recursal/Fanatic-Fandom huggingface dataset:
Aberrant Mind

**Aberrant mind** sorcerers were arcane spellcasters with innate psionic capabilities that originate from entities far outside the natural world: aberrations and dark forgotten elder gods.

Their supernatural powers gave them access to telepathy and magic that could control and manipulate the minds of others as well as other darker powers, spells such as:

* Mind sliver
* Calm emotions
* Detect thoughts
* Arms of Hadar
* Evard's black tentacles

Aberrant mind sorcerers did not require verbal or somatic components to casting spells and were naturally well-defended against psychic attacks. They were difficult to charm or frighten. As they grew in power, however, aberrant mind sorcerers had a tendency to mutate physically into aberrations of their own -- though they gained greater power, they would eventually become unrecognizable as the creatures they had once been. The most powerful aberrant mind sorcerers could reshape reality around them, creating anomalies in space and time.

## Real World

Aberrant mind sorcerers are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Frisk Watson

Main character of Godtale

Frisk Watson known as The Chossen Human, First appear in Chapter 1. The strongest human ever lived

Since have a bad eyesight, almost time she closed her eyes

*Have good skill at cooking by somehow ?*

Someone said that if her opend her eyes, she will be a difference person...

*An human falls into the underground world, what awaits her?*
Toriel Dreemur

The Queen of Underground, unlike any other Queen, she like to traveling across everywhere to searching for who in need

Usually in incognito, but almost people recognize her at first look

*I wonder why i always get identity revealed ? Because of my horn?*

Master Chief, she can easy turn the very basic ingredients into a master class dish. Where did she got that skill tho-?

*Ara ara~*
Потерянные Лапы // КВ Ролевая Вики

**Добро пожаловать на Потерянные Лапы // КВ Ролевая Вики!**
Потерянные Лапы -это ролевая по мотивам котов-воителей авторства Эрин Хантер в соц.сети Telegram. Мы будем рады рассказать вам о племенах, традициях, территориях и персонажей в ней!

Дорогие друзья! Мы все очень рады приветствовать вас здесь на этой вики. Желаем вам приятного препровождения на её страничках. Читайте информацию, следуйте правилам поведения и для нас вы будете лучшими лапушками! Здесь собраны все сведения из ролевой "Потерянные Лапы".

## Описание

*"Пять избранников должны найти свое предназначение за бесконечными землями " Котов-Воителей... "*

## Навигация

PlaceholderСтатья о теме викиPlaceholderСтатья о главном персонажеPlaceholderСтатья о главном антагонистеPlaceholderСтатья о первой серии/игровой миссииPlaceholderМесто действия темы викиPlaceholderСтатья о ключевом событииPlaceholderВажная статья

Вот список служебных страниц, которые пригодятся любому участнику вики:

* Все статьи вики
* Категории
* Свежие правки
* Изображения на вики
* Справка
* Инструменты вики
* Управление вики
* Оформление вики

Посетите Вики Сообщества и задайте любой вопрос на форуме.
Администрация

```
В данном посте вы можете почитать про нашу администрацию  и узнать немного информации про создание ролевой! [Все админы записаны юзами в тг]

```

## Создание

### Дата создания:

31 июля 2022 года

•В какой-нибудь непонятной ситуации вы можете обратиться к ним за помощью! Все админы джоброжетальны и готовы помочь с любым вопросом!

 Все админы
вместе:

 @vigu\_vigu\_vigu

```
@XlearSku -это наш главный админ Бабуин. Она просто милый пупсик, всех наших участников ролевой подсадила на понов

```

>
>  @sturmass -это наш третий админчик Штурма. Она очень ответственная, крутая, ну просто смачный пупсик. Вместе с ней мы работаем над ролевой и её лором.
>
>
>
>

```
@WinoVentti - это Мурчалка. Она просто пупсичек, лучший трудоголик в нашей ролевой. Список трав и многое другое-её заслуги (да-да, именно её)

```

>
>  @meowbua - наш новый админ, Мявка/Мява/Мяффка. Она помогает нам со всем, и вообще крутая.
>
>
>
>

```
@vigu_vigu_vigu - анкетолог и главный админ ролевой.

```

>
>  @Adept\_Syao\_UwU - второй новый админ, Сява. Помогает так же, как и Мявка. Тоже крутышка!!
>
>
>
>
Firbolgs

**Firbolgs** were a species of giant-kin who typically avoided contact with other sapient races. They were more powerful and more intelligent than other giant-kin species. They looked somewhat similar to humans, though they were usually hairier and over 10 feet tall. They had pointed ears that jutted outwardly from their heads and their tough, thick skin could range in color from pink to a blue-ish gray. Their hair came in a wide range of colors as well but was most often red or blond. They kept their hair long, and the men often sported impressive beards.

Firbolgs were physically stronger than bears, but their greatest strength was their innate magical abilities and natural resistance to the effects of magic. They could sense magical auras whenever they stood in the presence of one and could also magically alter their size -- both enlarging themselves and shrinking themselves down. They had excellent darkvision as well.

There were many unproven claims about firbolgs abilities as well -- some stating they could become invisible, and others claiming that firbolgs had regenerative powers like trolls. It was also rumored that firbolgs were naturally able to speak with plants and animals.

