recursal/Fanatic-Fandom huggingface dataset:
Sprite

## Description

Sprites are a diminuitive race that lives in the Emerranda. They hold key alliances with the Emerael. They are naturally inquisitive and outstanding at climbing. They also are inherently magical.

## Racial Traits

### Born of the Trees

*Sprites are born in trees and spend much of their youth climbing among the branches of the various Sprite villages.*

Sprites gain Climb and Knowledge (Nature) as class skills.

### Sprite Blessing

*Sprites possess an uncommon form of luck.*

Once per day, Sprites may re-roll a single attack roll, ability check, skill check or saving throw.

### Sprite Magic

*Even the most mundane Sprite knows something of the ways of magic.*

Sprites may cast Minor Illusion and Speak with Animals as a Charisma based cantrip.

### Tree Native

*Sprites have such an affinity for climbing that they can scale the sheerest surfaces with ease.*

Sprites gain a Climb Speed of 20ft and +8 to all Climb checks.

## Physical Description

Sprites are short, thin and green. They look for most intents and purposes like the children of elves, however, their features indicate that they are much older. It is common for Sprites to grow their hair as long as their own height and tie it into one or more braids.

## History

The Sprites existed before the Elves in the great Emerranda forest. They came from the great pool in response to the invasion of the Grelk. After subduing the Grelk, many Sprites tried to regain their spirit form by re-entering the great pool only to be transformed into the first Emerael. Those that remained as Sprites formed their own society living in harmony with their newfound elven comrades.
Cassia

Cassia is one of four main characters, along with Olive, Ayden, and Alfred Little is know about her in the beginning of the book, exept her occupation, a Flare Magician, and her appearance.

## Appearance

Cassia has long brown hair, with the front braided back so as not to singe it in battle. Her eyes are amber, as her element is fire. She has pale skin, even though she is mostly outside. She wears a black tunic with a brown belt and brown boots, and has a side bag where she keeps her things. She is usually unarmed, except from a small dagger in her belt, which she rarely uses.

## Personality

Cassia is kind, but struggles in social situations. This results in her not having many friends, but the ones she has usually become good friends, as if someone gains her trust, she shows her real personality.

## Backstory

Cassia doesn't tell people about her past, so not much is actually known. All she reveals is that she has always been a Flare magician, and is a traveller.
Spindleweave

## Description

Spindleweave is a small plant with translucent stems and leaves. It flowers for only a single day each year and its flowers are pale white. The stems can be used to brew potions that cause the drinker to become invisible.

## Special Rules

Spindleweave may be used by any character with Brew Potion. Using an additional 5gp of materials, the brewer can create a potion of Invisibility (as the spell) that lasts for 10 minutes.
North Imher

## Description

North Imher is the oldest province of the Imran Empire having been the site where the Imran people reached the Twin Isles after the exodus. It directly abuts the capital of Imros and is easily the wealthiest province within the empire. As such it is traditional that the Kronprinz or Kronprinzessen (heir to the throne) takes their abode within that province. The people of North Imher have strong ties to the Emerael whose forest shares a border with the province. Almost all North Imher citizens learn that elvish dialect as a consequence.

## Ruler

North Imher is currently controlled by Kronprinz Wuher.

## Religion and Culture

As the seat of power for the heir, it is mandated that all citizens follow the twelve. Temples to other deities are extremely rare and only ever placed in out-of-the-way locations so as not to anger the ruling family. Culturally, as a wealthy province, North Imher citizens (or Nords) as they are sometimes referred to are a money-minded culture. It is said it is almost impossible to get a bargain out of a Nord.
Garrios

## Description

Garrios is one of two wild frontiers within the Empire. Life in Garrios is punishing due to constant incursion by Dather raiding parties who take resources and slaves. Due to its large expanse and the constant threat of attack the people of Garrios have a strong horse-culture. The land itself is not the most fertile in the empire, being composed of large quantities of volcanic stone. Despite this the ash that sometimes falls from the Fireclaw Peninsula has been used for farming and offsets some of the difficulties of working the land.

## Ruler

Garrios is under direct rule by Prinz Valdemar, youngest son of the current Monarch Kaiserin Olga.

## Religion and Culture

Culturally, the people of Garrios being under the control of the royal house typically follow the Twelve and in such difficult circumstances, religious adherence is high. Culturally, they also follow the general trends of the empire except for their affinity for horses and riding which is a strong element of their customs. Children are often paired with horses from a young age and a family's horses are often almost treated like children.
Glory Lands

## Description

The Glory Lands is a province found centrally in the Imran Empire. Within its bounds are the forests of the Himael and the great mountain of Glory Peak. The Glory Lands boast the greatest diversity of any province of the empire. In addition to the local Imran farmers, there are travelers from the Dwinfer hills, Arethii, Armenthia and even the distant Ha Va Nos.

## Ruler

The Glory Lands are notionally under the control of Prinzessen Adelheid to whom the revenues of taxes of the province are funneled. The Princess officially abides in Stormkeep but spends a large amount of time in Heidelmar, a beachside town famous for its food and flowers.

## Religion and Culture

As the intersection of so many cultures and religions, it is difficult to make generalisations about the Glory Lands. However, unlike many other provinces of the Imran Empire, the Glory Lands prides itself on inclusion and diversity. Thus, it is a cultural practice to welcome visitors especially those from exotic places.

In terms of religion, the Imran of the Glory lands predominantly worship the twelve.

