recursal/Fanatic-Fandom huggingface dataset:
Communities By Timeline

This is a hub of all communities to date, organized by when they occurred!

School More Like Cool (November 2019) (light/school/fantasy/apocalypse)

Little Laboratory of Horrors (February 2020) (dark/paranormal/survival)

Bittersweet Sentence (March 2020) (dark/daily/modern)

Reality TV Death Starz (April 2020) (dark/modern/survival)

Camp Golden Arrow (May 2020) (light/daily/comedy/modern)

The Most Boring Com To Date (May 2020) (mini/light/modern)

The Golden Circle (June 2020) (mini/dark/sci-fi)

First Contact (June 2020) (dark/apocalypse/sci-fi)

House Party Slumber (July 2020) (mini/light/modern)

The Villainous Institute of Learning Evil (July 2020) (light/daily/school)

Omega Sigma Upsilon (August 2020) (mini/light/fantasy)

We've Decided To Ascend (August 2020) (mini/dark/mystery)
SMG4

## Supermarioglitchy4/Supermemeguardian4

**SMG4** (full name Supermarioglitchy4/Supermemeguardian4) is one of the two main protagonist of his eponymous series along with Mario.

## Trivia

* This is one of the rarest instance where a character was voiced by the creator itself. This is because SMG4 was a self-insert character of Luke Lerdwichagul, the creator of his eponymous series.
Tsukasa Ebisu

Tsukasa

Cure Temperance

**Tsukasa Ebisu** is a character in the **Shōjo☆Kageki Revue Starlight** franchise and one of CureLeaf7’s characters in Anyone Want to Roleplay.

## Appearance

Tsukasa is a tall girl in 11th grade with short, wavy orange hair and purple eyes. Casually, she wears a fashionable tan top with a black and gold belt, a short black skirt, black tall boots, and a black hat.

## Personality

*(From the Revue Starlight wiki)*

Tsukasa is often seen as someone who isn't serious, but she cares deeply for her friends. Due to her strict upbringing, she appreciates the freedom that comes from living in the dorm. She takes advantage of this by wearing and eating what she wants. She is shown to have confidence in her musical skills.

Both Misora and Aruru (underclassmen and friends from Frontier School of Arts) have described Tsukasa as having good manners, which is likely due to her upbringing.

## Trivia

* Tsukasa likes to spend as little money as possible, and Shiori Yumeoji describes her as a “cheapo”.
Maaga Amazon Tribes

The Maaga Amazons are not natives to the hills and plains of Ram's Head, once calling the southern jungles in the central plains home. However as the Treant Empire grew, more and more tribes were forced to migrate away from the tide of deadly flora. Some tribes tried migrating east, only to be lost to the Necroswampers and be raised up as undead. To the south however, they found hills, valleys, and fields along the Maaga River. However these lands were not unsettled, and the Amazons purchased their new home through blood. After several wars against the Cantons and the Gold Coast tribes, they had carved out a nation with their warrior priestesses and female equestrians.

Culture

Matriarchal in design, the Amazons are a culture ruled by strength and a series of ancient laws taken with them when they were forced from their homeland. They are organized into various tribes, each ruling over a geographic area and managing most of their day to day affairs. Two matriarchs are elected from each tribe, One veteran warrior and another of a priestly sisterhood. They are sent represent their tribe in the council of amazons, where the tribes would organize themselves and discuss internal politics and external dealings. If war is ever declared a symbolic spear is struck through a effigy representing the chosen foe within the temple of the Goddess of war.Upon discovering a new nation they will build a statue representing them within the temple of their Matron War Goddess, who also encompasses the domain of sovereignty and rule. They will hang an olive branch on the effigy, signifying that the Amazons recognise their nation. The branch is a symbol of peace through victory, and if war is declared to another nation their branch will be sent to whoever rules the enemy nation. The Amazons will then spear the statue, officially declaring war in the eyes of their goddess, and they will recover the branch through their Victory. Inability to reclaim a Olive Branch, and thus claim peace through victory, is a great stain on the honor of any matriarch. The only current unreclaimed Branch is that which was sent to the Treant Empire.

Men within the Amazon Tribes are treated as second class citizens, unable to choose mates and used mostly for physical labour and dishonorable tasks, such as farming or dealing with unclean creatures. If a male is particularly unique, he may be selected by a tribal matriarch to serve as her personal shield guard and often times breeding servant, such males are given the privilege of carrying weapons and shields for the purpose of defending their mistress, such roles are sought after by the male masses and rarely given by the ruling matriarchs.
Wyrd Tribelands

The Wyrd tribe lands have their name derived from one of two things from their "weirdness" or from a plant which grows there only known as the Pherissian Wyrd.

An oddity of the tribelands which makes them impossible to conquer or subdue is the non-linearity of time. Diplomats sent to the Wyrd Tribes report meeting people who claim to be ancestors of leaders they met centuries before or younger versions of Wyrd mercenaries which work for them. The Yoroslovan Kingdom even claims to have hired the same mercenary twice and the two which were one served alongside each other. The Tribe of Ywyrd claims though that, that was just a prank played by two twins.

