recursal/Fanatic-Fandom huggingface dataset:
Shadow Plane

The **Shadow Plane** is considered a demiplane, being a reflections or 'echo' of Purapía.

The Plane of Shadow and it's counterpart Feywild shares geography, bestiary, and is more easily reached than other planes by inhabitants of Purapía.  The plane is only accessible at night or from shady areas using a shadow walk spell.

Naturally occurring intermittent portals called vortices do appear between this plane and Purapía in random areas of heavy shade or darkness. The entry and exit point of a vortex are unpredictable as is their duration, lasting a few days at most.

## Geography

In the Shadow plane there is a lack of color and light; no sun, moon, or stars adorn the vault of the inky black sky, and all things look as if the color had leeched out, leaving nothing but black and white, which in the dimness is more "dark black" and "light black".

A light source only illuminates half the distance it normally would, flames and fires put out less heat, and spells that deal with light or fire are less predictable and prone to failure, whereas shadow spells are enhanced.

On the other hand, although it will not illuminate as far, any light source on the plane can be spotted at a distance of up to ten times its normal range of illumination, contrast to the constant gloom, similar to a star in the night sky.

Gravity and time are the same on the Shadow Plane as on Purapía, but because the Shadow Plane is magically morphic the landscape is a dark, twisted echo of what exists on Purapía.  Air, water, and food exists on this plane, supporting plants, animals, and some humanoids adapted to the shadow environment.

## History

The Feywild Plane was created by Eclipsisk and Facticiue, known as Serasol and Lunavac at the time. Finding some things of Purapía too "bright" or too "dark," the Light and Dark Gods tore these parts from the Purapía, creating the Feywild Plane and the Shadow Plane, respectively.

The earliest known conscious interaction of the peoples of Divindi with the Shadow Plane was in the year 3500 BA.

It is known that a mortal was focused on researching the secrets of the Shadow Plane and plotted to use its dark power to overthrow their ruler. Who they were and who they were trying to overthrow has been lost to time, however it is known that their plans were thwarted by a young being.

After 1480 AA the Shadow Plane was no longer was a waypoint for the souls of the dead on their way to the Spirits Planes, with souls going through or staying in the Plane called Limbo instead.
House of Tarasakos

The **House of Tarasakos** was the royal house of the Mendaduan Empire. It was overthrown by the House of Summerhell. The head of house is Lord Dairon Tarasakos III.

The House of Tarasakos has a weird obsession with keeping their family pure. Because of this they practice insest and also like to recycle names.

The House is related to the House of Vhondryl, House of Drake, House of Summerhell, and House of Spurling.

The house is counted as a Great House.

### History

Before then Summerhell Rebellion, the head of the house was Emperor Lucron Tarasakos. Emperor Lucron was not the direct male descendant of Emperor Jarthon Tarasakos I, the first emerpor of Mendaduan. This is due to a cival war between Raegnia Vhondryl and her half siblings, Aamarus Tarasakos II and Arice Tarasakos I. In the end both all three were killed, as well as Aamarus II's son. Because of this children of Jarthon Vhondryl, Raegnia's son, and his wife and mothers cousin, Raevich Tarasakos, took the name Tarasakos to carry on the family.

Some believe that Arice Tarasakos III, Emperor Lucron's cousin, should have been the head of house. This is because although he was Emperor Lucron's younger brother, his wife is the daughter of their father's older brother, the late Emperor Duncuan Tarasakos.

In the year 102492 AA, Renwick Summerhell, Lord Stalsis Summerhell's brother, was killed by Arice Tarasakos III during a tournament. The fight was fair, but Stalsis wanted compensation for his brothers death, something Emperor Lucron Tarasakos wouldn't give.

Stalsis started a rebellion against the Emperor, and by the next year the House of Summerhell overthrew the House of Tarasakos as rulers of the Mendaduan Empire. The House of Summerhell killed all members of the House of Tarasakos, apart from the children.

Stalsis then betrothed many of his house into the remaining House of Tarasakos, as marriage is the easiest political negotiation, and he didn't want to be known for killing children.

Some people believe Stalsis was planning a rebellion long before his brother was killed, as his mother being a Tarasakos gave him the right to do so, and he had a lot of children knowing that he would betrothe them to the rest of the Tarasakos'.

Unkown to Stalsis at his death, Jacerryl Summerhell, Stalsis' nephew, has made a betrothal between his son Daricon Summerhell and Emperor Lucron Tarasakos' daughter, Raesdia Tarasakos, on the bases that Daricon will take his wifes House name when they wed. Daricon Summerhell's mother was Alaena Tarasakos, the second daughter of the late Emperor Duncuan Tarasakos. The seed is planted for the Tarasakos to come back into power.
Dire Animal

Dire Wolf (left), Normal Wolf (right)

A **dire animal** is a larger and more powerful version of an ordinary animal.

## Description

Dire animals are tougher, bigger, and meaner versions of ordinary animals. They also appear to be more feral and violent than other animals.

Such animals are more resistant to certain magical spells, such as enrage animals. Some spells also allow dire animals to be summoned, to the aid of the caster.

