recursal/Fanatic-Fandom huggingface dataset:
The Gestalt

The Gestalt is a strange entity. A formless mass of black liquid that spans entire worlds. The black liquid dissolves and integrates any material it comes into contact with, absorbing it's skills, memories and raw materials. The Gestalt grows and consumes, believing itself to be rescuing the world's it devours. It views any world where the minds of individuals are seperate and hold their own independent thoughts, to be a living hell.

While the Gestalt is incredibly dangerous, it exists so far away from the inner circles, that Andrasa is hardly in any immediate danger from it. In fact, many conjurers have learned to utilize the gestalt for their own means.

By summoning a tiny fragment of the gestalt, and binding it to a figurine, they can command the shapeless entity to take the shape of the figure depicted, and draw on the various knowledge and skills of entities devoured by the gestalt in order to create a powerful and mindless creature that they can command freely without fear of revolt, like many other planar entities. The true danger of summoning the gestalt comes should the conjurer fail the binding ritual, and unleash a practically unstoppable killing machine into Andrasa

While such events are not common, they have happened before. Usually the fragment can be banished quite easily if it hasn't had a chance to consume much, but summoning the gestalt is considered to be flirting with disaster

Nobody is sure of its true origins, but various Aether Expeditions and Conjurer Studies seem to conclude that it held much humbler origins at some point, likely as a failed creation by a sorcerer of another world, rather than any kind of cosmic diety.
Rime Lords

Supposedly servants of the timeliness appear like frozen shambling corpses, with blue skin.

### Practices

Elemental Magic, Lichcraft and arcane magic

### Alignment

Unknown

The Rime Lords are widely considered to be nothing but Drowtales, like yeti or an ethical form of capitalism. Stories are told of blue skinned sorcerer's wandering the icy wastes.

Most stories can never seem to decide if the creatures are friendly or malicious, some granting magical artifacts and other simply freezing people to death.
Torvel Ferventus

## In Life

The founder of Ferventwood and exmilitary man. Not much is known about the first founder other than his reputation for making others uncomfortable. He built his town with a group of fellow retired soldiers around a strange dark obelisk he discovered on a scouting mission years prior that he claimed showed him a vision of a thriving community. He worked tirelessly to make his visiom a reality, going so far as to convert the odd obelisk into the town's city hall. He passed away to a mysterious illness nearly 40 years ago, leading to the town's first "Eternal Election" a process that had been set in place by Torvel himself prior to his death.

## After Death

In the wake of Torvel's death, many incidents and strange happenings began to plague the town of Ferventwood. The mine had constant tremors, and citizens were plagued with nightmarish visions. 7 months after his funeral, Torvel returned to the streets of Ferventwood as a member of the undead. Every night for nearly 40 years he had appeared walking the streets at night, babbling about nonsense and uttering strange warnings. A common rumor that has since been widely accepted as fact is anyone who looks into the eyes of the apparition becomes cursed. The curse manifests differently for each victim, but common outcomes include complete loss of feeling in one's body for months, night terrors, speaking in tongues, bouts of madness or in extreme cases, foreseeing ones own death.

Torvel's reputation as creepy or eccentric was well known before his death, these qualities have since been greatly exaggerated and blown out of proportion in attempts to paint the town's hauntings as a genuine tourist attraction. While Torvel is far from the town's only ghost, he is it's first, as well as its easiest to find and most popular..
Appla's Squires

## The Squires

The Squires hold no uniform. Most wear simple inexpensive adventuring gear. The squires guild is rare in that it is religious in origin, but holds no faith requirement to join. It also holds no race or gender restrictions

### Alignment

Good

Appla's Squires were formed by a following of the newly recognized goddess but holds a lot of favor with non believers as well simply for the good they do.

Communities come to the squire outposts asking for aid, paying what they will, and hopeful Squires will attempt to Fullfill their needs, simple as that.

## Roles

### **Squire**

The standard role is that of a squire. The role of squire is quite simple, so long as you continue performing jobs for those in need, you gain access to the various outposts and armories all across Andrasa. Originally the guild also required you to hold Appla as a patron diety, but theyve since loosened their rules. Now anyone who believes in the good that Appla stands for, whether divine or not, is welcome.

### **Blades**

Applas closest companions who travel with her always are known as the blades and founded the guild of Squires. While originally there were only 4 founders, one member of the guild showed such promise and devotion to good that Appla chose to make him a blade as well, so there is precident for it to be considered a "rank" but it's very unlikely such a promotion comes simply with time and effort alone.
Calligrapher's Guild

The Calligrapher Guild of Andrasa is an organisation dedicated to the preservation and sharing of knowledge, wisdom and culture. Its members spend long hours transcribing and copying texts from across the globe and selling them to merchants.

Most members of the Calligrapher's guild spend their entire lives in the writing towers of the guild, perfecting their craft. Others pursue travels or adventures to recover rare or obscure books. The Calligrapher's guild usually will only sell books that they themselves have copied, but here are exceptions and some very talented individuals sell their services to the guild.

