recursal/Fanatic-Fandom huggingface dataset:
Merek's Rattails

*The air smelled foul the night that sorry lot of unlucky young voyagers came to the inn of the Leaky Lime. The air always smells foul in Skullmarsh, one might say; but tonight, the reek of bad omens was heavy on that stagnant lake.*

*With boots full of water and the stench of the undead upon them, six disgruntled young men heaved themselves up the creaking rope ladder, and entered the common room one by one, smirking at the bugbears that leaned against the walls.*

*The thing, for it was no use to call him a man, sat at a small table between two hulking bugbear bodyguards, smoking a pipe of witchweed. The single lantern dangling above the table did nothing to reveal the creature's face, but his long pointed ears, pierced with rings, gave him an eerie silhouette as he leaned against the back of his chair.*

*"'Er he is, boys," the leader of the voyagers said. "Captain Merek, the rotten scourge of Skullmarsh. You're shorter than I expected."*

*In the shadows, the lanky creature grinned, exposing to the light a set of cruel, needle-like fangs. "Sorry to disappoint."*

*The captain chuckled and snapped his fingers at one of his crew. "Get me a drink." Sitting down, he leaned in close, smiling and trying to get a better look at the creature before him. "You promised me and my boys some valuable information."*

*A puff of witchweed, and the slimy grin widened.*

*Hesitating, the voyager tossed a bag of coin onto the makeshift table. "I got what you asked for. And a little extra." he said, impatiently. "Now tell me what I came to hear, Rattail. Where's Redfield and the Dogs?"*

*A moments pause. The inn was silent, until with a creak, Merek leaned forward and inspected the gold coins. A bony claw of jagged yellow nails wrapped themselves around the bag and dragged it into the shadows that the lantern above seemed loathe to touch. The glint of gold on the goblin's left eye was all that the young captain could see from his place in the light, as Merek slowly stuffed the pouch away.*

*"There's just one problem," the goblin remarked, leaning back into the shadows.*

*"Aw yeah?" the captain shot back hotly. "And what's that?"*

*Another puff of witchweed. Across the room, the bartender gulped and watched the scene with wide eyes, as the same sinister toothy smile crept back over Merek's face. "The Dogs pay better."*

*A gunshot rang out. The young man jumped, his expression filled with disbelief and agony, as he clutched a black and festering wound that burned into his abdomen. The voyager opened his mouth to speak, but all that left his lips was a dripping of black ichor, before the floor beneath him swung open, and the captain dropped with hardly a scream into the marsh below. Without hesitation, the betrayed crew drew their weapons and dove at the sniveling creature behind the table.*

*They never got close.*

*The trapdoor closed, and all went quiet again as Merek's bugbear bodyguards dusted themselves off and returned to their positions. Below the Leaky Lime, those poor souls were even now suffering a fate worse than the Finger of Death.*

*Merek pocketed the fun, and smiled again. "Cancel that drink, bartender."*
Mistwood

*"Where the winding river drains,*

*and where the mournful swallow cries,*

*over bridge and under fog the town of Mistwood lies.*

*Where the phantom trout does swim,*

*where cloud does cover earth and sky,*

*and in the wood things lurk unseen,*

*the lonely town of Mistwood lies."*

*-Ernest Travers*

### Overview

Mistwood Forest is a large area of dense, fog-covered woodlands and swamps west of the Trollspine Mountains. The Mistwood Township is located near the southern edge of the forest, on the banks of a small lake created by the Trollspine river. Though it isn't the most desirable place to live, the town has grown over the centuries as travel between Central and Southern Spauria increased. Now, people passing through Mistwood Forest will often find themselves at the Golden Eel Inn, Mistwood's proudest establishment.

The township itself is surrounded by dense marsh and rows of thick log walls, but a handful of bridges creep over the swamp and through the gates to allow travelers, lumberjacks, and other wanderers entrance. Inside the walls, most of the sagging buildings are riddled with mildew, leaking roofs, and fading colors, though the townsfolk hardly seem to notice as they mull about their daily lives.

### History

The location where the Mistwood Township now stands was settled post Goblin Wars by Feflian explorers headed northward, seeking safe passage between the orc-ridden Trollspines and the basilisk-infested plains of the east. There in the wooded swamps they constructed a camp, which, due to the human migrations northward, was quickly transformed into a small settlement. However, as decades passed, destructive orc raids became all too frequent, and the town was quickly dismantled and abandoned.

### Guilds & Factions

Notable factions within Mistwood would include the Foresters Union, Mistwood's reputable guild of lumberjacks, as well as the Church of Selune. The Spaurian Rangers can also frequently be seen lingering in Mistwood between hunts.

## Locations of Note

### The Golden Eel Inn

The Golden Eel Inn is one of Mistwood's larger and more appealing buildings, and a popular stop for travelers of the Mistwood Road, renowned for it's cozy lodging and fine cuisine. The inn has drawn it's title and inspiration from the local legendry of the Golden Eel; a shimmering aquatic beast that no mortal waterman has ever been able to catch.

### Church of Selune

The only religious establishment worth mentioning in Mistwood is the Church of Selune, the goddess of moonlight, starlight, and safe navigation. Inhabitants of the township advise travelers to make a stop at the church to make an offering to Selune's shrine beneath the moonlight. This custom is believed to grant a blessing for safe travels through the mist.

## Trivia

In Mey of FA 163, the Foresters Union shared disturbing tales of a hideous monstrosity roaming the forests and eating everything in it's path. This was later discovered to be the ravaging construct of a mad druid, corrupted by the Switch. In early Joone the beast was destroyed by a small band of adventurers that would later be known as the Bois.
Country Ranking

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Moriguard

## Overview

Moriguard, the City of Forges, is Spauria's unbreakable stronghold of the north, built at the feet of Mt. Morinmont upon on a mountain of iron and adamantine. The city is a utopia for miners and smiths, who's fiery spirits have never let the forges of the city grow cold.

