recursal/Fanatic-Fandom huggingface dataset:
Manus

### Precepts

Adaptability, ants, cities, civilisation, conquest, expansion, flexibility, griffons, kingship, humanity, masculinity, monarchs, monarchy, the multi-talented, taking lands.

### Sacred Colour

Red, gold and blue

Manus's holy symbol.

### Alignment

Neutral

Manus is the god of adaptability, conquest and masculinity.

Manus is the deity adopted by many humans of various subraces, especially by the Taianese, whose civilisation has spanned much of the western continents' surface. Although known to be a god worshipped by the humans, and held in great fear by many outsider races as a result, his true nature and origin is unknown, said to be a secret guarded by the oldest trolls. Humans neither worshipped this deity during their evolution from whatever forms they previously adopted, nor was he known to the other divinities before his emergence, which coincided with the rise of the first humans.

In truth, Manus is the archetypal conglomerate of the Ancient Ones, and is therefore made in their image - that of humanity. This truth is guarded fiercely by the trolls, and not many even of the other Watchers know of its significance. Due to his intrinsic nature, Manus was born a god of opposite extremes - he embodies both humanity's proclivity for tyranny and oppression and their capacity for heroic acts and spiritual ascention. The Ancient Ones ruled for countless millennia, and Manus is possessed of a broad and adaptable set of abilities, quite unlike any other god known within Thaelis-Y'Aada, each of whom are bound and constrained by their dominions and precepts. This aspect of his nature is reflected often in depictions and idols of him, which are given multiple sets of arms, each competent in a different set of skills.

Manus has rapidly ascended from a deity of fledgling spirit level to intermediate, and is close to becoming a greater deity. He has, since the fall of the Jhoshan Empire and the example set by Sorin-Sam, one of the first nine humans of the Taianese subrace, turned his favour towards the Court of Order, who now hope to gain his membership amongst them.
Apate

The apate are spirits that serve the god of felony, Ton'Ath'Ek. They appear as nine-foot long weasels with cream-tan brown fur on their underbellies and hard but light-weight plates of dark blue chitin on their flanks and tails. The face of one of these spirits is blue striped with white, and possesses two large eyes that glare suspiciously upon those it encounters. Vicious claws are to be found upon the tips of its short powerful legs, and twitching whiskers adorn its snout. An apate often wears bracelets of copper or gold around its forelegs.

Dubbed "rimeweasels" for the cold that their bodies emanate, the apate are conniving entities that will rapidly turn to violence as the solution to problems not solved through deception and threats. They are often consorts of crime lords and have established a rivalry with the dawon kirata that frequently head the greatest crime networks in the cities of Tamaluk, as both Ton'Ath'Ek's clergy and his spiritual servants compete viciously for his attention and favour.
Kozou Mashai

## Skills and Sparks

### Weapon Skill Grades

Academics +2 (History +3), Acrobatics +2 (Reflexes +3), Athletics +6, Artist +2, Blacksmith +2, Culinary +1, Evade +1, Farmer +1, Handle Animal +2, Heavy Weapons +5 (Greatswords +7), Insight +0, Intimidate +2, Leatherworker +2, Meditation +3, Outdoorsman +1, Perception +0, Ride +1, Sing +3, Speak Language: Mannish, Immollan, Tartarian, Stealth +3, Theology +6 (Elder Mythology +8)

### Skill Grades

40 PointsAcademics 1 (History 2), Acrobatics 1 (Reflexes 2), Athletics 3, Artist 1, Blacksmith 1, Culinary 2, Evade 1, Farmer 1, Handle Animal 1, Heavy Weapons 5 (Greatswords 7), Insight 1, Intimidate 1, Leatherworker 1, Meditation 4, Outdoorsman 2, Perception 1, Ride 1, Sing 2, Speak Language 2 (Mannish, Immollan, Tartarian), Stealth 3, Theology 5 (Elder Mythology 7)

## Sparks and Cinders

### Feats

5 PointsAdvanced Armour Training, Basic Armour Training, Fast Draw, Shield Training

### Talents

0 PointsSkill Specialities: Academics (History), Acrobatics (Reflexes), Heavy Weapons (Greatswords), Theology (Elder Mythology)

### Cinders

Enemy (3) - followers of Oblivion seek to reclaim the blackswords from their bearers (by killing them). No Sense of Smell, Poor Sight

## Traits

### Benefits

4 x (INT+1)/10 Skill points each Level, extra Skill Speciality at Level 0.

### Colours

Eccentric - Challenger - Adventurer

Kozou Mashai is a player character created to test the character creation process. Conception of idea to finalisation of stats took about one hour in totality.
Alaskan Commune (6.0)

**Alaskan Commune** The Alaskan Commune is a 6.0 nation founded by TendraTheWolf on July 8th, 2018. It was the first nation to be founded in Alaska.

## **Projects**

Currently we are working on our capital, Anchorage. We are also working on our mines to get plenty of coal.

## **Future Projects**

In the future we hope to build many new cities such as: Nome, Fairbanks, Bethel, and a potential big city on the Aleutian Islands. We also hope to become a mining industry power.
Land of the Dead

The Land of the Dead, also known as the Ghostlands, is the realm created in parallel to the material world by Nito and the god Yindaron near the dawn of time. It was forged as a place where the souls of the dead could await collection by psychopomps for transport into the Underworld where they could enter the cycle of reinacarnation. However, due to rare errors made by the Underworld spirits, some mortal souls become trapped eternally within the Ghostlands,  becoming a type of ghost known as a spectre. In addition, souls of great sin and corruption are occasionally damned by Nito to wander the Land of the Dead as they are barred from re-entering the world of the living in flesh. These evil souls are known as Everwalkers.

