recursal/Fanatic-Fandom huggingface dataset:
The Face of DupedAcc

### **Background**

During the second week of the server it was found that StinkyCow's base and the Carbon Vault were found despite being very far from spawn. StinkyCow's base was only 4-5k away but the Carbon Vault was 35k from spawn. This raised red flags with the admin team and led to the investigation of the account DupedAccwhich also happened to be the first to find the supply drop weapon. The account was already quite mysterious, and during stress testing it was capable of spawning iron from thin air which bewildered the admin team. Later through coreprotect logs, it was found that DupedAcc belonged to the developer Falsecode and it had backdoor access introduced with the Diamond Generator plugin. DupedAcc used the backdoor to raid bases and constructed a bedrock face at the world border.

### **Discovery of the Face**

While Seraphim\_Here was investigating DupedAcc's homes, he discovered the bedrock face at the world border. This was a shocking find as no single person had admin perms or console access at the time, making it impossible that someone could have constructed the face unless they had backdoored the server. Eventually, console and coreprotect logs revealed that DupedAcc had console command access and belonged to FalseCode. Falsecode was not banned for the incident.

### **Legacy and Fame**

The Face has gained a religious and cult-like status on the server, with several individuals being invited to the face and leaving builds or signs at the site. Unfortunately, some individuals griefed the original signs posted and certain individuals threatened to deface the site. This led to Kyors and John\_Wicke, at the time part of the SFC, to patrol the area and attack aggressors and lava trap their homes.

### **John\_Wicke Vs Bunny\_Love1000**

The face became the backdrop for an iconic fight between John\_Wicke and Bunny\_Love1000 which was featured in the video "Battling the Gods." Many came to watch the fight where Bunny eventually reigned supreme after John\_Wicke pearled away at half a heart and died due to the pearl damage. The video has since been removed.
Magmatic/Magma Golem

**Place of Origin**

Deep within the volcanic caldera of Huanglong’s Resent

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**Rarity**

Depends on the area. They are nonexistent except for after eruptions, unless you look along the rim of the volcano’s mouth, where they are an uncommon sight.

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**General Overview**

Large humanoids made of lava that can melt stone in their hands and throw it. They guard the volcano until they are shot out by an eruption, whereupon they go on rampages, attacking anything that moves.

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**Natural Race Abilities/Affinities**

Complete Fire Immunity Extremely weak to water/cryotic attacks Can melt stone and throw it as a lava projectile (boulder sized, two turn cooldown.) Resistance to physical attacks.

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**Use**

Magma golems are made of magically charged lava and are the perfect material for lavamancers. Once killed, the magically charged molten rock is highly potent. They also contain a hard core that can be used to create one’s own personal golem through rituals.

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**Appearances**

Large 9ft / 2.73m humanoid that, instead of legs, flows down into a small pool of lava. They have hulking arms and vaguely human faces.

**History**

Magma Golems have existed for as long as the land has, churning and melting and guarding the volcano crater. It’s unknown exactly why they guard Huanglong’s Resent, but they do with incredible fervor. They’re shaped by the leftover magics and emotions of Huanglong, driven by the leftover anger towards the Trickster God that still lingers in the area.

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**Created by NuclearNyan**

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Religion

**Religion** in Negame has always been a touchy subject, as it is separated from humans and elves— and both see each other as heresy. It is a perpetual war between the two as they fight to know who were the first to be on the land, and a fight between monotheism and polytheism.

## Hartha

The elven religion is called ***Hartha*** (which stands for voice, in elven) as they follow the voice they ear in their long ears, as they are a gift from the gods to listen to them.

It is a polytheist religion, composed of seven elven gods. Their holy book tell that the seven gods were the first to step on Negame after its creation, and are the reason there is seven days in a week, and that the Skill Tree has seven attributes. Each gods represented an attribute, which allowed them to create civilization as what we know today.

In *Hartha*, the gods aren't dead. They are now living in the sky, above the clouds. In fact, it is forbidden to fly over the clouds, even if some elves are able to fly up there with magic.

## Church

The human religion is called the Church, being a monotheist religion.

It has nothing really important and different from the real life church to be honest, because I'm kinda lazy not gonna lie.

Each attribute of the Skill Tree shows what happened during the first seven days. Light being Magic, Firmament being Charisma, Earth being Strength, Stars being Intelligence, Animals being Dexterity, Humans being Talent, and the last day being Endurance.
Aggressive Monsters/Creatures

This categorises all the notable physically aggressive monsters, beasts and creatures of non-humanoid origin and/or form across the Aether. These are submitted by users, this does not mean these are the *only* physically aggressive monsters.

The following gallery is made of image links to their respective pages, please note these do not work on mobile. As such, text links have been provided below the gallery.

Draconem/DragonsHellionGlow RaptorsMagmatic/Magma GolemNameless ThingsRat King (Cadaveribus Rex)Pack RatDrowned Lover (Aqua Virgineum)Naga (Serpens Princeps)GnollsGoblinsDæmonoloch Fiend.

* Draconem/Dragons
* Hellion
* Glow Raptors
* Magmatic/Magma Golems
* Nameless Things
* Rat King (Cadaveribus Rex)
* Pack Rat
* Drowned Lover (Aqua Virgineum)
* Naga (Serpens Princeps)
* Gnolls
* Goblins
* Dæmonoloch Fiend
* Crowned Watchers

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Kasper 2004

### **Background**

A past Performium player, Kasper\_2004 was introduced to the server and initially was a solo player and the first to design a macro that would allow him to safely traverse tens of thousands of blocks in the first few days of the server. His high level of skill in technical minecraft and redstone materialized into iron golem farms and a afk fishing sorter on his farm base. Kasper\_2004 later applied and became helper, often providing plugin suggestions and fixes for issues and exploits and worked his way up to junior moderator and then admin. Kasper\_2004 also worked on Origins SMP 1.0 and helped draft Origins SMP 2.0 and Armies 2.0 alpha versions alongside Seraphim\_Here and Devsup (Armies 2.0).

