recursal/Fanatic-Fandom huggingface dataset:
Флуиди

## Флуид - определение

*Флуид наричаме непрекъсната среда, съставена от множество частици (материални точки), разстоянията между които се изменят с времето. Такива среди са течностите, газовете и плазмата. Флуидът изпълва формата на съда, в който се намира, като газовете изпълват целия му обем, а течностите - само част от него. Те са лесно деформируеми тела.*

## Свойства на флуидите

* Имат свойството да текат, лесно се деформират, в различни части частиците могат да се движат различно, не съществува деформация при хлъзгане, а само деформация при свиване (разширяване).
* Между отделните слоеве на един флуид няма еластични сили на хлъзгане.
* И най-малката сила, действаща тангенциално на даден слой, ще предизвика движение - между отделните слоеве не съществуват сили на триене при покой.

## Видове сили, действащи на един флуид

* Вътрешни - силите, с които частиците от флуида си взаимодействат помежду си. Тези зависят от характеристиката и свойствата на флуида.
* Външни - силите, с които външни тела действат на флуида. Тези сили биват:
	+ Точкови сили - действат върху определена точка от флуида. Те не предизвикват съществено изменение във флуида.
	+ Повърхнинни сили - действат върху граничната повърхност на флуида. Техните приложни точки са разпределени по цялата повърхност.
	+ Обемни сили - действат върху всяка частица от даден обем на флуида.

## Свиваемост на флуиди

Свиваемост на флуида наричаме изменението на обема на флуида, когато върху него е приложено външно налягане. Величината:

Δ
V

/

Δ

V

0

{\displaystyle \Delta V/\Delta V\_{0}}

наричаме **свиваемост на флуида** или **относителна деформация**.

Свиваемостта на флуида зависи от свойствата и вида на флуида:

* Течности:

Δ
V

Δ

V

0

=
−
γ
.
p

{\displaystyle {\frac {\Delta V}{\Delta V\_{0}}}=-\gamma .p}

	+ γ

	{\displaystyle \gamma}

	 - коефициент на свиваемост на течността, който зависи от вида на течността и температурата й
	+ p

	{\displaystyle p}

	 - налягане на течността.
	+ Тъй като коефициентът на свиваемост на течностите е много малък, то казваме, че течностите са **приблизително несвиваеми флуиди**. При тях

	ρ
	=
	c
	o
	n
	s
	t

	{\displaystyle \rho = const}

	 .
* Газове:

d
V

V

=
−

d
p

p

{\displaystyle {\frac {dV}{V}}=-{\frac {dp}{p}}}

	+ Свиваемостта на газовете е голяма, затова

	ρ
	≠
	c
	o
	n
	s
	t

	{\displaystyle \rho \neq const}

	.

Използвана литература:

Учебник по физика, проф. д-р М. Надолийски, доц. д-р З. Пейков
Маклир Стилхарт

> Маклир Стилхарт, Во время уничтожения Зевеса

Маклир Стилхарт - герой, авантюрист, участник битвы воды и огня. В данный момент на 14 месте в списке героев.

### **Внешность**

**До битвы воды и огня**

Маклир Стилхарт при рождении был хоть и большим но слабым ребенком. Его мышцы почти не росли, зато рос он сам.

Его глаза - голубого цвета, а волосы - блондинисто рыжие.

В свои зрелые года его рост достигал 282см а вес - 121 кг, он был очень высоким и худым.

Тогда в одежде он делал выбор на плотную одежду с короткими руковами, например его почти постоянный образ это - плотная кожанная куртка с короткими до предплечий руковами, а также штаны с подворотами.

**После битвы воды и огня**

После событий битвы воды и огня Маклир набрал мышечную массу, теперь его рост состовлял 294см а вес - 221 кг.

Он сменил свой образ с плотной одежды на более свободную, стал носить боевую центурионскую юбку, а также пластинчатый нагрудник с короткими рукавами. Также Маклир теперь никогда не снимает свой легендарный шлем .

### **Личность**

Маклир - простой человек с доброй душой. Он всегда пытался помогать всем и сильным и слабым, отличался стойкостью духа и своей простой философией. Он не любит драки, хотя сам часто дрался в детстве, из-за несправедливых поступков, со своими братьями и не только. Он уважает власть и не любит вмешиватся в чужие порядки, хотя если ему кажется что местные порядки посягают на человеческую жизнь он пытается их изменить. Маклир всегда уважает своих врагов, будь то бандиты или драконы, он дерется с ними честно, без уловок.
Sagittate Knights

> Each man a bolt, a ballista, a baleful glance cast from the wrathful eyes of the gods themselves.
>
> Arndt, Patron Saint of Immediacy and the Vigilant

## Basic Information

### Alias(es)

Wall-Walkers
Fletchers

### Leader(s)

Arndt

Although these are the largest and most famed, it should be noted that numerous other knightly orders exist. Among these are the Sagittate Knights who walk the walls of Yghaal.
Soutley Island

