recursal/Fanatic-Fandom huggingface dataset:
Omens

Subtle alterations in the world that convey messages from the gods. Sirius holds a special interest in them, but they can be created by any god. The Augur's Legend is a holy-site concerned with the creation and proliferation of them.

## Recurring Omens

### By Sirius

* A Kirin appearing in the night sky signifies that a ruler coming into power has the blessing of Sirius.

* Different cluster of stars represent different aspects of the zodiac, and the passing of meteors through a respective cluster represents a rising of that aspect, with comets representing a lowering of that aspect.

* The birth of a celestial sheep with black wool forewarns of an approaching evil in the region.

### By Artifex

#### Good

* If a parrot lands on your ship while you are setting off on a voyage across the ocean away from the safety of the shore and doesn’t leave, then you will surely see land again.

* If an Oceant boards a ship on its maiden voyage, and is not chased off, then the vessel is surly blessed by Artifex

* If a structure pleases Artifex, then it’s foundation stone will transform into pitch black marble. This stone can be removed and put on display (as a cornerstone for example) but will return to its natural state if removed from the premises of its parent structure.

#### Neutral

* A large butterfly(or moth if the ruler is nocturnal) will try to land on a newly appointed ruler, even if it isn't the right season for them, and the patterns on its wings can communicate a myriad of things about the ruler. This can be anything from warnings of threats, blatant disapproval by certain gods or the people, predictions of things they will achieve and approval/veneration of previous events and so on. These patterns range from fairly blatant to highly vague depending on the strength of the feeling or the level of artistic whimsy that the splinter of Artifex handling these omens is feeling that day.

* A close study of the behavior of bumble bees can be used for crude weather forecasting

* If a cloud moth with black wool flies over the home of a birth in progress then that child is destined to leave a lasting mark on the world.

#### Bad

* Swarms of carrion eating insects forcing their way into a place of command is indicative of its leaders' actions have displeased Artifex.

* If a shard of the Lantern Moon crashes down on an area then doom is sure to follow and the people of the area must prepare for the worst if they wish to survive.

* If an Oceant bites the rudder of a ship then calamity is sure to strike its voyage if it continues along its present course and/or schedule.
Nightsnapper

### Notable abilities

Sleeping Toxins: The Nightsnapper has a powerful sleeping toxin in its fangs, which can put much larger prey to sleep.

## Habitat

### Might cost

1, discounted to 0.

Nightsnappers are a small species of yellow-striped purple gecko with an incredibly powerful sleeping toxin in their bite created by Gibbou. This allows them to take down much, much bigger prey than they otherwise would be able to. Depending on the size and venom resistances of the prey, the sleeping agent can last anywhere from a few hours up to several days. The geckos can be harvested for their toxins, but this process puts the harvesters at risks of bites.
Alminaki

The Alminaki are a race of Sapients, crafted by the Lifeblood, who are native to the Blood Basin of Toraan.

## Description

The Alminaki look much like Humans, but are different. They tend to be lither, with more rounded features. Their eyes are larger and reflect light in the dark, much like a cat. Additionally, their hair, which is generally a dark russet, brown, or black, is augmented by a crest of feathers that runs along their brow. Skin tone wise, they range from the color of sand to the color of the red stone they were carved from. Furthermore, the skin on their arms, backs, chests, and necks are covered in intricate, floral looking designs of pigment that are usually symmetrical and glow a pale blue or green in the dark. They also cannot cry and can go much longer than other races without water.

## Society

The Alminaki are currently a hunter gather society. They live in large groups of two to three extended families, residing in the vast caves of the Blood Basin. They are exceptionally good climbers and often scale in and out of the tunnels and canyons of the basin to travel on land and hunt for prey and resources.
Soleras

A small village located in the Luminant, Soleras is a sanctuary from the perpetual Neiyari - Oraeliari war that raged in the region. Soleira befriended the human mortals here. Her connection to the local wildlife made sure that they would not harm the villagers. She preaches harmonic co-existence with the world around. In return, the animals are not only not attacking stray villagers but are actively defending the village. Thus birds and wild animals form the first and often unexpected line of defence against anyone who would dare attack the village.

In the last few years the village had known great prosperity. Especially from Soleira's fame. Chiefs from nearby villages have given her gold and food in an effort to gain her favor. So far she has accepted these gifts for the good of Soleras.
Qabar-Kirkanshir

> Zahna, it was said, was born over the mountains in a land where springs burst from every hill, and where there were more lakes and rivers than stars in the night sky. Trees lined the earth in all directions and all manner of fruits and animals filled the land; and the people there, who lived in the great city of Qabar-Kirkanshir, wanted for nothing at all. Neither Rahma nor her brother had ever ventured out with the caravans that crossed the treacherous mountains to that far off paradise. “Why would you ever leave such a place, *idda-ti*?” Serrah had asked her once, “it seems like a land of dreams”.
>
>

**Qabar-Kirkanshir** is the largest and greatest of the cities of the Qabar-Kirkanshir cultures. Its name means *the Tomb of Kirkanshir*. It is located where the great river flows out of the swampland lake of Kubrajzar's great river. The Circle of the Turning Away is particularly active across the cultural sphere of the Qabar-Kirkanshir.

