recursal/Fanatic-Fandom huggingface dataset:
Ninja

Possuidores de grandes habilidades em combate e furtividade, sendo muitas vezes citados como "Sombras da Noite". Usam-se de vestes extremamente leves para que mantenham uma grande velocidade e assim possam usar seus ataques. É comum que Ninjas usem de armas cortantes leves, sendo naturalmente bom em arremessar contra os inimigos.

Além de todas as habilidades de combate, os Ninjas são especialistas no uso de apetrechos, como ganchos, que os ajudam em por exemplo escalar paredes e ainda são capazes de fabricar parte desses para uso próprio. Entre os instrumentos que podem possuir, existem arcos curtos, kunais, shurikens,  Sai, espinhos, Kusarigama, Tanto e até Katanas. Como todas essas são armas incomuns e que são dificilmente encontradas, um ninja já inicia, por padrão, possuindo uma Adaga Tanto, duas Kunais e Quatro Shurikens, sendo bem difícil que ele consiga um vendedor capaz de providencia-lo outras armas. Diferente dos Assassinos, os Ninjas não possuem treino em usar Veneno, sendo raro que usem desse recurso.

**[ Caminhos do Ninja ]**

Não é obrigatório escolher algum.

**➨Discreto**

•Requisitos: Subclasse Alquimista

Esses ninjas são capazes de, por meio de artifícios alquímicos, fabricar bombas de fumaça. As bombas de fumaça são feitas em recipientes circulares e fracos de vidro que se rompem assim que colidem com o solo, de imediato, a substância se torna gás, permitindo que o Ninja se oculte. Devido a um grande treinamento, eles são capazes de ver entre a fumaça que produzem. Durante a produção das bombas é comum que ocorram acidentes com a substância sendo exposta ao ar, quando isso ocorre, o local é coberto de fumaça. Embora não cause nenhuma consequência, esses acidentes fazem ingredientes serem gastos atoa.

**➨Armoreiro**

•Requisitos: Subclasse Ferreiro

Ninjas capazes de criar os próprios equipamentos. Como os itens dos Ninjas são de difícil acesso, produzi-los é algo racional à se fazer. Além de poderem fazer todas as armas listadas, ainda servem para fabricar garras metálicas e uma variedade quase que ilimitada de artifícios ideais para os Ninjas.

**[Oinin]**

Os Mais poderosos e destemidos Ninjas, possuem habilidades de grande renome e são mestres da agilidade. É dito que esses Ninjas alcançaram tanta furtividade e letalidade que podem mandar pessoas para o "Ciclo" antes que elas se deem conta das próprias mortes...
Donmynikka Kharphoru

•Atualmente é a treinadora de Althertos, tendo pegado o cargo após o desaparecimento de Wolfven. Donmynikka é uma Thiefling com algum mínimo de civilidade.

• Embora possua alguma decência, ainda assim age de maneira insensata, se isso não bastasse, ela não possuí pudor e age de maneira violenta, possuindo no geral uma péssima personalidade.

• Foi escolhida ao cargo por ter uma imensa experiência em batalhas, algo que fez parte de toda a sua vida, já a razão ter aceitado é uma incógnita.

• Como prova de sua habilidade tem algumas cicatrizes e sua arma, uma espada que pode ser acessa, emanando chamas.

• As funções de Donmynikka consistem em treinamento. Ela pode ser contratada para auxiliar alguém em treinos por algum tempo, ou, se estimulada financeiramente, pode dar dicas sobre **fraquezas** de alguns tipos de inimigo, algo que pode ser fundamental em algumas batalhas.
Evolução de Classe

Cada Classe tem sua respectiva Evolução, adquirida através do avanço de Classe. Uma Classe superior é melhor que sua derivante e pode possuir Caminhos próprios, além disso, Cada Caminho tem sua versão avançada com habilidades especiais.

Junto do Sistema de Aquisição, Aprimoramento e Combinação de Subclasses, é possível gerar uma infinidade de variáveis, assim sendo, existe uma infinidade de Caminhos, específicos por combinação de incontáveis fatores. Com a Evolução Classe-Caminho, na aquisição de um novo Estilo de Classe Principal, pode-se, por exemplo, ocorrer a combinação de uma Subclasse derivada, adquirida pela combinação de uma Subclasse Evoluída com a variante de uma outra Subclasse, tudo por meio de treinos. Como existem mais de uma dúzia de Classes e Dezenas de Subclasses, e cada Subclasse tem Variações e pode dar origem à outras Subclasses através de fusões, o número de Caminhos possíveis permanece sem ser calculado, além disso, como os Caminhos estão sujeitos à Evolução de Classe, e, posteriormente permitindo a junção com outra variável, muitas dessas Especializações serão descobertas com o tempo, possibilitando que personagens Completamente Únicos e inesquecíveis surjam, lendas que jamais serão substituídas, e, que, mesmo após a morte podem permanecer eternizados na Lista de Personagens.
Velvet von Illunthyr

• Tem um paradeiro incerto, na realidade, encontra-se em constante viagem junto de seus Seguidores, seu desejo é causar uma substancial mudança, acender uma chama de esperança naqueles que já abandonaram seus sonhos. Para cumprir com seus ambiciosos, e talvez tolos, anseios, tem viajado pelas inúmeras ilhas, confrontando Malfeitores e depondo os tiranos que se apoderam de algumas das áreas.

• É a Fundadora de um dos três maiores núcleos organizados dentro do Altruísmo, como o Altruísta concedeu a liberdade para seu Grupo, é natural que alguns dentro da Facção se percam, também é de se esperar que alguns se tornem como fogueiras, reunindo as fracas chamas dos desamparados ao seu entorno, assim, Velvet tem seguido, reunindo pessoas boas ao seu entorno para poder realizar seus sonhos e satisfazer a ânsia por um mundo mais Justo.

• Assim como no passado lhe estenderam a mão, Velvet deseja amparar os necessitados e esperar que assim a história se repita.

