recursal/Fanatic-Fandom huggingface dataset:
Strahtmore

Guardian: Young blue dragon named Azgahzstamn. He has thunder and lightning powers. Current status: deceased

Strahtmore, a Kobold settlement, was once a bustling community teeming with life, nestled in the heart of a rocky and rugged terrain. It was a place that, despite its challenges, thrived and flourished under the protection of a young blue dragon known as Azgahzstamn, a guardian possessing incredible thunder and lightning powers. The small but fiercely determined Kobold inhabitants found a sense of security and strength in the presence of their mighty protector.

**Azgahzstamn, the Guardian:** Azgahzstamn, a young blue dragon, had become an integral part of Strahtmore's identity. His thunder and lightning abilities were a source of awe and wonder for the Kobold residents. With his fearsome powers, Azgahzstamn ensured the safety and security of the settlement, deterring threats and watching over his charges with a fierce and protective loyalty.

**Settlement Status:** Strahtmore was a settlement characterized by its youthful energy and spirit, home to many fine warriors among its inhabitants. The Kobolds of Strahtmore had a reputation for their resilience and bravery, traits that endeared them to their guardian dragon. However, the settlement faced challenges, particularly concerning food scarcity. Access to a diverse range of foods was limited, and their diet was often one-dimensional, emphasizing their need for resourcefulness in the face of adversity.

**The Fall to Himtar:** Tragically, the settlement of Strahtmore met its demise at the talons of a formidable and malevolent elder brain dragon named Himtar. The once-thriving community was ravaged, and scarcely any survived the harrowing attack. Only five Kobolds, two Grungs, and a handful of faeries managed to escape the catastrophic onslaught.

The downfall of Strahtmore was a heart-wrenching chapter in its history, marking the end of an era for the once-proud Kobold settlement. It served as a stark reminder of the unforgiving nature of the world they inhabited, where danger lurked around every corner, even beneath the watchful gaze of their thunderous guardian. The memory of Strahtmore and Azgahzstamn's valiant protection would live on, a testament to the resilience and bravery of its inhabitants in the face of adversity.
The Final First First Difficulty

Alrighty then.

## What is TFFFD?

The Final First First Difficulty is a peak class -36 difficulty. It is the successor of Sacred Limitations of Incomprehensible Outstanding Easiness (SLoIOE) and it basically is the borderline separating TooTooEasy wiki and TooEasy wiki. It is the last difficulty in class -36 (In the TooTooEasy wiki) and it is so stupidly and incomprehensibly easy that even when you don't realize, you have already beaten this difficulty a couple more absolute infinity times or EXPAN times.

There aren't even obstacles for this difficulty. The only "obstacles" there are is you winning so much times that you can't even count in singular digits each time you win and how long it takes for you to do so. Which is endless and indescribably mind-breaking that it just becomes a mystery.

## Icon Representation

The icon is basically meant to describe the utter amount of winning you will go through in this difficulty. There is a transparent infinity symbol in the middle and some more transparent lines covering the symbol and the corners. But if you look really REALLY closely then you will notice there are even more transparent dots behind the other stuff. There are also texts at the top and the bottom. The top one says "YOU WIN" and the bottom one says "NEVER LOSE".

## Obstacles

Well really are there really any? Considering it has been said in the description that there literally aren't any obstacles stopping you from not winning an indescribable amount of times. All this section has to offer is the amount of times you win per -[FINAL] seconds. Oh wait, Yeah. You win every -[FINAL] seconds. So.. That's basically it. Move on to the next section.

## Towers

There are no real towers in this difficulty, it is impossible. If anything, there can only be fictional ones.

## Beyond

You have beaten the entirety of TooTooEasy Wiki! Ok cool but... that wasn't really impressive. AT ALL. Well... you can go to TooEasy wiki now I guess...
Illithid Brain

## Ysgol

The malevolent Illithid brain, bears the scars of centuries spent confined within a magical field. Its once-sinister countenance is now marked by a weakened state, the passage of time evident in the dull, flickering bioluminescence that once pulsed with vibrant malevolence. The outer layers of the brain exhibit a sickly pallor, and subtle cracks mar its once-smooth surface, evidence of the relentless pressure it exerted against its mystical prison. As Ysgol emerges into the material plane, its telepathic tendrils extend eagerly, seeking minds to enthrall and control. The psychic aura surrounding it is tinged with desperation and hunger, as the centuries of confinement have left the brain weakened, yet no less insidious in its quest for dominance. Its telepathic whispers echo with promises of power and supremacy, attempting to seduce the weak-willed and exploit the fears of the vulnerable. The Illithid guards who once stood as its allies now regard Ysgol with a mixture of awe and dread. Even in its weakened state, Ysgol possesses an inherent malevolence that unnerves even the most seasoned Illithid warriors. The guards, once fiercely loyal, have become wary of the brain's influence, as they too have felt the tendrils of its psychic power seep into their minds, sowing seeds of doubt and trepidation. Ysgol's newfound freedom is a dire threat to the innocent denizens of the material plane. Its ultimate goal is to extend its dominion, converting all living creatures into mind-slaves, adding them to its growing legion of thralls. As it roams the land, its weakened yet still formidable telepathic abilities leave a wake of madness and submission in its path, a harbinger of doom for those unfortunate enough to cross its way. The once-hidden terror is now unleashed, and the shadows whisper with the name Ysgol, a name synonymous with the impending darkness that threatens to engulf the world.
Ferner - God of life and agriculture.

