recursal/Fanatic-Fandom huggingface dataset:
Soulmancy

The nebulous, clandestine subechelon of Necromancy. Soulmancy is the manipulation of the innate essence that dwells within all mortal beings: **the Soul**. Soulmancers are scorned practitioners of Necromancy, more vilified due to their ungodly relationship with undeath in the eyes of society, requiring intensive commitment as an **expert** to initially use. Once attained, Soulmancy’s aptitude for power is as equivalent to as abhorred it is - tampering with the nature of existence itself.

* Soulmancy only functions on **deceased** souls, not alive souls. Soulmancy **cannot** be used in a manner not detailed in the spells. Soulmancy cannot be used to attain conventional lichdom.
* Soulmancy is separately qualified from your development as an Expert/Master, etc. Adequate development IRP is a requisite to obtain Soulmancy.

## Example Spells

* **Summon**: The Soulmancer attunes themselves to a recently deceased subject (slain within the server), sundering the veil of life and death before they fully depart. Invoking the soul to a conscious and corporeal level, a Soulmancer may converse for a finite duration before they recede prior to Wraith or the other wardens of the afterlife notice.
	+ **Scry**: Through a median - crystal balls, mirrors, etc. - a Soulmancer is vetted to glimpse within the realms of the undead to communicate with souls they cannot physically summon. A requisite is an item belonging to them, as a conduit to perceive the soul through the median. Souls cannot directly communicate -verbally speak/hear - through this.
	+ **Capture**: Exclusive to **Masters**, the Soulmancer swindles the deceased from death and seizes their soul. Soulmancers allocate them within crystalline alloys to deposit them. These captured souls can be utilized as a source for vitor.

* **Ingest**: Vitor is siphoned from a deceased soul - either summoned or stored within a crystal - that empowers a Soulmancer with lost stamina and vigor. Ingestion does not correlate to prolonging someone's life beyond the finite limits of age. Ingestion entirely eviscerates the Soul from existence, where the action is irreversible. **Soulgems/Soul Crystals *cannot* come from NPC'd characters. Crystals from large animals *can* be NPC'd, however, these can only contain half the amount of vitor that a humanoid could. Excessive use of crystals can be subject to moderation.**
* **Revivify**: After a subsequent death and in a crucial interval - an OOC minute - a Soulmancer can augment the incorporeal vitor of the lingering soul to restore wounds and injuries within reason, reviving them. This tethers them to reality, although irrevocably disconnects an ability to perform mancy, summoning, and runecasting. This in turn leaves them in a perpetually frail state. This is exclusive to **masters**.
	+ **Resurrection**: The pinnacle of a soulmancer and their epitome of ability. Conjuring incomprehensible vitor to compel the soul to a body, the Soulmancer effectively resurrects their subject. This is exclusive to **Archmancers** and is superstitiously said to alert the attention of Ankouan and her wraiths.
"Fireslash" Incendiary Pistol

> Fast firing pistol with good headshot multiplier. Chance to headshot to ricochet to near zombies
>
> In game description

## Overview

The "patriot" M1911 is a pistol that can be bought in the points shot for 75 points.

## Trivia

* The definition of patriot is a person who vigorously supports their country and is prepared to defend it against enemies or detractors.
* The animations pf the M1911 comes from killing floor 2.
Herbomancy

Herbomancy is the control of flora, fungi, trees, and the like. Often herbomancers are experts on plant life, such as farmers or botanists. Herbomancers are renowned for their alchemical skill, being capable of more easily coaxing plants to produce more poison, for example.

## Example Spells

* **Botany Knowledge (Passive):** The Herbomancer is prone to have an easier time understanding plants and fungi. With this extra know-how, the user is able to produce higher quality potions, oils and poisons.
* **Vine Grasp:** Summons a vine or similar plant structure out of the ground in order to hold down enemies. Strength and size of the vine may vary based on the mancer's skill. Limited to intermediate mancers and above.
* **Accelerated Growth:** Using their botanical knowledge and some vitor, the mancer is capable of improving the rate at which certain plants grow for X amount of time - such as crops or garden flowers. Quite draining and long to cast, but more of a one-time use thing.
Myths and Legends

In the world of Legends of the Aether, there are many myths that have been told in countless ways for many generations, that have spread across the world of Azura. These are a few of the more well-known ones. Often these are used as a metaphor or parable to teach a moral lesson, and other times they are used to explain natural phenomena. Though it is hard to tell if there is any truth behind any of these, all legends may be based on some fact. And the world of Azura is filled with ancient mysteries...
Aguaraism

This religion first started in the Western Kingdom from sailors who claim to have experienced holy revelations while on voyages. The main beliefs of the religion include the belief that eventually the entire planet will be submerged by the god known as Aguara and that only the faithful and holy will survive, as well as the belief that the souls of the wicked will be drowned while the righteous will be reincarnated until the day the world floods and they will be ultimately saved. The religion rejects the idea of worldly wealth and encourages the forgoing of worldly corruptions such as greed and selfishness and encourages humility and honor, with these beliefs serving to give the impoverished peasantry of the West a sense of hope and purpose in a world where they have little.

