recursal/Fanatic-Fandom huggingface dataset:
Empire of Colae

The Vezoskie are a people born in the depths of the Dark Forest, a haunted place once filled with bestial abominations, never one alike another but all equally bloodthirsty and deadly, as well as Phantoms who are benign to the Vezoskie but who hunted other humans like bloodhounds and slew them.

The Dark Forest was a large stretch of land that was inescapable due to the prevalence of the abominations. This bred a hardy stock of people, steeped in martial skill, honor, and community. The Vezoskie achieved complete gender equality, as every able body was needed to fight the abominations in the early days. This contrasts heavily with the other cultures outside of the Dark Forest that the Vezoskie encountered after destroying the last of the abominations and venturing out into the rest of the Colae.

It was decided among the warlike nobles of the Vezoskie to conquer the outside world laid before them. The abominations had been a test from the All-Powerful meant to prepare them for this moment, and so they did. Roughly 200 years ago, the Vezoskie emerged with a battle-hardened army and conquered the rest of the human kingdoms. Each time a new one was encountered, the terms were delivered: submit to reasonable terms (subjugation without usurpation) or war (which also didn't revert to usurpation if the enemy fought with honor). The longest subjugation war was that of the Oromar's, who fought effectively for two months before submitting to the Vezoskie's terms, only because they respected them.

They formed the Empire of Colae, a unified human empire to stand against and assert the dominance against the other (presumed) unified empires of the Dwarves and Elves. A couple of wars with the Elves resulted in relative victory, rarely resulting in complete victory, but asserting dominance and earning much-desired Elven goods and loot.

Upon these ventures into the Elven territory, the Dwarves constructed a giant wall along the human border to deter any invasions. It was finished within a week. In time, the Empire accepted the challenge, though. A grand imperial army, led by Vezoskie armies, assaulted the Wall, but it was too well-defended. It was armed with huge anti-personnel engines that hurled stones, crossbows, and missiles at the attackers. The army suffered heavy casualties and the survivors were promptly left to the slaughter as the Dwarves launched a simultaneous amphibious counter-attack, utilizing giant automatons.

Not a single Dwarf was seen during the war, or in Human history at all. No dialogue was ever achieved. After five months of ravaging by the almost infallible machine-demigods, they simply left, leaving only four wreckages to their opponent. With the armies of the Empire scattered, the other kingdoms saw this as a sign of weakness. In a time of weakness, most appealed, then declared independence from their overlords, the Vezoskie.

Now, the Vezoskie's warriors, while still the best in the land, were almost all dead, and their strength had been sapped by the years spent in luxury. The Empire is fractured, but can it be reclaimed?
Eladrin

The Eladrin claim to be the oldest of Dubek’s races, and certainly they ruled over almost all of the continent They are roughly of human height, standing from 5'5" – 6'1" on average, but are lighter, weighing in from 130 – 180 lbs. Even exceptionally strong high elves look rather slim compared with other races, looking athletic rather than muscular. Most high elves are fair-skinned rather than dark, and most elves have black hair, with silvery hues common among some prominent noble families. Elves, grow at a decelerating rate throughout their lives.

Very young high elves mature at a rate comparable with humans but during adolescence slow to a near stop until about 110 years of age, at which point high elves are considered mature. Elves then remain vigorous and active until the middle of their third century. Even so, after this most high elves suffer few of the infirmities of old age that plague other races, remaining full of life until the end.

The relationship between the Eladrin and many of the other peoples of Dubek has soured over the last several centuries due to a war instigated by the Elves. This conflict would affect much of Aeden, Gaius and Ur-Shakkar and although the Eladrin were defeated and annexed to a single city state, much resentment is felt towards the Eladrin – in particular Eladrin mages. This conflict was known as the Terrorflare.

Eladrin may move and live freely throughout Dubek but must live to learn with the wary glances that often follow them.
Phantom Gaming D Radeon RX580 8G OC

### Product Page

https://www.asrock.com/Graphics-Card/AMD/Phantom%20Gaming%20D%20Radeon%20RX580%208G%20OC/

## Technical

### PR Dual Benchmark Adjustment

0

*This article could use an image! Why not upload it?*
**Phantom Gaming D Radeon RX580 8G OC** is a Normal GPU from ASRock in *PC Building Simulator 2*.

## Summary

* Lighting: N/A
* VRAM: 8 GB
* Core Frequency: 1370 MHz
* Memory Frequency: 2000 MHz
* Length: 237 mm
* Wattage: 185
* Multi-GPU: See infobox.
The Fandom Assemblage Wiki

The FA-Wiki contains many different types of information such as Fandom Characters, Original Characters, Roleplaying, Fan-Fictions, discussions, and much, much more. We are very welcoming to new users, and you can contact any staff members, or our founders, anytime if you need assistance. We hope you enjoy your stay!

 TheGalacticBlueJay100
TheGalacticBlueJay
DoctorHopper
N/A
N/A

Nixx Reyes
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WORK IN PROGRESS!
The Black Dragon

## Black Dragon

Credit to Flavio Bolla for the creation of this image. (http://flaviobolla.blogspot.com/2013/04/das-schwarze-auge-step-by-step.html)

### Owned Territory

Various factories, shops and other buildings across the cities of the Oromaric Kingdom

The Black Dragon is a large underground organization based inside the Kingdom of Oromar.
Kingdom of Oromar

The Oromar are widely considered the second most powerful kingdom in Colae before and after the Imperial War. Prior to the formation of the Empire, the Oromar had regularly invaded their neighbors, the Westlanders and Mothev, but could never permanently keep territory far from the border due political shifting and harsh rulership.