## Ferner, the EarthFather

He stands as a colossal and breathtaking figure, a giant of divine beauty and grace. His form, towering and resplendent, is draped in robes that mirror the lush hues of the earth—deep greens, rich browns, and golden accents that seem to shimmer with an ethereal glow. His countenance is a testament to timeless beauty, with chiseled features softened by an otherworldly radiance that emanates a sense of benevolence and compassion. Long, shiny white hair cascades down Ferner's broad shoulders, falling in a mesmerizing waterfall of silver strands. He takes great care to gather his majestic locks into a singular, elaborate braid that wraps around his head like a celestial crown. The braid itself serves as a symbol of the interconnectedness of nature, a living tapestry of vitality and growth. Ferner's eyes, pools of compassionate wisdom, hold a glint of both paternal care and the ever-present spark of life. They seem to reflect the verdant landscapes of his divine realm, the Great Garden of Father, located in the heavenly plane of Elysium. This paradisiacal realm is a vast expanse of flourishing fields, cascading waterfalls, and vibrant forests, where the beauty of nature reaches its zenith under Ferner's divine guidance. Within the Great Garden of Father, Ferner orchestrates the cycles of life and agriculture, ensuring a harmonious balance between growth and sustenance. The very essence of his being is intertwined with the flourishing ecosystems of his divine realm, a testament to the god's commitment to nurturing life in all its forms. Despite his majestic stature, Ferner is not an aloof deity; rather, he is known for his romantic affiliations with Shiallia, the minor Faerûnian deity of fertility and woodlands. Their divine love story is celebrated throughout the pantheon, and the union of EarthFather and Shiallia is believed to be a source of inspiration for the bountiful fertility found in the realms they oversee. In the hearts of his worshipers, Ferner is not just a god of agriculture; he is a symbol of enduring beauty, the guardian of life's flourishing tapestry, and a divine force that binds the realms of nature and the divine in an eternal dance of growth and renewal.
Rottens

The Rottens are a mysterious society of pirates known for their unique characteristics and origins. What sets them apart is their identical twin members, with their younger sister, Robielle, also playing a prominent role within the group. They are often found throughout the enigmatic and untamed Wild Sanctum, a place that echoes their unconventional nature. Despite claiming to be pirates, the Rottens differ greatly from traditional seafaring plunderers. They were not always known as Rottens; their appearance and identity have undergone a transformative process. Originally, each member looked entirely different from one another, but an obscure curse has gradually changed them all, turning them into replicas of the original, Robin Rotten. The curse that befalls anyone who joins the Rottens as a member is a peculiar and intriguing aspect of their society. Over time, those who become part of their crew slowly undergo a transformation, mirroring the appearance of the first Robin Rotten. This phenomenon sets the Rottens apart from other pirate factions, making them a subject of fascination and apprehension. Amidst the Rottens, a notable figure is Robbie, who holds a special position within the society. Robbie is the owner of a unique crab-like ship that combines engineering and innovation. This remarkable vessel is equipped with an ingenious mechanism that allows it to fire all cannons simultaneously with just a command from Robbie. This technological marvel adds to the mystique and power of the Rottens, amplifying their presence in any engagement. The Rottens' way of life deviates from typical piracy. Instead of seeking material wealth or plunder, they appear to be driven by a different purpose or objective. The exact nature of their motivations remains elusive, further contributing to the air of mystery surrounding their society. While the Rottens may appear enigmatic and distinct from traditional pirates, they operate as a tight-knit family unit. Their identical twin members share an unbreakable bond, and their younger sister, Robielle, plays an essential role within their ranks. This familial connection enhances their cohesion and ensures a formidable level of trust and collaboration among them. The Wild Sanctum serves as the backdrop for the Rottens' activities and adventures. It is a place of untamed wilderness and unknown dangers, perfectly aligned with the unconventional nature of the Rottens themselves. The Sanctum's uncharted territories and hidden secrets offer ample opportunities for the Rottens to pursue their unique objectives and navigate treacherous waters.
Snow Elven Merchants Guild

The Snow Elven Merchants Guild, also known as the Frostwind Traders, emerges as a distinct entity following the Snow Elves' uprising on Tratias. Once a small faction within the Tratian Merchants Guild, they have now established themselves as a powerful and independent guild operating exclusively in the snowy regions of Tratias. Before their uprising, the Snow Elven Merchants Guild faced challenges within the Tratian Merchants Guild due to the unique needs and interests of the Snow Elves. Recognizing the limitations imposed on them, they decided to break away and form their own guild, seeking autonomy and the ability to focus on their specific trade routes and clientele. The Snow Elven Merchants Guild operates as a tight-knit community, with close ties to their Snow Elven heritage and a deep understanding of the harsh environments theyr traverse. They specialize in trading goods specific to the snow-covered regions, such as rare herbs, magical items attuned to cold climates and enchanted furs and garments designed to withstand extreme weather conditions. With their keen knowledge of the icy landscapes and their ability to navigate treacherous terrains, the Snow Elven merchants have gained a reputation for being expert guides and providers of essential supplies to adventurers and travelers braving the snowy wilderness. The guild members place great value on their Snow Elven traditions and cultural heritage, incorporating these aspects into their trade practices. They maintain a strong sense of community and cooperation, supporting each other in their endeavors and working together to overcome the challenges of operating in the unforgiving cold. As an independent guild, the Snow Elven Merchants Guild has the freedom to establish their own rules and regulations, ensuring the fair and equitable treatment of it's members. They prioritize maintaining strong ties with Snow Elven communities and strive to uplift and support their brethren in Tratias.
The Muckwalkers