• Em seu dedo anelar, ela leva com sigo um anel prateado com um cristal azulado, esse emite um suave brilho sempre que na presença de outro altruísta.
Voo

[ Custo: Elevado ] *— Visto como a mais difícil de se aprender, principalmente pelo fato de desconcentração causar "esmagamento cefálico" e uma falha na conjuração lançar o usuário mais de 20 metros para cima, fazendo-o cair diretamente para a morte enquanto tonto pela rápida subida contra a força gravitacional e pela mudança de pressão.  Voo permite, literalmente, voar.*
Alquimista Tezaf

*• Atualmente encontra-se em Makaren, entretanto, frequentemente faz viagens para a Sede. Antes de viajar deixou um pequeno estoque de Poções em sua Sala.*

*• Quando em Althertos, o Elfo fica em uma sala em uma das torres, lá ele cria várias poções sempre que possível.*

*• Tezaf dialoga somente com outros elfos ou alquimistas de maneira normal, caso se trate de qualquer outra pessoa se usa de um número exagerado de Sarcasmo e Ironia, quase que desprezando aquele com quem dialoga.*

*• Esse Elfo era anteriormente um Aventureiro inexperiente que se meteu em vários problemas, tendo sido salvo no passado por Eulishe, dês de então ele criou uma dívida que agora "paga" sendo o Alquimista.*

*•* *Tezaf vende poções, entretanto, conseguir ter acesso a sua loja é difícil. O Highmoon se recusa a vender para qualquer pessoa que o incomode, assim sendo, a maioria de suas produções são compradas pelo próprio Mercado e usadas para curar feridos.*

Para ver a loja, clique aqui!
Erghoros Thergasnmo, O Juiz

• Viveu sua vida pregressa sem se importar com a moralidade ou a busca ao divino, importando-se apenas em cumprir desejos egoistas, dessa maneira, encheu-se de pecados. Enquanto mercenário, fora derrotado por uma pessoa benigna, essa por sua vez polpou sua vida, dês dessa momento, Erghoros nunca mais foi o mesmo.

Os Boatos dizem que Erghoros refletiu sobre sua vida, e em uma crise acabou encontrando sua senhora, Interkyan, passou então a buscar tornar-se uma boa pessoa e com isso encontrou seu caminho, o Altruísmo.

• Erghoros é um Homem sábio que fundou um dos Três Núcleos organizados, aqueles que concordaram em seguir suas ideias tem por objetivo ajudar mais pessoas a encontrarem a iluminação, desse modo, ele tem atuado pregando palavras que guiam as pessoas à se ajudarem.

• Seu Título de Juiz fora lhe conferido pelo hábito de enfrentar os malfeitores e julgar se esses devem viver ou serem mandados para o pós-vida, caso seu julgamento mostre que o inimigo é digno do perdão, ele irá instrui-lo a ser um membro do Altruísmo.

• Em seu dedo anelar, Erghoros possuí um anel prateado, decorado com um cristal de tom azul que brilha suavemente sempre que ele se encontra próximo de algum altruísta.
Ordens do Xerife

**Sheriff's Orders**

Uma Guilda contra criminosos no geral, se seu nome está em nossa lista de procurados significa que você precisa ser parado e entregue a justiça.

Procurado vivo-ou-morto.

Ambas as maneiras de caçada serão aceitas, apenas veja os termos com o Sheriff, o encarregado pela guilda.

> Créditos: Droggoz.
>
>
Vales

**Requisitos para Vales:**

• A **Primeira missão** cumprida necessariamente recompensará com um Vale.

• A Cada **5000$ de recompensa**, ganha-se um Vale. (Eles são divididos entre os Membros de Althertos que participaram da missão).

• Em **missões de resgate**, caso a pessoa seja resgatada intacta: +1 Vale.

         **[Gastando os Vales]**

**— Cristal de Teleporte:** 5v

*Permite usar os Espelhos de Teletransporte, presentes nas capitais e grandes cidades, sem a necessidade de se pagar o preço da passagem.*

**— Um Quarto no Castelo:** 10v

*Dá acesso à um Quarto em Althertos, podendo esse ser usado para descansar em segurança durante as noites e para se recuperar das jornadas.*

**— Um Cofre para Itens:** 15v

*Carregar muitos itens é cansativo. Com um Cofre é possível guardar o peso extra com segurança. Observação: Em caso de morte permanente do personagem, não é possível recuperar os itens com o próximo, entretanto, ele poderá comprar os itens perdidos por 1000$ cada. Itens do Mercado de Althertos terão um desconto de 50% para o próximo personagem.*

**—Contrato de Auxílio:** Variável (2-20)

*Um dos Npcs de Althertos (Não incluindo os que atuam somente como mercadores, como o próprio Eulishe) ou outro jogador (O Preço dependerá da experiência do personagem em Althertos) será convocado, tendo de comparecer para ser um aliado em uma missão. **Observação:** Essa é uma das maneiras de se ter acesso fácil ao **Errante**.*

**Wisha Freggnard** **—** 8v

**Yumirashi Susherty —** 20v

**Claython Oddara —** 10v

**Thalvini Brurueevo —** 5v

**Illyanor Vallkarnoth —** 12v

**Donmynikka Kharphoru —** 10v

**Sovengar Thifnyr, o Errante —** 6v
Viagens

**1— Caminhada:** Forma comum de se mover, caso o adm desejar, poderá interferir na narração em questão para impor desafios, tais quais Bandidos e Criaturas Selvagens. Atualmente, pode ser usado para se mover Instantaneamente para qualquer local que esteja conectado por terra.

**2— Cavalo:** É Possível se comprar um cavalo para fins de se locomover mais rapidamente, evitando parte dos desafios de uma viagem à caminhada. As mesmas regras se aplicam para qualquer outro tipo de montaria. O preço de um cavalo em muito varia, entretanto, tem por base 2500$. Caso o Cavalo ou Montaria não seja morto, ele será permanente, aparecendo automaticamente no Estábulo da cidade onde seu Personagem se encontre.

