recursal/Fanatic-Fandom huggingface dataset:
Belaeser Nithroma

A half-elf minor aristocrat Vohrun rescued from highwaymen south of Neverwinter. Belaeser has an obsession with dwarvish artifacts of all kinds and Vohrun has made a habit of showing him any dwarvish items he discovers. The party visited his manor in the Blacklake District of Neverwinter and Belaeser agreed to extend his writ of patronage at the house of knowledge to the party and also begin looking into arranging a meeting between Melech and the Falcrest Family. He is attended by his faithful, if unenthusiastic manservant Jenkins the Third.
White Plume Mountain

White Plume Mountain is a volcanic cone near Mount Hotenow, northeast of Neverwinter. It issued a continuous stream of white steam and caustic mud that soaked the area. It was there that Keraptis constructed his compound until the incursion by the Defective Diva, Malformed Melech and Verminous Vohrun collapsed the structure. It contained a number of bizarre features including a metal heating corridor, an inverted ziggurat terrarium stocked with strange monsters, a river floating in mid-air and a massive bubble in the heart of a geyser occupied by a Crab the size of a house. It was stocked with all manner of exotic beings, seemingly bound to the place to serve Keraptis.
Wight

**Encountered:** Khundrukar

The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.

**Life Eaters.** Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things. When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor.

**Undead Nature**. A wight doesn't require air, food, drink, or sleep.
Triboar Trail

This path meanders south of Neverwinter Wood, connecting the High Road to the Long Road. It is the safest overland route between the Dessarin Valley and Neverwinter. Orcs and goblinoids prey on travelers from time to time, but The Three helped to thin out the monster's ranks when they defeated the Cragmaw Tribe and routed the orcish raiding party from Wyvern Tor.
Warden Kep Eller

The administrator of the Neverwinter Prison, Kep Eller is a man who clearly takes joy in his position. As the three found out in quick order he is also willing to make certain accommodations in exchange for "donations for the operation of the prison". When Melech attempted to blackmail him for accepting just such a donation he left the three alone with Horeak long enough for Melech to secret him out of the prison.
Watchful Knight Inn

The Watchful Knight is the largest structure in the town of Beliard and is built of roughly hewn timbers. The inn has a central hall with a massive chimney at either end, and two floors of rooms opening onto internal balconies that overlook the hall. A suit of empty full plate armor stood in the center of the hall, facing the front door for which the Inn was named. The inn was owned by Krath but based on it's age it was clear the Inn predated his ownership
The Whisperer

"The Whisperer" was the name given to the Fiend that emerged beneath Frother's Lamp by the Children of Slackrethel. The creature took the form of a massive powerful bipedal toad and had a host of abilities, the most frightening of which was to remove the memory of a person from the world. This had the effect of rendering them an imbecile without their past experiences to draw upon and erased most memories of them from their friends and companions.
Tresendar Manor

This old home sat on a motte overlooking the village of Phandalin. When the town was sacked by Orcs centuries ago the Tresendar family was wiped out. Later the cellars below the manor would become home to the Redbrands and their leader Iarno "Glass-Staff" Albreck. The manor and it's lands were gifted to the Three by the people of Phandalin for their efforts to aid the town. Gundren Rockseeker proposed an arrangement with the party to fund the restoration of the Manor, he would front the funds to rebuild it, and upon it's completion it would be used as a base of operations for Wave Echo Cave and housing for it's miners. Upon their return to Phandalin late in the fall of 1361, the party found that the manor's restoration was complete.
VOBD-League

De **VOBD-League** is een voetbalcompetitie tussen voetbalclubs uit de Nederlandse provincies Overijssel en Drenthe (V**O**B**D**), het land Vechtdal (**V**OBD) en de Duitse Landkreis Grafschaft Bentheim (VO**B**D).

## Aangesloten clubs

* HHC Hardenberg
* SV Dedemsvaart
* SV Gramsbergen
* VV Langeveen
* DOS '63
* SC Elim
* ASC Gelb-Weiss 49 Wielen
* SV Grenzland-Laarwald

## Edities

 Seizoen 2 2017 | Langeveen
 Seizoen 3 2017
Drake

**Large Beast**

**Hit Dice:**  4d10+12 (34 hp)

**Initiative:**  +1 (Dex)

**Speed:**  30 ft., fly 100 ft. (average)

**AC:**  15 (-1 size, +1 Dex, +5 natural)

**Attacks:**  2 claws +7 melee, bite +2 Melee

**Damage:**  Claw 1d6+4, bite 1d8+2

**Face/Reach:**  5ft. by 10ft./5ft.

**Special Qualities:**  Low-light and Darkvision 60ft.

**Saves:**  Fort +7, Ref +5, Will +1

**Abilities:**  Str 18, Dex 13, Con 16, Int 6, Wis 10, Cha 6

**Skills:**  Climb +4, Jump +3, Listen +4, Spot +5

**Climate/Terrain:**  Any temperate

**Organization:**  Solitary or mating Pair

**Challenge Rating:**  2

**Alignment:**  Neutral

**Advancement:**  5-8 HD (Large), 9-12 HD (Huge)

Drakes are smaller, less powerful and less intelligent versions of dragons.  They are used as mounts by the army of Draico as well as wealthy families.  Some drakes are used in Silesti as transportation as well but the trees make them less useful to the elves.

**Combat**

 Drakes are not known for a high amount of intelligence.  They usually try to overpower their foes with sheer force.  They will not stay around when losing a fight unless they are protecting their young.
Falmaro

**Falmaro** is de hoofdstad van het land Lapos en ligt in de gemeente Menna in de provincie Isola di Capitale. Falmaro telt 162.428 inwoners. Falmaro is ook een van de 10 wereldsteden (samen met de steden Barca (SSP), Los Joëllos(JJP), Madjid(SSP), Sudaeso(LP), San Homero(BL), Kimran(DH), Dizona(ML), Moskau(RUS) en Surala(MAI)).

