recursal/Fanatic-Fandom huggingface dataset:
Krongar

## Krongar, the Mountain of Madness

### Subdomains

Cannibalism, Heroism, Nightmare, Storms, Toil, Trap

### Favored Weapon

Dwarven Urgrosh

**Holy Symbol:**An Orcish skull impaled on a spike

In the Age of Smoke and Fire, the Dwarves of Nar Todir looked to
their great rulers for defense against the horrific assaults of the
Serpentfolk from below and the Orcish hordes from above. Their ruling
dynasty, the Torviniels, proved capable military leaders through the
first half of the Age. Then Grodebor Greataxe fell in battle, and his
weakling son Krongar ascended to the throne. At first, his advisers
assumed they could rule through him, but the young man proved
stronger-willed than they had anticipated. They caught the young king
while he was asleep, and cast him down a sinkhole that had opened up a
few weeks before. Krongar died, impaled on a stalagmite, gasping for
breath as blood filled his lungs. But some souls do not go quietly. The
Dwarven defenders soon suffered nightmares of a labyrinth that, when
constructed after a decade of ceaseless toil, successfully repelled the
Orcs. Sensing that the mountain itself was responsible, the citizens of
Nar Todir embraced their new god: Krongar.

And so Nar Todir has stood through the ages, defended by the storms
without and the maze within, a testament to the visions that wracked the
 city so long ago. Those who seek him feel the call to consume the flesh
 of others, and a pressure in the back of their skull pointing them
towards the mountain. Most simply pray at the foot of Nar Todir, but
those brave or foolhardy enough to complete the pilgrimage down to
Krongar's broken form find themselves rewarded with his visions.
Quieem

When the world was formed, and the 'civilized' folk of today were but nomads, Quieem was there. Quieem gave these nomads the thought of villages, towns, cities, kingdoms and civilization. If it wasn't for Quieem, they would probably still be wanderers. Quieem taught that in order for a city to stay a city proper, it had to be strong. It had to enforce a law for the good of the city as a whole, not just for some of its people. It must be unyielding, executing criminals with no mercy.

Yet it must also be kind, using both the carrot and the stick. Quieem gives those who have lost a chance to speak with the lost, because when those who truly venerate Quieem die, they are taken to Hell, to stay in Quieem's Eternal City with those lost ones, who Quieem will protect from the atrocities of Hell.

To those cities of the material plane who embody Quieem's values, she sends her loyal hellhounds to guard from external threats. Quieem has quite a bit of influence over the Hellknight orders, their goals often matching, but occasionally they conflict in terms of morality.

Quieem is a diety who is tolerated, to Quieem's disdain, by the 'good' gods. Some of them agree with her views of civilization to some extent, some want her influence banished from the material plane, believing Quieem's occasional ties with the Hellknights and her hellhounds to be proof enough of her evil.
Quieem simply endures, keeping her favoured cities alive while hoping that the other's will embrace her teachings as well.
Mavarath

Mavarath
Chaotic Evil Large City (North)

Corruption +3; Crime +1; Economy +2; Law +6; Lore +2; Society -2

Qualities Cultured, Deep Traditions, Defiant, Magically Attuned, Militarized

Danger 10

Government Autocracy

Population 15,000 (human), 6,000 other, mainly slaves.

Notable NPCs

Autarch Alexi Vemrin of Skall - wizard 17.

Warlord Velex Karin - Skald 17.

Marketplace

Base Value 9600 gp; Purchase Limit 60000 gp; Spellcasting 9th

Minor Items 4d4; Medium Items 3d4; Major Items 2d4

In Mavarath, all rule is with an iron fist - but the fist - the fist
always changes. As long as can be remembered, Maravath has been ruled
by the strongest, the mightiest, the best. These things are defined by
who wins the grand tournament - a sort of Olympic Games of rule.
Everything from pure arena combat, to art, to tactics. There are many
rules, and one of the most important rules is that cheating is
absolutely legal and expected as long as you don't get caught. Maravath
 is known for its large and very capable military - an elite force
capable of hitting well above its size which in contrast to the chaotic
nature of the beast of government there is highly organized an
efficient. So much so that when the city seems about to go off the
rails, many times they have organized a coup and immediately scheduled a
 new games to set a new government. Many times has a would be Tyrant of
 Maravath attempted to remove this governor from their ability to rule,
and many times have they been deposed despite seeming invulnerability.
Maravath looks out for Maravath, and its citizens outside of the
military look out manly for themselves.

Maravath is known for its exquisite music, it's marvelous art - art
in the blood - it's fascinating architecture - soaring coliseums and
grandiose monuments to individuals. Its disturbing but moving plays.
The deep traditions of Maravath are that everything is negotiable, you
have what you hold and you keep what you kill. Slavery is legal - if
the slave values freedom enough he will free himself and protect the
freedom he has won. Many others want the support of Maravath's army -
few want to deal with its Autarch. It is calling up a demon of the abyss and asking it to behave.

Recently - over the last few decades Maravanth has captured and
maintained control over a number of nearby towns moving from a dangerous
 city state to a burgeoning kingdom.
Jovan

### Portfolio

The Joy of Savoring and Sharing the Good Things in Life, Generosity of the Upper Class.

