recursal/Fanatic-Fandom huggingface dataset:
Usteusian Liberator

## Description

Although the appearance of Usteus' liberators could still be somewhat off-putting to those unfamiliar with the celestials, their basic humanoid shape and wings were a little more familiar and angel-like than those of their companions, the punishers. Although the majority of liberators had a feminine form, they had no preference for one gender over the other. Regardless, their bizarre personalities invoked feelings of fear more than calm. Hence, they frequently repeated the phrase, "Don't be afraid." Unfortunately, the kraldoses that infest the liquid shadow below the Aerie of Judgment had adopted this phrase to lure in unsuspecting Lost Ones.

***Protectors***. Inherently good creatures, liberators were sent forth by direct command of Usteus to protect those who were experiencing injustice. The first appearance of Usteus' servants came during the Hand of the One/Transmuter Wars. An entire swarm of liberators descended on the Basgoth during the Battle of Aspaeth, granting the Fongoli witchhunters the access they needed to take down Loikiel and his minions.

***Aerie of Judgment.*** Both the punishers and liberators of Usteus made their home within The Other in the Aerie of Judgment. The Aerie itself resembled a colossal, spherical hornets' nest that hovered above the liquid shadow of The Black Cauldron. There, the two sects of Usteus' celestials buzzed about waiting for directions from their god (who, strangely, was not present). The creatures then retreated to The Tunnel which gave them access to a myriad of planes within the Cosmos, including the Real.

***Immortal Nature.*** The liberator did not require food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 73 - Usteusian Liberator (access to DMDave's Patreon required).
Vanliorn

## Description

Vanliorns were pale, reptilian humanoids who inhabited The Other, the Realm of Shadow. Unlike lizardfolk, half-dragons, and dragonborn, vanliorns did not owe their existence to a draconic bloodline. Instead, they were mundane reptiles mutated and given cruel intelligence by the latent transmutation energy that pervaded The Other. They were well known for their depravity.

***Black Glass Mountain.*** While vanliorns could be found at all corners of The Other, many resided within the Black Glass Mountain Citadel in the Shores of Despair. Although they did not owe allegiance to Desparon, the High Chief of the Umbra and Ruler of the Shores of Shadow, the vanliorn frequently collaborated with the shadowkin elves.

## References

1. ↑ For full stats see 366 Days of Monsters: 97-98 - Vanliorn and Vivisector (access to DMDave's Patreon required).
Krusty Meets a Kandle

**Krusty Meets a Kandle** is a Season 2 episode in *The Krusty Series!.*

## Synopsis

In this episode, a candle creature from Candleverse comes to Krustyverse and befriends the epic ESB gang!

## Cast

* Candle Man (debut)
* Krusty

## Transcript

See The *Krusty Meets a Kandle* Transcript Here!

## Trivia

* This is the first appearance of Candle Man, Mystic, and Limefong. This is also their first major role.
* This Episode would be the First Episode to have a Curse Word but then later removed to Meet ESB's Guidelines.
Nightmare Orb

## Description

Taking its name from the malicious duke who created the first of them, nightmare orbs more than live up to their devilish monikers.

Although they only measure six inches in diameter, the orbs are fast, deadly, and frightfully intelligent. At the Battle of Aspaeth, a single orb nicknamed *Hell* cut down an entire army of witchslayers.

Nightmare orbs are employed by dark wizards to hunt and persecute their mortal enemies. And although the orbs have the ability to capture and bring back living quarry, they rarely—if ever—do.

The constructs are created through the grim ritual known as *Penance*, one of the Eight Majikmütarr outlined in the *Librex Malmütaronn*. *Penance* is an eight-hour ritual that requires the vessel orb to be dipped in the blood of three sylvans. Then, an invisible stalker is imprisoned within the vessel. In eighty-eight days, the orb gains sentience.

***Construct Nature***. The orb does not require food, air, drink, or water.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34008549
Bufonem

## Description

Resembling large, distorted toads with a third eye in the center of their bulbous foreheads, the bufonems were the dreaded servants of Loikiel. In the late 6th century AT, after Loikiel was defeated by the danaavrakts, the bufonem fled Aspaeth. Using their humanoid disguises, they took to rural areas to hide. Even late Age, the witchhunters of Aspaeth travelled Omeria seeking the toadfolk of Aspaeth. On more than one occasion, the witchhunters set fire to entire villages caught hosting the depraved creatures.

***Doppelganger Foes.*** Although they shared a common origin, doppelgangers despised bufonems. To make matters worse, the two could see each other for what they truly were. As such, the Aspaethan witchhunters frequently employed doppelgangers in their ranks to spot the toadsfolk in their humanoid disguises.

***The Cult of Dhucabra.*** 400 years after the bufonems worshipped the Transmuter Loikiel, the sages among the toadfolk had since turned their attention to the myth of Dhucabra, a titan believed to be the Father of Transmutation. There is no evidence that they had found the titan.

