recursal/Fanatic-Fandom huggingface dataset:
Khronos - God of Time

Khronos - God of Time is one of the Elder Gods, and presides over the vast and intricate domain of time. His realm is a mystical expanse that mirrors the cosmos itself - an endless black sea beneath a star-studded night sky, reflecting the infinite nature of time.

Known to traverse the currents of time in his spectral black ship, adorned with ethereal blue lanterns, Khronos is the guardian and arbiter of the timeline. His role is crucial, ensuring the seamless flow and order of temporal events across the universe. It is said that the ship itself is an embodiment of time, capable of navigating the complex streams of past, present, and future.

Devotees of Khronos, particularly those who delve into the arcane study of chronurgy magic, hold him in high esteem. They offer prayers and tributes, hoping to earn the favor of this timeless deity and gain deeper insights into the mysteries of time. Temples dedicated to Khronos often feature motifs of hourglasses, clocks, and celestial bodies, symbolizing the endless cycle of time.

Khronos is also associated with the allure of immortality. Legends speak of him making pacts with mortals seeking to escape the clutches of death. In exchangefor their eternal servitude in his realm, he grants them a reprieve from natural death, though the cost of such a bargain is often steep. Those who succumb to unnatural ends find themselves bound to Khronos, serving in his timeless domain.

Mysterious and all-powerful, Khronos remains an enigmatic figure in the pantheon of Elder Gods, a deity who commands respect and awe for his mastery over the ever-flowing river of time.
Kingdom of Almeron

Almeron has existed longer than any other human nation, though for most of its history this was as a client state of the Eluvari Imperium. After the Imperium's collapse, Almeron's position as a somewhat independent entity allowed it to blossom into a major power and the chief opponent of the ambitions of the Emperors of Stalheim. There has been a bitter rivalry between the two nations ever since, though Almeron's victory in the recent War for Carenton has shifted the balance of power significantly.
Confederation of Varese

The Confederation of Varese is best described as a group of hundreds of city-states that have bonded together for mutual protection. Situated on the southern tip of Estoria, the Confederation is composed of mountainous terrain and thousands of individual islands. The south of the Confederation is colloquially referred to as the 'Broken Lands', where the Maelstrom's most catastrophic impact sundered the land. Countless lords of varying pedigrees rule here, banded together only by the Confederation's ruling body, the Council of Ten. This Council is composed of the ten most powerful families within Varesia, each of which is responsible for a portion of the nation's navy and military.
Commonwealth of Lorenthal

Forged in the fires of revolution, the Commonwealth of Lorenthal is a fledgling state still recovering from a bloody civil war. The disastrous rule of King Aderyn VI left Lorenthal bankrupt and starving, the perfect storm for a popular uprising that ended up with a war hero on the throne and the remaining royal family fled from the country. Tensions with the other human kingdoms have grown substantially since the fall of the monarchy, and the Commonwealth prepares for war.
The World Eye

#

Because the World Eye description causes conflict with the current world `(lore reasons),` this description will vary from the Book of Natural Aura and was written after the A-1 Observation log took place.

#

**Item #:** World Eye

**Risk Class:** ~~0.3~~ 4.1, 3 and 7 upon collapse

**Security information (Updated):** World Eye must not be overloaded with power, security checks of nearby area must confirm the absence of ███████████. To account for the risk of sabotage and to prevent complete Aura depletion, World Eye must be monitored at all times, with an automatic failsafe system that can remove all power nearby it at any time.

**Description:** The World eye is a tool which original purpose has been lost. As of current knowledge, the World Eye is used for automation of equipment in it's range, as well as prevention of decay, machines retaining functionality and food staying fresh without need for workers to keep constant watch. The Eye does not prevent equipment failure or tampering of the area, it simply allows for it's constant use.

As via description from the Book of Natural Aura, the World Eye gazes upon area which should be kept active, in turn requiring a small amount of Aura to keep active. Set up requires a power source containing ███████████, a red piezoluminescent element typically found in caves under deep ocean biomes, however being common enough to be found anywhere. Provided with a signal the World Eye will start 'observation' of the objects, the amount being related to the strength of the signal as well as the distance away from the target(s), 30 being the max amount. Due to the nature of the observation, the range of observation isn't always accurate and the areas which are monitored can be above allowed range. Due to the forceful increase of range, the World Eye may require more power, and will absorb what it needs from the local area.
The Sarah Jane Adventures

***The Sarah Jane Adventures*** is a children's television series which aired on CBBC from 1 January 2007 - 18 October 2011. Spun off from *Doctor Who*, the series follows the titular Sarah Jane Smith, living in 13 Bannerman Road, along with her super-computer Mr Smith and her adopted son Luke Smith. They often work alongside some other children along the road, such as Clyde Langer and Maria Jackson, often saving the world from alien invasion in the process.

## Crossover

Episode 9 of *Chute!* was an official crossover with the series, featuring Luke Smith and Clyde Langer falling down the chute and into the BBC rubbish tip. The episode also features a clip from *Warriors of Kudlak*.