## Ranks

### **Acolyte**

All new applicants of the guild start our as acolytes. Most will never rise above this rand unless they show talent and interest in more specialized areas. An acolytes job is simply to transcribe finalized drafts, word for word, and bind the covers. They are not expected to take liberties.

### **Seekers**

Seekers are few and far between in the Calligrapher's guild, as their work often would simply be delighted to mercenaries or hired help. The seekers are members of the guild who's passion for books pull them to adventure. Seekers are tasked with searching for and recovering rare books.

### **Linguists**

Linguists are the old and wise members of the guild. They've spent so long as acolytes that theyve read and learned countless words. Their incredible grasp of the many languages makes them best suited to translate, annotate, or even edit original texts into a more accessible draft to be recopied and redistributed by acolytes.

### **Librarian**

The librarian is the leader of his guild branch he is the one who controls the overall efforts of the guild, deciding which books are worth the efforts of seekers, which translators work on which texts, and how many of any individual book is printed. The librarian has the toughest job in the guild, however ironically isn't required to have any of the skills expected by any other member, rather the title of librarian is appointed to the oldest member present in a guild hall, whether acolyte, seeker or Linguist.

## Lexicons

Supposedly, the first branch of the guild contains rare magical books, known as lexicons, which imbue the reader with a perfect understanding of whichever language they were written in. The lexicons, if they really did exist, were lost in the great chasm of XX09 along with the entire first branch.
Cave Dwarf

The Dwarves of the deep earth, seemingly altered by their time in the depths are an odd bunch. Few races succeed at making so many people uncomfortable with their presence alone.

## Appearance

Cave Dwarves physically resemble their hill dwarf cousins quite closely, the few differences are almost entirely found in the skin. The deep dwarves have an almost sickly dark grey to their skin, and their hair ranges only between a dull black or a pale white. In addition to their skins odd color, many dwarves born in the depths find strange rune markings appear along their bodies upon reaching puberty. These strange runes give the deep dwarves a powerful natural resistance to most forms of magic, like protective barriers.

Deep dwarves grow their beards out like hill dwarves, but the shape they take is often much longer and thinner.

## Culture

Deep Dwarf culture is one of the least documented cultures in Andrasa. They have sworn off recording their history in writing, opting instead to pass on their history through stories told by their elders in the old tongue. These stories are never to be shared with outsiders and as such, very little is known.￼
Horned Witch

Spellcasters who align themselves to the great horned god in a ritual are physically transformed into Horned Witches. It grants them power of the old magic, but forever scars their appearance with massive horns and a tail.

For turning their back on the natural order, Horned Witches have been cursed to only bear children who are weak and sick, the only way to save them is to give them away.
Leshy

The embodiements of hunter and prey, Leshy are born from hunting grounds. They enjoy hunting various creatures and wearing simple outfits made from their trophies.

Leshy consider the relationship between predator and prey to be a playful one, and don't have any hate for those they kill, to them it's just a game.

Sometimes Leshy will appear and declare a creature as the predator. It's almost like tag, but the creature will develop an insatiable hunger that can only be supposed by biting into the Leshy. Leshy often reward such skilled hunters with magical boons.

Leshy are incredibly dangerous and should be avoided at all costs, many seem to disregard their danger because of their exotic and flower like appearance, but the Leshy can tear a humans hear from its shoulders with a single bite.
Silas Greelin

Not totally accurate but the resemblance is fitting

Orphaned as a young child, Silas was adopted by the leader of the Red Conjurers. When he was old enough he ambitiously chose to bind the arm of a very powerful devil to his arm. He had a very promising career of magic ahead of him but with the death of his Master/adoptive father, Silas' ambitions faded. He moved to Ferventwood, selling his services to the mayor keeping the ghosts at bay with his magic. He settled down with a wife and they had a child. When the little girl got deathly ill Silas used his devils magic to study the deathly aura of the nail and use its power to allow his daughter to continue to grow and live as if she had never died. His wife left the both of them, too disturbed by the whole ordeal. Silas' daughter, Serenity, is now 7 years old, and still has no idea she's been dead since she was 2.
Phung

The Phung enter the bodies of any forms of plants giving them doll like appendages and very minimal faces

### Origins

Essence from old crops

￼Phung are the weakest of the fae. Minor spirits formed from the essence of farm crops who were cared for by humans, they don't have very strong minds, but they are filled with immense gratitude to mortals. Once the initial crop is harvested, it's essence is disembodied and often flees to the wilderness to explore and play with other fae.

A Phung will rarely take physical form, but if they come across a sad mortal, especially children, they will sometimes possess a nearby fruit or vegetable and attempt to cheer up the mortal with a funny dance.
Cherufe

The embodiment of fire as a destroyer. Cherufe is a living wildfire that exists solely to consume and destroy everything around it.

