recursal/Fanatic-Fandom huggingface dataset:
Brass horse realm

The Brass Horse Realm is a realm orbiting Welt. it is notable for its history, in which the other races defeated and repelled the dalmer colonists.

## **History**

A virgin realm without the presence of other races, the realm was discovered by the Dalmer and was reputed a land of monsters where giant armadillos, anteaters, sloths and terror birds ruled the lands. The Dalmer created the Isthmus, the largest bridge ever, between two realms. 640 kilometers long, the intense terraforming caused a shift in local weather. The climate became very oceanic in the heartlands of continents farther away due to cutting off cold ocean streams.

The Dalmer wanted to construct a massive Dalmeran Celestial Defense and Exploration Array complex there until the other races discovered the land as well. Silver was discovered in the northern mountains, but the high altitude conditions made extraction difficult. The Dalmer had to eliminate the other races before continuing their plan of a kingdom dedicated to the DCDEA.

The realm was conquered by the other races taking advantage of a glitch which made Mecha horse facilities build only police bot cavaliers, without the rider. This meant that the other race could take possession of the mechanical horses and continue raiding the Dalmer outposts, which couldn't be saved in time, crushed underneath the thundering of thousands upon thousands of mecha horses.

With every city taken the CSWS would continue its production of mecha horses, which would be pillaged by the other race. The other races did this by destroying the facilities other than forge stables. The other race was undefeated in its conquering of the realm.
2018-最后的一周目

2018年末，铑滨海认为一周目继续下去无用，就自己开启了二周目的旅程。

在2018年末之前，铑滨海就开始预备技术以达到二周目的的新概念“快速+高质量+美观”标准。铑滨海看了N⁸的高质量地铁视频以备2周目高质量的铁路。

当然，滨海的一周目为何被铑滨海结束了呢？

请跟着小编来让大家了解。

铑滨海为什么结束了一周目是怎么回事呢？铑滨海相信大家都很熟悉，但是铑滨海为什么结束了一周目是怎么回事呢，下面就让小编带大家一起了解吧。铑滨海为什么结束了一周目，其实就是继续发展下去无用，大家可能会很惊讶铑滨海怎么会为什么结束了一周目呢？但事实就是这样，小编也感到非常惊讶。这就是关于铑滨海为什么结束了一周目的事情了，大家有什么想法呢，欢迎在评论区告诉小编一起讨论哦！
Crossbows

A crossbow is a mechanical force weapon used by the Dalmer and some of the other races. A crossbow is a ranged weapon using an elastic launching device consisting of a bow-like assembly called a prod, mounted horizontally on a main frame called a tiller, which is hand-held in a similar fashion to the stock of a long firearm. Crossbows shoot arrow-like projectiles called bolts. A person who shoots crossbow is called an arbalist.

## Dalmer Crossbows

### History

For the Dalmer it is the ancestor of modern firearms and the earliest form of trigger based weapons.

### Types of Dalmer Crossbows

#### Pump Action

*Main Article: Pump Action Crossbows*

The most common crossbow is the pump action crossbow which acts much like the namesake pump action rifle. The weapon is identical in usage to the PA rifle but silent and with a considerably lower range.

#### Concealed Crossbows

*Main Article: Concealed Crossbows*

Concealed slingshots are short ranged sling weapons designed to be easily concealed.

#### Rifled Crossbows

*Main Article: Rifled Crossbows*

Rifled Shotguns are sling weapons that are designed to need two arms to operate.

#### Heavy crossbows

*Main Article: Heavy Crossbows*

Heavy rifled crossbows are mechanical force weapons that require several personnel in order to operate.

## Other Race Crossbows

### History

Like the Dalmer, the Crossbow is noted as the invention of trigger based weapons.
Amphitrees

Amphibian trees, aka Amphitree or life logs as they are known by the Raftsdal are a species of trees native to the body of water in between Dalmeran and the independent isles, known as the wood sea.

### Uses

These plants are used as building materials for the elaborate rafts and sea mansions the Raftsdal build.

Every part of the Amphitree is vital to the lifestyles of the raftsdal as it is their primary source of construction materials. The leaves of the amphitree serve as thatch, the wood as lumber, and the seeds protective husk as a derivative of metal. The pseudo ceramic derived from nut shells is highly sought after by raftsdal as it is an effective replacement for metal in their everyday needs.

### Reproductive cycle

The Amphitree has a particular method of reproduction, it grows in the silt of the ocean floor, and once it reaches maturity, its roots detach from the ground and it floats to the surface of the water thanks to its natural buoyancy. Once reaching the surface, the uprooted log lets itself be carried by the current. Progressively the log becomes soaked and heavy with water as it travels. Eventually the log is so drenched with water that it sinks again to the ocean floor, planting itself deep into the soil, where it releases its seeds, repeating the cycle.

The seeds are protected by a form of pseudo ceramic that the tree produces naturally, this protection has no clear role, apart as protection from the Silver Dendrophageous Shark, also known as Silden’s Shark.

The amphitrees have no set reproductive cycle, so drifting life logs can be found all year round, which is an advantage for the raftsdal and ocean dwelling societies who depend on it for survival.