## History

The place where Moriguard now rests was originally an expansive Spaurian mine, first discovered during the construction of Dislar during the War of Kings. The mine helped provide weapons and armor for Spaurian troops patrolling the border, and when the war was finished, the spot exploded into an expansive network of stonecut dwarven mineshafts. As the stream of minerals continued to pour up from the mines, the colossal city of Moriguard erupted from the earth over time, becoming Spauria's "iron grip of the North."

### The Ragnarok

In the year IA 90, shortly after the Age of Illiteracy had come to a close, Spaurian's remember the day that Lord Chyziss the Magnificent made himself known by all, in a harrowing display of power that would plunge Spauria into centuries of fear and submission.

When the dragon emperor revealed himself and declared his supreme authority over Spauria, High King Quentin inspired a short lived rebellion, with thousands of soldiers and adventurers amassing in Moriguard and Dislar, daring Chyziss to come and claim his authority. This resulted in the largest lost of military and civilian life in Spaurian history, as the dragon rolled over Moriguard like a great cloud of thunder and lightning, and incinerated vast portions of the city from above using elemental lightning breath. There was nothing the Spaurian's could do from the ground below, as arrows and glowing spells whistled upward in a futile attempt to reach the winged terror raining hellfire upon them. When the dust settled and the sky cleared, nearly three quarters of the city had been destroyed, and the death toll was too great to count.

This dark event in Spauria's history became known as the Ragnarok, and it sent Moriguard and Spauria reeling into a new dark age under the insurmountable rule of Lord Chyziss.
The Bois Timeline

### IIA 110 - Leonardo Mackintosh born

Mackintosh was born in IIA 110 in the port city of Pendle, and raised alongside his brother Theo. During his childhood he spent many summers in Wolfwatch with his uncle Buck, learning "the ropes" of being a sailor, and, simultaneously, how to gamble with the best of 'em.

### IIA 151 - Mackintosh joins Captain Draz's crew

In IIA 150, Theo and Elyna Mackintosh perished at sea during a storm, leaving their halfelven daughter Angela in the hands of her mother's sister Elsa. It was at this time, while searching for work, when Mack was offered a job exotic running with the legendary Captain Draz. Knowing he would need money to support his niece and sister-in-law, he joined the crew, and was launched into a career of adventure at sea.
Gelatinous Cube

## *Excerpt from Bixby's Guide to Spaurian Wildlife*

One of the most terrifying and dangerous oozes on the face of Glaun Encaru, the gelatinous cube can come in all shapes and sizes. Despite its woefully misleading name, this ooze, like many others, is not strictly a “cube.” The “gelatinous terror” as I prefer to call it, most often chooses the form of a cube when in a dungeon or sewer environment, enabling it to reach corners and block tunnels. However, in a cavernous space, it will likely manifest as a shapeless blob of goo.

### **Demeanor:**

Mindless; like all oozes, it is not *one* intelligent organism, but rather, a collection of microorganisms that respond to stimuli.

### **Habitat:**

The gelatinous terror hates sunlight, and avoids exposure to it at all costs. A sewer is their most ideal habitat, as there they are safely hidden from the sun and have plenty of disgusting vegetation and sewer-dwelling vermin to feed on. Apart from this, they can most often be found in underground caverns, but during my perilous explorations of the Snakelands last year, the Brivlthak tribe of lizardfolk told stories of a deadly “mucus” that slimes its way through the thick, shady undergrowth of the northern Nurnian jungles, hiding in the dense shade and preying on unsuspecting forest dwellers.

### **Abilities:**

Apart from its ability to sense vibrations in the ground, alerting it to nearby prey, the gelatinous terror possesses two particularly horrifying traits. Firstly, its transparent form is almost invisible while motionless. Secondly, it drags any living organism it touches into its center, where the doomed creature will immediately begin dissolving in the cube’s acidic body. The digestion is rapid and lethal, killing all but the heartiest of beasts in under a minute. *Avoid contact with a gelatinous cube at all costs!*

### **Weakness:**

Oozes do not possess the ability to see, hear, smell, think or learn. They are mindless piles of acid that can easily be tricked, trapped, or outsmarted. Use your intelligence and cunning to your advantage, and remember: unlike the famed ochre jelly and/or black pudding, the gelatinous terror is incapable of climbing sheer surfaces, and is quite slow.

### **Uses:**

There are endless alchemical applications for bits of acidic gelatinous cube (and oozes in general). Wizards, too, will be quick to purchase large amounts of gelatinous terror for the creation of magical inks and the like. Bits of the slime can even be used as acidic weapons, makeshift garbage disposals, and cleaning products (in thin, watered amounts).
Cockatrice

## *Excerpt from Bixby's Guide to Spaurian Wildlife*

The cockatrice is a large, hideous creature that can only be described as a cross between a bird, a lizard, and a bat. They are greedy, unintelligent, nasty birds, able to turn a creature to stone(1) with a single touch from any part of their bodies. While studying them, I myself was petrified four separate times!

### **Habitat:**

Cockatrice are found primarily in northern Spauria, where males sprint in flocks across the plains during mating season in the early spring, occasionally flapping into short bursts of clumsy flight as they search for a female(2). Upon finding one, the flock will seize the female and parade her into the nearest patch of forests, where they will breed with her and prepare their nests. The nests are built on the forest floor and filled with shiny trinkets and treasure to show status. The nests are guarded *relentlessly* by the males, unless the female lays a crop of infertile eggs, in which case the cockatrice will leave the treasure behind and avoid the spot as if it is cursed.

