recursal/Fanatic-Fandom huggingface dataset:
Mountain Dweorhs

The Mountain Dweorhs are those who returned to the deep caverns that they had left so long ago, to repurpose the gigantic world forges towards commerce and invention. These Dweorhs are more bulky, taller, and hairier than their brethren, being sequestered from Deumael’s will and winds.

## History

The Mountain Dweorhs could be said to be the purest of the Dweorh people. They are the Dweorhs, who returned to their original mountain homes, and repurposed the ancient sites to a new purpose; invention and commercial success. The "world forges", as they are referred to by the Mountain Dweorhs, are not actually the forges that crafted the world. As any Fae Folk and Aviarus can attest the creation of the world of Orenda did not require any kind of forges, the "world forges" were what the original "Monumental Builders" used to craft the tools that they used to sculpt the surface of Orenda.

The Mountain Dweorhs turned the "world forges" into foundries and manufacturing complexes; purifying metals, refining alloys, and crafting beautiful armor and weapons. They also produced the gears, shafts, levers, pins, screws, nuts, sheet metal, bolts and all the other metallic components that the other Dweorh races needed to complete their inventions and innovations. The Mountain Dweorhs became renowned for their metalworking skills, especially those centered around Full Plate Armor. The Mountain Dweorhs have been known to rent themselves and their skills out to nations to both manufacture arms and armor, and as soldiers. A single platoon or company of Mountain Dweorh shock troopers, known as Iratus Voyska, can turn the tide of battle for even the most beleaguered forces.
Skyrider Dweorhs

The Skyrider Dweorhs, the least understood of all of the Dweorhs, Dweorhs that have left the ground behind to live among the clouds. Mountain Dweorhs, who climbed the tallest peaks and discovered the vistas of valleys, hills, and mountains made of clouds. The Skyrider Dweorhs used their smithing and crafting skills to envision flying vehicles and floating cities. Second tallest of the Children of Earth, these Dweorhs have embraced the Air. They are the thinnest of Dweorhs to reduce the weight of their flying devices and style their hair and beards into the images of flight that brought them above the clouds; wings, bird forms, and the clouds themselves.

## History

The Skyrider Dweorhs are the Children of Earth that the other Dweorhs would very much like to no longer called Dweorhs or Children of Earth, as they no longer live upon it. These Dweorhs have fully embraced the skies and clouds above Orenda, much to the consternation of the Aviarus, the Elves, and their cousins. The Skyrider Dweorh history is much like that of the Lake Dweorhs. They are Dweorhs who eschewed returning to the subterranean mountain homelands. Instead they continued up to the tops of the mountain peaks. They planned only to view the world of Orenda from on high, before finally returning to their mountain homes. Upon reaching the summit of the tallest mountain of Orenda they were astonished by the view; valleys, hills, and mountains of clouds.

These Dweorhs instantly understood why the Aethers and Aviarus loved the firmament so much. They longed to be able to explore this new skyline as they had explored the the potential of the surface of Orenda. They began with kites, to no avail and many an injury. They tried artificial wings, fashioned after the image of bird and Aviarus' wings. Many a potential Skyrider Dweorh discovered it took more than just wings to fly or at least wings that might need to be much larger than what they saw on the backs of the "First Children". Eventually they discovered the ratio of wingspan, thrust, lift, and weight distribution. They created things they called; hang-gliders, gliders, balloons, blimps, dirigibles, airships, and rocket packs. After a while they built a flying house. Then a village. A floating town. An airborne city. Eventually this led to their ultimate creation, a city-state that flew. As big as a nation, which they flew in a slanted figure eight above the lands of Orenda.

Half the city-state eventually fell.

This fall began the "Elven-Dweorh-Aviarus-Cataclysm War".
Argrarian Elves

The Argrarian Elves, also

videoknown as the Elves of the Plow and Shovel,

   or the “Rural Elves”, are known for the beauty of their cities, towns and villages, the plenty of their farms, and exquisiteness of their artworks. The “Rural Elves” are just as intrigued by the wilderness as their “Wild Elf ” cousins, but prefer to have homes of stone and see the beauty in bringing order and consistency to the life that are their responsibilities. The best method of telling these Elves from their cousins, is their preference for functional, utilitarian wardrobe, and a preference for shorter hairstyles than the other Elves . It does not do to have hair in one’s face while trying to complete an intricate task.

## History

The Argrarian Elves are the Elves who moved out of the wilderness after the "Deluge of Marisdu". Seeing the survival of the Hill Dweorhs, in their stone and metal villages, towns, and cities, the Argrarian Elves took advantage of the offer by the Hill Dweorhs to have homes of stone built for them. The "Rural Elves" began to creating farming communities, villages, and artist communities. Eventually, they learned enough from the Hill Dweorhs, and started building their own towns, and finally they established cities. While not as sturdy as Hill Dweorh settlements, the "Rural Elven" buildings are more artistically decorated, the Dweorhs settlements being more functional than fancy. The art of the Argrarian Elves is sought after as much as the marble work of the Hill Dweorhs when settlers move from rough huts to stone and wood buildings. Argrarian Elves are also well-known for their abilities with improved farming, food production, and animal-breeding skills. Adventurers are well served by any product acquired from a Argrarian Elves,.
Throne of Crunchwraps

A throne built entirely out of Crunchwraps.

