recursal/Fanatic-Fandom huggingface dataset:
Prairie Hopper

Habitat
 Range

Prairie Hoppers are the smallest of the popular mount spiders, the largest growing to be the size of a pony. As the name suggests, they are amazing leapers, able to leap across a lake like it was a puddle. They're even good at landing, as legs make great shock absorbers. Their bites aren't dangerous - while venomous, they administer so little of their toxin that it is harmless to humans. However, they tend to pin down their prey and rip them to shreds with their fangs, so they aren't exactly harmless, per se. Since they aren't very large, they can't hold very big people, or multiple small people, or large amounts of cargo... really, they're only good for lightweights. Very popular among the more shady types, as these spiders' footsteps can barely be heard when leaping from rooftop to rooftop. Keep that in mind if you hear a bump in the night...
Economic Guidelines

Here in Thrae we value having a somewhat realistic economy. That is to say, if someone were able to summon massive quantities of gold, the metal would soon be near-worthless. Gold itself remains pretty valuable, and, in most parts of Thrae, the exchange rate is as such:

1 Gold Piece = 10 Silver Pieces = 100 Copper Pieces

A gold coin itself can be thought of as about equivalent to $100 USD in terms of purchasing power. It's more suitable for larger purchases, not something you'd pay with for tips or drinks.
Love Stronghold

Claims
 Active Organizations

## Description

The Love Stronghold is a colony of Earkswick, and the largest settlement in the Sunless Ring. The highway leading to the south is lit with torches and heatstones that directly convert the ambient magical radiation into life-sustaining light and heat. Meanwhile, the center of the highway is studded with magic-dispelling gems, creating a safe bubble from the otherwise harmful magical radiation of the area.

The Stronghold itself is built on a frozen sea, with flat ice-wastes extending in all directions. This gives the tower-mounted ballistae good line of sight on any of the larger creatures that can emerge from the darkness, as well as direct line of sight for flare-based communication with patrols or hunters in distress.

The emphasis of the architecture remains on defense and security, rather than comfort. Space is at a premium, as in addition to the basic materials that must be carted from safer climates or mined in the perilous ice wastes, fuel and light sources are consumed at a huge rate due to the fact that magical alternatives cannot be used due to the anti-magic bubble that keeps the inhabitants from also becoming warped creatures of the north.

## Economy

Major exports are enchanted items which can be made pretty cheaply by just harnessing the ambient magic, alchemickal reagents taken from the beasts of the north, pelts, ivory, and even just plain buckets of snow - seeing as they're already infused with the ambient magic, they're prime for potionmakers in the mainland. Imported is food, since there's no agriculture there aside from thaumosynthetic plants (which probably aren't safe to eat) and very little room for livestock. Likewise, most manufactured goods are brought up from the south, since there's only one smithy in the stronghold; this smithy is primarily responsible for maintaining the equipment of the garrison, as well as outfitting hunting expeditions seeking to bring back more samples to be sold to the alchemists or academics.

## History

Founded by Earkswick as the northernmost heavily-settled area in Thrae in order to provide a base camp for further expeditions, both for knowledge and for the magically irradiated body parts of the beasts of the north.
The Tower of Eternal Night

Claims
 Inhabitants
 Active Organizations

## Description

The Tower of Eternal Night is a secluded, isolated glade at the base of a valley in the southwest Scarstone Mountains, steeped in shadows during the day and only lit by the moon.

The once proud tower has crumbled, leaving only ruined remains of a great elven fort in it's place

The elves here are ruled by a matriarchal system. The current ruler is Queen Leyla. They pursue a policy of isolation from the affairs of the rest of the world, instead choosing to remain secluded and protected.

## History

Four generations of Lunar elves ago the valley holding the Tower was settled, and the Tower itself constructed. It stood tall and proud for a single generation before being reduced to ruins in a civil war. The following generation of elves, their leader being the daughter of the founder and great grandmother of the current ruler, Queen Leyla, decided that it would be safest to remain isolated. And so they have remained unknown to the outside world until a cartographer, Eria Jadeye, met a human during her travels, eventually culminating in him joining her on a trip back to her homeland.

## Inhabitants

The Lunar Born; elves with a strong affinity for the moon and all that relates with it. Long removed from other elven kind, they have developed into their own sub-sect of elven kind. All sporting Sapphire eyes, white hair and dark, brown skin.

## Notable Locations

* The Tower of Eternal Night; The remains of a tower built to reach into the sky, fallen long ago, before the Lunar Born ever took up residence. Though it is in ruins, they still retain strength and a magic that can't quite be placed.
* The Moon Glade; The glade at the base of the tower, surrounded by a thick, evergreen forest on all sides that lead into the foothills of the surrounding mountains. A small lake sits in the middle, reflecting the light of the moon and earning the glade it's name.
Llery

Claims
 Inhabitants
 Active Organizations

## Description

One of, if not the, Rainiest settlement locations on Thrae. A Moderately sized Fishing and Farming Village along the South-Western portion of the continent that sits between the Ocean and Mountains.

## Economy

Many people of Llery are Fishers, due to the prime location of being along the Ocean with not many other settlements to have to compete with.

Though others of Llery are Farmers, primarily farming Produce that thrives in wet areas due to the constant rain.

## Lore

Legend tells of two lovers, two women; Laiuuna and Llery.