### **Legacy on Armies**

Kasper\_2004 initially was a solo player but later joined the SFC alongside John\_Wicke and Venoque. His bases remained untouched throughout the lifetime of the server and was able to provide aid to SFC after several early-game base raids by Legacy and Mercenaries set them back. While Kasper\_2004 did not participate in the attack on 3 Legacy bases when Mercenaries obtained coords from an insider, he later joined the after party at spawn and got portal trapped like an idiot.

### **Legacy on GeoSMP**

Kasper\_2004 and Seraphim\_Here founded the Kingdom of Solaria on Geoblitz SMP alongside several Irgle and Civcraft players. With Kasper's expertise, Solaria developed 3 iron golem farms, a high output mob grinder and obsidian reinforced walls around the core of Solaria within a week.The airstrip and several beetroot farms were also made by Kasper\_2004. Owing to the innovation and use of machinery, Solaria was the most developed nation at the time.
Pack Rat

*“Some years ago, now before embarking on this journey. I was in Aramoor, visiting a close friend; she’s a scholar. One of the few I can put up with, I always find them to be stuffy. She had the most intriguing specimen. It looked like any old city rat, housed in a glass jar; the rat seemingly was watching us with some intelligence.*

*I asked her why she’d trapped a rat in a glass; I suggested she’d be better off buying a cat. She told me that it was a unique rat. That’s was news to me, a special pest. She walked over and grabbed the jar, emptying the rat into a larger sealed container on the other side of the room.*

*I watched in awe as that one rat suddenly became ten then 20. I presumed this was her idea of a dumb joke. I was swiftly dissuaded from such a thought. This rat could clone itself exponentially. She claimed Aramoor would pay a lot to not have this creature back on the street” - Bartholomew Horingglow, Bestiarum Vocabulum, Aether, Vol I.*

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**Place of Origin**

A result of a failed clone spell a Pack Rat can make short-lived clones of itself to swarm its target.

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**Rarity**

Only found in cities, Pack Rat will carve their territory in the undercity by killing normal rats and other natural predators. Pack Rat have difficulty reproducing if two were to mate only 1 in 10 of the offspring would be a true bread Pack Rat the parents devour the rest.

**General Overview**

Pack Rat creates short-lived clones of themselves to overwhelm their opponents. Each clone can then make its own clone. What could be an easy encounter can quickly spiral out of control. One Pack Rat will become four then sixteen. Quickly becoming a swarm to overwhelming the would be attacked. The original Pack Rat will often hide will the clones fight on its behalf.

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**Race Alignment**

Unaligned – Pack Rat is not trying to be good, evil or neutral; Pack Rat is simply benign.

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**Natural Race Abilities/Affinities**

~ *Arcane Doubling*

A Pack Rat under duress will create clones of itself. At the beginning of its turn, the number of Pack Rats will quadruple up to a maximum of 20. If the original is killed, any surviving clones will perish 1 minute later.

~ *Dopplegang Disease*

A being bitten by a Pack Rat or it’s clones will contract the Doppeling Disease. Someone suffering from this disease will shed a stillborn clone of themselves every 24 hours. This clone cannot be resurrected. With each clone, the originals life force is slowly drained. If untreated the disease will drain all the life force from the host.

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**Appearances**

Looks like a rat.

**History**
The result of a failed clone spell Pack Rats make their home in cities, living out their lives and raising litters. An extreme pest, a city with a known problem, will hire anyone to remove the pest. However, it has been known for shady hunters to capture the Pack Rat and blackmail the city, promising to rescue the city for an extortionate fee.

**Created by Mr Biscuits**

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Bosnia War

Namibian Republic
Ghana

Democratic Republic of Congo | **1999-2010**

Namibian Republic
Ghana
Democratic Republic of Congo
United Republic of Mali
Rwandan Federation

Republika Srpska | **2011-2020**
Republic of Bosnia

President Johnathan H.
President Joshua B.
President Hubert B. Johnsonle
 General MacPherson
 Col. James Strong
Lt. General Azubuike Okonkwo
Lt. General Johnson B. Stuart
Lt. General Michael C. Wentworth

***...and others*** | **1999-2010**
President Samir Alic
Lt. General Ismail Ekmečić
Lt. General Beriz Jokić
Maj. General Bahrudin Begovic
***...and others***
**2011-2020**
President Samir Alic
General Bahrudin Begovic†
Lt. General Ismail Ekmečić
Lt. General Beriz Jokić
General Andrew Wright
General Ethan Chapman

• Namibian Army
• Namibian Navy
• Namibian Air Force
**Ghana Armed Forces**
• Ghana Army
• Ghana Navy
• Ghana Air Force
**Mali Armed Forces**
• Mali Army
• Mali Navy
• Mali Air Force
**Rwanda Armed Forces**
• Rwandan Army
• Rwandan Navy
• Rwandan Air Force
**DRC Armed Forces**
• Congo Army
• Congo Navy

• Congo Air Force |  **Bosnian Patriotic Forces**
* Bosnian Revolutionary Army
* Bosnian Revolutionary Navy
* Bosnian Revolutionary Air Force