**3— Coche:** Consiste no transporte por meio de carroças e carruagens, o valor do transporte varia de acordo com a distância, normalmente tendo preços por volta de 1000$, viajar dessa maneira evita problemas com animais selvagens ao máximo, considerando que exista um comboio, normalmente para transporte de mercadorias, existe a possibilidade desse ser Escoltado por aventureiros, nesse caso, não se há grandes riscos com bandidos e animais, ao menos não com os mais comuns.

**4— Barco:** Envolve a grande variedade de embarcações navais, normalmente tem custo de 2000$ e passa por certos transtornos em meio ao mar, por outro lado, essa é a maneira de se desbravar terras desconhecidas e descobrir outros territórios, como ilhas. Existem embarcações menores como canoas para atravessar rios e canais, esses costumam cobrar 200$ ou mais, dependendo do trecho percorrido.

**5— Espelho:** Existe no centro de algumas cidades, usar um espelho custa 2000$, além disso, os guardas da cidade irão verificar a identidade da pessoa em questão para se certificarem que não se trata de algum criminoso. Se mover através dos espelhos é instantâneo, sendo possível se mover de uma capital para outra com imensa facilidade.

**6— Teleporte:** O teleporte é uma proeza dominada por alguns usuários de magia, esses podem, gratuitamente, se moverem para lugares onde já viram. Pouquíssimos são capazes de dominar o teleporte. Existem ainda Pergaminhos com essa magia, usar algum deles permite se Teletransportar para qualquer lugar onde já tenha estado, sem os requisitos da magia.

**7— Grifo:** O mais raro tipo de transporte, o transporte através de criaturas voadoras. No geral, é possível achar em alguns lugares treinadores de Grifos, Águias Gigantes ou outra criatura alada semelhante, por um preço em torno de 10000$ é possível se fazer uma viagem como carona em alguma dessas bestas aladas. O local mais conhecido onde pode-se achar um Grifo é em Althertos, sendo a viagem disponível por 5000$ para Membros.
Cinzas do Fascínio

[Recompensa do Altruísmo]

*• Cinzas estranhas que parecem se contorcer dentro do saco de couro onde encontram-se contidas. As cinzas estão em quantidade o bastante para cobrir uma Arma ou Armadura com chamas, atribuindo-a dano flamejante adicional. Após ser usado, mais cinzas surgem no saco após 24 horas, permitindo que o item seja usado novamente.*
Bor-Antium

## Inhabitants

Inhabitants of primary civilization's cities overall in whole country (differs through regions)

* 90% Wood Elves
* 5% Pemione
* 2% Godemer
* 2% Northern Elves
* 1% Others

## History

Name is of Old Elven origin Bor - Forest, Antium - Place/Land.

* Elven descent and settlement of Great Eastern Woods 270y u.e.
* Beginning of Uttemmu Elven civilisationing missions 410y u.e.
* Elven Abugida's creation 465y u.e.
* Great Tem-Lekkian war 470y u.e.
* Unresolved war leading to stopping of Elven missions 524y u.e.
* Bor-Antium nationalisation 526y u.e.
* Elven religion's institutionalization 527y u.e.
* Elven Heresy War 53y a.e.
* End of Elven Heresy War after 25 years 78y a.e.
* Beggining of elven split and emigration 79y a.e.
* Some elves settle in northern Rayyjer and northern Plateau becoming northern elves 81y a.e.
* Elves arrive to promised land of northwest mountains, they settle becoming mountain elves 84y a.e.
* Yuhgi-Antium's nationalization 96y a.e.

## Natural resources

Unique resource - Bronzium

Local top tier resource - Hearts' bark

Fill about other resources

## Faith

Fantpep - Vast majority of inhabitants

Atuum - Minorities in south of country

## Organizations

Bor-Antium is a country of origin to Druid Circle.

Fill more about banned orgs and most powerful ones.

## Language

Original Elven without dialectization. Developed from Old Elven

## Architecture

Premagic architecture consists of huts built out of bone and leather or houses built out of bones and [mostly] irregular stone. Wood can't be used because of the faith. Imported wood tends to be used closer to borders or coasts. Architecture with magic is based on magicaly reshaping trees and filling gaps with bones and stone creating walls.

## Provinces

That has to be written yet sadly.

PlsFill

## Music

Traditional musical instruments inspired by:

* Mountain Dulcimer
* Tin Whistle
* Cura

## Climate

The Elven Forest is covered by gargantuan deciduous forest. The forest consists almost entirely of profusely mossy, winding, thick and large trees growing probably 3 to 5 meters apart (bark to bark). The north-west of the forest differs from the rest of the forest because it is located in a different climate zone, which makes the trees there simpler, thinner (up to a maximum of 1m), and more densely located, maybe up to 3.5 meters apart, also profusely mossy. and there are no matron trees there.

## Wildlife and dangers

Animals most commonly found there:

* Devourers
* Desert Trolls
* Motley Trolls
* Cave Trolls
* Gerandits
* Wolfs
* Mauks
* Crawlers
* Liargs
* Makaras
* Mares
* Horses
* Dogs
* Slopebeasts
* Slymi
* Deers
* Werehedhes
* Lightflies
* Hearts' Wasps
* Salamanders

Magical beings:

* Ents
* Hearts' Ents
* Skeletons
* Heart's Golems

Great threat - Vile Hearts

## Notable locations

Grand Cities:

* Fill but make it on ALLDATA map first

Minor Cities:

* Fill but make it on ALLDATA map first

Oasis Towns:

* Fill but make it on ALLDATA map first

Fennecs' Cities:

* Don't have names yet, PlsFill later

Dungeons:

* Don't have names yet, PlsFill later
Samurai

Conhecidos por serem guerreiros de elite que lutam usando armaduras pesadas e katanas. Eles podem usar qualquer variação dessa lâmina, entretanto, não fazem uso de outro tipo de arma. Os Samurais normalmente usam armaduras pesadas, a Armadura Samurai, e não conseguem usar escudos, em compensação, as armaduras tem uma excelente absorção dos danos sofridos.

Para melhorem as habilidades de combate, agem de acordo com um treinamento, isso os torna ainda mais vitoriosos e amplia a força de vontade que possuem.