## History

In the Age of Super Sand, Baron Spaghetti faced numerous competitors for the role of Big Smelly Willy leadership AND ownership of the biggest Crunchwrap hoard at the time. Soon, he devised a plan to establish his authority and built a throne out of the Crunchwrap hoard upon which he'd seat himself. This would end the dispute over Big Smelly Willy royalty for good, and Baron Spaghetti continues to eat and rebuild the throne every few days to this very day. Big Chungus has attempted to steal or destroy the throne many times, especially in the Super Sand and High Ages, but he failed miserably every single time and always will no matter how flawless his schemes are. That's because he sucks at being truly evil. Even Chunky Yoshi has also attempted to devour the throne in the Age of Profanity, yet he could not eat it all considering Sovereign Sean accidentally spilled Hawaiian Punch all over it. Thus, Chunky Yoshi screamed number 11 in fear and fled the Big Smelly Tower terrified of the Hawaiian Punch. Since then, he never attempted to eat it again.

## Enhancements

As stated, sitting upon the Throne of Crunchwraps signifies Baron Spaghetti's authority over his race, but he could establish his rule even further if he can place the legendary Golden Crunchwrap in the center of the throne. Making the throne out of Flying Crunchwraps can make it soar and hover in the air. Crafting it out of Crystal Crunchwraps will give Baron Spaghetti enhanced power and nuttiness after he sits on it, and he can wield that for 25 hours (because 25 is the one number funnier and mightier than 24). Forging the throne with Sofa Crunchwraps makes it very freaking comfy. If the Throne of Crunchwraps is made up of at least on Piranha Crunchwrap then those who dare attempt to steal, eat, or sit on it will be chased by 25 ravenous piranhas!
Gobliks

Gobliks are a vampiric dungeon crawl species that uses mimicry to hunt. Gobliks will commonly disguise themselves as a cup, a mug, a goblet, or other means of beverage container.

### **Description**

In their disguised form they can appear as any beverage container. No single type of container is standard. Their age and strength can be determined by the material that they appear to be fashioned from, while most Gobliks do not tend to stray from their first form, the material that they are made out of does change over time.

* Platinum - Newborn, under 1 year old.
* Gold - Infant, 1 to 2 years old.
* Silver - Youngster, 2 to 5 years old.
* Brass - Young Adult, 5 to 10 years old.
* Copper - Mature/Breeding Adult, 10 to 15 years old.
* Glass/Crystal -"Adult" Adult, 15 to 30 years old.
* Stone - Middle Aged Adult, 30 to 45 years old.
* Wood/Bone - Elder, 45 to 65 years old.
* Clay - Ancient, 65 years old and above.

Gobliks are a vampiric parasite species of dungeon crawl species. They are generally found within constructed dungeons and castles, their particular hunting format does not lend itself to
Missions

Qualifications of Men missions list.

## Major Plans

### 2010 Major Plans

1. Hiking Jirisan (completed)
2. Get Licenses (completed)
3. Backpacking (carried to 2011)
4. Forming a band (completed)
5. Watching the World Cup (completed)

### 2011 Major Plans

1. Backpacking (May 16 ~ 26, 2011, West Australia, completed)
2. Having a New Hobby (Tap Dancing, completed)
3. Creating a Short Film (completed)
4. Samul Nori (completed)
5. Becoming a CEO (completed)
Lagartosian “Snouts”

The Lagartosian “Snouts”,

videoFile:Placeholdersometimes called Lagars, are second largest of the “Snouts”, at least with regards to general muscle-tone. They have snouts that are short, u-shaped almost blunt, with a distinct overbite. They are often used as scouts and archers. This is due, in most cases, to the fact that the Lagars are better and faster swimmers, are faster and can run farther than their cousins, and on average grow to be 8ft. to 10ft. tall. They do have tempers, but direct confrontation is usually needed to set them off. Something they do not go out of their way to find. They prefer to live farther from the ocean than any of “Snouts” and have a diet of almost of an omnivore.

## History

The Lagars resemble their non-sapien cousins, alligators, in more than just appearance. These muscular and surprisingly fast and cunning hunters are respected for their stalking and ambush skills. Used as scouts in lower elevation watershed areas, as they are able to move fast and stealthily both on the ground and in the water than most races. They are well-known short range and pop-up archers, useful for their habit of hijacking merchant caravans moving through their territory without proper pay-offs.
The Lagars are a territorial tribe, becoming aggressive when personal space or tribal territories are improperly crossed. This tendency to be territorial makes them excellent guards, scouts, and other jobs that require a constant vigilance. They also tend to participate in river piracy, using small skiffs and their ability to float unseen at the bottom of riverbeds to stealthily board ships as they pass or anchor the ship for the night. They have also been known to appropriate Ghar-ian's seine fishing nets to tangle oars and rudders of oncoming ships. Riverbed mounted, spring loaded, hull piercing apparatus is also a favorite of the Lagars to create defensive armaments for their stilt towns and villages. The Northern and Southern branches of the Lagars tribes did not alter as much as the Ghar-ians and other than speech pattern it can be difficult to tell them apart. Their hunting styles, food preferences, housing types, and settlement preferences were accommidating to both regions that were still livable after the "Elven-Dwarven-Aviarus Cataclysm War" began.
Lacertans

The Lacertans prefer to be

videoFile:Placeholder called “Lizardmen”, an unusual record states that they went out of their way to inform, even demand, that other races call them “Lizardmen”. There were only two branches of this tribe of “Scaly” people known to exist in Orenda at the time of the “Elven-Dwarven-Aviarus Cataclysm War”.