## Notable Locations

### Adventurers

Past the western edge of Everzyn's mainland lies Soutley Island, a rocky landmass that acts as an uneasy no man’s land divided between the nation’s mainland and Freefolk inhabitants. The island is an erratic patchwork of fortifications, harbors, and smugglers’ caves where– for the moment– each faction is content to leave the other to their own devices. Soutley Island is of particular importance to the Freefolk, who use its proximity to Ghul Inira to harass merchant vessels bound for the safety of Ghul Inan harbors;
Ambient Heresy

## Deities

Overview: Regarded as blasphemous by the greater part of the continent and outlandish by the rest, the Ambient Heresy rejects the worship of deities and pantheons in favor of the primal forces which permeate creation. These forces exist in all things in equal measure, binding them together at their most intrinsic level. To its adherents, there is little differentiation between the individual, the beast, the land, or the god; all things are united at their core, and it is this connection that the heretics seek to influence through their strange rites. Followers of the Ambient Heresy are typically loath to reveal their beliefs, as the admission often leads to ostracism or outright persecution. Nevertheless, the faith has spread slowly across the face of the continent with little regard for nation or culture, and nearly any city has its own small congregation of heretics who gather just out of sight.

Deities: the Hecatoth and the Lacuna of Hours

Rituals: The most beloved ritual of the Heretics is the construction of their altars, which serve as the heart of their small covens. The materials used to create these towering structures offer some insight as to the practices of a particular cult, with bone and marble featuring heavily in altars dedicated to the Hecatoth while those dedicated to the Lacuna of Hours include prominent displays of obsidian and vessels of all sizes filled with crushed pigments.

The rites performed at these altars are typically of an artistic nature. Works of sculpture, music, theatre, and the like are regarded as the simplest of means through which the gods of the Heresy influence the world. As such, adherents are often artists or performers in their own right, who imbue their work with unnatural effects through communion with the very foundations of reality.

Identifying Symbols: While overt symbols are difficult to identify given their eclectic and peculiar tastes, Heretics are gripped by a sort of creative mania that manifests in their chosen medium. While its expression varies wildly between cultists, certain themes have been known to surface with suspicious regularity: Deep water, secret gardens, mournful hands, and teeth.
Полиморфизъм и изоморфизъм

## Полиморфизъм

*Полиморфизмът представлява свойство на кристалното вещество да съществува в различни кристални форми в зависимост от условията. При химичните елементи това свойство се нарича **алотропия**. Полиморфните вещества имат еднакви химични, но различни физични свойства.*

## Полиморфно превръщане

Полиморфното превръщане представлява превръщане на дадено кристално вещество при определени налягане и температура във вещество с различна кристална структура, като химичният състав се запазва.

Вещества, които имат две полиморфни форми, се наричат диморфни, с три - триморфни, с много - полиморфни.

## Полиморфизъм в природата

* CaCO

3

{\displaystyle \ce{CaCO\_3}}

има две полиморфни форми - арагонит и калцит. Съществува и трета метастабилна полиморфна форма - ватерит.
* SiO

2

{\displaystyle \ce{SiO\_2}}

 има две стабилни полиморфни форми -

α

{\displaystyle \alpha}

-кварц и

β

{\displaystyle \beta}

-кварц. Съществуват и други метастабилни полиморфни форми.
* NH

4

NO

3

{\displaystyle \ce{NH\_4NO\_3}}

(амониев нитрат) - има 5 полиморфни форми.

* Алотропни форми:
	+ O

	{\displaystyle \ce{O}}

	 - две форми -

	O

	2

	{\displaystyle \ce{O\_2}}

	 и

	O

	3

	{\displaystyle \ce{O\_3}}
	+ C

	{\displaystyle \ce{C}}

	 - графит, диамант и карбин
	+ Fe

	{\displaystyle \ce{Fe}}

	α

	{\displaystyle \alpha}

	,

	β

	{\displaystyle \beta}

	,

	γ

	{\displaystyle \gamma}

## Изоморфизъм

*Изоморфизъм наричаме свойството на дадено кристално вещество да има сходни свойства с друго кристално вещество с различен химичен строеж. Тези сходни свойства се изразяват в еднаква симетрия, еднакви емпирични формули, еднотипни химични връзки, близки или еднакви радиуси между връзките.*

* Еднакви емпирични формули:

CaCO

3

⟶

NaNO

3

{\displaystyle \ce{CaCO3->NaNO3}}

(1 : 1 : 3

⟶

{\displaystyle \ce{->}}

 1 : 1 : 3)

* Еднотипни химични връзки:

MgO

{\displaystyle \ce{MgO}}

- йонна връзка ,

ZnO

{\displaystyle \ce{ZnO}}

- ковалентна връзка

⟹

{\displaystyle \Longrightarrow}

 няма изоморфизъм.

* Еднакви радиуси:

Изоморфизъм между две вещества е възможен тогава и само тогава, когато радиусът на съответна частица не твърде голям или твърде малък от този на частиците на другото вещество. Когато радиусът е твърде голям (червено), частицата физически не може да влезе в междурешетъчното пространство. Когато радиусът е прекалено малък (синьо), то взаимодействието между частиците е твърде малко. Радиусът трябва да бъде такъв, че частицата да може да се побере между другите (лилаво).

