recursal/Fanatic-Fandom huggingface dataset:
Southshore Slaughter

The Southwatch Slaughter is the name attributed to the ill-advised attempt at settling in Stranglethorn Vale.

It began when several surveyors and explorers walking into Stranglethorn Vale. After a short period, they were accosted by the Ragetusk Warband. There was a brief demand of intent and a short altercation, during which one of the scouts was forced to kill the other. The remaining people were let go and told never to return.

Despite the initial warnings, humans decided they wished to settle in troll territory. After a second, larger group ventured into the jungle with intent to set up a home, the Ragetusk Warband took offense that their generous gesture of letting the previous group live was so disregarded. This led to an extremely one-sided beachside battle.

Many of the Southshore explorers were slain, though several escaped and some were even let go with varying levels of injury. No attempt to settle in Stranglethorn has been made since.
Juvenile Diversion Wiki

## Welcome to the Juvenile Diversion Wiki

Welcome to the Juvenile Diversion wiki! Juvenile Diversion is a Slice of Life webcomic, written and drawn by Heather and Dean Farrington, set during the 1980s. It chronicles the escapades of a group of hormone-driven teenagers running a local rock band (whose name provides the webcomic's title).

Of course, balancing this with their budding sexuality and conflicting relationships with each other and their families, as well as more mundane teenage issues such as school and homework, is going to be far from easy...

We love hearing from our readers and encourage you to join our growing community!

## Links

Find JD around the web!

Juvenile Diversion comic main site

Ask JD! Tumblog

Facebook fan page

SP's Tumblr art blog

SP's DeviantART

SP's Twitter

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Waterford Quests

### [Lv. 1] Prove Yourself 1

*Burnis wants to see if you can handle a few jobs around town. He sends you to the Golbin Forest to kill a group of goblins before returning to him.*

Kill 10 Goblins in Goblin Forest.

### [Lv. 2] Lost Pendant

*Leona lost her pendant in the Goblin Forest. She asked you to look for a Blue Stone Pendant while you are there.*

Item drops from the final boss in Goblin Forest instance.
Tauren

Tauren males stand anywhere from nine to twelve feet tall (2.74-3.65m) and weigh eight hundred to a thousand pounds (362.87-483.59kg). Females are considerably smaller and less muscular. Remember that this is only an average and can vary by several hundred pounds.

Tauren are likely primarily herbivores, given the way their jaws and teeth are formed, but have been known to consume meat freely. Because of their predilection to use every bit of an animal, it is likely that they consume a high amount of nutrients daily. While it is unclear how large a variety of foods tauren are capable of consuming, presumably (given their nomadic nature) they have developed an extensive enough palate to at least digest much of what is presented them. It is unlikely they ever developed the ability to consume rotting or decaying animal or plant matter given their predilection of using all of an available resource.

Tauren are physical marvels. Their hides are thick, their musculature dense, and they are capable of moving at great speed and strength well into old age. Despite their bovine appearance, tauren have evolved into highly functional combat machines. The totem, a favored weapon of the tauren, is simply a large, carved pillar of wood used to relentlessly clobber foes with great force. They move incredibly fast, both when running and in combat, indicating impressive oxygen efficiency and resilience.

Because of the distances they are able to run without pause, it is unlikely for tauren to become dangerously fatigued in combat. Given the shape of their legs and their hooves, tauren are probably only capable of extreme speed in a singular direction. While turning is possible, it would be unwise to corner with any kind of haste.

Tauren are quite robust. Their fur and toughened hides form a thick natural defense; when coupled with their slablike muscle and thick bone structure, they can accurately be termed living tanks. While tauren have impressive cardio, they are oxygen reliant and thus prone to significant bleeds and suffocation - though the location and thickness of their necks imply it would be very difficult to do. The horns adorning their heads imply a skull thick enough to shrug off most impacts and deflect all but the heaviest blades. They are naturally resistant to most light weaponry, but trauma can still put a hard stop to their battlefield exploits. They have no noted biological means to continue fighting through shock, but forcing them into such a state may prove easier said than done.

Because of how well they age, it is probable that tauren cells maintain their genome integrity for a much longer period of time.
It's Party Time!

Ended
 Takes place
 Written by

## Synopsis

Alicia, Jenny, and Meg decide to have a sleepover, but when Kyle gets involved, it escalates out of their hands.

## Plot

Alicia is hanging out at Jenny's house on a Saturday morning. They complain about having nothing to do when Alicia suggests Jenny should sleepover at her house, and they should also invite Meg. When Alicia talks to Meg over the phone, Meg is dubious because she doesn't know Jenny and Alicia very well. But when Alicia insists that she wants to get to know Meg better, Meg decides it might be better if they hold the sleepover at her aunt's house.

Later, at the end of Alicia and Jenny's shift at the record store, Meg stops by to tell them the sleepover is on at her house. Unbeknownst to the the girls, Kyle and Jason are right nearby eavesdropping on their conversation.

Kyle plans on checking out the girls while they enjoy their sleepover without their knowing about it, and begrudgingly, Jason agrees to go along with his devious plot. They arrive at the Saunders' residence, and Chris answers the door. His mom is currently at work, so he's home alone. Kyle makes a proposition to Chris: If he lets Kyle and Jason stay without giving away their location, Kyle will help Chris get the girl he likes.

Jason really isn't for Kyle's plan, but when Kyle mentions that Chris has video games on his computer, Jason decides to stick around. Kyle made some popcorn (which Jason thought was made for Kyle, as he watched the girls as if watching a movie), but he leaves it out as bait for the three girls.