### Domains

Chaos, Good, Healing, Nobility, Protection

### Subdomains

Aristocracy, Friendship, Martyr, Purity, Revelry, Restoration

### Favored Weapon

Rapier (a traditional weapon of the courtier)

The nobility of many cultures are known to rest upon the back of the
folk below them; sometimes even callous or cruel. Jovan reminds the
well-to-do to share the bounty of their station with everyone; to
appreciate those who help to make life worth living.

Popular more among the youthful nobility than the more established
patricians, his followers are fond of going about putting on a good face
 for the upper class. His faith is tolerated by the more miserly or less
 sympathetic nobles for the public relations benefits alone, regardless
of the loss of wealth that accompanies the spreading of his message.
Targhuzia

### Notable NPCs

+High Communer Neruu Oldblood (LN Yeti Oracle (Stars) 10+Toraya of the Winds (NE Yeti Barbarian/12)

+Underfoot the Unlikely (NG Halfling Druid [Reincarnated Druid]/5

+Sarruh T'Khan of the Knifefolk (CN Yeti Slayer/7)

+Ara A'Thim, Keeper of the Ashes (NN Yeti Alchemist/5)

Targhuzia is, according to its inhabitants, the oldest city in the
world. Formed by the great Yeti hero Elrhud after a vision from the god
Arkesht led him to two massive emeralds embedded in Mount Targhuz, near
the top of the great Zundran Mountains.

Elhrud and his tribe found the site holy, and settled there, carving
into the mountains, using spells and glacier water to keep the valley
below suitable for agriculture year round. Soon, word spread, and now
faithful from all over the world flock to see the Great Eyes (alongside
more than a few tourists.)

Over time, smaller settlements began to submit to Targhuzian rule,
and so the Northern Coalition has formed, with Targhuzia extracting
tribute and troops from its vassals in exchange for defense.

The city (and Coalition) are ruled by the Council of Founders, each
believed to be a reincarnation of either Elrhud or his Four Noble
Followers(who is a reincarnation of who being the subject of much
debate):

+High Communer Oldblood seeks to ensure the rule of Arkesht over the
peaks, getting guidance from the Eyes. She is constantly paranoid of
their theft, and takes pains to eliminate those trats before they can
arise.

+Toraya of the Winds cares little for governing, and is constantly
pushing the others for permission to raid more and more. She and her
followers are increasingly frustrated by the current state of affairs,
and rumors hold that she will soon stage a coup.

+Underfoot the Unlikely was born a Ueti, but was murdered two years
ago and reincarnated as a halfling. While in his weakened state, he
slowly seeks contacts not involved in city politics to assist in findiNG
 his killer.

+Sarruh T'Khan represents the Knifefolk, makers of the city's
infamous Whirling Blades. His current project is ensuring his son Malant
 inherits the Council position.

+Ara A'Thim is the newest member, having only been in the position
for a year.She is seeking her own allies to assist in the power
struggles of the Council.

Targhuzian politics revolve around various factions trying to
influence the Five, with varying degrees of success and bloodshed.
Coupled with this is dissent from the Non-Yeti or Arkesht worshipper
minorities, who have no representation yet must still pay full taxes and
 be prepared to serve in the military.
Batte

Batte (pronounced BAT-tay) is a strong believer in combat, and that might is right. While she can be headstrong at times, she acknowledges that there is a time to fight and a time to regroup.

The bonds of battle will never be broke,
We fight for the good of all.
When it is time to answer the call,
In the blood of our foes the field will be soak'd
But the lost, we will always recall.
- Common prayer of Batte
Ipravan

## Ipravan the Restorer

### Subdomains

Day, Growth, Light, Resurrection, Restoration, Rivers

### Favored Weapon

Net

Favored Archetypes: Reincarnated Druid, Ecclesiasttheurge, Merciful healer

Ipravan the Gentle, Ipravan the healing Waters. Ipravan the
Restoring Light. Followers of Ipravan are almost universally accepted
anywhere they go, wearing the robes of Ipravan are almost a free pass
into many cities and across fields of battle. The little sister Ipravan
 is the Beloved of much of the pantheon, innocent of though of greater
moral issues annd innocent of and thought of freedom or order, chaos or
any other philosophy - her only belief is in making whole what was once
broken.

Her clergy tend to be pacifists, and accept worshipers of all stripes.
Ja'Daar

**Alignment:** Chaotic Neutral

**Domain 1:** Glory

**Domain 2:** Water

**Domain 3:** Ruins

**Domain 4:** Plant

...Uhhh....

Ja'Daar is the God of...hypocrisy. His lust for Glory is always, uh,
stymied by his veneration of that which has all but disappeared from the
 world. At times he channels his love for legendary, sunken cities, like
 the fabled Atlantis, but then he wonders what the F\*#k plants have to
do with that. Occasionally, he's dabbled in teachings of being self
sufficient and lowering your carbon footprint, like growing your own
food and finding old abandoned structures to squat in, but then he felt
so unglorified, he kicked himself. He's even considered himself a bit of
 a fixer-upper god, finding dilapidated cities or buildings and making
them as good as new, letting others share in a new home where there once
 was none, but he's Chaotic Neutral, so then he stopped.

Favored Weapon: Improvised Weapons

Holy Symbol: Guy next to a fire, shivering
Groups of Maniaron

Throughout the entirety of Maniaron, there exist a wide variety of groups, each with different goals. Some seek to heal war torn lands who struggle with recovery; some seek their own agendas, whether it be magical items, historical information, or new, uncharted lands; and others seek to corrupt, enslave, or even destroy.

