recursal/Fanatic-Fandom huggingface dataset:
Shogunate of Hosham

Encased between mountain ranges and the ocean, the nation of Hosham has always been somewhat isolated from the rest of the world.

This is not least due to its inhabitants, the Rafi, who rarely choose to spread their knowledge of engineering to other nations and races, and the Hasharni, who's heritage and tradition meant they often disregarded new technology and innovation.

Therefore, while in the south the Rafi developed technology equaled only by that present in Arment, the northern Hasharni would only enlist their help for the building of temples and palaces, which they gladly accepted for promises of payment in gold.

In more recent times many of the Rafi have migrated to Garigland to further develop technology, however many architects stayed behind, now making up a smaller minority of the population, and often travelling the coastlines looking for more work which the pirates of Garigland would never be employed to do.
Alchemy

The Ancient magic that is alchemy is the art of manipulating and altering matter, there is one law of alchemy and it is **The Law of Equivalent Exchange** "In order to obtain or create something, something of equal value must be lost or destroyed.**Comprehension** as you must understand the object’s properties, **Deconstruction**using magicka to alter the physical structure of the object and **Reconstruction**using the deconstructed materials to change its shape or create a new object

That act is called a *“Transmutation”*

To properly manipulate a Transmutation you must draw a transmutation circle and place the object inside it. Every drawing in the Circle has meaning:The circle itself is a conduit which focuses and dictates the flow of power, in side the circle are specific alchemical runes that allow the focused energy to be released into a form that the alchemist's desires. Not only do you have to be gifted of Magicka but also require a full understanding of the alchemical art to be able to practice this magic.

The people able to practice this magic are known as *“Alchemists”* as all magic they have many taboos such as *“Human Transmutation”* which consists of altering the human body with the use of alchemy this kind of transmutation has been seen as inhumane and heretical as it is an act where the Alchemist tries to play God and therefor banned in most nations.
Merchant-Republic of Rombehonia

The Merchant Republic of Rombehonia, situated on the islands of Rombehonia and homeland to the Tieflings and Demonkin. Rombehonia has for almost all of it's history been a peaceful nation, however when the pirates of Garigland founded their nation Rombehonia's response was harsh and quick. The instant it was formed they sent out ships to guard their waters and sink ships bearing Garigland's coat of arms. The majority of the people in Rombehonia live in cities while a small amount live on the outskirts. There aren't many farmers as most of their needs are imported from the mainland, they can afford to do this due to their position which is highly beneficial for trade between the majority of the mainland and the island nations. Rombehonia does not have a monarch but instead relies on a council who's members get voted in from the guilds, this way practically everyone is represented which keeps the populace happy. Due to the mercantile nature of the state the Rombehonians don't have the time nor interest in building a standing army, instead they rely on mercenaries in time of war.
Judith Bécker

Hugo García (exnovio)Angel pastor hijo Javier Maroto ex novio Gabi Novio Amador Rivas ex novio

### Residencia

Átcio A (3ra, 4ta, 5ta, 6ta, 7ma, 8va y 9na temporada)
Bajo B (6ta y 8va temporada)

### Primera aparición

"Un delfín, dos huevones y un moroso muerto"

### Última aparición

"Una ruina en venta, unas elecciones explosivas y un campamento de refugiados" (físicamente)
"Una piña podrida, un hombre sin filtro y la bichopalo en Ibiza" (oficialmente)

### Temporadas en las que aparece

3, 4, 5, 6, 7, 8 y 9

**Judith Bécker** (también conocida como "La guarrilla pelirroja", "La cuchufleta" o "La comecocos") es un personaje principal de *La que se avecina* interpretado por Cristina Castaño. Era una psicóloga profesional, y la madre de Dylan Pastor y la exmujer de Enrique Pastor.

Actualmente, se desconoce su paradero. Fue vista por última vez en Ibiza.

## Personalidad

Al llegar a Mirador de Montepinar, Judith era una mujer seria, profesional y responsable (aunque algo juerguista). Tras el paso de los años viviendo en el edificio, acabó siendo una mujer desquiciada y amargada, hasta tal punto de lograr empeorar el estado de sus pacientes en lugar de mejorarlo.

Judith es algo inmadura y egocéntrica, ya que piensa que todos los hombres están bajo sus pies. Tampoco sabe estar sola.

## Antes de su paso por Mirador de Montepinar

Poco se sabe de la vida de Judith, salvo que siempre ha estado sometida a la presión de sus padres, que querían que fuese una persona exitosa y de provecho. También ha estado siempre en continua rivalidad con su hermana mayor Ingrid.

Durante su adolescencia, ella y su mejor amiga Rebeca estuvieron enamoradas del chico más guapo de su instituto, Juanfran, y compitieron entre ellas por ver a quién elegiría. Finalmente no se quedó con ninguna.

Judith también se enamoró de Fer, otro compañero de su instituto. Ambos tomaron caminos diferentes, él estudió ciencias y ella humanidades, por lo que acabó distanciándose de él.

Pasados los años, Judith se sacó su carrera de psicología, al igual que sus padres y su hermana, y conoció a César. Ambos se compraron una casa y estuvieron a punto de casarse pero, tan solo unos días antes de la boda, Judith le dejó.