This last rumor was likely due to the harmonious way they lived with nature in their forest homes. Firbolgs considered forests sacred and viewed themselves as its caretakers. Their society was centered on family and small clans of no more than sixteen people. Their settlements, built in remote hilly and forested areas were hidden by magic. Firbolgs were typically lawful good, despite being viewed as unholy by most other giant-kin.

Firbolgs had a very strict moral sense -- viewing anonymous charitable giving as the greatest of virtues, and greed as the worst vice. They saw no value in wealth, usually only taking valuables from others as a prank. Cowardice, too, was frowned upon -- most notable because firbolgs believed that wearing armor was cowardly, so most would not. Firbolgs were extremely honest to the point that lying, even by omission, caused them physical discomfort.

## Real World

Firbolgs are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Abdirak

**Abdirak** was a member of the Cult of the Absolute and follower of Loviatar. He enjoyed pain -- both inflicting it and suffering it himself. As such, he worked with Spike as one of the cult's torturers.

## Real World

Abdirak is derived from *Baldur's Gate III*. For canon information, please visit:

* Baldur's Gate 3 Wiki
* Forgotten Realms Wiki
Gunnrunners Wiki

**Welcome to the Gunnrunners Wiki!**
GunnRunners Is A Free-For-All Randomized First Person Shooter! With Guns based off of Call of Duty, CS:GO and more! Similar to games like Item Asylum, you spawn with 3 Random guns and go at each other.

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Upgrades

**Upgrades** are every type in Marble Castle. You can also make them as some upgrades while you are purchasing coins.

* Cannon
* Foundry Tower
* Pusher
* Carrousel

You can view more upgrades in this game.

You can view more upgrades in this game.

You can view more upgrades in this game.

You can view more upgrades in this game.
Barriers

The **barriers** are only type in this game. The barriers are only 3 types on every sides.

The level 15 is only unlocked on the left barrier, and the level 25 is only unlocked on the right barrier.

* Center Barrier
* Left Barrier
* Right Barrier

## Trivia

* If you would be able to unlock two more barriers in this game, you need to level up more first before it needs to be unlocked.
* Importantly, the game would get failed if the barriers get broken or destroyed. The game would get defeated if you haven’t already upgraded yet.
Diamonds

**Diamonds** are only type in this game. Diamonds are only used to get free diamonds for watching a video to get 100 per bonus. You can purchase more speed by moving fast forward  to make it faster.

**Important:** Diamonds are not used in the shop but it is only free to get 100 for watching a video.

There are diamonds.
Half-elves

**Half-elves** or **Cha'Tel'Quessir**, were those born from the union of a human and an elf. On average, half-elves were slightly shorter than humans and a bit heavier than most elves. Half-elves could grow facial hair, setting them apart from elves.

Half-elves had a number of traits mixed together from both of their parent species -- often making them more charming than either an elf or human would be on their own. Half-elves were immune to enchantments and could see in low-light but did not have the grace or heightened senses elves were known for. Notably, half-elves had unique ears -- roughly the size of human ears but pointed at the end.

Through most of the world, half-elves were immediately recognized by the sight of their ears. Half-elves were typically beloved by both elves and humans, and were often found in the company of other humanoids -- halflings, dwarves, and gnomes. They typically were mistrustful of half-orcs.

Half-elves had no culture of their own, nor any homeland, and were usually very clearly the product of their cultural upbringing -- be that from a human parent, and elf parent, or both. However, half-elves tended to have a tremendous sense of wanderlust and were more commonly drawn to careers as adventurers than other species.

## Source

Half-elves are derived from *Dungeons & Dragons*. For canon information, please visit:

* Baldur's Gate Wiki
* Baldur's Gate 3 Wiki
* Forgotten Realms Wiki
* NWN Wiki
Marble Castle Wiki

**Welcome to the Marble Castle Wiki!**
Marble Castle is a game by LolTap.

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

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Arkanis

**Arkanis** was a dwarven fighter who spent some time at Candlekeep. When Candlekeep was infiltrated by doppelgangers, Arkanis was able to retreat into the subterranean catacombs with Deder.

## Real World

Arkanis is derived from *Baldur's Gate*. For canon information, please visit:

* Forgotten Realms Wiki
* Baldur's Gate Wiki
Level

The **level** is only unlocked on any experiences on this game.

The upgrades are required in this game. They must level up before they are only unlocked but it starts on level 1.

## Barriers

### Left Barrier

The left barrier is a barrier which is has been used on the left side. It requires level 15 to be unlocked.

### Right Barrier

The right barrier is a barrier which is has been used on the right side. It requires level 25 to be unlocked.

## Coins

To earn coins, they must level up first before you earn coins. If the upgrade is active, the other experience will give you more level when it has been completed.
Foundry Tower

The **Foundry Tower** is a special tower which it has a ring above the top. The towers are used to spawn big balls when it has reached to the top. The more of the balls has to decrease more of the upgrades in this game.

There are 5 types of colors:

* Red Fill
* Yellow Fill
* Blue Fill
* Green Fill
* Purple Fill

You can also upgrade to fill the maximum of the balls if needed.
Pferdefedern Farmer's Mart

RThe **Pferdefedern Farmer's Mart** was a stand on the corner of Market Street and Tavern Street in Spielburg. Hilde Pferdefedern stood behind the counter and sold the produce from her father's farm to the people of the town each day.