## Wegen

Omdat het de hoofdstad is moet het veel grote wegen bevatten. onder andere de A1, dat de ringweg vormt. een aftakking van de ringweg (ook nog de A1) in westelijke richting leid naar de A2, dat Falmaro ook gemakkelijk met de stad Solecittà en de dichtbijzijnde dorpen Fioravilla en Granovilla verbind. aan de oostelijke kant is de A1 verbonden met de N1, dat Falmaro met Samito Rocca (Zandelburg) verbind.
Lapos

**Lapos** (Lapossisch: *Lapossia*) ofwel **Koninkrijk Lapos** is een land in het werelddeel Cotonia. Lapos is een archipel van 10 eilanden en telt 7 provincies. de totale bevolking is 839.046/1.135.095 inwoners (24-8-2017), waarvan er 223.550 in de hoofdstad Falmaro wonen.

## Bestuurlijke Indeling

### **Provincies**

Lapos heeft, wat de inleiding al vermeldde, 7 provincies. in de volgende tabel zien we de provincies, zijn hoofdsteden en het aantal inwoners van die 2. De landshoofdstad, Falmaro, staat niet in de tabel, omdat het de landshoofdstad is en niet een provinciehoofdstad (Falmaro ligt trouwens in Isola di Capitale, waar Solecittà de provinciehoofdstad van is).

Provincies van Lapos
 Emilio | 53.564
 Isole di Lapo
 Latoveste
 **Isola di Suda** | 131.736
 Isola del Nord-Esta
 Sudesta

## Aarde

**Het Koninkrijk Lapos** is ook al gevestigd op de echte wereld. Ga voor een pagina met dit als hoofdonderwerp naar: Koninkrijk Lapos en Oorlogen van Lapos in de Echte Wereld
Fantasie Wereld wiki

**Welkom bij Fantasie Wereld wiki**
De wiki over (vul onderwerp in) die iedereen kan aanpassen. 43 artikels sinds (Maand) (Jaar)
## Inhoud

Deze wiki is slechts voor mijzelf, wat ik leuk vind. Van deze informatie leert niemand iets, je leert alleen iets over mijn fantasiewereld.

## De Fantasieverhalen

Er zijn 3 'verhalen' waar deze wiki om draait

* *Fantasieverhaal 1*: Een wereld die in werkelijkheid niet bestaat, compleet met zelf bedachte landen en alle belangrijke dingen daaromheen.
* *Fantasieverhaal 2*: Gevestigd op de echte wereld waar het vredige volk van 'Lapos' de wereld op langzame en vriendelijke manier overheerst.
* *Fantasieverhaal 3*: Ook gevestigd op de echte wereld waarbij er allemaal aparte staten ontstaan op de wereld waarvan er nu gebieden of eilanden van zijn (Zoals Tasmanië of Friesland). De tegenwoordige landen splitsen zichzelf in kleinere staten als het ware.

**Nieuwe pagina's**

## Bijdragen aan deze wiki

Om een nieuw artikel te schrijven, moet je gewoon de titel van het artikel in de box hieronder invullen.

<createbox>
width=24
break=no
buttonlabel=Maak een nieuw artikel
</createbox>

**Niet zeker waar te beginnen?**

* Lees **de tutorial** eens door.
* Bekijk de **Recente Wijzigingen**.
* Lees **op gang komen**.

## Uitgelicht artikel

 Bestand:Uitgelicht.png
*Type hier de eerste paragraaf van een artikel waarvan jij vindt dat hij een plaats verdient op de hoofdpagina. Vergeet niet een om link naar het artikel te plaatsen zodat je bezoekers hem helemaal kunnen lezen.*

## Uitgelichte media

Bestand:Uitgelicht.png

*Gebruik deze sectie om een afbeelding, video of soundtrack te laten zien die een plaats op de hoofdpagina verdient*
Shadowshade (a.k.a. Daemon Sword of the Shadowshades)

The blade of this powerful weapon was forged from an unknown, but indestructible, black metal.  Its blade is engraved with the ugly runes of the evil religion of Karratos.  It was forged for Gartham by the clan of black dragons he came across when he was ejected from the king's service. It was given power to fight the righteous devotees of Illeander as vengeance for banishing the children of Karratos. The daemon who inhabits the blade is particularly powerful and a strong will is required to control it.

This is a solid black greatsword of evil origin.  It is normally a +5 weapon, but when employed against followers of Illeander it offers a +3d6 damage bonus.

**Statistics**

Alignment: Lawful Evil; Abilities: Telepathy, +3d6 damage vs. followers of Illeander, Detect followers of Illeander (60ft - glows black); Languages: Common, Demonic, Draconic; Ego: 25
Voetbal in het Vechtdal

Voetbal in het land Vechtdal (Ook wel Vechtland genoemd), is onderverdeeld in 3 klassen: de Vecht-Klasse (de Hoogste klasse met de topclubs van het Vechtdal), de Regge-Klasse (het 2e niveau, promotie naar Vecht-Klasse is mogelijk, maar degradatie ook) en de Reest-Klasse (de laagste klasse met de minst goede clubs). De klassen zijn vernoemd naar de 3 rivieren die in het Vechtdal lopen, gesorteerd op grootte.

## Vecht-Klasse

De Vecht-Klasse is de hoogste klasse van het Vechtdal bij voetbal, deze clubs mogen tegen buitenlandse clubs spelen in bijvoorbeeld de VOD-League (Vechtdal-Overijssel-Drenthe-League).