The Ghostlands resemble the material world, except that they are discoloured and swathed in drab grey mists, and everything has an appearance of decay and disrepair about it. Cities are crumbled, the countryside foggy and dim and the sky overcast and forboding. The lands are wandered by a great many ghosts, lost and confused as they acknowledge their own demise and await retrieval by inferi or a rahu.
Lek-Ken

Lek-Ken, the Harvest Lord

### Precepts

Animal Husbandry, Farming Villages, Feasts, Generosity, Harvesting, Harvests, Herders, Late Afternoon(the time before dusk), Pumpkins, Ranches, Rural Communities, and Shepherds.

### Sacred Colour

Brown

Lek-Ken's holy symbol.

### Name of Day

9th of Dream's Rapture: The Day of the Harvest

### Alignment

Neutral Evil

Lek-Ken is the god of animal husbandry, harvests and pumpkins.
Iron

Iron, otherwise known as Nito's Blood, is a common metal found within the Underworld. it is almost universally used for the manufacture of tools, weapons and armour the world over. The export of iron goods is the main economic purview of the ferrum people. It is known that most fey are incredibly vulnerable to this substance, which burns them as if it were red-hot.
Deities by Alignment

This page lists all deities falling under each of the nine alignment categories.

## **Lawful Good**

Bekel, Kaesel, Maiar, Saoshyant, Ennoia, Sorin-Sam

## **Good**

Phoenix, Shiva, Chainorah, Cil-Deeche, Raniss, Meretryx, Tarathey, Tes'Ssyk, Venator

## **Neutral Good**

Gelimysh, Anthaya, Ichthys, Et'Et'Ryll, Lucatile, Tressel, Nyshor, Delech, Yindaron

## **Neutral**

Qalacha, Ningishzida, Tyrevor, Urashnys, Indita, Rinn, Manus, Evruss, Hessath, Quetzalcoatl, Ogh'Enth'Em, Nyaratang, Decdum, Jycil, Tinser, Flamberge, Tormnthur

## **Neutral Evil**

Xatari, Mundus, Dakuwak, Medhra, Othtur, Lek-Ken, Sheoth, Artemis

## **Evil**

Amarok, Arikel, Szazra, Itrenar, Ladon, Therofage, Falaz-Ur, Hob, Xarfinsel, Tonathek, Iris, Asmodeus, Yskalyss, Ceccylya, Kaath, Gothamel

## **Chaotic Evil**

Tarasque, Leucrotta, Asag, Chimaera, Tiamat, Mamonar, Rezoul, Bacchus, Atropal, Echnamiir, Fashoona, Aipaloovik, Weendigo, Zoor'Ztsh, Keluxax, Kharybdis, Umbra
Dream Precept

The Dream Sphere is mysticism which deals with energies and forces derived from the ninth point of the Cabala, that of Duroon - sleep and the astral. The essence of Duroon is that of Expression, and the working of Dream mysticism can lead a caster either towards the virtue of Equanimity or the vice of Envy.
Kharybdis

Kharybdis, the Ruler in the Deep

### Precepts

Cephalopods, creatures in lightless water, forbidden knowledge, iku-turso, jellyfishes, morkoths, ocean trenches and all which dwells there, seaweed

### Sacred Colour

Black

Kraken's holy symbol

### Name of Day

2nd of Wave's Crest: The Day of Deep Waters

### Location

The abyss that is the world's deepest ocean trench.

### Alignment

Chaos

Kharybdis is the goddess of cephalopods, ocean trenches and all that dwell within lightless water.

## **Origin**

Kharybdis was created far before the beginning of recorded time, and is thought to be one of the oldest gods in existence. She descended to the deepest trenches of the ocean when Dagon lay across Niitoh for the first time. Many warlocks believe that Kharybdis is in fact a gigantic lacuna of chaotic pre-creation ushered into the world and hidden away from the sight of other gods. Kharybdis' lair within the astral plane is so murky that her nature and even her form is unknown to other deities, let alone the majority of mortal creatures living on land or within the surface waters of Thaelis-Y'Aada.
Lacuna

Lacunae are spirits of space and the offspring of the timeless Void.

Lacunae are utterly beyond the understanding of mortals and even worldly spirits. To look upon a lacuna's true form is to invite instant madness, as their bodies are said to not conform to known laws of perception. Both angels and demons claim allegiance to these spirits, the former claiming that one day the world will transcend all evil and the lacunae will emerge to uplift Creation to higher consciousness, and the latter claiming that after the Grand Annihilation, the world will be swallowed by the Void and its spirits will remake a more perfect reality.

What is known is that the lacunae of the Void are not intended to exist within the world in its current state - when one of these spirits emerges, be it at the summoning of warlocks or more often, at random and for no scrutible reason at all, chaos ensues, as their radically alien nature rips the fabric of Law around them. Functionally, it matters not whether their nature is one of infinitely higher order or infinitely lower chaos - they are not of this cosmos, and their bodies react with forceful hostility to its laws.