## Notable Locations

### Towns

* Bearkeep
* Felmar
* Grim's Outpost
* Heidelmar
* Silversage
* Stormkeep

### Miscellaneous

* Glory Peak
* Himael Forest
Glory Peak

## Description

Glory Peak is a giant mountain that sits directly in the centre of the Glory Lands, surrounded by the Himael Forests. The mountain has played a pivotal role in the shaping of both the empire and relationships between the Imran, Himael and Armenthi empires. The top of the mountain is a powerful magical conduit and a monster known only as 'The Abomination', has been twice summoned there.
Moon Lake

## Description

Moon Lake is a great lake in the heart of the Urael Forests. The lake contains minerals which naturally absorb magical energies and are released by moonlight. At night, the lake radiates white and blue light and is the site of many rituals of the Urael.

### Blue Moon Festival

Once per year in mid-autumn, the Urael gather at the banks of the Moon Lake. When the moon is full, the lake itself causes the sky to change colour to a golden hue with a great blue moon in the centre. It is an important ritual within Urael culture that juveniles on the brink of adulthood let loose a hot-air lantern into the sky. If the lantern travels towards the moon it is an indication that they should remain within the forests. If the lantern drifts to the horizon then that Urael's destiny lies elsewhere.
Dwinfer Hills

## Description

The Dwinfer Hills are actually a mountain range that exists on the western-most edge of the Imran Empire. It is the homeland of the Dwinfer, a race of dwarves. To the north of hills are the lands of the Skrillig and to the south remain unclaimed lands and swamps. Further west the range leads to the Great Blue Lake. The Dwinfer, who have no interest in swimming treat the lake as a beautiful landmark but forbid boats going across it.

The Dwinfer Hills were originally settled due to their many deposits of rare minerals and gemstones. Of particular note is a mine on the western edge of the range adjoining the Great Blue Lake which is the main source of Aestium throughout the empire.
Frozen Crater

## Description

With the end of the second coming of 'the abomination', one of the artefacts of the five, the Winter Orb of Ledana was hurled into a large volcano on Fireclaw Peninsula within the territories of the Dather. The plan was that the Orb whose power was to bring about an endless winter, might have its power undone by being hurled into a lake of lava. However, instead of the volcano defeating the orb, the reverse happened and the largest and most active volcano on the peninsula became silent. In the midst of ash and fire, now stands a single lonely mountain upon which is a frozen crater.

It is not know why the Dather have never shown any particular interest in retrieving the powerful artefact, but scouts report that the mountain remains frozen with the orb locked away.
Hara Maiden of the Sea

## Description

Hara, Maiden of the Sea is a lesser-known god worshiped predominantly by sailors of the Stormwash Channel. Hara is usually depicted as a woman with the tail of a fish carrying a trident and wearing a crown made from shells. Worshipers usually make an offering to Hara before any long sea voyage and ensure they abstain from seafood during the time of turbulence. Some even treat this period as a time of fasting.

 Favoured Weapon
 Domains
Black Spine Mountains

## Description

The Black Spine Mountains is a mountain range which separates North and South Imher from Wingarrios in the southern continent of the Twin Isles. The final mountain in the range is Stonehall, home of the Desmer. Very few Imran live within the mountains themselves, preferring to make homes on the lower slopes. In the northern part of the range, there is a single pass controlled by the empire. Trade between the different provinces of the empire is entirely done through this pass.
Urael

## Description

The Urael are the second largest group of elves in the Twin Isles. They are less wild than their eastern counterparts the Emerael focusing on high culture such as food, art and music. The Urael are also skilled artisans and weaponsmiths producing some of the most powerful weapons and armour to be found in the Twin Isles.

The Urael mostly inhabit the Urael Forests found in the south of the Twin Isles.
Whitesands

## Description

Whitesands is the second largest secondary island within the Twin Isles. The island contains the largest population of Ogrim of any place within the Twin Isles and contains the Ogrim's notional capital. The island itself is named Whitesands due to the brilliant white sand which makes up the island. It has on occasion been mistaken for snow. Further in from the shore, the island turns into a sparse forest of very tall trees. Due to the winds from the west, the island remains warm all year round and thus Ogrim do not have any significant structures, preferring instead to sleep on the island floor under the shade of the trees. What shelters that do exist are largely for tools and ceremonial items which might be damaged by rain or excessive heat.
Five Lords of Destruction

## Description

The Five Lords of Destruction are five brothers thought to bring about the end of the world. Each Lord was bestowed a sacred artefact which when brought together could be used to summon the Abomination.

### Brand, Lord of Eternal Fires

*Brand is the Master of Eternal Fires. Brand is typically depicted as a two-headed, four-armed humanoid carrying a flail in each hand. The flail's heads burn with fire. Alternative imagery shows Brand as a dog spewing flames. Brand represents eternal hellfires and destruction through immolation. Brand's followers are often brash and eager to cause death and destruction at any cost.*

 Favoured Weapon
 Domains

### Kettai, Lord of Eternal Bloodshed

*Kettai is the Master of Eternal Bloodshed. Kettai is typically depicted waist deep in a pool of blood, bare-chested. Kettai's face is shown with an elongated outstretched tongue, licking blood from one of the blades of a two-bladed sword. Kettai represents constant conflict and bloodshed. His followers typically sacrifice their victims in grotesque and bloody manner.*

