recursal/Fanatic-Fandom huggingface dataset:
Spittlejacks

## Spittlejack

Spittlejacks are burrowing predatory creatures, which have a less than proactive approach to catching prey. They hunt by digging various pitfalls throughout an area, interlinked with a series of tunnels. They mark these pitfalls with bait in the form of killed smaller animals such as rabbits, juvenile deer, boar, and other such creatures to attract larger prey.

They are solitary creatures, meeting with others of their species only to mate or fight over territory.

## Habitat

Spittlejacks prefer to live in areas with soil and loose rock for them to burrow through, placing them most commonly in forests, lower mountain foothills, and caves. If possible, a Spittlejack will locate their warren to have access to an underground source of water running through a chamber of the burrow.

When idle, Spittlejacks busy themselves with expanding their warren, digging out chambers or new traps, or sleeping in wait of prey.

If a Spittlejack has good luck with its hunting, it will store excess food in an antechamber dug into the warren. Spittlejacks are native to Ti'var and Estahiir, choosing to dig their burrows in those lands specifically.

## Biology

Spittlejacks are quadrupeds with forward-facing eyes that do not appear to see well in full light but can locate a living body with ease in the dark. Their paws are mounted with razor-sharp claws, and they have tough steel-strong scales covering their shoulders, back, legs, tail, and head. An adult stands to shoulder-height on a human, and is twice as wide.

## Sociology

Spittlejacks are solitary creatures, gathering only to mate or fight for territory.

A mating pair of Spittlejacks will share a warren for an extended period until a litter of kits are born, at which point the male will leave to construct a new warren. The litter of kits will remain with the mother until they mature their claws, at which point the mother will abandon them to produce a warren of her own, leaving the kits to sort themselves out. More often than not the most dominant of them will claim the warren, expelling the others to create their own burrows.

A Spittlejack that dies of old age will do so in its warren. More often than not, the warren will collapse on the individual from disuse, burying them. On the odd occasion that a rival Spittlejack comes to inhabit the burrow of their deceased elder, the creature that moves in will bury the body before doing much else. This tendency to bury their dead has sparked some discussion on the intelligence of Spittlejacks in the past.

## Trivia

Spittlejacks have a habit of storing dead prey that they do not eat straight away for later consumption after long sleeps. In the antechambers that they dig for such purposes, one can often find personal effects of victims that a Spittlejack has deemed to be inedible.

Spittlejacks make for easier targets in the rare circumstance that they appear above ground.
Sammie

A powerful creature that appears to be just a little blonde girl at first glance. She uses trickery to get close to her targets when she is able and is stronger and faster than humans when provoked. She has an incredible appetite and stalks the forest looking for food.

## Habitat

Sammie was initially found in the dark forest near the camp in the mountains, but it seems she is comfortable in any thick forest. She acts more nocturnal and prefers to strike at night but, is comfortable to go out in the day when disguised. It is unknown where other creatures like Sammie may live and it is also unknown if Sammie herself prefers certain habitats over others. She followed the people of High Fire to their new location and has been sighted in various areas around the camp as well as in the forest.

## Biology

Sammie appears to be a small blonde girl wearing tattered clothes. She has a secondary form that looks twisted, with greyed skin, solid red eyes and long claws. She has incredible speed and strength and weapons don’t seem to hurt her. It’s unknown at this time what weaknesses she has. She seems to eat only meat and has the capability to eat large amounts at a time.

## Sociology

Sammie is clever enough to play the part of a little girl, but her ability for speech is limited. She can understand human language and was able to communicate with the group through drawing and charades, but only ever spoke a few words. She seems to hunt alone, but uses her disguise to bond with humans and convince them to take care of her. While in camp, used this behavior to bond with Ninel Yates. She also used this disguise to trick the group about ‘the creature in the woods’, getting them to believe that it could only be scared away and not attacked. This was proved to be false when Zariah attempted to scare Sammie away after she attacked Fharon, and she then attacked Zariah as well. A large number of people attacked her at this point, and the crowds were enough to scare her away. More recently, she tried to strike when people are alone, like when she targeted Gregory Inke. Large crowds seem to be enough to keep her at bay.

## Trivia

It is unknown exactly what type of creature Sammie is. Her name was given to her by Zariah, and it is the only name in which the people of High Fire know her by. She is currently alive, and occasionally seen by people.
Soothing Cream

A tinted orange white cream that can only be found in areas of extreme heat or cold, it has many medicinal purposes. It is found specifically in the Soothe Flower, and must be scooped out of the large, bulbous head.