**Rhodesian Armed Forces**
* Rhodesian Army
* Rhodesian Navy
* Rhodesian Air Force
30,000 Infantry
60 Tanks
500 Artillery
5 Ships
**Ghana**
28,000 Infantry
5 Tanks
15 Artillery
**United Republic of Mali**
12,000 Infantry
19 Tanks
80 Artillery
**Rwandan Federation**
29,500 Infantry
150 Tanks
560 Artillery
6 Ships
**Democratic Republic of Congo**
60,000 Regulars
20,000 Militia
350 Tanks
2,000 Artillery

20 Ships | **Bosnia**
45,000 Regulars
28,000 Militia
210 Tanks
976 Artillery
3 Destroyers
6 Submarines
**Rhodesia**
45,000 Regulars
260 Tanks
1,500 Artillery

5,500 Infantry
24 Tanks
90 Artillery
2 Ships
**Ghana**
13,000 Infantry
5 Tanks
15 Artillery
**United Republic of Mali**
4,400 Infantry
4 Tanks
21 Artillery
**Rwandan Federation**
9,900 Infantry
17 Tanks
234 Artillery
1 Ship
**Democratic Republic of Congo**
12,000 Regulars
2,000 Militia
120 Tanks
500 Artillery

8 Ships | **Bosnia**
24,000 Regulars
12,000 Miltia
23 Tanks
340 Artillery
1 Destroyers
3 Submarines
**Rhodesia**
17,000 Infantry
26 Tanks
360 Artillery
Nitro

Ten artykuł to zalążek!Ta strona posiada za mało informacji. Możesz nam pomóc rozbudowując ją.

Nitro to subskrypcja która kosztuje 9.99 USD (40 zł) za miesiąc lub 99.99 USD (375 zł) za rok.

## Korzyści

* Własny Tag
* Animowany awatar oraz emotki
* Własny baner w profilu
* Zwiększenie limitu wysyłanego pliku z 8 MB do 100 MB
* Lepsza jakość wideo
* Odznaka
* 2 darmowe boosty
* Możliwość dołączenia do 200 serwerów
* Zwiększenie limitu liczby znaków w wiadomości z 1000 do 4000

## Galeria

Ikona NitroZakładka Discord Nitro w ustawieniach
Cyclone Hilda

Cyclone Hilda was the most powerful Tropical Cyclone ever recorded in the Garvisch basin since Cyclone Ilga in 2002. It was an extremely dangerous Category 5 cyclone which caused catastrophic damage and loss of life in Visaten and surrounding areas. It is the strongest cyclone to make landfall in the Visaten state since Cyclone Frank in 1937 and the strongest on record, beating the 1918 Visaten cyclone with the highest amount of winds and most intense landfall.
Kaz'jyn

**Place of Origin**

Kaz'jyn are drawn to places of magic, this can be forests or other natural environments rich with latent magical energy, or cities of magical power, like the blessed city of Aramoor.

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**Rarity**

Semi rare. They are rather elusive, though not enough to be mythologized. Some would even consider them common pests if they are often near magical hubs or if they themselves are magical.

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**General Overview**

Kaz'jyn are naturally magical beings that are either solitary or live in small packs of no more than 5. They are omnivorous, feeding on small plants, insects, and smaller animals like lizards or mice. They are quite intelligent for an animal, match to that of even dolphins, and they have understanding of basic tools and social awareness. They often steal small shiny or metallic trinkets. A Kaz'jyn's burrow can be filled with bolts, buttons, scraps, clips or even whole glimmers. Kaz'jyn are not naturally malicious, though their cunning, thievery, and stealth based hunting can lead to them having a bad reputation.

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**Race Alignment**

Chaotic neutral

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**Natural Race Abilities/Affinities**

Kaz'jyn secrete a liquid that turns to smoke when oxidized. They use this as a form of camouflage, and can even release it in a mass amount to create a large smoke cloud that could last for minutes, though doing this is often a last resort, as it massively dehydrates them. Kaz'jyn can use their small clawed paws and thumbs for climbing up rough surfaces like tree bark or uncut stone, and they can grip and hang easily while climbing.

They have acute hearing and smell, and can use their front paws as hand like appendages to clasp onto things, and even manipulate objects with a degree of dexterity. They are intelligent enough to use complex problem solving, use simple tools, understand facial expressions, and communicate complicated emotions in their own chittering language.

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**Appearances**

Kaz'jyn resemble that of a mongoose with sleek black, grey, silver, or white hair. They average 1 and a half to 2 feet on length, and average a weight of about 6 to 8 pounds. They have two flat, long tails that extend an extra foot from it's rear. It's eyes are usually brown or gold, and they have small clawed paws with prehensile forepaws with opposable thumbs.

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**History**

Kaz'jyn seem to be an invasive species from a faraway country brimming with magic. They traveled to the Aramorian part of Aether by stowing away on trade ships, and breeding within their new homes. Over the years, they became a mainstay, and luckily did not disrupt the local ecosystems to an irreparable degree.

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**Created by Patches**

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Nocmir Elves

**Rarity**

Extinct

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**General Overview**

Nocmir were one of the first sub species to embrace other cultures and taking to them as they sought a place in the world, as such, from the moment of the Great Awakening they slowly began to die out as inter species and inter sub species breeding became common until, around 940, the last true blood of their kind died in the Oushivia Tower.