## References

1. ↑ https://www.roleplayerguild.com/posts/5112423
Iskrill

Female Iskrill Broodlord

An incredibly infamous race feared and hated across the Toraan Highlands, the Iskrill are flesh hungry humanoids who were once human, but have now become corrupted by Yamat and have turned upon their former people to feast upon their flesh

## Appearance

The basic appearance of all Iskrill is palid grey skin, four arms instead of two, fleshier coloured skin at certian points, and various strange new growths.

There are a variety of forms the Iskrill take, with the most common ones being detailed here.

**Hunters**: Hunters take the form of large, bulky beasts, with digitigrade legs ending with clawed feet. Their faces are wolf-like in nature with snouts void of skin or flesh, instead purely bone, haggard red fur grows on some portions of their skin. They also posses goat-like horns growing from their skull.

**Common Iskrill**: The common Iskrill is divided between male and female. Males have deep red eyes, stark white hair, twisted and jagged elk like horns, jagged bones with the flesh allowing them to operate double-jointed, unguligrade legs with cloven hooves and two whip like tails. Females are rather beautiful despite their horrid nature, they had bone like growths cover the upper half of their face, with red fleshy hair, their feet transformed similiar to wearing a high heel without the heel, and long fleshy thick tails, their minds were made the best of all the Iskrill and can roughly see even without their eyes.

**Vængjað dýrid**: One of the newest forms of the Iskrill, coming from a Hunter gaining a set of fleshy wings, they are the same apperance as Hunters except for the bat like wings upon their back.

**Melter feòla**: These incredibly rare Iskrill have the set appearance of a common male, but they appear far more bloated, around their neck sits a large fleshy sack that is coloured a neon green. These Iskrill have the ability to launch forth an acidic substance from their sacks through their mouths, able to melt most flesh, but has a far more difficult time with metals.

## Abilities

2mp-confer upon the Iskrill the ability to forcibly mutate. The process is entirely random and takes about a week to fully complete, though the creature can still operate normally. These mutations can be anything bodily, wings, pincers, claws, poisoned spikes, strange growths and bones, etc, metaphysical or magical mutations can not come from this power.
Dormirons

These legendary beasts are rare sights - but to meet one is a blessing.

Dormirons are a legendary species of dragon created by Gibbou. It is a nocturnal dragon that feed upon people’s stress, unrest and terror, leaving only peace and calm behind. They feed by trapping their victims in an inescapable hug (inescapable due to its extreme comfort) and sap away the unpeaceful and rowdy emotions the prey carries at the moment. If allowed to feed for long enough, the prey will eventually fall asleep, at which point the Dormiron will make them a mattress out of some of their fur to keep them comfortable as they retreat from the dawn. This species is incredibly rare and migratorial across the world, so to see one is a once-in-a-lifetime experience.
Sugaera shib Ravuk

## Physical description

### Eye color

Yellowed Honey

**Sugaera *shib*** **Ravuk** was a Dehru man from the village of Rehna in the southern Khadaar. He was a consecrated hero, though was unaware of this. He was the son of a mysterious but famous Rehnite warrior, named Ravuk, and a woman from Rehna called Shammur. He was levied into the forces of *shid* Arkhus *shib* Mucazim of the southern Khadaar. His direct liege was *shid* Dharqul *shib* Caamuthrapa of the market-town of Zira. He was killed by an elephant in his first battle.

## Abilities

Over time, Sugaera mysteriously became the possessor of a number of abilities that some may deem... unnatural.

* *“With Something of Mojthaic Light” I* - This person wields a subtle yet unearthly charisma - or what seems to others to be charisma - that galvanises people and fills them with conviction and fervour towards shared goals.
* *“Let me feel you moving like they do in Sahruqar” I* - While its effect is not immediate and will come with further experience, this individual has vast martial dancing potential.

## Possessions

Sugaera was in possession of a unique blue warturban that once belonged to his father.

* Warturban of the Savager of Sahruqar
	+ *Undying Light III* - All strikes and ailments that come upon the wearer of this item somehow fail to be lethal. Stab wounds eerily miss vitals, deathly illnesses may weaken and bring the wearer to the gates of death, but at the last, they are returned.

## References

1. ↑ son of
2. ↑ lord
3. ↑ Death: https://www.roleplayerguild.com/posts/5193361
4. ↑ First consecration: https://www.roleplayerguild.com/posts/5188598
5. ↑ Second consecration: https://www.roleplayerguild.com/posts/5192775
6. ↑ The first donning of the warturban: https://www.roleplayerguild.com/posts/5193067
Yeti

**Yetis** are great horned creatures created by the Lifeblood during the great age of creation before the gods retreated from Galbar.

