recursal/Fanatic-Fandom huggingface dataset:
Nidoking

## Nidoking (#034):

**Nidoking** (Japanese: **ニドキング** *Nidoking*) is a dual-type Poison/Ground Pokémon introduced in Generation I.

It evolves from Nidorino when exposed to a Moon Stone. It is the final form of Nidoran♂.

## Biology:

Nidoking is a large, bipedal, purple mammalian Pokémon with distinct reptilian features. It has narrow eyes, large, spiny ears, fur-like tufts on its cheeks, and a short snout filled with pointed teeth. There is a long, venomous horn on its forehead and a ridge of spines down its back. Gray plates cover its chest and belly, and there is a gray, rounded spine on each elbow. Each hand has three claws, while each foot has only a single hoof-like nail. It has a long, powerful tail. Nidoking is a male-only species.

It is said that Nidoking's tail is capable of toppling a metal transmission tower. Nidoking uses this tail to smash, constrict, or break the bones of its prey and enemies. The tail can also be swung to create distance between it and its foes before Nidoking charges. Its steel-like hide adds to its powerful, rampaging charges. Nidoking's horn is powerful enough to crush diamonds. Nidoking is known to be very proud of its own strength. When Nidoking goes on a rampage, it becomes impossible to control. Only a Nidoqueen that it has lived with for a long time can calm it down from its rampages.

## Alternative Pokémon Color(s):

With the ALT PKMN COLRS setting turned ON in the Options Menu, the player can catch a blue variant of Nidoran ♂ or Nidorino in the Safari Zone of Fuchsia City, along with a purple variant of Nidoran ♀. By evolving this Nidorino, the player can obtain a blue variant of Nidoking.

## Learnset:

\* “Level 1” indicates a move that is available at the lowest possible level at which the Pokémon can be caught in the game.

\*\* A move in bold indicates that the Pokémon gets STAB from using this move.
Persian

## Persian (#053):

**Persian** (Japanese: **ペルシアン** *Persian*) is a Normal-type Pokémon introduced in Generation I.

It evolves from Meowth starting at level 25. (Changed from level 28 in the original Generation I games.)

## Biology:

Persian is a large, quadrupedal, feline Pokémon. Its fur is pale tan with the exception of its black-rimmed ears. It has a short muzzle with a small, black nose, red eyes with slit pupils, rounded ears, a pair of pointed teeth in its upper jaw, and three whiskers on either side of its face. Its thick whiskers are very sensitive to changes in air movements, enabling it to detect its prey by movement alone. In the center of its forehead is a red jewel. Its long tail has a distinctive curl at the end. Persian communicates with body language and holds its tail upright to signal its intention to pounce. It has long legs and three-toed paws with retractable claws. Persian's lithe muscles also enable it to walk without making a sound.

Persian normally lives in towns and cities. Although popular for its elegance, it is extremely difficult to raise as a pet due to its fickle and temperamental personality. It will scratch anyone, including its Trainer, with little or no provocation, and has been observed ripping its prey apart for no discernible reason. However, when Persian is yanked by its whiskers, it becomes temporarily docile for unknown reasons. It is popular among rich people and is targeted by hunters for its jewel.

## Move Learnset:

\* “Level 1” indicates a move that is available at the lowest possible level at which the Pokémon can be caught in the game.

\*\* A move in bold indicates that the Pokémon gets STAB from using this move.
The Deltham Forest Commune

## Description

This commune lies in the heart of the Deltham forest. Structured more like a thriving village, this commune holds a medium sized population consisting of a mixture of druids, rangers, and civilians who are either family to the aforementioned rangers and druids, or those who choose a life particularly close to nature

The primary druidic circle that inhabits this commune is the circle of the land, however the introduction of Nova’s mothers long ago, and their willingness to bring teachings of their own circles, has made newer generations of druids within this commune to choose the moon or the stars - with the latter being very rarely chosen.

Their lifestyle leans heavily into a combination of communing with nature through the druidic arts and living off of and respecting the lands. They very much see themselves as the stewards of this particular forest, and everyone plays a part in tending to and protecting their home. Because of their remote location, they very rarely interact with the outside world, and as such know (and care very little for) the conflict between the Nornish and Jaindallian Empires, largely steering clear of both. Their only interactions with the world outside the forest is upon individual requests for aid (if anyone is brave enough to reach their heart of the forest). Requests for aid usually come from the small nearby town, but very rarely so due to the stand-offish and insular nature of the commune. Because of this, the younger population of the commune know very little of the outside world.

### Belief System

Much like the rest of Norne, The Deltham Commune doesn't particularly believe in, or worship nature gods per se - more due to the lack of information around the topic of deities more than anything. Instead, they have an Animistic way of life where they believe there is spiritual presence within all aspects of nature. As such, this druidic commune primarily believes in Nature and people above all. Hurt done to one or the other, particularly on purpose for any reason, is seen as a grave crime punishable with banishment and (in extremely rare cases) death. Parallel to this is the belief of balance in the natural way of life. Predators hunt prey, but never to excess to harm the health of the environment. Preys thrive in nature, but never in excess to lay waste to nature. And those who are both, are guardians of the balance between those who hunt and those who feed from the land.

## Notable Members

* The Birchwood Family
* Ruvyn Lonerider
* Marie Castemont
* Haldir
* Clarence Ashwood
Henchman

Henchman is the evil assistant of King Gigabyte. He has no powers, instead overseeing most schemes. Henchman has a hatred for the heroes, and is behind most of the attempts to take them down.