### **Diet:**

Grubs, nuts/berries, small animals; anything they can swallow whole.

### **Abilities:**

The cockatrice can activate and deactivate it’s petrification properties at will. While activated, any part of the cockatrice, including feathers, beak and tail that comes in contact with exposed flesh causes immediate petrification, which can last up to twenty four hours. It is worth mentioning that, while they are not particularly fast runners, cockatrice are capable of short bursts of flight which allows them to easily catch up with most land-dwelling creatures.

### **Weakness:**

Cockatrice fear nothing, except, for unknown reasons, rotten eggs. It is recommended that while traversing the fields and forests of northern Spauria in the early spring to always bring a rotten egg with you, the scent of which will repel even the meanest cockatrice. Always remember, too, to use your own intelligence to your advantage; cockatrice are utterly stupid creatures.

### **Uses:**

For a guide on how to remove the petrifying properties of the cockatrice tail feathers whilst also preserving them as trophies or clothing items, visit *“Stoned”* by Khalid Zweer, 27/112.

### **Notes:**

1. “Contrary to popular Spaurian legend, the petrification powers of the cockatrice, gorgon, and basilisk alike are, unfortunately, poorly sensationalized. A petrified victim does not, in fact, transform into a solid block of stone. Instead, once the magic has fully taken root in the body, it will become what can be described as a highly porous, dehydrated microlatus of a chalky substance. Flesh does not actually increase in weight, and it is no more resistant to physical harm than its original form.” Khalid Zweer, *Stoned* (Moriguard, Spauria: Ink River Press, 7/112)
2. Female cockatrice are rarer than the males, but twice as mean and repulsive in nature.
Goblin Wars

### Overview

The Goblin Wars was a pre-Spaurian period of harsh conflict between the Calbournian settlers and the goblinoid tribes of Glaun Encaru, who were each battling for dominance of the continent. The main portions of the war began in -8 PSA and ended in -3 PSA, though the Spaurian's would deal with small, scattered goblin tribes for the next few decades.

### History

Almost immediately after arriving on the shores of the new world, the Calbournian and Feflian settlers were attacked and raided by the nearby goblin tribes. The ensuing skirmishes and battles crippled the newcomers, and severely depleted their resources. Nonetheless, refusing to lose morale, the settlers pushed back against the goblins and managed to gain ground, driving multiple tribes from their dens. However, gaining any further progress would have been nearly impossible without the aid of the Fylarion elves, who provided the newcomers with healing, food, weapons, and elvish warriors to aid in battle.

After the first Goldmoon celebration in -7 PSA, the allied settlers and elves began the long and difficult process of eradicating hostile goblinoid tribes from the southern regions of the continent, moving their way northward as they gained territory. It is doubtful that they would have survived the wars, let alone emerged victorious, if it were not for the unwillingness of the goblinoid tribes to cooperate with one another against their common enemies.

By the beginning of the Spaurian Age, goblinoids had been wiped off the face of Spauria, with the surviving tribes being forced to flee to scattered islands in the Southern Seas, where many still exist to this day.
Pendle

## Overview

Pendle is a port in southern Spauria a few days east of Wolfwatch, which grew from a harbor town into a proper city during the Grimbrand War over a hundred years ago. Pendle is a true Spaurian city at heart, and has been influenced very little by voyager culture over the centuries, sticking to more traditional law, honor, and architecture. The ships that come and go from Pendle are mostly royal trading vessels sailing to Cejef and Nurn, or military ships that patrol the waters of the Grimbrand Territory. Seldom does any uncivilized voyager make their way to the docks, and if trouble is stirred in the harbor, the town guard makes peace and fairness a priority.

## History

Pendle played a crucial role during the Grimbrand Wars as Spauria's grip on the southern coasts, and even today it's military significance is unaltered. However, most of the city's folklore came from before the war, when the town was little bigger than Mistwood.

One of Pendle's earliest urban legends, dating back to the first decade of the First Age, was that of the Pumpkins Three. Many of the early townsfolk truly believed that the trio of wish-granting beings really did reside on Korange Farm a half-day's travel from the city, and even today, the legend of the Pumpkins Three lives on in the hearts of the cityfolk. Every autumn Pendle celebrates Pumpkin's Boone in their honor, making wishes and retelling old stories.

Pendle is also the proud hometown of Wof the Great, a halfling paladin who accomplished many great feats in his lifetime, and tragically vanished in IA 300 during his confrontation with a fiery red dragon, who, even more mysteriously, also vanished.
STARNET

## Overview

Starnet is a magical radar system established by the Spaurian Mages Association for the purpose of detecting teleportation and/or planar travel, and pinpointing the locations of said breaches. It was initially created as an anti-Switch countermeasure, but remained active even after the Switch was declared deceased by Lord Chyziss the Magnificent.

Though the Mages Association has expressed interest in enhancing Starnet and improving it's pinpointing system, such advances have been discouraged by the Empire, on the basis that "without the threat of the Switch, there is little reason to do so."

## Trivia

In IIA 158, Starnet's range was broadened by sending several long-range arcane sensors into orbit above Glaun Encaru. These sensors would remain locked above the continent via space-locks, similar to "Immovable Objects," with advanced gravity tethers to keep them from leaving earth. This was celebrated as Spauria's, and humanity's, first installation of man-made devices outside the atmosphere of the planet, though it gained little attention from the general public.
Scarlett McCain's father

## Appearances

*The Outlaws Scarlett and Browne* (mentioned)

An **unidentified man** is the father of Scarlett McCain.

## Biography

The man was the father of Scarlett McCain. They were estranged, so much so that she had no recollection of him.