> Sticks and tree limbs that had been half buried became jagged horns while dark compressed snow and ice became frigid flesh and bone.  They rose across the worlds anchor, terrible beasts that stood on two limbs but could charge their prey on four, vast mounds of muscle and sinew whose strength matched that of many men.
>
>

> Yetis.
>
>

> They roared, and moved apart.  Solitary creatures, born from wrath, they were territorial at all times when they weren’t mating.  Of course, it was worse then.  For the Yeti could barely tolerate each other's presence, even when that was the precise thing they sought.  Once they had removed themselves from the sight of their fellows the Yeti began to rummage through the snow, finding corpses crushed by the flood and tearing them limb from limb so they might be devoured. ...They would find refuge in the many caves upon these mountains, and they would hibernate until their time came.
>
>

The yetis of Kubrajzar, brought over by Meghzaal during his global raid, are without horns. Rather than being white they are mottled black and white. They are not as crazed or ravenous as their counterparts in the Anchor, and those sapients who live nearby generally offer up their dead to the mountain.

## References

1. ↑ https://www.roleplayerguild.com/posts/5092489
2. ↑ https://www.roleplayerguild.com/posts/5093001
The Deepborn Spirit

T**he Deepborn Spirit of Ink and Dirge**, also known as the **Shade**, is a shifting shadow, formed from the darkness of the deeps hidden beneath the ocean waves. This shade is Meghzaal's avatar and formed in the ocean depths for millennia after the collapse of the ink tree of the god's birth brought about the ink ecosystem in the western Ku area.

It descends upon the heads of mortals and causes to burst therefrom words locked away in their hidden depths and is capable of taking on an assortment of shapes and forms by twisting and turning its form of gaseous ink and sloughing song.

## Appearance

The Deepborn Spirit is a creature of ink and song, and it generally takes on the form of a misty cloud of ink. It is capable of solidifying itself and taking on the general shape of any creature it observes. As it has observed humanoids ever since its rise to the surface of Galbar it tends to take on that shape when interacting with mortals.

## Persona

The Deepborn Spirit is a curious observer with an inborn love for all forms of art. However, it is a largely blank creature that has no truly defined personality of its own or much understanding of the world around it.

## History

On its coming into the world, the Deepborn Spirit inspired a drighina to sing a strange song that attracts a number of songplant-smoking draug. As they sang and danced themselves into a stupor, inspired them to carve their masks as beautifully as their songplant (commonly known as pipeweed) pipes. In their stupor, they were also able to access ink magicks, and so their masks were not only beautifully carved, but were also made colourful. Rituals of this sort are spread by more inspired drighina to the draug all over Toraan, causing it to become something of a draug coming of age mass ritual.

Following this, the Deepborn Spirit set out to explore the world and eventually found itself drawn to the upper Azumai valley on the Hreelcii Isles. There it was taken under the wing of mystic-songstress Rinaas *hli* Awqar, who gave it the name Ganisundur and defined *his* gender.

## Abilities

The Deepborn Spirit is creative and excitable by nature and, being the avatar of the god of song and poetry, will take to art like a fish to water. However, it is not a font of artistic knowledge, merely very capable of learning and developing artistically. The Spirit also has the ability to take on a gaseous form of ink or solidify itself into the general shape of any creature it has observed.

## Creations

The Deepborn Spirit has inspired the formation of the draug coming of age mass ritual.

## Relations

Rinaas *hli* Awqar - this mystic-songstress is currently Ganisundr's spiritual mistress and teacher in the ways of song and dance, and he her willing disciple.
Rainbow Birds

**Rainbow Birds** are magical birds created by Qael’Naath.

> He gathered some mana in between his hands and mixed it with his own divine power. Slowly they began to take shape, like a flock of small, strange-looking birds. Their long, graceful tail feathers would catch anyone’s eye immediately. Their iridescent color gave away that these birds were not just mundane beasts. They fluttered away from Qael’Naath. Glistering trails followed them. A mortal’s eye could not see it, but the tail feathers were drawing mana every so slightly towards it. It had to, for its wings were made too small. Instead, it subconsciously used wind magic to stay up in the air. The God of Magic watched as the Rainbow Birds flew away. Satisfied with the result.
>
> Once again, he would find himself losing sight, and this time, he would also find himself acting up on his wishes. A sudden obsession with the color scarlet came over him, and, without thinking, he reached for one of the late birds, the red in its rainbow started to consume the other colors, and its unconscious use of mana gained a slight red glow. There was no greater change, but a rarer type of the already rare birds was created, it was a relatively tame action.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5089389
Buaileagan Aimsireil

## Summary

The Worldly Circles are Fìrinn’s personal realm, and it takes the form of an endless hall of mirrors. Within each mirror is a mortal’s perception of their worldview, a glimpse into the truth of their contextualised reality, and the gaps between the mirrors are seamless. As one walks the halls the reflections begin to blend together and fuse into new scenes that consume one’s perception until the process repeats itself, creating an infinite revolution of circles that twist and turn upon themselves. When Fìrinn resides within the Worldly Circles they manifest as a reflection within a reflection, walking directly beneath their visitors atop a pool of placid water, or alongside them as they pass a mirror.

