recursal/Fanatic-Fandom huggingface dataset:
Consumables (DD1)

Consumables go here. I (ssgroguey) split the damage consumables tables into 3 tiers. Tier 1 is be vials, the things that do under 30 damage, tier 2 is bombs, the things that do around 40-50 damage and thraxe, and tier 3 is scrolls. This is copy pasted from the front page and needs to be cleaned.

Please double check names before you create pages.

## Tier 3

 Scroll of Decay
 Scroll of Transfusion
 Scroll of the Beyond

## Misc

 Speed Potion
 Jar of Astral Dirt
 Gift
 Guts
Living Armor (DD1)

*"A lone knight, your sense of duty and chivalry have led you a quest to this awful place."*

*"Trapped in plated steel, you believe your armor will protect you from the dangers ahead."*

*"Though you also hope to find a way to escape your armor's grasp..."*

The Living Armor is one of the twelve classes available to choose from when a new game begins. He starts with a Sword, Shield, TArmor, PHelm, 2 Thraxes and 2 TKnives. His unique class passive is Undying, which grants him 1 Armor upon reaching Last Breath and heals him for 10 HP.

Living Armor also gets a special event at the Thraxe Shrine, known as Reinforced Steel. Should you come across this event, simply donating blood, a tknife, or spirit energy, then leaving will grant you 10 defense. It is still not fully known what triggers the buff, whether it is just a blood donation, or any donation.

Living Armor is risky character that has the potential to become an extremely tanky character should you be willing to play on the edge of death.

## Pros

- Potential to become very tanky.

- Can survive reaching Last Breath slightly longer due to the small heal.

## Cons

- Can be risky, due to needing to be at low health for your class passive.

## Strategy

- Although many classes want to stay at high HP, the Living Armor wants to be at low HP to grab some extra defense for late game. He has the potential to gain at least 15 armor before fighting the King, should you be willing to let him Last Breath.

- Make sure to donate at a Thraxe Shrine for some extra 10 defense.

- A nice combo with him (before King or Dragon) is to hit Last Breath and immediately heal with a potion or blood bomb.

- Although Fragile can be a death sentence for many classes, the lower health pool on Living Armor means you can hit Last Breath sooner.

## Trivia

- The Living Armor was once referred to as Super Armor Knight before being released.

- Twitch refers to a Living Armor that cannot get its Undying perk to work as "Last Breath memes."
Peasant

*"Your bloodline has long been the servants of an ancient burden - to defeat the evil of the Faceless One once and for all.*

*A destiny, long forgotten, has awoken again in these dark times. Though its calling may be the last thing you hear."*

The Peasant is a returning class from the Original Death's Door. He is one of fifteen classes currently available at character select. His starting item is a pistol with the following consumables: 2 Bandages, 2 Mantrp, 1 ThraxeB. Peasant's unique class passive is Destined, which buffs chestpiece armor to have 8 defense instead of 5. He may also be the only class to get respirator, which gives 1 defense and nuke damage.

## Pros

- Extra defense from armor, allows him to potentially be much tankier by the end of a run.

## Cons

- Fewer starting consumable items at the start may make for a tougher run.
Templar (DD1)

*"You are a Holy Knight with a noble quest. Your sacred training gives you acute control over the divine.*

*Your Order has tasked you with eradicating the corruption spread by the King in Gold*

*Your quest may be blessed, but blind faith will not save you here..."*

The Templar is one of the twelve classes available to choose from when a new game begins. She start with a Sword, Shield, TArmor, THelm, Bandages, Tknives, and HWater. The Templar's unique class passive is Blessed, which boosts the holy damage she deals (double damage).

She starts with the highest armor and a decent attack, allowing her to take a few extra punches in battle.

## Pros

- Highest early game armor lets you survive a little longer.

- HWater gets boosted to 40 damage (80 on Undead), for some free high damage at the start of the game.

- Holy Hand grenades are boosted to 80 damage (160 on undead) and are found for virtually free in two encounters.

## Cons

- Other than being forced to The Desecrated Shrine every time for her best weapon. She has no overall weakness.

## Strategy

- You really need that Blessed Pernach. 60 damage to the King in Gold is the highest attack damage aside from the Peasant's True Hero Sword. Her high Holy damage allows you to stack defense wherever possible. Remember that Pit is helpful for clearing the Shrine easily.

- In Chapter 2, never pass up Tower, which is basically the upgraded version of Blessed Pernach.

## Trivia

- The Mixer community really likes the Templar and considers her a thiccknight.

- The Twitch community calls her Templar-chan (and sometimes also thiccknight).

- This was the first character to complete Chapter 2 on Mixer.
Companions

Dump of info from spreadsheet:

"Bone Dog
" 25 Physical Fast attack A good boy. Event exclusive.

Big Dog 25 Blood Slow Attack Event exclusive.

Lost Gunner 20 Physical Event exclusive.

Sky Cowboy 80 Physical AAAAAA Event exclusive.

Renegade Mystic 20 Fire Event exclusive.

Dragon Familiar 35 Fire Dragonkin Event
Knight

Knight is a possible rumor during the second half of your journey, found after completing Shrine/Village, but before Garden/City. This rumor occurs when choosing:

* A poweful **KNIGHT** is wandering in search of something.

Upon reaching the Knight, you will have to fight a fairly powerful Rot Knight. Defeating the Rot Knight earns you the Talisman of Decay, a 25 Rot Artifact. This item also gives you Rot Boost. Additionally, if you are going to the Castle to fight the King in Gold, the Rot Knight will not need to be fought if you defeat him here.

