recursal/Fanatic-Fandom huggingface dataset:
Spirits

A now dead race of petty gods, the spirits were destroyed by the gods almost immediately after their release in an event known as the The Great Shift in 1056 AC. Spirit worship remains extremely popular still to this day, especially in Trepheon where most of the endorsed religions worship some form of spirit.

## Lore

Beings of immense power, the spirits had no tangible form and were able to concentrate and release mancy of amazing scale and capability, far exceeding those above the level of mortals. Spirits were known to be able to possess free will and personalities, and they actively intervened in Dormia , teaching them mancy and a host of other secrets otherwise exclusively hoarded by the creatures inhabiting the Heavens.

After the collapse of Dormia, the spirits mostly dissapeared besides the unfortunate few that were sealed away or forced to remain by the Dormians or their brethren. By 1056 AC, all supposed contact from the spirits has ceased.
Half-Orc

Half-Orcs or Horcs are a rare race in Azura usually found in bigger cities or isolated communities with a sizeable orc population. They’re one of the 3 currently existing “half-breeds” alongside Half-Elves and the Kylven. An often overlooked race that mostly lives on the margins of society, Horcs have existed for long as most can recall.

## Anatomy

Much like Orcs, their “Half” offspring is larger and overall stronger than the average Human, but weaker than average Orcs. Their skin tones often take on pale shades of green, yellow, or even brown depending on one’s parents. A Horc’s hair colors tend towards darker, earthly shades like brown and black. Vestigial traces of an Orc’s tusks are also noticeable in their mouths along with slightly pointy ears, the biggest characteristics one inherits from the greenskins in terms of facial features.

They have more developed respiratory and circulatory system than humans, which grants them extra endurance when performing arduous tasks such as physical labour or running. One’s skin is also slightly thicker than a human’s, but not enough to protect them from much else besides light grazes and scratches. Half-Orcs reach adulthood at the same age as humans.

## Psychology

While most people assume Half-Orcs are as violent and explosive as their “pure” counterparts, that is not quite the case. Their aggressive tendencies depend largely who they’re raised among with. Horcs seem to have the same level of intelligence as humans, much like the Orcs in Trepheon. One thing they seem to struggle with is empathy and understand of others’ emotions, a thing that often results in them being ostracized within most social circles. They’re often blunt and have a dry sense of humor.

## History

Horcs have existed ever since trade between Humans and Orcs was established millennia ago. They were, however, always historically shunned by both of their parents’ races; most brutish Orcs see them as “puny humans” while Humans see them as “savage greenskins”. As a result, they’ve rarely attained high status within most societies. There are indications of the stigma fading away in more “progressive” areas such as civilized pockets of intelligent Orcs, where one of their kin could find peace.
Combat Guide

The document below outlines and explains the different types of combat present in LOTA games. It elaborates on how these types of combat are applied in-game, how combat is chosen, rules surrounding combat in-game, and more.

In the event that details are not currently listed in the combat guide, Moderators that are handling a situation surrounding a combat issue have the authority to enforce things as they see fit. Community members who believe that the Moderators misused their authority have a right to reach out to a Manager about such events.
Factions

Far Lands 2 is full of factions, over time many nations and factions have developed and each have their own ambitions, goals, and beliefs.

This also includes the dead factions that still have an impact on RP.

## **Major Factions**

* Kingdom of Latteras
* Kingdom of Silvadomus
* Empire of Aridia
* The Ludwagian Academy of Magic
* Republic of Amare
* Empire of Umbuso
* The Praetic Order

## **Minor Factions**

* Kingdom of Meridia
* The Kazoku

## **Dead Factions**

* The Recondite Society
* The Selvian Creed
* Pyros
* Dormia
* The Kholl
* Kingdom of Rao
* The Corruption
* The Copper Masks/Nova Dormia
* Kingdom of the Nix
Orchid Gauze

*Orchid Gauze*, created by the IMVA, is a gauze roll; sparingly doused in Kurtsprig Salve, Kofloran Orchid, and Magmareed Oil. Designed with **frostbite or mountain warfare in mind**, the gauze roll constantly stays at a warm 85ºF due to the *Magmareed Oil*’s extensive heat absorption properties — **making the injured feel warm as a result**. Kofloran Orchid oxygenates the wounds it is wrapped upon, and Kurtsprig Salve physically heals the injuries. With these three combined effects, a flesh wound takes **half of the usual healing time**. A frostbite wound that would usually take a month to heal would instead only take a few days, putting soldiers and citizens alike back on their feet in no time.

\**Note:* *Orchid Gauze bandages must be contained in small, thermal containers prior to being applied, lest the warmth it provides is negated by the much colder atmosphere.*

### Ingredients Used

Kofloran Orchid

* Kofloran Orchid improves respiration and oxygenation to the body, decreasing the size of swelling and helping heal injuries faster.

Kurtsprig Salve

* Your typical healing agent; Kurtsprig Salve will seal open wounds and mend together broken tissue and sinew.