Highly shamanistic/druidic goblin tribe, gifted in poisons and the spreading of rot and filth. The tribe chooses one of its warriors each year to be the 'pot'; a living cauldron of disease that willingly accepts the darker, repulsive gifts of nature. The ripened pot is then unleashed on their enemies.
Singles

Timeline -

May 18, 2021 - Excuses

July 9, 2021 - Thoughts

August 18, 2021 - Drowning

December 20, 2021 - Dear Santa

December 31, 2021 - Life is Tough (Demo)

January 10, 2022 - Run ft. Sxdboynoah

February 20, 2022 - Wriqon

March 8, 2022 - Moon ft. Sxdboynoah

May 4, 2022 - Ted Bundy

June 20, 2022 - Forget Me ft. Sxdboynoah

June 26, 2022 - Love Me · My Moonlight

July 14, 2022 - More Like You · October ft. Lil Pain

August 6, 2022 - Complete ft. Sxdboynoah

August 7, 2022 - Deal With The Devil ft. Thugga

August 10, 2022 - Tragedy

August 20, 2022 - Billy Is Coming

August 26, 2022 - Reckless

September 20, 2022 - Saturn

September 22, 2022 - I Got Dreams ft. Robert Ramirez

November 9, 2022 - Baby It's Cold Outside ft. Sxdboynoah · I Found Myself · Santa Baby

November 15, 2022 - Eyes On Me

November 17, 2022 - The Creeps Come Out At Night

November 19, 2022 - Breaking Inside ft. RelyOnBeats

January 8, 2023 - Leaving

January 18, 2023 - Running Away ft. Valious

January 21, 2023 - Drowning (Remastered)

February 12, 2023 - Jada

April 1, 2023 - Warning

June 24, 2023 - Everybody Knows

July 1, 2023 - Purple Skies

July ?, 2023 - Flame (Remix) ft. McKinley England [scrapped]

July 9, 2023 - Jealousy
Owlin

## Religion

If raised in a owlin village, their main religion is dragons. All other races can see different variations of gods but owlin always see them as dragons, and take all dragons as gods ( even a small one).

## Legends

Legend has it that for every couple of generations, there will be twins born who will be each granted a power by the dragons. The power shall be revealed when they hit the age of 6 tho it can take longer.
Goatgal District

### The Institute of Technomancy

The Institute of Technomancy, nestled in the Crystal Expanse, fuses magic and technology seamlessly. Aether Nexus, its magnificent campus, rises above crystal formations. Floating walkways with glowing runes guide students to its heart. Clockwork architecture powered by magitech and mystic sigils breathes life into structures. Inside, magitech engineering is the focus—students blend magic and machinery to invent. Elemental-infused creations abound, and the pursuit of knowledge thrives in vast libraries. Regular showcases of magitech creations foster collaboration. The campus encourages creativity, secret alcoves and enchanting night displays.
How to create your character

## Races

ANY official race is available except for UA versions and autognomes( Unless the campaign is set in Astral Plane). For UA and homebrew - firstly need approval.

## RACE SPECIFIC INFO

**Healing Resistance for Reborn:** The veil between life and death is so thin for you that magical healing is less effective when applied to you. When you receive healing from a spell that specifically states it has no effect on undead, you receive half the hit points healed, rounding up, instead of the full amount.

## Starting Gold

You roll for Gold - easy peazy, use the official table for rolling

## Stats Rolling

4d6 drop lowest re-roll the whole lot if they don’t add up to at least 75 – I want proof of all rerolls ( Preferably roll on roll20 - we all have access and we can all see it)

## First Ability Score Improvement

Only on the Ability Score Improvement - You can take Feat and Ability improvement on 4th level

## Feats

Feats need to be explained – as in , why your character can take f.e. lucky feat, tough feat etc.  You don’t have to write whole page about it, just a sentence or two providing proof/example why your character is able to do that.
Thules Empire

Capital: Varelia

This kingdom is one of the first on eastern parts of Kasvaria. It has more humid weather and further east, more and more forests groas. The recognizable architecture of this kingdom is it tree-cities - buildings are so high up they are above the tree crowns. It can be described as the streets are more filled by plants than people. Due to activity of Raven Queen on these lands citizens of Thules Empire are not so welcome to outsiders. They seem very skeptical to others and less willing to be helpful.

In each bigger city there are huge towers to overlook the cities - "overseers".