## External links

* ***The Sarah Jane Adventures*** at Wikipedia
* ***The Sarah Jane Adventures*** at Tardis Wiki
Legacy of Estoria Wiki

**Welcome to the Legacy of Estoria Wiki!**
The home for information on the world of Estoria.

We're a collaborative community website about Legacy of Estoria 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.
Kingdom of Saral

Founded in the ruins of the former capital of the Eluvari Empire, the Kingdom of Saral is the largest of the remaining elven nations and home to a majority of its cultural legacy. Grandiose spires dot the landscape, piercing the sky and crumbling where they have been abandoned by the much reduced populace. Though it is but a shadow of its former self, Saral maintains several centers of learning and technological development. No other nation in Estoria can claim such an enduring legacy of public works and advanced chemistry. Saral is also the only elven successor kingdom that has outlawed slavery.
City-State of Thamuud

Effectively a magocracy in a world where such practitioners are exceptionally rare, Thamuud is a nation brimming with influence if not territory. Ruled by a council of a dozen mages known as the Thamuudian Collective, Thamuud is a city of magic and mystery. It is situated within the remnants of a crater in the center of the continent formed during the events of the Maelstrom. Gigantic trees are formed and unnaturally shaped by the Collective, providing housing for the residents of the city and protection from outsiders. The denizens of Thamuud practice slavery and are generally open to purchasing such slaves from outsiders. It is considered a high honor for a mage to be invited within Thamuud, though not all that enter leave.
Kingdom of Montresse

Existing in a perpetual state of preparation for the next great conflict, the Kingdom of Montresse is regarded by most outsiders as a paranoid populace of warmongers. A survivor of the Imperium's fall and one of its last great generals, the King of Montresse,  has spent his centuries long reign preparing for the next great conflict. The hermit kingdom does not allow in visitors and it is rare to find Montressens beyond their borders. The exception to this rule are the infamous 'Wardens', agents of His Majesty that travel the continent over to search for signs of a second Maelstrom, often without care for the laws or customs of the lands they wander. Montresse's high military readiness is able to be maintained by a hereditary system of slavery maintained from the old Empire. Montresse was one half of the royal power structure of the original Imperium and its twin kingdoms.
Eluvari Empire

The Eluvari Imperium, colloquially referred to as the Eluvari *Empire*, was the dominant continent-spanning state that ruled Estorian politics for centuries. Its impact is still felt to this day, from the monuments it built and the language spoke within its borders to the conflicts left in its wake and its descendents.
Thunder Palace Wiki

**Welcome to the Thunder Palace Wiki!**
This Wikia is about the book Thunder Palace by Ember DiGrazio and Kurtis-Joel Ofori

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.
A-1

**Current Risk Class:** ~~4.3~~ 0.1

**Security details:** For safety reasons, a monitored perimeter has been set from the archwood and ancient tree forest surrounding A-1, 2 km in every direction from the centre point of the area, meant to largely limit discovery by any unauthorized individual passing by.

**Description:** Area 1 is an irregularly shaped volume of approximately 1500 cubic metres located within 25 km of The Hub. It was built on Sol 26 in the S3 World as a farmland area, containing about a square kilometre network of Hydroponic farms, Villager trade and fishing units and CAFOs, most of which were built in cut out sections of the nearby quartz sandstone pillars. The area is now under supervision of Einval and Rosetty, due to unexpected environmental limitations`(See below)` after the resolution of the incident with the world eye, *(see Addendum 001.3)*. A-1 now houses 2 buildings constructed mostly out of wood, meant for housing of and storage for those working on restoration.

Area 1 is currently undergoing restoration works, as almost 99.99% of the local ecosystem was destroyed, including all flora and fauna above, below and within the dirt . Any unaltered severely soil is too crushed to provide sufficient nutrients to grow anything and the air in the area is thin due to pressure from remaining mana *(see Addendum 001.6).* As such A-1 is currently having extensive work done on it, including mostly soil restoration, with the purpose of introducing pioneer species to stabilise and reduce stress on the area before moving on to full restoration. *(see Addendum 001.7)*

**Addendum 001.1** Discovery

> Area 1 was originally discovered during a world biome search by Einval, although the records of this event were lost due to a data breach.
> Area 1 does not hold the full biome within itself, due to it near exclusively containing sandstone-quartz deposits, instead holding portions of several biomes to properly accommodate for the construction being done. Notably, A-1 was known about only by those associated with ██████████. It is not believed that any others were made aware of A-1, and records indicate that Einval experienced extreme difficulties keeping it under the radar, the building having to be done for the tavern as soon as possible, by only a handful of people with limited resources.
>
>

**Addendum 001.2** Construction logs

> Construction log - 1
>
>
> Construction log - 2
>
>
>
> Construction log - 3
>
>

**Addendum 001.3** The World Eye

The World Eye was set up by EinvalDave on Sol 53, to help with functionality of the farm, mostly because of cost-efficiency. Due to the amount of workers required being well above estimated values, alternative solutions had to be put into place.

