recursal/Fanatic-Fandom huggingface dataset:
Астральные Храмовники

**Великий Грунгни, не покладая рук, трудится в поте лица и когда-нибудь закончит эту статью.**
Если не хочется ждать, можете взять дело в свои руки и доделать её самостоятельно.

## Астральные Храмовники

### Цвета

тёмно-пурпурный

**Астральные Храмовники** — грозовое воинство Грозорождённых Вечных.

Их меры крайни, их методы беспощадны; Астральные Храмовники стремятся очистить земли от всех сил Хаоса. Никто из врагов не сможет остаться в стороне от их гнева.

## Описание

### Внешний Вид

Астральные Храмовники - это варвары, покрытые плотными шкурами, татуировками и шрамами. Они часто носят с собой черепа и тотемы, чтобы подчеркнуть свой варварский вид.

### Происхождение

Первые души, возрожденные для создания Астральных Храмовников, принадлежали к племени ледяных пустошей Гура и были воинами, которые провели свою жизнь в борьбе с чудовищами.

### Культура

Эти люди - вечные охотники. Когда они убивают зверя, то обычно сохраняют его голову, чтобы повесить на стенах своих залов.

### Религия

Они поклоняются богу-королю Зигмару. Астральные храмовники разжигают костры, чтобы ритуально почтить тотемных божественных зверей, которым они поклонялись до того, как стали Грозорождёнными. Многие астральные храмовники почитают в качестве своего тотема медведя за его выносливость и силу, ведь для того, чтобы сразить самую свирепую добычу, даже острому клинку нужна сила чемпиона, чтобы управлять им. В частности предпочтение относиться к Урсрихту - Белому медведю.

## История

### Войны душ

Палата грифонов Астральных храмовников воспользовалась возможностью, когда Морг, могущественный король Огоров, приостановил свои атаки, и атаковала его крепость, облачившись в шкуры Йети и ледяных медведей. Пережив холод Вечной зимы, они проникают в крепость, однако осознают, что их сил недостаточно для победы над Рейдерами Зверолапа. В ключевой момент битвы с неба спускается Индраста, которая убивает Морга, а его голову отправляют в Зал зверей Астральных храмовников.

### Эпоха Зверя

С наступлением Эпохи Зверя астральные тамплиеры поставили перед собой задачу победить орды разрушения, что сделало их любимцами Индрасты.

## Галерея

*Рыцарь-освободитель Астральных Храмовников*
Republic of Antheon

**The Republic of Antheon**

Located in the south western portion of Varda The republic of Antheon is the center of agriculture thanks to its temperate climate. Antheons two major exports include Wine (or anything related to grapes) and ivon crystals. the Republic of Antheon was previously known as the five hills Alliance. Much of the Land is still owned by Nobles but large areas were given to the people by Brutus Augustus the last king of the five hills

The Republic is governed by a senate that consists of 36 members representing 12 regions of the Republic, 7 of them belonging to nobles and 5 to the people and a ruling council of 5 that is elected by the senate. Most noble houses have members within the senate, but its not exclusive to nobility.

* **Ancyra**
* **Eleufina**
* **Antonine**
* **Smyrna**
* **Ava'Lur**
* **Remnant Forest** ( North of Ava'Lur)

**Ha'Dyss (***under-realm***)**

* **Ava'Lun**
* **Firtumori**
* **Durk'Akas**
Athantis Academy of the Arcane

## Description

The academy is an institute for higher education where individuals who are particularly excellent in magic have been invited to become students, it's an institution that tempers further those who are skilled in magic. The class a student will be put in is decided by the results of his entrance exam. Nobility has no power over anything and the school uses a perfect merit system.

## Rules

Brandishing a noble's authority inside the Academy of the Arcane, and bringing harm to another student; is a criminal act, and anyone who breaks this rule will be subjected to severe punishment. Rather than it being a rule of the Academy of the Arcane it is a Royal Decree by Athantis Monarchy.

Return to: ☀Organizations
Human

When early Terran explorers or as they are now called Ancients arrived on Tythis they witnessed the culmination of the Pantheons work on the solar system.  Strangers to this universe they decided to lay roots on Tythis, unfortunately after centuries of cloning they had rendered themselves sterile and unable to breed, they found that the Norkhul tribes of the South had similar genetic structure and could transplant Terran genes to continue their species. the Pantheon at first viewed the Terran as invasive and it seemed they would be destroyed for intervening on Tythis but after hearing the plea of the Terran the Gods allowed them to choose one tribe of the Norkhuls and plant their genetic information and cultural memories. The Terran called these Norkhul offshoots Humans and most settled in Varda where they were enslaved by the orc tribes and later freed and taught by the dwarfs and later the Elves. Humans are the most accepted race by most cultures as they are quick to adapt and adopt other races cultures and because of this there are many types of humans ranging from all heights and skin tones.

