recursal/Fanatic-Fandom huggingface dataset:
Huan Hua Palace

Incomplete page. Please contribute!This page is a stub, meaning that there exists officially released content that has not been documented yet. Please help out by adding information that's missing from the page.

## Debut

**Donghua**
*TBA*
**Web novel**
*TBA*
**Novel**
*TBA*

Huan Hua Palace is one of the Four Great Sects. It is the wealthiest and second most influential of the sects.[?]

Huan Hua leans more towards a militaristic school of thought, including military strategy. Famous for divination, they are also fairly well known for their maze arrays and maintain the most contact with the world outside their sect.[?]

## Territory

They claim the forested area near Bailu Forest as part of their territory. Bailu Mountain, located around the area, is where Tianlang-Jun was sealed. The grotto with the Sun and Moon Dew seeds is located within this area as well.[?]

## Prison

Huan Hua is also famous for their water dungeon where many notorious criminals in the cultivation world are held.[?]

## Hierarchy

Immortal Master Lao Gongzhu is the old head of Huan Hua Palace. His daughter is the Young Mistress who is adept at wielding the whip.[?]

## Members

The **Huan Hua Palace** has 7 members on *The Scum Villain's Self-Saving System Wiki*:

Gongyi Xiao

Xiao Gongzhu

Luo Binghe

Lao Gongzhu

Qin Wanrong

Qin Wanyue

Su Xiyan
Belladonna Took

**Belladonna Baggins** (nee **Took**) was the wife of Bungo Baggins and Bilbo Baggins

## Biography

Belladonna Took was born in TA 2852 (1252 Shire Reckoning) to Adamanta Chubb and Gerontius Took. She grew close with the Took family friend, Gandalf from her childhood to her adulthood. Bella later gave birth to a son she named Bilbo. She once approached Bilbo attacking Gandalf, but then Gandalf took no insult, since the lad was only having fun and Gandalf ruffles Bilbo's hair (The Hobbit: An Unexpected Journey).

Belladonna died in 1334 SR (2934), eight years prior to the events of The Hobbit. Bilbo was later inheriting Bag ENd after she passed. Her cause of death is unknown.
The Hobbit: An Unexpected Journey (Original Motion Picture Soundtrack)

***The Hobbit: An Unexpected Journey - Original Motion Picture Soundtrack*** is an album comprising of the soundtrack from The Hobbit: An Unexpected Journey, by Howard Shore. It was released digitally and on CD on 11 December 2012.

## Soundtrack

### Disc 1:

1. My Dear Frodo
2. Old Friends
3. An Unexpected Party
4. Axe or Sword?
5. Misty Mountains - performed by Richard Armitage and the Dwarf Cast
6. The Adventure Begins
7. The World is Ahead
8. An Ancient Enemy
9. Radagast the Brown
10. Roast Mutton
11. A Troll-hoard
12. The Hill of Sorcery
13. Warg-Scouts

### Disk 2:

1. The Hidden Valley
2. Moon Runes
3. The Defiler
4. The White Council
5. Over Hill
6. A Thunder Battle
7. Under Hill
8. Riddles in the Dark
9. Brass Buttons
10. Out of the Frying-Pan
11. A Good Omen
12. Song of the Lonely Mountain - performed by Neil Finn
13. Dreaming of Bag End

## See Also

* The Hobbit: The Desolation of Smaug (Original Motion Picture Soundtrack)
* The Hobbit: The Battle of the Five Armies (Original Motion Picture Soundtrack)
* The Hobbit: An Unexpected Journey (Special Edition Soundtrack)
* The Hobbit: The Desolation of Smaug (Special Edition Soundtrack)
* The Hobbit: The Battle of the Five Armies (Special Edition Soundtrack)
Bungo and Belladonna

## General Information

### **Intimacy Levels**

Spouses; Allies; Husband & Wife; Lovers; Both were in love with each other. Protective of one another; They have a son together, Bilbo; Bungo built Bag End for her.

### **Status**

Lovers; Husband and Wife

**This is the relationship between the hobbits, Bungo Baggins** and **Belladonna Took.**

Bungo fell in love with Belladonna Took despite her being a Took and he was a Baggins. He later built  Bag End for her. They eventually married and had a son, and named him Bilbo. The two of them were very implied to have a strong relationship.
Bifur

**Bifur** was one of the main characters of *The Hobbit*and the cousin of Bombur and Bofur.

He was portrayed by William Kirsher.

## Early life

Unlike the rest of the dwarves of Thorin's company, Bifur and his cousins were born and raised in the West. Their family was of miners and of the working class. They were descendants of the house of Moria. For unknown reasons, Bifur has a portion of an ax in his head

## Personality

Bifur was a very intelligent dwarf. However, lost his most of his wits after an Orc stroke him down in the head. Still having some sanity, Bifur has a good heart and loves both of his cousins and friends deeply.

