recursal/Fanatic-Fandom huggingface dataset:
Capitolio Humano

**RUMBO A LA CONSTRUCCIÓN**

## '**Propósito**

**El capitolio es el centro de tu ciudad y actúa como almacén principal. La mayoría de edificios deben estar conectados por calles al capitolio, para hacerlos funcionales.**

**Al hacer click en el edificio se abre el inventario de los recursos producidos. El capitolio almacena monedas, provisiones y productos. No hay límite para el almacenaje de productos. Por el contrario si quieres almacenar más monedas y provisiones deberás ampliar el capitolio.**

### **NIVEL 1**

**El capitolio también te permite una vista general de tus reliquias y tus multiplicadores de producción.**

### **Multiplicadores de producción**

**A través del juego irás adquiriendo la habilidad de aumentar tu producción de 3 de los 9 productos existentes en el juego. Estos 3 multiplicadores de productos son asignados aleatoriamente al empezar a jugar. Estos se encuentran en el capitolio. Para conseguir dicho multiplicador de producción deberás desbloquear esta tecnología en el árbol tecnológico y recolectar la reliquias en el mapa mundial.**

### **Ampliar**

**Ampliando tu capitolio de nivel aumentarás:**

1. **La cantidad de monedas y provisiones que puedes almacenar;**
2. **La cantidad de monedas que obtendrás cuando alguien done al edificio usando la ayuda vecinal;**
3. **La recompensa por ofrecer ayuda vecinal a otros jugadores.**

## **Vista principal del capitolio**

### **Capitolio Humano**

* **NIVEL 6:** **A partir de este nivel necesitarás investigar el capitolio avanzado**
* **NIVEL 10: A partir de este nivel necesitarás investigar el capitolio superior**
* **NIVEL 16: A partir de este nivel necesitarás investigar el capitolio de estilo enano**
Tutoch

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Also known as “Hill Giants”, they are the larger and more common of the giantish races descended from the Shooril. They have a broader, thicker build than their Tetrash cousins, which makes them considerably larger than them, given the height difference. However, Hill Giants are noted for being more peaceful than the Tetrash, and prefer to be left alone. They are also more stubborn and willful, which makes them a less ideal choice for labor, explaining why they never left Kelviah in any great amount. The Kai-Hu Tutoch are descended from a single group that was brought there as slaves by a group who had no access to Tetrash. Unlike the Tetrash, they remain unable to grow hair.
VIVIENDA H

## Propósito

Para traer población a tu ciudad necesitarás construir viviendas. Tu población vivirá en ellas y podrás visitarlos regularmente para recoger monedas como impuestos.

Las viviendas te proporcionan 2 características muy importantes en el juego: Población y monedas.

La población está "suministrada" por las viviendas. Cuanto más alto sea el nivel de las viviendas, más población suministra. La población es necesaria para construir otros edificios y mejoras. La población mostrada en el HUD es la "población disponible" que es el resultado de " el total de población" - "población activa".

* La población total es la suma de la población generada por todas las viviendas de la ciudad.
* La población activa es la suma de la población usada por el resto de edificios de tu ciudad.

Las monedas son producidas automáticamente cada cierto tiempo por las viviendas sin que sea necesario que des la orden. Solo necesitarás hacer click en el edificio para recoger monedas y almacenarlas en el depósito de monedas. ¡Las monedas solo estarán disponibles una vez han sido recolectadas!.

¡Recuerda mantener tus monedas en un estado equilibrado!. Podrán ser recogidas hasta que el almacén esté lleno. Una vez lleno, deberás gastarlas para poder recolectar más. Cuando el almacén esté lleno, verás una marca roja y las monedas se volverán grises.

Desbloquear tecnologías, construcciones, producir productos, ampliar edificios y las expediciones en el mapa mundial requieren monedas.

#### Requisitos

Puedes construir una vivienda a través del menú de edificios. Necesitará una conexión al capitolio mediante una calle. Puede ser movida, reconstruida y mejorada.

#### Ampliación

Ampliar una vivienda al siguiente nivel aumentará:

1. Las monedas que se pueden producir al día. ¡Por lo que la producción será más eficiente!
2. La cantidad de población. La población es muy importante ya que es necesaria para construir nuevos edificios y nuevas ampliaciones.