Jason has pretty much given up on trying to stop Kyle, thinking at this point his plan will just backfire on itself. The girls try to decide on some fun things to do, and Meg thinks that calling (and messing with) Kyle and Jason might be the most fun. Alexis tells Alicia that Jason is over at Kyle's house, and Kyle's step-father Phil tells Jenny that Kyle is sleeping over at Jason's house. Immediately seeing through Kyle's plan, Meg decides to lure the guys out by loudly stating that the girls are going over to the guys' houses.

## Appearances

### **Characters**

* Alicia Barker
* Jenny Woods
* Meg DeWitt
* Chris Saunders
* Kyle Timmons
* Jason Slattery

### **Locations**

* Belharght, California
	+ Woods residence
		- Jenny's room
	+ Saunders residence
		- Meg's room
	+ Sparky's Underground Record Store
Шпион

**The Spy** *(рус. Шпион)* - один из наемников в оригинальной игре Team Fortress 2 , один из персонажей FNaH.

Пытается угнать  танк, ломает турели и камеры во  FNaH 3

Появляется он только в Five Nights At Heavy's и Five Nights At Heavy's 3 части, хотя можно сказать, что и во Five Nights At Heavy's 2 части он тоже упоминается (Негативный Шпион).

## Геймплей

Шпион начинает свою активность с 1 ночи. Его можно найти на подземном уровне карты в комнате cam 4 (Кофейня). Включив данную камеру, на экране планшета появятся индикатор заряда шкатулки и кнопка"запустить шкатулку". При нулевом заряде шкатулки шпион уйдет из своей "Кофейни" и отправится к игроку прямо в офис и убьет игрока, игнорируя маску.

## Интересные факты

* В бета версиях у Шпиона не было скримера
* Когда заряд у шкатулки заканчивается, Шпион произносит следующую фразу **"Это жирная точка в твоей жизни" (англ. "You die as you lived, Morbidly Obese!")** , которую в оригинальной игре шпион произносит, доминируя над Пулеметчиком
Dayzees In Training

Dayzees in Training is an 23rd episode of Gabby's Dollhouse season 5.

## Summary

When MerCat and DJ Catnip are in danger, Kitty Fairy must train an army of new rogue flowers to save them, little she knew was that those flowers were Crazee Dayzees, now she must train them to save her friends.

## Characters

* Gabby
* Pandy
* CatRat
* DJ Catnip
* MerCat
* Pillow Cat
* Kitty Fairy
* Crazee Dayzees

### Trivia

This marks the first time that Crazee Dayzees appear in Gabby's Dollhouse
Obsidian

* Ativa

 **Residência** | Homeworld (anteriormente)
Marte

**Obsidian**, especificamente **Obsidian Faceta 1F9P Corte 6HG**, é uma Gem e moradora de New Homeworld, tendo sido exilada de Homeworld no passado.

## História

### Passado

Obsidian emergiu em algum planeta desconhecido, onde foi designada a trabalhar para a White Diamond em uma função desconhecida.

Em algum momento, ela acabou por trair Homeworld para salvar seus amigos, o que a fez ser exilada em Marte.

### Era-2

Tempos depois, Obsidian acabou por unir-se com Chalcanthite, Red Topaz, Black Quartz e Blue Quartz. Juntos eles lutaram contra o grupo de Siléx, que almejava destruí-los.

Após a derrota de Siléx, eles começaram a construção de uma base, que mais tarde viria a se tornar New Homeworld.

## Habilidades

Como todas as Gems que surgiram na Era-1, Obsidian tem todas as capacidades padrões de uma Gem, como agilidade, força e velocidade sobre-humanas, regeneração após ser ferido, metamorfose e até invocar uma arma.

### Habilidades Únicas

* **Magmocinese:** Obsidian mostrou-se capaz de liberar lava a partir de seu corpo, podendo usá-la para atacar inimigos. Ela também pode "absorver" a lava em seu corpo.
	+ **Resistência a Lava:** Através de sua magmocinese, Obsidian mostrou-se invulnerável a lava, tanto a que ela gera quanto a natural.

### Equipamentos

* **Espada de Obsidian:** A arma invocável de Obsidian, é usada para cortar objetos e outros seres. Ela também mostrou-se capaz de liberar lava a partir dela.
Characters

## Parents

 Alexis
 Angela

## Students

* Ally
* Andy
* Becky
* Gigi
* Hallie
* Izzy
* Jake
* Kate
* Kevin
* Lani
* Mark
* Matthew
* Meli
* Nick
* Nicky
* Penny
* Rose
* Stan
* Susannah
* TJ

## School Faculty

* Ms. Carpentino
* Mr. Lazarus
* Miss Reed
* Mr. Sloan

## Other Adults

* Brian
* Gary the Ninja
* George
* The Grave Kickers
* Gretchen
* Captain Mary Jane Garza
* Officer Dawson
* Officer Jones
* Ted
* Tess
* Vegas Girl
Неизвестный

**Неизвестный** *(настоящее имя Виктор Адельманн)* - главный антагонист во всех частях FNaH.

 **Дата рождения**

Является виновником всего происходящего в серии FNaH. Появляется во FNaH 1 в виде телефонного парня, во FNaH 2 в мини-игре, в разговоре телефонного парня на 5 ночи, и после 5 ночи.