## History

The Lacertans or as they prefer "Lizardmen" are one of the more unusual Children of Water. The "Lizardmen" believe themselves to be Imagodai's perfect children, though it is often pointed out by other races and Sauropsidans that they oddly, do not tend to live close to or on water, like most of their cousins. The "Lizardmen" preferred caves and underground caverns to make their homes.

The Lacertan peoples were known to be secretive and arcane. The Lacertans cultivated this image almost as heavily as they demanded to be called "Lizardmen". Two peoples of the "Lizardmen" existed before the "Eleven-Dwarven-Aviarus Cataclysm War";

* The Tuataran “Lizardmen”, also known as “Third-Eyes”, were rumored to have the ability to effectively see everywhere, including behind them. These Sauropsidans were mystics, alchemists, and potion-makers, they used their skills and powers to make predictions and forsee the future. Some claim that the "Third-Eyes" foresaw the coming cataclysm and warned the rest of the Sauropsidans, but were ignored. The "Third-Eyes" were held in suspicion by most as charlatans and tricksters. The "Third-Eyes" have the appearance of the non-sapien lizards that have a spine-like ridge along their backs.
* The Agami “Lizardmen”, also known as the “Sand-Runners”, were a people of the deserts along western coastline of Orenda. Fast moving bandits who were said to favor bright colors and light fabrics the “Sand-Runners” were famous as swirling rainbows of death that brushed with the touch of cloth, whip of the wind, and cut of the poisoned blade. The "Sand-Runners" have the appearance of non-sapien lizards commonly known as "dragon lizards". Their scales range in colour and their heads can often have "beards" and "head dresses", which are fringes of scales and bone growth.
Silenus

The Silenus (pronounce Sy-Lay-nOOs) are the Great Defenders. Accept for their name not much is known about this race, being one of the “Lost Peoples” of Orenda. These are Imagodai’s guardians of life and spirit. Physically more present in the world than any of the other Children of Spirit. The other Fae Folk view them as both a mysterious champion and bogeyman to be respected and feared.

## History

The Silenus disappeared from Orenda, almost as soon as Imagodai set them about their task, to protect life in all of its forms. Some of the Fae Folk believe that these Silenus are actually the sixth archetype of Pookas. But this does not explain why no "Manny " couples ever report that their new child does not have one of the five archetypical animal traits that are common for the Pookas.

The Silenus were said to be the result of Imagodai's rage at seeing some of the changes being wrought upon her finished project, the World of Orenda. Even though she had not taken much interest in the completion of that project after she created the Elemental Gods, beyond becoming annoyed at delays brought about by the interference of the God Elementals against each other. The actions of the Children of the Elemental Gods is what angered her, after they had completed their part of the project. The Aviarus flew across the world of Orenda introducing themselves to the other races and letting those races know that there was more to the world than their corner of it. The Dweorh began to cut and dig beyond what they were intended to do and taught the other non-human races how to build roads and cities of stone. The Elves discovered hunting and the pleasure of cooking and eating of met, which they taught to the other non-humans. The Sauropsidans  found the pleasure sport of fishing and spread that knowledge to the people of Orenda.

A dark period of time existed after Imagodai discovered the changes and flew into a rage. The non-human races' histories all show a time when travel, exploration, colonization, and new discoveries were severely curtailed or ended completely. Populations pulled back to the areas that they first inhabited when the God Elementals brought them into Orenda. When asked by the other Fae Folk what happened to the Silenus, Imagodai cannot even remember that these Children of Spirit were even spawned. It is unclear why the Silenus seemed to stop attacking all the other races or if they were indeed the reason for the devastation that lasted for 200 years.

Since the ending of the devastation, none have seen or heard of any encounters with the "Great Defenders", also known as "Imagodai's Rage". Myths, Legends, Stories, and Folklore are all that seem to have survived the purge of the Children of the Elemental Gods by "Imagodai's Rage".
Sochesian “Snouts”

The Sochesian “Snouts”,

videoFile:Placeholdersometimes called Sochies or “Grins”, are the largest of the “Snouts” with long V-shaped snouts, and wide, towering builds. The Sochies generally prefer to work as thugs, soldiers, and guards. They are on average 9ft. to 11ft. tall, heavily-muscled, and have very prominent exposed teeth along their snouts, which gave them their secondary nickname. The “Grins” are difficult to work with outside of their own race, only the Mountain Dwarves seeming to impress them physically. The average “Grin” enjoys the rivers and other waters frequented by Lagars, but will live closer to the beach for the occasional swim in the ocean. The Sochies resemble the non-sapient animal known as a Crocodile and have very similar temperaments.