The appearance of a lacunae is sufficient to shatter the mind of a mortal which looks upon it, and so their visage is heavily speculated about. However, as the most enlightened (or perhaps endarkened) minds have glimpsed these spirits and survived to tell accurately, there are some accounts of their general forms. While the sacred magi who have seen a lacuna most frequently describe the being as a geometric form of impossible but pristine order, every angle and aspect containing the utmost perfection of creation, warlocks and certain other profane magicians describe tentacled, formless beings of amorphous protoplasm. Sages suggest that this may be indicative of the direction of Creation from the most primitive and base organisms to the most refined and redeemed specimens.
Ignis

Ignis, the First Flame

### Precepts

Continents, efreets, fire, heat, islands, lava, magma, mountains, smoke, spontaneity and volcanoes.

### Sacred Colour

Green and Pink

Holy symbol of Ignis.

### Location

Within the Underworld beneath the continent of Vaishun.

### Alignment

Unaligned

Ignis (also commonly known as Immol) is the seventh of the eleven Primordials, its body making up all heat and fire within the world.

## **Associated Deities**

Immol rules over passion and the emotions, and as such is often associated with other divinities dealing with these precepts, such as Lucatiel, Quetzalcoatl, Shiva, F'Shoona, Mammon, Weendigo, Bacchus, Indita, Iris, Qalacha, Settra, Tinser and Tress'Ell.

## **Role in the Cabala**

Ignis is the seventh Sphere, which contains all raw emotions, instincts and feelings. Its element being that of fire and raw heat, it is force without physicality and pure creative energy. Ignis is poetry, music, art and all things which in their pure expression appeal to the emotions. The First Flame is the energy of the Cabalistic hierarchy itself.

Just as between Mithras and Oblivion, Urana and Dagon, there is a vital balance to be struck between Ignis and Sif. Ignis is the indifferentiated, universal feelings and experiences of the collective mind, and must have Sif to prevent its raw forces from being wasted, deprived of a creative outlet for their expression.

Immol is the "Soul" to Sif's "Mind".

## **The Children of Fire**

In addition to being the ultimate father of all efreets, Ignis is also parent to a number of gods. Below is a list of hybrid spirits that contain the essence of fire.

* **Chimaera**
* **Cil-Deeche**
* **Evruss**
* **Flamberge**
* **Hob**
* **Indita**
* **Iris**
* **Itrenar**
* **Lucatiel**
* **Othtur**
* **Phoenix**
* **Rinn**
* **Sheoth**
* **Shiva**
* **Skallosc**
Naen

Naen, also known as the Dark Continent, is one of the three large land masses within Thaelis-Y'Arda.

## **Regions**

Naen's lands are defined by their poor soils, sparse plant cover and prevailing grey skies.

### **Irum'Vemak**

The ancestral homeland of the ferrum is the northenmost region of this continent, and is defined by giant rock columns, shallow stony rivers and treacherous scree-scapes.

### **Andar**

The central land within Naen is a hilly domain of withered woodlands and chilly fells, having long suffered under the shadow of the Black Spire and its dark energy.

### **Daakas**

The land to the west of Andar is a great morass of boggy mire and stunted trees, a dead region yet preserved by the salt waters welling into it from the Underworld below.

### **Sandoria**

The land to the east of Andar rises into a stretch of highland countryside that is the least marred of all Naenese regions. It is the home domain of the Protectorate and their followers.

### **Sifland**

The southernmost land of Naen was once a rich land of numerous settlements, but is now a hazardous expanse of scathing cold, treacherous mountains and endless ice plains.
Mummy

Unlike most forms of undead, mummies are created from the bodies of exalted individuals who consent before their death to be processed in such a manner in order that they become sacred guardians of hallowed locales. The art of creating the Sanctified Dead has been practised by the orcs throughout all ages.

Mummies are created through the "Mummification" spell of the sacred necromancers who follow the Second Path. This spell takes 8 days to cast. During this time, the body of the recently dead is prepared, embalmed, dried with salt and carefully wrapped in ceremonial trappings inscribed with angelic symbols. The heart is removed and placed into a jar containing soil from the locale the mummy is tasked with protecting. This jar is them placed within the Other Side of the mirror using the "Other Side" spell. Additionally, the corpse's soul must be divided into seven parts using the "Severing the Soul" spell, and each fragment of the soul is placed into a separate sliver of glass. Once this is done, the seven slivers are inserted into the body. The usual practice is to slide the slivers into the throat, navel and into the spaces where the heart, kidneys and eyes had been. Though difficult, it is possible for a sacred necromancer to cast this spell upon themselves through careful preparation and planning.

Upon completion of this spell the caster expends one permanent point of Zeal or Prana and the subject becomes a mummy. They no longer need to eat, sleep or drink, and powers such as the Glare of the Sun have no effect upon them, for they are not Infected. The spell that created them infused their corpse's flesh with angelic light. A mummy is tied to a specific location which it cannot leave. If its heart is destroyed it loses its regenerative capabilities and so cannot repair or heal itself naturally.
Decdum

Decdum the Half-Witted

### Precepts

Bewilderment, blunders, botched jobs, confusion, failure, fools, foolishness, idiot savants, puzzlement, stupidity, the mentally challenged, trying new things

### Sacred Colour

Grey

Decdum's holy symbol.

### Location

Wandering the world in constant confusion.

### Alignment

Neutral

Decdum is the god of incompetence, half-wits and stupidity.
Chaotic Neutral

Chaotic Neutral is the bottom-right section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Chaotic Neutral is marked by an impulsiveness of action and lack of moral action, but contains two distinct Dispositions that differ in their degrees of Good and Evil.