It's said that Cherufe was always a violent force, but there was a time he believed himself to be helping the world. He believed fire could clear away the old and dead and make way for new life. After the death of his sister Aegle however, what little compassion that existed within Cherufe was gone.

He no longer cares for change, and seeks only the absolute destruction of everything. His motives aren't even revenge for his sister, rather, destruction is the only sensation that helps him forget her.
WIKIA IDEAS

If you have any ideas for this wikia, add them now so editors know what to add.

* Move tower-related stuff from "clan" page to "tower" page
* add Easter eggs
* list resources required (such as silver, gold, etc) for each drill upgrade (such as motor, scoops, etc)
* Finish the resource list
* Update images -- many are old interface.
* Page Manuel of Style should be "Manual of Style" in page title & link refs. (must be admin to edit)
* add ideas to the game
Adoni

“Pure Blooded” Humans. They make up about 85% of the human population and the large majority of civilized society.

## Appearance

Come in all the shapes, colors and sizes found in the real world.

## Culture and Society

Adoni have a massive amount of cultural distinctions and languages amongst themselves. The majority speak in different dialects of Andran, and celebrate Patron diety worship.

While not all Adoni are in the top percentiles of power or wealth, those areas are occupied largely by Adoni families. I'll cut the crap. Adoni are white people.

Adoni culture specifically can tend to be very elitist when it comes to people of mixed races. Being a pure blood is considered a mark of pride. Its often said by starving and poor families "at least we're pure Blooded"
Sunscorned

Hailing from the eastern isles, the Sunscorned are a strong and proud people. Due to the harsh nature of the eastern Isles, it's often said that only the strongest live to see adulthood. They're brutal strength is juxtaposed to their respectful and stoic demeanor.

 Appearance

The Sunscorned are known for their massive sizes and sharp tusk-like lower teeth. They generally have darker skin tones and black hair.

## History

in the year 13XX the human tribes of andrasa are said to have set out to colonize the dangerous landscapes of the Sunscorned Isles. When they arrived they found the islands inhabited by humans with bizarre tusks and skin tones. The Adoni tried to subjugate the people, but with little knowledge of the desert, they were easily defeated. The war was short, and a treaty was signed that recognized the sunscorned isles as their own independent nation of Andrasa. To most everyone's shock, the people of the Sunscorned isles were quite quickly to forgive and forget. The Sunscorned Isles and other kingdoms of Andrasa became fast allies of trade.

## Culture and Society

Sunscorned culture is cold and harsh. The mortality rate is so high, that they do not name their children until past the age of 3. They're philosophy is survival of the fittest, but also a philosophy of peace. Nature may determine who is fit to live, but fighting amongst ourselves is a foolish waste of the lives that nature has spared.

The unique biology of the Sunscorned isles has lead to strange bonds between their fauna. Many Sunscorned keep parasitic insects as pets, or even raise massive monstrosities as cattle. Bees form the famous honey that is one of the Isles main exploits.

The unique culture of the Isles has also lead the people to form many offshoots of traditional religions, ranging from depicting Hana-Dao as a queen bee, to Caedes' as a twin headed vulture.
Clans

Clans are group of 50 or less people. Anyone starting from 10 KM can join a clan. Being in a clan unlocks many social features like chat, donations and clan wars.

## Social Elements

### Chat

Members are able to communicate with each other within the clan. Anyone can also ping anyone by going to one's profile and hitting message icon. This will send a notification to the player's phone. You can ping someone once a day.

### Donations

Players can tap donate to donate some minerals to a player. You can also tap REQUEST to ask for a donation. Then, you can go to the storage to collect the minerals given. They are useful when upgrading the Drilla.

## Clan Wars

### Concept

    The clan wars, also known as events, are weekly challenges between 2 clans. A clan war starts on Friday and ends on Sunday (the duration is 48 hours).

During the clan war, all KM which has been gained by each member, since the beginning of the war, is accumulated. The winner is the clan, which has gained the most KM by the end of 48 hours period.

Members who join a clan during an active clan war cannot contribute for their clan and must wait for the next war to fight for the clan.

### Reward

Every member of the victorious clan will get a reward of 30 Crystals as well as various Assistant materials. Losing clans still get some materials, but not as many.

## Administration

The mods and admins can manage the clan. in many ways, like kicking out people, and accepting requests.

### Moderator

Can kick players, approve requests, update clan stats, and have a star in the ranking.

### Admin

They can also choose mods, change clan name and description, and delete the clan!
Thasta Wolfwalker

I think her outfit is dumb, but there are very few images of elves with eyepatches

## Hireling Stats

### Cost

Doing Good

A naive high elf who never fit in in Axotia. She hoped to come to Andrasa and turn into a wood elf, in the old stories. She lost her eye fighting a skin walker, after she killed it, it's master took her as his new apprentice.

Unlike traditional druids, she wears the pelts of animals to take their shape, rather than connecting her essence to that of an animals. Sh

he carries the pelt of a wolf wherever she goes.