1. FC 09 Schüttorf
2. Vorwärts Nordhorn
3. HHC Hardenberg
4. Eintracht Nordhorn
5. SV Dedemsvaart
6. VV Lemelerveld
7. SV Union Lohne
8. SV Bad Bentheim
9. SV Gramsbergen
10. ASC '62 (uit Dalfsen)
11. SV Nieuwleusen
12. SV Dalfsen
13. Borussia Neuenhaus
14. VV Bergentheim

## Regge-Klasse

1. SC Lutten (uit Lutten)
2. VV Hardenberg '85 (uit Hardenberg)
3. OZC (uit Ommen)
4. v.v. EMMS (uit Slagharen)
5. VV Mariënberg (uit Mariënberg)
6. SCD '83 (uit Dedemsvaart)
7. VV Kloosterhaar (uit Kloosterhaar)
8. USV Nieuwleusen (uit Nieuwleusen)

## Reest-Klasse

1. OVC '21 (uit Ommen)
2. VV Avereest (uit Balkbrug/Oud-Avereest)
3. VV Bruchterveld (uit Bruchterveld)
4. DKB (uit De Krim)
5. SVV '56 (uit Sibculo)
6. SC Lemele (uit Lemele)
7. SC Balkbrug (uit Balkbrug)
8. VV Hoonhorst (uit Hoonhorst)
9. VV Vilsteren (uit Vilsteren)

## Lee-Klasse

* -

*Dit artikel gaat over het Fantasieverhaal 3*
Klasse om Europa 2017-18

De **Klasse om Europees voetbal 2017-18** was een tijdelijke voetbal competitie in Vechtdal om teams uit dit land Europa in te sturen. De competitie bestond uit 4 teams, waarvan de nummer 1 naar de Champions League 2018-19 gaat, de nummer 2 en 3 naar de Europa League 2018-19 en de nummer 4 thuisblijft. De 4 teams zijn de 2 beste uit Nederlandstalig gebied, HHC en SV Dalfsen, en de 2 beste uit Duitstalig gebied, FC 09 Schüttorf en Vorwärts Nordhorn.

## Wedstrijden

1:

 10 Maart 201818.30SR 1

 11 Maart 201818.30SR 1
 K. Acar  28'M. Holthaus  81' |  |  19' L. Völkerink

2:

DAL - FCS

VOR - HHC

3:

HHC - FCS

VOR - DAL

4:

FCS - HHC

DAL - VOR

5:

DAL - HHC

VOR - FCS

6:

FCS - DAL

HHC - VOR

28 Kawa Acar, 81 Marcel Holthaus

19 Lucas Völkerink
Tweede Lapos-Bed Oorlog

Uitkomst | Lapos annexeerd Paalhoek en Küsna

De Tweede oorlog tussen Koninkrijk Lapos en Neutraal KD Bedland eindigde opnieuw op een Lapossische overwinning. Deze keer was de kant van Neutraal KD Bedland onder leiding van K. Katerman tegenover B. Kerkdijk van Lapos.

Na de oorlog vertrok K. Katerman naar Westelijk Bedland, vandaar zijn er geen verliezen.
VechtFly

VechtFly

 Opgericht
 Vloot
 Bestemmingen
 Thuisbasis

VechtFly is de nationale luchtvaartmaatschappij van Vechtdal met zijn thuisbasis op Luchthaven Nordhorn-Lingen. Ook heeft het een klein 'Clubhutje' op Vliegveld Lemelerveld, waar het nu samen met Aero Club Salland zit.

## Bestemmingen

De volgende bestemmingen zijn bereikbaar met VechtFly:

* Luchthaven Nordhorn-Lingen **hub**
* Vliegveld Lemelerveld
Koninkrijk Lapos (Aarde)

**Het Koninkrijk Lapos** is een opkomend land dat zich ontwikkelt op Nederlands Grondgebied dat is begonnen met een paar kleine oorlogen in de provincies Groningen en Overijssel. Het is onder de macht van Koninkrijk Lapos in de Fantasie Wereld dat geregeerd wordt door Koning Bart Kerkdijk-Haverkamp.
Lapossische oprichting

De oprichting van Lapos was een kort militair conflict waarbij het Koninkrijk Lapos is ontstaan. Het was een voorbereidingsconflict van Lapos, waarbij de Koning van Lapos naar de gebieden om zich heen waarschuwde dat hij eraan zou komen.

Direct met de oprichting van Lapos mee is ook het Lapossische leger opgericht bestaande uit alleen de Koning zelf (Dit komt doordat hij zelf de enige inwoner was). Het gebied dat hij opeiste was nog geen grond, omdat het een kamer op de 1e etage van een woonhuis was.

## Kerkdijkse Oorlogen

Volgorde:

- | Volgende >>
Amazonas

**Amazonas**, ook wel **Cotonia** genoemd, is een werelddeel in 'De Nieuwe Wereld' (dat ook wel de Fantasie Wereld word genoemd). Er liggen een totaal van 25 landen in dit werelddeel, in alfabetische volgorde met hun hoofdsteden:

* Amsivaria, San Homero
* Azruvië, Czarny
* Barabo, Craloga
* Bargentinia, Barussel
* Cayudos, Cóndor
* Cugliana, Luross
* Demihostan, Kimran
* Gjoa, Naujaat
* Jävre, Jössefors
* Kangeq, Paamiut
* Koscoburg, Sajeul
* Lapos/Lapossia, Falmaro
* Lug/Laga, San Hívan
* Lug Eilanden/Isola di Laga, Masura
* Luznor, Ünya
* Mallonië/Mallonia, Dizonne
* Malaii, Surala
* Maracay, Yaguarón
* Noord-Viðoy, Égilstaðir
* Racrië, Zlarin
* Savaneta, Gyimah
* Stalago, Glenova
* Tvarun, Fyrde
* Xemoren/Xemora, Xemor
* Zuid-Viðoy, Tvøroyri
Fantasieverhaal 1

Het 1e fantasieverhaal:

*Een wereld die in werkelijkheid niet bestaat, compleet met zelf bedachte landen en alle belangrijke dingen daaromheen.*

## Pagina's Fantasieverhaal 1

* Lapos
* Lapossisch voetbalelftal
* WK Voetbal 2018 Kwalificatie Amazonas
* Gjoaans Voetbalelftal
* Koscoburgs Voetbalelftal
* Amazonas
* Falmaro
* Emilio
* Isola di Capitale
* Solecittà
* Menna
* Solecosta
* Sabbia
* Sud-Ovest Capitale
* Fioravilla
* Samito Rocca
Fantasieverhaal 3

Het 3e Fantasieverhaal:

*Net zoals Fantasieverhaal 2 ook gevestigd op de echte wereld waarbij er allemaal aparte staten ontstaan op de wereld waarvan er nu gebieden of eilanden van zijn (Zoals Tasmanië of Friesland). De tegenwoordige landen splitsen zichzelf in kleinere staten als het ware.*

## Pagina's

* Vechtdal
* VechtFly
* VOBD-League
* VOBD-League 2017 1/4
* VOBD-League 2017 2/4
* HHC Hardenberg
* SV Dedemsvaart
Hydusa

**Large Aberration**

**Hit Dice:**  4d8+12 (46 hp)

**Initiative:**  +2 (Dex)

**Speed:**  20 ft.

**AC:**  18 (+1 natural, +5 chain mail, +2 Dex)

**Attacks:** up to 8; +7 melee or +5 Ranged

**Damage:**  Per weapon

**Face/Reach:**  5ft. by 5ft./10ft.

**Special Attacks:**  Multiple Attacks, Petrifying gaze, Spell-Like abilities

**Saves:**  Fort +4, Ref +2, Will +6

**Abilities:**  Str 18, Dex 15, Con 17, Int 12, Wis 14, Cha 12

**Skills:**  Intimidate +7, Listen +11, Move Silently +11, Sense Motive +8, Spot +8

**Feats:**  Multidexterity, Multiweapon Fighting

**Climate/Terrain:**  Any underground

**Organization:**  Solitary

**Challenge Rating:**  5

**Alignment:**  Chaotic Evil

**Advancement:**  By class

The hydusa was created in a series of twisted experiments centuries ago.  It is not known how many of them were created or how many still remain.  This monster has the top torso of a woman with eight arms and the lower torso of a snake.  Their eyes range in color from pale blue to bright green.  They rarely wear clothing but will don armor if they expect combat.

Hydusa enjoy torture and are very skilled in the art, so there is a 75% chance that there are 1d20 slaves in her lair.  If the hydusa is encountered during the winter she will be hibernating and there will be 1d8 large animals chained near and guarding her treasure.

**Combat**

 Hydusa will usually try to lure unwary victims into its lair by changing its shape to that of a beautiful human woman.  She will then try to keep them in sight long enough to use her petrifying gaze.  If this fails she will become enraged, change back into her true form and attack.  Hydusa have eight arms in which they can use any combination of weapons, items, or shields.  Her AC improves 2 points for every large shield she employs.

*Petrifying Gaze (Su):*  Turn to stone permanently, 50 feet, Fortitude save (DC15).

*Spell-Like Abilities:*  3/day- polymorph self.
Humans

Humans live throughout the world of Thelos. They have carved out large nations like Draico, on the continent of Carabet, but humans are adventurous and have made small settlements all over. For example there is one human village in the Dwarven Empire of Tull in the valley below Tower Nactallisum. Most other humans tend to stay out of Tull except for trading purposes. The mountains are rough and humans do not adapt well to the extreme weather.

Most human governments are based on feudalism and monarchy. Initially humans spread like wild fire, but the flames of conquest soon died. More land was taken than was needed, or could defend, and the other races were beginning to fight back. So the early human clans united under kings and emperors and formed their own nations..

Within human societies different cultures have remained much intact over the centuries. The Castor desert is a fine example. The people of the great desert are nomads by nature. They have built one city for trade purposes, and other than that the Castorian nomads roam the desert freely. The nomads will defend the kingdom of Draico if there is a possible threat to their land as well, but if the threat does not concern them they usually stay out of it. One of the first kings of Draico tried to change that. He sent his army to the Castor Desert to defeat the people and make them swear allegiance to the throne. That was a bad idea. Most of the army was killed from exposure in the first week and the rest driven out of the sands by the savage desert people. Needless to say that was never tried again. Now visitors to the Eternal Sands are unwelcome and sometimes force out. Some trade is tentative at best but rare.
Malformed Melech

"Malformed" Melech is a clone of Melech created by the Red Wizards of Thay to further their aims. He suffers from Kleptomania as a side-effect of the cloning process. During the raid on White Plume Mountain he bonded with the Legendary Greatsword Blackrazor and prepared a plan to steal it from the Red Wizards.
Field Medic

Field medics are clerics who specialize in battlefield healing.  hey have developed specialized skills in dealing with healing and combat at the same time.  Field medics are commonly found traveling with footmen squads, adventuring groups, and in the employ of merchant caravans.

Almost any kind of divine spellcaster can be a field medic, but only clerics excel at the roll

Hit Dice  d8

Requirements

*Race*:  Any

*Wisdom*:  14+

*Healing*:  8 ranks

*Concentration*:  10 ranks

*Feats*:  Combat Casting

*Spellcasting*:  Must be able to cast divine healing spells.

**Class Skills**

 Concentration (Con), Craft (Int), Heal (Wis), Profession (Int), Scry (Int, exclusive skill), and Spellcraft (Int).

**Class Features**

 Weapon and armor proficiencies:  As cleric.

Diagnose:  A Field Medic has extensive training in determining the extent of battlefield injuries.  This training gives them a benefit when making a healing check to determine how much healing an injured hero needs.  This ability means that when a Field Medic makes his healing check the DC is 15 +1 for ever 5 points of damage.

Shield Other:  With a high level of concentration a field medic can shield a patient that he is healing on the battlefield.  Physically the medic covers the body of the fallen while he performs his healing prayers; magically his skill allows him to deflect all attacks against the fallen to himself.  Any attack against the fallen is diverted to the medic, and his armor and other defensive abilities are applied.  The medic does not receive any dexterity, or shield bonus while in this position.

Transference:  This ability allows the medic to transfer some of his life to a fallen comrade.  This is a spell-like ability, incurs an attack of opportunity, and is subject to concentration checks.  If successful the transference allows the medic to give up to 50% of his current hit points to the fallen as a cure spell.

**Field Medic Spell List**

 The field medic has access to all divine spells except for harm and inflict.

**Class Chart**
Elf Dragons

This obscure race lives in the secluded city of Elthanus in the forest of eastern Tull. They originated as a colony of dragons and elves, whose bloodlines melded together. Over several generations the first elves of the community passed on to the next realm, leaving their longer-lived dragon mates behind. The dragons eventually left their new colony of children behind. Over the centuries the half-dragon blood became diluted by time.