Sintiéndose perdida en la vida, Judith vio la necesidad de mudarse y encontró un piso *dúplex* en Mirador de Montepinar, el Ático A, el cual terminó comprando sin saber a quién.

## Trama

Manolo y Paco están actualmente trabajando en este artículo/ sección. Se pide por favor que no se edite.
Flukenest

## **Chức Năng**

Flukenest là loại bùa nên dùng theo sở thích vì nó yêu cầu người chơi phải hi sinh tầm đánh bằng lượng sát thương gần như gấp đôi. Flukenest có ích đối với người chơi muốn gây ra lượng sát thương lớn, chẳng hạn như khi đánh Boss.

## **Cách Nhận**

Rơi ra từ Flukemarm ở Royal Waterways sau khi đánh bại.

## **Tương Tác Với Bùa Khác**

Shaman Stone

Defender's Crest

## **Thêm**

* Trước bản cập nhật  Lifeblood, Flukenest chỉ tốn 2 Notch và mỗi con sán gây 5 sát thương (7 với Shaman Stone).
	+ Người chơi dùng file save trước bản cập nhật trên sẽ không bị ảnh hưởng bởi sự thay đổi.
* Mang theo nó mở khóa thêm thoại với  Fluke Hermit.
Zhongyang Alps

It is little wonder why Nagatazuan and the Human Empire have not yet clashed, for the great Zhongyang Alps stand in their way. Cruel snow-capped peaks stretching skywards, starkly contrasting to the rolling green hills and lush vegetation that only seems even more vibrant and inviting when compared to the cold walls of stone that tower above them. The alps themselves are shrouded in mystery, tales tell of explorers heeding the call to adventure, only to lose their footing and plunge down to their deaths in the terrible abyss, known to the locals as ‘The shadow of the Mountain’.

The way through the alps is a treacherous one; the explorer must make the climb, assisted only by a decrepit mountain path that spans over dizzying drops and yawning chasms. It is said the mountains were formed from the footprints of a sorcerer that became so powerful that the very gods themselves saw him as a threat and sought to destroy him. The name and exact whereabouts of the sorcerer is lost to legend, some say he left a secret path to his sanctum… Hidden within the Shadow of the Mountain’s inky blackness that swallows up even the brightest of lights, suppose the tale were true: only a villain or a fool would seek to awaken such a calamity.
Dryads

Dryads are a all female race they resemble young middle aged woman with vines covering the important areas. Each dryad is born form a bulb, they are especialy skilled in botanic magic and live for hundreds of years. Some dryads may be born form corrupted or malnurished bulbs resulting in a dryads with a affinity towards darker magic. Those Corrupt dryads are often killed right after they are born. Yet some survive and grow to become a dangerus threat.
Tribes of Kiggle

The Commune of Kiggle is a relatively unknown island south of Rivervale. The island is home to tribes of Kobolds. While in the past the population was made up of multiple small tribes, recently one tribe has managed to establish itself above all others on the island and establish itself as the ruler of the island, uniting the warring tribes.

They have begun to trade with nearby islands, gathering wealth and discovering a new love for all things shiny. Small and cunning, they have managed to make a name for themselves as trustworthy. For the right price that is.

Made up of mainly tunnels, the cities of the Kobolds are small and far between, but virtually impossible to conquer thanks to the impressive traps the Kobolds have developed and placed over the years of living there.

The structure of the nation is a fairly simple one, with Chief Keri Hohonu leading the country. Beneath him are his advisors and the few Tinkerers that survived the invasion from Rivervale during their early days of exploration.

Beneath them are the tribes that have bowed down to the rule of Keri Hohonu.
Lypen

Those who fused with cats and foxes. They appear to look like large cats and foxes on their hind legs however they have developed fingers to replace their paws. They are extremely agile and therefore accomplished assassins.

Since the conquest of their native lands by Beauvais the Lypen have been persecuted. In the past couple of centuries Beauvais began deporting thousands of Lypen to the Isle of Witnecast in order to try and purify their nature.
Royaume of Beauvais

The Kingdom of Beauvais was originally ruled by a line of extremist kings. Throughout the generations the laws against the local lypen people (Cat faces as known by the human population). It started with a superiority complex, and later would end with a mass genocide of the lypen and impii. This would provoke an international coalition to form and after many years of near constant conflict, the coalition emerged victorious and dethroned the ruling king. This war would reduce the number of men by 60% and the genocide would reduce the population of lypen by 95%.

After the war, Orion, a popular philosopher published a book that would shape the ideals of the country. The book talked about how the humans of Beauvais were superior, and it was their God given right to protect the inferiors rather than exterminate them. This book,and many others like it founded the chivalric revolution, that saw a new line of kings that cared for there populus and made sure that chivalry was the main ideal of the kingdom. It was at this team that Arment was given independence, and the famed Beauvais cavalry was formed.

