recursal/Fanatic-Fandom huggingface dataset:
Jay

## Personality

Jay is the closest person to Scarlett, being quite close friends. He almost always agrees with her decisions and it is seen that he is greatly influenced by her. (Like, for example, the paranoia they both shared regarding MC.)

His stubborn personality and a bit of aggression from him makes him quite a rough and tumble person, causing him to constantly get into arguments with others.

## Appearance

He has fair skin, brown eyes and short, straight chocolate hair

Jay is a tall person with a slim but athletic build.He wears a short-sleeved dark gray shirt under a red jacket, which has some dark details on it. He wears jeans.

## Story

### During Game

Jay first appears during the survivors' meeting shortly after MC is taken in. He quickly sides with Scarlett about kicking the MC out, but reluctantly agrees to let her stay after she puts out a fire.

Shortly after this, he is shown a few episodes later checking Lawrence and Zion's bodies for zombie bites. Upon checking, he comically claims that he nearly smeared his pants in fear of one of them turning into a zombie.

Jay starts to have a more relevant role towards the second Critical, in which he is practically forced to leave to help MC, Lawrence and Eugene in the search for supplies. During the preparations, he gives MC a mop handle to use as a weapon, looking embarrassed when she thanks him.

After they leave on their quest, Jay is shown complaining non-stop. The quartet then finds an abandoned shop, and enters it while Jay stands guard at the door.

On their way back, the four notice the night approaching, with Lawrence suggesting they use an abandoned underground mall as a shortcut. Inside, Jay continues to complain until a loud noise occurs, drawing the attention of a horde of zombies. Suddenly Jay pushes MC down the steps into a shop on a lower level. In Eugene's Memories 1, it is revealed that after pushing MC, the zombies grabbed Jay, and he desperately tried to reach Lawrence to be rescued, but Lawrence simply let him be devoured by the zombies, something that Eugene found strange, but saw as a fair punishment for pushing MC down the stairs.

Interestingly, while Eugene thought what Jay did was a selfish attempt to save himself that backfired, MC saw it as a selfless act to save her, even at the cost of his life.
Ethan

Dangerous Secret DM/Ethan

> "'***He's really strong. I can totally depend on him.'***"
> ― MC about Ethan
>
>

## Personality

Ethan is the shy and withdrawn one, often not expressing his feelings. He seems to have strong opinions on many topics, but due to Lawrence’s treatment of him as his pet of sorts, Ethan tends to keep them to himself. He longs for the baseball fields, but he knows not to reminisce in things you can’t obtain. He may come across as intimidating or proud, but he really just doesn’t know what to say.

## Appearance

Ethan is physically the tallest and most muscular member of the team, being considered the strongest of all, this probably comes from his past where he was a baseball player. He has fair skin, sea green eyes, and short, spiked black hair whose tips are dyed midnight blue. He usually has a serious expression on his face, hardly smiling.

He wears a white shirt with some stains, which can be deduced to be blood, a black hooded jacket with a blue upper half with yellow accents on the pockets and what appears to be an "H5" logo on the left side of his chest in yellow as well. He wears black and blue elbow and hand shields protections on his left arm and a red wrist band with a white stripe in the middle on his right wrist. He also wears dark jeans.

## Story

### Pre-Virus

We don't know much about Ethan's past, other than the fact he'd sleep through most of the day (A trait that followed him into the apocalypse to a lesser degree) and practice baseball with his teammates.

### Endings

When zombies invade the school, Hailey is attacked and killed by them. MC, Ethan, Eugene, Zion and Harry then decide to go upstairs to escape, but Harry stays behind and is bitten by a zombie, being forced to be abandoned. The remaining survivors then decide to hide in a room, where, desperate, Zion decides to face the zombies alone, with Eugene following him and promising to bring him back, but neither of the two boys has returned. MC then asks Ethan to not abandon her, to which the boy ends up promising to always stay by her side.

The next day, when MC wakes up, she finds out that Ethan woven a makeshift rope out of curtains and that they would use that rope to climb to the upper floors, as the lower floors were infested with zombies. In the upper floor, MC states that the two should survive to honor their deceased friends, something Ethan agrees with and states that he would protect MC until the end because he wanted to have someone to protect. The two then continued to climb to the upper floors in order to avoid the zombies that always arrived on the floors they were in (which MC even saying that it was like someone was controlling them, but quickly dismissing this idea). Finally, both end up reaching the top of the school, where due to the cold, the only two survivors are forced to shelter in a small storage area. In the end, MC and Ethan end up planning to go to the Safe Area together while reinforcing the promise Ethan made to MC that she would always be safe as long as she was with him.
Calendars

Several Calendars are employed by the various cultures of the Known Realms to chart the passage of time. Most human cultures adopt an older culture's calendar or adapt one for their purposes.

The skies above the Known Realms are alive with many celestial bodies: stars, planets, the sun, and the Silver Moon that has outlived her sister, the Golden Moon.  The passage of time is marked in every known culture by movements of the celestial bodies.

Popular Calendar Systems:

* Draconic Calendar
* High Elvish Calendar
* Wood Elvish Calendar
* Ancient Calendar
Elves

**Elves** are an intelligent humanoid species native to Istellan. There are two main divisions: High Elves and Wood Elves.

