esteemed wizards, no one survived the event. In this way, finding evidence that such a cataclysm occurred in the first place is nearly impossible. For everyone else, mana is assumed to have existed as far back as existence itself, spawned as one of the cosmos' many elements.
River Styx

The **River Styx** is a river which lies in the Realm of the Dead and which all souls eventually cross to get to the afterlife, should such a thing exist. It is spoken of mostly in folklore, but occasionally you will get that one-off strange that claims to have seen it with his/her own eyes. Generally speaking, these individuals are branded as hooligans and consequentially ignored.
Pokemon Deva Asura Wiki

**Welcome to the *Pokémon Devasura Wiki***Pokémon Devasura is a fan-made Pokémon universe by http://animefanbhargav.deviantart.com that started in June 2017.
So far we have a whopping 1,025 total edits on this wiki!

The Indarat region is based on Hindu Mythology and India.Currently, There are over 31 different Pokémon that can be found and captured in this universe!

For more information, see the About page.

File:WikiaimageEX.png

**Spoiler alert!** Some pages contain spoilers. You have been warned!

Would you like to help? Read the About page.
Indarat League

The **Indarat League** is the regional Pokémon League of the Indarat region. The Indarat League is composed of eight Indarat Gym Leaders and the Indarat Elite Four members, along with the Indarat Champion. Pokémon Trainers who earn eight Gym Badges by defeating the Gym Leaders of the Indarat League qualify to challenge the Elite Four located in the Swarg building.

## Gym Leaders

The traditional Pokémon League Championship follows. Trainers must first collect the eight official Gym Badges to be qualified to battle the Elite Four. Gym Leaders are located in different cities and towns, each with their own different type.

## Elite Four and Champion

Once finished, Trainers must face the Elite Four, as usual, then defeat the Champion at the end of the League. Those who challenge the Elite Four must have achieved all eight Badges from that region and face all four and the current Champion consecutively without losing to any of them.

In Platinum, the Elite Four's Pokémon will drastically level up when the National Pokédex has been obtained and Charon has been arrested at Stark Mountain.

The Elite Four reside in the Swarg  building

Template:League

it:Lega Pokémon di Sinnoh

fr:Ligue de Sinnoh
pl:Liga Sinnoh
zh:神奧聯盟
The Body

**The Body** is the vessel of a creature. The vehicle to their ambitions, hopes, and dreams. The thing which the soul and mind is host to. Without a body, you have no physical presence in the world. All three are very important.

As a player, combined together these three assets create your character. That is, if your character is alive and functioning as a living creature would. That's why your character generally should try to maintain integrity between these three critical elements.
Em Ott El Arhmus

**Em Ott El Arhmus** (Or just **Arhmus** to civilized folk) – Often represented, or even imposed of as a summer like god. Northern barbarians (lack of better name) Often follow this of the other 3 deities. Those who follow Arhmus prefer martial prowess above others, taking pride, and in turn being shown respect due to the nature of foes they fight, strength being paramount, as the more powerful foe killed, or even, survived against. Scars, particularly the more gruesome, large and ragged, show the hardiness and strength needed to survive those harsh lands. Power is key, and survival of the fittest is the only way of life.

Most of those who follow Em Ott El Arhmus will often have either Em Ott or El in their name, if only to pay respect, taking Arhmus as a name will only result in death, for such blatant disrespect of trying to take an-others name.

Competitions are held to take the place as Arhmus's champion, and to do it, there is only one way. A one versus one battle to the death, in a ritual arena, lined with the skulls of previous champions, to show respect and forever honor their memory. The losers of such challenges, are not disgraced, or honored. Merely buried in a communal barrow.
Normal (type)

The **Normal type** is one of the eighteen types.

## Statistical averages

*Note:* Due to constant changes being made to Pokémon, these values may not be correct.

