recursal/Fanatic-Fandom huggingface dataset:
Anberna

**Anberna** is the capital city of the Zeogia Empire and the largest city in all of Proetho. It has a reputation for keeping secret and closed off to the rest of the outside world, keeping alive a strong policy of isolation. This, compared with the yuan-tis fearsome reputation, is what tends to skew travelers away from Anberna. It is also the cousin empire of the Huthage Dynasty in the Ushos Jungle.

## Description

Anberna is a city built from sandstone and hard work brought to life with the dedicated lives of the yuan-ti people. Large spires of sandstone and sprawling market places stretch over the entire region, all settled over with a fine layer of dust.

Anberna is protected by a large wall stretching the perimeter of the entire city, watched and maintained at all hours by city guards donned in powerful armor. The only ways in and out of the city are through eight gates. The North, South, East, and West gates are the largest and most well known, with the Northwestern, Southwestern, Northeastern, and Southeastern all being subsequent options.

Unlike most cities, the entire infrastructure of Anberna is decided by the three caste systems: Ssrath, Ha'srammass, and Vrael. The three levels form rings around the city separated by walls, with the Ssrath region being the outermost ring and the Vrael region being the core center.

The Ssrath region is unkempt and dirty, often referred to as the "slums of Anberna" by those who have been there. The Ha'srammass region forms the second ring of the city and is fairly nice and well-kept, called the middle class of Anberna by most people. Meanwhile, the Vrael region is the highest and most glorious of all the three regions, inhabited by Sultana Nitash herself. It is reserved for only the highest of yuan-ti folk, and has the greatest buildings and the palace itself.

## Locations

### Palace of Aegremonth

Standing high and mighty on the eastern coast overlooking the

## Known Residents

* Sultana Nitash
* Thulu (Formerly)
The Abyss

**The Infinite Layers of the Abyss** is the universe of chaotic evil and the birthplace of demons, as well as the afterlife for anyone with such an alignment. With evil constantly spawning and nothing ever staying the same, the Abyss is the perfect home for demons and the perfect punishment for anyone else.

## Inhabitants

### Deities

* Krugyn, Goddess of Torment, Trickery, and Wrongdoing
The Summer Woods

**The Summer Woods** is one of the four regions of the Feywild, representing the wild, intense, and beautiful season of summer. Home to the Summer Court, the woods are one of the two most powerful places in all of the Feywild, second only to the Tundras of Winter.

## Geography

The Summer Woods are a land of livelihood and wonder. Summer itself represents life in its highest form, and the region represents that well. The land is mostly governed by a large forest of great trees, pockmarked by lakes, rivers, clearings, and the occasional mountain or two.

The trees that grow in the summer woods can sometimes reach as tall as mountains and are able to support entire civilizations. The mountains are often low, warm, and fertile, with life bursting from all around.

Some say that even the soil of the Summer Woods sings with life. The entire place is bursting activity and energy that even the most vivacious of the Material Plane may be overwhelmed by.

However, contrary to popular belief, the entire land is not one big forest. While it does take up the majority of the land, lightly forested hills and clearings run rampant in the region.

## Inhabitants

 Dragons
 Fey
 Humanoids
 Monstrosities

## Known Residents

* Aurelia Calster
* Elmspine
* Mango
* Faryth Earno

## Trivia

* If the Summer Woods could be a Hogwarts house, they would be Gryffindor.
Folhani Pecaluck

**Folhani Pecaluck** is an NPC and master carpenter aboard the Scarlet Maiden, using her eccentric intellect and wit to craft various types of inventions for both practical and impractical uses. While many don't exactly get or appreciate her creations, she still makes as many of them as possible and uses her studies for the benefit of others as well as herself.

## Powers and Abilities

### Rock Gnome

* Artificer's Lore
* Tinker

### Artificer

* Magical Tinkering
* Infuse Item
* Artillerist
* Arcane Armament

### Spells

#### Cantrips

* Dancing Lights
* Create Bonfire

#### 1st Level

* Catapult
* Disguise Self
* Identify
* Snare

#### 2nd Level

* Arcane Lock
* Magic Weapon

#### Infusions

* Returning Weapon
* Replicate Magic Item
* Enhanced Armor

## Notable Equipment

#### Returning Handaxe

As a result of one of her infusions, Folhani has a handaxe enchanted to return to her whenever she throws it.

## Trivia

* Folhani has a pet faerie dragon named Lamsor.
Kedric Thindrell

**Kedric Thindrell** is a human, NPC, and sailing master aboard the mighty pirate ship The Scarlet Maiden. Not much is known about him even to his own crewmates, but he has proved himself time and time again to be a loyal member of the ship.

## Appearance

Kedric has a tall and built frame, but it is said that despite this, he still makes it look rather graceful. He has red hair clipped down on the sides to look fluffy on the top, and bright blue eyes the color of the sky. Oftentimes, he can be found wearing a white shirt and sky-blue vest with golden buttons, alongside black trousers and orange boots. Typically, a sword is slung around his back and two daggers are kept in a belt around his waist.
Bartum

**Bartum** is a senior Watch Officer in Fel Sadanis. Among the Watch of Fel Sadanis, he was the highest-ranking to survive the Shift of 3060.

## Appearance

He is a wiry person with a bald head and a neatly waxed black mustache that was turning to gray.

## History

He was a lifelong member of the Watch, and had been the instructor of Melka and Talasa.

He served as Sentinel Talasa's adjutant, right before the Watch attempted their futile coup against Citizen Sadanis. Seeing that his once-student who had risen and surpassed him, was dead, saddened him greatly. He was immensely thankful for Rain to return the badges, weapons and accolades of the Watch members who had died, and that helped them to form a cordial relationship, during which Bartum answered many of Rain's questions, including about Souls.

