recursal/Fanatic-Fandom huggingface dataset:
Aberretch

An uncommon form of Beast, these amphibious creatures possess roughly humanoid body shapes, but the features of deep sea creatures. Found near coasts and in deeper waters, as well as deep lakes and rivers, these creatures prowl into settlements during the night or inclement weather and snatch prey for themselves and their spawn, which they then drag back to their watery lairs. Formidable in battle due to their powerful bodies, tough hides, and diverse natural weapons, these creatures are a persistent menace.
Golden Age of Man

Also known as the First Age of Man, the Golden Age was a vast period of time in the early history of Gaea during which the Titans ruled the world, and the first version of mankind was created by Prometheus at the behest of Cronus, the king of the Titans. It is a period of time largely lost to the knowledge of mortals, to such a degree that precisely when it happened and how long it lasted are unknown, and any civilizations that may have arisen during it are completely forgotten. Even the perception of time within it is often considered to be distorted, as those souls who have reincarnated from it often disagree as to the length of the Titanomachy and the beginning of the Everwar that led to its eventual end. What is known is that it was an era of perpetual spring and endless natural bounty where Man lived in near-total peace and harmony with nature, and the Titans, gods, and lesser Divinities often dwelt directly on the world, alongside the Elementals and Fae that were born from and oversaw the material world.

The Golden Age of Man eventually ended when Zeus overthrew his father, Cronus, and became the ruler of the world and the Divinities, grew dissatisfied with the manner in which Man worshipped him and the gods, and released Monsters upon the world as a divine punishment through the first Demon Lord and proto-Overlord, Pandora, thus exterminating the entirety of the First Men.
Wandering Sea

A turbulent northern sea on Gaea residing between Eastern and Western Thule, the Wandering Sea is a chaotic gyre of magical energies scattered with numerous drifting islands and microcontinents. An aberrant location that once represented the central portions of Ultima Thule, it was destroyed by the Unnamed One during that Overlord's conflict with Atlantis and its allies just over three millennia ago. The Wandering Sea is rife with strange magical phenomena, its currents wild and unpredictable, and the landmasses within moving around, and in some cases crashing into, one another in slow dances. Many tribes inhabit the islands that dot these locations, having found ways to survive the madness of land, sea, and sky, but death is often close here and few people who call the place home are truly *normal.* One of the most magically-advanced societies in the world can be found on a large island that moves about this sea: Blåkulla.
Overlord (Lilith)

The current Overlord and ruler of Monsters, Lilith is a former Lorefinder Human and natural albino who was transformed into a Succubus and enslaved by the Succubus Queen Agrat bat Mahlat during the era of the previous Overlord. Lilith rose to power largely due to the influence of the Baphomet and other prominent generals who had survived the death of her predecessor at the hands of Heroes during one of the Cycles of the Everwar and wished to see an end to the ceaseless bloodshed between the Races of Man and Monsters. Lilith has reigned as Overlord for just over five centuries, having successfully thwarted numerous attempts at assassination by both parties of Heroes, Crusades, and treachery. The wife of the Fallen Hero Adam and mother to the Lilim, Lilith spends much of her time attempting to unite both the myriad factions of Monsters that exist within and without the Abyss *and* the Races of Man with Monsters into a unified people.
Fiend

A subcategory of Monster referring to those native to other Planes of existence besides the Material and Elemental ones, which is to say Outsiders, the term is most commonly associated with Asuras, Demons, Devils, Divs, Demodands, Daemons, Qlippoths, Oni, Rakshasas, and Sakhils. These creatures were historically some of the most dangerous to mortals, as they have no natural cause of death, frequently possess high intelligence, and a wide range of diverse and unusual mystical powers.
Multiverse

A theoretically infinite quantity of connected alternate realities, the timelines that contain Earth and Gaea are but two of multitudes that exist within the Void. Discrete realities that often branch from one another in a dendritic fashion at points of potential variation, the multiverse is shaped by the butterfly effect, by fate as it is determined by the Demiurge, and by interfering chaotic elements that are thought to either act upon Yaldabaoth's great experiment from without or are gaps in its own self-awareness that manifest in its work.

The multiverse serves as the primary setting, or perhaps the meta-setting, of all works within the Wayfarer's Guide proper, with the titular Wayfarers being individuals who have passed through the Void, travelling from one reality to another. The multiverse can be seen as the broader framework in which individual canon and non-canon settings and works can be written, allowing both to exist without being in conflict with one another, as the worlds within can be extraordinarily similar.

