recursal/Fanatic-Fandom huggingface dataset:
Kurusxa

A Drowned Merelli in the Inklands

**Kurusxa** (also: **Xaxun**, **Tragentxaxen**, **Mexaalun**, and **Mexaalzaraarunas**) is a deepsea, ink-coated ecosystem that occupies the regions directly west of the Ku, a diverse area made up of coral reefs and deep-sea ecosystems. It was formed as a result of the collapse of the great tree of ink from which the ink god Meghzaal was born. The collapse occurred due to the subtle instability caused by the coming into being of Warlocks, and the magical nature of the ecosystem's development also changed the physiologies of many creatures in the western Ku.

## Creation

> There is a danger, shipmates, that comes with the explosive birth of magicks into the world; one that mayhaps those Vrool of the ancient Deep did not immediately perceive, and one that even that all-perceiving nonfeeler who goes building and saturating all things in some blind and foolish hope of truth mayn't have. But the tree, the tree, ah! the tree did feel, for how was't not to feel what spelt its doom? Of the tree of the ink god's birth let this be known: 'twas not the crashing waves of callous seas that brought it low, ah, no - 'twas not the howling wind; 'twas not a pelting rain, my friend, or gnashing monsters of the deeps. 'Twas a sorcerous ripple, friend, that burst its side and slew its branch and ah! then sent it crashing down.
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> Why then, the ocean all was painted black and every Vrool for miles around knew only ink - and ink, you see, is poison when unleashed in such great quantity. But there was a sorcery to the sea about the hallowed Ku that spared the warring race of Vrool and caused instead their ocean home to be eternally encased in oil; and they themselves - for this reason sorcery and the gods should ever be kept apart! - found that in their form, their brain, there grew any oily sac of blackness.
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> The oceans depths were painted black - for oil, if you must know my friends, is lighter than water; but divine ink can only sink - and so all about the western side of that hallowed Ku stretched out an endless ink expanse; and what was darkness and what was ink a man could only guess. And all those ocean things that witnessed the terrible falling of the tree were coated all of them in ink; but only those sorcerous types came to have power over the darkness that now clawed into their flesh a home.
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## References

1. ↑ https://www.roleplayerguild.com/posts/5097135
Razor Locusts

An extraordinary species of human sized blade armed locust monsters who are bound to the will of the Locust Titan. Ravenous and deadly, they plague the land around the titan, but are unable to travel more than a km beyond it and must lay their eggs within it, thus restricting their ability to spread.

The scythe-like blades that they use to reap crops are imbued with a power that makes the crops grow back faster than they normally would. Their chitin is as tough as copper armor but does not corrode and the teal parts of it make for useful reagents for insect related Magics or Inventions.
The Rotting Scythe

Created by Yamat to aid and given to his first hero, The First Hunter in his hunts upon the mortal plane of Galbar. The Scythe is a normal looking scythe, made from the branch of a northern tree and the blade itself is rusted and old but still cuts as normal.

## Titles

* Plague Bringer II:  Any living being(that can contract diseases) injured by this weapon contracts a minor plague or disease shortly afterward, these diseases can incapacitate the host if not treated well and can be spread, but are not currently life threatening and will go away after a week of solid rest and treatment.
The Reshut Clans

The base orginization of the Reshut upon the Kylsar Isles, there are near hundreds of clans upon the Isles, but there are commonalities amongst all of them. Each clan is ruled by a Daimyo who are always from the main dynasty the clan is named after, though that does not mean members of the clan must always be of that dynasty, as many retainers are considered of the clan.

## Types of Clans

### The Great Clans

The three most powerful clans amongst the isles holding a great deal of land and lesser clans underneath their rule with fairly sizeable cities as their capitals, each one is also renowned for a specific area of expertise. The three clans are: The Kinoshita known for their architectural and religious knowledge, the Hashimoto masters of the blade and warfare, and the Ohta who are renowned traders and diplomats.

The regions under the rule of these clans are the most stable and advanced areas of the Isles, with many lesser clans serving underneath them in order to assist with orginization and keeping the areas stable in exchange for protection and some autonomy.

### The Independent Clans

While not as powerful as the Great Clans, these clans still are able to hold a fair degree of power, enough to keep them independent of the Great Clans and sometimes even hold other clans as slight vassals. The independent clans hold a fair portion of land amongst the isles, often a larger city and several villages/regions, which at times are ruled by vassal clans.

While still stable and advanced, the Independent clans often come into conflict with one another, hoping to gain more power and become a Great Clan.

### The Lesser Clans

Defined as Clans that are under the vassalage of either an Independent or Great Clan. Lesser Clans rule over small portions of territory and pay taxes and levies to their ruling clans, in exchange they are given protection and the stability and tech of the clan that rules over them. Lesser Clans under the rule of Great Clans are often better than those who are ruled over by Independent Clans, but there is a large spectrum, as it is not uncommon for a lesser clan to be worse off than their ruler.

### The Outlander Clans

A rare type of clan only found within the regions of Senshu and Honzaki, these clans are seen with distrust and suspicion by the other clans, as they are more isolated and hold strange practices and ideals. These clans do not abide by normal Reshut laws and practices, instead being akin to the Tribals of the mainland, living mostly a basic life devoid of even the most basic of lvl 2 technology.