## Real World

The Pfedefedern Farmer's Mart is derived from *Quest for Glory I: So You Want to be a Hero?* For canon information, please visit:

* Quest for Glory Omnipedia
Batties

Small brown flying creatures, **Batties** were more dangerous than the average bat because of their razor sharp fangs and dextrous flight. Their dark color also made them hard to see at night or in the caves in which they dwelled. Nonetheless, adventurers on Silmaria tended to find them to be little more than a nuisance.

## Real World

Batties are derived from *Quest for Glory V: Dragon Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Gith

Disambiguation page for GithThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Gith** may refer to:

* Gith - the leader of a rebellion against the mind flayers.
* Gith - the species from which the githyanki and the githzerai originated.
Accalia

**Accalia** was a human woman who originally hailed from the city of Neverwinter. She was an initiate of the Temple of Tempus, and was sent to Easthaven to assist Everard in his duties there after Renfeld died in battle. Among her regular duties was maintenance of the temple's weapons.

## Source

Accalia is derived from *Icewind Dale*. For canon information, please visit:

* Forgotten Realms Wiki
* Icewind Dale Wiki
Leonin

**Leonin** were a proud, nomadic species of humanoid lions -- biped kin to liontaurs, and larger and stronger than the cousin species of tabaxi and katta. Like liontaurs, however, leonin typically did not have dealings with other species.

As a whole, leonin had a short fuse and retaliated harshly to any perceived insult to their honor. Somewhere in their long history, the leonin were betrayed -- either by other species or by the gods themselves, the truth of the matter was muddied in legend. The result, however, was clear: leonin could not easily trust outsiders to their species.

Leonin had only one permanent settlement of their own, the city of Tethmos -- though they did hold their own district in Tarna. On occasion, all of the prides would gather in Tethmos, a city they defended fiercely against outsiders. Each pride, save the Ironmanes, was led by elders, represented by a Speaker.

## For Players

### Leonin Names

Leonin identify themselves with their name and pride. Names tend to be abstract but snappy, while prides tend to be the traditional, two-words-put-together names – similar to Dwarves, but more catlike.

**Female Names**: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, ladma, Koila, Oramne, Seza, Ziore

**Male Names**: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior

**Pride Names**: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides

## Real World

The leonin are derived from *Dungeons & Dragons*.
Veraunt Shuttlescomb

**Veraunt Shuttlescomb** was the human mayor of the village of Hilltop. He had been married once, but his wife had passed away five years ago, murdered by a burglar while he was attending to matters at a community meeting.

When the Dripping Fang Clan kobolds attacked the settlement, he sought shelter in the cellar of his home. Haniah Dales found him there, heavily intoxicated from drinking several bottles of wine, and brought him to the town's community hall.

## Real World

Veraunt Shuttlescomb is derived from *Neverwinter Nights: Shadows of Undrentide*. For canon information, please visit:

* Forgotten Realms Wiki
Air genasi

**AIr genasi** were one of the four main subraces of genasi, and most stereotypes about all genasi were based on air genasi. Most air genasi were descended from djinn, though this was not true of every single member of the race.

Air genasi lacked the physical strength of other genasi, but were much quicker and more dextrous. These were the most free-willed of all genasi,

The bloodlines of air genasi were so ancient that they tended to think of themselves as all cousins to one another. Though it was a strong bond of kinship, it was a very competitive one -- all air genasi were fiercely independent.

## Real World

Air genasi are derived from *Dungeons & Dragons*. For canon information, please visit:

* The Forgotten Realms Wiki
Harengon

**Harengon** were a species of humanoid rabbits, originally from the Feywild. They had large, extended feet and prolonged ears, the color of their fur had variations that were similar to those of rabbits, they had keen senses and incredibly strong legs. Above all, however, harengon were known to be energetic -- ready for action at any moment.

Harengon were mainly travelers, rarely staying in any one place for long and seldom making communities for themselves. Their personalities would be shaped by those who traveled with them -- heroic harengon traveled in the company of heroes, but harengon could just as easily become villains.

## Real World

Harengon are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Deekin Scalesinger

**Deekin Scalesinger** was a member of the Dripping Fang Clan in the service of the white dragon Tymofarrar. Unlike other kobolds, he had a very peaceful nature and yearned to be known throughout Faerûn for his epic stories of heroism. He was often tasked with entertaining his draconic master, who also taught the kobold limited magic.

Tymofarrar sent Deekin to accompany the raid on Hilltop, and Deekin carried the Tower Statue from the town. When gnolls under the command of J'Nah set upon the kobolds, a frightened Deekin fell and accidentally broke the statue -- revealing the powerful stone within.

## Real World

Deekin Scalesinger is derived from *Neverwinter Nights: Shadows of Undrentide*. Canon information can be found:

* The Forgotten Realms Wiki
* NWNWiki
Gnolls

**Gnolls** were an anthropomorphic race resembling humanoid hyenas. They were carnivorous, and considered savage by most other cultures.

Gnolls were quite large, usually standing between 7' and 7'6" tall. Female gnolls were said to be shorter but were in fact indistinguishable from males unless they were pregnant or nursing.

