recursal/Fanatic-Fandom huggingface dataset:
Oath of Vengeance

The Oath of Vengeance is a paladin oath sworn by those who wish to deliver justice to one who is deserving.

## Oath

Though each paladin's oath varies somewhat, this oath tends to revolve around punishing those who do wrong by any means necessary. Oaths of Vengeance may be personal - avenge the death of a family member, a betrayal by a close friend, etc. - or selfless (such as by avenging a destroyed village, a murderer's victims, etc.). An Oath of Vengeance is often sworn when one is most vulnerable, pledging themselves to a higher cause in exchange for the justice they feel a wrongdoer deserves.

Oath of Vengeance paladins tend to toe the line between good and evil. They recognize that doing what is right and just is not always what is good. They are most commonly Lawful Neutral in alignment.

## Deities

The most common deity to whom Oaths of Vengeance are sworn is Fune, the God of Vengeance. He will often seek out those who are wronged and offer them the power they need to exact their revenge.

Mogus often accepts Oaths of Vengeance from orc tribes who are defeated in battle and wish to avenge that loss. Jekhari, known for carrying grudges, also often accepts Oaths of Vengeance, especially from peoples closely connected to him, like aarakocra or goliaths. Vikyn has been known to accept Oaths of Vengeance from those who wish to avenge the death or persecution of innocents, especially in his Bahamut aspect. Caius will sometimes sponsor Oaths of Vengeance from military leaders who wish to avenge their peoples or losses they have experienced.

Other gods have on rare occasion have supported these Oaths, but the most common ones are listed above. Some minor racial deities and demigods have also accepted this type of oath.

Like all Oaths, however, the Oath of Vengeance need not be sworn to a particular deity. If a paladin believes firmly enough in justice and retribution, their conviction can grant them the powers of the oath without needing to swear terms to a deity.

## Notable Oath of Vengeance Paladins

* Korg Krakow
	+ A bronze dragonborn paladin who served Vikyn, and wielded the legendary maul *Nakir's Verdict*. Member of the Heroes of Balkstead.
* Ragnarog
	+ A half-orc paladin, and a temporary member of the Heroes of Balkstead.
* Voranek Pekanovokorovich
	+ A gold dragonborn paladin who led her clan at the Battle of Lake Wyl during the Dark World Crisis. Wielded the legendary maul *Rockbiter***.**
* Pamas Belkiros
	+ A silver dragonborn paladin who was a member of the Bond of Redress.
Vocan, Elemental Lord of Fire

Vocan is the Elemental Lord of Fire. He was created by Valazar during the First Era, and currently wanders the Elemental Plane of Fire.

Vocan is enemies with Anar.

## Creation of Somara

Vocan was created by Valazar during the First Era. Vocan's most notable accomplishment is the creation of fire, one of the four primal elements.

During the First Era, he warred with his Elemental Lord brethren for influence over Somara. Fearing that their wars would eventually destroy or seriously damage the world, Neket attempted to impose order on the Lords. This failed, however, and they all split into two beings: the Lords, who were pushed to embody the chaotic side of their element, and the Elemental Goddesses, who embody the more orderly aspect. Helia is the ordered counterpart of Vocan, and the two have a tumultuous relationship, mostly due to Vocan's temper and brashness.

## Appearance

When Vocan appears in mortal form, or on other planes of existence, he typically takes the appearance of a tall male humanoid of medium build, with dark red skin and light red hair. He has a penchant for fine clothing, often dressing in black or gray suits and remaining clean-shaven. His eyes are a pair of burning coals, and he typically covers them with a pair of dark glasses.

## Personality

Vocan is brash, bold, and quick to anger. He's fairly arrogant, and likes people to think highly of him. Vocan is easily provoked by insults, which he typically counters with demonstrations of power. Vocan is also emotionally volatile, fluctuating rapidly between cool composure and burning rage, making him difficult to deal with.

## Worship

Vocan does not have a large following among most mortals, being largely relegated to scattered clerics of the Nature Domain. The Efreeti and Fire Genasi have a slightly higher instance of worshipers, and a Temple of Vocan is located in the City of Brass. Fire Newts typically have a high reverence for Vocan, and worship him more than any other deity.

Some druids of the Circle of Wildfire and monks from the Way of the Four Elements have reverence for Vocan, due to their close association with his domain, but outright worship is usually reserved for other deities.
Neket, Elder God of Order

Neket is the Elder God of Order and Justice. He is responsible for the creation of the Sealed Planes, an act that marked the start of the Second Era.

## Creation of Somara

During the First Era, Neket sought to bring order to Somara, and to protect mortal kind from the ambition of his fellow Elder Gods. The most profound action he took to this end was sealing each of the Elder Gods in their own plane of existence (Facerum, Morta, Luminux, New Malumbris, the Far Realm, and Inatus), nearly eliminating their influence over the world.

In another attempt to protect Somara, he tried to impose order on the Elemental Lords. This effort ultimately failed, as his alterations were too antithetical to the Lords' natures, and as a result, they all split. This resulted in the formation of the four Elemental Goddesses: Asur, Derala, Helia, and Neferi.

Neket created six children in an effort to impose law over Somara. They are Coroc, Fune, Targus, Ultha, Chaina, and Mala.

## Appearance

No accounts of Neket's appearance exist from the First Era, and because Neket appears to strictly avoid (or, possibly, is unable to use) the Breach in the Seal, to appear to mortals, no one knows what Neket looks like.