É normal que alguns dos Samurai façam uso de algo para ampliar o medo e dano que causam em tropas inimigas, sendo possível que eles tenham uma resina inflamável que possa ser passada em suas armas para os dar dano Flamejante.

**[ Caminhos do Samurai ]** (Não é obrigatório escolher algum.)

**➨Lâminas Duplas**

•Requisito: Subclasse Duelista

São Lendários Samurais capazes de usar duas Katanas ao mesmo tempo, uma em cada mão. São renomados e temidos, afinal, mesmo seus ataques tendo menor precisão, o dano que podem causar é terrível e facilmente fatia um inimigo.

**➨Corte Mágico**

•Requisito: Subclasse Arcanista

Samurais que dominam as Artes Arcanas, como são muito raros, é necessário cumprir requisitos específicos para que a ficha seja aprovada. Esses guerreiros dominam o poder mágico, envolvendo suas lâminas de magia, assim sendo, seus ataques passam à causar sangramento graves, além disso, o dano deles passa a ser considerado como de Arma Mágica.

**➨Arqueiro Samurai**

•Requisito: Subclasse Ataque à Distância

Samurais capazes de usar arcos curtos e longos, normalmente fazendo uso de arcos simples. Esses arqueiros são bastante habilidosos, entretanto, não podem sair do lugar enquanto preparam e realizam seus disparos.

**[Shogun]**

Os mais poderosos Samurais, dominam as linhas de frente com seus ataques ferozes e armaduras que os protegem de todos os danos sofridos. Quase não há como vencer um Shogun sem o devido preparo, tamanha a habilidade presente em seus golpes.
Mormeser

## Inhabitants

Inhabitants of primary civilization's cities overall in whole country (differs through regions)

* 75% Semione
* 15% Pemione
* 4% Whiteshades
* 3% Hopps
* 3% Others

## Divisions

Magic Guild associates, scholars, priests and missionaries make up the elite caste and all nobles are these. The welfare difference between elites and lower class is horrendous there meaning if one is not a noble it's most likely a life in poverty.

## History

Mormes - The last Semmer monk to teach Semione + er - "ia" like in latin in Saxonia - The country of Saxons.

* Semmer Dyctate founding 1y u.e.
* Creation of first writing system to exist 3y u.e.
* Semmer colonial expansion 403y u.e.
* Matelspeak Literature's creation 430y u.e.
* Adoption of Metelspeak Literature in Gorrem 473y u.e.
* The Magic Apocalypse starts in Dom 534y u.e.
* Final popularization of knowledge about magic  539y u.e.
* Death of all remaining Semmer 1y a.e.
* Mormeser's nationalization 1y a.e.

## Natural resources

Unique resource - Daudarian Wood

Local top tier resource - Plateheon plates

Fill about other resources

## Organizations

Quaanharr is a country of origin to:

* Magic Guild
* Matelank’s Missionaries

Fill more about banned orgs and most powerful ones.

## Architecture

Some dark fantasy themed gothic architecture for all and any elite house and building, but commoners have it really simple and modest. Lower caste's architecure is just a quare houses made of flat rocks and with relatively flat roofs made most commonly of wood roof tiles.

## Provinces

That has to be written yet sadly.

PlsFill

## Music

Traditional musical instruments inspired by:

* Shudraga
* Handpan
* Kaval

## Climate

It is a country with a Polish or Ukrainian climate, but swamps are extremely common here, because these areas are a natural route for a large number of rivers, and these areas have often been flooded and submerged creating swamps and peatbogs but peatbogs constitute 90% of wetlands, and swamps are found only in the extreme east and account for 10%. South-west of the country are steppes also abundant in peat bogs, but less numerous than to the more north-west. Polesie, Chernigov, Białowieża.

## Wildlife and dangers

Animals most commonly found there:

* Devourers
* Desert Trolls
* Motley Trolls
* Cave Trolls
* Gerandits
* Wolfs
* Mauks
* Crawlers
* Liargs
* Makaras
* Mares
* Horses
* Dogs
* Serpents
* Rumblers
* Bleeders
* Okoks
* Moorbeasts
* Ogoshewks
* Meatflies
* Gugs

Magical beings:

* Ents
* Skeletons

Great threat - Plateheons

## Notable locations

Grand Cities:

* Fill but make it on ALLDATA map first

Minor Cities:

* Fill but make it on ALLDATA map first

Oasis Towns:

* Fill but make it on ALLDATA map first

Fennecs' Cities:

* Don't have names yet, PlsFill later

Dungeons:

* Don't have names yet, PlsFill later
Crowster

> "Giant ravens. But ravens in this world have 4 legs and these are gigantic and each one is completely black. Eventually, they may have patterns of black feathers. Of course bones are not exploited, because they have to fly and they are empty, but they have super-durable hoops and scapes so deathers can be used for anything in crafting."
>
>

> - Original Entry

To fill
Pemione

> "These humanoids coming from Pemionei Isles are very rich culturally and their natural responses differ drastically from those of mainland of Alftan. Their old language consisted of screeches and gurgles, but as semmer began civilizing them, they adapted Semmer Language murdering it as their bodies were never meant to speak with such sounds, but in few generations they became speaking decent Semmer and then certain words and phrases from their old language became a code resembling the NATO alphabet in real world or commands “Copy” and “Over”.
>
>
> They don’t have smelling organs, can breathe both clear air and air from the water for certain amount of time, and their hearing organs are sensitive to vibrations antennae placed between eyes.
>
>
> Etymology of name: Both semione and pemione are considered the descendants of semmer and that’s why these races names are similar. “Se-” stands for semmer as they live in former land of Semmer Dictate and “Pe-” refers to words pirate and pillage as it was always a huge thing for pemione.
>
>
> Strengths:
>
>
>  They can stay underwater for long but not for ever (however they could with a bit of magic), they make the best maritime craftsmen, and they are specialists on technology of sailing, navigating, transporting with ships and exploiting water resources. They are also very agile as they are smaller and have lighter bones than humans, and they are good climbers and jumpers.
>
>
> Flaws:
>
>
>
> They aren’t good smiths at all, they are completely dumb when it comes to smelting and casting metals, and they prefer making all their equipment with enormous pearls they gather from the sea. They aren’t good craftsmen as they cut these pearls, sharpen them and assemble as weapons, but they are very inexperienced with metallurgy and even mining. As they are small they also aren’t very endure and their bones tend to break easier, that is why their armours are crafted specifically to make their bodies more stable and shock resistant."
>
>