### Diseases and pests

The amphitree is not without its sicknesses and predators.

Sprock is a disease caused by infected amphitree that makes bloated forms appear on the plant, rendering the wood derived from it much weaker and likely to break, making it a hazard for construction.

The tree is also vulnerable to dendrophages such as Silden's shark.
Sky

Her Instagram account is astrvoki she is currently working on two groups;

a Taylor Swift editing group and a multi-fandom editing group.

She has changed too many usernames on her Instagram account but she plans to stick her current one.

She restarted her account to follow a new theme and is continuously improving her edits.

Kishi introduced her to the editing community and has grown so much, she used to be dumb about the "mirroring thing", but now she understands it.

She listens to Taylor Swift every single day and has mood swings at some point of day.

She has a **lot** of instagram accounts which will be left unmentioned.

She does love to write stories and to rant.

*"I'm pretty sure she rants the most in the server?"*

*- Kishi*
Credofides

Credofides are organisms (the most common being deities and demons) that are directly dependent on the belief of others to fuel their abilities. This to the point where their enemies will tactically destroy temples to reduce their powers (temples ward off whatever their faith opposes).

Credofides are a suborder of Emoveres.
Dalmer weapons

The weapons of the dalmer empire are very diverse in nature and function. This article gives information about how the dalmer classify their weapons and the technologies associated with weapons.

## Mechanics

*Main article: Mechanics of dalmer weapons*

## Weapon Descriptions

The Dalmer use a standardized sheet when describing and defining their weapons.
Corpseyard Cauldron

An object that can release a large quantity of spirits at the same time. Known as the Corpseyard Cauldron, these devices are generally a last resort device, as the usage of mass corpse reanimation and the large quantities of rogue undead is generally seen as a poor tactical move.

The technology is in form a large cauldron filled with special spirit containers . The mechanism releases all the spirits at once, reanimating dozens, or even hundreds of corpses at once in a flash of light.
Dalmer Navy

The Dalmer navy is a military organization dedicated warfare that uses ships and crafts. The Dalmer Marine Navy is composed of two main divisions, the Topside Marine Navy, and the Submarine Navy. Another important part of the Navy is the Coast guard, the Sea Scouts, and the Expedition Corps.

# History

With the advent of realm warfare came Starcrafts; crafts and ships designed to operate in the Ether. This specificity is the reason why the dalmer still has a navy. Aeronautics is still a niche in warfare as only light Aircraft can operate in Welt, but Starcrafts cannot operate in Welts atmosphere. As such, the need for seaworthy vessels are indispensable for warfare until the dalmer figure out how to keep aircrafts capable of self sustenance and resupply in the air.

The bottom line is watercrafts are still the largest vessels the Dalmer can build that are operational in the atmosphere of Welt. Starcrafts can’t operate in the atmosphere as their extreme weight and relative slow speed inevitably leads them to crash. They are useful as orbital delivery drones to Welt but are relatively energy inefficient.

## Topside Marine Navy

*Main Article: Topside Marine Navy*

The Dalmer Topside Navy is responsible of all sea worthy combat vessels of the Empire, they have three main missions, the safeguard of the public against natural disasters originating on the sea (such as typhoons and tsunamis), sea creature population control, and keeping the peace on maritime and inland aquatic surfaces.

## Bottomside Submarine Navy

*Main Article: Bottomside Submarine Navy*

The Dalmer submarine navy is an offshoot of the Topside navy that deals in submarine naval warfare. While much smaller in size in terms of active vessels than the topside navy, the submarine compensates for its lack of numbers by its higher tier of technology.

## Navy technology

### Marine propulsion systems

*Main Article: Marine propulsion systems*

Marine propulsion systems are methods of moving a water craft or ship across or through water.

### Ship weapons

*Main Article: Ship Weapons*

Ship weapons are implements or devices that can be used with intent to inflict damage or harm that are specifically designed to be affixed to ships.

### Ship Attributes

*Main Article: Ship Attributes*

Ship attributes are elements which determines certain aspects of ships in their operation.
Brook gnomes of Citad

The Brook gnomes of citad was a loose clandom of gnomes that were conquered by the Unifier. The clandom was composed of the cherrybrook, maplebrook and oakbrook families.

## Unifier gnome wars

The cherrybrook gnomes were defeated in battle, and when their chief Wikkle was killed, twelve of their number tried to assassinate the Unifier, and were recruited in his army. The oakbrook gnomes were integrated into the unifiers army after their chief was defeated in a fistfight against the unifier. The Maplebrook gnomes surrendered before hostilities could take place.
Dart (ammunition)

Darts are missile weapons, designed to fly such that a sharp, often weighted point will strike first. These weapons are either thrown or used as ammunition for blowpipes or slings.

The advantage and use for such weapons rather than simple thrown objects lies in the fletching, darts will fly straight for much further than any thrown projectile. their construction also aids in adding useful features to the weapon.

## Dalmer Darts

The Dalmer apply their impressive technology to the minute darts in order to create interesting variations of darts. these are usually thrown rather than fired from a blowpipe due to the ridiculous power of dalmer blowpipes.