## Worship

Worship of Neket is nonexistent on Somara. There are some organizations that revere his dedication to law and justice, but he does not grant divine power to clerics, nor does he make pacts with warlocks.

Those who worship the ideas of law and order typically worship Mala instead, as she seems to have taken over the responsibilities of her father's domains in his absence.
Targus, God of Knowledge

Targus is the God of Knowledge. He is the third child of Neket.

## Origins and Creations

Towards the end of the First Era, Neket sealed away the Elder Gods of Somara into the Sealed Planes, in order to minimize their influence over the world.

In anticipation of his absence, he created six children to bring order to Somara in his stead; they are Coroc, God of Time; Fune, God of Vengeance; Targus, God of Knowledge; Ultha, God of Language; Chaina, Goddess of Luck; and Mala, Goddess of Peace.

Targus's domain was knowledge and information. Any piece of information held in recorded history is known by Targus. He busies himself with collecting and copying all books and works of literature that have been created in Somara.

## Appearance

Targus does not often appear in person to his followers, but when he does, he often takes the form of a wizened human male. He has long graying hair and a beard, and wears a long blue robe with text in every language appearing and disappearing on it at random.

He does not carry any weapons, but instead is one of the most powerful magic-users ever (even among the gods), owing to his vast and extensive knowledge.

## Personality

Targus often comes off as quiet and bookish. He's not very charismatic, and prefers the company of tomes and scrolls to people. He enjoys discussions on academic subjects as well as philosophical debates. Targus loves to be challenged intellectually, and will often reward those who can outsmart him, an unusual sentiment for a divine entity.

Targus aggressively seeks out new information, with an intense yearning from knowledge. He collects rare books, and will gladly trade power, items, or information for something that is not in his collection.

Targus tends to be helpful, and will gladly share information with those who know how to asks. Priests and clerics of all religions will ask Targus for knowledge and will often receive it. He does not often appear physically to his followers, but will rather provide information or rewards in the form of cryptic clues, riddles, and puzzles that challenge them mentally.

Targus only seems to be angered by the destruction and suppression of knowledge, believing that all have a right to learn. He will usually remain neutral in wars and feuds between the gods, but is a deceptively formidable opponent when he chooses to engage in combat.

## Worship

Targus's followers tend to devote themselves fully to the pursuit of knowledge, rather than the worship of Targus himself. Many wizards will revere him, but often do not receive additional power. Most of Targus's grants of power are Clerics, who fall under the Arcana or Knowledge Domain. Rarely, he will also grant warlocks power under the Pact of the Seeker, giving them arcane ability in exchange for a steady stream of rare information.

The Timekeepers will pay homage to Targus, but usually their members do not directly worship him.
Pastella

Brother (Missing)

 File:1mage.jpg

## Personality

Wisteria was somewhat bubbly and energetic. She was very caring and has a nurturing nature. She believed every life, even a villains life, is important and she tried to avoid killing when possible.

## Backstory

Her parents were tag team heroes that had taken down a very large city-wide drug ring. However, the drug ring had members in a different city and they hunted his parents down and mercilessly killed them. Her brother, who was just coming into his quirk, was taken away. Wisteria, who didn't have a quirk yet, was just left there, sitting between her parent's lifeless bodies. She went to live with her aunt and uncle, who were neglectful. All while growing up she dedicated all of her time to becoming a hero. She even went to Zhengzhou China to train. While there she saw first hand what horrors the infamous Arsenica was capable of and vowed to be the one to bring her to.

## Equipment/Weaponry

Tormenta used a staff.

 File:Staff.png   File:Im4ge.jpg
## Quirk

**Aura manipulation:**

 File:Whip.jpg
**Example:**She mastered her inner and natural energies, also known as chi or aura, and could utilize it to attack. It could be made in the form of an exploding orb, beams, whips, or a shield. Wisteria’s chi was specifically a light pink color, and she could use it defensively and offensively, although it required incredible focus and if she used it continuously for 30 minutes she would run out of energy. She recharged her energy after 15 minutes.

 File:Orbe.jpg  *Bombs~* orb-like, same power as a grenade, Wisteria could control when they explode but not their trajectory.

 File:Beam1.jpg
*Beams~*could make 2 types of concussive beams, a bullet like one or a much larger beam. The bigger beam’s power was 20k newtons. Range was 10 meters.

 File:Beam2.jpg
*Whips~* Regular, glowy whips, the range was 5m.

*Shield~* got weaker with each hit, same density as iron, and was the same height and width as Tormenta but could only protect her from the front.

 File:Shield.png
Elemental Goddesses

The Elemental Goddesses are a group of four goddesses who are all related to the four Elemental Lords.

Sometime before the creation of the Elemental Planes, Neket attempted to impose order on the Elemental Lords, as he viewed them as unbridled forces of chaos that would threaten to destroy the world if left unchecked.

However, his attempt to alter their personalities did not entirely succeed, as the introduction of order was too antithetical to their beings. As a result, the Elemental Lords split into two, one half embodying elemental chaos, the other elemental order. The current Elemental Lords embody that chaotic aspect, whereas the Elemental Goddesses embody elemental order.