## History

The Sochies or "Grins" are the most feared of the "Snouts", mostly because their rages can become uncontrollable. While not the strongest of the three tribes, the "Grins" are more likely to stand and fight and continue to fight even after the odds turn against them. Hiring out as a sell-sword or thug is a common right of passage for a young "Grin". The amount of visible scars are marks of honor and bravery for "Grins", the more they have the more battles they have survived. Missing an eye, a chunk from their snouts, a few missing digits, a section of tail cut away, all of these are marks of a great warrior, not something to be ashamed of and it does not show lack of skill in combat.

The Northern and Southern "Grins" had more interaction, mostly due to fighting across from each other as mercenaries in one army or another throughout the "Elven-Dwarven-Aviarus Cataclysm War". They maintained contact even after the end of the war and years when "Imagodai's Rage" covered the lands of Orenda with fear and isolation. Young "Grins" would take it as a challenge to run messages and information back and forth across Orenda. The race still continues as a final rite of passage in some of the older settlements of the Sochie communities. The most notable difference between the Northern and Southern "Grins" is their choice of mounts. Southern "Grins" preferring the "River Horses". While the Northern "Grins" have grown to favor the "War Hogs". Either mount is an effective beast in their homelands, but begin to have issues in the different climes. It is not unheard of for Northern and Southern "Grins" to meet halfway between hometowns and trade mounts to continue their journeys with the most appropriate mount for the terrain to come. It is also not unusual for these same "Grins" to decide who the trade will favor most by having a tug-of-war submission wrestling match, that can become very deadly.
Hill Dweorhs

The Hill Dweorhs, those who remained at the foot of the mountains, among the hills, plains, and woodlands. These Dweorhs decided to help connect the different nations with roads, provide canals, and assist in the building with stone and marble. These Dweorhs are more muscular, but shorter than their mountain cousins, and while still hairy can appear to be balding, being only slightly protected from the will and winds of Deumael.

## History

The Hill Dweorhs are descendants of Dweorhs who decided that the world above the caverns and tunnels in the mountains was worth staying in, after helping sculpt the surface so beautifully. Still they preferred homes that reminded them of their mountain cavern origins, they became miners of a different sort to appease this preference. Granite, marble, limestone, sandstone; these replaced the common metals they were familiar with mining and working. They became quarry-men, stone-masons, and engineers. They also became farmers, herders, and animal breeders. They participated in travel and learned to be merchants and tradesmen. They worked with the other tribes of Dweorhs to further their efforts, bringing their products to the world and making it possible for them to achieve more.

The Hill Dweorhs became known for their strength and fortitude, even more than their Mountain Dweorh cousins. While the Mountain Dweorhs toiled at forges and fires, while they strove for metal and gems, it seems that the efforts of the Hill Dweorhs to cut, carve, and lay stone, their farming, lifting, hauling, made for a better overall physical conditioning. Hill Dweorh infantry are a common site at the head of a defending mercenary army, a bulwark that even the Mountain Dweorhs' "Iratus Voyska" (shock troopers) will take a moment of pause before assaulting. The Hill Dweorhs are the unbreakable wall to the Mountain Dweorhs unstoppable hammer.
Arborean Elves

The Arborean (pronounced Ar-Bor-EE-Ann) Elves, also known

video   as the Elves of the Arbor and Knoll, or the “Wild Elves”, are known for their love of forest and wilderness. They are seen along the edges of the great forest or in the wild plains that have yet to feel a plow or shovel. This is not to say that these Elves do not understand civilization, culture, or the methods of organized cultivation. These Elves are the caretakers of the untamed and try to live in harmony with the wild nature they adore. The best method of telling these Elves from their cousins, is their tendency to favor earth tones in their wardrobes and tribal tattooing of nature upon exposed skin.

## History

The Arborean Elves, "Wild Elves", the Elves of the arbor and knoll, these are the Elves that did not want to come out of the forests and vastness of the wilderness, when Ignidean returned to the surface of Orenda. The Arborean Elves feared the cities being built by the Hill Dweorhs, whether they were being built for Dweorhs or the Elves that moved away from the wilderness. They remembered the floods of Marisdu, the God Elemental of Water, and feared leaving the wilderness that they knew from hill to vale and root to crown.

These "Wild Elves" are known to be excellent trackers, hunters, foragers, and trappers. They are also believed to know where all the hidden places of the world where the legendary creatures dwell. The "Wild Elves" are expert Archers and their Marksmanship is only matched by the "Accis" and possibly the Skyrider Dweorhs, wearing one of their contraptions. A group of "WIld Elven" archers or scouts in the any army, caravan, or hunting party will greatly increase their chances of success.

The "Wild Elves" are called wild, not because of their lack of culture, but because they do not have cities or settlements larger than a hunters' and merchants' camp at the edge of a forest. They are the feather on the wind, the leaf in the stream, they choose to be wanderers and forest game wardens.
Adventuring Orders

video
The Adventuring Orders are an organization founded to help establish a standard of practice for the certification of adventurers in the Lands of Orenda.

## Adventuring Orders

There are four schools within the organization of Adventuring Orders: Chicanery, Eminence, Martial, and Supplication. Each school within the Adventuring Orders uses the apprenticeship system to train their students, taking the system from the tradesmen class that spawned the 'Adventurer' job classification. Adventurers move from Novice to true Apprentice, to Journeyman, then Master, finally Grand Master and Pinnacle.