The Worldly Circles are well-known for being joined very closely to the Ròineagan, Àicheil's (its divine twin) realm, as the dreamspace and manifestation of the collective unconsciousness of all sentient beings. As the two realms are joined, and as the twin gods of Truth and Dreams are in harmony, the bridge between knowledge and imagination is rendered whole.

## Connections to Other Divine Realms

There shall exist a connection between the Worldweave and the Worldly Circles.
The Breath of the World

The official name for the atmosphere and weather patterns of Galbar, the Breath of the World was created in the Age of Creation by the Lifeblood. It is this phenomenon that protects the planet from cosmic intrusion by smaller heavenly bodies, burning away small meteors or other detritus, as well as taking on the full force of the Sun's unrelenting light. Furthermore, without the Breath of the World, there could not be seasons and, indeed, the vital breath of Galbar might escape into the cosmos beyond. Furthermore, this phenomenon is deeply entwined with the Winds of Mana.
Neverday Island

Neverday Island creates its own light without the need for the sun.

Neverday Island is located in the north-western archipelago west of Toraan.

The ecosystem on Neverday Island was created by Gibbou when she first set foot on Galbar (turn 0). It is a remarkable mushroom forest of eternal night, so caused by the enormous fungal trees whose caps completely blot out the sun across the whole island surface. The whole system is adapted to life in the dark, with no organism needing to feed off the sun's light - in fact, to a great many of them, it would be detrimental.

## Lifeforms

The common denominator for all life on Neverday Island is their adaptation to darkness. From the lowliest blade of fungal grass to the great night owl, all have specific adaptations to overcome the lack of light.

Starting from the low trophics, the 'flora' (or, perhaps more correctly, the fungus) live off the nutrients in the soil, off of dead animals, or off of other fungi. At the bottom of the forest floor are large swathes of grass-like fungi simply known as hairshrooms. These typically cluster around corpses or pockets of densely nutritious soil, their colours of black, white and blue giving the forest floor an array of beautiful colours. Towering over this grass are the sun-cap mushrooms, whose parasol-like caps are mightily resistant to the baking sun. These actually possess a faint hint of photosynthesis, meaning that they don't have to drain the land below dry to sustain themselves. She also made puffball mushrooms that expell clouds of calming spores when squeezed. Finally, speckled in between the 'grasses' and 'trees', enoki-like 'shrubs' form massive colonies which can swallow several square metres of area before overextending their growth limits. Then, on top of the mushrooms, Gibbou spread bioluminescent bacteria, mosses and lichen, which contributes to giving the whole island a gentle, almost eerie cyan glow. For last, she made vines that twist and turn around the mushroom trees and sprout glowing berries. These berries can be eaten, but make the consumer glow, so predators can see you from far away.

## Habitat

### Might cost

0

In terms of moving life, there's plenty. Gibbou first made insects - specifically lots of different beetles, flies, moths and gnats - and set them to feast on the mushroom bounty. She also made lots of mollusks, chief among which was the cat slug, so named for its comparable size to a house cat. Once all the secondary feeders were made, Gibbou made bats, owls, porcupines and mycophagic mice and rats. She also made glow bugs that sport a neat little glow and, when predators try to eat it, unleash a flash of light to blind them momentarily.

Ever since the end of turn 0, there has also been a considerable population of Night Elves on the island.
The First Soul Crystal

Created by Thaa in the early days of the Galbar to call the souls of the dead to himself.

Its call is unlikely to be resisted by most mortal life in absence of any other strong force acting upon the dead souls.

It is a fairly small crystal in a physical form compared to its creator. There is a light green shading to the crystalline structure. It is roughly six times as long as it is wide at the thickest point as the crystal tapers off at the ends.
Humans

Humans were created by the Lifeblood early on in Galbar's history. They were first spawned north of the World's Anchor, in the Boreal Highlands.

## Biology

Humans are more or less exactly the same as they are in real life. Perhaps a bit more prone to emotion and ambition, due to the influence of Cadien and Evandra.

## History

### Creation

The Humans were first created by the Lifeblood. At the time, they were crude and flawed creatures, unappealing in mind, physique, and spirit. They had enough intelligence to have thoughts and desires beyond their own survival, but actually expressing and achieving those thoughts was another matter.

The Lifeblood promptly abandoned them, moving on to create something else. But a small fragment of it disagreed, and sought to improve them. This fragment was Cadien.

### Ascension to Sapience

Cadien immediately improved the species, making them more visually appealing, but he came to realize that enhancing their appearance was not enough. They needed spirit and intellect as well.