Magmareed Oil

* A great heat-absorber. Magmareed Oil is mainly used for the comfort of soldiers in the mountains, as it constantly keeps bandages warm in otherwise sub-zero conditions.
Freshwater Cascara

The Freshwater Cascara is an aquatic plant found in the warm freshwater of the jungles and swamps of Northern Ludwag. It is composed of a long, underwater stalk tipped with a rich purple flower with a yellow center that floats on the surface of the water. All parts of the plant are edible but provide little sustenance. The plant is known for both its alchemical and practical use.

Practically, the plant’s stem and leaves can be dried and crushed into a fine powder. This powder, in small amounts, can be added to tainted water to clear it of impurities and make it safe for drinking. The powder can also be used to help remedy minor poisoning and alcohol intoxication, often used by tavern keepers to deal with rowdy drunks.

Alchemically, the plant’s flower is crushed and boiled into water to create a potion that temporarily allows the user to hold their breath for over two minutes without distress, even while moving. This substance, although very niche, is currently used by some sailors, as well as those who attempt to explore underwater ruins.
Elafry

This is yet another metal that can be found in nature in its natural state. This metal in its ore veins has a purple coloration due to oxidation, however once collected and molded into an ingot it turns a light and vibrant red color, almost pink in some cases. Elafry is known as the lightest metal in Ludwag, this metal is so light, that to have a kilogram of it, you’d need to fill an entire bucket with the molten thing. Its density is 540kg/m3 and it has a melting point of 250C / 482F.

Although Elafry isn’t exactly what one would call a durable material, for its very prone to bending and denting, it has many uses, being ridiculously light, it's one of the metals the Avians most like to study, for their usefulness in light gliding apparatuses, however skilled minds wouldn’t take long to find more uses for it.
Reem Berries

Reem Berries are a type of fruit that, no matter what season, grow. Effects vary depending on the season, but the taste is often sour and bitter, but can provide certain benefits if one can get over the taste. Reem Berries harvested in the summer cure indigestion, heart burn, and an upset stomach, Berries harvested in winter give off affects akin to an antibiotic, and are most sought out by apothecaries and alchemists across the land. Berries harvested in the spring are hydrating and refreshing, with no specific gain.

Reem Berries are typically a common genetic mutation of regular bushes, an unknown issue that causes them to grow. They grow in dense bushels and hang closer to the ground. Similar to their effects, they have varying colors upon harvesting. It also seems that Reem berries never go bad, giving them a distinct use in alchemy and cooking.

The nation of Latteras is the main exporter of Reem Berries in Ludwag, and holds a monopoly over the control of this resource.
Academy of Magic

The Academy of Magic is an organization established by the 1st king of Latteras for State Mancers/Alchemists and aspiring State Mancers/Alchemists to learn and hone their skills.

## ***History***

Many years after the establishment of Latteras, the growing numbers of State Mancers and State Alchemists grew drastically. To respond to this, the 1st king esablished the Academy of Magic and appointed the most seasoned state mancers as it's directors, councillors and teachers. This central organization housed most if not all of the states designated mancers and alchemists at the time flourished and fufilled it's purpose.

Although the kings of Latteras have never mobilized the Academy of Magic to war, they have the full right to do so. Over the years, the Academy has trained State Mancers to deal with national stability and exploration in the name of Latteras, and they support local communites as well as the state by taking on side-jobs for extra coins.

Over time, the academy has grown to sustain itself without the assistance of Latteras economically, and it continues to grow larger over time. It is one of the greatest mage academies in all of Ludwag, and possibly Azura, and is a living statement to the power of Latteras.

## ***Economy***

The Academy of Magic is subsudized by the Kingdom of Latteras, and also earns money by trading items it creates and offering lessons for coins from mancers who don't meet the requiements to become a State Mancer. It is regarded as self-sustainable, and if severed from the Latteras aid could still sustain itself economically.

## ***Military***

The Academy of Magic boasts no formal military, however if called back many State Mancers and Alchemists, including the teachers, councillors and directors, would likely come to defend it if an event happened.

The Academy can be drafted by Latteras kings to arms if the stakes are extremely bad. However, this happened few to no times in the history of Latteras.

## ***Government & Society***

The Academy of Magic is lead by Directors, who are appointed from the Councillors by other Councillors. Most of the power is held by Councillors, with teachers being able to manage normal State Mancers and State Alchemists studying at the academy. The Academy of Magic is one of the most influencial factions inside of Latteras, and it's power in the decisionmaking of the monarchy and the nobility shows.
Psychology

Study of theoretical principles regarding behaviour, cognition, development, and anatomical significance corresponding to said principles.

## Studies

Overarching study of revolutionary propulsion describing structure and functions of the brain, (associative areas), and the concept of Elasticity, "The brain's ability to self-reorganise." Associative Function Areas/Introduction of Structure to the Human Brain/Elasticity:

The study of trauma's effects on emotional and cognitive behaviour and processes, long-term effects. Conducted by Doctor Narses. Research into the Cognitive Processes of Traumatized Soldiers:
Myths and Legends

In the world of Legends of the Aether, there are many myths that have been told in countless ways for many generations, that have spread across the world of Azura. These are a few of the more well-known ones. Often these are used as a metaphor or parable to teach a moral lesson, and other times they are used to explain natural phenomena. Though it is hard to tell if there is any truth behind any of these, all legends may be based on some fact. And the world of Azura is filled with ancient mysteries...
Ankouan

**'Keeper of Souls'**

**'Lady of Rot'**

**'Mistress of the Rotted Tower'**

**'The Decaying'**

Lady Ankouan, the Keeper of Souls. Her depictions across Azura are much-varied, from a rotting worm-infested corpse to a frail hooded waif. A common symbol of her power is the scythe, which she uses to harvest souls in the same manner that a farmer harvests grain.