The animal forms of many lycanthropes were of the dire version, such as werebadgers, wererats, and even weremoles.
Celadrin

**The Celadrin**, a planetouched race, emerge from a unique fusion between an Elven Species and a Half-Celestial being.

The Multisen equivalent are Aasimar.

## Description

Celadrins exhibit a stature of medium height and size, often embodying a delicate balance between the features of their Half-Celestial lineage and those of their Elven parentage. While traits inherited from both sides of their ancestry can be discerned, Celadrins commonly manifest a closer resemblance to their Elven forebears.

The celestial heritage bestowed upon them often infuses Celadrins with an ethereal grace that sets them apart. This grace is particularly evident in the fluidity of their movements, a trait that echoes the celestial nature of their lineage. It's not uncommon for Celadrins to exhibit a natural luminosity or a gentle aura that distinguishes them from other mortal races.

One significant aspect of Celadrin life arises from the demanding divine responsibilities frequently shouldered by Half-Celestials. Oftentimes, these celestial beings are summoned to fulfill sacred duties that demand their attention and service. Consequently, a significant portion of Celadrin offspring are primarily raised by their Elven parent. This arrangement offers a nurturing environment where the Celadrin's Elven parent imparts cultural values, traditions, and essential life skills.

However, it's essential to recognize that this isn't an absolute rule. Not all Half-Celestials are irrevocably bound by divine obligations, allowing some Celadrin to experience the influence and presence of both their celestial and Elven parents throughout their upbringing. These exceptions yield a spectrum of Celadrin experiences, from those predominantly influenced by their celestial parent's virtues and duties to those raised within the rich tapestry of Elven heritage.

A distinguishing aspect of the Celadrin is the presence of both a mortal soul and a trace of grace, a celestial essence derived from their Half-Celestial ancestry. This unique combination allows Celadrins to access a profound wellspring of power. By channeling their innate soul and amplifying it with the divine grace, they can wield abilities that surpass those of even pure Celestials.
Giant

**Giants** are humanoid creatures of exceptionally large size.

Each Elemental Plane, including the Demi-Planes, have an Giant type.

## Basic Infomation

The appearance of giants vary according to the type of giant, but they are generally humanoid in appearance, just much larger. Their bone structure is more dense than that of Multisens, giving them extra toughness but slowing them down a little.

A female giant have a pregnancy of between nine and fifteen months, depending on the type of giant. Their offspring reach maturity in around fifty years.

## Additional Infomation

The intelligence vary according to the type of giant (and as with Multisens, with the individual) but most are at least on a Multisen level of intellect.

Most giants have superior senses to most Multisens. In general they can see and hear twice as well. Some have the capacity to see well in low light or total darkness as well. They are immune to almost all diseases, and had a slight resistance to poison. Although their ancestors were immortal, giant life spans decreased with each generation. The only species of Giant that is still immortal are the Titans.
Marýtiza

## Marýtiza

### Aligned Affiliations

Alimatuer

**Marýtiza** is the Intermediate God of Gravitiy.

They work under Alimatuer, the Greater God of Matter.

Beyond torment lies an unseen horizon.

A plane of pure release, just out of reach.

Time past pain, failing to arrive.

Lay your hand firm on this land my faithful.

Our duty is to feel.

For to know pain is to be without end.
Apónthos

**Apónthos** is the Intermediate God of Death and Loss.

They works under Vitamorsath, the Greater God of Life.

Apónthos is always depicted with Linslity, the Intermediate God of Fertility and Girth, intertwined.

When mortals dance, they fall apart.
But they won't be scared to dance anymore.
When they're dead.
Don't they realize, their bodies could fall apart?
Don't they realize, their bodies will fall apart?
When they dance.
Purum

**Purum** is the Overgod of Gods, and Overgod of the Divine.

A Blessing from Purum makes you Divine. Their associated colour is Black, and their magic is refered to as Pure magic. Purum is seen as a tired God, making the Ten Original Gods to split out their duties, and just wanting to watch, not get involed.

Purum rules over all the planes, but has special interest in the Inner Plane, the Astral Plane, and the Upper Planes.

Purum themselves hasn't been the to the Inner Planes or Astral Planes since the Time of Troubles.

Time of Troubles started when the original tenth God, Minkto, with the help of some less powerful Gods, tried to steal power from **Purum**. Angry at the gods for their habitual pursuit of power and negligence toward their mortal faithful, Purum relegated every god to walk among their followers on the earth, taking control of things once again.

The immediate effects of this edict were threefold. First, divine magic ceased to function altogether unless the cleric was within one mile of their deity's avatar. Second, arcane magic ceased to be regulated by its steward, Itinerne, and became dangerously unpredictable. Third, the characteristically immortal and aloof deities were now vulnerable (though still devastatingly powerful) and dwelling among the civilizations of their followers.

Several deities were destroyed during this period, either by trying to enter the Outer Planes, fighting each other, doing magic that was too powerful, or even being killed by mortals. Minkto was destroyed when he tried to force his way back into the Outer Planes, thinking that he was powerful enough to break through.

Finally, centuries later, Purum lifted the barrier that prevented the Gods from reuniting with their divine selves on the Outer Planes. The physical incarnations of the Gods departed the Inner Planes and left governance of the empire to mortal rulers under their guidance.