## References

1. ↑ For full stats see 366 Days of Monsters: 94 - Bufonem (access to DMDave's Patreon required).
Squiddypop-Cmc-Persondudes X Pen Relationship

**Squiddypop-Cmc-Persondudes/Pen Relationship** is an ongoing plot through out Season 1.

## Events

* The ESB Crew Visits Bikini Bottom Part 1: To The Bottom of The Sea! - Persondudes takes back the fact that he says he loves Pen.
* The ESB Crew Visits Bikini Bottom Part 3: Pen Power! - Cmc, Squiddypop and DyaboytheSBSPfanboy are revealed to have a crush on Pen. Cmc, Squiddypop, and Persondudes fight for a seat next to Pen.
Monsters

This page is where you will be able to find all the monsters by category.

Creature Sortable list

Name

CR: CR 0, CR 1/8, CR 1/4, CR 1/2, CR 1, CR 2, CR 3, CR 4, CR 5, CR 6, CR 8, CR 9, CR 10, CR 11, CR 14, CR 15, CR 17, CR 23

Size: Tiny, Small, Medium, Large, Huge, Gargantuan

Alignment: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral, Chaotic Neutral, Neutral Evil, Lawful Evil, Chaotic Evil, Unaligned, Any, Any Chaotic
A.C.T Main House

A.C.T Main House seen from a frontal aerial view.

**A.C.T Main House** is a structure built by Quicksilvur in Vexius Survival. It is 5 stories tall, with the upper two floors being off-limits to visitors who are unauthorised to build. Alongside the 5 floors, the base also has a few basement floors.

The main structure has many farms around it for purposes of levelling up, as well as a mini-game beside a testing chamber.

## History

When Quicksilvur returned after a long hiatus due to exam preparations, his previous base made in the 1.13 update of Vexius had disappeared due to a server world change. After one /rtp, Quicksilvur started work on a house made entirely out of jungle wood, with some farms in a giant cobblestone structure to the side of it.

## Inside

### Basement Floors

The basement floors were originally used for automatic farming of cooked food, but have since been abandoned. It is also the source of the provided Nether Warts, as well as zombie spawners down on the lowest floor which control the Drowned farm on the surface.

### Ground Floor

The main lobby of the building. It contains multiple chests, as well as water elevators that can be taken to any floor in the building. The water elevator at the back provides access to the basement under certain conditions.

### 1st Floor

The first floor is an alchemy workstation, where potions are made.

### 2nd Floor

The second floor, which is the most visited by outsiders, is an enchanting room. It contains a maxed out enchanting table as well as anvils and a grindstone for repairing.

### 3rd Floor

The third floor of the building is for storage purposes, as well as easy access into the automated bamboo farm connected to it. There is also a manual-redstone cocoa farm on this floor, but it is rarely used. This is also where the main source of Silvuropia's Mycelium blocks come from.

### 4th Floor

The fourth and highest floor in the building is for general management of almost every item and block that isn't dumped into the chests on the third floor at random. It allows access to a sky-high cactus farm at the back of the base, and it also allows access to the roof, where the giant ACT sign is built.

## Outside

* Plant farms for Melon, Pumpkin, Sugar Cane, Beetroot, Carrot and Potato.
* Drowned farm
* Iron Golem farm
* Blaze farm
* Spider farm
* Skeleton farm
* Automatic cactus farm (controlled from the inside)
* Testing Chamber (restricted)
Dilophosaurus

## Description

Dinosaurs, or behemoths, were among the oldest reptiles on Casar. Although travelers who'd gone beyond the crushing waves of Warna and the Omeria told tales of thick jungles infested with the great lizards, the majority of Omerian dinosaurs appeared on Elsath, parts of eastern Odonburg, and on large, tropical islands in Warna.

The dilophosaurus was a bipedal dinosaur that stood roughly 5 to 6 feet tall. Its key identifying features were a pair of thick, colorful crests that ran down the length of its head and a frill-neck that it would expand in order to frighten its prey. Dilophosauri spat a paralyzing venom which allowed it to eat its prey alive.

## References

1. ↑ For full stats see 366 Days of Monsters: 59 - Dinosaurs (access to DMDave's patreon required)
Odonburg (Nation)

Dinzers, the demonym for the inhabitants of the Odonburg Nations of South Omeria, were known for two things by the later stages of the Age of Triumphs:

First, they were incredibly well-mannered and thoughtful of decorum. Even the toothy wuhlos of Jabros knew how to carry themselves in front of others.

Second, they were by leaps and bounds the most technologically advanced nation in Omeria if not the world.

Incorporating magic with modern engineering, Dinzers turned the jungles and savannahs of southern Omeria into a true utopia. Crime was low, poverty was almost totally eradicated, and on average, Dinzers lived 20-30 more years than other Omerians.

A big part of Odonburg's success in the realms arcane was due to their monopoly of the natural resource emerald Odonburgite. Emerald Odonburgite was a glowing, green gem that emitted powerful evocation energy. Energy collected from samples even as small as an acorn was enough to offer an infinite supply of charges for their weapons, vehicles, and other magic items. Unfortunately, emerald Odonburgite was extraordinarily rare. As such, the Dinzers jealously guarded their limited supply.

