recursal/Fanatic-Fandom huggingface dataset:
Expulsomancy

**[THIS SUBMANCY IS ONLY AVAILABLE TO PYROMANCERS OF MASTER+]**

Expulsomancy is a powerful submancy of pyromancy, developed by Baren Ignaphi (Senfinite). It is only used by the most daring risk-takers in Azura. It is not only regarded as one of the most dangerous submancies, but one of the most powerful as well. Explosions can already occur in nature due to a large influx of energy. This ability creates explosions by channeling a mass amount of vitor into a spell, pressurizing it near the desired location, then suddenly releasing it, creating a potent flame within the area near the caster. The sudden appearance of this amount of vitor and its mass of energy would also cause a rapid increase in volume. The area near this occurrence becomes filled with heat and fire. This thus creates the required conditions for an explosion to occur.

Mancers throughout history have studied the dangerous art, and have concluded that expulsomancy is easily disruptable. A simple push or shove could cause an expulsomancer’s spell to release the explosion too early, causing it to spiral out of control. It is likely that the caster would be damaged by their own spell if this is the case. As such, many who practice expulsomancy take extreme caution when putting it into use.

## Spells

[Master+] Combustion - Utilizing their abilities, the expulsomancer is able to pour a large amount of vitor into a nearby area. The rapid increase in energy, as well as an increase in volume due to the area’s sudden exposure to the flames. Said area would thus experience an explosion. The size of such varies upon the abilities held by the mancer. Masters are only capable of creating small combustions that are able to send people back, or off their feet.

[Archmancer+] Cataclysm - Archmancers are capable of creating multiple explosions at the same time. They can time these explosions due to their immense levels of focus, though even the smallest disruption would cause the spell to be disrupted. This would likely result in the mancer being hit by their own spell, or even killed. It is extremely risky to use.
Ludwagian Funnel Cap

Ludwagian Funnel Cap is a type of mushroom, found in Ludwag’s northwestern jungle, swamps and other damp, humid environments. When consumed, it may result in increased wakefulness and improved cognitive control. However, if consumed raw, hallucinations and symptoms of food poisoning may ensue. These symptoms, and the risk of experiencing them, intensify when eaten in large amounts.
Carnomancy

Carnomancy is the manipulation of flesh. Their talent is usually two sided, either being used by healers whose only goal is to help those who have been wounded in battle, or those who seek to harness the latent powers of flesh and blood to their desires. Carnomancers also often have a large knowledge of humanoid doctors, with many being extremely good at their task compared to others.

**Carnomancy cannot be manipulated at range. You have to grab or make contact to cast the mancy on someone's body.**

## Example Spells

* **Mend:** Allows the user to mend wounds over time. Without the aid of proper goods and techniques such as bandaging, the spell is rather tiring and Vitor-consuming to cast when employed in a purely raw manner. Healing lacerations, punctures and other minor injuries are feasible to a carnomancer, ***although*** great wounds akin to *maims, reattachments of limbs, and other grievous afflictions* are exclusive to **Archmages,** needing considerable time to restore. Organs are without complete recovery, with few exceptions.
* **Fabrication**: Through the ardor of flesh and blood, a carnomancer may duplicate organs and another anatomy of the human body excluding bone. This is a highly laborious process, where features like the heart are exclusive to masters alone. This is an integral lodestone to the process of tailoring carnogolems.
* **Manipulation**: A carnomancer, through a continuous outpour of vitor, may manipulate the flesh of a person, appendages of flesh made by them, or other alternatives involving the ‘manipulation’ of flesh. The carnomancer must be in physical contact to accomplish this.
* **Shapeshift:** Allows the caster to change their appearance into something similar to another humanoid through a slow and painful process. To the untrained eye, the difference between X person and their doppler is minimal - but it is there either by scars, eye colour, etc. The more experienced the mage, the more "real" this shapeshifting is. Only mancers of an **expert** skill or higher should be able to cast this, where the process is tedious work and not immediate.
Asteria

**Aspect of the Moons**

**Luminous wanderer**

**Eye of Twilight**

**Daughter of Astraleus**

**Protector of Balance**

Asteria, a petty goddess created in the realms of the Heavens by Astraleus was given the full control over moons above Azura, holds relatively small significance within the Divine Pantheon. From the beggining of her existence, the light of her “father” forced her to stay in the shade, disappearing from the main religions over time. A rumor says that the goddess spends her time on the moons, isolating herself from the other gods she finds too glorious and bright. Her presence can be felt on Azura, as Asteria takes the role of a protector and keeper of balance, as well as aiding the few who praise her during nightfalls. Asteria’s signs are often various bright spots appearing for the lost sailors, travellers and warriors, and leading them into safety. Asteria is often depicted as one of the weaker gods by other divine entities, mostly for her common interactions with mortals.

Her appearance is known to most of her preachers, and those who read through enough books in ancient libraries. She presents herself as a silver haired, seemingly young woman, with two glowing tattoos on her forehead - each one representing one of the Azurian moons. A very few have seen her hold a crescent blade, though commonly she doesn’t use any type of weaponry. Her head is decorated with a crescent-like crown, which glows brightly when seen at night. She’s known to be a goddess who rarely sends any type of angels onto Azura, aside from her two most trusted messengers - twin sisters named Alsephina and Capella. Each of the messengers represents one of the azurian moons, and the two sisters are often sent down to speak with priests and preachers of Asteria. Her strength is incomparable to the one held by her creator, meaning she’s completely devoted to Astraleus, even though the relations between the two remain tense.