The multiverse is generally poorly understood in the context of any given world that exists within it. However, worlds where magic is present and powerful, and where Wayfarers are likely to find themselves, often have a rudimentary knowledge of its existence even among the common people. However, the capacity to travel between the various realities safely and freely is rare, even among the most potent of mages and literal gods. Such endeavors invariably require extraordinary and unusual resources, vast amounts of time and energy, or incredible means needed to circumvent these costs when handled by mortals, and the more potent Divinities often find it more efficient to send emissaries of some sort, or even simply Aspects of themselves, on such endeavors than attempt to make such journeys themselves... even when they might otherwise waste away and persish should they not do so.
Queen of Hearts

Also known as Victoria bat Lilith, Victoria Adamsdottir, Queen Regnant of the Victorian Empire, High Queen of Fantasia, and Vick or Vickie to a chosen few close companions and relations, the Queen of Hearts is the ruler and creator of Fantasia and one of the eldest of the massive brood the current Overlord and her husband have produced. Twice-over a mutant, she is both a Lilim and the first known Lost Child, the latter of which she is the Monster Lord of. An Arcanist and an Alchemist, she was a child prodigy in the Arcane Arts and has honed her intellectual and magical abilities throughout her near-five centuries of life, in spite of her childish emotions and physique. Cunning, subtle, and manipulative, impish, playful, and impulsive, erratic and tempermental, debauched and debased, selfish, yet possessing a harsh sense of morality and a strange sense of duty and responsibility, stubborn and childlike, yet intellectually mature and surprisingly wise, she is a dangerous being to deal with who, until relatively recently, had an intense interest in magically-talented Wayfarers. However, following an encounter with a particular Wayfarer, her behavior has mellowed and predilection for spontaneously abducting such individuals into her Domain has become significantly less common.
Spring Mold

A dangerous type of slime mold, neither Beast nor Monster, found in cool, dark, damp places throughout Gaea, this slow-moving but opportunistic ambush predator has felled many an unfortunate Adventurer.

This organism forms large, yellowish green colonies in moist soil, under debris, guano, grime, and in porous or cracked stone, where it avoids direct sunlight. Creeping through and under this cover, its rubbery texture imparts an unusual "springiness" to the ground. This is one of the few indicators of danger presented by the mold besides the crushed, broken remains of its past victims' indigestible possessions. Their bones are often ground to indistinguishable fragments by the organism's hunting and self-defense mechanism.

When a creature treads on terrain infested with Spring Mold, the colony tracks the movement until it passess close enough to a large or dense object the mold has adhered to. The mold then grows and shifts explosively, slamming the object or objects into the victim, rapidly pummeling them to death. The slime mold then slowly absorbs the victim, digesting their remains and shifting such debris away from its trap. Spring Mold has been known to use everything from fallen logs and tree branches to loose stones to weapons and armor from previous prey to flagstones that it can even reset properly after use.
Renard

Also known as Reynards, Hexenfoxes, Wearfoxes, and host of more regional names, the Renard is type of Therianthrope found throughout much of the Western World and a counterpart to the Huli-Jing, Kitsune, Gumiho, and Inari Zenko. Shapeshifters that rely on magical pelts to change their forms, the are part of the Wearbeast or Hexenbeast subtype, making them kin to creatures such as the Selkie, Tybalt, Isengrim, Kyward, Baldwin, Grimbald, Bellin, and Noblion.

Beings who straddle the line between Man and Monster, they were often seen as cursed souls consumed by the seductive allure of Monstrous power... or as valiant souls who could tame their wickedness to become something more. There are many tales of Renard knights being trickster heroes, making them one of the few Monsters who were sometimes viewed positively even before the current Overlord's reign. Like many Hexenbeasts, they are thought to have originated with the Overlord Circe from Men who chose to voluntarily serve her rather than be subjected to her conquest and to have held positions of authority in her government.
Stick

**Stick**, labeled **The Silent guy**, is a Male contestant in Object Possible.

## Personality

He's is Very Silent and Quiet he's helpful and fun-loving and intelligent to others. No one can voice him.

## Trivia

* He never talks, Just Like Teardrop from Battle For Dream Island), Seashell from Next Top Thingy, Barrel from Inanimate Insanity Infinity, Picture from Object Overload, Glasses from Insane Fury and Jet Engine from Object Havoc.
The Everwar

A perpetual cycle of conflict between the Races of Man and Monsters that has defined much of Gaea's history, the Everwar has ebbed and flowed throughout each of the Ages of Man, beginning with the Golden Age and carrying on into the current Iron Age. Often simply referred to as "The Cycle," it is a powerful motif in Gaean culture across all races, though a full understanding of it and the forces that drive it is rare, even among the wisest of sages and scholars.