 Favoured Weapon
 Domains

### Ledana, Lord of Eternal Winter

*Ledana is the Master of Eternal Winter. Ledana is depicted as an ogre-like creature with long white hair flowing all around his body. Ledana is often associated with massive hammers and weapons capable of smashing ice. Ledana's followers traditionally embrace a slow, patient but relentless form of death and destruction.*

 Favoured Weapon
 Domains

### Morbu, Lord of Eternal Decay

*Morbu is the Master of Eternal Plague. Morbu is depicted as a great and vein-riven eyeball riding atop a swirling mass of snake-like creatures. It is said, wherever goes more, he leaves this creatures which infest and infect those unfortunate enough to have stepped into his wake. Alternative artwork depicts Morbu as a skeletal figure dragging a bladed scythe along the ground.*

 Favoured Weapon
 Domains

### Teneth, Lord of Eternal Darkness

*Teneth is the Master of Eternal Darkness. Teneth is typically depicted as a humanoid with a bird's head at the end of an elongated neck. Teneth is robed in a cloak of pitch black with frayed edges that appear to disappear into the surroundings and artwork often shows Teneth standing on a bank of grey clouds. Teneth's followers specialise in deception and lies.*

 Favoured Weapon
 Domains
Quo Va, Alchemist

## Description

Quo Va is the local Alchemist of Grim's Outpost. He is a Va'an who are very uncommon in these parts. He is rotund and blue. His ears are oversized and hang down to his shoulders like an animal and his upper body is naked and covered in a variety of tattoos. He is bald but wears a small black hat which covers his head. He wears a golden chain around his neck. His face seems kindly, not in a false way, but he does give the impression that he is not to be trifled with when it comes to money.

He sells all manner of potions (a few are noted) and other items. He also will procure more interesting things if asked. He is also interested in any interesting herbs or plants.

## Inventory

 Alchemists Fire
 Healing Potion
 Superior Sleeping Powder
 Serum of Charm
 Dust of Invisibility
Imros

## Description

Imros refers to the capital city of the Imran Empire as well as the surrounding lands which form part of the Imros city-state. It is the main hub of all political movement within the empire and plays host to many of its institution including the Council of Twelve and the Shield of the Empire.

## Ruler

Imros is controlled by the current monarch, Kaiserin Olga. Upon her death, control of the city will pass to her next living heir (Kronprinz Wuher).

## Notable Locations

* Grand Temple of the Twelve, The
* Royal Palace, The
Morbi

## Description

Morbi is a legendary hero, revered by the Armenthians. It is said that he single-handedly defeated the abomination, a monster that threatened the entire Twin Isles. The descendents of Morbi formed their own tribe amongst the Armenthians and their spirit animal is the bear.

Morbi was also famous for his giant axe with which he slew the abomination.
Maggy

**Maggy** is a character in Tag! You're It! She is Barky's BFF and very friendly.

## Appearance

Maggy has a very simple design, with white fur and purple eyes. Her paw pads are pink.

## Personality

Maggy is definitely very nice, but no other hints about her personality have been given.

## Trivia

* Laggy is voiced by lovebirdVA.
* She is arguably the most lovable and friendly character in the series.
Stormwash Channel

## Description

The Stormwash channel separates the two main islands of the Twin Isles. Due to its sheltered location, the waters in the channel are mostly calm, making them perfectly suited to boat traffic. However, once per year a strange weather event occurs causing the seas in the channel to become violently turbulent. During this time, boatmen often bring their boats ashore or sail further out to sea. It is from this event where the storm washes through the channel that the channel gets its name. The Stormwash province of the Imran Empire spans both sides of the channel. While the Glory Lands and the capital Imros also have significant coastline along the channel, the ports of these provinces are not nearly as developed and thus the channel is considered part of the Stormwash province.
Argan Hide

## Description

Argan Hide is a material as rare as the Argan themselves. Argan are giant birds which live far to the south of the Twin Isles and make travel past the Argan Spine all but impossible. Upon rare occasion an Argan may fly north to the Twin Isles and on rare occasion, some enterprising hunter may bring one down. Its hide is amazingly tough and retains some of the Argan's natural resistance to fire.

## Special Rules

### Armour

The skin of a fully-grown Argan can be used to make a single suit of Argan Hide Armour. Argan Hide Armour counts as Masterwork Medium Armour, has an armour bonus of +6 (+2 compared to Hide Armour), an armour check penalty of -1 and arcane spell failure of 10%. In addition it does not impede movement. Finally, a character wearing Argan Hide gains Fire Resistance 3.
Mango

## Appearance

Mango is an orange Labrador Retriever with yellow eyes.

## Personality

Mango is friendly, welcoming, alert, and timid. He appears to be afraid of Spot, like Fire is.

## Trivia

* Mango's cautious personality is a running gag in the series, appearing 2 times in 1 episode.
* Mango is also helpful, as he told Barky to look out for Wags.
Himael Forests

## Description

The Himael Forests extend in a ring around Glory Peak. The forests were given their name by the Himael elves which found their homeland there long before the arrival of the Imran. However, during the second coming of the abomination, the Himael homelands were utterly destroyed and those that survived fled to other parts of the empire. Since that time, the forests have regrown and wild creatures once again rule the Himael Forests which are considered a dangerous and cursed place by the Himael and the local Imran.

## Flora and Fauna

* Golden Vine
* Spindleweave
Grimkeep

## Description

Grimkeep was a stronghold built more than a thousand years ago during the Imran expansion as a defensive outpost before trade and travelling arrangements were brought to bear with the Himael whose forest homeland surrounds the giant and austere mountain named Glory Peak.