* **The Seeker:** Chaotic with a Good tendency
* **The Looter:** Chaotic with an Evil tendency
Maeya Shayatu

Maeya Shayatu is an Ayani human and a protagonist of the Chronicles of the First Flame, and one of three POV characters within the first trilogy.

## **Book I "Flame Seeker"**

Maeya is instructed by the ancient dragon Ohrmazd to travel to the island of Cerissaeth, where she will learn of her role under the guidance of Alizan Droh. The old wizard instructs her to head to the Red Temple of the east, and to learn under Blademaster Steval of her destiny, which is of utmost importance. Upon arriving, she is initiated into the faith of Immol, and begins to learn of the Prophecy of Fire and her role in its unravelling, and discovers the old temple ruins on the other side of the mountainside which houses the terrible dragon Kharkaroth.

## **Book II "Oath Breaker"**

Maeya begins to commune with the dragon of the mountain, gaining great knowledge of the Flame at the potential expense of her sanity - the great beast is stagnant with bitterness in its old age, and wishes to see Creation unburdened by life of any sort. Their conversations are kept secret from Steval, who forbids his acolytes from maintaining relations with those outside of the Temple, let alone creatures in league with Annihilation.

## **Book III "Shadow King"**

When Charnoth roils with blackness, the flaming Dark can be seen from the Red Temple, and the southern jungles crawl with demons. Maeya knows that the temple is safe on its mountain height, but travels with Steval to Araia, where creatures of foulness ravage the lands and war rages on all fronts.
Dissenter

"Dissenter" is one of the 33 archetypes within the Disposition system. A Dissenter shows defiance towards social norms and laws, which they believe will prevent them from relentlessly opposing those who inflict misery and destruction.

## **General Overview**

### **Society**

A chaotic good character acts as his conscience directs him with little regard for what others expect of him.

They have no qualms about breaking laws, especially when doing so will save others or protect others’ rights from being trampled.

Chaotic good characters are strong-willed and self-directed - masters of their own destiny.

They act as their consciences dictate, viewing the plights of the weak and innocent with compassion and correcting injustices when they can.

Chaotic good characters disregard others’ expectations of their behaviour, finding many laws and regulations too limiting to their personal freedom.

They resent those who inflict their ideals on others, especially through intimidation, and are often reluctant to conform.

While chaotic good characters do not accept that individuals must sacrifice their ideals and follow laws for the good of the whole, they willingly sacrifice themselves (and their individuality) to protect the whole in the name of good.

## **Alignment Reference**

The Dissenter archetype corresponds with a Chaotic and strongly Good alignment within the Nine-Point Alignment System.
Rescuer

"Rescuer" is one of the 33 archetypes within the Disposition system. A Rescuer shows defiance towards social norms and laws, which they believe will prevent them from living a life devoted to alleviating the unnecessary suffering of others.

## **General Overview**

### **Society**

He makes his own way, but he’s kind and benevolent.

He believes in goodness and right but has little use for laws and regulations.

He hates it when people try to intimidate others and tell them what to do.

He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good combines a good heart with a free spirit.

Chaotic good characters follow their own consciences and are adaptable, easily rolling with life’s punches.

They rarely make plans too far in advance, preferring to take a wait-and-see approach to most things, which allows them to adjust their actions or reactions in a single heartbeat.

Chaotic good characters want freedom for themselves and others, and find it difficult to live in societies they deem too restrictive to individuals.

Chaotic good characters want the freedom to do as they will and desire others to be free of oppression as well.

## Alignment Reference

The Rescuer archetype corresponds with a Chaotic Good alignment within the Nine-Point Alignment System.
Predator

"Predator" is one of the 33 archetypes within the Disposition system. A Predator shows defiance towards social norms and laws, which they believe will prevent them from living a heartless life, unconcerned with the suffering they cause others.

## **General Overview**

The Predator is a cold-hearted killer who trusts no one and has no value for anyone or anything that gets in his way.

### **Moral Outlook**

Life has little or no value and he seeks a position of infamy and prestige within a tribal system.

The Predator seeks personal gain at the expense of those who aren't sufficiently capable or ruthless.

If what he wants comes at the expense of the lives of others, so be it.

The Predator will keep his word to save his reputation - by losing face he could be usurped or killed.

He will kill innocents and use torture to extract information or exact personal vengeance.

He is however unlikely to kill for pleasure.

He does not respond well to higher authority and will disregard civilisation's expectations.

He will likely betray a family member, comrade, or friend if it is convenient to do so.

While still capable of planning, they may have a hard time with patient, long-term scheming, preferring immediate satisfaction and direct action.

are those who simply don’t care whom their desires may hurt.

They may see a certain nobility in their refusal to be bound by any conventions or creeds

### **Society**

A leader lasts only as long as he can deter usurpers through intimidation or through providing them sufficient benefit.

The Predator finds it impossible to contribute to or blend in with a civilised society.

He lives on civilisation's fringes as a killer for hire, a gangster or some other form of violent career criminal.

## **Presentation**

### **Alignment Reference**

The Predator archetype corresponds with a Chaotic Evil alignment within the Nine-Point Alignment System.