Anthropologists describe the Tribesmen as using the Pherissian Wyrd or as they call it "Nostalgie plant" to navigate the land. When you burn it the smoke always shows towards the past. Supposedly one also sees the smoke facing different directions depending on date of birth and the further you wish to travel from the day you were born at the quicker the smoke changed directions and new fires need to be lit more and more often. Thus Wyrd tribes often are not derived from family units, but formed from people born on the same day to make traveling together easier.

The Tribesmen seem to not really ever mourn the dead or have any funeral rituals. I mean why would you do it if you can just go back and visit your mother when before she died?

The greatest myth of the Wyrd is the "City of Glass" they describe a city of glass where no one hungers. One resembling in description the mirages of the grand desert. One can only reach the City of glass once he follows the Smoke of the Wyrd all the way to the beginning of time where once it's lit on fire the smoke forms a spiral.

Due to it's odd layout and diplomatic visits it is suspected that the Land of the Wyrd Tribes might be folded like Origami and likely is as big as Suoxi-Dan Dio or even bigger.

#### **The City of Glass**

Before the great Calamity which struck ending the Age own Dawn a single city in the world knew it would come. The name of that City is long lost.

They were foretold a catastrophe would come which would doom the whole world, no the whole universe. As such they chose to leave. Their scientists worked on creating a bubble. A bubble of time and space. One where time would still run, just completely separately from the world around them.

The experiment succeeded, creating what we now know as the Wyrd, or rather an imperfection in the process gave birth to the Wyrd. The Wyrd is a place of transit a thin layer of time and space separating the City of Glass and the world of normal flowing time.

With enough patience and knowledge of navigation it is possible to travel between those two planes of existence.

The City of Glass exists as a myth among many of the Wyrd Tribes as their ancestors either laid their eyes on it themselves, or met researchers from the City sent out to explore the world.

It is not exactly clear what is inside the City of Glass and how it operates now, but whenever they send someone out they always ask about the "Wandering City of Mimics".
Teriads

## Technicae transverto

An image showing some of the possible variations of teriad. The oldest of these four is in the upper left corner while the bottom right has the youngest.

### Temperament

Tech Seeking

Teriads are engineered insectoid bioweapons that can absorb electronics and any machine that uses electronics. Teriads come from a time where they were once at war with an ancient civilization of humans. Said humans were prolific with their use of electronics, so much so that the presence of Teriads threatened their very existence. Humans attempted to nuke Teriads off the planet, and while the humans believed they succeeded, the Teriads became elusive and went into hiding. As the Teriads hid they survived the fall of humanity, but they were crippled by both the onset radiation and their low numbers. The radiation changed Teriads greatly and their ability to absorb technology was greatly hindered. The radiation also caused Teriads to lose their eusocial coordination, many becoming feral and self serving.

Teriads come in all shape and sizes as their form contorts to suit the technology they absorb. The more tech a Teriad absorbs the more unrecognizable they become from their base forms. Teriads who haven't absorbed a lot of technology share a similar body structure to the T'lc-Kha, which are a species descendant of the Teriads. The base body structure consists of a body separated into three segments, with four legs attached to the abdomen, a thorax with four limbs attached to it and a wasp like head. The absorption of tech can lead to the loss or addition of limbs or body segments.
Era of Discovery

3500 > 4250

### **Westrasi**

One of the two main empires of Westrasi disintegrated during this time period, the Verani Empire collapsed into many separate nations in 3900, however the Belaran Empire continued to grow in strength, dominating much of northern Westrasi and establishing trade relations with far flung regions.

### **Northedge**

Certain tribes continue to advance, with many city states forming in what is now the Queendom of Ruskata.

### **Eastralia and the Northern Plains**

Qi-Fu is in decline by this period, with much of its former western territories now ruled by elvish and human tribes.

### **Midland**

The powers that currently exist in the Midland region in the Modern Era are firmly entrenched by this era.

### **Ram's Head**

Following the defeat of the Treant Empire during the previous era, the population of this region booms and city states begin to form everywhere.

### **The Southern Plains**

The Treant Empire was dealt massive defeats during the previous era and spend much of this time recuperating.

The Tnz'qran peoples were also disorganized and leaderless during this period following the collapse of the First Orde early in the Antiquity Period.

Exiles from the Kingdom of Ivory help establish several new city states in the Janedi Peninsula region in 3600.

### **Celestia Subcontinent**

The Xin-On era (2600-4500) slowly comes to an end during the last centuries of this era, with the Celestial Empire transitioning from a loose alliance of warlords to a bureaucracy dominated nation.
Belara Norvia Stronghold

Population: Belarian 10%, Native Human 40%, Native Elven 50%

Capital : Norvia Stronghold

Goverment: Colonial Administration

Culture

Norvian colonists, are mostly families of garrison military, and so come and go, so represent traditional Belarian culture. Different situation is represented by fishers, and miners. They work in proximity with natives, and while Belarians see themselves superior from them, cultural osmosis still takes place in little things like superstitions.

Religion

Same as Belaria

Organization

Board of Colonial Administration – Norvia, or just BCAN, right now has military majority between administrators. 3 of them are militarists, 2 are merchants and 1 is colonists representative. Right now biggest problem from administration perspective is continuation of slave trade, and its profits, considering more and more nations in westrasi are starting to be abolitionist. While Merchants and Colonist are seeing profits to be made here, Militarists would rather stop having to divert their forces from slave raiding, to already understaffed forts. Kings representative right now supports status quo.