Currently, there is an unknown amount of shrines and temples of Asteria, as most of them serve as personal altars, built by the worshippers who wish to follow her words and maintain balance across Ludwag in most pacifist ways possible. Those who praise Asteria, have been noted for having silver pupils, and their hair shifting into brighter, pale colors with the time passing along with sphere-shaped tattoos across their bodies.
Alchemist's Fire

***NEEDS SINGLE-MODERATOR APPROVAL TO BE ATTAINED AND USED.***

Alchemist’s Fire is a concoction that ignites immediately upon making contact with oxygen, burning a dark black smoke from a bright orange fluid. The flame is as hot as 700 degrees Celsius ***(Expert Pyromancy)***, and can be used to burn through a variety of things, including wood and flesh, or even being able to liquefy stone in a small area. Alchemist’s Fire stays as a fluid until the fire expires after being diluted by a large amount of water, and the brunt of its heat can be spread by pouring more fluid. Alchemist’s Fire can ignite flammable objects, however, the fire will be normal fire, and thus not as hot as 700C without outside intervention, such as magic.

Alchemist’s Fire leaves behind a black sludge when it is extinguished, which is as large as the fluid used to make it prior, making attacks with Alchemist’s Fire easily separated from normal arson.

#### 1 Bottle Recipe

*(In order, use the Liquid Extract of each flora in a distiller to mix)*

*Fully-equipped Distiller* ***(REQUIREMENT TO MAKE)***

*60 oz Magmopelta Mucus*

*2 Firecap Mushroom*

*3 Dragon Citron*

*2 Vitarelyum Mushroom*
Eran

**'King of Peace'**

**'Lord of Order'**

**'The Quiet One'**

**'The Just God'**

Eran, a minor god of Menthava holds equal power to their twin brother, Cherog however in an opposite form. Where Cherog is the god of freedom and chaos, Eran is the god of order and peace. In times of turmoil within kingdoms, Eran is sent down to quell the discontent no matter the cost, to restore order and authority of the kingdom. And due to this, Eran holds no moral value to the common people only seeing them as cogs of order.

Eran is depicted as a nobleman supported by a walking cane. Eran has not been known to speak with the common people of Azura, except for times where his work of restoring order and peace is required. Rather, he spends his time in high society, such as courtrooms, palaces, etc.. If Eran is among Azura, it is expected that Menthava sent him down personally to overlook a situation at hand.

Worshippers of Eran are often the elite of society, such as nobles, lords and in times even kings. Other examples of worshippers may be common people, who believe in their ideals of peace if they are going through a hard era of war either internal or external. Statues of Eran have been noted throughout history in courtrooms due to this, and small shrines in the countryside.
Ashlyn Grey

> "..." - First "Nickname" Last
>
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Crow [Villain]

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## **Relationships**

* Kim- One of Ash's oldest friends. She is what pushed ash to get out of her comfort zone and let loose. She brings out the best in her even in the past when she tried to get her to "hate" her... She didn't understand why she didn't. At this time she'd do anything for her sister and she's one of the only people who knows she's Aracnia.
* Tal- this girl is Ash's world. She adores her girlfriend so much and it drives her crazy in the best way. Tal was the first person to find out about aracnia and she's glad she stayed. Honestly... She'd die for tal if it came down to it... She loves her... Truly through and through.
* August- this is Ash's brick boi. She adores how soft he is and appreciates that he's always there for his friends. Honestly she'd fight anyone who fucks with August
* Summer- she honestly really wants to get to know summer. She enjoys her attitude when she's angry.. she honestly respects it, but she also enjoys the happier side and wants to hang around her more
* Tama- Ash sees Tama like a little brother. Honestly she'd probably break anyone who touched him after the hell they share together.
* Jessica- Sees her as her mom friend due to how much she cares... She really adores her with how she helped her get with Tal and can't thank her enough.
* Taylor- she doesn't know her too well but there's no bad blood between them.
* Skyler- she's ok. She doesn't have much of an issue with her other than when she makes fun of the d&d nerds
Soulmancy

The nebulous, clandestine variant of Necromancy. Soulmancy is the manipulation of the innate essence that dwells within all mortal beings: **the Soul**. Soulmancers are scorned practitioners of Necromancy, more vilified due to their ungodly relationship with undeath in the eyes of society, requiring intensive commitment as an **expert** to initially use. Once attained, Soulmancy’s aptitude for power is as equivalent to as abhorred it is - tampering with the nature of existence itself.

* Soulmancy only functions on **deceased** souls, not alive souls. Soulmancy **cannot** be used in a manner not detailed in the spells. Soulmancy cannot be used to attain conventional lichdom.
* Soulmancy is separately qualified from your development as an Expert/Master, etc. Adequate development IRP is a requisite to obtain Soulmancy.