Now

ow that she has been released by her skinwalker master, she is seeking a druid or wood elf to help teach her how to better connect to the world around her.
Spriggan

The old decrepit hermit wears the bog leaves of a swamp and mask of iron

Spriggan is a powerful fae, a fact he advertises to others with an iron mask. He is the personal guard and adviser to the Horned Gods court, and enforcer of fairy law. He strikes horror into the hearts of most fairies. When he makes an appearance it is often to destroy a fae who has broken the law.
Adrian of Silverlake

Noble and kind apprentice to Mordred Hellscythe

## Personality

Adrian is a friendly person and adores company. He often used his magic as a conversation starter, which often backfires, as few are as comfortable around magic as he is.

He's easily excited by magic and dreams of one day being a great wizard, inventing spells of his own. He was raised as a squire, so he has a strong sense of honor and duty, and it's one of the few things that he won't drop at the sight of a flashy spell.

## Appearance

Adrian is taller than average for an Adoni, and his build seems better suited for the life of a warrior than a mage. His hair is golden and his face has an uneven shave to it.
Black Iron Gate

Image Subject to Change

Caedes' domain and one of the single most defining Alterworld of the universe. The Black Iron Gate is named for its only prominent feature in an infinite wasteland of ash, Graves and bones. The Blacl Iron Gate stands so tall that even a single nail in its construction stands over 3 stories tall.

If is the fate of all souls to be herded into the black gate upon death, where their eternal afterlife awaits. The only race that believes anything can ever return upon passing through the black gate are the elves.
Dwelf

The bastards of Andrasa, generally hated and despised by all except fellow outsiders in society. The Dwelves are seen to hold all the worst traits of dwarves and elves, and none of the best.

## Appearance

Dwelves stand a head above most humans. Their builds range but most are slim, yet muscular. Their faces are full of very prominent pointed facial features.

Their ears are long and sharp, but their faces are often full of beards, and the women even have sideburns. This off putting collage of racial features is a dead give away. No Dwelf would ever pass for either of their parent races.

### Culture

In terms of personality most Dwelves are incredibly short tempered and competitive. They have the stubborn resolve of a dwarf, the heightened emotions of an elf but neither of the races sense of control or balance.

Dwelves have developed a sense of solidarity. Having no true family, they often refer to one another as brother or sister. Nephew or uncle if the age gap is large enough. The kinship between two Dwelves whove never met is almost like that of old friends.

Racial rivalries between the dwarves and elves have been strong for centuries, and combine both races existing distaste for halfbreeds and the Dwelves are doomed to a life as orphans from the start.

Very few are born on purpose, often the result of regretful one night stands or worse.
Tomrelle Brynhold

## Summary

An ancient conquerer who famously walked to his own death. King Brynhold is often used as an example of the dangers of not knowing how to differentiate reality from fiction, and lies from truth. Its often the go to story to justify the merits of Bogzhads teachings, showing the dangers of lacking basic critical thinking.

## Legend

The story goes that a warlord conquered a patron town of Bogzhad. Disgusted with their religion, which he believed to be evil, he called forth a priest of each race, and asked them to justify their religion.

The halfling spoke first, trying to appeal to the king with jokes. Showing the light heartedness and joy of Boghzads teachings. when the king was startled by the halflings squirting flower he felled him where he stood.

The human tried to play off the king's shock, claiming that a good lie can lead to surprising ones enemy, giving a tactical edge. The king scoffed, and slayed the human priest, calling him an honorless coward.

When he turned to the elf, the priest offered to the king a more intellectual answer. "Consider if you will, that without teaching ourselves about lies, that we can never know the truth. If ignore learning about lies, we cannot defend ourselves from the tricks of others.

"What if I were to tell you of immortality and limitless power awaits you, should you just continue walking north until you reach it.." the elf famously states

And with that the king stood from his chair and began to walk. The elf, confused, tried to explain the fact that he was only using an example, but the king would not hear it. The people of the city, both invaders and captives alike watched in awe as the king wandered into the cold, shouting that immortality would be his.

Having proved himself, the elven priest was made chief of the barbarian invaders, and ruler of the small village.
Hadúr

Name subject to change

## Incarnations

### God of Invention

Humans view Hadúr as a neutral god, who watches over and favors those who craft or forge. It is believed that Hadúr gifted mortals with the first ever, from which they forged tools, weapons and armors. Forbes are his sacred temples and blacksmiths his holy emissaries. Praying to Hadúr will ensure your equipment will work at peak efficiency.

### Deus Ex Metallum

The Hobbit depiction of Hadúr has gained increasing popularity among dwarven families. He takes the form of a mighty stag built from twisted metal. They believe that essence exists within each and every tool that gives it a unique peraonality. A good blacksmith or warrior respects his tools and draws out the essence in them. There can be no credit for invention, rather a creator gives the metal the shape it truly desires.
Gowan

Gowan often wrap themselves around dandelion flowers and drift through the air

￼The Gowan are tiny humanoids who never stop moving. Theyre often seen gliding through the air on the stalks of dandelions.