Her self-appointed duty is the ferrying of mortal souls from Azura to the afterlife, a duty that she upholds with jealousy. Soulmancers or necromancers who obstruct this process are the object of her Wraiths, mortal souls turned pseudo-angels sent into Azura to smite interferers. The other gods respect her, and help to enforce her authority over Death. Only rarely do the other gods collect cherished mortal souls for their own purposes, and only with Ankouan’s consent.

The Cult of Ankouan is long-dormant, but their rituals are nearly ubiquitous. Ankouan chooses her prophets to teach the proper methods for funerary rites, and all cults acknowledge their teachings as the true way to commend souls to death. Priests of Ankouan generally take it upon themselves to see that proper funerals are upheld, and to zealously hunt down necromancers and undead souls whose existence challenges Lady Ankouan’s authority over death.
Cysteel

A rare metal from the North and small portions of northern Ludwag, which is heavy, durable and resistant to a lot of punishment. It is sold for a high price and can be used to make items that could overpower ogres with the right wielder. While it's somewhat uncommon to come across it, and it's refered to as "too heavy" to most who get the chance to wield it due to its density of 16000kg/m3. It is also not versatile or malleable, meaning it can not be made into a bigger variety of things like other metals, or into thin layers of the same material, making armour with this material impossible to be made. Cysteel strikes fear and horrid wounds into those who oppose who wield it, but also to blacksmiths because of its melting point of 2200C / 3992F.
Aeromancy

Aeromancy is the manipulation of air. They are most commonly known for being monks, or stable people. Aeromancy has been noted, that in the higher tiers are capable of casting hurricane force winds at times.

## Example Spells

* **Fly:** Allows the caster to fly for brief amounts of time, extremely tiring and slow to cast. Even advanced aeromancers have a hard time achieving this spell.
* **Glide:** Similar to flying, but only allows the user to fall slower. Not as tiring to cast as Fly.
* **Force Blast:** Sends a wave of compressed air forward, causing those in the way to stumble or fall. Intensity may vary depending on the amount of Vitor used and the caster's experience.
Herbomancy

Herbomancy is the control of flora, fungi, trees, and the like. Often herbomancers are experts on plant life, such as farmers or botanists. Herbomancers are renowned for their alchemical skill, being capable of more easily coaxing plants to produce more poison, for example.

## Example Spells

* **Botany Knowledge (Passive):** The Herbomancer is prone to have an easier time understanding plants and fungi. With this extra know-how, the user is able to produce higher quality potions, oils and poisons.
* **Vine Grasp:** Summons a vine or similar plant structure out of the ground in order to hold down enemies. Strength and size of the vine may vary based on the mancer's skill. Limited to intermediate mancers and above.
* **Accelerated Growth:** Using their botanical knowledge and some vitor, the mancer is capable of improving the rate at which certain plants grow for X amount of time - such as crops or garden flowers. Quite draining and long to cast, but more of a one-time use thing.
Anatomy

Study of structures of particular creatures, (those being humans, orcs, elves, etc.) and functions/interactions of given organs/structures.

## **Studies**

Overarching study of revolutionary propulsion describing structure and functions of the brain, (associative areas), and the concept of Elasticity, "The brain's ability to self-reorganise." Associative Function Areas/Introduction of Structure to the Human Brain/Elasticity:

The classic concept of dualism; the relationship between the mind and the heart, conducted by Doctor Mansfield.
Menthava

**'The Bookkeeper'**

**'The Enlightened'**

**'Lady Knowledge'**

**'The Wise Goddess'**

Menthava, eldest of the gods, is often depicted as an old lady, wielding a simple staff and wearing a green cloak. In times of turmoil, many look up to her in seeking knowledge and wisdom such as in times of war and strife. Due to Menthava herself being a seeker of knowledge, she is majority looked up to by the more richer members of society, who themselves hold a basic education at minimum.

Menthava, unlike other gods, is known to interact with the people of Azura on a more personal level. She has been reported to provide riddles, puzzles etc to the people and in result she only gives her wisdom to the more educated people. Along with this, she is known to exchange items of value for knowledge. However, despite Menthava being considered the God of Wisdom, she seeks to understand all knowledge throughout time and lands to ensure documentation of the more important events, artifacts etc and add it to her ever-growing collection. And due to this, she holds an iron fist on any knowledge she obtains.