## Transcript

*"You find a royal knight, rotting, and furiously clutching an artifact."*

* Rotten Knight [Weak: Fire][Resist: Rot]

*"Upon defeating the Knight you gain possession of the artifact."*

* *"You got a Talisman of Decay!"* [Artifact, 25 Rot, Rot Boost]

## Strategy

- Rot Knight should be considered when doing King in Gold runs, or when you are building a Rot character.

- As with the Forge Knight, this Knight is best done when you have items or know your damage can take care of him ASAP.

## Gallery

<gallery>
</galley>
Living Armor

*"Trapped in plated armor, your curse has been a blessing in disguise. Shielding you fron the ever-present dangers of this world.*

*Though you hope to one day find a place where you can live outside this personal prison."*

Living Armor is a returning class from the Original Death's Door. He is one of fifteen classes available to choose from at the start of the game. His starting items are a pistol and car door, with the following consumables: 2 Bandages, 2 Mantrp, 1 ThraxeB, 1 FirTrp. Living Armor's unique class passive is Undying. Undying makes his last breath slightly better, allowing him to heal for 10 hp and gain 1 defense when it triggers.

Living armor starts with the second highest armor at the start of the game and also gains blood resistance from his car door.

## Pros

- 10 defense allows a little more leniency on damage taken.

- Early blood resistance helps with some tougher enemies, like bruisers and mutants.

- Undying allows for potentially high armor values by the end of a run.

## Cons

- Living on the edge for Undying procs can be extremely dangerous.

- Higher potential to have a lack of dps due to Car Door taking up off-hand slot.

## Strategy

- His high early defense makes him a potential candidate for DefDmg.

- His early defense also makes him a good candidate for Tough Hide.

- Undying procs, while dangerous can be potentially rewarding in the long run.

- A great combination on Living Armor is to purposely last breath if you're too low at the start of a fight. Upon last breathing, you will gain 10 health, then can proceed to heal next turn, allowing you to heal 40 or more health depending on your healing items. (Not to mention some extra defense).

## Trivia

- Due to his popularity, he was one of the first classes to reach Chapter 2. (AKA, that's a lot of Living Armor runs)
Rotted Horde

Rotted Horde is a possible encounter that happens during the second half of your quest and also sometimes appears in Chapter 2. By selecting **FIGHT**, and killing all 3 Flowering Corpses, you will earn the Rot Broadsword. This is one of the two possible ways to find the Rot Broadsword, the other being Spiritual Blessing

## Transcript

*"Your are ambushed by a group of rotted corpses.*

*You could stand your ground and **FIGHT** or **RUN**"*

1. **FIGHT**
	* **Fight with 3 Flowering Corpses**
		+ *"The mob defeated, you take the artifact they were guarding."*
		+ *"You got a Rot Broadsword!"* [Weapon, 30 Attack, Rot]
2. **RUN**
	* *"You flee while the mob chases after you. Avoiding a fight, but perhaps also a powerful reward."*
		+ Continue to possible NPC encounter.

## Gallery

<gallery>
</galley>
Laca Druids

*Clan,* *Man*;

The
Laca druid clan consider the wildbuck sacred and believe in the
demigod Rusa, a giant flying wildbuck that soars across the night sky every few
years leaving a trail of fire, bestowing upon his followers wisdom, fertility
and the powers of foresight. Records reference the Laca holiday Buckmoon in
honor of Rusa, which occurs every time there is a full moon, when the druids
perform a ritual where they wear antlers from dead wildbuck on their head and
consume Amber-root before ceremonially dancing around a restrained deer,
praying to it and pleading with the creature to bless them with the ability to
see the future.
Notable Individuals

## Rulers and Leaders

### Aranesia

* Dovatel II, king of Rhamos; known for the Tragedy of Feida
* Byerd the Rider, king of Dawnhame; rumored to be a ghost
* Hortaconn the Bluffer, founder of Dawnhame; cursed by the gods
* Rowan, boy-king of Rhamos

### Oroktol

* Gratul the Uniter, first Khan of the Orks

## Prophets, Priests and Saints

* Tamuz of Aranesia, prophet
* Goth of Myrr, prophet, occultist

## Scholars and Scientists

* Halim, Aranesian, scholar and biographer
* Leofdryt, Rhamosi zookeeper
* Biruhi Longfeif, Greendale scholar and historian
* Parstagh, Greendale scholar
* Chancellor Barzovel; Prime Elf scholar, mysticist
* Utstyr of Greendale, historian
* Jazar of An’Zaman, physician
* Utarkuri of Vendevir, anatomist

## Warriors and Magicians

* Hamda Pipewind, Admiral of the Baren Isles Navy--see pambu, shipwyrm
Fulci Flower

The Fulci flower is a hideous yellow plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The Fulci flower's method of procreation is singularly frightful—it slays the living with poisonous pollen which causes asphyxiation. The infesting pollen then sprout in the victim's upper airways, and the plant bores its tendrils into their brains and nervous systems to implant new seeds, animating the corpse host as zombies. These zombies house the flower as it grows within their head and brains. They attack living creatures to devour flesh, and the nutrients are used to help the flower bloom and develop. Mature zombies are often seen with multiple Fulci flowers blossoming along their face and skull. Once the zombie's bodies start to decompose significantly, they wander off into the surrounding wild, collapsing and breaking apart. The new Fulci flowers on its body then sprays its pollen to kill new hosts, who in turn will serve the plant until they move off to find a new place to pollinate.
Nightingale

The Nightingale refers to any of several small Old World thrushes, renowned for their song. The name refers in particular to the Rhamosi nightingale, a brown bird, 6 inches long, with a rufous tail. Its strong and varied song, in which crescendo effects are prominent, is uttered by day or night from perches in shrubbery. In nature, only the male of the species sings. The female nightingale is mute.