## References

Stroud, Jonathan (1 April 2021). Part I: *The Wilds*. Chapter 1. *The Outlaws Scarlett and Browne*. London: Walker Books. ISBN 9781406394818.
Cheltenham

## Appearances

*The Outlaws Scarlett and Browne*

**Cheltenham** is a town in Wessex.

## History

Scarlett McCain entered Cheltenham and robbed the Cheltenham Co-Operative Bank, before escaping on a bicycle.

## Known residents

### Current residents

* Horace Appleby
* Horace Appleby's daughter
* Horace Appleby's father
* Horace Appleby's grandfather
* Simpson

## References

Stroud, Jonathan (1 April 2021). Part I: *The Wilds*. Chapter 2. *The Outlaws Scarlett and Browne*. London: Walker Books. ISBN 9781406394818.
Flora

### Overview

Glaun Encaru is the home of many strange plants, some pleasant and some dangerous.

## Spauria

### Spaurian Redberry

A common berry that can be found just about anywhere in the empire, but can most densely found in Central Spauria.

### Goldberry

Rare golden berries found in forests, most often near water. They are mildly magical, known for their healing properties and sustenance rejuvenation. Goldberries are used to create potions of healing, goodberry wine, and cures for common ailments.

### Queensfoil

A special plant brought from Calbournia, known for its medicinal properties. It can be used to soothe headaches and hasten the healing of wounds, and can be identified by its dark green color and jagged silver edges. Queensfoil smells like peppermint and has a minty taste, but is very bitter.

### Drowdaisy

A dark purple flower that can grow without sunlight, though it does not grow naturally in caverns, as many people commonly believe. It is an excellent source of dye, and can be used as a substitute spell component in the *Darkness* spell.

### Ghostbloom

These ghastly, pale white flowers are demanding of a damp, moist environment in order to grow. They can be seen mostly in the Mistwood forests, and are very rarely found anywhere else.

### Witchweed

A common weed that derives it's name from it's peculiar magical properties. The plant is not inherently magical, but is very easy to lace with minor enchantments, and also makes great pipe weed. Witchweed can be found almost anywhere, but looks like a common lawn weed.

## Fylarion

### Magnolium Tree

The strongest and most beautiful trees known to man or elf, Magnoliums are giant white trees with purple, green, and blue leaves that grow in the forests of Fylarion. Their wood is light and amazingly strong, similar to mithril, and the bark of a Magnolium is nearly impenetrable. At night they are known to release small, magical particles of light from their branches, making a well preserved leaf or twig a great component for the *Dancing Lights* cantrip. They also grow golden apples, similar to goodberries, which can be used for healing and restoration.
The Pumpkins Three

**"The Pumpkins Three" by unknown poet**

*Through forest deep and forest old*

*Through barrowed field and lonely road*

*In that place you’d know as Korange*

*There we lived with faces orange*

*We are called the Pumpkins Three*

*We grant you wishes for a fee*

*Just come to us with your desire*

*We are the best in the empire*

*They came to us from here to there*

*but there’s one tale we’d like to share*

*A she-elf came to us one day*

*She had come from far away*

*She came to Korange with hair of orange*

*She dressed in red a maid unwed*

*But something there did look amiss*

*A something one could not dismiss*

*She looked quite wrong and out of place*

*For the maiden here had not a face*

*‘Twas there and then the elf in red*

*Beseeched us to restore her head*

*She wanted eyes so she could see*

*A mouth as well to taste her tea*

*But her lips she most did miss*

*For faceless elves can never kiss*

*We said we would grant her request*

*But first she should go on a quest*

*It is our notion to brew up a potion*

*So we three said to the she-elf in red*

*We thought to mix her a mighty elixir*

*For things that are tragic are fixed up by magic*

*So said we, the Pumpkins Three*

*But before this potion’s enveloped*

*We implore it must be developed*

*In the dungeon known as Pilver*

*trolls have left some Tears of Silver*

*fight the beast and bring them here*

*For we do need one silver tear*

*But don’t forget we need your fee*

*For what we do is not for free*

*You will go to find Keep Gurple*

*There you’ll find a Potion Purple*

*It will suffice to pay your price*

*We spoke our asks, she went to tasks*

*She fought a troll and paid her toll*

*Then she came here with items two*

*We mixed a tear into our brew*

*Our potion done, for that we knew*

*Equal to none but save a few*

*We cut a hole for her to drink*

*A grisly toll we all did think*

*There was a flash of brilliant light*

*It shined at us so blindingly bright*

*There was a glare and it cleared*

*But then and there her face appeared*

*It was a scare all burnt and seared*

*She saw she was hideous and looked quite insidious*

*Her face was quite horrible, ‘twas greatly deplorable*

*Until then we’d omitted how she’d been troll-witted*

*She once had a face that one could admire*

*But that then did change in her brush with fire*

*She came to us to forget her face*

*Better none than one out of place*

*Develop we can when errors we make*

*Better’s a man who’s learned from mistake*

*The lesson here of our little vignette:*

*Mem’ry is dear, so please don’t forget*
Jolly Joe's

*"Grab your root beer, hold it high*

*Whack your shipmate in the eye*

*Yank his hair and break his nose*

*Watch your back, its Jolly Joe's!"*

## Overview

"...Far as anyone knows, Jolly Joe's has been a spot on the seas as long as any port has. Any Voyager young or old lookin' for good fun and good drinking would be wise to dock there for an evenin' or two and enjoy the company. Never met a sour sailor at Joe's... leastaways, not a man who kept sour for long, with his ears to the music and his eyes to the maids. O' course, one never can tell what'll happen admits the roars of laughter and song, once the dice get rollin' and the ale starts pourin', says I, but you're fixed to have an evening worth telling about, sure as the Barrels' Beard."
Troll

## *Excerpt from Bixby's Guide to Spaurian Wildlife*

Behold, dear reader, the most wicked and fearsome beast on the face of Glaun Encaru. The boogieman, the sasquatch… the hulking, ravenous, regenerative troll, king of the monsters! With its skin-shredding claws, bone-crushing bite, and rapidly-regrowing flesh, the troll is a nearly unbeatable predator. While studying this malevolent man-mamer, me and my talented guide, Anjudar the Waif, would have certainly been torn to shreds had we not hidden ourselves cleverly in a nearby Awpac tree, and masked our scent with soil and spoolwood leaves. For seven days and seven nights we remained in that tree, just outside the cavernous lair of our subject, in order that I might compile a list of details and notes about trolls and troll-habits that you, curious reader, may find interesting… and possibly life saving!