Sekul, an powerful wizard of the time had become enthralled by the elf, Llerys, Beauty. Sekul had attempted for years and years to woo her, showing his wealth and his power to the woman. Yet Llery had never grown impressed by either his power nor wealth and had fallen in love with an Human woman, Laiuuna. Laiuuna was said to be nothing more than a simple, but skilled, Assassin. It was not long before Laiuuna had caught wind of Sekul's relentless harassment of Llery to try and win over the Elvish woman.

It was on an Rainy day in these lands that Laiuuna had found and killed the Wizard that tormented her lover...though in her rage she had been tricked. Sekul had placed an illusion over Llery to make her look like him, only dissipating as she died in her lovers arms crying.

The legend says that since then that the rain that haunts these lands are from the Elvish woman Llery, crying because of her lover Laiuuna's unwillingness to accept her forgiveness for killing her. Its said that the tears repell evil and even dampen Magic, making those who call it home more resistant to magic, but also require much more training to use it.

## Key Locations

### **Laiuuna's Temple**

Temple Build by the Orphans of the Rain to coven their forgiveness to Laiunna, whom in legend was tricked into killing her Wife/Lover Llery. Despite being an Assassin organization, this is where the Group takes in orphans In or around the region.

### **Llery's Cemetery**

The Cemetery that lays in the outskirts of the Village.

***The Unmarked Grave***

A grave that lays unmarked in the center of the Cemetery. Often easily Identifiable due to being surrounded by flowers, or Spotting a hooded woman Kneeling at it in the rain. Legends tell that it is Laiuuna's Wives Grave and she comes to visit her long past away lover. The select members of the Orphans of the Rain may be found praying beside the grave.

## Organizations of the Rain

***Orphans of the Rain***

***Laiuuna's Children***

A little known organization that calls Llery and its surrounding Locations home and they its protectors.

They're an assassin organization, though at times will also function as mercenary's.
The Sunless Ring

Claims
 Players
 Active Organizations

## Description

The literal dark heart of Thrae, the Sunless Ring is the interior part of the world's geography, forever concealed from the sun by the rest of the planet. Somewhere floating in the middle of Thrae's ring is a powerful source of magical radiation - much like how sunlight affects the equator more strongly, the further hubward one travels the stronger the magical field becomes.

## Geography

Frost-resistant plants have adapted to harness it in the process of thaumosynthesis, while the animals that live in the region are prone to mutation and empowerment by the strong magical field.

### The Ice Marches

The rimward edges of the Sunless Ring are sparsely inhabited by tribes of snow elves, northern orcs, and still-recognizable creatures such as dire wolves. Occasionally monsters from further hubward will stray south, leading to one of three scenarios: They turn back upon upon exposure to the sun, are slaughtered for parts by more organized and well-defended settlements like the Love Stronghold, or they emerge into the too-hot mainlands in murderous fury.

Along the border, resources are still numerous enough that mainland species can survive, though perhaps not thrive. The sky is locked into eternal twilight, at least lending some warmth, and coal can be gouged from the mountains.

### Frozen Night-Wastes

Deeper hubward lie the areas where the sun never reaches. Ice-resistant plants exist here in caves and caverns under the ice, which insulates and causes greenhouse-like pockets where the magical radiation of the region is transformed into sugars and heat by large colonies of plants. These colonies glow from beneath the ice, muted lambent cyan pockets that dot the landscape as the only source of light besides the stars. The interior of these caverns is survivable, but they share some characteristics with oases and watering holes of more temperate lands: Predators know that prey is sure to be found here.

While many of these could be best described as "misbegotten masses of flesh and limbs", there are a few discrete species that make their homes here:

* Frost worms
* Remorhaz
* White dragons
* Glass spiders
Amberhill

**Amberhill, the riverside town**

*Amberhill. This quaint little community was constructed relatively recently by traders from Ebonridge. It was built close to that bustling mountain city, occupying the source of the Gray River. Snowmelt from the mountains fed this waterway, sending boats bearing manufactured goods and textiles from Ebonridge swiftly down into the hinterlands of the Ebon Accord while mule teams dragged barges back up through the slower waters along the banks, laden with fruits, vegetables, and lumber bound towards the capital. Here in the summery heat of Thrae's equatorial lowlands, the river was lower than usual. Those who could afford the time flocked from Ebonridge in times like this to indulge in the cool mountain waters for fishing and sport, and a good amount of industry had sprung up to support these people.*
Kioku Library & Luminary

Claims
 Inhabitants
 Active Organizations

## Description

Kioku Library, and Kioku Luminary are owned by the mysterious Masked Lady on Kioku island, which strangely enough, it and the village that calls it home, were named after these two buildings rather then vice versa. Kioku Library and it's counterpart are not traditional buildings, and are actually hollowed out Elder Trees. These 'Elder Trees' are simply ancient oaks that tower to the skies above, giving dizzying heights. Reports describe the interior as warm, dark, and homey, but nothing too special. Inside the Library, one can find countless shelves filled to the brim with dusty old books sporting stories of old Fairytales, as well as sheets and books of most well-known written music. The Masked Lady whom owns the establishment does indeed rent most of these out for manual labor as payment, and only asks that they're kept in good shape.

