recursal/Fanatic-Fandom huggingface dataset:
Old Ones

The Old Ones is a term that refers to the primordial and barbaric gods of the various primal races of Arnen, that pre-date the arrival of the more "civilized" races. Trolls, razormane, and yulani tend to worship deities that would be categorized as Old Ones. They, like many other gods, are counted among the ranks of the Eternals.

### Notable Old Ones

There are several notable Old Ones. They are as follows:

* Arnneron ─ The razormane's chief god, Arnneron was a large boar-god who was rumored to have guided the razormane when they were still young. Arnneron is credited for providing society and culture to the them, and as such is widely regarded in high esteem. Many Arnneron priests wield mighty natural powers, often being mistaken for druids by the other races.
* Morthak'ar ─ Worshipped by the centaur, and considered to be the progenitor of their race, Morthak'ar is often depicted as an exaggerated centaur. He is the center of the centaur's monotheistic religion, laying claim to all manners of centaur society; fertility, war, harvest, luck, greed, and so on.
* Gorthak ─ The ogre's one and only god, Gorthak, is the chief deity of war, but also virtually every other faucet of ogre society. Fertility, bounty, luck, murder ─ all fall under the purview of Gorthak. Many ogres believe that Gorthak was once a regular ogre who achieved a pure carnage-induced bliss, and ascended to a higher plane of existence. Ogres who stringently follow the path of Gorthak are known as Gorsworn.
* Grugzar ─ Also known as Grug, is an ancient deity of orckind, and largely considered to be defunct in the modern times. Grugzar was once one of many orcish gods, from a time when orcish society was primitive and superstitious. Many orcs alive today do not believe Grug exists, if they are even aware of his name. In truth, Grug did exist at one point but was slain by Mannoragg the Destructor (who in turn ascended to the rank of Eternal for having done so).
Fel

Fel is a corrupted form of arcane, created by the mad titan Aman'Thar to fuel demonkind. Fel energy manifests as a ghastly burgundy color, and is arcane magic at its most corrupting.

## Overview

Fel and blood are synonymous for demonkind, as they are one in the same. The most common source of fel in the universe is in the blood of demons, though it is not the only source. Fel magics have been infused throughout the Prismatic Dark, creating alien biomes and exotic weather patterns.

### Entropic Fel

In some locations of the Dark, it runs rampant as *entropic fel*, living manifestations of fel energy most commonly found in fiends.
High Magic

High arcana, or high magic, is an emerging magical field of study first discovered by a teldori archmage by the name of Lorin. Lorin theorized that due to the seemingly artificial nature of many of Arnen's features, coupled with the fact that ley lines were a wholly unnatural phenomena, that arcane magic was responsible for at least part of the creation of the world. That there must exist some form of 'high arcana' that as-of-yet was undiscovered. Many of his colleagues dismissed him out of hand, but his paper attracted the attention of one enterprising young mage by the name of Tyrania. Tyrania agreed with Lorin's findings, and requested apprenticeship from the archmage. Lorin accepted, and the two sat to work attempting to discover the "true nature of the Arcane".

*I'm tired so I'm gonna skip to the end.*

~~Eventually Tyrania researched and developed the first High Arcana; Tyrania's Magnificent Dimension. She had learned how to use a derivative of Space magic to create a micro-universe. When she successfully crossed the Veil into the micro-universe, she was unfortunately never heard from again. Lorin continued the research despite the accident his star pupil had suffered.~~

Lorin went on to discover several new spells, all considered to be under the domain of High Arcana, or High Magic. Among them was the ability to open permanent portals between two locations without the use of a leygate. Others included the spell "Finger of Death", which materialized a bolt of red-lightning from the fingertips of its caster, capable of annihilating the target at a molecular level. Another spell, "Dark Portal" was devised, capable of opening rifts into random sections of the Prismatic Dark.

Lorin later theorized that High Magic could allow for its users to quite literally reshape worlds, create new planets, or even rewrite brain patterns with the wave of a hand.

Its existence is currently kept secret by the four great houses of Eldre'thas. The teldari continue to research and explore this new school of magic, weary of what could happen if knowledge of its existence were to get out.
Golemancy

Golemancy is the art of crafting artificial constructs. It is typically practiced by more magically inclined races, such as the blackahmmer dwarves and the tengo. The art was created by the titans, and passed onto the shouzu, who both used golemancy to create many of the races that population the Physical Realms. Indeed, humans, dwarves, ogres, elves, and a great many other creatures began life as stone-constructs (only to be later cursed by the Black Order and turned into fleshy mortals).
Moghu

Tengui are sentinels created by the shouzu to watch over the Nine Kingdoms. They are a race of humanoid tiger-like creatures made of grey stone. They, like many sentinels, are imbued with a sliver of their creator's power. They have an uncanny mastery of the arcane, as well as unrivaled knowledge on the discipline of fleshshaping. Tengui also renowned for their golemancy.

## Overview

The tengui's original purpose was the guiding of the Nine Kingdoms in the Immortal's absence. For nearly a century the Tengui ruled over the Nine Kingdoms as benevolent watchers. However, it wasn't long before the Black Order discovered them. Rather than risk a frontal assault, of nine heavily fortified worlds, the Order instead dispatched a dreadlord by the name of Mal'cezzar, Lord of Hatred.