There is an offshoot of Humanity blessed by Elios the Sun God who found a particular tribe of Humans intriguing and blessed the Anarian tribe with long lives, some of these humans would join their cousins during the Great Revolt of the Orc Empire and later settled and established the first human kingdoms on the summer Isles and what is now known as Athantis.

Return to: ☀Mortal Races of Tythis
The Eladrin Diverge

165,000 years ago Luciel Fieldestar
the royal monarch of the true Eladrin started using his magic to wipe out the
abominations that called themselves Tel’Quessir and Or’Quessir. He believed
these people who were a subspecies to his race, were an insult to the Eladrin,
how his people could devolve into weak and barbaric creatures was beyond him.
He set out on a crusade to cleanse the vermin.
However not all his people believed in his cause and rebelled and with
the help of both Eladrin sub species these Eladrin were able to banish their
obsessed and genocidal ruler and his followers from the kingdom. After this
event the kingdoms people grew more and more apart.  As his final attempt to “help his people” he
made a deal with the Devil Vordal, to give him power to cleanse the blood lines
and retake his kingdom, but Vordal tricked him and bound Luciel and warped his
soul and through him his followers. Luciel was transformed into an Eladrin
demon and through him his people became
the Elvanir. They were twisted  and bound with infernal magic. Elvanir used demons
to swell their ranks and attacked Luciel’s old kingdom, and the cities of the
Eladrin fell one by one, as a last resort the Tel’Quessir and Or’Quessir leaders used and sacrificed their most potent
magic and banished the Elvanir from
Tythis to an infernal dimension were they would be trapped in time. Luciel’s
body was destroyed, but before his demise he swore he would return to destroy
all who had opposed him and split his soul into six items he wore.
The Golden Legion

The Golden Legion is a military organization that serves the Vardan Alliance. The Golden Legion recruits from all races and offers those convicted and serving time the opportunity to enlist and serve their time with honor, payment, and possible reduction in their sentence. After an individual accepts the legions terms a service rune mark is placed on the individual marking them in service of the Golden Legion and making them easily tracked by the organization and controlled, the mark is removed once enlistment is complete.

The Legion by Decree has authority to recruit in all Alliance lands and in times of need will report to the governing body in their respective post to protect domestic interests in times of conflict or natural disaster. They may also be deployed internationally alongside a kingdoms respective military when necessary.

Return to: ☀Organizations
The Wilds

The Wilds are a parallel plane to the Material Plane, the geography is similar, though not entirely identical, to the geography of the Material Plane. Similarly its inhabitants and many creatures have similar forms as the Material Plane. The Wilds are the Result of high amounts of Light energy and other elemental forces being separated from the constant turmoil of clashing with the Void.

Arcane and nature magic run more freely and powerfully in the Wilds than the Material Plane and it is for this reason that so many of its inhabitants are magically gifted. The wilds are filled with Summerfae, Winterfae and Wyldfae and is full of all kinds of animal life. The Wilds is also reputably beautiful compared with either the Abyssal plane or the Material Plane.

Nature and life had grown at an incredible rate and was constantly changing and growing, creatures came into existence only to never be seen or heard from again, sometimes this overgrowth would spill unto the material plane so to keep the Balance The Gods created the Seelie Court and Unseelie Court whose power waxes and wanes with the seasons with one court never fully controlling the wilds. The Courts only had a small portion of the Wilds permanently in their favor while the majority of the wilds belonged to the ruling seasonal court.

During an invasion of The wilds by Old God forces, all of the Wilds and some mortals released a massive powerful attack at the center of the enemy forces causing them to retreat. The Attack had unforeseen effects on the Material plane and a massive Wild Magic Surge was released, on Tythis this event Caused the Demi-Human Surge.

Return to: ☀Planar Regions
Dragonborne

Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.

The first dragonborn had scales of vibrant hues matching the colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust, gold, or copper-green. They are tall and strongly built, often standing close to 6½ feet tall and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand.

The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.

## Self-Sufficient Clans

To any dragonborn, the clan is more important than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.

A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.

Though all dragonborn strive to be self-sufficient,  they recognize that help is sometimes needed in difficult situations. But the best source for such help is the clan, and when a clan needs help, it turns to another dragonborn clan before seeking aid from other races—or even from the gods.

Source: https://www.dndbeyond.com/races/dragonborn (some portions have been removed to match the culture of the campaign setting.