They are even fewer reports of those entering her Luminary, and describe that, as quite the sight to see. The room itself is dark, almost pitch black, but small glowing 'stars' line the walls and floor. Humming symbols creating outlines of circular discs. Inside the discs are large white-glowing moons. Depending how far in, or how far out, the colors change. The shapes of the moon are displayed along each 'disc' on the floor. Other then that, a massive telescope can be found, covered in glacier-like ice, hissing mist and bright like rays shining upon the ocean. Surely mystical in nature, it seems only operable by the Masked Lady simply because no-one else has the knowledge of how to make it move, zoom, or turn.

## Inhabitants

Kioku Library, while close to Kioku Fishing village which was aptly named after said Library due to the Masked Lady's aid in it's settlement, does not contain many visitors, helping hands, or residents. The one and only known resident is in fact the Masked Lady. Very few visitors have been recorded of traveling to the island, specifically to see her and her library, whilst most are known for not coming back and those who do, don't speak of it. Again, these are only those who went with the intention of seeing her for some type of special help or another. Those whom visit to visit, ask for food or drink, or just pass through, relay her as quiet and the place nothing special.

## Ecology

Many reports list that the local wildlife seem to congregate around this apparent Library. This listing of local wildlife include; Various Birds, and Rodents. The nearby town relies mainly on Fish and Crops, due to this strange lack of varying organisms. Many believe the Library and the Masked Lady is a contributor to this.

## History

Not much is known about Kioku Library or whom founded it. What is known about the Library and it's co-building, Kioku Luminary, is that it's ran and owned by a woman known as the Masked Lady, or Lady Sorrow to the villagers whom settled nearby. Infact, the woman there and the building itself, have existed before the village which was founded several generations prior to today.
Nel'rion

## Gardien primordial

   L'un des grands gardiens de l'Irréel, Nel'rion le Purificateur est, dans les légendes, le frère de Rezdosia, la Tisse-songe, et le gardien de l'une des Voies primordiales: le Mirage Blanc.

Le mythe de Nel'rion parle d'un grand dragon doré, fendant parfois les cieux de l'Irréel et apportant chaleur et réconfort à tout ceux qui croiseraient sa route. Il est en outre le gardien le plus vénéré, notamment par les Croisés du Mirage et par les adorateurs de la Lumière un peu partout dans l'Irréel et dans certains mondes du Réel.

Le Purificateur est connu pour sa férocité sur le champs de bataille et pour l'espoir qu'il inspire aux troupes qui combattent à ses côtés.

## Le Gardien de la lumière

Les pouvoirs de Nel'rion demeurent mystérieux, même pour les Avatars, mais il est considéré comme le protecteur de toute lumière, représente le Soleil dans certaines mythologie telle que celle de l'Empire Terobsien et est même assimilé à la saison la plus chaude de l'année dans l'ancien calendrier des Eldars.

Par ailleurs, le Purificateur est le gardien le plus enclin à approcher les Avatars pour leur prodiguer aide et conseils.
Fort Rouze

Claims
 Inhabitants
 Active Organizations

A naval fortress built upon a small island, Southwest of the Adian archipelago, where it served as the center of the Royal Navy's forward operation center for all actions across the Sea of Traitors.

Heavily fortified, it served as a bulwark against much of the dangers that came from the open waters to the west and the Quit from the south as a steady stream of Adian ships patrolled to and fro from the north and east.
Territory Guidelines

For players interested in claiming territory, this is a general guideline. Please understand that all rules are subject for moderator decision.

In the interests of preventing conflict between players when the subject of conflict between characters arises, we'll be assembling this list of guidelines on how territory is to be handled. Namely, when one character wishes to engage in raiding or another hostile action on land that another player feels they have influence over.

1: Claiming Territory

If you are interested in claiming territory, please come with an idea and inform the moderation team. As long as the territory is unclaimed, you're likely to be granted one.

2: Creating Territory Lore

Player lore in territories are subject to our general rules. If you are going to create a militaristic presence, we encourage you to spend time building one IC for continuity's sake.

3: Activity within Territory

While it is in interest for all parties present at a location, not all territory can feasibly be regulated by the player. Skirmishes, raids, and other problems are a part of medieval fantasy and the general rule is other characters are permitted to do so within the borders of one's territory on a small scale without permission. However, if another player wishes to assault a critical location within a territory, it must be done under permission of parties involved.

Example: If a bandit character invades a small farmstead within a territory, they may do so without permission. However, if a commander wishes to capture a capital of an active territory, there must be discussion and permission between players involved.

4: Territory Activity

Should a territory remain inactive beyond a reasonable time, it is subject to be removed by mods or attacked by other players. Of course, if the player is an active member of the community, this rule has flexibility.
Granite Vale

Claims
 Inhabitants

## Description

At the western end of the western continent lies the Granite Vale, so named for the imposing mountain ranges that denote its limits, and the stony hills that are worked by the mining towns dotting the landscape. The region is bounded on the west by Fire Peaks and to the south and west by the Scarstone Mountains, extending in a north-east direction until it reaches the Serpent Desert.

The Ebon Accord lies in the southwest of this region, and is currently in an aggressively expansionist phase. They have direct control over Spragot and Pehill, while having strong trading ties with most other settlements in the region.

## Economy

Mining, metalworking, and masonry dominates the south-west half of the vale due to abundant minerals in the mountains, mostly centered in Ebonridge. Meanwhile, the Forest of Thorns is a source of hardy lumber, though only one settlement actually manages to scrape by a living in the inner parts of the sprawling forest.