Судя по его способности одолеть Пулеметчика, хорошо владеет холодным оружием, а именно, убер-пилой. Обладает высоким интеллектом. Занимается различными медицинскими науками, а также кибернетиком. Благодаря своим способностям смог создать нечто вроде зомби из членов команды Красных.
Jason Slattery

Birthday
 Age
 Gender
 Status
 Occupation
 Family
Sparky (father)
Julie Taylor (half-sister)
 Weight
 Hair color
 Eye color

Jason is one of the four main protagonists of the comic. He's sweet, sensitive, and thoughtful.

## Personality

Jason is a very thoughtful and kind person, and is always there for his friends. He can also be extremely sensitive, does not have high self-esteem, and does not take criticism well. He hides his feelings frequently, and usually takes his anger and sadness away from others.

## Appearance

### **Physical Appearance**

Jason is about average height, and moderately fit. Most of his exercising comes from daily skateboarding to and from school, and surfing he does in his free time (in warmer weather).

## Relationships

### **Alicia**

Jason has been head-over-heels in love with Alicia since they were five years old. She is the world to him, and there is no one he cares about more. They have recently begun dating.

### **Kyle**

Jason and Kyle have been best friends since they were both in diapers. Jason grew up without any siblings, but since he and Kyle grew up living across the street from each other, Jason wasn't incredibly lonely. Jason doesn't always agree with Kyle's unsavory and unpredictable choices, but usually follows him loyally.

### **Jenny**

Being the member of the four main friends that is younger than him, Jason has always treated Jenny like a little sister.

### **Julie**

Since finding out that he and Julie were half-siblings, Jason feels a little weird around Julie, but is trying to make the best out of finally having a sibling.

### **Corky**

Jason's relationship with Corky is definitely a rocky one. He's always shied away from Corky's advances, due to his love for Alicia. They dated for a few days in Seven Days, but Jason broke it off because he couldn't reciprocate her feelings for him.

### **Chris**

Jason gets along with Chris fine... He is interested in (but doesn't want to admit) most of Chris's hobbies, such as his computer, video games, and Dungeons & Dragons.

### **Meg**

Jason feels more like acquaintances with Meg than friends... They get along well enough.
Locations

## Belharght, California

### Public Buildings

* Belharght High School
* Belharght Middle School
* Belharght Town Library
* The Carrington Hotel

### Residences

* Barker residence
	+ Alicia's room
* Erin's apartment
* Roberts residence
	+ Corky's room
* Rocque residence
* Saunders residence
	+ Chris's room
	+ Meg's room
* Slattery residence
	+ Jason's room
* Taylor residence
	+ Buttercup and Sparky's room
* Timmons residence
	+ Kyle's room
	+ Shilah's room
* Woods residence
	+ Basement
	+ Jenny's room

### Restaurants

* O'Reilly's Pizza
* Pepper's
* Sammy's
* The Burger Bucket

### Shops

* Appregio's Music Shop
* Belharght Mall
* Costume Shop
* Joe's Tattoos
* Movie Theatre
* Pawn Shop
* SBV Video
* Sparky's Underground Record Store

## Las Vegas, Nevada

* The Business Trip
* Galaxy Plaza

## Other Places

* Kenny's
* Lutheran Auditorium
* Monument Auditorium
* St. Rufus Private School
* Virtual Reality
Snow Quartz

**Snow Quartz** é uma Gem Branca e uma das Caçadoras do Cristal.

## Aparência

Snow possui as longas e repicadas madeixas envolvidas em uma tiara prateada. Seu traje se assemelha ao de uma bailarina, sendo ele composto por uma blusa decotada com detalhes pretos e uma saia listrada, mesclando tons de azul. Ela não calça chinelos ou sapatos, apenas uma meia azul e preta.

Ela possui alta estatura (sendo até maior que algumas fusões) e o seu flexível corpo possui um formato curvilíneo, com os quilos bem distribuídos em seu porte atlético. Sua pele possui um tom de azul muito claro, quase branco, assim como seus cabelos.

## Habilidades

Como todas as Gems brancas, Snow possui a capacidade de se comunicar com animais, se regenerar, invocar uma arma e etc.

### Habilidades únicas

* **Criocinese**: É a capacidade de reduzir a energia cinética dos átomos e assim reduzir a temperatura, frequentemente usada para controlar, gerar ou absorver gelo. Ela dá ao usuário o poder de congelar qualquer coisa ou emitir frio e fazer muitas outras coisas. Essa habilidade está ligada a Hidrocinese. Quando Snow perde o controle emocional, toda a água líquida e gasosa se transforma em gelo, baixando a temperatura do local. Ela também consegue formar as mais diversas estruturas usando apenas gelo.
* **Leitura de Auras**: Snow consegue perceber auras, normalmente através dos campos invisíveis de energia que cercam todo ser vivente, isso pode ser usado para detectar emoções, saúde, níveis de potência, ou o posicionamento moral. Ela também pode ser capaz de sentir auras que cercam objetos inanimados em circunstâncias especiais.
* **Precognição:**  Snow possui também um raro poder mental que permite ao usuário ser capaz de, através de visões, saber do futuro, sendo que este pode ser próximo ou distante.
* **Broquel**: Snow invoca um broquel feito de gelo, com a resistência e temperatura de um escudo cristalino.

### Fraquezas

* **Temperaturas altas**: Snow se enfraquece ao contato de temperaturas muito altas, causando o derretimento de seu escudo e a diminuição de sua energia e disposição.
* **Uso excessivo de Criocinese:** apesar de Snow ser considerada uma Gem forte, se ela usar seus poderes de manipulação de gelo durante muito tempo, seu poder acaba drenando sua energia e ela pode chegar a desmaiar.