## Timeline

Henchman rises to power alongside King Gigabyte in S1 Comic 1, when he was elected as ruler of Cyber City. During this time, Henchman spends his time in Gigabyte tower overseeing all missions and plans. He was also in charge of hunting down the heroes. He made the deal with Captain Carlyle to deceive the heroes in S1 Comic 2, and sent the Cyber Army in S1 Comic 3 to find Master Gus as he found out they were getting help from him.

When the heroes infiltrated Gigabyte Tower in S1 Comic 11, Henchman was in charge. He tried to stop them by sending guards, but they were able to get through. He fought them face to face, but being powerless he was easily beaten. Henchman was in the tower when the cyber spreader relay device exploded, and it is unknown if he survived.
Malar

> Be my vindication. My teeth. My claws. My eyes. My mouth. Be my everything.
>
>

Malar is a lesser deity of hunting, lycanthropes and savagery, and is one of the few deities known to have survived The Betrayers wrath. He is the epitome of the wild hunt, and believes in a bloodier side of nature. He is worshipped by the lycanthropes of The Tribe of the Wild Hunt

## Description

The only form we've seen of Malar is a large 8ft tall bipedal panther creature with dark black fur and piercing red eyes, large claws and fangs - having been seen many times in various dreams and visions Meadow has had.

## Worshipers

### Dogma

Only those with the desire to survive will - change is a way of life and those who do not adapt, fall. A brutal and bloody hunt is vital, so is true with death. The balance between hunter and prey is the determination of who lives or dies. Be the hunter in all ways of life. Everything you do is a hunt, kill or be killed. Do not falter in your awareness, being alert is means remaining alive. Live in the wilds without fear - fear is for those who are not powerful. Control is key, do not give into savagery and ferality - put patience and planning in all things. Relish the blood of those you kill, blood is the life force of all things. Do not kill from a distance, only those who fear death will hunt from the shadows. Live in nature, do not fight it and defend nature from those who would hurt it. Killing the young or pregnant is to kill the hunt itself, you must ensure that prey remains plentiful.

### Rituals and Holy Days

* The Wild Hunt
* Hunters Night

### Notable Worshippers

The only known group of people to worship Malar is The Tribe of the Wild Hunt. Known members are as follow:

* Estelle Ravenswood
* Lana of the Wild Hunt
* Magnolia of the Wild Hunt
* Meadow of the Wild Hunt
Regulus

## Overview

Regulus is Captain of Dawntide. He is a stern man with short brown hair and yellow eyes. He wields a greatsword. It's rumoured he and Harrold previously had a relationship. He was last known to be travelling into The Nornish Empire to ask for assistance and alliance for the Dawntide military.

## Appearances

* He was present for Harrold's speech at the Dawntide Independence festival, and provided the Health and Safety briefing for the crowd.
* He congratulated Nova, Pearl, and Dimitri for their assistance against the PAL bots and Gnolls.
* Alongside Harrold, he requested The Party go to Turlock and ask the Dragon Knight and his crew, the Cinders, to provide them protection. Justice got the impression that Regulus was suspicious of them.
Clone of @myvividmemories

Clone Vivid arrived on the video “140+ subscriber special!!”.

He is a clone of the YouTuber @myvividmemories that was released as one of the first clones of every shorts YouTuber, as from the boss’ plan to clone and replace all of YouTube shorts. He was interrupted shortly after by the destruction of the facility and only was able to produce a few clones, Clone Vivid being among them.
Z

## Overview

Z is the leader of a rebel resistance in Irode. At time of meeting The Party, she had sent her crew to seek out new members to assist them in releasing the Dragon Knight from the centre of town.

Z

B&W Image of Z

## Description

"Z" is a short red tiefling woman with murky brown eyes and curly brown hair. Her infernal heritage expresses itself through her red skin, bull horns, and pointy teeth. She wears a black corset, with a gold-trimmed leather jacket on her shoulders. One and a half years ago, her tongue was cut out by her brother, Augustine Vincendius, and in its place she sports a tongue made of golden material. She wears three sword weapons at her side.

Her specialty is supposedly striking unseen and she is suspected to be a swashbuckling rogue by players.

## Quotes

* "Oh, the Mosstar Trio! They were a famous group of pirate in Jaindall. I've had a few run-ins with them." - To Pearl
* "Your Lord - do you *really* know him?" - To Justice, regarding her brother
* "There's no going back." "If you insist. Well, when your *Lord Vincendius* put the order through to have the district levelled...." - In response for Justice's request for the truth
* "Back when I was an Echo, I blabbered, and my tongue was cut out." - To The Party, showing her golden tongue
Barrowbough

## Economy and Industry

#### Description

The Mystical Arts and Magical Prowess (MAMP) College is a famous university located at the edge of the academic district in Barrowbough. It is where most arcane research is carried out. Magical scholars from all across Gherhun flock to the college in search of answers and wisdom. Notably, it is also where the NORM-Bots are created, and constant further improvements are made.

its a place for nerds lol

The university borders the great wall.

#### Known Staff and Students

* Justice Serpineheit (Professor)
* Boris Montaine (Former Cooking Staff)
* Pryma Norven (Temporary Visiting Researcher)

#### Notable Landmarks

Old Law Library, where Justice often met with his children. It mainly holds outdated records that are of no interest or use to anyone, except Justice (fucking nerd).
Eclipse

**Eclipse** is a barred spiral galaxy, one of two galaxies within three million light years of the Rim, alongside the elliptical galaxy Ascendant.