The religion states that a messenger of Aguara exists and it's soul reincarnates when it dies, the religion has spread widely with no real structure and effectively anyone willing to give up worldly wealth allowed to be priests. Though in the West where this religion originates it is widely looked down upon by the aristocracy and mocked as nothing more than peasant superstition.
Kalvely

Kalvely is a peculiar school of philosophy, titled a rather obscure human and dwarven “religion” that is found to be a collection of folklore, tales, and epic poetry compiled together by a “Grigor Lyra” from ancient Azuran oral folklore and mythology. In larger civilizations it is regarded as a heretic religion, but in isolated human villages and dwarven communities it is regarded as a significant work of Azuran literature. While not much is known about Lyra himself, old rumors and legends renown him as an ascetic mystic who rejected all worldly desires. While the philosophy didn’t obtain universal renown and acclaim, it garnered an obscure cult following among isolated human and dwarven communities in Hallmond.

It includes heroic tales of revenge and slaying gods, aswell as poetry of love and bitter lives. The religion of Kalvely claims that the sun is a great demon banished from the realm by ‘Kalvelius’, and the moon is a rock that the hero of the same name, chucked into the sky in the hopes of it falling on his enemies until his return, some say that till this day the moon waits to fall.
Dahearism

The religion; named after the supposed prophet who started the religion, began as something of a cult in Dormian times but gained popularity afterwards in Central Kingdom. The religion worships earth spirits which are considered to be physical manifestations of the planet itself. The religion teaches that all beings are made from the earth and that there is an afterlife in a 'under-world' where souls are either rewarded or punished based on their actions on the surface. Earth spirits are also prayed to for intercession or simply to commune with the planet as it is believed only earth spirits are capable of doing so.

Currently this religion is the official religion of the Central Kingdom. Terramancers and herbomancers are also considered the most favorable choices for priests and holy men as they are thought to be the most qualified to commune with earth spirits. Prayers are offered through pages on massive leather-bound tomes which are collected in temples and buried by priests.
Unknown

The Unknown is the second CORRUPTUS to be shown. First appearing in Room Zero.

* Information
* Abilities
* Trivia

## Room Zero Information

The Unknown (Mainly known as the Gascots) has the appearance of a person of any age, gender and size wearing a old Disney gas mask of any character with its eyes covered in water like condensation.

The Gascots roam the fictional location of "Room Zero". A bomb shelter that was covered in cement.

There was a alleged bomb siren that sent everyone at the park into Room Zero. However some workers got out realising that there was no bomb and everything was fine. They went back to get everyone out but all the thousands of people who were in Room Zero disappeared.

The Gascots has since then appeared in the park where lots of people have seen them however they don't do anything other then appear and disappear.

The Gascots also seem to be affecting a certain slide in the park. Where kids would go in and come out in different orders with a shocked expression. The first mentioning "No-Face kids" and "Stop Squeezing".

The Gascots may have been birthed from the extremely crowded Room Zero which caused almost everyone to disappear.

## CORRUPTUS Information

The Gascots has two tiles of info:

* Sudden-onset mass-hysteria
	+ Mass-hysteria means a spread of panic and fear. Which is how the people turned into the Gascots. They seem to give people mass-hysteria such as the kids in the slide.
* Auditory hallucination and/or projection
	+ This means someone can hallucinate by using sound that didn't come from the natural environment. This would mean the Gascots can make strange hallucinogenic sounds.

## Abilities

* Causing people to suddenly have panic and fear.
* Making unnatural sounds that causes hallucinations.
* The ability to speak:
	+ "Shut the door, dear. You're letting out the cold."
* Seemingly the ability to appear and disappear as well as appearing in strange places. Like a slide.

## Trivia

* The story Room Zero references a lot of mysterious places at Disney World. Such as the Utilidors and Club 22.
Sonomancy

A subechelon of Aeromancy, Sonomancy is a submancy which involves the creation, distortion, and manipulation of sounds flowing through the air. It is an extremely difficult submancy to learn, the hardest of them all in fact, due in part by the quick nature of sound’s movements. Due to its useful nature when it comes to spying or other lucrative uses, many kingdoms have outright banned sonomancers, or restricted all available knowledge to themselves. Typically, one can start to practice the beginnings of sonomancy after learning aeromancy at an intermediate or greater level.

\*See "Principum Resonantia"

## Example Spells

* **Mimicry:** A sonomancer takes their voice as they speak and modifies it so that it changes to either a voice of someone else or simply changing the pitch. In order to use another person’s voice, or even the cry or roar of an animal, the mage must have first clearly heard what they are trying to mimic. A mancer can easily become exhausted with excessive use of this spell.
* **Muffle:** The caster muffles, or totally silences the voice of another person or another source of sound. The spell has to be consistently applied until the source of the sound stops making noise, and can easily lead to an exhausted mage.
* **Sonic Blast:** A mage sends out a sonic blast in a direction, to which anyone in the direction of the blast can be stunned or thrown off balance. This is a spell that does not scale up very powerfully, and only the likes of archmages can effectively used this to do things such as bursting one’s eardrums, and it will do the same damage on the mancer as the one being cast on.

