recursal/Fanatic-Fandom huggingface dataset:
Beast Syndrome

Also known as Beast Sickness, the Beast Sin, and the Beast Plague, Beast Syndrome is an affliction associated with the consumption of unsterilized Beast tissue or bodily fluids. It is characterized by bouts of fever, chills, muscle spasms, increased aggression and violence towards others, mutation (often disfiguring and transformative, frequently including the development of Bestial features, dermatological abnormalities, changes in eye color and shape, dental abnormalities, and increased muscle and bone density, as well as anomalous bone growth, the development of extra organs and more), paranoia, delusions, hallucinations, mood swings, and compulsive behaviors, as well as addiction to the consumption of Beast flesh (which accelerates the progression of the syndrome) and blood and cannibalistic impulses. The affliction is highly resistant to most forms of treatment and is progressive, but can be controlled and even forced into remission. However, it is *also* contagious through blood, tissue, and bodily fluids during breakouts.

## Origins

As with the Beasts themselves, the precise origin of the affliction is unknown. However, it is carried prominently by powerful Beasts. The more powerful the Beast, the more likely it is to be able to spread the affliction. As such, it is sometimes considered to be more of a curse than a disease, and does seem to be at least partially magical in nature due to its susceptibility to Dispelling effects, which impede its progress. However, this meare slows its advancement. Effects that treat diseases are needed to reverse that progress.

Some theorize that the Syndrome may be the cause of Beasts, as it's been noted that animals that consume Beast tissue or blood, or that mate with Beasts, sometimes become Beasts as well. However, this does not explain the appearance of all Beasts, nor the origins of the condition.

## Applications

Some individuals have been known to intentionally consume Beast flesh, organs, and blood in an attempt to gain beneficial mutations from it. Most often this is seen among practitioners of and dabblers in Alchemy and Witchcraft, though others have made the attempt. This is a highly dangerous practice, and prone to backfiring horrendously. However, some groups and individuals have been able to successfully control the Syndrome and benefit from its capabilities. Among the best known of these are a few sects of Rangers who practice Witchcraft or Alchemy rather than traditional Woodken.
Pact of Restoration

An ancient and widely respected common law that far predates the Holy Reman Empire and is found in virtually all human civilizations throughout Gaea, the Pact of Restoration is an authority upheld by the vast majority of governments in the world that grants ownership of land and resources to private citizens who successfully reclaim lost territory and settlements seized by Monsters, and now Beasts. The Pact of Restoration comes into effect whenever an individual or group manages to stake and hold a claim to an ownerless parcel of land whose size is determined largely by their capacity to defend it from Monsters and Beasts. The amount of time required for such claims to be considered valid varies, but is traditionally a year and a day, during which time the claimants must occupy the parcel. During this time they must prove themselves capable of fending off Monsters and Beasts (which may or may not actually *happen,* but normally does in available frontier lands), and they must construct a suitable home, or homes, for all those participating in the claim. This generally means a fully functional homestead that is almost entirely self-sufficient. Once these conditions have been met, the claimants are awarded legal rights to the property on behalf of the ruler who recognized their claim, thus expanding the territory of that ruler's nation and granting a minor title to successful claimants, usually Baronet or Baronetess or the equivalent, though sometimes Banneret or Banneress. Ordinarily, this title is inherited and only afforded to one individual (usually the head of the household) in a group of claimants, though all individuals within the group and their issue are considered eligible to receive the title.

This practice continues to be a common motivator for homesteading in the modern era, with many individuals and families attempting to reclaim ruins, failed homesteads, and more for the sake of title, land ownership, and a place to truly call their home. The law is usually modified to allow for the claiming of Dungeons, and even Lairs in the modern era, as legitimate homes, with these and other Demiplanes often considered exceptional prizes. However, most who make attempts to claim such territories fail... especially in the modern era, with the rise of Beasts and the intelligence of Monsters. Needless to say, Monsters don't take kindly to people trying to steal their homes from them.
Canon

Materials such as fiction, setting details, the outcomes of events, and art that are considered part of the official setting and determine its progress and eventual conclusion. Canon is considered official work. All publications directly associated with the Wayfarer's Guide and that use some permutation of the description "A Tale of the Wayfarer's Guide" must be deemed canon prior to release.

All canon materials are either produced by Twelveseal or scrutinized, verified, and approved by Twelveseal or a surrogate approved by Twelveseal for that purpose.
Veilurk

An uncommon category of Beasts that are able to use extraordinary, naturally-adaptive camouflage, these creatures often go completely unseen, even when attacking. Veilurks must be detected by unconventional means, or otherwise have their stealth suppressed in some manner, such as with paint, mud, or the like. They are most commonly reptiles or sea creatures.
Tulpa

A magical construct that resembles a living creature in appearance and behavior, they are commonly created by a range of different magical practitioners when they cast *Summon* spells, use Eidolons, and in some cases employ natural magical abilities that emulate these effects or seem to create new living creatures temporarily. Tulpas are strongly associated with the Conjuration school of Magic, the Metacreative Discipline of Psionics, Summoners, and Occult magic-users like Spiritualists.