### **Example Predators**

Frank Costello (The Departed), Marlo Stanfield (The Wire)
Chaotic Good

Chaotic Good is the top-right section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Chaotic Good is marked by an impulsiveness of action and strong regard for the lives of others, but contains four distinct Dispositions that differ in their degrees of Chaos and Good.

* **The Rescuer:** Chaotic and Good
* **The Ranger:** Strongly Chaotic and Good
* **The Dissenter:** Chaotic and strongly Good
* **The Punisher:** Strongly Chaotic and strongly Good
Faun

## Bacchan

The bacchae are a species of fey within Thaelis-Y'Aada.

Bacchae evolved from the pixie tribes which pushed far into the lands of Noz-Oraln, and have long been the cultural rivals of the kyasid, with whom they historically vied for territory and other resources.

Despite the acceptance of Bephemet's clergy and religious conclaves within human cities of Arktorah, the smaller towns and villages of this country are more familiar with the god's darker nature, and bacchae are not typically welcome for long spans of time within these communities, if at all. The peasant-folk believe they are demonic in nature and the harbingers of depravity and ill fortune.

In many cases, they are not entirely irrational in their fears, for many bacchae do indeed follow the example of their deity, taking to wild orgies of excess and debauchery as a means of escaping the lingering depressive malaise which haunts their minds. To fight the essence of one's creator is no small challenge, and all too few among this fey race possess the fortitude and willpower to overcome their baser urges. Those individuals who manage this, however, are usually found to possess a deeply creative. energetic and effective character, and make friends easily due to their natural charm.
Creating Creatures

### **Creature Level, Attributes, Skills and Sparks**

Decide upon the creature's Level. One character should be able to go up against a creature of their own Level (defeat it in combat, out-manoeuvre it politically, etc.) with about a 50% chance of success.

#### **Attributes**

Calculate the creature's total Attribute points:

**Attribute Points = 55 + (Level/5), rounded down**

Spread the creature's Attribute points between STR, DEX, VIG, INT, DIS and PRE.

#### **Skills**

Calculate the creature's total Skill points:

**Skill Points = (4xINT) + (INT/10 x Level), rounded down**

or **(3xINT) + (INT/10 x Level), rounded down** if the creature has Soul colours.

Spread the creatures Skill points across their Skill Grades, remembering that their Skill Grade cap is at 5 + (Level/10, rounded down).

#### **Sparks**

Calculate the creature's total Spark points. Every creature gets 5 Spark points for free at Level 0, 1 at every Level from 1 to 20, 2 at every Level from 21 to 40, 3 at every Level from 41 to 60, 4 at every Level from 61 to 80, and 5 at every Level from 81+. Use the table below to calculate Spark points:

 Spirit
 Aberration
 Dragon

Spirits, Aberrations and Dragons possess fewer Spark points in order to balance our their superior Benefits (see below). Spread the creature's Spark points across Advantages, Arcana, Feats and Talents. Once Sparks have been allocated, calculate the creature's Combat, Caster and Talent Level using the following Table:
AlexzTMM

A Pedophile from 4.0-6.0. an utter faggot, and you may see him advertise his channel and ping everyone, then delete said ping, and when confronted with evidence, will deny it. He is banned from Colenia for life, and has multiple discord alts. Gordan le Ramsey is one, Atlantis mapper is another. always block him. a
Artemis

Artemis, the Huntress

### Precepts

Archery, arrows, athletes, athletics, bow-making, competition, hawks, ivy, monster hunting, sports

### Sacred Colour

Red, often accompanied by white

Artemis' holy symbol

### Colours

Challenger - Achiever - Adventurer

Artemis is the goddess of archery, athletics and sports. She is a member of the Protectorate.

Primary Enemy = Chimaera

Secondary Enemies = Atropal, Umbra, Zoor'Ztsh, Oblivion

Artemis is married to Othtur, and these two deities can be venerated as one by a cleric, who gains access to priest miracles, miracles granted by both gods and spells of the Air, Fire and Life Spheres.

Artemis is a member of the Protectorate, alongside Itrenar, Asmodeus, Xarfinsel, Tyrevor and Othtur. A true loyalist, she maintains good relations with all these deities except Xarfinsel, who she believes not to be dedicated to the cause of light so much as her own growing powerbase both in Sandoria and in her native lands upon Vaishun.

Artemis rules over the precepts of archery, athletics and monster hunting. The rigorous physical training she demands her worshippers subject themselves to is intended to prepare them to one day become ruthless pursuers of the most deadly and ferocious creatures which roam the Naenese countryside, from rampaging predatory animals to the very spawn of Chimaera herself which lurk within the underworld.

Artemis' clerics engage in sporting competitions with one another in order to hone their skills. Her doctrine is such that any alignment can be found amongst her worshippers - as long as the individual devotes themselves to cleansing the world of some manner of hostile beast or crucial threat to the Protectorate's operations, they are welcome amongst her congregation. For this reason, there are varied strata of moral character within her church, from true believers who seek the earnest protection of the Naenese people to psychopathic manhunters who take pleasure in pursuing and slaying enemies of the divine covenant. A cleric's virtue is not important to the goddess - only their devotion to the Hunt.