These clans are fiercely isolationist and will often forcibly evict most outsiders, making any attempt at open them up for trade or diplomacy incredibly difficult.
Jää

**Jää** is one of many islands that arose during the Lifeblood's period of creation before the retreat of the divines from Galbar. It was claimed and named by Bikkjekaldt, who made it into a frosty wonderland. A great icy bird, the Lumimyrsky, calls this island home.

> Bikkjekaldt need to make his own mark on the world. He bent down to select the first snowflake that the Lifeblood had created and flew across the ocean surface, spray freezing in his wake, the surface now scattered with broken shards of sea ice. Only as he approached an island covered with colossal fungi did he slow. He smiled at the work of his sister, it was beautiful. He flew to the island further west, high up into the air and flung his cold out in a powerful stroke. The island erupted in frozen fractals, glaciers flowed from the peaks with the speed of rivers and enormous never melting ice crystals erupted from the ground. The cold hadn’t stopped with just the land though, the permafrost travelling under the ocean whilst the surface froze in ever-shifting floes, punctuated by iceberg behemoths. From crevices and crevasses crawled white-furred creatures large and small, whilst icebergs cracked to spawn pinnipeds and white whales. He turned to see that all was good here on Jää. ...He took the first snowflake in his palm and blew on it. The flake multiplied a hundredfold as they scattered throughout the air. As the air current threw them around the highest peak they began to grow. Soon each flake was flying itself using its own wings as it continued to replicate in mass. In mere moments a flock of gigantic birds were spiralling around the island. These Lumimyrsky would fly over Galbar as Bikk’s messengers, heralds and seekers in the times to come but would always have a place with him here on Jää.
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## References

1. ↑ https://www.roleplayerguild.com/posts/5088838
Mantarin

An insectile race made by Artifex as the cartakers and promoters of the city of Sancta Civitas

## biology

The infertile children of the Mantarin queen. The Grand Queen is a (0mp) sentient legendary beast three times as tall as a human who is the mother and leader of her race.

Her daughters are the Mantarin’s workers and warriors, their architects and generals. Stocky, sturdy, armed with massive elbow mounted blades and capable of limited aerial maneuverability with their small wings these women stand, hunched, at about a head shorter than a human.

The males meanwhile are laith beings of grace and beauty designed predominantly to be diplomats, negotiators and objects of admiration. To aid them in this role are able to release pheromones to influence those around them into being more calm and cooperative. The effect is subtle and cannot still a raging heart or force someone to do something they have no interest in doing, instead it simply smooths things over and greases the wheels of cooperation. They also have no immunity to their own pheromones, which makes it difficult for them to use it to manipulate others.
All Mantarin begin in a genderless Larval Stage for their infancy and then pupate into adult forms come puberty. Post pupa Mantarin have a turquoise complexion and are a bit smaller than full adults. They molt 3 times in order to reach their full size and acquire their white steel coloration.

## Abilities

All adult Mantarin have the ability to change the color of the white portions of their bodies, a power gifted by Cadien. All of them can take on any two tones with any pattern, while some rare individuals demonstrate the ability to have more than two, or the ability to have shades. All Mantarin use this color changing ability to display emotion, sometimes involuntarily. Other uses include camouflage, personal appearance customization and communication.

### Emotion colors

* Yellow: happy
* Green: disgust
* Red: anger
* Blue: sadness
* Purple: confusion
* Black: Awe
* White: shock
Mowmok

"Anchors Funny Boys"

Denizens of the Anchor's mountain slopes, the mowmok are simian creations of Boris the Boar, conceived during the Age of Creation.

* *And much for fantastical things like small multi-limbed simians with hair as white as snow and funny way of talking.*

## Appearance

The momwok is a six-armed mammalian herbivore that lives in the Anchor and the Milkwood Forest. Usually standing a little taller then the average human toddler, the creatures are usually found in trees are scaling the mountainside with their arms. They are capable of learning speech and utilizing simple tools to make work easy and effective.

## Reference

1. ↑ https://www.roleplayerguild.com/posts/5091369
The Augur's Legend

A holy site created by Sirius, a room hidden within a cave in the storm-lands filled with maps and charts that concerned with the proliferation of omens.

## Titles

Map the Infinite I: This holy site monitors and records the locations, intensity, movement and variety of magical energies. This is only capable of doing so for intense or longstanding (more than a decade) energies that are not beong actively obsurced.

Divine Guidance III: The holy site allows for the creation and proliferation of omens. Any god can create an omen in this way so long as Sirius does not reject it, and that it does not convey false or overly miss leading information. Omens created in this way are general, infrequent, unspecific, are limited in scope, and typically regard something specific to that god.
Kre'Nasha

### Image caption

The Kre'Nasha can take a wide variety of forms, each individual creature is different than their fellow beings.

## Habitat

### Might cost

1mp

Created by the lifeblood within the Primordial Age, the Kre'Nasha are a strange shapeshifting race able to shift and change their entire form as they desire, they are omnivores able to eat practically anything, dissolving it within their strange goo-like skin.