## Relacionamentos

### Krystal

Snow e Krystal possuem uma forte amizade e intimidade, e são frequentemente vistas juntas. Snow se preocupa muito com sua companheira e vice-versa. Elas parecem estar sempre competindo e fazendo brincadeiras entre si.

### Safira Branca

Snow aprecia o bom humor e a lealdade de Safira. Ela a vê como uma Gem Branca exemplar e também como uma boa amiga. Snow possui uma simpatia enorme por Iolite, fusão de Safira e Krystal.

### Zirconia

Snow, no começo, não confiava muito nesta devido a sua primeira impressão. No entanto, hoje em dia, Snow e Zirconia não interagem muito, mas se respeitam.
420 BlazeIt Gaming Wikia

## Welcome to the 420 BlazeIt Gaming Wikia

The wiki of the 420 Blaze It Gaming TTT, Death Run, Prop Hunt and DarkRP Gmod servers.

Post your best times, features and suggestions here. Give a ways and free weed up for grabs here!

## Thank you All

As you may now know I (methisbest /420\) have started to create a wiki for our wonderful servers and I would very much appreciate as much cooperation as possible.
Title 4, Chapter 2, Subsection 2

###            ⤷ **SUBSECTION 2** – ESTABLISHMENT; MISSION

§**4.2.2.100** – **There is established a Planetary Force as a primary department of the Alliance Government**.

§**4.2.2.200** – **In general, the primary mission of the PF is to**

§**4.2.2.201** – maintain intelligence on internal threats to Earth;
§**4.2.2.202** – maintain and patrol the borders of Earth;
§**4.2.2.203** – reduce vulnerability of Earth to attack;
§**4.2.2.204** – develop emergency reaction plans to natural and artificial situations;
§**4.2.2.205** – prevent attacks against Earth;
§**4.2.2.206** – defend Earth alongside the SAS in the event of attack;
§**4.2.2.207** – assist in recovery after natural and artificial disasters;
§**4.2.2.208** – assist law enforcement agencies on Earth;
§**4.2.2.209** – protect the rights and liberties of persons on Earth; and;
§**4.2.2.210** – ensure that the rights and liberties of Sol System citizens are not diminished by efforts, activities, and programs aimed at securing the system.
§**4.2.2.300** – **Responsibility for investigating and prosecuting civilian criminals**

except as specifically provided by law or request, is vested not in the SAS, but rather in local law enforcement agencies with jurisdiction over the acts in question.
Samir Taguine

**Name:** Samir Taguine

**Gender:** Male

**Age (Y927):** 42

**Physical Description:** Samir is bald, with a bristly dark beard.

**Birthplace, Race:** Born near Bauer in South Rondelmar; Rondian

**Social Status:** Mercenary mage,

**Family Background:** Unknown

**Personality:** Samir is a hot headed, hot tempered killer. He actively enjoys using his powers to kill, exalting in the feeling of power. He is blunt and crude, especially toward women.

**Mage Affinities/Physical abilities:** Samir is a three quarter blood mage. He is classed as a specialist with his skills lying in a very narrow spectrum of gnostic application. His affinities are:

• Intellectual: Thaumaturgy

• Element: Fire

In battle Samir's precise skill set allows him to instantly generate a flame so destructive it they melts stone and reduces even a shielded mage to ash. His blood ranking gives him exceptional gnostic power, whilst his mastery of such a narrow gnostic study allows him to overwhelm even pure blooded mages. For this reason he is known as "The Inferno".

**History:** His birthplace is near the border to Noros, and in Y909 Samir joined the Noros army, and was swiftly recruited by Gurvon Gyle into his Grey Foxes, whose guerrilla tactics gave Samir unprecedented opportunity to wreak havoc.
After the failed revolt he was declared an outlaw, and remained in hiding until Gyle arranged a general pardon for his unit. He then joined Gyle as an operative for the Empire in the Second Crusade. He was stationed by Gyle in Javon in Y923, as a royal protector alongside Elena Anborn and Rutt Sordell.

**Notes:** Samir is a terrible horseman, and dislikes the Eastern continent and all its peoples.
Rashid Mubarak

**Name:** Rashid Mubarak

**Gender:** Male

**Age (Y927):** 56

**Physical Description:** Athletic build and moves with the grace of a dancer or swordsman. Extraordinarily handsome, light olive complexion, emerald green eyes and long dark hair. He dresses flamboyantly by Yuros standards.

**Birthplace, Race:** Hall'ikut, Kesh. Rashid is a three-quarter-blood mage and 3/4 Rondian

**Social Status:** Emir of Hall'ikut, and senior Ordo Costruo mage

**Family Background:** He is the offspring of a halfblood mage father (half-Keshi, half-Rondian) and a pureblood mage mother (Rondian). He has been raised as a Keshi prince - his father being the Emir of Hall'ikut before him and is a practicing Amteh worshipper, and a member of the Ordo Costruo.

**Personality:** Rashid is both charming and charismatic. He has built a public identity as a well intentioned proponent for the peaceful resolution of the Yuros/Antiopia conflict. Though manipulative of political events he remains a member of the Ordo Costruo. He is devoted to the Amteh faith.

**Mage Affinities/Physical abilities:** Rashid is a three quarter blooded mage. His affinities are:

• Intellectual: Sorcery

• Element: Air

This gives Rashid access to divination, clairvoyance and wizardy. He has some skill theurgy. As a high ranking member of the Ordo Costruo he is very knowledgeable in many areas of the theory and practice of gnosis.