### Residencias Humanas

* NIVEL 5: A partir de este nivel necesitarás investigar las viviendas avanzadas
* NIVEL 9: A partir de este nivel necesitarás investigar las viviendas superiores
* NIVEL 16: A partir de este nivel necesitarás investigar las viviendas de estilo enano
Halfling

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Halflings resemble smaller versions of Humans to a great degree, and Halflings are often mistaken for Human children. However, while it is tempting to say that Halflings are essentially scaled-down Humans, there are noticeable differences in anatomical proportion between the two races. In relation to Human body proportions, Halflings have slightly shorter legs and a slightly longer trunk. Their heads are also slightly larger. Their hands are more gracile, with proportionally longer fingers, while their feet are more robust. Halflings are more agile than Humans, and most can jump to bring their heads level with a Human's. A Halfling's lungs are proportionally much larger than a Human's, meaning that they have a proportionally wider and deeper chest. Their sex organs are also proportionally much larger than a Human's, and females of the race tend to be wide-hipped. Despite the difference in size, coupling between a Human (or similarly-sized being) and a Halfling (either gender arrangement) is rarely difficult. Halflings can typically be found living in small communities of their own, either within a larger Human (usually) city, or out in the country by itself.
Moogram

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When the Heylim that would become the Alchayati fled Samet-Hada’s empire in Wiiramyl and arrived in Kai-Hu, they brought some Orcish and Trollish prisoners with them. These prisoners were able to escape during a great storm that drove the great fleet apart, and steered the vessels they commandeered away from the ships of the Heylim and Elves. They were able to establish a few nations of their own, the most successful of which was called Moograta. When the War of All Hu drove out the Huyyati, and they issued their curse over the population of Kai-Hu, the bulk of the citizens of Moograta were shielded from the curse by the fact that most of Moograta was located within caves deep within the central mountain range. The Orcs on the surface all went locally extinct within a generation, but the Orcs of Moograta continued on. Eventually, they became a separate race, which was called Moogram.
 Moogram resemble Orcs in many ways, but are broader shouldered and taller. Their canine teeth have also shrunk. Their ears and nose, on the other hand, have grown. While they have not lost the green skin pigment altogether, its occurrence is lessened compared to Orcs, and they tend to be brown skinned. Their eyes are large, and while they don’t have true Darkvision, they can see better than Humans in the dark. While they prefer caves, they aren’t limited to them. The Moogram are very peaceful, and are the most technologically advanced race of Kai-Hu, equalling or even exceeding the Dwarves of Kelviah in innovation. They invented firearms completely separately from the Dwarves, almost 50 years before they did.
Druack

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Kelviah’s third and final reptilian race. They are large, bipedal lizards with voracious appetites. They are consummate predators, and were responsible for hunting their own non-sentient cousins into extinction. Male Druack are brightly colored, with most being various shades of orange, red, yellow, and tan with green, black, and purple scale patterns. The females are more drab tans and greys with less outstanding scale patterns, but are bigger and scarier. They are cunning and intelligent.
For a great many Druack cultures, hunting and eating sentient beings (but usually not other Druacks) is an important ritual. For a few it’s even a viable food source. But the Druack aren’t all savage man-eaters. Many Druack have adapted to the humanoid cultures that surround them and live in their cities, and Druack mercenaries are a coveted asset in the Qyndil region.
Batallas

Esta sección es para todos los que quieren conquistar las provincias combatiendo, aunque a mi también me gusta hacerlo de esa manera, la primer provincia la negocie toda (no es recomendable, porque asi se comienzan a conocer a los soldados), asi que desde la segunda provincia comenzará las batallas.

SOLDADOS

SOLDADOS POR PROVINCIAS
Wood Troll

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Sometimes called “Dark Trolls” due to their darker skin, the Wood Trolls are smaller and thinner than their Hill Troll brethren. They range all the way from brown to black, and have been known to exhibit a purplish or greenish tinge in some ethnicities. They are the second most common variety of Troll, coming close to their Hill Troll forbears in population. Another name for Wood Trolls is “Swamp Trolls” or “Marsh Trolls”, as many tribes live in swampy areas, though this name does not apply to the race as a whole. They tend to be more violent and xenophobic than other varieties of Troll.
Ollokia

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A small, long-bodied race. They retained both the tail and animal-like nose of their Hashbrinic forbears, but their limbs were proportionally shorter and their torso longer. They were like the Kuüru in that they had a two-part color scheme with grey on the top and pale tan on the bottom. They did, however, have hair. The Ollokia never developed a large population, and suffered greatly in the collateral damage of the Elf-Sanrhyyk Wars, eventually going extinct.
Prime Elf

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The ancestral race to all Elves on Iuldar. The Prime Elves were more robust than modern Elves, with thicker arms and chests, though still more gracile than the average human. Their skin was light grey, with no melanin in it. Unlike all modern elves (except for Dark Elves and Torn Elves), Prime Elves’ eyes had no photophores, and did not glow.
The Prime Elves started as un-unified tribes in the jungles of central Wiiramyl, until Terilli Herronylfen united a large group of Elven tribes together and built the city of Yllsilyn. From there the Elves started to unite more and more of their kind until an confederation was formed that came to be called Yllsilyn Kingdom and later, the Pan-Elven Alliance. As the other Elven races began to splinter from the Prime Elves, they were given a portion of the territory to rule as a nation within the alliance. By the time of the Fourth Elf-Sanrhyyk War, there were only 22 living Prime Elves. They were the ruling class, but by far the minority numerically. A mass assassination of all of the remaining Prime Elves in 1888 TS was the spark that led to the Fifth War.
Desert Troll