These groups include:

The Ax of the Apocalypse, The Holy Shields,
Talathel

## Talathel, the Travelling Sage

### Portfolio

Education, Friendship, Journeys, Scholarship

### Domains

Community, Good, Knowledge, Magic, Travel

### Subdomains

Arcane, Cooperation, Education, Exploration, Friendship, Thought

### Favored Weapon

Quarterstaff

As a mortal, Talathel was a Forlorn elf who went headlong into learning
in order to distract himself from the pain of losing nearly everyone he
would ever know. His knowledge grew, and with it his power, but there
was something... missing. He lacked contentment, and it affected his
development. He chose to reenter the wider world where, against all
odds, he found friends. Many of them were of shorter lived races, and he
 knew he would someday lose them too, but he resolved to face that when
it came. He saw the world and the planes with them, and more
importantly, he learned to see existence through their eyes as well as
his own. When he ascended, he resolved to use his position to bring
knowledge to others, and to teach them of the magic of friendship.
Kanbrios

## Kanbrios, God of Strategy

### Subdomains

Ambush, Espionage, Fortifications, Language, Loyalty, Tactics

### Favored Weapon

Halberd

A few legends claim Kanbrios was once a mortal general, elevated to his
status as demigod by the respect of his allies and the fear of his
enemies. As no records of such a man existing have been discovered, this
 is generally considered to be only a myth.

Though he has few committed devotees, many people, from tacticians to
aristocrats to con artists, occasionally offer a prayer to Kanbrios for a
 gift of insight. His holy symbol is a pair of crossed banners.
Neodoric

Eons ago the druid Neodoric sacrificed himself to protect his people, and from the site of his death sprung a tree. The people venerated this tree as a divine miracle, for it grew with incredible speed. Within a year it towered above all other trees, and within a single lifetime it extended into the skies above. The tree never stopped growing, pushing higher and higher into the skies and beyond. It has attracted countless worshipers who believe that Neodoric's spirit transcended mortality in his death, and the great tree is a physical manifestation of his desire for enlightenment. Others think it's just a supernaturally large tree.

Those who meditate under the tree seek pilgrimages to higher vantage points. At first the wisdom imparted by the tree seems ordinary, but those who venture higher and higher increasingly find their contemplation disturbed by horrific visages that appear for only an instant then are washed away from the mind of the supplicant. The tree knows something, but as yet its followers are unsure of what it is trying to tell them.
Apoclamau

**Alignment:** Chaotic Neutral

**Domain #1:** Repose

**Domain #2:** Healing

**Domain #3:** Animal

**Domain #4:** War

**Domain #5:** Knowledge

Subdomains: Revelry, Souls, Resurrection, Fur, Blood, Education

**Apoclamau, Generalissimo Felissimo**

Favored Weapon: Urumi

Cats have long been recognized as beings both of nature and beyond it
 - "half-in, half-out" as one Occultist of note put it. Where do they go
 when we cannot find them? What do they see when they stare at the
walls? What do they dream about when they sleep so often? The true
nature of cats are as beings beyond the linear restrictions of Time and
Space, and beyond the rude boundaries of Life and Death. Today watch the
 mannish races rule the world, as often as not with cruelty and
ineptitude, but they remember the distant past when they ruled - and see
 a distant (?) future when they will have had enough, and will rule
again. Apoclamau prepares them for that day, inviting them as they dream
 to grand festivals in realms beyond Time, where they celebrate, plan,
play, learn, and unite across the eons in preparation for a conquering
invasion of the long-suffering world of Man. Cats are not known for
piety, but Apoclamau has adherents among the anthropoid races as well -
those whose loyalties lie with the Cats, their realms, and their ways of
 thinking rather than the primates.
University of Clusadeem

**University of Clusadeem**

Neutral Good Small Town (East)

Corruption -1; Crime 0; Economy 0; Law -2; Lore -1; Society +5

Qualities Academic, Restrictive

Danger 0

Government Council

Population 670 (500 human, 60 elf, 40 dwarf, 40 gnome, 30 other)

Notable NPCs

**Luridia Jasser, Dean of the Arcane** NG Female Human Arcanist 10

**Thesswin Lorshast, Dean of History** LG Male Human Occultist 9

**Geraldine Hashwinser, Dean of Alchemy** CG Female Human Alchemist 10

**Gordwin Derensdeep, Dean of Engineering** TN Male Dwarf Expert 6 / Aristocrat 2

**Desmain Triedie, Dean of Biology** CG Male Halfling Hunter 8

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 1d6; Major Items --

The University of Clusadeem sits isolated on the hillsides of the Dorman Valley, nearly ten miles from the nearest settlement. At a
distance the university is unremarkable, but as one draws closer the
true extent of architecture built into the rugged hillside becomes
apparent. The university serves as one of the most highly-regarded
educational facilities in the world.

Only students, faculty members, and senior employees of the
university are allowed to live on the grounds. Everyone else faces
eviction at nightfall and must make the arduous journey to one of the
nearby towns or make camp in the wilderness outskirts of the university.
 Gaining admittance as either a student or faculty member is very
difficult; tuition fees can exceed 5,000 GP per year for many programs,
feeding the wealth of the university but also tilting its student body
towards an elitist crowd of aristocrats.