## Effects

Soothing cream has a bitter taste and ingesting in its raw form would result in a swollen throat and loose bowels. Depending on the amount swallowed, it could prove fatal. However, if applied onto the skin, it will first get very hot, then very cold, providing a soothing effect, the effect proving the basis for it’s name. It also relaxes one, and proves as a minor stimulant for mages by easing their body to prepare for stress, though more than a small amount applied at once can cause temporary paralysis of the area.

## Rarity

Found in the Arctic and Volcanic regions of the world, the flower itself is rare but provides a healthy scoop of soothing cream each time it is harvested.
Piracy in Tosgiv

For generations, the waters of Tosgiv have been a hotbed for smuggling, piracy, and other illicit activity. While most piracy occurs in the lawless regions further into the Feroz archipelago and offshore the Border Zone of Belar, the coasts of Abfall and Belar are far from safe. Criminal organizations from different cities frequently do business at sea, and have been known to bribe Imperial Navy officials to discreetly alter patrol routes. On rare occasions, rival organizations have been known to strike ports of coastal towns and cities in order to cripple or remove key assets from their adversaries.

In the far reaches of Feroz, piracy is far less organized and more of a free-for-all between various bands of outlaws banished from the Empire’s core territories, elements within the Imperial Navy, and groups aligned with the Ferozi resistance. Smuggling arms and supplies is a particularly lucrative business in this area for anyone willing to risk a confrontation with the Imperial Inquisition, as many leaders of upstart Ferozi communities are keen to pay good sums of money or resources for anything that can aid them in their struggle for independence. Many tribal leaders or even governors of Imperial colonies will let pirate vessels come and go freely, knowing there are benefits in keeping them on friendly terms. Many a tavern is packed with these individuals at night, where recruitment takes place and business is talked with a mug of Ferozi Rum in hand.

Offshore the Border Zone, the most popular activity for pirates is by far participating in the slave trade. While the Artesian town of Port Mallister is frequently attacked by mercenary forces paid for by the office of the Emperor themselves, frequent raids on Zattarian settlements near the coastline are orchestrated by individual slaving companies that have no problem aligning themselves with known outlaws or pirates to get the job done. Captured slaves are often transferred at sea to ships that have no troubling legally bringing their morally questionable goods into the main ports of Abfall, where most auction houses are situated.
The Moot

In the aftermath of the discovery of the city of High Fire, the various peoples that found themselves in this new world of wonders came to the realization that they were without leadership. Due to the various cultures contained in the current population, there was no clear idea of what system of leadership should be utilized in the future. In order to allay these concerns, a gathering known as the Moot was called. In the Moot, stepped forward to propose ideas of government, with the interim council and those gathered in the arena of High Fire. Each candidate proposed their ideas, and then answered questions and took part in a discussion related to their thoughts.

## Candidates

Riot suggested that a monarchy be implemented, with a council of advisors and a document outlining the basic rights of any individual in place to be adhered to. The rights outlined included a ban on slavery, the right to bear weapons, the right to trial, the right to assemble peacefully, and freedom of speech.

Adaline suggested a ruling council of five, for which any person could run. The members of the council would be selected through the choice of citizens, who each pick five candidates that they felt should be on the council, utilizing all five of their votes. A new election would occur every three years, replacing previous council members unless they are voted back into their position.

Heril suggested that various officials be elected to govern various areas of industry, overseen by a mayor.

Kento suggested that a ruler should be elected in a trial, to rule as they saw fit.

Gunnulf proposed a council that focused on defense, economy, discovery, justice, and religion. Under each of these branches of council would be specific guilds or organizations that accomplished each task.

## Conclusion

After the Moot, the people of High Fire went away and deliberated on the ideas shared, eventually voting for Adaline’s suggestion of a council of peers, chosen by popular vote. These councilors would thus be in charge of making decisions for the city through their own voting system, which would become the Republic of High Fire.
Lanthyr MCRP Wiki

Welcome to the **Lanythr Wiki**, a collaborative encyclopedia for our roleplay server.
The wiki has 122 articles since 2018.

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**Saryl Powder** - A ground up from a softly glowing red stone commonly found in mines. It is a grainy sand-like texture and is sometimes used in fertilizer. If used in fertilizer, it seems to make plants better able to resist the effects of weather, allowing for a light frost to not immediately kill wheat, though snow will still do the job. When used in alchemy, it serves to increase the duration of the potion effect, but as a side effect will also increase the duration of any negative side effects.
Full Article

**Sammie** is a powerful creature that appears to be just a little blonde girl at first glance. She uses trickery to get close to her targets when she is able and is stronger and faster than humans when provoked. She has an incredible appetite and stalks the forest looking for food.
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Spider Eye

Spider Eye, Fermented

We’re rather literal with the name on this ingredient, but I must clarify that we are not referring to your common house spiders. Only one of the species of giant spiders will have any use in the realm of alchemy. Anything else simply will not have the levels of arcane energy to call forth these useful effects. When used with other potions, a properly fermented spider eye can warp it to bring about an opposite of the original result. To ferment a spider eye, one needs to submerge it in portobello mushrooms and sugar, letting the reactions serve to grossly enhance the taste and effects of the spider eye.