Return: ☀Mortal Races of Tythis
Aoi Yokoyama/Relationship

## Love Interests

### Hatsu Akiyama

She is Hatsu's childhood friend who is a shy, reserved, and rather clumsy, but also kind, trusting, and intelligent girl. Aoi falls in love with Hatsu at the moment. Aoi became prettier because of Hatsu, but when she sensed his jealousy of her popularity, she offered to go back to the unattractive look.
Anarian

The Anarian race is an offshoot of Humanity blessed by Elios the Sun God who found a particular tribe of Humans intriguing and blessed them with long lives, some of these humans would join their cousins during the Great Revolt of the Orc Empire and later settled and established the first human kingdoms on the summer Isles and what is now known as Athantis.
Warloc

1st
 2nd
 3rd
 4th
 5th

### Wild Magic Surge

You think your patron bestows upon you a special ability but instead starting at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

### Faces of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

#### Dark One’s Own Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.

Once you use this feature, you can’t use it again until you finish a short or long rest.

### Beguiling Defenses

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

### Dark Delirium

Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.
Planar Regions

The Universe teems with an unknown amount of worlds as well as multiple alternate dimensions of reality, called the Planar Regions (or planes of existence). There are pocket dimensions/planes in existence within the planes some large in size others so small they go unnoticed.

Beyond the physical planes are realms of pure thought and ethos, the homes of fiends and celestials, and the dominions of gods and the domains of raw elemental matter and energy that are the foundation of the universe.

## ***Physical Planes***

The Physical Plane is where the philosophical and elemental forces that define the other planes collide creating an existence of mortal life and mundane matter. The rest of the universe is defined in relation to the Physical Planes. Originally the Physical planes were a singular Plane that was in constant chaotic change, the Primal Gods of the universe seeking for life to exists balanced the universe by separating the physical planes so that one material plane could flourish with balance this started a chain reaction across the physical universe cementing the balance throughout.

* Material plane
* The Wilds
* The Abyss

## ***Inner Planes***

The Inner Planes surround and enfold the Material Plane and its echoes (The Wilds and The Abyss), providing the raw elemental substance from which all the worlds were made. The four Elemental Planes ofAir, Earth, Fire, Water, void and Light form a ring around the Material Plane, suspended within the churning Cosmic Chaos.

At their innermost edges, where they are closest to the Material Plane the six Elemental Planes resemble a world in the Material Plane. The six elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and Hostile. Here, the elements exist in their purest form

* Plane of Fire
* Plane of Water
* Plane of Earth
* Plane of Air
* The Void
* The Light
* The Ethereal plane
* The Astral Plane

## ***Outer Planes***

The Outer Planes are the direction, thought and purpose for such construction. Accordingly, to many the Outer Planes are known as divine planes, spiritual planes, or godly planes, for the Outer Planes are best known as the homes of deities, celestials and fiends.

* Anuris (the heavens, the shade lands, afterlife)
* Gehenna (hell, underworld,the grave)

## ***Demiplanes***

Demiplanes are small extra-dimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Demiplanes come into being by a variety of means. Some are created by Spells, such as *Demiplane*, or generated at the desire of a powerful deity or other force. They may exist naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a baby universe growing in power.

* Realm of the watchers
Mages Guild

The Mages Guild is more of a collection of multiple arcane guilds that sort of work together, and not all organizations called Mages Guild belong to the same ideals, set of standards and goals. This has led to some large confusion for travelers and the less educated adventurer, this is largely due because most magic users have ties to academic organizations or local state authorities.

In recent years The Mages Guilds residing within the Vardan Alliance territories have established a more united front and have formed a code of ethics and conduct, and have partnered with The Adventurers Guild to establish cooperation throughout Varda and have a farther reach should any magic user go rogue. Magic users that have membership with this mages guild are ranked and and measured by magical affinity, schools of magic proficiency. The guild is supported economically by services rendered to local regions and have members with the Merchants Association that have offered Guild services for unique items.

The Vardan Mages Guild has two major Libraries one located in Stronwill and the Other in El'Thenar, but most Mages Guild location have some sort of library for member only use.

Return to: ☀Organizations
The Ethereal plane

The Ethereal Plane is a misty, fog-bound dimension that is sometimes described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Certain creatures can see into the Border Ethereal (the *See Invisibility*and *True Seeing* spell grant that ability). Some magical Effects also extend from the Material Plane into the Border Ethereal, particularly Effects that use force energy such as *Forcecage* and *Wall of Force*. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs.

The Gate system uses the Ethereal plane to connect locations and other planes of existence using a corresponding gate as a foci to connect different locations.

Return to: ☀Planar Regions
Primal Gods

The Primal Gods are ascended beings who were born from worlds in their early development, these beings have a divine soul born from their worlds essence. Not all divine souls ascend to become a Primal God and instead become one with their parent world merging with it, those that do ascend go on to explore the universe.