### Nightmare dart

The fletching is constructed in a way to make terrifying noises as it flies through the air.

### Flycatcher dart

Separates into a five pointed net designed to catch small airborne creatures such as faeries.

### Revealer dart

Upon contact unleashes a cloud of colorful particle paint to reveal a hidden target.

### Resile dart

These darts are particular for their ricochet qualities which are useful against densely packed enemies. this dart can be controlled by whistling or Tacsilan.

## Other Race Darts

The other races make use of darts in warfare. Through their interactions with the other races, the following darts have been discovered;

### Poison darts

The most common addition to darts is dipping them into poison to increase their lethality. Used by the East Magithan Goblins and Magithan Lizardmen.

### Diseased darts

A particularly gruesome variation of the poison dart that has been dipped in carrion in order to poison their targets. The other races use these against the Dalmer knowing their weakness to disease.

### Adrenaline dart

A dart that causes extreme agitation and hallucinations in the target, also known as berserk darts. These darts are also used to resuscitate people in cardiac arrest. known to be used by reptilian Anthropomorphs and Satyrs.

### Skyfire dart

Developed by prairie gnomes to combat horse riders, these darts drip flaming liquid while in the air, cutting off the targets escape route lest it burn itself in the flames.
"iron farm"

An iron farm is a business centered around the sale of iron ingots, and sometimes ore.

Iron farms were originally developed by the Dalmer in the Layered lands, exploiting the local populations latent magic in order to create industrial quantities of iron ore.

## Mechanics

Iron farms work by exploiting the primitives innate magical ability to summon golems made of iron when in danger.

When in groups of at least 3, primitives have the ability of passively conjuring an iron golem when panicked. The Dalmer exploit this magic by keeping villagers in frightening situations in order for golems to appear. The golems are then destroyed and melted down to make iron ingots.

## History

Iron farms were commonly used in the layered lands. After the appearance of Zalgoral and the freeing of the lands from the Dalmer, iron farms weren't used as much, save by some pillager tribes.
Blowpipe

A blowpipe is a ranged weapon consisting of a long narrow tube for shooting light projectiles such as darts. It operates by having the projectile placed inside the pipe and using the force created by forced exhalation to pneumatically propel the projectile. The propulsive power is limited by the strength of the user's respiratory muscles and the vital capacity of their lungs.

## Dalmer blowpipes

Dalmer blowpipes are made of a retractable tube of metal lined with magnets except for the loading zone of the weapon. the weapon functions using gauss technology, blowing into the tube only serves as the initial energy to launch the projectiles into the magnetic accelerator. The power of the acceleration then depends on how deployed the tube is. The blowing also serves as a better aiming device, as the lack of recoil allows the weapon to be safely placed before the users face for maximum accuracy as an extension of the face.

The blowpipes projectile velocity is a direct function of its time in the accelerator. As a rule of thumb, the speed of the projectile is equal to km/s = (Length^2\*100). Despite the blowpipe having less recoil than other chemical reaction weapons, gruesome accidents tend to happen when using blowpipes over 50 cm long.

### Blowpipe handle

The Dalmer use handgrips on their blowpipes to increase accuracy and comfort. They sometimes automate the system into a pressurized system that allows single shot capabilities.

## Other race blowpipes

The blowpipe is known to be used by several of the races of Welt. In jungle or tropical areas where humidity and impractical terrain is an issue that doesn't allow for widespread usage of bows, blowpipes are often developed as a hunting tool.

### East Magithan Goblin Blowpipe

East Magithan Goblins are known to have used blowpipes in warfare during the Magithtanese War.

### Enchanted blowpipe

While blowpipes are well established as a cheap and simple weapon, some other races use notable variations of the weapon. Enchanting a blowpipe with captured wind spirits to construct enchanted blowpipe weapons. these blowpipes do not use ammunition, and are used primarily to knock back an enemy.

### Weaponized pan flute

An artifact discovered by the Dalmer from an unknown other race is the weaponized pan flute. The artifact ressembles a pan flute where one tube can be loaded with a dart. Since the pipe does not produce a musical note, but can be used as a blowpipe, it is theorized that the artifact is in fact an assassination tool.
Bhejric Knife

The Bhejric Knife is a silver knife with two inset rubies, used by bhejric cultists for sacrifices.

Taking the knife away from the temple causes a large wolf to stalk the thief. It is a meter high at the shoulder and has ghoulish yellow eyes. The wolf is thought to be a sort of werewolf. If it fails to kill something, it howls at sunrise. The civilizations that live near the beast would strain their ears for the howl, only to be horrified in the morning when they are met with silence and what it means.
Company town

Company towns are settlements inhabited by servatrons, robotic civilians and other machines. These towns are usually dedicated to a specialty, and develop their own industry, agriculture and culture without seeking to conquer other factions. They are capable of warfare, seeking out and destroying harmful creatures and monsters when necessary.