Origin

Norvia was first colony created by Belarians, who defeated local tribes and fended of Ruskatians. Since then local skirmishes between natives and colonists are normality, but no huge war was fought yet.

Diplomacy

BCAN diplomacy is based on one thing: technological superiority. In simple words, even though its army is understaffed, they carry big stick of advanced weapons, strategy and armors. Because of this no one thinks there is need to be subtle. Native tribes are strong-armed into pacts, and sometimes whole villages are enslaved, and send to metropolis, or to iron mines.

Only exception being khanate, that is seen as great danger by Novian administration, because of how they know in case of attack they will be conquered before support arrives, if it arrives. And such, no hostile actions are taken against them.

Geography

Its arctic and mountainous land. There is almost no fertile land, and its littered with mountain passes and choke points turned into fortresses.

Economy

It's the main hub for the arctic fish trade, its also hub of forestry and mining industries. Its here where lies biggest mine of Iron in the entire north. Additionally Norvia has great investment in slave trade, to a point of having biggest slave marked in whole Belara.
Corlid

Corlid

Corlids are large, flightless birds native to the Storm Islands. They range from 2 to 4 feet (.61 to 1.22 meters) in length, and weigh in from 40 to 70lbs (18.14 to 31.75kilograms). Despite their monstrous features, they are scavengers. They swim around the islands looking for meat, using their claws and beak to fend off predators and other corlids. The other use for their talons is to grapple underwater rocks to fend off the strong storm currents that travel the island. While they are aggressive when hungry when fed with enough meat they will become passive and docile. While some Storm Islanders have done this to “tame” the birds, they are seen to be of little use by the majority of the population. They are more commonly viewed as a good source of meat, as the waters are usually filled with corlids looking for meals. When something large like a dolphin dies, the corlids appear in droves to eat the animal. This is called a swarm, and they can devour a large beast within minutes. In the process and infighting multiple corlids usually die, which prolongs the process and the remaining corlids turn to eat them.
War-Claw

The warclaw is a theropod found within the Goldlands that has been largely domesticated by the local peoples for the purpose of transportation and warfare. These long-clawed bird like behemoths feed on the large protein rich fruit pods that can be easily knocked free or pulled into reach from their tree by the creatures talons. In defense of themselves, their territory or at the behest of their handler a war claw will utilized its claws to devastating effect. Its victims are often disemboweled or dismembered within moments. The people of the Goldlands walk a fine line between breeding out heightened aggression and maintaining a level of spiritedness that keeps these beasts capable war mounts.
The White Banner Army

## Light Infantry

ZHANSHI

TIAN GŎU, Orbital Activity Squad

Zhanshi YĪSHĒNG

MECH-ENGINEERS (Zhanshi Gōnchéng)

WARCORS, War Correspondents

## Medium Infantry

TIGER SOLDIERS

HÙNDÙN Ambush Unit

YĔ MĀO Infantry

LÉI GŌNG, Invincibles Lord of Thunder

JING QO, the Shadow of Huangdi

Imperial Agent ADIL MEHMUT, Special Division

## Heavy Infantry

SHÀNG JÍ Invincibles

JUJAK REGIMENT, Korean Shock Infantry

DÀOFĔI Tactical Section

Captain QIANG GĀO, Invincibles Officer

## TAG

BLUE WOLF Mongol Cavalry

GŪIJIĂ Squadrons

## REM

Yáoxiè RUI SHI

Yáoxiè LÙ DUĀN

WÈIBĪNG Yáokòng (Guardian Remote)

HÙSÒNG Yáokòng (Escort Remote)

SON-BAE Yáokòng

CHAĪYI Yáokòng (Messenger Remote)

Yáofáng LÓNG YÁ

YÁOZĂO

Yáopú PANGGULING

## Skirmisher

GŬILÁNG Skirmishers

KUNAI SOLUTIONS Mercenary Ninjas

## Warband

SHAOLIN Warrior Monks

LIANG KAI, Wandering Shaolin Monk
Greatbumble

Native around the southeast jungles, Greatbumbles are giant bees grow around to the size of cats. Although very large and a bit defensive when threatened, they are overall friendly towards humanoids. Due to this approachable disposition, peoples within the Treant Empire even keep them as house pets.
Pyrosaur

One of the more unique behemoths of Goldland, pyrosaurs have an odd defense mechanism. Their long, hollow crests are used to store a flammable substance which, when the beast is threatened, is sprayed out as it combusts. The flaming substance is akin to mucus and on contact, will stick to the victim as it burns like napalm. The Pyrosaur gives out a booming howl and a gush of flames from its mouth, scaring off most of daring predators.
Wall of the World

The Wall of the World is the mountian range deviding the Celestial Empire from the Westrasi nations. It is precipitous and nearly impassible to cross. However, there are in fact two passes of note.

The first is the route along the top of the cliffs where the mountains meet the sea. That route is narrow, but can be navigated by mule trains with care, and there is some trade between the Giants and the Empire, mostly of fine wine and brandy for silks. It is fortunate that both sides are peaceable. There are also several places where there are landslides hanging above the route, barely restrained by clever contrivances of rope ensorcelled to never rot, eternally ready to close this route permanently at the slightest threat of invasion.