## Possessions

Bofur owned four weapons: a mattock, axe, dirk, and a regal war hammer. He loses all his weapons when the others are captured.

## Trivia

### Official Biography

“Born in the West, Bifur has the rusting remains of an Orc axe embedded in his forehead, which has rendered him inarticulate and occasionally feisty! He communicates only with grunts and hand gestures. Unlike most of the others in The Company of Dwarves, Bifur is not related to Thorin, nor is he of noble lineage, but rather is descended from miners and smithies – simple folk with simple tastes.”
x==Images==
The Hobbit (film series)

The Hobbit: An Unexpected Journey - Original Motion Picture Soundtrack - Special Edition

***The Hobbit*** is a 2012-14 film trilogy based on *The Hobbit* by JRR Tolkien.

## Films

*The Hobbit: An Unexpected Journey**:*

* Theatrical: 12 December 2012 in New Zealand. Premiered in United states two days later.
* DVD release: was released on DVD, Blu-ray and Blu-ray 3D on 19 March 2013
* Extended edition: 13 minutes of additional footage released on 5 November 2013.

The film trilogy was released as a whole in the DVD collection, The Hobbit: The Motion Picture Trilogy. Theatrical versions were released together with *The Lord of the Rings* in The Hobbit Trilogy and The Lord of the Rings Trilogy DVD collection.
Punisher Quiz

The Punisher Quiz was a secret quiz that Pete LePage made up and had been waiting for someone to "unlock" for years before he revealed its existence. The quiz was won by John George.

## Origins

Pete thought of the idea while watching a relative play a video game with secret unlockable features.

## Unlock phrase

The phrase to unlock the quiz was, "I want to take the secret Punisher quiz."

## Legacy

The Punisher Quiz inspired the later Cypher Quiz, and supposedly, a Starman Quiz.
Cypher Quiz

The Cypher Quiz was a secret quiz created by Alex Zalben, as a follow-up to Pete's Punisher Quiz. It featured a number of trivia questions about Cypher, a Marvel Comics character best known for being a member of the New Mutants, and Alex's favorite character. In keeping with the quiz's theme (Cypher has mutant translation powers), each question was in a different language. The Cypher Quiz was won by Kevin.

## Unlock phrase

The phrase to unlock the Cypher Quiz was "Cypher is the best X-Man".

## Notes

Prime Time Pauly G tried to unlock the quiz with a phrase in Pig Latin.
Bag End

### Inhabitants:

Bilbo Baggins, Frodo Baggins, Samwise Gamgee, Rosie Cotton, Frodo Gamgee, Elanor Gmagee, Belladonna Took, Bungo Baggins

### Employees:

Samwise Gamgee (formerly, gardener)
Hamfast Gamgee (gardener)

### Visitors:

Thorin Oakenshield, Gandalf, Fíli, Kíli, Óin, Glóin, Balin, Dwalin, Dori, Nori, Ori, Bofur, Bifur, Bombur, Lobelia Sackville-Baggins, Otho Sackville-Baggins, Samwise Gamgee

**Bag End** is a smial in the Shire owned by the Baggins family. It was the home of Bilbo Baggins and his parents, Belladonna Took and Bungo Baggins. After Bilbo left the Shire, his nephew, Frodo inherited Bag End. Sam and his wife, Rosie would later live in the house.
Comic Book Club Wiki

## Welcome to the Comic Book Club Wiki

Comic Book Club is a New York City-based media empire of podcasts, videos, and live shows about all things comic books and comics media. This wiki catalogues everything about Comic Book Club.

## Describe your topic

Comic Book Club is hosted by Alex Zalben, Pete LePage, and Justin Tyler. The theme is performed by Kimmy Gatewood.

## Official Sites

Comic Book Club has a presence on a number of social media sites:

Comic Book Club official site

Comic Book Club on Patreon

Comic Book Club on Twitter

Comic Book Club on Facebook

Comic Book Club on YouTube

## Podcasts

There are several different podcasts produced by Comic Book Club:

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Spear of the Hierophant

Academic Knowledge: Magic

Powers: This weapon inflicts SB+4 Damage vs. Daemons.

History: This silver-headed spear was forged in the Pyramid of Light during the Great War Against Chaos. Blucher, the captain of Magnus the Pious’ personal guard, carried it into battle, where the spear proved most effective against Daemons. When the war was won, Blucher returned to his home village and a hero’s welcome. After the victory celebration, Chaos cultists murdered Blucher and stole the Spear of the Hierophant. It has never been seen again.
Riverdale After Dark

Riverdale After Dark is a podcast recapping the CW teen drama *Riverdale*.