**History:** Rashid is an influential member of the Ordo Costruo; very intelligent and farseeing, as was his father and grandfather. The pivotal moment of his life is seen as being in Y904, when the First Crusade was launched and Antonin Meiros refused to destroy the Leviathan Bridge to prevent the invasion. Since then he has been an outspoken critic of Meiros and the Yuros-centric members of the Ordo Costruo. However he has continued to outwardly support the order.

**Notes:** Rashid is married to a Keshi noblewoman, but she is kept in Hall'ikut; in Hebusalim where he primarily lives, he openly consorts with Alyssa Dulayne, a pureblooded fellow Ordo Costruo mage.
Jeris Muhren

**Name:** Jeris Muhren

**Gender:** Male

**Age (Y927):** 46

**Physical Description:** Muhren cuts a heroic figure; tall, broad and muscular. He is handsome with noble features and long blond hair.

**Birthplace:** Noros

**Social Status:** Watch captain of Norostein

**Family Background:** Muhren is from a halfblood line of Norostein, with strong military ties. He is a former legion Secundus (a second in command, or "captain" using Noros ranks) of the Royal Noros Guard. He has never married.

**Personality:** Jeris Muhren is a kind, honourable and loyal man who sees his position as Watch Captain as an opportunity to help the Noros people and mitigate the influence and activities of more corrupt members of the elites. His sense of honour and justice prompted Phyllios III, King of Noros, to appoint Muhren to this role (a signal honour given that appointing the Watch Captain is one of the few remaining prerogatives of the Noros King post-Revolt).

**History prior to Y927:** Muhren is a hero of the Noros revolt (Y909-910). Afterwards, due to Muhren's reputation amongst the people of Noros, the King of Noros himself gave Jeris made Muhren the position of Watch Captain of Norostein, where he continued to earn the loyalty of both commoner and watchmen alike.

**Mage Affinities/Physical abilities:** Muhren is a half blooded mage and is a skilled battle mage and fighting man. His affinities are:

• Intellectual: Sorcery (Wizardry)

• Elemental: Air

Muhren able to take on and defeat higher-blooded magi through his skill in single combat. He tends to use his gnosis defensively, to ward off attacks so that he can get close enough to allow his superior fighting techniques to gain victory. He was never a deep student of the gnosis, preferring physical pursuits, but is a proficient wizard, and has some skill in Divination and Mesmerism; but as stated, he tends to use them defensively.

**Notes:** Prior to the Noros Revolt, he courted, and continues to hold feelings for, Elena Anborn.
Darius Fyrell

**Name:** Darius Fyrell

**Gender, Age (Y927):** Male, 50s

**Physical Description:** Tall, hawk faced with a beard and flowing dark hair.

**Birthplace, Race:** Norostein, Noroman

**Social Status:** Pure blood, Magister Turm Zauberin Arcanum in Norostein

**Family Background:** Fyrell is a descendant of one of the pureblood families of Noros, with close ties to Rondelmar, to which he traces his lineage. He was a battlemage in the Noros Revolt, but surrendered alongside Belonius Vult at Lukhazan in the decisive “non-battle” of the war.

**Personality:** Fyrell is an elitist and firm believer in the innate superiority of pPure blood mages, not just as superior magi, but superior human beings. He encourages this attitude in his students.

**Mage Affinities:** Darius Fyrell is a pure blooded mage.

His affinities are:

• Intellectual: Sorcery

• Elemental: Earth

As a Magister at an elite gnostic academy Fyrell is skilled and knowledgeable in many topics and varying areas of gnostic study.

His strongest affinity is Necromancy, able to instantly reanimate multiple large construct corpses to fight on his behalf as well as survive and sustain multiple mortal wounds.

He is also an accomplished animagus, having designed and created his own constructs. These constructs are shaped like hounds the size of ponies, armoured in carapace, they possess a poisonous stinger and six limbs, the front pair being used during combat. They are incredibly fast and completely subservient to Fyrell’s will.

**History prior to Y927:** Second to Belonius Vult during the Noros revolt, Darius Fyrell was aware and complicit in all Vult’s activities. Due to this, and despite technically being in the losing side, Fyrell escaped prosecution and even gained a prestigious position as magister at the elite Turm Zauberin Arcanum in Norostein.

**Notes:**
Zaqri of Metia

**Name:** Zaqri of Metia

**Gender, Age (Y927):** Male, 31

**Physical Description** Tall and massively built. He is blond haired and bearded with a face described as a demi-god out of legend.

**Birthplace, Race:** Zaqri is of mixed blood descent, but primarily traces his heritage to northern Rimoni, and the region of Metia, through his father’s line. He was born in a Rimoni caravan in Verelon.

**Social Status:** Dokken pack leader, Soul drinker.
Among the Souldrinkers, Zaqri’s status as a pack leader is highly prestigious and sought-after. It must be gained through ritualised challenge and combat involving the mates of both challenger and encumbant.

**Family Background:** Zaqri’s parents are long-dead. He is mated (“married”) to Ghila, one of twin sister from Lokistan (her sibling is Ghila, mated to Zaqri’s friend and closest ally in the pack, Perno).

**Personality:** Despite his abominable heritage Zaqri is of a noble nature and tries to live his life with a personal code of honour. He is a dedicated leader of his clan and cares deeply about them and their well being.

**Mage Affinities/Physical abilities:** Zaqri is the equivalent of a pureblood in gnosis terms, having slain and consumed the soul of a pureblood mage during the years following the Second Crusade.
His affinities are:

• Intellectual: Hermetic

• Elemental: Fire

Despite having received no formal gnostic education Zaqri has become an accomplished Hermetic user, having risen to the top of his clans (all of whom are hermetic specialists) social ranking. For both travel and combat his preferred form is that of a lion, showing an incredible manipulation of his mass, whilst the eagle is his preferred air form.