It is commonly understood among the Races of Man to be the result of some terrible sin mankind committed against nature or the gods in primeval history, and that impiety, sin, dishonorable actions, or other socially unacceptable behavior perpetuate it. Commoners, especially in isolated communities, often view it in extremely personal and local terms, attaching the concept to local Monsters and other threats, while more educated, traveled, or cosmopolitan folk recognize that such local manifestations of the conflict are just tiny pieces of a larger whole that has the potential to engulf the whole of Gaea and beyond. In recent centuries, the nature of this conflict has changed drastically, as the Monsters that had historically been violent threats to life, limb, and civilization have since changed to become more human-like and less destructive due to the ascent of the current Overlord. However, recent decades have seen something of a return to the old Everwar with the appearance of violent creatures known as Beasts.
Monster Hunting (Practice)

The practice of actively seeking to hunt and kill Monsters. Historically commonplace, it has fallen out of favor in much of the world over the past five centuries due to the humanization of Monsters. However, it is still actively encouraged in some parts of Gaea by organizations who adhere to the belief that Monsters are the incarnations of sin or who otherwise adhere to traditions associated with the Everwar. There are incentives to engage in this practice, as Monsters, like Beasts, can be used to create powerful magical items and equipment. However, the vast majority of the world now finds such actions appalling and abominable due to the modern nature of Monsters, making it an activity carried out only by the most broken, depraved, desperate, insane, or zealous.
Shieldmaiden

A Human Subrace and one of the successors of Amazonian society following the fall of Themiscyra in antiquity. Their forebears travelled north and west, into Thule, and can be found in both the Eastern and Western segments of the continent, as well as northern Meropis and southern Hyperborea. Often associated with Valkyries, this matriarchal people are known, as all of the Scions of Amazon, as deadly warriors. Many of this tribe have turned to the worship of the Aesir and Vanir, particularly Freya, Sif, and Thor.

They are well known for their weaponization of the shield, making use of elaborately decorated devices bearing blades, spikes, crushing studs, sharpened edges, and concealed weapons. Their traditional style often favors lighter sidearms and emphasizes unarmed prowess and bizarre shield maneuvers, up to and including throwing and rebounding the normally defensive implement.
Archer

## Abilities

Last Arrow

The reanimated corpse of a Nightelf messenger. Armed with a bow and a single arrow it will curse whatever kills it.

*"It was cursed to deliver and important message that would never be received. Reanimated with its resolve strengthened, it will pass its curse along to anything that stops it."*
Tactical Visor

The **Tactical Visor** is a gadget in *Akane* that can be used by the player as part of their gear. It has the ability of reinforcing Dragon Slaver to kill all enemies in the stage.

## Description

*This device was loaded with data Harvested by Saigo to amplify the power of the Dragon Slaver technique. Saigo is an Automaton Ronin that fought Akane, escaped the Dragon Salver and replicated it.*
Outcaster

An unusual category of Beast, these creatures are often relatively small. However, they have an unusual volume of Mana and possess a wide range of natural magical abilities. Most have an affinity for a single Element and tend to resemble other Beasts in the area, particularly humanoid ones such as Vermidons and Aberretches, though Outcasters are usually smaller and frailer than their common kin. They also tend to sport unusual physical structures for their kind that make them stand out, such as unusual horns, extra eyes or ears, strange manes or ruffs, and the like.

Outcasters derive their name from their tendency to move about independently from other Beasts, as well as their magical prowess. They tend to prefer to attack at a distance and display a degree of cunning that often outstrips their more reckless peers. They are no less spiteful, but seem to have *some* sense of self-preservation.
Psychic Aptitude

Special abilities related to Occult Magic (particularly Kineticism), Psionics, and common skills, Psychic Aptitudes, or Gifts, are an uncommon ability developed by some Gaeans and more commonly by Wayfarers. These abilities allow the possessor to interact directly with the ambient Mana of the world around them through thought, will, and intention alone so long as they possess the proper mental state, circumventing the normal Mana expenditures normally associated with magic. Wielding these abilities can be difficult, as can learning to safely control them. However, to those who have them, they often become invaluable assets. Psychic Aptitudes can grow more potent and versatile with time, use, and mastery.
Mirelurker

A Human ethnicity with a wide distribution, they originated in lowland swamps of Central Thule prior to its destruction. However, they spread out in antiquity and can now be found as far away as the New World. Drawn to marshes, bogs, and swamps, they're known for their exceptional resilience to diseases and the ability to disappear into the murky lands they inhabit.

Mirelurkers vary considerably from one region to the next in terms of appearance; those found in Vinland and Dixie, for example, commonly have straight, dark hair and pale, sallow complexions, with dark eyes. Those found on the coastal remnants of Central Thule tend to have paler hair colors and greater height. Those found in Mezzoramia's dense jungles are often quite short and very dark in skin and hair color, while those dwelling in Paititi's jungles are often brown-skinned. These variations come from interbreeding with local populations, though Mirelurker culture remains largely the same regardless of their ancestry. They build on and around the water, raising simple dwellings on hummocks, stilts, wooden causeways, and even barges and canoes. They live in and off of the swamps, isolated from outsiders and surviving through subsistence. They have little interest in the busier and more complex lifestyles of outsiders, and while they're open enough with such individuals and small trade, they have little concern for seeking out more advanced technologies. Mirelurkers are a simple people who live close to nature and respect tradition and superstition.
Grievex

A category of Beasts notable for their unusual, and often oddly-numerous, eyes, Grievex possess magical perceptions and gaze attacks... and most also possess tears that concentrate these same effects. Unfortunately, other Beasts are normally immune to the negative effects of these creatures' vision. Most Grievex are herbivores; often deer, goats, or the like, though especially dangerous ones may be cats or even birds of prey.
Potions

A catchall term for consumable substances, usually liquids, that have been imbued with magical properties through spellcasting, psionics, alchemy, herbalism, or other similar practices. It is often used to refer to such items that heal the consumer or restore their Mana. There are a truly massive range of Potions, with virtually any Spell or Power that can be directly applied to a person available, if not readily so.