Most Gowan aren't looking to find anything in particular, they just adore the sensation of travel. Sometimes they want to share these feelings with mortals, but their "gifts" often do more harm than good, teleporting people thousands of miles away, shrinking them to size of ants, or making them with less and having them be carried away by the breeze.

Gowan are good intentioned, but also very indignant, and never find fault in their actions, so it's fruitless to argue with them should you find yourself in an awful predicament due to their magic.
Eternal Mayor Bayar

Elected nearly 40 years ago, the reclusive mayor Bayar spends most of his time inside the black obelisk. He handles all manor of complaints and economic concerns in person but takes his time doing so. There is much speculation on his situation, ranging from fear of the town's ghosts, to being cursed to never leave his tower, of even simple shyness. Very few people who live in town seem to actually know anything about him.
Willow Wisp

Multiple blue flames each taking on the shape of a body part.

Willow Wisps are often mistaken for ghosts, elementals or even just natural flames, but in truth they are the guardian Fairies of Marshes and Swamps.

It is said the Willow Wisp is an odd fairy that does not speak or socialize with the others, preferring to stay alone in the gas filled Marshes of nature.

Willow Wisps can be quite dangerous as well, intentionally leading travelers to their deaths or sometimes to riches. Their motives are practically impossible to read.
Alice Rosevelt

* 1
* 2

## Appearance

An imperial soldier, Alice dresses in the blue captain’s outfit which is adorned with medals. She has blonde hair with blue eyes and a beautiful face and body. she stands quite confidently and radiates an aura of control. she wears a flowing yellow scarf to distinguish herself.

## Personality

Alice takes very little nonsense and is prideful of her duty to return the colony of Lucertola to the new king of the Barra Empire. She cannot stand chaos and always must have things in order. if she loses control of a situation she will begin to throw a temper tantrum. she has a short temper and angers easily when she doesn't get her way. despite this, she is very bold and daring. often risking her neck if she thinks it to be worth it.

## Backstory

Alice was but a common orphan on the streets of the capital. She became a pickpocket with many of the other urchins, forming a minor crime ring at the age of 7. She became particularly acquainted with a child named Bagados, whom she became close friends and rivals with. at the age of 13, a noble family saw her beautiful face and took her home to raise her, much to the frustration of Bagados. The noble Rosevelt mother had recently miscarried her own daughter, and lavished Alice with attention and love nearly spoiling her. Alice bathed in this attention until she was 17, Alice decided to try her hand at sailing. At first she was terrible, nearly sending the entire fleet off course with a simple miscommunication. but eventually she proved herself a capable sailor, and named captain at 20. one of the youngest ever. she began a rivalry with a scoundrel pirate known as Captain Bagados whom she mistakenly became intimate with during a drunken stupor on night. she became the number two captain of the Barra empire, bested only by the legendarily powerful Captain Thomas Von Burrick. when Burrick rebelled against the empire, Alice took her chances and gained power over the entire fleet. she was sent out to Lucertola to prove her worth and bring the traitor back for execution.

## Resources

Her ship \*the Sailing Maiden\* and everything on it. she carries also a first aid kit, and a telescope.

## Equipment

a long rapier capable of deliver a piercing thrust of 15Kn, and 3 flintlock pistols.

## Skills

Fencing, Navigation, and public speaking.

## Pirate Curse/Feat

Alice can control the wind and form it in many ways. She can cause the wind to rise and give her ship more speed, or she may send concentrated bursts at 20kn at an opponent once per 3 turns. She can also use it to form a shield of 30kn once per 3 turns.

### Versatility

Versatility: Very skilled in Rapier Combat and Ship navigation. She is also an excellent captain, capable of inspiring her crew to drag the Barra empires enemies into the depths of hell.
Baros

## Incarnations

### Baros, God of Absolution

Baros is most commonly seen as the god of forgiveness and redemption. Those who have wronged a fellow man will find themselves cursed with what may only appear to be bad luck, but is the will of Baros. Until Baros is appeased and believes you to have made up for your misdeeds, nothing will ever go well for you. Forgiveness for simple wrongdoings is often achieved through a short prayer, but more serious crimes often require more serious penance.

### Executioner King

Another depiction of Baros often on desplay in gallows or prisons is a far colder interpretation. Most of it comes from a line in the old texts :

"Fear not fear inflicting death on those who have done wrong, if the punishment fits the crime, then blood paid in life will redeem them in death."

Invoked by families of executioners in order to remind themselves of their role as tools of justice.

## The Penitent Whaler

### Aspects

Justice, Vengeance, Weather

Baros is also the god of oceans. This is usually considered a minor aspect of his domains, but sailors or others who rely on the ocean to be safe to travel will pray to Baros. This coastal depiction of Baros has far less to do with crime and punishment in a legal sense, and more superstitious. Those who break taboos die at sea, or so it's said, by the wrath of Baros.