## Примери за изоморфизъм

* Na

2

SO

4

{\displaystyle \ce{Na2SO4}}

,

Ag

2

SO

4

{\displaystyle \ce{Ag2SO4}}

- хексагонална кристална решетка
* ZnSO

4

{\displaystyle \ce{ZnSO4}}

,

NiSO

4

{\displaystyle \ce{NiSO4}}

 - орторомбична кристална решетка
* CaCO

3

{\displaystyle \ce{ CaCO3 }}

,

NaNO

3

{\displaystyle \ce{NaNO3}}

- тригонална кристална решетка
Interstice

## Organization

Even when the sun is high and the day clear, monsters lurk beyond mortal perceptions, making their homes in the blind spots of the universe and materializing doorways wherever they please. This kind of quarry belongs to the specialties of the Interstice - a conclave of magically imbued rangers who seek their prey beyond the confines of the forest and material plane itself. They are defenders of their realm, removing monsters before they settle into the world and closing rifts before they have a chance to propagate and spread further. Many extraplanar beings are innate threats to the way of life for mortals, bringing chaos and destruction wherever they travel. The Interstice must extinguish these threats, ensuring the order of the realm.

As for structure, there is a single chief of the conclave who earned their place through acts of strength, ferocity and usually acquired the mentorship of the previous chief. The clan also has the right to remove a leader should the majority feel the current head is either too unstable to lead or simply abusing the power they hold. The chief will typically have a council that helps oversee various functions and operations of the conclave.

## Relationships

### Allies

Interstice rangers often ally themselves alongside creatures that have an innate understanding of the planar web, such as Fae, Elementals, Celestials, and the benevolent dragon from time to time.

## History

The origins of the Interstice date back to the second widening of the Sumarfold rifts; this was a short yet incredibly tumultuous period where the inhabitants of the land struggled to keep the rifts in a neutral state, often leading to odd changes in the landscape and a constant flood of threats from beyond. A small task force skilled with both hunter’s abilities and planar-bending came together to create a regiment that stood guard over the rifts until contained. Once neutralized, this group of individuals recognized their unique talents worked well in tandem and decided they should continue their duties hunting the monstrosities that continued to plague the land. So, they trained, shared each other’s skills and taught one another how to utilize them. The Interstice employs a special mix of weaponry, traps, alchemy, tracking, and teleportation in their pursuit of preserving the balance.

## Areas of Activity

Sumarfold is the place of origin, but as rangers they roam freely to where they're needed.
Pontic Count

Pontic Count (PC) is the official method of marking the years adhered to in the Empire of Asteveil and the most widely known timeline across the continent. It begins with the Calamity of Pontos in 1 PC, also known as the Year of Fractures. After refugees fleeing the Calamity landed on the shores of Auldenon and established their city of Niva Pontos, Pontic Count incorporated the native tradition of naming each year through a combination of historical study and augury. The result is that each year of the Pontic calendar has both an official numerical value and a separate, more abstract name primarily used in works of the prophetic and arcane kind.

Events that occurred prior to the 1 PC are tracked using Old Pontic Count (OPC), which counts backward from the Calamity (*i.e.*, one year prior to the Calamity is marked as 1 OPC.)

## Timeline

The dates of major events as recorded in Pontic Count are as follows:

 66 PC
Barlovia Island

## Notable Locations

### Adventurers

Barlovia Island, a large landmass off the Empire’s western shore roughly the size of the neighboring nation of Sumarfold. Acting as a self-sufficient administrative borough, the island was brought into the Empire several generations ago, with a portion of its northern peninsula being ceded to the Rauthite city-state of Klas as part of the compact;
Aeluna

## Deities

Overview: Predominantly practiced in Syldor, Aeluna is a faith that refuses absolutes. Indeed, they view reality itself as formless and dictated by one’s individual perceptions. To adherents of Aeluna, the world is a mysterious and layered place with which they interact through highly limited senses which were themselves gifts from their god. Indeed, church doctrine dictates that observation and understanding are the underpinnings of creation itself; if all the world were to lose its senses, then the world itself would cease to be. Disciples will often partake in strange rites and substances in order to seek out new sensations or broaden their perceptions in emulation of the moon, the ever-watchful eye that holds the world fixed in its sight and thereby allows creation to persist.

Deities: The Eye of the Moon

Rituals: Disciples of Aeluna conduct their rites under the watchful eye of the moon, whether in the wilderness or beneath the skylight of one of Syldor’s grand cathedrals. Such rites are wild explorations of the mortal senses, each designed to strain against the boundaries of participants’ perception and introduce them to ever-greater awareness of their mortal condition and the world around them.

Identifying Symbols: Disciples are motivated by their pursuit of new sensations and deeper understanding of what it is to be mortal. Their priests are half-maddened, imparting wisdom from a perspective and state of consciousness that elude the grasp of laymen. Outlandish and often reckless practices aside, followers of Aeluna have been known to wear a series of pendants around their necks, which they change in keeping with the phases of the moon. These pendants are consecrated by the clergy and serve minor functions in several of the faith’s ecstatic rituals.
Hoisters

## Organization

The Hoisters consider themselves career shoplifters by day, professional extractors by eve, a group of individuals who’ve studied the craft of espionage and applied it to their own interests. They’re infamous for pulling off precarious heists and lifting over millions worth in art, jewels, luxury items, and natural resources.