Whilst his level of competence in other gnostic studies is largely unknown (and likely severely lacking due to the lack of education available to the nomadic shape-changer pack he rules) he appears to have talent with mesmerism, displaying a deft touch when probing someone’s mind against their will.

**History prior to Y927:** Zaqri has been pack-leader for eight years, a long term in the hurly-burly world of the Dokken. He had forged relations with packs neighbouring his territory in northern Dhassa, and with several of the Dokken city-clans.

**Notes:** He has been mated to Ghila most of his adult life, and they fought together to gain clanleadership from a cruel and damaging incumbent leader. They have no offspring, which causes both sadness.
Rutt Sordell

**Name:** Rutt Sordell

**Gender:** Male

**Age (Y927):** 44

**Physical Description:** Weak chinned with lank hair and a receding hairline. His face is pallid and prematurely aged.

**Birthplace:** Argundy on the continent of Yuros.

**Social Status:** Mercenary mage

**Personality:** Rutt is arrogant and paranoid. Whilst very intelligent (and a noted gnostic academic), he has an inflated sense of his own self worth (considering himself a pioneer in the mystic arts) which is undermined by his pessimistic nature.

**Mage Affinities/Physical abilities:** Rutt Sordell is a pure-blooded mage
His main affinities are:

• Intellectual: Sorcery

• Elemental: Air

Rutt's Intellectual affinity (to Sorcery) is profoundly stronger than his Elemental affinity, meaning that he casts spells almost exclusively in the Sorcery spectrum; therefore he primarily practices Necromancy, Wizardry, Divination, and Clairvoyance. He is known to have some facility in Theurgy.

Rutt is not a physical fighter and in combat relies exclusively on his gnosis. Due to his necromantic skills Rutt is extraordinarily durable, able to survive and function with wounds that would instantly kill a normal human, later draining others to regenerate completely. A favored tactic is to bind souls and demons (spirits able to independently use gnosis) to fight on his behalf.

**History prior to Y927:** Before the Noros Revolt (Y909-910) Rutt was on route to a Headmaster position at a Gnostic college but was disgraced for his illegal studies with Necromancy (specifically practised on orphan children). Leaving Argundy, Rutt meets Gurvon Gyle just prior to the Noros Revolt, and when the revolt begins, is persuaded to join Gyle's "Grey Foxes" - a mage team providing scouting and information to the Noros legions. Rutt fights for Noros in the revolt, and survives the war. The Grey Foxes are declared outlaws by the victorious Rondians and all the survivors spend four years on the run, before a pardon is issued in Y914. Gyle does not disband the unit, instead converting it to a clandestine security and espionage agency.
For the next few years the Grey foxes perform a variety of contracts, including aiding the Rondian military during the Second Crusade, as well.

**Notes:** His thesis topic to graduate was on the influence of stars and their energies on Divination.
Belonius Vult

**Name:** Belonius Vult

**Gender:** Male

**Age (Y927):** 54

**Physical Description:** Richly dressed with long silver hair and neatly trimmed beard.

**Birthplace, Race:** Noros

**Social Status:** Governor of Noros

**Family Background:** Belonius Vult is the only son of a pureblood Noros family, with a strong military and political background. He was raised to the politics of power, and prior to the Noros Rebellion was a courtier in the court of the Noros King; as begitting a landowning family who trace pureblooded lineage back to the Blessed Three Hundred. They have distant marital ties to Pallas and the Sacrecour family.

**Personality:** Vindictive in the extreme, Vult is a consummate politician. Vult uses his position as governor of Noros to fulfil his own ambitions and cares little for the needs or liberty of his people.

**Mage Affinities/Physical abilities:** Vult is a pure blooded mage. His affinities are:

• Intellectual: Sorcery

• Element: Water

He is a skilled diviner and clairvoyant, using these talents to outmanoeuvre his enemies. Vult is not a combatant of any repute, and prefers to avoid it, but his pure blood heritage gives him access to vast gnostic power.
His affinities give him access to illusion which also makes him resistant to its effects. A favoured combat tactic is the use of Air thaumaturgy to create clouds of poisonous vapour which is difficult for enemies to defend against.

**History:** Belonius served in the First Crusade, using his ties to the Pallas court to secure postings that expanded his influence.

He was 36 in Y909, when Noros rebelled, and his political connections hindered his rank in the Noros armies, and he was excluded from the inner circle of generals and magi who led the revolt. However, a show of loyalty and strong early performances during the rebellion led to him gaining the rank of General. He continued to be sidelined by his peers, including the legendary Jarius Langstrit, and wasn't trusted with key roles.

Whether due to resentment to this perceived slight or taking advantage of an opportunity, Vult surrendered his army and the strategic town of Lukhazan to the Rondian commander, Kaltus Korion, without opposition, helping ensure that the revolt failed.

After a public trial Vult was cleared of all charges and given the prestigious post of Governor of Noros by the Rondian conquerors. He has been held in suspicion by the local populace ever since.

**Notes:** Vult likes to decorate his residence with busks and portraits of himself, which he admires frequently.
Ramon Sensini

**Name:** Ramon Sensini

**Gender:** Male

**Age (Y927):** 18

**Physical Description:** Small, thin-framed with lean, dark features. Since graduating he has become quite wealthy and dresses accordingly.