They are:

* Asur, Goddess of the Sea
* Derala, Goddess of the Land
* Neferi, Goddess of the Sky
* Helia, Goddess of the Hearth
Sons of Osiris

Sons of Osiris is a cultist group that follows in the villain Osiris' footsteps, engaging in cannibalistic rituals and human sacrifices in his name, praising him as their 'true God' while often in a psychedelic trance.

## Trademark

Members of this group wear long black and red hooded robes and use ceremonial knives. More loyal followers become soldiers in more risky missions, often carrying out assassinations or massacres.

## Usage

The cult is a rather closed one. Those that are picked out are often kidnapped and brainwashed. When strong enough and refusing to join, they will be sacrificed or devoured. They may hand out contracts to the owner of the Samsara - Spices & Snacks shop: Akshaj Chadha, who to this day remains their only physical contact to the outside world. Contracts often include (but are not limited to) kidnapping and drug delivery.

 File:Cultist.png

## Staff

**Leader** - Apophis

 File:Apophis.png

**Right Hand** - Wi-Eye

 File:Wi Eye.png

**S-Rank** - Horus

 File:Horus.jpg

**A-Rank**
- Al-Ram'ah

 File:SoO Arank3.png

**A-Rank**- Al-Najim

 File:SoO Arank2.jpg

**A-Rank**- Al-Hisad

 File:SoO Arank.jpg

**B-Rank**
- Outfit:

 File:SoO Brank.png

**C-Rank**
- Outfit:

 File:SoO Crank.png
¡No te metas con él!

**¡No te metas con él!** (en inglés: **Do not mess with him!**) es el vigésimo quinto episodio de la Primera Temporada de KITTYSKIRT !

 Sinopsis

**¡CUIDADO, ALERTA DE SPOILERS!**

Squirry, Squirly y Myabby, son atendidos por una enfermera llamada Abby, ésta, quiere hacer algo con ellos ¿qué será?

 Desarrollo y producción

## Personajes

###  Personajes principales

* Squirry
* Squirly
* Myabby
* Abby (debut)
* Javiera
* Kittyskirt
* Pooch
* Cottony
* Jazmín
* Jack

### Personajes menores

* Lizzy

 Hechos importantes

* Debuta 1 nueva personaje; Abby.
* Abby, decide adoptar a Squirry, Squirly y Myabby.
* A partir de este capítulo, Squirry, Squirly y Myabby utilizan unos moños en los cuellos, de 1 color representativo.

## Curiosidades

* A pesar de ser ahora animales domésticos, los 3 roedores no detienen su periplo por esto.
* Squirry dijo: *"No lo sé, tengo padres guardabosques"*.
Fortas, God of Humor

Fortas is the God of Humor and Drama, and is responsible for the creation of the Halflings of Somara. He is the seventh child of Syvl and Kevolah, and the twin brother of Roggirth.

## Origins and Creations

Fortas was born to Syvl and Kevolah during the First Era, and during this time, he created a race of people that would come to be known as the halflings.

Fortas is credited with the creation of theatre in Somara, and will frequently attend performances in disguise.

In a similar vein, most scholars believe that Fortas is responsible for teaching the bardic arts to mortalkind.

## Appearance

Most religious scholars believe that Fortas walks on Somara frequently in the guise of many different forms, so that he may enjoy many of life's pleasures without being recognized as a deity.

However, when he wants to be known reveal himself, he generally takes on the form of an slightly rotund halfling male of average height, with short, curly brown hair, bushy eyebrows, and brown eyes that contain a mischievous glint. He often wears a tweed suit and is usually barefoot. His hands are kept constantly busy, usually fidgeting with some trinket or one of his daggers.

Despite his appearance, Fortas is incredibly dexterous, able to move much faster than one would think. He carries three daggers, which he can throw with pinpoint accuracy, and is often depicted wielding a slingshot.

## Personality

Fortas is mischievous and has a very short attention span, except when it comes to watching plays or laying out elaborate pranks or jokes. He typically enjoys laughter at another's expense, but never angers if a joke is played on him instead. For this reason, he's one of the better-natured gods to deal with, as he lacks the vanity and sense of self-importance that many other gods feel.

However, he does have a short attention span. Things that bore him (more likely the more serious a matter is) he quickly forgets or ignores, and it's hard for him to keep a discussion on track.

Fortas considers himself a patron of the arts, and will go out of his way to support those that develop them. For this reason, he has a close relationship with Paela, Goddess of the Arts. Fortas is especially interested in drama and theatre, which he considers himself to be an expert in. Many popular plays in Somara are thought to have been ghost-written (or at least, inspired by) Fortas.

Because of his tendency to poke fun and pull pranks, many other deities regard him as a minor annoyance. Despite this, however, he appears not to harbor ill will for any other deities, and encourages his people to pay respect to other deities and religions whenever they come across them.

## Worship

The majority of Fortas's clerics are halflings. They tend to fall under either the Trickery or Luck Domains. As he is considered the father of the bardic arts, many bards will pay respect to him, especially those from the College of Satire.

Small shrines or sometimes temples to Fortas are found in areas with high halfling populations, but he does not demand much worship from his people, and therefore does not have a large religious presence among them.
Nensha

## ​Mentality

Seeing how pro heroes take care of people she decided to use her own abilities to do so, trying to stop being scared of her quirk. She was scared of fire before she tried to save some people from one caused in her anger and found out it wasn't burning her. Nensha uses her freedom to help people without paying for any damages her fire might cause when she must use it.