Most instances of Monsters that seem to be created by Men through magic are actually not Monsters, but Tulpas, and either cease to exist when banished or are in some capacity stored within the Mana of the creator.
Grimmick

A category of Beasts often, erroneously, seen as more nuisance than threat, these small, scrabbling horrors often resemble smaller, more animalistic Vermidons, these creatures tend to look like semi-bipedal rodents, insects, or canids roughly the size of a cat. They are especially adept at undermining manmade structures and swarming over prey in a tide of teeth and claws. Rarely seen alone, these creatures can nonetheless be dangerous; most are capable of manifesting minor magical effects, some of which can be quite dangerous.

Grimmicks are sometimes known as Grimnicks, particularly if they lack magical aptitudes, or Grimnocks, should they possess natural ranged weaponry.
Dwarf (Race of Man)

A Race of Man and the reincarnations of Men from the Third Age, Dwarves are a short, stocky, hardy people known for their industriousness and prowess in battle, as well as their love of elaborate hair and beard stylings and decorations. They are strongly associated with metallurgy and craftmanship in general, as well as mining and stone working, but take great pride in all of their work so long as it is a job well done. A people known for throwing their all into everything they do, they have a reputation for working hard, fighting hard, and playing hard, for being judgmental but also stalwart, courageous, and loyal to a fault to those who do right by them. They tend to have strong religious institutions, in no small part due to the Gods making it a point to keep in their good favor; while Dwarves are known for being extremely loyal to those who are their friends and allies, they are *also* known to hold long grudges against perceived wrongs, with very long, accurate memories when it comes to perceived slights.

While Dwarves are known to be reclusive, largely to protect the fruits of their labors and their people from outside dangers, they frequently trade with other peoples for valuable materials that can't readily be produced in their favored underground homes. Food especially is usually a major import. They often clash with Elves over issues of land-use, but frequently get along well with Halflings, whose farming tendencies make them good sources of trade. Dwarves place a great deal of importance on these relationships, and on honoring their agreements and oaths, as well as on proving their worth and the worth of their crafts in the world at large. Like Elves, they tend to seek honor, but also glory, often pursuing daring adventures in their youth in order to earn greater status within their own communities through their accomplishments beyond the safety of their borders.
Street Urchin

A species of Monster notable for its hedgehog-like appearance, these Small Monsters dwell in urban environments and are known for their capacity to roll into spiked balls and hurl themselves at foes. They are often deceptively fast and have a reputation for racing pell-mell through the streets of their hometowns at night, with their speed and handling determining their status within the group. They also have a well-deserved reputation for being thieves, particularly when it comes to food.
Seal (Magic)

Also known as Signets, Signum, or Sigils, Seals are complicated magical structures descended from the power of Primordial Runes. Easier and safer to handle than such powers, they are often sought after by powerful Mages. However, they are more likely to appear as a sort of stigmata on individuals with a strong connection to the powers that the individual Seals represent. Many such individuals go on to become Kineticists or practitioners of the Arcane arts in an attempt to understand and control such inborn powers, but many others develop their own personal understanding of these powers and how to wield them.

Similar to Psychic Aptitudes, Seals are wielded through personal skill and mental focus, granting relatively freeform use of a particular element or concept and Authorities associated with it. Those who wield them are often far less disciplined than true mages, having taught themselves how to control their powers through trial and error. Many bear the mental and physical scars of this process throughout their lives. Those who possess a Seal are generally known as a Signum themselves, though Seal-Bearer and Signet-Bearer are also common terms. The ability is rare enough that there are no true institutions that teach one to wield them, though some have made a point of attempting to do so... and to develop processes by which such abilities can be granted to others in a controlled manner.

Seals generally manifest themselves on the bodies of their possessors as meandering, abstract glyphs and symbols, often connected by a circular pattern that links all of the pieces together. The size of these varies, but rarely has a circumference smaller than a golf ball or larger than a cantaloupe. Size has no bearing on the power of the Seal, though its shape and patterns often hint at what powers it represents. Seals can easily be mistaken for a tattoo of some kind, though they often form a crust of Manatite on their surface, making them glitter in a shade that reflects its properties.
Divine Spark

A term that refers to Mythic Power contained within an individual, object, or location, Divine Sparks are more common than one might expect and less common than many would like. Most commonly used to refer to creatures such as Men, Monsters, Beasts, or the like that possess Mythic Power, or rather, to the Mythic Power they possess, it directly refers to the fact that most Mythic Power is either of Divine origin or the result of tremendous faith in the form of trust, admiration, hero-worship, respect, love, fear, hatred, or resentment from oneself or others. Heroes, Cynosures, and Wayfarers all possess a Divine Spark, albeit acquired through different methods.
Pyrex