## Schools of the Adventuring Orders

Adventuring Orders exist in most towns and all major cities. The towns on average have a basic hall where novices can register and take basic classes to begin their apprenticeships. Eventually a novice adventurer will have to go to a city with an Adventuring Order University to take the apprenticeship test and beginning training towards higher standing within the orders.
Avemludusers - "Avems"

## Avemludusers

The Avemludusers or "Avems" are the "Game Birds". These

videoAviarus are the farmers, fishermen, hunters, shopkeepers, and workaday jobs that keep villages, towns, and cities running.

File:Placeholder
## History

The Avemludusers or "Avems" – These are the “Game Birds”. They are the “First Children” of the field, bush, shore, and reeds. Their coloring can be as wondrous as a field of flowers or as dull as dirt. They are lovers of ground, waterfront, and forest. There are two “Avems” tribes known to be among the Aviarus:

* Galliformes – The “Gallis” resemble the birds that frequent the farms, forest, and fens of the word. Resembling game birds, such as: chicken, pheasants, Peafowl, quail, and other ground, bush, and field birds. The "Gallis" are the farmers, game wardens, and gardeners among the Aviarus. The "Gallis" are exceptional breeders of field, branch, and pen, having been among the first to see life spring forth on Orenda.
* Anseriformes – The “Anseris” are lovers of water as much as air. The "Anseris" were the ones to discover the bounties of the waters of Orenda. They coveted this knowledge and would fly off the moment any came near the preferred hunting grounds, not allowing those who wanted to learn the chance to even ask a question. The Ghar-ian “Snouts” spent generations waiting, watching, and eventually discovered the secrets of the waters and spread that knowledge as far as they could to stave off the "Anseris" retribution. The "Fisher-Kings" have the general coloring and features are that of Ducks, Geese, Puffin, Pelican, Osprey, and other flying water birds.
Flaming Sword

> "*I did bring down a blade for you, one that has been in my family for a century. Wield it with honor.*"
> ― General Manfred
>
>

The Flaming Sword is a unique steel shortsword that does fire damage instead of physical damage.

## Location

The Flaming Sword is presented to you by General Manfred after reaching Highground.
Batrachans

The Batrachans, also called

videoFile:Placeholder the “Leapers”, are the least numerous of the Children of Water , not a “Lost People”, but a people in decline. Their original homeland literally washed out to sea, just as the Ograbme “Turtles” home was washed away. The “Leapers” are comfortable in and out of water. They are called “Leapers” for their tendency to almost launch out of the water onto their boats, docks, and the land, if they are trying for a surprise attack.

## History

The Batrachans were the first "Children of Water" that emerged after the Ograbmes were fashioned by Marisdu. The "Leapers" quickly learned to be secretive and use their skill for speed and stealth in water and in the branches above their water and ground bound cousins to avoid being seen by their older brethren. The "Leapers" were hunted for sport by the Ograbmes, while the Ograbmes hated all other races, they especially dislike the "Leapers". The "Leapers" were the brought to being in the same area as the Ograbmes by Marisdu, they were also the first Sauropsidans to receive less of the other God Elementals' gifts. The Batracans were the driving force behind the attack on and removal of the Ograbmes from the continent of Orenda.

Two Batrachan sub-races survived the hunting of the Ograbmes, the Elven-Dwarven sky-city catastrophe and subsequent wars and devistation.

* The Froggans are the more numerous of the two sub-race of Batrachans, also called “Mr. Toads” or “Froggies” depending on which of the two non-sapien species of amphibian they resemble most. In general, they are just referred to as “frogmen”. These sly, quick, agile, and gifted hunters live mainly along riverbanks in deep forests and rainforests or in the swamps at the base of river mouth. They are known primarily for their hunting and fishing skills, but also for their use of poisons and potions to facilitate their tasks.
* The Urodelans are known as “Newts” and resemble the appearance of Salamanders. These are the warriors among the Batrachans. Acting as scouts and defensive patrols for their people and large armies. They prefer much the same territories as the Froggans and the two sub-races of “Sauros” are never seen far apart from each other when gathered in groups or their riverside towns.
Froggans

The Froggans are the more

video numerous of the two sub-race of Batrachans, also called “Mr

File:Placeholder. Toads” or “Froggies” depending on which of the two species of amphibian they resemble most. In general, they are just referred to as “frogmen”. These sly, quick, agile, and gifted hunters live mainly along riverbanks in deep forests and rainforests or in the swamps at the base of river mouth. They are known primarily for their hunting and fishing skills, but also for their use of poisons and potions to facilitate their tasks.

## History

The Froggans or "Frogmen" are the Batrachans that kept the tribes alive before and after the "Elven-Dwarven-Aviarus Cataclysm War". These "Leapers" braved the water and ground areas that from the moment Marisdu called them into being, was hostile lands, just to find food. While Ograbmes may have had them outmatched in strength, physical durability, and general martial skills, the Froggans discovered that they had a natural ability towards camoflage and evasion.