Dinzers were also incredibly apt creators of constructs. Golems, shield guardians, and animated objects were all common sights in Odonburg. Outside of Odonburg, Dinzers used a mixture of conjuration magic and animated objects to travel using constructs known as remote travelers. A remote traveler was a suit of animated armor that a Dinzer mage could project his or her senses through. Some advanced versions of remote travelers could even cast spells and project the appearance of their pilot on their form.
Spilatera

## Description

Spilateras are huge monstrosities that resemble multi-horned bears with a long, snake-like proboscis that launches from their mouths. Typically, the spilatera traps its prey by burrowing a hole into the earth or into the side of a rocky cliff. It then waits in the dark, using its camouflage to appear as the cave entrance. When a creature approaches, it attacks, using its proboscis to paralyze the creature. Then its claws to rend it to shreds. From there, the spilatera recedes into the darkness of its cave where it swiftly devours its victim. Often, inedible items such as armor, weapons, and even treasure are found strewn about the spilatera's cave.

Spilateras are commonly found in the foothills surrounding the southern side of the Basilisk's Spine Mountain, particularly in the forests of the western Summer Land. Recently, spilateras have migrated over the mountains and through the Elegant Valley into the Wallingmiotta and even Gar Wabrizz. The centaur clans east of the Wallingmiotta have had a great deal of difficulty dealing with the invasive predator as it has started killing off the megafauna south of the Fairknot river.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33500516
Swarm of Droans

## Description

The dreadful insects known as droans looked like fist-sized silver beetles with blood red eyes. They were one of many side effects of the Transmuter Wars and the Hand of the Three. Mutated from ordinary locusts, the voracious, carnivorous creatures possessed a droning sound which had the ability to confuse and disorient those who heard it. Once a target fell unconscious from the droning sound, the swarm of droans covered the creature and started to devour it while it was still alive.

***Heralds of Loikiel.*** The infamous Transmuter Loikiel created many horrors which plagued southwestern Omeria through the end of the age. However, the droans were particularly well-known as he would send forth the insects to destroy fields and livestock prior to the arrival of his armies. Even the danaavrakt grew to despise and eventually fear the droans as the fiends themselves were not immune to the droans' natural, mind-numbing effects. Later, the goblins of Gar Wabrizz used droans against the elves during their invasion of Olyothyr. Droan swarms plagued the Sabalona, making travel from Olyothyr into Gar Wabrizz extraordinarily difficult.

## References

1. ↑ For full stats see 366 Days of Monsters: 91 - Swarm of Droans (access to DMDave Patreon required).
Decipula Vines

## Description

These carnivorous plants were found in warm, wet climates around the world. The decipula used its long vines to hunt for prey. Once the vine grappled a creature, it pulled the creature back to its lair where it slowly digested the creature within its leafy maw.

## References

1. ↑ For full stats see 366 Days of Monsters: 156 - Decipula Plant (access to DMDave's Patreon required).
Stitch Horror

## Description

### Language(s)

Does not understand language but can speak through the use of it's Mimicry trait

Stitch horrors are ooze-like creatures created from random bits of flesh sewn together then reanimated. The most famous instance of a stitch horror occurred during the excavation of the Crypt of the Obsidian Hound by the Antronec Guild.

The thing consumed six porters and nearly killed Paola Antronec himself before it was put down by Xon'chee of Osgowic.

To date, no one knows how or why these things were created. Of course, many point towards fingers Xenem's necromancers. Xenem will not confirm or deny the claim.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33415858
Winter Wraith

## Description

Among the most feared creatures of the north were the dreaded winter wraiths. Although the Rasgax called these creatures "wraiths", the term was a misnomer; winter wraiths were elementals, created from chaos and cold energy, relics of the Time Forgotten.

***Lords of Winter.*** The Olyothyrians spoke of an ancient winter kingdom ruled by the winter wraiths. The Anorians, before their corruption by Vapul, fought the winter wraiths' kings, forcing them to retreat further up the Northern Stretch to Cescuyra. There were hushed legends that said that Vapul was once a winter wraith, the most powerful of their kind.

***Enemies of Naeyer's Servants.*** The ultrapowerful servants of Naeyer were the sworn enemies of the winter wraiths. The touch alone of one of the sun god's solars was enough to destroy a winter wraith. As such, winter wraiths immediately fled when pitted against one of these celestials.

***Elemental Nature.*** A winter wraith didn't require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 60 - Winter Wraiths (access to DMDave's Patreon required)
Vile Fog

Vile fogs are malicious elementals that look like dense clouds
of mist. The Striped Conjurers of Karmithyash summoned
these creatures from Mayhem as a defense against the
Pressonians during the Conjurer Wars of the early sixth
century. They are specifically tuned to consume the extrinsic
energy of Pressonian defense magics. During the Fall of
Brassolet, the fields were covered in vile fog.