A saurian species of Monster found primarily in volcanic regions and especially on tropical islands of that nature, Pyrexes are known for the glass-like, translucency, texture, and sharpness of their claws, teeth, and tail-blade ridges, as well as their ability to wield flames, acids, and in some rare cases, freezing cold or electricity. These powerful Monsters are often savage by modern standards, being highly aggressive in pursuit of food and mates and prone to territoriality. Large and strong, they are formidable foes.
Metaphysics (Game Mechanics of Reality)

The mechanical rules that govern the capabilities of sentient creatures and the manner in which outcomes are resolved within a given reality have a curious tendency to resemble the mechanics of various game systems; most commonly Roleplaying Games, from tabletop ones such as Dungeons & Dragons and Pathfinder to video games like Cyberpunk 2077 or Dark Souls. While this is almost always unnoticeable from within the reality, it is common for the echoes of that reality found in other timelines to have knowledge of these rules if the connection between worlds was robust enough. This can be jarring for Wayfarers who find themselves in a world where their own has been a successful fictional work, as they may be able to recognize their own capabilities from life manifested in game mechanics... or even documented, should they have been a prominent figure in the setting or otherwise encountered their "player" or "creator."

## The Game of Life

Each reality has its own discrete set of "rules," distinct from its physical and natural laws that govern how individual entities operate within it. Most commonly, this is geared towards the lives of sentient creatures. These rules can change dramatically over time and even within given localities within a broader universe or world. For example, the rules that govern the statistics of a Human on Earth might not be the same as the ones that govern them on a space station, though they'd almost certainly be similar.

These sorts of transitions are not entirely unlike what happens when one moves from, say, Earth to Gaea, though the forces involved are dramatically different.

Sentient creatures are generally the most heavily emphasized in these "Metamechanics," usually with a focus either on individuality for all involved, or otherwise for prominent figures sometimes defined as "Heroes," "Champions," or the like in otherworld media. These usually cover a range of basic statistics that are used to determine their performance, skills derived from these, and other abilities beyond that which tend to reflect particular life events, talents, and the like. Most worlds have some capacity by which individuals may grow and develop their abilities as well, whether through spending resources, gaining experience through actions, or simply surviving to a certain point.

Beyond this, these Metamechanics also dictate the manner in which conflicts are resolved... something that is frequently at least partially determined by some form of partial randomization that's impacted by the capabilities of those involved. This means that, in some cases, one's success or failure literally comes down to a roll of the dice, as all the myriad variables that can influence an outcome are boiled down into some kind of gamble.

The reason why the multiverse is structure in this way, why individual realities often have drastically different rule systems (sometimes even when they are otherwise very similar) is itself something of a mystery, as it was not originally intended by Yaldabaoth... and yet happened *anyway*.
Lairight

A problematic category of Beasts, these creatures are known for building elaborate lairs that they and other Beasts dwell in, these creatures are also known for building traps to snare human and animal prey. Given enough time, these creatures can build massive complexes, though the style and structure varies tremendously. A beaver Beast might create a massive dam complex, cutting off water flow to a community or drowning another, while a mole or worm might dig mile upon mile of intersecting tunnels and chambers beneath a settlement and its fields, and a termite or wasp might build complicated, waxen structures that engulf existing ruins.
Gravekeepers

An international, inter-faith mystery cult found throughout the world, the Gravekeepers liturgically descend from the former faith of the now fallen deity Orcus. It is popular among Half-Orcs seeking to continue their ancestral faith while integrating with the cultures of other Men, but counts members of all Mankind among its numbers. Dhampir, Hagspawn, Tieflings, Aasimar, and other relatively uncommon Races are often drawn to the tradition due to its openness in accepting members from all peoples and walks of life and accommodating pre-existing religious beliefs into their own practices.

The Gravekeepers are a cult primarily consisting of Dread Necromancers, White Necromancers, Necromancy-focused Wizards, Clerics, Inquisitors, Oracles, and Warpriests devoted to Gods of death, undeath, life, blood, bone, repose, karma, reincarnation, and the underworld, Sorcerers, Bloodragers, and Eldritch Scions with Undead Bloodlines, Spiritualists, Mediums, and Incarnum-users who devote themselves to maintaining the world's burial sites and their Wards, bringing peace to the restless dead (either through peaceful or violent means), and stopping those who would desecrate the sentient dead. They frequently employ the Undead themselves in this pursuit, or Tulpas that imitate them, though in the former case these are drawn from volunteers who agreed to allow the cult to use their remains or spirits after death (often in exchange for aid, protection, or assistance in life or for their loved ones), cult members, the remains of animals, or Undead Monsters who have volunteered to help the cult's members.