The Oromar are the only other culture in Colae to assign spiritual significance to the Dark Forest. It had been used as a test of strength for warriors interested in increasing their prestige to enter the Forest and return with tales of horrible beasts slain and phantoms encountered, though they rarely returned. Of the fraction that did return, a fraction of those returned with tales of seeing other humans.

One such of these warriors, Vidar Elovsson, the last known warrior to enter the Dark Forest before the Imperial War, saw the great armies of the Vezoskie and warned the kingdom, buying it precious time to gather fighters from around the kingdom.
Confederation of Mikaf

Prior to the Empire’s subjugation of Mikaf, the people living there had belonged to several different tribes, all of which were consumed with rivalries with one or the other. A balance of power existed along with disagreements over homelands and religions.

The main tribes that existed before the Imperial War were the
MEG Z590 ACE

### Memory Speed Steps

2133, 2400, 2666, 2933, 3000, 3200, 3300, 3333, 3400, 3466, 3600, 3733, 3866, 4000, 4133, 4200, 4266, 4300, 4400, 4533, 4600, 4800, 5000, 5333, 5600

## Overclocking

### Can Overclock?

Yes

*This article could use an image! Why not upload it?*
**MEG Z590 ACE** is a Normal Motherboard from MSI in *PC Building Simulator 2*.

## Summary

* Lighting: RGB
* Chipset: Z590
* Socket: LGA 1200
* RAM Type: DDR4
* Size: S-ATX
* Max RAM speed: 5600 MHz
* Multi-GPU:
	+ SLI: Yes
	+ Crossfire: Yes
* M.2 slots: Yes
Jael ad Mendrion

## Jael le Mendrion

(This wiki does not own the image above. Credit goes to Jay Cortes, a Pinterest user.)

## Personal Information

### Relatives

Baron Castiel l' Mendrion Lady Theliel li Mendrion

Lady Coretha li Mendrion

Sir Mikhal le Mendrion

Baron Zakum l' Mendrion

Lady Germael li Mendrion

Sir Conah l' Mendrion

Lady Theliel II li Mendrion

Dame Sarakiel li Mendrion

Jeremiel le Mendrion

(For the sake of saving space, exact relationships were not listed. To see this, visit Mikhal av Mendrion's page. No children were born out of wedlock, so mothers and fathers are married.)

### Hair Color

Black, greying somewhat

Jael le Mendrion served as a baron in the Empire of Colae until his death during the Dwarven-Colean wars. He was a member of the House Mendrion.
Yoshi (All-Out Brawl +)

Yoshi originates from the Yoshi series. He is a veteran in All-Out Brawl + from its predecessor and the Super Smash Bros. series. He was the twelth character to be made in the game.

Yoshi has some great positives. He has a great jump height and he's moderately fast. His Egg Roll rapidly hits foes and his Swallow move immobilises foes and leads to combos. His combo game is also among the best. His Egg Throw is also a decent projectile. The only real negatives are that his slightly faster fall speed can lead to him being comboed more and his damage output is below average. His positives lead him to be ranked 7(A) on the tier list.

## Combos

Yoshi has a great combo game. His Swallow can begin a combo into any of his moves, even itself. His kick is also a decent combo starter. Yoshi's Egg Roll can combo into itself.

## Moves

 Neutral Special
 Side Special
 Up Special

## Mobility

 Traction
 Total Speed

## Trivia

* Yoshi's alternate colour is a Red Yoshi who is normally the second player Yoshi in Yoshi games.
* Yoshi was created ten months after the last character, Ness.
Religions

The religions in Colae are many and varied. This is a list of the dominant religions, and what cultures they can be found in:

* Laocism in Vezoske.
* Thaylism in Pundif.
* Orindolism in Pundif.
* Iloukism in Oromar.
* Adacham in Mothev.
* Flealyism in Kytan.
* Beadaism in Fritel and Dusi.
* An'inrism in the Westlands.
* Trikism in Mikaf.
I Paliá Frourá - The Old Guard

## The Elven Empire

   The Elven Empire has lasted for decades before Humanity created their own empire. Six decades ago, when humanity was struggling to fend for themselves and much less an empire, The Great Unification arose in the eastern front. An elf, supposedly of Brechéte origin, lead a diplomatic party across the Eastern Front, which is now known as the Elven Territory. All Elven tribes they encountered where given two choices; join, or be left alone to their own devices.

   Many joined, decidingly moreso then those who didn't. The Mountain Elves, they were the first. Then the Mud Elves, then finally the Solar Elves. The only tribe to not join were the Nocturnal Elves, though many still leave their homes in the Greater Eastern Forest to join the Old Guard. They pushed out any nonelven settlers in their lands, having commonly been met with hostility, conflict, and anger. Then, when they were finished, they settled their borders and kept to themselves. They rebuilt all that may have been loss before, and they furthered their own cities and cultures.

   They barely spoke of war or of violence, believing those were mere barbaric things that humans enjoyed. They rarely partake in warring, but only do so when they have been attacked- which their main aggressor has been Humanity. The wars have often resulted in many "half-breeds," or so they are called, originating from human pillaging and raping. The Elven Empire used to be lenient upon humanity, offering any that surrendered the choice to leave with their life. Now, it is a different story. They have "hardened," one could say, leaving no survivors when given the opportunity. Currently they have an uneasy truce with humanity, like many times before, and likely many times again.
Sanctuary: The Lost Season

Sanctuary: The Lost Season is a side-story to the mainline Sanctuary series, focusing on darker themes and more controversial topics compared to the original lighthearted comedy/reality show.