The Taran Eles have only recently shown themselves to the world. Most people do not know of their existence, and when they are seen by people of other races them seem to be exotic elves. Only true elves and dragons can see the difference.

+1 Str +1 Int +1 Dex +1 Cha -2 Con
The Khoranne

**Capital:**  Glynhorne

**Population:**  500,250 Free (98% Tarquil, less than 1% each Human, Dwarf), 150,000 enslaved

**Government:**  Emperor Tamren Sadek

**Currency:**  Standard precious metals 75% lighter than western standards

**Religion:**  (Daemon Worship)

**Imports:**  Horses, some livestock, slaves

**Exports:**  Fine weapons and armor, wine

**National Languages:**  Khoranne (tarquil)

**National Alignment:**  Lawful Neutral

The Khoranne (Kor-on-ay) is a large forest in the southern portion of the continent.  The forest was claimed ages ago by the tarquil people who now rule it.  It was not long before the tarquil nation made contact with the Wujing Empire to the east, and relations have been tense ever since.  The two nations have been at constant war for as long as anyone can remember. To the north and west are weaker enemies who have not had the advantage of an advanced military. It's to these people that the tarquil look for slaves.

The climate of The Khoranne is relatively temperate during most of the year, with slightly longer summers of high heat and humidity.  Winters tend to be shorter and very mild.

**Culture**

 See Tarquil racial entry

**Important Places**

 Glynhorne (pop. 30,000):  Glynhorne is the capital city of The Khoranne, and one of only two major population centers of the region.  For defensive purposes the forest, where the city is located, has been cleared to allow for walls and other defensive structures.  The city is spartan and austere and clearly designed more for tactical purposes than comfort.

Di’Terlizzi (pop. 13,000):  This small town sprang up, first, as a military outpost, but expanded as merchants and other services followed the soldiers to the front.

**Regional History**

 After the elven people and tarquil split the latter moved east and settled in this remote forest. For many years they lived peacefully in their forests, occasionally trading with the horse tribes, or the northern plains.  Eventually the loggers and ship builders of Wujingta had to range further for old trees for shipbuilding.  The tarquil and the Wujingta Empire have been at war off and on ever since.
Vecht-Klasse 2018-19

De **Vecht-Klasse 2018-19** is de 1e officiële editie van het landskampioenschap van Vechtdal met de openingswedstrijd in Stadion Heidepark in Lemelerveld tussen VV Lemelerveld en Eintracht Nordhorn. Echter was er al een 'soort seizoen 2017-18' hiervoor. Dat seizoen was er omdat ze in Europa al wel mee mochten doen voor 2018-19, maar ze hadden nog geen competitie en bouwde de KVVB een tijdelijke 4 teams-competitie voor Europa 2018-19, de beste 2 uit Nederlandstalig gebied (HHC en SV Dalfsen) en de beste 2 uit Duitstalig gebied (FC 09 Schüttorf en Vorwärts Nordhorn).

## Clubs

\*ASC '62 en SV Dalfsen komen beide uit Dalfsen en spelen in hetzelfde stadion/sportpark omdat er geen andere is.

## Standen

Afkortingen:

1. FCS = FC 09 Schüttorf
2. VOR = Vorwärts Nordhorn
3. HHC = HHC Hardenberg
4. EIN = Eintracht Nordhorn
5. BAD = SV Bad Bentheim
6. DED = SV Dedemsvaart
7. LEM = VV Lemelerveld
8. LOH = SV Union Lohne
9. DAL = SV Dalfsen
10. ASC = ASC '62
11. NIE = SV Nieuwleusen
12. NEU = Borussia Neuenhaus
13. GRA = SV Gramsbergen
14. BER = VV Bergentheim

## Wedstrijden

### **Ronde 1**

 27 augustus 201819.30Speelronde 1
 M. Reimink  37' |  |  63' D. Lajci 81' M. Erdem

 28 augustus 201819.30Speelronde 1

 29 augustus 201819.30Speelronde 1

 30 augustus 201819.30Speelronde 1
 R. van der Leij  9', 72'R. Hemmink  51'R. Junte  90+2' |  |  56' C. Huisjes

 31 augustus 201819.30Speelronde 1

 1 september 201819.30Speelronde 1
 D. Acar  9' |  |  80' (pen.) C. Schuldink

 2 september 201819.30Speelronde 1

### **Ronde 2**

 8 september 2018 | Eintracht Nordhorn

 8 september 2018 | Bergentheim

 8 september 2018 | Vorwärts Nordhorn

 9 september 2018 | Neuenhaus

 9 september 2018 | SV Dalfsen

 9 september 2018 | Bad Bentheim

 9 september 2018 | Lemelerveld

### **Ronde 3**

 14 september 2018 | ASC '62

 15 september 2018 | Eintracht Nordhorn

 15 september 2018 | Gramsbergen

 15 september 2018 | HHC | **-** | Vorwärts Nordhorn

 16 september 2018 | Dedemsvaart | **-** | Bergentheim

 16 september 2018 | Union Lohne

 16 september 2018 | FC 09 Schüttorf
Wujingta

**Capital:**  Koi

**Population:**  1,750,000 (95% Human, 3% Elf, less than 1% Dwarf)

**Government:**  Imperial, Emperor Tanaka

**Currency:**  Eastern coinage, exchange rates vary on Emperor’s whim

**Religion:**  Human deities

**Imports:**  Slaves, precious stones, exotic animals

**Exports:**  Ivory, ships, fine art, spices

**National Languages:**  Trade Common, Wujin

**National Alignment:**  Lawful Neutral

The Wujingta Empire occupies most of the eastern coast of the landmass, stretching from the central plains to the sea.  The northern portion of the peninsula is made up of rolling hills and rocky cliffs.  In the south the Empire is carpeted in sub-tropical jungle.  The Empire is a beautiful and exotic people, and gorgeous vistas.