The Kingdom of Beauvais Has a good economy however has a tiny population. The ideals are many chivalric but, a return to the old ways of extremist right wing views is having support inside the kingdom.
Earldom of Crelia

The Earldom of Crelia has long been a haven of trade and a safe place for the small folk. The natural abilities of small folk to judge the value of items made them excellent traders, and since they make up the vast majority of the population Crelia has become one of the largest trading nations in the world, rivalled only by Rombehonia.

In past times, Crelia and Beauvais both claimed the island between them, however since Beauvais has held a permanent garisson there, Crelia has renounced this claim, knowing that there is no way they could win a land war against such a mighty kingdom.

In recent times Crelia's trade has been threatened by pirates of Garigland however their proximity to Beauvais and good relations since renouncing their claims means that the distance to the next trading post is relatively short and therefore their trade it much safer than the rival traders in Rombehonia.
High Elves

These elves are much more gifted in the ways of magic than any normal creature, their features more angular and skin seems to radiate a slightly golden hue which is well known to slightly reduce their night vision.

We could expect this elf to take the profession of a mage or gods forbid, a practicer of a darker tone of magic.
Dark Elves

Dark Elves named as such by their High Elven cousins due to their ashen hair and gray skin, Dark Elves are relatively broadly built compared to their other Elven kin,

Due to their darker features they are harder to observe at night and make for excellent assassins, this is further complimented by their natural grace, uninhibited by their larger form.
Flux Theory

In search of hidden knowledge, my nomadic travels have taken
me far along the face of the continent known as arcadia, I have come to the inexorable epiphany that there is indeed something more to the common denizens of the dark we thought we were so safe from...

With thaumaturgy becoming ever more popular in recent times, seemingly more and more magical energy has been seeping out into our lands. as the affinity for magic among our people grows in it's lack of subtlety, wouldn't it also be feasible to suggest that some of this background magic had found its way into our very enemies themselves?

Here I have documented some of my findings concerning the different ways flux energies may have given rise to further argumentation and strengthening the creatures we thought we knew:

Warded

Crackling energies surround this creature, protecting it from harm... thorough testing has lead me to believe this is actually the very same force that resides among the rings, girdles and other apparel which contains the protective force known as runic shielding. Such creatures
generally have around an added 50% of thier max health added as a separate runic shield.

Armoured

Being clad in low quality armour, these creatures have a resistance to damage and reduce the amount taken by 24%. One can only assume that the creature having rudimentary intelligence, somehow managed to equip this after defeating some foolhardy adventurer.

Mighty

Arguably one of the most powerful adaptions that flux can create.  A terrible incarnation of fury, this creature deals 4.5 times the damage it would normally deal, extreme caution is recommended when approaching hostile creatures with this variation of argumentation.

Sickly

Fangs argumented with a low level curse that increases the metabolism of it's target, to such a rate that they even start wasting away. This curse usually only lasts for around 25 seconds, inflicts hunger.

Undying

Whilst many of the effects of flux are destructive, it seems that this particular flux was composed of a remarkable amount of sano and/or victus, meaning the creature has a particularly strong grip on the world of the living. This creature simply refusing to pass on after sustaining wounds which
may have felled many larger foes, this foe is constantly effected with an extremely powerful regeneration effect and may be even impossible to take down if underprepared. Regeneration 3 passive.

Some thaumaturges refer to these creatures as 'champions', however to me they are mere victims of the magic which we create on a daily basis, although they must be dispatched with the utmost efficiency as along with the orbs of coalesced vis which is released, they are also known to grant
treasures to the one who had slain them, perhaps they are controlled by an outside force... Hapless passengers on a journey to thier own destruction.
Warriors Rest

**Warriors Rest**

The Warriors Rest, an uneven ridge
that issues from the rich and fertile earth that surrounds the plateau that, in
turn makes up Madania. Many years ago the malevolent dragon king known as
Zemorwrath descended from its sanctuary in the Hosham mountains to wreak seemingly
unprovoked havoc on the unsuspecting tribes of Madania.

Dragon fire scorched the earth and the
charred bodies of warriors lay broken and steaming, the air ripe with the smell
of roasting corpses. While the attack took place, the most skilled smiths from
all the tribes gathered in the capital and under instruction of the head
warrior they began to forge a blade from the head warriors crown, it is said
that the warrior couldn’t stand the screams of his people any longer and so
plunged his hand into the forge, seizing the glowing metal with a bare hand. He
went forth into the battlefield and in doing so, meeting his end in the jaws of
Zemorwrath, with his final breath he drove the still seething metal through the
skull of the dragon. The colossal remains of the dragon lie
there to this day, jutting from the soil and stone as if it were being slowly
consumed by the earth itself.

Much of the skeleton is still buried,
giving the mound it’s raised vantage point, small amounts of work from the
locals have been made to reveal parts of the skull itself… but work is nowhere
near complete, for now the warrior who had once slain the dragon king still
lies in its jaws and his sword with him. The local wildlife on the ridge is near
non-existent as the presence of lesser to mid-tier has scared all intelligent
life away, the locals however are of a different sort: hardy and stubborn,
it’ll take a lot more to dissuade them from recovering the legendary blade.