Sanctuary: The Lost Season is presented through episodes like traditional seasons but focuses less on the reality competition and is more a mix of the dark, twisted backgrounds of characters which have been exaggerated for the enhancement of this plot. The side story is set midway through the first episode of Sanctuary: Saints vs. Sinners, given the first episode titles being the same.

## Premise

The Lost Season branches off during S2's premiere, where the cast discover that Banguerra Island is nothing but an artificial utopia constructed by the producers of the show to create a familiar tropical location to rival ratings by the likes of Love Island. Upon discovering this, the cast descends into chaos, inadvertently taking over the island for themselves while trying to escape from it. In order to save the show's producers from going bankrupt, the production team allow the rioting and chaotic behaviour in order to broadcast as a new show showcasing the cast's decline into madness.

As the show continues and the cast escape from the island, the 'newly arranged' reality show kicks in, as the producers prompt the cast that somewhere on the planet, one billion pounds has been hidden, creating a chaotic atmosphere as the teenagers frantically travel the planet in pursuit of this cash prize. On the journey, they will explore the warped reality of drugs, sex, heartbreak, and even death, if they want to have any chance of becoming the billionaire of their dreams.

## Episodes

Let the Shit Show BeginMy Mad, Mad ParadiseBreak the Heart of IceGasoline Drenched HaloDeploy the Cherry BombLiqour Lipped LoversA Fucked Up RomanceThe Mariot of Broken LoveLet's Play PretendDrown Your SorrowsHave You Found Eden?...Or a Plastic Paradise?Hit the Ground RunningBurning ManTV in Black and WhiteDigital WitnessSunset Mall Never DiesNo Reason GivenHa-Ha-HaCocktails and DreamsHere's To the EndGame Over
Laocism

wip

**Direction:**inwards
**Focus:**vigilance

**Deities:**the God of Nature, the God of Dawn, the God of Names

**Divine Interaction:**none

**Afterlife:** is spread throughout several planes and can be reached by the living, with effort
**Supernatural:** phantoms

**Worship:**meditative sword training
**Holidays:**few
**Holidays Celebrate:**martyrs, moons
**Major Holiday(s):**happen only once every several years

**Clergy:**both genders
**Function:** spiritual advisors
**Lifestyle:**average
**Family:**none (if they have children, they are donated to the College
**Chosen:**raised from birth to be clergy
**Distinguished By:**

**Symbol:**a tree
**Holy Color:**saffron

**Passed Down:**via a strong oral tradition with some writings
**Creation Myth Type:**world-parent
**Mortals' Origin:**grew from the earth
**Major Myth/Symbol(s):**creation**,** the flood, the exile

**Deadly Sins:**dishonesty, envy and thoughtlessness
**High Virtues:**loyalty

**Associated Artform:**tattoos

**Coming of Age:**14 years old
**Coming of Age Rite:**involves a test

**Marriage:**is done only out of love
**Marriage Rites:**are often performed as group weddings

**Death Rites:**public cremation done in a grove

**Major Taboo:** discussing religion with outsiders

**Prevalence:**believed by most
**Outsiders:**are accepted
N7 Z590 (White)

### Memory Speed Steps

2133, 2400, 2666, 2800, 2933, 3000, 3200, 3300, 3333, 3400, 3466, 3600, 3733, 3866, 4000, 4133, 4266, 4400, 4600

## Overclocking

### Can Overclock?

Yes

*This article could use an image! Why not upload it?*
**N7 Z590 (White)** is a Normal Motherboard from NZXT in *PC Building Simulator 2*.

## Summary

* Lighting: N/A
* Chipset: Z590
* Socket: LGA 1200
* RAM Type: DDR4
* Size: S-ATX
* Max RAM speed: 4600 MHz
* Multi-GPU:
	+ SLI: No
	+ Crossfire: Yes
* M.2 slots: Yes
Bijou Cachaça

***Bijou Cachaça*** was a character on the animated reality television programme Sanctuary: Saints vs. Sinners.

## Biography

Bijou is a spokesperson for her father's brand of spirits, promoting it through her work in nightclubs, tours and party planning opportunities. Although her exterior may not allude to it, she is a hard worker and is passionate about helping her father's company as well as partying hard. She is a very boisterous party animal who loves a good drink, alcoholic though of course!

She is very headstrong and 'doesn't take shit from anybody', although she can be a pushover when trying to get something she wants from somebody, even if they aren't exactly on good terms. She always looks out for herself and those closest to her as her number one priority, but the game of Sanctuary will test these loyalties and expose how genuine or not they truly are.

## Trivia

* Bijou Cachaça's forename is derived from a nightclub in Newcastle, while her surname is taken directly from a type of spirit.
Mikhal le Mendrion

(This wiki does not own the above image. Credit goes to an unknown Pinterest user that could not be sourced.)

## Personal Information

### Relatives

Baron Castiel l' Mendrion (Paternal Grandfather)
Lady Theliel li Mendrion (Paternal Grandmother)

Baron Jael le Mendrion (Father)

Lady Coretha li Mendrion (Mother)

Baron Zakum l' Mendrion (Uncle)

Lady Germael li Mendrion (Aunt)

Sir Conah l' Mendrion (Cousin)

Lady Theliel II li Mendrion (Cousin)

Dame Sarakiel li Mendrion (Wife)

Jeremiel le Mendrion (Son)

### Hair Color

Black

Mikhal le Mendrion is a knight serving under the Empire of Colae. His father is the deceased war-hero Jael le Mendrion.