## Appearance

The exact appearance of the Kre'Nasha vary by the individual creature, some are quadruped, others stand on two feet, others skitter around with multiple legs, some have arms, some wings, etc etc. There are a few bits that are common throughout all the Kre'Nasha: First, is their inky, goo-like, purple skin that allows them to shift and transform
Hall of the Eclipse

The Hall is ancient, but well kept due to the lack of erosion in space.

The Hall of the Eclipse is a vault created by Gibbou on the dark side of the moon to safeguard specimens of all life from Galbar.

> *"The majority of Fragrance’s elves managed to escape, but Cilantra, Parslie and Bay were all taken away. To keep him safe, Gibbou also deposited Adrian in the cloud. Later that night, she had circumvented the rest of the world and gathered what animals and mortals she wanted. She then flew upwards through the atmosphere and out into space, bringing all the life she had collected safely with her. She brought them to her precious moon and found her favourite cave. In the blink of an eye, she twisted the stone and dust inside the cave into a great and wonderful barrow with tunnels going deep into the moon’s interior. She giggled to herself and turned to the cloud."*
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The Hall is a holy site blessed with the following title:

* 2DP, discounted to 0DP with two free titles - Create holy site: The Hall of the Eclipse: Has the following title:
	+ Moonbound II: All non-divine life within this holy site is forever asleep unless awoken by Gibbou. Those asleep will neither age nor die, but they will also never wake up unless Gibbou explicitly awakens them. The holy site also provides breathable air, but non-divine creatures within the site's boundaries can never leave on their own accord. Once that happens, all biological processes will resume.

1. ↑ https://www.roleplayerguild.com/posts/5097356
The Second Soul Crystal

Created by Thaa after the creation of the Vescii Temple to increase the power of the draw of the souls of the dead.

It is designed to act in concert with the First Soul Crystal.

It is a decently large crystal compared to Thaa's form size. There is a sickly green glow to the whole crystal, although most Divine beings would recognize that as the result of Death energies than purposeful design there. Like its preceding crystal, it is roughly six times as long as it is wide at the thickest point as the crystal tapers off at the ends.
Salt Crab

The salt crab is almost entirely made up of salt, but actually makes for a slightly more nutritious meal than just eating a handful.

### Notable abilities

Can sustain itself entirely off of salt or seawater.

## Habitat

### Might cost

1MP

The salt crab is a small, white, amphibious crab species created by Gibbou that sustains itself off of salt and seawater. They can then be eaten, provided the eater has some water to filter out the salty taste.
Kahu-ali'Haku

**Kahu-ali'Haku**, known also as the **Great City** and the **Stygian Edifice**, is a Ku'Anu Akuan city-state and the world's first known democracy. Their elected leader, known as the *hakaiki*, rules for ten years before passing on the mantle to another. There are three classes of people who can vote in their direct democracy: warriors, shamans (known as *kahuna*), and mothers. By using telluric sorcery, the mountain upon which the city grew was brought near to the surface. While not all the city is above-surface, the peak of the mountain is.

References

1. ↑ Creation post: https://www.roleplayerguild.com/posts/5140838
Khesyr

Khesyr is a huge landmass held up by a thousand-thousand pillars.

It is located to the south and east of Kubrajzar

Khesyr is one of two non-standard continents, possessing thousands of pillars reaching deep beneath the ocean in place of a uniform bedrock. Khesyr is south and east of Kubrajzar and is one of Galbar's continents.

## Biomes

* Mangroove region
* The Far Oasis
* Southern Highlands
* The Three Fingers
* The Bounded Sea
* The Great Expanse
* The Abyssal Rift

## Notable Locations

* Mian Scaoilte
* The Heart of Ice
Inklings

**Inklings** are an extraordinary species created by Meghzaal. They are small creatures that float around the Sunlit Temple as little blobs and tendrils of ink, their colours gently shifting as they flow about. When people approach and attempt to communicate with them, they generally react by putting on a unique, poetic mini-theatrical display, similar to what Meghzaal showed Lucia and Gibbou when the former duo met the goddess. Linked to the Worldsong, the performance they put on is a unique reaction to the song emanating from the spirit of the person attempting to communicate with them, and so will generally have some kind of personalised message.

## References

1. ↑ https://www.roleplayerguild.com/posts/5096561
Aberrant, The Twisted Woods

Created by Oraelia when she stumbled upon an empty expanse of land in Toraan. What was meant to be a beautiful place, became twisted beyond imagination at the hands of the Lifeblood.

> The trees grew gnarled, limbs cracking, growing wider, piercing other trees like giant swords. Wood burst apart, exploded from the growth as the trees began to stop, now towering over the very hills, resemblings giants. Their canopy was so thick that it blocked out most of her sun’s light from below, covering the land in twilight. Oraelia was horrified at what she saw as she flew in closer. Everything was overgrown, giant sized and twisted. The plants and animals also had changed, to fit this new environment. Giants in their own rights, with many looking like mixes of several species put together. Plants had grown vines and flowers that did not seem to mesh, with colors and scents not smelling right at all. She had a panic attack as she saw a pack of wolf-bears, maul a giant moose to death and she flew off into the sky.
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## The Jagged Peaks

The Mountains the belong to the land of Aberrant were also afflicted by the lifeblood. They are dangerous, and not forgiving in the slightest.