The fishing towns of Pehill and Heypool, both located on opposite banks of Lake Heypool, are known as one of the best sources of monster-based alchemical ingredients outside of The Sunless Ring. Pehill dredges the safer, shallower south-western edges of the lake for plants, as well as the more common sort of fish. Heypool does its fair share of fishing as well, but is renowned for its hunters who take to the lake for week-long expeditions to track and kill large lakebed creatures. These provide a prized source of fang-ivory, bone, rare organs, and meat.

## Politics

The Ebon Accord is the major player in the region, based out of Ebonridge.

## Settlements

* Ebonridge
* Frost Thorn Fortress
* Spragot
* Shuramunz
* Pehill
* Heypool
* Karnande

## Notable Locations

* Forest of Thorns
* Lake Heypool
* Grey River
* Citadel of Kas the Betrayer
* Serpent Desert
Welcome to the Boiling Isles

> **Warnings:**
>
>
>
>
>
> VERY major spoilers for Disney channel series *The Owl House*, typical dark themes associated with any W2H content.

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

***Welcome to the Boiling Isles***, also known as **WTTBI**, **W2HxTOH**, and **WTTOH** is a~~n incredibly self indulgent~~ *Welcome to Hell* and *The Owl House* composite fusion AU created by fandom user **I only created this so my IP isn't public**, more commonly known as **Blueb1rdCreed**.

[This series is a wip]

## Character list (WIP)

The Collector (TOH)
King Clawthorne (TOH)
Emperor Belos/Philip Wittebane (TOH)

## Concept art

Stocking conceptJonathegn profileSilver titan conceptJojo titan concept (outdated)
Getting started in Thrae

Welcome to Thrae, and thanks for taking the time to read our humble guide. Please begin by familiarizing yourself with the rules and etiquette of the channel. They're in the channel description, but as a recap, here they are:

## Rules and Etiquette

### Rules:

1) You know the basics. Don't be an asshole out of character.

2) Characters must be written explicitly for a high fantasy setting.

3) Technology must precede Renaissance-era levels.

4) Extreme Kinks such as vore, torture, scat and ageplay should be taken to private upon request.

5) Kingdoms must maintain a level of activity. The kingdom (Not just players in it, but something of the actual kingdom) should be active and do something once a month or it shall be removed.

### Etiquette:

Rules are pretty general across the site. All kinks are permitted, but please, be sensible in what you display - certain things might be more appropriate to do in PMs.

Try to keep your magic balanced. Using it to solve any and all problems tends to detract from an RP. Use of magic is a subject best discussed with your partners.

When joining an in-progress RP between two or more others, it's polite to ask first - either in the OOC channel or privately.

Check the wiki to see if anything already exists for a location you're working in. If so, please respect what others have created before, but don't be afraid to add in something new - if not, create to your heart's content.

Nobody is obligated to RP with you just because you're in the same area. Fighting is fine and all, but razing a town without OOC consent is extremely rude.

## So, how do I actually join in on the fun?

Simple. You can either ask around and see what other's characters are up to, read what's going on in the IC channel, or propose a storyline of your own. If joining in on an existing area or play, you should first check the wiki to see if anything's already been written for the location - if not, you're free to make up what you'd like for it.

Once you have a partner, you're good to go.
Grassland Strider

Habitat
 Range

The Grassland Strider is practically the go-to spider for most beginner adventurers needing a mount. It's fast, sleek, and generally inexpensive due to the high amount there are in both captivity and in the wild. They're about the size of a horse (legs excluded) and come in a variety of different colors and patterns. They are entirely nonvenomous, using sticky silk traps to catch and kill prey rather than toxins. While being the fastest of all of the other popular mounts, they are also the most likely to turn on or abandon their owners, known to be argumentative in most occasions. Use caution when dealing with this creature, even if it is tamed.
Thodem

## Généralités

***Nom***: Sabot-de-Brume

***Prénom***: Mogatr

***Appellation*** Thodem

***Race***: Spectre, autrefois hybrenien

***État***: Faux-Veilleur

***Fonction***: Conseiller de  la Source du Mal

***Titre***: Le Veilleur chaotique

***Âge***: 71 ans

***Entourage***: Les Spectres, les Faux-Veilleurs, la Source du Mal

***Source spirituelle***: Aucune

## Informations

Mogatr Sabot-de-Brume était autrefois le Grand Voyant d'une tribu d'hybrenien du Monde Réel d'Attresia.

Les hybreniens sont des êtres rarement descendants d'entités cosmiques, et les différents peuples sont, pour beaucoup, des hybrides entre humanoïdes et animaux. Si l'aspect peut faire penser à une telle association, les hybreniens sont bel et bien des êtres à part entière de la Création, quoique souvent bien moins évolués que les autres Mondes. Ils font par ailleurs, dans des mondes comme le Monde-royaume de Faveri ou le Monde noble de Mir, des gladiateurs de choix.