Despite their neutrality, these company towns can serve factions, just not on their own. Acquiring loyalty of these towns requires engineers, this also allows the towns to function at capacity. The number of engineers increases the effectiveness of the public factory and the access to its functions. Several factions can send their engineers to receive its gifts, but only that which sends the most will receive its unique perks and levy its units for its own purposes.
Copper

Copper is an industrial resource useful for its conductivity which grants impressive yield increases when nearby industrial zones. The matter itself is used for alloys, weapons, medicine, electronics and armor. Copper recollection systems are often implanted nearby industrial zones to increase electrical conductivity and increase yields.

## Uses

### Charged Armor

Used to make Charged armor, which charges on a gantry. When charged, abilities are unlocked, such as increased speed, productivity as long as it is charged by a power source. Issues with the armor is the necessity to remain close to a power block network to maintain functionality and its inherent dangerosity when in contact with water.

### Power block

Used to make power blocks, which powers anything it touches within its reserves. Any activity on a power block ,such as entities falling, or using a machine, will feed back energy into the power block network.

### Magnetite

Uses magnetite blocks to quickly charge a large amount of power due to its properties. Constructing hoops of magnetite connected to the power block network creates a magnetic field that pushes or pulls entities going through it.

### Honey Waxing

Copper is waxed with honey, allowing the copper not to oxydize and the blocks to stick one to another. This method created massive suits of armor for robots.
CADYT

The Collective of Autonomous Dynastic Territories is a legislative body of government composed of representatives from non-elected kingdoms and independent states that are attached to the Empire. Given the secessionist (not to mention short lived) nature of most of these representatives, they are rarely heeded at the Quorum.
Alter Eyes

Alter eyes help with strategic operations (Drone control, conference, sleep, mapping using a boomer). Soldiers with Alter eyes have an altered sense of smell, hearing and vision as well. Soldiers see the enemy as pale humanoids with sharp teeth, black eyes and no apparent capacity for language. The implants are used to dehumanize the enemy, allowing soldiers to kill without remorse as well as improving efficiency in other ways. The enemies seen by the soldiers are in fact victims of a campaign against those believed to be genetically inferior.

Alter eyes are used for an Empire Wide eugenics program to "purify the bloodlines" of Dalmeran.

Implanted soldiers experience dreams intercut with images of blood, soldiers are fed these sexual fantasies as rewards for kills, or for those suffering from PTSD, commands into a computer to receive "a good night" exist as well. Sometimes the interface glitches during training regimens, and soldiers see past the illusion of the implant. Officers use the implant to blind reluctant soldiers and then play the actual footage of the brutal murders. They threaten to incarcerate soldiers and loop the footage, unless they agree to have their recent memory erased.

Protestors used video evidence to show that soldiers knowingly consented to the memory and sense altering effects of the Alter eyes procedure, rebuking their future claims of innocence. They developed the Alter eyes saboteur, A device with a green light at the tip, an optical transmitter which infects implants with a virus. The virus lets the soldiers see what they are actually doing, leading to rebellions within the army.

Alter eyes are forbidden from military use, but protests were hardly the cause of this token decision. Alter eyes are but are still widely used by Imperial eugenics testers, and not the army as there are far fewer people candidates for genetic elimination nowadays.
Anoplura

The Anoplura is a Scleratic war machine used during the Scleratic Invasion built for retrieving bodies and scrap on the battle field for future processing.

## Functions

A recycling unit foremost, anoplura cleaned the battlefields of bodies, shells and other refuse. The recovered bodies were then used as food for the Extra-Weltians and materials for their war machines. During the war, troops would follow anoplura movements to find their depots and granaries. They were also used tactically, as a water denial unit, they were once seen trying to suck up the ocean off the Khazzanan coast, and again during sable ops to dry up a fuel bases water supply.

Anoplura were also fighting units, during Sable ops, the Anoplura was observed dispatching the Dalmer defending a fuel base.

## Construction

Anoplura resemble robotic slugs that wander battle fields in search of useful salvage. Anoplura were built in areas known as breeding grounds, where the other war machines were repaired as well.

## Notes

Anoplura in real life are blood feeding louses.
Baphom

A Baphom is an anthroid with the head of a goat and bat or bird wings (wingless variants are called daksha). Baphom are part of the Capricorn faction.

Baphom leaders have a third horn in the middle of the forehead that emits a light during covens.

## Witches

Baphoms like witches, who often think they are demons. It isn't unusual for Baphoms to have harems of witches.
City Lift

A Dalmer city lift is a cylindrical tower with a dome atop it. The lift is composed of the shaft, used for transporting users in and out of the settlement below, and the dome, used in defensive scenarios.

Used similarly to an escalator, they can be used alternatively to go up or down. The lift works by a user having a short period of time to get on the platform, merchandise and all, before the lift goes down. The platform will go down for a short period of time before stopping, then the next platform will come into place itself atop the user, where the next user will get on. This process repeats until the user reaches the bottom. Once at the bottom, the user will have a small window of time to get itself and its things off the platform before it will tuck itself into the walls of the shaft and return to the surface.

The dome at the top of the lift serves other purposes, it often houses utilities such as radio control towers, traffic management offices, police stations, or even military installations. Should the need arise, the lifts can retract themselves back into the ground.
Anks

Anks are tall and lanky bipedal anthropomorphs with suidae features with a long muzzle ending in a pig snout.