They don’t deal with illicit resources such as drug and arms trade, slavery, sexual exploitation, etc. However, they are interested in items beyond their use, like esoteric scrolls, artifacts, and treasures. Almost everything lifted is subsequently sold after a heist. Nothing stays in the hands of those who lifted it as a safety precaution, and the money is then split according to contracts. Those who were contracted for a job may walk away, no questions asked, while the rest of the core Hoisters move on to their new schemes.

## Areas of Activity

Leastrune with contacts in Sumarfold and some successes in Ghul-Inira.
Assanas

The city of **Assanas** is the capital of Ghul Inira. An ancient marvel of architecture, the entire city is constructed in the shape of an arch spanning the full breadth of the Osvari River. With a multitude of tiers, canals, lifts, and channels, navigating the city becomes a complex affair, with the more affluent among its populace electing to travel by arcane means. Nevertheless, Assanas offers no shortage of opportunities for the aspiring mage or scholar willing to brave its cobweb of streets and corridors, and is often looked to as one of the preeminent destinations for students of esoteric lore.
Prime District

## Notable Locations

### Adventurers

The prime district of Darnelis from which the entire nation derives its name. Originally settled by a splinter group of the Pontic settlers that would go on to found Niva Pontos, the city has grown into a dizzying network of dark stone and gleaming machinery tall enough to blot out the sun at its lowest levels;
Crucible Knights

Suffering is the heart and essence of the famed Crucible Knights. Assembled by the patron Saint of paupers and ruin, Rairan, they live in poverty and squalor. They exist simply to struggle, placing themselves against insurmountable odds and perils in order to surpass the bounds of mortal ability and compel a metamorphosis into something more. Under such conditions, failure can only mean death. That any Crucible Knights survive their training and live long enough to accomplish anything of note is nothing less than miraculous; that none have been called to arms in recent memory is nothing less than a blessing.
Onirique

## Activities

Ingenuity, discipline, artistry, and even a little bit of magic, the perfect recipe and careful alchemy it takes to put on the continent’s most revered show. Onirique is a circus, an opera, a theatre, a dream. It pushes the limits of what’s expected and the bounds of reality, taking its audience into a dimension housed by the curtained walls of the big top. Onirique is the perfect mingling of entertainment, science, art and the arcane where every performance is guaranteed to provide an experience full of live song, dance, dazzling feats of acrobatics, all mingled with stunt work, acting, comedy and from time to time, audience participation. No stage across the continent compares to the world of Onirique.

## Organization

Onirique is a travelling performance company made up of over 300 travelling performers, costumers, engineers, arcanists, and crew who see to the success of the show. Every two years, a new show opens, with a new storyline, new tricks and heights of excitement.

One may wonder where the grand glow and vibrancy of the show comes from when behind-the-scenes discipline seems to be valued highest. This isn’t true, nor false, but the Onirique company does take their performance, safety, and expectations quite seriously. They hold themselves to a standard beyond even the public’s view as their dedication to artistry and ingenuity is surely unmatched. It takes the effort of many for a performance of this scale to come to fruition, and the Onirique entertainment family is vast and tight-knit all the same. Under their wing, any expression of beauty is possible, and any dream may see materialization.
Cipha

## Notable Locations

### Adventurers

A prominent city along the coast, Cipha is home to the nation’s main fishing port and is a bustling hub of entertainment and criminal activity. Sailors, travellers, merchants, and thieves pass through often or make permanent residence here. Although the Council oversees Leastrune, many claim no law or commission outweighs that of money in Cipha.
Srathas

## Notable Locations

Religion: Y'vasta

Government Body: Unknown. Diplomats and explorers who venture into the jungle emerge with little more than vague allusions to serpent-men, speckled eyes, and a walking god. Scholars theorize that the ruler of Srathas is seen as a divine agent of the Y’vasta faith who inherits their mandate to rule directly from the gods, although the evidence to support such claims is circumstantial at best and the inhabitants of Nar’jess are notoriously reluctant to discuss the matter.

Geography: The entirety of Srathas is shrouded by a dense jungle. The terrain is unstable as a result of frequent, heavy rainfall, and establishing consistent roads into the territory is made even more difficult by the dangerous and hostile wildlife. Cliffs and lakes are a common occurrence, though they are often hidden deep within the canopy of foliage. Beyond these basic facts, maps and tales of the land are profoundly lacking; few travelers have ventured into the mists of the jungle, and even fewer have returned to relay their experiences to the outside world.

Notable Places:

* For all its mystery, a single landmark deep in the jungle has been established as common knowledge among the wider populace: the slithering city of Nar’jess. Constructed along a vertical plane, the city scales a sheer cliff face and spirals up the trunks of age-old trees. Waterfalls flow from the top of the cliff into canals that feed into various terraces and gardens throughout the city. Although the journey to the base of the city is perilous, the location of Nar’jess is well known, making it the face of Srathas in the eyes of the wider continent and the sole destination for foreigners seeking to brave the jungle.