Dans sa tribu, Mogatr était le sage que jeunes et anciens venaient consulter, tant pour ses visions que pour son savoir. Un jour, alors qu'il se plongeait de nouveau dans une séance d'appel des esprits, il fut assailli d'une vision terrifiante: Attresia serait bientôt à feu et à sang et seul ses pouvoirs pourraient sauver ce monde. Il demanda conseil aux esprits pour prémunir son monde de ce funeste destin et un esprit qu'il ne parvint pas à identifier lui répondit. Il lui dit qu'un grand pouvoir sommeillait sous la Montagne Brumeuse, pouvant lui permettre de protéger Attresia. Fort de ce savoir, Mogatr Sabot-de-Brume se rendit dans les ombres de la montagne, ne soufflant mot sur la vision aux autres hybreniens pour ne pas les affoler.

Sous la montagne, Mogatr rencontra un vieux sage, de la même espèce que lui. Le sage lui dit qu'il avait eu la même vision apocalyptique et lui offrit ce qu'il était venu chercher: un artefact laissé là depuis longtemps promettant, à qui saurait l'utiliser, des pouvoirs incommensurables. Aveuglé par la peur de voir le monde verdoyant ravagé, Mogatr usa du pouvoir de l'artefact. Le vieux sage révéla alors être la Source du Mal et regarda avec plaisir le Voyant déchu décimer son monde grâce à ses nouveaux pouvoirs, la folie rongeant son esprit et les murmures de la Source dominant tout autre cri de douleur.

Après avoir mit à feu et à sang la terre de ses ancêtres, Mogatr Sabot-de-Brume abandonna son nom, se nomma Thodem, le Veilleur chaotique et devint un Faux-Veilleur, conseiller de la Source.

Il rependit la mort et le chaos sur ordre de la Source durant la Guerre des Reflets avant d'être tué par le Veilleur de l'Harmonie Sheyran Astreciel, son principal opposé, lors de l'assaut contre le domaine de son maître: la Flèche de la Destruction.
Gargantuan Dragon-Eater

Habitat
 Range
 Aggression

The Gargantuan Dragon-Eater Tarantula is by far the largest of all spider species in Thrae, whose name is a bit of a misnomer - they eat drakes, not dragons. Found in the forested regions of Thrae, these arachnids grow to the size of minibuses - and that's without the legs. It's covered in coarse, dark hairs, each individually bristled with hooks that cause irritation to skin. Its fangs are like a pair of oral swords, growing at three to four feet long and are capable of injecting a neurotoxin that paralyzes you almost instantaneously - however, you still feel every bit of pain as it sucks out your insides. You'll just be powerless to stop it. These hulking brutes have a disadvantage, however - their eyesight is poor, they are rather slow, and are not the brightest of all spiders. Gargantuan Dragon-Eaters are sought as mounts, wrangled and sold at Ebonridge.
Citadel of Kas the Betrayer

Claims
 Inhabitants
 Active Organizations

## Description

A large, fortified castle like structure, hewn straight from the mountain that once stood in it's place. Now ruined from internal fightings, crumbling and weak, yet being rebuilt by sturdy, determined dwarves.

## Inhabitants

Volunteer Dwarves, craftsmen, scouts, gaurds and any thing else that could benefit the surface project.

## History

The Citadel, once belonging to Kas, the King of Dwarven people on the surface, destroyed after the King betrayed his own, gathering the surface dwellers and attacking those beneath them, causing a long and exhaustive civil war under the very ground of the land. Only once the Betrayer was captured and executed, to the Dwarven people slowly return to the surface, using the citadel in mockery of Kas' name, the dwarves seek to rebuild the ruined citadel and reestablish outside connections.
Les Spectres

## Création et avenir

Les Spectres sont des créations de la Source du Mal lors de la Guerre des Reflets qui étaient destinés par leur maître à supplanter les Avatars.

Au début de la guerre, les Avatars se rendirent compte que les potentielles recrues dont les origines célestes pouvaient les destinés à devenir des gardiens disparaissaient. Ce n'est qu'après avoir affronté les Spectres qu'ils se rendirent compte qu'il s'agissait des habitants des mondes du Réel, pervertis par la Source du Mal et transformés en faux gardiens.
Menés par quatre  Faux-Veilleurs, ces Spectres ont été les principaux ennemis des Avatars lors de la guerre.

Cependant, au cours de la guerre, l'une des leur, Garella Tremble-Terre, choisie de se défaire de l'influence de la Source du Mal et rejoignit les Avatars. De ce moment naquit une rébellion au sein même des troupes de la Source, qui permettrait aux Avatars de découvrir l'emplacement de la Flèche de Destruction, lançant la dernière phase du conflit.

Les Spectres ne possèdent aucun lien avec l'une des Voies mais semblent destinés à se lier à l'une d'elles, reste à savoir laquelle...

Certains érudits spécules déjà, affirmant que "les Avatars et les Spectres sont les pièces d'un puzzle que le Destin est en train d'assembler".
Cependant, certains doute, et disent "craindre la finalité de ces sombres desseins".
Forest of Thorns

Claims
 Active Organizations

## Ecology

### Plant life

The forest is dominated by dense, heavily-thorned trees. The spaces between the trunks tend to be filled with brambles, berry bushes, and other prickly obstacles. As such, free movement through the forest for larger creatures such as humans is usually relegated to game trails (a chancy proposition, due to the dangerous wildlife) or hacked-out pathways created with machete, hatchet, and saw.

The wood of the dominant species of tree is highly valued for its toughness, serving well as outdoor furniture, walking sticks, or in high-stress uses such as heavy-duty bows, staves, and polearm hafts. When the thorns are left in, a simple branch can serve as an exceptionally deadly cudgel.