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The tallest of the Troll races. They have skin ranging from light browns, some with yellow tinges, to orange. They have thick, leathery skin that is hard to pierce, but they gained this property at the expense of the normal Trollish regeneration ability. Of all the Trollish races, Desert Trolls, sometimes called “Sand Trolls”, are the least warlike, though they aren’t exactly peaceful either. Desert Troll tribes conduct regular trade and commerce with the mostly Jhoshik-kindred controlled cities of The Qyndil.
Brain of cthulhu

The brain of Cthulhu is a highly dangerous flying demon brain. It can teleport randomly and has several demon eyes around it at all times, which orbit it like a shield. In fact, it seems to be impossible to hurt until you kill every last one, at which part a hole opens in it's head, revealing a heart with an eye. At that point, it can be hurt, but it rams you and teleports even more. It can also pass through solid objects with impunity. It is advised to simply release a horde of zombies on it, thus killing two birds with one stone.
Mountain Troll

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There are actually two sub-races of Mountain Troll, descended from those who originated in Yosnimiiri (the Darlihati Mountains) and those who originated in Wiiramyl (the Anradi Mountains). The Darlihati breed tends to be larger but more placid. Mountain Trolls (sometimes called ‘Cave Trolls’) exhibit a range of skin tones from brown to dark grey, with a pale beige being present among the Darlihati breed. They are like other varieties of Troll in other regards, though their legs are shorter and arms longer in proportion to their size.
Wyrtorian

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Wyrtorians look a lot like large, bipedal capybaras with tails. They stand on two legs, but not in an upright fashion like humans. Rather the top of their body is bent over with the tail acting as a counterbalance. Like squirrels, they have no opposable thumbs, but do have dexterous fingers and claws that provide a measure of grip.

While not very active in the political sphere these days, during the Dawn Age the Wyrtorian race had established several militant empires that fought with the Jhiriskan nations for control of northeastern Kelviah. They were eventually defeated and almost purged from Kelviah, and have never since had a large military presence on that continent. Only fairly recently have they begun migrating back into their old range on Kelviah. They have established a few empires and kingdoms throughout Katar-Kunosht’s history though.
Wyrtorians perform simple magic by collecting ambient energy in glands in their cheeks, back, and thighs, and expelling the energy through repurposed nerve-ways running through their back and limbs. Wyrtorians can perform cast magic, but not elemental or field magic.
TALLER H

## Propósito

Los talleres son junto a las viviendas, edificios cruciales en tu ciudad ya que producen recursos primarios: las provisiones. Tus obreros necesitarán provisiones para contruir y mejorar edificios. Desbloquear tecnologías, producir productos, ampliar edificios y entrenar unidades requieren también provisiones.

Puedes escoger entre 6 opciones para empezar la producción de provisiones que se diferencian en el tiempo de producción y las provisiones producidas.

### Nivel 1

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**Aumentar la cultura a 170% para aumentar la producción**

Una vez iniciada la producción una ventana emergente te mostrará la barra de progreso.

Si por alguna razón deseas cancelar la producción, deberás hacer click en el taller y escoger "cancelar producción" en la pestaña de producción. Tendrás que recordar que, deberás ordenar que vuelvan a producir si quieres mantener el flujo de provisiones.

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Por cada mejora del taller, la producción de provisiones es más eficiente.

### **Requisitos**

Puedes construir el taller a través del menú de edificios. Es necesaria una conexión al capitolio mediante una calle. Puede ser movido, reconstruido y ampliado.

### **Ampliación**

Ampliar un taller al siguiente nivel aumentará:

1. Las provisiones producidas en un día. Por lo que la producción será más eficiente.

### Vista general del taller

* NIVEL 7: A partir de este nivel necesitarás investigar los talleres avanzados
* NIVEL 11:  partir de este nivel necesitarás investigar los talleres superiores
* NIVEL 16: A partir de este nivel necesitarás investigar los talleres de estilo enano
Kar-Stel

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A tall, pale skinned derivative of the Kreg that developed on the isolated Caslastan island of Ralclaf, which is above Iuldar’s arctic circle. White hair is common among them. They look vaguely like tall, somewhat hairier, pale-skinned Orcs, but without certain characteristic features of the Hoshr kindred, such as enlarged canines or double-ringed eyes. They are quite possibly the Iuldari race with the lowest population of all (The other contender being the Tsedre race). The Kar-Stel’s land was only reached by other humanoids relatively recently, and their race was the last of the currently discovered races to be recorded by “civilized” record-keepers. In fact, they weren’t discovered by southerners until sometime during the Era of Man. Not much is known about them, other than that they don’t like to be disturbed.
Choguk

