recursal/Fanatic-Fandom huggingface dataset:
Madriel

"Vicious-Thing"

Denizens of the Anchor's mountain slopes, the Madreil are mammalian creations of Boris the Boar, conceived during the Age of Creation.

* *“Lean and hairless predators born with fins and many sharp points, bred for slaughter.”*

## Appearance

The Madreil are large quadrupedal carnivores. Standing at the height of one average human, these creatures sport a thick body of scales that protects them from the harsh environment as well as shield them from attack. Their claws and beak-like maw are of a dark blue color and used for climbing and hunting. They primarily hunt smaller mammals and Borak, occasionally they will set upon a boak in packs despite their solitary nature.

## Reference

1. ↑ https://www.roleplayerguild.com/posts/5091369
Garden of Martyrs

The **Garden of Martyrs** is an insect ecosystem surrounding the Tree of Genesis. It is layered with a great number of statues of termites, ants, wasps, and other insects, in honour of all the martyrs who died for the cause of insect unity during the great age of creation before the retreat of the gods from Galbar.

## References

1. ↑ https://www.roleplayerguild.com/posts/5089000
Nisin

## Appearance

Nisin looks like a normal Leon, but with a few key differences. He is easily twice the size of a normal Leon in height, and his fur is pure gold, with a halo of sunlight a top his head. He was gifted this stature by Oraelia.

## Persona

Nisin is a proud figure, and is semi intelligent.

## Abilities

Same abilities as a normal Leon, but much better.

He is also the Leon of Renewal, which means he can renew that which is broken, or in need of repair/growth. From a damaged ecosystem, to a broken man. Renewal serves a great purpose, by taking the old, and ushering in the new to begin again.
Kytes

Like flying fish but brighter...

## Summary

Kytes are a family of organisms created by Klaarungraxus during the proliferation of life in the Great Ocean of Galbar. Kytes, similar in some ways to mundane rays, are a flight capable aquatic fish that can be found all across Galbar's waters. At their smallest, Kytes can be no larger than a finger, and at their largest they can dwarf hillsides. Their hides are universally resistant to electricity and cold temperatures, a gift from their creator to make life in the stormy skies above Galbar more bearable.
Lucia

**Lucia** is the daughter and hero of Oraelia, goddess of Life and Sun.

## Titles

Total Title Weight = 6

*Healing Hands I* - With this title, Lucia is able to understand physical wounds and how to cure them in a natural, or unnatural way. With a simple touch, Lucia is able to heal most wounds with ease but grave and fatal wounds still escape her grasp (This being the unnatural way, because normally, wounds don’t heal that fast)

*Sun Forge II* (Discounted for free with Sunlight Port) - This title grants Lucia minor control over the sun. Lucia can make tools with pure sunlight. These tools are about as strong as iron tools, currently and they are considerably weaker at night. Though, this does not mean Lucia can always use these tools efficiently, which would require more titles for true mastership.

(Ink Enhanced) - *Dermoglyph II* - Lucia was tattooed by the Ink god himself, and the ink he used was made of pure sunrays. The tattoo is in the form of decorative golden geometric patterns flowing down from her brows, down her face, neck, arms, back and torso, belly, and legs. If Lucia focuses, she can hear the spirit of the sun-ink in the tattoo singing and reciting songs and poems of love and yearning for her. The ink is ever shifting and moving, and reflects Lucia's emotional state. With this, Lucia has the ability to tattoo anyone using the same seamless and painless divine method the god used on her. She also has an affinity for inks and can create ink out of near anything - out sounds, substances (physical or metaphysical), objects, and so on. Inks are generally saturated with the character or traits of whatever it is they are made of (e.g. ink made of sunlight is warm, can become exceedingly hot, is a lightsource, etc.). Moreover, the ink in the tattoo appears to have a life of its own and will act to protect Lucia from harm, erupting from her body to do so. With time Lucia will likely gain control over the emergence of the ink, its movements, shape and so on, but initially it reacts on instinct to protect her.

(Ink & Poetry Enhanced) - *Crimson Kiss I* - Initially a simple tattoo left by Meghzaal when he kissed Lucia’s palm, it has the capacity to recite beautiful poetry that any spirit will appreciate. Lucia must will the Crimson Kiss to recite poetry for it to do so, it will not do so of its own volition. While Lucia would not initially know of the Kiss’ ability, attempting to create poetry of her own may indirectly activate the Kiss.
Felgar

"Holy-Climber"

Denizens of the Anchor's mountain peaks, the felgar are mammalian creations of Boris the Boar, conceived during the Age of Creation.

* *“Horned and hoofed beasts of great speed and climbing ability.”*

## Appearance

The felgar are large quadrupedal mammalian herbivores. These species of mountain goat stand at the height of two average humans. These creatures sport thick coats that protect them from the harsh environments of the mountain. Their coats are coated in a thick oil making them waterproof. They have large hooves and a bone-plate that extends to form horns. The felgar uses the horns on their head in territorial duels over mountain caves.

## References

1. ↑ https://www.roleplayerguild.com/posts/5091369
Characters (Gods)

The Gods are the world's highest authorities.