### Wildlife

All species living in the forest of thorns are united by the presence of a durable outer layer - even small, nimble creatures such as mice invariably end up shredded and punctured in short order, for even the brittle leaf litter on the forest floor has hundreds of spines.

#### Giant Pangolin-mole

Nocturnal beasts. During the day time they burrow into the earth to slumber, possessing weak and easily-blinded eyes. After the sun sets, or in certain denser, darker parts of the wood, they come out to hunt. Their claws are equally able to move flesh and bone as they are of shoveling aside masses of earth, and their thick plated hide turns away blows while protecting them from the forest's thorns. Their underbelly, while still covered in a relatively thick, leathery hide, is much more vulnerable.

## Notable Locations

### Karnande

A settlement populated by woodsmen, hunters, loggers, and a handful of skilled craftsmen who specialize in working the wood of the Forest of Thorns.

### Kirk's cabin

A small cabin located roughly half a day's journey from Karnande. It's surprisingly well furnished, mostly due to the fact that its inhabitant is undead, and has therefore had ample time for home improvement. It's a simple two-room affair, with a small shed outside that houses a mule, and a cart for said mule beside the shed.
Onterius

## Gardien primordial

Onterius l'Imperturbable est le grand gardien du Pic Astral et protecteur de l'Harmonie suprême de l'Irréel. Il est le plus sage des Gardiens primordiaux. Souvent représenté comme le meneur du Conseil des Gardiens, il n'a néanmoins ni plus ni moins d'influence que ses homologues des autres voies.

Onterius est aussi appelé le "Contemplateur" ou "l'Observateur". Les légendes racontent que son esprit serait constamment en train de vagabonder dans l'Irréel en compagnie de celui du Veilleur du Pic pour maintenir l'Harmonie.

La charge de Onterius le place souvent au-dessus de ses congénères, même si il n'en est rien. En effet, le maintient de l'Harmonie nécessite une surveillance des autres Voies Primordiales.

## L'Imperturbable

Onterius prend l'aspect d'un grand dragon bleu pour apparaître aux Avatars et peut se matérialiser sous forme astrale dans toutes les voies sans quitter le Pic ou il réside.

Une croyance du Premier Empire attribuait à Onterius un rôle dans la création de l'Irréel, ce qui fut démenti par les Avatars puisque le grand gardien ne vit le jour qu'après l'exploration de l'Irréel par Shaya.

Onterius entretient un lien constant avec tout les Avatars du Pic car, contrairement aux autres adhérants des Voies primordiales, ils possèdent une chose unique: l'Harmonie, un esprit commun au-delà de leur propre esprit individuel ou se rassemblent les pensées et connaissances qu'ils souhaitent partager. Un esprit que domine Onterius, veillant sans cesse, avec l'aide du Veilleur Astral, à ce que chaque esprit chante à l'unisson, pour que la mélodie harmonieuse soit perpétuelle.
Greyem

PRESERVE THIS

## History

Born in the city of Southhold as an only child to what we might think of as a lower middle class family. Both his mother and father engaged in the major trade of the town, military service. Greyem grew up learning how to use a sword, though e never really took to it as much as his father would have liked. He was much happier with a drawing pencil, or an instrument in his hand than a blade. Life passed him by in his youth, more or less comfortably, until around his 14th year. His parents went off on a campaign and just...never returned. Officially, they were listed as KIA, leaving Greyem an orphan. He struggled to make ends meet, taking odd jobs, selling off his parents house for a much more modest apartment, and managing what wealth his parents left him very carefully. Four years later, he heard information that there may have been more to his parents' fate than he had to be lead to believe. But more than that, he learned something that might impact the entire world. After much deliberation, he gathered the weapons and armor his left to him, and set out to find answers.

## Gear​

Gladius: [1]

Arequebus: (Bottom one) [2]

Armor: His armor is mostly leather with overlapping steel inserts on the shoulders, forearms, chest and shins. He doesn't often wear it.

1/4
The Academy

The Academy also known as The Grand City of Magic has been around for ages, a long time having had it's ports and docks closed off to any who were not magically inclined. In the past year however the Academy has grown allowing more people into the confines of the city, allowing more merchants into the city and even sending out more exports from the city.

**Academy Training**

The main reason The Academy exists is to train those who are magically inclined in any way for different countries. The countries spend great sums of money to send their Drafters, Magicians, Warlocks, or any other magic users to have them trained by the greatest teachers that the world has to offer. This sum of money that the countries spend to send their magic users to the city are just the chains that they use to shackle them to the country and force them into a world of servitude to their countries. The training in the Academy is not limited to just one type of magic but to all kinds of magic and everything else that they might need to know, from math to fencing to architectural designs for making buildings entirely out of magic. Each and every student is put into the classes that would help best with complimenting their magic types and help them even more in helping their fellow man.