Crafting Potions takes a modicum of skill; the more powerful the product, the more difficult it is to produce.

Potions are an especially important part of most Adventurers' equipment.

Many Potions can be boiled down to a paste or dry powder after their initial creation, allowing them to be refreshed at a later date by adding water or liquor. Most Potions can be made more potent by including alcohol in their initial creation, at the cost of making them mildly intoxicating. Honey is also often an amplifier, particularly for medicinal potions such as those of the *Cure*, *Restoration*, and *Regeneration* Spells.

Some individuals have been known to *snort* powdered Potions as a means of consuming them... particularly enhancement types such as *Bull's Strength* or *Bear's Endurance.* This can actually be harmful, but is said to often provide an intoxicating rush that many find enjoyable.
Teratothrope

An unusual form of Monster possessing more human-like characteristics than most, Teratothropes are Monsters that are capable of transforming between a distinct human form and that of a Monster. Much like Therianthropes and Entothropes, Teratothropes can afflict others with their conditions and often possess a range of different forms, the ability to influence other, similar creatures to their Monstrous aspect, and particular resistance to harm. Unlike most other Monsters, but similar to other "thrope" types, they normally mature at the same rate as their apparent human form.

Teratothropes are less common than many other Monsters and often have unusual origins, including in some situations in which an individual began the process of becoming a Sineater and was later infected with highly compatible Taint, resulting in a hybrid transformation, the side-effects of spiritual possession by a Monster, certain powerful curses or afflictions, mutations of the diseases that often cause other "thropy" afflictions, injury by a Monster under the right conditions, and a range of other possible causes. Despite the variety of sources of this affliction, it is still quite rare and rarely passed on, except through descent. Some Teratomorphs are the result of Therianthropes or Entothropes conceiving children with other Monsters, resulting in offspring with hybrid forms, multiple Monster forms, or both.
Element (Physical)

Also known as material elements or materia, or materium (though this latter term more accurately refers to a practice related to them), physical elements are the Gaean equivalent of the periodic elements that most Earthlings have some familiarity with. They are the physical and chemical building blocks of matter in the universe and are indistinguishable from their Earth counterparts in terms of their atomic structure and natural properties, though their names are not always the same.
Sealands

A relatively recent geographical anomaly found on Gaea, primarily along the northwestern coasts of Mezzoramia, western Meropis and the islands and coasts of the Zanclean Sea, throughout the coasts of Western Thule, the eastern seaboard of the New World, and along regions bordering and within the Wandering Sea, as well as throughout Atlantis, and Hispania, Sealands are unnatural locations produced by the ecological catastrophes that came from the Sundering of Thule, particularly the civilization-ending tidal wave that followed the main sinking of Atlantis, shattering of Central Thule, and creation of the Wandering Sea. As such, they are often seen as a legacy of the Unnamed One and a constant reminder of the devastation that Overlords can wreak on the world. Though they are primarily associated with this event, they *do* sometimes occur in places where extremely powerful hurricanes or tidal waves occur. As such, they are primarily a coastal phenomenon, and are usually smaller than those associated with the previously mentioned territories.

Sealands are regions created when Elementite from below the surface of the ocean is cast up and lodges in areas that have existing water sources or Water Elementite, along with flora and fauna from the depths. This can result in such areas becoming overly-saturated with water, making them boggy or flooding them partially, while also allowing the transplanted organisms to adapt through the passive magic of the Elementite. Over time, these creatures mutate and evolve to thrive in this environment, often much more rapidly than is natural due to the influence of the Manatite. Such organisms often evolve or adapt new capabilities, such as becoming amphibious, gaining the ability to fly, growing crude limbs, and the like. Largely stationary organisms often develop different feeding habits, and plant life may mutate to new forms (such as kelp beginning to behave like a parasitic vine or corals adapting to filter food particles from the air rather than water). Many organisms cannot survive for long when removed from this environment, and so they often don't travel far, but they can be otherworldly menaces to individuals venturing into these places. Tales of bioluminescent viper fish that fly through the air at night, massive levitating angler fish, giant flying eels, swarms of flying jellyfish, amphibious sharks that behave like fast-moving crocodiles or toothy frogs, flying squid, massive sand-strikers, giant crabs and lobsters, and massive stomatopods abound. Such areas often attract semi-aquatic Monsters, who feel more at home in these strange places that merge land and water into one surreal place. Terrestrial natives tend to find them especially unnerving, however.