**Addendum 001.4** Interview with KRP

**Addendum 001.5** Observation log

**Addendum 001.6** Narose

**Addendum 001.7** Post-containment Analysis

**Addendum 001.8** Restoration work
Al Haud

The storied home of the halflings(translated directly as 'The Hearth') is a testament to their perseverance, having survived countless attempts to subjugate or destroy it. Its people are proud of their stubborn resistance against outside forces, and monuments to heroes of all sorts can be found from the grandest castles to the humblest hamlets. Its people are largely farmers and craftsmen, with a great deal of the nation's youth leaving to adventure worldwide. It is common for returning Floren adventurers to settle down on a plot of land to raise a family of their own. Al Floren is defended by a dedicated citizen army of slingers and spearmen.
Impure Mouse

Impure Mouse

* Impure Mouse
* Photo-Negative Minnie

Information

Species
Suit

Gender
Female

Starting Location
Character Prep 1

Colors
Pink, Skin, White, Black, Red

Voiced by
PuritySin

**Impure Mouse** (known as ***Photo-Negative Minnie*** in Aniversary Edition and ***Impurity*** in 6.0) is a antagonist in *Five Night at Treasure Island 3.0*

Appearance
3.0
Impure Mouse looks like a regular Minnie Mouse suit with a red dress with white polka dots, white gloves, a red bow, red heels, small black eyes, a wide mouth and human teeth

Anniversary Editon
Photo-Negative Minnie is an eyeless Minnie Mouse suit with inverted colors, and a wide smile with human teeth. She has a white body and nose with a dark blue face and wears a cyan dress with black polka-dots and a matching bow, black gloves and blue heels. Much like the other suits, she has a withered appearance.

Behavior
3.0
Impure Mouse starts in Character Prep 1 and then she makes her way to the office via the cameras, shut off a camera to avoid her

Anniversary Edition
Photo-Negative Minnie starts in Character Prep 1 and then she teleports directly to the office, shut off a camera
The Dark Realm

The dark realm is a place of dark, and immensely powerful magic. This place is the source realm of dark magic. Inhabited by powerful demons who live a maccabee, sadistic and brutal lifestyle. Very little is known about the dark realm, outside of that within this realm lies an evil and primal form of magic and monsters.
FNATI 3.0 & Purity Sinners Wiki

**Welcome to the FNATI 3.0 & Purity Sinners Wiki!**
Five Nights at Treasure Island 3.0 is a game created by The Purity Sinners Team, it was made after AnArt1996 give the rights of the project to Purity Sin, the Voice of GOD

We're a collaborative community website about FNATI 3.0 & Purity Sinners 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.
Liberation of the Ice Elves

In the year 13009, an era of monumental change dawned for the Ice Elves, catalyzed by the daring resolve of three brothers. These siblings, weary and oppressed under the tyrannical rule of the first Joybringer, Santus Claws, sought to end their people's enslavement. Among them, one brother successfully escaped the icy clutches of their overlord, venturing into the unknown to seek aid.

His desperate plea for liberation resonated across the land, ultimately reaching a valiant band of adventurers. Moved by the elf's plight, these heroes joined forces with him, embarking on a perilous journey to the heart of the Ice Elves' domain. Guided by the elf brother, they infiltrated the formidable Ice Keep, the very bastion of the Joybringer's power.

In a climactic confrontation, the Joybringer was vanquished, his magical essence seeping into his iconic red and white robes. A legend arose from this pivotal moment: it is said that whoever dons these robes inherits the mantle of the Joybringer, a role entwined with great power and responsibility. This event not only liberated the Ice Elves but also left an indelible mark on their culture, forever altering the course of their history.
The Joybringer

The title of Joybringer is bestowed upon the bearer of the magical red and white robes. This mantle was originally donned by Santus Claws, a magical minotaur mage, until his downfall due to corruption by dark magic and his subsequent overthrow by the ice elves. Since then, the robe is believed to have been inherited by the liberated ice elves, passed down through their generations.

While most inhabitants of Talmin are unaware of the Joybringer's dark history, they continue to view the figure as a symbol of joy and cheer, blissfully celebrating the festive spirit without knowledge of its troubled past.
Impure Mouse/Audio

**"Why do I exist?"**

**"This isn't how we were supposed to be."**

Impure Mouse's giggle.

Impure Mouse's screech.

Anniversary Edition
**"This isn't how we were supposed to be."**

**"Why do I exist?"**

Photo-Negative Minnie's laugh.