Mal'cezzar's objective was to twist the tengui up into bickering feuds. As sentinels, the concept of jealousy, hatred, and other negative emotions was unheard of to the tengui. The dreadlord reintroduced these ideals to the Tengui via the Curse of Hatred, a magical curse of his own design. Now mortal, the Tengui were subject to negative emotions, which were then spurned on towards greater heights by Mal'cezzar.

Cursed with mortality the Tengui were no longer titanic creations, but rather something more akin to demons. However, something strange happened. The Tengui did not possess any innate connection to the Prismatic Dark, and thus were unconcerned with the politics of demonkind. Rather than joining the Black Order as the Lord of Hatred had hoped, the tengui simply killed Mal'cezzar; sending him back to the Prismatic Dark.

Masters of their own fate, the tengui used their powerful blessings, increased size and strength, and other benefits to conquer not only one another, but also the Nine Kingdoms. They formed a mighty empire known as the Tengui Dominion. At its top sits Emperor Vo Lang, king of kings.

## Physiology

Like all Firstborn, the tengui were once a race of stone creatures shaped from titanstone, but lacked the soul that distinguished the later stonebloods.
Dating System

Nivarra uses two distinct calendar systems, marked by the creation of the League. Most member-states use the League Dating System, and many non-aligned powers have began to make use of it for ease of trade.

The LDS has two metrics by which dates are marked: League Record (LR), and Before League Record (BLR).

### League Record

The League's creation marked a major turning point on the world of Nivarra. A large alliance made up of various member races, rose to dominate the continent of Arnen. To facilitate trade between the various races, who all possessed different calendars, the League Record was established with the founding of the League as year 0.

### Eras

History is divided into eras of roughly 1,000 years. At the turning point of the thousandth year, the date resets and a new era begins. The current era is recorded and read aloud before the rest of the date.

The current year is 1E 067 LR.
Nothic Empire

The Blood Empire of Noth, or simply the Nothic Empire, was a planet-spanning empire ruled by Daeris von Noth. The planet of Naerythis was once a beautiful mountainous world, filled with verdant valleys and lush jungles. It was home to the Naeryn species, a group of timid ape-like humanoids barely out of the tribal age. Daeris von Noth discovered the planet while sailing the stars, and descended upon it with his vampiric fleet like locusts.

In just a few short days, every major tribe on Naerythis was subdued and forced into thralldom. There they would serve as blood cattle for von Noth and his court. As the vampiric population grew so too did the desire for fresh blood. Using his flagship, Daeris would push outward in search for new species to enslave.

He encountered feudal world of over three million humans. Using his vessel, he enslaved over 100,000 of them for transport back to Naerythis. He used the native Naeryn species as slave labor, and set them to work constructing a great empire in his name. Using his newfound slave labor, von Noth built the capital city of Epoch. A city of towering stone constructs, massive gothic cathedrals, blood baths, nightmarish gardens, and endless spires for his rapidly growing court.

Daeris crowned himself emperor, forming the first ever Blood Empire. The Nothic Empire, as it would be called, was a paradise for vampirekind. A magical ritual had been performed that would permanently blot out the sun, showering the planet in eternal darkness. Vampires could walk the surface of the world freely. Their vampiric population exploded, fed by the influx of human slaves. Larger and larger human populations were needed.

## Overview

At its height the Nothic Empire boasted over 300,000 vampires, with nearly 3.6 million mortals in the capital city alone, with another 40 million spread across the world.

One would think that with such a huge disparity between populations, that the end of the Nothic Empire would come at the hands of their mortal thralls. But thralls they were; bound to the will of the vampires from now until death. The Nothic Empire instead, would collapse by its own bloody hands. Court intrigue was rife among the Nothics, and death was common. Left unchecked by Daeris, the court intrigue ripped apart the empire, and threw it into civil war.

The strongest vampires with the largest mortal armies went to war with each other. The conflict was devastating, causing the deaths of millions. Tens of thousands of vampires were slain within the first year of the conflict alone.

Eventually, the Nothic Empire collapsed under its own weight. With no stringent oversight on intrigue, the empire tore itself asunder. Now all that remains is the post apocalyptic ruins of a once proud and powerful empire. Mortal and vampire scavengers alike prowl the ruins, looking for valuables. Pillagers from off-world come to ply the lost treasures of the Nothics. Hapless adventurers make a habit of stumbling through portals into Nothic ruins, only to be met with a grim fate.

*This entire page will be reformatted, as I wrote it at 5am and am tired.*
Hellenar

The planet Hellenar was once a mountainous and craggy world, filled with deep valleys pockmarked by the occasional grassy field. The planet was of little consequence, merely a bump in the road for the Red Legion. When Therranex the Slaver discovered the planet, he was particularly taken with its mountain vistas.

Therranex established a personal retreat on the world, journeying to Hellenar to rest and hunt. It was here that he discovered a type of hound with razorsharp claws and teeth as strong as steel. He was particularly surprised when the hound managed to crack one of his scales with a single bite from its powerful jaws.