**Academy Trained**

Those who have, or are, training at The Academy of Magic located on The Grand City of Magic. The Academy's training system does not limit students based on age, but rather progresses them through each degree of training based on their ability and knowledge. So a thirteen-year-old who is extremely proficient in magic might well be a gleam, also known as a third-year student. While an eighteen-year-old who is just beginning to work on her magic could be a dim, also known as a first year student. There are four years of students, and they have certain nicknames they are referred to by:

1. Darks: Technically known as "the supplicants," these are would-be drafters who have yet to be tested for their abilities at the Chromeria, or be allowed admission to the school.
2. Dims: The first-year, and therefore lowest rank, of students at the Chromeria.
3. Glims: Second-year students.
4. Gleams: Third-year students, who are fairly advanced.
5. Beams: Fourth-year students. Very knowledgable and capable students, close to graduation.
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Kal'an

## Le premier Maître-esprit

Kal'an, littéralement "Premier" en Langue Perdue fut le résultat de l'invocation primordiale de Shaya, lorsqu'elle utilisa le Coeur de l'Irréel pour donner naissance aux Avatars. Il devint le premier Maître-Esprit, dirigeant du peuple cosmique des Avatars et premier Maître des Voies.

Kal'an régna millénaire en compagnie des premiers Veilleurs. Il apprit tout de Shaya et chaque chose nouvelle était soigneusement consignée par écrit.

C'est notamment grâce à lui que les Avatars actuels n'ont rien perdu des enseignements de Shaya.

## La Première Rupture

Malgré ses immenses pouvoir, Kal'an ne pu résister longtemps face à la vague de l'Oubli. Ses Veilleurs et lui constituèrent la première ligne lors de l'affrontement final. La Source Spirituelle de Kal'an était un cerf et c'est sur le dos de cette même créature qu'il alla au combat et disparu en scellant la brèche vers le Monde Interdit. L'explosion de la brèche devait apporter la victoire aux Avatars mais la prophétie était immuable et le choc spirituel fut tel qu'aucun Avatar n'y survécu, hormis les plus éloignés qui furent plongés dans le coma et qui formèrent, plus tard, le nouveau Haut-Conseil afin de perpétuer le Cycle.

## Pouvoirs et capacités

- Comme tout les Maîtres-esprit, Kal'an possédait l'esprit le plus puissant parmi les Avatars.

- Kal'an était un épéiste hors pairs et maniait deux lames à la fois.

- Les talents magiques du Maître-esprit ne trouvaient d'égale que dans sa maîtrise des lames.

- Kal'an était capable de fusionner son esprit à celui de sa Source et ainsi ne faire qu'un avec elle durant les combats. Ils incarnaient l'harmonie parfaite. La légende veut que lorsque Kal'an fit exploser la brèche dans un ultime sacrifice, sa Source fut la première à mourir à sa suite. Non pas à cause de l'explosion, mais parce que la mort l'avait emmenée en même temps que son Avatar en se servant du lien qui les unissait.
L'Esprit

## Généralités

   L'Esprit est un concept primordial dans la société des Avatars et dans leur nature profonde. En effet, il justifie à lui seul l'entièreté de leur action dans le monde de l'Irréel. Sans cet esprit supérieur, le Monde des Essences leur serait inaccessible, et sans Avatars, tout cela n'aurait guère de sens.

Il s'agit du maître-mot de la philosophie avataréenne et du domaine principal de leurs compétences.

## Utilisation

Dans la culture des Avatars, l'esprit est autant un élément de connaissance qu'un état à part entière. L'on distingue deux états:

- La forme physique

Il s'agit de la forme pure des Avatars, celle sous laquelle ils ont accès à toutes leurs compétences magiques et physiques ainsi que celle qui apparaîtra aux êtres des mondes Réels lorsqu'ils s'y rendront. Sous forme physique, les Avatars n'ont pas accès à des connaissances illimités et doivent se contenter de ce qu'ils ont apprit au cours de leur existence pour résoudre leurs problèmes. La forme physique d'un Avatar est toujours, ou presque, accompagnée de sa Source spirituelle.

- La forme spirituelle

Seconde forme adoptable par les Avatars, il s'agit de leur aspect astral, celui qu'ils adoptent pour se rendre dans les Voies et voyager dans l'Irréel. Contrairement aux croyances, la forme spirituelle n'est pas requise pour se rendre à Vaer'Avataris, la ville disposant d'un statut privilégié dans la Création. Sous forme spirituelle, l'Avatar n'a au départ accès qu'a des connaissances limités et ne peut utiliser tout ses pouvoirs et sa force physique. Au fur et à mesure qu'il deviendra puissant, sa forme spirituelle évoluera et adoptera ses connaissances. Par ailleurs, méditer sous cette forme permet d'avoir accès à un flot de connaissances infinies, telles des archives, l'Avatar peut parfois y trouver des réponses à ses questions.

L'apprentissage nécessaire pour savoir passer d'une forme à une autre met un certain temps à acquérir et n'est enseigné que par les Avatars. Une fois cette capacité obtenue, l'Esprit se scinde et l'apprenti peut commencer à chercher la formule de convocation de sa Source, qui le suivra par la suite pour le restant de sa vie et ne pourra jamais être révoquée.

## La Source spirituelle

Animal, humanoïde, élémentaire, draconnien, quel que soit la forme que prend la Source spirituelle d'une Avatar, elle est intimement liée à son esprit de manière irrévocable et éternelle. Elle représente cette part de lui-même qu'un être ne peut explorer et possède une conscience et une personnalité propre.

La Source peut elle aussi se matérialiser ou se dématérialiser, elle ressent les douleurs de son Avatar, ainsi que ses joies, ses peines et ses doutes, aussi bien que l'Avatar ressent lui-même les émotions de sa Source.