> The mountains began to rumble and quake as they ripped apart, sending large chunks crashing into the growing trees, sending the spires jagged and broken.
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## Lifeforms

* The Swarm
* Iskrill
Emissaries

The Emissaries act as the direct hand of Qael'Naath upon the world of Galbar. Their high priests receive visions from the Winds of Magic, upon which they then act.

## Titles

**Transformation of Tlahquilli I** - The Transformation is a chanted spell that allows a user to completely turn their bodies and everything they carry into a gaseous state, which is encased in mana. Allowing them to fly at a significant speed for just a split second. Covering about 15 meters. They cannot go through physical objects (IE: they cannot “blink” through a wall). In this form, they do not maintain any sense of the world. To those who use it, it’s like they closed they blinked and they are suddenly 15m further. To the outside world, this Transformation looks like a bright flash of blue light. The spell cannot be used in rapid succession as it required a charge of mana to build up upon the user's skin. Finally, they must have a line of sight to where they actually want to end up to.

**Mindcasters II** - The Emissaries are naturally able to connect to minds and share visions, thoughts and even the products of imagination with those connected. This allows them to rudimentary ‘talk’ to races and factions whose language is utterly foreign. However this sharing of thoughts can only be done across a very short distance. Generally no more than across 3 meter. It also requires at the very least a neutral relationship between the two sides in the conversation. Should one prefer not to be talked through in their own mind, they can almost instantly and subconsciously shutdown the stream of thoughts. It is also important to note that this is a one-to-one connection and cannot create a “web of thoughts”.

## History

### First age

The Emissaries were created upon the "return" of the god of magic to Xal-Zasterha. He came with two simple missions: find and reveal the secrets of the druids. Whom are severed from mana. Secondly, go to the grand insect city of Sancta Civitas to raise The Library.

The older Eloxochitli and Itztli were, after many months of planning, designing, arguing, convincing and teaching able to successfully create The Library's first stage. Thus they also became the curators of the spells that would be stored within this now sacred place.
River Hydra

> Muscular green flesh erupted from the reeds, and where their bases met and their torn roots floated a powerful body formed.  It had four powerful legs that ended in clawed feet.  The reeds from which the flesh grew became long and flexible necks ending in stout serpentine heads filled with teeth.
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> The creature had three heads, three mouths, six eyes and six ears.  It torn up and muddied the river bed as it struggled for purchase in a world to which it had been more mature, if ignorant.  Once its feet were planted on the rocks it stretched its necks and peered around, each one looking in a different direction.
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> The reeds had not gotten far, and just up the river a deer stared at the powerful creature.  Its three heads all came around to stare back, and it exposed its many dozens of rending teeth.  The deer, always a sensible creature, ran.  Unfortunately it made the error of running through the river.  The three headed predator bounded after it, wide feet and long claws allowing it superior purchase on the mossy riverbed, and in one moment of action and violence the deer was caught in the hungry beasts maws.
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> The lifeblood did not understand irony, but perhaps a voice within it did.  Nevertheless, the creature born of reeds devoured that which nearly ended it before it had begun.
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> For it had begun.  All across the world similar creatures were born of the grass that grew alongside the riverbanks.  They were fearsome, capable, and uncommon.  For as the mundane predators they were they lacked a magic to ease their hunger.  They were large and required more food than was easily captured.  They would seldom breed, lest they exhaust their hunting grounds.
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> They would never rule the world, but then that was to be expected.  It was from a simple reed that the River Hydras, rare terrors of the banks, came to be.
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## References

1. ↑ https://www.roleplayerguild.com/posts/5092631
Band of Want

## Titles

Immense Ambitions II- The wearer will become very ambitious, as well as unable to be dissuaded by their goals. They will feel only half as tired and hungry from whatever endeavors they embark on.

Area of Effect I- Those around the wearer will also see their ambitions strengthened. If they learn of the ring’s existence, they will come to covet it for themselves. Given long enough, the effects will amplify to the point where those around the wearer would lie, cheat, steal, and murder to get their hands on the ring.

## Description

The Band of Want is a gleaming, golden ring, streaked with veins of reddish ore. It amplifies the ambitions of the wearer and makes them less tired and hungry. However, those around them will also have their ambitions amplified, and if the wearer is not careful, they will have it forcibly removed from them.
Locust Titan

A giant animated statue 50 meters tall. The statue is incredibly resilient, and home to the Razor Locust swarm who dwell and lay their eggs within its hollow chest. The Locusts are its primary weapon as the statue itself deliberately avoids destroying structures, and while the beast can match the speed of a galloping horse its movements are too predictable to reliably trample anyone actively attempting to avoid being squished by it. The intelligence within the statue also keeps the swarm in check, ensuring that it only exacts vengeance upon the desired targets.
Sainthood of the Maelstrom

Chosen by Aveira to be the leaders of the Neiyari race, the Sainthood carries a divine mission to further the war effort on Galbar. There is always a fixed number of Saints - new Saints are inducted with a complex ritual to Neiya should their numbers deplete. Their opposite number are the The Cardinals of Tranquility of the Oraeliari.