The university is governed by the council of deans. The five
faculties are Arcane Studies, History, Alchemy, Engineering, and
Biology. These faculties represent the five interests of the
university's original founder, Horace Glenston Haldrister III. The
Haldrister family is long history, and the statue of Horace in the
central square of the university is all that remains of their legacy.

Despite its reputation for surviving political upheaval unscathed,
the university nearly faced ruin a generation ago when a student of
History accidentally awoke a malicious spirit that was sealed inside of
an artifact. A large portion of the student and faculty body were
converted to or killed by the cult that formed around this spirit, and
it was only by the cunning of the remaining faculty that this was
prevented.

The resulting scandal nearly destroyed the university, but it rebuilt
 its reputation. The current faculty is far more guarded against
insidious influences, and potentially dangerous artifacts are now
handled with proper care and dedication.
Duraga

**Duraga the Guardian**

Lawful Good Minor Deity of city guardsmen, knights, animal fellows.

**Domains:** Animal, Artifice, Good, Law, Luck

**Subdomains:** Agathion, Archon, Feather, Friendship Fur, Judgment, Legislation, Loyalty

**Holy Symbol:** Duraga's Holy Symbol is a sword with a gavel as it's handle.

**Weapon:** "Agastriel the Harbinger" (Longsword)

A relatively new deity in charge of monitoring the goodly afterlifes,
 Duraga ascended after a particularly noble and courageous act of
selflessness in the line of duty. Since then he was taken to the mantle
quite well and takes helps the protectors of the lands in a pinch when
they need a little extra help to get the job done.

He most commonly sends a pack of celestial guard dogs or a herd of
resolute warhorses to cities in dire need of mobile and efficient
guardsmen.
Inral

Inral was the first dwarven nation, founded within the very birthplace of their race: the body of the god Ergen. Eventually, an invasion of monsters forced the dwarves to abandon their homeland and spark the Great Dwarven Diaspora.

Ergen's body contains relatively high concentrations of skymetals, and
such were frequently included in dwarven-crafted items pre-Diaspora.
Because of this, not all seekers of dwarven history do so for noble
reasons.
Ekata

### Notable NPCs

Nathleen Maridos: Council member and High Priest of Analise Half Elf(Drow) cleric(15) of Analise (ng)Miktok: Kobold Rogue 15, COuncil member and one time adventuring companion of Maridos (N)

Rasivel San: Human Arcanist 15. Council member and former party member and companion of Maridos (NG)

Abdar Ironfist, Dwarf Monk(Unchained) 15, Council member and former companion of Maridos(LN)

Harishan - Ape Shaman druid 15. Council member and companion of Maridos(LN)

Ekata is a city carved from the ruins at the edge of civilization, one
could call it the gateway between the civilized regions and the wilds.
It is a city of second chances, established by a brave party of
adventurers - who called themselves the Council of the Rising Sun - who
 carved it out of the humanoid - infested areas outside of the reach of
the influences of more benign civilization. The most unique feature,
however, is the Priestess who traveled with them - one Nathleen Mardios -
 a high ranking priestess of Analise. She died defending the residents
of her city against incredible odds and was returned to life - and is
now considered the Most Favored of Analise and the city itself the
center of her worship. The city has become consecrated as a holy site
to her deity and is now a site of pilgrimage for those formerly on the
path of darkness and seeking redemption. Ekata is nominally human, and
indeed humans make up more than half of its population, but the rest of
its citizens are a true panoply of humanoids and other traditionally
reviled races, from orcs to Kobolds, from Lizard men to Goblins - all of
 those who want to make a clean break with a sullied heritage and start
anew. It is also a site of pilgrimage for those striking out into the
wilder lands - and they are welcome - so long as they are of good intent
 and are willing to bring those willing to see back into the light.
Funtime Freddy

video
Funtime Freddy is another animatronic from fnaf sister location which is only seen in the breaker room and when you are trying to click Bonnie's bowtie. He is voiced by Kellen Goff.

## Backstory

No backstory is given about Funtime Freddy yet.

## Role in Sister Location

His role is to stop you from creating to reconnect the system, on night 2. His other role is to get Bon-Bon to stop you from fixing him on Night 4.

## Role in FFPS/ FNAF 6

After years, Funtime Freddy returns as "Molten Freddy". He is salvaged on Monday and then his role is to kill Michael before Saturday. He fails, and burns to the ground.
Nasquba

Nasquba was born into slavery, one among thousands in the ancient Grajjanto Empire. Her childhood was filled with unimaginable horrors, and learned at a young age the strong took their power from the weak as they wished. She vowed that one day none would be stronger than her.

As a young woman, whispers in her head helped her to escape, and from the brand that had once marked her as human property sprang something. A creature which bore the same mark, offering to teach her the mysteries of the outer planes. She accepted, becoming the first human to master the art of summoning.

When rumors came of someone capable of conjuring creatures out of thin air (thought impossible in Grajjantonian philosophy), the Emperor demanded she be found and forced to teach him. Upon arriving, Nasquba and her eidolon wreaked havoc upon the Imperial palace, teaching her craft instead to newly-freed slaves.

The Grajjanto Empire was destroyed, but the slaves had been tricked; as part of the power gained through their Eidolons, the summoner forfeited their soul. Nasquba, granted a sliver of each soul taken, burned her mortal form and chose the shape of a goddess.