## Les Voies et leur influence

Un Avatar doit choisir sa voie lorsqu'il lui en est donné la possibilité, parmi les quatre Voies primordiales:

- Le Sentier des Songes

- Le Monde des Ombres

- Le Mirage Blanc

- Le Pic Astral

Ce choix influencera souvent l'aspect spirituel de l'Avatar, ainsi que son aspect physique, en plus de la nature et de la teinte de ses sorts.

## Le Nom véritable

~Archives incomplètes~

﻿
Magie de l'Ombre

## Généralité

La Magie de l'Ombre, également appelée Arcanes noires, est le type de magie le plus courant parmi les serviteurs de Daemonium. Elle est souvent associée au Mal, bien que la Magie du Chaos soit bien plus dangereuse et plus vicieuse.

Les Arcanes noires se divisent en trois spécialisations:

- La Sombre Conjuration, qui permet d'invoquer des formes ombreuses de plus en plus puissantes,
- La Matière Noire, qui permet de matérialiser les ombres en différents instruments et/ou objets,
- La Nécromancie, ou l'art de relever les morts pour les plier à sa volonté.

L'art des ombres ne diffère pas beaucoup des autres, les ombres en elles-mêmes pouvant servir à brûler ou à blesser.
Aohme, le Seigneur du Temps

## Informations

Aohme, le Seigneur du Temps, est l'un des  Éternels né avant la création de l'univers sous la forme de dieux du Vide. Lorsque se forma la Création, il prit lui aussi forme et hérita des pouvoirs du Temps. Il fut chargé de réguler les lignes temporelles de l'univers et de veiller sur les huit réalités temporelles alternatives que comptait la Création.

D'une sagesse infinie, le Seigneur temporel utilisait ses pouvoirs pour stabiliser les mondes et établir un cycle horaire pour tous. Il était également chargé de tisser des "Fils du Destin" de manière à ce que chaque grand évènement, tel que la création d'un monde, ne puisse jamais être défait.

Aohme fut malheureusement le premier Éternel à être tué par Daemonium. En effet, lorsque Brentalh, le Père de la Vie, décida de la création d'une race supérieure destinée à supplanter les Éternels si ils venaient à disparaître, le Destructeur ainsi que Ahzmeris, le Maître de la Magie et Senyha, la Mère des Éléments s'y opposèrent. Dans sa sagesse, le Seigneur du Temps tenta de les raisonner mais fut attaquer par Daemonium. Déplaçant l'affrontement dans une temporalité alternative créé par ses pouvoirs, il empêcha la destruction qu'aurait causé leur combat mais scella son destin. Enfermé dans une arène avec Daemonium, il l'affronta pendant des millénaires, qui ne durèrent en fait que très peu de temps hors de cette temporalité. Au final, Daemonium le vainquit et brisa la cage temporelle pour dévorer le Cœur du Temps et tuer Aohme sous les regards horrifiés de Ahzmeris et Senyha.

Un temple fut dressé par la suite par les autres Éternels sur un Monde Réel en l'honneur du Seigneur du Temps. Aujourd'hui, si le monde ou se trouve ce temple est connu, nul n'a jamais pu retrouver la légendaire bâtisse et les légendes racontes que quiconque y parviendra héritera d'une fraction des pouvoirs temporels, fragment de l'antique puissance de Aohme.
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Oz'maash

## Généralités

La découverte de Oz'maash n'est pas ancienne. Elle est même très récente. Sous la domination de la Source du Mal, l'Irréel s'est couvert de ténèbres et la Source à envoyé ses séides fouiller les mondes pour y trouver les potentiels résistants, pouvoirs anciens ou alliés oubliés. Nul conseil n'auraient pu préparer Ytmeran, le Général noir, l'un des plus grands lieutenant de la Source à ce qu'il rencontrerait sur le monde Irréel de Broxenon. Sur ce monde à la faune et la flore magnifiques, aux peuples pacifiques et aux animaux plus fantastiques les uns que les autres, Ytmeran tenta d'imposer la volonté de la Source. Alors qu'il lançait les troupes du mal sur les peuples, ceux-ci se défendirent et leur personnalité changea.

Ce fut apparemment la panique dans les rangs des hommes du Général noir lorsque les habitants pacifistes se transformèrent en combattants assoiffés de sang, ressortant de leurs coffres des armures noires comme la nuit et des armes enchantées par d'anciens sortilèges. L'armée de la Source battit en retraite et se cacha dans une vaste grotte pour récupérer et contacter leur maître. Peu à peu cependant, les troupes de Ytmeran commencèrent à disparaître, à perdre la raison ou à s'enfuir. Percevant une conscience, le Général explora la grotte et trouva, au fond, une vaste salle naturelle au centre de laquelle se trouvait un puits gigantesque et abyssal, d'où sortait un souffle putride et une voix odieuse.

Ytmeran ne revint à Vaer'Avataris qu'avec un cinquième de ses troupes. Lorsque son Maître l'interrogea, il lui raconta une histoire à glacer d'effroi les plus vaillants... Sous le sol de Broxenon dormait une chose insondable, vénérée par les habitants du monde et leur offrant beauté, puissance... Au prix de leurs âmes.

## Autres informations

Oz'maash n'est pas encore connu des Avatars, mais d'après la Source du Mal, il aurait un lien avec Nosh'govoz, dont l'emplacement, le but et les pouvoirs restent inconnus.