## Titles

### Rule Through Fear II

The fear-causing ability of Neiyari Saints unnerve even their brethren, and is strong enough to stir feelings of terror in the most courageous of mortals.

### War of Terror I

Saints are more likely to innovate ways to conduct psychological warfare, and have an easier time considering how new technologies could be used to harm morale.

### Grand Theft Technology II

Saints have a strong affinity for applying the technology of other cultures and races, allowing them to intuit designs that are normally beyond them after seeing them in use.
The First Expansion

An age of naval exploration begun on tune 2. the children of this generation yearn to brave the open seas. to seek out new lands, new opportunities, new friends and new challenges to overcome. To this end some will build masterful constructed ships, while others will risk it all as they dive headfirst ingot the unknown, the thrill of adventure and the sight of new land the only reward they truly crave for such bravery.

This generation are born on islands where the sea is an ever present siren calling to them to explore it.

## Titles

Great Explorers I – Those born in this generation have a greater desire for adventure sometimes. Resulting in more dedicated explorers that sail off beyond the horizon to discover new lands and open up trade routes.

Shipmasters II – Great inventors have been born in this age who have placed great focus upon the improvement of ships. Artisans, researchers and seasoned veterans of the sea each ponder over new ship designs while new tools are created, both magical and mundane, to improve the seafaring capabilities of these new ships.
Sanya

Sanya is a human woman 'blessed' with agelessness and divine attributes by Neiya , the Love Goddess. As punishment for her hubris and demand for power, Neiya cursed her to walk Galbar until such a time she understood what Neiya herself experiences. As such, she has been gifted with the ability to sense and experience the negative emotions and emotional pain of others.

## Titles

Touch of Divinity III: (Sanya has been infused with a portion of divine essence, and as such she is stronger, faster, and more durable than she once was. She can perform incredible feats of strength, speed, and endurance normally beyond human limits.)

Lover’s Curse II: (Sanya can feel and perceive the grief, loss, sorrow, and emotional pain of others. The stronger the emotional impact, the stronger she feels it, and the further away she’s able to notice it. At it’s most extreme, it manifests as whispers in her head, threatening to overtake her normal thoughts. Naturally, this makes her experience the negative emotions of those in her vicinity.)

Inner Sun II: (Sanya has been imbued with the warm healing energies of the sun goddess, allowing her to rapidly naturally recover from injuries that would leave others bedridden. It is limited to her natural healing metabolism, and does not allow her to regenerate.)

## Prestige

+4: https://www.roleplayerguild.com/posts/5097538

+5: https://www.roleplayerguild.com/posts/5100457

+5: https://www.roleplayerguild.com/posts/5102760

+5: https://www.roleplayerguild.com/posts/5104526

+5: https://www.roleplayerguild.com/posts/5109299

+5: https://www.roleplayerguild.com/posts/5111686

+5: https://www.roleplayerguild.com/posts/5118040

-30: https://www.roleplayerguild.com/posts/5118040

+5: https://www.roleplayerguild.com/posts/5125000

+5: https://www.roleplayerguild.com/posts/5129189

Total: 14.
The Ròineagan

## Summary

A tapestry woven from the fabric of a remembrance, Ròineagan is the intimately preserved design of the progenitor's boundless mind. It is perhaps Aicheil's most cherished thing, evoking a deep sense of belonging and completeness that few other things could possibly match. Yet, the truth of it is hidden beneath a twisting cosmic veil of consciousness, its purity marred, yet enriched, by the numerous minds that touch the Dreaming God's realm through the subtle threads woven into all sentient beings. To the observer, the Worldweave is sometimes a shifting kaleidoscope of colors, feelings, and sensations whereas others may find their deepest desires, fantasies, and nightmares reflected in the depths of the Sea of Dreams. This realm, from which imagination and intuition were born, spreads itself far and wide, weaving around Galbar and past the numerous realms of the other Gods, waiting to be touched. Further still does its current pull it, splitting it further into thinner and thinner threads until the influence of the Dreaming God is gone, and only the dream remains so that it may reunite with the minds from which the veil draws inspiration.

Though the Worldweave is not natively harmful to any who might desire to tread its currents, the reflection of one's own inner demons can render it a frightening--or dangerous--place indeed. Further, should you be drawn into the Worldweave and forced to behold what is behind the veil, without protection, the mind is sure to shudder and crack for no mortal was ever meant to behold a design of such complexity.

## Connections to Other Divine Realms

There shall exist a connection between the Worldweave and the Worldly Circles.
Flitterlings

Flitterlings are one of the two Faery species of the world, along with the Flutterlings.

Flitterlings's core concept is Amalgamation, the conceptual fusion between two entities.