## Example Spells

* **Summon**: The Soulmancer attunes themselves to a recently deceased subject (slain within the server), sundering the veil of life and death before they fully depart. Invoking the soul to a conscious and corporeal level, a Soulmancer may converse for a finite duration before they recede prior to Wraith or the other wardens of the afterlife notice.
	+ **Scry**: Through a median - crystal balls, mirrors, etc. - a Soulmancer is vetted to glimpse within the realms of the undead to communicate with souls they cannot physically summon. A requisite is an item belonging to them, as a conduit to perceive the soul through the median. Souls cannot directly communicate -verbally speak/hear - through this.
	+ **Capture**: Exclusive to **Masters**, the Soulmancer swindles the deceased from death and seizes their soul. Soulmancers allocate them within crystalline alloys to deposit them. These captured souls can be utilized as a source for vitor.

* **Ingest**: Vitor is siphoned from a deceased soul - either summoned or stored within a crystal - that empowers a Soulmancer with lost stamina and vigor. Ingestion does not correlate to prolonging someone's life beyond the finite limits of age. Ingestion entirely eviscerates the Soul from existence, where the action is irreversible. **Soulgems/Soul Crystals *cannot* come from NPC'd characters. Crystals from large animals *can* be NPC'd, however, these can only contain half the amount of vitor that a humanoid could. Excessive use of crystals can be subject to moderation.**
* **Revivify**: After a subsequent death and in a crucial interval - an OOC minute - a Soulmancer can augment the incorporeal vitor of the lingering soul to restore wounds and injuries within reason, reviving them. This tethers them to reality, although irrevocably disconnects an ability to perform mancy, summoning, and runecasting. This in turn leaves them in a perpetually frail state. This is exclusive to **masters**.
	+ **Resurrection**: The pinnacle of a soulmancer and their epitome of ability. Conjuring incomprehensible vitor to compel the soul to a body, the Soulmancer effectively resurrects their subject. This is exclusive to **Archmancers** and is superstitiously said to alert the attention of Ankouan and her wraiths.
Asero

Asero trees are a special type of plant that grow in the Silvic jungle. They have extremely tough bark through the mineralization of ground metals into their dermis and contain vitoric properties that gives it a special type of regeneration. The properties of this bark make it perfect for Silvic rangers to use for armor. It’s capable of taking multiple thrusts, and even arrows, without the downsides of heavy metal. The bark of the tree is a mossy green, which helps rangers camouflage with their surroundings. This regeneration applies to the bark if it is harvested in a specific way. Harvesting this bark is a secret closely guarded by the Silvic, with the only people knowing how to process it working for the crown. This means nobody except Silvic personnel have access to Asero. Even if someone was able to loot it off a dead ranger, it’d give them no clue as to how they could replicate it.

* Asero is commonly used for cuirasses and shoulder plates. It’s incredibly versatile in utility. However, this material does have some downsides. Even with having strength comparable to a metal cuirass, it is still wood, meaning it is flammable. Aside from this, herbomancers and other nature based magics can tamper with the material. Due to their partial mineralization, Asero wood **cannot** be used to create Golems as a Herbomancers' vitor becomes irregularly warped in prolonged forms. Whilst it is comparable to steel, enough thrusts will dent the material, however it will be able to regenerate after a battle. Blunt weapons are also effective on this, however not much more than regular metal.
Shroomhide

This material comes from a tall mushroom known by the same name found in the swamps, bearing a red cap and black stalk. The cap is what's mostly used by people, for it seems to have properties very similar to leather, in such a way that when boiled it takes a durability rivaling that of boiled leather. The differing factor being that this mushroom cap has a very high buoyancy, often requiring only boots and gauntlets to allow a man in a cuirass and pauldrons to swim and prevent themselves from drowning.
Izthmara

On the opposite end of the spectrum in terms of unique minerals, Izthmara can be found in the desert, though finding it is the most complicated part of the process. Bearing a unique copper-like tinge, Izthmara comes deep under the sand, and its history parallels that of the Elves themselves - as a long-standing and over-abundant resource used mostly for printing the Pyro’s currency, it stands the test of time and upholds the cultural meaning the Elves have long-since prided themselves with. Aside from its utilization for money, Izthmara finds pretty common use among the Aridian for things like decor, weapons, tools, art, and other general purposes. Unlike Stratstrone, Izthmara is easily malleable and can stand equal to simple steel, as the Aridian attempt to stand as the competent equal of humans. Izthmara has a melting point of 940C / 1724F and a density of 8500kg/m3.
Magmareed

Magmareed are an extremophile plant which only grows within the volcano's shadow, frequently found blooming around geyser vents. Magmareed gathers its energy from these mineral vents to produce an almost tube-worm like structure, rising up into the air in single stalk-like chutes. Lacking a need for photosynthesis the Magmareed is easily recognizable by its red thorn-like stalks, used to ward off predators with a stinging set of barbs.

Magmareed like the Magmopelta which inhabits its bizone is capable of surviving the full heat of thermal vents, allowing it to reap the full benefits of a near limitless supply of energy.

Due to an abundance of such energy the Magmareed can invest significantly more energy in its young, producing but one seed at a time. When the time of spawning comes the parent reed will launch its offspring upwards, letting the wind catch it in hopes that it takes root in a nearby geyser.
Solarium

This metal is always found out of the ground in large rocky deposits, it is somewhat rare and expensive, however it is extremely useful for cities, houses, or anywhere else in need of a light source after dark. Solarium is a blackened metal, almost blueish once properly smelted into an ingot, with properties very similar to steel, meaning it could very well be crafted into weapons, armor, jewelry or anything of the sort. Solarium has a density of **2700kg/m3** and a melting point of 2400C / 4352F.