Bartum was, after the decapitation of the Watch, their acting commander, and eventually took over control over the entire city after Citizen Sadanis stepped down from her position. Bartum then had to oversee the panic during the Shift, evacuating and rescuing as many inhabitants of Fel Sadanis as possible, and formed a perimeter around the Southern and Eastern Garrisons and City Gates, abandoning the rest of the city.

He transferred his command to Guardian Dunwich, who was brought into the city via Teleportation from Jarro. Bartum was lauded by Dunwich, promoted to Sentinel despite still being of factual bronze rank, and given a slew of responsibilities and duties, among them seeing out the Bank, evacuation of the city, and handing out a *Custodian* plate towards Rain. He was promised a position of second-in-command in Fel Sadanis even as more Sentinels from outside were expected to arrive.

## Abilities

Bartum does not have skill Mana Sight.

He is not capable of changing the timing on his training overview. As with all members of the Watch, he is capable of Reading souls.

## References

1. ↑ Chapter 88
2. ↑ Chapter 109
3. ↑ 3.0 3.1 3.2 Chapter 104
Estiwan

**Estiwan**, or, the **Kingdom of Estiwan**, is a grand human kingdom and empire that takes up most of the mid-section of Naephemon. Making up all the land conquered from the three other human kingdoms and the dwarven kingdom they claimed in the **War of the Nine Eclipses,** Estiwan is one of the most powerful sovereign nations in the world and holds considerably big influence and sway.

## Known Locations

### Towns

#### Cities

* Achalens
* Myrefall

## Inhabitants

### Humanoids

* Humans
* Halflings
* Dwarves
* Gnomes
* Tielfings
* Genasi
Wilds Guardian

Guardian of the Summer Woods

The role of **the** **Wilds Guardian** is a position in the Feywild. The one who is the Wilds Guardian is the one who is to guard the border between the Summer Court and the wilds of the Summer Woods, as well as the borders between other courts.

Rather than being a single person, the Wilds Guardian is a duty is held by multiple fey over a series of time, but only three fey can ever hold the position at a time.

## Description

The Wilds Guardian is a very special position in the Feywild. Each of the three established courts has a different guardian within their borders. The purpose of the guardian is to guard the border between the court of their region and the rest of the wilds with their very life and to take care of and report any threats immediately to their given court. It's a position of great renown and respect in the Feywild, and only a few can say that they hold it.

The Wilds Guardian has an incredible fighting skill and ability on par to that of a high-level ranger and druid, which are typically gained through intense training and the passing down of secrets. No fey is born into the role of the guardian. Instead, the current guardian will pick from among the forest creatures the best possible successor and make them their apprentice, training them for years until they are fit to take on the position themself.

The chosen apprentice must be verified by the regent of the court they preside over, but if chosen, the apprentice will spend the rest of their time training to take on the role of their mentor, until their mentor forsakes the position and the apprentice is transformed into an archfey. The Wilds Guardian is supposed to not only patrol the borders but also be in good relations with all the creatures of their court, as they are the ones they are supposed to protect.

## Known Guardians

Below is a list of the known fey who have held the position of Wilds Guardian.

 Attwell
 Lucia
 Ravi
Daneiris Covinghope

**Daneiris Covinghope,** also known as **Queen Daneiris,** is the queen of Estiwan, royal consort to King Bhaltair III, and a member of the Claygett noble family. She is a powerful enchantress who has been using her powers to make an influence on the court over which she rules.

## Powers and Abilities

### Queen

* Inspiring Call
* Inspiring Touch
* Majesty Points: 4
* Majestic Talents
	+ Berating Words
	+ Influence of Grace
* Charismatic Armor

### Wizard

* Spellcasting
* Arcane Recovery
* Arcane Tradition: Enchantment
	+ Enchantment Savant
	+ Hypnotic Gaze
	+ Instinctive Charm
	+ Split Enchantment
	+ Alter Memories

#### Spells

 1st Level
 2nd Level
 3rd Level
 4th Level
 5th Level
 6th Level
 7th Level
 8th Level
Sophie Zuchrud

**Sophie Zuchrud** is an infamous entertainer and mother of Phoenix Zuchrud, a member of Ramé Leviathan. She currently resides in Amberpoint.

## Synopsis

Sophie was born in a small farming town called Rutherglen back in Estiwan, but she never truly liked it there. She was often seen as too wild; too loud, but she wanted to show her art off to the world. She didn't want to spend the rest of her life herding cattle and raising crops.

When Sophie became pregnant, she knew that the child would be seen as a bad omen and sacrificed, so she took the opportunity to flee to the meadows of Setrya. The folk there were typically very calm and peaceful, so she thought that it would be the perfect place to enhance her art before she went off to Achalens to try and make it big. Instead, Sophie discovered the town of Amberpoint; a bustling coastal town filled with members of all races and an outstanding artisan guild known as the Painted Foxes.

Sophie ended up joining the guild and giving birth to Phoenix there; raising her in the guild among the rest of its members.
The Scarlet Maiden

> **❝ Pretty nice, ain't she? Snagged her from Estiwan's navy while she was still on the sea! ❞**
>
>

> *—Asuga, about the Scarlet Maiden.*
>
>

**The Scarlet Maiden** is a pirate brig ship manned by tabaxi Captain Broken Chains. It was stolen from the Estiwan navy and now houses a crew of races from all over the continent and beyond, traveling in search of treasure and adventure.