Today, the keep lies abandoned and in ruins.

## History

### The Second Coming of the Abomination

When the Abomination was brought into the world for a second time, Grimkeep was one of the first locations to be attacked. The castle itself was largely destroyed and the occupants either perished or fled.

### The Great Battle of Brand

Long after Grimkeep fell into ruins, a powerful sorcerer assembled a great army of goblins with which to overrun the nearby town of Grim's Outpost. A group of intrepid adventurers led an assault on the ruined keep. The assault was of mixed success for while the goblin army was all but destroyed, the army of Grim's Outpost was also destroyed during the confrontation leaving Grim's Outpost with only the barest skeleton of guards for several days.
Dwinfer

## Description

The Dwinfer are a race of dwarves which live just west of the Arethii province of the Imran Empire. They are the most friendly of all dwarves found within the empire and revere craftsmanship, tenacity and revelry.

## History

The Dwinfer are descendents of Dwin Kur, eldest daughter of Dora Kur, the last united dwarf king.
Himael

## Description

The Himael are a race of elves that once populated the forest around glory peak. The word Himael, literally means people of the clouds which means they are sometimes referred to as cloud elves. During the 'second coming of 'the abomination' the entire Himael homeland was laid waste and thus the only remaining Himael are those who were abroad at the time. Now a nomadic people, the Himael are still looking to find a new home in lands already claimed. The Himael, as a scattered people have bound very closely to their cultural practices and history for fear it shall be forever lost. Despite the imprisonment of the abomination, the Himael now consider the old forests of the Himael as a tainted place and have thus far refused to resettle there and reclaim their former homeland.
Anurak

## Racial Traits

### Frog Leap

*Anurak possess powerful hind limbs with specific kinds of muscle fibres which make them outstanding at leaping and jumping.*

Anurak gain +4 to Acrobatics checks when jumping and may treat all jumps as having a running start.

### Natural Camouflage

*Anurak skin though natural brown and green has the capacity to change depending on their surroundings.*

Anurak gain +4 to Stealth checks when made in Swamp environments.

### Slow Blooded

*Anurak circulation is slower than most other creatures. As such poisons take far longer to have a real effect.*

Anurak gain a +2 racial bonus on Fortitude saves against poison.

### Swamp Native

*Anurak, having spent most of their lives in swampy environments know every last detail of their natures.*

Anurak gain +4 to Survival checks when made in Swamp environments and may ignore Difficult Terrain whilst there.

## Physical Description

Anurak are small and wiry. They have powerful hind limbs which makes them outstanding at leaping. Their skin has a far more elastic quality than other races and they grow no hair or fur. Their eyes are set wider than other races and their broad mouths give them a more than passing resemblance to frogs. Hence they are often referred to as Frogmen.

## History

The Anurak have traditionally controlled the swamps north of Stormwash. They have had frequent skirmishes and battles with the Messian of the south.

## Anurak Feats

### Poison Secretion

*Some Anurak secrete toxic chemicals from their skin which they can harvest for use against enemies.*

Once per day, an Anurak may secrete enough poison to coat a weapon. The poison become inert over time so the Anurak may never have more doses of poison than 3 + Constitution modifier. The DC for the poison is 10 + 1/2 HD + Constitution modifier. The poison functions as such:

* Frequency: 1/round
* Duration: 6 rounds
* Cure: 1 save
* Effect: D2 Dexterity damage
* Special: A model that fails it save by 5 or more is Paralyzed for 1 round
South Imher

## Description

South Imher was the second established province of the Imran Empire. It is a wealthy province within the empire which focuses on trade with the Va'an, Desmer and Emerael.

## Ruler

South Imher is controlled by the second successor to the throne of Im, Prinz Konstantin.

## Religion and Culture

Unlike its northern counterpart, South Imher is far more lax in its religious tolerance. Being at the crossroads between the Desmer, Emerael and Va'an who exist in large numbers within the province, having an welcoming outlook to different cultures is an important part of South Imher culture. As such, most 'Suds' (pronounced 'soods') are proficient in a variety of different languages and familiar with the customs of many different races. Most Suds worship The Twelve.

Due to their proximity to the southern oceans of the Twin Isles, many Suds are sailors and do extensive trade with the Va'an and even as far west as the Urael Forests.
Imran Empire

## Description

The Imran Empire is the largest empire within the Twin Isles. The Empire consists primarily of the Imran people (closely related to humans). Due to its many treaties and alliances, there are also many other races that populate the empire. While most of the empire enjoys a peaceful existence, there exists three active battlefronts, the Skrillig in the north west, the Dather in the north east and the Messians in the south west.

## Rulers

The Imran Empire is ruled by Kaiserin Olga, who rules from the seat of Imros.

## Provinces

The Imran Empire is divided into several provinces. Some are controlled by direct descendants of the current Kaiserin while others are controlled by families closely associated with the Royal Bloodline.

The Provinces of the Imran Empire are:

* Arethii
* Armenthi Lowlands, The
* Garrios
* Glory Lands
* Imher, North
* Imher, South
* Stormwash
* Wingarrios
Va'an

Va'an gain Heal and Swim as class skills.

