recursal/Fanatic-Fandom huggingface dataset:
Sorcha Anam

An Immortal priest of the Firmament that joined Ahmed Thrakul during his stay in Xhalandar during the Seven Journeys. She was a servant of Harikiran the Great before being assigned to Ahmed's service as his representative.

Her status after 403/3 is unknown.

## Trivia

* She was created to be a party member in the RPGmaker game, but as the game never got close to Xhalandar there is little information on her.
* She was actually said to be a Deva, back when Castores was a setting for 4th Edition D&D. However with the current setting she would be an Immortal.
* She would be the most 'pure mage' of the group, relying entirely a wide variety of spells and summons in combat, as well as being a backup healer if need be. Despite this, she was still to use heavy armor.
The Spring Court

To the east of Jhanin lays the the Spring Court. A land of lush forests and expansive fields, the Spring Court is most people’s image of heaven.

The Spring Court, while occasionally having to fend off invaders from Jhanin, keeps mostly to itself. It does however send out agents to ruin any plans to move against it. But for the most part it simply fends off its foes and lets the chaotic nature of Jhanin run its course.  During Jhanin's rulership by the Giants, the Court enjoyed an age of peace, however the Spring Court was instrumental in the defeat of New Rouran, and was threatened again during the rise of Ahmed Thrakul.
Raliam Dawnblade

Raliam Dawnblade was a questing adventurer from the Fey Courts, who had left to acquire a relic of some power from the Nameless City to please a mysterious entity known as the Lady of the Well.

## Background

Raliam was one of many Elven princes of the long-lived Elves of the Spring Court. One of the younger children of his family, he lusted for power he would never inherit.

He eventually heard the whispers of the Lady of the Well, who taught him magical prowess. She promised him her heart if he acquired a particular relic from the Nameless city.

However, a stranger to the harsh world beyond the courts, Raliam would be quickly captured and sold as a slave in Archas-Thyr. He would be bought by Aella as a plaything, only to escape and continue his quest. It is unknown if he ever returned from the Nameless City.

## Personality

A man jealous at his lot in life, who reached out to unknown powers in hopes of acquiring greater power.

Raliam was not fond of the 'lesser races', particularly after his enslavement by them. He had no desire to be Aella's man servant.

## Abilities and Notable Equipment

As a warlock of the Lady of the Well, Raliam was surprisingly a melee combatant who mixed sword and spell. His spells primarily focused around stars.

He possessed the ability to conjure a twinkling rapier that cut with the strength of a greatsword.

## Trivia

* Raliam was to be one of the main characters and Aella's main love interest in her story. However, due to Adrastos being immensely more enjoyable and likeable, he was quickly said to have escaped captivity.
* Raliam was a variant of the Hexblade class's Fey Pact released in Dragon magazine.
Peach Bunny

The **Peach Bunny** Squishable was designed by Zoe F and is retired. It was available for $39.

## Official Description

"What is the most adorable way to get from Point A to Point B?

Riding a rainbow-colored scooter with a sidecar full of kittens? Close, but not quite! Piloting a hot-air balloon made of bubble gum with a baby cuddling a puppy painted on the side? Cute, but maybe a little too sticky.

The answer you're looking for is **hopping**! There is absolutely, positively, no method of locomotion more endearing to the human heart than a gentle hop. Might I suggest a big-eared, chubby little Bunny as Exhibit A? They kind of bounce down like they're going to do a somersault, and then catch themselves at the last minute. Bunnies are basically nature's fuzzy little basketballs."

## Appearance

This Squishable resembles a peach bunny with a white stomach. It has long ears with yellow inner-ears, four peach feet, two small eyes and a peach nose. The Peach Bunny Squishable also has a fluffy white tail.

## Gallery

The official design of the Peach Bunny Squishable
Animals

## Megafauna

Megafuana are large animals that are supported by extensive supplies of food. Due to the size of plants and the animals on Tenov, Megafauna are not uncommon.

#### Giant Salmon

Located all throughout Tenov's oceans, the Giant salmon is the driving force behind the Holaki islands' thriving economy.

## Fauna

#### Viltana

The viltana is a type of fish found throughout the world, although it has adapted to the different areas in each case. However, the main similarity between the different types is that they all have scales which float slightly off their body, which are connected to nerves. This feature allows them to sense movement in the water from a long way away.
Lord Zhenir

Lord Zhenir was the mysterious benefactor of Valter, a Jhanin Warlord. He was also a conspirator with Lady Zhenir, and an Immortal Wizard like her.

When Ahmed Thrakul delved into the ancient fortress of Therazaan, he and his party encountered Lord Zhenir and Kathel, his servant. After a long fight, Lord Zhenir decided to retreat, only to be gravely wounded by Ahmed as he tried to escape through his portal. It is unknown if Lord Zhenir survived.

Before Ahmed arrived, Lord Zhenir had already emptied the vaults of Therazaan of much of its arsenal, save for the great Lightcraft Canon. The very one that had defeated the World Breaker. Lord Zhenir had focused primarily on the stronghold's supply of Invader technology, leaving most Kyn Lightcraft untouched.

Due to his desire to dispense corrupting Invader technology, it is likely he was either an agent of the Invaders or the World Breaker itself.

