recursal/Fanatic-Fandom huggingface dataset:
Taffy, The light roamer mage

## Taffy Origins

Taffy, originating from Heaton and trained at the brimstone academy, in a travelling mage for hire who specializes in the manipulation and control of light, being her primary source of power she uses this defensibly more often than for harm, but will defend herself when provoked. At 25 she is a master in her craft, and though she is powerful she possesses no moral code and will take work for clients regardless of their motives.

## Her magic

Taffy uses magic that controls and shapes the light around her. Capable of creating blinding flashes of bright light, shaping and forming items and weapons, and even draining the light from an area she has total control, but at a heightened cost. The more magic she uses in a single sitting the more light she drains from herself, and she has at times gone temporarily blind and even deprived herself of all senses for short periods of time, but this has not stopped her from honing her craft to near perfection.

Aided by the rings on her fingers and the unique broach on her robe she can amplify her magics temporarily, or channel through her rings for powerful effects, but these take the heaviest tole on her body and she rarely resorts to this

## Her travels

Taffy has traveled across both continents in her work, and made numerous friends, and twice as many enemies. Her name is permanently on watch in some major cities and she in wanted for heinous crimes in others, so she never tends to stay in one place for long, but she is a kind person who takes care of her friends when she learns to trust people.
The Grey Reef

Water's Wings

*"Feed me all the words you claim to eat. Show me all the scars you say still bleed. No soul defines what I belong to."*

## The Island

The sickening blue covers like a dome. It creeps into the waters and infests it with the putrid color. A single rock acts as salvation. A bed. All the birds gather there, for no other land in the world exists. They feed off each other and their own kin to survive. None dare to venture beyond the rock. None even see the ocean beyond. White, red, blue and brown. The only colors these birds ever get to see.

## The Bird that Flew

Why stay? Why indulge in such a horrid existence? One bird felt the call from beyond. Beyond, where nothing else existed. True beauty lay out there, where nothing could be seen. Away from the only life these birds knew. So one flew. The first bird to ever fly. The only one that ever has. Were birds designed to fly? No. But these wings carried the bird beyond life and towards the voice that called.

## The Voice Deep

Louder it got. It could hear the screaming. It just wanted to be heard; to be touched. The bird was it's salvation. But from far below it called, beneath the waves. Beyond where any light was. But where else was there? Were birds designed to swim? No. But these wings carried the bird beyond the surface and into the deep. Light shattered, and nothing can be seen. Nothing could be felt. Did the bird move? Did it even live? It hardly mattered anymore.

## The Reef

Horrid. The forests of the water had been infested. Colors of which the bird had never seen, all underneath the water. They had found it. Wide, spiky columns of yellow and pink spiraled up into the heavens. Orange bulbs and mazes dotted the sea bed. The coral could speak, but they could not move. They cried for help. The fish moved for them. The ocean creatures came out and greeted the bird as one of their own. Forever, this bird would be their link. Their expression. Their cry had been answered, and the pact made. At long last, the reef was drained of it's color. The vibrant shades gave way to the beautiful grey. The bird wept- for they had been blessed.
Fedorian Military

The Fedorian Imperial Army is the professional military of the Fedorian Empire. Often used as a means of defense, the diverse army stands loyal to their Princess and her Empire. The Imperial Army, though powerful, does not see much use and often remains at their posts awaiting their call to arms. The Imperial Army also holds itself to reflect the Fedorian Empire, meaning that the military allows anyone in who can make it through the initial training.

## Organization

The Imperial army is split into five legions, each legion is lead by a 'Marshal' with the 'High Marshal' as the overall leader of the army, whom all other Marshals answer to. Under the Marshals of each Legion, Captains are hand picked by the Legion's Marshal. Captains lead a corp, every corp is made of three regiments, each regiment is led by a Regimental Officer, or R.O. for short. A Legion numbers tend to vary, due to the nature of the recruitment.

### The Marshalship

Instead of a system of generals, or the reliance of nobles to provide armies to the Empire, the Empire holds its own centralized army that is commanded by a High Marshal. The idea of the Marshalship is to separate the landowning Nobility from commanding the military. So, the Marshals are forbidden from holding any other land holding titles of Nobility besides that of military or honorary titles. Though, it is allowed for Marshals to hold land as a gift of retirement.

The High Marshal is hand picked by a retiring High Marshal from the ranks of the five other Marshals. The High Marshal has absolute control of the Imperial Army, second only to the reigning monarch. The High Marshal technically has the right to command any Legion, corp, or regiment that they so wish, though, this right is rarely used at any level lower than that of Marshal. The High Marshal also holds the right to use any Legion's Redoubt, and any Lord or Lady's castle as a base of operations if the Fedorian Empire is being invaded.