Commerce and Crime: Srathas conducts no trade with neighboring states and according to accounts from returning explorers, its laws remain mysterious. The inhabitants of Nar’jess are known to view outsiders unfavorably, and although no overt hostilities have broken out, the neighboring nations of Darnelis and Vranir caution adventurers against wandering into the jungle.
Soutwark

## Notable Locations

### Adventurers

Soutwark, the idyllic capital of Entari. Situated along the Ugauth River that crosses the northern expanse of the nation and runs westward into Syldor, Soutwark is a trade hub of enormous importance. Goods from Darnelis and Syldor bound for faraway lands pass through the city’s traderoads en masse, while items imported from Alanach arrive by way of the river. All of this activity is carefully monitored and directed by council-appointed bookkeepers who ensure that operations proceed smoothly;
Prolekh

## Notable Locations

### Adventurers

The largest and most influential Cavern-City is Prolekh. Comprising both surface and subterranean levels, the city boasts one of Yueh-Rautha’s only harbors, making it an important stop along several of the region’s trade routes. The economic prosperity this affords has not gone to waste, with the city’s inhabitants adapting well to the mercantile lifestyle and reaping the benefits. On the surface, brightly-colored structures scrape the sky, affording some measure of shade to the streets and plazas below. A series of caves and tunnels lead into the lower reaches of the city, where extravagant glass lamps and mirrors provide light enough to see. The lord’s spire pierces the heart of both sectors, climbing high into the sky and reaching deep into the depths. The offices of prominent functionaries are arrayed around the spire, forming a governmental center from which the lord of Prolekh works tirelessly toward his goal of uniting the disparate city-states;
World Glim

The **World Glim** is one of the most widely-known cosmological models. Created in Niva Pontos and unique in its argument that the physical plane is the center of Creation, this model remains most popular among Imperial human cosmologists.

## Structure

The World Glim envisions Creation as something akin to a single candle burning in a dark, windowless room. In this scenario, the flame of the candle represents the physical plane as the center and focus of the universe. As the candle burns, it emits wisps of smoke that separate from the flame and curl through the air: These are the myriad planes, which the World Glim argues are emanations of the physical realm formed from aspects it no longer requires. The room itself, empty and dark save for the single candle which will one day burn out, is representative of the Abyss.

The World Glim shares certain similarities with the Echo Lattice model. Like the Echo Lattice, the World Glim asserts that the realms exist in a fluid, shifting arrangement rather than a rigid structure. Both models also make use of the as-yet unproven notion that planes are capable of leaving echoes and impressions that impact the rest of Creation.
Y'vasta

## Deities

Overview: A mysterious faith native to the jungles of Srathas, Y’vasta preaches reverence for the vicious natural order embodied by the rainforest. Its adherents understand that only the strong survive while the weak are doomed to failure and suffering. To that end, followers of Y’vasta strive to emulate  and then surpass the enigmatic Gods of the Garden, who are said to have given order to all life within Srathas through their force of will alone. These gods are also understood to be the hosts of the Egg-and-Scale Banquet, an ill-defined event that the cultural history of the ilseiss remembers as the moment of their origin.

Deities: The Gods of the Garden, a collection of nameless and formless forces of nature that shape the world by their singular virtue of boundless strength.

Rituals: The holiest rites of Y’vasta are ostentatious displays of strength, conflict, and bloody sacrifice most often reserved for the warpath. In more peaceful times, the faithful have been known to ordain fighting circles in which adherents engage in vicious combat in an effort to prove their superiority over the rest of the flock and gain the blessings of their insouciant gods.

Identifying Symbols: Y’vasta is practiced almost exclusively by ilseiss, whose long standing historical ties to the Gods of the Garden impart them with a unique reverence for the faith and its cruel tenets. Priests, if such a role truly exists, are drawn from among the victors of the faith’s many fighting circles and often carry the scars and trophies to prove it.
Eth-a Ghul

## Deities

Overview: In the old tongue of Ghul Inira, Eth-a Ghul translates loosely to mean “Laws of the Manor.” It is a rigid set of ancient edicts that have been passed down by the anachire nobility for generations. The faith emphasizes proper bearing and conduct in all things, warning that any lapse in judgement or failure to obey the stringent tenets set forth by its holy texts invites the wrath of the spirits that suffuse the mortal world.

Deities: Rather than a pantheon of gods, Eth-a Ghul teaches that the world is inhabited by Dhelgol, innumerable discarnate spirits that exist alongside mortals. Respect for these spirits is seen as a paramount virtue, and the faith’s strictures are designed to ensure that adherents live proper lives, including a fitting reverence for the spirits around them.

Rituals: A life spent in observance of Eth-a Ghul is a ritual unto itself: Proper bearing is demanded in all things in order to maintain the favor of the Dhelgol, who are swift to punish any perceived insult or offense with ill fortune, sickness, and death. Certain sites are set aside for the spirits and forbidden to the living, and small shrines or idols dedicated to specific spirits are a common sight in places where the faithful congregate.