The Penitent Whalers name comes from a story in which Baros took mortal form to help a sea captain Perdue the vengeance against a whale that took his leg. At the end of the story the captain finds himself regretful of having destroyed something beautiful and in that moment Baros comforts him. Telling him vengeance is a natural desire, and he should feel proud for what he accomplished, but now must seek atonement. the captain spent the rest of his days protecting the safety of the sea and all its creatures with the Whaler at his side. When the captain passed away of old age, Baros returned to heaven.

### Whale Lord

Hobbits believe that Baros is one of the few gods who roams Andrasa in the flesh, taking the form of a giant whale with large sharp teeth. They believe he watches over a kingdom beneath the sea, and from there he can watch and judge all of Andrasa.
Vilderavn

Also Called Stone Crows, Corvids, Death Knights, Feathered Savages

The Vilderavn are a gargoyle death cult. They follow the Crow God Caedes, specifically the teachings of their leader, the Raven Queen. The Vilderavn seek to liberate the gargoyles from the stone curse by bringing them the finality of death. To do so many rituals involve the sacrifice of mortal lives to Caedes. Even speaking their name aloud is enough to frighten most human societies who are the primary targets of the Vilderavns attacks. The Vilderavn are known to be cold, ruthless and efficient, culling towns with their signature black swords, and favoring traditional armor and weaponry over the Elemental gifts of their species.
Half-Elf

The union of humans and elves is probably the most common of all halfbreeds. Human-elven pairs come almost exclusively from wood elf tribes, due to the close relationship between the races, but a half elf child of a high elf is not unheard of.

## Appearance

Half Elves are easy to spot. They're tall for a human, but not reaching the same heights as their elven heritage, and they possess the same pointed ears. They also often retain the hair of their human parent, which can make them stand out even more, as wood elves rarely possess any hair colors outside of blonde and brown. The exception to this is half elves of high elf heritage, who retain the pale white hair of their parents.

## Culture and Society

They are often raised by their elven family's as their lifespans are more similar, and while elves love and accept their half human brethren, it's rare that they will ever see them as equals, or even as proper adults. Many half elves only come to find this attitude when they are older, and consequently many adult half elves choose to move to human settlements.

Humans are untrusting of most half-elves. Most half elves having been raised by elves only to move into human culture makes many suspicion, many claiming that they're greedy and entitled, "changing sides" when they want to. Most negative views from humans are that half elves are traitors, dirty spies or just uppity assholes.
Bird pics!

Go ahead and go nuts putting random pics of birds that you find! Here are some of mine:

Scarlet and Blue-and-Yellow MacawsGreen-cheeked ConureBaby CockatielYoung Emperor PenguinSavannah HawkRuby-throated HummingbirdsJames's flamingoesMale Mallard DuckDucklingRainbow LorikeetMute SwanBlack-and-Red BroadbillBrazil DuckMale Himalayan MonalMale Ecuadorian HillstarA flock of Plum-headed ParakeetsA Musk Lorikeet feedingMajor Mitchell's CockatooMale Crested FirebackA Male Ribbon-tailed AstrapiaDusky LoryYellow-scarfed TanagerBlack SwanSilver GullWedge-tailed EagleRainbow LorikeetSpotted Dove
I’ll add more later, but here are these for now. Feel free to use them, and please, add more of your own!
Faun

Male Faun are known to be very childlike and friendly

The Faun are a strange kind of creatures. They exist as eternal children, to round out a proper satyr family, as satyr lack the true ability to breed, their love instead brings to life a new entity, the Faun.

Simular to their parents, Faun display an odd sexual dimorphism not just in their appearances, but their personalities.

Males are often bold, adventurous, curious and stupid. While females are quiet, nervous and reserved, with a great intelligence.

￼￼Both possess a great gift to speak with the essence of nature, males able to speak with the essence of animals and females with the plants.

## Female Faun

Female Faun are known to have only 1 horn
Quarterling

The union of a Harvlin and a human produces a Quarterling. Unlike most half breeds however, Quarterling tend to have far more pronounced traits on the human side.

## Appearance

Aside from a minuscule stature and slightly disproportional facial features, they're practically indistinguishable from other other human races. They often have curly hair and slightly "squished" noses.

Quarterlings born from a kinder often have pointed ears, while those of a Harvlin will not.

## Culture and Society

While they are easily the most accepted of half breeds, they are often still the target of ridicule for their size and perceived clumsiness. Many Quarterlings have antisocial and bitter personalities.
Kumo

Kumo can come in any shape or size

￼Unlike most fairies or spirits, Kumo are explicitly formed from man made objects. When a mortal crafts an object with care and love, the object is believed to be imbued with some if the mortals essence. While this is far from enough to imbue it with any sentience, over the course of generations (99 years it is said) if the object is loved and cared for, it's essence will blossom forth into a soul.

Kumo don't have any need for a physical form to live, but are so intrinsically tied to their objects that their soul is incapable of leaving it without effectively dying, as a mortal would.