While Itrenar presides over the sacred practice of mage hunting, and tyrevor rules over those who destroy the undead, Artemis and her husband are tasked with the eradication of more mundane prey and the upholding of laws over the populace.
Mastodon

## Skills and Sparks

### Skill Grades

Athletics 6, Conditioning 6 (Cold 15, Health Gauge 15), Hand to Hand 7 (Strike 14, Tusks 14), Intimidate 5, Outdoorsman 5 (Survival 10), Perception 5 (Smell 15, Touch 10)

## Sparks and Cinders

### Feats

Combat Status 6Charging Attack, Critical Attack, Deadly Charge, Weapon Skill Speciality: Strike x2, Tusks x2

### Talents

Talent Status 8Conditioning (Cold x3, Health Gauge x3), Outdoorsman (Survival x2), Perception (Smell x3, Touch x2)

## Traits

### Alignment

Unaligned

Mastodons are titanic elephantine herbivores native to the tundras of Gazabarad.
Disease

A disease is a condition brought about through possession by one or more demons. Zoor'Ztsh is tasked with spreading plague throughout Thaelis-Y'Arda as a means to gradually weaken the world's resolve against the Court of Darkness, and his clergy routinely conjure new pathogens into existence to infect and torment mortals.
Manipulator

"Manipulator" is one of the 33 archetypes within the Disposition system. A Manipulator is concerned with their day-to-day concerns and conceals the truth for personal advantage.

## **Alignment Reference**

The Manipulator archetype corresponds with a Neutral alignment with an Evil tendency within the Nine-Point Alignment System.
Light Sphere

The Light Sphere is mysticism which deals with energies and forces derived from the second point of the Cabala, that of Mithras - idealism and the Sun. While they share many fundamental ties, the Light Sphere is not to be confused with the sacred Path of Sephirah followed by sacred magi and lightbringers - these energies have the potential to be twisted to evil ends, and are not the strict purview of benevolent deities. The essence of Mithra is that of Dominion, and the working of Light mysticism can lead a caster either towards the virtue of Innocence or the vice of Vengeance.
Moon Calf

Moon Calf is the eleventh and final Book in the Blood Moon series, and the second chronologically speaking. It follows the paths of various characters as they struggle during the chaos of the Scourge of Shadows, taking off immediately after the events of Oath Breaker.

### **Prologue**

A vast up-welling of shadows and demonic filth is seen from afar, rising from the jungles of Charnoth. The apocalypse of the sky spreads over the world as Oblivion slays the body of the Sun.

### **Arc One**

Mikhalinn kills Oshkayut, claiming the Aeon of Stars.

### **Arc Two**

Mikhalinn kills Shanka Ice-Heart, claiming the Aeon of Ice.

### **Arc Three**

Mikhalinn kills Hat Ka-Tai, claiming the Aeon of Sunlight.

### **Arc Four**

Mikhalinn kills Archmage Samael, claiming the Aeon of Night.

### **Arc Five**

Mikhalinn kills Gravelord Arazal, claiming the Aeon of Stone.

### **Arc Six**

Mikhalinn kills Kag Garrog, Dosa Nulo and Green Qrurrawk, claiming the final three Aeons.

### **Arc Seven**

Mikhalinn joins the battle outside Tolnor and falls in single combat to King Sorin-Sam.

### **Arc Eight**

Mikhalinn's demonic wraith stealthily obtains the Beacon of Belenos but is banished at the Seal.

### **Epilogue**

Steval and Green Qrurrawk lay down plans to recover the Aeon of Flame in 1000 cycles' time.
Chimaera

### Other Names

Chalika, the Consumer, the Man-Eater, the Mother of Monsters, the Terrible Mother

### Precepts

The bizarre, carnality, conception, crossbreeds, curses, fertility, lust, monsters, mutations, perfume, pheromones, sex, transmogrification and uniqueness.

### Region of Worship

The Underworld, Irum'Vemak, Nanak, Charnoth

### Symbol

A monstrous hybrid of various fierce animals

### Sacred Colour

Black, green and brown

Chimaera's holy symbol

### Alignment

Chaotic Evil

Chimaera is the goddess of fertility, monsters and the bizarre.

Chimaera is often thought of as the earthly manifestation of Oblivion, the great and terrible feminine energy that spawns life into the material only to torment and destroy it through the tortures of the monsters at her command. Her voluptuous form is said to elicit both extreme arousal and horror in those who look upon her, for she is the birther of lower forms and the supreme violence of carnality. Pheromones pouring off her body drive sexual frenzy but heighten senses of fear also. Although Chimaera is depicted as both humanoid and bestial, depending upon the location of her worship, her feminine fecundity and ferocity are always apparent. Swaying hips and huge fertile breasts are portrayed alongside sharp talons and glowing red eyes which speak only of dreadful fates to come.

Through Chimaera the form granted by Oblivion is carried through into the earthly plane of Thaelis-Y'Arda in its most monstrous aspects - all creatures that inspire terror and dismay are her children, and she is said to love them as parts of herself. For all her fierceness and dread, the goddess spares affection for the deformed cast out of society for their unfortunate appearances, the lone abominations who are cared for by none and the children begat by her own clergy.

Due to her rape by the Devourer, the dark aspect of Orboros which fell upon her in a fit of raw lust and filled her womb with various monstrous creatures which now lurk in the dark reaches of the world, Chimaera holds a burning hatred for all males except her own male offspring. She will not tolerate males of any stripe or race within her clergy, and many of her churches ritually capture and sacrifice men upon their altars in her glory. She is the saviour of vengeful wives and power-hungry women seeking to dominate men who stand oppressively above them. For this reason, humans and talfar societies utterly ban her worship in all of their cities, and drive her followers by any means from lands they hold influence in. this does not, of course, prevent some women of both races from plotting her rise from within civilisation's walls.
Defender

"Defender" is one of the 33 archetypes within the Disposition system. A Defender exhibits personal deference to a codified set of rules that they believe will allow them to relentlessly oppose those who inflict misery and destruction.