Worshippers of Menthava are often reclusive scholars and even a few of the elite of society who seek her wisdom where it is needed. Due to such a broad range of worshippers, you may find one roaming throughout the lands who is seeking long forgotten artifacts. Kings and rulers sometimes worship her in exchange for the wisdom to govern, and many of her priests are also librarians, who consider the preservation of knowledge their ritual duty. Shrines of Menthava are often made into libraries for either the public or personal uses.
Drow

An Aridian Drow at a smithery

## Tescan Drow

On the left; a pureblood Tescan Drow, on the right; a Drow of mixed Aridian and Tescan descent

### Place of Origin

Ludwag

Drows are an offshoot of the Elven race most commonly associated with the Kingdom of Aridam, a mostly Drow Civilization based in the Pyrian Desert.

Drow-Elf halfbreeds are called Kylven

## ***Anatomy***

Drow are in some ways, a contrast to other Elves. They tend to be slightly smaller in height, with shorter ears that tend to point sideways instead of upwards. While their skin primarily takes that of an ashen grey, they can appear as more bluish or purple in rare cases. The other two defining features of them are their hauntingly dark eyes and their pale or nearly white hair. Their sclera takes on black or dark colors such as crimson. One would only be able to spot a Drow’s pupils only with the aid of some light. Much like the Feyans, Drows also possess an enhanced vision, allowing them to see in the dark better from moderate distances.

## ***Psychology***

Drows tend to be rather high minded, putting their intelligence above that of any other race. Some would consider them close-minded and judgemental, quick to out someone for being different than they are.

## ***History***

It is believed the modern Drow's physical attributes originate from their desert environment, as they are still indeed elves. Due to long exposure to the harsh sun of their home in the Pyrian Desert, Drows have turned a more ashen color. The term 'Drow' is also believed to have been a old slang term based upon the elven word for darkness. While some can be rarely seen on other continents, their primary home lies in the northern deserts of Ludwag, initially being desert nomads and tribals. The kingdom of Aridam that resides there stands as one of the few truly Drow civilizations on Azura.

## ***Ethnicities***

### **Aridian Drows**

The most common (even if still uncommon) form of Drow, the Aridian Drow is the purest bloodline of Drow seen on Azura. While they have little notable presence in the world outside of Ludwag, their mark on Ludwag is astounding, from the Pyrosi all the way to the subsequent Aridian empire that birthed from it. Their history is marked with dominance or oppression, with no soft middle, and as a result has bred a coarse, territorial, and strong breed of Drow.

### **Tescan Drows**

The Tescans bear the unique mark of a bright purple complexion and pale, lighter colored eyes of the same spectrum as the Drow, while having a distinct jet-black hair color and body structure akin to an average Aridiam Drows. Their people derive from North Ludwag, specifically in the contradictory climate of the Taiga just near the volcano along the mountain range separating north and south Ludwag, resulting in their mix of fair and dark traits. The peoples of Tescali were dominantly wiped out after a Leviathan attack, and the majority of their remnants have since integrated into Aridian society, diversifying the main genetic pool with more vibrancy.
Chronomancy

**Chronomancy is an unplayable mancy, and is restricted to event-only use by staff**

Chronomancy is the manipulation, alteration, stopping, or starting of time. Chronomancy, similar to spatiomancy, is extremely rare, its powers often used in abuse to gain advantages through manipulation of time, such as to freeze a person swinging a sword at them. Due to this, most chronomancers were hunted down, to the point of extinction. Few chronomancers exist, and even fewer are willing to teach it.

## Example Spells

* **Rewind:** As the name suggests, literally "rewinds" a person, animal or object. Extremely tiring and slow to cast. Limited to advanced chronomancers only.
* **Stasis:** Puts the target in a "frozen" state for a short amount of time. One of the most complex chronomancy spells.
* **Slowdown:** Slows a certain object down during a few moments. Intensity and Vitor use may vary on the Mancer's skill.
Orcish Brine

Orcish Brine is a drinkable liquid that bubbles and hisses upon being exposed to the open air, known to woo over crowds as a dangerous, hot drink. Expensive to make, Orcish Brine holds ingredients imported en masse from Keleva and planted in Ludwag, some other rarer Ludwagian plants that are drained of their oil, and a secret ingredient that could drop jaws—Alchemist’s Fire.

While Orcish Brine is highly reactive to oxygen, **ignites the drinker’s adrenaline**, and causes them to be slightly more irritable after consumption, it is mostly safe to drink. The dangers of Orcish Brine as a vice stems from drinking more than 3-4 bottles in the same week, which results in an insatiable addiction. If that does happen, the effects of the Brine will suddenly erupt—unpredictably jumping **from meagre irritation to unbridled rage** at random as if the demons within a person had suddenly snapped. This is due to the minute amount of Redleaf mixed with Alcohol slowly building up within the body and not being flushed away by the body swiftly enough.

Orcish Brine is actually more akin to Alcohol than anything in regards to addictions and withdrawal, and it can be either extremely difficult or easy to overcome depending on the person and the variations of tolerance to the withdrawal of Orcish Brine. **Addicts are known to become evil and malicious** but have a hidden regret for anything they cause - which reveals itself if they successfully quell the addiction. Oddly, people addicted to Orcish Brine have taken the title of ‘Brinics’ rather than ‘Alcoholics’.