### **Demeanor:**

Wicked; merciless; murderous; ravenous; insatiable.

### **Habitat:**

Trolls can most commonly be found hunting in mountains and dense forests, but variations of their kind prowl through steep mountains(1) and the bleak, snowy tundras of Yookay(2). They spend most of their time on the hunt for food, or lingering in their selected cave (littered with gore and bones, of course).

Trolls are typically found alone, unless they are hunting with children. They do *not* get along well together, and troll mates will typically fight, breed, fight again, and then separate, the male abandoning the female to birth and care for the young on her own.

### **Abilities:**

Apart from its vile viciousness and wicked shredding claws, the troll is most well known for its supernatural ability to regenerate lost flesh. A troll can regrow a lost limb within twenty four hours, and can recover from otherwise lethal cuts and stabs in mere seconds. To maintain this unnaturally fast healing power, the insatiable creature consumes over fifteen pounds of meat *per day* to keep up with its monstrous metabolism. Be warned, dear reader: a troll will never leave you for dead. If they don’t eat you on the spot, they will eat you later.

### **Weakness:**

The troll is capable of regrowing lost flesh in mere seconds, but if that flesh is actively being consumed by burning flames or sizzling acid, it will lose more body mass than it can produce. It is never a useless idea to bring with you a bottle of acid, or a vial of alchemist fire, should you have the means of obtaining one or the other.

### **Uses:**

Troll blood and troll flesh are valued greatly by wizards and alchemists, and can be sold for a high price. Additionally, such researchers have recently taken interest in trollish organs, and the demand is high. Otherwise, teeth, claws and toenails make for great trophies!

### **Notes:**

1. See also: Rock Troll
2. See also: White Troll
Lochy i rzepy Wiki

**Witamy na Lochy i rzepy Wiki!**
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Tower of Centirilya

### Overview

The strong and slender tower of Centirilya was constructed in the White Hills by the Fylarion elves over the period of SA 1 to SA 3, immediately preceding the conclusion of the Grimbrand War. It is said that through the magical secrets of elven craftsmanship, lands and regions far beyond the range of normal human vision can be clearly perceived from the tower's watch, including the entirety of the Grimbrand territory.

To this day, Centirilya stands as a symbol of peace and victory for the peaceful nations of Glaun Encaru, and as a dire warning to the enemy against future incursions upon Spaurian of Fylarion soil.
Will O' Wisp

## *Excerpt from Bixby's Guide to Spaurian Wildlife*

The will o’ wisp is a dense cluster of glowing, weightless globs of light. Contrary to popular belief, the “death lantern,” as it is known in the Mistwood regions, are not spirits of the deceased. It has recently been proven by multiple reliable mages that they are in fact of Fey origin, slipping into our world through hidden doors that only Fey know how to find. For more information on the Feywild and it's nature, reference *“COSMOLOGON A”* by Toben the Otherworldly.

### **Diet:**

The ghostly organism feeds on the gases released by decaying plant and animal matter; hence why they are usually found in swamps or graveyards. However, this can only keep them alive for so long. In order to survive, the “death lantern,” must feed on the emotions of sentient life, and it has found that this is best accomplished using the negative emotions of fear and grief.

### **Habitat:**

Swamps, graveyards; any place with a surplus of decaying plant/flesh matter.

### **Abilities:**

The will o’ wisp uses its innate magical abilities to create illusory images, lights, sounds and even voices to frighten creatures, creating the raw emotion that the will o’ wisp then absorbs. This process is not harmful to the victim of the fear, but it may keep them up at night for many weeks to come, and leave them with a chilling tale to relate to their friends and relatives.

If threatened, the will o’ wisp is capable of releasing a burst of lightning energy to shock its attacker. This electronic attack is usually non-lethal, but will leave the victim with serious burns. A quick zap from one of these mischievous lights left my left foot completely hairless! My right middle toe was only *half* nibbled off at the time… now it is gone.

### **Weakness:**

Give the will o’ wisp what it wants. It has no inventions of harming you; it needs only to draw on your fear. If you allow yourself to be afraid, it won’t be long before the wisp disappears, having absorbed a good meal. If you steel yourself and refuse to give in, however, you might only be making things worse for yourself, as the wisp will continue to assault you with illusions and ghostly voices in the wind until you either escape or tremble in fear.