- Original Entry
Matelank’s Missionaries

> "These are basically the crusaders that help every Matelankist country during the war against non-Matelankist countries, they also rise the temples where the religion is believed but with no access to any churches. During peace they are bit powerless as they can’t risk converting other countries and giving them reason to attack their countries, so they build and maintain Matelankist embassies."
>
>

- Original Entry
Whoa, dark religon, tell more.
Gerandit

## About

Encountering small groups of gerandits in the wilderness, one should not be scared nor worried as these are unmalicious creatures. Gerandit’s diet consists of gathered plants and smaller prey, and these are comparable in size to house cats.

In general, gerandits can be divided into two groups: rogues and minions. Rogues tend to be slightly bigger than their royal cousins, reaching sizes of smaller dogs and them being ‘rogues’ means simply that they do not serve any gerandit queen, but instead live in a group of up to a hundred of other rogue units.

Minions [or royals] on the other hand are their little cousins. Smaller in body mass but not so much in numbers since typically a single colony of royal gerandits spans between 3 and 15 kilometres and consists of 10 000 - 50 000 specimens with one queen per 10 thousand (or one queen per entire colony for desert species).

No matter the branch, gerandits’ style of attack is swarming, and they are extremely unlikely to even try and defend in groups below 3 – for rogues and 12 – for minions.

As of nests, gerandits become highly territorial, whence one finds themselves at the entrance of these. Even the most skilled adventurers wouldn’t be likely to survive the swarming of hundreds, let alone thousands of these omnivorous insects and also, nobody will ever find their stripped of flesh bones.

## Variants

### Major species

* Common Gerandits [Blue-Black]
* Lekkian Gerandits [Golden-Red]
* Ghost Gerandits [Pale White]

### Castes

* Hunters
* Templars
* Queens

## Occurrence

Any lush forested region of Alftan and underground forests of Alftandarevour.

Living trees and branches are also part of their diet and are actually cultivated and fertilized by the colony.
Lather

> "Pheasants the size of a fucking ostrich and I don't think there should be need to write anything else. They don't have too much flesh, so they have to have dense feathers and during hunting eggs are the main asset. Therefore we hunt for feathers and to then raid it's nest for eggs."
>
>

> - Original Entry

To fill
International Organizations

There are many organized factions working worldwide, opening new filias in major cities across the world.

**Oranizations as of year 100 a.e.**

* Ascendence Seekers
* Dragon Knights (Drakontnids)
* Druid Circle
* Golden Salamanders
* Illuminati
* Light Cult
* Magic Guild
* Matelank’s Missionaries
* Merchant Guild
* Pirate Guild
Five Guardians (faith)

To fill

An organized religion of Humans. Belief in 5 guardians and 5 realms of afterlife. Each guardian is radically different to other and represents different worldviews. Everyone chooses one patron guardian, most commonly for life. This tradition also lead to nations, factions, clans choosing patron guardian of their own.

The Five Guardians are:

* Units
* Autria
* Iryam
* Outlar
* Enura
Ascendance Seekers

> "Cultists again, they believe that Domians are the highest of races, that Uttemu ascended and that’s why they vanished, and at this point they are searching for any trace of possibility to ascend the human race."
>
>

- Original Entry
Alftanian international organization. Members consist primarily of Domians. Although rest of humans are easily accepted, members of other races are exceptional. The centre of Seekers’ operations is the city of Eaststop in Engineer Plateau. The faction in question has a cultlike structure of power and mafialike course of actions. Nobody is supposed to leave it ever.
Lightfly

> "The landscape is a bit of a fairy-tale forest, so here at night there should be glimmers or fireflies, so these creatures are also gargantules. They sleep during days, at night they lure with their abdomens and kill. As for the food chain, they attack wasp nests and murder them at night. "
>
>

> - Original Entry

To fill
Dragon

> "They are important because they came back to life through corruption and play the role of common bosses, let's say that even size is cool in Skyrim, but these are the smallest and the rest bigger. Their bones are not used for forging things, because they are empty and unstable, as in birds, but with scales. "
>
>

> - Original Entry

To fill
Zoulou Sanguinaires

## Infos

Les Zoulous Sanguinaires sont les nouveaux ennemis de la mise a jour 1.40 du Royaume Zoulou, ils sont considérés comme S-Tier et sont extrêmement dangereux.

## Histoire Stratégique

Les Zoulous Sanguinaires possèdent des stats imposantes en attaque, mais restent peu agiles, ils bénéficient de la meilleure attaque du jeu qui peut infliger jusqu'à 1200 dégâts maximum (1500 En mode difficile) Leurs attaque "Griffes Sauvage" est la meilleure attaque du jeu en termes de dégâts et peut tuer la plupart des ennemis du jeu en un seul coup.

## Skills

### "I-Wild Cree"

Le Zoulou Sanguinaire lance un violent cri vers le joueur ce qui réduit sa défense de 300 points pendant 3 tours.