The second is by the Pass of Yari. Also called Great Dragon Pass, this consists of a twisting route up a great col on the western side to a wall at the top of the pass, manned year round by the army of Leixi-Airoxia. There is then a narrow rope bridge from the gate in the wall across a sheer ravine over a mile deep to the other wall, guarded by Imperial forces. The walls are adorned by great designs of dragons in the style of the two sides (bearing in mind that neither side had an artist who had actually seen the overwhelming majesty of a real dragon). The route down on the other side to Yari is mostly along a long and narrow ridge. It is through the Pass of Yari that the Empire trades their tea for precious amber from the beaches of the Westrasi Sea and Saramese jade.

The exact manner by which the bridge over the great border ravine was made is uncertain, but it is surely the case that no invader could cross this way: a bit of fire, or some quick work with a knife, and the pass will be closed. By being so under threat, it can be viewed as \*not\* being a threat, and so safe to allow trade to happen that way.

The Wall of the World is number four on Laelaz's list of natural splendours.
The Glowing Mushroom Valleys

One of the most traitorous places within the Dutchy of Komjatina and Marsches of Drache are the Mushroom Valleys. Few know why, but in said valleys only Mushrooms grow and any creature which sets foot there slowly dies. Even if you enter and then leave you still will die. It is said that the mushrooms lure in animals with colorful displays of light or by mimicking plants or fruit.

In truth said places are remnants of nuclear impact sites where mushrooms feeding on high levels of radiation now grow. By now the radiation levels in most of these valleys while still lethal are to low to support these grand giant myconic growths as such the mushrooms evolved to lure in animals which then die of radiation to supplement their diet.
Borosian Pantheon

The Borosian Pantheon are made up of four gods. They are worshiped by the Boro people as folk heros who strived for the current ideals of the Boro nation.

There are four gods in the Borose pantheon.

Ghelut the Lightbringer, who was born from a secret spring on the highest peak of the Ram's Head. He has clairvoyance, but never uses it to alter the path of the world. He is the god of summer, fire, smiths, knowledge, and dogs. He is said to ride a chariot pulled by flaming dogs and patrols the horizon, when night comes when he descends into the abyss under the world to do battle.

Suht Duriannia, the Earth God. He is the child of a giant frog and the earth, and was born three times from a rocky egg. He has three heads and is the god of wealth, metal, stones, forts, and trickery. He guards the way to the dead lands. His priests oversee funerals.

Muvir Sahulahin, The Storm Witch. She is the goddess of the seas, rain, anger, and storms. She is a wrathful goddess that is equally feared as she is worshipped. Those that die at sea are sent to her domain instead of the dead lands, where they serve as her servants for eternity.

Conchobor Boro. Instead of starting out as a god, he earned it through his many exploits. He was the first king of Boro. He married a powerful wolf fey. Once did battle against the armies of the Amazons, The Kingdom of Maag, and The Gold tribes at once to defend his kingdom and his people. He fought alone for three days during a solar eclipse. Conchobor fought by himself with two swords and an axe against the might of his enemies until he fell due to his wounds. He spilled his intestines forth into the armies, and with his last act drowned the armies in his blood.
Ta-Li Hold

**Country** Name: Colony of Ta-li

**Population** (Ta-Li): Belarian 2%, Native Human 53%, Oni 20%, Goblin 20%, Hobgoblin 10%

**Capital** : Ta-Li Hold

**Government**: Colonial Administration

**Culture**

Because they are minority, belarians keep to themselves in terms of culture.

**Religion**

Same as Belara

**Organization**

Board of Colonial Administration – Ta-li, or just BCAT, right now is in controlled by outside force. All representatives were bought out in secret in Wastrasian Trade Bureau . If this corruption came to light it could begin chain of events ending in destruction of one of two Bureu’s.

**Origin**

Belara was first nation to recognize weakness of Qi-Fu, and after long time of Cape Wars victorious Belara establied colony of Ta-Li. Sometime after initial colony was established, they also claimed uninhabited island north of Great Plain, as a trading station with tribes to the south.

**Diplomacy**

Since initial war there was not a single use of warfare by Belarians on peninsula. In fact before rise of khanate, it was Belarian diplomats that ensured relative peace both on peninsula and on great plane, because as everyone knows money must flow.

Now hoever rise of khan stopped trade in east, and if conquest of peninsula is continued it might cut it off to the north. Ta-li merchants are not bothered by this hoewer because they underestimate power of khan, and more concerned with including twin cities to belarian economic sphere. There are also talks of establishing xexe plantations in Qi—Fu itself, but before such investment can be made, peace must be first restored to the continent.

**Geography**

Ta-Li hold itself is located on sole mountain, that is surrouned by plains and steppes in all sides of the world around.