### **Uses:**

Will o’ wisps, if contained in a proper vessel, can be used as makeshift lanterns if supplied with compost and raw emotion every once in a while. Additionally, wizards and alchemists are continually finding uses for them in the creation of spell components, experiments with negative energy, and general study.
Dener

Stolica Derenelunekseren, położona głównie na północnym brzegu Dromy. Założone przez Denera w 875. Miasto z uniwersytetem i siedzibą władz, składa się z 3 dzielnic. Dzielnice miasta to: Śródmieście, Królówka ora Uniwersytetki. Miasto zamieszkuje ok. 10 tys osób

## Historia

Miasto założone przez Denera prawowitego władcę Denerenelunekseren w 875. Miasto zostało założone po dużym pożarze w Meren. Miasto nigdy nie było zbyt bogate, jednak było ważnym elementem kultury Derenelunekserenczyków od 950 gdy napłynęli tam prawie wszyscy około 5 tys Derenelunekserenczyków oraz mieszkali tam tajni władcy Derenelunekseren, W 1098 księżniczka Merke po upadku Kutrów zaatakowała osłabiony Mekugel i zaczęła atak właśnie z Dener. Gdy wojna się zakończyła miasto rozkwitło. Dorobiło się ono na handlu z Ferflot i pobliskich kopalniach siarki. W 1145 powstał tam Uniwersytet na południowym brzegu Dromy, by obywatele nie musieli jeździć do wtedy Bulbodarskiego Mazgadu. W 1195 spłonął uniwerytet Mazgadzki co doprowadziło do gigantycznego rozwoju tego Denerskiego który poprzez wojnę został zbudowany z pieniędzy pożyczonych od Bulbodarskich szlachciców którzy zostali ścięci za zdradę Bulbodaru. W 1222 mieszkańcy Deneru bardzo pomogli odbudować Mazgad. W 1234 zostali zabici lub wypędzeni prawie 1 tys mieszkających tam Kutrów z powody powstania. Kutrowie Denerscy wrócili do domu dopiero w 1245 pod naporem Henryka Falcona-burmistrza Mazgadu na Burmistrza Deren Juliusza Rerda.

## Dzielnice

### Śródmieście

Najstarsza dzielnica miasta położona na zachód od Królówki. Jest to bardzo zróżnicowana dzielnica i znajduje tu się wiele domów i sklepów. Mieszka tu ponad połowa mieszkańców miasta. Znajduje tu się rynek i ratusz oraz inne miejskie urzędy.

### Królówka

Dzielnica zawdzięcza swoją nazwę Zamkowi Królewskiemu który się tam zajmuje. Jest to dzielnica rządu i z tego powodu jest nazywana sercem Derenelunekseren. Oprócz Zamku znajdują się tam jeszcze różne budynki polityków, kilka rezydencji i hotele dla parlamentarzystów i dyplomatów. W Królówce jest także zamek parlamentarny w którym są sale do obrad i biura ministrów oraz zamek Merkel w którym znajduje się siedziba armii i gigantyczna zbrojownia. Jeżeli się dawno nie myłeś i nie znasz się na polityce to lepiej tam nie wchodź.

### Uniwersytetki

Dzielnica na południowym brzegu Dromy łączy się z północą miasta mostami: Uniwersytecki i Mekugelskim. Mieszkają tam głównie studenci i niektórzy profesorzy jednak większość dzielnicy to budynki uniwersytetu i biblioteki. Jest tu jeden z najlepszych systemów anty pożarowych a budowanie z drewna jest prawie nie legalne.

## Lokacje w mieście

### Uniwersytet

Położony w Uniwersytetkach na południu miasta. W 1250 ma wydziały: handel, prawo, magia teoretyczna, językoznastwo i filozofię. Uczy się w nim około 1 000 studentów pracuje 50 profesorów, studenci sami odpowiadają za posiłki dla profesorów i dla siebie oraz porządek w całej dzielnicy.

### Rynek

Położony w Śródmieściu. Dochodzą do niego 4 drogi: Browarska, Królewska, Krawiecka, Alchemiczna.
Ancient Calbournia

## Overview

Calbournia was a largely human kingdom that existed five hundred years ago, and was part of a larger continent far south of Glaun Encaru. It was the Calbournian people who would come to settle Glaun Encaru, transforming the lands they conquered into the Spaurian Empire, and leaving their kingdom behind.

Calbournia consisted mostly of humans, who, alongside the noble and respected dragonborn, occupied the kingdom's royalty and noble families. Other humans, half-elves, dwarves, halflings and gnomes filled the remainder of the population. Honor and justice were core values of Calbournian society, and religion played a crucial role, with regular worship and recognition of the gods being heavily prominent. Their lore and mythology was rich and extremely expansive, being compiled in Ulo the Historian's HISTORIA ANNORUM; one of the only surviving documents to still exist in modern day Spauria.
Dislar

## Overview

Dislar is a major fortified city built on the edge of Lake Yaga, known for it's trade ports, arcane academy, and underground market. Though the city was once an imperative military fortress during the War of Kings, it is now Northern Spauria's main trade port with Nurn, their former enemies.

## History

The fortress of Dislar was originally erected during the War of Kings to stop Nurnian enemies from crossing Lake Yaga to attack Noogle from the north. When the war was won, expansion and trade turned Dislar into a bustling city, which was later connected to Morriguard by the Iron Wall. Even today, the city is littered with ancient towers and collapsed stone brick walls clinging to the edges of the lake.

## Trivia

-Dislar is notorious for it's unlawful underground market and high crime rates. Trading and smuggling of Nurnian immigrants, illegal substances, and unapproved magic items are some of the biggest businesses, all thriving in the maze of winding tunnels and abandoned sewers beneath the city proper.

- "Ya wanna play Dislar Hold 'em poker?" -Draconus Maximus

- "In Dislar there was this scary myth about staircases in the forest... you're SUPER not supposed to go up those." -Draconus Maximus

-Draconus born in 133, year of the coin; there were plagues. Joined thieves at age 10 in 143. Really good as Dislar Hold 'em Poker.
Król Edmund II pachnący

Urodzony w 1203 król Krynii od 1243. Absolwent uniwersytetu Okenfurckiego na wydziale Prawo. Jest synem króla Forkłada V, bratem księżnej Hanny , bratem księcia Miga i Arbalda oraz szwagrem księcia Mikala. Ma żona Hohannę z którą ma 2 synów i 3 córki. Rzepoludzie go nienawidzą. Jest gigantycznym miłośnikiem perfum ,dzięki czemu zawdzięcza przydomek.