## Relation to Tums

Anks share a common ancestor with Tums, they have generally thinner frames, are a lot taller and have small ears that typically hang low on the skull. Anks are essentially thin Tums, but with little of the formers summoning potential. There is a certain rivalry between the two, Tums are slow and capable of using spears and shields simultaneously, whereas Anks are more agile and can use bows to great effect due to their strength.

## Biology

Anks are tall, slender, and can be magically inclined. They have two fingers and a thumb, and two toes on each foot.

Some have horns, they have little hair, but those that do Favor mohawks. Anks can regenerate lost limbs, their blood is used in regeneration potions. Fire prevents their regeneration. They are known to be occasional cannibals to accelerate regeneration.

## History

Anks are members of the demon scion, prior to that they were a society of loosely connected slaver bands who would rule over small retinues of blins.

## Distribution

Anks make their home in the cursed lands as well as other areas in continental Dalmeran.

## Society

Anks have little societal makeup, they usually live in small units that settle in prime ambush areas such as forests or ruined settlements. they are semi nomadic, moving whenever prey fails to pass by their installations. they construct small forts, not unlike blins and lizardanths. They aren't averse to cosmopolitan society, trading slaves and hunting wares in exchange for food and other services.
Cillia

The Cilia, are a technologically primitive species of sentient anthropomorphs native to Khesil. They live in crude hunting huts made of wood and tires (for some reason) and use the latter to scare off wildlife from their treehouses by lighting them on fire. They hunt using blowpipes and spears, and are adept rope and tree climbers.

## Technology

The only other form of technology the Cilia seem to have is foothold traps, which they use to chop off the legs of the giant spiders of their world, which they then eat, each spiderleg trap has three charges. Mechanical spider legs are used predominantly in their local culture, for mechanisms such as doors and hunting traps. However they can train the local wildlife to their needs such as the spiders, flies and they grow MaggotBane plants.

## Relationships

The Cillia are enemies of the Sclera and are the reason of their escape from the realm.
Ceramight

Ceramight is a material used by the Dalmer for its ability to disperse kinetic energy. Ceramight is used for the construction of nesting doll armor and shields.

The other races use Ceramight for construction, believing the matter to be a sacred material for its ability to keep the interior of habitations cool during heat and warm during the cold.
Clanism

A clan is a unit of government based around familial lineages. Usually a clan is headed by a grandparent, under whose authority are the parents and finally children. The eldest grandparent is the leader, and is replaced by its younger siblings until they are all dead, after which the eldest child will take its place as head of the clan.

## Dalmer Clans

The Dalmer used to have a clan structure before the creation of the empire.

Clanism is defined by when an administrative subdivision of the Empire, no matter how small, decides to secede from the Empire to create an independent nation. If the Idea of Empire fails to return the secessionists, the separatists are nearly always suppressed by the Imperial Army, S.T.A.M.P. as it concerns an imperial affair. These endeavors to secede are known as Attempts

### Attempts

While there are multiple examples of this kind of behavior, the most notable include

The Attempt of Grom: The War of Face

The Attempt of The Orphic Isles: The birth of the Thrivers

## Other race clans

Most of the other races have family units organized into a form of government.
Avar

Avar is a formerly Dalmer city in the region of Gorandar. The city is currently occupied by elves who inhabit and excavate its many secrets.

## Construction

The construction of the city was engineered to remain on a stable tectonic plate underneath one of the shallow areas of the desert. The area was also constructed to benefit from the aquifer that is found underneath it. The city was built into three stone formations in close proximity to each other.

Unstable activity underneath the city however caused the three pillars to sink into the sand. In order for the sand dunes to be kept at bay, a device known as the Tides of Sand was used.

## Layout

### The Quarter of Wonders

The city was well known for its cultural quarter known as the Quarter of Wonders, where ancient artifacts and the highest technologies of the city were kept. The quarter was on the outskirts of town and would become buried in the sand when the city lost power.

### The Gallery quarter

The quarter itself is staffed by mechanimal tigers for security and prehensile floating carpets for maintenance and exposition of the pieces. The Quarter of Wonders is also a storage locker for dangerous technologies. Examples of this technology is a diamond that houses the whereabouts of all the people in an area, if the person using the machine thinks of someone, the machine can find the person.﻿

### The Well quarter

The well quarter (government plaza to the Dalmer) was the center of the city where the wishing well was located. The well was protected by Rhombus, an AI who chose who could wield the wells powers to govern the city.

## History

The city of **Avar** was the first settlement built by the Dalmer in Gorandar. Built on top of the only stable tectonic plate of the desert and on top of a natural aquifer, the city itself was built into three stone pillars. Soon though, seismic activity sunk the pillars it was built essentially in a hole in the desert. In order to not sink under the sands, a technology known as the Tides of Sand kept the sand dunes from covering the city.