## **General Overview**

### **Society**

Guardians respect life and believe there is no greater duty or higher calling than protecting the lives of innocents and those who are too venerable to protect themselves.

These brave, unwavering individuals willingly risk life and limb in defending whoever or whatever they have vowed to protect, whether it’s a city, village, fortress wall, or even a strategic pass.

They willingly sacrifice themselves to the last soul to carry out their duty, and they find their honour in defence rather than in taking the battle to others.

When not actively involved in protecting their charge, they spend their time teaching defensive tactics and skills to those willing to learn.

Protect the lives of others at your own risk.

Are motivated to protect the weak and the innocent.

Improve the tactics and defensive skills of those you aid.

You risk your life to protect the lives and well-being of others.

## **Alignment Reference**

The Defender archetype corresponds with a Lawful and strongly Good alignment within the Nine-Point Alignment System.
Darkness Sphere

The Darkness Sphere is mysticism which deals with energies and forces derived from the third point of the Cabala, that of Oblivion - chaos and shadow. While they share many fundamental ties, the Darkness Sphere is not to be confused with the malfeasant Path of Qlippoth followed by the warlocks - these energies have a place in the natural cycle of things, and are not the strict purview of dark deities. That being said, many of the deities within the Court of Chaos do tap into the forces of this Sphere. The essence of Oblivion is that of Perfection, and the working of Darkness mysticism can lead a caster either towards the virtue of Balance or the vice of Wrath.
Matask

The matask are a variety of troll, and the very first entities to build cities within the newly formed world. They resemble huge beetle-like bipeds with razor sharp claws, sickle-like mandibles and glowing eyes that can light up the pitch darkness of the Underworld. They are responsible for creating the tunnel systems that honeycomb the body of Nito.
Kulshedra

## Adult Kulshedra

The kulshedras, also known as fire-drakes or red dragons for
their burning breath and distinctive colouration, are an almost universally
feared and reviled breed of dragonkind. The fear and loathing that a kulshedra
inspires is matched only by that elicited by the gwythaint, for the fire-drakes
are known to be the most aggressive, rapacious and openly ferocious of all
dragon bloodlines.

**Statistical Note:** Monster blocks for kulshedras of other age brackets are to be found at the bottom of the page.

## **Overview**

The kulshedras were born of the flames of Immol, and the
influences of this primordial run thick within their veins. Immol is the
passion of raw emotion, the beauty of art and the devouring of matter by
all-consuming fire. Unfortunately, the red dragons are some of the most corrupt
of their kind and these elemental precepts are twisted and blackened within
their souls. The passions of a kulshedra are the spawn of sheer vice:
unconscionable self-absorption, grandiose narcissism and a jealous envy of all
others are their inheritance by birth, and their cruel personalities consist almost entirely of vanity, covetousness and an obsession with
appropriating valuables at any and all cost to other beings. In the fire-drake,
the consuming primordial fire is materialism taken to gross and obscene
extremes - the gold, gems and wealth of the world is to be theirs, lest they
lay burning waste to surrounding lands in retaliation. It is a mercy to the
world at large that these beasts spend a great amount of their lives slumbering
amongst the piles of baubles hoarded within their mountain lairs.

While dragon worship is common within Thaelis-Y'Aada, the kulshedra are rarely offered tribute by any except the kobaloi, due to their reputation for utter selfishness and brutality towards those why deem inferior to their own majesty (most all other species, that is). The primeval kulshedra, Mamonar, was slaughtered by his own progeny who sought to claim his territory and vast hoard of gold for themselves. It is said that once their father was slain, the younger dragons fought with each other fiercely over his yet-to-cool corpse for ownership of the most valuable treasures he had gleaned from the corners of the world. Being the largest and most dangerous of the dragons possessing flight and therefore the ability to conquer great swathes of the world, it is perhaps only the kulshedras' total unwillingness to co-operate with one another that has prevented them from coming to rule over the other mortal races as overlords.

## Combat Statistics

### Attack(s)

+16 Claw (48/0/5), +16 Strike (48/0/5), +16 Bite (60/0/5), +16 Fire Breath (100/0/5)

## Traits

### Colours

Aristocrat, Entertainer, Adventurer, Challenger, Guardian
Swindler

"Swindler" is one of the 33 archetypes within the Disposition system. A Swindler has an orderly approach to being, and they conceal the truth for personal advantage.

## **General Overview**

### **Society**

Swindlers accumulate power through indirect means.

Their organised minds excel at spotting ways to make a situation work for them, and they usually recognise that most systems require give and take between the various components.

They tend to honor at least the letter of their agreements

By using deception and manipulation, and by exploiting the systems they inhabit, they gain personal advantage.

Their most common method is brokering deals and contracts that seek to extract the maximum commitment from others while giving as little away as possible themselves.

While driving a hard bargain is not itself evil, Swindlers specifically prey on those at their most vulnerable, abusing the legal system and doing their best to exploit or create weakness.

Loopholes and plausible deniability are a Swindler’s bread and butter, and most have legitimate business concerns to augment their extortion and entrapment.