Sealands sometimes overlap with Primeval Wilds, giving rise to truly horrifying creatures, such as amphibious Megalodons, arboreal Plesiosaurs, and flying Mosasaurs, among other massive predators.
Silver Age of Man

The Silver Age of Man, also known as the Second Age, is a period of time following the destruction of the First Men at the end of the Golden Age. As with the Gold, Bronze, and Iron Ages, it is largely unknown to modern mortals how long it lasted or the finer details of its existence. Of the three Ages preceding the current one, it is perhaps surprisingly the least understood and remembered, and so is generally thought to have not lasted as long as the others. What *is* known of it is that it was an era of hardship and internal strife among the Second Men, with intense tribal warfare and feuding. Technology and magic do not seem to have advanced significantly, as few, if any, relics of this era remain. The Men of the Silver Age seem to have been relatively primitive in their social structure and practices. The Silver Age came to a close with the second Cycle of the Everwar, with the entirety of the Man wiped out by Pandora's forces.
Savior

Heroes are surprisingly common on Gaea; beings granted a modicum of divine power through the Ichor of the gods. However, few earn the title of Savior, for it denotes those who have defeated an Overlord.

There have, in truth, been many Saviors throughout Gaea’s long history. However, most of their identities have been lost to history and the cyclic ravages of the Everwar, so that only a few remain known today.
Element (Metaphysical)

Elements as commonly defined in most forms of magic and as pertaining to the spiritual structure of reality, Metaphysical Elements contrast with the properties of the Physical, or Chemical, Elements. Elements of this type include those commonly referred to as "Classical" on Earth, such as Fire, Earth, Air, Water, and Aether, as well as others, such as Void, Metal, Wood, Light, Darkness, Ice, Thunder, Song, Time, Blood, Mist, Pyre, Grave, Salt, Steam, Mercury, Sulphur, Mind, Poison, Ooze, Storm, Magma, Sand, and a variety of others. Different schools of magic interact with different Elements and in different ways, and many Elements overlap with or descend from each other, including some from the Physical Elements.

These are ultimately abstract spiritual concepts that can influence a wide range of physical phenomenon and matter when Mana comes into play but are utterly meaningless without it. Even the four most iconic, Earth, Water, Air, and Fire, at best merely represent the four common phases of matter. They have no actual substance of their own and are merely names. However, due to the existence of Mana, these concepts have great power and influence in the world's magical properties, especially through the Elemental Planes that serve as manifestations of their core ideas.
Chew Sticks

A common item created by soaking certain roots or root vegetables, meats, and other edible substances in a Potion or similar substance and then drying the product in order to bind the Potion's properties into a stable, long-lasting, solid form that won't easily shatter... and in some cases can be used as an ingredient in field cooking. The term is also used to refer to lozenges created by cooking down a Potion, mixing it with honey, and baking it, or crackers produced by using Potions in the dough-producing process instead of water.

Chew Sticks are a popular way of delivering Potion effects over time rather than immediately for a reduced cost, as they are less immediately effective than the liquid or powdered form of those items, but can still provide sustained benefits over time and create multiple products per Potion used in this manner. While their effects are often weaker, they are still seen as valuable by Adventurers and common folk alike, in no small part to the fact that they are almost always more affordable than the Potion itself.
Titans (Divinities)

A category of Divinity and the direct ancestors of the majority of Gods in Gaea, Titans are primordial manifestations of the natural world and reality. They are personifications of abstract Concepts and primal forces, whereas the Gods are more akin to wielders and tamers of these forces. The Titans are fabulously powerful entities even by the standards of Divinities.
Corruption

The term "Corruption" can apply to many things in the Wayfarer's Guide, ranging from traditional concepts of corruption like nepotism, bribery, adultery, the abuse of power, and sexual depravity, to supernatural phenomena that *literally* transform humans into Sineaters and Monsters, mutate the latter or drive them insane, distort the landscape and the creatures that inhabit it into unnatural forms, and alter the mindsets, morals, ethics, and values of people in general. Corruption is a major theme within the setting, where it can be both a positive and a negative depending on the type and who is affected, marking a notable departure from how it is traditionally understood. That said, corruption is still often a negative, with even the most beneficial types to the individual or culture often carrying distinctive drawbacks intended to make one question whether it was "worth it" or to present a sort of sacrifice (especially of one's own nature or identity) in pursuit of something material. Corruption within the setting is intended to be thought-provoking and to an extent contradictory in order to better allow for intellectual discourse on the concept and its place and influence on society.
Psionics

A method of employing Mana to manipulate the world in a manner similar to Magic, Psionics utilize a fundamentally different mechanism than any other practice on the planet, overlapping only slightly with Psychic Gifts and the mechanisms of Occult Magic. Whereas Mages manipulate the structure of reality or convince others to do so on their behalf, a practitioner of Psionics instead imposes their own will and vision of reality over that which actually exists in a manner akin to how Divinities perform miracles. It is a less common practice on Gaea than traditional spellcasting but is more common in some cultures than others. Mastery of Psionics usually entails significant introspection and self-reflection, developing an understanding of oneself and their relationship with the world, and so often employs meditative techniques to aid in developing focus and presence in the moment.