Identifying Symbols: Charms, shrines, amulets, and idols related to a particular Dhelgol are commonplace in regions where Eth-a Ghul is practiced. Such trinkets often adorn the homes, businesses, and vestments of the faithful in the form of simple wooden carvings, although more ornate reliefs etched into plates of precious metals are not unheard of. The ritual garments of the clergy, in particular, are so thoroughly covered in charms of gold and silver that they rattle and chime with any movement, a sound that is sure to draw a flock of worshippers seeking blessings.
Niva Pontos

## Notable Locations

### Adventurers

Niva Pontos, an ancient city with a size to rival Darnelis itself dating back to the arrival of the first Pontic settlers. The stately avenues and gardens of the city stretch as far as the eye can see, while floating stones the size of mountains drift overhead. The city is divided into numerous wards, each a metropolis in its own right. The palace of the Emperor rests at the heart of the city, as does the central temple of the Tresceian faith which houses its oracles and prophets
Echo Lattice

The **Echo Lattice** is a cosmological model popular among Syldori scholars. It is often regarded as a middle-ground between the World Glim and Mnemonic Tower theories, leading to its widespread use as the standard working model for cosmological and metaphysical experimentation.

## Structure

The Echo Lattice asserts that the planes drift independently of one another, leaving trails or echoes of Creation in their wake. As the realms move and their trails intersect, they form the eponymous Echo Lattice, a complex and ever-shifting web of realities. Under the Echo Lattice, the connections between realms are temporary and given to change at unpredictable intervals, lending an element of unreliability to the methods mortals use to peer into other planes.

The Echo Lattice shares its volatile structure with the World Glim model, but it does not ascribe any extra significance to the physical plane. In this way, the role of the planes as equal and independent is more akin to the relationship embraced by the Mnemonic Tower model.
Darnelis

## Geography

A stretch of rolling hills that range from the coast to the inland borders. Rocky outcroppings dominate the eastern reaches of the city-state, although the remainder of the landscape remains relatively even, sloping gently as one wanders further from the coasts. The city of Darnelis itself rests in the north, although the Mainsprings maintain smaller satellite districts dedicated to producing and maintaining the mills and manufactories for which the region is known. These outposts, each a mere cog in the larger machine, produce wonders of engineering and spew vast plumes of smoke into the air from their vast foundries, concealing the sky behind a deep haze. The singular exception to this rule is the principal district, a construct of stone and metal which maintains its beauty by means both mechanical and arcane.

## Government

A sovereign city-state led by a single Potentate. A series of advisors and confidants known as the Mainsprings assist in matters of governance and lend their expertise as required.

### Crime

A bustling underworld thrives in the gaps between the gears and springs, and it is said that one may acquire nearly anything they seek in Darnelis if they only know where to look.

## Trade

Darnelis is an industrial colossus, producing a vast range of machinery and metalwork-- including the bulk of the continent’s airships-- which it exports to neighboring nations by way of its highly-developed trade routes. Massive quarries and mines dominate the more elevated southern regions, supplying the outlying districts with the raw materials from which they craft their innovations.

## Notable Locations

* The prime district of Darnelis from which the entire nation derives its name. Originally settled by a splinter group of the Pontic settlers that would go on to found Niva Pontos, the city has grown into a dizzying network of dark stone and gleaming machinery tall enough to blot out the sun at its lowest levels;
* The landscape is littered with satellite districts and prime manufactories, each dedicated to a specific function in order to ensure that the gears of industry and governance turn smoothly. Of these, the smog-choked Brass District is renowned for its ceaseless efficiency while the Copper District offers weary travelers no shortage of diversions from the heat and noise that are otherwise so common throughout the nation;
* Broad trade and transit routes lead to the borders of the Empire of Asteveil, Vranir, and Entari. Mechanized transports of all kinds carry both goods and passengers along the polished stone pathways.
Saccadic Knights

## Areas of Activity

Founded by Ethrad, the patron Saint of plots and poetry, the Saccadic Knights are the eyes and ears of the Church. They are spies, brokers of information, assassins, and secret police who uncover dissent and monitor events across the continent. Of all the knightly orders, Saccadic Knights are most likely to venture beyond the walls of Alanach, although such expeditions only last long enough for the Knights to complete their obscure tasks.
Clayton

## Personality

chivalrous,fragile temper, intolerant,shows hatred,ignorant, paranoid of the jungle,protective,trigger-happy,thin patience,vicious,abusive,conniving. sinister,greedy,no signs of cowardice,savage,disrespectful

## Physical Appearance

Muscular,Black hair,Brown eyes,tan skin,broad shoulders

## Family

**Clay Clayton ( Son )**

**Hunter De Vil (Son)**

**Caileigh De Vil ( Daughter )**

**Carlos De Vil ( Son )**

**Lady Waltham ( Sister )**

**Kinsley Waltham ( Nephew )**

**Maylia Watham ( Niece )**
Rosetta

## Personality

mature, fussy,tries to avoid dirt, admonishing others, or acting upset, comedic.gets easily embarrassed, fails at athletics, can't get along with animals, and often gets teased by the others, obsessed with looking pretty and making dresses, and often has "suggestions" for sewing-talents on how to improve upon their work,While she authentically tries to be helpful, she is careless with the feelings of others, garden-talented fairy,gentle, well mannered,quick wit,handful of charm, sassy,tries to look her best and loves giving beauty tips and makeovers to her friends, flowers, and animals, girly,speaks with a Southern accent,wiser than the others

## Physical Appearance

Auburn hair curled and styled to two sides,green eyes,black eyeliner,rosy cheeks,red-pinkish lipstick,pink and red petal styled dress,red petal themed jacket,white fairy wings
Sanvog