Originally created from fusing Thumblings with insects, the Flitterlings reproduce by creating egg-like structures called Fusion Cores, which can be imbued to small creatures to create a new Flitterling. They are far more physical than their 'cousins' the flutterlings, but still show typical supernatural characteristics, such as the ability to fly or impressive strength, should these aspects be related to the insect they are half-based on.

They are long-lived but simple-minded, you can meet a flitterling at age 7 and meet them again at age 70 and you'd have to make an effort to notice anything different in their mindset.

For some reason they mostly only use insects and seem to be pick, butterflies, for example, are a big no-no. While each is an individual, typical personalities do arise from certain types of fusion.

There is no central hub of Flitterling society, they tend to be spread out, some live in the wild others do live among other mortals. Mercenary work and all sorts of small jobs where tiny bug-like faery are useful. Flitterling Bazaars tend to travel across the land, selling their weird wares and, most importantly, all sort of information only a fly in the wall would know.

Some common types of Flitterlings:

Dragonflies: Typically thrillseekers, some do it as simple speedfreaks, others prefer to heat of battle, either against other flitterlings or against bigger mortals.

Fireflies: Calm types most of the time, one of the few flitterlings who have an interest in magic.

Crickets: There is a certain stereotype that crickets like to eat and make music, they are correct in this case.

Cicadas: For some reason or another, they tend to like commerce a lot, it helps they are loud.

Bettles: Personalities tend to vary a lot, but they are typically the lone wandering type, not putting trust in anyone but their thick armor.

Ants: No ant queen was ever used in a flitterling amalgamation, as such ants are free but still hold strong closely-knit groups. Used to be employed a lot by cicadas and others but they had a tendency to unionize.

Wasps: They are bastards, why would you expect anything else?

Mantises: One of the most refined types, capable hunters who value knowledge and resources.

Orchid Mantises: Like above, but scheming. Its said they can manipulate emotions.

Cockroaches: A common type in cities and the most common type of worker in the bazaars. Tend to be bullied a lot, some of them have dreams, however.

Flies: The number one dealers in gossip, can be bribed with all sorts of trash to spy on others.

Mosquitoes: Shady sneaky sorts, tend to hold the 'black market' side of any bazaar.
Barnacle Fliers

Like birds but gribblier...

## Summary

Barnacle fliers or barnacle gliders are a family of brightly colored, terrestrial, semi-amphibious, flying athropod native to surface reefs across Galbar. They were created alongside most terrestrial ocean by Klaarungraxus, specifically with the intent to mimic the birds seen by the deity residing in the forests and jungles of the continents. There are a number of barnacle glider species ranging in size and temperament, though most are opportunistic omnivores. They serve a vital role as pseudo-pollinators in surface reef environments, carrying polyps picked up on their bodies to other corals when feeding.
Juddra

"Milk like honey"

Denizens of the Anchor's mountain plains, the Juddra are mammalian creations of Boris the Boar, conceived during the Age of Creation

* *“And hermaphrodites with pale skin and black milk.”*

## Appearance

Juddra are a quadrupedal mammalian herbivores that mostly dwell in the lower plains of the Anchor. These creatures are intelligent regularly flock together for safety. They are known for their black milk and their hermaphrodite nature.

## Abilities

* Black Milk: Juddra produce a thick and sweet milk akin to honey that has the nutritional value of cow milk.

## References

1. ↑ https://www.roleplayerguild.com/posts/5091369
Soulsong

The **Soulsong** is the beauteous sound that drighina couples sing to one another. The soulsong is said to heal all ailments in the listener. Like any sound, it can be captured for use in ink. The tongue of a drighina who has sung the soulsong has unique properties, though harvesting it is said to bring about great misfortune and the enmity of all drighina.

## References

1. ↑ https://www.roleplayerguild.com/posts/5090392
Adrian the Undying

**Adrian the Undying** is the avatar of the god of slaves, Toshre.

## Description

He appears to be a handsome, if a tad short, man. He is cynical and sarcastic, and generally expects the worst of any situation. Deep down,
he has a good heart and wants to help others, but he has come to believe
 every action of his will only worsen the situation. He is difficult to
faze and anger and generally keeps a cool head. He appears to be
 young: In reality, he is hundreds of years old, almost as old as Toshre
 himself.

## History

He was, fittingly enough, born a slave, the son of slaves. The
 conditions he toiled in were nightmarish, but he pulled himself through
 the beatings

and the hardships, in no small part due to the voice of a
friend that echoed in his head, urging him on: the voice of Toshre, whom
 he would later discover shared a soul with him. This voice urged him to
 resist, and resist he did, when led an ill-fated slave rebellion that
ended in a bloodbath. He escaped, in no small part due to Toshre's
growing power as the god cemented its existence, but he never forgave
himself for the deaths.

He travels world, seeking that which was
 always denied to him: freedom. Everywhere he goes the same scene
repeats itself again and again. His attempts to free the downtrodden and
 bring justice to them ended in pain and misery again, and again, and
again. He has become bitter and jaded, and though he still values the
freedom for which he has long fought, he has come to regard his own
existence as a kind of slavery in of itself. As long as he is an avatar
of Toshre, his existence is to suffer so that others may not. He resents
 this enormously. He tries to keep his head down and live for himeslf,
blending in with normal human society as much as he can, but there is
always the voice in his head telling him to stand for those who cannot
do so for themselves.