## Quirk

**Making Fire:** There are two main ways she usually creates it. One is through concentration to set a particular spot on fire with a limit of line of sight and up to 30 m away. The other is an area that begins at her location and progressively moves outward creating more fire to max range. limits to sustain particular flames or in conditions fire wouldn't be able to exist. Up to orange a maximum sustained heat of 1000 degrees a 25m radius for the incineration move sustainable for 3-5 minutes flame temperature reduces to 900 max due to loss of stamina

after which it cannot be used again for 30-60 minutes pinpointed fire can be used as her regular time limit but under 900 degrees and of course it's far easier to put out unless it spreads.

**Example:** How hot various types of fire are:

red 800 c

orange 1,000 c can use up to this heat currently

(after D-rank)

white 1300-1500 c

blue 3000 c

## History

Has developed an attitude toward those who have quirks more readily accepted by people as helpful or useful as well as pro heroes. Nensha has adhered to an exercise routine passed down from her grandfather, staying more fit than your average person but not superhuman. She added blades in high school, finding it to relieve her rage. when not training to be a hero, she works part-time at a supermarket near the hero academy. After graduating high school she started doing a little hero work on her own, following incidents that show on the news or found while walking around, though avoided responding if there were pros on the scene already and making herself scarce when they show up.

## Equipment/Weaponry

Nensha uses a blade three inches wide and 30" long. stretchy costume worn under her clothes easily, a mask and a scarf, a normal fire extinguisher and knockout gas in two spray cans.

 File:E2c503204a4db60f44cf753635d6f73b-png.jpg
Inner Planes

The Inner Planes are a set of six planes set in the center of the cosmos. They are generally associated with the primal essence and elements of creation.

The Inner Planes include the four elemental planes, which all overlap. In the center of them is the Elemental Chaos, which leads to the planes of both positive and negative energy.

The full list of Inner Planes are as follows:

* The Elemental Plane of Air
* The Elemental Plane of Earth
* The Elemental Plane of Fire
* The Elemental Plane of Water
* The Plane of Positive Energy
* The Plane of Negative Energy
The Blood War

The Blood War is a name for the ongoing conflict between the devils and demons of Somara.

## Origins

During the First Era, the Elder God Vorokar created the fiends as his race of personal servants. They sought to introduce vice and corruption to the fledgling world in an attempt to prevent souls from entering Paradise, thus allowing Guul to claim them. Vorokar created the plane of Malumbris to house his seemingly endless army.

Talus and Vikyn saw this and were distraught for the mortal souls that were being destroyed. Together, they created the celestials, and began waging war on Vorokar and his fiends. However, for every demon the celestials were able to kill, two more took its place. Vorokar's armies threatened to destroy the forces of Paradise through sheer number. The fighting here was so fierce that portions of Malumbris were torn off and remolded together into the plane of Gehenna.

Vikyn, realizing that his forces were outmatched, gathered three of the strongest archangels: Michael, Azrael, and Eris. Together, they conceived of a plot to imbue thirty of Vorokar's generals with minor sparks of divinity, then set them against each other. Half of these fiends became Archdevils, those who favored corruption of the mortal realms through slow and insidious means. The other half became the Archdemons, those who favored complete destruction of the mortal realms and all who were in it.

The forces of light's plan had succeeded - the fiends began to fight amongst themselves, Gathering their forces together, the newly christened demons and devils fought for control over Malumbris, much to Vorokar's chagrin. With the fiends occupied, the forces of Paradise were able to regroup and begin setting up defenses to keep the fiends contained within this plane.

This conflict between demons and devils still rages to this day. Now, in modern times, it is referred to as **the Blood War**.

## Effects

The Blood War has largely occupied the fiends since its inception. It is widely believed that should the Blood War ever cease, and one side to emerge victorious, that it would spell an end for the mortals of Somara, as the winning side would be able to turn its full attention to the celestial armies. To this end, several times throughout history there have been plots made to ensure that the Blood War continues to rage, preventing peace talks and alliances from forming. It is even believed that certain powerful archdevils and archdemons conspire to keep the Blood War going, as it allows them to maintain control over their respective demesnes.

During the initial stages of the Blood War, the fighting was so intense that the plane of Malumbris was destroyed, resulting in the remnants forming the Hells and the Abyss.

During the Sixth Era, the archdevil Balzu was able to get both the demons and the devils to temporarily agree to halt the Blood War in order to launch a joint invasion of the Material Planes. When his attempt failed, however, the Blood War began once again in earnest.
Archdemons

Archdemons are the most powerful of demons, the race of fiends that reside in the Abyss.

## Origins

The fiends were all created by Vorokar during the First Era, and initially resided on Malumbris before the furious fighting of the Blood War tore that plane apart.

Most archdemons were once generals in the fiends' wars with the forces of good, which were led by Vikyn, Talus, and the archangels. However, Vorokar's generals were tricked into fighting each other; the generals that favored chaos and destruction later became the archdemons.

Most archdemons claim ownership over a layer of the Abyss, but this is not a hard and fast rule. Not all archdemons claim a layer, and not all who claim layers are archdemons.

Archdemons contain minor sparks of divinity. If a demon believes itself to be sufficiently powerful, it will often attack an archdemon, becoming a new archdemon if it succeeds. However, due to the immense power most archdemons can wield over the own layer of the Abyss, it is extremely rare and unlikely for an archdemon to be ousted.