## Principum Resonantia

Every object has a natural frequency at which it will begin to vibrate. When used on things such as glass or buildings, they will violently oscillate back and forth until they are destroyed. This phenomenon is extremely dangerous, allowing a well-trained sonomancer to destroy practically anything they can find the natural frequency of. Information about this phenomenon and a list of the natural frequencies of many natural objects is recorded in "Principum Resonantia", a book written by an unknown Archmage Aeromancer dating back several hundred years. The book and it's contents are outlawed in every single country across Azura. As such, the only people who have any sort of physical copy of Principum Resonantia and it's contents keep it locked with the same care as one might give to a tome about Spatiomancy or Chronomancy.

Resonance as a concept is extremely hard to perform for most sonomancers due to both it's destructive capabilites, and purity. Providing a sound pure and strong enough to initiate this phenomenon in objects is an extremely hard task. An inexperienced sonomancer can easily drain themselves of their vitor quickly.

Sonomancers are banned from practicing resonance in any way, most not knowing that such a phenomenon even exists. As such, sonomancers that discover and use resonance are usually outlaws, and most likely have several people after them for knowing forbidden knowledge.
Races

The world of Azura is populated by a multitude of different races, some sentient and some not. Those that are have their own cultures, morals and lifestyles.

## Sapient Races

Humanoids (or sapient beings) are species which were capable of forming their own societies and cultures or possess at least a minimal level of intelligence. There is, as of now, at least 1 sentient race in every continent of Azura.

### Humanoid Races

The Humanoid races typically resemble or are close to humans, **most** of these species can inter-mingle with one another and produce legitimate children. These species are extremely common and are found in their respective regions in Ludwag.

DrowDwarfElfHobfolkHumanOrcGoblinFauns
### Beastfolk

The Beastfolk races typically resemble sapient, humanoid animals. Often considered second-rate species in cultures due to their animalistic appearance and aggressive behaviors, the beast races co-exist with the Humanoid occupants of Ludwag.

AviansGilliansLizardkinMinotaurTachtan
### Anomalies

Anomalies are very rare, and are the gray area of species, these races aren’t seen often due to being isolationists or being turned away from civilizations, these Races are distinctly non-humanoid, and often have peculiar differences about themselves, even some of magical origin.

DryadHeliviansHullman x †RemtarSilkmenImpsArcuniteCimexians
### The Divine

The Divine are the rarest races on Azura, and are nearly all extinct, with very few still being alive on the world of Azura in the present times. Nearly everybody in Azura will go a lifetime without even hearing that these races exist, as their historic passing has been lost in the history books.

Angels & Gods xDemons x †Spirits x †
Orc

Orc-Human halfbreeds are called Half-Orcs.

An average Orc equipped with a bearded axe.

Orcs are a brutish and stereo-typically primitive race; well known for their brutality and tribe combat the *Far Lands* universe. They originate from the great Kelevian continent. Some orcs are less dedicated to war and more intelligent and level with humans than their more primitive brethren. It should be noted, however, that they can be civilized, to an extent, especially outside of the Kelevas.

## *Anatomy*

Orcs appear to have varying pigments ranging from shades of light to dark green. They are rather muscular beasts, with their anatomical structure similar to that of humans, yet naturally stronger, taller, and wider framed in size. Orcs adopted a thicker skin as a genetic trait passed down from ages of tribal combat.

## *Psychology*

Even though native Orcs are found as a violent, dangerous race, they are slow-witted and can be fooled easily. Orcs are a race with a very abominable, warmongering nature that causes them to stay in hostile ties with other races. Depending on tribe and local education, some orcs tend to be civilized and intelligent compared to the more lacking primitive tribes that occupy their homelands. The vast majority of orcs in Trepheon are of intelligent descent, though there is a stigma on both their homeland and Trepheon for opposing reasons, either as their intelligence as a show of weakness and cowardice or their stereotypical depiction in documents of brutal primitive creatures.

## *History*

Despite not being very fond of literature, stories passed down by elders suggest their origins to be in Southern Keleva's mountains, millennia ago. With a nomadic, hunter-gatherer way of life, many scholars question how their race managed to progress to their current technological level - something impressive for a bunch of tribals.

Some human and elven reports also show the existence of smaller, more civilized pockets of Orcs - capable of building prospering cities and kingdoms similar to Latteras. The primitive ones were known to be used as slaves in other lands and their own, either for criminal or for economic reasons.
Half-Elves

Half-Elves, also known as Helfs or Half-Humans (by Elves), are an uncommon race in Azura found in large cities or in roads as wanderers. Helfs are one of the 3 currently existing “half-breeds” alongside Half-Orcs and the Kylven. They’re charismatic and are often seen as great allies, albeit unpredictable ones.

## Anatomy

Half-Elves have quite a lot of similarities with humans. Their main differences lie in their ears which are inherited from their Elven parents. A Helf’s skin color is usually a mixture of both parents’. In terms of body proportions, they tend to be taller, slimmer humans. Unlike Elves, Half-Elves have an easier time growing facial hair and can easily pass off as Human if wearing a hood. Their eyes tend to be “normal” with sclera and iris colors that vary greatly. On physical and mental prowess, this mixed race has very limited darkvision and also a slight edge in terms of magical affinity- features nowhere near prominent as the ones found in their parents’ species. Helfs mature at the same age as humans.