## Primordial Gods

Primordial Gods are those gods who were born at the dawn of Galbar's creation. They tend to represent natural laws and concepts.

## Conceptual Gods

Conceptual Gods came into being over time, as a result of new concepts and beliefs being developed. They tend to represent mortal-focused concepts.
Ophiuchus

A legendary snake, created by Sirius, to monitor celestial energies.

"Finally, he drew upon the power of creation to summon a snake from Galbar and created Ophiuchus. A massive black serpent painted with stripes of blues, reds, purples, greens, and yellows. It slithered along with the hidden energies of the stars. It would observe what the wrens could not. "
The Tree of Exodus

The Avatar of the Tree of Genesis, enjoying full free will. Being barely 15 kilometers high and 300 metres wide at the base, this divine kapok tree is the recently recovered body of the former Great Tree of Genesis, whose husk shrunk for over 2000 years while the Gods were away from the world. It has taken control of the dormant root system spread through vast swathes of land that the Tree of Genesis set up during the ages of creation and exerts the Tree of Genesis’s and its own will directly onto the world.

## Appearance

The Tree of Exodus is one of the tallest, if not the tallest, tree on Galbar and it grows both up into the sky and down into the earth. It is partially hollow, with numerous large openings at all different heights leading inside of its protective outer bark. It can also manipulate the liana vines growing along it as well as it own roots in order to interact with the world in a finer way and allow tool usage.

It is a kapok tree, with a wide canopy at the top with an uncountable number of leaves and branches. Inside it are hundred of levels that can be settled by all manner of creatures, both sapient and not. It is currently the home and main settlement for the Arborean civilization, consisting in its majority of Humans, Goblins and Sylphi.
The Hall of Impetus(Aras Roiseal)

The vast glacier of the Eastern Reach of Khesyr

Khesyr - The Eastern Reach

## Aras Ròiseal

Otherwise known as the Hall of Impetus, Aras Ròiseal is a holy site located on the vast glacier of Khesyr's north eastern reaches known as the Great Expanse. The Heart of Ice was carved into the very thickest central column of the frigid ice. It has many entrances, expanding outwards from its preternaturally warm central chamber in numerous twisting tunnels. The holy site itself contains little beyond ice and comfort, lighted by beams refracted from far above through many facets of the glacier.

In consecrated location itself emits a constant siren call that expands far beyond the reaches of the ice itself. Those more attuned to the Spirits of the World or the Endless Dream and its unique song will have far more difficulty resisting its pull. Those who can hear it are drawn to the place. Often, the call will take years to become potent enough to override the will of those affected.

In the very center of Aras Ròiseal dwells a tiny floating crystal, shining with subdued illumination--yet somehow brighter than the place. This is the Heart of Ice.

### Titles

Soulsong III -- Casts a subtle siren call out for many hundreds of miles, calling mortals to the source. The call is more potent and difficult to resist if one is more attuned to the Worldsong or Dreamsong or the Endless Dream. Those unattuned are slower to be affected and can resist for an extended period of time, perhaps even many many years.

## The Heart of Ice

An artifact bound to the holy site's central chamber, the Heart of Ice's divine potency is only apparent if it is touched. If it is, the mind of the mortal who made contact with the crystal is shattered and reforged, rendering them Enkindled.

### Titles

Awakening I -- Causes a spiritual and psychic awakening to anyone who comes into direct contact with the empowered. This awakening makes the World and Dreamsongs easier to hear, and the Endless Dream easier to comprehend. The effect damages the mind somewhat, but it heals. During the healing process, the affected cannot care for themselves and are largely lost to the world.
Nightstone

The **Nightstone** is a small, black stone created by Gibbou for Lucia and Meghzaal, in thanks for their kindness to her. Its intended purpose is to aid them to stay awake during the night, a time that inspires them to song and dance. It blesses its user with the following power:

* *All-Nighter I*: Allows the user to stay up for one night without the need to rest. Subsequent uses over multiple nights will instead make the user tire during the day and eventually need to sleep the whole day off to stay awake during the night. This effect takes seven days and seven nights to normalise regardless of whether one has used the stone multiple times or not.

## References

1. ↑ https://www.roleplayerguild.com/posts/5096561
The Solar Bastion

The Solar Bastion is a cross between a bunker, a keep and a temple. It is a place of safety which can house many people (including humans thanks to having ground access) in times of danger. It consists of a stout fortified structure topped by a high dome which breaches the first canopy and reflects light, blinding attackers and reminding everyone in the surrounding area it is there. The dome itself also has arrow slits (which can be reached via scaffolding), so that the defenders can safely shoot in any direction at flying attackers. Inside the structure proper there's a cistern, which is fed by rainwater that can come down though the arrow slits and store rooms for supplies, both there in case of a siege. The insides are lit by Luminant plants in pots and solar batteries. There is a vault where Aiviri weapons can be charged using an Inventor made high-power sunlamp.

## Location

The solar bastion is found atop a rocky outcrop surrounded by the forests of the Luminant. The Lake of Radiance is found to the north east and the Heart Pierce Spire beyond it in the same direction.