The exact reason behind the appearance
of the undead is unknown, we can only speculate that they were drawn to the
area by the tantalising promise of bone barrow and the increased activity of
the living. That is if we were to be lucky, perhaps darker forces are at play
here… if anything is clear, they seem to be waiting for something.
Grave Gourd

The grave gourd, it is said that in the far reaches of arcadia there is a certain plant which has been cursed by a powerful necromancer, just to hold it in your traveling pack imparts various negative effects onto you, but that’s not all… this gourd seems to attract the attention of the undead and they gather as if waiting something. Legends tell that the gourd is a vital component in the legendary ‘Draught of undying’ a strange substance which is said to have the ability to extend the lifespan of a normal human… but if a mortal were to ingest this without first processing the ingredients, they would be afflicted by a terrible curse that strikes a blow to the very soul; the curse causes the user to suffer from extreme fatigue and become ultrasensitive to the light of the sun.

### Potential Side Effects:

Severe Sunscorn

A sudden wave of weakness
Forests of Newleih

Newleih lies within Oakenland and is home to the Sylvan's and Centaurs, there is no central rulership or hierarchy to speak of in Newleih, instead the tribes live throughout the forest with hardly any contact with eachother or the outside world.

Newleih is one of the oldest nations on the continent and is said to be the place where all Fa'unii come from,  Throughout its existance it has had very little conflict with the humans and have thus far prefered to stay out of their squabbles.

There have been some attempts from the Oakenlanders to push into the forests of Newleih but were always stopped by the combined power of the Centaurs and Florans, it is tradition that whenever a problem occurs that threatens the entire region all denizens of Newleih come together at a place of religious significance to them that has been yet to be seen by any human and despite many effords no Centaur or Floran talks about it to any outsiders.

The Centaurs and Florans have no apparent belief system but they do believe the primordial gods created the world and they hold all living creatures in high regard and are greatly averted to killing any of them unless it is neccesary.

But just because the Newleihan creatures don't wish to take part in the human squabbles doesn't mean they don't care for their fellow beings, whenever there is plague or famine near the region they come out of their forests and help the humans tend their farms and sickly, these are some of the only moments they get out of their forests.

Although the majority of the Newleihans stays in the forests some of them have an urge to explore the world.
Sylvan

The Sylvan
are viewed by most as the predecessors to many of the races which originate
from and around the great and secluded forests of Newleigh and Oakenland. Their connection to nature is
only made more obvious by way of their physical appearance and mannerisms,
always seeming to share great similarities to the element of which they seem to
physically represent. Eye witness accounts describe the Sylvan race to be a personification of the elements, housed within a humanoid vassal of sorts.

Sylvan's are
divided into two main categories, the ‘Lesser Sylvans’ and the ‘Greater Sylvans’.
‘Lesser Sylvans’ differ from their greater counterparts by taking a form which
is unmistakably humanoid in both size and shape, they hold little sway over the
elements which is seen by most sentient races to be more of an affinity, rather
than the ability to wield the powers of nature.

Greater Sylvans
however are another story; some believe them to be ancient and long forgotten gods,
responsible for the very creation of the continent. They can both direct and control
the forces of life themselves, the very stone beneath your feet may turn
against you in an instant, obsidian wrought daggers rending both flesh and bone
alike, truly a terrible force to behold.

The ‘greater
Sylvans’ are rumored to still walk the earth, but are exceedingly few and far
between, rarely venturing out from the lands of Oakland or Newleigh and as such
they are only remembered in the form of tall tales spun by elderly adventurers
who are deemed no longer fit to fight. The individuals in question may be found
in taverns - dotted all over Arcadia, attempting to make a simple living from
passing stories of ages long past unto unwitting passersby. . .  perhaps if you listen long enough, and of course
are willing to part with enough coin, you might just glean a few clues as to
the whereabouts of these legendary beings.

Authors
note for those who want to create sylvan characters:

You may **not** choose a greater Sylvan as your character or manufacture one to
provide meaning to your backstory. – they are mainly a plot device and lore
interest for the use of the server and are extremely few in number.

Powers: - minor to major affinities with elemental magic, however lesser Sylvan’s
are classically unskilled with using conventional methods of fighting and commonly
due to their appearance they do not consider stealth as a viable option.
Dwarves

(Revisions and intro para - coming soon)

### Mountain Dwarves

Hidden away in their halls of stone, Dwarves are the undisputed lords of Mount Azul. With their homes being deep underground, along with their general dislike of the surface world, the dwarves have kept to themselves for as long as written history can be followed. Though because so few outsiders are permitted into their cities, the other races are unable to verify how vast their empire truly is.