## Trivia

* Lord Zhenir was the third boss of the RPGmaker game.
* Like Lady Zhenir, Lord Zhenir was a potent wizard. He was technically slightly weaker than her, due to his fight also including Kathel.

* His race was originally uncertain, though possible allegiances are still the same.
* His relationship with Lady Zhenir is unknown. Being Immortals

they cannot technically be siblings, however it is unclear if they are
married either.
Ghost

The **Ghost** Squishable was released during October 2017. It is currently available and can be purchased for $42.

## Official Description

"BOO! As a Ghost, I know you have certain expectations about me! OoooOOOOOooo... \*cough\* \*cough\*...I shouldn't have skipped my vocal warmups this morning. It's hard work being this spooky! I may be a ghostly spectre, but I take great pride in my work! Have you ever tried floating about the office, wailing and flailing for ten hours without a break? Not to mention my ghostly laundry bills; you try wearing all-white in a world of coffee stains and condiments! I haunted a hot-dog eating contest once, and I had to send this thing off of to the dry-cleaners for a week! Yes, ghosting isn't easy, but it's the hardest job you'll ever love. When you finally hit that perfect, clear F5 note when you're letting out a ghastly cry, it's all worth it! Now, if you'll excuse me, I'm off for a mixture of hot lemon tea and honey. An artist must protect their instrument!"

## Appearance

The Ghost Squishable resembles a white ghost that has two small hands. On the face of the Squishable, two black eyes, two pink cheeks, and a mouth in a smiling position, can be seen.

## Trivia

* The Ghost Squishable has a smaller counterpart called the Mini Ghost.

## Gallery

The official design of the Ghost Squishable
Dire Wolf

Dire Wolves are considered to be the greatest children of Gauros.  They are large, wolf-like creatures about the size of a horse, with a dense hide and bony protrusions.
They are the favored mounts of Kyn, who possess the fiercest breeds. They are perhaps the finest combat mount, as while not as fast as a talorn, they are fearless and savage in combat.

Curiously in Xhalandar they are instead bred mostly to fight each other for gambling.
Waffle II

*Not to be confused with Waffle.*

The **Waffle II** Squishable was released on August 22, 2017 and was designed by Sam C. It is currently available and can be purchased for $42. It is part of the Comfort Food collection.

## Official Description

"Walk or take my bike? Major in biomechanical nanomathgineering or picnic studies? Paper or plastic? I just can't decide! In a world where choices manifest at every intersection and opportunity, it's just so easy to...waffle!

That's where this particular Waffle comes in. For this Waffle does not waffle! It makes all decisions with the utmost confidence and resolve! YES, says the Waffle, I will spend all day reading a book in a sunny nook by the window! YES, I will slurp honey directly from the plastic bear! I will do all these things, and I won't look back! Because I want to be as resolute as a Waffle, and because Waffles don't have necks!"

## Appearance

The Waffle II is a circular shaped Squishable that has short white and light brown fur to resemble a waffle. On the Waffle II Squishable a red strawberry in cream can be seen as well as chocolate sauce. On the chocolate sauce there are two black eyes, two pink cheeks, and a black mouth with a pink tongue sticking out of it.
Holaki Islands

## Geography

The Holaki islands are some of the oldest landforms on Tenov. Estimates suggest there are between twenty five to fifty islands in the area. Multiple species live on the islands, trading and exploring using mainly outrigger canoes and byblos. Though there is no central kingdom, the area is monitored by the Corilla kings, who each rule a large island. The peoples of the area are diverse, with many of the birdlike people trading on a regular basis.

## Religion

Many on the Holaki islands worship the Gods of the elements, with a particular devotion to Korang, God of Water.

## Society

One of the most notable members of the Islands diverse society are the Satori. These magnificent and highly intelligent birds nest on the islands. When they nest, all other species tread carefully. Satori are highly territorial when nesting. This time of year brings a lot to the economy of the City-States of the Holaki Islands.

The economy rests on food and goods produced within the islands, with fairly rare instances when metal is imported. The only uses of metal at this time are for cooking materials and weapons, as the wood of the palm and Rolla tree are used for most else.

## Magic

Magic is very limited in this area, with only a few people owning amulets of power, mostly for water.

## Flora

Flora in the Holaki islands are diverse by nature, with over twenty different types of flora. Due to being in the center of the regions, the area is a melting pot, containing some of all the species on Tenov.

### Palm Tree

The palm tree is a staple of the Islands economy. They are one of the few plants that are on every island in the region, most likely due to the kind of seed. They are extremely important, due to the fact that they produce items such as coconut products, oils, dates, palm syrup, ivory nuts, carnauba wax, rattan cane, raffia, and palm wood.

### Giant Salmon

The giant salmon is a megafauna. It is approximately 3 meters long and feed primarily on plants, though it has been known to deviate from that occasionally. The catch of a giant salmon can feed a fisherman's family for weeks, and the catch of one is cause for large celebration.
Mother Marise

Privileged few outside the Nightsisters ever get to meet the Nightmother, fewer less know her name. And few even within the Nightsisters even know that she is not actually the Nightmother.

## Background

Mother Marise is in truth, an Immortal that has been in service to the Nightmother seemingly from the beginning. Working as the intermediary between the Enslaved Intelligence and the rest of the order. Her humanoid form also allowed her to teach the early members of the order.

