recursal/Fanatic-Fandom huggingface dataset:
Abyssal Darksire

The **Abyssal Darksire** is a superior boss spawn of the **Abyssal Sire**.

To spawn one of these, the player must have unlocked the "Superior Boss Slayer I or II" perk. The odds of spawning are [1/70] with the first perk unlocked and [1/35] with the second perk unlocked.

Compared to the regular Abyssal Sire, all items that are shared on both tables have increased drop rates on the Darksire drop table. Additionally, it obtains some new drops such as 500M coins, an **Epic Pet Mystery Box (u)**, the **Darksire Dagger**, **Darksire bludgeon**, a **Grandmaster Task Bottle**, and an **Abyssal Darksire Pet**.

This monster will have a chance to spawn every time an Abyssal Sire has been killed, immediately spawning after its death and initiating the fight.

## Fight Overview

The battle immediately initiates the moment an Abyssal Darksire spawns. Unlike the regular boss, this one has no phases or special needs in order to be slain.

The Abyssal Darksire loses its main combat system of attacking you directly, but instead only does so by repeatedly spawning highly poisonous Miasma pools under the player. These pools spawn, despawn and respawn every few seconds making it so that the player has to consistently move around to avoid damage. These pools can hit the player up to the square directly next to the pool, so make sure to stand at least 2 tiles away to avoid this damage.

The player can use any weaponry used to kill the Abyssal Sire, to kill the Abyssal Darksire.

## Helpful Tips

As the Abyssal Darksire is considered to be a "rare" spawn, it is recommended for the player to use an Epic Luck Token when killing these, as the loot is highly valuable and sought after. If the player does not want to have these tokens in their inventory, to avoid using them while killing Abyssal Sires, there are 2 alternative methods to take them out after a spawn.

* Vote Tickets: By bringing 10 vote tickets in your inventory, you can open the Vote Ticket exchange by pressing the votes and exchanging them for 5 Epic Luck Tokens. After killing the Darksire the player can then teleport home to bank the remaining 4 tokens and come back with 10 more votes. This is the recommended way for players who have not yet obtained a "Currency Pouch". However, it is more expensive as vote tickets are valuable and only available in limited amounts.

* Currency Pouch: By having Epic Luck Tokens available in the player's currency pouch, they can be withdrawn when needed. The player can not do this in combat however, thus it is recommended to run out of the Darksire's reach, wait for 10 seconds to reach the "out of combat" stage, withdrawing a singular Epic Luck Token, and then running back to the Darksire.

## Collection Log

The Darksire Collection Log consists of 8 different items.

After obtaining all individual items on the collection log as a drop, the player is awarded 75 Collection Log Points and 5x Mystery Tickets (u). The (u) standing for 'untradeable'.
Wildy trader

The wildy trader is located North of the home bank, south of the Runecoin machine (::rc).

* Lesser blood orb:(1m gp) Increases blood money by 25% while in backpack. Orbs do not stack. This item is always lost on death.
* Greater blood orb:(5m gp)Increases blood money by 50% and increases wildy drop rates by 2.5%. Orb effects do not stack. This item is always lost on death.
* Master blood orb:(15m gp) Increases blood money by x2 and increases wildy drop rate by 5%. Orb effects do not stack. This item is always lost on death
* Cursed blood orb: Increases blood money by 125% and increases wildy drop rate by 10%. Orb effects do not stack. This item is always lost on death.
* Skiller's blood orb: (50m gp) Provides 15% more exp and 10% chance for doubling loot/resources from wildy skilling.
Drake

## History

Born on the 25th of November, 2005, Drake grew up in Seattle, Washington with a rich family. His mother was in the US Navy which greatly appealed to Drake as a young boy.

Drake was spoiled as a kid and as a teenager by his parents. But in his senior year of highschool, all that stopped.

Soon, Drake had to provide for himself like most other American students.

In college, Drake's mother had died in an accident overseas aboard her warship, the USS Paul Ignatius.

But unfortunately, Drake's father had took off with another woman, leaving Drake alone.

In 2024, Drake wanted to resume his mother's legacy by joining the US Navy. He changed his personality from being a spoiled person to a reliable and a person who could provide for himself and others.

## Leadership

Drake was a Lieutenant Commander after the Long War and received executive command of Raven Team. According to Admiral Silverton, Drake is capable of being a leader.

## Weapons

Drake, during the Long War, used the M4A1, but during the final years of the war, he uses the M416 and SCAR-L.

## Involvements

Drake was involved throughout the whole Long War. Notable involvements include the Defense of Elite City, the China Campaign, and Operation: Bird's Eye.
Frost chompy hat

Chompy hats are obtained from the **Chompy minigame**. You can speak with Rantz at the teleport location and spend chompy feathers for an Inferno feather.

The inferno feather can be attached to a Master chompy hat to craft a Molten chompy hat! Crafting the hat requires **level 84** fletching.

It can be further upgraded into a Lava or Frost version by using an Imbuing stone.
Karuulm Dungeon

Karuulm Dungeon

As the dungeon is found inside a volcano, players who wish to explore further beyond the chamber must wear either the boots of stone or boots of brimstone to protect themselves from the extreme heat of the dungeon floor. If players attempt to explore without one of these boots, they will be rapidly burned, taking 4 damage every tick, which can quickly kill the player.