Then he met Evandra, and the two devised a plan to give these two traits to the fledgling species. They created the Evening Bell, a special kind of berry which, when consumed by a human, grants the human full sapience (this sapience is also hereditary, meaning future generations don't need to consume the berry.)

The effect worked. Humans all across the Highlands began to consume the berry, and were changed forever by its effects.
The Kuntur

### Role

Assassination. Altering Sources of Knowledge/Knowledge Sabotage. Pursuing Esoteric Truth.

### Headquarters

Unknown

The **Kuntur** are a holy order created by the goddess Qullqiya. They drink a sparkly, fizzy platinum-colored drink and have dreams with orders given to them by the goddess. They are assassins and spreaders of obscurity throughout societies and civilisations:

> Perhaps a group holding secret truths? This could be done. Perhaps a group that lived in the shadows, seeking only select individuals. Qullqiya would reveal to them her truths through the use of faulty divination methods, flames, the glint of gems, and... perhaps the use of certain types of mind-altering plants. The later quickly became of her interest, and upon exploring she found out how to make a platinum-colored fizzy drink from a certain type of plant, it filled those who drank it with energy. This would do, this would be the key to her society. The Kuntur.
>
> Their purpose? Killing people was a good start, seizing and altering sources of knowledge, and of course, seeking the real truth, the truth no one else told them, not their village elders nor the gods above.
>
>

## Titles

* *Occultist Order I* (1DP) - The Kuntur is a secretive order who is not meant to be spread out or have its 'secrets' revealed. If someone breaks the oath of secrecy, tries to denounce the order or stops doing its rites (in particular drinking the sacred brew) they will find their memory to be spotty and faulty, making it hard to rat them out.
* *Shadow Gates I* (free title) - The Kuntur are able to create special entrances into areas that just exist if their vicinity is completely devoid of light. They take a few hours to be made.
* *Shadow Assassins I* (free title) - The Kuntur are able to locate anyone within ear range who is paranoid about shadowy areas, in particular if they think an assassin might be lurking in them.

## References

1. ↑ 1.0 1.1 https://www.roleplayerguild.com/posts/5096920
Aveira

**Aveira** is an avatar of the love goddess, Neiya.

She was created when Neiya was encouraged by Oraelia to make an avatar before they would collaborate on the creation of a new species. Due to Neiya's own lack of creativity, the Sun Goddess suggested she be the first attempt at replicating the vision she had for their joint creation.

Her appearance is that of an Aiviri woman, brimming with youthful charm and a natural beauty. Her wings are a blend of unnatural colours; blue, gold and pink intermingling in captivating patterns. Unlike the Aiviri, she has a set of large obsidian horns, directly tying her relation to the love goddess, further cemented by the markings under her eyes resembling those of Neiya's base form. She acts with deliberate grace and respect to most beings in the world, and acts very subservient to peer and god alike. Aware of her inherent charm, she is prone to warm smiles and is not beyond a charismatic confidence when the situation calls for it.

As Oraelia and Solus found out soon after her creation, Aveira uses this friendly veneer to mask her more malicious intentions, and the avatar is equally capable of sadism and violence as she is a welcoming smile.

## History

Aveira was created to aid in the creation of the Aiviri, a joint effort between Neiya and Oraelia. She offered a confident but subservient first impression, bowing deeply to both of the goddesses before sending herself to Galbar on Neiya's wishes. There, she worked alongside Solus to direct divine essence into the creation of the Aiviri. She continued to assist as Neiya warped the creation process, forcing the eventual split of the species into two different subraces. Finally, she turned on Solus in a more direct act of betrayal, directing divine energy following the creation to blast the giant avatar in the chest, and start the battle between Neiyari and Oraeliari.

Later, she appeared as a scout for Neiya's wishes, when she demonstrated the appearance of Neiyari to Cadien. She appeared to command at least a small set of Neiyari directly, influencing their culture and decisions.
Divinus Mk4 Wiki

**Welcome to the Divinus Mk4 Wiki!**Here is the compendium of the world of everything in Divinus Mk 4, a god roleplay hosted on RPGuild.

When creating new wiki pages, it would be good if you could include, at minimum:

* A brief description.
* One or more categories for the page.
* Internal links to other wiki pages.
* External links to relevant posts.

## Characters

* Characters (Gods)
* Characters (Heroes)

## Phenomena

* Mana & Mana Magic
* Telluric Magic
* The Breath of the World
* Druidism
* Worldsong
* Vampirism
* Golden Generations

## Lands

* Toraan
* Neverday Island
* Kylsar Isles
* Mydia
* Hreelcii Isles
* Kubrajzar
* Aopoa

## Mythological locations

* Antiquity
* Notice Board of the Gods

## Mortals

* Aiviri
* Akua
* Alminaki
* Death Dragons
* Eloxochitli
* Flitterlings
* Flutterlings
* Gravitationals
* Goblins
* Humans
* Humenaki
* Iskrill
* Itztli
* Lapites
* Mantarin
* Merelli
* Night Elves
* Reshut
* Sylphi
* Thumblings
* Trolls
* Vespian
* Vrool