## Battle properties

 2× | None

*Note:* Although Normal-type attacks normally have no effect on Ghost-type Pokémon, the moves Foresight and Odor Sleuth, as well as the Abilities Scrappy and Perforate, allow both Normal-type and Fighting-type moves to affect Ghost-type Pokémon. Additionally, the move Struggle can hit Ghost-type Pokémon.

## Pokémon

There are ?? Normal-type Pokémon, which is ??% of all Pokémon (counting forms that change typing as different Pokémon).
River Krishna

River Krishna is a River in Southern Indarat , connecting Route 1 and Nallamalla Forest through a bridge. Alternately , players can use surf to cross the river and reach Vyzag Town.

## River description

River Krishna is the fourth longest river of Indarat. Players must defeat the River guardian Krishnaveni to be able to use surf in the river. Moisteroon can evolve into Rivera(Indigo forme) , when leveled up in River Krishna , starting at level 20.

The bridge leads to Nallamalla Forest , in south . By using surf , players can reach Vyzag Town which is in the east.
Lupa de erudición

Puedes comprender las palabras dichas por criaturas o leer mensajes que de otro modo resultarían incomprensibles. La aptitud para leer no proporciona necesariamente conocimientos sobre el material, sólo su significado literal. El conjuro te permite comprender o leer un idioma desconocido, no hablarlo ni escribirlo.

El material escrito puede leerse a un ritmo de una página (250 palabras) por minuto. La escritura mágica no puede leerse, aunque el conjuro revela que es mágica. Este conjuro puede ser engañado por cierta mágica de protección (como los conjuros de página secreta y escritura ilusoria).

No descifra códigos ni revela mensajes ocultos en texto normal.
Kreutzhofen

**Kreutzhofen** está bien situado, con enlaces fluviales con el noreste de Tilea y también con el suroeste del Imperio, y pasos montañosos que lo unen con el sureste de Bretonia y con las tierras de los Reinos Fronterizos. Para entender la vida en Kreutzhofen, es importante realizar una breve descripción de cada una de estas tierras.

      1.- Galeno Entesang

2.- Posada el Águila Negra

3.- Posada el Timonel

4.- Fábrica de cerveza de Saufer

5.- Cuadras y Herrería

6.- Tienda

7.- Molino

8.- Panadería

9.- Casa de la Guardia y cárcel

10.- Casa señorial Magistrado

11.- Cuartel

12.- Colonia de artistas

13.- Mansión

14.- Constructora de Barcazas

15.- Embarcadero

16.- Taverna Tauro Rosso

17.- La Viuda Drall

18.- Notario

19.- Artista

20.- Manitas

21.- Ladrón

22.- Pensionista

23.- Demonologista

24.- Los Stoltenberg <3

25.- Gretchen Klatsch la Cotilla

26.- Gudrun Mangel la Cotilla

27.- Monumento

28.- Puente giratorio

29.- Almacenes

30.- Cementerio

31.- Tugurio
Piedras del destino WH Pathfinder Wiki

## Actividad reciente

Wikia sin ánimo de lucro dedicada a la campaña de rol, Warhammer Fantasy: Las Piedras del Destino, con el sistema de Pathfinder.

Todo el material pertenece a sus respectivos autores.

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

<createbox>
width=24
break=no
buttonlabel=Crear un nuevo artículo
</createbox>

**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. Encuentra videos sobre tu tema en la videoteca de Fandom.

Archivo:Placeholder
Amuleto de cobre tres veces bendito

Encontrado en el cuerpo sin vida del mensajero enano Gnarok  Quien lleve este amuleto obtiene:

* Protección +1 sagrada por parte de armas no mágicas
* Modificador de +2 en todas las pruebas de Salvación por Veneno
* Si se pone el amuleto a menos de 5 centímetros de una fuente de veneno, adquirirá un color verde.
Rata terrible

Esta mugrienta rata, del tamaño de un perro pequeño, posee una capa de pelaje áspero, una larga y sarnosa cola, y dos ojillos brillantes.