The dungeon has the following restrictions:

* Due to the floor heat, pets and familiars can not be brought or released in the dungeon
* Dwarf multi-cannons can not be setup in the dungeon
* All monsters passively soak 10% damage

This slayer dungeon includes a variety of new slayer task monsters, such as:

* Sulphur Lizards (44 slayer)
* Wyrms (62 slayer)
* Drakes (84 slayer)
* Hydras (95 slayer)
* Alchemical hydra (95 slayer) (boss)
Thermonuclear Smoke Devil

The Thermonuclear Smoke Devil is a boss made available in Runex upon achieving 93 Slayer. It can be reached by going to your spellbook and selecting Boss teleports and then choosing the Therm. smoke devil teleport. This is the public instance of this boss. There is also the ability to make a private instance through the use of PoH Boss Portals.

There is a 1/1000 or 1/500 chance to spawn a Nitronuclear Smoke Devil with "Superior Slayer Bosses I" and the "Superior Slayer Bosses II" Perk respectively.
Marian Wilde

Marian Wilde is the matriarch of the Wilde family in this continuity.

## About her

Marian was born in Zootopia and has lived there all of her life. She grew up with her parents, Wayde and Heather Bushytail, and her younger sister, Rachel. As a kit, she was close to a fox boy named Robin Wilde, who, when they were older, she fell in love with, and he for her. They later got married and Marian bore Robin a son, who they named Nick. Marian is Robin's co-owner in the family business, Wilde Restaurants, Inc. She also loves her son dearly. She is close to her daughter-in-law, Judy Wilde, formerly Judy Hopps, a bunny and former ZPD officer. Judy and Nick fell in love as he helped her crack her first, and last, case. Marian was proud to be the grandmother of their son, Hunter Wilde, the first predator/prey hybrid in existence in the Kingdom of Terra. She is a friend of such celebrities as Gazelle, whom she and Robin sponsored the first concert of.

## Family

* Robin Wilde- Husband
* Nick Wilde- Son
* Judy Wilde (Nee Hopps)- Daughter-in-law
* Hunter Wilde- Grandson.
* Flynn Bushytail- Father
* Heather Bushytail- Mother
* Rachel Bushytail- Sister
* Levi Wilde- Brother-in-law
* Lotta Wilde- Sister-in-law
* Vixey Wilde- Niece
* Nathaniel Wilde- Father-in-law
* Sheryl Wilde- Mother-in-law
Grand gloves (i)

The Grand Gloves (i) are a further enhancement from the enchantment chest on the Grand Gloves.

Creation of these gloves requires: Grand Gloves, Karamja gloves 3 and an Imbuing Crystal. The enchantment has a 100% succes rate and thus cannot be failed.

While the stats of the gloves do not change compared to regular Grand Gloves, it'll instead receive the passive effect of the Karamja Gloves 3. This has the effect of +7.5% additional damage when using low grade spears and hastas, including the Dragon Hunter lance, kharazi spear and its enchanted version. Also giving +15% damage to high end spears/hastas such as the Sunspear, Dark Sunspear, and Elder Zamorakian Spear.
Cerberus

**Cerberus** is a level 318 Hellhound boss worth 2 Boss Points.

Cerberus' main drops are the Eternal Crystal, Pegasian Crystal, and Primordial Crystal. Respectively, these crystals combine with Infinity Boots, Ranger Boots, or Dragon Boots to create the Eternal Boots, Pegasian Boots, or Primordial Boots.

She can also drop the Smouldering Stone.

A dwarf Multi-Cannon cannot be set up inside Cerberus' Lair.

There is an (unconfirmed) 1/500 [1/250] chance to spawn a **Colossal Cerberus** with "Superior Slayer Bosses I [II]" Perk.

⠀⠀

### **Fight Overview**

⠀

When approaching her, Cerberus will become aggressive. She will randomly attack with Magic or Range with a max hit of 25 as well as draining 1-10 prayer per attack. The Magic attack appears as a blue-grey ball, the Ranged attack appears as a grey ball of spikes.

**Range⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Mage**

Once defeated, Cerberus will respawn after 30 seconds unless affected by the "Swift Spawner" perk from the

Boss point perk tree.

### Location:

Spell Book -> Boss Teleports -> Cerberus OR POH Boss Portal

### Helpful Tips:

- Being on a slayer task and using slayer helmet + Brimstone Hammer does more damage.

- Using a Spectral Spirit Shield to reduce prayer drain.

## Collection Log

The Cerberus collection log consists of 10 items.

After obtaining all individual items on the collection log as a drop, the player is rewarded with 5 collection log points and 1x Mystery Tickets (u).

## Media

**Youtube**: https://www.youtube.com/watch?v=RnzczVJmjmk - Low Gear Cerb Kill

**Topics**: https://runex.io/forums/index.php?/topic/5789-pvm-in-depth-cerberus-guide/
Nightvalley

Nightvalley is a province of the Kingdom of Galdra. Situated to the northwest of the kingdom, Nightvalley borders The Crests to the south, Tordane to the east, and the Vojaki Steppes to the north. Nightvalley is famed for its smiths, gemstones, and subterranean architecture.

The provincial capital of Nightvalley is Firegorge. The province is ruled by the Dassy family.
Prowler chompy hat

Chompy hats are obtained from the **Chompy minigame**. You can speak with Rantz at the teleport location and spend chompy feathers for an Inferno feather.

The inferno feather can be attached to a Master chompy hat to craft a Molten chompy hat! Crafting the hat requires **level 84** fletching.

It can be further upgraded into a Lava or Frost version by using an Imbuing stone.
Aetea

Aetea is a goddess concerned with the protection of children, and punishing those who cause children harm. Her motives, while not entirely clear, appear benevolent and forward-looking. Aetea wants to shape a future better than the present, and the guardianship of new generations is her means of achieving this.