In Aranesia, the song of the Rhamosi nightingale is often interpreted as a sorrowful lament, due to its association with the Tragedy of Feida.
Blessed Bishop

*"The Blessed Bishop. Chosen and pure."*

The Blessed Bishop is a special boss found only when you **CHALLENGE** and spend 50 Spirit Energy at the end of a Chapter. This boss is a burst fight in which he must be defeated within 1.5 rounds of combat. Should you be able to do it, you will earn the Blessed Bishop trophy, which gives a 10% damage increase.

The Blessed Bishop is capable of high damage (900 Holy) and rapid healing (500 healing per round). He only has 500 health, so as long as you can do half of his health in one round and another half before the next round ends, you win.

## Strategy

- At minimum, you can do this boss with: Frenzy Banners and two 25+ damage pets, a weapon that deals 30+ damage, and one scroll.

- Unless you can one shot the boss with a single scroll (due to multiple elemental boosts), it is recommended you attack for the first round. The Bishop always starts round 1 by wasting his heal, leaving him open to damage afterwards.

## Trivia

This is one of the only holy enemies in the game, but due to him being a challenge boss, it is unsure if his lack of weaknesses and resistances are reflective of all holy enemies.
Languages

* Elvish; spoken in the ELven homeland of Myrr primarily. (Based on Basque in real life\*\*)
* Dwarvish; spoken by dwarves (Based on Scottish Gaelic in real life)
* Kasai Common, a bastardization of the Common Tongue used by the Kasai barbarians of the north (based on Scots dialect of Scotland) http://www.scotranslate.com/
* **Jagten**;     secret, tactical sign language used mainly by hunters to communicate with each other when stealth is required

* **Nadsat**;    a form of slang-speech derived from the common tongue used throughout major cities. Often associated with the criminal classes
* Orkish; a harsh-sounding guttural language that crudely expresses the Ork's intent
Khasi

Khasi trees are evergreen, coniferous resinous trees growing up to eighty meters tall. A native of the Aranesian wilderness, the bark of most khasis is thick and scaly, but some species have

thin, flaky bark. The branches are produced in a tight spiral along with copious
needle-shaped leaves and cone scales, often appearing like a ring of branches
arising from the same point. Many khasis produce just one such whorl of
branches each year, and serve as the distinguishing feature of the species. Khasis
are long-lived, and typically reach ages of one hundred to one thousand years,
some even more. The soft and light timber of the khasi tree can be used for a
wide range of applications, including barrel-making, furniture, roofs,
parchment, and can be boiled to produce a hardy resin. Khasis have large seeds,
called khasi nuts, that are eaten and distributed by birds and squirrels that
often use such trees for home, and it is believed that the khasi spread
northward across the equator in this manner. The seeds can also be harvested
and sold for cooking and baking. The soft, moist, white inner bark found
clinging to the woody outer bark is edible and very high in minerals. It can be
eaten raw in slices as a snack or dried and ground up into a powder for use as flour
or thickener in stews and other foods, such as bark bread. The Biji Barbarians got their name from the Aranesian word ‘bijih’, meaning ‘tree eaters’. Khasi cones, the largest and most durable of all conifer cones, are craft favorites.
Gendato

Traditional longsword characterized by its distinctive appearance: a curved, slender, single-edged blade with a circular or squared guard and long grip to accommodate two hands. It has historically been associated with the Asada clan of southern Terraland. The prior thinner-bladed shortswords wielded by the nomadic Asada warriors were often unable to cut through the boiled leather armour of desert raiders, with the blades often chipping or breaking off, leading to its evolution  into what would become the gendato. The blades were made longer, and were now made from a specialized Terralandian steel called *domo* which is created from a traditional smelting process that results in several, layered steels with different mineral concentrations. This process helps remove impurities and even out the steel.  The rise in popularity of gendato amongst Asada came about due to the changing nature of close-combat warfare. The quicker draw of the sword was well suited to combat where victory depended heavily on short response times. The gendato further facilitated this by being worn thrust through a belt-like sash with the sharpened edge facing up. Ideally, Asada warriors could draw the sword and strike the enemy in a single motion. Gendato swords often bear the signature of their smith, and some have runes etched into the blade to imbue them with supernatural abilities, however the results of such experiments remain undocumented. After the rise of the Zamani sultanate, the Asada warrior class was disbanded and outlawed. The special privileges granted to them were taken away including the right to carry swords in public. Relatively few swords remain in circulation, and fewer still are swordsmen who know how to wield them. Eastern historians have said that gendato were among the finest cutting weapons in world military history
Beastspeaker (DD1)

*"You have the look of a man, but the soul of a beast. Your decades living amongst animalkind has granted you the ability to speak with all beasts.*

*You search for the King in Gold to end the corruption that threatens all life in this world, so you've come to this foul place where even beasts fear."*

The Beastspeaker is one of the twelve classes available to choose from when a new game begins. He start with a Knife, Squirrel companion, Shield, Tunic, Bandages and Tknives. The Beastspeaker's unique class passive is Animal Friend, which grants you a special squirrel companion. Later in the game you can come across a panther and convince him to join you. The Beastspeaker also has a unique interaction with the squirrel in the stump, allowing him to get two holy grenades for free.