 Background

### Overview

Mikhal has gained the reputation of being an excellent swordfighter, on par with the tales of Sabrael nobles, and remaining faithful to his family's core values. He is currently residing in the Barony of Novius with his wife Dame Sarakiel li Mendrion, and regularly visits the nearby village under his ownership.

### Early Life and Adolescence

Mikhal was born as the son of Jael le Mendrion and his wife Lady Coretha. Jael was a knight and lord of the nearby village Kavalinna, with Baron Castiel having control of the Barony of Novius. At this time, the house was well respected yet not nearly as popular as it would become in the future. Its core values were still recognized and appreciated, and the climbing of renown for fighting expertise was clearly seen.

When Mikhal reached the age of seven, after being taught in manners and general virtues of the house and the Vezoskie culture as a whole, he was sent off to work as a page for the owner of a nearby barony. Here, he was given expansion on literacy, the ideals of the culture, basic knowledge on combat, and horse-riding.
Phantom Gaming Radeon RX560 4G

### Product Page

https://www.asrock.com/Graphics-Card/AMD/Phantom%20Gaming%20Radeon%20RX560%204G/

## Technical

### PR Dual Benchmark Adjustment

0

*This article could use an image! Why not upload it?*
**Phantom Gaming Radeon RX560 4G** is a Normal GPU from ASRock in *PC Building Simulator 2*.

## Summary

* Lighting: N/A
* VRAM: 4 GB
* Core Frequency: 1223 MHz
* Memory Frequency: 1757 MHz
* Length: 170 mm
* Wattage: 75
* Multi-GPU: See infobox.
Armisael av Sabrael

Disclaimer: This wikia does not own this image. The creator of this image was unable to be sourced.

## Personal Information

### Relatives

Jeduthun av SabraelNathanael av Sabrael

Sabrathan av Sabrael

Coretha av Sabrael

## Physical Description

### Hair Color

Grey (Formerly Brown)

**Armisael av Sabrael** is the former head of House Sabrael and had served under the Empire of Colae as a Count until his recent death.

TBC
Jeduthun av Sabrael

Disclaimer: This image is not owned by this wikia. The creator of this image was unable to be sourced.

## Personal Information

### Relatives

Nathanael av SabraelSabrathan av Sabrael

Coretha av Sabrael

Arimsael av Sabrael

## Physical Description

### Hair Color

Dark Brown

**Jeduthun av Sabrael** is a member of House Sabrael and serves as a Baron in the Empire of Colae. He is the eldest of the Sabrael brothers and the inheritor of the fiefs held by his father- the former family head, Armisael av Sabrael.
Caleb (All-Out Brawl +)

Caleb originates from the Austin series. He is a veteran in All-Out Brawl + from its predecessor. He was the second character to be made in the game.

Caleb has great pros. He's one of the most agile characters in the game, his standard attack is one of the strongest and his shurikens are an effective projectile to rack up damage quickly. However, his side special (Sword Thrust) and up special (Smoke Bomb) are not the best. His sword thrust has some starting lag and lots of ending lag, leading him to be easily predictable and punishable. Smoke Bomb is a tricky recovery move that launches Caleb backwards and up. It can deal some decent damage but Caleb's ending lag is pretty big, leaving another way for him to be punished. These moves also don't let have a good combo game. Although he has great pros, his cons bring him down to mediocre, but on the tier list he is at the bottom at 12 (C).

## Combos

Caleb has a bad combo game. He can spam Shurikens or his standard attack and he could follow up with a smoke bomb, but that's pretty much it.

## Moves

 Neutral Special
 Side Special
 Up Special
and backwards. Leaves a smoke cloud
behind, dealing quick little damage.
Long ending lag.

## Mobility

 Traction
 Total Speed

## Trivia

* Caleb's alternate costume resembles Austin.
* Caleb is Austin's brother in the Austin series.
Litany of Colae Wiki

## Welcome to the Litany of Colae Wiki

Litany of Colae is a database for the lore of a D&D-inspired universe made by a fan, primarily for use in tabletop games.

* Map
* Calendar
* Factions
* Noble Houses
* Characters
* Timeline
* Races
* Religions
* Magic
* Notable Events
* Naming Conventions
* Public Discord

**Disclaimer:** This wikia does not own most of the images shown on this website. All images not owned by this wikia will be credited towards their respective authors, if they are able to be sourced.
The Blackbirds

**Quick Notes:**

Leader: Sindol Fellorson

Known Members: Alfred "Michaels"

Discovered in the jungles of Sarmanthia the group overheard talk of a sea monster that had washed up on the shores of Aggeralis. Other rumours indicated that there were tensions between the orcs of Vellan and the raiders of Ur-Shakkar.

Blackie initiated trade with The Blackbird camp, exchanging information from his map of the region for a look at the diligent noted that Michaels was taking. Upon receiving the notes Blackie discovered The Blackbirds were working for an unnamed "Benefactor" trying to meet their request of capturing two indigenous natives; The Blackbirds had been successful in their endeavour and had two lizardfolk younglings tied to a stake as captives. Michael's other notes indicated their group had lost a member to raptors "a mile north" of their camp.

Sindol Fellorson tried to double cross the group, using his net projectile gun to try and capture them, but with quick thinking the group identified that the entire Blackbird party was made up of humans; snuffing out their fire Blackie and Frederick with their dark vision were able to make short work of the treacherous rogues. The entire party, bar Sindol who managed to escape (with half of Blackie's map), were killed in the attack.
The Explorer's Guild

The Explorer's Guild of Dubek is comprised of many regional branches stretched across both the known world, and fringes of the unknown. Although many of these branches operate as independent 'franchisees', the Expedition Teams represent the best the Guild has to offer - veterans of a dozen missions. Expedition Team IV is perhaps one of the most prestigious.