The galaxy is populated mainly by dim white and brown dwarf stars, with a sparse number of main-sequence stars scattered near the galactic core, resulting in a low observability that meant it couldn't actually be seen from Axius until deep-space telescopes were placed at the edge of the system.
Dawntide

## Description

Dawntide is a coastal town, located on the border of the Nornish Empire, all the way to the east. It is a port city, and is a very popular trade hub. It is a medium sized town with around 3000 - 5000 people living in it.

During Session 1, it was celebrating a year of independence from Norne, and how the people of Dawntide rose up and fought back. After the trade taxes were reduced, and the town voted in their leader known as Harrold, and the town became a thriving marketplace. As business boomed, it became well known that Norne is sour over the city becoming so successful, especially considering it was one of their main sea ports, and they never saw that level of business.
Neptune

## Overview

**Neptune Hesperos**, known as simply **Neptune**, is a half-Sea Elf half-Human Monk of the Way of the Astral Self. He lived and studied at the Monastery of the Way of the Astral Self for many years alongside Dimitri Montaine. His astral self takes the form of churning white-water and he has an affinity for eating fish tank gravel
The Montaine Family

> *Our family is as much a part of Turlock as the trees and the ground*
>
>

The Montaines are a working class family hailing from Turlock. The family of bakers ran the village bakery for several generations until unfortunate circumstances forced Boris and Yara to close shop.

The family descend from the original inhabitants of pre-Nornish Turlock and maintain many of the cultural norms and customs from those times. While not outright wealthy, they are slightly more well off than the average family in Turlock. They live in an inherited family home a short walk away from the bakery which appears to have survived the earthquake. The family is one of few who practice arranged marriage in the village.

## Members

### Boris Montaine

Boris is a tall, round man with blonde hair, a dark mustache, and blue eyes that are hidden beneath a thick, bushy brow. He usually sports his bakers cap and smock. He is one of the head bakers at the bakery. While not the most talkative or social person, Boris is incredibly caring and passionate about his family and his work. He speaks with a slight monotone which can make him seem quite blunt. As a parent, he can be a bit stern as he doesn't seem to show his affections as clearly as others.

Boris was betrothed to Yara in an arranged marriage. To prove he was capable of inheriting her family's business, he briefly worked in the kitchens at MAMP. He apparently had bangs around this time.

### Yara Montaine

Yara is a short, middle aged brunette woman with blue eyes, glasses, and prominent laugh lines. She wears white blouses rolled to the elbows and comfortable shoes. She manages the bookkeeping and also assists with baking. She is slightly less stern than her husband and is more sociable - preferring to handle customers and staff. She cares deeply for her family and her business, and she works hard to keep both in line.

As an only child, Yara inherited the bakery. She was taught how to run it from a young age - lessons she later passed down to Dimitri.

### Andrei Montaine

Andrei is the youngest member of the family at around 3 years old. He is noted to bear striking resemblance to his older brother Dimitri. He is a typical toddler - stubborn and overconfident. He loves pirates (and as a result has taken a particular shine to Pearl) as well as watching fights.
Aderyn-class Brigantine

The ***Aderyn*-class Brigantine** is a warship class in service to the Signet Coalition.

## Specifications

### Design

Standing at a length of 136 meters and a length of 38 meters, the *Aderyn*-class is an exceptionally old design. It dates back over a hundred years to the very first decades of the Coalition, and has its roots in various armed merchant clippers of the era, which were hastily converted en masse into more suitable warships for the fledgling nation's navy.

The *Aderyn* was the first attempt at designing a true warship from scratch, with its spaceframe based off of those converted clippers to create a reliable and sturdy, if boxy vessel. A wide central keelmast allows the class to reach impressive burn factors using its Mass Acceleration Field, and the large boxy hull provides ample room for new technologies to be installed even after extensive retrofits, leading to the *Aderyn*'s reputation for being easy to maintain and modify over long periods of time.

### Propulsion and armament

When originally introduced, the *Aderyn* was propelled by a quartet of Augustine Propulsion Model-530 fusion drives, with another quartet supplying retrograde thrust, but these earned a reputation for being slow and ineffective for long burns and combat maneuvers. As such, they were replaced during a refit of the class in 0297 AUC with two Model-760 drives instead, featuring greatly improved speed and agility.

While not as powerful as similarly sized Alliance vessels, the *Aderyn*-class nonetheless fields an effective ship-to-ship complement, consisting of four twin-barrel Copeland Company 9-inch coilguns which boast an improved rate of fire to their Axian counterparts, allowing for continual volleys of fire against enemy ships. Her coilgun emplacements are supplemented by eight Tector-series 3.2-inch swivel-mount autocannons for missile defence, and four vertical-launch torpedo silos ensconced within the keelmast itself.
The Betrayer

## Overview

"The Betrayer", or "The Blasphemer" has only really been talked about as if from myth or legend. Most people don't actually think they exist. People have been searching for proof of them for centuries, but ever since their apparent destruction thousands of years ago, none of it exists, at least to the public eye. It is said that they were the creator of many artifacts that they used to slay gods, turning their power against them, but these same artifacts are similarly viewed as non-existent fairytales. They are mostly talked about as a ghost story to spook younger people, but some fanatics search for answers, and whether or not they existed remains to be seen.

It has also been said that they gained the gods' favour, then became mad with power.