Most believe the Nocmir to be the closest magically to the Ancients, possessing immense power and capabilities for the arcane and Holy. For a long time they were seen as the total opposite of the Blood Elves: being zealous towards the Divine Gods rather than Blighted, starting crusades and espionage into suspect territories with unique and odd organisation for such a spread out species.

Much of their own culture has been lost along with their history since around 500 post-awakening after what many suspect was a great purge of ‘heresy’ by their own kind, however Nocmir traits can be seen in Wild Elves today.

Nocmir Elves were believed to have lived up to 600 years old.

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**Race Alignment**

Believed to have been chaotic good

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**Natural Race Abilities/Affinities**

Nocmir carried the strongest of the Ancient Elves traits revoking around magic, having innate potent capabilities when it comes to said arcane sorcery. To this day, those who have strong and dominant Nocmir genes may possess a more acute affinity for magic.

They are also believed to have been some of the best archers in the entire Aether, having impressive eyesight to rival that of eagles.

What other abilities they possessed are unknown.

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**Appearance**

Characterised for their long eyebrows and exaggerated ear size, Nocmir also tend to have glowing eyes and odd markings under their skin on occasion. As for colouring, they varied widely with intensely and hue.

**History**

Much of their history is linked to their disappearance, though their accomplishments are usually most noteably their Holy crusades and espionage against Blighted cities and uprisings, being one of the few bastions against the Blood Elves until interspecies, intersubspecies and Blood Elf warring saw an end to the mighty Nocmir.
Classes dos Cavaleiros

A Ordem dos Cavaleiros é uma das que mais possui o número de classes, possuindo mais de dez classes divida entre os quatro níveis.

## Rank Baixo

* Escudeiro
* Arqueiro
* Lanceiro

## Rank Médio

* Guardião

* Gladiador

* Conquistador

* Espadachim

## Rank Alto

* Paladino
* Fantasma
* Defensor

* Dragoon

* Patrulheiro

## Especiais

* Ronin

* Gemini
* Greatwall
* Reaper
* Odisseus
Hellion

**Place of Origin**

Volcanic Regions

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**Rarity**

Uncommon

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**General Overview**

A large segmented predatory worm covered in thick chitin. It lacks eyes, ears, and a nose, instead only having a massive maw lined with teeth. Despite its teeth, it often tries to swallow prey whole. When that fails, it latches one and bites out chunks at a time. They are cannibalistic and highly territorial. Their chitin is used to make exotic armor.

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**Natural Race Abilities/Affinities**

Hellions have a burrow speed of 40 mph through ash, 30 mph through rock, and have a tremorsense of 60 feet. All Hellions can swallow things whole and rarely use their teeth. Upon emerging from the ground, a Hellion can swallow a single person whole. They will take damage from its stomach acid each roleplay turn unless they kill the beast or deal enough damage to it to cause it to throw up the victim. On a large enough target, a Hellion can use its Hooks to latch onto a target, allowing the Hellion to take bite after bite, much like a lamprey.

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**Appearances**

A large, plated worm that is eight feet wide, fifty feet long, and covered in spiky, ridged chitin plates that faces away from the head. Three large hooking appendages sprout from behind a thick ring of spikes known as the Mane, these Hooks fold back during tunnelling and only appear upon surfacing. A Hellion has a mouth ringed with sharp teeth on its front end.

**History**

Long ago, Hellions were pack predators-and much larger than they are now. Their prey was even more colossal, and their original sizes of both are unknown to Aramoor’s scholars. What is known is that Hellions are evolving smaller and smaller each day-and are cannibalising each other in their quest to feed a hunger that once was only sated by creatures the size of mountains.

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**Created by NuclearNyan**

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Half-Elves

**Place of Origin**

Unknown

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**Rarity**

Common

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**General Overview**

The results of true elves breeding with any other humanoids species, half elves are stuck in the middle ground and will often find themselves feeling out of place in the world.

Without a proper classification other than a halfling, they are commonly shunned from both elves and their other halves should prejudice wish.

Half human half elf are the most commonly found half elves found.

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**Race Alignment**

Typically Neutral varying.

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**Natural Race Abilities/Affinities**

*~ Extended life*

As per their Elven half, they naturally age at the same rate their true Elven half does, their average age of natural death of old age being that of 150-200 years old. Half elves will find they age rapidly in their last 50 years.

*~ Affinity*

They have a natural leaning towards nature and elemental magic, however, this is not necessarily common should their other half not have the same natural affinity, leading to many, especially half human, to be born without their natural affinity and so must learn at the rate of humans.

They can be born with the natural affinity for their other halves, for example, a half fae may find they cannot lie, or a half Mer may find they take to water or sprout a scaled fin to propel them.

Half elves only take on none to one natural affinity for both parents, very rarely taking on an affinity form both.

*~ Speed*

As per the Elven speed, half elves are nearly always born with heightened agility and speed, slightly less than that of their Elven half, but never lower than that of their other half.

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**Appearances**

Half elves blend into what their parents are, making their parentage somewhat obvious.

For exampl, a half elf half dwarf will be short in height, heavy built but with pointed ears. A half human half elf will have pointed ears and human skin tones and physical shape.

Despite their differences, one thing is always the same with every half elf: their small, stunted, pointed ears.

**History**

There has always been half elves since humans and elves began having intimate relationships, however, ancient elves would rarely, if ever, partake in such.

They face the persecution of that of both their halves and struggle to fit in, many becoming isolated creatures or devious in nature.

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**Created by Impy**

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Circe, Patron of Magic

(Kir-ke) Neutral Patron, born of mortals.