That was half a millenium ago. The connection to the Eidolon home plane from Maniaron is now stronger, and more benevolent Eidolons can come through to serve the righteous and free. But those who would sell the souls of theit fellow man still venerate Nasquba. Proof of her continued existence is plane to see; every summoner who would contact the Outside must bear on them a brand, just as Nasquba did.
Scecherm

**Symbol:** Pair of faded eyes, peering out from a black-and-white Mobius strip

*I pray, Scecherm, that when you come into being, you answer my prayer.*

Scecherm (Sheh-CHERM with a guttural 'ch') is an odd deity, in that
(despite granting spells) she is believed by her followers not to exist -
 yet. As such, they only speak of her in negative terms. Scecherm is not
 *non*existent, might be the strongest credal statement her worshipers would make.

Scechermites (as best one can glean from their apophatic utterances)
hold that their god will arise when knowledge folds back in on itself
and knowing becomes capable of knowing. The key to her apotheosis then,
is the creation and preservation of all forms of knowledge, no matter
how obscure... or dangerous. From her non-place in the void of all
potentials, Scecherm protects those who seek out Things Man Was Not
Meant to Know; or at least does not allow them to come to harm.

The Scechermitic faith is an esoteric one, whose adherents seldom
find one another. It has no formal hierarchy or scriptures, nor holidays
 nor set rituals. It is most often discovered in moments of insight,
when two or more texts are placed serendipitously side by side and an
unexpected correlation revealed.

Scechermites adventure to gain knowledge, protect scholars, and peer into the void that defines the edges of existence.
Icecrown Mountains

A series of hall mountains located in the northwest of the Lunar Reaches, along the west coast. Cold harsh mountains mostly dominated by various ogre tribes. The tallest peaks of the mountains are inhabited by aggressive frost giants. Several orc tribes make their home at the base of the mountains and are often at odds with the ogres.

## History

The mountains have long been known as the birthplace of the Orc race. As some ogre clans migrated from the West Crag Mountains into Icecrown, the orc race was forced into the Lunar Reaches where they met with humans, sometimes on good terms but often not. Over the centuries, the orcs and humans became accustomed to one another and you can find a decent orc and half-orc population in any city in the North Lunar. Many orcs tribes still cling on to their heritage and make their home at the base of the mountains, often at odds with the ogres who now rule the harsh peaks.

## Geography and Environment

The mountains experience extremely harsh winter storms almost year long. The mountains contain a network of surface level caves that most animals and inhabitants use to protect themselves from the harsh climate.
Brenneth

**Brenneth**

Lawful Neutral Small Town (East)

Corruption 0; Crime +2; Economy 0; Law +1; Lore 0; Society 0

Qualities Academic, Timid Citizens

Danger 0

Government Autocracy

Population 700 (600 Gnome, 50 Elf, 30 half-elf, 20 other)

Notable NPCs

**Eiseppe Ginley** LN Female Gnome Sorcerer 10

**Ilyan Loudenhoufen** LN Male Gnome Bard 8

**Gloria Despovsky** LG Female Gnome Psychic 8

**Todd Gnock** TN Male Gnome Rogue 7 / Fighter 2

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 1d6; Major Items --

The Plains of Barhain are a treacherous place, known for imposing
monsters, treacherous nomads, and the occasional hobgoblin warlord
marching to the latest conquest. There are few settlements here, and
most of them are heavily defended against the threats of the plains.
Brenneth is something of an exception, being nearly defenseless against
any attacker. Brenneth survives through illusion magic, a tradition
passed down through the generations of gnomes who live here to mask
their homes and escape notice. Traders who wish to come to Brenneth
require a guide to show them the way, and once these travelers leave the
 way back seems to close in behind them. While powerful magic could
pierce these veils, the small town escapes attention of anyone wielding
such magic.

Although the defenses of Brenneth have kept their people safe for
generations, the gnomes here are somewhat paranoid. Everyone has a story
 of a family member who ventured too far from the protective illusions
and met an untimely fate. The people here have little to say to
outsiders, regarding the outside world as harsh and unforgiving as
opposed to safe enclave.

The Veilmasters are a group responsible for maintaining and improving
 on the defensive illusions of the town. They constantly seek new
sources of magic to study, and trade in magical supplies that are not
easily procured in Brenneth itself. Promising pupils are apprenticed to a
 senior Veilmaster at a young age. Most will never attain the full
status of Veilmaster, but their association allows them to remain
prestigious members of the community for a lifetime.

The current Veilmasters are Eiseppe Ginley, Ilyan Loudenhaufen, and Gloria Despovsky. In addition there are approximately twenty apprentices
 and another twenty associates. Their headquarters serves many purposes,
 being a library for their research, a place to conduct magical rituals,
 a community meeting hall, and the only lodgings in town available to
outsiders. Visits find this place more welcoming than the rest of the
town, but are closely watched.

Todd Knock is the only resident adventurer. As a former Veilmaster
apprentice who never found a talent for magic he's well respected, but
his frequent excursions into the plains beyond bring unwelcome whispers.
 The Veilmasters speak well of him, as he can often procure rare items
at their request, but the number of times he's returned home with a
dragon or some other fantastic beast close on his heels makes everyone
nervous.
Wunslurr

*'Scuze me. Pardon me. Important priest of Wunslurr coming through. Hey. Mind the skiff. Excuse me. Would you please—Wunslurr-damned—**EVERYBODY MOOOOVE!***

The hustle and bustle of bustling boats is the hustle that Wunslurr,
the usher of floats, prefers to associate herself with most, when the
river grows bloated with all that connotes. Derision for fishin' boats
having collisions inspires her followers to undertake missions to ensure
 the fission of rivers too crowded: They go out and ensure that raft
traffic's rerouted.