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The Choguki were originally part of Khessinsel Roa-Hida’s Sanrhyyk race, but they were the ones who spoke out against his empire-building policy when he moved them out of Hashuran. In response, he cursed them with further modifications, shrinking them and stripping them of their khaalnas, and making them ugly. It was also due to their rebellion that he installed the “override switch” in the rest of the Sanrhyyk. The Choguki became the thralls of the Sanrhyyk, completely dependent on them for protection.
During the Elf-Sanrhyyk Wars, and particularly the last two, Reggis-Sanrhyykan used Choguki as cannon fodder, which eventually damaged the Choguki’s population beyond repair, and they became extinct during the Fifth and final Elf-Sanrhyyk War.
The Shenetine Empire

The Shenetine Empire was Iuldar's very first civilization. Founded in the year 29 DA by Shenet the First, it lasted for more than a thousand years and saw the spread of the Jhiriskan race across most of east-central Wiiramyl. Though the knowledge of how to read the writings they left behind has been lost, the empire - in some form or another - features prominently in many culture's oral traditions, though the details vary widely between cultures.
Sanrhyyk

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A tall, fierce, and unnatural race. The first Sanrhyyk were shaped and molded by the powerful sorcerer Khessinsel Roa-Hida to use as weapons in the Hashuran Schism. After the dispersal, they followed Roa-Hida to the north. They were pale and thin, but strong. In Sanrhyyk culture, tattoos were symbolic of a person’s growth, and they covered certain parts of the body, including the face, arms, and left pectoral. Both male and female Sanrhyyk had horns, as well as hands with thumbs on both sides of the hand. They had long, whip-like tails which they could use as weapons. Their feet were digitigrade.
Roa-Hida established the nation of Reggis-Sanrhyykan with his new people. From the capital he built at Jurnbarro, he took on the name Poso-Rannari and ruled the Sanrhyyk as their immortal emperor for close to two thousand years. Part of the reason he was able to control the Sanrhyyk was because of an alteration he made to their brains, specifically the addition of an “override switch” which allowed him to bend the Sanrhyyk’s moral code how he saw fit. And he saw fit to make them a bunch of self-righteous assholes. Unfortunately for Poso-Rannari, he was eventually defeated during the Fifth Elf-Sanrhyyk War and his nation crumbled around him. The only Sanrhyyk to escape (other than a handful of powerful immortals, which did not include Rannari) were the inhabitants of the Mage’s Tower district of Jurnbarro, who were teleported out when the going got bad. They didn’t have time to set coordinates, and teleported at random to the island-continent of Kai-Hu, where they eventually evolved into the Huyyati.
Rakshasa

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When the Huyyati were driven from Kai-Hu, they wandered the seas until eventually one large group arrived on the then-uninhabited island of Tel-Riele. (The fate of the other groups is uncertain, but they probably died at sea). They settled there, with plans to build up and reclaim Kai-Hu when their power returned - but Tel-Riele is resource poor, and those plans eventually faded into oblivion. Instead, the Huyyati stagnated on Tel-Riele, their numbers dwindling - until around the turn of the 32nd century TS. A high priest of the Huyyati realized that they would eventually stagnate to death if nothing was done, so they came up with a plan to reinvigorate their blood through interbreeding with Telrosian Rakshi (Who were a humanoid race, descended from the Jhiriska through the Porrys). The result of this union was the Rakshasa race.
 Rakshasa are fearsome to behold. They have gaunt frames and thin, sallow skin, though their bodies are covered for the most part in a thick layer of fur (This developed later in Rakshasa history as an adaptation to Tel-Riele’s cold climate. The first several generations of Rakhasa only had normal humanoid body hair). This fur is typically black, dark brown, or dark grey, but a rarer dark gold color also appears. The skin of their face is stretched tightly over their skulls, and two horns emerge from their temples, pointing backward over the head. They have vicious pointed fangs, almost as sharp as their claws, and their nostrils flare up from their lipless mouths with no nose to speak of otherwise. Their eyes have a thin slitted pupil, but this isn’t easily visible at a distance, as their eyes glow red. They have short, thin tails.
During the Era of Man, Tel-Riele underwent rapid climatic change, and became uninhabitable, forcing the Rakshasa to leave once again. They mostly sailed north, where they encountered Kelviah. One particular group was noted to have made it all the way to Yosnimiiri, but most Rakshasa settled in Jutare. The group who made it to Yosniimiri even ruled the Pyantha River Basin for a time, but were eventually defeated.
Kuüru