## Psychology

Much like the Kylven, Half-Elves often have a hard time settling down into normal societies. Some of their kind prefer to live on their own entirely, roaming the land as hunters, rangers or adventurers, only visiting cities on rare occasions. On Ludwag, specifically, Half-Elves find themselves experiencing plenty of freedom and independence as a result of cultural shunning.

A lot of Half-Elves learn to empathize and negotiate with others in their youth, but a keen mix of human charisma and Elven devotion to learning, allows Half-Elves to make their own independent living.

## History

Referred by Elves as “Half-Human” and vice versa, their kind never had nations or cities of their own. However, they find more luck in human settlements than the Elven ones, due mostly in modern history from racial xenophobia. Throughout history, in large cities where multiple races tend to interact, Half-Elves can be numerous enough to form small communities among themselves. As of today, their race in Ludwag is most commonly found among the Nix and the Lattish, safe away from the harsh treatment in Aridian territory.
Carnomancy

Carnomancy is the manipulation of flesh. Their talent is usually two sided, either being used by healers whose only goal is to help those who have been wounded in battle, or those who seek to harness the latent powers of flesh and blood to their desires. Carnomancers also often have a large knowledge of humanoid doctors, with many being extremely good at their task compared to others.

**Carnomancy cannot be manipulated at range. You have to grab or make contact to cast the mancy on someone's body.**

## Example Spells

* **Mend:** Allows the user to mend wounds over time. Without the aid of proper goods and techniques such as bandaging, the spell is rather tiring and Vitor consuming to cast employed in a purely raw manner. Healing lacerations, punctures and other minor injuries are feasible to a carnomancer, although great wounds akin to maims, reattachments of limbs, and other grievous afflictions are exclusive to **experts** and above needing considerable time to restore. Organs are without complete recovery, with few exceptions.
* **Fabrication**: Through the ardor of flesh and blood, a carnomancer may duplicate organs and other anatomy of the human body excluding bone. This is a highly laborious process, where features like the heart are exclusive to masters alone. This is an integral lodestone to the process of tailoring carnogolems.
* **Manipulation**: A carnomancer, through a continuous outpour of vitor, may manipulate the flesh of a person, appendages of flesh made by them, or other alternatives involving the ‘manipulation’ of flesh. The carnomancer must be in physical contact to accomplish this.
* **Shapeshift:** Allows the caster to change their appearance into something similar to another humanoid through a slow and painful process. To the untrained eye, the difference between X person and their doppler is minimal - but it is there either by scars, eye color, etc. The more experienced the mage, the more "real" this shapeshifting is. Only mancers of an **expert** skill or higher should be able to cast this, where the process is tedious work and not immediate.
Slimebeast

Christopher Howard Wolf (Also known as Slimebeast) is a well known Creepypasta writer and youtuber.

## Accounts

* Slimebeast's Wikia profile
* Slimebeast's Website
* Slimebeast's DeviantArt account
* Slimebeast's GameJolt account
* Slimebeast's Main YouTube channel
* Slimebeast's Second YouTube channel
* Slimebeast's Tumblr blog
* Slimebeast's Twitter

## Story's

Abandoned by Disney - First story in the series.

Room Zero - Second story in the series.

Corruptus - Third story in the series.

A Few Suggestions - A prequel to Abandoned by Disney.

Slimebeast has also made other stories on his website.
Chronomancy

**Chronomancy is an unplayable mancy, and is restricted to event-only use by staff**

Chronomancy is the manipulation, alteration, stopping, or starting of time. Chronomancy, similar to spatiomancy, is extremely rare, its powers often used in abuse to gain advantages through manipulation of time, such as to freeze a person swinging a sword at them. Due to this, most chronomancers were hunted down, to the point of extinction. Few chronomancers exist, and even fewer are willing to teach it.

## Example Spells

* **Rewind:** As the name suggests, literally "rewinds" a person, animal or object. Extremely tiring and slow to cast. Limited to advanced chronomancers only.
* **Stasis:** Puts the target in a "frozen" state for a short amount of time. One of the most complex chronomancy spells.
* **Slowdown:** Slows a certain object down during a few moments. Intensity and Vitor use may vary on the Mancer's skill.
Hydromancy

Hydromancy is the manipulation of water, in its fresh and salt forms. It is a relatively common mancy, often seen as a less violent alternative to types such as electromancy or pyromancy. Hydromancers, similar to aeromancers, are often very stable and peaceful people. Hydromancers are able to create water from their vitor pool, much like Cryomancers create ice. Even though, water **created** by hydromancers would evaporate back into vitor upon deconjuring, making it impossible to be drank for hydration.