Like many of the creatures created for the Conjurer Wars,
the vile fogs were left behind by the rakshasa, treated as
waste. Now the fogs haunt The Summer Land and areas
around Presson's Enclave, grim reminders of past conflicts.
Because of this abandonment—and with no easy way to
return to Mayhem—the vile fogs feel confused and betrayed
by their temporary masters and the creatures of Casar as a
whole. In the presence of a danaavrakt, the elementals lash
out, hellbent on the destruction of all life—unholy or
otherwise.

https://www.patreon.com/posts/366-days-of-23-33389051
Rasgax Howler

## Description

From the highlands of Northern Omeria come the Rasgax tribes. A nomadic people, the Rasgax focus their efforts on combating the belligerent races of the north, including orcs, frost giants, and c'nuim iteah. Rasgax have fair to reddish skin and blonde or red hair. Their eyes are often deep scarlet or sometimes even bright red. Rare among humans, they have the ability to see in the dark.

Most Rasgax cover their bodies and faces in ritualistic tattoos. They often wear animal hides with cloth kilts or flowing capes. Some smear their body in mud and animal feces as a deterrent, lending further credence to the legend that they are part animal.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33265651
Glossy

## Description

Glossies are horrible, fiendish oozes that lurk in the Black Swamps of Barkor. Another wicked invention of the danaavrakt, glossies were designed to destroy any who hope to cross through the swamps.

In many ways, a glossy is the danaavrakt's answer to succubi. Glossies scan the thoughts of their prey looking for its deepest desires. Then, the glossies use their shapechanging ability to take the form of those desires. However, the form is never perfect. Features like the eyes, curves, and expressions are grossly exaggerated. Its surface gives off a sheen like porcelain (hence the name) And a glossy in its humanoid form always comes off as aloof and naive. Still, the glossy uses its innate charm ability to ingratiate itself with its prey. Once its prey's defenses have dropped, the glossy "crushes itself" and reveals its true form: a bleeding quivering ooze made of sinew, teeth, and dull, yellow eyes.

Originally, the danaavrakts did not intend for the glossies to reproduce. However, they soon
discovered that a glossy that completely devours a humanoid soon becomes "pregnant", doubling in dimensions. After one week, the glossy ejects its excess cells which in turn becomes a new glossy. Pexian aberrationists who've studied these "offspring" discovered, much to their horror, that the new glossies possess the memories of the previously digested creature.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34112363
Zombie Owlbear

## Description

As far as zombie companions go, owlbears made perfect subjects. Not only were they innately powerful, but their natural durability lent itself well to the difficult-to-kill nature of animated dead. The only drawback to reanimating owlbears was a noticeable loss of agility.

The emperor of bones used a zombie owlbear to defend its shrine.

***Undead Nature***. The zombie owlbear did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 166-167 - Emperor of Bones and Zombie Owlbear (access to DMDave's Patreon required).
Arnitiko/Arnitika

## Description

Also known as "the Elves of the Other" the arnitikos are a rare humanoid species that live in Omeria. Typically, Arnitikos are outsiders and wanderers who have no community to call their own. However, they are highly sought out for their martial skills as well as their ability to go unnoticed by undead creatures.

Arnitikos were brought into existence during the Hand of the Four when a door to the Other opened in Ayas Olyothyr and consumed the elven city of Ise Serin. Most of Serin's populace were killed during the event, but a small portion—known as the Pale Few—survived. These were the first arnitikos. The Pale Few resembled their former selves, except they lacked color in their skin and clothing, and their features were reversed, like a mirror image.

In addition to their undead invisibility and color draining features, Arnitikos do not require food or water to survive.Unlike elves, however, they do require sleep and must do so in total darkness. Without total darkness, they cannot gain the full benefits of a long rest.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32946321
Shadow Behemoth

## Description

In the Endless Ocean of Shadow of the Other, the colossal shadow behemoths were creatures woven from the darkness itself. A shadow behemoth was a composite of shadowy tendrils, mouths filled with dark teeth, and hateful, black eyes that rose to the surface of its umbral "flesh" like bubbles on foamy water.

Pure evil, shadow behemoths could not be controlled, not even by the umbras who shared a similar origin.

More than anything, shadow behemoths despised living creatures. These beasts hunted the edges of the Black Cauldron, hoping to grab a newborn Lost One before it was able to protect itself with the help of a Voice in the Dark or other benevolent creature.

***Undead Nature***. The shadow behemoth did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 62 - Shadow Behemoth (access to DMDave's Patreon required).
Mondan

## Description

Another byproduct of the Hand of the Third and the Obsidian Conflict, Mondans are hairless, muscular humanoids that share a passing resemblance to orcs. Their mouths are wrapped in perpetual screams; still, they have their own language, Mondanian, which consists of throat sounds, gasps and tongue clucks.

Mondans form loose tribes throughout the Obsidian Plain. Often, they are lead by the strongest of their kind, dubbed fireeaters by non-Mondanians. Before battle, fireeaters coat themselves in flammable grease, then set themselves ablaze. The fire coupled with their innate ability to regenerate from fire makes them incredibly difficult to defeat.

Oddly, Mondans practice religion. Although they were created by the Striped Conjurers, Mondans put their faith in Yrena, the goddess of destruction. Throughout the Obsidian Plain, travelers may come across twenty-foot tall obsidian pillars arranged in circles of eight. At the center are the charred remains of the unfortunate sacrificial victims to Yrena. Occasionally, a Knaomeran Drake emerges may emerge from these unholy areas.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33266566
Planes of Existence

In the Age of Triumphs, there were twelve known planes of existence.