## Expedition Teams

Being in an Expedition Team is not for everyone - there's near enough zero downtime and a large amount of initiative taking is expected. Members of Expedition Teams are often left to their own devices to uncover clues and hints that may lead to discoveries of interest (and profit) to the guild as a whole. Exploration and tresspassing is heavily endorsed.

### Benefits

Although a lot of expected of Expedition Teams, the lifestyle is not without benefits. The respect of almost everybody in such an influential guild can often lead to a blind eye being turned by the city guards in most cities for the occasional indiscretion. Financial rewards are potentially enormous, with Expedition Teams taking a percentage cut of any and all profit stemming from a project they sourced for the guild.

### Known Expedition Teams

1. Expedition Team I: ???
2. Expedition Team II: ???
3. Expedition Team III: ???
4. Expedition Team IV: Quint Steele, Anarissa Dæn, Jal'eq and Boris

## Guild Members

* Overseer Feldspark
* Kolstair Fairtrade
* Varothe
* Jebediah Quenchbrew
* Delo'res Phærfli
* Elroy Jewelking [Deceased]
* Moirah (Guard) [Deceased]
* Expedition Team IV
	+ Cpt Quint Steele
	+ Anarissa Dæn
	+ Jal'eq the Sly
	+ Boris
* Ailig "Blackie" Blackspar
Aedin

Aedin rivals Gaius in size and claims to be the oldest and most prestigious of the human bloodlines. Although their nation and military are on par with the Gaians, Aedin has never chosen to flex their strength on the world stage unlike their neighbours to the North-West.

For the most part, Aedin's borders are heavily shielded by a lengthy mountain range known as the The Bristlebacks. These mountains are easily ascended from within Aedin but are considered impassable from the Gaian side, much to the relief of the Aedinians over the years. Aedin suffered great losses at the hands of the Eladrin during the Terrorflare, when Sun King Deltonaris burned a bloody swathe across the north of their nation on his route to Arcanos. The Aedinians possess some of the most skilled and powerful Magii in all the human nations, and they have not forgotten barbarism of the Eladrin when they invaded.

## Key Settlements

* Shalkas (Capital)
* Aedenwound
* Batezek
* Blaise End
* Caddis Fell
* Dixaroc
* Gentle Respite
* Kanasko
* Skybird Trill

## Points of Interest

* Arcanos
* The Bristlebacks
* Easthaven Ruins
* Hammersong
* Runas Tomb
The Duchy of Colskin

Colskin is a relatively new nation in its current form. Formerly Aggeralissian territory tormented by a great green dragon, The Consortium's offer of signing over the land in exchange for slaying the dragon was taken up by Vladimir Hunbar – a Gaian noble and archer of no small skill. Bringing 100 of his most trusted and suicidal companions, they laid a trap for the Wyrm and against all odds managed to slay it. The incredulous Consortium were held to honour their bargain by High King Volstun and Colskin came to birth as a nation.

In the current day, Colskin’s leader is the ambitious and charming Duke Orbeck who sits in Opardis.

## Settlements

* Opardis (Capital)
* Dinghsbough
* Krakenwatch
* The Bulwark
Sarmanthia

A huge jungle wilderness **Sarmanthia** is an ancient continent long left unexplored by the inhabitants of Dubek; after the southern waters south of The Duchy of Colskin temporarily retreated it revealed a land-bridge to the continent. Before the tides returned and the water raised, a small group from The Explorer's Guild were able to establish a fortification in northern Sarmanthia under the provision of Duke Orbek of Colskin to explore the region and recover its riches.

The landmass itself is a thick jungle canopy, intersected by a huge mountain range dividing the north of the continent in two; to the south and further west the land is undocumented and steeped in mystery. Sarmanthia is an old land dotted with unbelievable natural features, incredible beasts and a number of ancient temples.

To the native races, and those who knew of the continent long ago, the true name of Sarmanthia is Haer Dalis.

## Discovered Races

* Lizardmen
* Tortle
* Yuan-ti

## Northern Sarmanthia

The north of the continent was the first region that the explorers from Dubek were able to reach, a far stretch of jungle and difficult terrain The Explorer's Guild setup their fortified camp in the north-east.

### Northern Settlements

* Ahoyhoy
* The Explorer's Guild Camp

### Northern Major Points of Interest

* "Elroy Temple" / Blood Demon Temple
* Chasm (Unexplored)
* Dangwaru - "The Typhoon Palace"
* Dark Tower (Unnamed, Unexplored)
* Giant Crystal Grove (Unexplored)
* Highhorn
* Ice Peak Mountain
* Lake Temple
* Southern Temple (Unexplored)

### Northern Minor Points of Interest

* Ancient Glade
* Plant Mother's Glade / Explorer's Guild Water Source
* Smilodon Cave
* The Tar Pits
* Southern Caves

## Southern Sarmanthia

This region of the continent is, as of yet, complete unexplored by the Dubekian explorers.
Tiefling

Tieflings are human based, planetouched outsiders that are infused by the touch of the fiendish planes, most often through descent from fiends - demons, yugoloths, devils, evil deities, and others who had bred with Humans. Unlike half-fiends, Tieflings are not predisposed to evil alignments and vary nearly as widely as humans.