Early in the universe these Primal Gods started encountering each other and formed pantheons and claimed universal territories, and creating and altering the universe around them. Some even gave life to other worlds that had none and in the process created lesser Primal Gods. These actions did not go unnoticed by the Old Gods and so they began to corrupt the primal gods with whispers becoming Chaotic and evil causing them to go to war with their universal brethren

. The War became an issue for the universe and many Primal Gods fled to their respective corners of the universe to build armies and powers capable of defending against the Old Gods influence.

Return to:☀Supernatural Entities
Gehenna

Gehenna is a plane where Demons and Devils originate from, Gehenna is a plane of existence of neutral evil and has many territories where Demons and Devils reign and fight for control over, Some suggest the Fallen have even started campaigns to rule areas of Gehenna. If an individual dies in the physical planes and had made a deal with a devil or was possessed by a Demon it will probably end up in Gehenna where it will power its master or become a creature of Gehenna itself and take on a similar form to its inhabitants. Another way individuals end up in Gehenna is if over a the course of their lives they accumulated more negative energy through a lifetime of negative choices, some actions are so vile and evil they are enough to ensure an individual end up in Gehenna. This to some is an end goal as they view Gehenna as true freedom and Anuris as a sentence of servitude for eternity.

Gehenna is the counterpart to Anuris and some souls that are judged in Anuris will eventually end up here should they fail to rid themselves of evil or negative energy. Like Anuris, Gehenna is powered by the souls that live there and because of this the masters of Gehenna fight and seek out powerful souls to increase their power and dominance.

There is a misconception that the God Shade rules over parts of Gehenna but his domain is in fact in Anuris, however rumors are still spreading that The God of death has his eyes set in conquering parts of Gehenna.

Return to: ☀Planar Regions
Forduin

Forduin was established after the the primordial conflict and dwarven miners first dug the tunnels and chambers that would eventually become known as Forduin. The dwarves found unusual veins of magical ore, but in their digging, they encountered the slumbering primordial. After striking a deal with the primordial the dwarves of Forduin swore to protect the fires of the mountain and were able to focus on expanding their empire.

Return to: ☀Varda
Sun Elves

## Genealogy

The Summer Isles Adtel'Quessir are a Unique Half-Elven race, their human side of their genealogy come from an Anarian tribe called Alesdonians who were known for eyes that radiated a gold like inner light and had scarlet fire like hair with unique hair and beard styles. Their elven side mostly came from Amancorian (Highborne) Elves and some Sildanus (Nightborne)Elves. They call themselves children of the sun or Sun Elves.

## Physical Description

Their Body build is Muscular reminiscent of their human parentage while retaining an elven elegance and grace. Their height can range anywhere from 5'8" to 6' and their hair can range from any color hue but Golden hair, scarlet fire, or white gold hair or in any combination of these three is more common. The summer Isle Half-Elves have ears that are longer than that of their elven ancestors but retain their human roundness near the lobe. Their eyes can range from any color depending on their parentage but their pupils have a golden light that gives them Superior Darkvision. Their skin tone is normally fair to tan pigmentation. Thanks to their unique human side these Half-Elves can grow beards that would rival that of any dwarf, they style their beards and take much pride in the way they present themselves, some braid them in unique ways and some styles are known to be worn by particular families.

## Culture and Society

Unlike other Half-Elves the Adtel'Quessir of the Summer Isles have their own kingdom and have their capital of El'Delar in the Summer Isles. They don't suffer from the loneliness most half-elves suffer but due to their races past are used as intermediaries and diplomats. Females and Males are considered equal and can chose their professions and futures based purely on personal achievements and skills. The children of the sun follow a code that is spread through their entire culture, Integrity, Respect, Heroic Courage, Honor, Compassion, Honesty, Sincerity, Duty and Loyalty

The El'Dalarian Clothing is similar to that of Earths japan Edo era, their armor is no different combining Samurai and traditional elven armors for great dexterity and protection.

***Return to Half-Elf***
Half-Orc

Orc and human tribes sometimes form alliances, joining forces into a larger horde. When these alliances are sealed by marriages, or from an act of savagery a half-orc is born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.

## Scarred and Strong

Half-orcs’ grayish pigmentation, jutting jaws, prominent teeth, and towering builds make their orcish heritage plain for all to see. Half-orcs stand between 5 and 7 feet tall and usually weigh between 180 and 250 pounds.

Orcs regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though, mark an orc or half-orc as a former slave or a disgraced exile. Any half-orc who has lived among or near orcs has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries. Such a half-orc living among humans might display these scars proudly or hide them in shame.
Oni

Oni are a diverse sapient race that according to their lore arrived on Tythis from a different plantery body through the ancient gate system thousands of years ago on Avathor. There are several subspecies of Oni, and many Oni have no loyalty except amongst their own clans.