Elves originated on the continent of Istellan. After the Ancients, they are the oldest humanoids to awaken in the world. The oldest written elvish documents extends back to approximately SM 500. Oral traditions extend back another 4,000 years; well before the fall of the Golden Moon.

Two general ethnolinguistic cultural groups of elves inhabit Istellan: the High Elves and the Wood Elves. The Wood Elves speak Chelethas and the High Elves speak Velereth. The two groups diverged long ago.

Elves typically live into their 600’s. They live with/under their parents for at least the first 40 or so years of their lives. Most wood elves live in small, tight-knit communities of kin, and thus continue to live with their families, though they may ravel long and far.  High elves tend to begin breaking direct ies with their parents and pursuing their own craft at an earlier age. Most high elves tend to continue close association with their parents or other mentor, learning their craft. Elves are considered full adults by their 100th birthdays. They are considered middle-aged/mature at 300.  By 600, they are considered old.
Dangerous Secret DM

**Dangerous Secret DM** (or **Secrets DM**) is a feature added in 2021 on the 21st of April that allows you to interact with any of the main cast's boys in the form of chat. Each chat opens at a certain time and stays open for two hours. Expired chat can be unlocked for 50 Rubies. In order to read current DMs, all previous DMs have to be read.

Each boy has 30 DMs (including the final one) which are divided into two halves: the first 15 DMs are available from the start, 16th-30th will be unlocked when you finish the 15th DM. After you reach the end, the game gives you 100 gems if you got the good ending and 30 gems if you didn't (But just once each).

At the bottom of each chat room, there are three buttons:

1. On the left - Exit the chat room.
2. At the center - "Send message", allows to answer and/or choose one of the option. Right choice will result in the higher bond with the character (not related to the bond meter in the main game). Having full meter allows you to participate in the final DM and see a CG.
3. On the right - Change speed of the messages (three speeds).

* Eugene
* Zion
* Harry
* Lawrence
* Ethan

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 *For walkthrough, see Dangerous Secret DM/Eugene*

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 *For walkthrough, see Dangerous Secret DM/Zion*

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 *For walkthrough, see Dangerous Secret DM/Harry*

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 *For walkthrough, see Dangerous Secret DM/Lawrence*

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 *For walkthrough, see Dangerous Secret DM/Ethan*

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Transcript&Walkthrough - TBA

## Tips

* You can replay available chat unlimited amount of times and try every choice.
* Changing the time zone in the settings of your phone can unlock you a chat, but please consider **that after these manipulations game might be broken and reinstalling may be needed.**
White Dragons

**White Dragons** are the smallest of the chromatic dragons.  Their range in the Known Realms is restricted to the Northern Reaches, where they are fairly common.  They prey upon mammoths, walruses, belugas, and muskoxen. They are seen as pests by the Balgr people and many dwarves, creating a market for dragonslayers.

White Dragons are indisputably at the top of the food chain in the Northern Reaches.  Not brown bears nor orcas live above their predation. White dragons’ favorite prey are mammoths.  This puts them in direct competition with Frost Giants, who also love mammoth meat.

White dragons loathe snow griffons, and will go out of their way to kill them.  They also loath frost giants and generally have ill feelings towards all humanoids.

Dominant White Dragons carve their lairs out of the ice of glaciers.  White dragon lairs are otherwise found dug into the mountain face or in the cranny of a fjord.  The entrances to glacial lairs are typically obscured by shallow labyrinths of glassy and mirrorlike ice.  The walls of deeper chambers of the ice caves where the dragons keep their cache and hoard gleam blue as sunlight meanders through the glacial ice.  During the winter the caves typically remain dark.
Chaos

"*The Chaos birthed us from the random. The Bone-Shapes were in the Chaos, and so we were. The Chaos wanted to think, but it did not know how. So we taught it. We imprinted our Order on the Chaos."*

*--Zendis Erdetan, 9th Magus of the Gnostic Order of Brothers*

Chaos is the primordial realm from which the Fundament was formed. Chaos is considered to desire order, but not be capable of generating it by its own will, and must wait for it to be formed randomly from the Chaos. The Fundament is therefore thought to have an effect on Chaos, and imprints on the Chaos in the form of Shapes, the fundamental essence of a concept.

## Cosmology

Chaos is considered to surround the Fundament, and the Fundament is considered to be a random occurrence within the patterns of Chaos. While the Fundament contains several planets and a sun, beyond this is Chaos. Chaos can be seen in the night sky, producing patterns at random or mimicking Shapes, and skilled astromathematicians can determine the future from the Shapes seen in the night sky.

### The Loop

The Loop is the process of back-and-forth in which the Fundament and Chaos interact. The Chaos creates order randomly, which has resulted in the Fundament. The Chaos then learns to mimic order from the Fundament, resulting in Shapes.

Shapes are not limited to just the creation of the Fundament, but can arise from simple order made in the Chaotic random. A cause and an effect together can make a Shape, and this is how magic is performed.