## Example Spells

* **Water Jet:** With the use of one or two of their palms, the mancer is capable of launching a highly pressurized stream of water at their opponents. Loses effectiveness over range and can be tiring to cast for long periods of time.
* **Liquid Whip:** Shapes small amounts of water into a rope-like structure which can then be swung at targets. Provided enough skill and practice, even water can prove to be a deadly blade.
* **Arcane Gills:** Allows the user to have very limited underwater breathing capabilities for short amounts of time. Keep in mind that running out of Vitor while casting this could lead to serious injury or death. Limited to mancers of intermediate level and above.
The Void

The void is a metaphysical plain in which, mancers under the process of vitae, endure trials belonging to the specific type of their mancy. The void consists of an almost space like atmosphere, and provides minimal landscape to pass the test. The Void is often where mancers are driven insane, by its endlessness and knowledge. Though rumored to be an actual place, there is no existing travel to this plain, and is only connected to mancy.
Unknown Superheros Wiki

**Welcome to the Unknown Superheros Wiki!**
A Wiki of IamMobo’s series called “The Unknown Superheros”.

We're a collaborative community website about Unknown Superheros that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

HerosNeutral Characters

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Jhon Beaverton

## Description

Jhon Beaverton was the Beaverton mayor from 1944-1948 and played a major role in the battle for I.S.B. He was a known hippie and believed in spirituality and free thinking. He was also a strong anti-vaxxer, which would explain big brother's incompetence. Many say he had close ties to Adolf Hitler, but this cannot be proven due to the duo's secrecy.

## His role in the Battle for I.S.B

When he came to power, he seeked to destroy the I.S.B because it was "Waaaaay too wizardy and nerdy duuuude". He knew it would be a simple task because Irvine Steinberg Bearenstein was growing old and fragile, and he had close ties to the Aloha hippies. So he went back to his home town of Aloha, Oregon and convinced as many hippies as he could find and plan a raid on the I.S.B. The number of total hippies is estimated to be anywhere between 1,000,000,000 and 3,500,000,000 hippies (not including the southridge gang members that later joined the fight).
Legends of the Aether Wiki

The Legends of the Aether Wiki is a community hub, dedicated to guiding players of Legends of the Aether with all necessary information they may need related to the games lore. This is not the official wiki, and therefore information may not be updated. The purpose of this wiki is to serve as a general lore hub for both Farlands 1, and Legends of the Aether 2, offering greater accessibility and merging.

General

Legends of the Aether: Amnisca is a high fantasy roleplay game taking place in the continent of Ludwag. The continent bears a number of reigning kingdoms, fauna and secrets deeply encrypted within the earth.

Players can select from a variety of playstyles, ranging from being a powerful mancer specializing in the arts of an element of your choice to being a summoner and mastering control of several beasts and capabilities beyond the realm of Azura. One can follow any playstyle they desire, from striving high to knightlihood and nobility to the lowest of lows as thieves and street urchins.

Navigation

PlaceHolder1

Races

PlaceHolder3

PlaceHolder4

PlaceHolder5

Mystic Arts

Blog Posts

Join our Discord
If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a Wiki Administrator.

Staff
User-Parm.png

Links

PlayJoin
Fractiamancy

A subechelon of Luxomancy - the most esoteric of all submancy's in the Schools of Mystic Arts - *Fractiamancy* is the manipulation of both light and hardlight to imbue **thermal heat**. This intensified caliber of luxomancy is exclusive to **experts** and above, although once attained, can serve as an instrument of potent lethality to the otherwise passive nature of luxomancy.

### Example Spells

* **Blade:** The fractiamancer tailors an armament to their desire through hardlight, imbuing portions of it with thermal energy. This ‘blade’ reserves the ability to cut, puncture or sunder organic alloys similar to **wood** at expert and **rock** at master, and manmade alloys such as **gambeson and leather** at expert, and potentially plate and chainmail at master level; wounds vary between second to third degree burns.
* **Mirage**: Light is augmented with scalding heat, rendered able to incur burns similar to a pyromancer. An oftentimes inaccurate and imprecise utilization of fractiamancy, prolonged exposure may afflict an adversary with second degree burns.
Firbra

The Religion of Firbra devotes its name to the spirit of fire, and the ‘vessels’ that he has sent to the world in the form of fire spirits. It is said that the sun in the sky is the destiny of all existing realms, and that the existing ones are just planes which are awaiting his presence.

The Religion of Firbra devotes its name to the spirit of fire, and the ‘vessels’ that he has sent to the world in the form of fire spirits. It is said that the sun in the sky is the destiny of all existing realms, and that the existing ones are just planes which are awaiting his presence.

The religion itself is generally practiced by radicalists, who sacrifice themselves or their belongings in the hopes of becoming a ‘vessel’ of the lord, taking the form of a fire spirit, Although others who believes in the religion seek guidance in times of unsurety, hoping for ‘fire to light the path’.
Surprise Attack

Surprise Attack is a superhero that can attack villains in unexpected ways. Though sometimes he dies while doing his power.

## Appearance

Surprise Attack is a Moboian with a black headband and a black beanie or cap. He wears a black shirt that covers his sleeves. He holds a death reaper weapon and a black stick or pipe.

## Appearances

The Unknown Superheroes Origins: Surprise Attack The Unpredictable Hero
Unidentified Avian Species

The Unidentified Avian Species is the third CORRUPTUS to be shown. First appearing in Corruptus.