## Historia

Urodził się 1203 (2 lata przed starszą siostrą) na wyspie królewskiej na jeziorze Oken. Pierwsze lekcje odbywał u korepetytorów albo na wyspie królewskiej albo w pałacu klaryskim w Okenfurcie. Od 1221 studiował na uniwersytecie Okenfurckim administracje, ale zrezygnował po roku i przeszedł na wydział prawny. W 1232 wziął ślub z własnej woli ślub z hrabianką Hohanną z Angalens. Edmund zamieszkał wtedy na stałe w pałacu klaryskim. W 1234 urodziła się jego pierwsza córka Feda, rok potem syn Frokład, w 1239 córki bliźniaczki Magda i Joanna a 4 lata potem syn Gelbert. W 1243 jego ojciec zmarł tydzień po urodzeniu jego syna Gelberta. Został koronowany w kaplicy Królewskiej na wyspie. Od niedawna w Rzepolandzie władał wtedy książę Andrzej Aleksy, z którym król Edmund nie dogadywał się dobrze. Od 1246 interesuje się perfumami czym zaraziła go córka Freda. W 1248 rozpoczęło się powstanie w Rzepolandzie, był rozwścieczony tym faktem i wysłał tam prawie całe Krynijskie wojsko oraz poprosił o pomoc szwagra. Powstanie zostało rozbite ,a on podpisał wyrok śmierci na Andrzeju Aleksym. Rolę księcia tego regionu przejął brat siostry króla Zygmunt.
Księstwo Derenelunekseren

Jest to państwo leżące na południe od morza Wermińskiego. Wielokrotnie zmieniało ono granice. Państwo byłoby bardzo bogate gdyby nie było zagrożone wojną wśród sąsiadów. Mają bardzo dobrze wyszkoloną armię. Najbogatsze miasta to południowy Mazgad oraz stolica Dener. Derenelunekseren należy etnicznie do państw Wermińskich. Wyznają oni Kuryzm ,a większość mieszkańców posługuje się Wermińskim, konkretnie gwarami Denerską i Kutryjską.

## Historia

Państwo powstało po upadku cesarstwa południowo Wermińskiego w 605 roku. Nie istniało ono wtedy zbyt długo i upadło po 34 latach istnienia po zdobyciu przez Kutrów. W 1087 roku Mekugel zajął ziemie na południe od Dromy a Bulbolandia na północ. W 1090 Bulbodar zajął resztę państwa Kurtów. W 1098 Księżniczka Marke poprowadziła bunt przeciw Bulbolandii i zdobyła Dener oraz Mener. W 1112 zdobyła ona rdzenne ziemie Kurtów od Mekugel. Podczas bitwy pod wsią Kunuty zmarła ze starości. Wojnę zakończył jej syn Afred w 1114. Po tej wojnie Alfred I oraz jego następcy bardzo wzbogacili państwo. Stworzyli oni kopalnie siarki oraz wydzierżawili dok w porcie Wernosgrad. Książe Frud syn Karla w 1186 postanowił zdobyć coraz bogatszy Mazgad. Doprowadziło to do prawie 40 lat wojen o Mazgad na ich skutek miasto stało się biedne i zniszczone. W 1214 podpisano traktat Mazgadzki w którego skutku miasto zostało podzielone na północne i południowe. W 1222 Karl III nakazał budowę dzielnicy w południowym Mazgadzie. W 1234 roku państwo starło się z powstaniem Kutrów.

### Władcy

Księżniczka Merke-władczyni w latach 1092-1113 ,żyła w latach 1065-1113. Doprowadziła do niepodległości Derenelunekseren.

Książe Alfred I-żył w latach 1091-1145, rządził od 1113 do śmierci. Doprowadził do gigantycznego rozwoju gospodarki, założył między innymi kopalnie siarki.

Książe Karl II- żył w latach 1095-1178, rządził w latach 1145-1175. Kontynuował dzieło brata, wziął w dzierżawę dok w porcie Wernosgrad. Abdykował na rzecz syna ze względu na chorobę.

Książe Frud V- żył w latach 1117-1192 a władał 1175-1192. Wykorzystał nagromadzone bogactwo Ojca i wuja by zdobyć ziemie na zachód od Brudy. Rozpoczął on wojny o Mazgad które trwały 1186-1214.

Książe Karl III- żył w latach 1144-1230, władał 1192-1229. Zakończył ostatnią wojnę mazgadzką 1210-1214 traktatem dzielącym Mazgad na dwie strefy. Odbudował południową część miasta wielkimi kosztami.

Książe Mikal- urodził się w 1194. Rządzi w dosyć spokojnych czasach. Rozwija wojsko i handel.

## Polityka zagraniczna

Mają dobre relacje i są sojusznikami Krynlii i jej sojuszników. Należą do tak zwanego bloku Krynljiskiego. Dzięki Henrykowi Falconowi (burmistrz Mazgadu) mają także dobre relacje z Kutrami. Są wrogiem Bulbodaru i Bulbiolandii przez co są wrogiem bloku Mekugelskiego. Utrzymują całkiem dobre relacje z państwami Flot oraz krasnoludami z gór Krzemnych.
The World of Glaun Encaru Wiki

**Welcome to the The World of Glaun Encaru Wiki!**

A collection of articles and entries about the lore and secrets of Glaun Encaru, and the universe beyond.