However its real use lies in its very interesting property: The metal absorbs light during the whole day, absorbing it within itself, only to, during the night, release this light in a controlled manner slowly, usually being used as automatic lamps, or merely a way to light a place up. It does not emit heat.

Some speculate that this behavior of the metal may be caused by some sort of life form that people don’t really understand yet, however the true nature of this mineral is still a mystery.

**Raw Solarium** - **Public**:

The basic unrefined form of Solarium, this metal is available to the general public and holds all properties of Solarium in terms of light emission. However when it comes to making weapons, Raw Solarium does not maintain the vampiric damaging properties that refined Solarium does.

Raw Solarium is usable in Inventions and  to make Chromium Alloy.

**Refined Solarium** - **Event Exclusive**:

The more complex, near-impossible to make, refined form of Solarium. Thanks to an unknown forging process that has been lost to time, it is thought to be made by forgemasters who were blessed by Astraleus. This form of Solarium holds magical properties and is as durable as hardened steel, it will also give off a shine at night.

Refined Solarium thanks to its purity has immense powers against accursed vampires, being able to cleave through their limbs much easier. Should a limb of a vampire be cut off  by Solarium, it will not be able to regenerate until the fight is over.
Hallmond

Hallmond is also another rather cold continent located in the southern hemisphere of Azura. It is home of Dwarves, who favor the cold climates of the region. Tundras and taigas take up most of the surface of Hallmond. The constant snow and winds from the south make agriculture limited but still possible, and as such, the locals frequently trade with other continents for grains.

The islands' terrain is mostly rocky, covered in mountains or small hills. This has influenced Dwarven culture greatly, as they are known for being the best blacksmiths and miners of Azura.
Nevar's Ethos

*Nevar’s Ethos* is a vice of little-known origin, only that it was first made by a man named "**Ca'dli Nevar**". Due to a proper mixture of Powdered Lunar Glass, Slant Herb, raw Ludwagian Funnel Cap, and Ludwagian Lichen, anyone who consumes the substance orally or via blood **will fall into a deep and lulling hallucination of the world around them within minutes**, having an insight into the grandiose world that only mages could comprehend. Everything constantly rotates and overlaps within itself as if the Azura was a massive gear-powered clock, but **any burst of adrenaline will negate the effects**, replacing them with short periods of vomiting.

Mages and to-be-mages who need help being attuned, on the other hand, experience something entirely different. They suddenly lose all sense of the world except for the feeling of their respective element or magic and enter a Mancer’s Attunement. While nobody is capable of recalling what happens, it is reported that those who fail their attunement trials, fake or not in the case of already-attuned Mages, will lose their mind to a permanent coma.

Those permanently addicted to Nevar’s Ethos, via a constant willing consumption period of 6 months, are perpetually unaware of where or when they are, and often walk around completely clueless until they eventually die in an accident or by their own hands. The only cure at this stage is continuous care from **Expert+ Psychomancer or the equivalent**, ranging from half a year to only a few weeks for recovery of the mind depending on the therapist’s strength.

### 1 Serving Recipe

0.1g Powdered Lunar Glass

0.05g Crushed Slant Herb

0.2g Ludwagian Funnel Cap Extract

0.15g Ludwagian Lichen
Half-Elf

Half-Elves, also known as Helfs or Half-Humans (by Elves), are an uncommon race in Azura found in large cities or in roads as wanderers. Helfs are one of the 3 currently existing “half-breeds” alongside Half-Orcs and the Kylven. They’re charismatic and are often seen as great allies, albeit unpredictable ones.

## Anatomy

Half-Elves have quite a lot of similarities with humans. Their main differences lie in their ears which are inherited from their Elven parents. A Helf’s skin color is usually a mixture of both parents’. In terms of body proportions, they tend to be taller, slimmer humans. Unlike Elves, Half-Elves have an easier time growing facial hair and can easily pass off as Human if wearing a hood. Their eyes tend to be “normal” with sclera and iris colors that vary greatly. On physical and mental prowess, this mixed race has very limited darkvision and also a slight edge in terms of magical affinity- features nowhere near prominent as the ones found in their parents’ species. Helfs mature at the same age as humans.

## Psychology

Much like the Kylven, Half-Elves often have a hard time settling down into normal societies. Some of their kind prefer to live on their own entirely, roaming the land as hunters, rangers or adventurers, only visiting cities on rare occasions. On Ludwag, specifically, Half-Elves find themselves experiencing plenty of freedom and independence as a result of cultural shunning.

A lot of Half-Elves learn to empathize and negotiate with others in their youth, but a keen mix of human charisma and Elven devotion to learning, allows Half-Elves to make their own independent living.

## History

Referred by Elves as “Half-Human” and vice versa, their kind never had nations or cities of their own. However, they find more luck in human settlements than the Elven ones, due mostly in modern history from racial xenophobia. Throughout history, in large cities where multiple races tend to interact, Half-Elves can be numerous enough to form small communities among themselves. As of today, their race in Ludwag is most commonly found among the Nix and the Lattish, safe away from the harsh treatment in Aridian territory.
Astraleus

**'King of Heaven'**

**'Lord of Light'**

**'Lord of the Aridians'**

**'Dawnbringer'**

Astraleus, the King of the Heavens, is one of the major gods and commonly recognized as the ruler of the realm which the gods inhabit. He is often depicted as a figure held aloft by wings of light and wielding a flaming spear, and sometimes as a man with golden lined white robes, his face hewn with a long beard. The primary symbol of Astraleus is the sun, which he is said to inhabit, but he is also known as the god of the sky, stars, and fire.