* Information
* Abilities
* Trivia

## Corruptus Information

The Unidentified Avian Species (Shortened to UAS) appearance is unknown. From the name its most likely a species of bird.

The UAS roams the real location of "Treasure Island". A island resort that has been abandoned.

**(It should be noted that Treasure Island and Discovery Island are separate places. This one is located in the Baker's Bay)**

## CORRUPTUS Information

The Inverted Character has two tiles of info:

* Extreme agitation/inappropriate activity within Vulture population
	+ Seems like the UAS does strange things to the Vultures that roam around Treasure Island.
* Mild to moderate agitation/inappropriate human activity
	+ Seems like the UAS does the same thing to humans however its more mild then the Vultures.

On the CORRUPTUS log it says they have been resolved.

## Abilities

* Judging from the fact they are literally a Avian or bird. They might have the ability to fly.

## Trivia

* The location was the inspiration of the entire Abandoned by Disney series. Being inspired by a Imockery.net article by Roger Barr. About a trip to a abandoned island. Link to the story.
Telemancy

Telemancy is a **Lost Mancy**, capable of manipulating of minds, and in teleportation. It is speculated to be the progenitor mancy to Psychomancy

Telemancy is the understanding of the mind and psyche. It is found as difficult to harness, and has a potential of failing. Though, they are found able to erase memories, and temporarily even change the personalities of others.

Along with direct mind spells like as the ones mentioned above, Telemancers also have access to an arsenal of illusion spells. Examples include inducing hallucinations into others or tricking their oponents into seeing two mages instead of one. One thing to remember when dealing with telemancy is the fact that the quality of the illusion varies according to skill level.

### *Examples*

* **Dopple:** Tricks an opponent into seeing another copy of the caster, which can then be used to distract them. Vitor is required in order to keep the spell going.

* **Visions:** This spell can implant thoughts or visions within someone, letting them see things or remain in a state under consciousness for a certain amount of time. Effectiveness varies on the target's willpower, and its not really effective against fellow telemancers. Terror can inflict visions of fear, paranoia, and horrific things in a mind. Not quick to cast at all, as some report minds that took weeks or even months to be corrupted. On the other hand, "enlightenment" can have similar effects, but with happier and more "pure" visions seen that entrance someone in happiness. Good for a distraction that doesn't mean to scar or hurt anyone's mind, and it doesn't take too long to cast either.

* **Blink:** Teleports the user and other targets that they are making physical contact with (and want to take with them) in a "blink" to a specific location within eyesight. This spell is rather common among telemancers as it is easy to learn but hard to master. Extremely tiring to cast over larger distances and with more than 1 target. Blink cannot be performed through solid objects, such as windows, and when teleporting the mancer will always land feet-side-up. For example, if they were to cast blink at a wall, they'd materialize horizontally with their feet flat on the wall, and would fall on their back on the ground.

Note: Blink does not allow a mancer to use telekinesis or blink objects to them from other places. It also doesn't launch projectiles.
Golems of Corporis

Golems are commonly associated with the school of Corporis with due reason, as it is said they are the original creators of what many today call a golem. It is due to this and their connection with golem making that they do not require a submancy to create golems, rather are able to be made at intermediate level within both necromancy and carnomancy.

**· Intermediate golems** of both necromancy and carnomancy have been seen to be recorded at four feet tall, and act more as minions than your typical golem. They may go out to a range of twenty five meters away from its creator.

**· Expert golems** have been seen to be seven feet tall, and are able to be seen as far as sixty meters away.

**· Master golems** are seen to go to ten feet tall and go as far as one hundred meters.

**· Archmancer golems** are seen to go to fifteen feet tall and as far as two hundred and fifty meters.

The user **cannot** control their own golem directly, and rather must command it to do actions. If gone without command, the golems enter a frenzy and attack any being outside of its creator. For master+ of necromancy or carnomancy, they do not require direct eyesight of their golem for it to operate.

Due to the more sinister nature of Corporis golems, they are also dubbed as “beasts” by many. Being created as for more evil deeds. It is due to this that many allow necromancers or carnomancers to live legally within their kingdom that they cannot cast golems. However, these golems of course can be passive if the creator allows for such.

As these golems do not require a submancy to control, it has been recorded that a submancy surrounding golems have been made before, to make it stronger in certain ways.

If the golem leaves their radius, their vitor quickly depletes before after a minute they collapse due to a lack of vitor.
Psychomancy

Psychomancy, archaically known as telemancy, is the manipulation of the mind and psyche. Although it is seen as a “higher mancy,” in the sense that many of high society often take up psychomancers to subtly sway business deals or win over political support. However, it does have a decent chance at failing, especially in lower tiers. Psychomancers are also extremely useful in lower society, often being used for thievery, illusions to think someone is paying for a product that does not exist, and the like. Illusion’s quality are always determined by the skill of the mancer, and this mancy cannot physically read the mind or memories of another.