While the appearance and precise rituals of the cult varies from location to location based on regional faiths and traditions, they are known for wearing armor and wielding weapons made from the dead; bone, leather, hide, and chitin make up much of their equipment, frequently cut and shaped to make it clear what the materials are and give them an ominous, frightening appearance. Spikes, spurs, blades, and other potentially painful elements are frequently incorporated. Despite this, most are quite mild-mannered and intelligent, if somewhat morbid and aloof; their striking appearance exists as much to keep innocents and would-be interlopers too scared to approach or interfere with what is often dirty and dangerous work. The majority of the cult's members approach their religious duties as a charitable service done for the people, both living and dead, that others lack the ability and will to do. It is something that is necessary and respectable, something that *must* be done for the good of all, even if it is not understood by most.
Earth

A certain familiar, pale blue dot in the vast gulfs of space, Earth is a planet that exists in a distinct-but-connected reality to that of Gaea within the broader multiverse. Earth is currently what is known as a No Mana or No Magic World, though historically it has transitioned from a High Mana, to a Normal Mana, and then to a Low Mana. This change is due to the metaphysical structure of Earth's reality; entropy affects the spiritual world more rapidly than the physical one, resulting in a situation in which Mana stagnates and has slowly lost the ability to be influenced by immaterial methods and can only effectively be transferred or altered through the manipulation of a physical medium. This has rendered magic functionally impossible on Earth and has further caused the total degradation of supernatural entities into mundane organisms, leaving behind no evidence of supernatural abilities or features they once possessed. Even deities have not escaped this completely, with most having been assimilated by other deities in attempts to prolong their own existence and functionality rather than become indefinitely inert. None are fully functional on Gaea, with even the strongest yet remaining being effectively incapable of acting on the world.

Earth is a sister world to Gaea, with many similar geographic locations and cultures, but remains a High Mana reality.
Primeval Mana

Magical energy associated with ruins from historical Ages, Primeval Mana influences the environment in unusual ways. It commonly causes atavism in local flora and fauna, giving rise to organisms over multiple generations that resemble those of previous geological periods. It also has a tendency to produce gigantism in flora and fungi. These organisms often move beyond the range of the Primeval Mana, but will eventually revert to more modern forms in subsequent generations if they do not spend most of their lives within its reach. In extreme cases, it can even alter the environmental conditions of the world themselves, creating climactic anomalies. The exact mechanism behind Primeval Mana's existence and function is not known, but is theorized to be the result of Divine influence in the changing of the Ages.

Primeval Mana is difficult to move, contain, or manage with modern methods. However, it has been utilized, particularly by engaging in crafting while within an area of Primeval Mana.
Sabotect

A subtle but dangerous category of Beasts, Sabotects are usually quite small for Beasts and relatively harmless in small numbers, though dangerous in swarms. These creatures instead represent a serious threat if left to their own devices, as they possess an uncanny talent for the creation of traps, their primary hunting method.

Most Sabotects are arthropods or rodents in appearance, though others are not unheard of, if rare. They are usually only slightly larger than their natural counterparts, though often displaying unusual anatomy suited to crafting, digging, producing adhesives or building materials, and the like. Sabotects show an extraordinary capacity to build sophisticated, complex traps, rivaling even those made by the Races of Man. From simple pitfalls and collapsing floors and tunnels to dart, spike, spear, spinning blade, water, poison gas, crushing walls, and magic traps, baited or otherwise, these creatures are capable of producing them... with communities and even individuals able to produce a variety of different traps provided time, resources, and a suitable environment. These Beasts make use of whatever they can with terrifying ingenuity to produce the traps that serve as both their primary defense and hunting method.

Sabotects often take up residence in and around the lairs of other, larger Beasts, potentially resulting in accidental friendly fire. However, they have a tendency to warn other Beasts away from their contraptions with everything from scent markers to the remains of their meals to active flaggers from their collectives.
Lure-Lurkers

A species of large predatory fish adapted to dwelling in amphibious environments in Sealand environments, Lure-Lurkers are ambush predators who rely on bioluminescent "lures" attached to their foreheads to attract and distract prey from the creature's gaping maw. These fish have adapted their fins into frog-like legs and bury themselves in soft, saturated soil. When prey draws within range, these creatures lunge upward and clamp down with their cavernous maws, killing their prey with the crushing force of their bites and their long, piercing teeth. Evolved from Angler Fish, these creatures are distressingly large and can easily kill and eat animals as large as deer and even small bears. To say nothing of humans.
Sniffy

**Emperor Sniffy** is the title character of the *Sniffy* series. He is the main protagonist in every film, except the third, where he is the deuteragonist. Known for his comically arrogant, saucy, and narcissistic personality, Sniffy is the ruler of Tulsa, Oklahoma. When his spoiled behavior gets him transformed into a talking beagle, Sniffy slowly comes to realize the error of his ways.
Taint