### Forest Dwarves

Forest Dwarves are said to be a cross between elves and dwarves, with some noticeable differences between Forest Dwarves and their mountain brethren, such as: Forest Dwarves having brown skin instead of grey, it is also true that Forest Dwarves are actually a head taller than the rest of the dwarven kind. Forest Dwarves usually make their homes in either the hollowed out tree trunk itself or under the very roots of a great oak.
Easterners

Funnily enough, it seems that the eastern humans (*known as eastlings, to you or I )* call the east side of arcadia home. Originating
from Hosham, the easterners have spread little into neighbouring territories, preferring their own rich and diverse landscape which has served them for centuries. The easterners themselves have almond shaped eyes and light olive skin, standing at a small stature (in human terms) of around five to six feet tall.  As a race, the eastlings hold honour high above any other virtue; some say it comes from their strong code of morals, others say it stems from religion… whatever the cause may be, it has certainly led to their military might being held in great esteem. The eastlings have and always will seek further ways to enhance their armed forces; the kings of the past have always searched the ancient texts, seeking affordable and effective sources of power to use against any enemies should they come to light. hosham is but a small bastion in a land of giants, he who strikes first…wins.
Naga

They have small trails of scales running down the torso and back, this draws the attention to what they have in the place of legs, instead having a large sinewy tail which extends from the hips. The tail is covered in hard and ever so slightly reflective scales commonly coloured emerald green, but other colours are not unheard of.

This feature may cause a unrest among the common folk, if a Naga was to take a walk about a human town that is. This appendage does however give a great deal of stability to its owner, making the Naga invaluable as guards or as a defensive line.

Nagas are distrustful of humans and have been known to lash out unprovoked, their unpredictable nature allows them to only truly work with another race when a common goal is realised.

For further backstory see - Nagatazuan Empire
Arkodai

The Arkodai are those druids who fused with Pandas. They appear almost identical to pure pandas other than that they are able to walk on their hind legs for longer periods of time. They are extremely strong however quite slow.

Most commonly Arkodai are found in the Nagatazuan empire as a minority, where they are native to the forests in the east of the country. Despite being respected throughout the nation, they are barred here from holding positions in government (that responsibility held only by the ruling nationalist Naga), a tradition that has been mirrored in thet refugee nation of Garigland, and most commonly serve as domestic servants when living in cities within the Nagatazuan empire; though they hold more rights in Garigland.

An Arkodai may be expected to hold a job as a domestic servant, builder or wood-worker, though they are by no means incapable of magic, having a greater affinity for nature based magic than for other means, similar to that held by the silvan.

Life Expectancy

Male - 120

Female - 140
Tiefling

The Tiefling is a race akin to the characteristics of
demons. They mostly reside in the capitol of Vardenlan. Tieflings are a widely
discriminated race in other lands due to their unsettling appearance and
atmosphere they bring.

Appearance wise they can differ but typically they have red
tinted skin and horns protruding from their heads along with their eyes being
entirely black.  It is not common but
still possible for a Tiefling to have a different colour of skin such as blue.
Aside from this, the appearance of a Tiefling is similar to that of a human.

As previously mentioned, they are widely disliked and
discriminated towards , however they do have a certain devilish charm about
them and are naturally very persuasive. They also bare a curious affinity for
fire magic and can form flames at will. A Tiefling can be both a nuisance and a
blessing to itself and comrades.
Aspid Hatchling

Những con nhỏ này được sinh ra với mục địch để giết! Chúng vẫn chỉ là những con non thôi nên bạn có thể nghiền nát chúng dễ dàng. Nhưng đừng để chúng lấy số đông lấn át bạn.

**Aspid Hatchling** là những kẻ địch trong *Hollow Knight*. Chúng là những con non vừa được sinh ra nhưng mang sẵn bản năng tấn công kẻ địch.

## Hành Vi

Aspid Mother sẽ sinh ra chúng khi ở gần the Knight. 2 con nhỏ hơn cũng sẽ sinh ra sau khi con mẹ chết.

Chúng là nguồn Linh Lực tiện lợi vì chúng tuy đông nhưng dễ giết. Có thể sử dụng đặc điểm này trong 1 số trường hợp để giữ cho Aspid Mother sống rồi farm con non để lấy linh lực

* ...Ánh sáng...Nguy hiểm...
* ...An toàn...Bóng tối...
* ...Đói...Đói...
* ...Sợ hãi...
* ...Ăn...Khi nào...
* ...Giết...Đau...
* ...Cút đi. Cút đi...
* ...Đau đớn...

## Vị Trí

Xuất hiện chủ yếu ở Forgotten Crossroads, cùng nơi Aspid Mother xuất hiện.
Kobold

Kobolds are the natives of the island Kiggle, an island south of Rivervale. Even though they are thought to be nothing better than savages, barely better than your common monster, Kobolds are nonetheless some of the best gadgeteers in the world, usually having spent years of their lives trapping their tunnels against other Kobold tribes and invaders from other islands. Though they were once numerous, there are very few of them left, with most of them having been killed off during an invasion by the forces of Rivervale.

They were caught outside their cave systems, having been baited out of their homes by the promise of a large amount of shiny things from the tall, fleshy visitors. But they did not get what was promised, and what they  thought were gems turned out to be nothing more than common glass.

Caught in a trap, most of the population didn’t live to see the following day, and the rest having only won by using numbers to their advantage. Now with most of the adult population gone, the old folk and the young hatchlings must survive and thrive under the leadership of Chief Keri Hohonu.

Of the once many tribes, only seven remain, with four of them serving under the Hohonu tribe. The other two remain proud and headstrong to themselves, believing that they are their race’s last hope. Only time will tell which clan will emerge strong from this power struggle.