Tieflings are typically solitary and curious wanderers who navigate throughout the planes of existence. Mundus had remained undiscovered by them and many other extraplaner beings, until the experiments of the Eladrin in their height of their Dimensional Experimentation sent a beacon out across the planes and put Mundus firmly on the map. For that reason, the world has become almost a tourist destination for curious, bored Tieflings keen to experience something new. That being said, they are still considered a very rare sight and are often treated warily due to their undeniably demonic appearance.
Gaius

Gaius is the largest of the nations on Dubek, rivalled only by Aedin. It sits in the middle of the continent and entirely contains Quelled Sara’gosa within its borders.

Gaius owes much of its prosperity to the combination of two main factors: Her military might is great enough that even being surrounded by five other nations has not painted a target on it, and her location means that almost all trade on the continent must pass through Gaian borders and tax marks at some point.

The capital of Gaius and de facto capital of Dubek is The Seat, the heart of Gaius. It is currently ruled by High King Alaxandar. Other major settlements include Magebane and Spellwane, which sprung up at the sites of two major Eladrin defeats. These now serve as outposts for maintaining a careful watch on Sara’gosa activity.

## Settlements

* The Seat (Capital)
* Burham
* Door in the North
* Eladrin's Gift
* Gardeth's Folly
* Hammerhold
* Magebane
* Spellwane
* Steelreach
* Umar Keep
* Valkorock
Ur-Shakkar

Ur-Shakkar sits at the North East of Dubek and is an icy, mountainous region. The Urshaks are a hard and cold people, gambling with the oceans for coastal raids on their sleek Urdenskipts. Their capital is the defiantly coastal city of Skøld. The Urshaks make ill neighbours of the Dwarves who reside in their nearby mountain home. Ur-Shakker is currently ruled by Thane Queen Eklund from her seat in Skøld.

As brutal sea-faring folk the Ur-Shakks, among their deities, give worship to Umberlee; the chaotic evil goddess who controls the harshness of the sea while reveling in her own power and is not hesitant to drown people, if she so pleases.

As of 400AT (present day) the Adventurers heard rumour from The Blackbirds that tensions were high between the orcs of Vellan and the raiders of Ur-Shakkar.

## Settlements

* Skøld (Capital)
* Bjarnfost
* Hiostheim
* Urdenfjord

## Points of Interest

* Dangwaru, *The Typhoon Palace (Northern Cape, Sarmanthia)* - A palace built for an Ur-Shakk cleric of Umberlee named Hrultha Bittershield, the palace had fallen vacant for decades
Anarissa Dæn

A member of the Explorer's Guild, and one of the key members of Expedition Team IV alongside Captain Quint Steele , Jal'eq  and Boris . An Eladrin as haughty and aloof as any other elf, she is a mage of no small power, Anarissa is constantly conscious of the negative stories most of society has towards elven spellcasters, and so leans more towards spells of utility and illusion over the raw power so often associated with the elven Warmages of the past.

## History

Rumours abound of a past but amicably-ended romance with Steele.

## Relationship

First encountered The Adventurers™ with the rest of ET-IV at the Explorer's Guild Camp in north west Sarmanthia. Anarissa used her magic to directly transfer the notes and points of interest of their teams' own map and copy it to Blackie's  map.

Anarissa and the rest of Expedition Team IV were last seen heading to the Dark Tower in north east Sarmanthia.
Gnomes

Gnomes are small humanoids, believed to be an offshoot of their larger Dwarf cousins. They are often known for their eccentric sense of humour,inquisitiveness, and musical prowess.Having had few overt influences on the world's history but many small and unseen ones, Gnomes are often overlooked by the powers that be, despite their craftiness and affinity for illusion magic.

Gnomes are very long-lived, often living as long as Elves, which means living over three centuries is not uncommonly rare and five centuries is not unheard of. Generally, gnomes are considered to reach maturity at forty years of age. However, unlike elves or eladrin, gnomes show a greater degree of aging as they grow older and once a gnome has passed his or her first century, their hair begins to gray, if it was not already white, and their skin begins to wrinkle as in Humans or Dwarves. However, even the oldest gnome retains a vitality that would be extraordinarily unusual among many of the younger races.

Gnomes maintain a number of small settlements throughout Dubek and often have districts within Dwarven Ante Cities. They often rub purist Eladrin up the wrong way, who consider Gnomes some of the worst offenders of pilfering their ancient relics.
Session 004: Here Be Dragon

<<< Session 003: Blackbirds and Turtles || Session 005: Unplayed >>>

## Session Synopsis

Following the fireworks seen from their camp, the group stumble upon a notorious group of adventurers known as The Blackbirds. A double cross from the group left them all but annihilated save for their leader. Further into the jungles the Adventurers™ find the coastal city of Ahoyhoy, run by a race of turtle-folk and the source of the fireworks. In their exploration of the town they discover an out of place tiefling named Dantalion who joins them for the next leg of their journey; north of the peninsula to the typhoon palace of Dangwaru.

## Session Overview

In the throne room of Dangwaru the Adventurerers composed themselves, taking in the situation. Looking out of the window to the south across the ocean the group spied a ship off the coast heading towards Dangwaru, a captain aboard the ship had took note of the group looking from the window. A unrecognisable ship, with twin sails, the group were unable to identify its owners nor Dropping anchor the ship began to

### Chapter

<<< Session 003: Blackbirds and Turtles || Session 005: Unplayed >>>
Quint Steele

Quint Steele is a member of the Explorer's Guild and the Captain of Expedition Team IV (Anarissa Dæn , Jal'eq and Boris). He is known for being an exceptional swordsman, gambler, and flirt.

## History

Quint Steele is the longest serving member and leader of Expedition Team IV, joining the team as the newest member of the previous incarnation before they suffered a near-total party wipe on a mission. Quint spent the next several years recruiting a new team he trusted with his life.