## Personality and Appearance

Archdemons, at their core, are allegiant to two ideas: chaos and evil. As a general rule of thumb, archdemons delight in the spreading of both, and will often try to influence mortals to these ends. Archdemons, unlike most of their underlings, can sometimes be reasoned with, however, they're as likely to kill a mortal who tries to summon them as they are to make a bargain.

As they are technically minor deities, archdemons can technically choose to appear in any form they choose, though few actually express this. Most archdemons take on forms relevant to their domain or to their servants.

## List of Archdemons

* Baphomet
	+ Archdemon of Beasts, Minotaurs
* Demogorgon
	+ Prince of Demons, Archdemon of the Grotesque
* Eken
	+ Archdemon of Gluttony, Indulgence
* Fraz-Urb'luu
	+ Archdemon of Deception, Illusions
* Graz'zt
	+ Archdemon of Debauchery
* Juiblex
	+ Archdemon of Oozes
* Kostchtchie
	+ Archdemon of Rage, Frost Giants
* Morgath
	+ Archdemon of Wrath, Anger
* Orcus
	+ Archdemon of the Undead
* Puhel
	+ Archdemon of Sloth, Laziness
* Tiyn
	+ Archdemoness of Greed
* Urek
	+ Archdemon of Pride
* Yeenoghu
	+ Archdemon of Savagery, Gnolls
* Yelea
	+ Archdemoness of Lust
* Zelas
	+ Archdemoness of Envy, Jealousy
Qovan, Elemental Lord of Air

Qovan is the Elemental Lord of Air. He was created by Valazar during the First Era, and currently wanders the Elemental Plane of Air.

## Creation of Somara

Qovan was created by Valazar during the First Era. Qovan's most notable accomplishment is the creation of air, one of the four primal elements.

During the First Era, he warred with his Elemental Lord brethren for influence over Somara. Fearing that their wars would eventually destroy or seriously damage the world, Neket attempted to impose order on the Lords. This failed, however, and they all split into two beings: the Lords, who were pushed to embody the chaotic side of their element, and the Elemental Goddesses, who embody the more orderly aspect. Neferi is the ordered counterpart of Qovan, and the two have a loving relationship, even siring a son (Jekhari).

## Appearance

When Qovan appears in mortal form, or on other planes of existence, he typically takes the form of a thin, white-haired, male humanoid with pale skin and light blue eyes. He wears a hooded blue and white robe that always appears to be blowing in the wind, and is usually adorned with lots of jewelry. He often has a light steel scimitar on his hip, and never rests on the ground (the domain of Elnar, his sworn enemy), instead preferring to hover above it.

## Personality

Qovan is quick-witted and light-hearted, but also tends to be energetic and jumps from one idea to the next without warning. He is generally mellow, but can be exhausting to keep up with. Qovan has a short attention span, and can come off as apathetic due to this.

## Worship

Qovan's primary worshipers are Aarakocra and Djinni clerics of the Nature Domain. The Wind Dukes of Aaqa symbolically leave an empty chair for Qovan whenever they hold council.

Some monks of the Way of the Four Elements revere Qovan, but usually do not outright worship him.
Elder Gods

The Elder Gods refer to the six beings that are largely responsible for the creation of the world of Somara. They include:

* Valazar, Elder God of Creation
* Guul, Elder God of Death
* Talus, Elder God of Light
* Vorokar, Elder God of Darkness
* Yfuleg, Elder God of Chaos
* Neket, Elder God of Order

When referring to the Elder Gods, two other beings are often also included, having taken over several duties of the Elder Gods since the start of the Second Era.

They are:

* Vikyn, Shepherd of Light
* Nox, Shepherd of Death

### History

The Elder Gods are primarily responsible for the creation of the Prime Material Plane, and by proxy, most of the major forces that govern it.

During the Second Era, Neket came to the conclusion that the Elder Gods' meddling in the affairs of the Universe were causing undue strife and conflict, and predicted that they would eventually bring about its ruin. To remedy this, he sealed each of them away (including himself) in their own planes, making it impossible for them to leave or exert their power outside of it (though some of them have found ways around this restriction). As a result, the Elder Gods are largely no longer well known among mortals, and worship of them is isolated to small, dedicated cults.

### Personality

The Elder Gods are unknowable, alien creatures. Their motives are beyond mortal comprehension, and it is said that to gaze upon them would drive any mortal completely insane.
El calor de una dueña

**El calor de una dueña** (en inglés: **The heat of a girl**) (en español: **El calor de una niña**) es el vigésimo primer episodio de la Primera Temporada de KITTYSKIRT !

 Sinopsis

**¡CUIDADO, ALERTA DE SPOILERS!**

Squirry, Squirly y Myabby, son atendidos por una enfermera llamada Abby, ésta, quiere hacer algo con ellos ¿qué será?

 Desarrollo y producción

## Personajes

###  Personajes principales

* Squirry
* Squirly
* Myabby
* Abby (debut)
* Javiera
* Kittyskirt
* Pooch
* Cottony
* Jazmín
* Jack

### Personajes menores

* Lizzy

 Hechos importantes

* Debuta 1 nueva personaje; Abby.
* Abby, decide adoptar a Squirry, Squirly y Myabby.
* A partir de este capítulo, Squirry, Squirly y Myabby utilizan unos moños en los cuellos, de 1 color representativo.