## The Real

This was the plane on which Casar and the continent Omeria reside.

## The Other

Created from shadowstuff, a type of antimatter that comes in solid, liquid, or gas form, The Other was an infinite plane of shadow and necrotic energy. It was home to locations such as the City of Light, the Shores of Despair, and the Aerie of Judgment. Unique creatures such as the umbra, flammengeist, and failabra were known to reside in this plane. It was believed that there existed 'narrow paths' through The Other to other parts of the cosmos and to other planes of existence.

## The Cruel

There was little verified information on this plane. It was known to be the danaavrakt's ultimate source of power. Shred, a fortress at the center of the Obsidian Plain was known as the Gateway to The Cruel.

## The Void

When Casar was formed, the rogue elemental energies of the Cosmos crashed together and became trapped in the pocket dimension known as the Void. From The Void, the unstable energies erupted forming Casar, mortal life, and The Loop. In time, the energies destroyed each other until only eight forces remained: the foundations of the paths of magic and the elements of creation.

## The Depth

There was little verified information on this plane though there was some evidence that it was a water plane.

## The Burn

There was little verified information on this plane.

## The Construct

There was little verified information on this plane.

## The Chaos

There was little verified information on this plane.

## The Crumble

There was little verified information on this plane.

## The Dark

There was little verified information on this plane.

## The Dream

There was little verified information on this plane.

## The Inevitable

There is little verified information on this plane.

## The Void

There was little verified information on this plane.
Uncle Skeleton

## Description

Uncle Skeleton is an intelligent, trickster construct born of chaotic illusion magic. As a creature woven from chaos and illusion, Uncle Skeleton has no true appearance. However, his preferred form is that of a skeleton wearing a top hat and noble clothing. He prefers to speak in a shrill, high-falutin accent complete with high-pitched laughter.

***Dungeon Lord***. Uncle Skeleton is one of the founding members of the Dungeon Lords of Krizak. So far, he's won their Annual Contest of Soul Gatherers eight times, seven of which were consecutive victories. Like most of the Dungeon Lords, Uncle Skeleton has to deal with his fair share of

assassins. Of course, his insubstantial and illusory nature give him a decided edge over his competitors. Uncle Skeleton rarely partakes in the assassin-games, but enjoys the camraderie.

***Odonburg's Most Wanted***. Currently, Uncle Skeleton is ranked 7th on Odonburg's Most Dangerous List. Like many of the other intelligent, magical threats on the list, he sees it as an honor, one which he hopes to improve. Currently, Aqora the Light is ranked 6th. Uncle Skeleton hopes to overcome her position by the end of the decade if not sooner.

***Construct Nature***. Uncle Skeleton does not require air, food, water, or sleep.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33621638
Heir of Kong

## Description

The magic that courses through the veins of The Skeleton Key has had a strange effect on the flora and fauna indigenous to the island. Animals grow larger and are generally more intelligent. Plus, they seemingly possess a greater sense of self. Case in point: the Heirs of Kong. These 12-foot-tall apes inhabit the jungles and forests of the key. And until the Serpent Whisperers of Grihoo arrived, the heirs were the dominant guardians of the island.

Intelligent and psionically active, the heirs do not consider themselves servants of the Serpent Whisperers, rather joint custodians of the island. The heirs even have their own community separate of the Serpent Whisperers. In this community, they decide on matters important to both the island the heirs. Regardless, when the island is challenged, they almost always join forces with the Amazons. Individually, the apes and the warrior women are powerful. But together, they are an unstoppable force of nature.

The original Kong was rumored to be a 30-foot tall ape that lived in the nameless mountain range at the center of the island. However, no proof has emerged that such a creature ever existed. Regardless, the apes still happily carry the moniker.
Cadejo

## Description

Along the Leash, the long road that hugs the Weysevain Coast, the Phantoms tell tales of the mysterious cadejos who quietly stalk drunken and farmers sailors returning home from nights of debauchery. Where one would think that a cadejo—who looks like a shadowy, black dog with red eyes and chains around its neck—is a malicious creature, they are actually protectors. The cadejos protect their quarry, ensuring that they get home safely.

Cadejos are real and they are celestials. Where Hearth once had its enigmatic couatls, Omeria had its cadejos. The similarities between the two guardian creatures is so great, some even assume that cadejos are nothing more than coualts in disguise. This isn't true, of course, although, there have been tales of Hearthan couatls who have taken on the appearance of cadejos while touring Omeria.