The Leaders of each single Legion are called Marshals, the Marshals answer to the High Marshal, the reigning Monarch, and cooperate with the local lords of their theatre. Each Legion is designated a 'theatre', which is an area of The Empire which that Legion is responsible for defending. The Marshals handle the deployments, strategy, and movement of their respective Legions. They are also responsible for recruitment, expected to maintain a minimal force number at all times. Each Marshal is unique, a product of the Legion which they lead. Every Marshal is chosen from the ranks of the Legion's Captains, to ensure familiarity and comradeship with the Legion that they lead.

## Recruitment and Training

Every Legion trains their soldiers differently, and has lsightly different requirements

* (**WIP)\***
Beth Seathre

Beth Seathre is a kind and friendly girl. She is a canine anthro. She is a bard.

## Personality:

Beth Seathe is a kind and caring person. She also a bit to curious. If she saw a person walking into the woods at night she would follow.  She hates seeing people angry, sad, or scared so she tries to help however she can.

## History:

She was born on the road. Her family was always traveling. She has four brothers, and two sisters, she was the youngest. Her mother died shortly after she was born so she never knew her.

She learned to play the lute from her father, who loved it, he would play for hundreds of people. She even surpassed him and was the best in her family. She learned the flute from her oldest sibling Kraila. She always stayed one step behind her, where ever she went Beth would follow.

She heard so many stories while they travel, from the retired soldiers, active soldiers, and even the homeless people around in a few towns. She always helped anyway she could when they were stopped. One day while she was listening to a story of a old man by a fire in a tavern he pulled out a flute and handed it to her. He said" it is a magical flute. Who ever listens to the music of this flute will become joyful and love the player." This intrigued the young girl. She played it and making people happy wasn't it's only power, it also brought the fire to life! Tiny people dancing in the fire! The old man told her to keep it since he couldn't play. When she was fourteen she decided to leave and have her own adventures, her family said goodbye and good luck on her adventures as she left.

She traveled far, looking for excitement and adventure for songs and stories for she can tell. She traveled from town to town. She had ran into her family again five months after but separated again. After two years she had found her way to Earnwold, the magnificent city.
The Crystal Slime

**The crystal slime**

While not as friendly as the average pink slime, these odd subspecies is still one of the more pleasent sights. They are commonly found in deep caves where almost no light enters. They thrive off of the glowing crystals that protrude out of the rocks, often taking the colour of the ones they digested, and starting to glow themselves. Despite possessing a wide array of colours, they can be recognised due to the occasional crystal shard floating within their gelatinous body, which tend to reflect light. They are known to be a miners best friend when it comes to monsters, as these slimes never bother others if they don’t bother them. The crystals aren’t even worth much, so the miners happily let them be. Not to mention, they are an excellent light source that is also free, which means a lot in the really deep caves.

Battle tactics:
Now this is still not tested completely, but so far this specific subspecies has been shown to be weak against darker types of magic. As for all the other strenghts, it is capable of taking a considerable amount of punishment from all magical sources, especially fire.

For pet owners:
These are a fairly normal choice amongst people, due to their beautiful looks and calm nature. It may not be suited for adventurers though, as their movements are lazy and slow. This is because despite having a digestive system strong enough to digest nearly anything, it is quite slow, and as a consequence the slimes themselves are lazy to do anything but munch on a crystal they wrapped themselves around. Sometimes, if not hungry, they’ll rather wrap around their owner in an attempt to show affection.
Ponton, The City of Courts

## History

Ponton has been a quiet city with not many things happening to it, but instead inside of it. Throughout the years Ponton has evolved to into the center for the peacekeepers of the world. They give sanctuary to those that need it. To attack someone in Ponton is most likely to be considered a death sentence or life in a prison or dungeon. There has only been a couple threats of invasion on the city but all have been stopped as to attack Ponton is to also attack every other city in The Independent States, as well as the Feydorian Empire.

## Society

There is a lot of diversity in Ponton. People from all walks of life live in this city and are always welcomed. Whether you are a poor man or a rich aristocrat the city of Ponton shall welcome you.

## Foreign Relations

Ponton is neutral with the other City-States as they are a mediator for other Empires when they have political disputes. When a war is at hand they remain neutral unless attacked. The city will attempt to solve any disputes in war to prevent any further damage.
The Weightless

"*Our guiding ideal is things were better back before we were on speaking terms with the fucking Diaspora*."- Shell Lotz, Episode 02: Soldier Game

The **Weightless** were an OriCon mercenary group based on Counterweight lead by Tea Kenridge. They were founded by survivors of the Queen's Gambit and have a strong anti-Diasporatic and anti-Weight leaning.

They have clashed with the Chime during the kidnapping of Cene Sixheart and again during the conflict at Seabed City.

The Weightless were one of several groups contacted through Orth Godlove's automated security protocols when he was kidnapped. They received the same message as the Chime did.