### The fall of Avar

The city was forcefully evacuated when the wishing technology was opened to all, and the city’s power grid shut down for thirteen seconds. Unfortunately the time was enough for disaster to strike. Without power the city could no longer keep back the sands using the Tides of Sand technology, and it was evacuated via mass warp out. When power returned to the city, the Tides of Sand managed to keep a portion of the city out of the sand. In the throne room, the wishing well technology reverted to its factory settings so only someone worthy could use it.
Ay

Ay’s are a type of witch endemic to Goggurum. They are believed to have been created by the Worridden in the Croan kingdom. An Ay typically resembles a scrawny old woman with a clay nose and red face who attacks pregnant women when they are alone and interferes with childbirth. It is believed that she carries a basket in which she puts the liver or lung of the mother, although a variety of other descriptions exist as well.

They destroy embryos in the womb, causing miscarriages, and steal babies forty days after childbirth, replacing them with imps. After stealing the organs of a woman, the ay attempts to escape and cross the first source of water, after which the woman cannot be saved. Apotropaic wards (to ward off evil influence) against ays include methods used against other demons (such as charms, prayers, iron objects, onions, and garlic), and preventing the ay from reaching water.

There are male and female Ay but they are universally referred to as female.

## Subspecies

Various subspecies of the creature exist.

### Northern Breed

The Northern Breed of ays steals the lung, liver and heart of women in childbirth, pregnant women, and women who have just given birth. They have clay noses, fiery eyes and appear with sharp fangs, disheveled hair, copper claws, iron teeth and the tusks of a wild boar.

### Southern Breed

The Southern Breed Ays look like bony, thin old women, with a clay nose, red face, and a straw or reedy basket hanging from its shoulder, in which the liver or lung of the young mother is placed.

### Eastern Breed

The Eastern Breed al resembles a fat, ugly and hairy crone, hanging over her shoulder is a woolen bag in which she has placed the heart and liver of her victim.

## In culture

According to numerous Grendel traditions, the Modor created Ay for to seek vengeance on humans who mistreated her; this is the origin of the enmity between the ay and humans.
Domnocts

Domnocts are nocts found in the domain.

## Biology

These creatures are mostly found in the Domain, and are notable for the strange anthropomorphic forms they take. Nocts seemingly appear out of thin air come sundown, having gathered the matter and energy they need during the day. Domnocts seem to be damaged by the sun, when the sun rises they burst into flames. When Domnocts invade matter, it is sterilized. Nothing living remains once it possesses matter. Domnocts are found in any area not directly under the sun, but will only manifest during sundown.

## Domn Finders

The Dalmer created Domn Finders, machines that could attract Domnocts in their incorporeal form and trap them inside, only to be released in the corporeal form the user chooses. The Dalmer use these machines to harvest the perfectly sterilized matter Domnocts are made of in industrial grinders.

## Sources

Minecraft Monster Spawners

Minecraft hostile mobs
1-30 Bomber

The 1-30 Bomber is an aircraft that is completely robotic in function. Used in the pacification of colonies, the greatest fear of the primitives was the 1-30, an ominous automated bomber plane that would carpet bomb rebellious villagers into oblivion.

While used primarily in the domain, 1-30's and their associated hubs were also deployed in other colonial efforts, and later converted for civilian protection efforts.

The invention of Skulk sensors gave rise to military hubs that can build 1-30's and launch them to execute bombing runs.

The 1-30 can be launched from a fighter catapult ship.
Tria Campaign (2577)

### Outcome

- Seizure of Tria by DPC Forces- Beginning of negotiations between Tria and the DPC

### Major Battles

Battle of FOB AlphaBattle of FOB Delta
Battle of Starbase Azura
Battle of the City of Tria

## Combatants

### Combatant 2

The DPCEmpire of Haigon
Supported by:
Eagalonic Empire

Republic of TriaSupported by:
Cobalt Military

## Strength

12 Captured Civilian Vessels2 Aircraft Carriers
3 Carriers
1 Dreadnought
2 Battleships
7 Warships
4 Heavy Cruisers
7 Light Cruisers
14 Destroyers
2 Heavy Frigates
7 Corvettes
4 Rockets
289 Fighters
28 Heavy Fighters
46 Dropships

Ground Forces:
112,000 Infantry
237 Tanks
556 SPG's

Unknown # of Drones57 Requisitioned Civilian Vessels
17 Warships
5 Heavy Cruisers
24 Light Cruisers
15 Destroyers
6 Frigates
336 Fighters
49 Dropships

Ground Forces:
146,000 Infantry/Militia
231 Tanks
124 SPG's

## Casualties and losses

11 Captured Civilian Vessels1 Dreadnought (Disabled)
2 Aircraft Carriers
1 Carrier
1 Battleship
2 Warships
1 Heavy Cruiser
2 Light Cruisers
11 Destroyers
2 Heavy Frigates
3 Corvettes
4 Rockets
113 Fighters
21 Heavy Fighters
27 Dropships

Ground Forces:
17,672 Combatants
97 Tanks
153 SPG's

Countless Drones30+ Civilian Vessels
3 Warships
6 Light Cruisers
2 Heavy Cruisers
63 Fighters
11 Dropships

63,384 Combatants
3,953 Civilians
203 Tanks
67 SPG's

The Tria Campaign was a military campaign of the DPC Coalition Forces during the reigning in of Tria (Trian War of Independence) which showed the sorry state of affairs that the DPC's military was left in following the DPC-MYS War.