Purum couldn't leave Minkto destroyed, loving all their original Gods too much. They brought Minkto back, but without his Core, making him a Vestige.
Mineral

**Mineral** is one of the main types of magic in Purapía.

It's blessed and affiliated God is Facticiue, and Mineral magic itself is a type of magic. Mineral has one sub-magic, Magitech.

## Mineral Magic

Users are capable of using rune magic, a form of magic that uses runestones, a type of raised stone with a runic inscription, as a conduit. The user’s magical capabilities vary on the runestones they use as each one is capable of a different type of magic, depending on the runes they are inscribed with.

Users can also use magic through crystals/gems, using them for various magical purposes like healing wounds, summon entities, creating a contract, impose/break seals, etc.

The user's magical abilities vary depending on the crystals/gems they use, as each one is capable of a different type of magic.

Limitations:

* The runestones need to have inscriptions
* May be unable to create crystals/gems/runestones through magic, being dependent on already existing sources.
* Distance, mass, precision, max power, etc. depend upon of the knowledge, skill, and strength of the use

Example spells:

**Ruby Ember** - Users make a ruby transform into a receptacle for fire spells

**Stone Soul** - While users are attuned to this rune, they cannot be petrified

**Comforting Wind** -  Users cannot suffocate or drown when attuned to this rune

**Freezing Bolt** - Users throw this rune at a target, freezing them

**Dreaming Prism** - Users use a rose quartz to step into the dreams of others

## Magitech

Users can combine magic minerals and technology in various ways and to various extents. Beginners can create and mimic technology via magic minerals. Advanced users can infuse technology with magic runes, granting it considerable edge and versatility. True masters can fuse magic runes and technology entirely, retaining all of their strengths and none of their weaknesses.

Same limitations as above, as well as stigma. Magitech was lost when the Titans went into Altnum. It has only been rediscovered in the last five hundred years. Because of this some people mistrust it.

Example Spells:

**Elemental Engines** - Users create engines using an elemental gem to power it

**Personal Crystal** - Users power a crystal encased in metal covered in runes. This metal magic crystal combination can then be used as a phone

**Techgolem** - Users build metal robots and empower them with runes and elemental gemstones, bringing them to life
Vizd

**Vizd** is a country in Monthow, ruled by the Vizd Council, with Queen Caeda Beican as their monarch. It's Capital is Varurd.

Vizd has calm laws and law enforcement. The people are happy due to their rich lands, thanks to ancestral spirits. On the other hand, some people are distressed due to declining neighbor relations, caused by remnants of a Dobragstens Dynasty.

## Culture

The people of Vizd are friendly towards foreigners and tend to welcome them with a bright smile. They feel foreigners could vitalize the country's well being.

They believe that the countires ancestral spirits have blessed their land, and as long as they respect the spirits, the land will continue to prosper. Vizd is well known for its music style, textiles, cuisine, instruments, hair styles, and building style.

## History

Vizd was founded 1,408 years ago by a group of Elves.

Only 125 years ago did Vizd become a constitutional monarchy, before that they were an absolute monarchy.

## Foreign Relations

Vizd has a good relationship with Civous. Vizd and Skamrnia relationship is still sour, as when the Dobragstens Dynasty ruled, it invaded Vizd. The land that Skamrnia sole was retured, and the relationship is improving, but it will be a long time before they are truly allies again.
General Protection Ward

## Effect

Protection wards act as magical shields to protect the wearer from harm. General wards do not apply an effect to the attacker, but simply reduce damage done to the wearer.

## Side/Secondary Effects

If the spell goes wrong, it can apply a weakening effect on the item/being.

## Effect Duration

Effects dwindle over time, but usually remain in some form until the enchanted item is damaged or destroyed.

## Source

Most of the time, wards are placed on items that can be worn. Occasionally, a being's soul can become enchanted with a ward. This is a difficult operation, however, and includes risk of harm to the being.
The First Sundering

**The First Sundering** was a planet-wide disaster that struck Edivandic. It lead to Purum separating the planet into Ediaric and Divindi.

## History

An ice moon fell from the sky and devastated much of Edivandic. Meteor rain fell, creating a series of natural catastrophes across Edivandic that destroyed whole continents in earthquakes, fires, and windstorms, rearranging even the positions of the seas.

The dramatic climate change that followed quickly brought an end to the batrachi civilization and allowed the rapid evolution of proto-dragons into the various dragon species.

Before the world was completely destroyed, Purum intervened and sundered Edivandic into two twin worlds, Ediaric and Divindi.
Simamace

**Simamace** is the Greater God of Essence. A Blessing from Simamace makes you a Puer.

Her associated colour is White, and her magic is refered to as Essence magic. Simamace is one of the Ten Original Gods.

Simamace is the youngest of the Ten, made to gave mortals something a God could never have, a soul. She also created Grace, a type of energy based off of souls, integral to Celestials. Being a God of Essence, Simamace is also the God of the Spirits, ruling over the Spirit Planes. Because of this she has command over Reapers. She and the Reapers move spirits and souls from Purapía (material plane) to Limbo, the Lower Planes and the Upper Planes.