The Weightless were recently disbanded and reincorporated into the OriCon Expeditionary Force to form a new Queen's Gambit.

## Notable Members

* Tea Kenridge
* Shell Lotz
Ralos (The last Portalmage)

Full Name: Ralosa'akrn Aevumtractus

Species: Argonian Variant

Current location: Earnworld

Power: Manipulation of time and space

Bio: Ralos is a very special individual. The last of his species to be exact. Ever since he was born; his ancestors too; were on the run as well. as the gods despised our kind, and sought to get rid of us. As the last portalmaster was killed off... his father, they didn't find Ralos, as he was safe in the alleyways of earnworld. The last portalmage in existence. he ran and ran, until he was lost and starving. Of course, hunger turned into crime as he used his ability to steal food so he could live... until he was spotted by none other than the God Honiel... and there started his journey on the run from the gods... What's even stranger... His Family isn't just a family of portalmages... For his story has just begun. In earnworld. His first attempt to reintegrate himself in society, he meets the argonian named Fire-Walker, a runaway Pyromancer. We went on many adventures together... but I had to depart to face my fear... I went to the gods directly and pleaded for my life. After a few weeks of consideration, they agreed and released me back into the world. Reunited with Fire-Walker, I now follow him and Flint on their adventures
The Independent States

Independent City states, mostly filling up the continent of Taegae. They do not try and expand their territory far beyond their walls and necessary farm land, with the exception of Pregynt who claims much of The Livewoods. Frostfell has, likewise, laid claim to the island it inhabits

Ponton

Pregynt

Heaton

Lanox

The Colony

Frostfell

Halberd
Alexandra Copperhand

Alexandra holds quite a few titles, almost all of them given by herself. The otter boasts a decent magical repertoire, choosing to focus her magics on spheres including Life and Death. This places her in mostly support roles, finding coin by healing the sick and communing with the dead, where necessary.

The otter's past isn't something that she talks about much. Her previous adventuring party, the Torkletones, have all retired. She claims to be working towards replacing a workshop that was destroyed in the attack on Earnwold.

## Powers

Alexandra's study mostly revolves around the Life and Death arcanum.

### Life

Control over living beings, this allows Alexandra to heal people, or harm them directly with her magic. Shapeshifting is also another feature of this arcana, allowing the otter to take on different forms for limited periods of time.

### Death

Control over the dead, and the realms of them. Alexandra doesn't delve too deep into this arcana, talking with those past and control over shadows and bones is about as far as she takes it.

## Recent Events

### Telani Greyback's Pregnancy

??? - July 417AT

Alexandra took on a contract to help one Telani Greyback with her pregnancy. The otter cared for the wolf, administering magic in the guise of tonics in order to accelerate her pregnancy, and offer as much comfort as she could. She travelled with the wolf back to her home in the Iron Mountains, and assisted with the delivery of her five pups.

Alexandra then parted ways with the wolf, heading back to Earnwold a few gold pieces heavier.
Olfin

Olfin is an Ogre, and a very short one at that. Some think him to be half Dwarf to be so short, but the truth is he's just deformed. His small size actually gave him a great gift in that he is much more broad as well as far stronger that an Ogre would normally be. Olfin makes out to be a very nasty Scrooge to deal with or even to be around.

He had lived all his life as a castaway from his brethren for the rumor of his Dwarven ancestors, and thus had had to fend for himself. His meal usually consisted of deer, sheep, birds, and the occasional goblin. Goblins where a particular treat to him, so much so that he wore them as a show if his prize.

Olfin stands at 5' tall, and bears with him a Dwarvish battle ax, also giving fuel to the thinking that he is indeed half Dwarf himself. It hardly comes time for him to swing his blade, for most are terrified at the mere sight of him. Though for as small as he is in height, his head is twice the size of the average man, and his arms the size of most men's legs, giving him a wide sense of presence. Only to add to that is the fact that his boots, shoulder plate, and ax are made of iron, making his a deadly path to cross.
Lizzy Braza

Lizzy in his normal outfit

Alive

## Personality

Lizzy is a very kind adventurous person. Although he may not make the best decisions he still tries his best to help people he is not afraid of a fight nor will he not start one. Though he is nice most of the time he can get quite mean if you get on his bad side and you don't want to be on his bad side.

## Attributes/Abilities/Conditions

### Physical

Lizzy is a 6 foot 11 inch tall lizard folk he is arround 197 pounds in weight and can lift arround 250 pounds.

He is very skilled in magic and using his tail blade during combat.

He is resistant against most magic types and physical attacks, but not immune.

### Mental

Lizzy is smart in logic and mathematical sense but not in writing and everyday sense this causes him to get into some sticky situations.

### Magical

Drought ability can be used within 100 feet allowing him to dry up rivers and other bodies of water as long as he focuses on drying it up and nothing else.