## Crew

* **Captain:** Broken Chains
* **Quartermaster:** Jotsien Sikahr
* **First Mate:** Riverchaser
* **Pilot:** Maldrak Ashbrand
* **Medic:** Benjiro Takagaki
* **Cook:** Hargurn Boulderforge
* **Boatswain:** Karmora Goldengut
* **Master Carpenter:** Folhani Pecaluck
* **Carpenters**
	+ Kessa Youngroot
	+ Twister Tallgull
	+ Snilgo
	+ Flix Bluemint
* **Sailing Masters**
	+ Kedric Thindrell
	+ Caelan Luemoroth
* **Master Gunner:** Falemira Sageslaye
* **Gunners**
	+ Tazlin Taalrusajer
	+ Eslith
	+ Zolk
	+ Asuga
The Tundras of Winter

**The Tundras of Winter**,or **the Winter Court**, is one of the regions of the Feywild. Embodying the cold, peaceful yet brutal season of winter, the Winter Court is one of, if not the, most powerful place in all of the Feywild.

## Geography

The Tundras of Winter are a cold, desolate, and rocky expanse. Frozen oceans, rocky mountain ranges and frost-covered forests dominate the region, threatening life and existence at every turn.

It is with this information that natives to the other planes are quite shocked when they actually come across the Tundras of Winter and its beauty. Glittering snow and majestic peaks are what make this region another part of the Feywild, as well as gorgeous curves, twists, and arches in the rock.

The Tundras of Winter are glorious, stunning, and one of the harshest regions in all of the Feywild. It relies on the survival of the fittest and intelligence for those who live there, as well as grace, and appreciation for life. The harsh and beautiful land of the Tundras of Winter is certainly one to be reckoned with, yet those who live there may actually find it worth it.

## Locations

### Fort Coltherstone

Isolated and grandious, Fort Coltherstone is the home of Queen Kynthia and a few members of the Winter Court. Unlike the other two castles in the Spring and Summer Courts, Fort Coltherstone is not located in or near any town. Rather, it sits on a set of cliffs overlooking a great frozen ocean, stretching off into the great beyond. It is the northernmost point of all the tundras and few survive the cold long enough to make it there.

## Inhabitants

### Fey

* Avariel
* Bheur Hags
* Kelpies
* LeShays
* Rusalkas
* Quicklings
* Trolls
* Winter Eladrin
* Valenar Steed

## Trivia

* If the Tundras of Winter could be a Hogwarts house, they would be Slytherin.
Mechanus

**The Clockwork Nirvana of Mechanus** is the lawful neutral universe and the afterlife for those with such an alignment. It is ruled by the god **Nereus**.

## Description

   Mechanus is a plane that abides completely under the rules of law. Nothing functions without having a distinct purpose or place, and as such, the plane works with a mechanical purpose. Nothing is more lawful than machines, and Mechanus runs on them. Large gears and all types of constructs with simple, dignified purposes make the plane run. They run the cities, care for the souls, and do everything in a timely place and order. This plane is the epitome of law and reason, and its structure only exemplifies that.

## Inhabitants

### Deities

* Nereus, God of Order and Judgement
* Ciella, Goddess of the Blacksmith
Felicitae Covinghope

**Felicitae Covinghope,** also known as **Princess Felicitae,** is a princess of Estiwan and daughter of King Bhaltair III and Queen Daneiris. She is currently fifth in line for the throne, and has made a reputation for herself as something of a 'rebel princess.'

## Powers and Abilities

### Princess

* Inspiring Call
* Inspiring Touch

### Rogue

* Expertise
* Sneak Attack
* Thieves' Cant
* Cunning Action
* Roguish Archetype: Arcane Trickster
	+ Mage Hand Legerdemain

#### Spells

##### **Cantrips**

* Mage Hand
* Minor Illusion
* Prestidigitation

##### **1st Level**

* Catapult
* Disguise Self
* Color Spray
The Eternal Oak

**The Eternal Oak** is a monastery in the northern tip of Acrela, located high in the Alernora Mountains. Recently, the monastery has faced corruption with the rise of a new leader and a new council, thus sending it into a state of disarray.

## Known Members

* Abbot Lothelan Mourngleam
* Abbot Shahbah Mahrimnihn (Deceased)
* Brother Warbler
* Brother Lycaon
Amberpoint

**Amberpoint** is a small town but lively town in the meadow-filled, flowery country of Setrya. Gaining a reputation as a place of freedom and liveliness, the town has become somewhat of a refuge for creative spirits and entrepreneurs alike.

## Known Residents

* Sophie Zuchrud
* Phoenix Zuchrud
* Pyro Zuchrud
* Constantine Dominic Augustine Gabriel Lawrence Leopold Sebastian Quentin Lawrence Jamison Maximus III of Arkney
Minniheim

Minniheim inside of Hickorygrowl

**Minniheim** is a sprite village inside of a great tree in the Summer Woods. It is one of the many homes of the elusive and aggressive sprites, and a location during the sidequest Blessing of the Unicorn.

## Description

Minniheim was carved out of the inside of the great treant **Hickorygrowl,** made to tailor to both the sprite's aggressive way of life and the idea that comfort should only exist inside of the home.

Tall, spiraling towers make houses and buildings built one on top of the other, all surrounding each other in a great circle around the rim of the inside of the tree.

## Known Locations

* Minniheim Prison
* Kayleighe Foxdale's House

## Known Residents

* Chief Ayanna Shimmerripple
* Kayleighe Foxdale (Formerly)
Whalehale

**Whalehale** is a small town off the coast of Estiwan, known to many as a fishing village that produces some of the nation's fish and other sea products. It is the starting location of the Treasure of Niverbo and hometown of Lapis Emberpike.