Psionics, like Psychic Gifts, have an associated with Wayfarers, as a disproportionately large number of Wayfarers develop such abilities immediately upon arriving on Gaea as part of the acclimation process.

A practitioner of Psionics is known as a Psionicist.

Magic and Psionics interact weirdly. Magic normally involves manipulating the reality that already exists. Psionics involve effectively creating a *new*, temporary reality drawn from the thoughts and imagination of the Psionicist that does not automatically adhere to the rules of the *actual* reality. Spells often have no effect on the products of a Psionicist, known as Powers. Powers cannot be countered in the same manner as Spells as they supplant the very mechanisms that Spells rely on to operate. Likewise, Powers cannot directly interact with Spells, which effectively exist in a different reality from themselves. Only Occult Magic, which bridges the gap between the two, and specific Spells and Powers that have been directly devised to interact with each other can actually do so. Powers commonly operate when Spells fail and vice versa.
Lowlander

A Human ethnicity found in Western and Eastern Thule and Greater Albion, and thought to be related to both the Highlander and Midlander populations in those regions. They are of a slightly smaller stature than Highlanders, similar to Midlanders, but are more prone to the lighter complexions and fairer hair, skin, and eye colors of the former. Culturally, they seem to be a mixture of both of these groups; less restrained than the Midlanders, but more than the Highlanders, and prone to forming regional city-states centered around military fortifications. They tend to inhabit the floodplains surrounding major rivers, lending them their name. Most enjoy a simple, pastoral life on large farms or in small villages centered around a mixture of Church and trade. These communities are in turn usually defended and policed by travelling warbands funded by the capital and beholden to a King, who in turn answers to a High King over the greater area.

Lowlanders are known for their fiery tempers, fondness for hard drink and hearty meals, and propensity for causing and getting into (and out of) trouble through their words and actions. They're not as open about their sexuality as Highlanders, but less prudish than Midlanders, and have a large body of romantic traditions, bawdy tales, and ribald jokes. Most wouldn't be caught dead having sex anywhere near a public space... but they'd be happy to experiment behind closed doors. And talk about it over a pint later.

Lowlanders tend to prefer simple, practical dress accentuated with elaborate jewelry on both men and women. They're particularly fond of religious iconography and swirling, twisting patterns and labyrinths. These are often combined into complex works that can seem almost hypnotic to look at. They also have a strong tradition of tattooing similar patterns on their bodies that is occasionally adopted by Highlanders and other outsiders.

Unlike their Midlander kin, they tend to be quite respectful of the Primal Magics and the Fae, but remain distrustful of the Arcane and the Occult. Psionics are a bit more accepted, but there's little training for it in their communities, so most of their practitioners are Wilders. Sorcerers are often seen as being tainted... as are Witches, Warlocks, and others who dabble in such practices.
Star Federation

A shortened name for the United Federation of Star Systems, the Star Federation (or simply the Federation) is a vast network of *mostly* allied planets, moons, asteroid belts, space stations, and other heavenly bodies and constructs occupying the Okeanos Galaxy. A multitude of different races and cultures comprise this complicated political body, whose primary purpose is to facilitate trade and cultural exchange, minimize conflict, and protect the interests and well-being of developing races. They generally maintain a non-interventionist position in regards to domestic policies of their constituents and recognize a wide variety of accepted government structures, ranging from repressively authoritarian to hyper-liberal minarchist models, and everything in-between. They employ both a large, interstellar military and a closely-related police force. The former serves to defend the Federation and its protectorates from incursions by non-members, and the latter to deal with interplanetary and extraplanetary crime (most notably piracy, unlicensed resource extraction, smuggling, poaching, slaving, and illegal scientific and magical research).

The Federation maintains a major outpost (dwarfing the size of Gaea's largest cities) on the opposite face of Oliblish, where it monitors Gaea and protects it from incursions from Nibiru and the less savory occupants of the Marcab Federation. While it considers Gaea a protectorate, in accordance with its own laws, it does not interfere in domestic politics or life and is prohibited from sharing culture and technology with the native populations. The Imperial Family of the Tenkihito, a major player in the Federation's leadership and overall hierarchy, regularly flaunt these laws, treating Gaea as a private resort.
Mana Wells

A term used to refer to a type of Ley Line, Mana Wells are vertical Ley Lines that extend upward and outward from the core of Gaea or inward and downward from its atmosphere into the planet. A critical part of the planet's natural Mana cycles, Mana Wells are a tremendous source of magical energy that tend to feed other Ley Lines and saturate the area in their immediate surroundings with vast amounts of energy.
Chemartyr

A dangerous, but thankfully uncommon category of Beasts (though when they *do* appear, it's often in large numbers), Chemartyrs derive their name from their suicidal tactics. These dangerous creatures are normally covered in bulbous pustules, sarcomas, and boils that fill with volatile chemicals... particularly acids. They express these grotesque sacs through internal structures, causing them to spray their contents in vile jets or splatters... or to completely rupture in a horrific chain reaction that causes the creature to explode in a blast of corrosive, toxic, or diseased gore and viscera. This characteristic makes them blissfully fragile... or terribly so, if you happen to be close by.