Drought ability can not only do that it can dry up organic matter and turn it into dust although it uses a lot of energy.

Plague ability allows him to control sicknesses within 100 feet. Using this ability he can infect or remove a sickness from a person.

### Biology

Purple blood that can cause 1st degree burns if it comes in contact with skin.

## Heritage

Lizzy has a very strong draconic heritage, and this is what gives him his powers. His main ancestor is Krasnovaar a dragon of plague and drought, and this is shown through his powers.

## Equipment

### Whip

An enchanted whip that can shoot bolts of ice in the direction it is cracked.

### Tail Blade

A blade fixed onto the tail that is enchanted so that any wound it creates decays 1 inch in every direction.
The Starlight Mages

*"A never ending chain to forge itself. The light of the Torch of Maeliel shall always be carried, wherever it's light can be shone"* - Lungara, the 4th Master

## The Mages

The order exists as the acting agents for Maeliel within Langar. Though these mages are mortal, the power they receive through the God of Starlight is phenomenal. But for as long as the order has existed, the group has lived by a strict sense of traditions. This is to ensure that the power these mages draws from Maeliel is never lost. These rules are as follows:

1. The Order is to only answer to Maeliel.
2. The powers bestowed upon the Mages are not to be used for their own purposes.
3. Only two Mages can exist at any given time: the Master and the Apprentice.

To break any of these tenants would mean creating a disconnect between the Mage and the God they serve. And this would mean the removal of the Mages power, and their title. The Mages exist for the sole purpose of spreading the Light of Maeliel wherever they go, and to bestow his protection upon the beings of the world. This means that if an Apprentice is seen to possess selfish intentions within their heart, their title is lost.

## History

Due to the fact the order existed long before stories of them have been told, no one is able to pinpoint how long the Starlight Mages have existed. So only speculation has been made as to the order's origins. The most popular theory is that Maeliel once had a son many millennia ago. But when the Demigod's heart got corrupted, Maeliel entrusted an agent within the mortals to put an end to the corruption. This mortal would supposedly go on to create the Starlight Mages, an order of mortals dedicated to keeping the will of Maeliel in Langar, after bringing an end to the blight that had been created in the God's name.

The first known stories of the order date back nearly two millennia ago. Although the specifics of the event have faded over time, the first known Master (unlikely to be the first, but due to the fact no other Masters had been known about before this time, he is considered to be the first by many) did battle against Jevrundei, the Demon Lord of Envy. Stories of the order fighting against the forces of darkness have since dotted Langar's timeline.
Jinx

Jinx was born to large family of a mother, father, grandmother, and two older brothers in a remote village, she was born in the church of the villages and the priest attempted to end her life which got him slugged in the face. The family soon moved away to a less religious village.

Once she turned six her village was attacked by bandits, they destroyed everything and burnt all the villagers alive. Jinx, in an attempt to hide, was force to crawl under the burnt pile of bodies that was once her family which she stayed under for two days until the bandits left. After this she was left traumatized and she ran away from the burnt ruins, just going as far as she could until she ended up in a swamp where she decided to build a shelter for the night, this shelter ended up being her home for the next 31 years, where she would sleep, eat, and brew potions in her spare time. Said potions had unknown affects that were generally swamp themed.

One unfortunate night Jinx's home was invaded by a chattering beast who had a control over gravity, leading to any and all of Jinx's brews to be broken free from their bottles and causing chaos in her lonely hut, forcing her to grab whatever she could find and leave her home to preserve her own life, leading her to be stuck wandering the continent of Atheria as a homeless wanderer.
Adrah, God of Knowledge

## Adrah

Writings

The Gods

The oldest of the Gods, Adrah serves as the peacekeeper between conflicting Gods. The brother of Celinel, Nimlaser, Ariel and Jhamsel, he had the main role of designing the world of Langar for creation. Having saved most of the Gods and Goddesses from their destruction at the hands of his brother, Celinel, he was hailed as a hero and given the position as the leader of the Gods. Adrah serves as the chief historian and father figure to the gods, and after all is said and done, he will still have the final word.
Plains Stalker Pride

The Plains Stalker Pride is a group of Were-cats that live in the demon infested plains just above Heaton. They consist of about 30 were-cats, all female. The current leader, Grelgore, ran the males from the group when she beat the previous leader in combat. The group feeds on the demons within the plains, keeping their numbers low enough that they aren't a serious threat. Their territory consists of about 10 miles in a complete (yet sloppy) circle. Though, since there's no other threat of other were-beasts, they often hunt outside their territory.