## Description

Whalehale is a fairly small and quiet town, tending to keep out of the public eye and remain to themselves. Due to its location on a set of steep and rocky cliffs, the townspeople have built tall houses out of stone and wood that can easily fit into the nooks and crannies of the crags.

Being a town of only a little over three hundred, Whalehale doesn't have much in the way that most towns go. There are only two streets, each meeting at a corner to form the town square.

Along with its quiet status and uneven ground making travel difficult, the only true visitors and inhabitants of Whalehale are sailors. Many of them only visit for a short while, thus giving Whalehale a reputation as a pit stop for travelers more than anything.

Despite this, Whalehale is an incredibly close-knit small town where everyone knows one another and everyone feels safe and content.

## Locations

The main locations of the town consist of:

* Mayor Woodengloom's house
* The Tipsy Troll Tavern
* Giantmantle Inn
* A church to Muriel
* A long set of docks
* Town Square

## Known Residents

* Erendriel Beiberos (Briefly)
* Heto Emberpike (Deceased)
* Lapis Emberpike (Formerly)
* Barmo Fleetfoot
* Conder Fleetfoot (Formerly)
* Kelkath Fleetfoot
* Thamris Fleetfoot
* Bravellia Honorspine (Deceased)
* Lyla Moonsmith (Deceased)
* Nika Moonsmith (Formerly)
* Krinn Monkley (Deceased)
* Favroe Nightling (Formerly)
* Liris Nightling (Deceased)
* Varog Woodengloom

## History

Whalehale is a fairly old town, but nothing of true interest had ever occurred here. The land was purchased by James Woodengloom back when King Anson Westmantle was in power and dealing out sections of the property. Quick to spring on opportunity Woodengloom sailed here with his family with a few of his friends.

He named the town Whalehale after being inspired by the majestic whales that would leap out of the water, and how it looked like they were hailing to the heavens.

While its history does date back hundreds of years, nothing of true note has happened here, though there are mentions of it serving as a pitstop in many different sailing legends.
The Nine Hells

**The Nine Hells of Bataar** is the universe of lawful evil and the afterlife for many with such an alignment. It is also the birthplace and home of devils.

## Locations

### Kiv Dyivyr

The palace of Zozrus, known as Kiv Dyivyr is located deep on the ninth level of hell. It is said to be the purest form of devil kind anywhere in the multiverse and a danger to lay eyes on. No known man, spirit or otherwise, is said to have entered Kiv Dyivyr and ever returned.

The palace is carved with special rivers to run red with the blood of Zozrus's victims, and once inside hte palace can stretch on as far as it needs to. The windows can look out onto any part of hell it desires to, granting Zozrus a special eye over his domain.

## Inhabitants

### Deities

* Zozrus, God of Indulgence, Corruption, and Greed
Elenora Covinghope

**Elenora Covinghope,** more commonly known as **Princess Elenora,** is a princess of Estiwan and first in line for the throne. She is set to be the one to inherit the throne after King Bhaltair III passes away.

## Powers and Abilities

### Princess

* Inspiring Call
* Inspiring Touch
* Majesty Points: 12
* Majestic Talents
	+ Berating Words
	+ Destroy Morale
	+ Royal Shield
	+ Charismatic Instructions
	+ Royal Bounty
* Charismatic Armor
* Princess Type: Warrior
	+ Bonus Proficiencies
	+ War Cry
	+ Extra Attack
	+ Uncanny Grace
Carceri

**The Tartarian Depths of Carceri** is the universe between neutral evil and chaotic evil as well as the afterlife for all with such an alignment. With long, sprawling depths of cages and binding torments, the entire plane is a prison of which to hold the most horrible of criminals.

## Inhabitants

### Deities

* Shonus, God of Injustice, Captivity, and Criminals
Kaida

**Kaida** is a young yako-kitsune in the village of Pantmawr. She is an assassin for the terrorist organization **The Untamed Ones,** whose primary purpose is to uproot common beliefs on yako kitsune and establish for them a more profound place in society.

## Powers and Abilities

### Yako Kitsune

* Faerie Tails
* Fox Fire
* Sticky Fingers
* Vulpine Luck

### Mastermind Rogue

* Expertise
* Sneak Attack
* Thieves' Cant
* Cunning Action
* Master of Intrigue
* Master of Tactics
* Uncanny Dodge

### Spells

#### Cantrips

* Dancing Lights
* Faerie Fire
Constantine III of Arkney

**Constantine Dominic Augustine Gabriel Lawrence Leopold Sebastian Quentin Lawrence Jamison Maximus III of Arkney,** or **Constantine,** is a former wizard and cult leader washed up from his glory days. With his potent power behind him, Constantine now lives his life with PTSD taking care of the people who have held him as their slave for much of his wisening years.

## Appearance

Constantine thinks himself to be much more handsome than the average dove, simply because he is not willing to admit he has let old age get the best of him. Nowadays he looks like a regular dove, except old.

## Personality

Constantine hates everyone. If it breathes, he hates it. If it has a name, he hates it. If it is something that has any capability of interacting with him in any possible way, he hates it as well. Bitterness and despair have gotten the best of him over the course of his long, tormented years, leaving him a hollow shell of a dove.
Zanatina Dolf/Overview

## Zanatina Dolf

### Family

Dimble Dolf (Father)Lilli Dolf (Mother)Nyx Dolf (Older Sister)Orla Dolf (Younger Sister)

### Origin

Kincardine

**Zanatina Dolf** is a second-level forest gnome and diviner. As the only lawful good character of the party, she oftentimes acts as the conscience and voice of reason, keeping the rest of the party out of trouble. She makes her first appearance in The Treasure of Niverbo.