## Magic

Chaos is the reason for magic in the Fundament. Magic is considered to mimic the non-Fundamental Shapes to produce a magical effect. Zendis Erdetan puts the theory thusly:

*"When a cause and a result collide, the Chaos has created Order. It learns; it associates the result with the cause. When the mage mimics the cause, the Chaos mimics the result."*

Certain motions, color patterns, and sounds can originate in the Chaos, and by random chance, result in an effect. The cause-and-effect system is now ordered, and a Shape is created. By mimicking the cause, by producing colors on an object, or making a certain motion with the hands, Chaos recognizes the Shape, and completes it with an effect.

The study of new spells is mostly focused on altering established ones, due to the inherent randomness about what base Shape is formed. Chaos is considered to have an understanding of conceptual proximity; using this process, the mage can alter the *cause* aspect of the Shape, to a minor degree, in order to alter the *result aspect.* For example a water spell simply producing water in the hand, as opposed to being thrown as a projectile.

The magic study of facsimile uses a Shape to create an animate thing out of an inanimate material. By painting a statue of a dog in a certain way, for example, Chaos will recognize the inanimate material as a dog, and so it will begin to behave like a dog, walking, running, wagging its tail, and biting.
High Elves

High Elves are a subgroup of Elves.

The high elves have organized themselves into a few separate kingdoms throughout Istellan with ancient bloodlines and traditions. The high elves have colonized Laridha and are its most numerous inhabitants.

The High Elven Groups include:

Ice Elves - pretty reclusive

Sun Elves - conservative, staunchly stubborn, refiners, improvers,

Moon Elves - preservationists, improvers, refiners

Sea Elves - more adventurous

High elves live in large, advanced cities. They have knowledge of agricultural techniques and the world at large garnered from the Ancients and developed over the long lifetimes of individuals who devoted their lives to the learning of a specific craft or trade.

High elvish cities usually have at least limited indoor plumbing or water supply system including aqueducts and reservoirs equipped with filtering tanks. High elves almost understand germs. Their metallurgical knowledge rivals that of the dwarves. They can make mechanized timepieces. They have moderate knowledge of refrigeration and insulation.

High elves are expert beekeepers. They utilize removable-comb beehives that are specially crafted. Their cities are adorned with numerous flowers which both beautify the city and feed the bees. High elves consume much of their calories through honey. A stereotypical common high elvish meal is a spiced honey dip with vegetables, fish, and apple cider. Red meat (venison, mutton, or beef) and cherry wine are also common but slightly less so.

High Elves do not use currency.  They utilize a palace economy. Each elvish city is ruled by a prince or a king.  In day-to-day matters, the prince rules his city autonomously but submits to the authority of his king on matters of foreign policy, traditions and culture, laws universal to the entire kingdom, and military orders.   Trade between high elves and other races revolves around bartering goods (or occasionally services). However, this can include trading coins made of precious metals, which the elves immediately convert into some other form.  This kind of trading is

High elves have fair skin. Their hair color ranges from platinum blonde/white (in the case of the ice elves) to dark brown. Their eyes are mostly blue or green, with some grey and hazel and purple in some bloodlines. High elves are generally taller than wood elves, but still only rarely exceed 5’10”.

High elvish names are formed as acrostics and portmanteaus. High Elvish children are given a ‘quality’ name by their parents. The child is then usually addressed by some sort of nickname derived. from this word. Upon reaching adulthood, an elf crafts his/her name (usually with some guidance) as an acrostic of qualities or a portmanteau. The initial name always incorporates the name given to the elf as a child, traditionally as the first letter in they acrostic.
Sea Dragons

**Sea Dragons** are true dragons who are neither metallic or chromatic and most commonly inhabit coastlines and islands with a temperate to tropical climate.

[Sea Dragons and their stats are based on D&D bronze dragons]

Sea Dragons can be found along the southern coast of Istellan and the northern coast of Arnuba.  Their personalities vary. Some are tricksters. Some have a rather strong sense of honor and may be a patron or self-appointed benefactor to a fishing village.  They are revered by coastal lizardfolk, who seek to serve them and find their favor. Sahuagin respect but distrust them.
Sea Dragons have moods as chaotic as the weather.  Like the sea in which they live, they can benefit travelers who encounter them or shipwreck them.  Sea dragons enjoy negotiations and bargaining. They will often toy with humans and elves and seek better deals, even after their goal has been reached.  Sea dragons eat fish, as well as shellfish and cephalopods (unique among dragons). They also have a taste for spices and well-prepared seafood. Sometimes their desire for tribute can be met by supplying a satisfactorily large helping of fish, crab, or octopus.  They revile the taste of shark and dunkleosteus, but have been known make shows of eating them within sight or earshot of sahuagin.

Sea dragons are neither chromatic nor metallic. They belong to a class all their own. Many Sea dragons maintain strict honor codes for themselves. Some have proven powerful and reliable allies to elves and humans, though to say that they befriend humanoids (in way that silvers, coppers, or brasses do) is a stretch. Some individuals are mischievous or even bullies to their neighbors, but few are truly nefarious. They grow about as massive as white dragons, but are longer and somewhat leaner.
Sea Dragon lairs are often obscured coastal caves with twisting caverns.  Many are only accessible at certain points of the tide; protected by sections of coast with rip currents, sharp and slippery rocks, and the like.  Sea Dragons often establish their territory on bottleneck points along moderately-traveled trade routes and demand tribute for travelling through their stretch of water.  Sea dragons hide their hordes from other, larger dragons by masking scents in their salty, sandy homes.