## Example Spells

* **Dopple:** Tricks an opponent into seeing another copy of the caster, which can then be used to distract them. Vitor is required in order to keep the spell going.
* **Visions:** This spell can implant thoughts or visions within someone, letting them see things or remain in a state under consciousness for a certain amount of time. Effectiveness varies on the target's willpower, and it's not really effective against fellow psychomancers. Terror can inflict visions of fear, paranoia, and horrific things in a mind. Not quick to cast at all, as some report minds that took weeks or even months to be corrupted. On the other hand, "enlightenment" can have similar effects, but with happier and more "pure" visions seen that entrance someone in happiness. Good for a distraction that doesn't mean to scar or hurt anyone's mind, and it doesn't take too long to cast either.
* **Manipulate:** A psychomancer uses their subtle casting along with certain environmental aspects to begin moving them towards a specific emotion or goal, such as during times of tension, creating the image of an enemy slaying one’s mother.
* **Telekinesis:** Pyschomancers can impart their will to manipulate objects at the discretion of their level. Intermediates can compel examples as knives, miscellaneous objects, and other light accessories into levitation and movement at the great expense of vitor. Experts and above can interact with more sizable objects.

> · *Telekinesis cannot fully manipulate metal-based alloys.*
>
>

> *· Due to the powerful nature of this spell, Telekinesis can **not** affect living beings and golems by forcefully make them do things under "weight" pressure of the spell. (i.e: Crushes the limbs/spine of a person, forces someone into the ground to crush them... etc. Something you can do is short blasts of telekinesis to knock someone back, for example.)*
>
>

* **Blink**: A psychomancer can alter their corporeal position from to the next, traversing a span of distance intangibly in semblance to a ‘blink’. The distance of this is between four to five meters. A pyschomancer must not be interrupted, must visibly see their target, and cannot blink through opaque objects. Compared to its progenitor, significant differences between the two are held within Blink, where bearers of Telemancy were capable of clearing greater distances.
Geta

**Publius Septimius Geta** (March 7, 189 – December 26, 211) was Roman emperor with his father Septimius Severus and older brother Caracalla from 209, when he was named Augustus like his brother, who had held the title from 198. He would destroy villages because they offended him. Until Caracalla murdered him in front of their mother so he could be only emperor.
Aeromancy

Aeromancy is the manipulation of air. They are most commonly known for being monks, or stable people. Aeromancy has been noted, that in the higher tiers are capable of casting hurricane force winds at times.

## Example Spells

* **Fly:** Allows the caster to fly for brief amounts of time, extremely tiring and slow to cast. Even advanced aeromancers have a hard time achieving this spell.
* **Glide:** Similar to flying, but only allows the user to fall slower. Not as tiring to cast as Fly.
* **Force Blast:** Sends a wave of compressed air forward, causing those in the way to stumble or fall. Intensity may vary depending on the amount of Vitor used and the caster's experience.
Fiber Optic Worm

The Fiber Optic Worm is the seventh CORRUPTUS to be shown. First appearing in Corruptus.

* Information
* Abilities
* Trivia

## Corruptus Information

The Fiber Optic Worm's appearance is unknown. From the name its made of Fiber Optic a very thin flexible cable that transfers light. And it also has the appearance of a worm.

The Fiber Optic Worm along with the Digital Howl roam the real location of "The New Global Neighbourhood". which has been left abandoned.

The New Global Neighbourhood's star attraction is the network trees. A tree-like multi-coloured glowing attraction that's made of **Fiber Optic**. When the place was abandoned it was boarded up. This could be the reason why the Fiber Optic Worm has been "Resolved" on the CORRUPTUS log.

## CORRUPTUS Information

The Fiber Optic Worm doesn't have any tiles of info (excluding its other Corruptus the Digital Howl). However its only piece of info on it is the:

* NGN C1
	+ NGN C1 means New Global Neighbourhood Corruptus 1.

## Trivia

* This is the first known location to have two Corruptus's.
Spirits

A now dead race of petty gods, the spirits were destroyed by the gods almost immediately after their release in an event known as the The Great Shift in 1056 AC. Spirit worship remains extremely popular still to this day, especially in Trepheon where most of the endorsed religions worship some form of spirit.

Spirits are near-divine personifications of a certain mancy that embody the astereal element of Vitor. Created by the gods to manifest and monitor the usage and development of mancy, turned against them, locking the gods within the Aether for some time. During an event known as The Great Shift, the gods broke free from their prison and decimated most of the spirits in Azura. Some however remain in Azura, and have begun revealing themselves once more.

## Lore

Beings of immense power, the spirits had no tangible form and were able to concentrate and release mancy of amazing scale and capability, far exceeding those above the level of mortals. Spirits were known to be able to possess free will and personalities, and they actively intervened in Dormia , teaching them mancy and a host of other secrets otherwise exclusively hoarded by the creatures inhabiting the Heavens.

After the collapse of Dormia, the spirits mostly dissapeared besides the unfortunate few that were sealed away or forced to remain by the Dormians or their brethren. By 1056 AC, all supposed contact from the spirits has ceased.
Hallmond

Hallmond is also another rather cold continent located in the southern hemisphere of Azura. It is home of Dwarves, who favor the cold climates of the region. Tundras and taigas take up most of the surface of Hallmond. The constant snow and winds from the south make agriculture limited but still possible, and as such, the locals frequently trade with other continents for grains.