The sound Photo-Negative Minnie makes in her killscreen before crashing the game.
The Monster Wars

The Monster Wars, spanning from 6122 - 6678, represent a harrowing conflict between the unified forces of Elves, Dwarves, and Wild Folk against an onslaught of Monsters. Sparked by the pioneering endeavors of the Water and Earth Giants, who introduced life to Talmin by creating the Elves and Wild Folk respectively, tensions escalated when the Mountain Giants, consumed by jealousy, unleashed their own, far more sinister creations upon the land. As these Monsters wreaked havoc across ancient Edoria, it was the valiant efforts of the newly birthed Dwarves, alongside the Elves and Wild Folk, that stood as the realm's final defense. The battles that ensued reshaped the landscapes and histories of the territories, leaving a legacy of resilience in the face of overwhelming adversity.
Fanny (BFDI)

## Fanny

**Fanny** is a HYPER-famous character from the *Battle for Dream Island* series.

## Why We're Fans of This Character

1. She’s pretty wise and relatable, as she complains about actual unfair things unlike Pin from TPOT 2-6.
2. Many people like how she stood up to Black Hole about preventing death in TPOT 7.
	* To make things even better, she had an action-packed scene with Pillow in the same episode, as they teamed up to kill Tree in order to win the contest.
3. Her “I hate *x*” gag is really funny.

## Bad Qualities

1. Her “I hate *x*” gag can be annoying at times.
2. She lost some of her personality after she lost her mouth in TPOT 8, as she was unable to speak.
	* However, you could also feel empathy for her when she lost her mouth.
The Nature Mother

The Nature Mother is a powerful nature deity that is said to maintain the delicate balance of the natural world. Legend tells of her humble beginnings as an ancient Kalandor elf, born amidst a surge of primordial magic. This mysterious elf possessed an extraordinary connection with nature, communicating with ancient trees and commanding the respect of all creatures. Her innate power were unparalleled, enabling her to influence the growth and wellbeing of the natural environment.

As she mastered these primordial forces, her bond with nature deepened, leading to her eventual ascension into godhood. Through a mystical transformation powered by her profound understanding and stewardship of the natural world, she transcended her mortal form. Emerging as the Nature Mother, she became a deity, an eternal guardian of nature's harmony on Talmin.
Outbreak at Stake

**Outbreak at Stake** is a LEGENDARY-famous episode of *Battle for Dream Island: The Power of Two.*

## Why do people like this episode?

1. It has a really interesting concept of a zombie apocalyptic-based challenge, and it was executed very well too.
2. The episode is also very heartwarming and action-packed, especially when Gaty confronted zombie Two and Pin confronted zombie Coiny.
3. Speaking of Pin, she got a huge amount of character development this episode along with many other Team8s members, and that gained her a lot of fans.
4. Teardrop's final moments were good to see, especially when she decided to sacrifice herself to save the zombified contestants over winning the challenge. When she got eliminated, she had a heartwarming moment with Eraser, and they become friends.
5. Bomby is also very likable, as he finally stands up to Pillow, and even **purposefully** lights his own fuse to give her a taste of her own medicine.

## Bad Qualities

1. Black Hole is unlikable, as he doesn’t want to kill the zombies to prevent death, when the zombies are **already dead**.
2. Pillow is also unlikable, as she makes her team lose by killing everyone for **no reason**, despite that being against the challenge.
	* However, Just Not did mishear Two’s announcements for the challenge, so this is reasonable.
3. This episode can be considered as creepy or scary to some people.
The Arcadian Consulate

Originally forged as an alliance between Dwarves, Wild Folk, and Humans after their triumph in The War of the Two Kings , it immediately faced the task of eradicating the elven remnants from the newly declared Arcadian Isles, a move that would forever mark its early history. The Consulate's challenges didn't end there; breaking free from the oppressive grasp of the Velvet Church was another arduous battle they had to surmount with the help of brave heros. As time unfolded after the lifting of the God Mist , the Consulate witnessed a shift in its dynamics. The humans emerged as the dominant force, taking reins of the governance, as many Dwarves and Wild Folk ventured beyond Arcadia, seeking lands where they could establish settlements more reflective of their unique cultures. The Arcadian Consulate is now a prominent human government and lay claim to the Arcadian Isles. The Arcadian Consulate played an important part in the Edorian Pact treaties, and are now a proud ally to the Edorian people, and follow Edorian law.
Winterfest

A holiday marked by joy and cheerfulness envelops the inhabitants of Talmin, though it harbors a secretive, troubled past. Celebrated annually on the first day of winter, this festive occasion sees families adorning their homes with garlands and decorating trees with an array of ornaments. A highlight of the celebration is the arrival of the Joybringer, who flies overhead the night of Winterfest. Utilizing his magic, he leaves behind magical gifts for the children, spreading joy and wonder throughout the land.
Bardabys - God of Greed and Gluttony

Bardabys, the God of Greed and Gluttony, was once a mortal king whose insatiable appetites knew no bounds. His desires were not just for power, but for the sheen of gold, the richness of food, and the allure of every luxury life could offer. His form grew rotund and his coffers overflowed, his kingdom an embodiment of excess. Then, on a fateful day, a mysterious and arcane event, whispered of but never fully understood, transcended him beyond the limits of mortality, elevating him to godhood. Now, from his opulent realm, he entices mortals with promises of vast riches. But such wealth does not come without a price; Bardabys demands blood sacrifices and sexual rituals in homage to the very obsessions that molded him.
You

You, also known as Y/N, M/C or The Reader, is the main protagonist, of Hazbin Hotel Imaginary, and Alastor's possible love interest. They're supposed to represent you in the story. You're personality can range from sympathetic, awkward, casual, disgusted, angry, emotional, desperate, etc.