**Economy**

They export all that Qu-Fi produces, while mainly imporing addicting xexe beans to peninsula.
Tautoburg

**Population**: 100% Westrasi Human (???) Capital: Tautoburg

##### What We Know about Tautoburg

A traveler who finds themselves in the strange patch on dense, thick, and abnormal mixed forest in the central Mukwesk region, may happen upon Tautoburg; A sudden and unexpected castle-town, among the thick wilds. The visitor will quickly notice something very unnerving: All the people of Tautoburg appear to be identical copies of the same small handful of people, repeating without end, but in different clothes, doing different things. These people are all friendly and welcoming. They have good food, and good alcohol. If one should inquire into the strangeness of their home, they will be blankly ignored. The Wardens of the Wyrd Watch, who have traveled here for research, have attested that this phenomenon is not a temporal anomaly, like that of the Wyrdlands, as they can see no evidence of aging in either direction on any version of the Tautoburgers. Further puzzling is that the inhabitants don't look the same to every traveler or group of travelers who venture to Tautoburg. Accounts of their appearance may differ from one encounter to the next, but in every encounter, the entire populace is made up of repetitive copies of no more than one hand's full of people. Most puzzling, and perhaps most disturbing of all is to seek an audience with the Lord of Tautoburg. This King or Queen will appear in the exact visage of the visitor seeking their audience. Some have reported that two or more separate individuals have seen this lord as themselves, while their companions saw the lord as their own self, simultaneously. A resemblance, never acknowledged.

##### **Origin**

Noone knows when Tautoburg came to be. There are references to it in the oldest known Westrasi folklore.

##### **Diplomacy**

No nations have a regular relationship with Tautoburg, and none desire to make aggression against it. Tautoburg itself is friendly to all visitors, and noone could say with certainty they'd ever seen a Tautoburger outside it's walls.

##### **Geography**

Tautoburg is a walled castle-town, in the center of a dense and abnormal patch of mixed forest in the central part of the Mukwesk region.

##### **Economy**

Tautoburg trades with noone, it is not even known if they use currency. No one knows how they aquire resources, but they are always abundant with food and common goods.
Shizukana Korosu

Shizukana Korosu

Shizukana Korosu is quiet.

## Trivia

* The reason why Shizukana doesn't go by "She" is because "It sounds boring" to use on him.
* Shizukana smells like "rotten meat".
* His mom is Scottish, while his dad is Russian.
* He hates when people litter.
* His mental age is 39.
* He thinks love is gross.
* He can win a game of Chess.
* Shizukana sleeps in his library at his house.Shizukana Korosu's information
Scrugr Bats

The Scrugr are a species of mega fauna related to bats but they subsist on a primarily carnivorous diet, preying on animals as large as ungulates (deer) or as small as rabbits. They are fiercely protective of their territory and often come into conflict with other predators within the northern hemisphere. If left unattended even human children may fall prey to these gigantic bats. These creatures have a crude intelligence that many claim harbors a resentment or even hatred towards humanity. Others claim they are all bats possessed by demons. Regardless these creatures appear to take a wicked pleasure in tormenting travelers and will gladly prey on the lost or wounded.
The Vashian Drunkard

The Vashians are a proud and arrogant people, and because of this there is no end to stories making fun of them. One of the more well known tales is the ballad of the Vashian Drunk. It was penned by the wandering poet Silvodo Jack, and tells the story of a a disgusting, drunken fat man who between swings of a bottle spews an idiotic tale of a invisible, impenetrable bubble enclosing the nations of the Westerasi sea, supposedly created by the gods and is protected by their greatest angel against the outside world. Before he gets to finish, the old man is hauled off by the city watch to be put in the stocks and flogged.

The ballad is popular with the low folk, and often sing the song with two people. One person is the narrator, Silvodo, who is playing the instrument, and the other is the Vashian, who drunkenly dances around with a bottle in his hand. The ballad is enjoyed by all except the Vashians, who permanently banned Silvodo from ever entering the county again after he circulated it, and allegedly put a bounty on his head.
Grand Mollusk Reef

They are giant clam like creatures that eat sand and minerals. The orifice on the top submerges occasionally to take in water. Their crust slowly sheds away due to erosion and currents, leaving a rather stiff mineral behind. They are around like 70 meters tall. They can't be gargantuan but the water supports the weight. They were created by Gloria-Etalia to help clean up the radiation on the planet and keep the atmosphere clean. They are sentient, but prefer to pretend the other races don’t exist by ignoring them.
Cants and Creoles

### **Swe'yusi**

A creole tounge created from a mix of Qistsouxu, Souxinakoa, and Mreek language groups. It is the result of multiple invasions into the lands of the Swe'yusi over hundreds of years. The resulting language is used by the common people of Swe'yus and in local trading areas.

### **Black Cant**

Black Cant is a mix of words from the native black sand island tounges, westrasian languages, and a few halfling words. It's used for pirates to identify and communicate with each other outside of safe ports. It also is being used in the Westrasi criminal underground as a safe way to communicate.
Gonoodle champs Wiki

**Welcome to the Gonoodle champs Wiki!**
We're a collaborative community website about Gonoodle champs that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
New Belwed

**Goverment**: Colonial Administration

#### **Culture**

Belwedian Culture is splin into two groups. The creole combination of islands native population and Belarian cultures that is prevalent in countryside, and classical Belarian culture in cities.

Religion

Same as Belara.

#### **Organization**

Board of Colonial Administration – New Belwed, or just BCAB, right now is in tie between administrators. 2 of them are militarists, 2 are merchants and 2 are colonists representatives. Right now biggest problem from administration perspective is ensuring continued supply of Xexe beans.