Although celestials are rare, cadejos are still very much active along the Leash and the Weysevain. During trying times, Weysevain locals—particularly Arruquetans—have attempted to summon and utilize the black dogs of the Leash.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33102420
Medium

Below is a list of Medium Creatures

Amazon Warriors

Anorian Vaquero

Arnitiko/Arnitika

Cadejo

Charbrood

Cursed of Orr

Dokh Nuzegh

Flammengeist

Flying Spider

Glossy

Graveman

Hyper Golem

Inak

Lantern Zombie

Llorona

Maestro

Man and Boy

Mondan

Ong-ong

Ranger

Rasgax Howler

Segua

Serpent Guard

Tethered

Tomb Guardian

Umbra

Uncle Skeleton

Vadriken the Three Timer

Warlock

Xenemese Sentinel
Aukfolk

## Description

The frozen lands of Husweagua were home to the aukfolk, a race of squat, tundra-dwelling humanoid birds known for their large, colorful beaks and close-knit culture.

***Power of the Tribe***. Although some Pexian anthropologists considered aukfolk culture simple and lawless, these birds demonstrated a proclivity for unification. An aukfolk tribe, when pitted against a threat that pushed the limits of what a lone tribe could normally handle, would work with sister tribes to combat the threat.

***Followers of Imes***. Most aukfolk revered a god named Imes, the God of Strength. In aukfolk mythology, Imes stood against Vapul and beat back the demon's chill winds by playing his Great Drum, Astus. Although the wounds Vapul caused never fully healed, Imes rid Husweagua of the demon's destructive presence. Life in the north continued unhindered.

## References

1. ↑ For full stats see 366 Days of Monsters: 157-158 - Aukfolk (access to DMDave's Patreon required).
Spinning Heads

## Description

The malicious illusionist Uncle Skeleton had no favorite minions. If it could cause pain, death, or fear, he was sold. But there were a few minions that were decidedly "his own" that plagued his designs.

Normal zombies were a bore to Uncle Skeleton. But a floating zombie head that exploded in a firey, gore-riddled burst? Uncle Skeleton was *all in* for that. These floating severed heads got their name from the fact that they spun in place as they flew, often moaning (or screaming) as they went. The whole experience was enormously off-putting.

***Undead Nature.*** The spinning head did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 92-93 - Illusory Skeletons and Spinning Heads (access to DMDave's Patreon required).
Mintoz

## Description

Servants of Ereyth, the fey deer known as mintozes roamed the forests of Odonburg. These magical deer acted as seekers for their fey goddess and other powerful magical creatures of the wild. Mintozes could sense when rifts in reality open. The Dinzer mages who populate Odonburg also sought the mintozes for this ability.

## References

1. ↑ For full stats see 366 Days of Monsters: 86 - Mintoz (access to DMDave's Patreon required).
Shadow Goblin

## Description

Shadow goblins are goblins who were exposed to the same aberrant energy that consumed the Olyothyrian city of Ise Serin and created the arnitikos. As such, shadow goblins are mortal enemies of the arnitikos, blaming the colorless elves for their curse.

Shadow goblins who procreate always produce twins. A shadow goblin's twin is its closest companion. Should one shadow goblin twin die, the surviving twin goes through a process that necromancers have dubbed "the unwinding." Over the next few months, the surviving shadow goblin's strength fades away until there is nothing left by a shadow.

Like the arnitikos, shadow goblins do not require food or drink to survive and they cannot rest unless they are within total darkness.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33736933
Cursed of Orr

## Description

In the winter of 999 AT, a wanderer traveled to the village of Orr in the Rasgax territories. The Orrsh, a friendly folk, welcomed the traveler into their homes, fed him, and kept him safe from the chill winds raging outside. In exchange, the wanderer offered stories. He told the Orrsh the tale of Garmerex the Undeafeted and the stories of the Fall of Hearth. He spoke of the deeds of Odon and Oxon and the banishment of the Striped Conjurers. But the Orrsh' favorite story was that of *The Book Child*.

"The Book Child would travel from village to village throughout the Long Continent reading stories from a big, red book that bore no title," explained the wanderer to the Orrsh. "Everywhere the Book Child traveled, the villagers sat hypnotized by the stories he pulled from his nameless tome—much like you are right now."

Of course, *The Book Child* was no mere story. It was an old, dangerous spell, invented by the Hags of Fel. The story had two functions. First, any who spoke it died within 24 hours (the traveler's body was discovered face down in a frost-covered turnip field two days later). Second, those who hear it become cursed and undergo a cruel transformation, changing into a twisted, hateful echo of their former selves.

A week after the storyteller died, the Orrsh who heard the story started to hear voices. They began to see things out of the corners of their eyes. Then, the change began. Boils and bleeding blisters covered their skin. Jagged barbs formed on their bones, pushing through their flesh. Their mouths became home to over a hundred yellow, needle-like teeth. And with the change came madness.

Long after Orr fell into ruin, the Rasgax gave the village and its surrounding lands a wide berth when passing south through the Northern Stretch.

## References

1. ↑ For full stats see 366 Days of Monsters: 45 - Cursed of Orr (access to DMDave Patreon required)
Paris

Paris was a european-themed town from Vexius's 1st Iteration, founded by mattfr sometime between February and March 2018. Paris was mattfr's first town, eventually succeeded by Faventia after a world reset, then Babylon & Windsor after the next.

## France

After success building a town, mattfr eventually moved on to create a nation, France, which housed various other towns. Eventually, Paris' enemy town, The United States, created their own nation, America, and the nations kept the rivalry that the two towns had.