Despite her noble goals, Aetea is rarely worshiped - children build few temples and adults are wary and fearful of her. Tane and Iphazia are generally considered more accessible deities for those concerned with justice and fairness.

Aetea's scary and fearsome image originates in stories of her alleged interventions on behalf of mistreated children. These legends are all similar; Aetea manifests in a form that only the children and the abusers can see, typically as a ragged girl with no face. Abusers are tormented by this apparition to the point of madness and eventual suicide.

Stories also tell of Aetea's angels, the spirits of children murdered by their tormentors. These spirits serve Aetea as messengers, delivering praise, rewards, warnings and threats. Aetea's angels can be male or female, of any race - and unlike Aetea herself, have visible faces, recognizable to those that knew them in life.
Hunter chompy hat

Chompy hats are obtained from the **Chompy minigame**. You can speak with Rantz at the teleport location and spend chompy feathers for an Inferno feather.

The inferno feather can be attached to a Master chompy hat to craft a Molten chompy hat! Crafting the hat requires **level 84** fletching.

It can be further upgraded into a Lava or Frost version by using an Imbuing stone.
The Larkdowns

The Larkdowns is a province of the Kingdom of Galdra. Situated to the centre of the kingdom, the Larkdowns border the Murlands to the north, the Dusklands to the west across the Rust Mountains, Raskmoor to the south, and the Skynale to the east. The Larkdowns is famed for its bountiful harvests, pottery, weaving, and poetry.

The provincial capital of the Larkdowns is \_\_\_. The province is ruled by the Harlant family.
Lava chompy hat

Chompy hats are obtained from the **Chompy minigame**. You can speak with Rantz at the teleport location and spend chompy feathers for an Inferno feather.

The inferno feather can be attached to a Master chompy hat to craft a Molten chompy hat! Crafting the hat requires **level 84** fletching.

It can be further upgraded into a Lava or Frost version by using an Imbuing stone.
Raskinot

Raskinot is a god of strength, retribution, glory and war. Unlike many other gods, where different races harbour a variety of interpretations, Raskinot’s theology is locked to a particular scripture, the Jate Palla, and maintained by a single authority, the Jatandel.

According to the Jate Palla, a holy book comprised of accounts from Raskinot’s comrades and disciples, Raskinot was a mortal man who lived during the Elder Age - a period of history surrounded in mystery that ran from approximately 4000 to 2500 AE. Raskinot worshipped an ancient deity called Omil, who in some accounts was Tane’s father, in others, Tane himself. Omil gifted Raskinot the powers of the paladin to battle Daksharl, the oldest and most dangerous primordial deity, bent on destroying all life on Esharra.

Raskinot’s heroic defeats of Daksharl’s agents form the bulk of the Jate Palla, first assembled by Hylachian knights around 1500 AE. They deified Raskinot and formed the Jatandel - an order of paladins - to act as exemplars of his heroism. After the Fall, they pushed east through Vojaki lands and founded Jatangard in 224 NE, 169 years prior to the founding of Galdra in 393 NE.

The faith of Raskinot is overseen by the Jatandel’s Grand Master. He appoints regional Paragons, who in turn have authority over the clergy, comprised of priests; the monasteries, kept by abbots; and the bastions - military strongholds from which the Order of Raskinot conducts operations.

Raskinot’s symbol is the sword Omil gifted him, Demonbiter. On the blade is the all-seeing eye, symbolising Raskinot’s ability to perceive evil through all disguises.
Oceanic scale

The Oceanic scale is a rare (1/100) drop from the Leviathan kraken. Multiple of these are needed to create the oceanic robe set, 6 to be precise.

When crafting the robes, it is highly advisable to wear a 200m crafting skillcape/crafting skillcape/max cape/cape of myths and artisan gloves. The 200m crafting skillcape has a 50% chance to save materials while crafting, confirmed to work with Oceanic scales. Whereas the crafting skillcape, max cape, and cape of myths only have a "chance to save materials while crafting", no exact percentage is known. Additionally, the Artisan gloves give a 5% chance to save materials while crafting.
Philosophous Hydra

The **Philosophous Hydra** is a superior boss spawn of the **Alchemical Hydra**.

To spawn one of these, the player must have unlocked the "Superior Boss Slayer I or II" perk. The odds of spawning are [1/70] with the first perk unlocked and [1/35] with the second perk unlocked.

Compared to the regular **Alchemical Hydra**, all items that are shared on both tables have increased drop rates on the Darksire drop table. Additionally, it obtains some new drops such as 500M coins, an **Epic Pet Mystery Box (u)**, a **Grandmaster Task Bottle, Superior Hydra Leather,** and a **Philosophous Hydra Pet**.

This monster will have a chance to spawn every time an Alchemical Hydra has been killed, immediately spawning after its death and initiating the fight.
Brimstone chest

The Brimstone chest is a reward chest located at edgeville (home). This chest can be opened with the usage of a Brimstone key.

The rewards from this chest come in a wide variety of armour, weapons, potions, food and some rare items like grand crest pieces and imbuing stones. This chest is a great source of extended anti-venom, super antifire, and prayer renewal potions for both ironman and regular accounts.

The Brimstone chest also has its own collection log, consisting of 2 rare and 4 uncommon items. If a player manages to pull all 6 items from the chest, they'll be rewarded with 25 collection log points and an imbuing stone.