## Curiosidades

* A pesar de ser ahora animales domésticos, los 3 roedores no detienen su periplo por esto.
* Squirry dijo: *"No lo sé, tengo padres guardabosques"*.
Commander Lovve

Commander **Alice Lovve** is arguably WayHaven's finest having climbed the ranks at a young age and stopped more incidents than anyone cares to count. Integrating her quirk into her job, she is renowned for her efficiency and decision making.

At 28 years of age, she is the second highest ranking officer in the city and a force to be reckoned with on the streets.

Often insubordinate and rebelling against authority, preferring to do things her own way, she can most times be found patrolling the streets on her own. Woe betide the unlucky criminal scum that encounters her.

## Personality

Likes to drink...a lot. Although she has never been seen drunk on the job. Alice also derives joy from taunting and teasing her opponents in combat and is notoriously called *the Smiling Death* by her colleagues.

## Backstory

Born to a cop dad and a quirkless mom, Alice experienced the grievous attack of the onslaughts in WayHaven at a very tender age, influencing her decision to help clean up her city and prevent such events from ever occurring again.

While still in the academy, she lost her father to an accident that happened while he was in pursuit of a group of robbers and this set her on the path of becoming one of WayHaven's best police officers in recent memory.

## Quirk

*Rupture*: Can charge small objects with energy and make them explode from the inside out. Carries an arsenal of small blades and orbs used in conjunction with the quirk. Quirk's weight/size limit is 5kg. Often used in conjunction with her guns
Agares, Truth Betrayed

Agares was an earth elemental who served as a general in a powerful dao's army. He was slain by his allies for a wrong that he did not commit, and his spirit's desire for vengeance drove him to the Void, where he became a vestige.

## History

In life, Agares ruled over vast armies on the Elemental Plane of Earth. He was the most powerful general the plane had yet seen and second in authority only to his genie emperor, a dao of great influence. Even though Agares was unalterably loyal, he nevertheless gave his emperor reason to fear betrayal. Agares had become obsessed with a djinni commander who had thwarted his conquests on several occasions. His desire to meet this favored foe on the field of battle blinded him to other tactical options and deafened him to rumors that his esteem for his enemy had deepened into love. When at last Agares entrapped the djinni’s forces, he girded himself for personal combat and set out to answer a challenge to duel his adversary. The summons was a trap laid by Agares’ lieutenants however; his allies slew him within sight of his greatest enemy.

## Summoning

To summon Agares, you must draw his seal upon either the earth or an expanse of unworked stone.

If done successfully, the ground will tremble briefly as the head of a great brown crocodile bursts from beneath the seal. The crocodile's maw opens upward, unleashing a hooded black hawk that spreads its wings, forcing the jaws farther apart with the mere brush of its feathers. Two large, catlike eyes gleam on the hawk's breast. When Agares speaks, the hawk's beak will move, but the sound will come from the crocodile's rumbling throat.

## Binding

Binders who bind to Agares gain a wracking cough that spews dust and small stones from their mouth, preventing them from casting any spells that have verbal components.

Agares’s loyalty in life and his anger at the betrayal perpetuated by his lieutenants has become a hatred of falsehood. While influenced by Agares, binders speak forthrightly and with confidence. They cannot attempt to lie to or mislead others, and when asked a direct question, Agares requires that they answer truthfully and directly.

Agares will grant binders greater combat prowess when on the ground, the ability to shake the earth and summon an earth elemental to their side, as well as unwavering courage and the ability to understand any language spoken or written near them.
Allilean Domain

The Allilean Domain is a league of allied kingdoms in northern Ezelun.

Humans - 8%

Halflings - 4%

Dwarves - 2%

Other - 5%

### Currency

Griffon - 1cp (0.01gp)Pegasi - 1sp (0.1gp)Hippogriff - 1ep (0.5gp)Dragon - 1gpUnicorn - 1pp (10gp)

## Geography

The Allilean Domain occupies the northernmost portion of Ezelun. To the north, it is bordered by the North Strait, where the Calypsan and Dierun seas meet. To the southeast, they are bordered by the Derdurian Kingdom.

The domain itself occupies the majority of the Mournwind forest. Most of the land itself is forest; the largest clearings are often cities, and some (Svylinis, Hollowroot, Ninore) are in fact built within the forest, with buildings often built in or alongside the trees.

The Veilu, Alivar, and Sulreu rivers flow from the northern sea inland to Lake Vhl, just beyond the Domain's borders in the Sorchilne Valley.

While some of the major cities are situated inland, most of the largest are situated on the sea, providing the Domain with significant access to trade.

## History

Initially, the elvish kingdoms that would become the Allilean Domain were small and independent. The Domain itself was founded in the Second Era, as an alliance of humans (what would become the Derdurian Kingdom) began to encroach upon some of the easternmost kingdoms. The displaced monarchs began to entreat the kings and queens of the larger kingdoms to band together for defense and to take back the lost lands.

The regents meet three times; the first, at Fell Dorei, ended after the third son of the King of Pynaera dueled and slew the heir to Haenas over a minor dispute. The second, at Kenea Anore, was no less successful, as the ruling queen sent all the other regents home for fear of another incident. Finally, however, under the guidance of King Balthian Stillspyre of Allilea, the regents were able to come to an agreement. The Allillean Domain was formed, an alliance of the elven kingdoms in which all kings had an equal voice. The King's Council was formed, and decided to meet every quarter-century to decide matters for the Domain.