Arc De TriumpheVarious LandmarksArc De Triumphe from an AngleMap of Paris
Inak

## Description

The Inak (EE nok) were an intelligent undead species that haunted the tunnels below the northern portion of the basilisk's spine mountains.  Superficially, they appeared to be skeletons bounded together by thick, boiled leather however, their skeletal structures consisted of more than just humanoid bones.  Inaks built themselves out of any parts they had available.  One Inak may had the head of a ram with six long appendages while another may have crawled like a scorpion and had a six-foot-long neck terminating in an infant human's skull.

No one knows how long the Inak were in the low.  The elves of Vaskil believed that they were around at least as long as the Anorian empire and perhaps even predated the elves themselves.  "So long as there have been bones there had been inak," the Vaskilish saying went.

***Dragon Trainers***. Inak had a close relationship with the subterranean drakes of the Low, dubbing them zogo-ba-inak, or "our dragons". For whatever reason, it was considered sacrilege for the Inak to utilize zogo-ba-inak bones to create new Inak. Instead, the Inaks used the reckless zogo-ba-inak as guard dogs and weapons of war. In many ways, zogo-ba-inak were the Inak's first line of defense. There's no question that the drakes were the reason the above ground humanoid races had yet to discover Kwa-ba-inak.

***Kwa-ba-inak***. The Inak lived in a massive vertical shaft pocked with thousands of labyrinthine tunnels and alcoves named Kwa-ba-inak ("our city"). Creatures who lacked sufficient means to climb quickly found themselves at an disadvantage within the Inak city. Not that it mattered, of course. No humanoid who ever set eyes on the city lived to tell the tale.

***Undead Nature***. The Inak did not require air, food, drink, or sleep.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34305144
Black Horn

Black horns look like black horses with a single black horn.
For this reason, they are often confused with unicorns. The
main difference, however, is their origin. The first black horns
were created by the Striped Conjurers of Karmithyash as
mounts during the Siege of Brasolet in 532 AT. After the fall
of Presson's Enclave, the Conjurers abandoned the black
horns in favor of the more intelligent and less chaotic
nightmares (whose vile temperament also appealed to the
rakshasas.)

The virtue offered by a black horn is its ability to cover long
distances in short periods of time. However, only a rare few
can ride the beasts without being thrown from their backs or
left abandoned in some distant location. The most famous
black horn riders are the Knights of the White Pillar who
train at an early age to bond with their steeds. Still, most
White Pillar youths die young, often as a result of the intense
training regimen required of them. The few who survive,
however, are some of the deadliest and most respected
warriors in all Omeria

https://www.patreon.com/posts/366-days-of-day-33360124
Vampire Wretch

## Description

The process for turning humanoids into vampires did not always result in a vampire spawn. Sometimes, the subject was too weak-willed to return from the grave as a full vampire. Those creatures returned as vampire wretches, lesser vampires, whose thirst for blood would overwhelm their senses. Often, vampire wretches were destroyed immediately by the vampires who created them. There were times, however, where the wretch's creator took pity on the creature and allowed it to live as a pet.

***Undead Nature***. The vampire wretch did not require air.

## References

1. ↑ For full stats see 366 Days of Monsters: 165 - Vampire Wretch (access to DMDave's Patreon required).
Places

Follow the links (where available) to explore the various locations of Omeria and Casar.

(Link for connected planes of existence.)

### Fairknot Region

* Imfe Aiqua (Ruins)
* Knotside
* Murktown
* The Wallingmiotta
	+ Walingmiotta DM Map

### The Summer Land

* Greatwell
* Presson's Enclave

## Central Omeria

### Weysevain Coast

* Arruquetta
* Cabal
* Castlegrasp
* Haver (Village)
* Lacasa
* Orbea
* Qola
* Uqamarte
Gargantuan Hamster

## Description

**Gargantuan hamsters** are 50-foot-long beasts that eat anything they can find, preferring meat. Often, they eat livestock, decimating entire herds of cattle, sheep, and goats before they're chased off by adventurers.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33021019
Dadgrinders

Dadgrinders seen from above.

**Dadgrinders** is a mob-grinding base on Vexius Survival. It is located on the edges of a Jungle and a Taiga biome, not too far from Silvuropia. It is easily accessible by typing "/warp dadgrinders" in the chat.

## History

Dadgrinders was created by Daddy32384 out of the intention of helping other people complete scrolls that required them to kill hundreds, or even thousands of mobs. It contains spawners and spawn points for almost every single mob, with the exceptions of Drowned, Iron Golems and Silverfish for reasons unknown.

## Buildings

There are two separate buildings in Dadgrinders. The one located just outside a Taiga biome is the one that houses all of the mob spawners, while the other building is for other farming purposes.
Scgrinders

Scgrinders seen from above.

**Scgrinders** (short for Sy\_Fy & Cardinaldain Grinders) is a mob-grinding base on Vexius Survival. It is easily accessible by typing "warp /scgrinders" in the chat.