### 1 Bottle Recipe

10oz Alcohol

8oz Keink Seed Oil

6oz Kelevan Jatropha Curcas Oil

2oz Redleaf Oil

Two drops of Alchemist’s Fire
Lunar Glass (Nahuanl)

Contrary to the largely popular myth, Lunar Glass bares very little in similarity to standard glass - aside from a translucent form when the mineral is finally melted and hardened, and a lighter composition in comparison to the majority of other materials on Ludwag. Lunar Glass, alternatively known by its native Elven name as Nahuanl, meaning ‘Clear Craft’, acts as tool for soothing and concentration. When in the possession of a mage it can calm their mind and allow them to concentrate for easier casting. While this doesn't counteract pain it can dull the interruptions of other disturbances such as irritating noise or horrific viscera.  Though, for more cosmetic uses, Nahuanl often finds itself mended into jewelry or less durable weaponry. Often, rapiers, daggers, staffs, and less pressure-heavy weaponry are crafted out of Nahuanl as both a sign of wealth and a sign of magical prominence. Often, mages will imbue Nahuanl weapons with runes to protect themselves, or will use it instead of standard glass for building windows. The properties of Nahuanl are not fully realized, but its quality and cost makes it a rare sight for anyone outside of Ludwag. Due to its attachment to the Elven culture, humans are often avidly prevented from acquiring the Glass, simply to preserve the mineral for those who ‘deserve’ to have it. Nahuanl has a melting point of 900C / 1652F and a density of 2250kg/m3. (edited)
Droom Bells

Droom Bells are a poisonous mushroom that give off an outlandish effect, making the user extremely happy. This had an archived use of being used as an anti-depressant, but as use spiked up, so did abuse. Long time users lost brain function, often speaking of it feeling melted. Slurred speech and loss of vision.
Hydromancy

Hydromancy is the manipulation of water, in its fresh and salt forms. It is a relatively common mancy, often seen as a less violent alternative to types such as electromancy or pyromancy. Hydromancers, similar to aeromancers, are often very stable and peaceful people. Hydromancers are able to create water from their vitor pool, much like Cryomancers create ice. Even though, water **created** by hydromancers would evaporate back into vitor upon deconjuring, making it impossible to be drank for hydration.

## Example Spells

* **Water Jet:** With the use of one or two of their palms, the mancer is capable of launching a highly pressurized stream of water at their opponents. Loses effectiveness over range and can be tiring to cast for long periods of time.
* **Liquid Whip:** Shapes small amounts of water into a rope-like structure which can then be swung at targets. Provided enough skill and practice, even water can prove to be a deadly blade.
* **Arcane Gills:** Allows the user to have very limited underwater breathing capabilities for short amounts of time. Keep in mind that running out of Vitor while casting this could lead to serious injury or death. Limited to mancers of intermediate level and above.
Alchemist's Acid

***NEEDS SINGLE-MODERATOR APPROVAL TO BE ATTAINED AND USED.***

   Alchemist’s Acid is a powerful, corrosive acid that finds itself capable of melting through a variety of things. Due to the composition of the acid, it cannot chew through glass, however, when exposed to oxygen, it will visibly begin to smoke and the Acid will begin to melt other items. The high corrosiveness of Alchemist’s Acid allows it ***to easily chew through stone, gambeson, and leather in moments***, which can burn the person if they are not quick to remove their armor within 30 seconds—being on *par to 2nd degree to 3rd degree chemical burns* depending on how much gets onto the flesh.

Against metal, Alchemist’s Acid has a tough time burning through, only being able to corrode the surface and make it more susceptible to strikes. Alchemist’s Acid can be diluted with enough water, such as a bucket’s worth, or after burning a person to the 3rd degree, however, rain alone will not suffice.

#### 1 Bottle Recipe

(In order, use the Liquid Extract of each flora in a distiller to mix)

*Fully-equipped Distiller* **(REQUIREMENT TO MAKE)**

*2 Buds from Broese Stick*

*12 oz Orcish Brine*

*48 oz Acetic/Gastric Acid*

*1 Vitarelyum Mushroom*

*3 Dragon Citron*
Gork

Gork, otherwise known as ‘Bark Grain’ is a species of domestic grass akin to that of common wheat. Its uses throughout history have often gone unnoticed by most though without it many of the more isolated peoples would’ve been long-gone by now. Gork has become a lifeline for almost all who inhabit the mountainous regions of Ludwag and serves as the primary food source for villages everywhere. Historically it has prevailed multiple times where common grains have not and has successfully prevented famine on a large-scale. Though its exterior may be far from appealing Gork has facilitated the cradle of life which now blossoms today- even if its importance wasn’t recognized.

Gork superficially resembles a lot of grain like rye and wheat and maintains a similar morph to either of the two. Gork can be differentiated through its spike-a spear-like arrow-which sets it apart from most other grains. Gork stems are not nearly as flexible as typical grain not by a longshot- instead they’re covered in scale-esc scabs which form a barky exterior. This layer of material protects the Gork from environmental damage like the cold or snow while also helping it retain water. Gork can last far longer without the assistance of humanoids. Gork leaves more resemble the spines of an evergreen tree rather than a typical plant which further conserves water. This does however come at the cost of growth as the Gork grows far more slowly than usual grain though it comes with the benefit of growing year-round.