Though their taste for demon flesh has helped the city of Heaton, they do not look away from a fresh kill of living flesh.
Assassins Guild

## The Assassins Guild

The Assassins Guild is a secretive group that does not take in anyone that they do not know or trust. All of the assassins must swear a sacred oath to uphold the rules of the assassins and swear their loyalty. All assassins are given an emblem, which is sewn on the right shoulder of the assassin's robes. The members of this guild can be identified in the MFK room by the .^. symbol in their names or statuses. The assassins are trained not to make mistakes, and to be proficient in many combat, stealth, medical, and survival skills. An individual assassin may specialize in one or two specific job. Examples include: Gathering intel, finding contracts, assassinating, infiltrating, stealing, and so forth.

Current members of the guild include Silver Claw and Erik Graves, as well as Master Ashur Cortez.

Drake Blayze was a former member of the Assassins Guild

## The Creed

-An assassin must never kill an innocent, or somebody who is not a target, unless in self defense.

-An assassin must never betray the Guild, whether it be by revealing the identities of his fellow assassins, to giving away the location of a guild meeting.

-An assassin must follow orders given by the master assassin, as long as his orders do not defy the laws of the assassins.

-If an assassin breaks his vows, his actions are punishable by banishment from the guild, execution, or temporary suspension, according to the severity of his offenses.

-If an assassin steals from the poor, the innocent, or was not ordered to steal, he must pay the victim back, twice as much as he stole.

These vows may be strict, but they are essential for an assassin to keep the right mindset and stay focused on his job.
Maeliel, God of the Stars

Omens and Dreams

Navigation

Ancestry

Sleep

Maeliel is the God of the Stars, worshipped during the night all over the world.

He is responsible for the night sky we see today, and each of the stars that dot it. Each star is said to represent a distant ancestor of those that still live, and Maeliel can manipulate them to deliver messages to those throughout the world, through omens, creating star signs, shooting stars, and other mysterious yet beautiful events that only those skilled with their eyes may understand and comprehend. Maeliel can also send some of the stars down to Langar to deliver sweet dreams to those that sleep, making sure to keep the nightmares of Samua away.

## History

Many years ago, not long after the creation of the world, a great war known as The Eclipse of the Backguard had shaken the known world, and Maeliel, the original God of Death, was charged with taking the souls of those that had died during the war, and putting them into the dark void above the world to watch over it eternally, as punishment. Soon after, Adrah realized his unique skill, and thus dubbed him God of the Stars, passing on the mantle of God of Death to Jhamsel.

## Worship

### Dogma

Maeliel is often worshipped after the fact, as people thank him for good fortune. It is considered bad form to present the God with minor problems, and instead simply praise him when positive things happen to them.

The most fervent of worshippers believe each of the stars in the sky to be a minor deity given to them by Maeliel, and prayer is offered to them in times of turmoil, often asking for guidance and wisdom.

Maeliel is most often revered through simple prayer, and stands as a god that seldom will accept sacrifice in the form of goods. Rather, those that seek to curry favour go through prayer and meditation under the open night sky, reflecting on the beauty of the shimmering stars.

### Places of Worship

Maeliel is one of the core deities, and as such shrines dedicated to him can be found in most of the major temples dotting the land.

Maeliel has a major temple that lies at the highest peak of the Iron Mountains. While it used to be a place of great worship, and a must-visit for those who champion Maeliel's faith, it has fallen into disuse and currently lies dormant.

Maeliel finds a strong following among the people of Boreus, due to their proximity to the north. The vast majority of the town see him as their chosen deity, and a major temple dedicated solely to the god can be found in town.
The Red Ravens

## History

The Red Raven's are an ancient and forgotten group of deadly assassins. Who started the assassin group remains unknown, but they use to butt heads against the Assassin's Guild often over high paying jobs. Unfortunately for the Assassin's Guild, the Red Raven's won more often than not due to their wide variety of skills despite being much smaller than the Guild. The location of the Red Raven's remain a secret, even to this day. Luckily for the Guild, however, the Red Raven's disbanded after 20 years of service and it's members disappeared as well. The only reason anyone now knows the group exists is because two of the members have been discovered; a crimelord known as The Butcher and a high ranking member of the Assassin's Guild known as The Phantom Assassin.

## Hierarchy

Very little is known about the Red Raven's way of 'government'. However, it is known that only those with an insane criminal record were even scouted by the assassins. An acceptance test usually required the scouted criminal to fight against a well trained Red Raven. If the criminal could survive for one minute or kill the tester, he or she would be allowed entrance, otherwise, the tested would be killed and left at the gates of the closest town, village, or city.