Scale colour is everything to a Kobold. It determines their standing in a clan, and what clan they are born into. Though the child usually has the same colour as the mother, sometimes when kobolds from to different clans have a child, the kid can sometimes have a completely different scale colour. The scales usually imply what talents the kid has and their last name.
The Great Pond

Somewhere in Nagatazuan lies an
enormous lake, It’s tranquil face broken only by oversized rubbery lilies which
bob up and down gently on the pools exterior. If one was to silence themselves
and listen, it’s possible they might hear a gentle splash or two as tiny fish
swim up from the green depths, perhaps to catch the low flying insects which can
be heard buzzing and which can be seen flitting across the waters still surface.

Everything is peaceful here; the
afternoon sun casts long shadows across the lilies, allowing a warm green glow
to seep upwards from the murky lake floor. Tales tell of a shimmering weed
which can be found at the very bottom of the lake: Wise men claim it has incredible
regenerative properties, able to cure both sickness and grievous wound in an
instant. Surely these tales would inspire both adventurer and traveller alike
to explore the deep, but alas no men travel here… This could be due to the swampy
nature of the area which surrounds the pond, but a persistent and well-equipped
group of travellers could easily breach the waterlogged terrain, maybe
something lies below… *What could be slumbering beneath lilies green?*
Sultanate of Knushil

The people of the south have always been more warlike than their northerly brethren. It is said that they were not invited into the Empire of Man because they were too aggressive, but many lords in the area were not looking into joining.

400 years later and a general by the name of Ursa, would expand his local realm, and by the time of his last campaign, he had United the mainly human parts of the area. He used numbers to overwhelm the opponents, and after his death his son expanded eastward, crossing the many rivers into dark elvish country. The sultanate was ruled by a line of competent warrior kings, who protect the realm during its frequent rebellions that demand the return of the old states in the south. The states in the area followed Kathuluism, a warrior religion, they did not believe in a god, but belief in the idea that all who did not follow you were possessed by evil spirits.
The Sultanate is not particularly wealthy, being fairly isolationist, but what it lacks in finance it gains in a huge loyal manpower reserve. This would be increased if the tribes would stop uprising, and internal strife is common in the area. It's people are thorough-bred warriors, and elvish regiments are common in the army due to the sizable, dark elvish minority.
Belladonna Nightshade

This poisonous plant can be identified by its drooping purple blooms and its dark berries. Belladonna is commonly used in assassination attempts to weaken the target, before coming in for the kill; the effects of this plant include a strong poison with a light necrosis effect which attacks the internal organs.  Should you go looking for this particular breed common only to arcadia, you may find it sheltered in natural swampland, but be prepared it’s quite difficult to find.
Arcane Mint

Arcane mint is found in mountainous areas, hiding in the snowy peaks where no casual adventurer can touch them. Arcane mint has a nullification effect, that allows more powerful potions to be produced without any of the unnecessary effects. This ingredient is heavily sought after, however it is rare and can sell for a large amount.
Races

Many races make up the world of Arcadia; find out about them below

* Sylvan
	+ Elves
	+ Ents
	+ Dryads
	+ Centaurs
* Humanoid
	+ Humans
	+ Demi-human
	+ Halfling - (Referred to commonly as 'Small Folk')
	+ Dwarves
* Demonoid
	+ Tiefling
* Ogreoid
	+ Orcs
	+ Goblins

* Dragonoid
	+ Lizard Folk
	+ Dragonborn
	+ Kobold
	+ Naga
Tsardom of Norsengrad

Originally an underground empire, the Tsardom of Norsengrad was consumed by internal strife due to them having no external enemies that they could unite against. That was until an expedition that was exploring the farthest tunnels known to dwarfkind was found to be connected to what at the time was thought to me a ver big cavern.

When the Tsar heard of this, he thought that this would be the best chance to unite the dwarves as one to explore this never before seen biome. What they had thought to be a big cave turned out to be the surface of their world, long forgotten by their kind. And at the mouth of the cave they established the first city to be build by a united dwarf race in centuries. This came to be the city of Azmut.

The first race the dwarves made contact with were the orcs of Madenia, a culture made only for war. After a few battles with casualties on both sides, they found that there were more races than just the orcs. What they discovered was that they had come up from the Azul mountain range, unclaimed by the other races and nations.

Though this would not stay peaceful for long, for the elves of oakenland had gone through a bloody civil war years ago that tore the race of wood elves in two. With the traditional Wood Elves staying in their forests to the east of the Tsardom, and the changed race of Snow Elves to their west, the newly established surface Tsardom was stuck between two nations that could go to war at any second with them stuck inbetween.
Ents

By these we refer to the bark covered humanoids who reside in the forests of Newleih and Oakenland, these creatures are well known for their great variation in size, shape and general mannerisms… more personality than you would expect from what is technically a giant walking humanoid shrubbery. The creatures themselves, while they move ponderously they harbour incredible physical strength and a natural affinity for nature magic in it’s various forms.