#### **Origin**

New Belved was founded soon after technology allowed transoceanic voyages to be easier and safer to complete. with idea of it becoming second Belara. Fight with natives was quick, and new colonist flocked to this new land. Now few centuries after the fact its still most civilized out of its colonies, even if belarians still are still minority. Things changed only some time ago, with xexe discovery. Now colonization almost stopped, since war over xexe is on horizont.

#### **Diplomacy**

If Ta-Li could be called velvet glove diplomat, and Norvia an giant stick vielding thug, when it comes to diplomacy New Belwed is combination of both. Slave raids are not uncommon when it comes to enemies of Belara, while lucrative pacts are offered to nations willing to sell its own land for xexe plantations. In fact almost half of Beanfarmer confederacy was sold out in this way, and now is used as plantations of beans, that no longer are used by natives.

#### **Geography**

New Belved is peculiar land. On one hand land near coasts is almost same as on Belara, creating illusion of new homeland that was shattered long ago. Few miles into land temperate land becomes jungles, and jungles become wet hells. Rain falls there half a year, and then it falls another half, but more.
Battle Witches of Ruskata

While the Queendom of Ruskata relies mostly on its armored Boyars, battle-scythe wielding levies, men-at-arms, trained archers and horse archers for defense, the kingdom is besieged at all sides by enemies with magical, monstrous or technological weaponry that would be devastating when facing a regular army.

The Ice-Witches of Ruskata, being the de-facto leaders of the country, take on the roles held typically by nobles in other lands. Their age, knowledge, wisdom and skill in the arcane arts dictating their place in the magocratic nation.

While the training form a young woman to become a full-fledged ice-witch can take over twenty years, many less talented witches are simply never fully trained, dropping out and becoming acolytes. There are those who just barely missed the cut to become full-fledged Ice-Witches. These apprentices are further tested and culled, the best among them are chosen to enter into a bloody sisterhood. The "Crows" as they are known for their deep black garb and tendency to cackle and caw as they fly by on broomsticks in a murder of their namesake, are the guardians of their covens and their land. They are responsible for holding the borders with arcane guerilla tactics. These witches take on similar roles to knights in Westrasi nations. There numbers rise and fall over the years with ongoing skirmishes across their borders, but a force of roughly 300 young witches are trained to focus their physical and arcane talents solely on arcane battle and aerial maneuvers. Each coven is expected to maintain a small force of Crows to act in their defence and that of their nation if called upon.

In combat, the Crows utilize speed, darkness, archery and magic to hobble the enemy. When engaging they first maintain distance by causing roots to grow and pin the enemy in the ground before letting loose vollys of enchanted ice arrows from carefully constructed shortbows. Over enemy soil they drop pestilence bombs into the enemy's livestock and horses, causing their food to rot and animals to sicken. Within moments of striking the Crows flee again into the night. They are as much a tactical weapon as a terror weapon. If drawn into melee combat or knocked from their brooms a Crow will rely on weaponry of their choice crafted from pure ice. The faster of the Crows are capable of conjuring thin spears of ice swiftly enough to impale an enemy a few mere feet infront of them.

Most of their number have bound actual crows as familiars, utilizing the intelligent birds as scouts and learning what they can of novel flight maneuvers. The eldest of the Crows are often those who have fully embraced their bloody work and delved into the darker arcane paths. It is not uncommon to see complex runic bindings tattood upon the skin of veteran crows. The bindings often hold all manner of magic, from bound spirits, lesser fey or demons to more blunt but equally effective destructive energies to be unleashed upon the battlefield. Regardless of the magics they bind to themselves and their equipment each veteran Crow eventually becomes a walking armory of arcane tools bindings and weapons.
Era of Expansion

4250 > 4750

### **Westrasi**

Many modern Westrasi states were formed during this period. The Belaran Empire was split in three in 4500, forming the Kingdoms of Belara and Morloux and the Sarkation Empire. The borders of many Westrasi Sea nations were also solidified during this time period.

### **Northedge**

The modern version of the Queendom of Ruskata was formed during this era, as were a few smaller nations.

### **Midland**

The powers that currently exist in the Midland region in the Modern Era are firmly entrenched by the era previous.

### **Eastralia and the Central Plains**

The Qi-Fu Empire had largely collapsed by this era, providing an opening to increasingly dominant horsemen tribes. The Magna Horde had taken over almost the entire Central Plains region (except the Treant Empire and the southernmost regions) by 4450 and parts of Eastralia, the Celestia Subcontinent, and Northedge as well, however free spirited tribes were starting to rally against them. In 4500, Kara Khan famously defeats the Magna Orde, before disappearing of into the Goldlands. This causes the both the Soul Riders and the Magna Orde to dissolve, leaving behind several smaller Ordes in the south, and a mishmash of tribes and minor kingdoms in the north.

Nulamore was conquered by the Morloux Kingdom around 4600, and become an infamous center of the slave trade for two centuries.

### **Ram's Head**

During this era, the Honorable Ecivenian League aggressively expanded by bullying other city states into submission and engaging in intrigue with the Westrasi colonies and the Treant Empire. Largely unnoticed by all, the technobarbarians of Lord Horrendous arrive from parts unknown and form the Maag Kingdom.