It is unclear if Marise is her own person, or merely a puppet controlled by truth Nightmother. They never seem to meet, as to not draw attention to the true one's location, however they may be able to talk over some sort of Invader network.

She met with Ahmed Thrakul during the Seven Journeys.

## Personality

Mother Marise is a cold and calculating individual, focused on the efficiency of the order. All work the Nightsisters do they consider for the greater good of Humanity, regardless the cost, and it is Marise that has instilled this in her 'children.'

Despite this, she can often give off a warm, motherly tone when she wants to.

## Abilities and Notable Equipment

As the multi-thousand year old founder of the Nightsisters, Marise is likely the most deadly assassin on the planet. Her connection to the Nightmother has likely avoided the usual mental 'reset' that can happen with an Immortal.

## Trivia

* Marise was a figure introduced late in Gen1 Canon as part of Kaya Lem's backstory and the establishment of Dath.
* The current depiction of her is actually a sort of reconciliation between the G1 and G2 natures of the Nightsisters.
Kinnara

The Kinnara are the children of El Rabee, the Black Ox. It is said that El Rabee was too busy drinking in the sun while the other Gods made their children. Realizing he had used up most of his time, he rushed and created a miraculous hodgepodge of traits he found favorable.

Thus, the Kinnara came to be. They were a race of tall, lithe, humanoids that shared traits of bats and foxes, oddly with the wings resembling those of a butterfly. Their strange form and snow-white form earned them the tittle as the 'moth people'.

Due to their laid back nature, the Kinnara formed a strong society that easily repelled those who threatened them in the old world. While considered the 'last race' by the Amukreen, they excelled in the arts, science, and magic, building monuments that would stand the test of time. They formed a mercantile empire reminiscent of modern Xhalandar, albeit less corrupted by greed. They happily worked as diplomats and advisors to other races.

However, their homeland would become the arrival point of the Invaders. What is now modern day Xhalandar, Dath, and Xiang Feng was once their domain. They are the ones who built the Golden Cities of Xhalandar.

Today they are few in numbers, the last remnants of their race living with Thanh at the roof of the world.

## Trivia

* The Kinnara are inspired by the creatures of the same name from Hindu mythology.
* They are the first of the 'lost races' of Castores to be detailed.
* Despite their naming, they are meant to resemble the Allayi of Endless Legend.
Kresnite

Kresnite is an orange-yellow goopy substance created by much of the wildlife of Castores in order to survive the harsh cold of the winter years. Many priesthoods, mostly those who revere fire, claim it is the gift of their god. However, it is the Amukreen and their patron deity who have the best claim, as their very blood is mixed with it.

The substance is warm to the touch and is enough to allow someone to survive in the cold of Castores when worn in pouches or canisters. Can be concentrated to produce enough heat and flame to cook or forge weapons without creating smoke, essential for maintaining underground settlements.
Arcane

Arcane is often considered the art of playing god. It is the ability to wield magical power unhindered by faith or friendship to exterior entities. An Arcanist seeks to understand magic itself.

To an Arcanist, spells are not prayers to exterior entities or the reciting of pacts, but rather the expressions of equations that form the universe. It is through this they can produce a wide variety of results unhindered. However the ability to grasp such power is rare, especially among the short-lived races. It takes years of practice, a resource only few have. However there are occasionally those miraculously gifted with it, known as a Divine Spark.

Arcane magic seems to be raw and sometimes hard to control for the inexperienced Arcanist. At the same time their users tend to have a better understanding of magic than other casters, allowing them to counter spells.

Arcanists in the wastes tend to be on their own. Arcanists put a lot of work into their discoveries, and that, combined with prejudices against them, makes them loathe to share their power. This however, leads to a wide array of theories and spells.

## Amukreen Webwork

The Amukreen believe all magic is merely aspects of the Webwork, a single spell that encompasses the world. As a creation of Khapri-Amun, the Amukreen have no issues blending Arcane and Divine. Their spells tend to resemble dark or golden webs, often focusing on transmuting effects. The Amukreen are perhaps the most skilled at countering other magic users.

## Demonic Magic

Demons, as former Spirits, often naturally develop magical capabilities. The divine language is second nature to them. Their magic is often a reflection of their brutal nature, runes of darkness and flame. It tends to have less theory and more raw power, though some Demon Lords have been known to study it to dread effect.

## Fey Colleges

The Fey deity of magic is often tied with Khapri-Amun, and similarly the Fey are not adverse to combining the two. The Fey system of magic is very much tied to the stars and celestial bodies, as well as the shifting seasons of the world. Their spells tend to twinkle like stars.

The Fey study of magic is perhaps the closest won would compare to the 'traditional' study of magic, dividing magic into cleanly divine schools and teaching it at universities. Their mages are often specialized.

## Sorcery

Among the people of the wastes, Sorcerers are the most common practitioners of the Arcane. Gifted with the Divine Spark or a magical bloodline, they have no training or formula, rather they express raw power as a reflection of their Origin. Sorcerers tend to be very physical casters, an experienced sorcerer resembling martial artist in their skills.