The islands' terrain is mostly rocky, covered in mountains or small hills. This has influenced Dwarven culture greatly, as they are known for being the best blacksmiths and miners of Azura.
Luxomancy

Luxomancy is the direct manipulation and creation of light or light sources. An extremely rare mancy, even rarer than that of necromancy or electromancy, most knowledge on this abstract magic is hidden or destroyed. Luxomancers also hold the unique ability to change and alter existing sources of light, such as a ray of white light into a rainbow. Luxomancers, however, can not manipulate any form of electromagnetic radiation **smaller in wavelength than X-Ray**.

### Example Spells

* **Beam:** The luxomancer fires from their hand a beam of light to illuminate an area or temporarily blind a person. A spell that costs a medium amount of vitor, a distraction to the mage can easily lead to unwanted reflections, that could potentially even find itself into the eyes of the caster.
* **Lamp:** The luxomancer forms a ball of light within their palm and places it down as a temporary source of light. How *long* and how *strong* this spell is remains dependant on the amount of vitor placed into it by the caster.
* **Light Bend:** The luxomancer uses their mancy to bend an existing source of light, such as a torch's light, or the sun's light, making it bend to go illuminating a dark room's corners, or into an opponent’s eyes. Known to be an inaccurate spell for targeting specifically into a person’s eyes in order to blind them.

* **Hardlight:** The luxomancer uses the light around him to create a 'hologram' of light, filling it up with their vitor and augmenting it to become tangible. Once accomplished, the light material remains static unless physically wielded and subject to laws of physics; its durability is dependent on the density of its shape and the sum of vitor, whereas color and shape is dependent on the manipulation of light before. Hardlight can **not** be given the same sharpness as a conventional weapon, **nor** can it be generally more durable than **wood**.
	+ A luxomancer can shape their hardlight in semblance to a targe/other conventional shields, normal armaments of war, or other shapes to their desire. An intermediate luxomancer cannot fabricate hardlight that exceeds their general height. Hardlight can **not** emit bright light **nor** can it **'levitate'** in the air as becoming a solid with density.
Azura

## ***The World***

*Legends of the Aether* takes place in the continent of **Ludwag** in **Azura**. The planet is home to multiple races, each with their own abilities, cultures, physical traits, and so on. Azura has one sun and is orbited by two moons, known as **Lunanides** and **Rulara**.

### ***Continents of Azura***

* Trepheon
* Nerius
* Ludwag
* Hallmond
* Neo Keleva
* Southern Keleva
* Spirit Isles

### ***Oceans***

Azura has 4 major bodies of water, each with their own unique characteristics:

* **Eganian Sea:** Extremely violent and warm waters
* **Koflorian Sea:** Extremely cold but calm waters
* **Jubar's Sea:** Cold but calm waters
* **Barren Sea:** Violent and warm waters

### ***Religions***

Azura has a variety of religious practices centered around Gods and Spirits. They vary greatly between continents and are extremely influential in many affairs in most nations.

### Gods of Azura:

* Stratalus, King of the Earth †
	+ Vulcan, Forge-Master

* Astraleus, the King of the Heavens †
	+ Asteria, the Moon Goddess
* Ankouan, Keeper of Souls
	+ Wraiths of Ankouan

* Selvas, the Life-Giver †
	+ Zilazar, Binder of Love †
	+ Salacia, The Lady of the Lake
* Temaur, the Stormcaster †
* Parthan, Queen of the Sea †
* Menthava, the Book-keeper †
	+ Cherog, King of Chaos
	+ Eran, King of Peace

#### **Faiths of Trepheon**

* Dahearism
* The Divine Wind
* Aguaraism

#### **Faiths of Ludwag**

* Selvianism
* Reconditism

### Miscellaneous Faiths

* Firbra
* Utexism
* Miriea
* Eldritch

### ***Languages***

Azura has a collection of many languages from varying cultures and groups across the world.

### ***Myths and Legends***

Many myths and stories told in tall tales of legendary men or brazen creatures.

### ***Literature of Ludwag***

Non-fictional stories and documentation of Ludwag.

## ***Otherworldly Realms***

* The Heavens
* The Void
The Mark Twain Logs

The Mark Twain Logs is a unofficial Abandoned by Disney story created by Inverted\_Minnie.

* Information
* Abilities
* Trivia

## The Mark Twain Logs Information

The Mark Twain Logs is a story based on the story of Abandoned by Disney. The story takes place on a real abandoned Disney boat called "The Mark Twain". Only one Corruptus roam the boat.

The Corruptus has almost the exact same appearance as the Grimm Reaper the literal personification of death. However it appears to not have a skeleton inside it like most Grimm Reaper interpretations. It also has glowing white dotted eyes.

The Corruptus in the story has the ability to lower people's mental state along with their will to live.

It's also capable of sending that person back in time. At least back when The Mark Twain was open.

The reason why the Corruptus was born is because people missed the Mark Twain boat and wanted it to come back from the dead. Along with a Halloween tradition where a Death statue pulls the Mark Twain that caused it to be born.

## Abilities

* Making unnatural sounds from the speakers.
* Making people's sanity lower.
* Temporal Trapping

## Trivia

* The Corruptus name could be either Death or Grimm Reaper.