At some point in time, a village of Duegar began worshiping him.

## Quotes

* "From what I know, they were a being of great power. I heard that the helmet couldn't be completely destroyed, so it was hidden away." - Adeilein
Rules

1. Be nice and treat people with respect. Keep discussions civil and be open-minded about differing opinions. Support your arguments with information from anthropology books, history, and genetics. Insults towards other people, phenotypes, sexual orientations, gender identities, countries, cultures, racial, and ethnic groups are not permitted. Bullying is not allowed. Racism is strictly prohibited. Racism, hateful, or adult content will be removed and will result in a ban. Political discussions are also not allowed.
2. All phenotypes must have documentation from anthropological literature. They should have citations listed in their pages and references to authors who have described these phenotypes.
3. Posts about attractiveness are not allowed.
4. This site is meant to showcase the variation in phenotypes found in each region and ethnicity.
5. Questions with a premise based on pseudoscience, such as physiognomy, are not allowed. These questions include, "Which phenotype is the most intelligent".
6. Threads and posts that solicit upvotes will be deleted.
7. Off-topic conversations will be deleted.
8. No creating random pages for any phenotype blends or people who look too unique for any one category.
9. Before trying to correct pages, learn more about physical anthropology, genetics, and history. Don't attempt to correct something without that knowledge. Ask for clarification.
10. Impersonation of other users or famous people will not be tolerated. If you have been banned and return on a new account, your posts will be deleted and your new account(s) will be banned.
11. Spamming, trolling, non-constructive edits or vandalizing of any kind will be deleted and will lead to your account or IP being banned.
12. For fictional examples, they must be realistic video game and literature characters. No live action, anime, hentai, or random drawings. Posting anime or cartoons will result in a one day ban. Posting hentai will result in a ban.
New Moves

* CONSTRICT is now STATIC SNAG - 75 base power, electric type, 30% chance of paralysis, 100% accuracy (Inspired by the unused prototype moves `PARALYZING SCISSORS` and `ELEKITER`)
* TAKE DOWN is now HEAT RUSH - 75 base power, fire type, 30% chance of burn, 100% accuracy (Inspired by the unused prototype move `MEGA FIRE`)
* KINESIS is now FIREWALL - status move, fire type, causes burn, 80% accuracy (Inspired by the unused prototype move `F WALL`)
* COUNTER is now DRAIN PUNCH - 75 base power, fighting type, drains HP, 100% accuracy
* RAZOR WIND is now ROOST - heals 1/2 max HP
* SLAM is now FILTHY SLAM - 80 base power, poison type, no additional effect, 100% accuracy (Inspired by the unused prototype move `GASTRO ACID`)
* FURY SWIPES is now DUST CLAW - 40 base power, ground type, no additional effect, 100% accuracy (early-game ground type move) (Inspired by the numerous cut content physical moves)
Calendar of Atharensia

The world of Atharensia has 10 months, each of which is 35 days long. The seasons change every 2 and a half months or so. The calendar itself was created around 500 years ago, when the astrologists and scholars of the world came together. The current year is 1042.

## Notable Dates

**Judary 1:** New Years Day

**Judary 4:** Harvessta

**Uldvarth 9:** Dawntide Indepandance day

**Uldvarth 12:** Justice's Birthday

**Uldvarth 33:** Emperor's Day

**Narsep 10:** Dimitri's Birthday

**Narsep 14:** Summer Solstice

**Narsep 15:** Meadow's Birthday

**Hymmyr 2:** Jaindallian Holiday

**Qern 9:** Winter Solstice

**Qern 13:** Meadow was found by the tribe in the Silverspruce Thicket

**Siptembus 16:**Pryma's Birthday

**Igtheryi 1:** Pearl's Birthday

**Igtheryi 29:** Nova was found in the Redwood Glade in the Deltham Forest Commune

**Igtheryi 31:** Cramsmus

**Cecilliery 35:** New Year's Eve

## Sessions Timeline

**Session 1:** Uldvarth 9

**??? profit**

**Session 10 - 13:** Uldvarth 24

**Session 14 - 19:** Uldvarth 29 - 32
The Party

**The Party** is an adventuring party that met and joined together while they were all in Dawntide in the Summer of 1042, after the events of Dawntide independence day festival.

## Founding

A group of adventurers were called together by Harrold to aid the town of Dawntide by seeking out and eliminating the Gnoll threat, after 3 of them, Dimitri, Nova and Pearl were seen assisting the town in an attack of Aggressive PAL bots, recommissioned NORM bots. As well as the three of them again assisting the town in a Gnoll Attack. Meadow was asked to assist as she had established herself as a powerful bounty hunter, who had been taking care of various threats in the surrounding fields and forests without taking the listed rewards. The fifth and final party member, Justice had been stealthily aiding the party during the PAL bot attack, and had overheard the parties conversation and eventually joined them on the road to dispatch of the Gnoll threat. After defeating the man controlling the Gnoll and returning to Dawntide, the party decided to stick together and assist further by heading to Turlock to ask The Dragon Knight for his assistance in Dawntide. The Party has decided to travel together since then.

After the Dracksrock Tournament, and the jail break of Justice, the party was in hot water with the law, and fled northward into the mountains to continue toward Winterwood, before departing, Meadow decided to stay in Norne, having avoided being apart of the party involved in breaking Justice out of prison. While in the mountains, the party met Pryma, a researcher who decided to tag along with the rest of the party for safety.