## Effects

If eaten on its own, I don’t know why you would even do this, it will give one a dreadful stomach ache. The body will naturally attempt to vomit out every trace of it and may leave one dangerously close to death. A fermented spider eye would probably leave one hospitalized for months if they survived.

## Rarity

Unfortunately, giant spiders are not a rare occurrence in this world. Though they can be a challenge to defeat, many squires are eager to practice their skills and can be convinced to run this errand for a few coins.
Fire

https://i.ytimg.com/vi/8YQYdRvzXnk/hqdefault.jpg

Fire is a common element in the world, and fire magic simply uses the fire around oneself. Most fire magic revolves around survival, simply creating warmth or destruction as they go, but more skilled mages can use it for other purposes. Easy to manipulate, the hardest part of fire magic is utilizing it beyond simple applications, as well as obtaining enough flame to manipulate, to begin with.

### Examples of Use:

Fireballs, expanding a smaller flame into a larger one, extinguish a flame, or changing the colour of a flame.

Any notable spells for Fire will be posted below, as well as their creators.
Doppelgangers

- A lore contest entry by EagleWind13

"Doppelgangers are rare and elusive creatures. But, they are curious creatures as well, and the long to be human more than anything else. Their world is a dull one, devoid of color and lacking of emotion. The only way to experience these things is for them to take on the form of another humanoid. Humans are their preferred target because of their creativity and variety. Doppelgangers have the rare ability to mimic other creatures nearly perfectly."

## Habitat

Doppelgangers can be found deep in forests or living in thick swamps, trying to avoid prying gazes and unwanted attention. As they age, they will start to move closer towards human settlements, drawn to the activity that they long to have. They often will not linger near a human settlement much past the time needed to find a target for their mimicry and then will blend into a crowd.

## Biology

Doppelgangers are humanoid creatures, bipedal in nature, with patchy colored skin. Their skin sometimes looks almost scaly, but is generally smooth to the touch and can vary in color and shade. Most commonly, they have more of a greenish or brown skin naturally and have minor control over how they appear to help them blend into their surroundings. Their eyes are almost always a bright green or blue and have slits not unlike a feline. They have a crest on their skull, making the shape distinctly in-human, with frills along their cheeks and neck. Their species is completely agender, and much of their biology is unknown.

## Sociology

Doppelgangers are generally solitary creatures, only living with another while raising their young. They mature quickly, and then move on to their solitary live. However, they are drawn to the social aspects of human life and try to integrate themselves into other societies when they can. They do not enjoy a solitary lifestyle, but when they are not disguised live apart more for their own safety than anything else.

## Trivia

While not usually seen in their natural form; each doppelganger is entirely unique. Their patterns and colorations are as varied as a human’s fingerprint.
Refugee Camp

The original camp many of the first arrivals to the World of Wonders were introduced to. This is where the story began for the world’s new slowly arriving population. It was once settled into the rough and freezing terrain of the mountain. A strange archway rested nearby where many of the new faces came from. Without memory or reason to explain how they did arrive, many simply explained the arrival of a new person to the camp as “appearances.” The uncertainty extended onward on what exactly to call themselves, as many spoke of places another had never heard of or maybe even dreamed of. As time went on and more continued to appear, they began to refer to themselves and others as “refugees.”

## History

As the number of appearing refugees increased, the need for them to organize became more urgent. People were sent hunting, foraging, and scouting for information and more importantly - supplies. The rough patch of stone and snow quickly became a camp for the growing group to survive in. Pelts and furs were distributed or placed up as tents, wood and stones were gathered for trustworthy fire pits, and everything was shared. This sharing included food, stories, and responsibilities - making this group develop strong bonds despite their numerous differences. They survived quite the number of hardships and were even able to discover a few secrets of the world they had all been thrown into. Things were going well and the group’s efforts of scouting eventually resulted in discovering a way out of the frozen mountains and forests. This need for travel was only accelerated after a collection of strange encounters, including the wrath of a being that went by the name: Herald.