## Titles

### Reinforced stonework II

The stonework used to construct the keep is unnaturally sturdy, allowing it to withstand most mundane attempts to destroy it.

### Shield of Civilization II

The warriors who own the Bastion are considered the guardians of the realm by the people of their civilization, and will find them far more willing to cooperate with them as a result. Willing recruits are plentiful and supplies are willingly provided so long as the army fulfills its duty to the people. The effect works by line of sight and drops off gradually when the affected person can’t see the bastion or the glow radiating from its dome.
Owlix

The Owlix is a powerful being at the height of its power, easily able to carry mortals where they need to go.

### Notable abilities

Reincarnation: The Owlix lifes by the phases of the moon, being born on the new moon, reaching the height of their power when the moon is full, and dying on the following new moon before being reborn again.

## Habitat

### Habitat

Dark and nocturnal areas all over the planet.

### Might cost

2DP discounted to 1DP with the Moon port.

The Owlix is an extraordinary species created by Gibbou. It is an enormous owl species which lives, dies and is reborn with the phases of the moon - being born as a chick on the new moon, growing to their mightiest on the full moon, and dying again at the next new moon. Lives all across Galbar and hunts in the night.

> *"It didn’t take too long - a mere hour later, the egg hatched, revealing a white-faced owl chick with feathers black as night and eyes glowing like the moon. Gibbou giggled. She conjured forth a dead mouse and offered it to the owl. The owl chick saw it and immediately scarfed it down. Then it grew - it grew terribly fast. Gibbou nearly rolled back as the owl chick became the size of its mother within fifteen minutes of hatching - and it didn’t stop there. Before long, it was twice as tall as Gibbou, covered in thick, black feathers and with white light dancing around its eyes like a magical fog. It eyed Gibbou curiously - the goddess was stunned."*
>
>

1. ↑ https://www.roleplayerguild.com/posts/5093934
Lumimyrsky

"Winter is Coming"

**Lumimyrsky** are a species of great icy bird created by Bikkjekaldt during the great age of creation before the retreat of the gods from Galbar. Creatures of the open sky the Lumimyrsky bring with them the cold weather of their creator, Bikkjekaldt. They return to Jää to breed and raise their young.

## Appearance

The Lumimyrsky are enormous birds standing twelve feet tall with wingspans of over thirty-four feet. Their plumage and stature vary with some having longer necks and legs, whilst others have curved beaks and talons. Notable sub-species include:

* The Bite - with sharp talons and beak it brings sudden deadly drops in temperature.
* The Neige - with long, intricate tail feathers it brings heavy snow.
* The Hailstoss - with blood-red facial feathers it brings severe hail.

## Abilities

The Lumimyrsky are also embued with the elemental powers of cold by Bikkjekaldt. As such they have notable attributes.

* They are capable of flight.
* They never need to land, capable of flying forever if needed.
* They create cold fronts with their passing, ice and snow drifting from their feathers.

## References

1. ↑ https://www.roleplayerguild.com/posts/5088838
Dwarves

## Physical Appearance

Upon their creation, the dwarves were described as such:

* "*And so he drew up shapes from the bark of the trees and from the depths of Galbar. Metals of tin and copper, refined into liquid by godly will, and black bark rushed to become one. They fused in an instant as lifeblood joined in the process, taking from the blueprints of creation and synthesizing the necessary additions for human life. And so the pale thinking things of the south become one with the mountains gifts. The entirety of their bodies became like scales of Milkwood, the skin beneath as grey as stone, and their eyes, orbs of bronze intelligence incapable of plain sight. Seven alone stood stout and tall, still incapable of full comprehension from their birth. Their shoulders were broad and their bodies squat. Yet the very spirit of the mountain vibrated in their bones and in their bark. Children of Permanence, Firstborn of Boris.* "
Magician Puzzleknots

### Conditions of Appearance

Appears once a magician (mage or sorcerer) has crossed a certain tresshold of magical prowess/knowledge

These small objects can appear as orbs, pyramids, and cubes. They can always be held in one hand of the subject who is given one. These puzzleknots appear when they cannot be perceived (often while the subject is asleep). They appear as trials for certain magic users that reached a milestone. The milestone can be reached in many ways: creating new spells, mastering existing ones, mastering an elemental aspect of sorcery, and so forth. These trails are all designed to be tests of the mind and are unique to each magician. Their surfaces are filled with riddles and clues for what has to be done. Sometimes it’s as simple as moving a small piece to get to a deeper layer. While other times it might require one to cast a very specific spell that they have learned. It might demand to be thrown into a fire or plunged into deep water. Either way, after all five layers of the puzzle, are unlocked, they will find a glowing pearl inside. If they take the pearl out of it, it will transform into a focus. Then the puzzle will vanish again.