### Master of Meditation

*Va'an are taught from a young age to meditate to restore their spirit in a way that other races have yet to master.*

Va'an may spend 5 minutes meditating to recompose themselves. Once per day by using this ability they may regain a spell-slot or prepared spell whose level is equal to or less than half the Va'an's character level (fractions rounded down). Alternatively, the Va'an may remove all non-lethal damage.

### Path of Life

*Va'an train from a young age to meditate to focus their mind and body. This allows them to move using their mind, even when the body rejects its commands.*

Va'an gain a +2 racial bonus to saves vs *Paralysis*

### Va'an Education

*Learning the ways of the spirits of nature and the beyond is mandatory training for all Va'an.*

Va'an gain +2 to Knowledge (Nature) and Knowledge (Religion) checks.

### Va'an Magic

*Even the most martial Va'an has some knowledge of magic.*

Va'an may choose a single orison or cantrip as a Wisdom based spell. They may use this spell any number of times per day.

## Physical Description

The Va'an are shorter than Imran, though significantly taller than Dwarves, standing usually between four and a half and five feet tall. They are significantly more rotund and the extra girth tends to make them tougher, but less agile than other races. Their skin ranges from light to very deep shades of blue and even dark purple on occasion. Their ears are large and animal-like, usually hanging down to at least their shoulders. They have dark black eyes, with no apparent sclera, wide mouths and long noses. Many of their race are bald, especially males and they often wear a traditional black cap to keep their head warm. Under Va'an tradition, it is common for them to have numerous tattoos in the pattern of their family as well as many which are determined based on their temperament and personality.

## History

The Va'an are a race of Island-dwelling folk steeped in mysticism about the sea. They are often found as travellers within the Empire having sailed up through Stormwash channel. They are usually merchants and traders, though many also work as thrill seekers. The Va'an have two native languages, one of which is used for formal occasions such as commerce or ceremony, while the other is used in less formal contexts such as with friends or family. Learning this context can be quite challenging for foreigners. The Va'an themselves believe that their race was born from the depths of the ocean by their creator god, the great Havana, which is represented as a cross between a fish and a snake. The great Havana coughed up the first seven Va'an upon an island, from which all other Va'an descended. As such, the number seven has great spiritual significance among the Va'an and thus many of their rituals involve seven participants, one for each of the original Va'an.
Emerael

## Description

The Emerael are the first of all elves populating the great eastern forest known as the Emerranda. The Emerael existed well before the coming of the Imran and have a culture steeped in ancient practices of meditation and tranquility. The Emerael are hunters subsisting on the bounty that the forest offers them and culturally have a strong affinity with nature. They share their territory with the Sprites.
Abomination

## Description

Very little is known about the abomination other than scant details. It is known that the creature has ventured forth into this realm twice during the history of the Imran Empire but it is entirely possible that it had escaped its prison before this.

### Summoning the Abomination

As the mother of the five lords of destruction, the Abomination requires a sacrifice from the followers of each of her children in order to become whole again. This requires not only a sacrifice of life, but the offering of the tools of each of the lords of destruction. Additionally, the vessel of the abomination must also be sought, a creature of immense psychic energies. It is rumored that the vessel is actually no more than a man hiding among the people. This had led would-be followers of the abomination to lend themselves as the vessel.

### The First Coming

It is unknown who brought the abomination into the world except for one member of the group, a rogue Aretheii. The abomination was finally defeated by the now famous warrior Morbi of the Armenthians.

### The Second Coming

The second coming of the Abomination was enacted by five great magic users each representing one of the five lords of destruction. One was confirmed to be the Arethii involved in the first coming. A second was a powerful warlock named Margath, who had caused havoc throughout the empire previously. The remaining three were powerful magic users but not of historical note. The abomination was overcome by a strange group, an Arethii, Armenthian, Dwarf and Elf. Once defeated the artefacts of the five were spread throughout the Twin Isles to secret hiding places where hopefully none would ever find them.
Great Blue Lake

## Description

The Great Blue Lake is a wide and water body west of the Dwinfer Hills. It is not strictly a lake by geographical conventional due to its direct connection to the sea via a large inlet, but the Dwinfer who have an aversion of water were responsible for the name. It is forbidden to sail upon the lake and the inlet where the bay meets the sea is too shallow to sail ships of any great size. Moreover, the sea outside is controlled by the Ogrim. To the north is the Skrillig lands but they have only once or twice ventured raiding parties across the lake, though their fleets soon disappeared in mysterious circumstances.
Twelve Heavenly Lords and Ladies

## Description

The Twelve Heavenly Lords and Ladies represent the main and official religion of the Imran Empire.

### Avis, Lady of Freedom

*Avis is the Lady of Freedom, representative of human endeavour and choice. She is a common deity for seafarers, merchants and other travelers. She is typically depicted carrying a bow and a sack, wearing flowing robes but also boots, denoting her position as one who travels on great journeys. She is also almost always depicted with a small bird on her shoulder or out-stretched hand. She is sometimes represented on the prow of ships.*

 Favoured Weapon
 Domains

### Dante, Lord of Duty

*Dante is the Lord of Duty, Service and Honour. Dante is a common favoured deity for labourers (especially woodcutters) and healers. He is usually depicted bent half over, carrying a giant log. In one hand he holds a rope or leather strap which holds aloft his burden. In the other, he often carries an axe. He is an emblem often shown on guildhalls, indicating their devotion to their craft.*