Rares from chest
 Brimstone scroll | ~1/200
Basilisk

Basilisk

Basilisks are a medium slayer monster located in the Fremennik Cave that are often killed by players farming basilisk heads for the Champions Guild.

They are also a nice AFK training spot for lower level accounts due to being aggressive towards lower combat players and having relatively low hits.

The Basilisk has a superior version called Monsterous Basilisk.
Cave Crawler

Cave Crawler

Cave Crawlers are a low level slayer monster located in the Fremennik Cave and are often only killed by players seeking to do easy slayer tasks.

While easy to kill, Cave Crawlers can apply a deadly poison and are aggressive to lower level accounts.

Cave Crawlers have a superior version called Chasm Crawler.

## Drop Table

###
Cursed void attachment

The Cursed void attachment is used on a set of Elite void armour. It increases the equipment stats by 50%. The Cursed void armour can be disassembled back into your Elite void armour and the void attachment, which can be sold back to the collection log shop.

## Cursed void

### Description

50% stronger equipment stats Vs Elite void

### Requirements

42 Attack, Strength, Defence, Magic, Hitpoints, and Ranged, as well as 22 Prayer. 300 Collection points
Slayer

**Slayer** is a skill that allows players to kill monsters that may otherwise be immune to damage. Players must visit a Slayer master, who will assign them a task to kill certain monsters based on the player's Combat level. Slayer experience is roughly equal to a slain monster's Hitpoints, and is awarded each time the player kills an assigned monster.
Brimstone Staff

The Brimstone staff is a 1 handed magic weapon requiring 50 attack and 70 magic to equip.

When used on slayer task the play receives an additional +25% damage bonus against their slayer target creatures.

Similar to the Staff of Light, when combined with the **Arcane Stream Necklace,** the player receives an additional 25% accuracy bonus. On the contrary to the staff of light it does not count as a Saradomin item, instead becoming a Zamorakian item.

It is obtained from the Enchantment chest, at the cost of 1 Staff of light and 25x Brimstone keys with a 50% success rate.

This item can be exchanged for 7,500 runecoins at the **runecoin machine**.
Kurask

Kurask

Kurasks are a hard level slayer creature located in the Fremennik Cave and are killed by players training slayer and have some great noted supply drops as well as runecoinable items.

Kurasks are aggressive to all players and can hit quite a bit if you aren't protecting from melee.

Kurasks have a superior version called King Kurask.
Molten chompy hat

Chompy hats are obtained from the **Chompy minigame**. You can speak with Rantz at the teleport location and spend chompy feathers for an Inferno feather.

The inferno feather can be attached to a Master chompy hat to craft a Molten chompy hat! Crafting the hat requires **level 84** fletching.

It can be further upgraded into a Lava or Frost version by using an Imbuing stone.
Stories by TF Type

This page categorizes stories by the genus (canine, feline, etc.) of the transformation. This page may also include links to other categorization pages (canine links to a page with different types of canines, such as Dogs and Wolves). Other variations of TFs (anthro, mythical, etc.) should also be linked here.

Canine

Equine

Anthro

Feline
Universes

This page is a link to the main pages of different universes, or "settings" for stories. An author has all rights to limit who may create a story within their universe, and has all rights to set their own rules for their own universes. Any authors who wish to create a universe, please create a page detailing the rules of your universe, and link that page here. Also, when writing a story within a universe, please link the story to that respective universe's page.
Vojaki

Vojaki is a general term used to describe the tribes of orc descent that inhabit the wilderness north of Galdra and the Descendant States. The tribes themselves also make use of the word, but it has a meaning closer to ‘warrior’, or to be more accurate, 'they who respect strength’. Individual Vojaks are more likely to refer to themselves by the name of their specific tribe (when dealing with outsiders) or clan (when in the company of their own tribe).

Galdran explorers have counted at least two-hundred Vojaki tribes, each composed of many family clans. A few of the oldest tribes have existed since the Elder Age, however due the scarcity of literate Vojaks, few if any written records can verify this - save the occasional mention in Hylachian textual fragments. In many cases, ancient songs are all that remain.

The most powerful tribe in recent times are the Orelax, the so-called 'Eagle Men’. Comprised of half orcs and humans, the Orelax are a rare example of smaller tribes merging peacefully. Orelax leaders, the Orexars, are said to collect wise men from the peoples they assimilate, and practice more modern farming and manufacturing techniques than other Vojaki. The Orelax have an informal peace with Tordane, making them one of the very few tribes on 'friendly’ terms with the settled lands in the south.

More notorious Vojaki tribes tend to have purer orc ancestry. The Dulikka are a fierce war-obsessed matriarchal tribe that revere Dulicta, the goddess of slaughter, famed for nailing the flayed faces of their vanquished foes to their bucklers. A tribe of red-skinned orcs called the Charneks are infamous for their fire-breathing berzerkers; the Nerguna are known for wrapping themselves in poisonous black barbs and painting white skulls on their faces; while the Kaswadi abduct children, carrying them in cages on huge steppe mammoths for sale to the witches of Azuriel in the far north.

In light of these stories, it is hardly surprising that even well-meaning Vojaks (and their civilised descendants) are met with suspicion and fear in settled lands. However, there are several Vojaki characteristics that are highly prized. They are famed for great endurance, strength and courage; superb tracking and survival skills; archery and bow-making; and unparalleled skill in horse breeding - Vojaki corseks are unequalled in pace, and Vojaki dasteks are the largest, most powerful warhorses on the continent. The Orelax have profited greatly selling mounts to Galdra (who in turn make vast returns selling these on to Jatani crusaders).
Poem - Skara Origin

There was a time when only Celem danced upon the roof of Skara.