This place is the main area for Raven Gang guild activity.
Silvara

## Silvara - Goddess/Devil of Firearms

Meet Silvara, the Devil of Firearms and Pact Holder of Pistol-like weapons. She is a striking figure, dressed entirely in black, exuding an air of mystery and danger. With four hands, each wielding a different weapon - a sword, a pistol, a larger gun and a vial of potions - she is a formidable force to be reckoned with. Her black wings, tinged with an otherwordly aura, showcase a unique feature - a revolving barrel nestled between them emphasizing her connection to firearms. Sylvara's golden crown, which grows out of one of her eyes, symbolizes her pact with the pirates. Legends speak of her striking a deal with seafaring brigands, granting them the power of cannons in their battles on the high seas. As time progressed and technology advanced, Sylvara adapted her pact to include pistols, becoming a patron to pirates who relied on firearms as their weapon of choice. Her association with pistols and firearms has made Aylvara a figure of intrigue and fear among both sailors and rogues. Her influence grants her followers access to extraordinary abilities and a mastery of ranged combat. The sound of gunshots and the acid smell of gunpowder are said to be her calling card. Though she embodies the powers of destruction and chaos, Sylvara is not without her own motives and agenda. Her enigmatic nature draws those seeking power and the thrill of the unknown to make pacts with her. She revels in the chaos her followers sow and delights in the pursuit of their desires. Beware those who cross paths with Sylvara, for her weapons and cunning make a formidable adversary. Her dark pact with pirates has forever left an indelible mark on the seas and the hearts of those who dare challenge her.
Undead Buccaneers

The Undead Buccaneers, a notorious pirate faction, lurk in the treacherous waters along long-sailing trading routes, far away from any land. They are regarded as the most brutal and merciless among the pirate societies installing fear and terror in the hearts of sailors unfortunate enough to cross their path. Unlike other pirate groups, the Undead Buccaneeers have a dark and sinister secret - they possess the ability to turn those they capture into mindless zombies. When encountering another ship, they launch vicious assaults, overwhelming their victims with their sheer brutality. Survivors of their attacks are forced to make a grim choice join the ranks of the undead crew or face a horrifying fate. Refusal to comply results in the unfortune individual being transformed into a mindless zombie, their will and consciousness oblitered. These newly turned zombies serve a macabre purpose within the ranks of the Undead Buccaneers. They are used as cannon, loaded into cannons and fired upon enemy ships in a gruesome display of destruction. The pirates show no remorse or hesitation in sacrificing their own kind to achieve their goals, further solidifying their fearsome reputation. While the Undead Buccaneers are not necessarily the strongest pirate society in terms of military power or resources, they possess the largest area under their control. Their remote location and brutal tactics have allowed them to carve out a formidable presence in the vast expanses of the sea. Their territory encompasses the long-sailing trading routes, making them a constant threat to merchant vessels and maritime commerce. The Undead Buccaneers' dominance stems from their ruthless nature and the terror they inflict upon others. Their reputation for unrelenting violence and their willingness to turn captured individuals into mindless zombies ensures that few dare to challenge their authority. This fear-driven control allows them to maintain their hold over the vast expanse of sea they have claimed as their domain. The society of the Undead Buccaneeers is shrouded in darkness and secrecy. Their ships are adorned with eerie symbols and skeletal motifs, reflecting their unholy nature. The crew, consisting primarily of the undead operates under the command of a small group of powerful and enigmatic pirate leaders. These leaders are believed to possess dark magic or other supernatural abilities, which they use to control and manipulate their undead minions.
Shinpi Teki

### War on all fronts

Currently Shinpi Teki is split onto many Shoguns who claim title to the land. The whole continent is a war state with not many safe places around here. There still are indepented organisations but they tend to be pulled into politics. Some say that some of the Shoguns bring back fallen samurais to continue fighting for their Empire.
Underground Kingdom

Capital: Grotest

Tribe of Frostclaw:

They live in the lowest sections of the Underground Kingdom and are most resistance to cold temperatures. Gharth ( the Elder of the tribe) is respected by his tribe for his knowledge of the elements and his ability to protect them from dangers. Gharth is known for his sword fighting skills and his use of magic to enhance his physical abilities.

Tribe of Moonstone:

They live above the ground in mountains cave systems and Lyra is their spiritual guide. She is master of of the arcane and uses her staff to channel powerful spells. Lyra is also a healer and helps to tend to the sick and injured members of her tribe. She is a wise and compassionate leader who is highly respected by her people.

Tribe of Flameheart:

In the Underground Kingdom there is geyser area where tribe of Flameheart occupy. Zor is a charismatic and inspiring leader who inspires his tribe with passion and courage. Zor is known for his fiery temperament and his ability to rally people in times of crisis. He is also skilled diplomat and negotiator, often resolving conflicts with other tribes peacefully.

Tribe of Emerald Crown:

This tribe occupies lush and plant-ish caves which they worked on to create. Tala is a regal and dignified leader who is highly respected by her tribe. Tala is skilled diplomat and negotiator, often resolving conflicts with other tribes peacefully. She is also a patron of the arts and encourages and expression within her tribe.
The Seller Tribe

A different sort of tribe that isn't as openly violent to outsiders. Instead they decide to sell themselves as a sort of mercenary clan. From ridding a yard of rats to being used as cheap muscle. You name a good price, from three whole chickens to a smattering of coins, and they're yours to command.
The Roost Riders