 Favoured Weapon
 Domains

### Ruthanna, Lady of Joy

*Ruthanna is the Lady of Joy, Celebration and Merriment. She is the favoured deity of publicans, circus performers and bards. She is usually depicted with her signature halberd in one hand, and a tankard of ale in the other. The halberd is traditionally covered with colourful streamers blowing in an unseen wind. Sometimes the tankard is seen as overflowing. Images of Ruthanna are a common sight at many festivals, especially those held in spring or mid-summer.*

 Favoured Weapon
 Domains

### Vanlar, the Lord of Justice

*Vanlar is the Lord of Justice, upholder of divine decrees. Vanlar is the favoured deity of judges and guards. He is universally depicted wearing a great helmet with a thin visor, obscuring his eyes. It is said that justice sees darkness from the darkness itself. Vanlar has two predominant depictions. In both he is resting a great hammer, end down on the ground, representing the rule of law. In one, he holds both hands on the hammer, centred indicating the impartiality of the law. In the other, he carries aloft a book with one hand, the other resting on the pommel of the hammer.*

 Favoured Weapon
 Domains

### Veritas, the Lord of Truth

*Veritas is the Imran Lord of Truth. When the Imran first encountered the Arethii, it was decided that Aharete, patron of the Arethii was actually none-other than Veritas. As such, Veritas is the main (and sometime only deity) of the Arethii. Veritas is depicted as an old man wearing a blindfold but with a large nose and ears, thought to allow him to hear falsehoods and smell liars. This depiction comes from the Arethii tradition. Older Imran texts show a blindfolded man but without the exaggerated features and old age.*

 Favoured Weapon
 Domains
Alaric, Priest of the Twelve

## Description

Alaric is a devout and pious cleric of the twelve. His personal deity within the pantheon is Avis, Lady of Freedom. He is zealous and strongly disapproves of those of other faiths. He is a competent healer and will gladly provide healing services to those who make a donation to the church.

## Inventory

 Holy Water
 Silver Lighthammer
Elven Skysteel

## Description

Elven Skysteel is a rare metal smelted by the Urael and designed to be far lighter than its Imran counterpart. It is often considered to be intrinsically valuable for its aesthetic value.

## Special Rules

### Weapons

Weapons forged from Elven Skysteel grant a +1 Enhancement bonus to the wielders Initiative.

### Armour and Shields

Armour and Shields forged from Elven Skysteel have a 5% reduce Arcane Spell Failure, +1 to their Maximum Dexterity Bonus and reduce their Armour Check Penalty by 1.
Ogrim

## Racial Traits

### Thick Skinned

*Ogrim skin is naturally very hardy, making them harder to injure than other creatures.*

 Ogrim gain +2 Natural Armour

### Thick Skulled

*Ogrim possess thick skulls making concussive blows to the head far less effective.*

Ogrim gain +2 to saves vs Dazing and Stunning

### Tough as Stone

*The fortitude of Ogrim is unbelievable. Even when beaten, their body enters a reflexive state of defence which reduces the damage from otherwise fatal injuries.*

Once per day, Ogrim gain damage reduction 3/- against any attack that would reduces them to zero or less hit-points. This increases by 1 for every 4 levels the Ogrim attains (to a maximum of 8/- at level 20)

## Ogrim Congresses

Though perhaps an unusual word for an otherwise brutish people, Congress happily describes the social bonds shared by Ogrim. Unlike other races, Ogrim are largely solitary creatures, but at particular parts of the year, the group together in different congresses to debate the future of their race and discuss their learnings.

### Storm Spire

The Storm Spire is a solitary mountain island that lies far off the mainland. Ogrim of this clan do not attend congress for every celebration but will always return at least once every five years, making the perilous journey across the Vortex to rejoin their clan members.

* Storm Spire Ogrim gain +2 to Climb checks

### Whitesands

The island of the Whitesands is far closer to the mainland than other Ogrim islands. The Ogrim here are the most likely to venture into the empire.

* Whitesands Ogrim gain +2 to Swim checks

## Physical Description

Ogrim are tall and stocky, though still fundamentally humanoid. Their extra height and girth makes them exceptionally strong.

## History

How Ogrim became an accepted race within the empire remains a mystery. There was no formal alliance or treaty. It just occurred because the large, good-natured brutes seemed to find their way happily into any society. Standing seven feet tall and far wider than the average human, Ogrim look at the world with a gentle curiosity. Though not strictly unintelligent, the Ogrim way of thinking appears far less sophisticated than many of the smaller races.
Imran Empire Wiki

## Legends of the Twin Isles

This Wiki is designed to describe a fantasy setting for Roleplaying Game set in the Twin Isles.

Useful Links:

* Timeline of the Imran Empire
* Imran Calendar

## Regions of the Twin Isles

* Imran Empire
* Armenthia
* Black Spine Mountains
* Dwinfer Hills, The
* Emerranda
* Fireclaw Peninsula
* Himael Forests, The
* Messia
* Stormwash Channel
* Stonehall
* Urael Forests, The
* Whitesands

## Races of the Twin Isles

### Player Races

* Imran
* Anurak (Frogmen)
* Armenthian
* Dwarves
	+ Dather (Non-Player)
	+ Desmer
	+ Dwinfer
* Elves
	+ Emerael
	+ Himael
	+ Larael
	+ Urael
* Ogrim
* Piscene (Fishmen)
	+ Aquatin
	+ Messian (Non-Player)
* Sprites
* Va'an

### Non-Player Races

* Grelk
* Skrillig

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Four Guardians of the Earth

## Description

The Four Guardians of the Earth represent the embodiment of nature, the sun, the moon, the plants and the beasts. Each guardian is representative of a cardinal direction.