Although the squirrel starts off doing only 2 damage, it can transform into a powerful ally after the first major boss fight.

## Pros

- You animal companions can be very strong allies, doing insane amounts of damage near the end of the game

## Cons

- Can be slightly item dependent

- Slightly low damage at the start leaves you open to easily dying

## Strategy

- Never pass up Lost; the panther is the best companion you get, on top of getting the blood shield from the same event, meaning you'll get +10 def, +50 atk, and blood resistance from that single event

- While the Squirrel is a weak/underwhelming pet at the start, you should try to keep him with you. After completing Shrine or Village he becomes a powerful 20 damage pet. He deals either Fire, Blood, or Rot. Best case scenario is you pick up one Bdog, wait for your squirrel to evolve and make a choice from there which 2 pets stay. (Bdog, Squirrel, or Panther)

## Trivia

-The Beastspeaker is commonly misnamed Beastmaster.
Shipwyrm

Sometimes called "termites of the sea", shipwyrms are marine worms with long, soft bodies notorious for boring into (and commonly eventually destroying) wood that is immersed in sea water, including such structures as wooden piers, docks and ships; they drill passages by means of a pair of sharp mandibles.

The fully grown shipwyrm ranges from several centimetres to about a metre in length, depending on the species. The body is cylindrical, slender, and worm-like. Shipwyrms can be voracious and burrow through the hulls of ships in mere weeks depending on their size. There have been reports of larger shipwyrms attacking sailors when they attempt to pry these creatures off the sides of their ships. The shipwyrm lives in waters with oceanic salinity. Accordingly, it is rare in the brackish Blood Sea, where wooden shipwrecks are preserved for much longer than in the oceans.

The range of various species has changed over time based on human activity. Many waters in developed lands that had been plagued by shipwyrms were cleared of them by pollution. In the Baren Isles, particularly in Port Fortune, the shipwyrm caused a crisis in by attacking the timber that faced the sea dikes. After that the dikes had to be faced with stones.

In the dwarven saga of the great admiral Hamda Pipeweed, he was said to have let his ship drift into the Sea of Bones where it was eaten up by shipwyrms. He allowed half the crew to escape in a smaller boat covered in seal tar, while he stayed behind to drown with his men.

In Oroktol, the shipwyrm is called *Tamilok* and is eaten as a delicacy there. It is prepared as kinilaw—that is, raw (cleaned) but marinated with vinegar or lime juice, chopped chili peppers and onion. The taste of the flesh has been compared to a wide variety of foods, from milk to oysters.
Glenham Mountains

The Glenham Mountains is an enormous mountain range, stretching from the far south-east through Falkirke Farms, all the way to the far-North of Babblebrook. The Willow Witch's Shop resides in the opening of the mountains, whereas Nightshade's tower is located far above the ground on a mountain peak to maximize magic and energy harvesting and amplification.
Rukk

The rukk is an enormous legendary bird of prey found in the desert lands. It is rumored that the only places on Aeglion they land are the highest peaks of the Parbata mountain range, above the clouds. Otherwise, these giant beasts are said to live in the clouds unseen, occasionally descending to carry off humans to eat, the only warning being their cry. It has been described as a colorful huge bird. Zamani wood carvings and tapestries often show elephants being carried off in the rukk's talons, or show the rukk destroying entire ships in revenge for destruction of its giant egg. The rukk is also identified in the Myrrish holy book *Keppra Tom* as the agent responsible for delivering the blessed piece of ivory to Sultan Namaq which enabled the great ruler to complete the city of An'Zaman.
Aeglion Wiki

## Welcome to the World of Aeglion

These entries serve as the lore and appendices of the novel-in-progress, "The Last Hunter". It is an attempt at world-building the realm of Aeglion

## Contents

Please select the topic of interest to see the lore

* Alchemy and Flora
* Bestiary: Monsters and Races
* Classes, Clans and Lineages
* Important Places
* Languages
* Magic and the Arcane
* Notable Individuals
* Religion
* Timelines
* Weapons of the World
* ***Note to Editors***
* ***Cast of Characters***
* Archive of Imagery

## Note to Editors

Best thing to do to work smoothly is get familiar with how to create new pages, upload pictures, and link words to pages. Practice on some blank pages by creating your own temporary wiki and getting familiar with the process before editing this wiki so that pages don't get lost accidentally, etc.

**To create new entries**, best way is to use a fantasy wiki reference or another resource and just modify it to create lore for this world. Most pages are based on these other wikis, then modified

Here are a few good examples to derive from:

http://forgottenrealms.wikia.com/wiki/Harpy

https://pathfinderwiki.com/wiki/Dwarf

http://paizo.com/pathfinderRPG/prd/bestiary/zombie.html

http://elderscrolls.wikia.com/wiki/Zombie\_(Oblivion)

https://mtg.gamepedia.com/Zombie

Thank You!