He was Lord of all, Terrible and bright.

All loved Him and all served Him—even Lôm, the Maiden Star, danced for His pleasure.

Skara loved Him too,

and produced by Celem many children.

When Skara’s children were born, Lôm looked on in fury

She too wanted children.

So she danced, harder and faster around Celem.

She danced so hard and so fast that Skara shook, sending her children tumbling

According to every direction.

Some fell to the North.

Some fell to the East.

Some fell into the Forest of Gôm.

Some fell into the South.

Skara hid her children until Lôm’s rage had past.

She disguised her children according to where they had fallen.

Those who fell in the North she made thick of skin and tall.

She taught them the silences of the Forest.

They are the Tamvaasa.

Those who fell to the East she made slender and quick.

She taught them much wisdom and arts.

They are the Shinse.

Those who fell into the Forest of Gôm, she made solid and bronze.

She taught them organization and pride.

They are the Durno.

Those who fell to the South, she made small and compact.

She taught them fortitude and cleverness.

They are the Joria.

Skara’s children gathered and multiplied, filling her empty spaces.

Her tricks worked so well, they forgot they were Siblings.

They forgot to Celem was their Father, and Skara their Mother.

They began to fight, Some to see who was best

Who could dominate Skara for themselves.

Some wise ones remembered, but kept the secrets for Skara’s sake.

Lôm danced and danced, her desire for children grew feverish.

Brought her closer and closer to Celem.

So that Skara would shake and burn with jealousy.

But she never gave birth.

When the Arrogant Durno thought they had won control over Skara

When they had mastered the land and many of its peoples

Skara gave birth to new children.

They came out of the Mountains, from vessels of the Sea

They too wanted to have Skara for themselves.

Lôm noticed these new children.

Her anger caused her grief.

She forgot her love for Celem and she Lanced his heart.

Destroyed him forever.

Lôm’s revenge brought chaos and darkness.

Skara was shaken to her core.

Torn apart by her loss.

Spewing ash in her grief.

When at last her mourning subsided, Skara’s children fearfully looked up.

And Behold!

Lôm had given birth.

To a new Son, a new Lord.

He emitted a cold light that would not go away.

Even at night.

The new God was called by the Durno—Khar

“Cold Sun”

But the wise Shinse named him “Newcomer”

Since then, there has been no time for peace in Skara…

Go back to the Skara main "Lore" page
The Crests

The Crests is a province of the Kingdom of Galdra. Situated to the northwest of the kingdom, The Crests borders the Dusklands to the west across the Rust Mountains, the Murlands to the south, Nightvalley to the north, and Vyrdale to the east. The Crests is famed for its beautiful rolling hills, fine vineyards and marble sculptures.

The provincial capital of the Crests is Mantarren. The province is ruled by the Mantasser family. Mylant Mantasser is the acting Lord of The Crests, adopting the mantle due to the debilitation of his father, Morven Mantasser.
The Dusklands

The Dusklands is a province of the Kingdom of Galdra. Situated to the northwest of the kingdom, the Dusklands border Sinvrana to the west; Old Hylach and the Void Sea to the north; the Crests, the Larkdowns and Raskmoor to the east across the Rust Mountains, and the Talons to the south. The Dusklands is famed for its vast, cataclysmic wasteland, ancient connections to the Hylachian Empire, and breeding of rocs for the Galdran Swiftwings.

The provincial capital of the Dusklands is Skyniber. The province is ruled by the Hydrake family.
Vyrdale

Vyrdale is a province of the Kingdom of Galdra. Situated to the northeast of the kingdom, Vyrdale borders Tordane to the north, The Crests to the west, Heartlaw to the south, and Karskalazar to the east. Vyrdale is famed for its vast ancient forest, exquisite carpentry, and druidic traditions.

The provincial capital of Vyrdale is Vyrhall. The province is ruled by the Felwood family.
Shaspia

Shaspia is a mysterious water goddess associated with oceans, rivers, coasts and swamps. Many consider Shaspia a deity to feared; haunting waterways and causing shipwrecks. Others, such as the nomadic Narkori, worship Shaspia as a benefactor and protector.

Those that fear Shaspia share tales of her manifesting from the mud along riverbanks, in the form of a slender, silt-covered maid, with mossy skin and hair like mangrove roots. The sightings are believed to warn of coming catastrophe, such as floods or the poisoning of the river.

Sailors make frequent offerings to Shaspia; praying for safe passage and that the monstrous denizens of the deep with leave them alone. Many sea captains follow the ancient practice of burying criminals and mutineers alive in the sand or mud, as both punishment for their wrongdoings and to satisfy Shaspia's destructive appetite.

In contrast, the Narkori believe that Shaspia is an aspect of Narkora, providing the bounty of the waterways as a gift to mortals wise enough to understand and respect her realm. The Narkori revere Shaspia deeply, dropping offerings of food and drink into the river before each meal.
The Talons

The Talons is a province of the Kingdom of Galdra. Situated to the southwest of the kingdom, the Talons border The Dusklands to the north, Raskmoor to the east, and The Sky Sea to the south. The Talons is famed for its shipbuilding, warrior traditions, and folk songs.