## Estadísticas

   (Rata terrible del Bestiario Pathfinder, 245)

**VD 1/3 (135 px)**

N animal Pequeño

**Inic** +3; **Sentidos** olfato, visión en la penumbra; Percepción +4

### Defensa

**CA** 14, toque 14, desprevenido 11; (+1 tamaño, +3 Des)

**pg** 5 (1d8+1)

**Fort** +3, **Ref** +5, **Vol** +1

### Ataque

**Velocidad** 40 pies, (12 metros), trepar 20 pies (6 metros), nadar 20 pies (6 metros)

**Cuerpo a cuerpo** Mordisco +1 (1d4 más enfermedad)

**Ataques especiales** Enfermedad

### Estadísticas

**Fue** 10, **Des** 17, **Con** 13, **Int** 2, **Sab** 13, **Car** 4

**Ataque base** +0; **BMC** -1; **DMC** 12 (16 contra derribo)

**Dotes** Soltura con una habilidad (Percepción)

**Habilidades** Nadar +11, Percepción +4, Sigilo +11, Trepar +11

**Modificadores raciales** utiliza la Des en las habilidades Nadar y Trepar

**Tesoro** ninguno

### Aptitudes especiales

**Enfermedad (Ex):** fiebre de la mugre: mordisco-herida; salvación Fort CD 11; periodo de incubación 1d3 días; frecuencia 1/día; efecto 1d3 Des y 1d3 Con; cura 2 salvaciones consecutivas. La CD de la salvación se basa en la Constitución
Gor

Los Gors forman la gran masa de las manadas de guerra. Su apariencia varía, pero todos tienen en común rasgos bestiales y humanos. El rasgo típico de los ejércitos de Hombres Bestia y de la inmensa mayoría de Gors, es que tienen la cabeza y patas de una cabra y el torso de un hombre, aunque particularmente peludo y maloliente. Tienen colmillos de lobo con los que desgarran grandes trozos de carne de sus enemigos, y cuerpos musculosos y robustos (llenos de pulgas) bien adaptados para exteriorizar sus instintos primarios.

A los ojos temerosos del mundo, todos los Hombres Bestia parecen iguales: una indisciplinada marea de carne, pellejos y colmillos. En su ignorancia, la gente no puede distinguir las características que diferencian a unos de otros. Pero hay varios tipos de Hombres Bestia, fácilmente reconocibles por los de su propia raza.

El aspecto típico de un Hombre Bestia es el de un ser humano con cabeza y patas de cabra. Con todo, como criaturas del Caos que son, los Hombres Bestia suelen mostrar infinitas variaciones de esta forma típica, mostrando una gran variedad en sus anomalías y deformidades. Muchos tienen cuernos o cabeza de carnero o de mastín en lugar de cabra, mientras que otros pueden presentar mutaciones aún más espantosas que les salen de la cabeza. Se conocen casos de Hombres Bestia con cabeza de oveja, caballo o insecto, extremidades adicionales, ojos saltones, con varias colas o con casi cualquier alteración imaginable de la forma humanoide. En una sociedad tan caótica, la línea entre la mutación y el engendro del Caos es muy fina y suele traspasarse a menudo.
Snotlings

## Descripción

Dondequiera que haya Orcos  y Goblins  también hallaremos a unos diminutos pieles verdes conocidos por el nombre de **Snotlings**. Es una creencia común entre los humanos que los Snotlings siguen creciendo hasta convertirse en Goblins y Orcos. Teniendo en cuenta que los asentamientos pieles verdes están plagados de estas pequeñas criaturas, esta suposición es perfectamente plausible. Otra explicación igualmente probable es la de que los Snotlings son las criaturas más pequeñas del escalafón tan variado en tamaños y formas de los pieles verdes. Ningún Orco o Goblin podría distinguir a primera vista entre un gran Snotling y un pequeño Goblin.