Chemartyrs are usually relatively small for Beasts, with few being larger than a Human and most significantly smaller. Sizes closer to a Halfling, or even a large cat, are most common. They frequently resemble reptiles, amphibians, rodents, insects, arachnids, and in rare and terrifying cases, *bats or fish.* The ability of the former to fly and cling to targets, and the latter's tendency to resemble amphibious puffer fish that fire their spines upon detonation as toxic shrapnel make these especially unpleasant.
Lab Rats

A type of Small Monster that resemble child-sized Humans with rat-like features, including a tail, ears, paws, whiskers, sensitive, wiggly noses, and a tendency to have buck teeth, their furry feet, ears, and forelimbs come in a variety of shades. Known for their chaotic nature, high intellects, inventiveness, ingenuity, ability to cooperate on creative projects and swarming combat, and especially for their carelessness in pursuit of their inventions and experiments and the often destructive accidents that result. Lab Rats are not immune to the disasters they produce; only their high rate of reproduction has allowed the species to survive its own obsessive pursuit of SCIENCE.

A subrace of this species, known as Street Rats, can be found creating, employing, and peddling a wide variety of experimental drugs and substances of their own creation in most urban environments that tolerate Monsters. These Monsters are usually more interested in profit and personal indulgence than furthering science, but love it nonetheless.
Touchstones

Artifacts, be it natural or manmade, that channel Mana from Ley Lines and refine it into Mythic Power, Touchstones are rare and coveted structures that have the power to bestow a Divine Spark on those who can find and access them. They also have a tendency to draw powerful Beasts to them. Most Touchstones are immobile, being created at a nexus of Ley Lines rather than being designed to be moved to different points. Those seeking to access one's power must first discover where it lies and then actually reach there, both of which tend to be extremely difficult. Once Mythic Power has been drawn from them, most Touchstones become inert for extended periods of time. Few are designed to "ration" the energy they produce, or to stock more than one Mythic Rank's worth of energy.
Mythic Power

A special category of Mana associated with Divinities, particularly Gods, Titans, Angels, Demigods, Heroes, and Cynosures, as well as powerful Monsters such as Demon Lords, Monster Lords, Dungeon Masters, and the like. This type of Mana is innate to the higher classes of Divinities, but must be acquired by mortals through Blessings from Divinities, connecting to Touchstones or Mythic Artifacts, overcoming Mythic foes, achieving feats that should be impossible, using very powerful magic in very specific ways, or, most commonly, by achieving great fame or notoriety leading to reverence or absorbing some from an individual who already has it.

Individuals who possess Mythic Power may impart it to others through the transfer of tissue or bodily fluids, though this transfer's efficiency is limited by the degree of Mythic Power the source possesses and the frequency and quantity of substance used as a medium. As such, it is common for the lovers of Mythic individuals to become Mythic themselves.

Wayfarers automatically receive a measure of Mythic Power when traveling to Gaea from Earth. Mortals born with Mythic Power are usually the children of Mythic individuals, Demigods, were conceived or gestated for a significant period of time in the presence of a Touchstone or other source of Mythic Power, or, surprisingly often and unbeknownst to most Gaeans and usually thechild themselves, are a Reincarnator-type Wayfarer. A rare few Mythic beings native to Gaea are similarly capable of carrying Mythic Power over from a past life, particularly Monsters.
Alaveela (Race of Man)

A Race of Man, also known as the Revoj, who originated from the reincarnated souls of alien refugees from the planet Kolob known as the Lashunta. A psionically gifted people, the Alaveela are notable in their possession of relatively strong recollections of their past lives during the Bronze Age and are culturally divided on questions of how to feel and behave in regards to the Gods (especially the Olympians), the Deluge, Dwarves, Nibiru, Aberrations, and the current nature of Monsters.

Those aligned with the Church of the Twelve and One are much more likely to identify as Revoj than Alaveela.
Sundering of Thule

A catastrophic event in Gaea's history occurring roughly three thousand years prior to the current date, the Sundering of Thule devastated large swathes of territory along the Atlantican and Cimmerian Oceans through triggered vulcanism, earthquakes, tidal waves, and powerful storms. It is best known, however, for beginning the process of the sinking of Atlantis and for shattering the continent of Thule, now referred to as Ultima Thule, into three distinct subcontinents and submerging one of the trio beneath the newly-made Wandering Sea. A product of the Everwar, and specifically the struggle between Atlantis's civilization and the Overlord known as the Unnamed One, this artificial disaster is held up by many as proof of the horrors that Monsters can unleash upon Man and is used as a motivating factor in more conservative communities to drive Man-on-Monster violence out of fear. The social, geological, ecological, and magical fallout of this event continue to be felt to this day.
Wayfinder

A Human ethnicity known for its nomadic lifestyle, Wayfinders traverse much of the Old World without any real homeland of their own. Instead, they bring goods, services, and news from distant lands with them as they go, stopping briefly or wintering when they must before moving on once more. Wayfinders are looked at askance in most communities; they have an only half-earned reputation for misdeeds. More often than not, they're blamed for the actions of locals, causing tension between them and their hosts. However, sometimes they really are the ones at fault. They are known to be a proud people and don't take kindly to insults and insinuations.