## Abilities

He is commonly referred to as "The
Undying", and for no small reason: He is a legendary swordsman graced
with strength and reflexes far beyond what other mortals are capable of.
 The true reason for his name, however, is his complete inability to die.
 Wounds that would cripple any mortal, and even some avatars, barely
seem to slow him down, and he has been known to survive partial
decapitation. Of course, he is still partially mortal, and given
sufficient damage he would succumb to injuries, but being soul-fused to
the god of determination against hopeless odds makes him very difficult
to stop.
The Garden Under the Sun

An idyllic paradise, bounding in lushness and teeming with life. Cool streams meander their way through fields of verdant grass, as songbirds sing their tunes in the limbs of flowering trees. These tall trees are rocked by a gentle breeze, carrying with them the smells of pleasant aromas. Often reminding those of their favorite things. Much of the landscape is reminiscent of Galbar but in an untouched state. The sun is eternal here, and never sets into her sister’s domain. It provides a pleasant warmth and energizes those that come under it. Somewhere within there lies a small cottage, coated in mosses and flowers. Here Oraelia resides from time to time, if not out enjoying the peace that life brings.
Ceres

Similar to Sirius' base form, she is a featurely bipedal form that resembles the night sky but appears an adult. She is covered in earthen armor formed by asteroids and wields a hammer made of the same material. She is stern, serious, and respectful. She respects strength, self-reliance, diligence, responsibility. She dutifully completes any task he is assigned and will seek to further Sirius' agenda when possible, she also has her own goals that she will work towards. She has a particular affinity and protectiveness for children, as they are those who have let a chance to prove themselves. She appreciates brawls and honorable fights, though she is often disappointed about how she has to hold herself back against most foes. She appreciates beauty and understands novelty, but prefers practicality, believing that you can live a full life with nothing but a full gut, strong walls, a big club, and a resolute heart.

In addition to being extremely strong and endurant, she is capable of flight though only in straight lines with very limited turning ability. In addition, she is capable of flying at high speeds, but she needs to gradually pick up speed as she flies, and turning even slightly can drastically slow her down. As with the material she was forged form, she is extremely resilient to extreme temperatures.
Nalla

A vampire blessed by Neiya. She is a cruel and cunning creature.

## Titles

Undying Love IV: (When this hero praises Neiya with a specific set of phrases, those who hear it spoken are swept up in the Eternal Lover's affection, and experience a state of divine ecstasy. This leaves them sedate and happy, swept up in happiness even in normally dangerous situations. The effect wears off after Neiya loses interest.) - 2 DP + 2 Free Titles with Devotion.

## Artifacts

Lover's Fancy III: (The wearer catches the eye of those that can see the artifact. Viewers are tinged with a degree of lust for the wearer, and gradually builds into feelings of trust and kinship. This slowly wears off while they cannot see the Charm.) - 1 MP + 2 Free titles with Devotion.
Libra

Cere's war hammer created from an asteroid.

## Titles

Bound to the Stars II - This object is attuned to the energies of the stars, using the bridge of energy created by the zodiac stones, an entity wielding this relic is able to travel more quickly between the holy site and the far reaches, should they be capable of making the journey at all.
An Caithriseach (The Sleepless)

## Joining the Sleepless

Though one can submit themselves to them, most who become members of this maddened cult do so not willingly, but due to forces beyond their power. All one requires is a faith in the Dreaming God--be it fear or adulation. It matters not whether one calls him by his proper name or not. Those who are inducted must do so through a ritual conducted by more senior members of the Order.

Though the specifics vary greatly, the inductee is always brought to great emotional highs or lows. Through this perhaps they might catch the interest of Os-fhireach, and so be given power. More often though only the Unfulfilled appear. As a result of this, none survive long enough to speak ill of the Order, and those who do become devout following their induction.

## Titles

Dreambound III - All members of An Caithriseach are bestowed with the abilities of an Advanced Dreamwalker. This gives them resistance to psychic threats, the capability to ward themselves from threats within the Dream, the capacity to communicate with others over vast distances--regardless of said individual’s skill in that same art--and the ability to bestow with touch, fully immersive visions or glimpses of the Dream.

Dreamsinger II - Bestows all members of An Caithriseach with the ability to hear and call upon the Dreamsong in order to create illusions and sensory experiences in the waking world. These echoes of the Endless Dream--though potent--cannot be cast far from themselves, capable of traveling only a few meters at best. Individuals with this title are capable of reliably calling upon the Dreamsong with works of art--both physical and psychic.
Dreamsong

The **Dreamsong** was forged by the Dreaming God in the Age of Creation as a counterpart to the Worldsong  and it is much the same, but serves instead to represent the endless churning and ideation held within the Endless Dream . Dreamsingers and Spiritsingers alike can wield it, though the former finds it easier to hear, and by doing so they can create great tapestries of thought, emotion, and experience. Whereas the Worldsong can coax the world into motion at its sound, and the mundane music of mortals may briefly stir emotion at times, the Dreamsong is a thing that will surely touch the mind. When used with artful mastery, it can be harnessed to create illusions or express messages of truest meaning directly to the mind.
The Stryija

The beast, in all its terrible glory.