## Personality

Zanatina has always been very traditional and rule-oriented. She's always enjoyed having everything planned out and set before she did anything and prefers to live her life when it's planned out and she can expect what's happening.

She tends to enjoy traditional comforts and luxuries such as food, beds, and the arts, as well as the idea of love.

Despite this, she tends to not let this get in the way of what she considers her "duties." She typically incidentally takes on the role of caring for those around her, as she is incredibly supportive and empathetic and cares about others around her more than is necessary.

People tend to mistake her shyness and humbleness for weakness, but that is not the case. Rather, Zanatina is incredibly stubborn and willing to give tough love if necessary, or rather "slap some sense" into people.

Practical and hardworking, Zanatina believes in the value of efforts and will tend to overload herself or take things too personally, as is the perfectionist side of her, but her beliefs almost always tend to lead her towards doing what's right.

## Trivia

* Zanatina's date of birth is May 8th. Her astrological sign is Taurus, the bull.
* If she was at Hogwarts, Zanatina's house would be Hufflepuff.
Outer Planes

**The Outer Planes** are a series of sixteen outer planes that exist beyond the realm of the Material Plane and Elemental Planes. These planes are the oldest places in existence and are the places where mortals go when they die. Each plane is ruled by a specific deity who watches over the plane and the residents there.

## List of Planes

The Outer Planes are divided into each alignment, with a plane placed between the two. They are as follows:

1. Elysium (Neutral Good)
2. Bytopia (Neutral Good & Lawful Good)
3. The Beastlands (Neutral Good & Chaotic Good)
4. Mount Celestia (Lawful Good)
5. Arborea (Chaotic Good)
6. Arcadia (Lawful Good & Lawful Neutral)
7. Ysgard (Chaotic Good & Chaotic Neutral)
8. Mechanus (Lawful Neutral)
9. Limbo (Chaotic Neutral)
10. Acheron (Lawful Neutral & Lawful Evil)
11. Pandemonium (Chaotic Neutral & Chaotic Evil)
12. The Nine Hells (Lawful Evil)
13. The Abyss (Chaotic Evil)
14. Gehenna (Lawful Evil & Neutral Evil)
15. Carceri (Chaotic Evil & Neutral Evil)
16. Hades (Neutral Evil)
Kayleighe Foxdale

**Kayleighe Foxdale** is a young sprite born and raised in the battle-hardened atmosphere of sprite society, yet holding a particular affiliation with magics and sciences. She prides herself on being a master alchemist and transmuter, and seeks to fill the world with knowledge.

## Powers and Abilities

### Stats

 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma
The Fields of Spring

The Brightened Hills in the Fields of Spring

**The Spring Court,** or **The Fields of Spring**,is one of the four seasonal courts of the Feywild, representing one of the two milder courts. Blooming with flora and fauna, the spring court controls one of the more calmer regions of the Feywild.

## Geography

The lands of the Spring Court are primarily made up of a large, vibrant and seemingly endless meadow filled with rolling hills, tall grasses, and flowers blooming and bursting with color and life.

The grass can be down to the bottoms of toes in some places and stretching high over the heads of the tallest giant in others. Great, crystal blue ponds and lakes dot the region, housing all kinds of life while tall, warm mountains stretch on for miles.
However, forests are not entirely unknown in this place: small forests and groves dot the place from here and there, though typically the trees are not too close together. Magical plants such as great flowers, vibrant mushrooms, and fantastic fruits are quite common here and are known to draw many inhabitants of the Spring Court to it.

Great waterfalls tumble over high cliffs into great gaping pools, while valleys dip low into the earth. Most importantly, the entire region teems with rebirth and new life, from the soft flowers to the great mushrooms. Everything in the region is bright green and new, and at any time in the day, the sun never truly sets and instead merely gets lower and higher in the sky.

## Inhabitants

 Celestials
 Dragons
 Elementals
 Fey
 Giants
 Humanoids
 Monstrosities
 Plants

## Culture

Spring is the time of new life and rebirth, and the Fields of Spring represents that wonderfully. Those of the Spring Court appreciate peace, tranquility, happiness, and contentedness above all else. Those who visit the Fields of Spring will often recognize the place's sense of childlike youth and rest, and those who live in the fields will often embody that spirit.

In representative of this, the leader of the Spring Court has never been a king or queen. Instead, the Spring Court has always been led by someone under the title of Prince or Princess, to symbolize the youth and restorative nature of this land.

## Trivia

* If the Fields of Spring could be a Hogwarts house, they would be Hufflepuff.
Fioe

**Fioe** is a port city of the Democratic Kingdoms of Ekrustia, sitting on the northeastern coast of Ekrustia south of Eastspar and north of Barstone. It's also located on the mouth of the river that connects the city to Goatcrossing, an inland city.

Fioe does not have a Teleportation platform, and the city also has a bad reputation, as has its Citizen.

According to a comment by Ameliah, Fioe is a good marketplace for illicit drugs, it is possible she only mentioned it due to proximity at that time.

## References

1. ↑ Chapter 191
2. ↑ Chapter 207
3. ↑ Chapter 209
Olotoris Umehorn

**Olotoris Umehorn** is one of the only moon elves in the Burning Sun Tribe and one of those chosen by Ravasatra Daecaryn to accompany her on a quest to locate the Sunstone and bring back winter. He makes his first appearance in Journey for the Sunstone. He is currently a member of the Burning Fox Tribe.