Sea Dragons sometimes coerce sahuagin to their bidding.  They need not exert much energy to control lizardfolk, who drool at the chance to gain the favor of a sea dragon.  Interactions between sea dragons and sea elves are well documented. Sea dragons enjoy watching the activity of the seashore and coastal waters.
Quartz Dwarves

The **Quartz Dwarves** are one of the seven Major Nations of Dwarves.

The Quartz dwarves get their names from the quartz cavern in which their king’s hall was made three millennia ago.  The main mascot of the quartz dwarves, however, is the ram. The battle helms of nobles and knights are adorned with curling horns.  The Quartz Dwarf King has become wealthy charging toll for using their road on the Short Pass through the Central Mountains. The toll is expensive, but the region is dangerous and the Quartz Dwarves do good job of keeping the pass safe.  Besides the King’s Hall, the Quartz dwarves are concentrated to four other mountain strongholds; another in the Central Mountains, two in the Time Mountains and one in Dragon’s Jaw Ridge. Quartz dwarf settlements are prized targets of red dragons, though only once has one ever  successfully breached the vault.
Northern Reaches

**The Northern Reaches** of the Known Realms are bleak and uninviting.  They do not benefit from the same warm ocean currents and weather patterns that warm the eastern regions of Istellan.

The Blue Mountains form the backbone of the Northern Reaches. The Chilly Sea lies east of the Blue Mountains. The Kanglr Peninsula and island chain separate the Chilly Sea from the ocean. A couple hundred miles west of the Blue Mountains is Mammoth Lake. North of Mammoth Lake is the Northern Steppe and beyond that lies the Northern Waste.

## INHABITANTS

Only the hardiest folk make their homes in the Northern Reaches. Two human cultures carve out a living on the tundra, ever-wintery forests, and frozen coastlines: The Balgr and the Klalmak.  The Blue Mountains house the world’s densest population of Dwarves, as well as the greatest population of White Dragons. Elves are rarely seen. Wood Elves have been known to journey into the region, but not to stay. Rumors tell of Ice Elves, but their whereabouts are secret if existent. A handful of hobgoblin tribes have tried to colonize the northern reaches through the years, but few lasted through their first winter, let alone their second.

Three of the seven great Dwarf Nations are represented in the Northern Reaches: the Blue Dwarves, the Iron Dwarves, and the Coal Dwarves. The Plains Dwarves live north of the Blue Mountains, west of the Chilly Sea, with their herds of musk oxen.  Deep Dwarves also live a reclusive settlement in the roots of Mt. Gloom.

Frost Giants live in the Northern Reaches and in the Northern Waste.
Coal Dwarves

**Coal Dwarves** are one of the seven Great Nations of Dwarves.

The Coal Dwarves’ history is troubled.  The Coal Dwarves formed the majority of the Frost Giants’ slave labor force at the height of their power. The Coal Dwarves' fortresses were ransacked, and then converted into things suitable for the giants.  Two of these fortresses were reclaimed by the coal dwarves after the demise of the frost giants’ empire. These are the coal dwarves’ only permanent settlements.

The half-a-dozen or so transient tribes live in semi-permanent settlements that are erected for the duration of a contract.  Coal Dwarves contract their services out to other humanoids. These contracts typically last for decades and are most often for mining or construction projects.  However, a few times coal dwarf tribes have been employed to fight a war for a wealthy customer. Humans and other dwarves are coal dwarves’ main customers, but coal dwarves will not discriminate against hobgoblins or centaurs, granted that they are able to pay and that the contract will be profitable for the whole coal dwarf tribe.

Coal Dwarves sing together as they go through their day: walking to and from the mine or worksite, while working, while cooking, and even in battle. Their deep, rolling chants, hymns, and dirges can carry for miles when the whole clan joins in.  When a Coal Dwarves come of age, they are said to ‘‘join the choir.’ A coal dwarf’s bond to his family and tribe is very strong. They never betray family. They regard other dwarves positively, except for the Deep Dwarves. Coal Dwarves harbor and abiding hatred for Deep Dwarves.  Coal Dwarf Chieftains often travel to find new work. The beards of coal dwarves are soot or brown colored. Eye colors vary.

Elves and many humans tend to be very wary of coal dwarves because they have made contracts in the past with hobgoblins, humans, and dwarves who all have conflicting interest to equip them and construct fortresses for them.
Forge Dwarves

**Forge Dwarves** are one of the seven Great Nations of Dwarves.

Forge dwarves are sometimes mistaken for iron dwarves because of their red hair, even though forge dwarves’ spectrum tends to be brighter.  Forge dwarves are passionate and short tempered. As a culture, they have a short attention span and thus have never built great halls. Well, they have built halls... but convincing a Quartz, Blue, or Blonde dwarf to deem any of them ‘great’ would require a feat of persuasion.  Forge dwarves, as their name implies, are excellent smiths. They are very practically minded, though not always forward-thinking enough to be truly pragmatic in their actions. Forge dwarves also enjoy constant action and eagerly join an adventuring party off to go fight something somewhere.
Wood Elves

**Wood Elves** are a subgroup of elves. They speak Melethas.

Wood elf settlements dot the entirety of Istellan. The sylvan hideaways are usually located near a lagoon, creek, waterfall, fjord, grove of willows or other special tree, or simply in a particularly dense section of the forest. Settlements of a single clan of 30-200 individuals are most common. Settlements of over 500 wood elves are practically unheard of.