## Theme Song & Opening Bit

The theme song is a cover of the Archies' 1969 song "Sugar Sugar", recorded by ?. The opening bit features Alex and Justin introducing themselves with scary voices (to fit the "After Dark" theme of the title). Pete usually introduces himself with his normal voice.
Nackle

Many Gnomes and Hill Dwarves can be found in this small town. It exists as a place to rest in the journey from the western mining cities in the trek to Nackle. Nothing more. The gnomes and hill Dwarves see this place as a kind of refuse from the very rude Mountain Dwarves and it is the only place in delvar a male Dwarf can wear his beard unkempt in public.
Genre

## Strategy Genre

The game focuses on a **strategy** perspective, focusing on keeping the King alive as long as possible. The player must choose carefully who will be killed and who will remain in power.

## Political Genre

As the player is a King taking care of his court and subjects, the game also uses the **political genre**. This is from viewing all the different positions of power and how each individual person affects the system when removed.

## Themes

The game uses its narrative and game-play to induce a sense of paranoia for the player. It deals with the themes of power, control and how far a person may go to hold on to them.
Vogyar

The people of this town have an odd fixation on how awesome the town is. They think it is the most hardcore town in Delvar, its not, everything they do is to prove how tough they are. The biggest downtime activity in Vogyar is a game called Yarpole where you get at least one other person and up to ten people. Each person must climb the pole after first being punched by one of the other players. While climbing the other players can do whatever they want to stop the oclimber from climbing. the one who manages to climb the highest wins. if there is a tie they just go again until someone wins or no one is wake/ remembers what was happening.
Delvar

Delvar is a country situated in the fair weathered western mountains and is home to the Dwarves and Gnomes. Most people here are miners save the Gnomes who tend to be be inventors or smiths who specialize in neat detail work and tinkering. The Dwarves here function in a matriarchal society. Their Queen Solvian Grimshield, while deaf to the concerns of men in more than one respect, is a world renown markswoman and there are few who can match her prowess with a bow. The capital of Delvar along with its queen resides in Tholdir. The country has four mining settlements in Burim, Margolar, Vogyar, and Mithril. All of the aforementioned towns are comprised mainly of Mountain Dwarves while the eastern cities of Nackle and Folkor and home to Hill Dwarves and Rock Gnomes. While the country itself is run by the Mountain Dwarves, there is consul representation of the Hill Dwarves and Rock Gnomes.
Drinking game

Here are some drinking games.

* Anthony Marques is the guest and he has a new position since his last appearance
* During trivia, the contestant jumps the gun and says the answer before Pete goes through all the options
* Someone razzes the Punisher shrine
* A piece of merch other than comics is awarded during Audience Questions.
* Nat appears on-camera (COVID-19 quarantine era)
* Justin or Pete mention being from Upstate New York
* Alex brings up Cypher
* Justin brings up Starman
* Justin brings up Silver Sable
* Pete insults Cyclops

#### Take 3 sips when....

* Two members of the show are absent
* Alex or Justin go on an epic rant (think Secret Wars (2015) #1)
* Someone else calls Pete the "Star of Trivia"
* Someone other than Kevin wins Pete's "third question hidden quiz" (live show only)
* Pete moves on to a new "third question hidden quiz"
* Someone mentions Ithaca College
* Someone mentions Cornell

#### Chug if...

* There is a full Pete's Arrow Corner segment
* Someone wins one of the secret quizzes!
* Someone unlocks a secret quiz
* Pete says something nice about Cyclops
Novel/16

Incomplete page. Please contribute!This page is a stub, meaning that there exists officially released content that has not been documented yet. Please help out by adding information that's missing from the page.

## Credits

### Illustrator

Xiao Tong Kong

The **16th chapter** of the novel is titled *"Melting Ice"* in English, and 《融冰》 in Traditional Chinese. It was published in volume 3 by Seven Seas (July 26, 2022), and in volume Template:Novel/Chinese/Volume by Pinsin Studio (September 15, 2022) in Chinese.
It contains original web novel serialization chapters 59-63.

## Overview

Melting Ice

 File:Chap 16 2.png
Luo River

Incomplete page. Please contribute!This page is a stub, meaning that there exists officially released content that has not been documented yet. Please help out by adding information that's missing from the page.

## Nomenclature

* Main
* Asia
* Other

## Debut

**Donghua**
Episode 1
**Web novel**
*TBA*
**Novel**
*TBA*

Luo River is the river that Luo Binghe was named after. In recapping the story, Shen Yuan describes it as a raging river. However, it is merely described as a current in other translations, though this is unconfirmed. It is described to be quite broad.

## History

Luo Binghe floated in a wooden bucket, before he was adopted by a kind woman.