While the magician is given plenty of time, the puzzleknot will not remain in existence indefinitly. If it remains unsolved for a decade, the puzzleknot will vanish as well. Nor is the puzzleknot unbreakable. In fact, giving it a good hit by a hammer will cause the puzzleknot to shatter entirely. This is not a useful shortcut though, as the pearl inside will not form unless you completed the five challenges. The shards of the puzzleknot will then quickly fade away. Mages cannot receive a second puzzleknot. Should they, in any way, fail or lose their puzzleknot they will forever be locked out of gaining their personal focus.
The Nine Ruby Pendants

## Titles

Bloody Justice III: The Nine Ruby Pendants, symbols of Alminaki leaders, may suck the very essence of life out of one person and transfer it to another. This may be used in any way, but those who receive the blood will gain strength proportional to what is taken. They will heal their injuries faster, recover from sickness quicker, and even live longer.

The pendants can be used to drain the life out of someone entirely, resulting in their death. Long term use of the pendants will extend a life, but never grant immortality or immunity to age.

## Owner

8 unknown Alminaki

Naaro
The Endless Wastes

**The Endless Wastes** are the realm of Yamat, god of Tragedy, a bleak and empty land devoid of any sembelance of life, with a pulsating black sun beating down. In essence, it is a fitting place for such a destructive god.

## Physical Properties

The Wastes are, well, endless, stretching out for miles and miles covered in layers of grey soot, dirt, and dust, walking through the wastes is difficult at best, with the dust shifting constantly in the harsh and rapid winds. Large rock outcrops jut through the surface, jagged and pointed, mountains also covered in the grey soot appear from time to time and large bleached bones of forgotten or extinct creatures make their presence known through the layers and layers of dirt.

High above the wastes sits a blackened sun, its form wrigling and pulsing as if alive, it bathes the wastes with a harsh and endless heat. The air is incredibly warm and incredibly dry, as stated before harsh and wiping winds sweep through the wastes, able to cause even the most balanced of beings to fall and collapse to their fury. There exists no plant life within the wastes, it is incredibly barren, save for the ruins.

Across the Wastes stand mighty ruins and structures, each one tailored to a tragedy that has occured upon Galbar, each one a testiment to the suffering and pain brought upon by the master of the realm. Each ruin holds its own tale, and when looking upon one a traveler can feel the sorrow of the event upon them, they will know the tale behind the broken structure, even if it is ages past. Entering the ruins is to invite all that grief and sorrow to enter into the being's mind, easily crippling them into a broken mess, it is advised to stay away from the ruins.

Finding Yamat within his own realm is a hard endevor, no matter how long the traveller walks they will never find them, only more and more fields of dirt, rock, bone, and ruin. To find Yamat one must sit down, let the soot find itself upon their being, then allow the pain and suffering they have felt to overcome them, to wash over them again and again. Only then will Yamat appear, he will guide the traveler to a large canopy made of rotten and broken wood haphazardly crafted together, just enough to shade the area from the harsh sun. Within the canopy sits two chairs and a table of similiar make to the canopy

## Connections to other realms

The Thousand Rivers of Tears: The Tragedy of love is a common form found within the Wastes, when a Traveler lets the longing and sorrow they hold for a loved one, they can find themselvs shifting from the wastes into a colder land of ever wilting trees, with a large river standing as the centerpoint. The Thousand Rivers of Tears
Dircaan

**Dircaans** are a diverse species of giant reptilians that inhabit eastern Toraan, particularly Dehrthaa and the Weeping Plains. There are both wild and domesticated dircaans. The Okur-Durcan nomadic people of the Weeping Plains are known for riding them and were likely the first to domesticate them. The people of Dehrthaa then likely learned this from them. Alongside elephants, such behemoths play an important part in Dehru life and warfare.

## Subspecies

There are six known subspecies of dircaan, though more than that number likely exist. These are:

* The one-horned dircaan
* The tri-horned dircaan
* The comb-headed dircaan
* The small dircaan
* The winged dircaan
* The water dircaan

All are herbivorous with the exception of the winged and water dircaans. Comb-headed and one-horned dircaans also eat small wildlife and fish on occasion.

The small dircaan is too small to ride and occupies a niche similar to that of goats and sheep in some communities. The water dircaan is semiaquatic, and so is adapted to aquatic environments and is generally to be found stalking swamps, rivers, and wetlands.

## References

1. ↑ First mention: https://www.roleplayerguild.com/posts/5186662
Ketrefa

the phattest city in the highlands

discord info:

There is the monarch, who rules with rather absolute power. This can be a king or queen.

Then there are the noble families. These are bloodlines with an ancestor who was deemed worthy of privilege and thus granted legal rights beyond that of the citizen.

The nobility have the sole right to own farms. While they rarely farm the land themselves much of the food in Ketrefa usually can be traced back to their lands.

The noble families are also, to an extent, immune from punishment for lesser crimes. It's highly dependent on the king and communities opinion, but killing a thieving farm worker on the spot is usually acceptable.

The nobility alone can hold high titles. This means captains, so the ones who run the gates and the ones who run about getting slaves and extracting tribute from the other human towns and villages.

There is a essentially a cap on social mobility. A citizen can become rich, even own an established business in the walls, but never lead men in battle or hold any title of the sort.
Fortress of the Constant

A winding castle made by Enmity.

The Fortress of the Constant is a massive floating castle, kept aloft by needles that affect the gravity around them. It is inhabitated by Gravitationals, and created by Enmity.