Simamace promotes that death is a natural part of life and should't be feared as long as it is understood. As a result of her deep respect for life and death, she is good friends with Vitamorsath, the God of Life. Due to her beliefs she does however, hold the undead in the uttermost contempt.

In some timelines Simamace has one Demi-Deity under her:

* Tomadriel - Love and Soulmates
Sprite

**Sprites** are a warrior race of sprites native to the Feywild.

They are fierce defenders of good wherever they deel, and are also firm judges of other creatures' hearts and intentions.

The term "sprite" actually has two meanings: the first meant the specific race of tiny warriors, while the second refer to the group of tiny, insect-featured fey that the specific kind belonged to.

Sprites resemble tiny, elven-featured fey with insect-like wings. They are about 2 feet (0.61 meters) tall.

## Civilisation and Culture

Sprites are flighty and find most other creatures too serious. However, they also despise evil. Because of their austerity and zealous attitude against evil, sprites are considered overly sullen and harsh by other fey. Unlike pixies, they do not care to engage in fun activities or adorn themselves.

However, they are excellent judges of character, and can always sense another creature's real nature and emotions.  They are quick to ally with good-natured creatures, and will come to their aid even at unexpected times. Sprites make their homes by meadows and glades deep within thriving forests.

They are omnivorous creatures who, unlike most of their kin, are mainly active during the day. Sprites' villages can also be found inside the trunks of trees or treants. They allow no trespassers, and are quick to judge the moral character of persisting invaders.
Artificially Two-Souled

> "Twisted attempt to be more powerfull, or the answer to the future?"
>
>

## Causes

A soul being forced into a child in the womb, who already has a soul.

This is done in an attempt to replicate the powers of a normal Two-Souled, however attempts are usually unsuccessful. Sometimes the added soul doesn't bind properly and leaves, other times it takes over completely, killing off the originial soul.

## Symptoms

They have the chance to be blessed by two Gods, rather than one. This chance is higher than normal Two-Souled people.

## Treatment

The only way to be 'cured' of being Two-Souled is by using the Essence Division spell, and it is the same for Artificially Two-Souled people. A spell that was made to spilt a soul up temporally, but it can be used to permanently remove one of the two souls in a Two-Souled person.

It is extremely hard to do, and has only been sucessful in Artificially Two-Souled people on three occasions.

## Cultural Reception

Most people do not know about being Artificially Two-Souled, even those who are. They usually believe that they are just Two-Souled.

People are disgusted or even scared when they find out the truth.
Ricieqo

**Ricieqo** is a continent made up of one main land mass and its islands in Ediaric.

Ricieqo is home to two large city-states:

Drakew is the largest metropolis and city-state in Ricieqo. It is a crowded city of commerce and opportunity, perhaps the most prosperous and influential merchant city on Ediaric.

Allarast, also known as the City of Splendors or the Crown of Ediaric, is the most important and influential city on Ediaric and perhaps Divindi too. It is a truly marvelous cosmopolitan city of great culture that attracts the most talented artisans, artists, and scholars from across the Realms, as well as a commercial hub for financial interests along the coast and beyond. Allarast is also the most populus settlement on Ricieqo.

## Biomes

* Taiga
* Tundra
* Grassland
* Temperate Deciduous Forest
* Temperate Rainforest
* Wetland

## History

The land of Ricieqo is predominantly occupied by Elven nations, except for the North East region, which is mostly inhabited by Multisen populations.

The establishment of modern settlements on the continent occurred after the Titans entered a slumber. Among these settlements, Allarast holds the distinction of being the oldest, founded in 52 AA. It evolved from a simple settlement into a town around 379 AA and then achieved city status in 1032 AA. Drakew follows as the second oldest settlement, established in 446 AA. While it is known that Drakew obtained city status by 1482 AA, the exact date of this achievement remains unknown.

The historical significance of Drakew and Allarast as the earliest settlements becomes evident when considering their status as city-states. Their establishment predated that of other settlements and fostered the development of their own distinct cultures. Moving on, the countries of Uhela and Sunwharfia house the subsequent oldest settlements, although these hold less prominence and do not serve as their respective capitals.

Ricieqo played host to a divine conflict among the gods during the Troubles around ~84000 BA. Historical records suggest the possibility of landmasses once existing in the southwestern region, which are believed to have been obliterated during this tumultuous period.
Sylvan Elf

**Sylvan Elves**, also known as Wild Elves or Green Elves, are a species of Elf related to the Eladrin. They are one of the most ancient elven races still around.

As of the 1370s AA, they are an extremely insular race who remain close to nature and are rarely seen by other races.

## Basic Infomation

They have a heavier build and darker skin than other elf subraces despite having a similar average height. They are Omnivores.

## Civilisation and Culture

Sylvan Elves prefer to wear as little clothing as possible and chose instead to adorn themselves with other decorations like tattoos, feathers, or body paint. They can make and wear complicated and intricate beadwork.

When elves first arrived on Divindi and Ediaric, the Sylvan Elves, the Lythari and the Avariels were the explorers. The Sylvan Elves were by far the most successful at establishing themselves and exploring new areas, creating several territories.
Edivandic Wiki

**Welcome to the Edivandic Wiki!**
Edivandic was a world full of many things, now split into two: Divindi and Ediaric. Most of Divindi is religious, worshipping the Ten Original Gods.