Gnolls were lean, but very muscular. Their skin was greenish gray, but covered in fur that could have a lot of variety -- light and dark colors, spotted or striped. Many gnolls also had a crest-like mane that stood on end if they became angry.

Gnolls gave in to their primal instincts -- natural predators who enjoyed the hunt. As such, gnolls tended to live in wilderness rather than in settlements.

## Real World

Gnolls are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Tieflings

**Tieflings** were humans planetouched by beings from the fiendish planes -- demons, Yugoloths, devils, sometimes even evil deities or daedra could influence a being's birth and create a tiefling. Most often this was done through an ancestral lineage, passed down through generations. Tieflings were as varied in appearance as humans, and perhaps moreso with greater variation in skin colors and eye colors. Some tieflings had tails, others did not. Most tieflings had horns and pointed ears, although this too varied immensely. Occasionally other fiendish characteristics, such as a sulfuric odor or cloven feet, would be present. The specific fiendish traits were often specific to the fiend that spawned them. Aasimar were a similar race, albeit touched by beings from the celestial planes rather than fiendish ones.

Unlike half-fiends, tieflings were not predisposed to evil. Nevertheless, tieflings -- even those who could pass for humans -- were unsettling to be around. Virtually all tieflings gave off an aura of discomfort. Despite this, tieflings were often quite seductive and very charming. They were usually very intelligent.

However, tieflings were outcasts -- often from their own families. Due to the fiendish heritage, tieflings were often distrusted and usually were the first suspects if anything went wrong. Shunned by all, most tieflings grew to be bitter towards the world and the people in it. This did not prevent tieflings from becoming heroes or making their own destinies in the world.

## Notable Tieflings

* Neeshka
* Valen Shadowbreath

## Real World

Tieflings are derived from *Dungeons & Dragons*. For canon information, please visit:

* The Forgotten Realms Wiki
Aasim

**Aasim** was a cleric and fighter who had dedicated himself to serving the Bhaalspawn Sarevok Anchev, one of six acolytes who protected the headquarters of the Iron Throne.

Aasim had memorized the spells:

* Draw Upon Holy Might
* Flame Strike
* Hold Person

## Real World

Aasim is derived from *Baldur's Gate*. For canon information, please visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
Wizards

**Wizards** were arcane spellcasters, magic users who had learned to craft intricate spells through years spent researching and studying the arcane arts. Though wizards could be self-taught, most studied at academies such as the Wizards Institute of Technocery.

Wizards could cast a multitude of powerful spells -- often surpassing the power of the more naturally magical, such as sorcerers, through prepared spells or intricate rituals. Their discipline also made them the most respected of arcane spellcasters, despite the fact that it was relatively easy for a wizard to turn to evil or become corrupted.

Unlike other arcane spellcasters, wizards relied upon a spellbook -- studying it before resting in order to prepare any spells they thought they might need. Without their spellbooks, wizards were relegated to only casting cantrips. Wizards also used a number of arcane foci, such as orbs, wands, staffs, or talismans which allowed them to increase the effectiveness of their spells. Although sorcerers could have familiars as well, they were far more commonly associated with wizards.

Due to the breadth of available arcane magic to learn, most wizards focused on learning spells from a specific school of magic. Focus on a specific school earned an additional title such as abjurer, conjurer, enchanter, diviner, evoker, illusionist, necromancer, or transmuter. Other, less traditional, paths of arcane magic could be followed as well.

## Notable Wizards

* Ad Avis
* Aziza
* Drogan Droganson
* Elminster Aumar
* Erana
* Erasmus
* Khelben "Blackstaff" Arunsun

## Real World

Wizards are derived from *Dungeons & Dragons* and *Quest for Glory*. For canon information, please visit:

* Baldur's Gate 3 Wiki
* Forgotten Realms Wiki
* NWN Wiki
* NWN2 Wiki
* Quest for Glory Omnipedia
Abi-Dalzim's Horrid Wilting

**Abi-Dalzim's Horrid Wilting** was a spell, usable by wizards and sorcerers, that drew the moisture from every living creature within a 30-foot cube surrounding the point at which the spell was cast. Non-magical plants were instantly killed by the spell, and magical plants and water elementals found the spell to be most harmful.

Casting the spell without an arcane focus required verbal, somatic and material components - namely a piece of sponge.

## For Players

 Duration
 Instantaneous

## Real World

Abi-Dalzim's Horrid Wilting is derived from *Dungeons & Dragons*. For canon information, please visit:

* D&D Beyond
* Forgotten Realms Wiki
* Icewind Dale Wiki
An Forda & Son

**An Forda** and his **son** sold junk -- or, as they called it, "mostly-new items" -- from a stall in the Tarna bazaar. Due to their unique business, they had a wide variety of items that sometimes were useful for travelers and adventurers.