Circe is not so much a God, but a mortal woman of unknown humanoid race who is believed to have ascended through vast skill and incredible actions.

As such, she is not called a God, but worshipped as an individual Patron.

Circe was a wild witch of the woods close to Aramoor, many believe her to be an elf as she was known to travel from clan to clan as a merchant, healer and prophet, yet she also traversed the lands of man, having passed from the Corruption to Aramoor with magic by her side and delved deep into the core of Aether below.

She worked miraculous feats, such as teleportation over vast distances, passing into the Corruption and returning a week later unharmed, revival of an entire armada of dead, curing the Fishborn disease that spread through Aether like wildfire with seemingly no cure, sending souls from Limbo to Silia without aid of the Crusix.

It is believed that is where she now lives, in Silia, still alive by power of magic having broken through from the mortal realm as her last feat, settling down to channel magic and order it for the people of Aether from over yonder.

No one is entirely sure what she looks like, nor can anyone truly settle on one idea, but one occurring theme throughout all who have claimed to see her is how she takes on 3 faces, leading some to ponder whether Circe was actually 3 different women, hence such stupendous feats for a mortal.

CirceCirce's Rune
## Evoking Circe

Evoking Method:

~ Bring any item of magic significance to an altar, from wands to crystals to herbs to staff, the more the merrier. This can also mean items that hold emotional significance to the evoker, the more serious the emotional desperation the more attention the evoker will garner from Circe, tears are the most effective.

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Evoking Result (1 of):

~ All magic spells cast by the user directly will have halved cooldowns for the next 5 spells. This does not count for enchanted spells, potions etc. When the 4 spells are used, this result is gone.

Anything and everything that is directly from the character will use one of these 5, illusions, simple tricks, etc. Once used it is used.

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Evoking Failure (1 of):

~ All spells cast by the user directly will have double cooldowns for the next 2 days. This does not count for enchanted spells, potions etc.

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## Circe's Shrine in the Aramoor Cathedral

The following altar can be found in the Aramoor Cathedral's gardens. It is public access 24/7 and upkeep is regular.
Vesix

(Veh-six) Vesix is equally chaotic, but here you have no control, no knowledge, no know-how of what to expect. All power is out of your hands and the laws of time and space are dictated to by that of Avanna, the Queen of the Underworld. This land is barren, isolated, disgraceful and painful.

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Vesix is a cold, icy land filled with fog and a deep chill that can never be warmed. The sky is replaced with a film of blackened ash that rolls across with only tiny streaks of light illuminating the darkness, the ground covered in a thick mist that obscures the vision and can even be poisonous the further down you go.

The stench of acrid acid will burn at ones throat, a freezing cold that can never be warmed picks at the skin and inwards, mist clouds the eyes and creates an irritating itchy sensation that can become burning hot the further down you go, moisture is sapped from the body and frozen, leading to breathing being difficult and laboursome, walking is perilous and there is no surface not covered in dew to grip onto, the stomach churns with an undying hunger as the body withers away over time.

None of these sensations ever fade or become tolerable, the effects unyielding regardless of your attempts, whether you are alive or a soul, all will feel them.

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Avanna resides within Ves, a towering castle that looms with dark energy in the centre of Vesix where the Queen rules and her favoured souls can live.

Ves, Avanna's PalaceAvanna typically chooses punishments for her souls that reflect the crimes of their Aetherian lives, conditioning them back into upstanding citizens and remodelling them back into a life they can enjoy, this can take years or even a millennia but she has never failed.

Souls that endure the conditioning become the conduits of such, a part of Avanna’s personal army of undead that forever wander and obey her every order and carve their own life under her gaze in this realm.

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Known figureheads include:

~ Charon

A Chimera bound in chains at the great gates of Avanna Hall in the centre of Vesix, where Aramoor would stand. Charon is the guardian and ‘pet’ of Avanna.

When Were-creatures pass, they do not get to go to have their crimes judged, they are sent to a realm within Charon’s mass where they may run and hunt forever. This leads many were-creatures to worship Charon as their only god.

~ Pugione

An unknown ancient figure the size of a volcano, believed to be an Ice Giant, turned to stone by The Lapis Fabri.

~ The Lapis Fabri

A dozen gorgon-like withered women who turn people to stone with their screams, it is believed they turned Pugione to stone, they are Avanna’s most loyal warriors with skill and power to rival the Vindicta, yet they cannot leave Vesix, for if the heat of the land were to not reach them then they too would turn to stone, forcing loyalty to their Queen.

Lapis Fabri come from the souls of a murderous tribe of women blacksmiths who only worshipped Phosphephos.

~ Bob the Demon

An entity of raw chaos, he claims to be the grandson of Avanna herself and is doted on by her. He enjoys pranks at the expense of mortals and can traverse through Vesix and Aether in kind.
Tubiae, God of the Arts

(Too-bee-ay) Divine God, born of the Titan of Water.

Tubiae is, simply put, the right hand of the Trickster. Tubiae represents the lighter and harmless side of mischief and provocation, often being the only one who could sense the chaotic energy of the Trickster. Tubiae is often referred to as the God of Fun, a lighthearted and happy-go-lucky deity that never takes anything seriously enough, leading to them easily offending gods or being looked down on as a lesser deity, even unfairly classed as a Blighted god until being classed as a Divine by Themega.

Tubiae is evoked for festivals, carnivals, parties, dance, paintings, sculptures, art, architecture, interior design, etc. It is said that Tubiae created smiles for mortals and taught them how to have fun, creating festivals of dance and giving them inspiration for instruments. It was this that convinced Themega to declare him Divine.