## Relationship

The Adventurers™ first encountered Quint and the rest of his team at the Explorer's Guild camp in northern Sarmanthia . Their group had been tasked to scout the north east of the region, discovering and documenting a number of points of interest for other groups to explore more thoroughly. Quint shared his map and findings of the region with the Adventurers™ before heading off to the Dark Tower to the west.
Sessions

List of Sessions we have played with details and synopsis

#### Level 03

Prologue: Bloody Krebin - [24/11/2018] Bonneville and Krebin are sent into the untamed wilds of Sarmanthia in search of Elroy Jewelking, famous adventurer and missing member of the Explorer's Guild. Heading to his last known whereabouts, a newly discovered temple. Facing off against lizard folk, dinosaurs and ghosts the duo find a changed Elroy and face off against a summoned blood demon, otherwise known as a Bonneville Demon.

Session 001: The Three Amigos (and Krebin) - [26/01/2018] After Bonneville headed back towards Dubek, unable to find what he was looking for, Krebin is teamed up with three new budding adventurers: Blackie, Frederick and Zsoldos. Together the Adventurers™ head south in search of a pair of giant tiger-like smilodons for the Duke.

Session 002: They Can't See You if You Don't Mo... - [16/02/2018] Capturing a smilodon the group return to camp where they meet the infamous Expedition Team IV; a scene between Zsoldos and the team's Tabaxi brings questions about the rangers history. Supplied with a number of scouted locations the Adventurers™ journey back south following in the footsteps of ET IV and find themselves face to face with a T-Rex and a bunch of raptors.

### Level 04

Session 003: Blackbirds and Turtles - [17/03/2018] Following the fireworks seen from their camp, the group stumble upon a notorious group of adventurers known as The Blackbirds. A double cross from the group left them all but annihilated save for their leader. Further into the jungles the Adventurers™ find the coastal city of Ahoyhoy, run by a race of turtle-folk and the source of the fireworks. In their exploration of the town they discover an out of place tiefling named Dantalion who joins them for the next leg of their journey; north of the peninsula to the typhoon palace of Dangwaru.

Session 004:Unnamed - [07/04/2018]
Session 003: Blackbirds and Turtles

<<< Session 002: They Can't See You if You Don't Mo... || Session 004: Unplayed

## Session Synopsis

Following the fireworks seen from their camp, the group stumble upon a notorious group of adventurers known as The Blackbirds. A double cross from the group left them all but annihilated save for their leader. Further into the jungles the Adventurers™ find the coastal city of Ahoyhoy, run by a race of turtle-folk and the source of the fireworks. In their exploration of the town they discover an out of place tiefling named Dantalion who joins them for the next leg of their journey; north of the peninsula to the typhoon palace of Dangwaru.

### Chapter

<<< Session 002: They Can't See You if You Don't Mo... || Session 004: Unplayed
Ahoyhoy

Ahoyhoy is the tortle town based in Sarmanthia on its eastern penninsula; the walled port town is a trade hub for travelers and other nations of Sarmanthia, particularly the lizardfolk to the east. Ahoyhoy is a relaxed and friendly town run by the village Elder Mudgraw, the tortle race are a peaceful folk but capable of defending themselves against most attackers. They have a shaky relationship with the Dragon Nation, who are known to be pillagers and slavers that take what they want.

Ahoyhoy and surrounding areas is protected by the sea dragon Ara'kuja.

The Adventurers™ are now seen as the Heroes of Ahoyhoy and have statues of themselves within the town due to the groups various exploits on the peninsula in service of the tortles.

## Points of Interest

Ahoyhoy has the following areas of interest:

* Amphitheater
* Marketplace
* Beach
* Elder's Hut
* Blacksmith Square

## Available Goods and Services

Ahoyhoy has a blacksmiths and a number of shops at the market; the majority of their uncommon wares come from hunting, scavenging and trade and so they do not have a consistent stock of magical items. Items that have been available are:

* Potions of Healing
* Arcane Supplies
* Red Bloodhawk Feathers (2s)
* Poisoning scorpions (1gp)
* Untrained almarage
* Dinosaur eggs
* *Flail Snail* shell fragments
* Intact *Flail Snail* shell (5000g)
* Various gems (including large diamond)

The rangers (Tuco) can be hired as guides for the week (XXgp)

## Known Characters

* Elder Mudgraw
* Tuco the Ranger
* Abraham the Barman
Sanctuary 2019

Many years after the previously infamous "Total Drama" television series seized to exist on modern television, and where "The Ridonculous Race" took over reality television and the world in a violent, unavoidable storm, the original fans of the "Total Drama" franchise started to form an uprising against the directors, producers, and other related personnel at the show, demanding that the show would be renewed for one final season to say a final goodbye to the franchise that every fan had dreamed of. A few years continued to pass with little to no word, however, seemingly overnight, the "Total Drama" franchise began to gain a larger fandom, becoming more and more popular, leading the show to finally return in a bigger and better fashion than any season that had previously aired.

However, as the once-popular franchise found it's footing again on modern television, the creators behind the original show wanted to create another spin-off, entailing a new adventure in a new direction to appeal to a new audience. The concept behind the show and the elements that made Total Drama hit the drawing board, and slowly but surely, an entirely new game was devised, with an entirely new cast of characters ready to take on what is said to be the hardest game to air on network television.

Twenty of the most daring and insane contestants have signed up for a new reality competition show, where they will have to live in the middle of nowhere on a random remote island with nineteen strangers with little-to-no human resources to their name. They are all masters at the art of deceit and will do everything and anything in their power to ensure that they are the sole survivor of the game. The once easy reality show of Total Drama has become more advanced and revolutionised, and has become an ordeal that will test even the strongest members of the human race.