After the disappearance of the Ograbmes , the events preceding and following the fall of the Sky-cities onto Orenda, and "Imagodai's Rage", the Froggans moved North and South depending on which direction was closer or from which location their "rescuers" hailed. The Froggans from the South became known for their unusually colorful outfits, a fact that surprised many until they saw the rainforest and tropical jungle marshes that these Froggans had come to call home. The Northern Froggans became known for their ability to almost dissappear in any terrain, but their pride was their creation of "Gilly Suits", camoflaged outer garment that gave them the ability to get within feet of target without being seen.

Both the Southern and Northern Froggans became known for their abilities in stealth and camoflage. They are prized for their ability to infiltrate and complete espionage tasks with more ease than most other races. Only the Pookas and the Lanius surpass the Froggans in their skills as rogues.
Accipiterians - "Accis"

## Accipiterians

The Accipiterians (pronounced

   Ack-Ee-Puh-Tayr-Ee-Ans) or "Accis" (pronounced Ack-Ees) for short, are the protectors, defenders, and essentially the military arm of the Aviarus . These are the “Birds of Prey”. Their coloring, while not as bright and colorful as their cousins upon the ground or in the trees, is perfectly suited for being invisible from above or below. Within the “Accis” there are three known tribes and one lost tribe; the Falcos, the Strixes, the Vulturs, and the missing Lanius.

The "Accis" are some of the first of the Aviarus to interact with the Fae Folk, as they became more physical beings. The "Accis" are strong fliers and would make excellent messengers and transporters for the Hauflins when they need to spread information and their operatives across the face of Orenda. Deumael gave the Accipiterians the aspect of the strongest flyers that Partumis planned and Imagodai's Hauflin were bringing forth into Orenda. The "Accis" were modeled after the Eagles, Falcons, Owls, Vultures, Condors, and other birds known as Raptors. Four tribes formed around individual preferences and the tendencies of individuals to congregate with or near individuals that are similar to themselves:

* Falcos – The physically most strapping of the “Accis”. The Falcos have the appearance of individuals preferring to work in military occupations. These "Accis" have the facial structures and coloring of Eagles, Hawks, and Falcons.
* Strixes – These “Accis” are known for their excellent vision and persistence. They are well-known for being scouts, guards, and scholars, positions of patience, discovery, and acquired knowledge, ie Wisdom. The Strixes have the general appearance of Owls, including the ability to almost fully rotate their heads and excellent night vision.
* Vulturs – These “First Children” resemble Vultures, Buzzards, and Condors.The Vulturs, even though they look like some of the most feared raptors, are the bureaucrats of their tribe of Aviarus. Strong, but thin almost emaciated in appearance, these "Accis" are excellent couriers and paper-shufflers. The tendency of the Vulturs, like the non-sapien species of carrion-eaters, to nitpick every single little bit, down to the bone and deeper, have turned them into intrinsic bookkeepers and businessmen.
* Lanius (Shrikes) – Little is known of these “Accis”. They are one of the “Lost Peoples” of Orenda and have been so for many generations. But it is claimed that they are well-known infiltrators and are mistaken for the “Avis” or Songbirds. Asking an Avis if they are a Lanius is believed to be like asking if someone is a spy.
Ghar-ian “Snouts”

The Ghar-ian “Snouts” have

videoFile:Placeholder facial features dominated by slight bug-eyes, and long, very thin snouts.They are slightest of build, but the tallest of their cousins within the “Snout” tribe. They are the least aggressive, which sees them often used in security positions with lots of public interactions. The average height of 12ft. to 14ft. from ground to top-of-head and with a patient nature, make them perfect for crowd control.  In their homelands they live in fishing villages, in estuaries and close to the ocean, preferring fish as their primary protein.

## History

The Ghar-ians are the reason why the many races of Orenda know how to fish. They stole the knowledge from the "Fisher-Kings", a sub-race of the "Avems", who resemble the non-sapien water birds that live along most tracts of water on Orenda; ducks, geese, puffins, pelicans, ospreys, storks, and other flying water birds. The secret of fishing from shore or partially-submerged rocks with pole, nets, or spear were techniques wholly in the scope of knowledge of the "Fisher-Kings" only and jealously guarded. A main source of nutrition for the "Avems" and a large population of the "Accis", fish was almost a form of currency among these two sub-races.

The Ghar-ians who participated in the theft quickly disseminated the methods of fishing to the rest of the Ghari-ians and as many of the other races as they could, knowing that the "Fisher-Kings" would come hunting for those that had stolen the knowledge from them. By giving all of the other races the knowledge as best they could, at the same time, and not using the knowledge they had acquired first, they avoided being purged from Orenda by the "Accis" and "Avems". The "First Children" were not able to track back where the knowledge was originally stolen from, this does not mean that the Ghar-ians were not above suspicion, the "Fisher-Kings" becoming almost genetically suspicious of any Ghar-ian in their vacinity.