### Titles

Floating I: Drifts over the landscape, and can be moved through the air.
Unbreakable I: It is significantly stronger structurally than its components would suggest.
The Great Ocean

The endless depths that drown the world...

## Summary

The Great Ocean, so-called in the common tongues of the Mortals of Galbar, is known by many names. It is the vast ocean that was made by Klaarungraxus at the beginning of the world and is formed from the waters from which all continents were pulled. It is the single largest environment on all of Galbar and contains within its depths an astounding array of life.

## Deepspeak Name

The Great Ocean, as it is translated most often, is known by another name in the primordial language of Deepspeak. In the tongue of the ocean itself, the Great Ocean is called Vorusxakruraa. Though the name itself can be drawn out longer, Vorusxakruraa's shortened meaning is enough to get the concept across. This is further shortened to Vo, the most important character in the name, and translates roughly to the sound of vast, empty, open waters. To most mortals, Vo is the most basic term used to refer to the Great Ocean in its own tongue.
Malri

A Neiyari cast away from the Luminant. Neiya and Yamat twisted Malri, or perhaps preyed upon his fragile ego and anger problems, into a monster.

## Titles

2 DP - Endless Fury II: (This hero is able to sustain injuries and fatigue that would send a lesser being deep into unconsciousness, or even death, without immediately being incapacitated. As long as they are consumed by wrath and anger, they can push on past mortal limitations.) (2 towards Wrath)

1 DP - Wrathful Pride I: (This hero can barely take a joke without something digging at the back of their mind for issues to get angry about. They will seek out conflict and look for issues where there are none.) (3/5 Wrath)

1 DP - Fists of Fury I: (This hero hits harder the more they allow their anger to control them during conflict.) (4/5 Wrath)

==
**Artifacts ==**
Pale Goddess' Regalia - Artifact

Free - Reign of Terror II: (Wearer instills a primal terror in onlookers or those nearby. If the wearer experiences fear or terror themselves, the effect is broken until they are in control of their emotions. ) (2 free with Terror.)

1 DP - Indignant Armour I: (This equipment is stronger than regular armour. Each strike that hits the armour sends feelings of rage through the wearer.) (5/5 Wrath)

2 MP - Add title to Yamats artifact;

Returning Curse II: (This weapon always returns to its original owner, even if tossed away, broken, shattered, or otherwise lost or destroyed, it takes half a day for the weapon to return due to reforming or finding the owner.)

God’s Spite - Artifact

Vorpal Withering III: When a person is struck by this weapon, the site of the strike begins to wither and decay, making it become blackened and shriveled, the area loses its ability to function and will spread across the entire body unless healed by magical or divine methods.

(Free with sunlight) Sunstone. Solar battery II - this stone retains warmth if the sun's rays kiss it each day. Acts as a battery of sorts and can keep even the most frozen warm as long as they keep it close.

-1MP - Universal Translator I

This pendant, when worn, allows for the capacity of understanding different languages and the ability to speak them. It does not teach the wearer how to speak different languages currently, meaning it must be worn at all times for understanding to take place. Greater levels impart bits and pieces of other languages to the wearer.

The Twin Bands

-5DP + 4MP - Swift Sun VII

A powerful artifact, with each band adding to the whole. The first, a band of bronze, molded to fit any wearer. Its sole purpose is to heal wounds quickly, allowing grievous, life sustaining wounds to be shrugged off as its power takes route. Only physical ailments are healed, afflictions of the mind and soul are another problem entirely. Greater levels allow wounds to be healed almost instantaneously.

Free(Renewal) - Genesis II

The band of green copper, with its purpose being of regeneration. Using the power of renewal, the band can channel the healing properties of its twin to grow flesh anew and quickly.
Augur's Legend

It is located far inland in the storm plains, deep in a cave on the furthest end of a dry, branching path. It is a room filled with scattered notes over wooden tables and the walls.

## Titles

Map the Infinite I: This holy site monitor and records the locations, intensity, movement, and variety of magical energies. This is only capable of doing so for intense or longstanding (more than a decade) energies that are not being actively obscured.
Stellar Steel

Created by Sirius, it is a metal found rarely on Kubrajzar, created by infusing iron with fragments of asteroids. It has similar properties to asteroids but to a far lesser degree. They are durable, dense, chemically unreactive, electrically nonconductive, and mana conductive. It is difficult to work without the use of magic, but feasible.
Flutterlings

Flutterlings are one of the two Faery species of the world, along with the Flitterlings.
Flutterling's core concept is animation, the act of giving life to something non-organic.

Originally created from deconstructing Thumblings into dust and letting them reform using the magically charged dust that remained, Flutterlings are purely magical creatures with only a facade of a biological body. New Flutterlings are created at random, in areas where existing Flutterlings have spread their magically charged dust. They have no physical strength and must use magical powers for basically everything they do. One advantage, however, is that they can grow in size, some going as far as 30 to 40 centimeters.

They are technically immortal, able to live as long as they have the willpower to hold their dust together. Staying in crowded areas and being observed and questioned is harmful to a flutterling and can easily lead to death unless they are awfully prepared.