The most common Sorcerers are Elementalists, focusing a particular element.
Enslaved Intelligence

An Enslaved Intelligence, more commonly known as an "Invader Construct", sometimes referred by the Invaders themselves as an Ancilla, is a segmented part of the World Breaker's psyche, used to power a mechanical body, typically consisting of the Cathar's blood. The most advanced autonomous form is the Immortal, though advanced immobile ones such as Unity and the Night Mother were created to oversee vast networks.

Most EI still possess the reality warping capabilities of their originator.

## Observer Ancilla

The Observer is a small, beetle-like construct about the size of a small animal. Primarily meant for spying, they do possess a stunner and a 'hardlight toch' as a short-range cutting tool.

## Repair Ancilla

An Ancilla possessing a strange resemblance to some forms of small Divine Construct, the Repair Ancilla is a humanoid construct that maintains Invader technology. They are oddly non-hostile to outsiders.

## Medical Ancilla

The Medical Ancilla is an oddly white-armored constructed compared to the usual strangely reflective black. They were created to maintain the health of Human and Invader alike. They will still carry out these duties to their former charges, but are hostile to all other races, attacking with poisonous concoctions of chemicals.

## Collector Ancilla

The Collector Ancilla is a spider-like construct meant for retrieving objects and people of interest. To do so it is able to shunt its target into a pocket dimension. Upon its destruction this pocket dimension collapses, thankfully returning its occupants to the world. They are typically unarmed.

## Armiger Ancilla

The Armiger is the primary combat construct of the Invaders. Humanoid in shape and size, it possesses a deadly Void Rifle on one arm, and a Power Fist on the other. Protected by layers of Apathy Shielding, it is a fearsome foe on the battlefield.

* The Void Rifle is devastating weapons that creates slivers in reality to cut its foes apart. It delivers a high pitched shriek when fired. It has an alternate firing mode where it creates a 'gravity sphere' which draws things in before explosively blasting them away. The rifle only has a limited number of shots before it needs to be 're-phased', something similar to reloading a magazine.
* The Power Fist is similar to the Void Rifle's gravity sphere mode, delivering hits that send enemies hurtling away.
* Creatures who ignore the Armiger in combat have been known to actually take psychic damage from its pure enmity towards them.

## Excavator Ancilla

An Excavator is a 50 foot centipede-like construct. Despite its name its not intended purely as a digging tool, rather it is meant to attack enemies from underground. It possesses a set of deadly power claws as well as a pair of "Light Dimensional Disruptor Canons" which leave paths of broken space time for long periods of time.
Broken Sea

The Broken Sea is a vast body of water between Dath, Xhalandar, and Achaemen. It was formed from the impact creators created when the Invaders obliterated the Almazyn.

## The Land of Almazyn

Originally the home of the crystal race, it was a large mostly temperate region with more arborial and tundra stretches in the north. What set it apart was the vast swathes of Almaz crystals that covered its surface and grew on everything. It is this land the Almazyn harvested to create their floating cities and propagate their species.

Posing perhaps the greatest challenge to the Invaders, it was bombarded and reduced to charred, tainted craters that filled with the oceans.

## Modern Sea

Today the Broken Sea is a relatively calm, though somewhat treacherous span of water due to its irregular depths. However it is somewhat devoid of sea monsters making it a safer route if one knows their charts.
Undercover Corgi in Bee

The **Undercover Corgi in Bee** Squishable was released during June 2018 and is part of the Undercover Squishables collection. It is currently available and can be purchased for $29.99.

## Official Description

"Are you a cute little dog, with a cute little fluffy butt? Do you dream of being a cute little bug, with a cute little pointy butt? Then here's the guy for you! This Corgi is taking a break from sitting on the laps of royalty to stop and smell the roses! And eat them! Or whatever it is that bees do to roses!"

## Appearance

The Undercover Corgi in Bee Squishable consists of a plush corgi and a removable bee disguise.

The Corgi Squishable is tan and white with pink inner-ears. It has two black eyes, a black nose and a pink tongue.

The bee disguise is brown with yellow stripes and it has white wings on the back. It also has two holes for the corgi's ears.
The Winter Court

On the northern quarter of Achaemen lays the Winter Court. A beautiful forest of white, crystalline trees obscures a bustling kingdom of Fey. Unlike the other courts, the Winter Court is in a perpetual state of cold and snow, it’s people protected from the harsh temperatures by their magic.

For thousands of years, the Winter Court, unlike the rest, is in an almost perpetual state of war. Traphegor, mightiest of the Demon Lords of Bael Archas, has made it his life’s work to bring low the kingdom. During the summer, he controls vast swathes of the Court's southern reaches, though is forced on the defensive come winter. This of course ended with Traphegor's defeat in 398/3.

While the Winter King was slain by the heroes that became the Centaur, the Winter Queen took the loss differently than the Autumn Queen. Instead of succumbing to sorrow, she is known for being particularly wicked and cruel.

Due to stories like that of the Centaur, the Winter Court enjoys additional infamy compared to the other courts. However, they are little different, merely hardened by their continuous conflict. They do however, particularly enjoy keeping bound Demons as pets.
Divine

Divine is the most common form of magic among all races save perhaps the Fey. It is common enough that most people do not even consider the priest to be a true wielder of magic  This is not far from the truth, as the power of priests is more dependent on faith and devotion. It is not so much them casting the spells, but rather praying to their deities for blessings.