The provincial capital of The Talons is Seaperch. The province is ruled by the Scarle family.
Kreyvon

Kreyvon is a province of the Kingdom of Galdra. Situated to the southeast of the kingdom, Kreyvon borders Vyrdale to the north, Jallirus to the east and south, and the Skynale to the west. Kreyvon is famed for its music, art, maritime trade, and racially diverse populace.

The provincial capital of Kreyvon is Waywander. The province is ruled by the Veddick family.
Esharran Calendar

The Esharran Calendar measures years from the Fall of Hylach, which took place during 1 AE (Old Hylachian for *Amin Elorn*, meaning ‘Before the Fall’). The current year is 1189 NE (Old Hylachian for *Nellis Elorn*, meaning ‘After the Fall’).

Years begin the day after the winter solstice (Iphazil the 1st), and end on the next winter solstice (Hygaster the 31st).

Not all nations use the Esharran calendar, however since it is the principal time measuring system for trade, it is widely understood.

### Days of the Week

The Esharran Calendar is based on a seven-day week.

*Moondan*, the day of change

*Seadan*, the day of trade

*Dagdan*, the day of reserve

*Skydan*, the day of risk

*Chardan*, the day of wonder

*Maldan*, the day of challenge

*Sundan*, the day of foresight

### Months

There are 12 months in the Esharran year.

*Iphazil*, month of seers

*Galanter*, month of craftsmen

*Obester*, month of scribes

*Hadister*, month of warriors

*Eladil*, month of sowers

*Ulexil*, month of wanderers

*Aetaster*, month of children

*Swadanter*, month of gamers

*Yoraster*, month of healers

*Lavister*, month of merchants

*Nemester*, month of lawmakers

*Hygaster*, month of tyrants
Hadin

Hadin is a god of combat and war when all pretense of honour, glory and nobility is abandoned. Hadin is not considered evil, though his ruthlessness and selfishness appeal to mercenaries, pirates, thieves and bullies.

*Hadin's Mantra*, a series of lessons in warfare written before the Fall of Hylach, speaks of tactics and strategy rich in deception, and, as his followers would attest, common sense. The *Mantra* makes no excuses for war, describing it as "bloody, harrowing and destructive... lacking in any noble qualities whatsoever." Yet, since mortals seem so utterly intent upon engaging in it, the *Mantra* urges to exploit it for it is worth.

Hadin is famously the patron deity of deserters, since he admires, and does not shun, those who look out for themselves. His symbol is that of a the hanged man: the deserter paying the ultimate price.

Most consider *Hadin's Mantra* to be allegory, however, it possible that the legendary Hadin, - the so-called "voice of sense" - could have been a real person. If so, he was likely a foreign-born Hylachian general from the early empire, who despite his ignoble birth, demonstrated martial prowess worthy of acknowledgement. Whether or not this original Hadin was killed by hanging remains a mystery.

The *Mantra* was passed on by oral tradition and not written down until many years after Hadin's death, during the 3rd Century, AE.
Esharra Wiki

## Welcome to the Esharra Wiki

This is a reference guide for the Esharra campaign setting.

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

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Dulicta

Dulicta is a goddess of war, slaughter and conquest. She is worshipped in many forms across the furthest reaches of Esharra. The most violent Vojaki war clans revere her as a herald of battle and master of mounted combat; while the desert tribes of southern Mazkras and Ostrekad worship her as a fearsome enemy of civilisation, bringing destruction to the haughty and complacent from her scorpion-drawn chariot.
Schtemich

Schtemich is a god associated with mischief, tricks and temptation. He is traditionally depicted as red or black imp, typically whispering into the ears of kings, queens and heroes, attempting to lead them astray.

Schtemich is an important deity in Gnomish philosophies, where he is credited as the incognito inventor of *boredom* - which, after all, has led nigh as many mortals to sin as lust, anger or even greed.
Dagundra

The Dagundra are a proud humanoid race, referred to by many as dwarves. They live in enclaves dotted around Esharra, the largest of which is Karskalazar, a mountainous region to the northeast of Galdra. The subterranean city of Dagundrad is their capital.

Despite their reputation, Dagundra have no particular love of being underground - the reasons for their prolific subterranean activity are historical rather than racial. During the last Ice Age, many races migrated away from the Galdran continent to escape the glaciers, but the Dagundra were driven into the mountains by snow orcs, with no clear path to travel elsewhere. They fortified their position against the orcs, and as the world cooled they relied increasingly on their mines for shelter as well as ore. When the Dagun king Dyon’s mining uncovered a huge chasm - the ancient grave of a monster called the Terrasque - Dyon founded Dagundrad within. The adamantine armour of the dead creature was smelted into weapons, armour and advanced tools; and its bones used to construct the great monuments of the city. Dagundra measure time from the founding of Dagundrad, which they reckon at 9,870 AE. As such, the current year (1189 NE) is listed as 11,069 KD (meaning karskal-darret, or ‘cavern break’).

Dagun engineering is without equal, with the possible exception of gnomes - though so little is known about them it is impossible to judge. The vast resources of Karskalazar have fueled their technological mastery; it has been rumoured that other secrets besides the Terrasque were found beneath Dagundrad that boosted their abilities. Dagundra make huge profits exporting mithral, adamantine, arcanite, iron, silver and gold.

Since the time of Galdric, Dagundra have become a more frequent sight in lands outside Karskalazar. Their priests of Tane (whom Dagundra claim to have worshiped long before humans) are common, as are the Galanytes ('priests’ of the engineering god Galanus, available for project work in exchange for charitable donations). However, Dagundra are perhaps best known for the Bank of Dagundrad, with its impressive branches in most large cities. The brutal Order of the Purse - known as the Magpies - collect the bank’s debts.