## Inventory

They also carried the following items:

* A gas mask
* Genuine imitation paper-mache moose head
* Various "mostly new" items

## Real World

An Forda and son are derived from *Quest for Glory III: Wages of War*. For canon information, please visit:

* Quest for Glory Omnipedia
Abu al-Njun

**Abu al-Njun** was the astrologer for the city of Shapeir, and was often consulted by the Sultan Harun al-Rashid himself. The astrologer had recently decreed the following prophecy:

> "In the Month of the Serpent, in the Year of the Djinn
>
>
> A shadow passed over the Katta's Tail Inn
>
>
> Astrologers foretell that Doom shall come to dwell
>
>
> And Shapeir shall be but sand upon the wind.
>
>
>
>
> Come heroes from the North, riding on the very air,
>
>
> And this is sign the first to then beware,
>
>
> For Darkness soon shall fall and shadow cover all,
>
>
> The city and the ones now living there.
>
>
>
>
> The first Doom shall be Fire, which shall burn the very stone,
>
>
> The next is Air, and rocks are overthrown,
>
>
> Earth shall be the third, then the final Doom is heard,
>
>
>
> The Water gone, the city parched like bone."
>
>

## Source

Abu al-Njun is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Author's Notes

## Already Included

I'm already using some details from these worlds, but I want to expand on that so we can use their adventures if we need more stories:

## Wanted Worlds

Thinking up ways to fit other canons into this world -- without the obvious route of parallel worlds, other planets, etc.

### Lord of the Rings

* The pieces of this franchise I would want to use would be:
	+ Peter Jackson films
		- The Hobbit trilogy
		- Lord of the Rings trilogy (extended edition)
	+ Lord of the Rings: Rings of Power
	+ Lord of the Rings Online
	+ Middle Earth: Shadow of Mordor
	+ Middle Earth: Shadow of War
	+ Lord of the Rings: War in the North
Loxodons

**Loxodons** were a species of large, humanoid elephants. A generally quiet, meditative people, loxodons could grow to over 7 feet tall and were not considered adults until 60 years of age.

Loxodons were very loyal, and fearsome protectors of their friends and loved ones. They viewed the world in simple terms of right and wrong, with no shades of grey. Though often slow in movement, they made their minds up quickly and were subsequently stubborn to a fault.

They were skilled artisans, particularly adept at carving stone.

## Real World

Loxodons are derived from *Dungeons & Dragons*.
Xanos Messarmos

**Xanos Messarmos** was an apprentice of Drogan Droganson. He was a half-orc with a spark of magic and greater intelligence than most of his race -- though still not as smart as most humans or elves. Xanos dreamed of becoming a great leader, but recognized he needed to improve himself before he could fulfill his goals.

## History

Xanos Messarmos was born to a middle class family in Chessenta, but dreamed of a much less ordinary life. To that end, he became one of Drogan Droganson's pupils.

## Real World

Xanos Messarmos is derived from *Neverwinter Nights: Shadows of Undrentide*. For canon information, please visit:

* The Forgotten Realms Wiki
* NWNWiki
Goliaths

**Goliaths** were enormous humanoids, large enough that they were often also consider giant-kin and frequently spoke the language of giants. Goliaths were usually between 7 and 8 feet tall -- taller than half-orcs or dragonborn. Goliaths had eyes that glowed slightly and were typically a bright blue or green color, with bony ridges over them instead of eyebrows.

Their skin was very tough, usually in gray or brown shades that were often compared to stone, but marked with darker patches -- sometimes symmetrical, often vertical -- that patterned their bodies like tattoos. Goliaths believed these mysterious markings controlled their destiny -- as such, goliaths never got actual tattoos, so as not to change their fate. Their skin was also covered in random bony growths, roughly the size of a coin or pebble, all over their arms shoulders, torsos and heads -- these growths were called "lithoderms."

Goliaths were extremely competitive, keeping track of every accomplishment and viewing every task as a challenge -- with every new task an opportunity to surpass their own previous victories. This attitude has led other races to view them as haughty or arrogant when, in the mind of the goliath, they were simply keeping score. Goliaths did not hold grudges if defeated, however, as they believed "today's rival is tomorrow's teammate."

Trust and honor were virtues that goliaths held dear, as was courage. Goliaths tended to be good and were therefore prone to heroism.

## Real World

Goliaths are derived from *Dungeons & Dragons*. For canon information, please visit:

* Forgotten Realms Wiki
Amal

**Amal** was a planet that could be seen from the skies of Toriliana. Astrologers considered it the ruling planet of Hope. It, along with the planet Salim, went missing from the skies of Shapeir at about the same time a large fiery star began to blaze from the eyes of the rising Dragon constellation.

## Real World

Amal is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Andre

**Andre** was a human fisherman, hailing from a long line of fishermen from Marete. He lived within the city of Silmaria.

Although Andre dreamed of becoming a healer, he was diligent in his work as a fisherman. He often used anchovies as bait to catch larger fish, and so kept a supply of them on his boat.

## Real World

Andre is derived from *Quest for Glory V: Dragonfire*. For canon information, please visit:

* Quest for Glory Omnipedia
Shapeir

**Shapeir** was a prosperous sultanate in the southern part of the Anauroch Desert, claiming a portion of that desert. It bordered the region of the desert known as the Sword.

The capital city, also called Shapeir, was set into the southernmost Scimitar Spires and -- although a renowned center for trade -- was a self-sufficient city. Its sister city, Raseir, was similarly set into the Desertsmouth Mountains on the edge of the Anauroch. The vast expanse of sand between the two cities was commonly referred to as the Shapeirian Desert.