He captured several hounds, and began to breed them to serve as pets. Aptly named helhounds, after the world they were discovered on, these wolf-like creatures are indistinguishable from their Hellenar cousins. Carefully bred mutations have produced a much larger, more powerful beast capable of delivering a whirlwind of teeth and death to the enemies of the Black Order.

## Description

Helhounds possess four powerfully built legs, standing between three and four feet in height. Each paw ends in steel-like claws, capable of rending flesh with ease. They possess a deep crimson fur, often accompanied by a pattern of pale white spots. Some helhounds are adorned with specially crafted armor, while some are further mutated through careful application of demonic blood.

Black Order tinkers have taken to equipping helhounds with mechanical whip-like appendages that protrude from the backs of the animals. These appendages are then equipped with spear points or blades, and wired directly into the hound's central nervous system, allowing them to be used as an extension of the helhound's body.
Crucible of Iron

The Crucible of Iron is a gladiatorial arena ran and operated by the Blood Iron Cartel. It is often used as a training ground for the Black Order, as well as numerous other factions.

## Overview

Located on the worldshard of Gyrezan, the Crucible is a massive structure filled with hundreds of fighting areas. At any given time there are a dozen games being run by the goblin overseers. Demons and mortals alike come from all over to participate in the Crucible of Iron, and is heralded as one of the few places in the universe where the two can coexist in relative peace.

The Crucible of Iron is separated into four quarters: Champion Quarter, Beast Quarter, Blood Quarter, and Army Quarter.

### Champion Quarter

This is where factions can come to pit their greatest champions against one another for renown and coin. The arenas are small and compact, with only a few minor terrain features to keep the fights interesting. Most combats are until first blood, though some are arranged to fight to the death.

### Beast Quarter

The Crucible maintains a fleet of vessels whose sole purpose is the capture of beasts to bring back for sport. Here is where the beasts are pitted against each other, as well as other gladiators.

### Blood Quarter

This is where one-on-one duels or team battles take place. All fights here are usually to the death. The arenas are usually poorly cleaned, thus earning its name.

### Army Quarter

Large sections of Gyrezan have been cleared to host battles between moderately sized armies. This is where commanders come to test their field knowledge, by pitting their own soldiers against one another. The battles take place roughly once or twice a month, though sometimes more depending on the number of factions present.
Aedrith

Aedrith refers to the entities native to the planes of Aemidium. Given the nearly infinite number of realms located in Aemidium, the appearance and demeanor of aedrith vary wildly. From what is understood, there exists a hierarchical order to aedrith in which aedrith from the most established and concrete realms ranking higher than those of the evershifting or fluid ones. At the top of the pecking order are the Aedrith Lords: supremely powerful entities who have sculpted their own Aemidium planes, and rule over them as gods.

## Types

There are a nearly infinite number of types of aedrith in Aemidium. The following is a list of the most commonly seen.

### Lords

Aedrith Lords are supremely powerful aedrith who have risen above their peers and established dominance over a realm or realms. They are immortal beings, unable to be truly killed. When 'slain' their essence retreats to their home realm to coalesce and emerge anew. Given that time flows differently in Aemidium and its many realms, slaying a Aedrith Lord is a fruitless endeavor. Theoretically it's possible to kill a Lord in their home realm, but as they are veritable gods in these realms getting close enough to them to harm them is extremely difficult.

The majority of Lords are malign creatures, which has given the term "aedrith" a negative connotation. But not all Lords are evil or spiteful creatures. Some are good beings who look after others, preferring law & order to chaos & destruction.

All Lords are Ancient Eternals, as they are essentially the closest thing to a god one can get. As a result they are supremely powerful beings, and are often worshiped by both mortals and lesser aedrith both.

## Death

Because aedrith are native to a region outside of Vulgaris, they cannot ever truly be killed. Slaying a aedrith in Wildspace or the Physical Realms merely banishes the creature back to their home realm. There are only two exceptions to this: slaying a aedrith with a weapon inscribed with its true name will permanently kill the creature.

The other exception is through soultrapping; by harvesting its soul the aedrith cannot return to its home plane, and is thus at the whims of whoever captured it. It can then be safely locked away in the Anima Mundus, or shatter the soul and scatter the pieces.
Custodians

Custodians are a unique type of Sentinel crafted by the titans to watch over the Celestial Anvil. They are made from cold iron and despite their metallic exterior, possess amorphic qualities which allow them to adapt to any situation they face. Often Custodians will adapt to overcome an enemy' defenses, while also developing resistance to an enemy's attacks.

Custodians are fiercely territorial, and extremely aggressive. Any being not authorized to be at a location guarded by a Custodian is immediately set upon.

To date, no Custodians have been killed in action.
Sunspire

Sunspire is the name of the telvari capital city, located in the verdant forests north-east of human's home region of Navarra. Sunspire is nestled in a forested valley located between two enormous mountain ranges. The dense foliage and abundant natural springs lend to the region's mystical qualities, and provided easy access to natural resources.