Although physical damage can kill them, all Oni possess incredible physical resilience and can regenerate grievous physical injuries at an astonishingly accelerated rate, giving them a large advantage in battle. All Oni are naturally able to regenerate lost limbs and organs thanks to their unique physiology.

Oni are capable of regenerating a crushed throat and shattered jaw during the heat of battle, allowing them to continue fighting.They're also able to survive evisceration, as well as being shot in the throat or eye with an arrow. If an arrow punctures a part of an Oni's body through and through, the wound will be regenerated if the arrow is removed. They can survive a stab through the neck and throat, even when their regeneration is slowed by a poison, something any other race than a Oni would die to.The best way to kill a Oni is to cleanly decapitate them, otherwise, they will most likely regenerate and come back for you.

There are many sub-groups of Oni ranging in sizes similar to ogres and humans. Oni skin tones can also be a wide variety of colors Blue,yellow, red, green, black and in rare cases white. Most Oni prefer to be classified by their clan vs race.

Return: ☀Mortal Races of Tythis
El'Thenar

El'Thenar is located in west varda and holds most of the north western territory including islands west of the main land,and is the a nation capital and one of the founding nations of the Vardan Alliance. Founded close to 200 years ago by adventurers, the nation has grown to be one of the greatest economic powers in Varda and leading nations in magic and scientific breakthrough.

El'Thenar is home to the Renowned El'Thenar Academy, underground Tram that travels around the undercity. and the world famous Dav'Bar Brewery Inc that has spread throughout Varda and sponsors orphanages in multiple locations.
Episode 1/Transcript

* [The episode starts with Kenta Sato introducing himself.]
* **Kenta:** [narrating] My name is Kenta Sato, and I live in a small town in Tokyo called Nigiyaka. I moved there because my mother always said that here in Nigiyaka, "There's always love here".
* [The breeze blows in Kenta's face, and suddenly  the girl right in front of Kenta, who instantly blushes.]
* **Midori:** Oh, good morning.
* **Kenta:** [narrating] And there she was.
* [The  opening begins]
Trimarion

God of the sea and oceans, Ruler of the Deep waters, He who must not be angered.

## History of Trimarion

The Elder God Trimarion is king and lord of the seas and is as mysterious as the waters he rules. Trimarion's wrath is one of the most feared in the cosmos and all voyagers on his waters pay him respect or face the fury of his storms.

* Domain: Sea, Currents, Tempests, Adventure, Courage,
* Favored Weapon: Trident, Spear
* Alignment: Chaotic Neutral

Trimarion is so powerful that the only God able to temper his wrath is his brother Elios and even he takes safety measures when dealing with Trimarion's Power

Trimarion is suspected by scholars to have the most consorts among the sentient races of Tythis.

Return to: Tythis Pantheon
Dragons

True dragons are dragons which increase in power by age categories. There are many different species of dragons. However, despite their variety, a number of traits are common to nearly all types of dragons. All species appear to be generally reptilian or serpentine in their natural form. Except for the youngest dragons, they tend to be quite large—usually at least as big as a horse, and often much larger. Most species depicted have wings and are able to fly, and nearly all are quadrupedal. Almost all species of dragon are highly intelligent (at least as intelligent as a human being) and are able to speak. Essentially all species of dragon are said to be magical in nature, and in most species this nature is expressed as an affinity for some type of elemental power; some dragon species are naturally able to cast magical spells, as well. Most dragons have the ability to breathe or expel one or more types of energy associated with their elemental affinity, as well as bearing some resistance to damage or injury from any other sources of such energy. Dragons are egg-layers, and most have sharp teeth, horns, and claws. A dragon is protected by its scaly hide, the color of which is determined by the dragon's species, and which also offers a visual clue to the specific elemental nature of each species of dragon. Some species of dragon have a particular temperament associated with it however these underlie the personality and behavior of each individual dragon.

## Dragon Aspects

For True dragons the Dragon Aspects are viewed as Deities, these dragons rarely interfere with the world and usually merge with the land they guard From outside influence. The Dragon Aspects are the only dragons capable of creating Dragonai this is due to the fact they were imbued with power from the Gods themselves and the Primal Elemental forces of Tythis. Even though they are powerful they are still considered mortal although their lifespans can last millennia because of this Dragon Aspects will choose their successors and imbue upon them their power, Only true dragons or Dragonai are capable of taking the Mantle of a Dragon Aspect.
The Light

The **Light** (also known as the **Holy Light**, **Holy Light of Creation** and **light of Creation**) is an endless, shimmering sea of energy situated outside the barriers of reality and one of the two most fundamental forces in the world of Warcraft along with the Void, which was born from the absence of the former. The two cannot exist without the other.[6] The Light is not necessarily "good", it is a primal force with its morality characterized by how it is wielded.