-K&V

\*
Canbios fisicos de la adolecencia

El **inicio de la adolescencia ocurre con los cambios físicos que se dan en el cuerpo**, relacionados con el **crecimiento y** con la **preparación de los órganos para la reproducción.** Sin embargo, durante la adolescencia no solo se experimentan cambios biológicos, sino también cambios psicológicos y sociales. Todos estos cambios y la forma en cómo se vivan determinan la imagen que vas construyendo de ti misma/o.
Ahora vamos a explicar más detalladamente en qué consisten estos cambios: **La responsable de los cambios que tiene tu cuerpo en la adolescencia es una glándula que se encuentra en el cerebro, llamada hipófisis.** La hipófisis **produce y libera unas sustancias denominadas hormonas, que circulan por la sangre y llegan a distintas partes del cuerpo.** Estas hormonas actúan sobre los testículos de los varones o los ovarios de las mujeres, para estimular la producción de las hormonas sexuales masculinas. **En los varones, la influencia de las hormonas sexuales provoca cambios en su cuerpo y en sus genitales, así como la producción de los espermatozoides**(células sexuales masculinas) **en los testículos. Los estrógenos y progesterona provocan en las mujeres cambios en el cuerpo, la maduración y liberación de los óvulos (células sexuales femeninas), y la menstruación.** Estos cambios a**parecen y se acentúan durante los primeros años de la adolescencia, en las mujeres generalmente entre los 10 y los 12 años, y en los varones entre los 12 y los 14 años.**Esto no quiere decir que en las edades posteriores el cuerpo no siga viviendo modificaciones, sino que es en estos períodos cuando los cambios son más evidentes e intensos. Además, como mencionábamos anteriormente, **los procesos de la adolescencia no se viven de manera igual por todas las personas, así que es normal y posible que algunos(as) adolescentes experimenten estos cambios más temprana o tardíamente que el resto de sus amigos y amigas.**

**Principales cambios en Hombres:**

√ Aumentas de estatura

√ Se ensancha tu espalda y hombros

√ Disminuye la grasa en tu cuerpo

√ Te salen espinillas (por el desarrollo de las glándulas sebáceas)

√ El olor de tu sudor es más fuerte (por el desarrollo de las glándulas sudoríparas)

√ Tu voz es más ronca

√ Te crecen los pechos (aunque casi no te das cuenta)

√ Te sale y crece vello en axilas, cara (bigote y barba), pecho, piernas, brazos y pubis.

√ La piel de los pezones y genitales se te vuelve más oscura

√ Te crecen los testículos, próstata y pene

√ Primera eyaculación

**Principales cambios en Mujeres**

√ Aumentás de estatura

√ Se ensanchan tus caderas

√ Se acumula grasa en tus caderas y muslos

√ Se notan más tus curvas y la forma de la cintura

√ Te salen espinillas (por el desarrollo de las glándulas sebáceas)

√ El olor de tu sudor es más fuerte (por el desarrollo de las glándulas sudoríparas)

√ Tu voz es más fina

√ Te crecen los senos

√ Te sale y crece vello en las axilas y en el pubis

√ La piel de los pezones y genitales se te vuelve más oscura

√ Te crecen los labios mayores y menores, clítoris, vagina y útero

√ Te viene la menstruación
Sho’risdal

## **Deity of Life and Bounty; High Deity**

   A High Deity is a respected position, a name given to a Deity that had contributed constantly to the lives of the world he or she looks after without question.

Sho’risdal is often depicted as ‘The Bountiful Mother’. Statues of her portray a woman who stands firm and strong, towering above her subjects. Her hands are cupped and out towards others, never towards herself, for she is symbolized as one who gives constantly, never taking. Her face is often looking down symbolic of watching her followers down on Aeglion. She is depicted with a smile, signifying the High Deity’s true cause is one that is just and all of her bounties are of growth. Often, her statues are surrounded by rich, thriving plants or flowers.

The elves of Aladroth were the first to pray to her for they could see her goal to make the world brim with life. Her first messengers were and for the most part, still are souls of noble elves. Growth and preservation was her way of life and that of her followers, above all else. A growth to better the world and a preservation of it, lest it fall to ruin.

There had been questions and rumors of the more ancient statues of Sho’risdal which had a bizarre looking flower cupped in her hands. The flower was dubbed the Vitomorae, the plant supposedly created by the High Deity. It is both growing and wilting at all times. As the legend goes, every decade, a tear is shed from the center of the flower. A crystalline tear, which is symbolized as a nod to the existence of the Void between Life and Death. The rumors speak of the creation of the flower to return those trapped in the Void or an afterlife to the real world in their original bodies. Many see this as a myth for it has been an age since the last one was ever documented and stories of it are scarce.

As the stories go, although there is no physical form to them, apparently there has always existed a symbolic marriage between Sho’risdal and the previous Deity of Death, Vyinsul. Some consider it bizarre whereas other find it fitting for they were Deities of Life and Death respectively. Sho'risdal and Vyinsul had a daughter together, Fresca, the Lady of Rivers who later became the Queen of the Underworld.