## Notable Locations

### Adventurers

Sanvog, or Shadewoods, is a small settlement on one of Olheiv’s outlying islands. It is held in high regard by the local eirvogr population as the place where their forefathers first made contact with human settlers. It has since developed a reputation for unexplained occurrences and hauntings, attaining a sort of folk-tale status among residents of the islands;
Lordsgrove

## Notable Locations

### Adventurers

The Lordsgrove, a mausoleum and garden suffused with healing arcana where the bodies of past rulers are laid to rest. The ambient energies preserve the corpses, which are seated on thrones woven together from the flourishing plant life, near-perfectly. The sick and ailing often flock to the Lordsgrove in order to make use of its healing powers, which are seen as a gift from Olheiv’s ancient rulers and proof of their undying benevolence.
Tresceia

Loosely translating to *piety* or *veneration*, Tresceia is the faith of Pontos, carried across the sea by the survivors of the calamity generations past. The faith has undergone a range of changes since the founding of Niva Pontos and now holds at its core the undying fire of the Pontic spirit. Tresceia venerates a host of hero-gods said to rule over and encompass different aspects of the world and pass on their blessings to the devout. These gods of old Pontos are strikingly human in their words and deeds, existing as grand ideals to which their faithful aspire. In this sense, Tresceia exists as a cult of virtue, ever urging its faithful to live upstanding and proper lives in emulation of the gods above.

## Organization

Although the grand temple of Niva Pontos houses its preeminent scholars and oracles, Tresceia lacks a central authority or rigid hierarchy. Instead, it acts as a common ground for a variety of sects who worship some or all of the Pontic pantheon in their own way. These sects are spread far and wide across the Empire and beyond, generally being led by local priests forming their own interpretations of the Pontic faith.

### Membership

Identifying Symbols: Followers of Tresceia exhibit few outward displays of faith. Save for the occasional holy symbol hanging above the hearth, they are free of any distinguishing features. This mundane appearance is balanced by the temples and statuary that feature so prominently in Tresceian settlements; carved gods and heroes survey every avenue and corner, reminding every devout citizen of their presence and attention.

## Activities

Tresceia recognizes a number of holidays and festivals, each honoring and giving thanks to a particular god. The traditions and observation of these holidays are fairly uniform and urbane within the Empire of Asteveil, but certain fringe practices still exist beyond its borders or in remote settlements. Sacrifices of crops, livestock, or material wealth are commonplace, as are performances of art or music dedicated to the ever-watchful gods. Temples dedicated to specific deities or to the pantheon at large are often vibrant hubs of activity, as priests and faithful alike flock to and from the structures seeking alms, attending sermons, or preparing for quiet meditation.

## Deities

Tresceia venerates thirteen deities above all else, with an assortment of lesser spirits gaining additional followings in more isolated regions.

* Antemeon, God of the harvest, the seasons, and plague
* Byrphine, Goddess of the moon, the wilderness, and thieves
* Ektris, Goddess of the forge, the earth, and toil
* Eneio, Goddess of knowledge, arcana, and madness
* Ereus, God of poetry, art, music, and cunning
* Iloses, God of the sun, truth, and order
* Ipharchos, God of integrity, handicraft, and invention
* Kaenta, Goddess of war, fire, and sacrifice
* Lehaos, God of keys, safety, and architecture
* Misoi, Goddess of the sky, storms, and judgement
* Nyblene, Goddess of the hunt, mercy, and loss
* Uion, God of the sea, commerce, and travel
* Vetea, Goddess of night, prophecy, and the dead
Godbury

## Notable Locations

### Adventurers

Godbury, a mountain that the doctrine of Tresceia names as the place nearest to the realm of the gods. It is said that the palaces of the gods rest above the peak of the mountain, while the entrance to the underworld lies somewhere below. Pilgrims flock to the mountain and the city at its base in order to pray and petition for divine aid, with a rare few daring to ascend partway up the slopes in order to meditate at the ancient shrines constructed along the paths. The peak of the mountain is entirely forbidden by the clergy and has been designated as a holy place to remain unsullied by mortal hands;
Luvine

## Notable Locations

### Adventurers

The capital of Leastrune: Luvine. The city itself is architecture, science, arcana, transportation, and philosophy coming together on a grand scale to create a primary nexus for the nation. Residing along the coast, Luvine is where most temples, shops, and theatres are located, along with the main airship port. The Council of Leastrune meets in Luvine when called to session.
Mimanh

## Notable Locations

### Adventurers

The sole Rauthite holding beyond their own borders is the colony of Mimanh on the Empire’s Barlovia Island. The colony is a coveted asset belonging to the city-state of Klas, and it is here that the majority of Rauthite-Imperial diplomacy is conducted. In practice, this gives the lord of Klas the power to shape relations between the two regions, a measure of influence that is eclipsed only by the mercantile might of Prolekh. As a result, tensions between the two city-states have historically run high as each vies for dominance over the deserts of Yueh-Rautha.
Rumpelstiltskin

## Personality

**Human**: Humble, weak, submissive, gentle, loving, caring, smart

**Dark One**: Apathetic, eccentric, selfish, determined, calculating, manipulative, patient, meticulous, just, powerful, sadistic, arrogant, playful