# GLAUN ENCARU:

## REGIONS

Spauria

Nurn

Fylarion

Grimbrand Territory

Ancient Calbournia

## LOCATIONS & CITIES

Noogle

Dislar

Moriguard

Quimny

Mistwood

Wolfwatch

Pvarm

Pendle

Dawsbury

Tower of Centirilya

## HISTORY

Grimbrand War

War of Kings

Goblin Wars

The Bax Crusades

The Bois Timeline

## CHARACTERS & FACTIONS

Lord Chyziss the Magnificent

Toben the Otherworldly

The Pureblood Guild

Spaurian Mages Association

The Spaurian Rangers

Druidic Circle of the Land

Druidic Circle of the Moon

Qrow

Spaurian Royalty

The Bahamuti

Leonardo Mackintosh

Daskrin

Cadence Qrow/Rose

The Switch

## ARCANA/COSMOLOGY

Astral Plane

Elemental Planes

Ethereal Plane

The Shadowfell

Magic

Wizards

STARNET

Spirits & Undead

The Stars

Goldmoon

The Keystone

## LORE

HISTORIA ANNORUM

The Tablets of Ruin

The Old Ones

Spaurian Pantheon

Angels

"Sisters"

## CREATURES & PLANTLIFE

Ankheg

Basilisk

Cockatrice

Gelatinous Cube

Delicious Pink Ooze

Manticore

Troll

Will O' Wisp

Woyler

Wyvern

Flora

## MISCELLANEOUS

The Pumpkins Three

Spaurian Calendar

Observer

# THE SOUTHERN SEAS:

## Locations

Jolly Joe's

Vostral Port

Drakewind Isles

## Factions

Merek's Rattails

*Need help building out this community?*

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Cody

Cody is a character from the *Final Fight* and the *Street Fighter series*.

## Profile

**Full Name**: Cody Travers

**Gender**: Male

**First Appearance**: Final Fight

**Birthdate**: April 18

**Birthplace**: USA

**Fighting style**: Martial arts, Underworld brawling

**Height**: 6'1 (185 cm)

**Weight**: 176 lbs (80 kg)

**Blood type**: O

**Eye color**: Blue

**Hair color**: Light blonde

**Relationships**

* **Relationship**: Jesscia (ex-lover)
* **Friends**: Lucia, Marlowe
* **Neutral**: Mike Haggar, Guy, Zeku, Jessica
* **Enemies**: Edi E., Rolento, Poison, Abigail

**Likes**: Starting fights, Metro city's street meat, Guy, Haggar, Jessica, spinach, milk

**Dislikes**: Lectures, boredom, Mad Gear, Edi E., people bad at fighting

**Occupation**: Convict Vigilante (formerly), Mayor of Metro City (current)

**Skills**: Knife tricks, breaking out of prison, easily removing his handcuffs

**Favorite food**: Spinach, milk

**Alignment**: Neutral-good

**Status**: Alive

**Voice actors**:

* Daisuke Kishio (Japanese)
* Michael T. Coleman (English)

## Biography

Appearance

Personality
Książe Andrzej Aleksy

Władca księstwa Rzepolandu, ostatni z dynastii Grepów. Patriota i rzepoludz. Żył w latach 1224-1248, władał od 1242 do śmierci

## Historia

Urodził się na dworze książęcym w Rzepigrodzie. Uczył się i wychował w zamku Kurtan, W 1232 zamieszkał w zamku Kostrun w hrabstwie Rzepipi. Poznał tam wiele patriotów którzy chcieli niepodległości od Krynlji i skrążyli się że jego ojciec jest przychylny Krynlji. Jego ojciec zmarł w 1242 w niejasnych okolicznościach. Andrzej zbierał wojska po cichu i wymieniał doradców na bardziej patriotycznych. 1 stycznia 1248 wypowiedział niepodległość co doprowadziło do wojny. Mimo zimy wojska Krynijskie podjęły działania i wezwały do pomocy Derenelunekseren. 25 marca w Rzepigrodzie ścięto Andrzeja, a hrabia Rusmund podpisał kapitulację 2 kwietnia. Władzę wtedy w Rzepolandzie przejął wysłany przez Króla Krynlji Bonifacego gubernatora Zygmunt.
Bokusatsu Tenshi Dokuro-chan

Bludgeoning Angel Dokuro-Chan is a Japanese light novel series written by Masaki Okayu and illustrated by Torishimo. It centers on a teenage boy and a killer angel from the future who constantly gets him into trouble and kills him violently and repeatedly, often removing his head with her spiked club named "Excaliborg", only to resurrect him seconds later. The novels were first serialized in the Dengeki hp magazine published by MediaWorks. Later, a manga version was created, written and illustrated by Mitsuna Ouse serialized in Dengeki Comic Gao!. Finally, an anime version was adapted and aired in Japan between March and September 2005. A second anime series aired between August and November 2007. In late 2005, a PlayStation 2 game titled Game ni Natta yo! Dokuro-chan: Kenkō Shindan Daisakusen was released in Japan.

## Plot

In the future, a man named Sakura is destined to create the technology for eternal life, which (due to Sakura's lolicon tendencies) freezes all women's aging once they turn twelve. God refuses to allow this, so he sends his angels to the past to kill Sakura before he can do this. But one angel, Dokuro-chan, decides to try to change the future without killing him. Problem is, Dokuro is very temperamental, and is constantly killing Sakura (and lots of other people too) in incredibly bloody ways with her giant spiked club. Good thing she can bring people back to life - if only to grusomely kill them again the next time she loses her temper.

## Why it Rocks

Great animation.

Cool stories.

Amazing plot.

Awesome characters especially Dokuro herself.
Israel

**Israel** has participated in the contest 4 times out of 10. They have been successful in the contest and they even are the 4th most points collected country in the ranking. Israel has never won the contest but they have one second place and 3 top 10 placements. Their best result was from 5th edition where Last Heroes and Liel Kolet represented Israel with the song Naked Soul and they finished second with 312 points which is the second most points that a runner up has ever gotten.

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