This God of Fun is non-binary/agender, having no discernable race and their appearance changes from culture to culture. In Elven clans Tubiae and the Trickster are one and the same but High Priestesses and Priests of Viothism are steadfast in that they are individuals.

Tubiae’s corruption came in the form of flippancy and nonchalance. Once the Blighted God of Debauchery, Tubiae is the only god to reverse their corruption, leading theologians to believe Tubiae’s corruption is based on the joy of mortals in the world.

TubiaeTubiae's Rune
## Evoking Tubiae

Evoking Method:

~ Gift an instrument of any kind to an altar, play a humble and quiet tune that brings the characters soul at ease and that makes them feel joy.

~ Ooc dice roll, 1-10 success, 11-20 failure.

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Evoking Result (1 of):

~ The instrument they brought to the altar is now blessed and will glow and faint yellow, any rhythm played from the instrument by the character will enchant anyone within 15ft, pulling on them mentally to grasp their attention but not forcing them. All within this 15ft will find themselves desiring to smile and laugh and experience flutters of joy, this works well for quelling arguments and soothing an enraged or saddened soul.

However, the tune must be constantly played for these effects to work and it does not necessarily make anyone more amenable, nor careless.

If someone else were to willingly and fully-knowingly hold the instrument while it glows with the blessing then the enchantment will be broken, the individual who now holds the instrument will face the consequences of the failed evoking rather than the evoker.

The instrument must be returned to the altar after 1 day or before, the same tune played when first evoking or else the character will face automatic failure.

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Evoking Failure (1 of):

~ The evoker will not be able to experience any joy, any fun, any happiness or positive feeling and thoughts for 3 days. They are forced into a state of nonchalant neutrality that can crush enthusiasm and passions in life, but they can still feel negative emotions too.

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## Tubiae's Shrine in the Aramoor Cathedral

The following altar can be found in the Aramoor Cathedral. It is public access 24/7 and upkeep is regular.
Humanoids

This categorises all the notable and known Humanoids found within Aether. This does not mean they are the *only* Humanoids, but these are what users have submitted as canon lore.

The following images are links to their respective pages, however, if on mobile and these image links do not work, there is text links below the gallery.

PixiesElves/ElvenHalf-ElfValirOrc-KinLycanthropeFaeHalf-FaeArthropodsDragon-KinGenieGiants/GoliathsCapriniSpectrenGorgonsLamia (Serpens Bellkanos)HarpyVampiresDhampiresNithusantIronforgedDwarvesSpriggans.

* Pixies
* Elves/Elven
* Half-Elves
* Valir
* Orc-Kin
* Lycanthrope
* Fae
* Half-Fae
* Arthropods
* Dragon-Kin
* Genie
* Giants/Goliaths
* Caprini
* Spectren
* Gorgons
* Lamia
* Harpy
* Vampires
* Dhampires
* Nithusants
* Ironforged
* Dwarves
* Spriggans

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Thorny Lumberer

**Place of Origin**

Aether’s temperate forests.

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**Rarity**

Uncommon

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**General Overview**

Thorny Lumberers are large squattish herbivores that switch between walking on two and four legs, preferring two. They are generally passive beasts and will often amble about and graze on plants they can find, such as grass and bushes. They form herds of 5-10 individuals, with hierarchy not really being that much of a factor, as they generally wander and follow whoever moves first in an interesting direction. They are highly protective of young and always keep them in the herd’s center. They are passive, but will attack if a person gets too close to their young or attacks one of the herd. They have a low rumbling call they use to communicate, a sort of growling “moo”. They are sometimes pests in farms neighboring forests, as Lumberers have been known to wander into a plot and eat the whole field quickly.

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**Race Alignment**

Neutral

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**Natural Race Abilities/Affinities**

Lumberers are rather slow-walking, but they are heavy and have quite a bit of strength despite their speed, all of it going into the ability to push things around.

Lumberers are nearly entirely covered in spines, much like porcupines. These spines are as thick as arrows and about a foot long each. The only places that spines do not grow are their snouts and their stomachs. These spines can come loose easily from the Lumberer, meaning that a stuck individual is taking the spine as a souvenir. They regrow their spines over the course of a week.

Lumberers can fling their tail spines at threats up to thirty feet away with a wide spread, akin to a shotgun. A Lumberer can do this four times before the spines need to regrow. Once done, their tail is defenseless.

If an attacker can flip a Lumberer over, they are essentially done. They are rather topheavy and have no protection on their undersides.

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**Appearances**

Albeit smaller, about 2’ 6” tall.

Lumberers walk around on two legs and use their spiked tail for balance. When facing a threat, they go to all fours and wave their tails in the air menacingly, also preparing their spike volleys with the same motion.

**History**

Lumberers have had a tentative history with forest cities and farms. With them constantly and obliviously barging into crop fields, ransacking the lot, and then wandering off with all the grace of a bipedal tumbleweed. Despite this, there have been a few failed attempts to domesticate the Lumberer. Most of these attempts failed when people tried to pet one.

They are hunted by intelligent predators of Aether’s forests, or those too big to worry about their spines.

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**Created by NuclearNyan**

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Half-Fae

**Place of Origin**

Aether outlands and wildlands

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**Rarity**

Somewhat rare as they tend to keep to themselves

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**General Overview**

Result of Fae interbreeding with other humanoid species. As halflings half fae are usually stuck between a want to belong to and guard the natural world and to explore the more populated regions of Aether. They usually feel most comfortable around their own kind or in the lands most populated by fae kind.