A clan of goblins that have established a fortress keep high in the cliffs & caves of a nearby mountain. A feudal society has developed there due to the ruling goblin family's peculiar talent for taming giant bats to be used as war gliders. These winged leather steeds give the Roost Riders a superior combative edge against all six other neighboring tribes of the mountain. These tribes pay fealty not only in the form of gold, but also in a sacrifice of the first-born of each of the tribe's leaders. The children are taken and raised in the highest level of the keep to be trained as one of the elite bat riding knights that make up the Roost Riders' Winged Warband.
Angels

the angels are sectioned into different "epochs

I.-IV. epoch of "A" (ADAM) (actually four epochs, one from A-A, two from B-B, three from G-D, four from E-Z)

these represent the ANCIENT, UNFALLEN WORLD

A - 1. angel of light (adael/ariel)

B - 2. angel of seas (babel/"buried pinkerton")

G - 3. angel of land (gemmuel)

D - 4. angel of star (??/"dot matrix")

E - 5. angel of beast (eviel)

U - 6. angel of man (uwuevl/"fearno weevil")

Z - 7. angel of rest (zabatiel)

V. epoch of "H" (HEVAE)

H - 8. hevael/"hyile hetalya"

TH - 9. thethiel

I - 10. the unknown (???)

K - 11. the artifex (karanichel)

L - 12. the victim (???/lovely kaede)

VI. epoch of "M" (MARY)

M - 13. "mariel"

N - 14. "nanciel"/"-74"

X - 15. "ximuel/ximeratiel"

O - 16. "???/THE OUTSIDENESS"

P - 17. "pyriel/pippiel"

R - 18(20). "ramiel/ROSE-QUOIX"

S - 19(21). "sintel/samael"

T - 20(22). "tao 0XBEEF"

VII. epoch of "PH"

PH - 21./Φ. "oPHiris"

CH - 22./𐤏𐤏. "CHRisna morevoice"

PS - 23./𐤏𐤏𐤏. "PSYchiel"

AUM - 24./𐤏. "AUMelas tour"

MISC. other angels

Q - (old 19) qephiel"/"qephie"

TS - (old 18). "tsabael"/"MISTRESS THOUSAND"/"ANGEL-BABY GAMER-HEARTED "M""

⨁ - "THeoPHilia" a hybrid between PH and TH that produced the "fixed board"

MLK - a demonic hybrid of MLK that took place during the end of the fifth epoch.
Kingdom of Moreno

Capital: Hawth

Kingdom of Moreno is like medieval Georgia. 300 years ago a great plague swept through the country utterly devastating it, during the peak of the plague when the country was depopulated, a massive fire broke out and burned down a huge portion of the forest in Moreno. This had led to wood being very rare and expensive there, meaning most of the architecture is made of brick and stone. Most of the people that live in Moreno are dark-skinned ethnicities - like Lady Briar Hawthorne. As well as that, many of them have southern accents. Because of he cultural effects of the plague that nearly destroyed Moreno, a countrywide hygiene social value system has been put into place making Moreno a very hygienically conscious country. It has a state of the art water and sewer system and state funded municipal workers that keep even the most densely populated parts of the cities clean. Unfortunetly due to the fact that Moreno's forests have been badly damaged, and the population is still recovering from the plague. The Hawthorne family purse has been personally the social safety net that is keeping the Moreno economy from completely collapsing. Wealthy people have wooden trinkets and objects in their home to show their wealth. It is a part of culture which is quite important for this kingdom. Food culture and religion is extremely important there, so you'll find many in taverns, restaurants, food stalls and churches all over the place.

### Hawthorne Family

#### Hawthorne Mansion

##### Temple of Mystra

1. less then 10 people size
2. attached to the guest house to the estate. Priest lives in. Take care of temple and weekly offerings
3. Trees - Willow trees
Orewood

Taverns:

* Kicked Goose - owned by Bob Ross Aracokra
* The River of Milk and Iron

### Druid Grove - Children of the Branch

The Children of the Branch is a friendly and benevolent Druidic circle that has found its home in the heart of the Kingdom of Khoria, within the bustling capital of Orewood. Named after the lush and vibrant branches of the ancient trees that surround their sacred grove, this circle is deeply connected to nature and devoted to the worship of Ferner - God of life and agriculture. The sacred grove of the Children of the Branch is a serene and magical place located on the outskirts of Orewood. Tall and ancient trees, adorned with lush green leaves, encircle a clearing where the druids gather for their rituals and ceremonies. The air is filled with the soothing sounds of rustling leaves and birdsong, creating a tranquil atmosphere that contrasts with the bustling city just beyond the grove. The druids of the Children of the Branch are known for their harmonious relationship with the natural world. They act as stewards of the land, ensuring its health and vitality. Through their connection with Ferner, they possess a deep understanding of agriculture, guiding the local farmers in sustainable and bountiful practices. The druids often organize festivals and celebrations to honor Ferner and the cycles of nature. During these events, the people of Orewood come together to partake in feasts, music, and dances, fostering a sense of community and unity between the urban population and the natural world. The Children of the Branch are also sought after for their healing abilities. Using herbal remedies and ancient nature magic, they offer aid to the sick and injured, embodying the life-giving aspects of Ferner's domain. Local residents, as well as those from neighboring regions, often visit the sacred grove seeking the healing touch of the druids. Despite being deeply rooted in their connection to nature, the Children of the Branch are not isolationist. They actively engage with the city and its inhabitants, promoting a harmonious coexistence between urban development and the preservation of natural resources. Through their teachings and guidance, they strive to instill a sense of respect and appreciation for the delicate balance between civilization and the wild in the Kingdom of Khoria.
Khoreus - God of Vampires