A lot of people are blessed by a one of the Nine, giving them a natural affinity to their gods magic type, for example the god Simamace gives a Blue Blessing. The Tenth or ‘true’ god above all is Purum, a Blessing from them makes you the Divine.

## Some articles

Bonnon Dwin'ghymnPlanes of ExistenceTime of TroublesEladrinInumPurumSkamrnia
This site is a huge work in progress.

**More info**

This wiki for a fantasy world by the wiki user Weasy. It was made because a wiki is a good and neat way of tracking everything, rather than having multiple documents, and it's free!

I'm always looking for ways to expand my world, and would love suggestions :).
Allarast

**Allarast**, also known as the City of Splendors or the Crown of Ediaric, is the most important and influential city on Ediaric and perhaps Divindi too. It is a truly marvelous cosmopolitan city of great culture that attracts the most talented artisans, artists, and scholars from across the Realms, as well as a commercial hub for financial interests along the coast and beyond. Allarast is also the most populus settlement on Ricieqo.

## Demographics

* Multisens 61%
* Dwarves 10%
* Elves 8%
* Half-elves 8%
* Halflings 5%
* Gnomes 3%
* Others 3%
* Half-orcs 2%

## Geography

Allarast, the town nestled within the rich geography of the land, exudes a vibrant and varied landscape that reflects the dynamic harmony of its surroundings. Set against the backdrop of lush greenery and framed by the gentle embrace of the sea, Allarast showcases a balance between urban development and natural beauty.

Situated along the coast, the town benefits from the soothing presence of the sea. The coastline wraps around Allarast, infusing the air with a refreshing salt tang and granting residents the opportunity to indulge in waterfront views and activities. The sound of lapping waves provides a serene backdrop to daily life.

As a thriving urban hub, Allarast features a central plaza that serves as a focal point for community gatherings and bustling market activities. The urban castle stands as a testament to the town's history, adding a touch of regal elegance to the landscape. The citadel further reinforces the town's defenses, its imposing presence a reminder of the need for security in uncertain times.

Allarast's devotion to spirituality and cultural heritage is evident in the presence of the temple that graces the town. Here, residents and visitors alike seek solace and connection, while the echoes of prayers and hymns reverberate within its hallowed halls. The town's shantytown reflects a contrast to the grandeur elsewhere, serving as a reminder of the complexities of urban life.

The landscape surrounding Allarast is dotted with farms that yield a bounty of crops, serving as a testament to the town's agricultural prowess. This abundance not only sustains its residents but also contributes to its economic growth, reinforcing its status as a vibrant and self-sufficient community.

Beyond the urban bustle, the town provides easy access to verdant landscapes and the inviting embrace of nature. Residents can retreat to the nearby countryside, where tranquil expanses of green invite leisurely strolls and moments of quiet reflection.

## History

Allarast, the venerable cornerstone of the region, proudly boasts the title of the oldest settlement in Ricieqo, tracing its roots back to 52 AA. Over time, it transformed from a modest settlement into a thriving town by around 379 AA, and eventually, in the year 1032 AA, it achieved the coveted status of a city. This rich history establishes Allarast as a historical and cultural nucleus.
Kynígial

**Kynígial** is the Intermediate God of Animals and Hunt.

She works under Vitamorsath, the Greater God of Life.

When the world we live in feels too constrained, our eyes lift to the horizon. The endlessness of the world calls for us to depart from our lives and become a part of the unknown. In this space beyond the veil of the familiar, adventure awaits. A part of us never stopped existing in the wilderness. Kynígial guides us to rejoin the union. To seek for the sake of seeking. To live for the sake of life.
Bahamut

**Bahamut** is the Dragon Deity of justice and good.

He is also the eternal rival of his sister Tiamat, queen of the chromatic dragons.

## Description

His natural form is that of a platinum dragon, said by many to be the only one of his kind. When he wished to wander the mortal world, he usually takes the appearance of an old Multisen or Demi-Multisen wizard dressed in peasant robes accompanied by seven canaries or other songbirds.
Essence Division

## Effect

The users splits or divides their own soul or the souls of others. It is the only way natural born Two-Souled people and Artificially Two-Souled people can be 'cured'. It has been theorised that it could work on Multi-Souled people as well, but all tries have so far been unsuccessful.

It doesn't work on other types of Essences.

## Side/Secondary Effects

With the spilt of soul shards new beings and be created, including basing the division on personalities and emotions to become separate beings, as well as having the divided portions possess other people.

They can even achieve immortality by sealing a fraction of their soul in certain objects and having them anchor the "main" soul onto the earth should the body be destroyed.