As King of the Heavens, his motivations mostly consist of maintaining order among the other gods and exerting his authority over them. He resents other gods such as Cherog who attempt to challenge his authority, or sow discord across the heavens. In the past, he was a favorite patron god among kings and statesmen. Following and enforcing the law is virtuous to him, and undermining it is sinful. Shrines of Astraleus are usually elevated to get closer to the sky, or built to align architecturally with the sun or stars. "Tower" or "ziggurat" styles are the most popular. His rituals ubiquitously involve fire, and the sacred burning of sacrificial offerings.

In modern times, worship of Astraleus is mostly confined to Aridia and upheld by his traditional cult, the Sun-Cult of Astraleus.
Gravevine

Found across much of the plains and taiga, the Gravevine is a foreboding reminder of what came before. It's taken root in places of horrific actions, places of death and decay. The Gravevine grows in place of what once was, where lives were lost, where families were broken. There is a strong reason for why such an unassuming plant has earnt the name “Corpse Weed ''.  Despite its reputation the Gravevine is a high-brow crop to grow as its fruit is both useful medically as it is respected socially among the more well-off denizens of Ludwag. Its mere existence has sparked the creation of joint operations between cemeteries and wineries- even if their business practices are considered morally dubious. Gravevine is used in a whole host of different beverages and tonics and is as much popular among doctors as it is at taverns.

Gravevine is a species of wild grape- a necrophyte- It can only be found growing in or near the presence of deceased bioforms. Gravevines leech the decaying calcium from the bones of the deceased to stimulate their growth- behaving more like a fungus than a typical plant. It eats away at these decaying carcasses as it grows and will eventually consume the entire carcass as it matures. In the wild this usually spells the end for a Gravevine as they shed their berries before dying- lacking the calcium to continue persisting and to create its signature berries. In the presence of mass death or controlled environments such as cemeteries a Gravevine can persist for far longer, the abundance of carcasses allowing the Gravevine to expand.

At the turn of spring the Gravevine begins to produce its flowers which are in turn pollinated by bees and wasps. From there the Gravevine produces its stalks of Graveberry bunches- characterized by their pitch-white hue. Graveberries are very chewy and take a lot of effort to chew into but their taste is beyond savory and act as one of the few culinary marvels of Ludwag. For this very reason Graveberries are sought after for their use in wine which garners a bluish hue using such a berry. Not only are they appetizing but they also present a strong medicinal use, through their calcium-rich berries a bunch of Graveberries can halve the time taken to heal bone-related injuries (E.g A fracture in the arm may take upwards of two months to heal- Graveberries reduce such to a single month).
Azura

## ***The World***

*Legends of the Aether* takes place in the continent of **Ludwag** in **Azura**. The planet is home to multiple races, each with their own abilities, cultures, physical traits, and so on. Azura has one sun and is orbited by two moons, known as **Lunanides** and **Rulara**.

### ***Continents of Azura***

* Trepheon
* Nerius
* Ludwag
* Hallmond
* Neo Keleva
* Southern Keleva
* Spirit Isles

### ***Oceans***

Azura has 4 major bodies of water, each with their own unique characteristics:

* **Eganian Sea:** Extremely violent and warm waters
* **Koflorian Sea:** Extremely cold but calm waters
* **Jubar's Sea:** Cold but calm waters
* **Barren Sea:** Violent and warm waters

### ***Religions***

Azura has a variety of religious practices centered around Gods and Spirits. They vary greatly between continents and are extremely influential in many affairs in most nations.

### Gods of Azura:

* Stratalus, King of the Earth ✟ **(Deceased)**
	+ Vulcan, Forge-Master

* Astraleus, the King of the Heavens ✟ **(Deceased)**
	+ Asteria, the Moon Goddess
* Ankouan, Keeper of Souls
	+ Wraiths of Ankouan

* Selvas, the Life-Giver ✟ **(Deceased)**
	+ Zilazar, Binder of Love ✟ **(Deceased)**
	+ Salacia, The Lady of the Lake
* Temaur, the Stormcaster ✟ **(Deceased)**
* Parthan, Queen of the Sea ✟ **(Deceased)**
* Menthava, the Book-keeper ✟ **(Deceased)**
	+ Cherog, King of Chaos
	+ Eran, King of Peace

#### **Faiths of Trepheon**

* Dahearism
* The Divine Wind
* Auguaraism

#### **Faiths of Ludwag**

* Selvianism
* Reconditism

### ***Languages***

Azura has a collection of many languages from varying cultures and groups across the world.

### ***Myths and Legends***

Many myths and stories told in tall tales of legendary men or brazen creatures.

### ***Literature of Ludwag***

Non-fictional stories and documentation of Ludwag.
Ludwag

Ludwag is a medium-sized, island-filled continent located in the middle of Azura. It is currently home to predominantly Elves, Drows, and Humans.