Khoreus, the God of Vampires, is a malevolent and ancient deity shrouded in darkness and mystery. According to legend, he is often considered the progenitor of vampirism, the first vampire to ever exist, and the catalyst for the spread of this unholy affliction across the lands. His origins are obscured in the mists of time, and his malevolent presence has left an indelible mark on the lore of the supernatural. Khoreus is depicted as a figure of sinister allure, with sharp and predatory features. His eyes are said to gleam with a crimson intensity that unnerves those who dare to gaze into them. Cloaked in shadows, he exudes an aura of both seduction and terror, weaving a captivating allure that draws in the desperate and vulnerable. As an evil deity, Khoreus thrives on the suffering of mortals. His insatiable thirst for power and adoration drives him to sow chaos and discord among the living. Legend has it that he actively seeks to create cults in his name, exploiting the desperation of those who are willing to trade their humanity for the promise of dark and otherworldly powers. These cults, formed in the name of Khoreus, are whispered to engage in secret rites and rituals that involve blood offerings and dark ceremonies. Desperate individuals, yearning for salvation or power, willingly submit themselves to the will of Khoreus, embracing the curse of vampirism as a means to an end. Khoreus demands unwavering loyalty from his followers, promising them eternal life, strength, and other supernatural abilities in exchange for their servitude. The god revels in the chaos caused by his vampiric minions, spreading fear and despair across the lands as his influence grows. Legends warn of the treacherous path one treads when delving into the worship of Khoreus, as the god's promises often come with a heavy price. Those who fall under his dark sway find themselves bound to an existence of eternal night, forever torn between their humanity and the insatiable thirst for blood that defines their cursed nature. In the shadowy corners of the world, where the veil between the mortal realm and the supernatural is thin, the name of Khoreus is uttered in hushed tones, a whispered prayer for those who have succumbed to the darkness.
Kingdom of Nenid

Capital: Nale

It's kingdom situated near Avira Sea - Western part are more lively due to more merchants traveling thru this parts. In comparison to it's neighbour, more lands of this kingdom are poorish. Currently kingdom is rulled by Mero, alongside rest of his goblin family. In comparison to it's western neighbour it's way poorer kindgom with more often dpressing looks among the cities.

Nearby city Asoginia is a rumored magical forest where mystical Al-Miraj lives, an easter bunny. Whom he visits will be granted luck and happiness.

King Tezeus with Queen Eidla and two sons - Prince Sheit and Prince Stef. It is rumoured Stef is son of a devil himself.
Alisha Elliad

Credits to the owner of the picrew I used for her portrait: https://picrew.me/image\_maker/1171011

## Alisha Elliad

### Aliases

Slytherin's trouble-hiderUnidentified student

Daughter of the Death

### Relatives

Akabane Karma (father)Sherry (mother)

Scarletta Demonde (Great great grandmother)

Violette Demonde (great grandmother)

Rosalynne Demonde (grandmother)

### Affiliation

HogwartsSlytherin

Slytherin's Quidditch team

The Demonde clan

## Appearances

### Appears in

Harry Potter seriesHarry Potter: Magic Awakened
The Orc Killers

they are a tribe that got fed up with being forced to do the Orcs bidding. They realized that there were way more Goblins than Orcs. So they Rebelled, killing their Orc overlords. Now they travel the realm, freeing their brethren from the Orc yoke. They are feared by Orcs everywhere. They believe the only good Orc is a Dead Orc! and they taste good once roasted.
The Reader (True Harem King)/Techniques

## Y/n L/n

### Aliases

The H/c Haired Devil, The Dark King, The True Harem King, The Human Demon, The Devil's Nightmare, The Mighty Hero, Future King, One-Man Army, The Army Destroyer, The Woman Slayer (you hate this one. Makes you feel like a sleazeball or some kind of playboy), Leader of All Gangs, The Ultimate Gangster, Boss, more later on.

## Biographical Information

### Relatives

* Mother
* Father

## Other Information

### Affiliation

* Y/n's Home
* Kuoh Academy (student, 2nd year)

## Overview

Basic fighting techniques that use a mix of martial arts and street fighting.
Sea Angels

The Sea Angels, as they are known, form a unique community of pirates that roam the seas near the continents situated in equator's waters. Renowned for their unparalleled speed, their ships are said to possess a mystical ability to gain wings while sailing. This extraordinary trait allows them to swiftly navigate through the vast ocean expases and evade pursuers with remarkable agility. Contrary to their fearsome reputation as pirates, the Sea Angels possess a strict code of conduct that sets them apart from traditional buccaneers. While they engage in acts of piracy, their approach is suprrisingly merciful. They adhere to a principle of avoiding unnecessary bloodshed, focusing their attacks primarily on military vessels and heavily armed trade ships. This strategic choice is motivated by a desire to protect their own kin, as many Sea Angels are marked on "Wanted" posters making them constant targets for bounty hunters and other authorities seeking to apprehend them. The Sea Angels' community places great importance on the concept of family. They consider their fellow pirates as part of an extended familial unit and they go to great lengths to safeguard one another. In the face of danger, they exhibit unwavering loyalty, unity and resourcefulness, forming a tightly knit bond that strengthens their resilience against external threats. One distinguishing characteristic of the Sea Angels is a distinct tattoo of wings adorning their backs. This emblematic symbol serves as a sign of belonging and unity within their community. It is a mark of identification that allows Sea Angels to recognize one another forging a sense of camaraderie among the members and serving as a visual reminder of their shared values and common purpose. The Sea Angels' primary targets are trade ships and military vessels, as they offer valuable plunder and resources. However, their operations are carried out with discretion and precision, always priorizitizing their own safety and well-being. Their ability to swiftly outmaneuver pursuers using their winged ships grants them a significant advantage, allowing them to escape capture even in the face of overwhelming odds. Despite their reputation as pirates, the Sea Angels are seen by some as a necessary evil. Their selective targeting and avoidance of unnecessary violance have garnered them a certain degree of respect among seafarers. Some even view them as guardians of the seas, protecting fellow sailors and traders from more rutheless and bloodthirsty pirates who show no restraint in their pillaging.
Feywild