Taint is the Mana of Monsters, their vital essence and a powerful corruptive force for ordinary life. It holds the power to transform Men and animals into Monsters, transform plant life into twisted new forms, and corrupt Elemental spirits and the Fae and subsequently transforming the land into Manifest Zones of the Abyss or various Demiplanes. Only Monsters and the supremely corrupt can naturally use Taint to power their abilities. To everyone and everything else, it's a useless burden on their own Mana, reducing the amount they can normally generate and store, warping their mind and body to be more like that of a Monster, and amplifying their own Lust. Purging the energy normally requires Divine assistance of some sort, or otherwise developing a manner of cycling that energy out into a suitable vessel. Given time and certain activities, it can grow and expand, taking over more of the individual's spirit.
Sineater

A member of one of the Races of Man who has been corrupted by Taint but mostly retained their human appearance, Sineaters commonly possess mentalities akin to those of Monsters and special abilities and mutations that make them more akin to Monsters and allow them to survive in the sorts of conditions Monsters thrive in. Throughout Gaea's history, Sineaters have been seen as the enemies of mankind, second only to the Monsters themselves, for they are those individuals who have betrayed their people to serve the Overlord, whether voluntarily or not. Sineaters whose values, their morals, ethics, and sensibilities, remain completely unchanged from when they were uncorrupted are most commonly already close to the nature of a Monster to begin with... or are possessed of an extraordinary will and sense of self. There are many, especially in the modern day, who are only slightly changed by this process and can nearly pass as ordinary people, but the truth is that even the most stalwart of souls often finds themselves more open to the sorts of social and sexual norms of Monsters than of mankind.

In the modern era, Sineaters most commonly embody the emotional qualities of Lust, Whimsy, Greed, Jealousy, and Dedication, though they have historically most commonly represented Anger, Hatred, Fear, and Despair. Sineaters are one of the two forms of Corruption that can befall men and women who are overcome by Taint, with the other being transformation into a Monster. Male Sineaters are much more common than female ones in the current era, as the particular Mana of the current Overlord is very well-suited to transforming women into Monsters, so that only those who can wholeheartedly reject becoming a Monster become Sineaters instead, whereas men are less likely to be transformed into Monsters unless they are exceptionally compatible with the infecting Mana or deeply desire to be a Monster, to abandon their humanity.
Spellflies

A common category of Beasts that resemble various species of flies and are usually between the size of a golf ball and a baseball. These creatures lay their eggs on various forms of Manatite, in the range of lasting spells, on Enchanted objects, and even the corpses or living flesh of creatures with significant, constantly active magical properties. The larvae feed on the Mana contained within, eventually pupating into adult flies with the same properties as the Mana they fed on carried in their bites. The broods of these creatures normally swarm together due to a rudimentary hivemind, creating a magical, flying menace, with some being able to instinctively generate the effects of Spells when in sufficient numbers.
Elfling (Race of Man)

An obscure Race of Man often relegated to the pages of myth or history by modern folk, they *do* exist, but are very rare. The product of mixed Elf and Halfling lineages, Elflings are sometimes known as Gnomes; fictional nature spirits of the earth, soil, and woods who are said to dwell in forest homes beneath the roots of the trees. Such beings are said to wield devious magic and perform all manner of trickery, to call down savage animals to attack those who dare intrude on their domains, and to transform into animals themselves.

In truth, these legends almost all trace their history back to a certain Elfling kingdom in modern Cymry that long ago collapsed in a civil war and their population became corrupted into Monsters... primarily Therianthropes. That nation fell, becoming a Domain, and while some Elflings fled and dwell in hiding in other places throughout the world, most conceal themselves for fear of the long arm of the Cursed Lord that ruled over them and the dangers that come from dealing with outsiders.

New lines of Elflings are incredibly rare, usually requiring magic to allow the unborn to gestate properly. Some characteristic of these two peoples, likely stemming from the fact that the souls of the beings who'd become the Elves were crafted by Cronus and those of the Halflings by Zeus as their replacements, leaves the Mana of these two species spiritually incompatible. In truth, Elflings are sometimes born from such pairings anyway, but they are often warped by a strange listlessness that often proves fatal in infancy.
Mana Condensation

A natural phenomenon on Gaea that occurs when two or more sources of Mana moving in opposing directions or which have significant differences in intensity collide with one another. While these flows tend to redirect one another to varying degrees, the change in direction forced on one or the other tends to result a some of this energy having its motion halted or reversed, causing it to either stagnate in place and slowly accrete or condense back into the flows it originated from. In both cases the effect results in the creation of relatively dense pockets or bands of magical energy that are compressed to the point of becoming physically tangible. This process creates Manatite, Elementite, and Occultite.