Prayers are similar to spells though, but they must be imprinted in one’s mind and soul through deep meditation. The priest does not so much speak the words of creation, but rather utters a prayer that invokes the thought of them. The dedication of the progress that while such prayers are openly shared among the clergy, few know many of them.

Divine magic tends to favor subtle glows as opposed to outright symbology. Priests often clutch holy symbols or brandish weapons bearing their deity’s mark when casting however. Some higher tier spells may also create an image of the deity in question.

It is a common misconception that a priest will lose his power for going against his god's tenets. The Gods are not so micromanaging however. Rather, a the divine powers wielded by a Priest will refuse to partake in a task that goes against their divine origin, as they are unable to on a conceptual level.
Lady Zhenir

Lady Zhenir was a wealthy Immortal woman who lived in Raal, Achaemen. She was a capable Wizard and was the mentor of Muhar Thrakul. She also unfortunately had a thing for abusing children, including Muhar before he was saved by Ahmed Thrakul.

She was the head of a wealthy Merchant House based in Raal, but was forced to flee from it during her escape. She defender her house with mercenaries.

Given her association with Lord Zhenir, she would appear to be an agent of the Invaders, or possibly the World Breaker itself.

## Trivia

* She was the first boss of the RPGmaker game.
* She had a wide variety of magical spells to unleash on the player and was very powerful. One had to capitolize on Muhar's debuffs to defeat her.
* Her race was originally uncertain, though possible allegiances are still the same.
* Her relationship with Lord Zhenir is unknown. Being Immortals they cannot technically be siblings, however it is unclear if they are married either.
Amukreen

## Overview

“We are the first people, and when the other races have come and gone, we will be the last people.”

The children of Khapri-Amun, and the denizens of Jhal’Qerzaan, the Eternal Empire. The Amukreen are a race of sentient insects, most of which have a humanoid shape.

They are a reclusive race which keeps behind Lorath’s Wall. Believing deeply in a prophetic stone known as the “Absolute Record”, the Amukreen do not possess the ambitions of other peoples. Instead they advance themselves while they await the prophesied time of the return of their god. What appears to be their incursions against Lorath’s Wall every few years is actually a form of population control, pruning their weak so that when their chosen time comes they are at their strongest.

The Amukreen posses a matriarchal, heavily caste-based society. ‘Men’ are generally considered fodder and eventual food for their mates. There is however a caste of male Amukreen that keep the female rulers in check, the Hm’Netjer.

An adventuring Amukreen is typically an outcast, a rebel against their heavily structured society, and the oppressive order imposed by adherence to the Absolute Record. There are however, cases of scholar-priests who go about recording the state of the world, or the agent of various sects.

## Custom Edition Stats

The stats below are for the common, mantis-like, Maltak breed.

Average Height: 5’4”-6’6”

Average Weight: 180-240lbs

Ability Scores: +2 Strength, +2 Dexterity, or +2 Wisdom

Size: Medium

Speed: 7, Fly 7

Vision: Low-light

Languages: Nik’thm, choice of one other

Destined Action: You gain the Adventurer tier feat for Action Points, and it can also apply to skill checks using the action point.

Kresnite Blood:The very blood of the Amukreen is mixed with liquid Kresnite, insulating them from all but the coldest of temperatures. Creatures within 1 square of them also benefit from their warmth. Crystallized Kresnite is the essential building material of all  Amukreen society, though once solidified it loses most of its heating capabilities.

Amukeen Claws: You gain the following power.

Amukeen Claws

Once-per-battle racial power \* Minor Action

Target: One, two, or three enemies in reach

Attack: Strength or Dexterity vs AC

Effect: 1d8 + Strength or Dexterity damage

Level 11: 2d8 damage.

Level 16: 3d8 damage.

Torpor: Rather than sleep, you enter a torpid state. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Erobal

Erobals are durable mammals that populate many of Castores’ wastes. They are tough, hardy creatures that resemble a cross between a bovine and a pig, sharp tusks, a horn, and a plated body. During the winter they grow long woolly hair in addition to producing Kresnite.

They are used for many purposes, from mount, to beast of burden, to food, to even using their plates and tusks as weapons. Erobals are highly influenced by their surroundings, resulting in Erobals with demonic properties being found around the former lands of Bael Archas, and ones with shadowy properties being found by tombs and other dark places. Erobal are typically around the size of a horse or bovine, though the Giants have ones specially bred of exceptional size to work as mounts for them.
Castores Wiki

## Welcome to the Castores Wiki

Castores is a fantasy setting originally created for a D&D campaign. Since then it has been a part of RP's, writing attempts, more D&D campaigns, and even an RPG Maker game. It has been a collaborative effort since some time during 2012, and has evolved far from its original idea.

Today, Castores exist as an unconventional fantasy world ravaged by Invaders from another world. It takes inspiration from A Song of Ice and Fire, Dungeons & Dragons (especially Dark Sun), Magic the Gathering, the Nasuverse, as well as a number of other sources that have been somewhat forgotten.