All Dagun enclaves outside Karskalazar were founded during the Elder Age by colonists dispatched from Dagundrad. Dagundra maintain frequent communications across enclaves, and count one another as staunch allies. The vast network of operations necessary to run the Dagundrad Bank has made it more efficient for enclaves to co-ordinate. The largest enclaves outside Karskalazar are Drode Praven, on the border between Mazkras and Ostrekad; and Skalangar, the mountainous region that separates the Dominion of Quane from Pharodia.
Grand boots (i)

The Grand Boots (i) are a further enhancement from the enchantment chest on the Grand Boots.

Creation of these boots requires: Grand boots, Devout Boots, Imbuing Crystal. The enchantment has a 100% succes rate and thus cannot be failed.

While the stats of the boots don't change compared to regular Grand Boots, it'll instead receive the passive effect of the Devout boots. This increases the power of the smite and soulplit prayers by +15%, while also increasing the soulsplit heal cap by +3.
Iphazia

Iphazia is a goddess of wisdom, prophecy, and the sun. She features in the pantheons of many cultures, but only in the elven traditions of Evondafel and Molaza is she worshipped as their principal deity. She is noble and honest, with a passion for improving the lot of civilised folk. Her symbol is a golden sunburst, or sometimes a golden owl.

Iphazia is usually depicted as a slender, beautiful woman - typically an elf, even in human iconography - with a solar disk above her head and her halberd, Swiftreach, in hand. Her owl companion, Kormax, usually perches on the halberd’s tip. Kormax is said to be Iphazia’s eyes and ears during the night, when the sun - her usual window into the world - is absent.

Worship of Iphazia is particularly concerned with light - with a special focus on reflections and rainbows. Temples of Iphazia traditionally have a stained glass windows facing east and west; the east depicting Iphazia herself, the west the owl, Kormax. Iphazia is illuminated at dawn, in celebration of the sun’s light; and Kormax at dusk, reminding worshippers he watches during the night.

Iphazia is widely revered during the winter festival of the Iphaziad, when priestesses of Iphazia (all of Iphazia’s clergy are women) read portents in the reflections of iced up lakes and rivers. It is considered a bad omen should the ice thaw before the the portents are made.

Iphazia is the patron deity of the Jalliran city state of Iphazion, known as the City of Temples. Her temple, the Prismaon, is the grandest in the city. It consists of a vast golden dome with a spire of glass rising from its centre. On sunny days, the spire projects rainbows out to sea. It was built by elven exiles from Evondafel, keen to thank the locals for providing refuge, but also to outdo their kin by creating a bigger, better dedication to their god than what they had left behind. The Beliphaz in Evondafel, by comparison, is a fine example of a traditional elf cathedral, but is only half the size of the Prismaon - and lakes a glass spire.

Priestesses of Iphazia are usually trained from a very early age by temple caretakers called Solanates, who can be male or female. Priestesses are often wizards or sorceresses with strong divination powers, however, none are more prized than natural born oracles. The priestesses at the Prismaon and the Beliphaz are such.
Tane

Tane is a patriarchal deity of justice, judgement, leadership and honour. His symbol is the double-headed axe, though he is also associated with measuring scales, the gavel, stag’s antlers, and the eleven-stared constellation that bears his name.

Although the gods form no particular hierarchy, Tane’s dominance as a ‘father deity’ in so many cultures has reinforced the notion that he carries special authority among the divine. Both the humans of Galdra and the Dagundra of Karskalazar worship him as their principal deity, honouring him above all others.

He is sometimes represented as Raskinot’s father, Iphazia’s husband and Nemeon’s brother. Neither the Galdrans nor the Dagundra accept any of these relationships as dogma. This said, there is consensus that Tane has a mentor relationship to Raskinot, a great affection and respect for Iphazia, and a fierce enmity with Nemeon.

Tane is typically depicted as a fearsome bearded man in armour, wielding his trusty axe, Skycleaver, and seated on his steed, the golden stag Morvac. Galdrans depict Tane as human, while Dagundra depict him as a dwarf. Elves, who regard Tane as a less important deity, depict him as a dwarf as well - to the annoyance of Galdran clergy.

In some representations, Tane is shown to be missing left hand. This refers to a legend that Tane lost the limb in a duel against Nemeon, who in turn lost his right hand in the same battle. In Galdran and Dagun superstition, left-handed people are an ill omen on account of the association with the hated deity.

Tane’s temples are mostly large and foreboding structures, and lacking in ornate embellishments. Statues and symbols of Tane are often carved from granite or marble, but rarely of precious metals. The largest temple of Tane is the monolithic Hallowed Hall deep inside Dagundrad, but the largest free-standing temple is the impressive Justicad in Galdra.

Priests of Tane are called Patras, the more senior High Patras. The head of the church in Galdra is The Patriarch. In Karskalazar, priests are Patzars or Karpatzars, and the head of the church is the Dagunpatzar.
Transformation Central Wiki

## Welcome to the Wiki

Hello. This is a Wiki-Based site meant for anyone who likes human-to-animal TF (Transformation) Stories/Art. However, due to the, \*cough\*, "adult" nature of many sites like this one, many people are turned away from reading/observing this content. However, this site is STRICTLY PG, and any adult content that is posted will be removed as soon as possible. Anyone may post their own stories/art here on this Wiki. Below are some rules to get you started.