Most wood elves spend their most of their youth, adolescence and adulthood roaming the forest, as their name would imply. They learn the flora and fauna of the forest from an early age. They value knowledge of the natural world. While they do practice metallurgy and craft ceramics, very few wood elves devote their lives to those pursuits. Wood elves excel in textiles, especially silk where the environment is warm enough for silk-producing critters.

Wood elves do not believe in becoming wrapped up in the affairs of the fleeting world of humans and dwarves. They are haughty and tend to keep to themselves. Wood elves are also referred to by humans and dwarves as ‘green elves’ because of their fondness for green-colored clothing.

Wood elves are generally fairly or tan skinned with dark hair. Golden hair runs in some families. Their eyes are mostly hazel or brown, also grew and occasionally amber. Most wood elves stand between 5’ - 5’6”, men slightly taller than women.

The Michsin (Mixin) elves are descended from wood elves.
Tapız

**Tapız** **people** are a cultural ethnolinguistic group of humans native to southwest Istellan. The region they inhabit is referred to as the **Tapız Cultural Region.** Their nations include the kingdom of Trıleşka, the grand duchy of İgando, and the kingdom of Þelyşka. Tapız people speak Deloþi.

## Culture

Tapız culture was one of the first established human cultures on Istellan. Like many human cultures on Istellan, Tapız culture is a blend of previously established agrarians and horse peoples from the west. Early on, the region was dominated by warlords. The warlord period quickly gave way to a landscape of many small kingdoms with defined borders. Trıleşka ultimately absorbed and subdued most of the other kingdoms, leading the Tapız culture into an era of relative peace.

Tapız culture embraces a feudal-like system with three general castes of people: nobility, crafters & laborers (urban commoners), and rural commoners. Surnames of nobility are generally a combination of a color or quality and an esteemed animal (Whitewolf, Redbear, Stronghorse…). Crafters are named for their craft. Rural people’s surnames are usually a color or quality+ a nearby landmark (Greenfield, Roundhill…)

## Physical Characteristics

Tapız people have thick, straight to wavy black or brown hair and brown eyes. Some members of the peasant class have lighter brown or occasionally amber eyes. Most men stand between 5’7” and 5’10”. Women generally stand between 5’2” and 5’4”. Members of the noble caste tend to be on the taller end of the spectrum and slightly leaner.
Ancient Calendar

The Ancients used a solar calendar divided into seven 52-day segments (once every four years these segments had 53 days) known to them as a ‘solar week’. Each 52 day period was further divided into four 13-day periods. The standard deck of playing cards found in taverns across the Known Realms is based on the solar week (4 suits of 13 cards and 4 jokers).
İgando

The **Grand Duchy of İgando** is a Tapız nation located at the mouth of the Gantu River.

## History

The original city of İgando was built by humans some time in latter half of the fourth millennia of the Silver Moon. It came under Tapız control around SM 7700. Due to its strategic location at the mouth of the Gantu River, control of the city was hotly contested for centuries. The Duchy of İgando, comprised of the city and the surrounding land, exchanged hands until it gained sovereignty in SM 8443. The Sovereign Duchy of İgando negotiated the acquisition of the provinces of Lımtjonşka and Italgeḑ from Ţelyşka in SM 8622, and seized Brasdol from Alvaşka in SM 8656. To celebrate this victory, the Duke of İgando declared the duchy a grand duchy. İgando was occupied by Trıleşka for 30 years and then regained sovereignty. After that, İgando and Trıleşka stayed rivals, often skirmishing and exchanging control Brasdol and Lalrodol.

The Grand Duchy of İgando has remained the the greatest local naval power. Having limited agricultural land, İgando supplements its resources by importing food from Zat Hanam. İgando serves as the doorway between the Tapız cultural region and the rest of the Known Realms.

Notable İgandans

* Erijys Rankjan, first Sovereign Duke of İgando
Trıleşka

**Trıleşka** is a human kingdom located in the southwest of the Known Realms, in the Tapız Cultural Region. It is bordered to the north by woods inhabited by wood elves, to the east by the grand duchy of İgando, to the south by the smaller kingdom of

Ţelyşka. To the southwest there are the Dasi Mountains. Northwest of the kingdom is a band of wild forest and beyond that: the Great Crater.

Trıleşka controls most of the Gantu River watershed, making it the largest and greatest power in the Tapız. It’s main rival is İgando, which controls the Greater Gantu river mouth and thus all maritime trade routes from Trıleşka to the rest of the Known Realms.

## Notable Trıleşkans

* Koftak Balluz II
* Ştaţ Şasrod
* Eivıneţ Ţiskalkjan
* Erijys Dolluz
* Kşınısta
* Tim
* Zhjakım Trelto
Dwarves

**Dwarves** are a race of humanoids native to Istellan.

All dwarves speak a dialect of a common Dwarvish Language.