## Civilizations

### Toraan

* Civilization in the Highlands
* Dehrthaa

### Kubrajzar

* The Qabar-Kirkanshir cultures
	+ Hreelcii Isles
		- Welkos

### Ocean

* Vrool Tyrannies
* Akua civilisation

## Known Settlements and Cultures

#### Toraan

* Ha-Dûna
* Ketrefa
* Acadia
* Angetenar | the Arrak
* Solkra
* The Weike
* Soleras

#### Mydia

* Fragrance
* Sancta Civitas
* Sarapar

#### Kubrajzar

* Aklux
* Habsut
* Qabar-Kirkanshir
* Tekhen

#### Hreelcii Isles

* Amashu
* Fennuhamel
* Wek-Nor
* Wek-Phon

#### The Great Ocean

* Aopoa
* Kahu-ali'Haku

## Species

* Species (Toraan)
* Oceants
* Owlix
* Species (Mydia)
* Species (Kubrajzar)
* Species (The Great Ocean)

## External resources

* timeline
* mp/fp table

## Latest Activity

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Age of Artitects

*The Birth of Artitecture III*: A fairly small minority of this Golden Generation consists of architectural geniuses who intuitively and creatively see how the native architecture of their people can be beautified and made better. They have an intuitive understanding for all aspects of the architectural process, from designs to the processes of bringing about what is designed. They also have a greater imagination when it comes to the materials useable and the possibilities provided for enhancing and controlling their built environment.
Mundane Sea Life

Life must teem...

## Summary

In the many waters of Galbar, all across the surface of the planet, teem the numerous mundane species of life created by Klaarungraxus at the beginning of the world. Unbound by forced forms or expectations of shapes or sizes, the organisms (both floral and faunal) that populate the Great Ocean are both numerous and varied. Of all the creations placed there by the God of Oceans, corals are said to be his most favored.
Bearfish

Sharp beaks and good at lifting...

## Summary

So-called Bearfish are a number of terrestrial fish species created by Klaarungraxus during the creation of the surface reefs on Galbar. They are physically impressive quadrupeds with an omnivorous diet that allows them to subsist on just about anything they can get their beaks around. Bearfish are semi-communal, living in groups of up to a dozen individuals, and are known to make loud, twiddling calls to communicate between the crevasses and canyons of their reef environment; this call is known as a yodel.
Notice Board of the Gods

Built on turn one, the divine noticeboard sits in Antiquity overlooking the arena. It houses a number of messages, more of which can be added via a supplied stack of paper, fountain pens and pins with which to affix the notices to the board.

## Contents

* A notice describing how to use a noticeboard properly
* a note transcribing Cadian's announcement about avatars - "What if I told you there was a way to interact more closely with the world? All you need to do is bind a small piece of your soul to another form, and send that form to Galbar. It will be able to pass through without interference from the Lifeblood, walk the world, and perform divine actions on your behalf. You can thank Gibbou for this trick. Oh, and if you haven’t set foot outside your realm’s portal yet, please do; it’s perfectly safe! That will be all!"
* Half of a small, shoddily ripped piece of paper with a drawing of a sun with a smiley face on it. Half of the paper has been ripped away, leaving half of the drawing.
* A note explaining the Zodiac.
* A survey of the gods
Hadal Caves

The **Hadal Caves** were created by the Lifeblood in the great age of creation before the retreat of the gods from Galbar. It is teeming with insects;

> The Lifeblood descended, carving away into Galbar's surface as Klaar had widened his seas. It hacked and sliced, worming into the colder and colder ground. Soon, puffs of super-heated gas greeted it. Smoke belched from the boiling core below and soupy vapors filled the cavernous veins the Lifeblood left in the earth. It felt the attention of the miniature organisms peeping in, and sought to please them. Mirroring Klaar's eternal weathering of the land, the Lifeblood dug. Its caves spread beneath Galbar in all directions, wild and unplottable, delving miles deep or lurking just beneath the surface. Sometimes the stone walls opened into vast expanses, where water dripped from above and magnificent crystals sparkled. Sometimes, the caves narrowed and narrowed. They could be hot enough to set the stone melting, or cold enough to freeze the water percolated throughout. It was chaotic and beautiful. And when the small beings saw it, they embraced it, finally having somewhere safe where the sun could not tear at their eyes and swift predators could not run them down. Fellow carvers of the rock and dirt multiplied, and Galbar writhed, full of worms and moles and other beasts of the dark.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5088877
Milkwood Forest

Iron Bark

## Summary

The **Milkwood Forest** is a region high in The Anchor of the World's alpine, created by Boriyas during the great age of creation before the gods retreated from Galbar.