The strongest of the Raven's were known as The Claws. These eight assassin's were the strongest and most efficient assassin's in the group. The only one higher than them was The Beak, the one who started the Red Ravens.
Althalos Ironhide

Althalos Ironhide is the head of the Ironhide Family, And chief of Iron Blood Village. He is married to Screech Ironhide, and is father to Claire and Ruth Ironhide. Altha is very Serious when it comes to important matters and can be very scary at times, but in times of happiness and when he's with his family he's very funny and loving. On the battlefield, Altha is ruthless and cunning, making short work of the strongest of foes, but he lacks the hearing ability that most Sergals have due you childhood events, rendering him fairly deaf, but luckily His sister Helen Ironhide is never too far behind, helping him out in any way she can. Altha does not trust many people, in fact he only trusts someone if they do something to prove themselves to him, if not than Altha will never truly like that person.
Order of the Orchid

In the year 307 AT, a valiant knight mentioned to be the best, decided that training and living just to secure the border to protect the Fedoran Empire from Kah'Alune invasions wasn't enough. Someone had to ensure the borders were protected within and that people could travel across the land withotu fear of bandits, monsters and alike that could roam across the land.

With said request in mind, Halberd's Council decided to form an elite with only the best Knights and Fighters trained inside their walls. Their duty would be to patrol the Empire and secure important places, either for the danger they could represent and the secrets hidden within; or for the sanctuaries they were. Such places are the Cathedral of Traitors; where many powerful artifacts and magic tomes from the time of Taernoon, too dangerous to risk being moved away, rested unguarded for an unlucky adventurer or worse to find. The Druid's Respite to prevent anyone to profanate the sacred ground or practice Dark Arts within the Dark Grove area and where the msytical energies of the world allow to dark rituals to be performed with full power and world-wide devastation. Titan's Rock, where it was said lead to a hidden world underground yet to be explored and also a place for sorcerers and wizards to perform their rituals isolated from peering eyes. Even the Ghoulmoors should be kept under watch to ensure no evil ghouls or similar undead were to escape to the surrounding land to bring death and suffery.

In the year 308 AT, Altador the Noble, Founder of the Orchid and the first Commander, chose but one hundred of the best and most noble warriors of Halberd and instructed them with this mission. Only the best are allowed to become Knights of the Orchid, and even so, not all choose this life for it means an almost never ending watch. Their guard post is the Fedoran Empire and most of the time, the only people they interact with to remind them of society are their own brothers and sisters-in-arms who fight along side them or share the same mission.

And so, the Order of the Orchid was created. From that day until the end of times, no Knight of the Orchid would only answer before those who fight for justice, honor and valor. Their duty is simple: to secure peace and safety within the land, no matter the cost. May any evil that threathens the Fedoran Empire or the world rise, as their oath dictates, they shall be the first line of defense!

"My allegiance is not for the Empire. My allegiance is for those who live in it. The innocent, the weak and the strong. I choose to serve Righteousness and nothing else!" Their sacred oath as they take upon themselves the white mantle with a pink orchid.

It's said, that within the Commander's Chamber in the Orchid's Bastion, lies an orchid for every Knight to ever serve, enchanted to glow like a beacon of hope each time a fellow Knight perish. A reminder to honor the lives of those who have died... and those who shall live.
Columbkille

## Personality and Behavior

Columbkille is a bit of a gentleman, having been raised in a house of higher class and education. This young buck is mostly deer, but also partly fox, from his great grandmother.

He can be easily excited, his mind being young and adventurous. Perhaps his favorite thing to do would be to hunt and explore; or more like a mixture of the two.

## Columbkille

### Affiliation

Adrian, Deinonychus, Olfin, Chloe (his servant)
SetSu The Blacksmith

SetSu was born with an extra pair of arms, even though her parents were completely normal Saber-tooth Tigers. As she grew up in the lost lands, she learned all there was to know about being a blacksmith from her uncle, a reclusive blacksmith. Her aunt was a witch and taught SetSu how to do spells like enchantments for her forged tools.
Zeyrda the Scholar Witch Fennecat!

## Upbringing

Zeyrda is a scholar born in Earnwold to a wealthy family. Not quite noble, but definitely well-off for themselves. As such, she was able to get the prestigious education to pursue her dream job of being a commercial alchemist, brewing potions for everyone at fair and decent prices.

Since a young age, she's always been curious and scientific-minded, and one to use the scientific method to learn for herself and to not trust rumors, but use them as catalysts to research the topic of said rumor and spread the truth instead!

## House

Zey's house is pretty much just a tower that goes above all the other houses in the Upper Commons district of Earnwold, with her bed and lab being at the very top, with windows all around for looking over the surrounding land and the night sky.

## Skills

Zeyrda is a transmutation witch. Not a psychic, a mage, a wizard, or a warlock. She uses potions and brewery. She takes the essence of an animal, I.E., a dragon's scale, and brews it into a special recipe to infuse the liquid with that animal's properties. Depending where she pours/drinks/soaks it in, it will have different effects. Chugging a dragon potion would result in fire breath, slathering it on her arm would lead to super strength, scales, and clawed paws for the effected area. A bird's potion on his back would grant him wings! All effects last about two hours before needing to replenished, lest she extends it with special magical ingredients that are rare and hard to come by.