Wayfinders tend to have a dusky appearance, with dark hair but more varied eye color. Their hair is often straight, but can be wavy. They tend towards a lean build naturally, but can be quite robust if they're living well; as a people they tend to prefer indulgence in good times rather than strict austerity. Though never so much that it might jeopardize their lives in hardship. Wayfinders are a loyal folk who remember those that treat them well and those who treat them poorly, and respond in kind. They tend to be cautious in their dealings with those outside of their communities, but as said before, they can be quite hot-blooded. Wayfinders tend to be short-tempered and prone to resolving their issues with challenges, duels, or more subtle violence.

The exact origins of this ethnicity are unknown. Their records are mostly through oral tradition, some of which has been lost through the ages due to violence from both other Men and Monsters. What is known is that the wagon caravans of this group have long been recognized throughout the eastern parts of the world.
Bronze Age of Man

The Third Age of Man, the Bronze Age began with the total collapse of the Second Age under the second unsealing of Pandora and her expansion across Gaea. It formally began with her resealing and the creation of the Third Race of Men through the combined efforts of Zeus, Hephaestus, and Athena, with advice from Prometheus. It was typified through the development of a highly advanced, global society of Man. This society was highly militaristic and centered around the constant struggle against the Monsters that now filled the world. In addition to these native threats, it also saw conflicts against alien life, particularly in the form of Nibiru's arrival and subsequent invasion attempt. It saw a dramatic expansion in the variety of Aberration-type Monsters in the world, the creation of a large number of ruins that still exist to some extent, It also saw the arrival of the alien race that would eventually become the Alaveela in the Fourth Age of Man. It saw the conclusive defeat and sealing of Pandora, the suppression of Monsters the world over and entrapment of most in the Abyss, the repulsion of Nibiru, and the creation of the first artificial deity, and the initial development of technologies that would eventually be known as "Manapunk" in later terminology. The Age formally ended with the onset of the Deluge in retribution for the attempted rebellion of Man against the gods and the subsequent extermination of the former.
Kobold

A common type of Monster, Kobolds are among the few categories of Monsters that have had generally positive relationships with Man even prior to the advent of the current Overlord. There are a number of notable variations of this broad family, but most are around the size of a Halfling and have canine features. Others have vaguely draconic features, equine ones, or even anuran qualities. The majority are Small in size, though Medium-sized variants do exist among some subspecies. Kobolds are known for their relative weakness and overall helpful and industrious nature; they are popular as companions and workers and are tolerated in most human settlements due to their relatively controlled libido, peaceful demeanor, tendency to develop useful skills, and helpful, cooperative nature. While different subspecies are known for placing cultural emphasis on different skills, with mining, smithing, and trap smithing being the most broadly mastered, communities of these Monsters tend to develop broad ranges of practical skills.

Like many weaker Monsters, Kobolds historically survived as a species by being prolific breeders, and while this is less true of subspecies that specialized in coexisting with humans, those that were historically antagonistic to Man tend to give birth to litters of pups or lay clutches of eggs, have relatively short gestation periods, tend to be averse to contraceptives of all kinds, and enjoy being pregnant. However, as relatively weak Monsters they often suffer high attrition in the wild, keeping their populations under control.
Xenotikto

An unusual species of Monster created through parasitism, they normally begin life as a member of the Races of Man and are subsequently infected by a Symbiont such as a Riding Slime, Brood Worm, Living Fist, Witch Claw, Living Whip, Blade Beetle, or Mendworm Swarm. Once the Symbiont is attached, if the host is unable to resist, the creature slowly transforms their body into that of a Monster that serves as a breeding ground for more such Symbionts, and cannot in fact survive without having at least one attached.

Relatively few Xenotiktos are born that way, with most falling victim to Symbionts when sleeping in areas where the influence of Nibiru's inhabitants remains strong, becoming incapacitated in such places, or after attempting to temporarily bond with one and failing to successfully remove it before it transforms them. However, Xenotiktos are Monsters, and so their offspring are also Monsters, though they do not seem so until reaching puberty, and in fact otherwise age as a normal member of their parent species until that point. During puberty, their physiology changes dramatically and they form their first Symbiont through the generation of an external cyst that slowly swells and eventually ruptures, releasing the Symbiont, which promptly attaches to its parent. Some female Xenotiktos have been known to develop these cysts internally, displaying the conditions of pregnancy for roughly a week before birthing the Symbiont as if it were a child. Xenotiktos are also known as Genecysts due to the cysts they form when spawning new Symbionts.