## History

Both Shapeir and Raseir were built around populous settlements of Katta, which were already constructed around magical, never-ending springs of water at the feet of two mountain ranges. The cities were built with identical layouts, mirrors of each other. Even the Sultan's palace and the Emir's palace were built with the same architecture.

### Djinni War

One thousand years ago, a powerful Marid named Iblis attempted to conquer the world. The Sultan of Shapeir at the time, Suleiman bin Daoud, summoned an army of Djinn to his side in order to battle Iblis. A great war took place, and ultimately Iblis was bound and left within the ruins of Suleiman's Forbidden City where the battle had taken place. With none permitted to enter the city, it was soon buried beneath sand and stone, lost to time.

## Places

The city of Shapeir's layout centers around four main plazas.

### Gate Plaza

The gate plaza is the entrance to the city. Just outside the walls is the saurus lot, where travelers can keep their riding sauruses or other animals that might be used to cross the desert. Inside the gates, a small sampling of merchants and the Katta Tail Inn.

### Fountain Plaza

This plaza is at the center of the city. At the center of the plaza is the fountain, water flowing from the eternal spring. This is also the center of the sprawling bazaar of the city, and features both the magic shop and the apothecary.

### Plaza of Fighters

On the western end of the city is the Plaza of Fighters, where the local adventurer's guild can be found as well as the weapon shop. Some merchants sell their wares here, if their goods are more suited to adventurers and soldiers. This is also often an area where contests of skill take place.

### Plaza of the Palace

This plaza, on the eastern end of the city, is where the Sultan's palace can be found. The handful of merchants in this plaza sell the most expensive and extravagant of wares.

## Source

Shapeir is derived from *Quest for Glory.* For canon information please visit:

* Quest for Glory Omnipedia
Air elementals

**Air elementals** were creatures made of wind and air, often appearing as a formless, ever-shifting cloud or a whirlwind. Though native to the Elemental Plane of Air, air elementals could be summoned to the Prime Material Plane by powerful spellcasters.

## Source

Air elementals were derived from *Forgotten Realms* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
List of Playable Races

* Aarakocra - anthropomorphic bird men
* Aasimar - part-celestial
* Autognomes - gnomish constructs
* Bugbears
* Canines
* Centaurs
* Changelings
* Dragonborn
* Dwarves
	+ Duergar
* Elves
	+ Dark Elves
		- Drow
	+ Eladrin
	+ Half-Elves
	+ High Elves
	+ Moon Elves
	+ Pallid Elves
	+ Shadar-Kai
	+ Sun Elves
	+ Wood Elves
* Fairies
* Firbolgs
* Genasi
	+ Air Genasi
	+ Earth Genasi
	+ Fire Genasi
	+ Water Genasi
* Giff
* Gith
	+ Githyanki
	+ Githzerai
* Gnomes
	+ Deep Gnomes
	+ Forest Gnomes
	+ Half-Gnomes
	+ Rock Gnomes
* Goblins
* Goliaths
* Grung
* Hadozee
* Half-Faerie Folk
* Halflings
* Harengon
* Hobgoblins
* Humans
* Katta
* Kender
* Kenku
* Kobolds
* Leonin
* Liontaurs
* Lizardfolk
* Loxodon
* Minotaurs
* Orcs
	+ Half-Orcs
* Owlin
* Satyrs
* Shifters
* Skaven
* Tabaxi
* Tieflings
	+ Feral Tieflings
* Tortles
* Tritons
* Utraeans
* Verdans
* Yuan-ti
Haniah Dales

**Haniah Dales** was a half-elf who moved to Hilltop only recently. She acted as an advisor to the mayor, Veraunt Shuttlescomb, helping to initiate several improvements to the village.

When the Dripping Fang Clan kobolds attacked the town, she found the mayor drunk in his cellar and brought him to the town's community hall, where she organized a small defense from the local townspeople that was enough to frighten off most of the kobolds.

In the aftermath of the chaos caused by the attack, she found many townsfolks listening to the local self-proclaimed prophet Piper, only making her job more difficult. Meanwhile, the Red Wizard Szaren was insistent upon setting up a Thayvian Enclave in the village -- despite her adamant refusals.

## Real World

Haniah Dales is derived from *Neverwinter Nights: Shadows of Undrentide*.
Bella Markarov

**Bella Markarov** was the wife of Yuri Markarov and the mother of Tanya. She helped her husband to run the Hotel Mordavia, primarily by cooking and serving the food. Although she was suspicious of strangers -- as most of the people of Mordavia were -- she was friendlier than many of her neighbors. She was also extremely generous, performing kind deeds like leaving food for Igor behind the inn each night.

After her daughter vanished, Bella was heartbroken though she refused to give up hope and insisted that her daughter would someday be found alive.

## Real World

Bella Markarov is derived from *Quest for Glory IV: Shadows of Darkness*. For canon information, please visit:

* Quest for Glory Omnipedia
Abela

**Abela** was a nymph that, like others of her species, could elicit incredible feelings of passion and desire in others. This could reach points of unhealthy obsession. When the magic user Ragefast developed these feelings for her, he kidnapped her and brought to Baldur's Gate -- keeping her trapped within his home.