## History

Upon first arrival of the DPCCF in the Tria System they were immediately met with fire from the various defence installations scattered in the area, the DPC "Athens" a Athens Class Dreadnought was immediately disabled by incoming weapons fire

## Casualties and Losses

Initial Contact Stage
 Yulosef Class Fleet Carrier
Bhejric Civilization

The Bhejric civilization is a small theocratic diaspora that live in the forested mountainous region of and its forests. The mountain where they live is known as the solitaire, nestled in a passageway from Khazzan to Maghalbur.

## Religion

They worship a dragon deity and its giant wolf companion.

Their priests carry ceremonial silver knives for the sacrifices they make to their dragon deity. Should a dagger be stolen from the temple or from a priest, the thief will be pursued every night by the wolf. it is possible to defeat the wolf with the knife, when this happens the dragon will give the gift of lycanthropy to another. Their temples are built wherever a dragon dies, and become waypoints for their pilgrims.

Whenever a sacrifice isn't made every night during the spring, presumably the dragon sends its howling beast to devour one of their number. Their relation to the wolf is strange as it seems to feed on their enemies and wrongdoers. since the sacrifices are costly on their resources, they share the burden of making the sacrifice between them, failure to observe the ritual is rapidly known, as the beast will not howl in the night, rather feeding on another prey.

## Culture and trade

Their culture is marked by the trade of silver and jade that they mine in their isolated communities. They are well known for the dragon motifs in their architecture. Settlements with clay seams fabricate clay pots where the motif is prominent.

## Society

Beyond their curious religion, which shares certain traits with the East Magithan Goblin worship of considering the death place of a sacred animal to be of spiritual significance. This seems to hold some merit, as the richest of their settlements are found atop seams of precious materials such as jade and silver.

While not averse to the cosmopolitan society (most of their numbers are goblins and gnomes), they have no qualms of letting travelers be eaten by the wolf in the springtime to avoid wasting their few resources.
Cetaceans of welt

The oceans of the Weltan system have many examples of endemic cetaceans with strange and unique features.

## ‏Orca

Orca's or killer whales are possibly the deadliest hunters of all marine mammals due to their intense intelligence. Smartest marine mammal, comparable only to cephalopods in terms of intelligence. Certain species of shark actively avoid orca's due to their propensity to eat their livers, leaving the rest of the animal to die.

Orca's developed several refined hunting techniques:

Wave technique: Used to make prey fall into the water in order to feed.

Intentional beaching: Used to snag prey on the seashore.

Blowhole block: Submerge marine mammals in order to suffocate it.

Whirlpooling: Carousel feeding, herd groups of prey into tight balls then slap at the ball to

Shark chop: Push the shark to the surface then strike the head with the tail.

## Cannon whale

A species of cetacean that live parts of its life in flooded forests and bayou's as well as in ice covered ocean regions. The whale is capable of expelling water through its blowhole with great force. They use these cannons to hunt animals in trees above the water or on icebergs in order to eat them when they fall in the water.

The whale can orient its blowhole in order to better aim at its target. When in flooded forests, it will position itself just underneath before loosing its pressurized jet of water at its target, that it will then eat. In colder climates where it hunts animals on icebergs; it will orient the blowhole in a more forward firing position to blast the target off the ice and into the water.

## Ceto

A hybrid of shark and whale, largely harmless.
Capital Ship Class

At the head of every fleet is a battlecruiser, at the head of every armada is a capital ship. The rarest and the largest of warships, capital ships are the largest of all navy ships.

## Mothership

*Main Article: Mothership*

While there are many classes of motherships, all are armed with lasers, ballistic weapons, artillery and protected by the thickest armor. These laser weapons consist of multiple twin-cannon laser batteries for aerial defense and surface bombardment, located across the Motherships hull. Its air-to-air guns are equipped with advanced optics and sensors to deal with fast moving targets. The vessel’s air-to-ground guns make use of electromagnetic coils to increase the potency of their shots.

The large warships are adapted to carry strike craft which augmented and complemented the combat value of both. Motherships continue to be an integral part of Navy forces as general purpose warships and command ships during extended campaigns.

These ships can be equipped with a terrifying Glassing Cannon.

## Unfathomable

*Main Article: Unfathomable*

These gargantuan warships are not unlike self-contained cities, and house crews ranging in size from 4000 to 7000. Besides the standard facilities required by a warship, Unfathomables boast an assortment of cantinas and rec rooms.

These capital ships are testaments to the genius of Dalmer engineers, as it is fully capable of flight and submarine operations.

Unfathomables use force fields for protection, but because they consume vast amounts of energy, these are only used when a battlecruiser is vulnerable, such as before warping or diving. Otherwise the unfathomable relies on its heavy armor for protection. In the case of an emergency, unfathomables are outfitted with jump-pods, allowing the crew to abandon the ship and survive at sea for days at a time.