Para los Orcos, cualquier cosa que sea más pequeña que ellos sirve para ser pateada y golpeada; mientras que cualquier cosa más grande que ellos es un Jefe, al que hay que evitar en lo posible. No obstante, los Orcos ven a estos primos pequeños con cierto afecto, a menudo tratándolos como mascotas caprichosas y traviesas. Algunos Orcos incluso capturan a unos pocos Snotlings y los entrenan para llevar a cabo trucos divertidos y tareas sencillas. Los Snotlings más brillantes pueden aprender a realizar labores marginales como cargar cosas de poco peso arriba y abajo o rascar la espalda de un Orco, pero en realidad no sirven para llevar a cabo ningún trabajo auténtico; cuando intentan ayudar, lo único que consiguen es estorbar e invariablemente acaban aplastados por la bota de algún Orco.

## Estadísticas

(Canijo del Bestiario Pathfinder, 49)

**VD 1/4 (100 px)**

NM Humanoide Pequeño (goblin)

**Inic** +1; **Sentidos** olfato, visión en la oscuridad 120 pies (36 m), visión en la penumbra; Percepción +5

### Defensa

**CA** 12, toque 12, desprevenido 11; (+1 tamaño, +1 Des)

**pg** 3 (1d6)

**Fort** +0, **Ref** +3, **Vol** +3

### Ataque

**Velocidad** 20 pies, (6 metros), trepar 20 pies (6 metros)

**Cuerpo a cuerpo** Daga +0 (1d3-1 /19-20)

**A distancia** Dardo +2 (1d3-1)

**Ataques especiales** Lanzar hongos

### Estadísticas

**Fue** 8, **Des** 13, **Con** 11, **Int** 8, **Sab** 13, **Car** 8

**Ataque base** +0; **BMC** -2; **DMC** 9

**Dotes** Disparo a bocajarro

**Habilidades** Juego de manos +9,Montar +2, Sigilo +13, Trato con animales +0, Trepar +7

**Modificadores raciales** +4 a Juego de manos, +4 a Sigilo

**Idioma** Infracomún

**CE** ---

**Tesoro** estandar (daga, 6 dardos, otro)
Cuerda animada

## Cuerda de Escalada

**Aura** transmutación débil; **NL** 3º
**Espacio** ninguno; **Precio** 3.000 po; **Peso** 3 libras (1,30 kg)

### Descripción

Una cuerda de escalada tiene una longitud de 60 pies (18 m) y no es más gruesa que una varita, pero es lo suficientemente fuerte como para aguantar 3.000 libras (unos 1.345 kg). A una orden, la cuerda se extiende hacia delante, hacia arriba, hacia abajo, o en cualquier otra dirección, a 10 pies (3 m) por asalto, fijándose por sí misma de forma segura donde desee el dueño. Se puede soltar por sí misma y volver de igual modo.

Otras órdenes posibles son "enróscate" (formar una espiral perfecta), "enróscate y anuda", "enlaza", "enlaza y anuda", "ata y anuda" y lo contrario de lo indicado arriba ("desenróscate", etc.). Cada asalto podrás darle una orden como acción de movimiento, como si estuvieras dirigiendo un conjuro activo.
A una cuerda de escalada se le puede ordenar que se anude o desanude por sí misma. Esto hace que aparezcan grandes nudos con un intervalo de 1 pie (30 cm) a lo largo de la cuerda. El anudado acorta la cuerda a una longitud de 50 pies (15 m) hasta que los nudos se deshagan, pero reduce la CD de las pruebas de Trepar en 10 mientras se está usando. Una criatura debe sujetar un extremo de la cuerda cuando se invoca su magia.

Una cuerda sólo puede enrollar a una criatura u objeto que tenga a 1 pie de distancia o menos (no avanzará arrastrándose hasta su víctima). Hacerlo requiere una tirada de ataque de toque a distancia (incremento de distancia 10 pies). Una cuerda típica de una pulgada de diámetro tiene 2 puntos de golpe, CA 10 y para romperla hace falta una prueba de Fuerza (CD 23). La cuerda no causa daño, pero  puede usarse para hacer derribos o para que un único oponente que falle una tirada de salvación de Reflejos quede enmarañado. Una criatura capaz de lanzar conjuros que esté atada con este conjuro debe superar una prueba de concentración con CD 15 + el nivel del conjuro para poder lanzarlo. Una criatura enmarañada puede liberarse mediante una prueba de Escapismo (CD 20).