## History

Scgrinders was created by Cardinaldain out of respect for Daddy32384, who made a mob grinding base before their mysterious disappearance. It contains spawners for every single mob, unlike Dadgrinders which had a few spawners missing for unknown reasons.

It is mainly used for quests which require the player(s) to kill a certain number of mobs. Because of the variety of mobs available in this base, this is the best place to come.

## Inside

The inside of Scgrinders is a large room with spawners for tall standing mobs, which included Blazes, Silverfish, Drowned, Skeletons and Creepers, Zombies. There are stairs that lead down to lower floors, which contain more spawners for passive mobs like Cows, Iron Golems and Squids.

On the first floor down, there is a "Staff Room" which is off-limits to all visitors. Inside the "Staff Room" is access to the Spider spawner, storage and access to the mesa surrounding the base outside.

Everything is contained in one building, which means that there is no need to go outside for any mob spawns.
Omeria Adventures: Created by DMDave

This is a list of the adventures created by DMDave. Unless noted, they were written for the Omeria campaign setting. Even the non-Omeria adventures can easily be slotted in somewhere on the continent. Most all of the adventures can be relocated to your own campaign setting as well.

Some adventures require a Patreon subscription - you can get more details when you click on the adventure link.

Titles marked with an \* are available to purchase as Roll 20 Add Ons from DMDave's Publisher page.

Note: where the estimated duration has not been specifically provided by the author:

* [Short] means likely completable in a single session;
* [Medium] means a second session could be required;
* [Long] means to expect multiple sessions.

(Last updated: 30 July 2020 12:40pm AEST)
Apocrypha

RiverClan

Newton

Apocrypha is currently the only nation on Vexius, with 4 towns and nearly 200 combined residents. It was created by PattGoesMoo on April 11th, 2020, and aims to create an inter-town community. It's capital city is Babylon, however no spawn point is created for the nation, nor a flag.

Currently, the nation has had no major events, and is still relatively new on the server.
Solitary

Solitary was a small town created by Ciaran\_Stampy. Of of the original towns on Vexius, Solitary was located to the south, with Babylon close by to the West.

Prominent/Notable features of the town included the small arena at /warp pvp, the town jail, the spawn pyramid, and the great pyramid, of which, the former two are now destroyed.

Late February 2020, Solitary fell, and was claimed by PattGoesMoo, as a district of Babylon.
Official Vexius Wiki

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

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

## Important articles

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

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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

## Description

Three hundred long years on Casar and oh how I loathe one creature so. Vadriken the Three-Timer, Warlock of Omeria, Fist of Brar'enaath, Eyes of T'qin, Touch of Ereyth—and countless other insipid monikers. I'd throw it all away just to rid the realms of the scum. Yet, he persists, like hot tar on bare skin.

***The Three-Timer.*** Vadriken is a warlock of not one, not two, *but three patrons*. He draws power from the Maulfiend Brar'enaath, the first to succumb to his whims. Second, to give the fool power was the Great Elk Ereyth who granted Vadriken his Presence beyond Olyothyr. And then even T'qin, the all-known double mantis, granted the warlock his power, as well. Unbelievable! To make matters worse, Vadriken can draw on the power of all three at once to wreak havoc. I'm sure you've heard about the incident with the upside-down, yes?

***Son of Chaos***. Wherever Vadriken goes, chaos is sure to follow. Oh certainly, he's a man of the people, he brags. A "folk hero!" And he swears that he's good. But once his temper is stoked, the fire in his eyes cannot be extinguished until there is mass destruction left in his wake.

***Odonburg's Most Wanted.*** Vadriken is considered one of the most dangerous spellcasters in all Casar (although he can't cast beyond a *fireball* spell, absurd!). Regardless, the Dinzers loathe him nearly as much as I. As such, Vadriken stays far from the Dinzer jungles. And he's learned from past encounters to arm himself against their remote travelers.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34195131
Halfmoon257's Epic Base

Halfmoon257's base as of 25/01/2020.

Halfmoon257's epic base, built by Halfmoon257 himself, is a tall, dome like structure, including 5 floors (3 of which are unfinished) a storage basemenrt, and even a secret vault underground.

## History

Halfmoon257's base started out as a sphere with a dome on top, although this would look good, Halfmoon didn't like this idea, so whilst he was on holiday, he got to work on designing a new base for himself, his current base is inspired from Grian's Hermitcraft season 6 base.

## Inside

1st floor: crafting appliences as well as storage for precious materials, such as diamonds, gold, e.c.t

2nd floor: enchanting table with many bookshelfs, not much else

3rd floor: Uncompleted

4th floor:  Uncompleted

5th floor: Uncompleted

Vault: can be accessed by flicking the lever at the bottom of the staircase, that will open a corridor to a 3x3 piston door, opening that will reveal the hidden vault containing a dragon egg,

Storage basement: contains automatic storage for 48 different types of items.

## Outside

148 Furnace super smelter, best on the server

Dye farms for pink, red, and magenta dyes,

Sugar cane farm.

Bamboo farm,

Wheat and seeds farm.

bee / honey / honeycomb farm

20 beacons, 9 of which are on a 6 block high gold pyramid the rest on iron or diamond.