## Limitations

* The number of splittings is limited by the soul's strength
* Too many splittings may cause the soul to weaken/degenerate/self-destruct
* Earthbound souls from the destruction of the body may be in a state worse than death
Diarchy

## Diarchy

### Countries

Aberdia
Aberf
Astani
Berirunia
Cariaronian Empire
Cascodutri
Chilehirya
Coria
Croli
Dordia
Durma
Fraspetia
Galaramia
Jaszatagia
Lubrico
Monvilia
Poncereta
Sine
Sultanate
Tarden
Tregi
Ujontote
Yesirnak

### Languages

Terran
Common
Diaish
Eruin
Dirjem
Deilfaric

### Largest Cities

Coria (Coria)
Bathetesa (Jaszatagia)
Pateau (Monvilia)
Tatlishe (Yesirnak)
Chorlio (Astani)

### Planet

Divindi

**Diarchy** is a continent made up of three main islands in Divindi.

These islands are known as West-Diarchy, Central-Diarchy, and East-Diarchy.

## Biomes

* Wetland
* Tropical Seasonal Forest
* Grassland
* Savanna
* Temperate Deciduous Forest
* Temperate Rainforest
* Tropical Rainforest
* Taiga
* Tundra

## History

Aberdia, Aberf and Ujontote used to be one kingdom.

Coria is the home of the Divine, the Divine Palace, and the Divine Order.
Elder

An **Elder** is an influential title. Elders are greatly respected by all citizens of a country. They are sought out for advice, fortune telling and private training.

## Requirements

Ones needs to be retired from Inum, or have made contributions to the arts, sciences, done good work with charitable organisations, welfare organisations, or done a great public service.

## Appointment

An Elder may only be appointed by another Elder or the Divine (the Divine does sometimes delegate this task to others however). Very occasionally, mortals are explicitly appointed Elder by beings of either the Spirit Planes or the Upper Planes.

## Duties

They are in charge of pleasing the spirits and Gods by maintaining balance accross Divindi and Ediaric. They must also help train the next generation of magic users, as well as give education to the less fortunate. To accomplish this, elders often have a small number of apprentices, with some even opening up schools.
The Natural Order

**The Natural Order** is one of, if not the only, governing forces behind The Multiverse. One of its most important roles is that it is connected to the flow of life and death and assures that people live and die as they should.

The Natural Order or what is usually called Rules, The Balance, or Just Is for short, is a powerful and unknown factor of the multiverse. It is impartial and is unknown how long it has existed if it didn't already always exist. The earliest form of the Order is in regard to the demanded existence of Time.
Inner Planes

The **Inner Planes** are a subset of the known planes of existence. They are the source of the fundamental building blocks of matter and energy for the entire multiverse.

The term "inner" referrers to the placement of the planes.

## Geography

The Inner Planes containe environments that are among the most hostile in the multiverse. Unlike the Outer Planes, which were built on belief and thought, the Inner Planes were the manifestation of central aspects of physical reality. As a result of this intense concentration of reality, everything in the Inner Planes, including its inhabitants, feel more vivid and intense, while at the same time more indifferent.

Planes that are Inner Places are:

* Elemental Planes & their Demi-Planes
* Purapía & its Demi-Planes
Etherrate

**Etherrate** is a country in Monthow, is usually ruled by an elected high king or queen, a jarl of a hold in Etherrate. Etherrate is currently in a Civil War, due to a jarl killing the late high king. It's Capital was Natuide before the high king died, but the capital is usually where the high king or queen is living, so it is subject to change.

Etherrate has a largely uninhabited forest wilderness. The coasts of Etherrate are dominated by mangrove swamps and sub-tropical rain forests, while heavy rainfalls nurture the temperate inland rain forests.

Much of the region is impenetrable mangrove and coastal rain forest, with few grasslands or glade areas. It is "a sea of endless green, a maze of foliage with half-hidden cities growing like blooms from a flower".

## Culture

The entire country of Etherrate is ruled by the High King or the High Queen, and their consort. Each hold is then ruled by a Jarl.

## History

The Civil War in Etherrate is known to have started before 102100 AA and after 102125 AA. The exact cause for the war is a matter of debate in the country.

## Foreign Relations

Etherrate has a good relationship with it's neighbours Srapji, Mornwood, and Solstrim. It is weary of it's neighbour the Zirar Empire, as it is beleived that the empire will try to take control of Etherrate when the cival war calms down.
Astral

**Astral** is one of the main types of magic in Purapía.

It's blessed and affiliated God is Itinerne. This school has no sub-magics.

## Astral Magic

The user is able to utilise magical power and/or spells related to the astral plane and its energies. The user can create, shape and manipulate astral energy, allowing them to project their astral form on a physical plane and to the astral plane and interact there, see spirits, making spirits visible to others, astral trapping and potentially harming the dead. They can allow others to be able to temporarily use astral projection or block others from astral projecting, sending them back to their bodies if they had already projected.

Users can separate their spirit from the body by entering a trance (via lucid dreaming or deep meditation), gaining access to travel the Astral Plane. Experienced individuals may control both the Astral and Corporeal presences. Telepaths can Astral Project by projecting their minds.

The user can restrain, trap and/or seal astral beings (including astrally projecting beings, ghosts, spirits, psychic entities, etc.) into specific place, item or being (possibly allowing their energies to be tapped by others) or prevent them from entering certain areas or possessing beings/items. They can prevent a ghost from manifesting, prevent an astral projector from entering their body, or force ghosts on or off their plane of existence.