Often charming, always cunning, Swindlers are experts at using people’s own desires against them.

They look for exploits, loopholes, and advantages in every interaction and institution.

They rarely break the law - working around it is so much more elegant.

They are exceptionally proud of their wits and cunning.

Anyone who shows weakness deserves to have it exploited.

If there is a quick and easy way to gain a profit, whether it be honest, questionable, or obviously immoral, she takes advantage of it.

This selfishness and paranoia, plus the universal mortal tendency to be more conscious of one’s own efforts than other people’s, means that neutral evil characters can come to feel that a perfectly fair deal is in fact weighted against them.

She typically bases allegiance on power and money, which makes her quite receptive to bribes.

Power, glory, wealth, position, and anything that will make her life more comfortable is her goal.

She willingly cooperates with anyone who will further her own ends.

She seeks the easy road to fame and fortune, with little concern for the people they trample along the way.

If she can use laws to weaken those who stand in the way of her success, she will use them. If she must resort to breaking the law, she will. She has no preference for either method.

Laws are tools to use against people, as well as their own sense of honour.

## **Alignment Reference**

The Swindler archetype corresponds with a Neutral alignment with a Lawful and Evil tendency within the Nine-Point Alignment System.
Sif

Winter before it fell.

Sif's holy symbol.

Sif is the eighth of the eleven Primordials, its body said to compose all of the snow, ice and cold within Thaelis-Y'Arda.

## **Associated Deities**

Sif rules over the mind and intellect, and as such is often associated with other divinities dealing with these precepts, including Maiar, Atropal, Keluxax, Gothamel, Ceccylya, Szasra, Tes'Ssyk, Phothulek, Falaz-Ur and Yskalyss.

## **Role in the Cabala**

Sif is the eighth Sphere, that of the "Mind" and intellect, cold and devoid of all emotion. It is the forces behind the beginnings of the individual mind, in contrast to the energies of its partner Ignis which is the emotions of the collective mind.

Sif must find balance with Immol, for without it its intellectual forms, while undeniably sparkling and pure in their intricacy, would surely be rendered as the snowflake itself - fragile, energetically lifeless and destroyed by the merest touch.

## **The Children of Cold**

In addition to being the ultimate mother of all boreas, Sif is also parent to numerous gods. Below is a list of hybrid spirits that contain the essence of Winter.

* **Axatar**
* **Ceccylya**
* **Decdum**
* **F'Shoona**
* **Nyshor**
* **Raniss**
* **Szasra**
* **Tes'Ssyk**
* **Ton'Ath'Ek**
* **Torm'N'Thur**
* **Weendigo**
* **Yskalyss**
Isildragg

Isildragg is the great stone obelisk that stands at the dead centre of the world, also known as the Tree of Life and Death. Is resembles a titanic oak with bark of stone and leaves of copper, and contains sap which is the metal silver. Isildragg was created by the intermingling of Nito , the Underworld with Orboros , the earth and soil above it, and its existence substantiates the linkage between the cycles of Life and Death. Legend states that should the Tree ever be destroyed, that life and death would be disconnected and that the world would be thrown into unimaginable chaos. For this reason, numerous attempts by the forces of Darkness have been made to do just this in the cause of Annihilation .

Beneath the roots of  the Tree, the vast warrens and cave networks inhabited by the chthons and their nidhogg overlords serve as a bastion against attacks from the Underworld itself, while within the main trunk of the Tree exists the greatest temple to Tey'Kor-Akx within the world, where the greatest and most powerful of the oracles watch over Time itself. Due to its location upon a small island standing in the centre of the Central Sea, a substantial attack made upon the Tree on the surface is nigh-impossible. for this reason, most attempts made to defile  the tree have been made form the air by great dragons serving Oblivion.
Lawful Evil

Lawful Evil is the bottom-left section of the Alignment grid, within which the Disposition system is nested. Broadly speaking, Lawful Evil is marked by a controlled method of action and disregard for the lives of others, but contains four distinct Dispositions that differ in their degrees of Law and Evil.

* **The Executioner:** Lawful and Evil
* **The Dominator:** Strongly Lawful and Evil
* **The Brutaliser:** Lawful and strongly Evil
* **The Destroyer:** Strongly Lawful and strongly Evil
Tira Volim

Tira, Avatar of Flamberge

### Goals

To escape her father's clutches (succeeded), to locate her people on the Frozen Ocean (succeeded), to avenge her mother and Marvyn by slaying Vendrick Slate (succeeded), to exact vengeance upon her father (succeeded), to avoid assassination by Scaethar (succeeded), to foil the talfar banking conspiracy (succeeded).

## Soul

### Alignment

Chaotic Good

Tira Volim is a primary protagonist in the Blood Moon series, and a central character in Book Seven. She is the avatar of the rogue goddess Flamberge, whose will is vengeance upon those who have done terrible wrongs and escaped punishment.
Precept

A Precept is an implicit ownership over a certain aspect of reality usually possessed by an Elder Creator, Absolute Dragon or God. The clergy of various divinities can gain access to Precepts by proxy through the worship of their deity. There are known to be eleven Precepts, one presided over by a single Elder Creator.
Water Sphere

The Water Sphere is mysticism which deals with energies and forces derived from the fifth point of the Cabala, that of Dagon - rivers and oceans. The essence of Dagon is that of Comprehension, and the working of Water mysticism can lead a caster either towards the virtue of Transparency or the vice of Avarice.