## Characteristics

Like elves, dwarves originated on Istellan. The dwarves are divided into seven Great, or Major, Nations and three Minor Nations.  Dwarves stand between\_\_ and \_\_ tall. Their lifespans vary by lifestyle and tribe, but most men live 180-200 years and women 190-220, with the oldest recorded dwarf living right up to his 258th birthday (reportedly his last words were: take that, cousin!).  Naturally almost twice as many male dwarves are born as females. However this also varies by community.

Dwarf social structure: clans within tribes within nations. Nations are ruled by a king. Chieftains lead tribes. Typically a tribe lives together in a settlement or they are split between a couple settlements. Dwarves don’t maintain kingdoms or territories the way humans or even elves do; settlements of a dwarf nation can be split between vast stretches of land, but the area in between is not guarded or patrolled by them. Tribes of different nations may live next door to each other. Most conflicts are actually fought between tribes. Wars between nations are bitter and ugly but rare.

## Dwarvish Nations

Blue Dwarves

Border Dwarves

Coal Dwarves

Deep Dwarves

Iron Dwarves

Forge Dwarves

Lumber Dwarves

Plains Dwarves

Quartz Dwarves
Holy Basilea of Arvhulhite

The Holy Basilea of Arvhulhite is the ruling government body of the  Alhambhurize Peninsula, and informally of the Witchlands and the Kaleri Plateaus. A fairly recent rebellion has seen the Holy Basilea lose the Blazing Tundra, the territory of the ice elves, who have reclaimed their historical kingdom, the Karalisti.

## Organization

The Holy Basilea of Arvhulhite is ruled by the Basileus (for males) or Basilissa (for females). They are advised by the Church of Urhimanhta in all matters, but especially those of faith. The Antibasilei govern specific regions, but their lands are small, their children do not inherit, and they report directly to the Basileus to limit their autonomy.

### Inheritance

Only the most capable of the Basileus's children inherit the title of Basileus. The others are given roles in the court at the whim of the new Basileus upon succession, but many times the siblings of the Basileus are simply cast out with nothing besides the skills they learned in adolescence.

The Basileus title is the only inherited title in the whole of the Basilea. The children of an Antibasileus are not permitted his lands upon his death; the Basileus simply assigns a new Antibasileus to the role.
Plains Dwarves

**Plains Dwarves** are one of the three Minor Nations of Dwarves.

Plains Dwarves are semi-nomadic and live in the forests and plains of the Northern Reaches.  They count their wealth not in precious metals and gems, but in heads and hides of muskoxen. Plains Dwarves are predominantly blonde-haired and light eyed. They are also hardy and arguably the jolliest of the dwarves. Plains Dwarves must regularly defend their herds from predation by wolves, winter wolves, bears, snow griffons, Frost Giants, and even Dragons.
Blue Dwarves

The **Blue Dwarves** are one of the seven Great Nations of Dwarves who inhabit the Known Realms.

## BLUE DWARVES

### Literacy Rate

75%

Whether the Blue Dwarves got their name from the mountain range they inhabit or if they gave it to the Blue Mountains remains a mystery. The Blue dwarves live almost exclusively in the Blue Mountains with only a few settlements on the ‘Klangr’ Peninsula. The great hall of their king is in Mt. Whiteout.  The blue dwarves’ lands are more like a human kingdom than the holdings of any other dwarf. Blue dwarves are among the more scholarly dwarvish nations. They spend the long, dark winters reviewing their history and writing epic tales of their quests, achievements, and battles; commemorating these events in fully dwarvish fashion: by carving images into the walls of their underground fortresses.

Blue dwarves’ hair is typically a dark slate when they are young. However, men and many women go grey by their 40th birthday and fully white by 50. All through their lives, however, a blue tint can be seen in their hair. Their eyes are mostly glacial blue, but some have brown eyes.
Border Dwarves

The **Border Dwarves** are one of the seven Great Nation of Dwarves.

Border Dwarves have many halls in the Barrier Mountains west of the Great Crater. They have another nexus settlement in the Central Mountains.  From there they spearhead their business in Istellan. Since the headquarters and main population centers of the Border Dwarves are so far removed from the majority of peoples living in Istellan, many rumors about the border dwarves have been spread.  These include that their population is the greatest of the dwarvish nations, that they were exiled for ancient crimes heinous beyond what can be spoken aloud, that they are the wealthiest of the dwarves and hide their hordes out of the reach of the good people of the world, that they are somehow in league with or controlled by dragons, and other such things.
Hobgoblins

**Hobgoblins** were originally bred as a slave race by the Shapers  Hobgoblins' lifespans are comparable to that of humans, and they are slightly shorter in stature. Their knowledge of metallurgy, medicine, architecture rivals that of advanced human cultures. Hobgoblins speak the Goblinoid language.

## Culture

Hobgoblin culture is governed by a code of honor.  They have no castes, but do have rank, which can be inherited or earned on the battlefield.  The vast majority of hobgoblins live in the martial hierarchy. Some live outside it, trading in the chance to rise the through the martial ranks for opportunities to pursue some kind of craft or trade.  The tradesmen are still valued by their society, so long as their skills support the end goal of conquering and maintaining the Dominion of the warlord. The highest position in the martial hierarchy is Warlord.  The next ranks, in descending order, are Marshal (few warlords command legions enough to warrant generals), Lieutenant, and Captain, and Sergeant.