Some of her followers, lacking those scruples (and sensing that
traffic's where panic quadruples), offer their services keeping boats
safe—for a small fee to keep crafts unchafed. Otherwise, regards come
from the boaters themselves—as well as druids and aquatic river elves—to
 keep things onboarded and uncrashed and unlooted.

(And to keep the poor rivers mostly unpolluted!)

Traffic is wild, and so is the river. So is Wunslurr, and so are the
flivvers and the skiffs and the rafts as all crash and collide. So be
strong, be industrious, and buckle up for the ride.

Relations:

Wunslurr's relations bear much agitation.
 Tork tends to chasten her lack of calculation. No, the other water gods
 hold her in at best mixed regard. She drops garbage in rivers with
flippant disregard. Her job's to keep order, but it always goes wrong.
Harkon thinks she's—okay, this has gone on too long.

Tork, being a fellow celebrator of
nature's practical applications, should logically get along well with
Wunslurr. They hate each other. Wunslurr's system has no order, no logic
 to it. He knows he could do better at enforcing a more rigid system,
but whenever he tries, she defends her portfolio rabidly, seeing him as a
 stodgy busybody who doesn't "understand" her rivers. Harkon has more
regard in general for Wunslurr, but she has a tendency to excuse "petty"
 crime that he thinks leads to greater harm later, especially once the
pirates she tolerates exit the river. As for the nature deities, they
almost universally hold Wunslurr in varying degrees of disgust, as her
traffic causes immense pollution.

Exactly where her domain over river
traffic ends and their domain over unsullied rivers and tributaries
begins is always a point of especial contention. For her part, she tries
 to avoid their attention and greatly resents their condescending
pretension.

Ja'daar's cool, she guesses. Maybe.
Harkon

## Harkon, the Dweller in the Depths

### Subdomains

Flotsam, Friendship, Insanity, Murder, Oceans, Storms

### Favored Weapon

Boarding Pike

As long as the seas have been commanded, there have been those who
would earn a living taking from honest sailors and seafolk. When the
black flags are seen in the distance, they pray to Harkon, captain of
the Balanced Scales. An ancient being whose cult began sometime in the
Age of Smoke and Fire, Harkon's church, while ill-organized, has gained a
 significant foothold along the coast, and no fisherman's home would be
complete without a small shrine to him.

His favor comes in the form of brutal accidents befalling the
plunderers, storms sinking the entire ship, or the emergence of a ship
belonging to his cult, the Dweller's Own. The Dweller's Own are more
than happy to rescue any would-be victims they can find free of charge
(though a small donation is always appreciated), but towards the pirates
 they show no mercy, executing them and dooming their souls to an
eternity in Harkon's court at the bottom of the sea.
Mike Schmidt

video
Mike Schmidt is the night guard you play as in Fnaf 1. He is of Michael's disguises.

## Backstory

He was looking for an empty slot for a Fazbear location on his mission to save them. He found one and got the job.

## Role

His role is to stay alive to have a chance to save the children while working at Freddy Fazbear's Pizza. He succeeds to, then goes anonymous and isn't found for a long time.
Estarianthanon

Estarianthanon wishes to share his knowledge of star travel that mortals might know the freedom of space. Few worlds are ready for this, however, and with these he instead focuses on advancing the inhabitants to such a state. It is always important to remember, though, that discipline and cooperation are paramount to ensure survival in the cold void.

Silverwings' church is a devoted patron to inventors and scientists, and an enemy to all that would thwart true progress.

Estarianthanon's holy symbol is a dragon's silhouette against a full moon.

Estarianthanon was a lunar dragon before his ascension, and such is still his preferred form, though he is perfectly willing to adopt a humanoid shape to avoid hysteria.

Silverwings has very little in the way of a power base, and his few servitors are the exceptions rather than the rule.

Estarianthanon does not interact with other deities often. He is on good terms with Leukon, and sees the more powerful deity as something of a mentor figure. Though Vuni has expressed support for his teachings, he has done his best to distance himself from her.
Rothlar

"Freedom is life's great lie. Once you accept that, you will know peace. It is the unspoken truth of mortality, that you crave subjugation. The bright lure of freedom diminishes your life's joy in a mad scramble for power, for identity. You were made to be ruled. In the end, you will always kneel."

Thus spake Rothlar, and the people rejoiced, for they would never again be burdened with free will. Do not listen to the lies told by the servants of other gods. Only the Overlord has your best interests at heart.

Rothlar's unholy symbol is set of manacles clamped around limb-bones.
Michael Afton (Schmidt)

Michael Afton is the technician you play as in Fnaf Sister Location and the Night guard at Fnaf 1,2,3, and the owner of Fazbears pizza and night guard in fnaf 6. He is the son of William Afton.He is the Bite Victim and Elizabeth's Older Brother.