Pure Light cannot exist within the physical universe but shades of it manifest as holy magic.[6] The Light is the source of all life in the cosmos. Summoned by willpower or faith in one's ability to do so, the powers of the Light can be harnessed to heal, cleanse, protect, or harm. Most of its practitioners are called priests or paladins, devoted to cleansing the universe of darkness. Learning to wield this healing force takes years of discipline.

Its positive energies,residing in every living being, in every heart and soul,is everywhere, binding all sentient beings together as one. Enlightened races have come into the study and practice of Light-based magic of their own accord.

The Light cannot fully see destiny, though neither can the Void, for neither are singularly responsible for creation. The Light seeks one path and shuns all others as lies.

While the Old Gods are known to live in the void there is no known entities that come from the realm of The Light, however whenever the light collides with the physical planes the process of creation is possible. This effect can be seen when the Primal Gods bathed in the light when it pierced through the planes and became the pantheon capable of creation magic and able to repel the Old Gods.

Return to: ☀Planar Regions
Dragonai

Dragonai are created when a Dragon Aspect merges a part of its soul in the form of an egg with a mortal sentient creature. The Process of Becoming dragonai involves a long ritual that usually ends in death, therefore all dragonai are created of their own free will.

Once the ritual is completed and the mortal is merged with the soul egg, two creatures emerge both sharing their life force and are linked mentally. One resembles the original mortal the other a small dragon capable of taking on a form similar to its other half and over time growing. Eventually both being capable of becoming true dragons later on in life.
Volguntri

Volguntri known as the three faced God of unknown magic madness and trickery. Of all the the Gods Volguntri is feared across the realms and yet always has a place of worship dedicated to him. It is not known if he truly cares on the happenings in the mortal realms but he seems to have an uncanny addiction to meddling in the mortal plane. Originally Volguntri was the God of magical knowledge and wine and in has vast curiosity of the magics that existed within the fey wilds he ended up crossing Queen Mab and was sent to the border of the Unseelie Court where he was tricked into crossing the Chaos Void where his mind was warped and split. while not falling prey to the call of the Old Gods that hold domain in the Chaos Void he returned a different entity. As a Result the Gods placed seals in the Fey Wilds and separated the Seelie and Unseelie courts placing Queen Mab's realm at the front lines of the Chaos Voids attempts to cross over.

Volguntri's places of worship are usually no more that shrines and therefore there is no centralized priesthood devoted to him, that is not to say there are no priests dedicated to the God of Madness but they are few and some rarely capable of coherent speech. His gifts can give greatness while others cause madness or are whimsical at best.

There is a Carnival Popular in the human Kingdoms where everyone is in masquerade and Music and wine drinking takes place on the streets and Volguntri's shrines are filled with offerings to appease the God of Madness

No one knows what Volguntri's form is really like but his shrines usually show the three faced mask as his representation as such many of his followers wears masks, ironically no masks are ever the same.

Domains: Lust, illusion, Wild Magic, trickery

Favored weapons: language

If your DM allows Characters who follow Volguntri gain the Wild Silver Tongued Feat:

You speak words layered with honey, enticing those who listen to believe and accept anything you say. You gain the following benefits:

* You gain proficiency in the Persuasion or Deception skill
* you gain +1 to your Charisma ability score.
* When you make a Charisma (Deception) or Charisma (Persuasion) check to have someone believe something you say, you add double your proficiency bonus instead of your normal proficiency bonus.

Warloc patron
Tythis Pantheon

The Gods that Rule Tythis are the most powerful Pantheon to emerge, they have defeated the The Corrupted Primal gods onslaught many times and are more resistant to the Old Gods Whispers. they walk among the races of Tythis in disguise and sometimes openly show their power if they will it.

Many Scholars agree that Gods walk among mortals and may even have offspring with the sentient races of Tythis, it is even suggested that the children of the Gods rarely know their heritage and many are believed to be heroes of renown or powerful adventurers who have helped shape or turn key moments in history for better or worse. Scholars call the children of the gods Demigods.

Return to: Supernatural Entities

## Gods

### Elder Gods

* Elios (N.G)
* Reus (L.N)
* Thorium (L.N)
* Trimarion (C.N)
* Shade (L.N)

#### New Gods

* Alvena (L.G)
* Arion (N)
* Epiphera (N)
* Halveria (C.G)
* Mek'Or (N)
* Remesh (N.G)
* Seledria (N)
* Silvunar (L,E)
* Volguntri (C.N)
* Les'Corpius (C.E)
* Zagot (L.N)

### Fallen/Vanished Gods

* Artoinal
* Crossival
* Lucerius
* Tythis
Merchants Association

The Merchants Association oversees major trade, reputation and quality. Having membership with the Association allows individuals to sell and trade openly in any city .