## References

1. ↑ Chapter 1: Scum Villain (Web Novel)
2. ↑ 2.0 2.1 Episode 1 (Donghua)
3. ↑ Chapter 77: Past Faces Long Gone (Web Novel)
Theifrein

The northern country run by Elves and also holds Dragonborn, Firbolg, and Forest Gnomes within its borders is racked with financial troubles. Grand and intricate architecture undercut with the sight of starving peasants; this is truly a place where the rich keep getting richer and the poor keep getting poorer. The middle class is disappearing rapidly and, while a noble elf can expect to live until at least 700, those in the slums rarely make it out of their 200's. The most decrepit place in Theifrein is Soradarr mainly inhabited by the Dragonborn who find Elf culture and society hard to understand and even more difficult to fit in with the ruling race of their country. Of course the Firbolg and Forest Gnomes enjoy relative freedom from the Elves and are rather happy with that arrangement.
Yuan-ti

## Yuan-ti Society

Most Yuan-ti (prouncouned Yun-ty) don't leave the Shaulk where they are very well accepted. Apart from the tabaxi who are naturally trusting and kind the races of the world are weary to the Yuan-ti based on their cold snake-like features. Yuan-ti have an inclination towards music and love nothing more than swapping stories with trusted allies or friends. Yuan-ti tend to be defensive socially towards those who are not Yuan-ti or tabaxi.

 Yuan-ti Traits

Your Yuan-ti character has certain characteristics in common with all other Yuan-ti.

**Ability Score Increase**: Your Charisma score increases by 2, and your Intelligence score increases by 1.

**Age**: Yuan-ti reach adulthood in their late teens and live less than a century.

**Size**: Yuan-ti stand anywhere from 5 feet to over 6 feet tall. Your size is Medium.

**Speed**: Your base walking speed is 30 feet.

**Languages**: You can speak, read, and write Common and Tabaxi

**Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Innate Spellcasting:** You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, ***but you can target only snakes with it***. Starting at 3rd level, you can also cast suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

**Magic Resistance:** You have advantage on saving throws against spells and other magical effects.

**Poison Immunity:** You are immune to poison damage and the poisoned condition.

**Names:** Yuan-ti are named the same way Tabaxi are. Tabaxi names can be found in *Volo's Guide to Monsters* on page 114.

As a Player you can choose how snake-like or non snake like you look you could have arms on the body of a very thick snake have a human torso like centar or just look like a human with a forked tongue you can even be green or patterned if you want but you do have to have at least one snake like trait. for ideas of snake like traits talk to me or reference *Volo's Guide to monsters* Page 97 Physical Variations.
Directory

Countries

* Delvar
	+ Burim
	+ Folkor
	+ Margolar
	+ Mithril
	+ Nackle
	+ Tholdir
	+ Vogyar
* Ethar
	+ Bleakborough
	+ Grassgrave
	+ Graycombe
	+ Pinnella Pass
	+ Rustdenn
	+ Stonewall
	+ Twin Bridges
	+ Windrip
* Primoria
	+ Arrowrock
	+ Auris
	+ Clayshire
	+ Cliff Fall
	+ Embershield
	+ Frostgate
	+ Highbreak
	+ Ironglen
	+ Nephren
	+ Oxsummit
* Shaulk
	+ Passis
	+ Phazki
	+ Ventis
	+ Zomkass not done
* Theifrein
	+ Aethel
	+ Ayve Thalor
	+ Belanore
	+ Dorthore
	+ Elunore
	+ Freya
	+ Myth
	+ Soradarr
	+ Turen
	+ Yeena
* Troshon
	+ Aciopolis
	+ Flucia
	+ Neptis
	+ Vania
* Vragard and Udrog done
	+ Udrog
	+ Vragard

Pantheon

Player Characters

Races
Embershield

The capital of Primoria it sits in the valley between two volcanoes. To the west Mount Kupini and to the east is the Rage of Sargonnas. The larger eastern mountain is named for the god of fire and vengeance, Sargonnas, and the other named for the Ancient primordial being of fire, Kupini, one of the four beings that created the Genasi race. Embershield is also home to a portal to the plane of fire. This plane is by far the most valuable planar portal in Primoria because it goes directly to the the city of Brass.

The volcanoes surrounding the city are actually constantly active always erupting. This is due to the magical influence from the portal. the eruption is so consistent that when the city was built the lava was used in the design making it the warmest city in the country despite having one of the coldest climates.

the city is a center for art, culture, and higher education. It contains several schools including a wizarding academy
Mithril

Also called Arrowrock because this city is split between two countries, Delvar and Primoria. Because of the city's unique problem both countries had to come up with an independent law system that could work with both governments and cause as little destress to the city as possible. It barely works. For example this is the only place in Delvar where children are not permitted to drink ale or mead. More information on this town can be found in the section labeled Arrowrock.
Tabaxi

## Tabaxi Society

The Tabaxi are a rather enthusiastic people who are very trusting and very curious. It's easy to get lost in a conversation with a Tabaxi especially if you get them talking about something they are obsessed with. Obsession for a tabaxi is a certainty and while some obsessions come and go, sometimes they can last for a lifetime. Tabaxi care little about possessions favoring knowledge, experience, and good company vastly over wealth. In Shaulk bartering is commonplace and money is seen more a facilitation to bartering, sometimes gold will be exchanged as an IOU for larger goods you cant keep on your person but will be exchanged later.

 Tabaxi Traits

Your Tabaxi character has certain characteristics in common with all other Tabaxi.