## Layout

Sunspire is semicircular in design, with its flat end nestled on a large lake which spills out into a nearby ocean. The city is divided up into four quadrants, with each quadrant designed to fulfill a specific function.

### Quadrant of the Lance

Often referred to simply as the military district, this quadrant is home to various barracks, headquarters, and training facilities required to properly maintain the Tarellian army. The entrance to the district is guarded by thick red walls, and a large statue of the Tarellian war hero Durel'narah.

### Quadrant of Hearth

Tarellian society places great emphasis on home and hospitality. As a result Hearth is the largest quadrant in Sunspire. Every elf who lives and works in Sunspire resides within this district. Parks, gardens, recreational facilities, mansions, manors, aparments ─ any and all of which are located within Hearth.

### The Royal Quadrant

Tarel'thallar's monarchy is located within the Royal Quadrant, which is situated at the center of the city. The leading family is the only exception to Hearth, in that they live within the palatial estate located at the center of Sunspire. Royal delegates, foreign emissaries, and merchants of particular status all meet with the monarchy in the center spire, from which the city derives its name from.

The Royal Quadrant is patrolled day and night by the Royal Dragoons, a legion of 1,000 elves who rigorously safeguard the district.

### Quadrant of Coin

Merchants, laborers, blacksmiths, dockworkers, tax collectors ─ any and all professions that provide some good or service to the people of Sunspire work here. Next to Hearth, it is the largest quadrant in Sunspire and has direct access to the sea. Most mercantilism happens here, as well as all foreign trade with few exceptions. A fleet of elven ships ply the open sea, bringing in goods and wares from all over.
Vulgaris

Vulgaris is the name for the ordinary universe, also referred to as **The Known Universe**, the **Verse**, or simply the **cosmos**. Wildspace and the Physical Realms together make up the bulk of the Vulgaris. Within it are countless luminaries, planets, planetoids, worldshards, and various other stellar phenomena. Nivarra is but one realm among many located within the Vulgaris.

Vulgaris is separated from its chaotic and undefined cousin, Aemidium, by way of the Gauntlet. While the Gauntlet keeps Aemidium from physically flowing into the Vulgaris, it does not prevent the flow of energy. It is through this that magic flows from Aemidium into the Vulgaris.

Vulgaris is a realm of order, largely thanks to the tireless efforts of the titans. It and the titans are locked in an eternal struggle against the disorder of Aemidium.

## Origin

Vulgaris did not always exist. When the titans first stepped foot in our universe, they found only Aemidium - a realm of undefined chaos. Their initial view of the cosmos was that of an unpainted picture. The titans viewed Aemidium as a realm of limitless potential, and all that it required was a sculptor to take advantage of it. They created the magical artifact known as the Celestial Anvil and around it, the Vulgaris.

With the budding Vulgaris centered around the Celestial Anvil, the titans could shape its laws any way they wished. They created the Vulgaris as it is known today through careful trial and error. The Forgotten Tapestry is home to these previous iterations of Vulgaris, and masterful mages have been traversing the hidden alcoves of reality for millennia.

### Composition

Within Vulgaris are two constituent realms: Wildspace and the Physical Realms. The Physical Realms actually refers to the individual luminaries and their planetary systems, each individual realms of their own. Wildspace refers to the area separating each the Physical Realms from one another.
Aemidium

Aemidium is a realm of infinite size and scope surrounding the known universe. It is from the Aemidium that the magical arts flow into the Physical Realms, allowing its beings to perform magic.

Aemidium is very similar to the Vulgaris, containing many esoteric realms of existence. The Prismatic Dark is located in Aemidium, as are the multitude of afterlives each created by the various faiths and souls. It is also home to the many pocket realms created by spellcasters.

Creatures created from the raw energies of Aemidium are known as davroth. Davroth have a wide range of alignment, as the populate the various planes and afterlives of Aemidium.

Who or what created Aemidium is the great question scholars have pondered since its discovery. As the universe grows, Aemidium is pushed further out, never quite intersecting with the Physical Realms. A great membrane known as the Veil separates the Physical and Aemidium from each other.
Dretch

These large porcine-like humanoid creatures are fat, ugly, and dumb. Whether or not they were as such before their corruption is unknown, as the written word means little to the dretch. As such, the Black Order has employed them primarily as slave-laborers. Countless dretch serve across hundreds of worlds, toiling endlessly in blackened foundries, producing weapons of war, and extracting resources for the Order.

Dretch are hardy creatures; their thick hides are capable of turning away iron and weathering harsh elements. Those who show a modicum of intelligence are instead press-ganged into gladiatorial arenas, with the survivors being formed into shock teams.
Deathlock

Deathlocks are undead spellcasters reanimated from the corpses of warlocks. Deathlocks are created when a still-living warlock fails their patron (usually by dying), or risen by necromancers to bolster their command over undead minions.

## Description

Most deathlocks are resurrected with the intention of continuing their former goals, or to reinforce a necromancer's ability to control undead. As a result they typically retain their memories and freedom-of-self, though are completely bound to their animator's will.
Star Elves

Andari are a distant off-shoot of high elves who had left their homeworld of Eltharia long before the invasion of the Black Order. Unlike their high elven cousins, they are an extremely elusive and mysterious breed.