### Notes

* *The Change of the Seasons*: After her daughter Fresca was kidnapped and became the husband of Balith, Deity of the Underworld, Sho’risdal was stricken with grief. Fresca sepent half the year in Menione and the other half in Naraka, and in the months she was away, it is said that Sho'risdal was sometimes not in the mood to deal with harvest. Thus Aeglion would be neglected and declined during this period. According to Aeglionism, these were the months of Autumn and Winter, when the land is not fertile and does not give crops. Whenever Fresca went to Menione to live with her mother, Sho'risdal would shine from happiness and the land would become fertile again and fruitful. These were the months of Spring and Summer. This explains the change of the seasons, the eternal cycle of the Nature's death and rebirth.
Mahisa

## Demigod of Wrath

 NEEDS MORE EDITING

Mahisa was a demigod of Naraka. Known as the Lord of Wrath, he was the son of the celestial demigods Fae and Othma’gel. When he was born, Fae beseeched the Elder Beings directly to give her son the gift of immortality. One amused Elder Being, believed to be Nyarlathotep, chose to address the Demigod, and promptly refused to grant this wish, saying that immortality was too much power for any single creature, even a demigod. Fae then asked if Mahisa could only be killed by a woman, proclaiming that she would kill her own son if he wronged the gods. The Elder Being granted this wish, for unknown reasons, perhaps as an opportunity for amusement.

T**hrough fell deeds in his life centered around deceit**, the shapeshifting Mahisa quickly became a prominent demigod in the Underworld, preferring a life there than to one in Menione. He marched on Menione with an army of demons in the Demon War of Raya, killing the War God Gurzil and ultimately being defeated by Kirati the new Deity of War.

He is the patron saint of all changelings and shapeshifters, as well as liars and manipulators.
Lumberthraxe

*"With a sort of quiet resilience, you have ventured to this dark land as a chosen warrior of the Thraxe God.*

*His blessing may shield you from some harm, but it will not save you from death entirely.*

*He giveth, but He also taketh. Praise be."*

The Lumberthraxes is a returning class from the Original Death's Door. He is one of fifteen classes currently available at character select. Lumberthraxe starts with an Axe and the following consumables: 2 Bandages, 2 Thraxe (Not to be confused with TraxeB).

His unique class passive is Thraxe Blessed, which allows him to pray to the thraxe gods for a Blaxe (blessed axe) at camp. The blessed axe does 15 damage initially, but increases by 5 in damage per each Thraxe, ThraxeB, or Blaxe used. Unlike other classes, Blaxes are not a unique item, meaning you can carry multiple Blaxes from camps. Additionally, his passive allows him to transmute man traps into Thraxes.

## Pros

- Able to transmute Man Traps into a 50 Atk consumable.

- Blaxes have the potential to reach fairly high damage outputs should you gather enough axes.

- Very good synergy potential with a Gaxe.

## Cons

- Fewer early starting consumables can mean a tougher time getting runs going.

- Being reliant on two physical axes can be tricky if an enemy or boss is resistant/immune to physical.

## Strategy

- Very good synergy potential with a Gaxe as your starting Blessing, due to the three axes you can pick up and frequency you may get them.

## Trivia

- The Lumberthraxe was most created in response to the overwhelming interest in Thraxes in the first game. Much like Twith's fascination with Helix, Thraxes took on a god-like status.

- PRAISE THRAXE
Isonade

Isonades are massive, shark-like sea monsters with barbs covering their tails. Their full bodies are almost never seen. Using its hooked tail, it catches sailors and drags them overboard to eat. It may also capsize entire boats, or even rake the sand to catch people on the beach. They are associated with fierce winds and changes in the current, though there is no consensus as to whether they cause them or simply follow them. They are stealthy and difficult to notice, appearing and scooping up their prey with deadly grace, often before their victims even notice them coming. Every few months, they will surface to breathe, which causes the surrounding areas to shake with violent storms and whirling currents. They then devour any ships that sank from the poor weather.
Byerd

Byerd the Rider would inherit the throne of Dawnhame after King Hortaconn's demise. He was the eldest son of the old king, and as cruel as his father. Byerd would suffer a gruesome fate. Like his father before him, he was also a serial killer of guests at the castle, purportedly for entertainment. A renowned horseman, Byerd fed his mares on human flesh, usually of his murder victims. After losing a chariot race, Byerd was flung and broke his back upon landing. Unable to move and having whetted his horses' appetites for flesh, Byerd unwittingly served them up a full meal. The rest of the arena cheered as his mares tore Byerd to pieces and ate him on the spot. For generations afterward, horses on Aranesia seemed unusually skittish—haunted no doubt by the ghost of Byerd.
La Drogadiccion

La mitad de todos los nuevos usuarios de drogas son menores de 18 años. La experimentación juega el papel más importante en el uso de drogas en adolescentes. Sin embargo, la experimentación es un hecho de la vida y sólo porque un adolescente ha probado drogas o alcohol no significa que se convertirá en un adicto.

Es más importante entender por qué algunos adolescentes son tentados a experimentar. Las razones comunes que los adolescentes abusan de los medicamentos incluyen: curiosidad, presión de otros amigos, estrés, luchas emocionales, un deseo de escapar, rebeldía. Este tema es un tema de primordial divulgación entre jóvenes de 13 a 18 años.

Es importante destacar al abordar este tema cuales son las señales que indican señales que un adolescente está usando drogas.

Algunos signos comunes de abuso de drogas entre adolescentes son: malas notas, ojos ensangrentados, risa sin razón aparente, pérdida de interés en las actividades, mala higiene, desagradable apariencia personal, evitar el contacto visual, frecuentes hambre, olor de humo en la respiración o la ropa, comportamiento secreto o misteriosos y cansancio inusual.