### **Celestia Subcontinent**

The Celestia Subcontinent is partially conquered by the in 4450, however, in 4500, the defeat of Aettl the Han caused the Magna Orde to collapse, allowing the modern Celestial Empire to form, bringing an end to the nearly 2000 year long Xin-On era.
Crystal Spire

The lost elven mothership. This ship is the size of a small city on the inside and is powered almost entirely by magic. For a reason lost to time, it crashed into this backwards land, and the surviving elves scattered to the corners of this new land to avoid the magical fallout that came from the crash. Those that didn’t were changed. The magic warped them in many ways, and gave them powers. The sanest ones left used their new magic power to seal the ship in crystal, making the spire that now stands today. But nature always finds a way, and deep in the mountain the fey still live.

The Great Kara Khan made a pilgrimage to the spire in the late sixth age and was seemingly granted great wisdom in battle from it, as well as an obsession with venturing west to the cursed lands. Many horselords have tried to recreate this pilgrimage, but few survived and none have been blessed as Kara was.

It is at the top of the list of Laelaz's list of Natural Splendors since he didn't realize it was an artificial construct.
Scarcrawler

Large, crab/spider-like creatures that live on the cliffs that descend into the World Scar. They reach out and eat any creature that flies near or falls down above their cave burrows. The cephalothorax of the Scarcrawler has a harder exoskeleton than it's abdomen. 3 sets of limbs are attached to the abdomen while two appendages are attached to the cephalothorax. The first set of limbs from the anterior are a pair of claws. Behind the claws are a pair of feeler appendages. The three sets of legs attached to the abdomen is used to locomotion. The scarcrawler is capable of producing silk from it's abdomen, allowing it to drop great distances, rappelling from their nests donw to the World Scar floor.
Shadow Dolphin

Named for their dark coloration, shadow dolphins are widespread and reliable animals. In the wild, they are social pack hunters that usually hunt around coastal waters, mangroves, or beaches. Their range spans from Southwest Westrasi, across the southern seas, all the way to the Ram's Head.

From hunting to tracking to leisure, domesticated shadow dolphins make loyal companions and reliable mounts for many people on the coasts, being used for a multitude of purposes. The Lahailan peoples have bred the dolphins for racing in annual events. Some Ram's Head tribes use the dolphins' echolocation for fishing and spotting.
Gunnvagr Eventyr

A Vargr explorer from Skrug's Kingdom, Gunnvagr is a legend among his own people for his endless thirst for exploration, discovery and glorious combat. "Gun" has seen all that the northern lands have to offer, slain many great beasts and rivals and has been slowly making his way southwest. Gun is engaged to a Sanukinuiq elf but is rumored to be fleeing the engagement. In his travels he purchased and raised Tǫnn his mount and traveling companion. The beast is some breed of behemoth from the Goldlands and is ferociously loyal. He bears arms and armor of dwarven make, boots made of akhlut leather, a cloak of mammoth fur and a troll's tail talisman.
Mokla Ka-li

A god of the native black sand islands, his most common form is a humanoid figure shaped out of thick vines or rope. He was worshipped as a master of the body and the soul, and his practitioners were able to borrow his knowledge to heal the human body from near death and to perform powerful voodoo. His power came at a price however, and that price was offering him mortal souls. He would take the humanoids and “eat” them by wrapping them in thick vines, covering them.

While only one god of many in the Black Sand pantheon, Mokla Ka-li is the last god fully remembered as all of the other gods were wiped from memory following the almost complete death of the native population. He is not openly worshiped anymore, but deep in the jungle practitioners may still live, surviving in his ruined kingdom.
The Age of Flowers

**The Age of Flowers**, also known as **The Long Spring** was a period of economic expansion and general peace across the Celestial Subcontinent, Central Plains , Eastralia and Ram's Head that beginning after the end of the Xin-On period and ended with the Tharsic Depression.

This growth saw the introduction of magical and technological items such as Tenkorian Candles and Magic Wands, the widespread use of the Uruz script and subsequent boosts in literacy ,and significant economic and cultural rises from the Celestial Empire, Ecinevian Leauge and Treant Empire.

# Causes

The Manga Orde stabilized what for most of history had been a hotbed of war and bloodshed. As previous subsistence raiders ordered into a more stable governmental system economic productivity skyrocketed in the Central Plains.

When the Magna Orde Collapsed what was once a massive barrier between cultures in the east became a hotbed of cultural and economic mixing.

# Results

Treant magic flowed through vassals and acolytes and became popular in the Eastern Ordes and would influence Celestial Mysticism.

The Pelar and Bezel Khanates would inject races and cultures from the east and north deeper into the planes, leading to goblin and hobgoblin, cousine, culture and literature spreading on the back of the Uruz Script.

The weakness of the Ordes led to the Celestial Empire to nearly unify the entire subcontinent. Emperor Ea-Chon and his successors focused on nation building and cultural supremacy instead of military conquest. The new Celestial Language, bureaucracy and academies led to a technological and cultural revolution across what were formerly warring states .

The Ecivneian Leauge opened up new markets in the far east due to contact with Westerasi, and grew rich by trading and exporting the many technological , cultural and agriculture products that were booming to their west.