## Real World

Abela is derived from *Baldur's Gate*. For canon information, please visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
Arus al-Din

The Emir **Arus al-Din** was the wise and fair ruler of the city of Raseir. He was the brother of Ali al-Din Hasan and the uncle of Zayishah.

Things began to unravel for the emir when Ad Avis became his vizier -- something that was perhaps the result of Ad Avis' mind control powers. Ad Avis used an enchantment to transform Arus al-Din into the form of a riding saurus and sold him to Ali Fakir.

## Real World

Arus al-Din is derived from *Quest for Glory II: Trial by Fire*. For canon information, please visit:

* Quest for Glory Omnipedia
Schultz Meistersson

Sheriff **Schultz Meistersson** was a retired adventurer who had become the sheriff of the village of Spielburg. As an adventurer, he worked frequently alongside his friend Wolfgang Abenteuer -- together they are known to have slain trolls and antwerps.

He eventually settled down with his wife and a tame goon, called Otto von Goon who assists him in apprehending lawbreakers in their little town.

## Real World

Schultz Meistersson is derived from *Quest for Glory I: So You Want to be a Hero?* For canon information, please visit:

* Quest for Glory Omnipedia
Elementals

Elementals were living beings made of the elements -- air, earth, fire, water, and pizza -- native to the plane of that element. They were sentient and self-aware but were most often encountered as guardians and servants in planes other than their homes. An elemental could be summoned to any plane except that of their concordant element -- an earth elemental could not be summoned to the Elemental Plane of Air.

Elementals would be bound to the powerful magic users who summoned them -- despite their sentience, in the Prime Material Plane they nearly always served a master. However, an elemental could be weakened in battle and captured, if one used a suitable receptable to contain the element -- such as a lamp for a fire elemental -- and in this way the elemental could be bound to one other than the magic user who had summoned it.

An elemental could also resist being bound -- and most would if they sensed any weakness in the being to whom they were bound. After successfully being freed, an elemental would not return home but would be free to wreak havoc across the realm in which they found themselves.

## Types of Elementals

* Air elementals
* Earth elelementals
* Fire elementals
* Pizza elementals
* Water elementals

## Real World

Elementals are derived from *Dungeons & Dragons* and from *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
Aardvark miners

**Aardvark Miners** were world-renowned diggers, Earth Pigs hailing from East Fricana's more mountainous regions. They specialized in uncovering anything that came out of the ground -- often gold and gems, which they traded with the cultures in the region who valued such items. The Simbani and the aardvarks had little to do with one another as neither had much the other was willing to trade.

Their slogan was "We dig - Earth Pigs."

## Real World

Aardvark miners are derived from *Quest for Glory III: Wages of War*.
Blumberg

**Blumberg** was one of the Free Towns found in the Silver Marches, just east of Hilltop. It won first place in the "Communities in Bloom" competition.

After accidentally breaking the Tower Statue, Deekin Scalesinger fled to Blumberg. Though he successfully hid in the town, gnolls ransacked the village in search of the artifact he carried -- killing or capturing most of the town's citizens.

## Real World

Blumberg is derived from *Neverwinter Nights: Shadows of Undrentide*.
Neverwinter

**Neverwinter**, also called the **City of Skilled Hands** or more commonly the **Jewel of the North**, was a large, bustling city on the coast of northwest Faerun. Some considered it the most civilized city on the continent, featuring extensive culture as well as crafting, gardening. The city gleamed with impressive multi-colored glass lamps, precise water clocks, and sprawling gardens -- all while remaining a member of good-standing in the Lord's Alliance.

The name Neverwinter was not exactly precise -- winter did come to the city, but the city's gardeners used hot houses to keep their flowers blooming. It did have an unusually warm climate, and its harbor was free of ice throughout the winter season. In truth, the city's name came from its founder, Halueth Never, and is located at the site of his last stand against Illuskan invaders. The site was called "Never's Winter" until it was shortened over time.

Neverwinter was located on the northern Sword Coast, situated on the High Road between Waterdeep and Luskan, just south of Port Llast and just north of Leilon. It lay on the western edge of the Neverwinter Wood, and the Neverwinter River -- heated by the fires beneath Mount Hotenow -- flowed through it. Just to the southeast was the monastery of Helm's Hold.

## Locations

The city of Neverwinter was broken up into several districts. These included:

* The City Core - the central region of the city, where the seat of government was located as well as the largest temples.
	+ Merchant's Quarter - while not officially a district in the strictest sense, most of the merchants and shops in the City Core were located in one area that was often called the Merchant's Quarter.
* The Peninsula District - the southwestern portion of the city was primarily known for being the location of the Neverwinter Prison.
* The Docks District - the main port of the city.
* The Blacklake District - the wealthiest region of the city was found in the northeast, and was home to most of the city's nobility.
* The Beggar's Nest - the southest portion of the city, this was a poorest part of the city. It also bordered the Neverdeath Graveyard, and was where the Neverwinter Academy could be found.
* Arcanist's Quarter - this smaller district of the city was often to many alchemists, wizards, and sorcerers. This district lay between the Blacklake District and the Beggar's Nest.
* The River District - also known as the Tower District, this northern district of the city lay across the Neverwinter River from most of the city. It was where the Cloak Tower and the Fallen Tower were located. This district was small enough, it was sometimes considered part of the Blacklake District.