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One of the most intelligent races of the Hashuran Hashbrin-descendants. They resembled Humans, but were completely bald and had thin, pointed ears, even thinner than an Elf’s. Their fingers and toes were also very long and thin. They also had unique skin coloration, with a pale tan or light grey stomach, throat, limbs, and chin while the rest of them was Darker grey, ranging to nearly black. They were said to have an uncanny love of wealth, but that was largely a stereotype.
The Kuüru established their own sovereign nation in the west of Wiiramyl proper after the dispersal from Hashuran, modelled off of a business venture. They were the bankers, moneylenders, and investors of Classical Wiiramyl. Sadly, their population never grew to the levels of their neighbors, and this came back to bite them during the devastating Fourth and Fifth Elf-Sanrhyyk Wars, and they eventually faded into extinction. But not before selling their holdings to the Pan-Elven Alliance at top price.
Durgeel

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Sometimes called “Frost Dwarves”, They are considered a Dwarf-derivative, though their development is marked by large concentrations of interbreeding with Humans, and to a lesser extent, the Human-derivative Qotarr. They most resemble tall, lanky Dwarves with a bluish tinge to their skin, and retain their ancestral infrared vision. Along with the Qotarr, they make up the bulk of Jhoshik tribes in the cold, aberrant tundra of Yosnimiiri. But compared to the Qotarr, the Durgeel are more likely to live in the Human or Elven cities and less likely to live in the boreal forests.
Edificios

## Niveles de edificios

Cada edificio puede ser mejorado hasta el nivel 15. Todos comenzarán como edificios básicos, primero serán mejorados a edificios avanzados y finalmente a edificios superiores. El intervalo entre edificio básico, avanzado y superior variará en cada edificio y será diferente también dependiendo en cada raza. Es necesaria la investigación para que un edificio pueda mejorar a la siguiente clase, y para cada nueva clase el edificio necesitará más espacio.

## Vendiendo edificios

Puedes eliminar y reconstruir la mayoría de los edificios. Para saber qué recursos te serán devueltos al vender un edificio, simplemente entra en el modo de venta haciendo click en el icono,

posiciona el cursor encima del edificio del cual quieras saber la información y verás una ventana emergente que te proporcionará esa información.
Hoshroi

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Descended from one of the Hashbrin groups that survived the Great Death. The Hoshroim were the first race to exhibit particular features that would come to characterize all of their descendants: the Hoshr kindred. Features such as pronounced canines, ringed irises, a tapetum, and oddly colored skin. The Hoshroim were still largely grey like the Hashbrin, but their skin began to become tinged with color: greens, blues, indigoes, browns, and purples. They also lost the Hashbrin’s tails. They also were the first to develop the Hoshr kindred’s characteristic rapid healing.
At their peak, the Hoshroim were the most populous race on Iuldar at the time, with populations stretching across the whole of Kelviah, all the way from the Anradi Mountains of Wiiramyl, to the Pyantha River Basin of Yosnimiiri, to the savannahs of Jutare. The only reason they’re extinct today is because their far-flung population gradually evolved into a handful of new races. They were the dominant race in all areas of Kelviah east of Wiiramyl for much of their history, Though they developed very little in the way of organized empires or kingdoms.
High Elf

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The first variety of Elf to develop melanin, though only in small amounts. Their main skin tone ranges from pale to caucasian skin tone, with or without a blue or grey tinge, but they can also be a light bluish color. Like their brothers the Moon Elves, they have glowing eyes with unusually bright photophores. Theirs can be various blues, gold, silver, green, or purple. They are very thin and gracile, and are the only Elven race in which facial hair is completely non-existent (in most Elves, it’s just very rare).
Originally, they were called “Sun Elves” (in contrast to the Moon Elves) and were given the sparsely wooded eastern parts of the Yllsilyn Kingdom when it was divided into thirds in 739 TS, when the Moon and Sun Elves were officially recognized as separate races. This nation, called the Beyloq Mahndir Commonwealth, developed a highly stratified secular society based around three distinct castes, each named for a color on the greyscale spectrum: White Elves, Grey Elves, and Black Elves (The caste names did not reflect skin colors). The three castes eventually split into separate races: the lower-class Black Elves become the Wood Elves and the middle-class Grey Elves became a separate race of the same name. The elitist, upper-class White Elves went on to become what we now know as High Elves.
A variety of High Elves called Frost Elves, not quite distinct enough to be considered a separate race, live in the colder, northern regions of Katar-Kunosht, Kevliah, and Caslasta. They are a little larger than the “standard” High Elves, with a greater occurrence of blue-tinged skin. They are actually more common than the “standard” variety today, though more geographically limited.
Kedenwe

Thin, furry semi-human-like creatures with large, tufted ears and furry tails. Typically quadrupedal, but can walk on two legs for a time. They have a genetic grafting ability like the Sisimkh, and like them this led to the creation of a mixed-breed race: The Jhiriska. The Kitooni were already on the decline when the Jhiriska appeared, and didn’t last long afterward.
The Kitooni magic system was the primitive precursor to today’s humanoid khaalnas magic system. It included the magic “nodes” of the khaalnas, but not the conduits, meaning the energy could only be released from the glands directly. They could only perform basic cast magic.
Sinestran