The Wujin are a short, exotically beautiful people.  They tend toward light complexions, with dark hair and eyes.  They are a warlike, sea-faring race, and Wujin pirates are feared around the world.  Their warrior culture places a high value on honor and devotion to the Emperor.

The Wujin Peninsula is prone to violent storms off the sea.  In the north the climate is temperate most of the year, but tends to be much cooler in the mountains.  In the south the land is sub-tropical, with long hot summers, and short mild winters.
VOBD-League 2017 2/4

De **VOBD-League 2017 2/4** is de tweede van de 4 VOBD-League competities in het jaar 2017; De **2017 Lente-Competitie**. Het is tegelijkertijd ook de tweede van alle VOBD-Leagues. De gaststad is Langeveen in Nederland.

## Verdeling Groepen

De clubs worden gesorteerd op eindpositie van de vorige VOBD-League in 3 potten, een vierde pot is voor de 2 nieuwelingen (SV Gramsbergen en SC Elim).

  SV Dedemsvaart

## Groepsfase

### **Groep A Wedstrijden**

 28 April 201714:00 | Langeveen  | **0 - 2** |  HHC

 29 April 201719:00 | Gramsbergen  | **2 - 0** |  Grenzland-Laarwald

 30 April 201714:00 | Langeveen  | **1 - 1** |  Gramsbergen

 1 Mei 201714.00 | HHC  | **3 - 1** |  Grenzland-Laarwald

### **Groep B Wedstrijden**

 28 april 201719:00 | DOS '63  | **0 - 1** |  Dedemsvaart

 29 April 201714:00 | Elim  | **2 - 1** |  ASC GW 49

 30 April 201719:00 | Dedemsvaart  | **4 - 1** |  ASC GW 49

## Topscorers

**2 Doelpunten**

* Reamon Knol (SV Dedemsvaart)

**1 Doelpunt**

* Walter Dias Nzasi (HHC)
* Sargon Gouriye (HHC)
* Mark de Boer (SV Dedemsvaart)
* Stefan Gysbers (ASC GW 49)
* Rene Möllerman (ASC GW 49)

*Dit artikel is gebaseerd op Fantasieverhaal 3*
Uther

Uther was a Netherese Wizard who survived the fall of Netheril and went on to found the Phandelver Pact many years later. He bound his soul to the weave through the Spellforge he created in Wave Echo Cave but had his spirit severed from his body when the Spellforge was damaged in the attack that destroyed the Phandelver Pact while he was away. His spirit lingered where his body died, within a netherese ruin in the Anauroch Desert until Vohrun Deepshale entered that place during his journey westward from Vaasa. The ghost became affixed to Vohrun, haunting him but unable to communicate with him for some time. Eventually their connection deepened, possibly due to Vohrun's repeated interactions with objects from Uther's life such as the Dragonguard Armor and the Arcane Cypher, both creations of Uther. The Arcanists spirit was able to send Vohrun dreams with glimpses of his life, before finally being able to make true contact in the transitive state Vohrun passed through after blowing the Conch of Teleportation.
Half-Bloods

In game terms half-elves, and other half-bloods are no different than their entries in the core books.  They are a people born of unusual and sometimes violent circumstances, with no real place in the world except what they are able to make for themselves.  Half-bloods share traits from both parents, and generally adopt more parts of one parent’s culture over another.  They are truly children without a home, even when they find one and even when they do integrate into society they are always outsiders.

**Physical Appearance:**Half-bloods carry many of the physical attributes of both of their parents.  Like their entries in the core books they tend to resemble both parents in many ways.  Their appearance can vary greatly, as their genes mix imperfectly, and their children will appear even less like one of their pureblood ancestors.

**Society:**Half-bloods do not have a society of their own.  Sometimes they can find a place in the society of one of their parent’s people, but it’s not uncommon for them to be travelers, never comfortable with stares, finger-pointing, and even hostility.

**Relationships:**On a personal level half-bloods who find love and friendship are truly blessed.  This varies depending on what mix of races they are, Half-elves are generally more tolerated than half-dwarves for example, but even descendants of a human and elf pairing have a hard time finding someone to share their life with.  When they do they cherish these connections greatly.
Wave

Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a the Trident's unnamed god of the sea to attune to this weapon, Wave happily accepts new converts. Wave zealously desires to convert mortals to the worship this deity or else to consign the faithless to death. It's full properties are not known but it have been shown to be capable of summoning a cube of pure force around itself after it attuned itself to Defective Diva. It was given to Octavious following the events at White Plume Mountain.
Mage Realm

**Capital:**  The Academy

**Population:**  Extremely diverse, and constantly changing

**Government:**  Council of Magi

**Currency:**  Western

**Religion:**  Varied by race and Nationality

**Imports:**  General use items that cannot be grown or created, food, raw materials

**Exports:**  Magical sundries, items, books, and scrolls

**National Languages:**  Varied

**National Alignment:**  Varied

The mage realm exists in a plane parallel to the material one.  The academy of sorcery is in the Mage Realm and it is the best place to learn the arts of wizardry.  Most mages attend the academy during their early years.  All schools are taught within the academy, and each student attends long enough to learn the basics in each school.  In the case of specialists they must sacrifice time in one school to become more proficient in another.

The Mage Realm is ruled by a council of elder magi, one from each school of study, each being a master (specialist) in that school.  Their alignments are varied, as are that of the students and those who come to use the academy’s facilities.  Order is kept by a strictly enforced rule of non-combat within the realm.  All teachers are specialists in the school they teach.  Metamagic classes are held on a graduate basis for those who wish to learn a new metamagic feat.

**Entering the Mage Realm**

 The Mage Realm can be entered from anywhere on the material plane by casting a specific planeshift spell that is attuned only the Mage Realm.  All students are taught this spell upon graduation.  It is a first level spell and can only be used to travel to and from the Realm.  A potential student that is noticed by a mage traveling in the material plane is brought to the attention of the council.  She is observed for a time until the council decides that she has potential for the art.  The same mage who spoke for her will then approach the young person with the opportunity to become a wizard.  If she accepts she then spends six months assisting her new sponsor in tasks such as laboratory work and research.  This time will also be spent teaching the young person to read, if they do not already know how.  At the end of this time the council does another evaluation after the sponsor gives a report on the last six months.  If the council feels that the young one is a good candidate then she is brought to the Mage Realm, by her sponsor, for further education.  The student generally does not see her sponsor again until graduation, though the sponsors usually keep a close eye on their charges.