This is an extremely common phenomenon on Gaea, but due to the regular movements of Mana created by living things, any accretions produced by the day-to-day activities of living things are normally disrupted rather than being allowed to collect. Other flows of Mana, such as the Auras of living things, can potentially jar loose these accretions and pockets of stagnant energy while they are still in the microscopic state, preventing noticeable formation. However, in areas where such Mana flows regularly interact and are not commonly disrupted, or where they've been intentionally cultivated, sufficient condensate can build up to create what appears to crystalline formations. These are stable and can be harvested for use.
Rhian ferch Dafydd

A werebat native to Rhych in Cymgry, she was originally an orphan and street urchin of that town before finding a place amongst the local Thieves' Guild. After attempting to go straight with a career in Adventuring, she found herself afflicted with Therianthropy, a new resident of Danbrynn.

## Rhian ferch Dafydd

### Affiliation

Adventurer's Guild of Cymry, Gemcutter Thief's Guild (Former)

## Appearances

### Appears in

Moonsight Underground, Worlds Away, Hearts in Stone
Hogoku

A vast alien world far removed from Gaea but existing in the same reality, Hogoku is a world defined by its raw natural beauty and cyclopean flora, as well as the sentient and now spacefaring races that originated on it. Hogoku is a world of vast forests filled with titanic trees, towering mountains, sprawling swamps, nation-sized lakes, expansive waterways, and seemingly endless seas. Naturally-occurring demiplanes dot its landscape, allowing for the vast scale of the world despite having an otherwise Earth-like composition, many of which are directly connected to the gods of that world... the very plants themselves.

Hogoku is home to both the Tenkihito and Gunsojin (commonly called Gripplis) civilizations, who have developed a symbiotic relationship early in their histories, with the latter serving as protectors and artisans for the nascent Tenkihito and the Tenki. Both cultures now serve prominent roles in the Star Federation, though the Tenkihito more so than the Gunsojin. Despite the fact that it has served as the cradle of two spacefaring species, Hogoku is a remarkably pristine world; both societies held the natural world as sacred and avoided developing technology or magic that dealt significant harm to its ecologies... or repaired what damage *was* done.

Hogoku's remote nature makes travel there impossible without the use of advanced spaceflight or magic.
Dorian

**Captain Dorian** is the tritagonist of *Peabody's Adventures of the Hermit of Boston*. He is a gallant war veteran summoned by Regina to assist in the eradication of hippie community. However, Dorian's righteousness and love for Danielle drives him to betray his superior and fight for the liberation of hippies.
Pyroach

A species of Monster resembling a cockroach, they are capable of excreting a natural oil with warming properties that is highly flammable, which they can ignite with innate fire magic or the flints on their antennae. A menace to property and food and a catastrophic fire hazard prior to the current Overlord's ascent, these Small Monsters have become much more docile in the current era, choosing to hide in dark places adjacent to the settlements of Man. There they rapidly multiply, feeding on forage and the refuse of other species. Though seen as dirty, they are actually quite fastidious when it comes to personal grooming, and will readily clean each other as well.

## Origin

The exact origins of the Pyroach are an unknown, both in time and place. This is partly because of the damage they historically caused and their tendency to be unseen until it's too late. As a threat, they seem to predate modern history, suggesting that they may have originated in one of the previous Ages.

The original Pyroaches resembled cat-sized cockroaches with an oily, golden-brown sheen and reddish shells.

## Historical Role

Pyroaches served as mindless saboteurs under most previous Overlords; they would despoil food and undermine structures with their poisonous, flammable oil and disease-spreading waste.
Vermidon

A common category of Beasts that fulfill a similar ecological niche to that once satisfied by Goblinoids, Kobolds, Orcs, Ogres, and other Monstrous Humanoids. While not as intelligent as those creatures (even when compared to their intellects during the reigns of previous Overlords), they are intelligent enough to use found objects as tools, employ simple tactics, and in some cases build rudimentary traps such as pitfalls. They are mentally akin to primates, such as monkeys or chimps, but are *extremely* violent toward the Men. Most possess features resembling common pests in their native environment, particularly small ones such as mice, rats, squirrels, moles, hedgehogs, and voles, though arthropods, amphibians, and reptiles are also common. They are marked by a distressingly humanoid physique that allows them to walk on their hind limbs during combat, though they tend to move about on four limbs otherwise. Vermidons vary in size and natural armaments significantly, with the most common ones being of comparable sizes to Halflings and Humans. Larger variants are known, however, and are particularly likely to lead troupes of their smaller kin.

Vermidons partially derive their name from their common derivation from "pest" animals and their tendency to appear alongside more powerful Beasts, such as Macrovores, Lairights, Golemites, Dragnaughts, and Malegions. These creatures will often instinctively work together as pack hunters when targeting Men and Monsters, or as defenders and supporters of these more powerful Beasts, earning them they "myrmidon" element of their name.
Moreau (Race)

A race of anthropomorphic animals native to the demiplane of Fantasia and originally created by the Alchemist and Mage of the same name under the influence of Fantasia's ruler and creator, the Queen of Hearts, Moreaus are a visually distinctive species that are also sometimes known as Liminals, particularly those born outside of Fantasia. They have since spread outward throughout the demiplane, and can even be found outside of it in small enclaves or traveling abroad. They are often seen as Monsters by other races, despite being a type of Literal and not inherently a Monster (though many *do* become Monsters due to the nature of their homeland).