## Terrain and Biomes

The continent overall has a rather nice climate and vegetation, with most of its surface covered in vast savannas and plains. Varying biomes in the North make it ideal for most if not all races to thrive, and can support many crops and animals making it an ideal spot for civilization.

Ludwag has a large mountain range that goes through the middle of the continent, splitting it up into the subcontinents of Northern Ludwag and Southern Ludwag.

.

## Subcontinents

### Northern Ludwag

Northern Ludwag has an extremely diverse ecosystem. It is considered the hotbed of advanced civilization and life in Ludwag, as it can support most if not all life to some degree.

### Southern Ludwag

Home to the Empire of Umbuso- the great savannahs and spanning plains of South Ludwag are ripe with the prestigious and colossal cities of Umbuso.
Luxomancy

Luxomancy is the direct manipulation and creation of light or light sources. An extremely rare mancy, even rarer than that of necromancy or electromancy, most knowledge on this abstract magic is hidden or destroyed. Luxomancers also hold the unique ability to change and alter existing sources of light, such as a ray of white light into a rainbow. Luxomancers, however, can not manipulate any form of electromagnetic radiation **smaller in wavelength than X-Ray**.

### Example Spells

* **Beam:** The luxomancer fires from their hand a beam of light to illuminate an area or temporarily blind a person. A spell that costs a medium amount of vitor, a distraction to the mage can easily lead to unwanted reflections, that could potentially even find itself into the eyes of the caster.
* **Lamp:** The luxomancer forms a ball of light within their palm and places it down as a temporary source of light. How *long* and how *strong* this spell is remains dependant on the amount of vitor placed into it by the caster.
* **Light Bend:** The luxomancer uses their mancy to bend an existing source of light, such as a torch's light, or the sun's light, making it bend to go illuminating a dark room's corners, or into an opponent’s eyes. Known to be an inaccurate spell for targeting specifically into a person’s eyes in order to blind them.

* **Hardlight:** The luxomancer uses the light around him to create a 'hologram' of light, filling it up with their vitor and augmenting it to become tangible. Once accomplished, the light material remains static unless physically wielded and subject to laws of physics; its durability is dependent on the density of its shape and the sum of vitor, whereas color and shape is dependent on the manipulation of light before. Hardlight can **not** be given the same sharpness as a conventional weapon, **nor** can it be generally more durable than **wood**.
	+ A luxomancer can shape their hardlight in semblance to a targe/other conventional shields, normal armaments of war, or other shapes to their desire. An intermediate luxomancer cannot fabricate hardlight that exceeds their general height. Hardlight can **not** emit bright light **nor** can it **'levitate'** in the air as becoming a solid with density.
Stratalus

**'King of the Earth'**

**'Cave Father'**

**'Stonelord'**

**'Orespawned One'**

The “King of the Earth”. Stratalus is regarded as the great crafter of Azura and its continents. One of the oldest legends of Azura says that, in a moment of anger against Astraleus, he left the Heavens and attempted to build his own kingdom on Azura by shaping the continents out of Parthan’s Great Sea. Parthan, who thought that she could keep Azura for herself, was furious, and a great war between Earth and Sea ensued for countless ages.

Stratalus is usually depicted as a giant, faceless figure of stone - but another common depiction of him is a tall man with a beard of ores and stone; wearing dirty brown and grey robes. His shrines are often made in caverns or on mountaintops, and other geological formations where his worshippers feel closest to the height of his craftsmanship. Mortals who make mines and quarries, or who build atop his land, must make offerings to appease him, lest they suffer his wrath in the form of tremendous earthquakes that are known to flatten entire cities. He is seen as a glorious and triumphant god as he receives many prayers in times of war from feeble and strong warriors alike to bless them with strength and knowledge of battle.

The worship of Stratalus is primarily upheld in Silvadomus by his traditional cult, the Conjurite Sacrament. In recorded history, it is said that only one Prophet of Stratalus was to ever exist in the realm, however, their true story is lost in time.
Монолит

Монолит - одна крупнейших в Ру-сегменте партии. Является самой многочисленной в Российской Республике и составляет трио самых значимых партии этого государства, которое заправляет всем. Количество членов держится за 30.

### Значимые члены

Gonzo - главный папик партии и губернатор Ямало-Ненецкого округа. На нём держится ЖФ региона на должном уровне. Он много вложил в развитие государства.

Кропин - глава партии

### Звания

```
Ланс-капрал;

```

Штаб-Сержант;

Обер-лейтенант;

Оберст-полковник;

Грант-генерал;

1. ↑ Другими партиями являются Классные Русские Православные и Профсоюз Тредящихся.￼
Orc

Orc-Human halfbreeds are called Half-Orcs.

An average Orc equipped with a bearded axe.

Orcs are a brutish and stereo-typically primitive race; well known for their brutality and tribe combat the *Far Lands* universe. They originate from the great Kelevian continent. Some orcs are less dedicated to war and more intelligent and level with humans than their more primitive brethren. It should be noted, however, that they can be civilized, to an extent, especially outside of the Kelevas.

## *Anatomy*

Orcs appear to have varying pigments ranging from shades of light to dark green. They are rather muscular beasts, with their anatomical structure similar to that of humans, yet naturally stronger, taller, and wider framed in size. Orcs adopted a thicker skin as a genetic trait passed down from ages of tribal combat.