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One of the two branch-off races of the Shetzan, the other being the Tymiiri. Both races have large noses with keen smelling capabilities, but the Sinestrans have the better smelling of the two. They also have smaller ears and poorer hearing than Humans. Both Sinestrans and Tymiiri have the ability to see ultraviolet light, though their normal vision suffers due to their small pupils. Neither race can see the color red. Sinestrans have sharp, sharklike teeth in place of incisors and canines, and their premolars are more pointed than in Humans, though their molars are Human-like. They have two-toned skin, with blue-greys forming the top of their face, their back, and the back of their limbs and light tan skin elsewhere. They have long, thin hands and feet which have only four fingers/toes each, which have webbing in between them up to the first joint from the knuckle. The Sinestrans are highly adapted swimmers who can hold their breath for half an hour with little underwater activity.
 Very few exclusively or mostly Sinestran societies exist, but Sinestrans are found in the cities of other races the world over. They often serve as thugs, assassins, mercenaries, smugglers, and other “low-life” professions, but they can also be upstanding members of societies that don’t shun them based off of the stereotypes associated with their kind. Sinestrans aren’t known as particularly skilled blacksmiths of “conventional” weapons, but are known to be particularly fond of the black metal Krithite, and Sinestran blacksmiths often specialize in unconventional weaponry such as folding, sliding, or otherwise hidden armblades, pata, and urumi.
Moon Elf

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One of the taller varieties of Elf, with pale, marble skin ranging from grey-tinged to blue-tinged. Their ears are proportionally longer than other varieties of Elf, and are tilted slightly downward. Moon Elves, along with High Elves (who developed at around the same time) were the first Elven race to exhibit photophores in the irises of the eyes, resulting in the characteristic glowing eyes of Elven kind. Along with High Elves, they have abnormally bright photophores. Their eyes can be Violet, Blue, Amber, Pink, or Green.
The Moon Elves were given the jungle-filled western expanses of the Yllsilyn Kingdom when it was divided into thirds in 739 TS, when the Moon and High Elves were officially recognized as separate races. This nation, called the Caryymonac Expanse, developed a highly religious society based on the shamanic religion that the Moon Elves developed. They would later share this religion with the off-shoot of the High Elves that would later become the Wood Elves. The Moon Elves, more than any other Elven race, represent the “oneness with nature” typically associated with Elvenkind.
At first the Moon Elves were fairly numerous, but toward the end of the Time of Sages, their numbers began to decline. They are now very uncommon, and mostly only found in their ancestral homeland of Wiiramyl.
Hill Troll

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The original Troll. Trolls have longer faces and arms than their Hoshroic forbears, and are taller. Trolls tend to be quite muscular, but not bulky like their cousins the Ogres, resulting in them being lighter on average. Their canines are more pronounced than other members of the Hoshr kindred, and they have developed carnassial teeth behind their canines. Trolls have a reputation for eating sentients, even other Trolls, but as is usually the case with stereotypes like this, this behavior is rare in practice, though it does happen. Hill Trolls are the most common of the Troll types, and ancestral to the rest. Their skin can be tan to brown, greenish brown, or greyish in tone. While all members of the Hoshr kindred are known for rapid healing, Trolls have taken that one step further, and are capable of slowly regenerating lost limbs, though a decapitation is instantly fatal.
Tyogyan

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They resemble large ants or wingless bees with colorful chitin shells of many colors (depending on sex, ethnicity, and caste). Like the Glokrii, they have a society divided by caste, but unlike them the differences between the castes are small. They are one of Iuldar’s smallest races, and yet can match most Human-sized races in strength. They typically walk on their four hindmost legs and manipulate objects with their front legs and mandibles. They do not speak, but communicate with a language made of clicks, antenna waves, and pheromones. They are capable of understanding spoken language.
The Tyogyans had had mixed relationships with the multitude of races living on Katar-Kunosht throughout history. Many times they’ve been used for slave labor. Tyogyans are typically placid, but gods help us all when they swarm. It’s a miniature apocalypse. However, they never last long, and when they’re over, the greater percentage of Tyogyans in the land tend to be dead. Stowaways have established colonies on continents as far away as Caslasta and Kai-Hu.
Dark Elf