Ni la cuerda ni sus nudos se consideran mágicos.

Para convertirse en el dueño de una cuerda mágica, es necesario pasar una prueba de Carisma. Si una cuerda tiene ya un amo que está vivo, no puede ser dominada por otro, aunque obedecerá a un segundo personaje si así se lo ordena su dueño.

### Construcción

**Requisitos** Fabricar objeto maravilloso, animar una cuerda; **Coste** 1.500 po
Ungor

Los **Ungors** (cuya traducción literal a la lengua de los Hombres Bestia sería “los que no tienen cuernos”) no tienen una constitución física tan fuerte como la de los Gors, pero los superan con grandes dosis de malevolencia.
Los Ungors no son tan fuertes, resistentes o inteligentes como los gors. Físicamente son criaturas diminutas para el estándar del resto de Hombres Bestia, aunque tienen la altura de un hombre, Sin embargo, muchos creen que una vez fueron humanos, pero mutados más allá de cualquier posibilidad. Mientras que los gors pueden llegar a tener varios cuernos, grandes y espectaculares, los cuernos de los Ungors, en caso de tenerlos, son mucho menos impresionantes y menos numerosos. Mientras que los Gors tienen unos cuernos largos y espectaculares, tan afilados como la hoja de una espada, los Ungors suelen tener unas protuberancias cortas o unos cuernos incipientes que les salen de sus cabezas y que no son reconocibles como los de una cabra u otro tipo de animal reconocible por los Gors. Por este motivo, los gors no les consideran Hombres Bestia propiamente dichos y los traran con desprecio y como a una casta inferior. La raza de la humanidad no hace tantas distinciones; para ellos, los Ungors son igual de horribles (con cuernos o sin ellos) porque son una aberración de la naturaleza que solo vive para asesinar y saquear todo lo que es bueno y sano.

Los Ungors ocupan la posición más baja y los que menos privilegios tienen dentro de la manada. En los pozos toscos que sirven de hogar a los Hombres Bestia, son los que se sientan más alejados del fuego y deben luchar constantemente por las sobras de comida que pueden saquear, y a menudo tienen que quitársela a los mastines de la tribu, o devorar larvas serpenteantes e insectos, chupar huesos o zamparse a los que caen como consecuencia de las luchas intestinas de su raza. Algunos desafortunados Hombres Bestia no tienen cuernos. A estos se les llama "becerros" y son tratados con desdén incluso por los ungors.

Los Ungors son considerablemente más hábiles que sus compañeros, y con sus manos vigorosas graban runas, construyen estructuras de madera y reparan las armas de sus hermanos Gors mucho más torpes. En este sentido, los Ungors desempeñan un papel vital en la sociedad de la tribu, porque sin ellos, los Gors se quedarían en poco tiempo sin armas. La mayoría de los Ungors se dirige a la batalla en grandes manadas, armándose con lanzas con las que empalan a su presa y también llevan escudos rudimentarios para proteger sus cuerpos grotescos y panzudos. En batalla, los Ungors son intimidados por los más grandes entre los suyos, denominados Mediocuernos, que buscan una posición en la línea de la batalla desde la que puedan causar el máximo daño y sufrimiento al enemigo.