Rather than bending ley lines to suit their needs, which is inherently destructive, andari have learned to harness starlight for use in arcane magic.
Star

A typical star is massive piece of the Burning Domain excavated by a titan or some other similarly powerful creature, and used as the foundation for a new luminary. Once removed from the Burning Domain, a star will behave much like a World Realm, though perpetually bathed in elemental fire. It will possess continents, oceans, flora, fauna, and even civilizations. Entire societies will rise and fall on the surface of a star over the course of thousands or even millions of years.

## Overview

A star grants hospitable warmth and energy to luminary it inhabits. This is the direct result of elemental fire, which produces an unnaturally hot fire, which radiates heat and energy out into Wildspace. This in turn provides hospitable climates to though World Realms located far enough away from the star. Those realms who end up too close to the star (for one reason or another) end up as fiery balls of molten rock, stripped clean of their Veil and covered in fire elementals.

Since most stars are excavated pieces of the fire plane, they are artificial in nature. Created by titans or other near-divine creatures through complex magics. However, there are exceptions to this rule. Most elementals who live on the surface of a star never manage to leave the confines of their terrestrial world. In the rare exception in which they do, a firemarch originating from a star is among the most devastating elemental march of them all. When another Realm is completely conquered by fire elementals it will turn into a new star.

This can be particularly devastating for the majority of luminaries, who are all precisely balanced in distance from the central sun to provide the maximum potential for habitability. It begins a cascading effect that ripples outward throughout the system, as each new star begins to massively heat up the nearby planets. This, in turn, creates new stars as the fire elementals wash over the planet in question. This process will continue until there are no planets left in the luminary. Any Shard Realms located nearby will also be affected, often becoming massive battlefields between terrestrial void creatures and fire elementals as they each try to take the Realm for themselves.
Dreadknight

Dreadknights are powerful mortal warriors who have pledged themselves in service to the Black Order. They are often seen riding atop undead horses, equipped with unholy weapons and armor. Dreadknights are infamous for their vampiric runeblades, which steal the souls of their victims, further empowering them.

## Overview

Dreadknights are renowned for their efficiency in dispatching their foes, and are the favored tools of demons. They are individually created, usually when a demon is impressed with a mortal's power. The cultivating of dreadknights is often a competition among demons, to see who can craft the most deadly instrument.

Dreadknights are often left to their own devices once they've pledged themselves. They exist only to slaughter the enemies of the Black Order, and to lead armies of undead, lesser demons, and other fallen mortals into battle. As the dreadknight accomplishes deeds in their master's name, they slowly become undead. Their skin becomes pale and sunken, their hair an alabaster white; their appearance cold and unnerving. Dreadknights do not eat, sleep, nor age. They are immune to mundane diseases & poisons, paralysis, sleep, and are highly resistant to mind control effects.

### Equipment

Dreadknights are renowned for their magical black armor and rune weapons. These items are typically demonic in origin, crafted in hellforges scattered across the Prismatic Dark. Their iconic weapon is the vampiric runeblade; ordinary weapons imbued with powerful demonic runes and enchanted to steal souls.

## Notable Dreadknights

* Lord Vrathik Blackwater
* Executor Gaerinar Mordinnus
* D'uveni Dalian
* Izolia Festus
Covenant

Vampiric Covenants are without a doubt the most dangerous organization of vampires. A Covenant is an accord struck between various Dens, tribes, Clans, or other vampiric organization to work together for the betterment of vampires as a whole. Covenants infest densely populated worlds as hidden societies and nations, working from the shadows through mortal puppets and clandestine magics.

Covenants work to institute laws and industry that better suits the ruling Clan or Clans. More than one planet has been spurred on towards interplanetary travel at the behest of their shadowy vampiric masters, with the purpose of spreading their bloody empire out into the stars.
Elemental Planes

There are four elemental planes of existence, each matching the corresponding elements of earth, wind, water, and fire. They are Deep Mountain, Howling Gorge, Tidal Depths, and Burning Domain respectively. Each plane is a primordial landscape connected to one or more of the other planes, in which elementals constantly battle one another for supremacy, but never quite achieving it. The only exception to this, is Deep Mountain. Fire and wind elementals often invade Deep Mountain, with disastrous consequences for the world in question.

## Deep Mountain

Deep Mountain is a realm of caverns, complex cave systems, underground mountains and rivers, and possesses a diverse ecology of life specially adapted to life underground. It is home to the earth elementals, whose ruler presides over the plane as a benevolent dictator. Deep Mountain is unique in that it exists at the core of every planet in existence, and thus connects all worlds together in a great Geographic Nexus. Unlike the other three planes, Deep Mountain suffers very little elemental incursion from other planes. Though from time to time, water and fire elementals break through and ransack a planet's Deep Mountain.

Sol'Alim the Earthguard is the current ruling lord of Deep Mountain. It was originally ruled by Zerathane, Sol'Alim lead a popular uprising and ousted her.