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With skin that ranges from dark grey to
obsidian black, Dark Elves are quite different from the other types of Elves.
Their eyes don’t contain photophores, and therefore do not glow. This means
that Dark Elves don’t have darkvision, but they do have infrared vision to make
up for it. Slender and agile, they are the smallest Elven race. Their eyes can
be red, magenta, white, green, yellow, or brown.
Dark Elves were created by the Sanrhyyk during the Fifth Elf-Sanrhyyk War, to be slaves for their
war effort. Their magical control over them was lost toward the end though, and
the Dark Elves joined the offensive against Jurnbarro. They were tenuously
accepted into the Pan-Elven Alliance, but only permitted to live on land once
owned by the Sanrhyyk. This didn’t last long once the Alliance evolved into the
*Hyylshin Daasfy’rei*, and the Dark
Elves became too populous to keep in check, and they can now be found in most
regions of Iuldar. At first, the Dark Elves were widely varied in physiology
and build, as a mix of different Elf types was used to create them, but they
settled into the average stats given above after several generations of
adaptation to their new condition. Dark Elves are equally at home above ground
and under it.
Hashbrin

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The original Hashbrin looked a lot like their Jhiriskan forbears, but had grey skin. As time passed, the average height increased and their tails shrank and lost the fur. The most significant difference though, was internal. Where Jhiriskan khaalnasi and lifeforce were dependent on the pure energy of the magic storm, the Hashbrinic khaalnas drew power from the individual’s soul, and their lifeforce was independent of the storm. As a result of this, they survived The Great Death while their Jhiriskan forbears did not.
In truth, Jhiriska had been born with the mutation that resulted in a Hashbrin long before the 30th Century DA, but it was at this time that the Great Death began, and the Hashbrin were officially recognized as more than just “defects”. Though spread throughout the whole of Iuldar, their numbers were critically low, and they quickly went extinct locally in most regions. Where they managed to hold on, their numbers were low and they struggled to survive, falling back to stone age technology among the ruins of the old Jhiriskan cities. Eventually the Hashbrin everywhere except for Wiiramyl evolved into separate races. At around that time, the Hashbrin in Wiiramyl finally got around to rebuilding civilization. The civilization of Hashuran lasted for a long time, but was eventually torn asunder by civil war. The Hashbrin that dispersed from the destruction of Hashuran evolved further into a multitude of races, many of which were the ancestors of modern kindreds.
The Hashbrinic magic system was the first example of the modern khaalnas. It generated power from the soul, processed it in a number of small organs called “nodes”, and released it from discharge points in the skin. Power was stored in capacitor nodes which would spill energy into a radius around the individual, called the aura. All these nodes were connected by a system of conduits that ran parallel to the nervous system. The Hashbrin and all their descendants can use field, cast, and elemental magic.
Pete Wentz

**Pete Wentz** is an American musician. He is 42 years old as of 2020. He had a minor role, portraying Colin Stuebner, in School of Rock.

## Biography

Pete Wentz, the bassist and primary lyricist for the Chicago-based band Fall Out Boy, was born Peter Lewis Kingston Wentz III in Wilmette, Illinois. He is the son of Dale (Lewis), a high school admissions counselor, and Pete Wentz, an attorney. His grandfather, Arthur Winston Lewis, served as U.S. Ambassador to Sierra Leone. Pete's father is of German and English descent, while Pete's maternal grandparents were both from black Jamaican families. Pete grew up in the Chicago hardcore punk scene, and was in several bands before Fall Out Boy, including Firstborn, Arma Angelus, 7 Angels of the Apocalypse / Culture of Violence, Extinction, Forever Ended Today, and Yellow Road Priest. He grew up with band member Joseph Trohman. Fall Out Boy is the 4th band that Pete Wentz and Andrew Hurley have done together.

Wentz has written a book entitled The Boy With the Thorn In His Side, which is a story based on nightmares he had as a child. It is named after a song by The Smiths. He has another book titled "Rainy Day Kids," which was scheduled to be released February 14th, 2006, but has been postponed because he was unsatisfied with some of the material. In addition, Wentz is writing another book, alternating chapters with William Beckett of The Academy Is....

Wentz has a company called Clandestine Industries, which distributes books and, more notably, clothing, among other things. Additionally, he owns his own imprint of Fueled By Ramen, Decaydance Records, which has signed on several bands, including: Panic! At The Disco, October Fall, Gym Class Heroes and The Hush Soundand Lifetime . He also has a film production company called Bartskull Films, which has released the DVD "Release the Bats", a film about Peter, his friends both in and outside of Fall Out Boy, and many Decaydance/Fueled By Ramen bands.

## Trivia

* Pete Wenz stated in an interview about his role in *School of Rock* that he had never really done anything with young actors and actresses before describing his experience as "like hanging out with little espresso shots.”