### "Uzipho Lwasendle"

Le Zoulou Sanguinaire attaquera directement le joueur en le griffant a plusieurs reprises, l'attaque ne fonctionnera pas si le joueur utilise le skill "Evade"
Onda Sonora Contrária

[ Custo: Alto ] *— Trata-se de ondas sonoras imbuídas de comandos e cálculos mágicos, essa magia Autoral tem por objetivo interferir em outras magias, prejudicando seus comandos, deformando-as e em alguns casos as desconjurando, o mais normal é que essas magias em questão tenham seus efeitos alterados, tornando-as mais fracas ou inúteis. Um uso comum dessa magia é contra magias "aura", como "Aura Flamejante", nesses casos, a magia perde o controle e causa dano no inimigo.*
Halftaurs

> "Centaurs have episodes where they copulate with deer and they even give birth to half-centaurs, which are misfits and are rather used as freed slaves by centaurs. They are centaurs, but looking at the face and ears you can see a deer. "
>
>

> - Original Entry

To fill

An minor civilized specie located in Bor-Antium. Rather sub-specie of Centaurs
Drake

> "Important thing is that they do not have wings and walk on all four, they are all crystalline whitish colors, ie white, barely noticeable in white blue, to the maximum of the spectrum with light yellow and light pink. Damn nimble, spiky heads breathe fire and ice, their exploatable resource are bones, because they are not empty like dragons. "
>
>

> - Original Entry

To fill
Quaanharr

## Inhabitants

Inhabitants of primary civilization's cities overall in whole country (differs through regions)

* 53% Sandfolks
* 37% Creons
* 5% Wood Elves
* 2% Vorntnids
* 2% Fennecs
* 1% Others

## Divisions

Country is divided in casts, and societies are also separated in city districts.

The societal district division consists of:

* Human Districts
* Creon Districts
* Minors' Districts

## History

Name meaning "Sandhome" (Quaaz - Sand; Arr - Home)

Nation founded on the ruins of Uttemu civilization and on the ruins of their cities.

Founded as a merchant republic by the community of Domian and Creon nomads in 2y a.e.

## Natural resources

Unique resource - Vitrail

Local top tier resource - Upotagos plates

Fill about other resources

## Faith

Five Guardians [Enura is the patron guardian] - Mostly humans

Atuum - Mostly creons, also elves

## Organizations

Quaanharr is a country of origin to:

* Golden Salamanders
* Merchant Guild
* Temple Guard

Fill more about banned orgs and most powerful ones.

## Language

Quaanharran which is mostly derived from many tribal creon languages with bits of Domian.

## Architecture

Modernly architecture resembles the native american Chaco Canyon city in New Mexico but also Petra and the Rose City. Cities also consist heavily of rebuilt Uttemu buildings and these are modeled after cities of native americans of Colorado, Arizona and New Mexico (Acoma Pueblo, Mesa Verde, Taos Pueblo, Montezuma Castle).

## Provinces

That has to be written yet sadly.

PlsFill

## Music

Traditional musical instruments inspired by:

* Cornish Bagpipes
* Armenian Shvi
* Vargan
* Hurdy Gurdy
* Pibgorn
* Bones

## Climate

It consists mainly of the Lekke desert, but all the cities are located at the banks of Tem river and at the tropical coast stretching from south to east.

Bolivia, the difference between 'Santa Cruz de la Sierra' and 'La Paz' + a bit to the east Rio Grande do Sul climate in Brazil.

## Wildlife and dangers

Animals most commonly found there:

* Devourers
* Desert Trolls
* Motley Trolls
* Cave Trolls
* Gerandits
* Wolfs
* Mauks
* Crawlers
* Liargs
* Makaras
* Mares
* Horses
* Dogs
* Slopebeasts
* Skorpagoses
* Scarabs
* Sofants
* Hyenas
* Antelopes
* Stone Guardians
* Walkers
* Rosofs
* Salamanders
* Zupors

Magical beings:

* Ents
* Skeletons
* Stone Guardians

Great threat - Upotagoses

## Notable locations

Grand Cities:

* Onoqoban
* Qifalzuus
* Qismadott
* Sstinmadott
* Boadanzuus
* Onoqoind
* Onekaguger̤
* Beatmadott
* Nikozupam
* Rudossusul
* Oneqefal
* Onoqoruval

Minor Cities:

* Memestl
* Kararzupam
* Kubekzupam
* Gavanotibik
* Onebeat
* Oneshzint
* Qomzuus
* Oneqedir
* Oneqom
* Onoqodeegoor̤
* Basoksond
* Qedirdem
* Memzupam
* Onoqodik
* Botiputtsusul
* Ferersond
* Dessond
* Onedezhond

Oasis Towns:

* Oneqabel
* Ibettsusul
* Oneqefal
* Oneheżond
* Qekadan
* Onoqoqeel
* Botapepelder
* Gavanestl

Fennecs' Cities:

* Don't have names yet, PlsFill later

Dungeons:

* Don't have names yet, PlsFill later
Impossiblium

**NOTE: Along with Placeholderium, this is not to artifically inflate the element count!**

## Impossiblium

### Symbol

?

That is actual symbol of the element

## Nomenclature

### Systematic name

Depends on location

An element placeholder for elements that are not creatable due to errors, or due to impossibility to exist (e.g. it is too unstable). This is not the same as Placeholderium, as this one cannot be replaced with an element.

Template:Astronomium Elements

Template:Latin Elements
Sandfolks

> "Etymology of name: They are obviously the people of desert.
>
>
> Strengths:
>
>
>  They are both born survivalists and businessmen, would serve anything for enough gold what makes entire race the ideal mercenaries, genetically speaking they are skilled orators and this allows them the most prominent merchants in the world.
>
>
> Flaws:
>
>
>  Their entire civilisation revolves around gold, and they aren’t the best at handling the problematic situations like bankruptcy or political treason.
>
>
> Also:
>
>
>
> They aren’t much darker than Domian humans, as they dress in certain ways that screens them from burning sun."
>
>

- Original Entry
Cult of Blood's Power

> "The first floor of the Alftandarevour caves are inhabited by civilized beings, about 40% of whom however, believe in the power of blood. The higher, therefore the farther away from civilization, the more it dominates. Only blood tribes live on the second floor. The relatives from the lower floors however, conduct religious missions there. On the third floor, however, there are quite primitive tribes that are converting to the religion of blood.
>
>
> The assumptions of faith are:
>
>
>
> Every 20 years the strongest warriors pass their blood on to the next generations after the ritual in which they kill all the males of their generation. The winner If any of the women do not become pregnant, they are butchered. The winner impregnates all women including his family."
>
>