## Rules

1: As stated above, this site is STRICTLY PG. This means no pornographic posts, swearing, or anything that may be considered "adult." This also means no stories/art featuring a TG (Gender-Swap) or sex, will not be allowed.

2: No copying art or stories from other sites without the permission of the owner. This is actually against copyright laws and you could be prosecuted for doing so. In order to avoid this sort of trouble, we do not recommend posting anything that may/may not belong to someone else. Try to post some original content!

3: As long as it follows the above rules, nearly any sort of TF will be allowed. Anthro, full-out-animal, mental, mythical, etc. All types of TFs are allowed here. However, if an Admin requests that you remove a story/image, please comply.

4: Please, no hateful comments or anything that may be offensive toward anyone, ESPECIALLY authors/artists. If the author DOES in fact request critique, please do it in a respectable manner.

Have fun on our Wiki!

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Nemeon

Nemeon is a god of power, ambition and strategy, but he is also synonymous with tyranny, cruelty, and domination. In some cultures, such as Mazkras, Nemeon is appeased - the people recognise him as dangerous and indeed, evil, though they prefer to keep him contented rather than provoke him. Elsewhere, such as in Galdra and the other Descendant States, Nemeon is publically reviled, seen as enemy of their way of life.

Those that abhor Nemeon depict him very differently to those that appease him. The detractors represent Nemeon as a goat-humanoid hybrid, black or red in colour, with fearsome horns, fangs and claws, often with bat-like wings and a serpent tail. In contrast, his appeasers show him as a handsome human male, dressed crisply in the black robes of a lawyer, with streaks of blood red running through his long dark hair. In both cases, Nemeon’s eyes are black like polished obsidian.

In many traditions, Nemeon is an enemy of Tane, and lost his right hand to him in a duel (Tane, in turn, lost his left hand). As such, Nemeon is often depicted with a right fist made from gold or iron. He is said to favour left-handed worshippers.

Temples of Nemeon are almost non-existent in cultures that shun him - though rumour has it that many conduct secret services. In Mazkras, his temples are common; circular structures with sacrificial altars suspended above basins for collecting the blood of offerings. Human sacrifices are rare, and by all accounts, the victims of these blood rituals offer themselves willingly.
Abyssal Sire

The **Abyssal Sire** is an abyssal demon slayer boss that requires level 85 Slayer to kill. Although it resides in a multi-combat area, it is a solo-only boss.

The Abyssal Sire's main drops are the Abyssal Dagger, Abyssal Bludgeon, Abyssal Crossbow, and Grand Crest Piece 3.

A dwarf Multi-Cannon cannot be set up inside the Abyssal Nexus.

There is a 1/70 or 1/30 chance to spawn a **Abyssal Darksire** with "Superior Slayer Bosses I" and the "Superior Slayer Bosses II" Perk respectively.

## Fight Overview

The fight consists of three phases:

* The first phase focuses on killing the Sire's four respiratory systems on the sides of the room that heal the Sire. This is easily done by dealing 75 damage knocking him out or casting 2 shadows spells regardless of damage. Then you can attack the four respiratory systems.
* At the start of the second phase, the Sire gets off his throne to attack the player with melee. He may also summon Spawns and create highly poisonous Miasma pools under the player. The Spawns are quite harmless at first, but they will mature into Scions after ten seconds who have more health and deal more damage.
* When the Sire reaches 50% health, he will walk to the middle of the room to initiate the third phase. Instead of attacking himself, he rapidly summons Miasma pools, which the player should avoid. When the Sire reaches less than 33% health, it will teleport the player next to him and trigger a highly damaging area-of-effect attack, which can be avoided by running away as soon as the player is teleported. He will also summon many spawns to attack the player. After the player finishes the Sire off, any spawns and scions will die alongside him.

Upon defeat, the Sire will not respawn.

### Location:

Spell Book -> Boss Teleports -> Abyssal Sire

### Collection Log

The Abyssal Sire collection log consists of 6 different items.

After obtaining all items on the collection log as a drop, the player is rewarded with 10 Collection log points and 2x Mystery Tickets (u). The (u) standing for untradable.

### Most Relevant Topics:

https://runex.io/forums/index.php?/topic/12596-abyssal-sire-guide/
Lyudmilla Pavlichenko (polar bear)

### Affiliation

Zootopia First Recon Marksmammal BattalionZootopia Defence Force Sahara Square Polar Bear Legion

## Physical description

### Eye color

Dark Brown

Corporal Lyudmilla Mikhailnova Pavlichenko is a female Russian-speaking polar bear who serves as a sniper in the First Recon Marksmammal Battalion and later the Zootopia Defence Force Sahara Square Polar Bear Legion.
Gatomon (Patrick's)

Gatomon is Patrick Kitchen's partner Digimon.

## History

Gatomon was selected to be Patrick's partner Digimon by the elders of the Digital World.

## Biography

According to Patrick, he met Gatomon when he was 4 and traveled throughout the Digital World with her. Ken tried to turn Gatomon into his slave by throwing a dark spiral at her, but she batted it away with her tail ring. The Dark Digidestined tried to capture Gatomon for their evil plans, but she was protected by her human partner. Gatomon is supposed to be captured in the future by Eriol Hiiragizawa for Janet and her mother to use to take over the world, but she manages to escape and goes to warn her human partner of Janet and Kathy's evil plan.

## Personality

Gatomon is very protective of her human partner. When Kari Kamiya, a girl who is partnered to another Gatomon bullies Patrick, she often attacks Kari with her claws. She is also anxious to meet Gabrielle, Patrick's friend.