## You

### Aliases

* "Dear" (Alastor)
* "Darling" (Alastor)
* "Doll" (Alastor)
* "Cancelled stamp" (Alastor)
* "Babe" (Angel Dust)
Dark Magic

Originating from the enigmatic Dark Realm, this form of magic is known for its immense power and insidious nature. Notorious for its corruptive influence, dark magic exerts a narcotic-like grip on the user's soul, seducing even the most formidable mages into madness with its allure of unfathomable power. This magic's addictive quality lies at the heart of its danger, as it incrementally consumes the user's mind, leading them down a path of irreversible destruction.

Only the most potent mages can effectively harness dark magic without immediate ruin; however, the risk remains high. Novices and the overly curious who dare to experiment with it often find themselves rapidly overwhelmed. As this malevolent magic gnaws away at the sanity of its wielder, it drives them deeper into the abyss of power, culminating in a total and tragic transformation. The final stage of this corruption is the metamorphosis into a 'Wraith' – a lost soul entirely consumed by the dark magic they once sought to control.
Aetherian Empire

The Aetherian Empire, a sovereign entity dominated by Inalt Elves, Dwarves, and Centaurs, holds sway over the entire realm of Val Matyr, their authority symbolized by banners of black and gold. This empire, steeped in the philosophies of Inalt Elves, proclaims these elves as Talmin's destined guardians and rulers, advocating that genuine peace can only be forged through power and unity, ambitions pointing toward global dominion. The empire prohibits the practice of any religious worship and the use of magic unless sanctioned by the Grand Magus Council. Though stern, the empire governs with equity, ensuring a harmonious existence for its inhabitants, granted they adhere to Aetherian statutes.
Willy

Willy

Willy

Information

Species
Suit

Gender
Male

Starting Location
* Character Prep 1 (3.0)
* Unknown (Chaos at Treasure Island)
* Monitor (6.0)

Colors
Black, White

Voiced by
Riku

**Willy** is the main antagonist of Five Nights at Treasure Island 3.0, an antagonist in Chaos at Treasure Island, a custom Night character in Treasure Island 6.0, and an antagonist in Treasure Island 2016-2018 with the name "Willie."

Introduction
Willy is a black and white Mickey that resembles Mickey Mouse from Steamboat Willie. He plays a significant role in various versions of the game.

Appearance
Willy has a distinctive black and white appearance, closely resembling Mickey Mouse from the Steamboat Willie cartoon.

Behavior
Willy starts in Character Prep 1 and then progresses towards the office via the cameras. Players must shut off a camera to avoid his attacks.

Chaos at Treasure Island
In this scenario, Willy exhibits different behavior. If players encounter him in the office, they should shut off a camera to evade him.

Trivia* Willy was created as a replacement for MickMick.
* MickMick, in turn, served as a replacement for Photo-Negative Mickey.
Creation of the Humans

In the year 8111, a new era dawned in the world of Talmin with the arrival of humans, a creation of the majestic Sky Giants. Endowed with unique attributes from each of the giant archetypes, humans were brought forth with a purpose set by their colossal creators. The Sky Giants envisioned humans as the stewards of Talmin, destined to rule and protect the lands from the lingering threats of the Dragon Wars.
Empire of Stalheim

The Stalheimian Empire arose from the collapse of the Eluvari Imperium, with the legendary hero Aldhard banding disparate human warbands together into a single nation. The decades that followed would see Stalheim become the premier land power in Estoria, establishing definitively an era of human dominance that has continued to this day. The Empire is currently recovering from a drawn out war with the Kingdom of Almeron, a defeat which has led to great internal strife.
Creation of the Wild Folk

The birth of the Wild Folk is a tale of curiosity and transformation. It began when the Earth Giants, intrigued by the creations of their Water Giant brothers, sought to bestow a similar gift upon the creatures of the land. Collaborating with the Water Giants, they called forth the beasts of the wilderness to offer them the gift of intelligence.

This monumental event saw a divide among the animal kingdom. While many animals chose the familiarity of their wild existence, a significant number, driven by a desire for enlightenment, stepped forward to embrace this extraordinary change. The Water Giants, with their magic, granted these creatures not only the power of speech but also reshaped them with anthropomorphic features, blending human-like traits with their inherent animalistic characteristics.