Moreaus are in some ways akin to Turnskins, though the latter tend to *look* more human-like and *be* less civilized than the former. Moreaus are marked by their animalistic facial features, bodies largely or totally covered in fur, feathers, scales, or chitinous shells, and primarily bipedal gait. Wayfarers often refer to them as Furries. As natives of Fantasia, they are often more technologically advanced than natives of Gaea proper, possessing access to technologies more appropriate to the Victorian and Edwardian periods of Earth, as well as advanced Magitech.

Moreaus have a vast range of physical features, but are usually quite visually distinct from other Races and even Monsters; few other humanoid creatures besides the Fey, Monsterized animals, and certain Alien species lack human-like faces, let alone animalistic muzzles. Despite these features and the difficulties they create in trying to wear clothing, the vast majority take great care to dress and behave in a manner appropriate to the culture they currently inhabit. When in their own society, they tend to favor dress and behavior considered fashionable within the Victorian Empire.
Orcs

A type of Monster notable for having a distinct culture of their own, Orcs resemble tall, muscular Humans with vaguely porcine features. Originally a Race of Man created by the God Orcus, they fell victim to a divine conspiracy that led to the corruption of their deity into a Demon God and their own transformation into Monsters. Aggressive and powerful, they are a warlike people known for slave-taking and placing tremendous value on personal strength and strength in battle. There are a wide range of different mutations among their species, due in part to their warlike nature making them likely to grow and adapt spiritually and physically, to their high libido and reproductive rates, and their rapid maturation to adulthood. A very instinctive people, they will bow to and serve those who prove their superior prowess against them... and will crush and exploit those weaker than themselves.

Both males and females have a reputation for forming harems around powerful individuals.
Maxwell

**Maximillian Maxwell** is the secondary antagonist of *Peabody's Adventures of Future Shock.* He is a sadistic hunter, and the titular head of Maxwell Summer Camp. He is hired by Julie to recruit Josh to camp for lacking maturity, until Julie learns Maxwell's true colors in the climax, working for Rex.
Adam

The Human husband of the current Overlord, Lilith, and father to the Lilim, Adam was once the shining hope of the Church, Imbued with the Maiden's Grace, and a living exemplar of the virtues, values, and tenets of the faith. Something that makes his failure to defeat the Overlord and his betrayal of their cause in the name of love, *itself* one of the Church's highest virtues, all the more bitter. Now a Fallen Hero, Adam serves as an unintional ideal for what Monsters either strive to find in a mate, or strive to *be* for their partner.
Wards

A category of magical effect used for protection, Wards are usually constructed with Ritual Magic over time in order to generate a long-lasting defensive array against certain types of threats. Wards are commonly used to keep out individuals or creatures with hostile Alignments or Allegiances, unwanted Types, certain types of magical energies, spells, or the like, and to keep and maintain the site's conditions. Wards are widely used and produced in a variety of different ways across Gaea's myriad cultures, from the shimenawa of Zipangu to complex magic circles to the careful arrangement of objects and positioning of structures found in Fusang to elaborate anointing rituals to the creation of protective artifacts. Wards often involve the use of talismans and charms and usually consist of relatively weak magic that can be overcome or dispelled with sufficient skill and effort. However, they are also often *layered* and self-protecting, so that trying to remove one is akin to untangling a knot without being able to turn it over.

Wards have long been used, primarily by the Races of Man, as a means to protect themselves and their works from Monsters, nature, and other Men. In recent years, they've seen extensive use against Beasts, to varying degrees of success, as Beasts seem to be considered common Animals for the purposes of magic, creating some difficulties when it comes to dealing with pets and livestock. The most powerful of wards are known as Mythwards, for they draw on the divine spark known as Mythic Power to create and can generally only be broken by a Mythic being of equal or greater potency.
Shellmics

A category of Beasts derived from molluscs and other shellfish, these creatures fall into three main categories; those that rely on their own, natural shells, those that co-opt materials from their environment to use as shells, and those without shells. Each employ different tactics, but in general the first category rely on brute force and resilience, the second on stealth and surprise, and the latter on exploiting their environs. They often exploit natural adhesives or suction to cling to the inside of manmade objects, often using them akin to how humans would.