## Howling Gorge

The Howling Gorge is a plane of rain-less hurricanes, intense tornadoes, and wind blasted canyons. The wind never stays still in the Howling Gorge, battering virtually everything located within its confines with varying levels of strength. The Howling Gorge constantly pushes up against the water plane. It is in these bleeding areas, in which water and wind intermingle, that a raging conflict between the two elements occurs.

Ammos'Urn the Windswept is the current lord of the Howling Gorge, after having forcefully taken it from its previous lord, Aral-Kir.

## Tidal Depths

The Tidal Depths are an endless sea dotted with islands made from seashells, shipwrecks, and living creatures. It is a realm of perpetual rain of varying magnitude, vast green seas, and clear blue skies. The few land formations found within the Tidal Depths are jealously guarded by earth elementals.

Somat the Undrowned is the current lord of the Tidal Depths, having deposed its previous ruler Reptulos in a watery civil war.

## Burning Domain

A land of scorched plains, erupting volcanos, and ashy wastelands, the Burning Domain is the most hostile of the four planes. Molten iron rains from the sky, coating jagged land formations in a blackened film. Inferno storms rage, discharging pillars of fire at random intervals. It is a realm of constant warfare between the four elements, chiefly between the water and fire.

Kar the Everburning is the ruling lord of the Burning Domain, after having slain its previous ruler Thagarros in single combat.
Stardrive

Stardrives allow ships to enter starburst, a form of travel that allows for instantaneous travel from one point in space to another. It typically does this through the use of complex arcane formula written in Space magic. When mana is channeled through the engine, the arcane rune light up and allow for the attached vessel to teleport to the desired coordinates.

Stardrives are capable of making two different types of jumps: blind, and calculated. Calculated jumps take time, but allow the vessel to make safe and accurate jumps. The more precise the coordinates, the more precise the jump. Blind jumps however, are extremely dangerous but otherwise instant. Without calculations, the vessel could easily jump inside a star, planet, or some other debris.

Stardrives are extremely rare, with only one having been discovered in recent history. It was nearly destroyed in an engagement with the Black Order, before the ship made a blind jump into Unknown Space. It has not been seen nor heard from since.
Vrock

Vrock are a race of demonic avians who have become infamous for piracy within both the Prismatic Dark and the Physical Realms. Their loyalties extend to no one but themselves and their crew. Vrock pirate vessels are just as likely to attack one another as they are other people, locked in a vicious never-ending struggle for plunder.
Elves

Eltharans, more commonly referred to as dari, or *elves*, were once a singular species living on the planet Eltharia. When the Endless Legion invaded their world many of their race had been corrupted by the pit fiend Kalgrethod. This corruption produced a split in elvenkind: the teldari or *high elves*, and keldari or *chaos elves*. Teldari are home to Nivarra, while the keldari make their home across many worlds in both the Physical Realms and the Prismatic Dark.

A third, more mysterious subrace of elves has recently made themselves known. Going by the name *andari*, meaning "star folk", these elves are a distant off-shoot of high elves who left Eltharia prior to its destruction.

Elves were originally created by the titans, and as a result share a common ancestry with other titan creations.

## Pages

* Teldari
* Andari
* Keldari
Undead

Undead are the once-living who have been animated by supernatural forces. They are ageless, unbreathing, undrinking, uneating, creatures. They are immune to paralysis, poison, sleep effects, stunning, and mundane disease. The vast majority of undead creatures operate on animal-level intelligence. It isn't until they are directed by more powerful entities, such as demons, necromancers, vampires, or some other creature capable of psychically controlling them, that they act with any measure of intelligence.

## Origins of Undeath

There are several different ways of becoming an undead:

### Intentional Renimation

A living creature willingly subjected themselves to undeath. The most common reason for doing this is fear of old age, a thirst for power unobtainable in a mortal lifespan, or some other similarly selfish reason.

### Minions

Undead minions are called together by necromancers and other grave-traffickers to act as soldiers, servants, and labor for their own means. These mindless creatures are magically crafted by spellcasters in any number of ways.

### Atrocity

A living creature willingly committing an atrocity or especially heinous act can transform the creature into a member of the undead. The scope and intensity of the atrocity is somewhat random, though requires especially horrible acts such as genocide.

### Unfinished Business

On the rare occasion, living creatures with strong wills and unfinished business may rise from the grave in an attempt to accomplish whatever deed left unfinished. Once the object of their unfinished business was completed, their soul would finally rest and move onward.

### Blood Curse

Vampirism is a form of undead, and turns any creature it infects into a member of the undead. Unlike most other undead, vampires do not lose their mortal or humanoid appearance; mostly appearing as they did before they were turned (bloodline specific).

### Death by Undead

Almost all members of the undead can inflict undeath upon others through violence. When an undead kills a living creature, the living creature has a large chance of rising as a member of the undead that struck them down.