While meeting the king of High Weld, their meeting was interrupted by Erikern, who eventually joined the party to help clear the monsters out of the bottom ring.

## Name

While the party is currently nameless, the idea of giving the group a name has been floated around since encountering The Cinders in Turlock. The party has thought of many different name suggestions, however nothing has been decided as of yet.

Pryma has said that she is going to brainstorm names for them, after stating that she had read stories of different adventuring parties and mercenary groups that had memorable names.

## Members

\*terms and conditions apply; see instore for details

## Allies and Friends

* Grisella (The Imperator)
* Harrold
* Joseph †
* Malar
* Illumatre (Nova's Father)
* The Dragon Knight

## Enemies

* Arctavian Portsin
* Marcia Fiorello
* The Betrayer (Assumed)
* The Stain
Lord Allondash

## Overview

Lord Allondash is the Lord of Irode. He is a 5'9 black-scaled dragonborn man, with yellow eyes. He also has yellow spines extending from his back and areas of his scales. He wears cloth bell pants and is known for his fencing ability.

## Quotes

* "The best way to deal with lawbreakers is to get rid of them." - regarding the Dragon Knight
Harrold

## Overview

Harrold is the Mayor of Dawntide. He is a centaur man with long black/brown hair, and a palomino horse body. He addressed the festival crowd in Session 1. He has served as a kind figure to The Party, and has an unprofessional yet charming demeanour.

At some point in time, he was in an adventuring party called the Old Bloods, with Regulus, The Dragon Knight and Hannah.
Clarence Ashwood

## Overview

**Clarence Ashwood** is a 15 year old Half Elf living in The Deltham Forst Commune. He gets picked on by the other youths of the commune and as a result has dreams of becoming great and powerful which he unsuccessfully attempted to achieve by summoning a devil to make a deal with; a deal which almost proved fatal to both him and the entire commune

## Description

Clarence has ruddy brown hair and golden eyes. His hair is shaggy and styled almost like a mullet.

He has a rather scrawny build and largely lacks strength of any kind - made worse by the loss of his bodily magic from his encounter with the devil.

## Trivia

* He can only do 2 pushups, and he does them with his knees on the ground
Cerrival

## Overview

Cerrival was introduced to The Party during The Dracksrock Tournament. He's a man shrouded in mystery, and knows a lot more than he originally appears to.

## Description

Cerrival is a Half-Orc man who was born roughly 1200 years ago, at some point in time he got an Interplanar Way Stone, and used it to breach a hole into the Elemental Plane of Earth, assumedly accidentally creating the Chasm and destroying Drel’nalor in the process.
Interplanar Way Stone

## Description

Interplanar Way stones are devices used to aid in travel between two realms. Very little is known about the specifics of them by The Party, other than that they are very rare and sought after. The party is only aware of two of them.

## Known Interplanar way stones

### Cerrival's Stone

Originally assumed to be used by Cerrival to breach a hole into the Elemental Plane of Earth, assumed to have accidentally created the chasm.

### The "Key stone"

Originally purchased by Meadow in Dawntide from Eve and nicknamed "The Keystone" by the party after Nova figured out that it was the key to a bigger picture. After having some issues holding onto it, due to attempts to steal it from The Stain, it was eventually given to him willingly by Dimitri, as his families lives were on the line.

## Known holders

* Cerrival (Assumed to be destroyed after being used)
* The Party (Formerly)
* The Stain
Drel’nalor

The once great city of Drel’nalor stood proud and tall over a thousand years ago. Until the Chasm opened up underneath it, and ended everything. From the few still alive today who were able to witness it, they say it was an incredible marvel, far ahead of its time. Conspiracists believe that the fledgling Nornish Empire played a part in its destruction, leaving no competitors to stand up against them.

It was recently revealed that Cerrival at least in some regards played a part in its destruction. Using an Interplanar Way Stone to breach a portal to The Elemental Plane of Earth, assumed to accidentally create the chasm.

## Major Locations

### MAMP College

#### Description

The Mystical Arts and Magical Prowess (MAMP) College is a famous university located at the edge of the academic district in Barrowbough. It is where most arcane research is carried out. Magical scholars from all across Gherhun flock to the college in search of answers and wisdom. Notably, it is also where the NORM-Bots are created, and constant further improvements are made.

its a place for nerds lol

The university borders the great wall.

#### Known Staff and Students

* Justice Serpineheit (Professor)
* Boris Montaine (Former Cooking Staff)
* Pryma Norven (Temporary Visiting Researcher)

#### Notable Landmarks

Old Law Library, where Justice often met with his children. It mainly holds outdated records that are of no interest or use to anyone, except Justice (fucking nerd).
Timeline Of Events

This **timeline** is intended to put the known events of the the Campaign universe in as close to chronological order as possible.

The events are using the in world Calendar of Atharensia

### Events with no specified date in an assumed order

 Why tho

### Before Unification

 At some point before Unification
 Roughly 40 years before Unification

### After Unification, during the events of the campaign

 10th Uldvarth, 1042
 11th Uldvarth, 1042
 12th Uldvarth, 1042
 14th Uldvarth, 1042
 15th Uldvarth, 1042
 16th Uldvarth, 1042
Corded Nordid

### Synonym(s):

Battle Axe type, East-Nordic (Lundman), Irano-Nordid, Iranian Nordoid, Nordic-Iranian

### Location:

Eastern Europe (especially Czechia, the Baltics, and Russia), sporadically across Western Eurasia.