Al exponer las consecuencias de la drogadicción y como afectan la salud, los jóvenes podrán entender porque las drogas son perjudiciales y pueden definitivamente ser las causantes de vidas fracasadas dada la adicción y poder destructivo de ciertas drogas.
Repeating Crossbow

A specialized, crossbow of Aranesian design where the separate actions of stringing the bow, placing the bolt and shooting it can be accomplished with a

simple one-handed movement while keeping the crossbow stationary. There is a
top-mounted magazine containing a reservoir of bolts that are fed by gravity,
and the mechanism is worked by simply moving a rectangular lever. The
bolts of one magazine are fired and reloaded by simply pushing and pulling the
lever back and forth. In that one movement, a bolt would be dropped into place,
the string tensioned, and then the bolt released. Another bolt would then be
ready to take its place from the magazine above. This allows a higher rate of
fire than a normal crossbow. The repeating crossbow has a very simple and
rugged design. The bow string consists of animal sinew twisted into a cord of
suitable strength, often reinforced with quills from bird feathers, preferably
those from swans or ducks. The Aranesian repeating crossbow
had an effective range of 80 metres. The weapon was
extremely easy to manufacture and use, and, in the hands of a trained soldier,
could easily launch ten bolts in fifteen seconds. In comparison, an arbalest
could only deliver about two bolts a minute. The repeating crossbow, with its
smaller and lighter ammunition, had neither the power nor the accuracy of an
arbalest. Thus, it was not very useful against more heavily armoured troops
unless poison was smeared on bolts, in which case even a small wound might
prove fatal. Since the repeating crossbow was shot from the hip, accuracy was
poor, but the aim could be adjusted very swiftly since the next shot was only a
second or two away. To get past these limits often large numbers of men would
use it on the battlefield, allowing for large numbers of bolts to be fired.
Hyena

Hyenas are canine scavengers that have shaggy fur and are known for their cunning hunting tactics and vocalizations that sound disturbingly human-like, akin to a laugh.

Hyenas came in different varieties but commonly had stripes on their fur, weighing about 120 pounds and measuring a about a meter in length. Their fur coloration gave them an advantage when hiding within areas of tall grass. They largely eat carrion, but will occasionally supplement their diet with fresh meat should the opportunity present itself.

Hyenas often hunt alone, but when in packs, will send a few members toward their prey while the rest circle around to flank and attack from the rear.

Savage humanoids have been known to train hyenas to serve as vicious guards, often outfitting them with leather barding.
Asada

The Asada are anthropomorphic lions who originated from the eastern deserts.

**INCOMPLETE/ Disregard**

 One of the human races along with Barbarians and High Men, the Nomads are a swarthy desert people. They range in complexion from tan to black, owing to their equatorial origin, and are usually lean and hard. Nomads robe themselves completely to protect against the elements and, when necessary, go incognito. It is said among the other inhabitants of Arcanus that no one travels lighter and bargains harder than a Nomad.

Society Edit

Nomads are serious and quiet. In their decentralized society, words have to carry the weight of honor and consequence; whereas High Men only feel obligations to contracts written-down, Nomads keep verbal oaths and handshakes. This actually gives them a huge edge in financial dealings and matters of trust with rampantly illiterate races, and makes Nomads strong candidates for a Wizard's government to ease interracial Unrest— second only to Halflings for this purpose.

Nomads held themselves, not surprisingly, to a nomadic existence— herding, trading, and raiding until recent centuries. Permanent Nomad settlements have been springing up in stride with the many other changes afoot on Arcanus and Myrror. The most successful Nomad cities are ruled by the wealth of merchant princes, fierce nobles with lavish tastes.

As they became more civilized, the Nomads cultivated a tradition of honorable conduct towards rivals. In exchange for jizyah, a special tax levied on towns they have subjugated, they guarantee military protection, local political autonomy, and religious freedom. For their own part, Nomads are such widely-traveled, commercially-minded people that they can insert themselves readily into the power structure of an empire which has conquered them.

Rank-and-file Nomads and fighting men still retain old habits, though. The old desert raiders practiced forced marches over difficult terrain, culminating in unannounced hit-and-fade strikes with extensive maneuvering. Rangers, Horsebowmen, and the high-end Griffins are statted-up to recommend these tactics.
Bestiary

## Races

* RACE CREATION TEMPLATE
* Asada; *the 'lion-men' (INCOMPLETE)*
* Drekoniad
* Dwarf
* Elf
* Goblin
* Hobgoblin
* Man - Barbarian
* Ogre
* Ork
* Naga; *the 'snake people'*

## Monsters and Myths

* Bakhwing
* Bramblethorn
* Fae Folk
* Grey Folk
* Harpy
* Hydra
* Imp
* Isonade
* Krot
* Lycanthrope
* Mindar
* Minotaur
* Rukk
* Succubus
* Vampyr
* Zombie
* Zular

## Animals

* Ape
* Dawnrobin ; bird
* Dune Hound
* Flying Fish
* Gooney ; bird
* Hyena
* Nightingale ; bird
* Parrot; talking bird
* Sand-lion
* Shipwyrm
* Wildbuck
Super Why

Super Why (AKA Whyatt Beanstalk) is the primary protagonist from the TV series of the same name.

## Bio

Super Why is the main protagonist of the series and leader of the Super Readers, a group of children who dive into storybooks and solve problems within the stories, help give them happier endings, and help others solve problems by the end of the episode.