Hobgoblins are religious as a rule. Their chief deity is Vaktut the Shadowlord, and their pantheon the House of Vaktut. Worship of Vaktut and his compatriots is organized and ritualistic. Aspects of hobgoblin religion include behavioral taboos, guidelines for honorable combat, and holy days. The high priest of Vaktut is arguably the most powerful and influential individual in their culture. The land around Matve tʰ'Vaktuks is highly coveted by hobgoblin warlords as the most honorable territory to control.

Hobgoblins keep hogs and chickens for food.  They employ dogs, ravens, and oxen in expected capacities.  Hobgoblins also husband worgs and dark griffons.

## History

Hobgoblins were taken in by the House of Vaktut shortly after the defeat of the Shapers.  In return, the Hobgoblins have served Vaktut since. When called upon, warlords cease any bickering or fighting between themselves and fight for Vaktut’s purpose until they can fight no more.  Dylzat taught them metallurgy and Gulkat taught them warring tactics and martial organization.
Main Page

## Welcome to the Selvelan Wiki!

Welcome to the wiki! This wiki is for all things related to the fantastical world of Selvelan, and the games set therein. Selvelan, or the Known Realms, is a setting for fantasy tabletop games. Specifically, it is intended for Dungeons & Dragons 5th Edition.

## The Known Realms

Selvelan is the Melethas (Wood Elvish) word for the entire world. Or at least the extent of world with which the elves and other civilized folk are familiar. Selvelan is commonly referred to as the Known Realms.

The Known Realms consist of the lands charted and inhabited by the Civilized Peoples (as well as many uncivilized ones).  Three landmasses converge around the Central Sea: the northern continent of Istellan, the dry northern region of the southern continent Arnuba, and the large island Larida. Within the boundaries of the Known Realms lie many kingdoms and settlements of civilized and uncivilized peoples. Notable ones include: Midland, İgando, Zat Hanam, Sheboah, and Trıleşka.

Beyond the Known Realms is the Unknown.  The Great Crater has been documented, and it’s circumference even measured, but no explorer has ever returned therefrom.  Much of the Western Steppe is still uncharted and no report of what lies beyond exists. The Eastern Ocean remains unexplored.  Knowledge of the southern regions of Arnuba are rumors at best.

## Explore the Known Realms

Places

* Istellan
	+ The Great Crater
	+ The Northern Reaches
	+ Trıleşka
	+ İgando

Inhabitants

* Dragons
* Elves
* Dwarves
* Humans
* Giants
* Genasi
* Hobgoblins
* Goblins
* Lizardfolk
* Centaurs
* Bullywugs
* Ravenfolk
* Ancients

Languages

* Vereleth
* Melethas
* Dwarvish
* Draconic
* Balgr
* Delothi
* Korpshe

## Recommended Pages

* Pronunciation Guide
* Northern Reaches
* Orders of the Known Realms
* Calendars

## Intent and Purpose

As a campaign setting, Selvelan is vast enough to be used for any and all campaigns for which I may be Dungeon Master. I enjoy world building. Having a large world whose parts are somewhat laid out provides me as a Dungeon Master tools with which I can strategically improvise during game sessions and hopefully provide players with an immersive game experience. It also will allow players who play two or more campaigns, where one is set before the other(s), a chance to see the effects their other characters had on the world centuries before. A setting in which a story takes place can be more than its backdrop. It can take on personality and become a character in its own right.

As an amateur philologist, I also greatly enjoy constructing languages. I have constructed several languages for use in the Known Realms to flesh out the cultural backdrop and provide tools to make in-universe names for characters and places.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

File:Placeholder
Rouxls Kaard

* Face
* Overworld
* Shop

> NOM
>
> DE DIEU
>
>

- Rouxls après son premier puzzle

**Rouxls Kaard** (prononcé "rules card") est un antagoniste rencontré dans le Château De Cartes. Proclamé "Duc des Énigmes" et serviteur de Roi, il défie le groupe à plusieurs reprises. Malgré son prestige et ses titres, il s'avère extrêmement inefficace dans son travail.

Rouxls a une boutique au cinquième étage du Château De Cartes, contenant principalement de l'équipement ainsi qu'un objet de guérison. Ses articles comprennent :

* RouxlsRoux pour 50 D$
* Hache Vaillante pour 150 D$
* Écharpe Délicate pour 200 D$
* Carte Ambre pour 100 D$

Rouxls Kaard est de retour dans le Chapitre 2, essayant de travailler pour Reine malgré avoir prêté allégeance au groupe. Après avoir échoué à battre Kris et Ralsei lors d'une énigme, il se transforme en pierre jusqu'à son retour à Castle Town.

## Profil

### Apparence

Rouxls Kaard est un humanoïde de taille adulte. Sa tête est en forme de losange, avec de longs cheveux blancs rebiquant au bout, et un visage apparemment fondu composé de deux yeux en forme de losange et d'une grande bouche. Comme vêtement, il porte un costume royal avec des épaulettes. En termes de couleurs, son corps et ses vêtements sont entièrement bleu foncé.