They look like Flitterlings if those were butterfly themed, each dressed in intricate outfits mimicking butterfly species. These aren't just aesthetic choices, as they represent clans. Typically a clan is only composed of one species, but some, like the Monarchs, tend to form complex structures with more than one type. These clans live in the wilderness of the world, far away from the harmful presence of mortals. Yet, some weaker butterflies, such as the little yellows or the common blue, may find themselves trying to become 'familiars' or 'apprentices' to mortal mages.

In general, Flutterlings are happy enough studying magic and observing certain phenomena of the natural world, they are wiser than the Flitterlings but somehow even less ambitious, bound to countless traditions and frivolous mindsets. They waste most of their time in their little fractured societies, creating feuds and great intrigues and waging little but constant wars, or throwing parties and feasts. Ironically, the weak butterflies who try their luck being subordinate to mortal mages seem to have something far closer to 'life goals' and objectives.
Faireachan A-staigh

## The Avatar of Dreams

Serving as the avatar of Aicheil's enigmatic will, the Watcher Within is vaguely humanoid and often takes the form of a prismatic aura and a hazy silhouette of an androgynous figure. Upon closer inspection, Faireachan A-staigh is composed of an uncountable number of minuscule threads, each of which is a chain of intertwined droplets of refractive dew. As a result of its body's composition, Faereachan is not structurally sound and though it is exceptionally difficult to destroy, it can easily be dispersed by even the violent swipe from a mortal arm. This ephemeral form lends it a mysterious air, but also serves a distinct purpose, allowing it to express its master's divine form and intent by changing shape or creating elaborate depictions with its aura. Further, despite its seeming frailty, Aicheil's avatar is perfectly capable of interacting with the world--or simply reconstituting itself if dispersed. Its figure, though difficult to discern, is generally seven(7) feet in height, though its aura expands well beyond the silhouette of its unreadable visage, tapering off into nothing as it reaches fifteen(15) feet.
Aquibeophatian Sword

The Aquibeophatian Sword is an artifact made by the Avatar of Thaa, Kiim'Jaav'Guul. It is durable and does not loose its edge, sharp as any mortal blade and has many abilities that denote its Owner and User as favored by the Lord of Death.

## Appearance

The Sword is noteable in that it does attempt to mimic the look of a mortal blade beyond form or function, it is almost entirely golden in color, shade varying between the blade and the handguard. The handle is dark in coloration, almost a complete black although hints of blue can be seen in it under close inspection. In true form it is quite well made and would not look amiss as a ceremonial blade. It is however in actually fully balanced and capable as a weapon. There is a small amount of design work in the hilt but it is modestly kept to not impede function.

## Titles

Durability I: The Sword is supernaturally durable and can survive environments and impacts that would destroy mortal blades.

Sharpness I: The Sword is supernaturally sharp and keeps its edge despite how much it is used. It is not much more effective that a high quality blade made of mortal means, but it does not loose its efficiency.

Call to Aquibeophates II: The Owner and User of the Sword can speak to the souls of the dead in Aquibeophates every time the Gibbonite Moon is New in Phase and thusly not visible to the unaided eyes of mortals on Galbar.

Soul Keeper I: The Owner and User of the Sword can decide to trap their soul in the Sword upon their death, should it still be in their possession, thusly allowing themselves to speak to the next Owner and User of the Sword. Should a Owner and User of the Sword decide to trap their soul while there is another soul in the Sword, the trapped soul will be released and the current Owner and User will succeed in trapping their soul.

Attunement with Death I: The Owner and User of the Sword has greater resistance to death energies than most mortals, making survival with minimal lingering issues in places bound heavily with them possible should exposure be not to great.

Soul Ripper II: The Owner and User of the Sword can choose to attempt to rip the soul of the target of the Sword's cutting from their body. Ordinary mortals are almost sure to be unable to fully resist the effects of the Sword, however divinely influenced beings have much greater resistance while being which are in essence themselves Divine are practically immune.
Kaer Mirh

Kaer Mirh is the leader of the druids of the Circle of the Long Stride. He's a middle aged man (old in the plotline after the burning of Thyma) of piety and kindness to all he meets. He's so dedicated to his work that Gibbou and Cadien themselves blessed him and his colleagues with the powers of their holy order.
Journeymen's Wraps

## Titles

World Treader I: Increased Speed and Endurance when Travelling

Surefoot I: Any place that the wearer wants to place their foot, even things that usually cannot hold weight, acts like a path to walk on

## Description

The Journeymen's Wraps are a pair of sandals crafted from simple cloth. They are not that flashy but are of a fine, durable quality that will never stain or break. They were created by Iternis to fulfill an old goblin's wish along with the Wayfinder's Staff. Both artifacts are currently unowned by a named character.
Fein

Fèin became a hero many years ago when he heeded the call of Aras Ròiseal(The Hall of Impetus), traveling hundreds of miles across the Glaciers of Northeaster Khesyr until he reached that hallowed place and the powerful artifact housed there. Arriving, he touched the Heart of Ice and so his mind was blissfully shattered and remade. Unconscious, he was whisked back to his birthplace by the Avatar of the Dreaming God. Returned to home and tended to by uncertain friends and family Fèin slept for several weeks before finally waking.