Welcome to a game of lies, deception and survival, welcome to Sanctuary.
Written by, *Bleak Moonlight*.

Word Count: 0,000

## Update Log

* **December 29, 2018:** Work began on Sanctuary, yet again.

## Cast

*Note: Stereotypes could possibly change if the author feels they can be phrased better in the future*

## Elimination Table

**Key:**

     **NAME:** This contestant was part of Queen of Hearts.

     **NAME:** This contestant was part of King of Clubs.

     **WIN:** This contestant won the challenge for their team.

     **WIN:** This contestant was on the winning team.

     **SAFE:** This contestant was up for elimination but received no votes.

     **IN:** This contestant was up for elimination and received votes, but was deemed safe.

     **LOW:** This contestant was the final contestant to be safe.

     **OUT:** This contestant was voted off the show regularly.

     **QUIT:** This contestant quit the show.

     **LEFT:** This contestant left the show irregularly.

     This contestant did not participate in this episode.
Wurg Insurrection

Insurrectionists

N/A

Insurrectionists

41 soldiers

Dwarves

1 Automoton

Insurrectionists

28 dead

4 injured

Dwarves

1 destroyed

It is debatable which of the nations first declared their independence but it is likely that it at least started with the Oromar. Near the coast of Oromar during the Dwarven War, a company of 47 Imperial soldiers camped outside the town of Wulg on a hill, overlooking the area. The company were mostly young conscripts, but still warriors on the way to Mothev to assist the scattered armies of the Empire.

At dawn one morning, a ship was spotted in the distance. It was not made of wood, and it glittered with steel. At this time, it was unknown how the automatons has penetrated so deeply into the Empire’s territory, but the theory that they were transported on Dwarven ships proved to be partially correct. It beached itself at noon.

Two scouts were dispatched to watch it. Marshal Uriel, the leader of the mostly Oromar company, thought it to be a malfunction of Dwarven machinery and paid it little mind. I’m only an hour, screaming was heard from the town and some of the people fled uphill to the camp, claiming an automaton was demolishing the village. Uriel, dumbstruck, ordered an immediate retreat of the company further inland as they had no siege engines to destroy it with.

The Oromar soldiers protested. It was unfamiliar to Uriel, dealing with undisciplined soldiers. The Oromar always followed orders. Again, he ordered the retreat, but only the three Vezoskie in the company, his own companions, moved to obey. The Oromar soldiers crowded around the marshal, warning him that they could not stand the destruction of their people’s village.

Uriel, in response, was enraged. He inadvertently gave birth to the now-famous battlecry of the Oromar as he shouted at his men, “Will you fight for the Empire, or die for your kingdom?” The soldiers looked at one another, yelled “Die for our kingdom!”, and rushed the marshal, lynching him, then his comrades.

The company marched to the village, equipped with as many maces as they could find in the camp, and shouted their battlecry at the automaton as they charged it. They were victorious but there were only 13 survivors. The soldiers turned themselves in to the authorities, but did not divulge the details of the battle with anyone but the townspeople. The soldiers were given Imperial justice in the form of death for mutiny.
Jal'eq

Jal'eq is a mild oddity for many, a Tabaxi - A small humanoid of feline appearance who hail from a secretive land they seem genetically unwilling to discuss in any specific terms. He is a member of the Explorer's Guild and Expedition Team IV along with Captain Quint Steele, Anarissa Dæn and Boris.

## History

Jal'eq and Quint Steele first met when he cheated his future Captain blind in a game of cards. Quint discovered the ruse at the last minute and made Ja'leq hand his winnings over, only to later find them gone from his pocket and Ja'leqs calling card.

## Relationship

The Adventurers™ met Jal'eq at the Explorer's Guild Camp in North East Sarmanthia with the rest of ET-IV. After a somewhat cold reception from Zsoldos, due to his fleeting experience with the Tabaxi that killed his wife, relationships between the two groups were icy. Zsoldos questioned Jal'eq, with some mildly racist questions presuming the Tabaxi may know all Tabaxi, but after sincere condolensces from Jal'eq the two made up through a night of drinking and gambling. Zsoldos lost a decent pot of gold to Jal'eq that night, but when he awoke in the morning he found the Tabaxi has returned his gold whilst he'd slept.

Jal'eq and the rest of Expedition Team IV were last seen heading to the Dark Tower in north east Sarmanthia.
Boris

A member of the Explorer's Guild, this enormous Half-Orc of brutish stock, even for his race, Boris is the pure muscle of Expedition Team IV (Captain Quint Steele, Anarissa Dæn and Jal'eq). His physical prowess is only exceeded by his love of knitting, cooking and translating Elven philosophical texts.

## Relationship

The Adventurers™ met Boris along with the rest of Expedition Team IV at the Explorer's Guild Camp in north east Sarmanthia, rifling through books and notes he was an unexpectedly eloquent half-orc, defying expectations given his brutish looks.
Session 002: They Can't See You if You Don't Mo...

<<< Session 001: The Three Amigos (and Krebin) || Session 003: Blackbirds and Turtles >>>

## Session Synopsis

Capturing a smilodon the group return to camp where they meet the infamous Expedition Team IV; a scene between Zsoldos and the team's Tabaxi brings questions about the rangers history. Supplied with a number of scouted locations the Adventurers™ journey back south following in the footsteps of ET IV and find themselves face to face with a T-Rex and a bunch of raptors.

### Chapter

<<< Session 001: The Three Amigos (and Krebin) || Session 003: Blackbirds and Turtles >>>