* *And with that the Lifeblood exploded into activity, taking hold of the tiny things roots and lending it form, endowing it with the power to cut through stone like a hoof through snow and multiply and fill the realm with its brood. To its body it gave power, blessing it with the spirit of the mountain and the hardness of stone until brown bark went black. And so it rapidly grew until its trunk and branches became tall and mighty, fit to rival the Big Green.*

*The entirety of the alpine grew dense with the black trees of Boris. Thick and strong, just like the mountains they stood upon and battled against. Milkwood, he would call them, despite their color and battle-tested hardness.*

## Properties

**Milkwood Trees** are fossil-like that are several stories high, have black and have white leave and are as hard as stone.

## Reference

1. ↑ https://www.roleplayerguild.com/posts/5091369
Hir

Hir is an ivory horn rimmed with obsidian.

*Hir* is the catalyst of druidism, the artefact required for a mortal to obtain druidic powers. It resembles a spiral horn of ivory rimmed with obsidian. It was created by Gibbou with the help of Oraelia as a tool to be used by mortality to protect themselves by giving themselves magical powers. In order to acquire its powers, the user must fill it with any kind of drinkable liquid, which will then be infused by the divine powers within the horn and subsequently empower the user. Many-coloured inky veins pulse across the horn from time to time, forming up into the symbol of the Hearteye and the Hand of Ink & Poetry before dissipating. It was blessed with the following titles:

* **Druidic II**: Using this artefact (in this case, drinking from it) empowers the user with the power of druidism. This effect is negated by powerful attunement to mana and will negate any weaker attunement.
* **Durable I**: Being crafted by gods, this item possesses a durability unheard of in mortal-harvested materials of similar kinds.
* **Wonder of Genesis I**: Grants users of *Hir* the power to manipulate plants and plant life in accordance with the requirements of druidism.

* **Prayer and Reflection II**: Enhance the *Hir* so that it may be found in the reflective surface of a freshwater lake when earnest prayer and pious behaviour calls to it through a dedicated ceremony.
* **Draught of Ink & Poetry I** - Those who drink from the druidic horn will gain a proclivity towards Poetry that many will view as madness. They’re likely to speak in poetic riddles and, due to the natural affinity to the Worldsong this will create, will come to hear voices that only other enlightened artists can (contributing to their perceived madness). This eases the realisation of Spiritsinging to druids, but this title does not grant Spiritsinging. This title also blesses druids with knowledge of the Hand of Ink & Poetry and the arts of ink, glyphs, and tattoos - i.e. they will know that ink can be made of near anything and that the substances that go into making ink can bring about related qualities and traits, and will know how to tattoo themselves and others and draw glyphs.

## References

1. ↑ https://www.roleplayerguild.com/posts/5092352
2. ↑ https://www.roleplayerguild.com/posts/5092352
3. ↑ https://www.roleplayerguild.com/posts/5094812
4. ↑ https://www.roleplayerguild.com/posts/5096561
5. ↑ https://www.roleplayerguild.com/posts/5096561
Hell Island

**Hell Island** is one a number of landmasses brought into being by the Lifeblood in the great age of creation that preceded the retreat of the gods from Galbar. The majority of the island is taken up by the Hell Hole, a hellish ecosystem. The island is also home to the Gr'Tolkath, a legendary beast with the body a spider and the head of a wolf.

> It took place in the midst of the still barren rock on the small island west of the main landmass. ...the Lifeblood dug away...into the center of this island. The Lifeblood ripped deeper and deeper into the crust, removing the stone that it had previously brought into existence. A faint glow began to come from the hole, unlike the glow that came from the Bright One, this glow was sinister in its origin. At least, it felt sinister. Its sinister presence expanded further up, creeping up the hole and reaching the opening. At this point the Lifeblood had dug a hole very deep within the planet, to the point where the planet's own internal heat seeped into the hole, making it unbearably hot. On the surface, the island was now not much more than a fairly thin ring of land around the Hell Hole, and was enshrined in a light that came from deep below. ...From the Hell Hole the Lifeblood spawned branching, red plants that resembled dry coral reefs above the ground, the Hellicas. These plants were the largest plants of this ecosystem, covering all of the smaller plants known collectively as Hellgrass. Various rock-magmas critters scuttled around this new island, feeding on both the Hellgrass and each other.
>
>
>
>
>
>
>
>
> Lastly...the Lifeblood summoned forth a behemoth to inhabit this hole. The creature clawed its way into existence. It had twenty-four long, sturdy, flexible legs and a massive, deep maroon body with a thick armored hide. It had a head coming from the front, or what one would consider the front since the rest of the body was largely radial in symmetry; the head rested atop a thick neck and wore hundreds of eyes on each side of its strangely mammalian head. Thousands of huge, sharp teeth rested in its drooling mouth and a highly sensitive nose fit in just above. The entire colossal creature scuttled into the Hell Hole, which became its home. Just the sight of the creature would be enough to make any weak-minded mortal go mad with fear with the mere comparison between this monstrous horror and themselves. The creature needs little to no external food as it manifests most of its energy from the heat from the ground itself; however it will easily eat any living creature whenever it feels the appetite. This creature is henceforth known as the Gr'Tolkath, or the Guardian to the Gate of Hell, as mortals will call it.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5088923
Quillat

Quillats are a species on the continent of Toraan that were created by the Lifeblood early in Galbar's history. They can be found wherever there is grass to feed upon as their herds are quite numerous.