A Kumos personality is often reflected by how it's owners viewed or cared for it. Toys and puppets take on the roles they played in the children's imagination, while many tools will be honorable, trusty, reliable.

The tragedy of the Kumo is that once they have formed they are often unfit to serve their original purpose, and rejected by the families who raised them. The Kumo is incapable of understanding what has changed, and has such a strong desire to be loved, many lose their minds.
Spirit

A very vague categorization of entity that's used to describe, effectively, an entity composed entirely out of the essence of a single creature, object, place or thing.

Many creatures might be categorized as *spirits* but they are usually more complex or nuanced. This article will be covering specifically entities who cannot be categorized beyond simply being an "X Spirit" where the x can be pretty much anything.

Spirits are generally formed through the same way. The essence contained within an object must hold some kind of identity. The simplest way to do this would be to give the essence a name, talking to it, or both. Once essence has an identity, it becomes capable of learning, personality, and thought. These are the traits required in order to become a spirit once the essences container becomes no longer suitable, or changed too drastically to be considered i the essences home.

To use an example. Snow holds no identity naturally, and forming a snownan from snow does not change the snow essence into snowman essence, all of the snow and components remain separate and devoid of identity. However, giving the name to a snowman, and attributing a personality to it, even if simply imagined, will allow the essences of the snowman as a whole, from his sticks, to body to hat and eyes, to form a single cohesive identity. However, when the snowman melts, normally the essences would not be very effected , theyd simply change form, but the new essence of the snownan depends on its shape and form, it's body melting and falling apart leaves its identity no longer able to survive in its current form, and identity either is destroyed, returning to its component parts, or it births forth a spirit, essence and identity, existing free of form.
Siren

Sirens are vicious creatures of the sea. They pride themselves on their ability to drive Sailors mad and dive into the water, where the sirens Devour them. While most sirens are known to be cruel and vicious there are myths or stories of some who actually hold kind feelings or even love for Sailors they meet.

### ￼Voice of the Seas

Their song is said to drive mortals mad with lust. It's a strange magic that is not dulled by the sea. It's said to have been a gift from the gods, for what exactly, nobody is sure.

### ￼Vestigial Beak

Many find it strange that the sirens have a similar nose structure similar to that as a humans, despite breathing through gills on their waists, but in truth, the "nose" is a useless and vestigial remnant of the beak that their ancestors were known to possess. In recent years, as their prey changed from fish to Sailors, the sirens lost use for their beak in place of wicked teeth.

The beak remains incredibly sturdy under the skin, which has lead to the famous expression

"Never punch a gift siren in the nose."
Setting for Planes of Inixia

Current Year: 1391
Current Season: Spring
Current Continent: Ludsom
Starting City: Haven, Slithering Serpent Inn

Plot Synopsis: Adventurers find themselves witness to the first Dragon to ever come to Interna, a momentous occasion, now they must decide whether they should take a hand in defending the first and last of a species, or continue on to their next port.

Chapter 1, Inixia's Crash:
After the mayor is slain during a Cogseex raid that occurs at the same time as a dragon crashes into the inn the players are staying at, the group decides to help the town and save the children that are being kidnapped, they stop the Cogseex that seemed to be leading the raiding party at the soon-to-be corpse of the dragon that wrecked the town. After landing the final blow, the players find themselves incapacitated but somehow being communicated with.
Absolvers

Often drapped in dull or black leather clothes

A religious group following the god Baros, seek out those they deem guilty of sin, and invoke punishment.

## Roles

### **Absolver**

These are the members that most hear stories about. The assassin's, rogues and mercenaries seeking justice in the name of their chained god. An absolver's role is simple. They receive a torn page from a bookie that corresponds to an individual who has committed a crime or otherwise wronged someone else and not been punished. The absolver is to track down the individual, determine their guilt and invoke an appropriate punishment, to be decided by them.

Absolvers are expected to have the punishment fit the crime, but are to avoid drawing in any innocence, "an eye for an eye" is welcomed logic provided it is not taken too literally.

### **Bookies**

The bookies are the guilds managers. They keep tabs on all the absolvers, accused, the victims and payments. The entire operation is non-existent without the constant aid of the bookies.

## Iron Drachma

In order to remain off of the grid of various governments or kingdoms, the absolvers use specially marked coins made from iron. These coins are each presented after a successful contract. They have no value in normal society, but can be used to display ones faith or to pay those who believe in the work of the absolvers. Any patron of Baros would freely accept payment in these coins
Fi-Follet

The most common shape taken is that of a white haired woman made from blue flames caged in a black iron lamp

### Origins

Unknown

The wicked cousin of the Willow Wisp, Fi Follet are some of the most dangerous fairies around, not because of their abilities per say, but because of their destructive and murderous attitudes.

They possess a near universal hatred for mortal life, and fuel their flames with their blood.
Devils

## Abilities

### Arcane Mastery

Devils are known to be some of the most powerful sorcerer's in all of the world's. Their uncanny intellect and natural talent for the arcane places even the weakest devil nearly on the level of a mortal master. Their infinite lifespans give them ample time to amass large collections of spells which they store within their personal flame in place of a spellbook.