As a race they hold a great distrust of thaumaturgy as they recognise it’s power to wreak havoc on nature and corrupt the very soil it comes into contact with, the taint is feared by all of oaken lands inhabitants and if it ever arises, they will be sure to act no matter the cost.
Blackroot

This fungus is rarely found populating the mouths of rivers and streams; when processed this herb can produce a powerful philtre of strength. despite the appearance of this fungus, it is a powerful asset in wars as it allows for the cheap and effective augmentation of common soldiers with short lived drawbacks and longer lasting effects…. However immediately after consumption of this philtre, the recipient will be hit with intense waves of nausea and take a small amount of damage.

### Potential Side Effects:

Nausea

Pain
Kingdom of Oakenland

Oakenland is an ancient kingdom of the Wood Elves, with the nation of Newleih in the middle of it. The cities of Oakenland are always made with many different kinds of trees which the elves attune to to gain their long lives and their appearance. The leaders of the elven towns and cities are usually powerful druids, with the king being an ancient and very powerful mage himself.

Though unfortunately not all elves can attune themselves to a tree. Those who can’t are usually treated as slaves and third-rate citizens. Due to their poor treatment the un-attuned elves resent those who are. Their hate eventually became so great that they rose up against them.

During this civil war many cities were burned to the ground, with many lives lost on both sides. Thankfully before their entire civilisation could devolve into endless bloodshed, they could banish what would eventually be known as Snow Elves to the barren wastes to the west.

Finally they could have peace and rebuild their cities, awaiting the return of the Snow Elves.
Arcane Craft Wiki

*Years of war have left their mark on the continent, whole civilizations have been lost to time, countries decimated and citadels left in ruins… but the familiar threat lurches back into view on the horizon, the bitter stench of war seems to grow in potency as with every passing day the shadow of war moves ever closer to the continent. The guards keep watch while the shadows lie in wait. It’s time to rebuild the great cities that which were lost and wage war against your enemies. your quest? its for you to find out..*

Join us on Arcane Craft!

☀Our server has a custom world filled with warring nations, each with their own race, with a lot of in-depth lore! With multiple staff-built dungeons to explore, there's always something to do!

- History

- Nations

- Races

- Custom Herbs

- Creatures

- Magic

- Religion

-Areas of Interest

-Buildings
Thirioan

The Thirioan are the native people of the Isle of Witnecast, those who fused with Wolves and travelled to the island many many years ago.

For millenia their presence went un-noticed by mainlanders, however their haven was discovered following the colonisation of the neighbouring island, now known as Garigland.

The colonisers of Witnecast seemed to want little to do with them, but for the pale skinned elves from the north. Soon they found many of their number dissapearing. They soon managed to associate the presence of the elves with the dissapearence of their kinsmen, but it was too late. Over a quarter of their population had been kidnapped and taken as slaves and labourers by the mainlanders.

With inferior technology, there was little that the Thirioan could do other than repel future colonisers. They found that the peoples dumped onto the island with them were dextrous, and understood that they shared a common hatred of the mainland. Together they now build in preperation that one day that will have revenge on the mainland.

Life Expectancy

Men - 80

Women - 90
Goblins

After the Dwarf - Orc alliance, the relations between the two races improved by leaps and bound, and from some of those relations children were born. Goblins are the offspring between an orc male and a dwarven female, or between two goblins.

With green skin and a height not much different from dwarves, goblins live on the surface of Mount Azul. Though not the smartest race, they are smarter than your average orc and know how to build their villages and cities out of stone, unlike the Orc's wooden buildings.
Spriggan

Spriggans are floras, often called Nature's Guardians, they are tree spirits that take the form of female humanoids.They possess moderate intelligence, but despite being revered they are usually hostile towards travelers. Spriggans share their language with the other Flora. They are usually found protecting secluded glades. groves and vast forests all over Arcadia, they often blend in with the plant life. Spriggans attack with their long, sharp fingers as well as their teeth, and have the ability to poison enemies.
Nations

The World of Arcadia has long been fought over for control or land, resources and people. In recent times the world has been relatively stable and the nations below seek to thrive on this earth:

* Serenese-Republic of Witnecast
* Pirate Republic of Garigland
* Royaume of Beauvais
* Earldom of Crelia
* Elective-Kingdom of Arment
* Sultanate of Knushil
* Duchy of Rivervale
* Despotate of Gratrincia
* Tsardom of Norsengrad
* Forests of Newleih
* Tribes of Madenia
* Nagatazuan Empire
* Merchant-Republic of Rombehonia
* Shogunate of Hosham
* Kingdom of Oakenland
* Khanate of Vardenlan
* Holy Empire of Men
* Tribes of Kiggle
Duchy of Rivervale

The duchy of Rivervale is an ancient nation made out of pure High Elves. The Nation is probably one of the oldest in existance, with their cities going back thousands of years. They used to be a true powerhouse in the continent, with their kingdom stretching across the continent.

But after a war with an ancient human civilisation, their kingdom fell to ruin and their people fled the mainland. After being kicked off of the mainland by the humans, the High Elf nation sought to instead expand to the south, where they discovered more islands and other weird creatures.