- Original Entry
Illuminati

> "It’s shadow government falsifying royal and urban elections while needed. Their goal is to maintain both: peace in the world along with their positions in society. They are usually members of high class, nobles or merchants and they never talk about their organization but all have the same tattoo symbolizing being part of this community."
>
>

- Original Entry
Whaaat? Tell me
Matelank’s Church

> "The indigenous faith of the former country of Semmer. It's institutionalized. We are talking about monasteries, schools and temples.
> Religion is based on faith in the dark god Matlank, the god of all misfortunes that happen in the world. Followers believe that the world is by nature too good a place to be left unchecked, and therefore there is a Matelank who, in the form of a disembodied eye or a phantom in a torn black robe and with a scepter with an eye at the end, heralds greater and lesser misfortunes, and the prophecy ensures, that when they finally appear, clad in armor and a black hood, with an eye-decorated cloth on his back, it would mean the end of all times."
>
>

- Original Entry
Magic Guild

> "These guys are basically the opposition to magic universities as they don’t think powerful magic should be free for everyone to learn and only gifted mages should have chance to wield the arcane powers. Sometimes mage going to university is constantly being told to attempt a Magic Guild’s education instead as they would teach him way more than university."
>
>

- Original Entry
Pirate Guild

> "Guild founded on islands by locals who aren’t farmer like type of people. Back in the days Pemione used to live only on isles and pillage coastal cities and other islands, but Semmer wanting to civilize them started bringing them to the coast, settling them and teaching how to cultivate the land, but pirating is still a thing in modern day and it’s done mostly by Pirate Guild"
>
>

- Original Entry
Weird banner for a pirate :think:

How are they like?
Elves

> "Elves (Or as they are referred to commonly ‘Forest Elves’, ‘Northern Elves’ and ‘Mountain Elves’ even if they are the same biologically) are believed to be descendants of Old Elves also called Bronze Elves, as it is common to believe (not only by elves but also by most humans) that elves used to live in bronze palaces and bronze cities built high in the Alftandarevour before they descended and settled in Bor-Antium for some mysterious reason.
>
>
> Strengths:
>
>
>  Elves have reflexes, coordination and control over their bodies far better than ‘default humans’, they are also capable on focusing their entire attention on what they are willing to focus on, this all summarized allows them to dual wield light, one-handed weapons, and then they live about 1.5 times as long as humans (of course not counting Mountmen).
>
>
> Flaws:
>
>
>  Their bodies are generally smaller than humans’ they are thinner and it’s harder for them to gain muscles, this doesn’t make them more agile (better coordination and reflex does), but they are more shaped to be robbers as they could fit to more places. Summarizing they are physically weaker than humans, but they still could make better warriors and craftsmen.
>
>
> Also:
>
>
>
> Skin tone of Mountain Elves and Forest Elves differs. Forest Elves are pale due to living in omnipresent shadow of Elf Woods, and Mountain Elves are tanned as they live in mountains without such shadow and as they live higher with less of atmosphere to isolate them."
>
>

- Original Entry
They are bioluminescent now. And I mean like bioluminescent pattern of very small spots [circular and eliptical]. Have tails reaching ground.

since they came from my other oc and it's all a connected multiverse they should've evolved somehow to be like that

what if I made some egumena (this magic plant with neuron cells) that is bioluminescent bulbs and that was good chunk of their diet and since having egumenas in ur diet for generations always makes weird magic stuff they have these glowing spots but maybe only when wet like in rain that'd be so cutely epic.

As of Alftan ancient and medieval storyline there are 6 races of elves

* Mountain Elves
* Wood Elves
* Hearts' Elves
* Ice Elves
* Northern Elves
* Bronze Elves (ancient)
Okok

> "A giant rat, and when it comes to design, the thing is that it is not fat, because it has holes in many parts of its body. It is not that it has wounds or no organs, it has evolutionarily symmetrical openings in many muscles, e.g. in the front of the thighs, under the throat, in the ears and at the lower jaw under the ears. "
>
>

> - Original Entry

To fill
Vornt

## Inhabitants

Inhabitants of primary civilization's cities overall in whole country (differs through regions)

* 70% Vorntnids
* 14% Creons
* 10% Mountain Elves
* 5% Whiteshades
* 1% Others

In the underground cities live another satient specie, the Undead

## Divisions

There are 4 clan factions dividing the country. Each has different lifestyles, worldview, different patron guardian, religious fervor and race tolerance.

PlsFill names of these.

## History

Name meaning "Dragons' [Lands]"

Clan wars for nation's unification start 56y a.e.

United by king Wil in year 98y a.e.

Historical Grand Priest Houses:

* Gúsbynd
* Moegtan
* Vorrnekúal
* Véimrriv
* Dtueorun

## Natural resources

Unique resource - Miatyrum

Local top tier resource - Dragon scales

Fill about other resources

## Faith

Five Guardians [Iryam is the national patron guardian]

Though some southerners are Atuum believers

## Organizations

Vornt is a country of origin to Dragon Knights.

Druid Circle has great influence here.

Fill more about banned orgs and most powerful ones.

## Language

Domian with Vorntnid dialectization deriving from Vorncult language.

## Architecture

Modernly mix between ancient norse and ancient celtic (also in stone form in cities). Remnants of Vorncult architecture in form of entire cities - housing and cities sculpted to the face of mountains, often ornamented with draconic sculptures.

## Provinces

Listed north to south:

* Vorntnidagarm
* West Waur
* North Downlands
* Westmarch
* Manhundland
* Domrum
* South Downlands
* Drakonuum
* Lekkraith

## Music

Traditional musical instruments inspired by:

* Cornish Bagpipes
* Armenian Shvi
* Vargan
* Crowdy-Crawn
* Crwth
* Dord Iseal

## Climate

Mountainous dry region. Damn cold place, probably should be inspired by Tibet. No steppes. Just cold mountains, more habitable greener valleys. River banks are really decent to live by.