The Association would only require modest dues in return for a yearly directory of other members, united defense against encroachments of other guilds in their city, and insurance against the loss of their business. From this simple foundation, the group grew across nation and geographic lines. Spontaneous structure formed within the various disciplines, where artisans made independent checks on one-another’s quality to ensure that the silver Cart emblem meant quality and also allowed the members to self organize by skill level. This meritocracy ensured that younger members could see in the directory who they could petition to learn from and the more skilled members could ensure that their skills and secrets were not lost to time.

They entice other members to join in to their set of measures and standards by offering a united legal defense for members who follow their code of professional ethics and standards. These things include reputable material sourcing, an eye for safety, and an overarching pursuit of building long lasting trade and commerce.

In the past, anyone looking to move goods or people across long distances had to deal with a mess of different companies, merchants, ships, caravans, and dealers to move even the smallest package. People know to contact the Merchants Association for any services related to moving goods or placing orders.

Return to: ☀Organizations
Shade

Lord of Souls, Final Judge, King of the Underworld, God of blue Flame

## History of Shade

The Elder God Shade arrived during the creation of the New Gods and instead of bathing in the Cosmic light he absorbed the last amounts of light and also inadvertently the void energy left behind. He became the God of Death able to see things hidden from the other Gods and is able to understand destiny like no other. Because of his knowledge he was given authority over the souls of Aroa's Sentient races in the afterlife and judges where the souls go, and if he deems a soul is worthy he can give new life for those who wish to be reborn in the material plane. He is the mate of Halveria the Goddess of love, beauty, luck and Trickery.

* Domain: Death, Hadyss, Fate
* Favored Weapon: Longsword, Scythe
* Alignment: Lawful Neutral

Shade is one of the few gods who is observed and honored by almost all sentient races and one of the most bargained with Gods.

Return to: Tythis Pantheon
The Abyss

The Abyss is the Result of high amounts of Void energy and other elemental forces being separated from the constant turmoil of clashing with the light. Shadow and necromantic magic run more freely and powerfully in the Abyss than the Material Plane and it is for this reason that so many of its inhabitants are magically gifted in these magics. The Abyss is also reputably darker and more devoid of life compared with either the Wilds or the Material Plane.

Air, water, and food exist on this plane, supporting plants, animals, and some humanoids adapted to the shadow environment. Visitors could survive indefinitely if they were willing to endure thick, foul-smelling water, food that oozed dark blood, and a pervasive nip of cold in the air. A visitor could never feel warm, would often hear or sense the presence of things that weren't there, and could never shake the feeling of being watched. It was a constantly unsettling place. Over time, exposure to the Abyss altered living things, increasing various traits and abilities but also some vulnerabilities.Emotions and the ability to experience them seemed to fade over time for those imbued with shadowstuff.

The Abyss seemed to have an affinity with the Void Plane and some areas were so strongly bathed in the void that unprotected visitors immediately felt whispers of madness, or and strange hunger—unless they exited the regions quickly they would succumb to the void madness and be consumed by the void hunger or worse become a corrupted version of what they used to be. Those who were undead seemed to be immune to such effects or someone with protection from negative/void energy could stop and admire the utter desolation in an otherwise forlorn landscape, and perhaps make the acquaintance of the truly inimical undead. There were places where energies would fluctuate and cause small ruptures into or from Gehenna, the coalescing energies sometimes causing undeath Vortices and cause energies to spread Thankfully, no major vortices opened into these regions permanently, preventing the unwary from stepping through into almost certain death, and keeping the creatures that thrived there from having easy access to other planes. Material Plane locations such as desecrated burial mounds, haunted battlefields, and necromantic foci frequently had a similar regions echo in The Abyss.

Return to: ☀Planar Regions
Orcs

Descendants of the Eladrin like Elves they evolved attuned for physical strength  and  military might.

Orcs skin color range from green- grey to coper-grey hues.  Most are seen as a war driven and aggressive.

Highly advanced in battle tactics and armor smithing they are renowned for single sided swords. Orcs armor and weapons are strong and is passed down to the next generation.