### Similar types:

Hardanger, Aisto-Nordid, Trønder, Danubian Nordid, Hallstatt, Iranid, Corded Mediterranid, Keltic-Nordid, Eurafricanid, Indo-Nordid

### Nasal shape:

Hyperleptorrhine, often convex

The **Corded** or **Battle-Axe** type is a Proto-Nordid variety, originally affiliated with the Corded Ware culture of the western Eurasian steppes. It is found throughout Western Eurasia. It originated upon the depigmentation of the Yamnaya phenotype Corded Mediterranid. It was also present in the Sintashta culture, later giving rise to Iranid. There is also a more gracile variety named Aisto-Nordid.

The phenotype shows morphological similarities to the Iranid phenotype, could be mistaken as a depigmented Iranid.
There are at times darker pigmented Corded individuals which could also be mistaken as a regular Iranid, but keep in mind that geography and genetic background play a part in someone's phenotype, so a European who happens to resemble Iranid is a darker pigmented Corded Nordid.

It is one of the two phenotypes of the world where ethnicity doesn't matter in classifications; the other being Danubian Nordid.

## Physical traits

Pale or fair skin. The hair is straight or wavy, usually blonde, but sometimes it can appear reddish. The eyes are light. Long and prominent nose, hyperleptorrhine, straight or convex, with bigger nostrils and a thicker nasal bridge than on other Nordid types. (Hyper-)dolichocephalic, with a mean cephalic index of 71, orthocranic to mildly hypsicranic (Height-length index ranges from 73 to 76), and a rather large head. Remarkably long face, forehead almost vertical, deep-set eyes, strong brow, marked and deep chin, high face. The skull height usually exceeds the skull width, the eye orbits are low.

The stature is tall. The bodies are of macroskelic, sometimes hypermacroskelic proportions, rarely mesoskelic, with rathers hort arms. The body ranges from ectomorphic to mesomorphic.

 File:Plate 27.jpg
## Notable examples

For a list of people of this type, see Corded Nordid/Notable examples

## References

* **Corded** in *The Races of Europe* by **Carleton Coon**
* https://www.theapricity.com/snpa/troeplate27.htm
* https://www.theapricity.com/snpa/chapter-IV9.htm
* http://humanphenotypes.net/ProtoNordid.html
* https://www.theapricity.com/snpa/rg-eastnordic.htm
* https://www.theapricity.com/snpa/gloss1.htm#CORDED
* https://en.wikipedia.org/wiki/Corded\_Ware\_culture#Scandinavian\_Battle\_Axe\_culture
The Artifacts of the Betrayer

The Artifacts of the Betrayer, also known as the 11 Unholy Relics, are supposedly creations of the Betrayer approximately a thousand years ago. It is said these artifacts were used to slay gods and turn their power against them. To the common populace, these artifacts, as well as the Betrayer themself, are viewed as non-existent fairy tales.

## The Helm of Domination

The Helm is the only named and known Relic. Player Character Justice Serpineheit's motivations and backstory is tied to it.

It was first mentioned in Session 1. It is supposedly very powerful, but was lost to the ages. Apparently, it can be equipped to extend one's mind to others and control them at will. Since a few weeks prior to Session 1, individuals around the South district of Dawntide were suffering from piercing headaches during the night. Instances of sleepwalking were also reported. Justice Serpineheit followed these leads, which led him to join The Party travelling to the Gnoll Cave.
Neo Danubian

### Description:

East Europid variety that developed from a mixture of Danubian Nordid and Ladogan elements, associated with Slavs. Became more populous during the last centuries, increasing brachycephaly in Russia. Frequent in Belarus, Greater Russia, and Poland. Widespread, from Siberia to Greece and Hungary. Sometimes in Baltic countries, Finland, Ukraine, Romania, Bulgaria, Czechia, Slovakia, Serbia, even Germany and Austria.

### Physical Traits:

Pale to fair skin. Straight, rarely wavy ash blonde sometimes brown hair, grey-mixed eyes. Medium height, meso- macroskelic, short arms, endomorph to mesomorph. Brachycephalic, sometimes mesocephalic, mildly hypsicranic, globular, modest-sized head. Leptorrhine, low-rooted, concave snub-nose, not very thin lips, weak, rounded chin. Face rather flat and squarish, short jaw, forehead low and sloping. Sometimes weakly slanted eyes. Malars moderate.
Ladogan

### Description:

Ancient, mostly Europid Cromagnid type of Northeastern Europe and Western Siberia associated with the ancient Kammkeramik culture. Has some Mongoloid influences. Probably played a role in the formation of modern Uralids and Baltids. Survives in people of the Ural region, especially Khanty, Mansi, and Chuvash. In low frequencies it extends west to Europe and east to the Altai.

### Physical Traits:

Pale to fair skin, usually straight, sometimes wavy, blonde to dark brown hair, mixed eyes. Medium height, meso- brachyskelic, endomorph to mesomorph. Brachycephalic, mildly hypsicranic. Mildly leptorrhine, often round-tipped nose. Relatively low, very wide face with a great interorbital distance and a wide, heavy mandible.
Danubian Nordid

### Location:

Mostly in Southern Poland, Ukraine, and Southern Russia, sporadically throughout Western Eurasia

### Similar types:

Neo-Danubian, Hallstatt, Corded Nordid, Danubian Mediterranid, Gracile Mediterranid, Paleo-Sardinian

### Body:

Rather short to mediumheight, ectomorphic

### Nasal shape:

Leptorrhine to mesorrhine, straight or concave

**Danubian Nordid** is a gracile Proto-Nordid variety, characterized by shorter stature, broader head and shorter nose. Sometimes shows Negriform features. It has been associated with the Linear Pottery Culture and the Globular Amphora Culture. It is mostly found in southern Poland, Ukraine, and southern Russia, though it can be found throughout western Eurasia as a rare type. Was spread throughout western Eurasia by early Indo Europeans. It is rather uncommon but widespread. It might be more common today due to a debrachycephalization trend in Europe.