**Gold**: Calculator, sinister, influential, calm, loving, determined, vindictive, conflictual

## Appearance

**Human form**: Slender, medium height, dark brown hair streaked with grey later short grey, brown eyes, tanned, crooked teeth, lame, read beard, curved

**Dark One Form**: Scaly-looking golden skin, large amber eyes, curly dark brown hair, long black nails, yellow teeth, patches of color
Srath'haler

## Notable Locations

### Adventurers

The town of Srath’haler marks the beginning of the rainforest of Srathas. Common wisdom holds that reckless exploration of the jungle can be regarded as little more than a costly mistake. More than a century ago, an expedition sanctioned by the High King ventured into Srathas, felling trees and clearing paths as they went. Srath’haler was the result: A small town scarcely past the treeline. In modern times, only the stone skeleton of the settlement remains; contact ceased and its inhabitants vanished scarcely more than a decade after its founding. The ilseiss of Srathas have historically denied any involvement, simply repeating grave warnings against venturing too far into the jungle, and to this day no explanation has been uncovered;
Menath'vha

## Notable Locations

### Adventurers

The border settlement of Menath’vha. Situated along the northern fringes of the Empire and the cultural heart of the Nsoni, the small town has recently been thrust into the spotlight as the center of the Heir’s growing following and home to her armies. As yet, there has been no open conflict between the Sunchasers and the Empire, although tensions continue to grow as the Heir’s influence expands;
Olenvog

## Notable Locations

### Adventurers

The site of High King Olen’s landing on the continent would go on to become the city of Olenvog. Including a series of massive bridges in the oldest known example of Vranir’s characteristic architectural style, the city winds back and forth across the river. The palace of the high king sits along the shore, with the streets and structures of the city radiating therefrom like the spokes of a wheel. Sturdy awnings and canals are a frequent sight, as necessitated by the region’s incessant rainfall and the unpredictable whims of the river. Past the damp walls of the city’s markets, tunnels, fortifications, and dwellings, however, fires burn hot and bright in every hearth and the inhabitants of Olenvog see to their business with the same intensity;
Taffyta Muttonfudge

## Personality

skilled,ego and confidence have inflated,arrogant,cocky,charismatic, can put on quite a charming front,evidently popular,bossy, somewhat crass to her competitors,most frequent target for bullying is Vanellope,loyal,bullys Vanellope in a truly cruel and abusive manner,remorseful, mature, dramatic in her emotions, especially in fear, sadness, or anger

## Physical Appearance

Taffyta is a fair-skinned female with bob-cut platinum-blonde hair,rosy cheeks, a pinkish nose, a strawberry cap, a hot pink glittery dress, brilliant pink jacket, and pink and white candy cane like stockings, and sneakers. Her helmet has a turquoise brim and her collar is also turquoise. She has blue eyes, glossy red lips, and thick dark lashes varnished in mascara. She is shown to wear a strawberry helmet similar to her dress with a pink visor while racing.
Solstice Knights

## Areas of Activity

Solstice Knights are the true wanderers of the orders. Their travels carry them across the full breadth of Alanach, consuming their days so fully that they return to the same place no more than once or twice in a year. Their Saint Sairne, the patron of congeries and consequence, understood that there would inevitably be occasions in which the other orders would be unable to entirely fulfill their missions and established the Solstice Knights as a remedy. They exist to aid the other orders where possible and perform whatever duties avoid their notice.
Gaveroe

## Notable Locations

### Adventurers

The capital city of Gaveroe, situated along the mainland shores of the strait. The terraces and harbors of the city are sturdy and well-kept, and vessels of all stripes anchor there at any given time. Beyond the docks, merchants hawk their wares from stalls lining the winding streets and inns maintain roaring fires. Further into the darkened alleys, criminal circles gather and see to their devious business with little fear of reprisal from the authorities;
Copper District

## Notable Locations

### Adventurers

The landscape is littered with satellite districts and prime manufactories, each dedicated to a specific function in order to ensure that the gears of industry and governance turn smoothly. The Copper District offers weary travelers no shortage of diversions from the heat and noise that are otherwise so common throughout the nation;
Cosmology

**Cosmology** is the study of the universe and its structure, including the overlapping boundaries of the various realms and planes. These planes make up the aggregate known as Creation, beyond which lies the utter nothingness of the Abyss. Creation exists as an interconnected web and its component realms intersect with one another in various ways, allowing particularly knowledgeable individuals to glimpse other realms. One pursuit of Cosmology is to expand this capability even further in order to travel between planes, but this has not yet been accomplished.

## Cosmological Models

The arrangement of the realms is a topic of constant study and disagreement among scholars, who have developed a wide range of theories over time in order to make sense of the cosmos as best they can. Three of these models have risen to prominence and remain in use:

**The World Glim**

**The Mnemonic Tower**

**The Echo Lattice**

## Planes

Creation is divided into numerous realms or **planes**, each with its own characteristics and environments. Travel between the planes is a complex and contradictory affair that has yet to be accomplished through arcane or scientific means, although certain locations and events have allowed interplanar travel in the past. The total number of planes is poorly understood, with only a few having been glimpsed from the material realm.