Locations in Feywild:

* Bone Brambles
* Brokenstone Vale
* Cendriane
* Dark fey enclave
* Darroch Castle
* Evermeet
* Feydark
* Gnarlroot Cave
* Honeyhollow Fortress
* Horrid Mire
* Iliyanbruen
* Karador
* Living Gate
* Mag Tureah
* Nachtur
* New Sharandar
* Palace of Heart's Desire
* Prismeer
* Putrid Fen
* Realm of Malabog
* Seelie Court (divine realm)
* Sildëyuir
* Temple of Leaves
* Temple of the Yuir Gods
* Tintageer
* Tower of Celadaine
* Unseelie Court (divine realm)
* Vor Thomil
* Witch Fen
* Witchlight Carnival

Three Deadly Sisters
Oracles

In the desolate continent of Senral, there exists a solitary coven known as The Oracle's Veil. These mystic seers are the last remnants of the once-thriving connection between gods and mortals. Now, the Oracle's Veil carries the weight of that lost connection, serving as the conduit of ancient wisdom and foresight.

###### The Oracle's Sanctum:

It is the heart of the coven, situated atop a towering plateau, shrouded in perpetual mist. This ethereal structure, adorned with intricate carvings and symbols of forgotten deities, stands as a beacon amidst the barren landscape. Within the sanctum, the oracles gather to harness their power and commune with the remnants of divine energy that still linger.

###### Prophetic Rituals:

The Oracle's Veil engages in intricate prophetic rituals to channel the remnants of the severed connection. Through sacred incantations, trance-like meditations and divination practices, they tap into the residual divine essence to unlock glimpses of the future. Their visions guide them in deciphering the fragmented messages left by the ancient gods and provide insights into the world's fate.

###### Augury and Divination:

The oracles possess the gift of augury and divination, allowing them to read signs and omens in the world. They interpret celestial patterns, the flight of birds and the whispers of the wind to discern the intentions of the gods. Their ability to foresee events and unravel the mysteries of the past is higly sought after by those who venture to Senral in search of wisdom or guidance.

###### Guardians of Sacred Artifacts:

Within the Oracle's Sanctum, a vast repository of sacred artifacts lies protected. These relics, once imbued with divine power, hold echoes of the ancient gods. The oracles act as the custodians of these artifacts ensuring their safekeeping and harnessing their residual energy to amplify their own abilities. The artifacts are a testament to the rich history of Senral and serve as a reminder of the lost connection between the gods and mortals.

###### Solitude and Contemplation:

Living a life of solitude, the members of the Oracle's Veil embrace isolation as a means to foster their connection to the divine remnants. They seek seclusion amidst the desolate landscape of Senral meditating in hidden sanctuaries or ancient ruins. Through introspection and deep contemplation, they strive to understand the messages transmitted to them and unravel the profound truths embedded within the land.
Kingdom of Thulia

Capital: Varelia

Land of foresty, the border between desert and the jungle. Place filled with Aaracokras. Each of the bigger cities have this kind of high building where officers residue. It gives off a vibe of a big brother - they oversee the whole city from that buildings. Some say they have view into Royal guards/ officers it's people mind.
Snow Elves

They used to be mostly located in the north, the cold lands of Tratias. They seem highly resistant to cold and unkind land. They are used to full meat diet - the vegetables are only grown on mountains area. They seem to be pretty tightly know society - so incest of second cousin are pretty common but they seem really aggresive towards other races. They view other races as a threat to their way of power. They are pretty advanced in hunting and survival skills. They are skilled archers and fighters and can track prey for days without rest. Snow elves are highly attuned to the natural world and are known to possess powerful magic that allows them to control the elements. They are able to summon blizzards and create ice constructs to aid them in battle. They also have deep connection to the spirits of northic lands, which they believe grant them their magical powers. Their skin is always in light blue colours. Sometimes even pale white. Their eyes can be in every shape of blue and black. In darkness, it shines in white-ish colour. A devation from the rules seem Lady Kalasari branch of the family, their eyes seem all black. Hairs are mostly in the white or grey colors. Tho they are elves, due to enviroment they grew in, they become adult as normal humanoid 20-30 years and they live up to max 500 years.
Frey'ir

## Frey'ir Family

Vamir - "King" of Tratias. Currently in Kingdom of Usteria. He is 120 yo.