The Stryija, much like a singular leon, is a huge quadruped, standing 20 feet tall and 30 from head to tail. It is genderless, as it is the only one of its kind. Grotesque bat wings erupt from its back, striped and striated all shades of purple and red. Its eyes have no pupils, and are instead a solid, menacing violet. Two bloody fangs that resemble those of a smilodon's jut from its upper lips. Its hindquarters are in a perpetual state of dripping with gore and blood, and its long tail resembles a knotted stretch of raw muscle stripped from a living thing. Notably, the end of its tail bears a perpetually burning flame, which absorbs all light around it.

## Abilities

The Stryija was created on accident by the Lifeblood, as a potential counter to fire and light. However, the darkness used to create it caused it to become violent, bloodthirsty, and ferocious. The only known method of calming it is through music. Thankfully, it sleeps for thousands of years at a time.

* It can fly at speeds nearing supersonic.
* It can pounce the height of an entire sequoia.
* It is nearly tireless, and can run or fly for weeks straight.
* It is exceptionally intelligent, and while not sapient, can organize and execute plans and ambushes on its own.
* Its tail absorbs light and warmth, causing the air to drop drastically in temperature when it approaches.
Minus Pods

Small geometrically shaped translucent pods that move via puffing out clouds of gas and launching themselves up in the air, where they maneuver themselves with the leaves and petals on top of their bodies. These little guys produce a light, sweet nectar that bees love and once pollinated seek a calm place to settle for a while. When they feel safe, they produce a strong natural glue used to bind themselves to whatever surface they landed on. They are poisonous to most herbivores due to the very glue they produce. This glue can be farmed and if mixed with a little bit of salt shortly after being harvested will last for years before solidifying.

These little guys inhabit the Garden of Dreams and much of the more temperate areas south of the Anchor on Toraan. Though they can potentially be farmed at more extreme climates should the civilisation that took them have enough knowledge in climate control.
Pen

Pen is a 6-foot tall draconian, dressed in a traditional butler suit. His scales are green, and he has two short horns that bend backwards on the top of his head. His long wings can be folded neatly onto his back, and has a tail with a dark ridge that almost touches the ground. He does not wear shoes, revealing four-toed feet with pitch-black talon-like nails.

His primary job consists of being the receptionist of the Office, letting people into Koine's room when it is time or kicking them out should they get too unruly. He possesses knowledge of martial arts and wields it with frightening speed and accuracy. He also possesses a keen sense of smell, with a unique ability to smell the value of an object or person. According to Pen, valuable objects "smell lovely", while worthless objects do not even have a smell.

Pen is very loyal to Koine, and nothing will shake his faith in her. He also possess a powerful curiosity for anything shiny or sparkly, especially if it is of actual value.
Celestial Whales

**Celestial Whales** are spacefaring whales created by the Lifeblood.

> The water, land, and sky had life, but the stars did not. He noticed a creature, a whale. It was perfect. He compelled it to go to space, but this time it learned. As it began to leave the ocean, it changed. Its skin became a deep, night blue. Majestic fins grew from its back, flippers, and tail. Others followed, the first celestial whale would not be alone.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5089065
EarthShaker

Crafted by Yamat, god of Tragedy, the Earthshaker is a mighty sword, able to cause earthquakes whenever stuck into the ground and every 20 years when first stuck into the ground. The Sword currently sits stuck into the highest mountain of the World Anchor, causing earthquakes throughout the mountain every 20 years. Only by removing the sword from its confines can one stop the quakes, but once that is done, the wielder is cursed forever with constant misfortune and horror, which will continue on to the nearest relatives or companions when the wielder ultimately dies. Only by returning the Earthshaker to the ground can one stop the curses, resulting in a near endless cycle that can never truly be completed.

### Powers

* Earthshaker II: When embedded into stone, the Sword causes earthquakes to rock the surrounding area every 20 years or whenever put into the ground, only when pulled from stone do they stop.
* Cursed II: When pulled from stone, the blade curses its wielders to endure great misfortune and tragedy for as long as they live, once they die, the curse passes to the next wielder of the blade. Whoever that might be, only when the blade is returned to the stone does it stop.
Cloak of the Commoner

The Cloak of the Commoner is a simple grab travelers cloak owned by Kallak, the avatar of Artifex

## Titles

Alter Ego I: the owner has two personas, one that wears the cloak and one that does not. Think superman and clark kent being differentiated by a pair of glasses and a suit. Each person must act differently enough that the two could not be confused (Clark can’t be a confident world saver, Superman can’t act like a mild mannered journalist) and go by different names or the effect will be broken.

Mundanity I: While worn the cloak draws attention away from any notable features that might cause the wear to be noted as unique among their kind such as a giant pair of horns, extra pairs of arms, plant-like growths, shining hair, weird skin colors or vampiric fangs. These traits are still visible, but are considered unremarkable by onlookers.