Gork isn’t as palatable as most grain, some even describe it as tasting like “wet bark”, though it is still edible by human standards. It is unwise to bake Gork into food with other types of grain in it -particularly rye- as the enzymes it produces to create its scaly covering conflict with the secretions of rye and other grain and begins to eat away at them. In the case of rye combinations it can lead to a proneness to Ergot, causing a whole host of complications for the injester.
Stratstone (Chiltic Steel)

Despite the rather uninspired name, Stratstone is an unusual material found in the mountains of Ludwag. Named after the freed god Stratalus, the mineral bares a bedrock-like design, being intensely hard to mine, and even harder to convert into something of use. This is because of its high melting point (3500C / 6332F) and density (20000kg/m3). Despite this, engineers have discovered that Stratstone’s own intense smelting process yields one of the strongest metals known to Azura. With a distinctly dark grey hue, the Stratstone’s formation into an equally dark green Chiltic Steel leaves it as a defined metal with surprisingly versatile uses. Due to its weight, it works best for armor, namely for siege equipment, heavy shields, armor (when balanced appropriately), sturdy building framing, and heavy tools. Due to the weight and the intensity of its curation, Chiltic Steel is intensely priced, and even rarer seen. Some even argue it holds dominance over Cysteel, though Chiltic Steel outclasses Cysteel in versatility.
Detratology

Study of application of mancy to physical injuries and wounds, (mostly) and mancy’s abilities to encourage healing, or save a patient’s life.

## **Studies**

"Evaluating the Potential Carnomantic Healing of Bones", written by Doctor Barlof Orchard, the study describes carnomancy's inability to *heal* bone, though the carnomancer may encourage the realignment of the bone via the suturing of surrounding tissue.
Demons

Demons are widely known as the empty husks spirits once used to communicate with humans, now independent and solitary beings. They are now extinct, destroyed like their creators ,the spirits, after The Great Shift in 1056 AC.

## *History*

Demons, as they have come to be known by many of the races in Azura, were originally created by spirits as nothing more than thralls to act on their behalf in the mortal realm. This was because the spirits, themselves, could not directly interact on the same plane of existence. Originally, the demons were nothing more than mindless vessels; built to be possessed by the spirits and to be disposed of once they outlived their usefulness.

Whether intentionally or otherwise, some demons that were left without a master for extended periods of time eventually gained self consciousness and found themselves lost and alone in an unfamiliar world, with their only memories being hazy fragments of their pained and miserable existence as nothing more than thralls. Many demons, acting purely on instinct and rage that came from their memories of themselves as slaves took their rage out on the unfortunate inhabitants of small villages, blaming the inhabitants within for allowing the spirits to oppress their kind. This gave rise to the many folk tales and legends that painted demons as heartless villains, and historically was one of the main reasons for the revolt against the Dormians.

Following the fall of Dormia, many spirits were severed from their demon hosts, releasing an unaccounted number of demons all across the world.
Dragon Citron

Dragon Citron is a peculiar type of fruit-bearing tree, small in size with a reddish tint to its bark that is most frequently found along Ludwag’s northeastern coast. Appearing in both its jungle biome and the northern edge of the forest region, the fruit has a thick, light green rind. The rind covers and protects its seeded core of white, tasteless flesh. Most notably, the fruit retains strong oxidation inhibiting properties.
Desert Spice

Created from a rare Dormian and Aridian herb that is partially infused with magic which sprouts in the desert after it rains. The roots of the herb are ground up and either snorted or consumed with water like a tea, causing a high. Prolonged usage leads to decay of teeth, nasal disability, and the mouth and eye area taking a bright orange tone.

Desert Spice is a popular drug in Aridam, where human merchants commonly trade this drug with the elves.
Amberite

Amberite is a type of metal procured through a process where a Cimexian regurgitates acid from within their body, mixing the viscous liquid with sand and fine rocks from a desert environment. It possesses a reflective and almost clear type look, being able to be seen faintly through along with a small reflection upon its surface. It’s colour looks like a rusty molten, though it varies depending on the ratio in which the composition is mixed, the range being from a regular orange to a darkened brown - though the surface of it feels more crystalline than it does metallic.

Amberite producers, known as Tepostlí, are Cimex that are innately born with the ability of producing acid to make into Amberite. Usually these Cimex orient to becoming blacksmiths, engineers, craftsmen, and any occupation ultimately relating to the refinement and production of Amberite. The birth of Tepostlí came from a time of strife during the Silkman-Cimex wars, where the Cimex were having difficulty finding and producing enough metal to actively combat the Kjell'dari. Queens adapted by birthing Tepostlí and designating them to lesser-developed tribes of Cimexians, in order to produce ample metal and refine it into armor and weaponry to defend themselves from raiding Silkmen. The trait is rare, and those that do not become blacksmiths or an occupation relating to it are viewed as selfish, and viewed with heavy suspicion by their peers.

It has a melting point of around 1240 degree celsius, after fully left to sit and form itself for a week, with a density of about 7400kg/m3. It is near unbendable after the initial shaping of the metal, even if adequate force is applied it would more than likely shatter upon itself than to be plied to a different shape, being specially adapted for fixed applications of metals like weapons and to a certain degree, armour. Its ridged surface is one of the key signs of its creation by lesser craftsmen, though it still serves its purpose in the creation of equipment.