## Powers and Abilities

### Moon Elf

* Darkvision
* Fey Ancestry
* Trance
* Bathed in Moonlight
* Lunar Magic
	+ Minor Illusion
	+ Sleep

### Assassin Rogue

* Expertise
* Sneak Attack
* Thieves' Cant
* Cunning Action
* Assassinate
Nelse Aethel

**Nelse Aethel** is a sprawling sun elf city located in the elf kingdom of Ausiviel. Golden and grand, the city, just like most other high elf cities, is mostly isolated from the rest of the world.

## Known Residents

### Nobles

* Lord Payarus Conaglen
* Lady Keywenys Coneaglen
* Lady Eilroris Coneaglen
* Lord Kent Coneaglen
* Kessa Youngroot (Formerly)
Armathain Castle

**Armathain Castle** is a large castle in the capital city of Estiwan, and home to the royal family and many nobles. It is considered one of the most stable and fortified places in the entire country.

## Known Residents

### Royal Family

* King Lorcán I† (Formerly)
* Queen Amaryllis† (Formerly)

* King Bhaltair III
* Queen Daneiris
* Princess Corvina
* Prince Bhaltair IV
* Prince Conan
* Prince Magnus
* Princess Felicitae
* Prince Lorcán II
* Princess Morgayne XI
Ushos

**Ushos,** otherwise known as **the Ushos Jungle,** is a large region mostly made up of tropical forests. Warm and humid, Ushos is home to teeming flora and fauna, which can often lead to some interesting wildlife.

## Description

Ushos is, like any tropical jungle, alive with life and wonder. Thick trees and long, winding rivers dominate the region. There are very few mountains, with the only known ones presenting themselves farther south towards the borders of Testa and Tuplium.

The biodiversity in Ushos can be felt heavily simply just walking around, with the thousands of different species of birds and frogs hopping and milling about. Strange plants grow and blossom on the forest floor, and dense rains will fall almost all the time. The strange, thick, and mystified feel of Ushos has led to many odd things being established there, from statues no one knows the purpose of to terrifying cults.

Even so, Ushos is also a place brimming with life and wonder. The biggest and greatest rivers in all of Naephemon cut through its earth and the largest and mightiest trees in the world spring from Ushos's ground. The plants and animals needed to make powerful spells and remedies are often found deep within its forests, and thus has given birth to many organizations bent on protecting and controlling the powerful herbs and substances found in Ushos.

Most things in Ushos are brightly colored, from the flowers to the leaves to even the animals. Due to the separated nature of Ushos from the rest of the world, many tribes there have yet to evolve to fit the outside world, and thus many tribes in Ushos are seen as 'backward' or 'uncivilized.' This has left a few parts of Ushos open to colonization from Estiwan, but for the most part, the forest knows how to take care of itself thanks to the many defends and religious groups that lurk among its trees.

Depending on the level of trees or growth where one is, there will be parts of Ushos that are bright and sunny, and other parts that are dark and teeming with unknown creatures. These light parts are often called 'lumens,' while the dark parts are called 'tenebrae.' Most adventurers will tend to try and stay in the lumen regions, and those who find themselves in a tenebrae region will often find it smart to leave as quickly as possible.

Strange, dark things lurk in the tenebrae regions of Ushos, where no light has yet to penetrate. Those who find themselves there will find themselves often awed by the beauty, but at the same time, endangered by the things that call tenebrae regions their home. Whatever the case, Ushos is a forest marked by magic and mystery, often attracting the most dedicated adventurers.

## Inhabitants

### Beasts

* Apes
* Baboons
* Constrictor Snakes
* Flying Snakes
* Giant Frogs
* Giant Lizards
* Giant Spiders
* Poisonous Snakes
* Panthers
* Stirges
* Tigers
* Tiger Lillies

### Dragons

* Faerie Dragons
* Green Dragons

### Humanoids

* Gnolls
* Goblins
* Grung
* Lizardfolk
* Meazels
* Tabaxi
* Wild Elves
* Yako Kitsune
* Yuan-Ti

### Monstrosities

* Ankhegs
* Displacer Beasts
* Gricks
* Nagas

### Plants

* Awakened Shrubs
* Awakened Trees
* Shambling Mounds
* Thornies
Ysgard

**The Heroic Domains of Ysgard** is the universe between chaotic good and chaotic neutral and the afterlife for warriors, heroes, and those with such an alignment. With its diverse landscape, monumental challenges, and great halls, each day is a new chance to prove oneself, adventure, and rest with companions.
Varic Daecaryn/Relationships

## The Burning Fox Tribe

#### Ravasatra Daecaryn

Twin sister and oldest confidant, Varic is surprisingly close to Ravasatra even if it doesn't seem like it. He doesn't typically understand her serious and downtrodden nature, but this usually allows him to be loud and boisterous without worrying about having someone outdo him.

He enjoys showing Ravasatra how to have a good time and oftentimes likes to pick fun at her. He may take this a little too far at times without realizing it, but he can usually be found apologizing when he does this.

Despite being obviously louder and more extroverted than his sister, Varic enjoys talking technically with his sister and, fortunately for him, never has to worry about her being too emotional. Typically, he can simply grab her and rush into a plan without worrying about spending days preparing, and this usually tends to lead them into trouble. Even so, he doesn't mind, and he greatly enjoys having Ravasatra as an, as he calls, it, "adventure buddy."
Erendriel Beiberos

**Erendriel Beiberos** is a renowned elf adventurer and guide in Naephemon, often going on adventures of his own and leading others on their own quests. He has gone on many off-screen adventurers, but his first appearance to playable characters comes in Blessing of the Unicorn.