## *Psychology*

Even though native Orcs are found as a violent, dangerous race, they are slow-witted and can be fooled easily. Orcs are a race with a very abominable, warmongering nature that causes them to stay in hostile ties with other races. Depending on tribe and local education, some orcs tend to be civilized and intelligent compared to the more lacking primitive tribes that occupy their homelands. The vast majority of orcs in Trepheon are of intelligent descent, though there is a stigma on both their homeland and Trepheon for opposing reasons, either as their intelligence as a show of weakness and cowardice or their stereotypical depiction in documents of brutal primitive creatures.

## *History*

Despite not being very fond of literature, stories passed down by elders suggest their origins to be in Southern Keleva's mountains, millennia ago. With a nomadic, hunter-gatherer way of life, many scholars question how their race managed to progress to their current technological level - something impressive for a bunch of tribals.

Some human and elven reports also show the existence of smaller, more civilized pockets of Orcs - capable of building prospering cities and kingdoms similar to Latteras. The primitive ones were known to be used as slaves in other lands and their own, either for criminal or for economic reasons.
In-Game Rules

The document below outlines the rules and expectations for players in all LOTA games. All information regarding this will be shown here. Players are all expected to follow the rules accordingly, and will be moderated for any violations. Questions about the rules and expectations should be directed to Moderator+.

In the event that an infraction is not listed within the document, Moderators that are handling the situation have the authority to enforce things as they see fit. Community Members who believe that the Moderators misused their authority have a right to reach out to a Manager about such events.

### **LOTA Rule Guide**

The document below outlines the rules and expectations for players partaking/leading factions based in their LOTA games. All information regarding this will be shown here. Players are all expected to follow the rules accordingly, and will be moderated for any violations. Questions about the rules and expectations should be directed to Moderator+.

In the event that an infraction is not listed within the document, Moderators that are handling the situation have the authority to enforce things as they see fit. Community Members who believe that the Moderators misused their authority have a right to reach out to a Manager about such events.

### **LOTA Faction Rules**

This document outlines and explains the expectations of players and staff when it comes to roleplay, character portrayal, and realism-in-RP.

If something important is not listed in the document, inform a Moderator+, staff will take it into account and do their best to fix it.
Neo Keleva

Neo Keleva is part of the Kelevian continent and is located in eastern Azura. It is currently home to goblins and trolls. The hot and humind climate causes most of its south and eastern portions be covered in swamps and dense jungles, with grasslands to the north and east. Agriculture, despite limited for cultural reasons, consists mostly of tropical fruits and grains such as bananas and cocoa.

Flat would be the most blunt way to explain the terrain. Very few areas are located in higher altitudes, these that are end up being used for farming or settling villages.
Cloak Ingestinal

## **Potion Effects**

Cloak Ingestinal allows the consumer to appear invisible before anyone. To be more concise, the potion gives the consumer an aura of vitor, *making the consumer unnoticeable to common folk (non-vitor manipulators)*, meaning that it doesn’t make the consumer actually invisible, it merely makes the consumer unimportant or unnoticeable to non-vitor manipulators.

## **Downsides**

The potion does not work on vitor manipulators, due to their ability to pick up the vitor aura generated by the potion.

The potion lasts for only five OOC minutes, and can’t be taken again for another day for reasons explained below.

Overdosing on this potion will cause psychosis for a day and lead to a 1 week coma. Though it could be considered useful as a poison, overdosing does no physical harm, and is really, at most, a hallucinogenic when used over proper dosage.

Attacking anyone while using the potion will render the effects null for the victim, allowing them to defend themselves.

## **Synthesis**

The production of Cloak Ingestinal is considered advanced due to its association with powerful solvents.

Equipment required:

* Distillation glassware
* Condenser
* Glass tubing
* Alcohol lamp

Ingredients:

* Vitarelyum
* Ludwagian Funnel Cap
* Freshwater Cascara
* Any powerful solvent

To begin the synthesis of Cloak Ingestinal, the alchemist must first dissolve Vitarelyum in a solvent and dilute the solution produced by it, synthesising concentrated Vitarelyum.

This process must be repeated for both Freshwater Cascara and Ludwagian Funnel Cap.

After synthesising solutions for all three main ingredients, your next task is to mix each solution to this ratio:

Three parts Vitarelyum solution, two parts Ludwagian Funnel Cap solution and two parts Freshwater Cascara solution.
Gelida Brew

### Rarity

Rare - The potion is impossible to create without access to Reem Berries harvested in the Winter.

### Ingredients

1 Gelida Pine Seed, 1 Aridian Apple, and 3 Winter Harvested Reem Berries

### Other Information

Must be taken in daily doses of teaspoon amounts, or the body's body temperature regulation is completely disabled.