**Birthplace/Race:** Silacian

**Social Status:** Battle mage, Professional criminal

**Family Background:** Ramon is the result of the rape of his tavern girl mother by a Rondian mage, in a village in Silacia, a southern vassal-state of the Rondian Empire, in Y909.

Because of Ramon's mage-blood, Ramon's mother was forced to marry Pater-Retiari, the head of the Retia crime familioso. He has a half-sister who is full daughter to Pater-Retiari. Ramon has not been formally adopted by Pater-Retiari so is not the heir to the familoso, but he has pledged loyalty to it.

**Personality:** Ramon has a good heart and is far more worldly wise than his best friend Alaron. From being brought up by a criminal paterfamilias (ruler of a crime familoso) in Silacia, he has a vast knowledge in how the criminal world works and how it interacts with business and economy, and is skilled in its manipulation. Ramon displays a sarcastic and cutting nature, but he is immensely loyal to those he cares about, especially his mother and half sister.

**History prior to Y927:** Ramon received an Arcanum education at the prestigious Turm Zauberin gnostic college. Has arrival - he was the first mage of Silacian blood admitted - caused a stir, and mysterious documents presented to the headmaster, Gavius, were crucial in securing his admission. His adopted father paid for his admission.

**Mage Affinities/Physical abilities:** Ramon is an eighth blood magi.
His affinities are:

• Intellectual: Theurgy

• Elemental: Thaumaturgy (Air)

Due to his low blood ranking Ramon depends more on his wit than his gnostic abilities, though he is skilled in the use of the mage basics such as shields and mage-bolts. He is a skilled air-skiff pilot, and has access to illusion.
He typically avoids is combat situations, but passed the Arcanum swordsmanship training, where his natural speed and agility were undercut by his lack of size and strength.

**Notes:** Ramon has contacts among the Rimoni caravans, which is how he met Cymbellea di Regia, a Rimoni mage of similar age to himself.

While at the Arcanum, he hid his true lineage (and his true blood rank of a half blood magi).

As of 930, Ramon is now an Ascendant level magi.
Fridryk Kippenegger

**Name:** Fridryk Kippenegger (Kip)

**Gender, Age (Y927):** Male, 20

**Physical Description:** Tall, pale complexion, blond hair that falls past his shoulders and built like a bull. He is usually armed with a pair of throwing axes and a six foot Zweihander sword.

**Birthplace, Race:** Schlessen

**Social Status:** Battle mage, Sixteenth blood

**Family Background:** “Kip” was born to a Schlessen woman who had a brief relationship with a low-blooded Rondian battlemage stationed on the Schlessen border.

**Personality:** A stereotypical Schlessen in that he loves a good fight, he is both honourable and loyal. Due to his size and thick accent people assume that Kip is duller than he actually is. He is charismatic and loved by those under his command.

**Mage Affinities/Physical abilities:** Kip is a sixteenth blooded mage, which is the weakest blood a mage can possess and still have functioning gnosis.

His affinities are:

• Intellectual: Thaumaturgy

• Elemental: Earth

In terms of raw gnosis Kip is a non entity in comparison to other mages. Whilst able to apply basic techniques, such as gnostic bolts and shielding, he doesn’t have the gnostic might to be a threat to any but the weakest or most unskilled of mages. Though even the weakest of mages, such as Kip, is more than a match for dozens of non mages if prepared.

Kip has some affinity in manipulating his element of earth, such as molding stone, and its associated study of necromancy, being at least capable of sensing the spirits of the deceased and gaining some information from them.

Where Kip truly excels is in melee combat. His already extraordinary strength and stamina increased to supernatural levels combined with his six foot Zweihander sword lined with gnostic energy and his skill earned through growing up in a warrior culture, he cuts through the enemy ranks with ease. His might is such that he’s compared to a god of war as he cuts through sword, shield, limb and the body beneath in one strike.

**History prior to Y927:** Prior to the Third Crusade, Kip lived among his tribe. He gained a gnostic education through that tribe’s occasionally good relations with the local legions stationed on the edge of their territories. The price of that vital education and training was that when the crusade came, he would be asked to serve.

**Notes:** Kip has fought in the many border wars that plague Schlessen society, honing his skills and strength in the forge of war.
Hematita

* Falsa

 **Residência** | Jardim de Infância Gama

**Hematita**, autoproclamada "***Rainha de Marte"***, é uma Gem e membro do Grupo de Sílex, tendo emergido em Marte e estado com eles desde que emergiu.

## Habilidades

Como todas as Gems que surgiram na Era-1, **Hematita** tem todas as capacidades padrões de uma Gem, como agilidade, força e velocidade sobre-humanas, regeneração após ser ferido e metamorfose.

### Habilidades Únicas

* **Resistência a Lava:** A única habilidade conhecida de Hematita é a de resistir a altas temperaturas, podendo facilmente nadar na lava.

### Equipamentos

* **Correntes:** Hematita é capaz de invocar correntes a partir de sua pedra, usando-as como se fossem chicotes de metal para machucar seus inimigos.
Kaltus Korion

**Name:** Kaltus Korion

**Gender:** Male

**Age (Y927):** 60

**Physical Description:** Youthful features, silver haired and a heroic build.

**Birthplace, Race:** Fauvion, in Rondelmar. He is a Rondian pureblood mage

**Social Status:** Noble. Military General for Noros.

**Family Background:** The Korion family are an original Blessed Three Hundred family with unbroken pureblood lineage. More recently, through Kaltus Korion's military prowess, they have seized vast estates in Bricia and rule them almost as a semi-autonomous kingdom.