The Ghar-ians developed in along two separate branchs due to the "Elven-Dwarven-Aviarus Cataclysm War". The Southern Ghar-ians have a distinct flair for fishing with cast nets, noodling, bowfishing, bank fishing, and trident spearfishing. Most are familiar with some form of fish and crustacean trapping, from simple fish traps to lobster pots. The Northern Ghar-ians perfected methods of fishing in colder climes Seine fishing, spear fishing, cast fishing, and ice-hole fishing. These Ghar-ians learned to fish in deeper waters than their Southern cousins as lake, stream, river and pond were likely to freeze over or completely through, they allong with some pioneering Lake Dwarves figured out large ship fishing; trolling, boat angling, net trawling, harpoon fishing, and larger fish and crustacean trapping. The Ghar-ians far exceeded the technigues and skills they purloined from the "Fisher-Kings", becoming desired crew for many fishing boats, aside from having a Lake Dwarf engineer or two to act as on-deck anchors, to make sure the heavier crab pots and trawling nets did not fall back into the sea or ocean.
Heaven

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Good people do many good things including heroes who save lives and especially most of The Supernatural Monster, Moses was first national hero and many through many generation after him, in real life good always triumph over evil who tried to take over the world and killed many innocent people, innocent are free people because their are heroes that keep them safe from evil, the natural are mortal and they can go to heaven because their good and the supernatural are immortal who live forever, there is a lot more good than there is evil, good is all around the world including anti heroes and heroes, good is still wandering the earth today.
God Elementals

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There are Six known Gods of the Elements, also known as God Elementals or Elemental Gods, depending on the speaker or doctorine doing the speaking. One Elemental God is above all other; Partumis, God Elemental of Creation.

## Origins

The origins of most of the God Elementals are known. Only Partumis, the God Elemental of Creation, has no known origin, he only knows that he existed and has always existed. Partumis started to create many things. Eventually, he decided that he was lonely and wanted to share his creations with another. He decided to create someone like himself.

He had already created the other five elements; Spirit, Air, Earth, Fire, and Water. He chose the element of Spirit to be his companion, creating Imagodai, the God Elemental of Spirit. He taught her how to manipulate the elements so that she could help him create a place for his creations to be shared. He called it the world of Orenda. He showed her that there were going to be many worlds for them to take care of and share, but Orenda would be the first world.

Partumis left Imagodai to seed existence with more cores to be crafted into new worlds. He left instructions on how to build Orenda and promised her that once it was complete he would share his greatest creation. Imagodai followed through with his plans, altering them slightly, and inadvertently created four more God Elementals. Imagodai divided the remaining task between the them and continued with her own personal projects.

* Deumael – God Elemental of Air – was tasked with making beings that would ensure the elements were spread as evenly within their layers as possible and transporting the remaining Aethers around the Orenda as it was being formed.
* Duesterra – God Elemental of Earth – was tasked with creating beings that would help the Aethers and other Children of Spirit in sculpting the physical world of Orenda, its valleys, mountains, canyons, seas, oceans, ponds, lakes, vistas, and continents.
* Ignidean – God Elemental of Fire – was given the honor of bringing light and warmth to the world and entrusted with making beings that would fill the world with art and life.
* Marisdu – God Elemental of Water – was given the final task. Her charges would carry the element of life starting/giving water to the world of Orenda.

The four new God Elementals further deviated from Partumis's plans and brought forth a number of sapien life of their own; Aviarus , Dwarves , Elves , and Sauropsidans. They joined the Aethers, the race that spawned the lesser God Elementals and who also began the race known as Fae Folk .
Holiday Events

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Holiday Events

Easter - Foundling Day Aprl 25
Imagodai Festival (Mother's Day) - May 8 thru 20
Partumis Festival (Father's Day, creator's Birthday) - June 12 thru 19
High Summer - festival of Ignidean - mid-July
Be Kind to Humankind Week - last week of August
Feast of Compatriots - Week containing Sept. 11
Guising Night - week leading up to October 31
Greet the World Festival - week containing November 21
12 days of Yule - Dec. 25 thru Jan. 5
Festival - Feb. 3 thru March 9
Urodelans

The Urodelans are known as “Newts” and resemble the appearance of Salamanders. These are the warriors among the Batrachans . Acting as scouts and defensive patrols for their people and large armies. They prefer much the same territories as the Froggans and the two sub-races of “Sauros” are never seen far apart from each other when gathered in groups or their riverside towns.

## History

The Urodelans or "Newts" are the defense force of the Batrachan sub-race. They excel at being unobtrusive, they seem to just step out of the shadows, a crack in the wall, or out from behind a pole, during the most inopportune moments for evildoers. Once the "Newts" were able to resettle to the North and South of their original homeland they moved towards working in constabulary jobs. They became market patrolmen, city guards, merchant caravan guards, town guards, body guards, and a number of other career paths connected to protecting and defending.

There is little difference between the Northern and Southern "Newts", other than their preference for the shades of color in their clothing. The Southern "Newts" will tend towards brighter and more varied shades of green, mixing in bright yellows, blue, reds, and oranges. The Northern "Newts" will tend towards vivid greens, varied shades of brown, and duller yellows than the Southern "Newts". The only other difference between the two branches of the "Newts" is their weapons preferences. The Northern "Newts" have a tendency to utilizes poleaxes, dual-wielded short swords or throwing axes. The Southern "Newts" tend towards bo-staffs, panabas swords, and khukri blades. Both "Newts" have found that their skills could be utilized to remove people that needed to be removed.
Monsean Elves

The Monsean (pronounced Mon-See-Ann) Elves, also

video   known as the Elves that Delve and Mask, or the “Novis Elves”, are a myth, a mystery, a legend, a fairy tale among fairy tales. This “lost race” is what people believe the Elves who were made to go into the earth after Ignidean became, bogeymen even to the Mountain Dweorhs.