Cabe mencionar como curiosidad que muchos mutantes humanos con aspecto bestial huyen de la civilización y suelen toparse con los Hombres Bestia, con quienes se sienten más identificados. Estos mutantes pasan a engrosar las filas de los Ungors dentro de una manada, cuando no son devorados por esta.
Bandolero del Paso de los Colmillos del Invierno

Estadísticas

**VD** 1/2 (200 **xp**) CN humano Mediano Bandido

**Inic** +6; percepción +3

**pg** 12 (1d8 + 4)

**Fort** +3, **Ref** +5, **Vol** -1

**Cuerpo a cuerpo** espada corta +1 (1d6 + 1 / 19-20)

**A distancia** arco corto +3 (1d6)

**Ataques especiales** agonía de muerte, ataque furtivo + 1d6

**Ataque base** +0; **BMC** +1; **DMC** 14

**Dotes** Iniciativa mejorada

**Habilidades** Acrobacias +7, Engañar +4, Escalar +5, Disfrazarse +4, Escapismo +7, Conocimiento (dungeons) +4, Percepción +3, Sigilo +7

**Idiomas** Común

**Habilidad especial** encontrar trampas +1
Gothmog "El iniciado"

**Clase** | Inquisidor

Tu carrera llevada a cabo entre los soldados de Caraz-a-Caraz fue notable; pasaste de rango rápidamente (quizás demasiado) y fuiste reclutado/a para formar parte de una de las expediciones que se topó con una criatura etérea No-muerta y tu valentía te falló. Para empeorar tu desgracia, en aquel momento estabas al mando. No quedó más remedio que convertirte en un/a vengador/a [Matatrolls en HM].

Después de mi desgracia me retiré a tierras más pacíficas donde una orden religiosa me acogió y me instruyó y entrenó en las artes de la magia divina y en el poder de la justicia sobre todas las cosas.
Tras esta vida apartada de la sociedad he vuelto al principio, aun que mi mente me dice que siga el camino de la justicia mi corazón y mi sangre orca pide venganza. Ahora te dedicas a vagar por las montañas buscando peligro allá donde se supone que lo puedes encontrar; tan solo una muerte heroica contra desafíos imposibles podrá borrar tu vergüenza.
Hyderabad Town

**Hyderabad Town** is located in Indarat, and is the home town of the protagonists of Pokémon Devasura.

This small town is accessible from the south via Rout 1, which leads directly to Nallamalla Forest.

## Places of interest

### Player's house

This house is where the player lives before beginning their journey.

## Name Origin

Hyderabad Town is named after Hyderabad(a city in India) ,which also happens to be my(animefanbhargav's) homeland.

 Settlements
Vast In Het Verleden wiki

## Over Vast In Het Verleden

*Vast In Het Verleden* is een verhaal dat draait om de zes vrienden Claire, Daria, Don, Ivar, Kathie en Saša. Op een avond in December hebben zij elkaar ontmoet. Ze bleken allemaal een hekel te hebben aan dezelfde persoon. Ze grappen over een plan om hun vijand Jeffrey Kim te vermoorden. Maar dan, precies één jaar later word Jeffrey echt vermoord. Precies op de wijze die de zes hadden bedacht.

## Personages

<gallery hideaddbutton="true" widths="120" spacing="small" captionposition="below" bordersize="none" captiontextcolor="#000000" navigation="true" columns="2" position="center">
Kathie1.png|Claire Contair|link=Claire Contair
Daria1.png|Daria Contair|link=Daria Contair
Don1.png|Don Jozefs|link=Don Jozefs
Ivar1.png|Ivar Lanschot|link=Ivar Lanschot
Claire1.png|Kathie Martin|link=Kathie Martin
Saša1.png|Saša Mičević|link=Saša Mičević

## Uitgelichte Pagina

Olga Contair

Olga is de twee-eiige tweelingzus van Daria. Als sinds jong af aan liggen de twee constant met elkaar overhoop.