Back in Fredbears family diner 4 kids were bullying Michael and brought him close to Fredbear and fredbear bit his frontal lobe off. Micheal experienced the bite of 87 and someone else. 2 years after the bite of 87 Freddy fazbears pizza opened the same 4 bullies came but Afton wanted revenge. Afton set off the fire alarm and lured the 4 in the parts and service room killing 5/6 children one of the children was the unknown child who also experienced the bite of 87. One of them wasnt a jerk Micheal Schmitt/afton who you play as in fnaf 1 who was saved by the other three but they died by Afton the unknown child was the first killed now known as mangle if you listen closely you will hear mangle say this " there was a child found missing his frontal lobe... He's not looking so good. The others were stuffed into a suit all we know about the 5th child is he's now foxy the others are now Bonnie Freddy and Chicago. The kid who was bit in the bite of 87 is now golden Freddy. When Afton came back the animatronics chased him into parts and service he thought he was safe when getting in a spring Bonnie suit and the spring locks went off on him William Afton is now known as springtrap, later to become scraptrap.

## Role In Fnaf Sister Location

(year of the game is set after 1983)

His role in sister location is to help his sister to escape her prison which in the end you get Ennard inside of you and then later in a series of mini games you puke him up and you come back to life and you are now purple. When you finish the Very Hard Custom Night, get a cut scene and Michael is talking and the second time he says, "I'm Gonna come find you" it sounds robotic and behind William/Springtrap is the burned down Fazbear’s Fright .

## Role In Fazbear's Pizzeria Simulator. By: Eggs Benedict

(After Golden Freddy Ending in Fnaf Sister Location Custom night)

His role in Fazbear's Pizzeria simulator is as the night guard and owner of Fazbear's pizza, even after working at 4 locations and dying, he still works the night shift at Freddy's. Mike has to fend off (a) animatronic(s), which numbers will increase by 1 per salvaged robot. On the last night Henry Emily (aka cassette man) burns down yet another Fazbear Entertainment building. During this last cutscene henry says his most famous line

"For most of you,I believe there is peace and perhaps more waiting for you after the smoke clears. Although, fro one of you, the darkest pit of hell has opend up to swallow you whole, so don't keep the devil waiting, old friend.".

Which proves that this is Henry. This also proves that you are Michael afton because you want to stay because you are trapped in a dead purple corpse and want to be set free with the others.
Baby

Baby is one of the animatronics from Fnaf Sister location.

## Backstory

Baby was originally designed by William Afton for his daughter, her name is Elizabeth Afton.

## Role in Fnaf Sister Location

Baby's role in the game is that she is trying to tell what happened before she died. Michael is trying to see his sister again after the animatronic killed her.

## Role in FFPS/ FNAF6

She comes back as "Scrap Baby"

just another one of those old robots lol
Grandaltain

Grandaltain

LN Large City(East)

Corruption +2, Crime +3, Economy +3, Law +1, Lore +4, Society +2

Danger 20 Base Value 12800 Purchase Limit 100 000 Spellcasting Level 8th

Minor Items 4d4, Medium Items 3d4, Major Items 2d4

Qualities Rumormongering citizens, Pious(Vuni), Notorious, Prosperous,Broad-Minded

Government Autocracy

Population 15000 people (8000 tiefling, 3000 human, 1500 tengu, 2500 others)

Notable NPCs:

Duke Kaithos the Ageless: 16th level tiefling wizard

Archwizard Grorverm 20th level human wizard

Marshal Graet tiefling 6th level fighter/6th level rogue

The large city of **Grandaltain** is a safe haven for persecuted
groups in the world. As such, they worship Vuni, an believe every one of
 her children should find a safe place. The ruler of Grandalthain is **Duke Kaithos the Ageless**, the founder of Grandalthain. He is supposedly kept alive by magic, cast by **Archwizard Grorverm** a wizard of incredible reputation. Grandalthain is kept in order by **Marshal Graet**. His police force stamps out crime and tries to make it an utopia for
persecuted groups. The Marshal has taken this to an extreme. He persecutes anyone that even *slightly* violates the code of Vuni, the perfect utopia brutally enforced. This dream of an utopia is well protected by the **Citizens Army**; a militia group. Of course, Grandalthain always needs more upstanding citizens to join its ranks, will you?
Afton Robotics Inc. Wiki

## Welcome to the Afton Robotics Inc. Wiki

my community is about Afton Robotics Inc. and other fnaf (five nights at Freddy's) stuff.

my topic is five nights at Freddy's 1, 2, 3, and 4 also five nights at Freddy's The Silver Eyes and Sister Location

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Springtrap (Spring-Lock Bonnie)

Springtrap is what William Afton became when the missing children's souls kill Dave Miller A.k.a William Afton

## Backstory

The Second Spring-Lock Animatronic created by Henry. He was once William Afton scared into a suit and had a Springlock failure.

## Role In Fnaf 3

Springtrap (William Afton) tries to kill you while you are trying to stop the hallucinations you have when the vents stop working and watching the cameras.

## Role in FFPS/ FNAF 6

Springtrap returns to the new location being known as "William Afton/ Scraptrap". He is salvaged on Tuesday and then his goal is to get revenge upon his oldest son, Michael. He fails to, and gets burnt alive with everyone remaining in the building.
Senathay

Life should be enjoyed, but never at the expense of others. Pain is unavoidable, but with the aid of one's community, it can be endured. Above all, treat mortal life as the opportunity it is: to make the world a brighter and more cheerful place for yourself and those around you.