## Real World

Neverwinter is derived from *Forgotten Realms*. For canon information, please visit:

* Forgotten Realms Wiki
* Neverwinter Wiki
* NWN Wiki
* NWN2 Wiki
Canines

**Canines** are a race of humanoids who resemble dogs, with as much variety in their appearances as there are breeds of dogs. Most Canines are merchants, often working in traveling caravans. As a people, they tend to be friendly, and extremely loyal to those they consider friends, even to a fault.

## Notable Canines

* Kalb
* Wolfie

## Player

### Adventurer Ideas

A Canine adventurer likely fell into a life of adventure due to the dangers faced by working on traveling caravans.

### Racial Traits

**Ability Score Increase:** Your Constitution score increases by 2.

**Age:** Canines reach maturity around two thirds the rate of humans (12), but live slightly shorter, with the average life expectancy of 70.

**Alignment:** Canines are almost always lawful.

**Size:** Your size is Medium.

**Speed:** Your base walking speed is 30 feet.

**Keen Sense:** Your sense of hearing and smell are better than most humanoids. You are proficient in the Perception skill.

**Natural Digger:** You have a burrowing speed of 10 feet.

**Part Beast:** Your creature type is both beast and humanoid. You are proficient in the Animal Handling skill and instead of making a Charisma (Deception) or Charisma (Persuasion) check creatures can instead make a Wisdom (Animal Handling), however, if someone does this, it is completely obvious to other creatures.

**Beast Fighting Stance:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

**Languages:** You can speak, read and write Common, and one other language of your choice.

## Real World

Canines are derived from *Quest for Glory*. For canon information, please visit:

* Quest for Glory Omnipedia
A Mother's Loathing

**A Mother's Loathing** was a variety of potion brewed by Ethel in her lair under the Putrid Bog. The stopper was smeared with a small amount of blood. Anyone holding the bottle thought that it looked delicious.

Imbibing the potion allowed the drinker to bite others as though they were a vampire spawn until the next time they rested.

## Real World

A Mother's Loathing is derived from *Baldur's Gate 3*. For canon information, please visit:

* Forgotten Realms Wiki
Common

**Common**, also called **Commonspeech** or **Common Tongue**, was a language spoken in nearly every part of Faerun. It was primarily a trade language, used by merchants and workers, but evolved to become a language across cultures -- allowing denizens of different realms and different species to communicate.

Despite the prevalance of Common, other languages are still spoken throughout the world. Common is typically a second language, except for those raised as slaves.

## Source

Common is derived from *Forgotten Realms* and *Quest for Glory*. For canon information, please visit:

* Forgotten Realms Wiki
* Quest for Glory Omnipedia
A Primer on Mythical Beasts

***A Primer on Mythical Beasts*** was a book the detailed information about various creatures of legend, the existence of which was seldom -- if ever -- seen. An entire chapter of the book was dedicated to miniature giant space hamsters.

## Real World

*A Primer on Mythical Beasts* is derived from *Baldur's Gate III*. For canon information, please visit:

* Forgotten Realms Wiki
"Swordy Lordy" the Weapon Master

The **Weapons Master** of Castle Spielburg was an egotistical chauvinist, but an expert at swordsmanship. He trained Barnard von Spielburg to use a sword, though he refused to teach Elsa von Spielburg because she was a girl. Laspo Yorick referred to him with a number of names -- "**Swordy Lordy**," "**Blade Braggart**," "**Rapeir Ruler**," "**Sword Bore**," and "**Weapon Windbag**."

## Source

The Weapons Master is derived from *Quest for Glory I: So You Want to be a Hero?* For canon information, please visit:

* Quest for Glory Omnipedia
Gorion

**Gorion** was a monk, a spellcaster, and a sage and -- perhaps most importantly -- a member of the Harpers. In his younger years, he was an active adventurer -- even facing off against dragons such as Firkraag. With his fellow Harpers, he learned of the existence of Bhaalspawn children -- partly through learning that his lover Alianna was a disciple of Bhaal.

After this discovery, Gorion committed to watching over any Bhaalspawn children he could find. To that end, he encouraged Winthrop to move to Candlekeep and together they cared for and protected Imoen. He was eventually warned by his friend Elminster Aumar that Sarevok Anchev was seeking out other Bhaalspawn and was coming for Imoen.

He took Imoen and fled from Candlekeep -- only to be confronted by Sarevok just outside the gates. He instructed Imoen to seek out Jaheira and Khalid while he faced down the attackers, sacrificing his life that she might live.

## Real World

Gorion is derived from *Baldur's Gate*. For canon information, please visit:

* Baldur's Gate Wiki
* Forgotten Realms Wiki
Abdim, Abduel, Abdull, and Abdum

**Abdim, Abduel, Abdull,** and **Abdum** were four heavy-set human brothers, all of whom became members of the city guard of Raseir after Khaveen became Captain of the Guard. Although none of them were smart, Abdum was the stupidest, Abduel was the best fighter, and Abdim was the friendliest.

## Source

Abdim, Abduel, Abdull, and Abdum are derived from *Quest for Glory V: Dragonfire*.