A potion used for prolonged use in colder climates. It requires 1 Gelida pine seed, 1 Aridian apple, and 3 Reem berries harvested in the winter. When mashed together and put in a vial and consumed, this potion keeps the body temperature at a steady 98 degrees. It keeps the body temperature steady enough to keep from hypothermia, trench feet, freezing limbs, etcetera. It is also used to lower fevers, however, is harder to make throughout the year without winter harvested reem berries. To keep the steady body heat it is to be taken as a daily dose of a teaspoon. If taken more of the body heat will drop further and further, no matter where you are, or what you have on. It can be very deadly if overtaken, but it can save people from fever damage or freezing.
Boiled Hirpar

Boiled Hirpar is simply, burnt and boiled Hirpar root. This drug gives off a strong, energy giving and pain relieving effect. However, addiction costs are heavy. People peel off their skin manically, and experience inane hallucinations that have been archived as 'Worlds turning in on themselves'. Often, people suddenly collapse after addiction with this drug. It is unknown what causes the death.
Mouth Cleanser

### Ingredients

25mL Diluted Azarian Moss,10mL Water, 5mL Peppermint oil, 2mL Sodium bicarbonate, 17g Mint

### Other Information

Consumable

The ***Mouth Cleanser*** potion is a brew that cannot be used in combat whatsoever, made by the alchemist Oe Hayashi. It comes in the form of a **pill**, and dropping it into water will slowly dissolve it. Once fully dissolved, it will release chemicals and ingredients that will make a concoction. This concoction can be swished around in the mouth of a person for around a minute, for those who are a little more wimpy will feel their mouth stinging from the mint. Dental plaque absorbs the fluids, after a few seconds the dental plaque will begin to break down and integrate into the liquid that is being swirled around in the mouth of the person. This freshens the breath of a person, killing off the bacteria and the dental plaque that resides on the teeth, keeping

them safe and in pristine condition. It can also brighten the colour of the teeth and make them whiter to give off the cleanliness look.

***Side Effects:***

* Prolonged usage over time will slowly disintegrate as the layers of the teeth.
Firecap

The Firecap is a small common herb found in the desert and occasionally in the plains of Northern Ludwag. The herb is composed of a long, drooping stalk tipped with a light pink bell-like cap. In spring, the bellcaps of the herb explode, spreading the herb’s seeds in a large radius around it and killing the initial herb. This explosion is harmless, but allows the Firecap to spread rapidly, making it a very common find in Latteras and Aridam. The Firecap grows in dry soil with plentiful sun.

The Firecap is used practically as a quick and effective firestarter. When dried whole, the plant’s stem will catch fire if the cap is separated from it, allowing the user to light a torch or candle in mere seconds. The Firecap’s alchemical use has not been deeply explored, though it is known that when fresh bellcaps are mixed into a potion with the rind of a Dragon Citron, it creates a substance that creates smoke when exposed to air.

The herb itself is inedible, and can cause stomach ruptures when eaten whole, as it explodes during digestion. Eating the plant’s stem causes severe heartburn and usually incurs vomiting. Although, the herb’s seeds are commonly ground and used as a spice, most often in Aridam.
Tahtemara

Given their long term isolation, the crop that was brought with Lizardmen settlement evolved with them. One of these surviving plants is a species of ground plant potato, the Tahtemara. Since its introduction it has become the staple food source of the collective Kahursan peoples- save perhaps the Myconids. The unique nutrients of the Kahursan island grants these particular potatoes quite the kick. Converting the additional mineralized slurry into capsaicin, making it hot to eat. As a result they’ve since shed the ‘sweet’ part of their ancestral taste and have garnered the spicy moniker. While this dissuades most herbivores from feeding on them it doesn’t stop the Lizardmen or Gillians from practicing their consumption. Traditionally, those able to ingest the spiciest variants of Tahtemara were referred to as ‘dragonborn’ as a nod to their heat tolerance.
Milorian Potion

A rather complex combination of fungal and animal extracts which has potent infection-fighting abilities. Usually consumed in spoonfulls or applied directly to wounds, this pink-looking antibiotic is expensive to produce. The ingredients taken to make it are 1 Burdock Root, 2 Hirpar Roots, 3 Red Kurtsprig and a scoop of Northern Stinkmoss.
Legends of the Aether 2 Wikipedia

## Welcome

Welcome to the official wiki for Legends of the Aether: Amnisica!

The Legends of the Aether: Amnisica is a medieval fantasy roleplaying game created by Team Lapis

This wiki will be updated regularly by staff to keep you up to date on the lore, setting, events, and more!

If you need help navigating the lore of Legends of the Aether: Amnisica, please read this guide for new players:

**Starter Guide**

## World

Information on the setting and background of LOTA2's world.

## Factions

Information regarding the official and player-made groups of the world.

## Creatures

Information on the many cultures and races in Azura.

## Magic

Information regarding the game's magic system and all its derivatives.

## Minerals & Flora

Information regarding things such as fictional herbs and minerals found in Legends of the Aether: Amnisica.

## List of Staff Members *(As of 09/03/23)*

**Owner:**

* ChadTheCreator

**Developers:**

* DJ\_Sorcha
* VORTEXSOLIDER
* radlif
* vikterreznov
* GunsBullets
* Mollymauk
* longest\_boy
* FatherBill
* lovesus
* Fjordbjorn
* Hawgburgman

**Managers:**

* jessco122
* Mario0Bross

**Moderators:**

* CaptainTigershadow
* HolyHerrerasaurus
* Dasmahboy609
* Kuraelius
* Gipka
* RogueCasimir
* JackAdmi
* TheRoyalRatking
* Building\_BEARS

**Roleplay Masters/Helpers:**

* DramaticSpoo
* Z\_weihanded
* TheEpicofBeowulf
* kematieo
* Unbaked\_Cookie
* hainote
* littlerascel
* en\_clave
* Sladetricity