Thus were born the Wild Folk, a diverse and unique race, each group reflecting the animal they once were, yet imbued with newfound intellect and a humanoid form. This momentous transformation marked the beginning of a new chapter in the history of Talmin, as the Wild Folk embarked on their journey of discovery, culture, and identity.
Creation of the Dwarves

The birth of the Dwarves is a tale of sacrifice and redemption, intertwined with the destiny of the Mountain Giants. Among these colossal beings, one Mountain Giant stood apart, recognizing the folly and destructiveness of their ways. In a moment of profound clarity and determination, this Giant chose a path of self-sacrifice, turning against its own kind for a greater cause.

From this monumental act, new life emerged: the Dwarves. Created from the essence of the Mountain Giant, they were imbued with qualities of heartiness and resilience. This new race was destined to play a crucial role in the ongoing Monster Wars, where their strength and endurance would be vital in aiding the Elves and Wild Folk.

The Dwarves, born from such a noble sacrifice, inherited not only the physical robustness of their progenitor but also a sense of purpose. They were to be a force of balance and strength, a bulwark against the chaos unleashed during the Monster Wars. Their emergence marked a turning point in the conflict, bringing hope and a new ally to those fighting to restore harmony to Edoria.
Goblin Trade Federation

The Goblin Trade Federation is an large trading company spanning all across Talmin. Its presence can be found in nearly every major city. Originating in the Edorian city of Galbeed and comprising of a vast collective of independent goblin traders and merchants, these entrepreneurs defy the stereotype of their True Blood kin as mere ruthless marauders. Choosing commerce over tribal warfare, members of the federation represent the brighter side of goblin ambition. By channeling their innate allure for gold and gleaming treasures into legitimate trade, they offer a beacon of prosperity and positivity within the goblin community and cement their status as an integral part of Talmin's economic landscape.
Creation of the Elves

In the year 1803, The Water Giants using their powerful magic created the first race of elves on Talmin, the Inalt Elves. In an attempt to replicate this creation, the Dinak and Kalandor elf races came into existence. Originating on the Mother Isles now known as the Isles of Arcadia.

## Lore

* The Water Giants and the Creation of the Elves
Liberation of Arcadia

The Arcadian Isles, once known as the Mother Isles under elven dominion, witnessed a dramatic shift in power following the human triumph in the War of the Two Kings. This victory established a new era of human leadership, allied with dwarves and wild folk, which transformed the Isles into a formidable kingdom. However, this period of prosperity was short-lived as the Isles fell under the tyrannical grip of the Velvet Church. The Church's reign was marked by oppression: the wild folk were enslaved, the dwarves were exiled to their mountain city of Krag Buldher, and humans were forced into servitude, producing offspring for the Church's malevolent purposes. This oppressive regime continued for so long that the inhabitants of Arcadia became desensitized to their plight, unaware of a life beyond subjugation.

The tide began to turn with the arrival of Captain Dalton, a legendary smuggler who discovered a route through the God Mist to the mystical Isle of Arcadia. Initially forming a clandestine trade pact with an Arcadian harbormaster, this alliance soon evolved into a covert operation in coordination with the prince to overthrow the Velvet Church. Captain Dalton gathered a crew of renowned adventurers – Thellaros, Favio Fastfingers, Saphiraz Animalskin, Sereth the Angler, and Halulf Wolfsbane. Unbeknownst to them, their journey, which they believed to be a simple trading mission, was the catalyst for a revolution. In 12011, these five heroes embarked on a quest that united the fragmented factions of the Arcadian Isles and ignited a rebellion against the Velvet Church and the corrupt Arcadian Consulate.

The resistance was fierce and costly, claiming the lives of many, including the five adventurers. Their statues today stand in the heart of Arcadia City, commemorating their sacrifice. The revolution had far-reaching consequences, not only liberating the Arcadian people but also lifting the curse of the God Mist that had shrouded the planet for over two millennia.

In the aftermath of the Velvet Church's defeat and the clearing of the God Mist, the once enslaved wild folk and the exiled dwarves chose to depart in an event now known as The Arcadian Exodus. This departure left the land solely to the humans, who reformed the Arcadian Consulate into a renewed human government. Under this new regime, the Arcadian Isles flourished, becoming the largest of the human kingdoms and a symbol of hope and resilience for humanity.
The First Joybringer and the Creation of the Ice Elves

After the cataclysmic Monster Wars on Edoria, a remarkable alliance formed between minotaurs and Dinak elves, two races that had previously been locked in bitter conflict. Together, they embarked on a journey to find a new home, which led them to the frigid, remote islands of Whitereach. This snow-laden land, stark and unyielding, provided a sanctuary for their war-weary souls. Among these settlers was a minotaur who would become known to the world as the Joybringer, although his true name, Santus Claws, has faded into obscurity.

Santus Claws, before his transformation into the first Joybringer, happened upon a fragment of The Great Comit deeply buried in the Whitereach snow. This fragment, teeming with potent magic, granted him extraordinary powers, including immortality. Initially, Santus used his abilities to bring joy and hope to a world scarred by war. He began the tradition of crafting toys and treats and magically delivering them to children under decorated trees, thus initiating the celebrated festival of Winterfest.