## Protegent

Proto's character design was heavily based on Super Why's, having the same costume but with a different palette and the company's logo instead of the question mark symbol as well as sharing the same model design. This would later change in 2020 with the new redesign.
Rakau

Small to medium-sized evergreen tree, growing ten to twenty metres tall, with a trunk up to two metres diameter. The bark is thin, scaly brown, coming off in small flakes aligned with the stem. The leaves are flat, dark green, and broad, arranged spirally on the stem. The leaves are poisonous.

The seed cones
are modified, each cone containing a single seed, partly surrounded by a fleshy
scale which develops into a soft, bright red berry-like structure called an
aril, which is two to three inches long and wide. The
aril is not poisonous, it is gelatinous and very sweet tasting. The arils with
the seed contained are eaten by most birds, which disperse the hard seeds
undamaged in their droppings. The seeds themselves are poisonous. Symptoms of rakau
poisoning include an accelerated heart rate, muscle tremors, convulsions, bleeding
from the nose and ears, and in some cases, death are primarily separate-sexed

as saplings,  but will change sex with time as they become adults. They live four to six hundred years. Wood from the rakau is classified as a closed-pore softwood, similar to khasi.

Easy to work, rakau
is among the hardest of the softwoods, yet it possesses a remarkable
elasticity, making it ideal for products that require springiness, such as bows.
The
trade of rakau wood to the Rhamosi territories of Aranesia for longbows was so
robust that it depleted the stocks of good-quality mature rakau over a vast
area in the rest of the land, with northern landowners eager to turn a profit
by cutting down as many trees as they were able to for export, beginning a
period later called the *Rakau Madness*.
The
Vidorian government sent a long plea to the **Council of Myrr** asking them to stop the cutting of rakau and halt
its export down the **River Floss**, outlining
the damage done to the forests by its selective extraction, which broke the
canopy and allowed wind to destroy neighbouring trees. This resulted in the Floss Statute, which limited the supply of rakau timber to Aranesia, thus effectively reducing the rampant deforestation up north with time. In large
southern cities like Rhamos, rakau is still associated with privies, possibly
because the smell of the plant keeps insects away. It
has been conjectured that rakau trees were commonly planted in Rhamosi graveyards to have readily available longbow wood. The noted luthier Pi-pa notes that rakau was historically a prized wood for lute construction.

Mythologically, the rakau tree had
extraordinary importance; a passage by the scholar Biruhi Longfeif narrates
that Hovding, high chief of the Giled clan of Greendale, poisoned himself with rakau
rather than submit to the Aranesian invasion.
Bramblethorn

The Bramblethorn is a carnivorous plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. The plant senses the approach of suitable prey through its sensitive, shallowly buried root system, giving them exceptional awareness of the area around them. The plants use simple tactics, lying still until prey comes within reach and then attacking.

Possessing no intelligence or agenda, they lash out at whatever living things pass nearby, regardless of the target's size, sentience, or potential deadliness. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves and razor sharp thorns which rip the flesh of the victim to slow them down via blood loss. The area around these predatory plants is often strewn with the remains of victims, and it is not unusual to find the rotting corpses of wild animals and ill-fated adventurers in their immediate vicinity, along with a scattering of incidental treasure left behind by the plant’s victims.

Bramblethorns lurk within dense forests and swamps, but some might encroach upon poorly tended fields and vineyards. The vine's seeds might be spread far by birds swift enough to pluck them and escape. Tales often tell of Bramblethorns appearing in flower beds or infiltrating greenhouses, murderous surprises planted by rivals and enemies or arbitrary doom dropped by unsuspecting wing.

In late summer the vines produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous Bramblethorns supposedly produce the sweetest berries.
Herevar

NEEDS MORE LORE

 The first individual Mindar with a taurine head
was named Herevar, designated ‘The Wise’ in several accounts. He was initially
feared even by his own kind due to his features. He had furry skin, a tougher
hide and had a far deeper tone to his voice than his brethren. Tales are told
still of Herevar’s feats to protect his tribe, including the legendary Three
Trials, earning his acceptance among his folk. More and more new Mindar were
born with Herevar’s taurine features, far more than would be possible if
Herevar himself was fathering them, leading to superstitious rumors regarding
their origin. His kind was also attributed with developing a taste for meat,
the Mindar previously having fed only on plant-life. There were two distinct species
of Mindar since. The Mindar proper, who maintained their more humanoid
features; and the descendants of Herevar, now called Hemotaurs, who had a
taurine head and fiercer nature. *Herevar’s*
Reckoning *was an important event in the history of the Mindar, where*
Herevar the Wise and his Hemotaurs held an amicable gathering in Sho’risdal’s
Grove, the place of their creation, attended by the elders of the Mindar. Here,
the parties resolved the growing strife between the Hemotaurs and the Mindar
regarding the future of their kind, stemming for the Mindar’s concern about
their taurine brothers’ increasingly ferocious and beast-like tendencies, as
well as their belief that the Hemotaurs were a result of a curse upon the
Mindar by the Old Gods who were jealous of Sho’risdal’s creations. Feeling
ostracized and unwilling to let his kind be shunned, Herevar and his Hemotaurs
agreed to amicably part ways from the Mindar. Following this reckoning, Herevar
and the Hemotaurs migrated north, their exodus marking the last time they would
see their kin. The location of Sho’risdal’s Grove within the Southland Forest is
not known, believed to be guarded by a spell. Generations later, Hemotaurs
would attempt pilgrimages to the Grove to seek and the blessing of Sho’risdal, but they have never been able to find their way back to that sacred site.