Lady Kalasari - Second cousin of Vamir. She was 92 yo. Current status: Deceased due to elaborate plan of rebels. She used to take care of her nephew Illow the Third. Queen of Kingdom of Ivari.

Illow The Third - 11 yo. prince, son of Alasara and Kalew, currently in care of King Ez'ze. He spends his days studying and learning to be a new king. Currently in Kingdom of Ivari.

King Ez'ze - Bastard son of Illow the Second and unnamed female. He was made King of Kingdom of Ivari after death of Lady Kalasari per her will. He is 62 yo.

Alasara - Second cousin of Vamir. She was 70 yo. Current Status: Deceased due to illness. Queen of Kingdom of Priya.

Imetys - Second cousin of Vamir. She is 166 yo. Married to Hatis Den. Queen of Kingdom of J'nx.

Karmhor - First cousin of Vamir. He is 152 yo. King of Kingdom of Khoria.
The Isaac Frost Wiki

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CharactersVideosLocationsScriptsMusicCast
Kingdom of Sloterom

The Kingdom of Sloterom - Guardian of the Verdant Woodlands

Nestled within a lush, expansive forest, the Kingdom of Sloterom is a realm of natural beauty and bountiful greenery. Its capital city, Ateyi, is a place where civilization and nature coexist in perfect harmony.

Geography and Climate: Sloterom is situated in a vast, dense forest, with towering trees, winding rivers, and an abundance of vibrant flora. The climate is temperate and wet, with frequent rainfall that nurtures the thriving ecosystem. The forest teems with life, providing a stark contrast to the surrounding lands.

Royal Family of Esherao: The Kingdom of Sloterom is ruled by the Esherao royal family, a lineage of forest protectors who have safeguarded their realm for generations. Their commitment to preserving the verdant woodlands has been a source of great pride for the kingdom. The king, Khaleed, is known for his dedication to maintaining the harmony between civilization and nature.

Flora and Oasis: The flourishing forest of Sloterom is known for its lush flora, including a variety of native plant species. The Esherao family's efforts have allowed the forest to maintain its vitality and diversity. The woodlands serve as a sanctuary for wildlife and offer a tranquil retreat for the kingdom's inhabitants.

Water Creatures and Kelpies: Sloterom is home to a variety of water creatures, with Kelpies being among the most remarkable. These aquatic beings are considered treasures of the kingdom, often revered for their beauty and mystique. The kingdom strictly prohibits the hunting of Kelpies within its borders, recognizing their significance to the ecosystem.

Relations with Underwater Kingdoms: The Kelpies maintain a special place in the hearts of the Syrens, an underwater race known for their enchanting songs and affinity with aquatic life. By safeguarding the Kelpies and ensuring their protection, the Kingdom of Sloterom has fostered friendly relations with some of the underwater kingdoms. These relations bring mutual benefits, including shared knowledge, trade, and diplomatic cooperation, further enriching the cultural diversity of the kingdom.
Liu Yin Yue

Credits to the owner of the neka I used for her portrait: https://www.neka.cc/composer/11397

## Liu Yin Yue

### Aliases

Lady ShuiLady Liu

Kappa

Lady tactician

### Relatives

Liu Ying (father)Shangguan Mi Ye (mother)

Liu Chao Yang (older sister)

### Affiliation

Qin DynastyQin's Marines Corps

Qin's Army

Royal Place

### Occupation

DoctorRoyal Physician

Tactician

## Appearances

### Appears in

China's History (fanon)Record of Ragnarok
Calendar

## Calendar

* 1.01 - New Year
* 14.02 - Love day
* 20.02 - 21.02 - Carnival
* 8.04- 10.04 - Holy Al-Miraj
* 12.06 - 9.07 - Foest Solstice Pyv'Raa'Klav
* 15.06 - Paranidia
* 19.06 - End of Plague on Kasvaria
* 22.06 - 25.06 - Dragon Boat Festival
* 9.08 - The Battle of Ethereal Convergence in Forest of Wyrms
* 29.09 - Mid-Autumn Festival
* 31.10 - Sighting of Flying Dutchmann
* 01.11 - 02.11 - Day of the Dead
* 25.12 - Holiest Sanctum Celebration
* 31.12 - End of Year
Truest Omega UnUnUnUnUnUnUnUnUnUnUnUnUnUnUnrebirthed Omega Easy

You’ve already won, move on.

## What is TOUUUUUUUUUUUUUUUOE?

TUOUOE is a difficulty in Class -10,000,000, where nothing exists and you already won. In fact, you already won this without existing an immeasurable and a infinite amount of times, and it is impossible to lose this difficulty **EVER**.

## Icon Representation

 TruestOmega’s icon is represented with a black void background with a redish-maroon diamond within the center containing the word “EASY” in green, hand-drawn text.

## Obstacles

Obstacles in this difficul-… Heh, well, why even bother talking about the obstacles, as there are none! You already won this an immeasurable amount of times.

## Towers

Towers? There are no such thing here, reality of this contains no towers and there will never be any! Except for all fictional towers.

* Tower of Immeasurable Victory (Fictional)
* Citadel of Absolute Instantaneous Winning (Fictional)

## Continuing On

No need to continue on to Ascended Omegabirth Painless Elation. As you already have beaten it, in fact you probably have beaten every other difficulty up to Class -1. Now go!