As Winterfest gained popularity across the land of Talmin, the demand for these gifts surged. The Dinak elves, who had traveled with the minotaurs to Whitereach, found themselves caught in the midst of this burgeoning tradition. However, as the pressure to meet the ever-growing demand for toys increased, Santus turned to more powerful, corrupting forms of dark magic.

In a tragic twist of fate, the once-kind Santus cast a dark, transformative curse upon the Dinak elves. This curse altered their very nature, turning them into Ice Elves. Their skin became pale and fair, their hair turned to platinum white, and their eyes glowed a distinctive blue. This transformation was not just physical but also a curse of servitude; the Ice Elves were bound to the Joybringer's will, compelled to labor tirelessly in the creation of Winterfest gifts and preparations.

Unbeknownst to the wider world that revered the Joybringer for spreading holiday cheer, the Ice Elves' existence was one of enslavement. They were doomed to remain on the Whitereach islands, unable to leave and forced to work under the Joybringer's command. The Joybringer, a name synonymous with happiness and merriment, concealed a grim reality: the sorrow and perpetual bondage of the Ice Elves.”
Bal Xirah

Bal Xirah, a formidable underground city, lies hidden in the deepest reaches of the Shadowvoid. Perched above a vast magma pit, often referred to as the heart of Talmin, this sprawling metropolis is a sanctuary for various monster races, collectively known as the True Bloods. Dominated by Orcs, who hold the reins of power, Bal Xirah stands as a bastion for those who reject the ideologies of the other sentient races.

Life in Bal Xirah is harsh and unyielding, with its inhabitants embracing a more barbaric way of life. To the surface dwellers, Bal Xirah is nothing more than a legend, a myth that dismisses the existence of the True Bloods in significant numbers. The city remains shrouded in mystery, with only a handful of outsiders having ever witnessed its daunting walls, navigating the perilous Shadowvoid to reach it. Intruders, unless they are of True Blood lineage, are met with lethal hostility at the city's gates.

For the inhabitants of the surface world, knowledge of Bal Xirah is sparse and clouded in disbelief. The city itself harbors a deep-seated disdain for the customs of the surface, preferring the raw and uncompromising lifestyle that defines its streets and its people.
Voyage to the Mother Isles

In the year 8122, briefly after the end of the Monster and Dragon wars, a large population of Inalt Elves along with a smaller number of Dwarves and Wild Folk, set sail west in an effort to return to their beloved and fabled Mother Isles leaving Edoria and its struggles behind. Without proper knowledge of long distance navigation, they overshoot and ended up landing far away on the ancient continent of Dwal, now known as Val Matyr. The Inalt elves saw this as an opportunity to rebuild society under prosperous elven rule, and thus proclaiming this as the new home land. This ignited the events of the War of Dwal.
Five Nights at Manuel's Wiki

**Welcome to the Five Nights at Manuel's Wiki!**
FNAM

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Daisy

Daisy

Daisy

Information

Species
Suit

Gender
Female

Starting Location
The Lounge

Colors
White, Yellow, Black, Blue, Purple

**Daisy** is an Easter Egg character in Five Nights at Treasure Island 3.0, an antagonist in Chaos at Treasure Island, and a main antagonist in Oblitus Casa.

Appearance
Daisy is a Daisy Duck head with blue eyes, black pupils, purple eyelashes, and a yellow beak. She lacks her pink bow.

Behavior
Daisy does not affect the game in any way; she only appears in The Lounge as part of a Suit heads Easter Egg.

Trivia* Unlike the official Daisy, she does not have a pink bow.
* Originally intended to be a main antagonist, her role was ultimately scrapped.
The Giants

The Giants, born from the fragments of The Great Comet that collided with Talmin, were the celestial architects of life, their potent magic breathing life into the realm. These large beings, embodying diverse elements like Water, Earth, Mountain, and Grass, were the primordial inhabitants, the progenitors who, after seeding life, ascended beyond in an event known as the Ascension of the Giants, leaving their creations to steward the land. Although their legends, filled with tales of their colossal might and world-shaping deeds, persist, many dismiss these as mere fairy tales, whispers of a world long past.

## Giant Archetypes

* Sky Giants
* Water Giants
* Earth Giants
* Mountain Giants
* Grass Giants
Races

The planet Talmin is a vibrant hub of diverse sentient races, each with their own unique cultures and histories. This section explores the various inhabitants of Talmin, from the mystical to the earthly, highlighting their distinct characteristics and the roles they play in the rich tapestry of this dynamic world.

## Civilized Races:

* Inalt Elves
* Dinak Elves
* Kalandor Elves
* Sea Elves
* Ice Elves
* Humans
* Halflings
* Dwarves
* Wild Folk
* Centaurs
* Giant Kin

## Monster Races:

* Goblinoids
* Orcs
* Dragon Folk
* Minotaurs
Giant Kin

## Origin

Giant Kin are a race steeped in a magical heritage. Originating from the Grass Giants that voluntarily relinquished their immense magical abilities to embrace mortality and sentience. This transformation marked the beginning of the Giant Kin as a distinct race, blending a mystical past with their new, sentient existence.