## Little Secret...

Now, Zey has some identity issues. She is biologically male, but in all other ways.. I.E. mentally, magically, and in heart, Zeyrda is a female. She uses her own famous transmutation magic to have all-but permanently turned herself into a girl to the best of her abilities. The largest breasts she could grow were A-cup, and the smallest she could shrink the man bits was to an underused femboy. Her voice is feminine, their figure is slimmed, and even their hormones don't smell specifically male. She still acts, talks, and will make you believe in his big conspiracy and will shame herself and try to wipe your memory or bribe you to not tell anyone if it ever got out. She believes that she'd be rejected and cast out of civilization if it ever got out..

## General Info

* Zeyrda wears big, billowing robes with blue gems encrusted into them that help her channel magic into her body and make her potions more effective.

* Zeyrda is 4'05" and very slimly built, only weighing 84.6 lbs, though that will change depending on what potion she uses.

* Zeyrda's full name is a reference to "Femme Fatalle", an extraordinarily hot/attractive woman who uses her seduction to murder men, and the genus of the fennec fox, zerda.
* She prefers to be referred to by female pronouns and will deny it if you use male.
* Zeyrda is currently 19 years old.
Kahtun Tribe Of Atheria

The Shieldwoods, an unforgiving and vastly inhospitable place for most. But not for the jungle satyrs of the heart of this region. With vague, light stripe patterns over their whole body, stocky legs, thick fur, short stature and usually bull-esque horns, they are a sight to behold. Very much indeed the definition of a jungle tribe, living in one of the most densely wooded areas on all of Atheria. They are almost unheard of, due to their location right in the center of the monster-ridden woods, though one has been released. A satyr by the name of "Kineta", the chief's daughter, has been cast away from the tribe for treason. They speak a tribal, simple language called "Koyuti". It has a limited alphabet of only K, H, L, Y, T, I, O, A, E, and U. All letters have one pronunciation and never change. i's are "ee", o's are "oh", u's are "oo", t's and h's don't combine, and e's and a's are soft. Nothing is known yet, as she has yet to do anything or even see anyone else, but more will be written as is revealed.
Nishala

## Nishala, Spirit of the Livewoods

Nishala is the living guardian of the Livewoods, and resides in the Heart of the Forest. A small, mischievous young woman, she has been known to play with and misdirect travelers in her woods, never causing harm but simply playing tricks and poking fun at those who walks through her woods.

Nishala is not a fighter, but possesses enormous magical power, as she maintains the life of the woods and her magic emanates from her, giving the Livewoods its magical nature. She does grant other her power though, as anyone who reaches her home and has the luck to speak with her may be granted strength, wealth, or in rare instances the power of a wish, though this is rare and has only been recorded in history.
Arlo

Arlo is a large anthro dragon currently residing in the Ebony Claw Clan Village. He is an imposing figure and his silent and to-the-point demeanor can make people mistake him for having no humor. Arlo enjoys a good battle of wits and his humor is rather dry - bordering on insensitive. You need a thick skin to be around him and realize that despite any prodding and teasing, the dragon is very caring and nurturing when needed. He wears his opinions on his sleeves and is not shy to defend them, save for the sake of being polite. He loves a good fight and is one of the few warriors within the Ebony clan, devoting himself to personally protect their leader Yin in return for saving his life.

## **Origins**

Arlo hailed from Kah'Alune, part of what remained of the royal guard. He was a fiercely loyal warrior and one that was well known to not be trifled with and dedicated his life in service to do what the guard used to do - keep the peace and protect the weak as well as the crown. However, his dedication to his post lead him on a path to exposing a corrupt noble who in turn threatened his and his family's life. To keep his wife and young son safe, Arlo planned to hand off his evidence to a friend and flee the city. However, that night he came home to his house ransacked and his family slain. Having no time to mourn, he rushed back to his friend to warn him only to find them slain as well. Arlo was apprehended and framed for the murders and sent to the dungeons.

He broke out of jail and looked for support in catching and punishing those responsible for the deaths of his loved ones. Upon finding little to no help, he started a life of running and hiding, living amongst the beggars and homeless.
Winter Snide

## **Winter Snide - A Snide Man**

*A Snide man is born for success, every Snide man is. One who can't claim his success is a failure of the Snide family name.*~Anthony Snide~

## Winter Snide

### Relatives

Albedo Snide (Grandfather)Anthony Snide (Father)

Olivia snide (Mother)