With their new alliance, the elf-lords were able to fight the humans to a standstill. The King's Council eventually voted on a peace treaty, and envoys delivered it to the human lords, who accepted. The five elven regents who signed the treaty are recorded to history as King Balthian Stillspyre of Allilea (called the Peacemaker), Queen Anira Raincrest of Eriakwood (called the Man-Slayer, who slew Count Arndell Willowbrow in single combat), King Imaro Bluespirit of Fell Dorei (called the Shipbuilder, who attempted (unsuccessfully) to blockade Fauve, Queen Thassinia Truesinger of Pynaera (called the Merciful), and King Kelrian Blackflower of Religas (called the Conqueror, for his many victories in the war).
Pact of the Great Old One

The Pact of the Great Old One is a warlock pact made with a mysterious being whose nature is utterly foreign to the fabric of reality.

## In Practice

Warlocks who make pacts with Great Old Ones receive alien powers from their master, typically showing up as telepathic, entropic, and mind-affecting magic. Those who make these pacts often end up going insane, as exposure to these all-powerful beings typically is too much to handle for mortal minds.

Pacts of the Great Old One have a wide variety of ways in which they are formed. Often, these eldritch beings reach out to find servants, though due to the limitations of their powers, this is often quite rare. More often, fledgling warlocks stumble across some form of connection to these beings, such as a tome that details rituals to contact them, an item imbued with a fragment of their power, or person already in contact with them. From there, pacts are made, usually binding the warlock to service to their deity in exchange for arcane power.

The Circle of Worun has banned the practice of becoming a warlock under a Pact of the Great Old One.

## Pact-Makers

The most well-known of the Great Old Ones are the Elder Gods, several of the six extremely powerful divine beings who are responsible for creating the world. Currently, they are imprisoned in their own planes, unable to escape. However, four of them, (Guul, Valazar, Vorokar, and Yfuleg) have been said to utilize the Breach in the Seal to make pacts with aspiring warlocks. There is said to exist a tome called the Grimoire of Unknowable Minds that details how to communicate with these beings, though its existence (as well as the existence of the Breach itself) is the subject of much debate among members of the Circle of Worun.

The other primary source of Pacts of the Great Old One are the Elder Evils, which are powerful eldritch beings said to have the power to destroy entire planes, if not the entire universe. They include Atropus, the World Born Dead, Zargon the Returner, Pandorym the God-Slayer, Kyuss, the Worm that Walks.
The Triad of Entropy

The Triad of Entropy is the collective name for the three deities created by Guul during the First Era. They are:

* Nox, the Shepherd of Death
* Caius, the God of War
* Xyas, the Goddess of Pestilence

The *Librum ad Finem* claims that these three gods (along with their father) will play a large role in the end of Somara.
Protection Domain

Protection is a commonly recognized clerical domain that emphasizes shielding the weak from the strong.

## Doctrine

The Protection Domain represents the maintenance of an even balance of power between the strong and the weak. Protection clerics take it upon themselves to protect the weak from the predations of the strong, They use their divine magic to preserve and protect, often undertaking great journeys or quests to rid the world of threats.

## Deities

Because Protection is such a broadly-defined domain, the divine magic granted by many different gods can fall under this umbrella. Novokorus, the God of Courage, Vikyn (particularly Bahamut), Kevolah, the Goddess of Life, Mala, the Goddess of Peace, Fune, the God of Vengeance, Velia, the Goddess of the Sun, Derala, the Goddess of the Land, Helia, the Goddess of the Hearth, Fortas, the God of Humor, and Syvl, the God of Nature, have all been known to have clerics that fall under this domain.
Nox, the Shepherd of Death

Nox is the Shepherd of Death. He was created by Guul in the First Era, and since Guul was sealed away, Nox has largely taken over his domain. Nox is responsible for claiming the souls of those who die, and bringing them to the realm of whichever deity claims them.

The *Librum ad Finem* mentions Nox as one of the deities who will bring about the end of Somara.

## Origins and Creations

Nox was created by Guul, with the purpose of aiding him in his schemes. To this end, he tasked Nox with delivering him the souls of every creature that died.

However, Talus and Vikyn attempted to intervene, and Nox and Vikyn fought bitterly on many occasions.

After the Elder Gods were sealed away, Nox took over the Domain of Death. Shortly afterward, he and Vikyn (who had taken over from Talus) reached an agreement: Nox would still claim the souls of the dead, but he would instead allow any deity to claim that soul, and would then deliver the soul to that deity's realm.

## Appearance

Nox does not often appear to mortals, preferring to take on a more behind-the-scenes role. When Nox does show himself to them, he normally appears as a dark-robed, pale-skinned humanoid, often resembling an elf, with dark hair and pitch-black eyes. He wears a long black hooded robe and carries a scythe with him, the touch of which is said to be able to pull a creature's soul from its body. His torso is always covered by his robe, leading some to theorize that it is actually a void where he stores souls for transport, though this has never been confirmed. Though his head and face contains flesh, his arms and legs typically appear to be skeletal.