## Wildlife and dangers

Animals most commonly found there:

* Devourers
* Giant Trolls
* Mountain Trolls
* Ice Trolls
* Gerandits
* Wolfs
* Mauks
* Wild Mauks
* Crawlers
* Liargs
* Makaras
* Mares
* Horses
* Dogs
* Slopebeasts
* Direwolfs
* Houndbears
* Demants
* Capricorns
* Mooses
* Warboars
* Gosts

Magical beings:

* Ents
* Skeletons

Great threat - Dragons

## Notable locations

Grand Cities:

* Dtrollrum
* Vorngarm
* Rivergarm
* Hundhaal
* Domrum
* Waurgarm
* Drakonhaal
* Vorntnidagarm

Minor Cities:

* Dareinhaal
* Drakon Pit
* Refhaal
* Haalgarm
* Coste
* Liarge
* Mabag
* Doumhaal

Cyclops' Cities:

* Kirmeboerm
* Unhondeboerm
* Rogeboerm
* Luleboerm
* Gmormugboerm

Dungeons: [Don't know gow these will be written yet]

* Gúsbynd Gictoll
* Dtúkyigé
* Vyrrigé
* Moegtan Gictoll
* Véimrriv Gictoll
* Dtésitigé
* Vorrnekúal Gictoll
* Irrnoúnúmidéin
* Grrtérrnnúmidéin
* Néindnúmidéin
* Dvolévéinnúmidéin
* Dtúiorrén Gictoll
* Kmúarrnonúmidéin
* Gategé
* Gmovoútnúmidéin
* Gmovoúlnúmidéin
* Uiegé
* Grrdúivnúmidéin
* Torrnúinúmidéin
* Gékoigé
* Búrrmoenúmidéin
* Meligé
Atarans

> "Etymology of name: Official name of the race originates from the ordinary term ‘Men from afar’, but the title ‘Atarans’ stands for the peoples’ ethnicity. Once there was a war in the South after witch Atarans – citizens of Atara were all forced to flee from their country and instead of seeking the asylum in other countries, with all the capital they held they bought enough ships and supplied themselves the best they could for the journey to obtain other home in direction nobody searched before – the North. This is how presumably all the Atarans landed in Quaanharr (Country in Alftan) and as they called themselves Atara.
>
>
> Strengths:
>
>
>  Their strength is muscularity, as all the islanders are well-built men and women, in fact when they arrived to Alftan they were shocked by sight of local humans because none of them thought one could be this thin. Afarmen biologically are more muscled, have more fat, and then again their culture praises bodybuilding and complicated combat techniques. And Atarans exclusively are known for not using shields and wielding two even axes and such skill (dual wielding) isn’t accessible for anyone besides long trained Atarans and Elves as these are gifted with the significant reflex and coordination.
>
>
>  Flaws:
>
>
>
> Their severe disadvantage remains the fact that they never overcame the magic apocalypse as it happened only in Alftan and are incapable of spellcasting. As Atarans aren’t keen to copulate with other human races, it is extremely unlikely for all all of them to become mages one day. They are also very impulsive and stubborn."
>
>

- Original Entry
Ogshewk

> "A horse-sized arthropod, a hexopod, a bit of a horse's stature, large mandibles, crawl in trees, chitinous shells, rather white, have nests and nest mothers that are even more weird and strong and they have dark carapaces. Those creatures are also demesticated as local equivalent of horses."
>
>

> - Original Entry

To fill
Atuum

> "This religion originated in very ancient times, when the Uttemmu were divided into tribes, and stems entirely from what we would call pagan superstitions. (...) As for the ghosts themselves - they look like any other human being, but transparent, luminescent. They can be good and bad. They can affect your life in a positive and negative way."
>
>

- Original Entry
Adapted religion of many modern Quaanharrans
Human

> "So yeah.
>
>
> The humans' role in this case is oft representing the example of being default, but it's not in this case. In this case we are dealing with 3 separated races of humans, as during the magic cataclysm 8/10 of all sapient life was perished from Alftan, and all remaining humans splined into three groups which then settled in various lands separated one from another and did not cross-breed.
>
>
>  This is how we distinguish three separate human races on one consistent continent and at this point the ‘default human’ is the human from the time of humans’ homogeneity, thus being times of The Empire of Dom.
>
>
> In that case we distinguish five human races, these being: Oldlanders (also called Plateauners), Vorntnids, Godemer, Whiteshades and Sandfolks and each race differ from the other.
>
>
>
> But then again Domians weren’t the only humans to begin with as inhabiting lands to the South from Alftan there is also fourth human race fallowing official name ‘Afarmen’ in Alftan called Atarans."
>
>

- Original Entry
## Alftan

**As of year 100 a.e. on Alftan humans are represented by 5 races:**

* Plateauneers
* Whiteshades
* Vorntnids
* Godemer
* Sandfolks

In 200 a.e. new race of Atarans arrives one the coasts of Alftan

**Ancient human races are:**

* Domians
* Vorncults
* Colonials
Pressão: Explosão

[ Custo: Alto ] *— Magia proibida cujo poder ofensivo é quase que ilimitado. Baseia-se em envolver o alvo por uma camada fixa de baixa pressão que é invisível à olho nu, tendo características semelhantes as de "Pressão: Esmagar", quando o efeito é concluído com sucesso, essa diferença de pressão faz o alvo explodir, tudo no interior de seu corpo é puxado para fora, virando-o do avesso, essa explosão de dentro para fora tem 100% de chance de ser mortal em caso de sucesso, quase nenhum tipo de criatura seria capaz de resistir ao efeito, seja um Limo ou um Dragão, um Puro Sangue ou um Vampiro, todos seriam eliminados por esse poder avassalador. Quando a magia não atinge sua eficiência máxima, é capaz de mover o sangue, causando hematomas e rompimento de vasos, além de deslocar órgãos, causando dor interna intensa, desmaio e danos ao cérebro, de mesma forma, caso o usuário falhe na conjuração, essa falta de pressão surgirá em sua cabeça, fazendo com que ele tenha o crânio esmagado, gerando uma morte inevitável.*