Outsiders are only allowed into the Realm in extreme cases and only after the council has seen fit to invite them.
Carabet

## **Geographic Overview of Carabet**

The continent of Carabet is only about half of a much larger landform.  The continent is divided into three main nations, Draico, Silesti, and Tull.  Smaller territories exist within these nations, and most do not fall under the domain of the host nation’s government.  In the north are the forests of Silesti, the home of the elves.  They are a partially xenophobic people though they are beginning to trade with their neighbors in recent times.

To the south is the mountain kingdom of the dwarves.  It is believed that the dwarves have built tunnels that span much of their large kingdom.  Dividing these two is the nation of Draico.  Ruled by humans, this has become the center for trade, and agriculture on the continent.

The continent is surrounded by water but for a narrow land bridge in the northeast, which connects Carabet to the Savage East.  The people of Carabet fight a constant struggle to defend their land from the barbarians and monstrous races that cross the land bridge from the eastern lands.

Currency in Carabet is common to all nations due to the Trade Agreement of 310AC, which brought the elves out of their wooded haven for trade.  All three nations soon realized that a standard currency was needed to keep trade fair, and alleviate suspicions between the races.  The western currency standard is based on a common weight in gold, and uses coinage called Platinum Talons, Gold Crowns, Silver Princes, and Copper pips.  Trade bars are also commonly used to transport and store large amounts of money.

## **Lands of the west**

**Draico**

**Mage Realm**

**Silesti**

**Tull**
WK Voetbal 2018 Kwalificatie Amazonas

De **WK Voetbal Kwalificaties van 2018 in Amazonas** is de kwalificatie ronde in groepen voor het 2018 WK Voetbal in Joëljapan. Hierbij deed Joëljapan automatisch mee omdat het land het gastland is. Deze kwalificatie rondes zijn alleen in het werelddeel Amazonas, en word verdeeld in groepen. Elk land moet in zijn groep 8 keer spelen, twee keer tegen elk land in de groep (uit en thuis). Elke groep heeft 5 landen waarvan er 2 door gaan naar het WK 2018 in Joëljapan. Bargentinië doet dit jaar niet mee. Het word georganiseerd door de IFVB in samenwerking met de UAFA.

## Groep A

### **Wedstrijden Groep A**

 29 April 201714:00 | Gjoa  | **5 - 3** |  Savaneta

 29 April 201719:00 | Koscoburg  | **2 - 0** |  Luznor

 6 Mei 201714:00 | Luznor  | **1 - 4** |  Gjoa

 6 Mei 201719:00 | Cugliana  | **3 - 0** |  Savaneta

## Groep B

### **Wedstrijden Groep B**

 30 April 201714:00 | Cayudos  | **3 - 0** |  Noord-Viðoy

 30 April 201719:00 | Lunzia  | **1 - 1** |  Maracay

 7 Mei 201714:00 | Maracay  | **1 - 0** |  Cayudos

 7 Mei 201719:00 | Amsivaria  | **2 - 1** |  Noord-Viðoy

## Groep C

### **Wedstrijden Groep C**

 1 Mei 201714:00 | Barabo  | **0 - 2** |  Tvarun

 1 Mei 201719:00 | Demihostan  | **1 - 2** |  Lug Eilanden

 8 Mei 201714:00 | Lug Eilanden  | **4 - 1** |  Barabo

 8 Mei 201719:00 | Azruvië  | **0 - 3** |  Tvarun

## Groep D

### **Wedstrijden Groep D**

 2 Mei 201714:00 | Lapos  | **6 - 1** |  Zuid-Viðoy

 2 Mei 201719:00 | Malaii  | **4 - 0** |  Stalago

 9 Mei 201714:00 | Stalago  | **1 - 5** |  Lapos

 9 Mei 201719:00 | Jävre  | **2 - 0** |  Zuid-Viðoy

## Groep E

### **Wedstrijden Groep E**

 3 Mei 201714:00 | Lug  | **9 - 2** |  Xemoren
 Spura Marchuszo  6'Delfino Padovesi  19'Spura Marchuszo  25'Dolcelino Manna  38'Loukios Septimius  41'Spura Marchuszo  45+2' Spura Marchuszo  71'
Dolcelino Manna  78'Gavino Loggia  86'

 3 Mei 201719:00 | Mallonië  | **3 - 2** |  Racrië

 10 Mei 201714:00 | Racrië  | **2 - 2** |  Lug

## Topscorers

**4 Goals**

* Spura Marchuszo

**3 Goals**

* Theo Halvorsen
* Stefan van Faston

**2 Goals**

* Cornelio Cruz
* Sean Ramirez
* Dolcelino Manna
Scorpion

Scorpion is a daemon blade that was created over a century ago by a very corrupt wizard, but the process went wrong.  He sought to create a weapon so fearsome that he could rule the world with it.  The process of its creation involved the invocation of a powerful daemon.  The wizard had made a fatal mistake in the drawing of his summoning circle and the flaw was found by the daemon.  The daemon escaped the circle and attacked and killed the wizard.  With the wizards death, the blade he had crafted absorbed his spirit, completing the spell but putting an interesting twist on the weapons powers.  It allowed the blade to absorb the spirit of its victims and wielders.

It is theorized that the only way to destroy this daemon blade is to kill a daemon with it.  Since it absorbs some of the life force of its victims it is believed that forcing it to try to absorb the essence of a daemon would overfill and shatter it.  This theory, though ultimately correct, has a flaw in its logic.