## Appearance

Erendriel is of fairly tall and gaunt build, often described as gangly by others. When compared to others, he is of exceptional height, oftentimes towering over his friends. However, his height, unfortunately, isn't filled out by muscle, and this leaves him prone to sudden attacks.

Akin to his moon elf heritage, Erendriel's skin is pale to a point of being near white, with tinges of blue where red would be, giving him a cold sort aura. His hair is snow white and is told to glimmer in the moonlight, kept long and running down to his back. However, after **the Legacy of Lake Wintermist**, he cuts it all short to keep it from getting in the way and to ease his traveling.

His eyes are pale blue, told to resemble that of ice shards and hold small flecks of purple. He is often said to hold a thoughtful yet distant gaze that seems far-away and not fully present but at the same time full of knowledge and wonder. He always seems to be dreamy and in his own small world, which can be endearing or off-putting to others, depending on how they choose to view it.

Due to a failed experience with the power word stun spell, Erendriel bears a yellow mark resembling a small explosion on his back right between his shoulder blades and on his forehead.

## Powers and Abilities

### Stats

 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma

### Moon Elf

* Fey Origin
* Trance
* Fey Step

### Wizard

* Arcane Recovery
* Conjuration Savant
* Minor Conjuration
* Benign Transport
* Focused Conjuration

### Spells

 1st Level
 2nd Level
 3rd Level
 4th Level
 5th Level
 6th Level
 7th Level
 8th Level

## Notable Equipment

### Erendriel's Spellbook

Like all wizards, Erendriel carries his spellbook with him at all times. His time spent at Sonryce and traveling has allowed him to obtain almost every spell known to man, and he's even working on developing some of his own.

Of course, Erendriel is extremely protective of his spellbook and will go to eccentric and over-the-top lengths in order to protect and ensure its safety.

### Amulet of the Planes

Obtained as a reward at the end of **the Disappearance of Fallcrest,** Erendriel keeps his Amulet of the Planes inside of his secret chest, as he deems it too valuable to keep on him as a regular. However, when he does have it, Erendriel treats it with the utmost respect and importance. Considering the fact that an Amulet of the Planes is so incredibly rare, it only makes sense that he would treat it so carefully.

In **Blessing of the Unicorn,** Erendriel temporarily gives the amulet to Lapis, Nika, and Conder after a near-death experience, explaining that it will help them to leave the Feywild should something happen to him.

## Trivia

* Erendriel's primary Hogwarts house is Ravenclaw, and his secondary Hogwarts house is Hufflepuff.
El gran concierto

## Información del episodio

***El gran concierto*** es un episodio de *Wow! Wow! Wubbzy!* de la temporada **dos**.

## Personajes presentes

* Wubbzy
* Widget
* Walden
* Daizy
* Shimmer
* Sparkle
* Shine
* Jann Starl
* Señor Gummy (solo en el video musical)

## Resumen

Wubbzy se está preparando para su concierto con las Wubbzy Chicas, pero tiene demasiado miedo para cantar. Sus amigos tratan de ayudarlo a deshacerse de su pánico escénico.

## Recapitulación

Es hora del gran concierto de las Wubbzy Chicas, pero cuando Jann Starl señala que millones de personas lo verán actuar, Wubbzy sufre un grave caso de pánico escénico. Intenta practicar sus "Wow! wow!", ¡pero incluso su voz tiene miedo y solo chilla!

Walden primero intenta ayudar a Wubbzy a superar su miedo con hipnosis. ¡La sesión de hipnosis de Walden solo termina trabajando en sí mismo, haciéndole creer que es un cantante de ópera! Daizy cree que necesita un atuendo nuevo para darle confianza, pero Wubbzy se siente tonto usando su atuendo tipo Elvis. Se arranca cuando está a punto de caminar hacia el escenario. Widget interviene y le dice a Wubbzy que hizo que Walden dejara de cantar, pero ahora lo hizo actuar como un mono. Ahora que es su turno de ayudar, inventa el Wow Wow 3000, una réplica robótica de Wubbzy que hará todo lo posible por él. Desafortunadamente, como es habitual en los inventos de Widget, el robot funciona mal completamente detrás del escenario.

Las Wubbzy Chicas, después de su sorpresa inicial, se enfrentan a Wubbzy. Él confiesa que está demasiado asustado para subir al escenario. Las Wubbzy Chicas confiesan que también tienen pánico escénico, pero lo superan permaneciendo juntas en el escenario. ¡Shine sugiere que Wubbzy también lleve a sus amigos al escenario! Wubbzy cree que es una gran idea y toda la pandilla se une a las Wubbzy Chicas para dar una actuación espectacular. ¡Wubbzy es ahora el brindis de la ciudad! Al final, Jann Starl entrevista a Wubbzy justo después del concierto cuando sus amigos comienzan a sentirse nerviosos y actúan como monos. Wubbzy comenta: "Ellos también sufren de pánico escénico!" cuando el iris se cierra.

## Curiosidades

* La música que se escucha en la tarjeta de título del episodio también se usa (aunque ligeramente remezclada) en los dos episodios siguientes (El gran debut de Wubbzy/Wubbzy la estrella de cine)
* El título en español castellano (El gran concierto de Wuzzleburgo) atribuye incorrectamente la ubicación del concierto a Wuzzleburgo en lugar de a Wuzzlewood.
* Los pitidos de R2-D2 de Star Wars se escuchan después de que Widget pone la cola en el Wow Wow 3000.
Shaye Heartfeld

**Shaye Heartfeld**, or **Captain Heartfeld**, is the former captain of Myrefall's guard and current lieutenant of the Royal guard and army.