Castores is a post-apocalyptic husk of a fantasy world that eschews the usual European focus of most settings. Although the Elves have their noted seasonal courts, most the world is based more on paganism and the middle to far east.

## The World

Castores, a barren wasteland of a world. It is said that Castores was once a beautiful world of peace and prosperity. That it had four seasons in a year. That its people did not kill each other over water and food. That children went to schools instead of starving in the streets.

It is said it was a world worth fighting for.

However, there came an outside force known only as the “Invaders”. Beings of dark and twisted artifice, the Invaders forced the peoples of Castores to steel themselves against the realities of war.

In desperation to drive the Invaders back, people summoned forth foul demons to aid them. However, the demons were just as destructive as the Invaders themselves. As a result, much of Castores’ surface was devastated, leaving only barren ruins in its wake.

The great Fey Lords of the Seasonal Courts, ageless masters of the arcane and primal magicks, were able to preserve a portion of the world. While they tried to share their sanctuaries for a time, the mortal races were wasteful and destructive, thus the Courts decided to banish their once welcome refugees, thus the Fey Wars began.

Over time, many warlords have rallied the people, but time and time again the Fey have pushed back the tide and watched as the empires of their short-lived enemies crumbled into dust.

In such a desolate world, the people cling to beings of power, be they Dragons, Fey Lords, Gods, Giants, or even Demons. However, no matter how benevolent the entity, they cannot keep everyone safe and warm. That, is where heroes come in.
Lurker

Lurkers are massive burrowing insects that most believe are related to the Amukreen.  While omnivorous, Lurkers much prefer meat, and are notorious for their ambush tactics. By burrowing under the ground, the Lurker lays in wait for its prey, and then fires a line of spines up through the dirt to ravage their foes. Lurkers are cowards by nature though, and if one can find them and attack them, they often flee.

Lurkers possess poor vision, but a powerful sense of vibration which they used to track their prey through loose soil. While their spines are not particularly accurate, they can shoot them rapidly and at high velocity. Ones fighting them are advised to smash objects or create other impacts on the surface to attract their attention and to waste their spine supply. Lurkers can only fire spines in a generally upwards vector above them, making them vulnerable while on the surface.

Possessing a surprisingly long lifespan, Lurkers actually hibernate in clusters during the winter years. Their nests are often a great source of Kresnite provided one does not wake it.

Lurkers can be cooked much like a lobster, and turn a dark red. They taste like a mixture of beef and lobster, and taste wonderful with butter or dipping sauces. Only Demons may feast on the cooked spines though, as cooking them turns their toxins into an extremely powerful aphrodisiac that destroys the minds of mere mortals.
Kathel

Kathel was a mysterious swordsman who fought alongside Lord Zhenir when Ahmed Thrakul and his companions found them at the bottom of the fortress of Therazaan. He would escape alongside him.

Unfortunately, he did not speak much, and little is known about him. His silver hair marks him as either part Demon or an Immortal. He was subservient to Lord Zhenir.

## Trivia

* Alongside Lord Zhenir, he was the third boss of the RPGmaker game.
* He had a number of unique sword moves.
* Like Invader-themed enemies, he had an "Anti-Magic Shell".
* It is unclear what his race would be after the changes of Gen2 and Gen3. He was originally marked in the design document of the game as a familiar/homonculus. There was some intention that he might be a clone of Ahmed or Muhar.
Religions

While Castores is home to a number of faiths, its myriad beliefs all hold a similar origin point. Although the exact details have been warped by time and teller, one can find many commonalities between them. Thus, even sceptics believe there is some nugget of truth to these stories.

Story holds that in the beginning, there was only the unchanging Stasis. Into this Stasis was born Chaos, the agent of change. Due to its nature, even Chaos could not maintain a consistent form, and thus split across the universe.

One such fragment was further split in two, becoming  Castores and Polydeuces. While Polydeuces maintained its position, Castores was flung to the far edges of its parent star.

Castores however was not a singular entity. Known as the Shapeless Time, numerous proto-spirits raged across its form with no sense of order. It was inevitable that Castores would continue to split and subdivide until there was nothing left.

Before this disintegration could occur however, the nascent world was visited by the Demiurge, a mysterious agent of Stasis.The Demiurge created the Primordials to bring order to the land, and through them created the hierarchy of spirits. To prevent the disintegration of spirits further, a loop was created in which the greater spirits tethered the lesser ones, and in turn, their faith in the protection of the greater spirits empowered their keepers. Thus formed the relation of Gods and their followers. Less faithful beings became the beasts and plants, and in some cultures, some believe the Fey.

As the early world took form however, the Primordials became of less use to the Demiurge. Simple, single-purpose beings created only to create, they grew jealous of the lives of those enjoying the world they had forged. And so they rebelled against their creator, becoming  the True Demons.

It is said the True Demons removed the Demiurge from the world.It is only through the combined power of the Gods that True Demons were locked away.

It is from here that myth separates into a myriad of clouded histories, much of it lost to time.

## Pantheons and Others

* Animal Pantheon
* Fey Pantheon
* Human Faiths
* Primordial Pantheon
* Avatars
Tik'Neraal

## The Mausoleum of Time

There is only one place more sacred to the Amukreen than Zur’Zuran, and that is Tik’Neraal, the tomb of Khapri-Amun. Harum’Ptraa, the tomb of a god.