## Types of Undead

### Skeletal

* Liches
	+ Lich
	+ Demilich
* Skeletons
	+ Skeleton
	+ Skeletal Steed
	+ Skeletal Harpy

### Corporeal

* Deathlock
* Dracolich
* Dessicator
* Dreadknight
* Entomber
* Forsaken
* Ghast
* Graven One
* Ghoul
* Mummies
	+ Mummy
	+ Mummy lord
* Necromental
* Nightshade
	+ Nighthaunt
	+ Nightwalker
* Skin kite
* Vampires
	+ Vampire
	+ Vampire spawn
	+ Vampire Master
	+ Vampire Ancient
	+ Vampire Lord
* Wight
* Zombies
	+ Zombie
	+ Ogre zombie
	+ Observer zombie
	+ Minotaur zombie

### Incorporeal

* Dream vestige
* Ghost
* Quell
* Shadows
	+ Shadow
	+ Shadow assassin
* Specters
	+ Specter
	+ Poltergeist
* Wraith
Goblins

Goblins are a diminutive race of green-skinned humanoids who possess a strong desire for technological advancements and the acquisition of wealth.

## Culture

> *"Competition breeds excellence. And excellence brings profit!"*
>
>

Goblin society is dominated by five major trade cartels who operate in selected parts of the world. Competition between the cartels is high, and can sometimes even spill over into violence.

Most of goblin society is ran from Trade Fleets. These enormous fleets ply the oceans of Arnen, each led by a Trade Magnate, which acts as a fleet admiral and corporate boss all wrapped up into one. The Trade Magnates all answer to the Grand Mogul, who wields supreme authority over all goblin cartels.

The individual goblin is raised to value the acquisition of either money, technology, or exotic items. Like gnomes, goblins excel in the field of technological innovation. Unlike gnomes however, goblin technology can be bizarre and unwieldy. Often it is as much a danger to its user as it is anyone else. Nevertheless, goblin technology is valued for getting the job done quickly and efficiently. This pursuit of technology has put the goblins technicians at odds with gnomish tinkers, who share an extreme rivalry with one another. A rivalry that often breaks out into violence.
Anevrincy

Eternals are mortals who have achieved a superhuman mastery of the mind and/or body. This is largely able to be done thanks to the *numen*, a divine-spark located within each and every living thing. By establishing roads, pathways, or connections to one's numen, they tap into the underlying metaphysical processes of the soul. In short, by acquiring a direct link to one's soul they are able to transcend their status as a mortal being. This state of being is referred to as anevrincy. By achieving anevrincy one may transcend their mortal limitations and become an Eternal.

Achieving a state of anevrincy requires a certain understanding of one's own body and mind and their unique limitations. It is by learning these limitations that one can work to overcome them. It is a deeply personal endeavor regardless of how it is achieved. No two individuals may ascend to become an Eternal the same way, though those who follow similar paths in lives may share similar conditions. Mages, for example, may undergo a very similar process to achieving anevrincy, though which event drives them over the threshold and what they learn as a result may differ between each mage.

In order to truly achieve a state of anevrincy, one must have experienced a wide variety of both mental and physical sensations. It is not enough to be supremely talented mage, nor is it enough to be an excellent warrior. One must have both wisdom and strength. As one goes out and experiences new things, their knowledge of the universe increases, and thus their ability to manipulate it. At first subtly, then vulgarly. Some of the oldest and by extension most powerful titans are capable of shaping raw Aemidium into reality, creating new planets, stars, and races. The titans are chief architects of this discipline.
Niekiki

* Basic
* Sprite

File:Niekiki sprite.png

## **Story**

The strongest warrior of the Gladiator Village, raised by the Village Chief since an early age. She revealed a strong strength talent in [Rite of Souls], the traditional talent test of the dwarves, and defeated other warriors in the village while underage, which caused her to be valued by the Village Chief. She suffered no loss before the protagonist arrived at the Gladiator Village. Having never been out of the village, she has a huge flaw in communication, while her almost unbearable straightforwardness still makes her a good friend.

## **Obtaining**

### How to Acquire

* Summoning
* Bond Shop

## **Initial Stats**

 Physical
 Intelligence
 Agility
 Strength
Bael

Baelfire, often shortened to bael, is a corrupt and primordial form of arcane utilized by demons and members of the Black Order. It is the chief element of the Prismatic Dark, and courses through the veins of every demon in existence. Bael manifests as a reddish-purple flame, and is at its core an unstable and ultimately entropic form of energy.

Despite the bael's corrupting and destructive influence, many mortals seek it out as a means of obtaining ever greater heights of power. While arcane magic is incredibly powerful, it requires tremendous study and memorization on the part of the caster before one can achieve truly powerful status. The bael however, provides this power far more quickly.

Bael exists in only two places: demon blood and the Prismatic Dark. Harvesting bael energies directly from the Prismatic Dark is a dangerous and expensive endeavor, requiring great arcane machines to directly draw the energy from the plane. Demon blood, or baelblood, is the far quicker and easier method of acquiring access to baelfire magic. Coupled with the fact that demon blood is highly addictive, many worlds have fallen to the subversive influence of demons and the bael.

A favored tactic of demons is to tempt mortal spellcasters with vials of baelblood. Through this, demons can infiltrate and manipulate arcane societies across the universe.

Prolonged exposure to bael energies can have permanent mutagenic effects on mortals, eventually ending with them becoming demons themselves. Some demonic blood is more mutagenic than others, as is the case with magtheran blood. A single cup is more than enough to cause permanent hereditary mutation; changing the imbiber's skin, causing rapid muscle growth, fiery red eyes, and other changes.