### Paired Flame

Each Devil stores their name, secrets and spells within a small flame that they carry with them. A devils flame is arguably more precious to them than their own bodies, as it grants them a form of immortality. Should a devils body somehow be destroyed, their essence returns to their flame and they enter a hibernation. The process can last anywhere from days to centuries, but soon the devil will be reborn. Even if their memories, looks or personality should change, a devil retains its secrets, and can return to its former power quite quickly should it apply itself appropriately.

Truth Telling

Since their creation, Devils have lacked the ability to speak statements that they believed to be false. This was a difficult obstacle to overcome, but their decietful nature endured, and the devils developed a very complex language of nuance and subtlety that would allow them to deceive without falsehood. They refer to their language as "Absolute Truth". While devils may be masters of their own tongue, they are not nearly as gifted in mortal languages, though they still try to apply similar tactics in conversation, doubly so in a deal.

### Immortality

While the paired Flame offers the devils a form of rebirth should their bodies become destroyed, it should not be implied that a devils body is weak or fragile. Devils are ageless beings with a skin as hard as rock. The only piece of a devil that must retain intact for them to regenerate completely, is their heart, which they encase in a black cage made of infernal brimstone, harder than any metal found in andrasa.
Svepie

Maybe a bit more feminine in figure. And a larger bird mask.

The loving wife of Timothy the Gimothy and close friend to Chester Rosenfeld Imgoblin.

Very little is known about Svepie except that her title, The Evil, is Incredibly misleading, and also based on how it was once referred to, potentially her species?

"I knew they could never accept a love between a giant and an Evil."

- Svepie upon finding Timothy's Corpse

Svepie the Evil is presumed to have some kind of access to magic based mostly on the fact she wears robes and that her home was filled with magical objects.

After the death of her husband she decided to join the 2 new crime goblin recruits on their next mission.
Crystal Snail

Ignore his flails

Massive Sluglike creatures who create armor from the rocks around themselves and are entirely sustained by arcane energy they derive from cosumned gemstones.

## Abilities

### **Arcane Shell**

Over the course of many years, most of these creatures have ammassed an excess of gemstones they begin incorporating the broken down materials into their shells. The result is a massive collage of beautiful intricate colors, which also form a conductor of arcane energy intimately paired to the snails essence. Their shell not only serves as an emergency resource for the creatures sustinance but also allows it to perform rudenmentary magic, usually nothing more complicated than elemental or protective spells.

### **Corrosive Touch**

One of the creatures most unusual and unique features is its corrosive form. The substance is powerful enough to dissolve gemstones in mere minutes, but the creature seems to be able to control its own acidity using some kind of arcane power, as it will never melt through the floor it stands on, and even against flesh the substance seems far less damaging.
Knight Physicians

Experts in the medical field, as well as the field of battle, these esoteric strangers have more than earned their place in legends and stories.

### Located

Outposts: Throughout AndrasaMain Keep: The Fungal Wastes

## Oath

### **Modern Oath**

Master the art of healing, but shun not the art of harm. Use harm as a tool for healing. Remove malignant members of society like the tumors they are, but only if doing so would result in the greater good. Never reveal the secrets of the knights to outsiders and seek only compensation for your work, never profit.

###

### **Vow of the Old Knights**

I am the gardener of the world. My care strengthens its roots, my blade removes it's weeds. I will lead us into a brighter tomorow and seek nothing. I will prove myself worthy of making these words my last.

## History

Nobody knows exactly when or where the knights formed a true order, but their core ideals and views on the body and spiritaca be traced back to the teachings of the first . They first began appearing over three centuries ago, wandering the harsh wilderness with carts filled with odd healing supplies, helping travelers. In order to hide their secrets, the old knights kept a vow of silence. Their helmets had no opening for the mouth like the ones found on modern helmets. The alien appearance of these mute saviors were so odd and rare that at first people assumed the knights were actually fey.

Over time as more stories were told, and the appearances of the mushroom men became more common, the people realized they were not plant creatures but rather fellow men in metal armor, like a knights. And so the term spread through the public, of these Warrior Alchemists or Knight Physicians as they were eventually known.

As the order expanded, the old methods of witholding secrets became outdated. The knights could not continue to provide aid to everyone living in silence and the wilds. Modern Knights have abandoned the old vows and world in tandem with society to build a brighter future.

well

## Members

Knights are known for their cult like dedication to keeping their secrets hidden from the world, as well as their consumption of various psychedelic substances. Some say that this is where the knights get their almost supernatural healing abilities, or perhaps their extraordinary strength and speed.

These Knights do not give out their names to anyone but each other or those they trust with their lives. Most people refer to the knights simply by the fungi that adorns their helmet.

## Trivia

* The knight physicians were originally part of a story I was writing called "Red Cap" but I thought they could make a fun guild to wander the world.