Few go to Tik’Neraal. It is  considered a dark, cursed place. A perpetual desert where time does not flow evenly. Where one may enter and leave in the past, future, or may never know freedom at all. It’s sky is a patchwork of the many times that seem to cycle across it as light dances in just about every direction.

Tik’Neraal sports its own race of pale-chitined Amukreen who are its guardians and the only ones who may move about it freely. They welcome no one, not even the Amukreen of Jhal’Qerzaan. It is their sacred duty to protect Khapri-Amun’s corpse until the world has met the time of his rebirth.

Tik'Neraal was the only region of Castores, save the Fey Courts themselves, that Ahmed Thrakul did not go to during his Seven Journeys.

## History

When Khapri-Amun was defeated by the other deities, his body fell to Castores, dripping on Jhal’Qerzaan and creating the Amukreen, but also impacting with the great deserts that would become Tik’Neraal.

Somehow navigating the shifting distortions in time, a group of Amukreen built a great Mausoleum to house his corpse, which has stood undisturbed since.

## Notable Locations

### Harum'Ptraa

A great pyramid covered in white stone, capped and lined with gold. Steps lead up its west side to a set of great doors leading into its interior. This is the mausoleum of Khapri-Amun, the God of Time.

## Trivia

* One of the reasons Ahmed did not go to Tik'Neraal is because it did not in Gen1 Canon. If so, it also would have become his "Eight Journeys".
* Harum'Ptraa is named after Hamunaptra from the 1999 Mummy movie.
Clifford the Big Red Dog/CatDog

## Cast

* Clifford as Cat
* T-Bone as Dog
* Sheriff Lewis as Winslow
* Spencer as Cliff
* Stormy as Shriek
* Thunder as Lube
* Nathan as Rancid Rabbit
* Penny as Rancine
* Rex as Mr. Sunshine
* Bobby as Mr. Sunshine's Dad
* Jorge as Randolph Grant
* Norville as Eddie the Squirrel
* Betty as Lola
* Carmelo as Mervis
* Shackelford as Dunglap
* Driscoll as Tallulah
* Lucy as Sadie
* Molga as Mom
* Fluffy-Melody as Dad
* Olaf as Gopher
* Cleo as Katarina
* Mac as Beach Rat
* Carmelo as Moose
* Flo as Squeak
* Rodrigo as Dalmatian
* Hamburger as Pig
* Boomer as Pete the Polecat
* Bob as Veronica
* Dirk as Zeke
* Zo as Safety Sammy
* Buster as Roachie
* Maxwell as Walter
* Mi-A as Sadie
Shade

The Shade is the malevolent force within the Spiritual World. It is often misunderstood by the people of the world to be the Spirits of Demons, a weapon of the Invaders, or even just evil spirits. In truth, it is the soul of the World Breaker itself infesting the Spiritual World.

## Origins

The Shade is the soul of the World Breaker, brought with the Invaders during their invasion of Castores. While its body remained 'dead' in the material world, the World Breaker gathered its strength. While taking advantage of the Invaders' ravaging of the world, it eventually turned on them, seeking to fuel its hunger for Castores' core.

## Effect

The Shade effects numerous regions of the Spiritual World, usually localized around Invader relics in the Material World. From there, tendrils of darkness reach into the spiritual realm and converge on the planet's core, fought off only by the mightiest of spirits.

It is a nightmare within the Spiritual World, lashing out to absorb other spirits to fuel its growth as it surges ever onward to devour the world.

A 'Shade' will occasionally manifest in the material world, either by possessing a foolhardy spiritualist, or subsuming the will of an Enslaved Intelligence. Their goals tend to focus around corrupting more spirits or gathering Invader technology.
Dyv

A **Dyv** (pronounced "dEEv"), sometimes known as a 'troll', is a group of hideous creatures, believed to have been created by a now thankfully dead god. Some claim them to be oddly enough a humanoid form of Erobal, likely due to their ability to adapt to the environment. They are one of the few sentient creatures to naturally produce Kresnite. Despite this, fire is usually the key to overcoming their potent regenerative capabilities.

Dyvs are primitive, unintelligent, hateful creatures that are hostile to all others. They organize in loosely knit tribes that fight among themselves and each other. There are little to no records of them ever cooperating with non-Dyvs.

## Raging Dyv

Sometimes known as 'Devourers' or 'Growers', Raging Dyvs are perhaps the most bizarre form of Dyv. Raging Dyvs, unlike most of their kin, are typically no larger than a Golkyn. However, when in the chaos of combat, a Raging Dyv will grow larger and larger, presumably in order to more easily devour its prey. One is advised to kill Raging Dyvs as fast as possible before they can reach larger and more powerful sizes.

Raging Dyvs tend to live on the surface, using their small size to occupy a rather small footprint, making it easier to catch prey unawares. They have the greatest hunger among Dyvs for other humanoids.