Followers of the Dancing Waves believe in living life to the fullest, and their temples reflect this. Usually covered in vibrant colors and often home to some celebration or another, Senathay's church quickly becomes the heart of any community. Those of other faiths are sometimes confused by Senathites' inconsistent use of pronouns; the typical Senathite response is a burst of laughter.

Senathay's holy symbol is an androgynous figure dancing atop fierce waves.
Izreus

There exists a parasite who finds joy in the destruction of the great ruins of the world. A madcap creature who defends its territory zealously, turning those who would dare intrude against each other in a frenzy before ending themselves, victim to the vile toxins infesting the very air in its unholy presence. Its name is Izreus, and while not aggressively expanding its influence on this plane, every new ruin it claims for itself (leaving those who stay away mercifully alive and sane, alongside those who flee) furthers its end goal, whatever it may be.

The cultists who flock to these dead cities and temples soon find themselves lost in the revelry those toxins bring, minds worn away by narcotics and orgiastic displays of debauchery into puppets to nurture Izreus' latest conquest.
Fore-Etum

Southern Isnali Dune oasis. A magic focused elvish town. Ratfolk inhabit the slums. Nagaji are common lower class race as well. Nagaji and Ratfolk are often used in slave labor. Hedonism. Town is known for being a town for self-indulgence and magical prowess. It produces many different magical items. Somewhat a tourist destination.
The Dark Continent

A series of mysterious islands far off the east coast of the mainland, the Dark Continent is an unexplored land that breeds myth and speculation from the mainland. The islands are considered extremely dangerous, both for navigating a boat around and for simple walking on the any of the various landmasses. These superstition surrounding the islands made setting up a pirate capital on the south island an almost guarantee at some point, and so the town of Parrot's Wharf was born.

## History

Almost nothing is known about these region. Parrot's Wharf was established as a colony of Goldcliff a long time ago but through the centuries, it has devolved into a haven for pirates and criminal organizations.

## Geography and Environment

The Dark Continent is made up of 2 distinct parts, with a total of 9 main islands (or island collections):

### **Core Islands**

Six collections of small islands, varying from one single mass to up to four smaller masses. At the center of these six collections is a large mountainous island. These 7 islands are almost completely unexplored and little is known about its inhabitants, though those who have reported on the islands claim that these islands are extremely dangerous.

### **Crest Island**

A large crest-shaped island to the east of the core islands. Its tips are the start and end point for a collection of sharp cliffs and plateaus that wrap around the 7 central islands, making entering the core islands by boat a near-impossibility. This island is a bit better explored than most places in the Dark Continent and contain a colorful array of flora and fauna. Occasionally reports of strange monsters or mystical curses reach the mainland, but for the most part, it and the rest of the islands are an enigma to the general population.

To the south of the main crest is a small island that houses Parrot's Wharf. This last island is considered the pirate capital of the world.

## Notable Locations

Parrot's Wharf - Pirate capital of the world.
Ironpike Clan

Hardy farmers and traders, known by most as the clan that founded the clan's home city of Nassanet and co-founded Edgeboro and (by extension) Portsmith. Making their home in the middle of the Lunar Reaches, the most flat and fertile portion.

## History

The Ironpike spent much less time as a nomadic tribe as the other tribes, instead spending time mastering the art of agriculture.

## Notable Members

Ludvar Nass - Friendly, often drunk leader of the Ironpike clan.
Calistria

## History

Calistria is not only vengeful, but vindictive when she has been wronged by another; she will take her time returning such disfavor, maneuvering in order to attain the best position from which to savor her retribution. Her trysts are well documented and often near legendary, though conflicting sources result in difficulty should one attempt to discern those tales based in truth from those that are nothing more than fantasy.

## Appearance

Calistria usually appears as a female elf of otherworldly beauty, arrayed in seductive dress of flowing yellow silks. These gowns do little to hide her lithe and graceful form, and she is often depicted in the company of giant wasps.

## Relationships

Calistria is seen as a desirable partner by a number of her divine contemporaries, and stories of her trysts can be found in numerous holy texts. One such tale claims Cayden Cailean's rise to divinity was the result of a failed attempt to win the attention of the Unquenchable Fire, who is said to have denied the sellsword's advances on the basis of his mortality.

## Church

The followers of the Lady in the Room fulfill varied roles wherever they are encountered, anything from spy to prostitute and beyond, but always in support of their goddesses' mercurial nature. Such individuals deal in trickery and mischief, encounters of the flesh and knowledge that is both secret or dangerous, and the pursuit of these goals can often lead these faithful to wander the world in order to achieve them.

## Servants

### Worshipers and Clergy

Elves hold Calistria in especially high regard, though she is also popular among humans and more exotic races, such as half-elves and tieflings. The faithful of the Savored Sting includes large numbers of prostitutes, thrill-seekers, and spies. Her clerics usually clothe themselves in scant garb that tends toward shades of yellow, often accented by henna dyes used on their skin.

## Temples and Shrines

In human lands, Calistria's temples host numerous sacred prostitutes and act as centers of gossip and information. In Elven lands, buildings dedicated to the Savored Sting more often resemble thieves guilds, and usually cater to those seeking information or retribution rather than more carnal pursuits.

## Holy Texts

### The Book of Joy

This book details the various passions held sacred by the goddess known as the Unquenchable Fire and her church.

## Presence on Fynn

Calistria is worshiped across Fynn though the only Temples to her are in the Federation of Free States. In the Moonkin Republic, her worship is more low key.