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**Race Alignment**

Typically neutral, varying

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**Natural Race Abilities/Affinities**:

Affinities:

~ Half Fae may experience some affinity for one natural element or sub element such as water or ice, earth or plants. Not all Half Fae have a elemental affinity and may need to learn magic at a slow or normal pace.

Attunement with nature:

~ Half Fae may be drawn to nature much like fae and feel the nature around them such as sickness in a blighted tree or the joy of budding flowers. This skill may be weak or nonexistent and may need to be learned through time and practice.

Stealth:

~ As with Fae, Half Fae may find themselves able to navigate nature with ease and quietly without drawing the attention of others or disturbing wildlife.

~ If a Half Fae child is raised away from other of their kind or away from lands typically inhabited by the Fae, they may not show any of the above abilities.

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**Possible Natural Race Weaknesses**

Half Fae or Fae Kin have a chance of being fragile due to their fae heritage. This can be negated by their other ancestry if they are mixed with hertier races such as humans, dwarves, etc.

This fragility can result in extremely fragile/breakable bones as some fae races possess flight capabilities

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**Appearances**

Half fae typically appear to be humanoid in size, though with otherwise out of place attributes such as naturally brightly colored hair and eyes. Their skin may be tinted various colors and they may have markings on their skin drawn in symbols of the Fae language. These markings can glow from within in varying colors dependent upon the natural affinity of the half fae. Possibility of having elongated ears, though not necessarily as much as an elf. They may also possess more exotic features such as horns or other details normally found on plants or animals if they have a high amount of Fae blood.

**History**

Fae Kin or Half Fae beings came into existence as humanoids pushed out into the natural lands of aether. As villages of other races spread out into the wilds and proved an ability to live in nature without destruction.

*It is important to know that Fae blood can never disappear from a family line, though it will weaken through generations.*

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**Created by HuntieyyCat**

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The Aether Roleplay Wiki

**Welcome to the The Aether Roleplay Wiki!**

> This wiki is dedicated to the lore and record keeping of the successful Discord server 'Aether'. Here you will find Beastiary submissions from the community of our server, lore of the world, locations, maps and more!
>
>

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## Condensed / Need To Know Lore and Magic Guidelines

We understand that seeing a wiki with around 100 pages is incredibly daunting, and it can be confusing where to go or what needs to be known to get roleplaying on the server, that’s where this page comes in!

The purpose of the following page is to provide a clear and concise condensed overview of all the lore on this wiki, with all the ‘need to know’ information to get roleplaying!

There are links embedded to certain keywords that will, when clicked, redirect you to the page that gives a much more in-depth look at that subject! However, reading those pages is completely optional, the following page is the only mandatory page to read to get to know the world around you.

So don’t worry, we shall keep this brief but informative! Condensed / Need to know Lore!The Condensed, need to know lore!
*A text link is provided for mobile users.*
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## All Lore

AramoorPanhandleThe AetherFactions and GuildsBeastiariesThe GodsMagic GuideThe History

Please note, if you're viewing this on mobile browser then the image links may not work. Please use the featured category links as they are all there! Thank you!

This lore can be contributed to by the community, with active and approved members taking priority with lore additions and creation.

These pages will be updated regularly as seen fit, it is recommended you check out the Lore Updates channel for more information on newly formed guilds, new laws being implemented, and other minor updates.

Major updates and changes will be added to these channels and users will be notified.

Credit for this wiki and its written lore goes to:

Impy - City of Aramoor, The Aether, Lore Updates, The Gods, Guilds, and all wiki organisation.

MrBiscuits/Marcys partner/Marcy - Panhandle, The Gods, History, City of Aramoor, Major Kingdoms, Guilds.

TrueFlame - History and Major Kingdoms.

We do not claim to own any of this art! Respect will be given to the creators wherever we can, we do not make money of of this, it is purely a fun community.

If there is ever an issue with any used material, please let us know!
Purgatory, Limbo and Judgement

Upon death, by whatever means, souls are stripped from their flesh and faced with a state of purgatory. Purgatory is merely where souls are trapped in the land of the corporeal and yet have no corporeal form, they do not belong here, they are trapped between realms.

To pass from this stage the body, regardless of decomposition, must receive eternal rest via burial, cremation or the soul to complete their task or another means. These means vary from culture to culture and soul to soul, but whatever means are used, the souls will then be judged by The Crusix under command of Themega, Goddess of Justice.

Over time, souls stuck in Purgatory will lose their sentience or sense of self, eventually becoming wandering husks of what they once were or driven mad with the goal that keeps them there.

The less sentience, sense of self and worth a soul has the easier they are to be pulled for necromancy and soul magic, to the point where a skilled practitioner can take souls like picking berries from a bush.

Upon being judged, The Crusix that has been assigned to the soul - by Themega - they are to judge will present a set of scales.

On one scale, the soul is to be placed, on the other scale the Crusix will pour a liquid-esque version of all the four main Titan Elements individually in order: clear Water, mud for Earth, mist for Air and finally Fire that swirls in a vortex within the mist.

If the soul evens out or is lighter than the Titan elements, they are deemed to have lived a decent and virtuous life, therefore securing their place in Silia.

If the soul is heavier than the elements, they are damned to eternity in Vesix.

The only creatures that skip this judgement are those that are already the walking dead such as Vampires and Liches whom will be sent to Vesix, as well as Were-creatures which are sent to Charon in Vesix.