**Ability Score Increase**: Your Dexterity increases by 2, and your charisma increases by 1.

**Age**: Tabaxi reach adulthood in their late teens and live less than a century.

**Size**: Tabaxi stand anywhere from 6 feet to over 7 feet tall. Your size is Medium.

**Speed**: Your base walking speed is 30 feet.

**Languages**: You can speak, read, and write Common and Tabaxi

**Darkvision:** You have a cat’s keen senses especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Feline Agility:** your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

**Cat's Claws:** Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Cat's Talent:** You have proficiency in the **Perception** and **Stealth** skills.

**Names:** Tabaxi names can be found in *Volo's Guide to Monsters* on page 114.

As a Player you can choose what type of cat you look like the real animal kingdom is yours to choose from you could be anything from a Tiger to a house cat with a squashed in face.
Firbolg

## Firbolg Society

Living almost exclusively in Myth, Firbolgs have very little interest outside out the forest they call home. They are an elusive but kind hearted folk who love and worship nature above all else. The Firbolg have adopted the Elven Language for their needs in interacting with the outside world, however, much about the other races baffles them. Simple things like living in unnatural structures or using names confuses them and while they can adapt to living among the other races it certainly isn't comfortable. These gentle giants need nothing more to send them away on an adventure than the blowing of a strong wind as a sign from nature.

## Firbolg Traits

As a Firbolg you have traits incommon with other Firbolg

**Ability Score Increase:** Your Wisdom score increases by 2, and your Strength score increases by 1.

**Age:** As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

**Size:** Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

**Speed:** Your base walking speed is 30 feet.

**Languages:** You can speak, read, and write Common, Elvish, and Giant.

**Firbolg Magic:** You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

**Hidden Step:** As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

**Powerful Build:** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

**Speech of Beast and Leaf:** You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

**Names:** When Firbolg have a need to use names they adopt Elven names (however you can change this for your particular Firbolg if you give me good reason). Because Firbolg do not use names they often won't respond to their chosen name or forget what it was in the first place. Elven names can be found in the Player's Handbook on pages 22, 23 or in *Xanathar's Guide to Everything* on page 176.
Narrative

## Brief

There is a kingdom with a freshly crowned King on the throne. With this new power though, paranoia has struck, causing him to believe everyone is out to get him. Due to actions the player takes, an actual threat can appear. This threat can come from anywhere and anyone, ready to strike the King down when the player least expects it.

## More Information

It is the dawn of the 17th century in the Kingdom of Briar, England As one of the most influential kingdoms of its time Briar holds great power throughout the country and throughout Europe, it’s lush farmlands to its plentiful mines, to the productive and happy attitude it’s citizens share and the will and determination it’s army upholds Briar is both a positive example to the rest of the world and the cause of much foreign jealousy. The past 10 years has been considered as Briars ‘Golden age’ with the kingdoms wealth and resources rapidly increasing during the reign of King George Timplesmith, however under undisclosed circumstances it appears that he has passed away before his time, could this be the cause of a severe and sudden illness or something more sinister?

Briar enters an era of uncertainty and chaos, the five primary functions of Briar are in disarray, some of whom suspecting foul point the finger towards one another while others claim that this event was caused by nothing more than an unfortunate gamble with death himself. Political bickering continues throughout the land until a newly appointed king is eventually chosen to lead Briar into the future. You! The player will take on this role and push the kingdom forwards into the bright future ahead, but watch out, with power comes responsibility… and jealousy.

It is your task to stay in power and thwart any attempt that anyone may make to take your position. Many will lie to you, attempt to trick you, plot against you and even try to murder you but no one else can be trusted to take the reigns of this kingdom. When you have something great some people will support you, some people will protect you and some people will envy you and attempt to take it from you. Keep your wits about you as you play through your own political story line and defend your throne for as long as you can in any way you see fit.
Shaulk

The largely unexplored wilderness of Shaulk is inhabited by Tabaxi and Yuan-ti. There are only four settlements in this jungle country: the Capital of Passis, Zomkass, Phazki, and Ventis. The climate is hot and humid and the cites are like nothing you could find anywhere else in the world. The civilization is surprisingly advanced for being located deep within a seemingly uninhabitable jungle. The cities are unique to this country and look more like tree top jungle platforms then proper settlements. Natural looking pulleys and other systems that are hard to wrap your head around run the whole of the cities and towns here. Wilderness meets civilization and nothing is wasted, even their sewage is used to fertilized the forest floor. The only city in Shaulk that does not hang about a hundred feet above the ground is Zomkass. The Tabaxi primarily rule Shaulk because most people are unjustly wary of the yuan-ti. The Council runs the country and consists of a group of eight Tabaxi and two Yuan-ti from the respective ten royal families. The disproportionate number of tabaxi on The Council does not affect the Yuan-ti citizens very much because the tabaxi tend to be very sympathetic towards the snake people.
Ironglen