Throughout Southern Ludwag, it is known as a rudimentary metal made by the recent migraters from the North, looked down upon as ‘poor’ material due to it not requiring mining within caverns, instead using what is readily available; sand and their own acid, usually stemming from the stomach. This crystalline material often appears in lesser-developed tribes of Cimexians, who do not have access to luxuries of mines or the influence of major nations to obtain what they require, being used mainly for weaponry such as spears and glaives.

This mineral is unable to be manipulated through the use of Terramancy as it is ‘refined’, containing impurities mixed with it to make a solid.
Salacia

**‘Lady of the Golden Lake’**

**‘Defender of the Fair’**

**‘Dame of the Chivalrous’**

Salacia, The Lady of the Golden Lake, is a minor goddess under Selvas centered around chivalry, stoicism and fortitude. Salacia occupies the spheres of natura and salus. Like most minor divinities, she tends to interact with mortals more, known for sending them on noble quests. Salacia was created by Selvas to watch over the gardens, forests and his knightly subjects. She ensures his creations remain pure, and often encourages and teaches people and her followers alike to dispel any disturbances to Selvas’ domain.

Salacia is typically depicted as a noble woman, a butterfly, or a lake of golden water. A common symbol of Salacia is a golden sword, adorned with wards and vines, which she is often seen with should she appear in the mortal realm. The sword represents her purity and perfection. She is regarded as a kind and attentive god, watching her worshippers closely. When she appears in the mortal realm, she is rumored to appear as a woman with a white cloak, wandering near lakes or forests.

Worshippers of Salacia tend to align themselves with her representation of purity and cleanliness. Similarly to worshippers of Selvas, devotees often find themselves dwelling within forests, albeit their assignment is typically different. They usually find themselves cleansing areas affected by pests, beasts, and other scourges through rituals and clashes. This may include keeping large swaths of land empty of banditry and malfeasance, her followers isolate themselves into orders of pilgrim-knights and hedge-knights - often training from birth to be her sword and will.
Vulcan

**'Forge-Master'**

**'Wondermaker'**

**'The Tender of The Forge'**

**'Eruption Bringer'**

Vulcan, The Forge-Master, is a minor god formed by Stratalus to monitor the realms of Azura and the mortals on it. When Azurans began to utilize the ores and resources within Azura’s crust, Stratalus did not smite them, for he saw it as a compliment that man used the resources he had created for their own devices. Vulcan was then made to watch over and influence the art of forging these metals and ores to weapons and armor. In addition to this, he seeks mortals of great aptitude to dispel forces of evil from Stratalus’ lands. Due to this he is seen more often and freely on Azura than many other gods, teaching master blacksmiths how to perfect their craft, or sending adventurers and warriors on great quests.

Vulcan is often depicted as a molten giant, with a long beard of magma from his face and horns from his head. Striking down on an anvil with a massive hammer, inside a forge in the heart of a volcano, crafting armaments fit for the Gods. Other depictions of Vulcan show him as a man in a great set of dark armor equipped with a massive warhammer, with reddish skin and orange hair. Signifying his domain over forging and quest-takers. When seen in Azura, records show him to be a senile man who is to be overlooked by many, or a dwarf blacksmith constructing the finest of steel money can buy.

Because Vulcan is a petty god, he has no major cult. On occasion blacksmiths and craftsmen who worship Vulcan will form small circles to cooperate towards a common goal. Vulcan is pleased by vigorous self-improvement, whether this be in smithing, moral standing, or skill in combat depends on the individual. Some forges and workshops serve a dual purpose as shrines to Vulcan, where those who seek his guidance will find it through hard labor.
Subbaria

In what is considered the BC years, there was once a grandiose underwater commonwealth located off the coast of North Ludwag in the Barren Sea. It served as the capital for travelers of an amphibious kind and grew to such prominence that powerful individuals of humankind would make the strenuous journey to it. Much of the history of this city was lost to time, though the name has been passed down orally as what translates to “***Subbaria***” in the Monic tongue. The reputed “*King of the Seas*” resided in this place for some time, issuing royal orders and housing those he chose. At the behest of the King, powerful creatures were contracted to guard this capital city. These creatures were entitled as “*Guardians of the Seas*.”

This is until a great catastrophe happened. The event that historians have dubbed “*The Great Shift*” served as the first milestone in the downfall of Subbaria. Splintering the city in half, families were quite literally torn apart and the economy at the time ceased to function further. Furthermore, the aforementioned King was lost during this event alongside his entire family. Mystique surrounds this debacle, with not even the faintest trace of the royal family remaining.

Luckily, some members of the Guardians of the Seas remained and assisted as the town was rebuilt closer to North Ludwag, though not merely a fraction of itself. A visage of its former glory. It appeared Subbaria was a magnet for bad luck, as just shortly after rebuilding the Leviathan attacks ensued. Though not appearing to be the “target” of these attacks, Subbaria yet remained in the crossfire. Once more facing destruction, the people called upon the Guardians of the Seas.