Quillats most closely resemble a mix between cattle or perhaps bison and porcupines or hedgehogs due to their large herd based herbivorial nature and their extensive quills that serve a defensive role in their community based life. Their quills are usually brown or yellow in healthy populations and they are almost always found in groups, typically based in guarding and caring for young collectively and for the warmth of their common kind
Iltralla

Named after the word the humans of lower Azumaï insist to call him. Iltralla was once a regular black panther until the Winds of Magic picked him up and mutated him. Delivering him to the region of Lower Azumaï in the Hreelcii Isles. His purpose remains a mystery

## Blessings & Titles

### Blessings

* Iltralla enjoys enhanced cognitive abilities. While it does not allow him to think as a sapient would, it does enhance his ability to think, reason, and learn to a limited capacity.
* Iltralla gained a pair of functional raven wings that can be folded on his back.

### Titles

**Umbral Hunter I** - An innate sorcery, this creature can spawn two illusionary versions of itself that act according to how the real version wants it to. However, as it is nothing more than an illusion and cannot physically interact with anything. Even though it looks exactly like the first one. Should one illusion wander too close to a light source, it might appear as smoke is coming off of it. Hence this ability is generally most useful in the dark of night. The umbral hunters can last for up to an hour and be used only once a day.

## References

1. ↑ https://www.roleplayerguild.com/posts/5129581
Midnight Madness

Midnight Madness is a plague of the mind made by Gibbou that spreads through touch. It causes the infected to maniacally engage in partying and overconsumption of inebriating substances, destroying themselves by sleeplessly feasting, dancing and drinking for days until they collapse with exhaustion. It can thus be quite fatal. The infected also develop acute late-stage addiction to these substances, even if they neverbefore have been exposed to them, and they will become violent and desperate if not given their fix. The disease will, however, pass after a period of six days if the infected is not provided with any such substances. If they have steady access to them, though, the disease will not fade naturally. It can be cured with healing magic.

A newly infected subject will at first feel exhausted and be unable to move. Then they will begin to ask for any sort of inebriating substance that they know of, whether this be wine, cocaine, weed or something else. If given any of this, the sickness will take root.
Azaris

Azaris' symbol. "You needn't fear the dark if you join it"

## Summary

Azaris is a conceptual god who prefers to remain firmly in the shadows.

## Domain Over Stealth

Azaris knows that one’s importance does not come from their name, face or voice, but only out of the effect one had on the world around them. The inherent need of mortals to be remembered is born out of pettiness and vanity, and those who parade their great deeds through the streets are not heroes, but cowards who give in to these base desires, opening themselves to needless dangers in the process. Rather, the best lives are those lived out of the perceptions of others; Azaris offers a shroud all that wish to remain cloaked from the outside world. One need not be heard to exert influence. One need not be seen to be important. And one need not be known to exist.

Azaris' powers center around the ability to remain unseen and unnoticed, and her blessings tend to follow a similar theme. Her blessings are not only for hiding however. After all, death can always come from the shadows.

## Mastery of Silence

Silence is more than merely the physical lack of sound. Rather, silence is a choice beings make when they forsake their inherent desire to be heard, the discarding of one’s voice, temporarily or permanently, in order to better serve their actions. In this way, Azaris can control silence as both a piercing muffle and a protective shroud.

Whether avoiding detection in a dangerous location, concealing personal schemes from the prying ears of others, or muting those whose speech could harm you, silence is a powerful force in the world.

## Persona

As with her other aspects, Azaris personality is difficult to nail down. She takes no joy in causing suffering and avoids it when possible, but she is still very much willing to step outside the bounds of traditional morality when the situation calls for it.

Azaris, in her dealings with others, tends to be rather cagey and withdrawn with her communication. When she scrawls her messages, they tend to be short, to the point, and often a bit tactless.

Despite her withdrawn demeanor, Azaris actually takes great interest in the mortal world, readily giving blessings to those that please her. That being said, she harbors a dislike of sycophants. If one desires her favor, they must earn it not through constant prayer and total subordination, but rather through living a life she finds to be worth her time. She generally gravitates towards those who demonstrate cunning and ambition while working in the shadows of life.

## Base Form

Azaris base form is more or less that of a tall, black haired human woman, notably lacking a mouth. Her attire

consists of a silken veil not entirely unlike a burka, accompanied by a long and flowing purple dress with a cape that blends with her surroundings.

She is not often seen in this form, as she is very uncomfortable with its relative exposure.

## Domain Form

Azaris’ domain form remains unknown, as she has never willingly uncloaked herself while in it. She chooses instead to remain invisible, revealing herself only through scratched messages and phantom shoulder-taps.