Ironglen is named so because it exports all the ore from Arrowrock. This city is as much of a port as the continent has. It ships out supplies on rafts to cities down river the cities then use the rafts as bases of carts that bring imports into Primoria. The only reason these packages remain undisturbed on their journey's is the fear of water shared by the entire continent. Toher river cities send the packages down the correct paths.
Clayshire

There is no soil in Clayshire just clay. The people here are oddly proud of their clay. While the town operates mainly as a trade post there people there like to think of themselves as artisans, clay artisans. All plateware here is made of clay, tombstones and caskets all clay, the houses are made of a brick which was made from clay. They even cook with clay. The food is disgusting.
Vragard

These Goliaths own the country though their only settlement is Vragrard the area can not sustain several towns. Not much grows here however the Goliaths are happy to have an entirely meat based diet. The Goliaths are constantly at war with the Orcs they manage to keep them at bay with great bravery and a bit of stupidity. Sometimes during low population years for the goliaths get some help from neighboring countries.

When Goliath children feel they are ready they take the Uthrol or "Long Walk". When a child announces "Uthrol!" in the town center no matter what age the child is they are sent within the hour to travel around the Uthrak lake with nothing but a dagger. If the child makes it all the way around the lake, swims through the river and is still alive by the time they reach the exact spot where they announced "Uthrol!" they become a fully fledged adult. The youngest ever Goliath to make the journey was Agdid Bodzull at age 12. He is currently the chief of Vragard. Chief is decided by combat. Most of the tribe are hunters and warriors.
Cliff Fall

The mountains in this region are the most dangerous on the continent. Rather than going through this town most travelers go ten days out of their way to avoid these cliffs. The only reason there is a town here is they profitable silver deep in these mountains the people here are as harsh as wilderness surrounding them.
Oxsummit

In this provincial farming town an equal distribution of Air, Earth, Water, and Fire Genasi work together and live simple lives. Any trade with the Goliaths goes through Oxsummit. No crops grow here but farmers raise Oxen and Goats. The people of Primoria tend to worship Chislev the Goddess of Nature but nowhere is the worship stronger than in Oxsummit. Those who are devout worshipers take to the wilderness once a year sustaining themselves on the land.
Primoria

The southwestern country is home to the Genasi and four planer portals connecting to the elemental planes. The Genasi make up about 70% of the population, and the people who live there are hardy. They tend to be salt of the earth miners and military personnel. Because of the cold climate, there are not many natural resources so the country relies heavily on imports using access to the four planer portals as a bargaining chip to get food and other natural resources from neighboring countries.

Embershield, the capital, is an artistic and intellectual haven. It contains the very valuable portal to the plane of fire. Arrowrock has a portal to the plane of earth and a very successful mining operation. Auris is home to the portal to the plane of air as well as monastery up in its mountains. Nephren contains the portal to the plane of water which cleans and purifies the water around the Island. Primoria also contains two important southern trade settlements, Ironglen, and Clayshire. In addition top these major cities there are three more small settlements in the country: Cliff Fall, Frostgate, and Oxsummit.

Because of unwarranted paranoia, Primoria has the largest military on the continent. One of its settlements, Highbreak, is isolated by two islands and tree volcanos and its sole purpose is training grounds and a fallback capital for officials in case of war or emergency.
Ethar

At almost the center of the continent, Ethar is home to the Halflings. The country has a near perfect climate for farming in part due to the portal to the feywild in Windrip which blesses the soil in every town excluding the capital of Stonewall. The people of Ethar enjoy a lot of personal freedom due to their playboy king who has yet to take a wife and make it stick. Sir William Gigland, or as he insists you call him "Willy," is very liberal with pardons and isn't to keen on rules. Due to the kings largly independent wealth from his casino "The Sheep's Teat" taxes tend to be incredibly low across his country. By all accounts it is a miracle he hasn't set the country on fire by accident but, despite the kings shortcomings, his people adore him. The people of Ethar are fun loving but still hold strong religious views and most of the country worships Chislev and Tymora. The people of Ethar tend to be laborers and farmers rather than scholars or skilled workers and, thanks to the booming economy there is plenty of work to be found. This has lead the country to become is a very prosperous area and most of its citizens live comfortably in the middle class.
Triton

## Triton Society

Tritons are haughty, rude, and secretive. Its true that Triton are a bit different from their land dwelling neighbors but they would have it no other way. In Troshon there is no people finer than the Triton and that is a widely accepted fact those who believe even one race is their equal are heavily ridiculed and someone who believed that all races are equal would probably be institutionalized if they ever spoke on this. The irony is that because they believe all others inferior, they refuse to learn from other races putting them at a bit of a technological disadvantage. But there's nothing stronger than the conviction and word of a Triton and if you manage to befriend one of these elusive creatures you have a friend for life. The Triton may be hard headed but they are fierce warriors of justice they will help anyone they see in need, even a Water Genasi.