Qi-Fu saw their economic influence hit its peak as the new cultural stability saw markets open up for their export of Tarrow-Weed and Tarrow Weed enhanced livestock such as Fearoaches and Shadow Dolphins.

# End

Tharsa's Dragon Heat causes massive destruction in the northern Great Plains and western Eastralia. This economic depression caused shock waves throughout the now unified global economy . Qi-Fu's economic weakness saw it fall in the Cape Wars to Belaria. The starvation and chaos in the Great Plains led to the Uruz Khanate to start its massive conquest. Tnz nationalism, as a counter response to the wider cultural blending of the age of flowers, began to rise alongside economic pressures. A Cold war began in Celestia between it and the dynastically related K'elle Orda.

Despite its end, the Age of Flowers stands as a major factor in the dawn of the Sixth Era. The military, cultural, magical and scientific achievements of this period would go on to define modern times.
Wild Lord

A giant humanoid with a build resembling a heavily furred satyr with the head of a fanged buck and talons at the end of his claw like fingers. He goes by many names as he wanders from one forest to the next, encountering many of the people of the world for good or ill. He is attended to by maenads, once human women that have fallen under his influence and abandoned their humanity as well as his sons, the satyr and his daughters the faun. A clay pot filled with blood (of any kind) left in the woods is considered the most common means of paying respect to the Wild Lord. Those who pay their respects to him before travelling through the forests often find their passage less dangerous than it might have been. While those who greedily plunder the wilds will find themselves stalked day and night by an unseen foe until at last they pay for their crimes. Hunters leave the heart of their kill upon a flat rock and encircle it with the blood of the kill as thanks. Druids seek to emulate his savagery in defense of nature. His children can be seen on the outskirts of forests carrying bags of tree seeds, spreading the forest and their father’s domain.
King Knifetooth

The terror of Goldland. A massive behemoth known to feast on the lands largest fauna before settling into hybernation until their hunger grows enough to wake them for another hunt or the scent of mates and rivals rouses them. The creature uses its tail club to clear sections of forest before rearranging the fallen wood to create its lair. When faced by a rival or large prey a King Knifetooth will charge and embed its horns into its prey while using its scythe like talons to disembowel and wave its tail to maintain balance and eventually loosen its horns from the flesh of its prey. A fully grown male is one of the greatest challenges any hunter could face. Their senses are exceptionally keen, they are immune to most poisons, possess a nearly supernatural stamina and they are spiteful enough to stay awake for days in order to hunt and kill any that challenge them.
Treants

Treants are sentient, tree-like beings that mainly reside in the Treant Empire, although they can be found elsewhere. Treants look like trees that grew legs and a face. They are very large creatures, usually ranging from 10 - 20ft. Because treants never stop growing, bigger heights can be achieved, with sizes being reported up to 60ft tall. However, for a treant to reach that size they would have to be a little over a thousand years old. Treants can hypothetically never die, but after 280 - 350 years the difficulty to maintain a working body and a sound mind becomes very hard, killing almost all treants. Any treant managing to live past this age and somehow survive would lose their sanity and become unable to move at all. The death of a Treant, referred to as falling down, is regarded as a natural and respectable part of life.

No one knows for sure how Treants were created. Ancient history tells of Gloria-Etalia making treants to serve them and tame nature for civilisation.

**Necrotic Treants**

In the Rams Head, there is a fungal parasite called Trunk Blight that kills trees. Trunk Blight is small and moss-like, with the pigmentation of red rust. For normal trees, these fungus is slow acting as it feeds off of the tree, and does not kill it until after decades. For treants however once seeded the fungus is fast acting and can kill a Treant in a matter of days. There is no way to remove the fungus except by amputation, which is often fatal for a treant affected on the main trunk. It’s method of spreading by constantly releasing spores that glide around the tree makes an affected treant deadly to be around other treants at a close distance.

When a treant is killed by Trunk Blight after a few hours (3-12) the corpse undergoes a curious effect. It reanimates, and tries to spread the fungus by affecting other trees and treants. These Uncontained, an outbreak of tree blight in a treant dense area can be potentially catastrophic.

Necrotic Treants do not need to eat, or sleep, and seem to lose all mental functions. A Necrotic Treant looks like a regular Treant except they are mostly covered in Trunk Blight. Their eyes also rot out of their sockets, leaving empty holes where they once were. Their faces permanently sag open, and the body starts to decompose slightly.
Tusk-Tooth Sea Turtle

Tusk-Tooth Sea Turtle

The Tusk-Tooth Sea Turtle is a carnivorous turtle that is most common in the northern regions of Westerasi and Northedge. Their size ranges from 10 - 16 feet long and 6 - 10 feet wide. They have stocky hard shells and claw-like feet, which they use to defend themselves and attack prey respectively. The Tusk-Tooth Turtle’s most dangerous feature is their tusks which they use to attack prey. They will attack bigger prey by spearheading the tusks into their flesh, tearing the meat away, and then escaping counting on the attacked animal to not follow after. They are mildly intelligent creatures, and will only attack if they believe if they can benefit from the encounter. Due to their intelligence they can be trained with enough time and effort, and they have been exhibited as pets in wealthy westerasi nations. They have also been reported being used by Northedge Mermaids, but these reports have been rare and can be dubious. They will attack humans and other intelligent races if they see the opportunity.