Yet their cries went unheard. Just as the royal family had done before, the Guardians ceased to exist. It was as if they were pulled into another dimension. To this day all that remains of Subbaria and the Guardians of the Seas are the tales that have been passed down by reputed descendents of those who once lived in this underwater utopia. As a result, many have claimed the entire story to be a mere **fairytale**; though, those who were told this story growing up remain nostalgic over a time they did not live.

* ***Oystedrea, The Last Scholar of the ⵒⵉⵙⵛⵉⵙ ⵙⵛⵀⵓⵍⴰⵔⵙ***
King-O-Poly

**King-O-Poly**

Created by Cedwyn Penry in 2401

A game for Kids to learn of the old, new, & fallen kingdoms and for Adults to have some fun!

Each game is started with paper crowns and a 20 sided dice, a person is chosen at random to Buy or Sell, if they choose sell then the side with the lowest role wins, if they chose buy the side with the highest role wins, after a person wins two rolls in a row, one person will end up bankrupt and the other person will control Azura!

What square a person lands on when they roll a number on a d20

20 LMG

19 Latteras

18 Silvadomus

17 Aridam

16 Arcenix

15 Pyrosi

14 Umbuso

13 Rao

12 Tallarii

11 Kholl

10 Meridia

9 Antem

8 Academy

7 Kazoku

6 Cove

5 Hrok

4 Bhanvar

3 Feanor

2 Dormia

1 Leviathan
Stratalite Wood

Stratalite wood, or more shortly named “Strat” wood, is any wood or lumber harvested from the various evergreen trees that teem within the confines of the Silvic jungle-forest. Believed to have been grown by the help of Stratalus himself, the trees still hold an intense religious honor by both post-Godfall Stratalites and Tawarists, viewing these trees as the origin of themselves, their religion, and their culture. Bearing a dark oak-like outside and a brighter inner wood, Strat wood is a commodity sold and used as lumber within the Silvic. As a result of immense releases of Thaumaturgy or Summoning magic, Spirit magic, and Herbomancy, Strat wood possesses reservoirs of imbued magic, which can be seen glowing beneath the oak layer. This magic has otherwise been unable to ever be utilized, though. Strat wood is above normal wood in durability, which often makes it difficult to harvest and process into lumber but reliable as a building material.
Psychomancy

Psychomancy, archaically known as telemancy, is the manipulation of the mind and psyche. Although it is seen as a “higher mancy,” in the sense that many of high society often take up psychomancers to subtly sway business deals or win over political support. However, it does have a decent chance at failing, especially in lower tiers. Psychomancers are also extremely useful in lower society, often being used for thievery, illusions to think someone is paying for a product that does not exist, and the like. Illusion’s quality are always determined by the skill of the mancer, and this mancy cannot physically read the mind or memories of another.

## Example Spells

* **Dopple:** Tricks an opponent into seeing another copy of the caster, which can then be used to distract them. Vitor is required in order to keep the spell going.
* **Visions:** This spell can implant thoughts or visions within someone, letting them see things or remain in a state under consciousness for a certain amount of time. Effectiveness varies on the target's willpower, and it's not really effective against fellow psychomancers. Terror can inflict visions of fear, paranoia, and horrific things in a mind. Not quick to cast at all, as some report minds that took weeks or even months to be corrupted. On the other hand, "enlightenment" can have similar effects, but with happier and more "pure" visions seen that entrance someone in happiness. Good for a distraction that doesn't mean to scar or hurt anyone's mind, and it doesn't take too long to cast either.
* **Manipulate:** A psychomancer uses their subtle casting along with certain environmental aspects to begin moving them towards a specific emotion or goal, such as during times of tension, creating the image of an enemy slaying one’s mother.
* **Telekinesis:** Pyschomancers can impart their will to manipulate objects at the discretion of their level. Intermediates can compel examples as knives, miscellaneous objects, and other light accessories into levitation and movement at the great expense of vitor. Experts and above can interact with more sizable objects.

> · *Telekinesis cannot fully manipulate metal-based alloys.*
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> *· Due to the powerful nature of this spell, Telekinesis can **not** affect living beings and golems by forcefully make them do things under "weight" pressure of the spell. (i.e: Crushes the limbs/spine of a person, forces someone into the ground to crush them... etc. Something you can do is short blasts of telekinesis to knock someone back, for example.)*
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* **Blink**: A psychomancer can alter their corporeal position from to the next, traversing a span of distance intangibly in semblance to a ‘blink’. The distance of this is between four to five meters. A pyschomancer must not be interrupted, must visibly see their target, and cannot blink through opaque objects.
Slant Herb

Slant is a spice most commonly found in the plains and forests of the West in Trepheon and isolated forests in Ludwag. This type of herb is harvested from a much larger plant which can be dangerous from humans to ingest or use. Slant most often has been used as a cure to insomnia and back pain, but have also been rumored to give off serious hallucinations upon overuse.

Slant grows in thick, large bamboo like trees from the ground with minor twig growths, where the spice is harvested from pods. Plantations and common workers often experience delusion and brain damage if they do not take the proper precautions to handle the substance.