## Triton Traits

**Ability Score Increase:** Your Strength, Constitution, and Charisma scores each increase by 1.

**Age:** Tritons reach maturity around age 15 and can live up to 200 years.

**Size:** Tritons are slightly shorter than genasi, averaging about 5 feet tall. Your size is Medium.

**Speed:** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.

**Languages:** You can speak, read, and write Common and Aquin.

**Control Air and Water:** A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud\* with this trait. Starting at 3rd level, you can cast gust of wind\* with it, and starting at 5th level, you can also cast wall of water\* with it (see the spell at the bottom). Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.

**Emissary of the sea:** Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.

**Guardian of the Depths:** Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.

**Names:**Triton names can be found in *Volo's Guide to Monsters* on page 117, however, they are just vaguely sea based names so get creative.

As a player you can choose how fish like your character looks all triton have gills, webbed fingers and toes, and must have arms and legs but you could have fins on your arms, have a gaping mouth like a fish or have colored skin/scales. Its possible however that you have very few fish like traits in that case you must choose at least one and your triton could pass as a water genasi.
The Lore of Shallya

Shallya is the Goddess of Healing and Mercy. In a world beset by war, disease, and pain, Shallya offers comfort and for that she has the love of the common folk. Her Priests use spells to give aid to those in need. Those who call upon Shallya often become placid and peaceful in nature, prone to weeping in their sleep, and possessed of a powerful pain threshold.

## Cure Poison

Casting Number: 4

Casting Time: Half action

Ingredient: A snake’s fang (+1)

Description: Your touch heals a character suffering from the effects of a poison (see Chapter 5: Equipment). The poison is removed from the subject’s system and all effects are nullified. This spell can do nothing for those already dead by poison; for them, it’s too late. Cure poison is a touch spell.

## Cure Wounds

Casting Number: 6

Casting Time: Half action

Ingredient: A leech (+1)

Description: Your touch heals an injured character of a number of Wounds equal to 1d10 plus your Magic Characteristic. You can also heal yourself. This is a touch spell.

## Cure Disease

Casting Number: 11

Casting Time: 1 full action and 1 half action

Ingredient: A poultice (+2)

Description: Your touch heals a character suffering from the effects of a disease. The disease is removed from the subject’s system and all effects are nullified. This spell can do nothing for those already dead by disease; for them, it’s too late. Cure disease is a touch spell.

## Martyr

Casting Number: 14

Casting Time: Half action

Ingredient: A lock of hair from the target of the spell (+2)

Description: You create a sympathetic connection between you and one character of your choice within 24 yards (12 squares). For the next minute (6 rounds), any damage done to the chosen character is inflicted on you instead.

## Purify

Casting Number: 16

Casting Time: Half action

Ingredient: A burning torch (+2)

Description: Nurgle, the Chaos God of Disease and Decay, is abhorrent to Shallya. This spell allows you to target any one Daemon or follower of Nurgle within 48 yards (24 squares) and overwhelm him with the purifying power of Shallya. This is an anathema to the servants of the Plague Lord. The target of purify loses 1d10 Wounds, regardless of Toughness Bonus or armour, and must make a successful Will Power Test or be stunned for 1 round.

## Cure Insanity

Casting Number: 20

Casting Time: 1 hour

Ingredient: A blessed water sprinkler (+2)

Description: Your touch heals an insane character. One insanity is cured and all effects are nullified. This is a touch spell.
Troshon

Sitting at the bottom of the bay of Keros, Troshon is home exclusively to Triton. Very little is known about how the Tritons conduct their affairs as the only place outsiders are allowed without permission of the Emperor is the upper level of the capital, Aciopolis which is the only city not completely submerged under water. The triton have some very strict laws and unfortunate travelers are often imprisoned for something they would have never thought to be illegal like walking on the wrong side of the street. The tritons live in a very segregated society, only a Triton can be a citizen of Troshon and visitors only have access to certain areas while the Triton may go where they please within the rule of law.
Tholdir

The capital City sandwiched between a forest to the east and mountains to the west. If a dwarf wanted to get into academia this would be the place to do it. Schools in this city, by order of the queen, are segregated by gender. There is one school for males and five for females. Most of the country enjoys a certain type of music but nowhere is the love of the banjo stronger than in Tholdir, the city where the banjo was invented. Bards play all day in the streets by employ of the queen who loves the banjo dearly. Tholdir is often called "The city that Wines" either because of the banjo music itself or because of the people sick of the banjo. Of course how you interpret this say depends entirely on how you feel about the banjo, and you either love it or hate it there is no middle ground.
Hochland Long Rifle

In the Duchy of Hochland, a place famous for its hunters, engineers devised a firearm that has a range improved over the blunderbuss and the arquebus. While this weapon is superior to most other firearms in the Empire, it is rare, and those who have them almost never sell them. For now, knowledge of their construction is limited to Hochland. Like the Elfbow, there are no differences of craftsmanship with the Hochland long rifle; all are of Exceptional quality.
Udrog