## History

The Monsean Elves have a tragic history. More so than any of the "Wild Elves", who died in the "Floods of Marisdu". More than the "Rural Elves", who are often incorrectly identified as "Grand Elves". Even the "Grand Elves" cannot claim that they have a history more wrapped in tragedy, no matter the costs that the "Elven-Dweorh-Aviarus Cataclysm War" brought to their people. The Monsean or "Novis" Elves were punished by a God Elemental for a misdeed that belonged to their progenitor, but not to them. Imagodai, the God Elemental of Spirit and mother of the other four God Elementals, forced a group of the original Elves into subterranean earth, down the same tunnels that the Dweorhs had spawned from, to look for their progenitor.

The Monsean Elves never found Ignidean. They never found the original home of the Dweorhs, either. They travelled deep into the depths of Orenda's underground world and discovered many things that the God Elementals either were unaware of creating or had discarded far in the depths of time. The Monsean Elves did for a time have a city beneath the earth, as they searched for Ignidean. The "Novis Elves" grew estranged from their cousins out of fear of Imagodai's wrath and even more estranged after their greatest discovery beneath the surface of Orenda.
Aviscarmenian - "Avis"

## Aviscarmenian

The Aviscarmenian or "Avis",

video also called the “Songbirds”, are the most prolific of the “First Children”. They have beautiful voices and plumage, but they, like the “Avems”, only have two tribes to call their own, while they technically control the most area of influence.

## History

The "Avis" or “Songbirds” are the most widespread tribe of Aviarus and the most prolific of the “First Children”. They are the everyday people of the Aviarus  culture. They are neither spectacular nor insignificant, the range of diversity within the "Avis" tribe of Aviarus is far more widespread and lack the definitive descriptive archetypical non-sapien species that characterize the "Birds of Prey" or "Accis" and "Game Birds" or "Avems". They do have two distinct sub-cultures within their tribe, they are the:

* Passeriformes – The “Passeri” are known as the true “Songbirds” and have the look of their Temperate Forest non-sapien cousins. These are the members of the “Avis” that resemble Bluejay, Robin, Cardinal, Canary, and other birds, who primarily sing for their supper. The "Songbirds" will tend towards careers that put them in the press of the masses; Shop-owners, Proprietors of Market-place stalls, of bars, of inns, and merchants, whether homesteading or travelling. The average "Songbirds" are sharers of tales, vocalists of news, and gatherers of far-flung intelligence information.
* Piciformes – The “Picis”, while not known for their voices, are well-known for their ability to entertain. The “Picis” resemble Woodpeckers, Toucans, Parakeets, Parakeets, and other birds of the treetops and branch, and like their non-sapien cousins they are colourful and can do impressive things with their voices, earning them a spot with the other "Avis". The "Picis", also sometimes called "Clowns" or "Madcaps", generally referring to the colourfulness of their plumage, especially around their heads. While these monikers do not generally do justice to the true natures of the "Picis", they often will play up to these misconceptions to entertain, either themselves or their parties, as well as to lower the guards of those around them. Known to be at every event, social butterflies, and often diplomatic envoys, these "Avis" are surprisingly in the right place at the right time for many a major event.
Naval “Turtles”

The Naval “Turtles”, also known as “Swabees”, generally

videoFile:Placeholderappear to look like the reptile species of Sea Turtles and are the third largest and tallest, averaging around 5ft. to 5ft. 6in. tall. These deep water sailors are not comfortable on land. They prefer to work in their boats, ships, and submerged farms and towns. These sailors are not to be overlooked when it is time to test the high seas and deep ocean exploration parties.

## History

The Naval "Turtles" or as they prefer "Swabees" are the coastal defense force that every ruler dreams about. They are one of the few Children of Water who are willing and able to work with and trade with Lake Dwarves. Between these to deep water dwelling cultures they create and maintain the most complex and seaworthy vessels in existence. The crews of many a merchant and coastal guard vessels are primarily crewed by Swabees and Lake Dwarves, even when not owned by these two races.

Swabees are first and foremost the aquatic defense forces of most ocean side Sauropsidan communities. Preferring to have submerged homes and as little contact with the the shore as possible, these "Turtles" farm kelp and have even devised methods of using floating nets to corral fish and other sea life for harvesting. They build ships and hire themselves out as sailors or as shipwrights. They are excellent sailors and deep sea fishermen. They enjoy exploring the ocean as much as the Lake Dwarves, although they are willing to keep the to vastnesses and leave the depths to the Lake Dwarves, who have a tendency to go heavily armed and armoured.

The Swabees are also one of the few sailors to bring back stories of "evil" Testudonian pirates. This is often not because they are spared by these pirates for being fellow "Turtles", but because they are on average slightly better sailors and either outmanuever or out sail the pirates. Where most sailors fear to sail, a balanced crew with Swabees on the deck will challenge that fear and open new sea roads and discover new lands.