It's his Awakening and the events that follow that will truly immortalize his name in the annals of history. He is yet to discover that Aicheil himself bestowed unto him the power of a Saint.

## Titles, Skills & Blessings

**Willcaster VI** - Given access to the power of Astral Essence and an unbendable will, those possessing this title are capable of leveraging their tremendous Will against the world's, using the power of Astral Essence to bid Mana, the Worldsong, and the Dreamsong to change according to their desires. With this degree of potency, the endowed can do most things that Magic or Worldsinging could with the exception of directly altering living things without permission. Further, those with greater ability in any of the aforementioned arts could feasibly command the same mana or bid the Worldsong heed their call more strongly, thus rendering the wielder bereft of any true power.
The Jumble

"With the numerous gods having exerted their many wills upon the surface of Galbar, the Lifeblood had had less and less to do, fewer ways to shape the world. But beneath the surface, in the chasms and yawning pits, was potential. The Lifeblood set to work."

### Location

Everywhere

The Jumble is a random assortment of ecosystems found in the Hadal Caves, created by the Lifeblood during the age of creation. It is known for its many, many microbiomes, many of which are dangerous and impossible to navigate.

* *A single pulse, and ecosystems exploded— icy, crystalline pillars populated by gooey, frigid creatures capable of asexual reproduction; petrified forests submerged by water, where fish with sharp teeth swam around the stony wood; vents that spat hot gas and sulfuric soup, eagerly and greedily sucked down by lobsters made entirely of calcium; jungles of mushrooms deep, deep underground, that fed off of the decaying organisms that liquefied and rained onto them from above; porous domes of granite, phosphorus, and iridium, that crackled like lightning when exposed to heat; sludgy rivers of pure thorium, plutonium, and uranium that vaporized any nearby organic life before it could even touch the water; rugged, obsidian walls covered floor to ceiling in tiny spiders; bubbling waterfalls of tar and quicksand. Tunnels lined in gold and platinum that abruptly dropped off into smoking holes of lava. Explosive bursts of thorny plant life that needed no sunlight to survive. Mounds of wax populated by wicker termites. Stalactites made of diamonds that were sharp enough to split hairs. Geysers of gushing blood and bodily fluids. Dark, reflective caverns made of perfectly smooth flint, filled with vain penguins made of marble*.

## Description

The Jumble is the definition of chaotic. It is randomly full of many, many different miniature underground ecosystems, each completely independent of the last, which are prone to mixing and matching to create even crazier, wackier environments. These microbiomes can be freezing cold or blistering hot; glowing with bioluminescence or darker than the emptiness of space; full of insects and critters or devoid of life; riddled with precious gems or spewing toxic fumes, and more. It stretches far and wide beneath Galbar, and the microbiomes can be found clustered together, or thousands of miles apart. They range from right below the surface to miles deep within the crust of Galbar.

## The Neralis Trees

Amidst all the deadliness, the Lifeblood made three special locations, home to the rare and beautiful Neralis Trees, capable of bearing fruit and supporting pink silkworms, even without sunlight. They cannot be removed from the carbonated springs in which they reside, but if left alone, the trees will grow oranges and extract vitamins and minerals from the water with their roots.

## References

1. ↑ https://www.roleplayerguild.com/posts/5096344
Prism Elementals

Prism elementals are born from the fusion of wild magic, the essence of the sun and the copious amounts of sand present in the Glass Wastes. These elementals have a variety of shapes. Ranging from hexapods to upright bipedal shapes. Some rarer, generally older elementals are capable of taking on a secondary elemental that also affects their physical shape. Wind gives them glass wings (without a membrane) and allows them to channel the air around them to fly. Fire aspect prism elementals often appear as if they caged a flame within their glassy chests and can breathe fire. Sand aspects have a dust devil aura. They subsist entirely on wild magical energies and do not necessarily need to consume substance. However, they can generally stay outside these nurturing lands for no longer than a day before they die of.

Socially there appear to be two very distinct versions of the Prism Elementals. Which mimic the prey-predator relationship of common life. Prey elementals often stay in herds. They are more docile and will not attack unless provoked. Predatory elementals live alone or in small packs of no more than five. Predators will often hunt stray prey to consume their magical essence so they themselves can grow faster. These predatory prism elementals are shaped (“born”) at random. While the prey prism elementals take shape generally near herds.

These elementals regard all the lands and life beyond the Glass Wastes as alien and utterly inhospitable. Large herds of prism elementals are not driven to consume food but instead to alter the lands around them. Spreading the glass wastes through their auric presence.