Scorpion tries to control its wielder through suggestion and outright mind control.  Scorpion actually absorbs the spirits of all of its wielders, trapping them forever in the magic of the blade.  The new wielder can hear the voices of previous owners; usually one at first but if his resistance becomes strong then the other voices will soon emerge.  If the wielder attempts to make a melee attack scorpion instantly appears in his hand, but ranged attacks are not affected.  The blade will attempt to make the wielder kill, when the blade tries to enforce its power the blade and wielder make opposing willpower rolls.   The blade has a +12 will save, and the winner of the contest has control for a time.  For each entity that comes out and speaks to the wielder the blade receives a + will bonus.

If the blade is not used to kill it slowly drains the energy of the wielder (a 2 hp loss that is accompanied by dizziness) at random.  If the blade is used to kill it gives the wielder some of the power that it drains from the victim (+1 Str, +1 Dex, -1 Will for 10 minutes) the effects of this being cumulative.

The weapon is intelligent and is chaotic evil.  It can communicate through speech or telepathy (Int 17, Cha 15, Wis 14, Ego 12).  The blade also imbues the powers of blind fighting and improved initiative.  It has a +3 bonus to attacks and damage and rogue wielders receive +3d6 to their sneak attack.
Races of Thelos

Thelos is home to a wide variety of races, some familiar to players, and others quite unique.  Two races do not exist on Thelos, which players may have become familiar with through other campaigns.  Gnomes, Halflings, do not exist at all, and elves and dwarves are very different from their typical fantasy counterparts.

**Den'Shegri**

The Denshegri are a war-like reptilian race of primitive means, but superlative strength.  They have recently begun to look outside their dens and swamps to intermingle with other cultures as their own begins to progress toward some kind of civilization.

**Dwarves**

Miners, craftsmen, inventors and tinkers are the dwarves of Thelos. They tend to be isolationists and many stick to their cavernous homes spread across the planet. Those that do travel are wary of strangers but staunchly loyal to those they've come to trust.

**Elf Dragons**

The Taran Eles, or elf dragons, are a legend in most parts.  Few believe they even exist, but they are quite real.

**Elves**

A far-ranging people, the elves of Thelos are found in nearly every climate and terrain on the planet.  Whether they be the blue-skinned arctic elves of the north or the tattooed wilder elves of the deep woods, they are a cautious and mysterious race. Some believe they are primitive, locked in the ways of generations past, but reality is far more complicated.

**Half-Bloods**

While not every race is compatible enough to breed with others, some combinations of two different races can create a hybrid. The hybrids are usually outcasts in one or both of their parental societies.

**Humans**

Humans are by far the most common, and populous of the peoples of Thelos.  They can live, and thrive nearly everywhere on the planet, and adapt well to nearly anything.

**Immortals**

Chosen of the Gods, Immortals are not so much a race as they are representatives of their patrons.  They are rare, and not every divine entity has an immortal follower, but they are out there.

**Tarquil**

Elven myth states that the elves and tarquil are descended from similar forest spirits, and while the elves turned to the land, spirituality, and balance their cousins turned to conquest and war. Tarquil are humanoid, and resemble elves in height and build but have distinct feline features; slit eyes, tufted elven-like ears, and retractable claws.
Critical Hit Tables

Below are critical hit charts based on the region of the body that is hit when a critical is rolled. This chart is used for both major wounds, and critical wounds to determine the hit location and affects. Additionally this chart can be used to determine the affects of called strikes and sneak attacks. Roll a 1d12 to determine the hit location if no strike was called. Then roll the appropriate die on the chart to determine the exact location of the wound.

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

\*temp damage until healed

 3-5
 6-7
 8-9
 10-11
 12-13
 14-15
 16-17
 18-19
 20
LD

The wizard "LD" attacked the party on the Long Road between Red Larch and Triboar on the back of a Wyvern. She wounded them severely but was defeated and killed. Diva raised her from the dead and she was interrogated by Vohrun and Melech. It was determined that she was Kella's Sister and was dispatched from an operation on the High Road and sent to kill the party, though it didn't seem like she needed much convincing. The party released her with a peace offer for the Zhentarim and she was last seen riding south.
VOBD-League 2017 1/4

De **VOBD-League 2017 1/4** is de eerste van de 4 VOBD-League competities in het jaar 2017; De **2017 Winter-Competitie**. Het is tegelijkertijd ook de eerste van alle VOBD-Leagues. De gaststad is Hardenberg.

.

## Stadions

 De Boshoek
Capaciteit: **4.500**

## Verdeling Groepen

De clubs worden eerst op basis van land in 3 potten gesorteerd:

  SV Dedemsvaart

En daar zijn vervolgens 2 groepen uitgerold.

## Groepsfase

### **Groep A Wedstrijden**

 24 februari 201715:00 | **Grenzland-Laarwald**  | **1 - 0** |  Langeveen

 27 februari 201715:00 | **HHC**  | **5 - 1** |  Grenzland-Laarwald

### **Groep B Wedstrijden**

 28 februari 201715:00 | **Dedemsvaart**  | **4 - 0** |  ASC GW 49

 3 maart 201715:00 | DOS '63  | **0 - 0** |  Dedemsvaart

## Wedstrijd om de 5e plaats

De wedstrijd om de 5e plaats is belangrijk voor de loting voor de eerstvolgende VOBD-League. De 2 die tegen elkaar strijden:

 8 maart 201715:00 | VV Langeveen  | **1 - 0** |  ASC GW 49

## Knock-Out fase

### **Halve Finales**

 10 maart 201715:00 | **HHC**  | **3 - 0** |  DOS '63

### **Troostfinale**

 12 maart 201715:00 | **DOS '63**  | **1 - 0** |  SV Grenzland-Laarwald

### **Finale**

 14 maart 201715:00 | **HHC**  | **1 - 0** |  SV Dedemsvaart

## Eind-ranglijst

*Deze Fantasie-Wereld Wiki pagina is gebaseerd op Fantasieverhaal 3*
Eigeron

Eigeron was the last of the Storm Giant Oracles that occupied the Eye of the Allfather. When he died his spirit persisted in that place so that he might one day pass along his revelations to ones fated to deal with the shattering of the Ordening. He told the party how the 1000 year war between Giants and Dragons led to the shattering of the Ordening and provided clues as to how they might address the crisis.