Once judged or judgement skipped, the Crusix will lead the soul with gentle or aggressive hands to their new fate and will never be seen again by that soul.
Silia

(Si-li-ah) Silia is the heavenly land where the innocent and virtuous are sent after being judged as worthy and good people, while all Draconem are granted entry regardless.

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Silia is a land ruled by chaos out of our comprehension that is constantly changing to accommodate and suit the souls within, each and every person perceives their own unique paradise, what they believe Silia and their paradise to be, what it feels like, smells like etc and will exist in whatever stage of life they deem fit, they will see others in ways that they remember them, from their age to clothing to smell. This changes from moment to moment, all fresh souls to Silia will find themselves in the same geographical location that Aramoor would be in Aether.

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Who governs over Silia - like Avanna with Vesix - is up for debate among Viothism Scholars, some say no one in that the land is governed by all the Divine Gods.

Known figureheads of Silia are those that can be found through history, such as the First King, Dulmyr Tygus, Pymicillea etc, as well as all Divine Gods except Avanna.
Chinasa Pretorius

Colonel (1877)

Revolution of 1877
* Battle of Atestomyard

Zimbabwe Civil War
* First Battle of the Wilderness
* Second Battle of Fischer's Hill
* Second Battle of the Wilderness
* Siege of Atestomyard**†**
	+ Battle of the Break
	+ Battle of Funnel**†**

Chinasa Pretorius (April 13, 1822-June 30, 1895) was a Zimbabwean general and governor. He served as general in the Mauto Echisimba (armed forces) of the Kingdom of Zimbabwe during the War of 1856, Revolution of 1877, and the First Zimbabwe Civil War.
Passive Monsters/Creatures

This categorises all the notable physically passive monsters, beasts and creatures of non-humanoid origin and/or form across the Aether. These are submitted by users, this does not mean these are the *only* physically passive creatures.

The following gallery is made of image links to their respective pages. Please note that these do not work on mobile, as such, text links can be found the gallery.

Griffins/GryphonsPheonixTricoKaz'jynEcnaeEternal WitnessesTavern Drake (Taberna Draculus)Living Wick (Vitae Cera)War Mounts (Mountis Bellatrix [Strand Name])Thorny Lumberer
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* Griffins/Gryphons
* Pheonix
* Trico
* Kaz'jyn
* Ecnae
* Eternal Witnesses
* Tavern Drake (Taberna Draculus)
* Living Wick (Vitae Cera)
* War Mounts
* Thorny Lumberer

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All you Greens and Whites

**All you Greens and Whites** (Russian: Vse vy, Zelen'i belyyes) is a Chemgotan patriotic song dedicated to national unity and prosperity to proceed onward together as one unified spirit, the song is most popular among the civilian population of Chemgota and is used in much national folklore and is also often used as a lullaby for the young, the song was created by Balsunova Pelageya, a Chemgotan singer and actress. The song became popular not for it's militarist or patriotic stance, but for unity and peace together in one nation.

## Lyrics

Oh, come all you Greens and Whites!

Together we merge to form anew

And our colours become lighter with each blend

To deal away with the horrors of war

So let us learn from the past and unite

As one family and noble tribe we shall work for strive

And to have peace in our great time, let us unite!

Yes this our land, sacred and secured

Until the end of time we are brothers and sisters

We are one, but we are many is our proudest motto!
China (Iron Curtain)

This page is about a country, and as such, it is important to note that it may not provide a complete or unbiased overview of the country's history, culture, or current events. The information presented on this page is intended to be factual and accurate to a certain timeline and does not reflect on real world beliefs.

*Chunghwa Minkuo*
*Zhōnghuá Mínguó*

Flag

Emblem
 **Anthem:**中華民國國歌
*Zhōnghuá Mínguó guógē*
Allan Lynn

**Sir Allan Joseph Lynn** (7 July 1985 - 19 January 2048) was a British-Chemgotan military commander which served during the Chemgotan War of Independence from 2027 until 2036, Lynn was appointed into command of the 17th Cavalry Division in 2030 and led the 17th Cavalry Division until the end of the conflict in 2036. Originally a British advisor, Allan Lynn joined the Chemgotan revolutionary forces and implemented his expertise of being a military commissioned officer into fruition under the service of the Chemgotan Defence Force, he was awarded the Hero of the Republic, the highest national military award of Chemgota for his dedication and service within the Chemgotan Defence Force and fighting for Chemgotan independence from the Russian Federation, Allan Lynn died in a car crash on the 19th of January, 2048 in the settlement of Spornoe, State of Magadan in Chemgota whilst driving to attend a political meeting taking place in the State of Yakutia, many theories circulated and suggested that the car crash was an intentional attempt to murder the former commander by Russian Separatists, despite not being proven as factual, the Chemgotan government used Lynn's death as an excuse for public war support against the dismantlement of Russian Remnant forces situated across the country.
Elves/Elven

There are a plethora of Elven sub-species found throughout Aether, or some not at all due to extinction...

The following images are links to their respective pages, however, if on mobile and these image links do not work, there is text links below the gallery.

Blood ElvesSnow ElvesDark ElvesMoon ElvesSun ElvesSea ElvesWild ElvesAmbar ElvesNocmir ElvesAncient Elves
* Blood Elves (Fuilmir)
* Snow Elves (Hallixmir)
* Dark Elves (Tenemir)
* Moon/Silver Elves (Lunismir)
* Sun/Gold Elves (Ghrianmir)
* Sea Elves (Atha'an Miere)
* Wild Elves (Syolmir)
* Ambar Elves
* Nocmir Elves
* Ancient Elves

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**Created by Impy**

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