These creatures sometimes resemble Golemites in function and combat, but are often a single creature rather than a colony and are less likely to possess notable magical abilities than that category of Beast. They also generally lack that type's greater resistances to magic and normally resemble shellfish of some sort rather than the arachnid, and sometimes rather fleshy, Golemites.
Mendworm Swarm

A type of Symbiont Monster, Mendworm Swarms are normally produced by Xenotiktos, though they can sometimes be found wild in places strongly connected to Nibiru's influence. These small, symbiotic worms are mostly harmless (if one overlooks their ability to transform their hosts into Xenotiktos), though individuals infested with them may find the sensation of the creatures moving within them disturbing and the increase in appetite they cause troublesome. The benefit these worms provide is often enough to compensate for this, as the hive-minded swarm sacrifices members in order to heal the host's injuries, allowing it to convert some of its physical Ability scores and HP into immediate healing of the same for its host on injury.
Vassal (Monster)

A term used to refer to all Monsters that do not possess an Authority, Vassals are the most common type of Monster within their social structure. Subservient to a Monster Lord, the Overlord, and possibly a Demon Prince, Demon Lord, Demon King, or Demon God as well, depending on their location and beliefs. Vassals are subject the will of their rulers and their chosen lieutenants. This can take the form of a distorted appearance, altered behavior, the development of new abilities or loss of existing ones, and changes in personality. These are *usually* mild, but can become quite pronounced if the Vassal willingly submits to the Authority of its superiors, is actively compelled to by the same, or both.
Mana Potions

Special Potions made from a range of different ingredients, Mana Potions primarily exist to restore the magical energy of the imbiber or to be integrated into the production process of other magic items. Mana Potions are an exceedingly common item, with the cheapest and lowest quality being produced from materials such as Sageberry or Mageleaf, the sexual fluids of Men or Monsters, enchanted water or alcohol, or other alchemic distillates. Higher quality Mana Potions often include similar base ingredients while also incorporating quantities of powdered Manatite. Mana Potions are a critical tool for Adventurers and Artificers alike and can be used as a food source by Monsters and Sineaters.
Stolas (Overlord)

A long-dead Overlord of Monsters associated with Hexstrix, Stolas was renowned for being weak but cunning. A gifted mage and expert diviner, he employed extensive use of magical foresight, subtle curses, and shrewd tactics to outmaneuver, misdirect, and manipulate his foes. A staunch believer in fate and destiny, and in his own capacity to bend those forces, if not break them, he ruled over one of the most peaceful epochs of the Everwar. By actively avoiding direct conflict with Man, he minimized their concerns over him, and instead directed his forces to harass and destabilize those beings that the Divines wished to punish. This surgical precision helped to keep Heroes from seeing him and his forces as a threat in need of destruction. He is notable for having managed to convince the one Hero and his companions that *did* seek to destroy him that they were far better off with Stolas in that position than whatever might follow, securing his own survival.

Stolas was ultimately usurped and killed by other Monsters, who saw his method of leadership as weak and chafed at his relatively peaceful policies. He is sometimes seen as one of the great precursors of Lilith's reign, as he sought peace and coexistence with Man over direct conflict.
Lincoln Loud

**Lincoln Loud** is one of the guest stars in *Peabody's Adventures of Sniffy's 2nd.* He is a good-hearted and well-meaning person, who is always looking for fun, and thinking about the well-being of others. As the family nerd, along with Lisa, Lincoln is an avid fancier of comic books, manga, video games, fantasy, and science fiction stories, which are typical interests for a boy his age. He is known to be "the man with a plan," as he is usually elaborating plans with a specific objective, most of them for his own benefit. His plans rarely succeed because of his own selfish and reckless decisions or by his sister's interference. When he goes too far, he will always find the solution even if that means making himself look like a fool. He is best friends with Clyde McBride, and they are collectively called Clincoln McCloud.
Genasi (Race of Man)

A Race of Man noted for their Elemental capabilities, they are an uncommon people without a true culture of their own. Instead, they tend to keep to their own families or congregate in clans or tribes of related families, or among other Genasi, exercising their abilities and serve as assistants to other cultures and communities. Many become influential due to this, as their elemental abilities commonly find significant value amongst frontier communities where significant magic-use is often hard to come by.
Witchcraft

A form of Arcane Magic that focuses on manipulating the natural world and generating powerful Curses, Witchcraft is generally taught to practitioners through a powerful supernatural entity known as a Patron. This practice is commonly associated with Aspects of Baphomet, the broader Witch-Cult, and Hags.
Protomonster

A common category of Beast whose existence has provoked a wide range of theories regarding the true nature of Beasts on the whole, Protomonsters are Beasts that have developed the same capabilities and similar forms to historical Monsters. These are often horrific and unnatural to behold, and may have slight variations, with Protomonsters often being "incomplete" versions of true Monsters in that they may lack specific traits. For example, a previously witnessed Protohydra appeared to be an oversized snake, but when it opened its mouth it possessed a cluster of additional snake heads within, all of which were venomous. However, the creature lacked the iconic Hydra's regenerative abilities, even though it was highly venomous.

The exact characteristics of Protomonsters vary from one creature to the next, but all bear a marked similarity to the original forms abandoned by modern Monsters and possess similar capabilities.