## Personality

Nox is always reserved, sometimes to the point of complete silence. He is very patient and courteous, showing respect to the mortals he interacts with. Nox rarely shows much in the way of emotion, carrying out his tasks with a serious, often grim demeanor. Nox rarely seems to interfere in the affairs of mortals, save when they threaten his ability to carry out his task.

## Worship

Nox has an interesting mix of worshipers. Some attempt to use the powers he occasionally grants as a means of attempting to avoid death, though he rarely (if ever) grants the secrets of immortality to his followers. These types of worshipers tend to be evildoers, and they typically attempt sacrifices to Nox in the form of souls to curry his favor. As a result, they are often shunned by society, and are relegated to cults or hidden worship. People who serve Nox in this way typically are clerics of the Death Domain, paladins of the Oath of Treachery, or warlocks of the Pact of the Undying.

There are some, however, who worship Nox in another manner. They seek to preserve the natural cycle of life and death, and see undead as a violation of this. The Brotherhood of the Black Skull is one such organization, a group operating in the southern half of Maltou, made up of clerics of the Grave Domain, druids of the Circle of Twilight, and paladins of the Oath of the Grave.
Vorokar, Elder God of Darkness

Vorokar is the Elder God of Darkness and Evil. Vorokar is responsible for the creation of fiends, the introduction of corruption to Somara, and created Malumbris, the former home plane of the fiends that would eventually split, forming both the Hells and the Abyss.

## Creation of Somara

During the First Era, Vorokar was initially a passive observer, waiting for an opportunity to place his stake in the affairs of the mortals. His opportunity came when Talus intervened to prevent Guul from destroying all of creation. Guul, incensed by the action, appealed to Vorokar. Vorokar began creating the various races of fiends as his servants, and with them, began corrupting creation, causing the mortals twisted by his touch to become barred from the gates of Paradise.

Sometime during the First Era, Mealyn appeared to Vorokar in the guise of one of his consorts, and tricked him into fathering a pair of twins for her (Ophane and Yorexa).

When Neket sealed the Elder Gods off from Somara, Vorokar was bound to the plane of New Malumbris, thought to be a more or less faithful recreation of his former home.

## Appearance

Like the other Elder Gods, Vorokar is sealed off from Somara, though he frequently uses the Breach in the Seal to communicate with his minions. Those who witness Vorokar's form and remain sane report that he appears as a tall, well-built, androgynous, humanoid creature with pitch-black skin, and tall, grooved horns emerging from his forehead. His eyes are said to be deep, dark pits that draw in and snuff out light from the surrounding area. His size and figure are nearly impossible to make out, as he seems to be permanently wreathed in a cloak of writhing shadows.

No descriptions of Vorokar exist in a mortal form, as no accounts of his appearance exist from the First Era, and of the few mortals who appear to have glimpsed New Malumbris, none have seen Vorokar there in anything but his natural form.

## Worship

In Somara, Vorokar is generally the most-worshiped of the Elder Gods, receiving tribute and praise from both fiends and some mortal cultists. Vorokar will freely grant power to those who commit acts of great evil on Somara, especially those who inflict undue pain and suffering upon the righteous. Most of Vorokar's cults generally act in similar fashions, believing that committing these acts will allow Vorokar's power and influence to grow, with the hope of someday allowing him to leave New Malumbris and re-enter Somara.

Guul uses the Breach in the Seal to grant power to his servants under the Pact of the Great Old One.
Xyas, Goddess of Pestilence

Xyas is the Goddess of Pestilence and Disease. She was greated by Guul during the First Era.

The *Librum ad Finem* lists Xyas as one of the deities that will bring about the end of Somara.

## Origins and Creations

Xyas was created alongside Nox and Caius as part of the Triad of Entropy. Xyas was responsible for the introduction of plague and disease to the world, as a means of corrupting and destroying Valazar's creations.

## Appearance

Xyas typically appears as an emaciated humanoid female, with unruly black hair, wild green eyes, and gaunt facial features. Her skin is pale and pockmarked, with a sickly green tint. Xyas wears a white robe that has been tattered and dirtied, and she often carries a well-worn scourge on her hip, the touch of which is said to inflict anyone with an incurable illness.

## Personality

Xyas is a fickle mistress, granting favor one moment, then curses the next. She seems to delight in the corruption and withering of all creation, and for that reason is a very dangerous goddess to serve.

Some religious scholars believe that over the years Xyas has gone insane, owing to her erratic behavior and rapid personality changes.

## Worship

Worship of Xyas is often dangerous due to her tendency towards rapid mood shifts. She may reward a follower for loyal service one day, then strike them down the next for no apparent reason.

Xyas is most worshiped by those who suffer from disease. They believe that the goddess can bring them either relief from or a cure to their illness, though she rarely does either.

Xyas often chooses humanoids suffering from disease as her champions, making them clerics of the Death Domain or paladins of the Oath of Treachery. She has also been known to create sorcerers of the Deathtouched Origin. Because of this, society widely views servants of Xyas as plaugebringers, and avoids and shuns them at all costs, even though many do not strive to this end.

In Somara, though there are plenty of smaller cults dedicated to Xyas, there are two main organizations that are devoted to her. The Rotbringers are are subgroup of druids from the Circle of Spores that are devoted to Xyas. The other organization is the Order of the Long End, a group of monks following the Way of the Long Death that are devoted to Xyas. Their members are all dying from various incurable diseases, and use their teachings to channel energy and remain alive as long as possible.