It is one of the two phenotypes of the world where ethnicity doesn't matter; the other being Corded.

## Physical traits

Fair skin, straight to wavy, rarely curly, dirty blonde to medium brown hair. Light, often greyish blue eyes. Rather short to medium height, ectomorphic with gracile bodily proportions. Euryprosophic to mesoprosopic. Meso-brachyskelic. Small egg-shaped head, mesocephalic, orthocranic to mildly hypsicranic with a protruding occiput. Vault height exceeds breadth. Oval face. Low orbits. Eyes often appear to be large. Straight to concave, mildly leptorrhine to mesorrhine, often snubbed nose. Infantile features in some individuals. Sometimes mild prognathy.

 File:Plate 28.jpg
## Examples

For a list of examples, see Danubian Nordid/Notable examples

## References

* https://www.theapricity.com/snpa/troeplate28.htm
* https://www.theapricity.com/snpa/chapter-IV8.htm
* https://en.wikipedia.org/wiki/Danubian\_culture
Brünn

**Brünn** is an Alpinized Nordoid-Cromagnid type mostly found in the British Isles. The name has also been used as a collective name for long-headed Northwestern European Cromagnid varieties. It is a mostly unreduced, typically mesocephalic to sub-brachycephalic, and depigmented Upper Palaeolithic type. Both the Trønder and Anglo-Saxon types have Brünn components.

This type was historically perceived as a stereotypical Irish phenotype, and was often found in old caricatures of Irish people. It also exists in a lesser degree in Scotland, England, Norway, Sweden, Northern Germany and Denmark. It was spread to the Americas, South Africa, Australia, and New Zealand by European colonists.

The type was called **Brünn** after the German name of the Czech town of *Brno*, by the American anthropologist Carleton S. Coon because of the similarities between skulls found in an archeological site in that place and this type.

## Description:

The modern Brünn inhabitants of western Ireland are mesocephalic to sub-brachycephalic, whereas their more easterly Cro-Magnid counterparts are typically long-headed. This is possibly due to the presence of a shorter-headed strain (such as Borreby) in the former, or to a local process of brachycephalization. The ancestral Cro-Magnid skull form was clearly dolichocranial.

## Physical traits

Pale to fair skin, curly or wavy hair, sometimes straight, mostly blonde to brown, red hair common. Eyes light, sometimes dark. Meso-brachycephalic, chamaecranic with a round occiput, forehead high, broad, face broad, wide malars, deep and wide jaw, prominent and clefted chin. Large head. High sexual dimorphism, males show ruggedly masculine features and strong pilous growth, females show bigger breasts and more rounded features. Nose somewhat large, leptorrhine to mesorrhine ,straight, sometimes concave, sometimes upturned. Large mouth, moderately thick lips.

 File:Plate 9measurements.jpg
## Examples

For a list of examples see Brünn/Notable examples

## References:

* https://www.theapricity.com/snpa/troeplate09.htm
* https://www.theapricity.com/snpa/troeplate04.htm
* https://www.theapricity.com/snpa/chapter-X2.htm
* https://www.theapricity.com/snpa/rg-brunn.htm
West Alpinid

### Description:

Alpinid proper, historically found in the mountain regions of Western Europe. Often a cohabitant of a second mountain type, the Dinarid. The nucleus of Alpinids lies in the Western Alps and Central France (e.g. the Swiss Disentis, the French Savoy, Auvergne and Massif Central regions). Common in Southern Germany as well (e.g. Franconia, Black Forest), the Apennines of Italy, Northern Spain, and Belgium.

### Physical Traits:

Fair to light brown skin, straight or wavy, usually (light) brown hair with a blonde minority. Rather short to medium height, mesoskelic, endomorph. (Hyper-)brachycephalic, chamae- orthocranic. Face wide and round with a great interorbital distance and soft features. Leptorrhine, short, small, sometimes concave nose. Female snub noses common. Forehead steep and round. Body hair not very strong.
Safari Zone

In Pokémon Pure Red, the Safari Zone in Fuchsia City has three (3) main game modes: CLASSIC, RANGER HUNT, and FREE ROAM. In addition to these three distinct methods of playing the Safari Zone, which will be elaborated on further in the sections below, this area of the game also has the highest number of Alt Pokémon Colors. With the ALT PKMN COLORS setting turned on in the Options Menu, practically all of the Pokémon in the Safari Zone (with no known exceptions) will be alternative colors, using palettes of blue, orange, purple, and other hues or shades.

## Classic Mode:

In the Classic game mode of the Safari Zone, the challenge works much as the original did in Generation I: The player pays ₽500 or 500 Pókedollars to enter the Safari Zone. The player is given a time limit of 600 steps to catch as many Pokémon as desired, and also to reach the deepest part of the Safari Zone, where the player will obtain the HM03 that contains Surf.