### Dunham, Guardian of the Western Gate

*Dunham is the goddess of the moon. As Marion breathes life into the world, thus Dunham heralds death. Where Marion seeks to empower, Dunham seeks to weaken. However, while Dunham is considered an evil god, it is a particular kind of evil that she embodies. It is not malevolence but instead the callousness of nature, the ambivalence to life. Thus natural disasters are usually attributed to Dunham's will. Dunham is usually portrayed as a beautiful female figure but exhibiting an icy coldness and distance. In her hands is a quarterstaff which is bone-white and sometimes shows a single streak of blood along its length.*

 Favoured Weapon
 Domains

### Marion, Guardian of the Eastern Gate

*Marion is the goddess of the sun. It is said that it is through Marion that all life springs into existence and with her parting falls unto death. Marion is typically depicted as a female figure, wreathed in flames and carrying a spear in one hand a basket in the other, representing the beam of light that shines on the earth and the bounty it provides when it lands.*

 Favoured Weapon
 Domains

###  Moragh, Guardian of the Southern Gate

*Moragh is the goddess of plants. Moragh is typically depicted as a green-skinned female figure with a deer's head. In her hands rests a long glaive, representing her role as guardian of the natural world.*

 Favoured Weapon
 Domains

### Kara, Guardian of the Northern Gate

*Kara is the patroness of beasts, bringer of liberty and freedom from the confines of the earth. She is depicted as a female figure surrounded by various beasts. Sometimes she is shown atop a bear with a bird landed on her outstretched hand, sometimes kneeling among a pack of wolves. It is perhaps strange to think of Kara as a lawful deity, but the law she follows is the one of animals, survival of the fittest.*

 Favoured Weapon
 Domains

###
Aikatsu! Photo on Stage!!

**Aikatsu! Photo on Stage!!**(アイカツ！フォト on ステージ!! hoặc gọi tắt là Photokatsu!) là tựa game trên điện thoại thứ hai của series Aikatsu! Game được sản xuất bởi Bandai Namco Entertainment và đã được ra mắt vào ngày 27/1/2016.

## Một số thông tin

* **Nhà phát triển:**Bandai Namco Entertainment
* **Thể loại:**Music, Idol life, Card, Live Simulation
* **Hệ điều hành:**iOS; Android
	+ iOS 7.0 trở lên
	+ Android 4.0 trở lên
* **Kích thước:**11.16 MB
* **Phiên bản hiện tại:**V1.0.6 (30-1-2016)
* **Yếu tố tương tác**: Thanh toán trực tuyến qua App Store/Google Play

## Game

### **Các chế độ**

#### **Live** **Simulation**( Trình diễn giả lập )

Lập nên những nhóm nhạc của riêng bạn và trình diễn những bài hát trên sân khấu của Aikatsu! Photo on Stage!!

#### **Story** ( Câu chuyện)

Vô số những câu chuyện về hành trình trở thành Top Idol cũng như những hoạt động Idol tràn đầy nhiệt huyết, Aikatsu!

*Danh sách story sẽ được cập nhật tại: Aikatsu! Photo on Stage!!/Story*

### **Hướng dẫn**

*Để biết thêm hướng dẫn chi tiết về Game, xem tại : Aikatsu! Photo on Stage!!/Tutorial*

## Tin mới - Event

### Tin mới

*Những thông tin mới được cập nhật tại : Aikatsu! Photo on Stage!!/Tin Mới*

Event

*Xem thêm thông tin về event tại : Aikatsu! Photo on Stage!!/Event*

## Danh sách bài hát

### Bài hát riêng (Original Song)

* Chameleon Talk★
* Sentimental Berry
* Dramatic Girl
* Please Venus
* Dream Balloon
* Blue Strawbery

### Bài hát đã phát hành

* Idol Activity!
* Signalize!
* Calendar Girl
* Diamond Happy
* Hirari/Hitori/Kirari
* prism spiral
* KIRA☆Power
* Original Star ☆
* Glass Doll
* SHINING LINE\*
* START DASH SENSATION
* lucky train!
* Let's Aikatsu!
* Adult Mode
* Du-Du-Wa DO IT!!
* Lovely Party Collection
* Tutu・Ballerina

## Hệ thống Photo

Aikatsu! Photo on Stage!! là ứng dụng trên điện thoại, cho phép người dùng sưu tập các thẻ nhân vật. Những thẻ đó được gọi là ***Photo*.**

### Các loại Photo

#### Theo loại Idol

* Cute
* Cool
* Sexy
* Pop

#### Theo độ hiếm ( tăng dần )

* Normal
* Rare
* Super Rare (Max level: 60)
* Premium Rare (Max level: 80)

### Photos List

*Photos List sẽ được hiển thị đầy đủ tại : Aikatsu! Photo on Stage!!/Photos List*

## Hình ảnh

*Xem hình ảnh của game tại : Aikatsu! Photo on Stage!!/Thư Viện Ảnh*

## Các trang web

* ***Trang chính thức :** https://aikatsu-pos.bn-ent.net/*
* ***Twitter chính thức:**https://twitter.com/aikatsu\_photo*
* ***Download:***
	+ *Android:***Trực tiếp | Google Play | QooApp**
	+ *IOS:*
Imran Calendar

## Description

### Marking Years

The Imran Calendar is based on a number of different timescales. Firstly, the year is set from the overthrow of the line of Bjerrond and generally marked IM after the date. Before this the dates are marked from the time of the exodus from the previous homeland of the Imran and marked PE (post-exodus).