## References

1. ↑ [1]
Gnome

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One of the smallest of the Iuldari races. Both shorter and more gracile than Halflings. They very much resemble small Elves, but have a different ancestry. They are sometimes called “Pygmy Elves” or “Marsh Elves” (based on their point of origin), but this is technically inaccurate. Gnomish skin can cover the same range as non-African Humans, but also occurs in a yellow color that ranges from pale yellow to brownish orange. They are incredibly weak and frail, and tend to avoid combat wherever possible, mostly relying on their larger cousins the Elves to protect them. When they do fight, it is usually a matter of agility and magic. Their eyes and hair come in a dizzying array of colors, including green and pink.
Karrodan

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Despite their reptilian appearance, the Karrodan are one of the most intelligent of Iuldar’s races, and have been the leaders in technological progress in Katar-Kunosht since they first developed stone tools. They are bipedal, like all of Iuldar’s reptilian races, and like most of them are hunched with their tail as a counterbalance. They have a fairly crocodile-like appearance. They are actually peace-lovers who prefer to be left alone, and most Karrodan cultures have strict prohibitations against eating sentient flesh.
Human

**This article is a disambiguation page for Human**

The 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.

In the Iuldar Setting, There are two broad categories of being that might be referred to as Humans:

* Human (Terra), for the Humans of Earth (You and I)
* Human (Iuldar), for the Jhiriskan race of Iuldar

Further complicating matters, the following Iuldari races are sometimes classified under "Human" in a broader sense:

* Halflings
* Nelshan
* Qotarr
* Chindar
* Edrishi
Tyzari

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The Hashbrin of the isolated island-continent of Kai-Hu were the only group of Hashbrin to preserve the knowledge and culture of the Jhiriskan civilization in their area, though they were unable to operate their magic-based technology due to the difference in khaalnasi. Through magical manipulation, the secrets of which have since been lost, the Hashbrin of Kai-Hu took on new, larger forms with violet skin. These are the Tyzari. They also used the same magical manipulation methods to create the Liishruti race, whom they welcomed as equals in their society.
The Tyzari continued living with the Liishruti on Kai-Hu in peace until the arrival of Sanrhyyk refugees from the Fifth Elf-Sanrhhyk War in 1895 TS. These Sanrhyyk and their descendants the Huyyati eventually drove the Tyzari to extinction and the Liishruti to a reclusive existence.
Flomvek

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A race of sentient antelopes. As an intelligent race, they were somewhat of a failure - never developing any technology and dying out before the second millennium of history ended. Quadrupedal without any ability to stand on their hind legs unassisted and entirely vegetarian. They serve as an example that just because you’ve achieved intelligence, doesn’t mean you will succeed.
Sisimii

A race of sentient, omnivorous goat-like creatures. They didn’t have opposable thumbs, but their hooves were more mobile than a goat's, giving them some degree of grip. Their shoulders were higher than their hips, like a giraffe. Sisimkh were largely quadrupedal, but could stand on their hind legs if needed, like a bear. Males had either two or four horns, depending on ethnicity. While not incredibly technologically advanced, they were the first of Iuldar’s geologically-modern races to build fortified towns and work the metal krithite (a hard, black allotrope of palladium).
The Sisimkh, and ghiirka in general, have a genetic grafting ability. A handful of Iuldar’s species developed this as a survival mechanism, and it allows them to mate with other animals (provided the genetic separation is not too vast). It was through this ability that the Sisimkh left a legacy on Iuldar, in the form of their half-Jhiriska descendant race, the T’shodans. The original Sisimkh themselves, however, are extinct.
Alternate Magic Systems

The Humanoid Khaalnas, while the most prolific means of using magic among the sentient races, is certainly not the only means of producing and controlling magic. This page attempts to catalog the ways other creatures use magic.

## Amplification Organs

Used primarily by the arthropodish races: The Glokrii and the Felkari. The Tyogyans are excluded, as they do not have magic at all.

## Magic Organ Banks

Sometimes called a "Proto-Khaalnas", especially in the case of the Kitooni. Also used by the Wyrtorians.

## Pseudo-Khaalnas

Through convergent evolution or deliberate manipulation, some Kunosht races have a magic system that is very similar, but not quite the same, as the Humanoid khaalnas. Users of this form include the Gnolls, Liishruti, and Duurmangs.

## Void-Shifting

The special connection to Lefinor Space that the Haani have.
Shyyndrir

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Though they are of the Vros kindred, the Shyyndrir had comparatively little magic potential compared to other Vros. They were short and relatively powerfully built, though not unduly bulky. They did not have tails like their Hashbrinic forbears and typically had reddish-brown skin, though many Shyyndrir, especially in the later Rynho-Byll populations that gave rise to Gnomes, exhibited paler skin with purplish, yellowish, greyish, or tannish tinge. They were the most warlike and aggressive of the Hashuran Hashbrin descendant races.
The various warlike Shyyndrir states dominated the east of Classical Wiiramyl, but lost power during the final Elf-Sanrhyyk War and were eventually forced to relocate to the isolated territory of Rynho-Byll, to the west. They eventually dwindled to extinction as their eastern populations were subsumed by the growing Hyylshin Daasfy’rei and their western populations evolved into the Gnomes.