Their name comes from the great depths at which these hybrid warships can dive. In fact, more than once, an evacuation aboard an unfathomable forced it to seek refuge at the bottom of the East Domain Sea.
Council of crowns

A council of crowns is a political and governmental organization that oversees overnational alliances between elected kingdoms, known as unified kingdoms. The councils are usually composed of elected kings or their representatives, who debate over specific subjects, usually related to commerce, conflicts or legislation.
Clandoms

A Clandom is an administrative subdivision of the empire. While not officially defined, a Clandom is a small kingdom that is ruled in most part or has most of its political institutions run by a single clan. Clandoms are generally smaller than most regions and are widely considered smaller versions of Karaks.

Due to the decline of family ties in the modern empire following the popularization of egg birth and the suppression of inheritance, clans are vestigial and will eventually disappear.

## Chieftains

*Main article:* *Chieftains*

Clandoms are led by Clan chieftains. For reference; a clan is composed of houses, who are composed of families. A great grandparent typically leads a clan, a grandparent leads a house and a parent leads a family.
Bunkers

Bunkers are a small fortification usually with openings for ranged weapons.

# Dalmer bunkers

Dalmer bunkers are usually constructed as checkpoints and to defend settlements or chokepoints.

Pillboxes are popular autonomous point defense structures composed of a hard concrete shell and an endoskeleton of metal framing to protect the automated turrets and generator kept inside.

Mariner bunkers are destined to accommodate most weapons carried by ground troopers, as such they are equipped with projectile accelerators for rifle, launcher, flamer and chaingun weapons.

# Other race bunkers

Several other races make use of small fortifications in order to protect strategic areas.
Coating technology

Coating is a preliminary effect designed to help a user target the borders of an object or entity so as to contain the main effect to the target and no other.

For example, if the action is to unsheath a sword remotely through telekinetics, the user must coat the sword and the sheath separately in order to separate them.

If the action is to remove an object from a wall, the user must take care not to target the wall for risk of breaking or damaging the wall.

Coating technology is purely virtual, it appears on the hud, via a program that will offer suggestions of coating on an entity, but it can also be done manually.
Capricorns

Capricorns (not to be confused with the chimera) are a faction of anthroids who share the common trait of having the heads of caprinae. Capricorns include the Baphom and Daksha, and are one of the most numerous kinds of chimera on Welt. Their population is so large that they can interbreed safely within their numbers.

Their symbol is the Capricorn, and they have uneasy alliances with some of the other races, but are curiously sworn enemies of the Capucine, with whom they trade, but refuse to let enter their settlements.
Band Guns

Band guns are weapons that through a simple mechanism fire bands of rubber. Weaponized versions of these weapons fire bands with weights attached to lethal effect.

## Mechanics

A rubber band gun is a weapon used to fire one or more rubber bands, usually with a payload attached to increase damage. Band guns differ from Slingshots in the fact that instead of using rubber bands to propel a projectile, the rubber band is the projectile. Band guns usually use a wheel system where bands and their payloads are loaded.

## Usage

Rubber band guns are often used in live-action military or war games where the Dalmer train to use their weapons in a low danger setting. Rubber band guns are also popular toys that date back to the invention of rubber bands. Band guns usually come in handheld and rifled versions. The weapon is no longer used by the dalmer even in inter-dalmer conflict for fear of revealing the existence of rubber to the other races.

## Types of Band Guns

Rubber pistol: Has adaptable stretching distances, non lethal and lethal settings. Fires with a trigger. The bullet is held in place by a magnet. Can fire darts.

Rubber gun: Fires bands, which by themselves are not very effective. However, when attached to special darts, nails or bolts these weapons can be lethal. They usually fill the role of small and easy to conceal weapons. The bands are attached to a payload that increases range by a factor of four. Generally the payload is a nail or a gear.
Adder

The Adder is a fast and agile medium sized aircraft.

## Armaments

Adders are designed for anti air combat and limited ground support.

### Incendiary flares

Adders are armed with twin incendiary energy flares to attack ships which are strictly anti-air weapons. These flares are specifically designed to set fire to enemy airship envelopes and burn flesh of biological targets.

### Disruption Field

Adder pilots can use web fields of static that disrupt machine network pathways as well as any computer-directed targeting systems. This disruption renders all ground-based fire inaccurate (including base defense structures) within the web. This ability makes the Adder a valuable unit for siege warfare.

## Combat Role

The Dalmer constructed the Adder to safeguard their fleets of jets during clanism. Following the idea of Empire, it became a versatile component of the combined fleets, and a staple of Inter Dalmer conflicts due to its anti mechanical specialty.

The energy flares and static web field armaments make the Adder a very effective support craft in larger armies, able to blanket an area with their webs to prevent counterfire while the other units attack. The Adder has lower damage potential than other fighter craft, but has the advantage of splash damage over them.

One key flaw, however; since the Adder attacks with faster, weaker shots it is very ineffective in combat against highly armored targets, doing very minimal damage to them.

## Flight

Unlike most dalmer airships, the Adder has a limited flight time due to its speed prohibiting the use of an envelop. Adders are typically launched from an airsite or carrier vessel. They were maintained in the air using suspendium technology powered by a standard electrical generator.

## Future

After World War Welt, the Adders, along with the Cloudscreamers, were being replaced by less specialized units.