## Shadow Dyv

There was once a tribe of Dyvs that thought it was smart idea to swear the Spring Court eternal servitude in exchange for being able to live in their lush wilds. Instead, the Queen of the Spring Court considered them too ugly, and removed their faces and caused them to eternally fear the light so that no one would have to look upon them.
Shadow Dyvs, as their name suggests, now live in the shadows and use it as their weapon. At night, they devour camps and caravans foolish enough to not keep plenty of fires. In darkness, they are nearly invincible thanks to their regeneration. Shadow Dyvs though, are vulnerable to light. Light prevents a Shadow Dyv’s regeneration for a time. As such, Pyromancers and Priests are well liked in regions that Shadow Dyvs are known to dwell.
Spirit

Spirits are spectral entities that live within the mana that flows through the world. In places of particularly vibrant life, they are strong and healthy alongside it. In places of barren waste, they are often cold and bitter. They are believed to be born from conglomerated fragments of those who pass on to the next world, though some believe they are a part of the cycle of reincarnation themselves. They tend to resemble animals, though occasionally people or abstract entities.

Spirits are said to be tied to deities, just as the physical races are. Those who commune with the spirits are quick to say that there are plenty of unaffiliated spirits. Whether they have fallen from grace, left, or were cut off is unknown.

Through great effort, Spirits can possess other creatures without the aid of a Spiritualist in order to interact with the physical world. The most potent form of possessed creature is the Primal Beast. Other spirits form their own bodies known as a Kodama. Demons are a perverted form of Kodama created by the True Demons as minions.

## Spirit Magic

Spirit magic, sometimes known as primal magic, is a rare practice usually found only in less civilized, tribal communities, typically Centaur, Kyn, Mahjur, and even some Human. The Fey are said to have once heavily utilized this form of magic, though abandoned it for a more direct approach through the Arcane.

To those who study magic, Spirit magic is typically considered to be the most convoluted practice for not terribly great result. While priests require simply faith and meditation, Spiritualists must seek out and befriend the often bitter or wounded entities of the world. In the most often case, a Spiritualist is born when one chances upon a spirit with similar sensibilities.

A Spiritualist attunes themselves to listening to the Mana, or more simply what they consider the World. Spiritualists learn magic through the spirits they contact.

Spirit magic tends to deal with runes, symbols, and totems. Their casters typically carry such objects around, placing them in carefully practiced positions as they recite their spells. Manifesting a spirit in the world  requires the spirit to bond with the Spiritualist, often causing some degree of mental feedback.
Demon of Khundrakar

The Demon of Khundrakar was found in the Dwarven ruin that give it its name. It was apparently slain by the Sword of Khundrakar, a holy weapon designed to be wielded by a Giant. Despite being dead, its body gave off enough heat the warm the entire ruin.

It was one of the original True Demon Lords brought into the world by Rouran to fight the Invaders. Given its location in Dath, it seemingly broke free of the control of its masters early in Rouran's use of Demons, and is possibly the first Demon that did so.

## Khundrakar

Khundrakar is an ancient Dwarven stronghold in southern Dath. It possessed a Teleportation Node used in ancient times to bridge the gaps between Dwarven settlements. Little is known of Khundrakar's inhabitants, other than that they were seemingly attacked by the Demon. Given the body's open location, the Dwarves were likely killed by the Demon, as they did not dispose of its body. It is unclear if the Demon was slain while the city was still in use, or if it used it as a lair before being felled by the holy sword.

Due to exposure to the Demon's heat for millennia, the entire place resembled slightly melted wax. Its doors were also notably hard to open.

## Abilities and Notable Equipment

It was already dead when discovered by Lasciel Vex and Andra. However, being a True Demon Lord its powers were likely immense. Given the amount of body heat it gave off, even thousands of years after its apparent death, it is likely it had fire based powers.

## Trivia

* The Demon of Khundrakar appeared in the 2nd take on the "Winter Castores campaign" during one of the 'prologue' segments.
* The Demon of Khundrakar's art is that of Withengar Unbound from Magic the Gathering.
* The Demon of Khundrakar is not the actual creature's name, there is merely no source for its proper one.
* The Demon of Khundrakar is the oldest Demon Lord encountered by Player Characters, and the first True Demon Lord.
* Khundrakar itself is likely named after Khundrukar, a Dwarven fortresses in D&D.
Zoukhan

Zoukhan was the last emperor of the Kyn empire of Rouran. He had a relatively short reign from 4/0 to 8/0. He was born a bastard, but after the death of his father and brothers, he was made emperor regardless.

He was there at the final battle against the World Breaker. He had organized a grand alliance of the races, however the Elves did fulfill their pact.

After his unit was struck by blast from an Invader sky fortress, he was pinned under the body of his Dire Wolf mount. A soldier of his would try to save him, only to be struck down.

Zoukhan would receive the rare opportunity to meet a Nythyl. The Nythyl gloated at Zoukhan about his futility. However, when the World Breaker asserted its independence, Zoukhan would use seize the opportunity to use the last of his strength to try strike down his foe, only to have the attack deflected by its Apathy Shielding.

After the battle, Zoukhan's body, armor, and weapon would be retrieved and stored within Zouran. Thrakul Kulakas would visit in 884/2 where he would converse with Zoukhan's ghost, before being granted his equipment, as well as access to the great arsenal stored there.

## Trivia

* Zoukhan originates from a short chapter written for a possible second Thrakul novel. He also appears in a possible prologue for the first book
* The "Khan" part of his name is likely in reference to the Hun influences of the Kyn.