Kaltus uses his status to seduce women almost addictively, and has dozens of bastard offspring. His only acknowledged heir is a son, Seth, by his wife Lady Myria Fetallink.

**Personality:** Kaltus enjoys exercising his power in often violent displays. He is notorious for his heavy handed and exceptionally bloody attacks on enemy civilians. A reputation he takes great pride in, and also his reputation as a womaniser and seducer.

**Mage Affinities/Physical abilities:** Kaltus is a pure blooded mage. His affinities are:

• Intellectual: Sorcery

• Element: Fire

Kaltus’ affinities mean he is strongest at; wizardry, necromancy and divination, with access to morphism and mesmerism. When younger he had a formidable reputation as a duelist and fighting man, but it has been some time since he actively fought.

He does have a reputation as the premier general of the Empire.

**History:** It was the introduction of Kaltus and his indiscriminate tactics during the Noros rebellion (Y909) that is heralded as bringing the campaign to an end.

Prior to this, Korion was a senior Rondian general with a reputation as a tough disciplinarian won during border disputes with Argundy, and during the First Crusade.

When General Jaes Andevarion failed to subdue the Noros Revolt and was replaced, Korion was elevated, as a favourite of Lucia Sacrecour, who had newly been widowed, and placed her son on the throne as Emperor. Korion crushed the revolt through conservative "burnt earth" tactics and skulduggery, including cowing the Noros general Belonius Vult into surrendering at Lukhazan without battle.

Since then, Korion has won further glory in the Second Crusade, and confidently looks to further his reputation in the Third Crusade. He has been elevated to the Imperial Council and shares in the rule of the Empire, but some whisper that even this does not satisfy his ambitions.

**Notes:** He has little regard for his heir and only legitimate son.
The Moontide Quartet Wikia

## Welcome to the The Moontide Quartet Wikia

A resource for all things Urte, the fantastic world setting for The Moontide Quartet series by award winning author David Hair.

Enter to find out more about the peoples, places and magic that help make this one of the greatest epic fantasy adventure series out there.

This is a world where magic is real, Magi rule and mortal man serve and die unnoticed to the whims of a heartless empire.

This site is dedicated to all things Moontide. From the world of Urte's natural history, it's peoples, to it's ever prevalent magic. This is a resource for fans of the series to satisfy their curiosity and for new readers to peruse and get an idea what this amazing series is all about.

The books in the Moontide Quartet are:

•Mage's Blood

•Scarlet Tides

•Unholy War

•Ascendant's Rite

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.
Alterac Altercation

The Alterac Altercation was a showdown between the Horde and Alliance in Alterac Valley. Considerable aid came to both factions. The Alliance were bolstered by the forces of Queen Calia Menethil, Darren Formigny, king of Alterac, and Vinthrin, who led the Stromgarde forces. The Horde fielded the Awakened, a powerful group of Forsaken, the Eclipsion Blade, a sect of Blood Elves heavily strengthened by the martial excellence of Blood Knights, and hired the Ragetusk Warband, some of the finest mercenaries in Azeroth. The largest outside organization to take the field were the Defilers, who backed the Horde soldiers.

The first engagement was at Dandred's Fold in Alterac, though it was not in the Valley proper. As the Horde forces departed via zeppelin, the Alliance destroyed their artillery through magical means. The Manor house was rigged to explode and, after detonated, turned the immediate area to ash. The Forsaken had left a corrupting agent on the field and still the land is inhospitable - it slowly dies, though the Alliance forces have yet to vacate it. Instead, they set up fortifications before following the Horde into Alterac Valley.

The first true battle was brief and telling, despite the numbers brought by both sides: The elves of the Eclipsion Blade formed an impenetrable wall, marching with the combined military might of the Awakened and the Defilers. The Alliance forces split in two in an attempted pincer movement but were checked by the elite forces of the Ragetusk, ultimately being ground down between the hammer of troll ferocity and the anvil of steadfast elves. In the post-battle aftermath many of the human kingdoms deserted the field, leaving the dwarves of the Stormpike to their own devices.

The next battle was as one-sided as the first. The Horde moved forward unstoppably, organizing outside of Dun Baldar. The bridge had been destroyed by the inhabitants. The besieging force began to move artillery and siege engines into position as well as establishing magical superiority, effectively locking down any attempt to enter the Valley via airship. The dwarves were now, well and truly, alone.

A demand for congress was sent. When Vanndar met with Drek'thar, neither side was willing to relent and the terms of surrender were, ultimately, refused. Drek'thar granted his longtime foe the dignity of three days to dispose of their dead, but vowed to exterminate those remaining once the truce faded. At this time, there seems no hope for survival.
Hunter

## Description

*"Hunters stalk their prey before attacking them from a distance. Their weapons include daggers to quickly dispatch enemies that get too close, and bows to deal devastating attacks from far away. Eventually, Hunters have to choose from the specialized classes available to them, and they may choose to become an Assassin, Ranger, Scout, Shadow or Gunslinger."*[1]
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Lv. 25 - 41 Instances

## Tampera

[Special] Orc Warehouse

[Special] Northern Border

[Lv.25-28] Burning Central Plains

[Lv.25-28] Western Border

[Lv.29-32] Pixie Gold Mine

[Lv.29-32] Varuka Fortress

[Lv.29-32] Red Fog Marsh

## Rondat Territory

[Lv.33-36] Pit of Pain

[Lv.33.36] Stimpalria Watchtowers

[Lv.33-36] Oberon's Haven

[Lv.37-41] Shrine of Aureas

[Lv.37-41] Volcanic Underpath

[Lv.37-41] Henko Crater