Their society is based on Houses who fall under Dominions. Dominions report to the council of chiefs who fall under the Mighty Chieftain. Orcs are to increase their respective house in power and influence so that it can lead the dominions through the chiefs, Only the strong survive only honor leads!
History and Lore

1. The Eladrin Diverge
2. The Time of Silence
3. The Elven and Orc empires are born
4. The last group of Eladrin migrate to El'Thenar
5. The City of El'Thenar is abandoned and buried
6. A High Elven expedition makes their way to Mek'Or and establish an outpost.
7. Orcs enslave human tribes
8. The Orcish empire begins its campaign of conquest
9. Humanity embraces The Light
10. Humanity revolts
11. The Elven blockade begins
12. The dwarf human alliance Forms
13. Elven Rangers join Human forces and reclaim territory from the orcs
14. The Orc Empire splits
15. Imuskar Chief Mag'hak challenges Human General Vaylen to blood duel
16. The Orc wars end
17. Athantis the first human kingdom is established, Vaylen is crowned King
18. Mek'Or History
19. The Dragon wars begin
20. Ava'lun is burned to the ground by Dragon forces
21. Eron'dyl half-elf saves a dragon aspect in her elven form from a necrotic void attack and heals her.
22. Eron'dyl become the first Dragonai and helps bring peace.
23. the modern era of Varda is born
24. El'Thenar is established as a nation
25. Vordal the Devil deity is summoned on Varda.
26. The Vardan Alliance is made
27. After 30 years of peace Emissaries from the Wilds arrive in all major kingdoms seeking military aid.
28. The Vardan Alliance Forms a temporary alliance with the Sidhe Courts and joins the War of the Wilds
29. The Sidhe Maiden defeats the Old Gods incursion and releases the wild magic weapon.
30. Wild magic is released across the Physical Planes, the Demi-Human Surge hits Tythis.
Seledria

Seledria is Widely worshiped by the Orcs (Or’Quessir) and Nightborne Elves who call her Mother Moon, and has many worshipers among the other races.
Seledria she watches the cosmos and the planes for encroaching chaos, ready to fight off any power wishing to harm the balance of Tythis its home system. She is often depicted in the form of a giant black panther with a silver glow, able to take full humanoid form or a mix of both.

She is one of the strongest of the pantheon and some even consider her one of the elder gods of the pantheon.
Domain: Honorable War, Moon Light, Hunt, Defense

preferred weapons: War Glaives, Longbow
Masks

1. Mask of Volguntri: This beautiful mask was created by Volguntri and is permanently attached to its wearer but can be moved around the body of the creature wearing it. A creature attuned to and wearing this mask has advantage on deception checks to pretend to be someone else.. A creature wearing this mask during a long rest has a ten percent chance of being plane shifted into Volguntri Tavern of Secrets and stuff. Curse: This mask can only be removed by its creator.
Episode 26/Transcript

* [The episode starts at nighttime, Kanon Kaneko appears in covered sheet with Riku Tanaka.]
* **Kanon:** You know, I was trying to protect you back there.
* **Riku:** Yeah. I know. I was there.
* **Kanon:** And you know why?
* **Riku:** No.
* **Kanon:** Because... [whisper] *I love you.*
* **Riku:** [Blushes and gasps] Say that again.
* **Kanon:** I SAID **I LOVE YOU!**
* **Riku:** Is that how you feel for me?
* **Kanon:** Of course. Now... how about a...!
* **Riku:** A... a what?
* **Kanon:** *A kiss.* We kissed before, remember? Back in the park.
* **Riku:** [Blushes] SHUT UP! THAT WAS AN ACCIEDNT! FORGET ABOUT IT!
* **Kanon:** Just try to kiss me again, **but properly**.
* [Riku kisses Kanon on the lips.]
* **Kanon:** That.... that was too fast. TRY AGAIN!
* [Riku kisses Kanon on the lips slowly.]
* **Kanon:** Much better. I LOVE YOU!
* [Kanon hugs Riku, while Riku suffocates.]
* **Kanon:** These feelings will never change. You know, what? You're a damn idiot! But... you're **my** damn idiot.
* [The next day, Riku walks home.]
* **Hinata:** Good afternoon, Tanaka-kun.
* **Riku:** Good morning, Harada-san.
* **Hinata:** [Blushes] I-- I...! I love-- love...!
* **Riku:** It's fine.  Momoko told me that you wanna marry me.
* **Hinata:** THAT'S RIGHT! I want to change my name to... Hinata Tanaka, and have 7 kids.
* **Riku:** I'm sorry, Harada-san. I'm in love with someone else.
* **Hinata:** [Blushes] HUH?! WHO?!
* **Riku:** [Blushes and smiles] My best friend.
* **Hinata:** [gasps, whispers] Kaneko-kun.
The Astral Plane

The Astral Plane is the realm of thought and dream, where visitors Travel as disembodied souls to reach the planes of the divine and demonic. It is a great, silvery sea, the same Above and Below, with swirling wisps of white and gray streaking among motes of light resembling distant stars. Erratic Whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.

Return to: ☀Planar Regions