## Appearance

Shaye has naturally pale skin, tanned only by all the time spent training outdoors. Her hair is midnight black and is cut short at her shoulders, to be kept out of the way while fighting. Her lips have been described as relatively thin, and her eyes are a deep shade of chocolate brown. Her body is toned, muscular, and athletic from years of training and exercise,

## Powers and Abilities

### Fighter Abilities

* ***Fighting Style: Defense.*** While wearing armor, Shaye has a +1 bonus to AC.
* ***Second Wind.*** Shaye can use a bonus action to regain 1d10 + 11 (fighter level) hit points once per short rest.
* ***Action Surge.*** On her turn, Shaye can take one additional action, plus one optional bonus action.
* ***Martial Archetype: Cavalier.*** Shaye excels at mounted combat.
	+ ***Born to the Saddle.*** Shaye has advantage on saving throws made to avoid falling off her mount. If she falls off her mount and descends no more than 10 feet, she can land on her feet.
	+ ***Unwavering Mark.*** When Shaye hits a creature with a melee weapon attack, she can mark the creature until the end of her next turn. While it is within 5 feet of her, a creature marked by Shaye has disadvantage on any attack roll that doesn't target her.
	+ ***Warding Maneuver.*** If Shaye or a creature she can see within 5 feet of her is hit by an attack, she can roll 1D8 as a reaction if she's wielding a melee weapon or a shield and add the number to the target's AC against that attack.
	+ ***Hold the Line.*** Creatures provoke an opportunity attack from Shaye when they move 5 feet or more while within her reach, she if she hits a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Inupabanti Clan

**The Inupabanti Clan** is a blue dragonborn clan located far away from the rest of the world, living in their own period of isolation and peace alongside the other six dragonborn clans.

## Description

The Inupabanti Clan is one of the larger dragonborn clans,

## Known Residents

* Chief Nyaambir
* Grexiros Leapacmec
* Surtucuras Leapacmec
* Loradalynn Gestaash (Deceased)
Imis

**Imis,** also known as the **Lady of Angels,** is the goddess of nobility and civility. She rules over Mount Celestia, and is one of the the twelve major deities of the multiverse.

## Domains

Imis' domain focuses mainly on the idea of true and just actions. She is the epitome of lawful good and sees to it that all creatures act with the nobility and civility needed to create good leaders and a better world. She is the one that ensures that society stays in good graces, and that everyone does their part to create a good place to be. Oftentimes, she is the patron of royalty and leaders.
Conder Fleetfoot

**Conder Fleetfoot** is a halfling who lived next door to Lapis Emberpike during her childhood in Whalehale. He would often spend many days going and playing with her next door, and later on, accompanies her to the Feywild in Blessing of the Unicorn.

## Power and Abilities

### Stats

 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma

### Lightfoot Halfling

* ***Lucky.*** When Conder rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.
* ***Brave.*** Conder has advantage on saving throws against being frightened.
* ***Halfling Nimbleness.*** Conder can move through the space of any creature that is a size larger than him.
* ***Naturally Stealthy.*** Conder can attempt to hide even when he is obscured only by a creature that is at least one size larger than him.

### Druid

* ***Druidic.*** Conder can read and speak druidic.
* ***Spellcasting.*** Drawing on the divine essence of nature itself, Conder can cast spells to shape that essence to his will.
* ***Wild Shape.*** For four hours, Conder can turn into any animal that can't fly or swim.
* ***Druid Circle: Circle of Dreams.*** Conder aligns himself with the druid circle that has a natural connection to the Feywild, and that seeks to spark joy and happiness wherever it goes.
	+ ***Balm of the Summer Court.*** As a bonus action, Conder can choose an ally within 120 feet and spend 1 of his 3d6 to give hit points, as well as 1 temporary hit point per dice spent.

### Spells

 1st Level
 2nd Level
Bytopia

**The Twin Paradises of Byptopia** are two layers that form one universe. It is the plane between neutral good and lawful good and the afterlife for those of both alignments. With large forests and sprawling cities on each side, Bytopia is a place for anyone where anything is possible.

## Inhabitants

### Deities

* Mivlene, Goddess of Protection and Mercy
Somme Vincishtas

**Somme Vincishtas** is a mercury-half dragon and first-level bard. Bold and daring, Somme brings a sense of excitement and danger to the party with everything she does.

## Powers and Abilities

### Stats

 Dexterity
 Constitution
 Intelligence
 Wisdom
 Charisma

### Half-Dragon

* ***Draconic Ancestry: Mercury.*** Somme's draconic heritage comes from the whimsical, impulsive, metallic dragons of the mountains.
	+ ***Breath Weapon: Fire.*** Somme can use an action to breathe a searing hot bolt of white fire.
	+ ***Damage Resistance: Vision.*** Somme has resistance to any effects that affect her vision.
	+ ***Dragon Claws.*** Somme can use her dragon claws to deal 1d4+2 (strength modifier)

### Bard

* ***Spellcasting.*** Somme knows how to untangle and reshape the fabric of reality in harmony with her wishes and music. Her spells are part of her vast repertoire; magic that she can tune to different situations.
* ***Bardic Inspiration.*** Somme can inspire others through stirring words or music. To do so, she uses a bonus action on her turn to choose one creature other than herself within 60 feet of her who can hear her. That creature gains one Bardic Inspiration die (d8).
* ***Jack of All Trades.*** Somme can add +1 (half proficiency bonus) to any ability check she makes that doesn't already include her proficiency bonus.
* ***Song of Rest.*** Somme can use soothing music or oration to help revitalize her wounded allies during a short rest. If she or any friendly creatures who can hear her performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
* ***Bard College:***
* ***Expertise.***