Lees meer...
Ethal Parvir

**Clase** | Oráculo

Ethal Parvir nació en las ardientes arenas del desierto de Keleshi como segundo hijo del patriarca de la poderosa familia Parvir.
A la temprana edad de 3 años descubrieron su conexión con los dioses. El ataque de un brujo rival destruyó la mitad del campamento Keleshite con un fuego abrasador. El pequeño Ethal Parvir fue encontrado tranquilamente sentado y sin un sólo rasguño en mitad del infierno mágico. Un aura ígnea, que envolvía al niño como una madre amorosa y que parecía surgir de la misma piel del infante lo protegía de cualquier daño. En sus ojos brillaba el fuego de alguna poderosa estrella, y un halo de inconmensurable poder llenaba todos los rincones del destrozado campamento. Con un movimiento fluido, Ethal se puso en pie y todos los fuegos se apagaron y el brujo perdió el control de sus fuegos siendo devorado por sus propias llamas. En el mismo instante, el joven Keleshite cayó al suelo. En un primer momento de pavor el patriarca y su mujer pensaron que había muerto, y su asombro fue absoluto al descubrir que dormía plácidamente.
A la mañana siguiente, y para alegría de sus ansiosos padres, Ethal despertó y continuó comportándose como si nada hubiera pasado la noche anterior. Fue visitado por los médicos más famosos, los más poderosos magos y hechiceros e incluso sumos sacerdotes de diferentes puntos del desierto. Ninguno pudo descubrir algo diferente en él.
Como todos los Keleshitas, cuando el muchacho Parvir llegó a la edad de 6 años, fue educado en las artes marciales y los muchos tipos de saber que este pueblo domina, destacando como alquimista.
Con 18 años su padre quiso desposarlo con la joven y bella hija de una próspera familia del desierto. Sin embargo, Ethal sabía que 15 años atrás algo había cambiado en su interior. Desde entonces trataba el fuego como a un antiguo amigo y un anhelo por conocer y descubrir los designios de la creación misma lo forzaba a devorar toda la información mágica y divina que tuviera a su alcance. Además, nunca volvió a sentirse sólo. Percibía que algunos espíritus le acompañaban allí donde fuera, jugándole de vez en cuando malas pasadas.
Rechazó el matrimonio para agravio de la familia de la muchacha que prometió vengarse. Se despidió de sus padres y marchó en busca de respuestas que le causaban un enorme conflicto interior: ¿qué Ser Divino o Demonio lo había imbuido con su poder aquella noche? ¿por qué a él entre todos los de su pueblo? ¿con qué designios había sido bendecido (o maldecido) con este don? ¿qué se esperaba de él?.
Durante su odisea comenzó a expandir, desarrollar y controlar sus poderes enfrentándose a todo tipo de peligros. Sus viajes le llevaron a trabar amistad con un SemiOrco Inquisidor en busca de su propio pasado, una Elfa Druida con sed de venganza y un Elfo Mago misterioso. Una nueva aventura ha comenzado...
Fuego del alquimista

Puedes lanzar un frasco de fuego de alquimista como arma de dispersión. Trata este ataque como un ataque de toque a distancia con un incremento de alcance de 10 pies (3 m).

Un impacto directo inflige 1d6 pg de daño por fuego, y toda criatura a 5 pies (1,5 m) o menos del punto de impacto del frasco sufre 1
pg de daño por fuego debido a la salpicadura.

En el asalto siguientea un impacto directo, el objetivo sufre 1d6 pg de daño adicionales. Si lo desea, puede utilizar una acción de asalto completo para intentar apagar las llamas antes de sufrir este daño adicional, lo que requiere una salvación de Reflejos CD 15. Rodar por el suelo proporciona un bonificador +2 a la salvación. Saltar a un lago o apagar mágicamente las llamas anula automáticamente el fuego.

**Coste**: 20 po
Tackle (move)

Accuracy
 Priority
 * **Makes contact**
* **Affected by Protect**
* Not affected by Magic Coat or Magic Bounce
* Not affected by Snatch
* **Affected by Mirror Move**
* **Affected by King's Rock**
 **Target**

 **Availability**

* Not a TM, HM or Move Tutor move.
 * On Bulbapedia's Movedex
* On Smogon's Movedex
* On Eevee's Movedex

**Tackle** is a damage-dealing Normal-type move.

## Effect

Tackle deals damage and has no secondary effect.