Prism elemental parts have a myriad of uses. What counts as skin for them is much easier to work with than regular glass and offers good insulation. It’s also pretty strong, making it the perfect material to wear when regular life would venture into the Wastes. Their eyes can be used as light sources that require no fuel. Secondary attuned elementals will hold a fraction of the aspect they attuned to in their glassy “flesh”. Making it a useful resource for any who practice magic.
Dûna

*Dûna* is the moot place of the druidic Circle of the Long Stride. It's a pointed boulder in a forest clearing close by the sea, where the tree cover surrounding the clearing leaves the sun, the moons and the stars in perfect view. There are also reflective puddles around the stone, and the area is a hub of spiritsinging things. Also merely a month’s travel away from the Sunlit Temple.
Itztli

Singular: Itztl. The Itztl were spawned from the small lizards that managed to survive the battle over Xal-Zastarha. Like their amphibian cousins, the Eloxochitli, the Itztl subsisted mostly on flies found deep in the caves. When uplifted, he made their bodies large and extremely strong. Their scales became their natural armor. He altered their senses, turning them from insectoid hunters into dangerous predators. Most importantly perhaps is that he turned them into war-blooded creatures. None the less they are not well suited in cold environments. These Itztli their mental facilities are much less developed compared to those of the Eloxochitli. However, they have extremely strong wills, making them naturally gifted sorcerers in their own right. None the less, they were created to act as the builders of the Eloxochitli’s plans. When the time comes, they will also act as their warriors. The Itztli procreate by laying eggs in damp but warm caves. These eggs generally require up to gestate for at least a few months. Young-Spawns are generally more akin to their lizard ancestors than the Itztli. Though as they mature they will grow into full fletched Itztli.

## History

### Age of Creation

During the Age of Creation, the influence known as Meghzaal took some Itztli away from their natural habitat and took them to the new land of Kubrajzar. They were given the ability of Spiritsinging, allowing them to commune with the souls of all things, living or inanimate. Despite their shared misfortune, the Itztli decided to retreat into the dense jungles of Kubrajzar. Away from humans and Alminaki.

## References

1. ↑ https://www.roleplayerguild.com/posts/5093001
Demons

(Work in progress): What many in Galbar would refer to as a Demon are actually colonies of thousands of parasitic organisms that organizate from the Pit of Yamashin, these organisms are inherently drawn towards mana and without that, the very lifeforce of mortals. Demons take a variety of forms, with two colonies rarely being the same, though summoners have a moderate degree of control to what the colony shapes itself as, generally as well the larger the colony, the more powerful the demon. Demon colonies outside of the pit require either a steady stream of mana from their summoner or, in a more, brutal method, a demon colony can be infused with a mortal, at which point the colony will embed itself upon the mortal’s body and feed off its lifeforce, these half-demon creatures are more feral than their summoned cousins and will eventually die off, with the body depleted and the demons returning to the Pit, but are less exhausting to create and upkeep
Shorecattle

Best grilled with salt and pepper...

## Summary

Shorecattle make up a large branch of terrestrial fish created by Klaarungraxus during the raising of the surface reefs on Galbar. Alongside caproshrimp, they make up a large portion of the obligate-herbivorous life in the surface reef ecosystem. Browsers and grazers by design, shorecattle live in large herds up to several hundred in strength and migrate across shorelines between the surface reefs.
Magic Trees

Most of these magical trees were the product of the mana stream coiling around the Tree of Genesis and fusing with nature. yet the Red Star Maple Trees were a creation of Sirius.

## Trees

### Alder

Alder wood, at first, may seem untouched by magic. Foci made from it have seemingly no additional effect on the flow of magical energies. Yet over time an Alder focus will begin to adapt itself to its user. The magical energies they may use become more fluid and easier to handle. Resulting in more stable effects. This also means that Alder focuses cannot be passed along. The wood will snap, split and break.

### Rowan

The Traveler’s Wood. Rowan calms the sometimes agitated magical energies naturally for its user. Making Rowan Foci excellent for beginners. The wood also protects its user against damaging effects, curses or hexes to a degree. Wards are easily cast and maintained by a Rowan focus. Even more so should the focus contain a big, wooden knot. A rare imperfection upon the elsewise well growing tree.

### Hawthorn & Lonethorn

A dualist wood. Its effect upon the focus depends on when the Hawthorn was cut to obtain it. A day-cut hawthorn focus will be wonderful for healing and light magic. Especially in the hands of someone with a good heart. Yet night-cut hawthorn is cruel and malevolent. Expertly wielded to destroy and hex your enemies. Finally, there is the lonethorn wood. Carved from a hawthorn which seemingly stands in isolation. Far away from its brothers and sisters. Unique to lonethorn is its affinity to lightning and storms.

### Red Star Maple Trees

Created by Sirius, the Red Star Maple Trees are infused with meteoric essence. Making them anti-mana magic.
Flow Jellyfish

**Flow Jellyfish** are a species of magical jellyfish created by Qael’Naath.

> Then he noticed that some creation had already felt some attraction towards the Flow. Jellyfishes were dipping in their tentacles into it, capturing whatever came through and eating it. With an outstretched hand, he commanded the flow to momentarily expand and consume the jellyfishes. Who were suddenly pulled into the whirling current. Mana began to infuse into them. Though it was too much. The jellyfishes would die, if not for Qael’Naath’s quick action. He worked his divine power to create a new organ within the jellyfishes. A sack that could hold vast amounts of magical power. He then commanded the flow to spit out the creatures. Who quickly scattered away from it. Taking with them the bulbous organs. Which would every so slowly seed mana in every bit of place they visited.
>
>

## References

1. ↑ https://www.roleplayerguild.com/posts/5089389