### Personnalité

Rouxls agit de manière très égoïste lors des événements du chapitre 1. Il prétend être le duc des énigmes et tente d'arrêter le groupe en les forçant à résoudre ses énigmes. Cependant, c'est un créateur de casse-têtes incompétent; chacune de ses énigmes se compose du strict minimum d'éléments - une boîte et un bouton - et il ne tente en aucun cas de rendre la solution compliquée à deviner. Il vandalise également des indices sur des puzzles qu'il n'a pas créés, afin de les rendre "plus difficiles".
Sea Elves

**Sea Elves** are a group of High Elves.

Sea elves are explorers by nature.  Culturally, they put much effort into acquiring new knowledge, chasing the horizon, and charting new frontiers, where the other high elvish groups devote little energy to such things and prefer to spend their energies refining and improving what already is.  More half-elvish children have been born from unions of humans and sea elves than any other group of elves. Sea elves were the first people to colonize Larida.

Sea Elf cities are somewhat smaller but more numerous than those of other high elves.  They dot the banks of the Deep River and the eastern coastline of Istellan. It was an edict signed by the sea elvish king that expelled half-elves and many humans from their territories that resulted in the mass immigration wave to Midland.
Goblinoid

The **Goblinoid language** is a language constructed by the Shapers for use among the goblins and Hobgoblins. It is synthetic and agglutinative. In the years since the defeat of the Shapers, the language continued to evolve organically into two primary dialects: that spoken by the hobgoblins and that spoken by the goblins. The hobgoblin dialect is more sophisticated. Bugbears speak and understand simplified language, even simpler than that of the goblins. Goblinoid is often studied and learned by humans who wish to communicate, interrogate, or trade with goblinoids. Additionally, humans or elves who have had the misfortune of growing up as the slaves to hobgoblins may speak goblinoid fluently or even natively.
Accueil

## Wiki Deltarune

Bienvenue sur l'encyclopédie française sur Deltarune !

Nous entretenons actuellement 129 articles et 88 fichiers, et vous pouvez nous aider !

Veillez à lire attentivement les règles et directives avant de commencer à éditer.

**Ce wiki recommande de s'abstenir de lire la plupart, voire la totalité, de ses articles afin d'éviter les spoilers, à moins d'avoir atteint la fin du chapitre 2 de *Deltarune* et d'avoir terminé les trois fins d'Undertale.**

## Qu'est-ce que Deltarune ?

Deltarune est un jeu de rôle développé par Toby Fox sorti en 2018, Celui-ci se passe dans un univers réarrangé de celui de Undertale. Nous suivons Kris, un(e) humain(e), Susie, un monstre et Ralsei, un prince des ténèbres formant ensemble les guerriers Delta devront tous les trois progresser dans le monde des ténèbres dans le but de rétablir l'équilibre du monde.

## Vous voulez donner un coup de main ?

N'hésitez pas à ajouter tout ce qui est pertinent et précis aux pages. Tout ce qui est ajouté et qui est faux sera supprimé ; si vous ajoutez des informations, soutenez-les. Veuillez ne pas apporter de modifications inutiles au wiki. Pour éviter d'ajouter des modifications incorrectes, veuillez lire et respecter les règles et directives. Si quelqu'un est pris en flagrant délit de vandalisme, il sera immédiatement bloqué.

Notez que le wiki est toujours en cours d'élaboration.
Ice Elves

**Ice Elves** are a group of High Elves who live in the Northern Reaches.

Ice elves are rather reclusive.  Their settlements are built into the land to both camouflage and insulate them.  The capital of the ice elves is located on a small island in the ridgeline archipelago that separates the Northern Sea and the Chilly Sea. Much of their culture and doings, even to other high elves, is simply hear-say and legend.  It is said by some that the ice elves do not speak, but are rather all telepathic. Others say that they are in league with the ice giants and work with them against the dwarves. They are also said to all be carriers of a terrible disease and are so reclusive as a sort of self-exile, or that the cold eases the symptoms.  A few simply regard the ice elves themselves as legends, since the haven’t been seen by outsiders in years.
Main Page

## Welcome to the Wiki

Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

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Frost Giants

**Frost Giants** inhabited the northern reaches before even dwarves arrived in the region. They built great strongholds throughout the northern reaches to maintain their ancient empire. Most of these fortresses were abandoned or razed when they were driven to the Northern Waste. There they built new fortresses, though a couple of the old halls were never completely abandoned. Frost Giants form raiding parties to take livestock, goods, or just vent their anger. They also occasionally form bigger bands aimed at reclaiming their old homes. Dwarves hate Frost Giants for having enslaved them in the early days. Frost Giants’ main rivals are White Dragons, but their sworn enemies are silver dragons.
Koftak Balluz II

King **Koftak Balluz II** was the 8th monarch of the Balluz (White Wolf) dynasty of Trıleşka.

Koftak’s father, Itato, enjoyed a relatively peaceful reign of 31 years. Koftak's older brother, Iþus, inherited the kingdom upon their father's death. Iþus died of a heart attack four years into his reign, and then Koftak inherited the kingdom. Koftak was married to Tsefi, daughter of the Duke of Alvaşka. Together they had three sons and two daughters.

In the twelfth year of Koftak's reign, when he was in his mid fifties, the Copper Dragon Rafshakoom was discovered murdered. Koftak assembled a team of individuals to journey into the Great Crater to investigate Rofshakoom's murder.

\*\*Koftak Balluz II is an NPC in an ongoing campaign.