## Physical description

### Eye color

Azure

Winter is a nobleman's son, his family an ever-growing line of successful men (and, occasionally, women). The man in question, however, has not had a very supportive family during his life, a sufferer of mood swings causing Winter's father to put a consistent strain on his son with mentions of failure and inadequacy for the Snide family name. The canine, however, works hard to try and keep himself in check when around other people of society, though his personal system of checks and balances can quickly degrade with his impulsiveness. This impulsiveness is something he sees more as a destructive force to himself than anything positive, having lead to certain articles of clothing, both secret and not, to aid him in keeping himself in check. Regardless his self-perceived or hammered-in shortcomings, Winter is a smart man (thanks to his high social class) of several talents with a desire for conversation when in one of his moments of heightened spirits and an apt for, unsurprisingly given his family line, business oriented situations.
Catherine Terin

Catherine is a 23 year old feline scientist (american short hair to be specific. She was born in the year 1220 A.C. to Cordelia Terin and Legault Benin. She has two step sisters: Katlyn Venim and Elizabeth Sivali. When she was roughly 5 years old, her father vanished. Though she griefed for a time, her mother seemed strangely unsaddened by the loss of her husband, and would go on to raise Catherine until she was 18, using money from her family, which owned a rather large lumber company in the area. All throughout her life, Catherine has always been far more interested in books than she has people. At the age of 16, she would attend a private academy, where she gained most of her knowledge of anatomy, astrology, Alchemy, geology, and botany. Though she did have a one off fling with a certain ravishing man, it didn't last and she moved on. She would graduate the academy at age 21 and decided to move to Earnwold, quickly establishing contracts with some of the local land lords there. Since then, she has seen little of her family, only rarely going to visit her mother and avoiding her step sisters like the plague. Catherine stands at roughly 5'9, (5'11 in heels). She had dark amber eyes, and a soft coat of lavish brown fur. While she is a scientist first, she does wear a rather provactive outfit in the interest of getting discounts from certain merchants. Overall, efficiency and logic are two of her most highly prized attributes.
Shard

Shard was the first creation of The Necromancer, a Bone Golem that harbors any and every soul that he rents from a living body. But in order to keep a soul in his possession, he must have at lest one bone from the body that the soul lived in. Being the first and favorite creation of The Necromancer, Shard was given charge of everything The Necromancer owned. This all entailed the spirits of those The Necromancer took, all the Golems that he made for him, (which had locations all around the world), and even the ability to revive a soul from the Pit. Seldom was Shard's skill in necromancing used, though, on occasion, he was merciful.

There came a day when Shards master, (or considered father), had to leave on an errand for the Devil, and errand which he curiously never returned from. It had been several years until Shard set out to look for his master, who, unbeknownst to him, was now bound in Hell, only able to escape if Shard could find him.

Shard stands at a good 13' tall and turned out to be very clumsy because of all the odd skeletal structure. Even so however, he is incredibly strong and can move fast, able to out run a horse if he so wished. Unfortunately, he doesn't think things through like he should, and often gets himself in binds that only end up with broken bones. Even for being a demonic creature, he still does feel pain, though not very well, which causes him often to overexurt himself. The muscle strands that you see will reattached themselves at an incredible rate, but there isn't an infinite amount of it, so if you can survive long enough, you will win.
Sub-division of Necromancy: Corpumancy (Flesh-mancy)

**Corpumancy**

One of the specialized aspects of necromancy, or a "branch" of it, if you will. There is spirimancy, hemomancy, corpumancy, the exotic crucimancy and finally the "true/classic" necromancy. This page is dedicated to the explanation of the one in the title.

How does it seperate itself from the other schools of deathly magicks?

As you might imagine, it heavily focuses on the flesh and other tissue in general. Ironically enough, it is actually much closer to life than death in practice, since tissue needs to remain alive in order to function and not rot. Bones can be puppeteered, souls can be enslaved, but tissue is a delicate mechanism. The reason why it is a school of undeath is because its entire existence stems from the fact that "from death, life may prosper", yet all it creates is false life, the very perversion of it in fact. Its primary concern is the repair of the body, which can be either a benevolent or malevolent act.

The uses?

Two corpumancers may be worlds apart when it comes to how they utilise their craft. One could be a healer of the highest degree, capable of reinforcing bones to be like steel and skin like tough leather. The other may have specialized in the reanimation of dead tissue to rise as his empty husks, turning and twisting their creations into abominations of the highest order. To sum it up, corpumancy can affect: healing, reanimation, mutation, growth, fine bodily manipulation.

The lost knowledge

For each of the branches it is possible to find a grimoire which outlines the most important of spells and the exact advancement in the arts. Each of them has a "final" spell which is in fact a costly ritual, considered to be the ultimate goal for any mage following these arts. This is because the ritual would, in some way or form, grant the mage conditional immortality, AKA no more aging (with secondary bonuses being different with each ritual). These require not only rare and expensive items, but a lifetime of study under only and ONLY the branch of necromancy they studied.

For anyone that wishes a page on one or more of the other branches of necromancy, or if you wish for the actual pictures of the grimoire (basically 'skill trees' off of which I based this page), contact Carnis.