Some demonic races, such as the radyth or the noszriel, were mutated into demons through intense exposure to bael energies by Bael Stars.
Acedia

* Basic
* Sprite

File:Acedia sprite.png

## **Story**

One of the 7 Abyssal Monarchs, she has the talent to "fancy" that enables everything out of her imagination to materialize in reality.

"She gets what she imagines. What she desires is bound to come. What she foretells is bound to be true."

He who believes in these materialized things will lose his soul and become a puppet of the **Sloth Monarch**. During the Gods' War, countless people who desired for gold, substance, or revival of loved ones became her subordinates.

"You will do nothing meaningful once you get all that you imagine."

## **Initial Stats**

 Intelligence
 Agility
 Strength
Keepers of the Aspect

Keepers are male dryads who are masters of nature magic, and responsible for teaching the first druids. Keepers are the undisputed rulers of the Aspect, and continue to grow and cultivate its borders.

## Overview

Keepers are powerful druids and spellcasters, capable of casting a great many spell before tiring. They possess the ability to change the shape of their arms into any weapon, attack, or form they desire. An ability they make great use of, swapping between offensive and defensive forms at-will.
Maid Betta

* Basic
* Sprite

File:Maid Betta sprite.png

## **Story**

Works as the Gardener of the Supreme Council, but due to the fact that she's sleeping most of the time, the gardening work is basically taken care of by Alfa. Although she strongly denies it, she is, in fact, very lazy. As a lounger gets no free meal, to save energy, she's developed the habit of falling asleep under any circumstance. Most of her time awake is used to play with the belly-talking doll Kasulu chan, and she is thus regarded as the most useless person in the Supreme Council.

## **Obtaining**

### How to Acquire

* Summoning
* Bond Shop

## **Initial Stats**

 Intelligence
 Agility
 Strength
League

The League of Arnen, or more simply the League, is a military and political alliance between the nations of Meraedon, Mydras, Hilgarde, Rathgorn, Steelhammer, and Eldre'thas. Each nation remains independent under the League, but are bound together in pursuit of ideals such as justice, nobility, and honor. It is centered on the continent of Arnen, with its capital being the great human city of Meraedon.

## Overview

The League is a decentralized political alliance of various nations, each expected to assist the others in times of need. Each nation is independent under the League's umbrella, but is expected to answer the call-to-arms from its member nations in the event of external invasion. To this end, the five nations maintain their own professional standing armies to answer the call when needs be.

Membership within the League is voted upon. Prospective nations or organizations who wish to join the League are voted in by the current members. The head of state of each member nation is granted one vote, regardless of the number of ruling positions they may have.

The League has a number of separate allied states. These are the Orrash Republic, Skytalon, and Elusia.

## Business

Those who do business within the League but are not members of a League nation are subject to a special monthly tax. In exchange for paying this tax, the merchant enjoy a great deal of autonomy in their dealings. They are also able to call upon members of the League for protection, in the event that their businesses are threatened.
Ren-Daraz

The Star Empire of Ren-Daraz was once the proud and mighty bastion of the dwarven race. At its peak it boasted hundreds of vessels, stretched across three dozen worlds. However the empire's reign came to an end when the Black Order discovered the dwarves and launched an invasion of their worlds. The titans detonated the eponymous capital of Ren-Daraz, as to deny the Black Order more territory.

The remaining dwarves were transported to Arnen by the titans.
Voidhelm

A voidhelm is an arcane artifact that allows a ship to exit a planet's atmosphere and travel through wildspace. Without a voidhelm, a ship cannot be expected to make the transition from the Physical Realms to Wildspace. If a vessel's voidhelm is damaged while in Wildspace, it cannot be piloted through the Aethyr Winds, and as a result is subject to its whims. Many vessels that have suffered voidhelm damage in combat have been carried off by the winds, never to be seen or heard from again.

A voidhelm is the key component to a starvessel that allows it to cross the Veil separating Physical Realms and Wildspace. If a vessel attempts to leave a planet's atmosphere without the use of a voidhelm, they face ever increasing resistance as though one were attempting to push two similarly charged magnets together. Eventually the built up tension will stress the hull to the point of failure, destroying the ship and killing its crew. Or the vessel will 'bounce' off the Veil, and be sent hurdling back towards the planet, subject to its gravity.
Anastasis Wiki

# Conquered Suns

Conquered Suns is a fantasy universe that takes its inspiration from media such as Warcraft, Elder Scrolls, Spelljammer, and many others too numerous to mention. It should go without saying, that everything located within this wiki is a work in progress, and is subject to change at any moment. That said, drastic rewrites are rare and thus many of the bigger pages are more or less written in stone.

### Getting Started

The following should be a good way to get a taste of what this project will be about.

* Races
* Faith
* Classes
* Planes
* Prismatic Dark
* Nivarra
* Titans
* Obsidian Council
* Black Order
* Wildspace
* Divine Magic
* Arcane Magic
* Phlogiston
* First War
* Second War