Users can see overlapping dimensions/planes of existence and the unseen creatures inhabiting them, but not into other realities or dimensions that do not directly overlap their own.

Limitations :

* May need a medium for using astral energies.
* Destruction/loss of the astral plane may mean loss of magic.
* Strength of spells may be dependent on strength.
* May be vulnerable to other users of this power.
* May take some control to block others from projecting.
* User's body is essentially dead/in a coma and thus very vulnerable during astral projection:

* May become possessed while on the Astral Plane.
* May be killed trapping the user in astral form.

* May need to focus to turn on and off seeing dimensions/planes.

Example Spells :

**Projection** - Users can separate their spirit from the body by entering a trance (via lucid dreaming or deep meditation), gaining access to travel the Astral Plane

**Bridging** - Users are able to merge the immaterial world with that of the surreal one they inhabit

**Astrikos** - Users can release astral energy to attacks of various shapes and/or intensities, either projected, used as a part of melee attacks, etc., from huge rays of pure energy that can knock over or even obliterate dozens of targets, or slightly singe them.

**Protective Mirror** - All damage done to the user split off into the astral plane, and will bounce back to the attacker through the user's eyes.
Tarnstead

**Tarnstead** was a town in Vizd.

## Demographics

Tarnstead as a trading port had a great mix of people from all over Divindi.

## Geography

Tarnstead is on the mouth of the river Tarn.

## History

Tarnstead was founded in 102142 as a small naval town. It steadily grew as more Diarchy countries began trading with Monthow. Once other ports in Monthrow grew however, demand for tradein Tarnstead dropped rapidly. The city could no longer sustain itself and much of its population migrated elsewhere. Already struggling, the city was attacked during the Invasion of Tarnstead and almost entirely destroyed.
Maimonic

**Maimonic** is the Greater God of Psychics. A Blessing from Maimonic you a Puer.

Their associated colour is Yellow, and their magic is refered to as Psychic magic. Maimonic is one of the Ten Original Gods.

Maimonic hears everyones minds, including the other God's thoughts, for that reason they are an isolated God, which has lead them to be very mysterious to mortals. Maimonic is also the God of sleep, and is the one who granted the Titans with the ability to enter Altnum.

Although most Wizards are blessed Green, if they do follow a original god, they usually follow Maimonic.

Maimonic has three Intermediate Gods under them:

* Sciealó - Knowledge
* Feheia - Desire
* Vuneas - Victory
* Xodarr - Memory

As well as three Lesser Gods:

* Zyena - Stories
* Reris - Science
* Soeyr - Answers
Tyene Summerhell

* IRL
* Outfit

**Empress Dowager Tyene Summerhell** was the Empress Consort of the late Emperor Stalsis Summerhell of the Mendaduan Empire, and the mother of the current Emperor Roven Summerhell. By birth she is a member of House Donerson.

## Biography

Tyene was born in Windheaven, in the country of Kharb. Her parents were Lord Bryce Donerson and Lady Jocelyn Donerson. She has two older borthers, the twins Beric and Hodol Donerson, and one younger brother, Damon Donerson.

Being the oldest Beric became lord upon Lord Bryce's death, and Hodol has gone on to be the current Divine.

Tyene was one of hundreds of noble ladies who travelled to Mendaduan when Emperor Stalsis Summerhell started looking for another wife (his fourth having died a few months before). Beric didn't want Tyene to go, even though he was loyal to the king, thinking that who ever he married was cursed to die young.

Tyene went anyway, always having dreamed of places bigger than Windheaven. She was also attracted to the Emperor, and wanted a luxurious life that she knew being Empress Consort would give her. Upon getting to Mendaduan however, she not believe that she would become his wife, seeing how many other noble women were there, and how pretty some of them were.

In the end the Emperpor did chose to marry Tyene, giving the House of Donerson riches and trade in return. They ended up having three children together, with the youngest being six when Stalsis died.

Stalsis made Roven his heir on his death bed with many witnesses, including two well respected Elders. This was a shock since Stalsis had four older sons and his oldest son already had two children, including a boy. Civil upset has followed, especially in the families of Stalsis' late ex-wifes.

Tyene acts as Regent for her Roven, since he is eleven.
Second Crown War

The **Second Crown War** was a war fought early in the history of Divindi.

## History

In support of their wood elf allies, a Dark Elf country attacked it's neighbour a moon elf kingdom, then escalated the conflict to encompass two Sylvan Elf kingdom and another Moon Elf kingdom, utterly destroying them. The brutality of these attacks led to the creation of the epithet *dhaerow*, meaning "traitor," to describe the dark elves of Ilythiir.

The Dark Disaster the occurred, and a magical storm turned the original wood elf kingdom from the First Crown War into a wasteland. The storm was made by an army of Sun Elves. Enraged at the destruction of their allies land, Ilythiiri savagely attacked the sun elf Empire. The Ilythiiri began to openly worship evil gods and commit such acts of atrocities that all the remaining elven kingdoms decided to expel the Ilythiiri dark elves.

The most powerful mages and clerics succeeded in completing the ritual, though it had the adverse effect of corrupting all dark elves, not just the intended Ilythiirians. The dark elves were driven underground, and the epithet *dhaerow* would eventually change into *drow*.