## Ranger Hunt:

In the Ranger Hunt mode, the player competes in a challenge very similar to the Classic mode (₽500 cost to enter and 700 step time limit), but the challenge this time, instead of obtaining HM03, will be to find and defeat all 5 Pokémon Rangers in order to receive a prize. This prize will be a unique Pokéball exclusive to Pokémon Pure Red, called the HYPER BALL. This BALL never fails to catch Pokémon if they are at less than 1/3 health, even legendary Pokémon. This challenge can be repeated and has a time limit of 700 steps.

## Free Roam:

In the Free Roam mode, the player will be able to catch and battle Safari Zone Pokémon like outside the Zone. In addition, the player will encounter multiple types of random trainers in the Safari Zone (with no limit on the number of steps), which will reward both experience for the player's Pokémon as well as money (₽) for the player. This challenge can be repeated, and the trainers will reset.
Sudanid

### Description:

Sudanid proper. Widespread savannah type named after the Sudan region of West Africa. Found in its purest form among Mossi, Lobi, Dagaaba, Senufo, Northern Malinke, Gurunsi, Songhai, and Bambara. More mixed across many regions of Western Africa, e.g. Southern Haussa, Ashanti, North Igbo, Yoruba, Moors, and many more.

### Physical Traits:

Dark brown, sometimes ebony black skin, usually kinky hair. (Rather) tall, (hyper)macroskelic and mesomorph. Mostly dolichocephalic or mildly mesocephalic, mildly hypsicranic. (Hyper-)platyrrhine. The face is large with big eyes and massive, bulging lips. Occiput and prognathy are usually pronounced. Body hair extremely weak.
Carpathid

### Description:

European type with Gorid and Dinaro-Armenid elements. Common around the Carpathian Mountains of Central Eastern Europe, e.g. in Huzulis and other Ruthenians, but also right-bank Ukraine. In the high Carpathians outnumbered by Dinarid. Also in Romanians, Poles, Hungarians, Slovenians, Czechs, Croatians, and even Serbs and North Italians (esp. in Romagna).

### Physical Traits:

Pale to light brown skin, straight or wavy, often brown hair and dark-mixed eyes. Medium height to rather tall, mesoskelic, endomorph to ectomorph. Brachycephalic, mildly hypsicranic, often with a rather square, broad face. Noses larger than in Gorids and East Europids, leptorrhine and often convex.
Physical anthropology Wiki

**Welcome to the Wiki****The database of human phenotypes all over the world.**We are currently editing **27** articles, and **you can help.****About the wiki**We're a collaborative community website about physical anthropology that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
We also try to correct mistakes from those sites after looking at genetics, history, and anthropology books.

Think of this site like Wikipedia, but focused on physical anthropology.

**DISCLAIMER***All images used on this site are the property of their respective copyright holders. In addition, this wiki does not claim that the phenotypes or subtypes depicted here are separate races, as the concept of race itself is controversial and debatable.*
Hallstatt

### Location:

Northern Europe (especially eastern Norway and southern Sweden), sporadically across Europe

### Similar types:

Anglo-Saxon, Keltic-Nordid, Corded Nordid, Danubian Nordid, Aisto Nordid, Norid

### Hair color:

Light blonde to light brown, sometimes red

### Nasal shape:

(hyper-)leptorrhine, straight to slightly convex.

The **Hallstatt** type is the Nordid proper. It is the classical Nordid type metrically closest to the Iron Age Nordid skeletal materials from the Hallstatt culture, after which this type is named. Was found in ancient Celts and Germanic peoples, though currently much more common in Germanic groups.

Hallstatt Nordids are most commonly found in southern Sweden and eastern Norway. It is frequent in Denmark, Iceland, the Netherlands, northern Germany, eastern England, and often also found in Belgium, Austria, Switzerland and the Baltics. Ancient conquerors and migrators brought this type outside of Northern Europe, where it can be found in Iberia, Italy, the Balkans, and even as far as North Africa and the Middle East.

## Origins

Hallstatt was theorized by the American anthropologist Carleton S. Coon to have evolved from an ancient stabilized mixture of Corded and Danubian Nordids.

## Physical traits

### Head and face shape

Hallstatts are mesocephalic, at times dolichocephalic. The average cephalic index is 77. The face is oval to slightly rhomboid, with a facial index of over 90. The nose is very narrow, straight or mildly convex, high bridged. High and narrow faced with marked features. Forehead narrow and sloping, though not as much as with its western relative, the Keltic Nordid. Thin-lipped with a strong chin, the malars are rather wide and flattened.

### Body type

Hallstatts are tall and usually fall under the ectomorph or mesomorph body types, with wide shoulders, narrow hips in women, and short arms. Macro-hypermacroskelic, sometimes mesoskelic.

### Pigmentation

The Hallstatt Nordid is an almost exclusively blonde type. The skin color is pinkish-pale to pale, but tans more easily than Keltic Nordid. The hair is mainly golden blonde, but can also be strawberry blonde or light brown (rarely medium brown). The eye color is light to dark blue and sometimes gray and green (rarely mixed and very rarely brown). Nevertheless, there is a small minority which is dark-haired and dark-eyed within the type not to be disregarded.

 File:Troe271.jpg
## Examples

*For notable examples, see Hallstatt/Notable examples.*
## References

1. ↑ http://humanphenotypes.net/Hallstatt.html
2. ↑ https://www.theapricity.com/snpa/rg-hallstatt.html
3. ↑ The racial elements of european history, page 11