### Marking Days

The Solar year lasts for 309 days. The lunar month lasts for 24 days accounting for three day short of 13 months each year. Thus, the working week is a six day week with the sixth day being a day for rest and prayer.

### Months

The Months of the year are named after the twelve heavenly lords and ladies and begins in midsummer. The thirteenth month named the 'month of the fallen' occurs in midwinter but is skipped every eight years to account for the cycles between moon and sun. Midwinter itself never falls inside a 'god's month'. Instead, in the years without a month of the fallen the longest night of the year is between the last day of Dante and first day of Leos.

* 1: Avis
* 2: Ruthanna
* 3: Vanlar
* 4: Kelemen
* 5: Olla Thrift
* 6: Dante
* 7: the Fallen (Midwinter)
* 8: Leos
* 9: Konstantin
* 10: Alessa
* 11: Flora
* 12: Veritas
* 13: Esther
Fireclaw Peninsula

## Description

The Fireclaw Peninsula is in the north-east of the northern continent of the Twin Isles. It is not part of the Imran Empire, instead being home to the Dather. The region is highly volcanic and as such the sky around the peninsula is constantly obscured by ash making the region dark and hazy even at midday.

The conditions have led to numerous hardy species populating the plains making it an extremely treacherous region.
Skrillig

## Racial Traits

### Blood-Rage

*Skrillig pride themselves on their ability to enter blood-rages, rending opponents through shear strength and force of will.*

A Skrillig can rage for a number of rounds equal to 1 + Constitution Modifier. While Raging, the Skrillig gains a +2 morale bonus Strength, Constitution and Will saves. The Skrillig suffers -2 to AC while raging and becomes fatigued when the rage ends. A Skrillig with the Rage feature instead adds an additional +3 rounds to his/her maximum rounds raging each day.

### Imran Hunters

*The enmity between Skrillig and Imran spans back over a thousand years.*

Skrillig may treat Imran as if they had the Ranger's Favoured enemy ability. A Skrillig that gains Favoured enemy from class levels may not select Imran , but may choose to increase their Imran Favoured Enemy bonus.

## Physical Description

Skrillig are large, strong red-skinned warriors. They have muscular physiques and often wear little clothing so as to show off their physical strength. Skrillig often have tattoos indicating the battles they have fought in and enemies they have defeated. Skrillig males wear their hair in a long pony-tail while females tend to keep their hair short. Skrillig sometimes dye their hair into golden or yellow colours which in Skrillig culture is a sign of power.

## History

The Skrillig were once the dominant empire of the Twin Isles having controlled the plains in both the northern and southern continents. With the arrival of the Imran, their dominance waned until the were driven further and further north into what is now the Skrillig lands. These desolate wastelands were of little interest to the Imran Empire and thus the Skrillig have remained there ever since, plotting their eventual revenge upon the Imran.
Armenthia

## Description

Armenthia is the great empire of the Armenthians. It lies on the northern-most coast of the Twin Isles east of the Skrillig lands. Armenthia is higher altitude then any place within the empire and thus the temperatures above a certain altitude are eternally cold. It is rare for non-Armenthians to venture into Armenthia, though travelers are not unheard of.

On the northern-most edge of Armenthia, the mountains rapidly descend to a plain. While not as cold as the great peaks, the plains weather is dominated by the northern winds which bring cold air. It is possible to grown some edible plants in this region, but for the most part the land lends itself to nomadic lifestyles.
Ocenor

## Description

Ocenor is a mineral found deep under the sea out east from where the Stormwash splits the Twin Isles. Ocenor has a peculiar quality whereby it strongly repels water.

When smelted with regular steel, it produces a metal capable of parting water with little effort. This makes it particular useful for arms designed for underwater use.

## Special Rules

### Weapons

When used in water, thrown weapons forged from Ocenor function as ranged weapons, while ranged weapons only suffer a -2 penalty for every 20 feet of water they pass through (rather than every 5 feet). Melee weapons suffer no penalties to attack or damage rolls when used underwater.

### Armour and Shield

Armour and shields crafted from Ocenor reduce their Armour Check Penalty by 4 for the purposes of Swim checks.
Aquatin

## Description

The Aquatin are found throughout the empire. Early in the Imran colonisation, they found allies in the friendly and good-natured Aquatin. The Aquatin Empire (if it can so be called) extends from their capital in the North East of the Stormwash through a network of underwater caverns along the channel's length. Culturally the Aquatin are not dissimilar to the Imran whose practices were quickly assimilated into Aquatin practices.

The Aquatin are also skill weaponsmiths and the only known race capable of smelting the incredibly peculiar Ocenor metal used for underwater weapons and armour.
Boreum

Description

Boreum is rare metal found mostly in mines within the Black Spine. It has a curious property of maintain an icy cool temperature, making it very difficult to smelt. When enchanted with enchantments of ice, it enhances them.

## Special Rules

### Weapons

Weapons made from Boreum do not confer any bonus on their own, but when enchanted with Cold enchantments they increase any Cold damage by one die-type.

### Armour and Shields

Armour and shields made from Boreum provides a passive fire-resistance 1. Additionally this bonus increases by 1 for every 5 points of fire-resistance the armour or shield is enchanted to have.