Currently the Elven nation is in decline, but they have plans to return to their former glory.
Glimmer Stalk

Nicknamed Glimmer stalk for it’s golden colour and the tiny sparks given off when it’s kernels rub together, this ingredient is commonly found by the edge of rivers or in coastal areas.  Its effects: elevating the users speed, giving them what is commonly referred to as haste. If brought back to a local apothecary, they can be exchanged for several Glimmer stalk phiphers.
Elective-Kingdom of Arment

For much of its history the land of Arment has been exchanged like a cheap trading card. In the early days of Arcadia its poor land allowed it to be united with relative ease while city states squabbled around them but meant that the united region of Arment could never be that powerful.

One of the greatest issues for the native population was providing enough food to feed themselves, and so they began experimenting with different fertilisers to put in their nutrient defficient soil. After many tests one fertiliser was found that increased the productive ability of the soil four-fold. For the next few years Arment was able to easily feed it's population, however over the following year a fungi began to grow in the soil, using the minerals in the fertiliser to grow greatly. The people of Arment, so dependent on this new fertiliser, were devastated by this blight and as much as 60% of their population was wiped out as the new cities failed to support themselves.

The northern kingdom of Beauvais capitalised upon this new opportunity and invaded the land, taking it with relative ease. For the next 100 years Arment lay under the control of Beauvais however a newly united HEM felt that they were strong enough to take the land for themselves, and after a war lasting three years the land was annexed by the HEM.

It stayed this way for the next 500 years however when war broke out once more between Beauvais and the HEM, Arment was released to prevent further fighting. This could not have occured at a better time since but 100 years later the true wealth of Arment was discovered. Below the ground lay rich deposits of coal and other useful resources, leading the the beginning of an industrial revolution centred on Arment.

Nowadays with technological advances Arment is able to just about feed its population, and what it lacks in manpower it makes up for in technological might. Who knows what may come out of this new powerhouse now?
Mountain Dwarves

Hidden away in their halls of stone, Dwarves are the undisputed lords of Mount Azul. With their homes being deep underground, along with their general dislike of the surface world, the dwarves have kept to themselves for as long as written history can remember. Though because so few outsiders are permitted into their cities, other races are unable to verify how vast their empire truly is.
Lavender

This herb is commonly found in the grasslands dotted around arcadia’s more temperate regions and cannot be found in the mountains, swamplands or volcanic regions… as  the delicate plant wouldn’t survive the extreme environments. Lavender is characterised by it’s purple flower and it’s ability to mask the other ingredients in a potion, however they can also be sold to an apothecary for a coin or two.
Gatherer's Scourge

This herbal shrub is covered completely in thick brambles, even harvesting with the appropriate tools could result in grievous bodily harm, however the pod which lies inside contains the seed which can be brewed with other potions to increase the duration of all of it’s effects. Rather like redstone dust, but rather a more powerful alternative. This rare shrub is found deep in the forests of oaken land, away from direct sunlight.
Orcs

The orcs are a race birthed from war and bloodshed, they are drawn to the battlefields that may rage across the land by an invisible force that pulls them deep into the fray where they can best carve a bloody swathe through any who oppose them... But the assumption that orcs are only mindless beasts would not be prudent.  The orcs also possess human like intelligence and are also naturally gifted blacksmiths as preparing for war is half the battle.

Orcs are easily recognisable, standing head and shoulders above the ordinary humanoid inhabitants of arcadia, completely covered in a thick green skin which seems to be quite effective at absorbing impact ... Orcs commonly have either red or yellow irises, however more colours are not unheard of. Their broad heavily muscled frames make them perfect for bodyguards for caravans or merchants aswell as manual labourers, That's if the orc in questions lust for battle can indeed be sated by material means...
Magic

###

“What
is magic? I'm sure you all have your own ideas on the matter. There are two
things to which we give the name 'magic'. An intangible essence that
exists throughout the world which those with an aptitude can harness, and the
act of manifesting one's will upon the world through that same energy.” - **Nilminar,**
Professor of Magic Theory, Arcadia Academy

#### **Forms of Magic**

Noting the
irrefutable fact that magic can take many forms, we must reflect upon the faces
this intangible energy can wear. Each below is a different form of harnessing,
storing and controlling what those already somewhat familiar with thaumaturgy
refer to as vis.

* Mana - (Ligustrum & Hominum)

* Etherium
* Vis
* Power

### Insightful topics

(more pages coming soon)

* Flux Theory
* Alchemy
Small Folk

The small folk, a would be solitary race; seemingly confined to the remote isle known as crelia, far from any possible disturbance which may affect the great civilisations of the east. The small folk themselves however are possessed by a need to hoard anything which could be considered of value and have an uncanny sense of finding these treasures, for what they lack with their small stature they make up for in the sleight of hand and the nimbleness of foot.

These traits not only make them perfect for pint sized assasins or thieves, but also merchants; from a young age, being able to look at an object and gauge it's value, what it means to a person and how much they are willing to pay is frightening. It's no wonder this small nation is slowly spreading its influence from its tiny chunk of land to the continent itself.

Names for the Smallfolk include: Alessio, Cesare, Giovanni, Julius and last names such as: de medici di savoie, Romano, Lombardi.