## Found in the World

Giant Kin are a notably sparse race due to the complex and challenging nature of their reproductive process. The largest concentration of Giant Kin resides on the continent of Val Matyr. Unlike other races, they do not establish distinct cities or settlements. Instead, Giant Kin are inherently nomadic, preferring a life of continuous movement and exploration over settling in one place.

This wanderlust drives many Giant Kin to journey across various continents of Talmin, yet their profound connection to the land invariably draws them back to Val Matyr. Their innate affinity with their ancestral homeland anchors their roaming spirit, making Val Matyr not just a place of origin but a perpetual home to which they return.

## Physical Characteristics

*These are generic characteristics and are subject to change depending on the individual.*

* Lifespan: Long (200-500 years)
* Skin Tone: Greys, Greens, Blues
* Height: Tall
* Personality: Naturalistic, Nomadic, Simple, Content

## Alignment and Beliefs

Giant Kin are an extraordinary race on Talmin, known for their distinct way of life. They generally abstain from engaging in politics and social affairs, maintaining a stance of profound neutrality. Their allegiance, if any, leans towards the interests of nature and the land, reflecting their deep environmental connection.

Exceptionally independent, Giant Kin do not seek partners in the conventional manner seen among other races of Talmin. Their reproduction is notably rare and perilous, often resulting in the offspring being alarmingly large at birth, sometimes half the size of the parent. This process can be fatal for the mother, leading many Giant Kin to resenting reproduction altogether.

Unlike other races, Giant Kin are content in solitude, seldom found traveling or living in groups. They are deeply spiritual, typically venerating nature deities and embodying their devotion through their nomadic lifestyle and minimalistic living.

Due to their neutrality, solitary habits, and limited numbers, the Giant Kin do not have a pronounced culture in the traditional sense. Instead, their culture is intrinsically linked to nature and its rhythms. This unique way of life, coupled with their unique history, has earned them a special reverence among the Centaurs of Talmin.

## Significant Giant Kin Event

* The Grass Giants and the Creation of the Centaurs
* Ascension of the Giants
Wild Folk

## Origin

The **Wild Folk** of Talmin owe their origins to a unique collaboration between the Earth and Water Giants, marking a remarkable chapter in the world's creation lore. It began when the Earth Giants, intrigued by the Water Giants' ability to create life, requested a demonstration of this extraordinary power. In response, the Water Giants infused their magic into several of the planet's beast races, endowing them with intelligence and humanoid features.

This momentous act gave birth to the Wild Folk, a race as varied as the animals they mirror. They represent the most diverse group in Talmin, consisting of numerous sub-species that each resemble different animal inhabitants of the world. The Wild Folk encompass a wide array of forms, each unique and adapted to various aspects of their environment.

## Found in the World

The Wild Folk represent the most widely spread race across Talmin, inhabiting every region of the planet. This diverse group exhibits a range of cultural and societal preferences. Some sub-species of Wild Folk thrive in bustling, expansive cities, embracing the dynamics of urban life. In contrast, others favor the tranquility and community of small villages, often surrounded by their kin. Their significant population and widespread distribution make the Wild Folk a familiar and integral part of Talmin's global tapestry, visible in every corner of the world.

## Physical Characteristics

*Throughout the world you will find various sub-species with physical characteristics resembling various animals.*

* Cat Folk
* Eagle Folk
* Elephant Folk
* Faun Folk
* Fish Folk
* Frog Folk
* Hippo Folk
* Lizard Folk
* Lion Folk
* Owl Folk
* Rabbit Folk
* Raven Folk
* Turtle Folk
* Wolf Folk

## Alignment / Culture / Beliefs

The Wild Folk, the most populous and diverse race on Talmin, are characterized by their notable independence and lack of a unified front. Unlike humans, elves, or dwarves, who often unite under common banners, the Wild Folk's multitude of sub-species and differing perspectives prevent them from forming any substantial cohesive alliance.

The culture of the Wild Folk varies significantly across their numerous sub-species, and even more so within the same species. A tribe or village of a particular sub-species might exhibit entirely distinct values and cultural practices compared to another group of the same sub-species located elsewhere. This diversity is so pronounced that two groups of the same Wild Folk species can have completely different ways of life, making any encounter with a Wild Folk individual a unique experience.

Historically, the Wild Folk have always cherished their independence, often preferring to follow their own paths rather than submit to external rule. This trait is seen in the few exceptions where Wild Folk have chosen to align with other races or entities. Their strong sense of individuality and independence is a defining characteristic of their societal structure and interactions with others.

## Significant Wild Folk Events

* Creation of the Wild Folk
* Voyage to the Mother Isles
* The Arcadian Exodus