The fragile peace was shattered in 10,156 BA when the Elven Court decreed that the sun elf clan of Vyshaan were responsible for the thousands of years of war. The Vyshaantar Empire disputed the charges and madly declared war on everyone. Within 200 years, the ancient kingdom of Aryvandaar was no more.
Oak Treant

**Oak Treant** are the most common type of Treant that live in Divindi and Ediaric.

## Basic Infomation

Oak Treant are born and usually found in forests with Oak and Birch trees in them. Like all Treants, Oak Treants had face-like features on their bark, a division between their trunk that formed legs, and long branches that served as arms.
Lythari Elf

**Lythari Elves** are an Elf species related to the Eladrin. They are one of the most ancient elven races.

Lythari are elven lycanthropic wolves, similar in appearance to werewolves and often mistaken as such. Lythari differed from werewolves in that they have no hybrid form and are friendly and companionable when in lupine form.

Lythari are thought to have wolffolk ancestry, but this is untrue. With the Avariel, and Green Elves, the Lythari Elves took part in The Great Fey Migration, migrating from the Feywild Plane to Purapía.

## Basic Infomation

Lythari are true lycanthropes. They are born as were-creatures to lycanthrope parents. Lythari packs are almost exclusively found in woodlands. Lythari propagated using a ritual of bonding that would turn the other party (has to be of Elf descent) into a lythari. This ritual only worked if both parties agreed to the transformation.

It left a permanent scar on the transformed, which resembled a wolf bite.

In the modern age, Lythari are now more spread out, living in forests, inland wetlands, shrublands, grasslands (including Arctic tundra), deserts, and rocky peaks on mountains.

## Additional Infomation

Lythari packs are small, usually numbering no more than 30, a dozen or so of which would be too young to fend for themselves. All members of a lythari pack are treated equally, with no real leaders. As such, these packs tend to be quite anarchic and are increasingly rare.
Spruce Treant

**Spruce Treant** are a type of Treant that live in Divindi and Ediaric.

## Basic Infomation

Brich Treant are born and usually found in forests with Spruce in it. Like all Treants, Spruce Treants had face-like features on their bark, a division between their trunk that formed legs, and long branches that served as arms.

Spruce Treant are taller than the other types of Treants, and even taller than some Giant kinds.
Kantipon

**Kantipon** is a continent made up of two main islands in Divindi.
The eastern landmass in Kantipon contains Lake Henches, the largest Lake in Divindi.

## Biomes

* Temperate Rainforest
* Temperate Deviduous Forest
* Grassland
* Taiga
* Cold Desert
* Glacier
* Tundra
* Tropical Rainforest
* Tropical Seasonal Forest
* Wetland
Pixie

**Pixies** are a race of sprite native to the Feywild.

Pixies resembled tiny elves, and had silvery, moth-like wings. Crushed pixie wings made pixie dust, also called dust of disappearance. The creation of this dust was, naturally, frowned upon by pixies.

Pixies are mischievous and enjoy playing pranks on people. Such pranks include leading travelers astray and tricking misers into parting with their wealth.

## Civilisation and Culture

Pixie villages each have different clans or families in it; loyalty is very important to Pixies. Although Pixies carry no treasure with them, they are known to have tiny hoards in their homes in order to impress visitors.

Pixies prefer to wear brightly colored clothing.
Harrik Orönyon

* IRL
* Outfit

### Known Languages

As a Flinünnǵk, Sirrion is able to understand nearly all spoken languages, through association.

## Character Relationships

### Parents

Rotig Elniyon†
Nymic Elniyon†

### Children

Kayaik Orönyon (daughter)
Caitling Orönyon (daughter)
Garrik Orönyon (son)
Cisik Orönyon (son)
Yolug Orönyon (daughter)
Gallburg Orönyon (son)
Kesicy Orönyon (daughter)

### Romantic Relationships

Kessing Orönyon† (late-husband)

**Seniorem Harrik Nashiny Orönyon** is the eighteenth and youngest child of Nymic and Rotig Elniyon. She grew up in the city of Pateau in Monvilia.

### Biography

Like most Flinünnǵk, Harrik was born blessed 'Yellow'. Because of this he was able to go to a Flinünnǵk specialised Psychic school.

Harrik's first job was a Geologist Researcher, she then later learned to become a healer. She has since quit both his jobs, focusing more on her family, although she is still interested in research.

Harrik is a widower. Harrik and Kessing (her late husband) had seven children, which is a lot less then most Flinünnǵk. His children in age order are : Kayaik, Caitling, Garrik, Cisik, Yolug, Gallburg, and Kesicy. Harrick is a grandparent to three children currently. Because of her husbands death, Harrik became Seniorem of the Orönyon, a title which will be passed onto her first born once she dies.

Harrik is always worried about saying the wrong thing to people and creatures who aren't Flinünnǵk, as she was brought up thinking that talking to them telepathically is rude.

## Abilities

Harrik is blessed with 'Yellow'.

Due to being a Flinünnǵk, Harrik can only communicate telepathically.

## Trivia

* Harrik was originally a researcher, then she became a healer. Because of this she has stocked up quite a bit of money.