This clan is vicious they lead assaults as often as possible hoping to drive out the goliaths not realizing doing so would end their one purpose in life. These savages are so superstitious they only touch water in order to drink, they have never bathed, and they do not believe anything exists past the oceans and rivers. little is known about the Udrog even by the Goliaths. It is known that they have several rituals most involving blood and some even involving Orc sacrifice.
Halfling

## Halfling Society

Halflings live primarily in Ethar and are usually farmers that don't have to work that hard for a living. Because of this, they tend to have a lot of time for non work activities. All halflings are proficient in a card game of their choice. These are a lucky bunch because of that the are very superstitious the halflings believe that this superstition is not only warranted but proven to be fact because it has been validated by their incredible luck. The rest of the world doesn't buy it they just find it hard to argue against.

## Halfling Traits

Your halfling character has a number of traits in Common with all other Halflings.

**Ability Score Increase**: Your Dexterity score increases by 2.

**Age**: A halfling reaches Adulthood at the age of 20 and generally lives into the middle of his or her second century.

**Size**: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

**Speed**: Your base walking speed is 25 feet.

**Lucky**: When you roll a 1 on The D20 for an Attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

**Brave**: You have advantage on Saving Throws against being Frightened.

**Halfling Nimbleness**: You can move through the space of any creature that is of a size larger than yours.

**Languages**: You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but Halflings loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all Halflings speak Common to converse with the people who they meet.

**Names:** For Halfling names reference the *Players Handbook* page 27 or *Xanathar's Guide to Everything* page 179.

## Subraces

### Lightfoot

As a Lightfoot Halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others.

Lightfoots are more prone to wanderlust than other Halflings, and often dwell alongside other races or take up a nomadic life.
**Ability Score Increase**: Your Charisma score increases by 1.

**Stealthy**: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

### Stout Halfling

As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south.

**Ability Score Increase:** Your Constitution score increases by 1.

**Stout Resilience:** You have advantage on saving throws against poison, and you have resistance against poison damage.
Twin Bridges

The city is situated at the northernmost bank where a river splits in two. In between the west bridge (Priscilla) and the east bridge (Rosemary) sits the entire town of twin bridges. The bridges were named for the most beautiful girls in town the Thornleaf twins it was rumored that the Lord of the area, Edwin Sweetnettle, was hoping to take one of them for his wife but he didn't quite care which so he built two identical memorials to their beauty accidentally offending both girls who never married him. Priscilla married a handsome young tavern owner and Rosemary an ornery yet rich blacksmith. While Lord Sweetnettle married a shrewd woman eager for power who eventually tired of her husband killed him in his sleep. Her descendant still rule the area. The city itself is smallish as far as cities are concerned but very charming.
Dwarves

## Dwarf Society

Eonor dwarves are a toxicly matriarchal society. Males of any race are often disenfranchised and are treated as second class citizens. One example is it is illegal for a man to be seen in public with an unkempt beard. This could mean some dwarves may shave as to avoid the female gaze but most are too vain for this and simply braid their beards. Males tend to only get hired for certain jobs anything subservient like a secretary or a waiter. If men in this culture want to achieve a higher education doing so will be a struggle and they will most likely have to leave the dwarven country of Delvar because there is only one school for male dwarves and it is inadequate.

## Dwarf Traits

Your dwarf character has an assortment of inborn Abilities, part and parcel of dwarven Nature.

**Ability Score Increase**: Your Constitution score increases by 2.

**Age**: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

**Size**: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

**Speed**: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

**Darkvision**: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

**Dwarven Resilience**: You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

**Dwarven Combat Training**: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

**Tool Proficiency**: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.

**Stonecunning**: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

**Languages**: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

**Names:** Reference the *Players HandBook* page 20 for dwarf names or *Xanathar's guide to everything* page 176.

## Subraces

### Hill Dwarf

As a Hill Dwarf, you have keen Senses, deep intuition, and remarkable resilience.
**Ability Score Increase**: Your Wisdom score increases by 1.

**Dwarven Toughness**: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

### Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain.

**Ability Score Increase:** Your Strength score increases by 2

**Dwarven Armor Training:** You have proficiency with light and medium armor.
Qi Qingqi/Relationships

OverviewHistory**Relationships**Gallery

## Liu Mingyan

Liu Mingyan is the head disciple of Xian Shu peak, and shares good relations with Qi Qingqi, her master. Liu Mingyan is described by Shen Qingqiu as Qi Qingqi's "beloved disciple."

## Shen Qingqiu

In Proud Imortal Demon Way, Qi Qingqi and Shen Qingqiu didn’t have much friendly relations or deal with each other much. However, Qi Qingqi and Shen Yuan are considerably closer, the former often making snarky yet friendly comments to which the latter finds amusement in. They get along well and occasionally work together.[?]

## Luo Binghe

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