## Landmarks

When visiting the old refugee camp, it is clear why they ended up leaving in such a hurry. Tents that had not been taken down remain pierced and torn by large spikes of ice. The ruined tents that remain have an easy view of the nearby forest the camp once hunted various game from. One of the easiest ways to enter this settlement is under a stone archway that most appeared under through some unsolved means. The archway does not have any markings or hints on its significance, though a refugee did choose to carve a rough map onto it in hopes it would lead future arrivals to their new home.
Dragon Opossum

Classification: Dragon (Small)

## Habitat:

Mostly wilderness, though may venture into cities.

## Characteristics

* Consumes alchemical ingredients, producing venom that has an effect based off of consumed ingredients akin to a potion containing said ingredients. Any produced effect is in addition to nausea and temporary aversion to water, which are always present.

* Seeks out ingredients to consume that would cause the most harm to a victim of the venom or disorient the victim enough for the dragon opossum to escape. The venom is delivered through bites.

* When exposed to threats, they may emit a low-pitched, gargled scream, opening their mouths wide to show their sharp teeth in an attempt to intimidate the threat, then dart into whatever hiding place is closest, or collapse and play dead. Use of venom is used as a last resort when most threatened.

* Like snakes, dragon opossum joeys have poor control over how much venom they release in one bite. Therefore, a joey’s bite is far more potent and dangerous than an adult’s, but they cannot use their venom again until they produce more after two days. Adult dragon opossums produce more venom after only one day.

* They naturally have a foul stench.

* Excellent sense of smell but poor eyesight.

* Are likely to wander into the homes of alchemists or research facilities in search of ingredients to eat.

* A nest is likely to be situated near a source of alchemy ingredients.

* Stomachs have a lining that protects them from the chemical reactions occurring within, making them ideal for storing volatile materials.

* Make for awful pets. They smell bad and will destroy pretty much anything they get their teeth / venom / paws on.

## Strengths

* Variable venom produced from alchemical ingredients.

* Joeys’ bites are more dangerous than adults’.

* Excellent sense of smell.

* Very strong stomach.

## Weaknesses

* Cowardly

* Poor eyesight

* Joeys expend all of their venom in one bite.
Foul Mouth

A massive hostile beast that favors the dark and cold of the unknown. Few have seen them and lived to describe them in detail, but they're always described as a lengthy lizards with sharp claws and teeth. With a mouth that opens well past what should be their jaw and instead reaches their stomachs, they could easily swallow most things whole. They breath out a poisonous gas that kills small creatures. Larger beings, however, can survive breathing in the gas, but it often leaves them confused and makes it difficult to see.

## Habitat

They prefer remote caverns of frozen mountains and will go as deep as they can into them. Those that have gone looking for these beasts are certain that they will even dig deeper into the mountain to be further from the surface.

## Biology

Their poisonous gas is thick and difficult to see through, most who breath it in will be nauseated and experience minor hallucinations. Their exact size is difficult to determine, the smallest is reported to have been the size of a horse while others claim they’ve seen one that rivals the size of dragons.

## Sociability

They prefer living alone but will allow lesser monsters to occupy the areas that are closer to the cavern entrance. Their mating habits are a mystery even to the most dedicated researchers... The ones still living, anyway. These creatures are overall a very uncommon sight. If a human manages to get past the multiple efforts of warding them away, a foul mouth will attack them mercilessly and do everything it can to leave no survivors.

## Trivia

Lesser monsters and sprites seem to know better than to anger a Foul Mouth, but it only gets truly hostile towards humans.
High Fire Camp

High Fire Camp as seen during midday.

The High Fire Camp is a tent camp that was set up after the refugee group made their way out of the frozen lands. It was named such because the largest fire was made on the highest tier of the small hill the camp was made on, and this fire made for the best meeting place. The camp consisted of various sizes of tents to act as residences, a medium sized supply tent, a small medical tent, and a small brewing tent. Near the edge of camp on flatter ground a farm was made, and a pen was set up next to it to house animals that the group gathered.

## History

The first group set this camp up after being chased out of the frozen Tinradh Valley by Herald, taking only the essentials from the previous camp as they left. Many weeks were spent here, with more and more people arriving leading to its slow expansion and the addition of more tents. Scouting parties around the area led to the discovery of a large walled city, and plans were made to find a way to access it. Once a way to bring down the magic barrier that kept them out was found, only a small group remained at camp, and it was soon torn down entirely, the supplies being brought to the settlement outside the city walls, where the group settled next.

## Landmarks

The camp rests between 2 mountainous areas, a small individual one to the Southwest and the larger one to the North that stretches on as far as can be seen. The northern mountains are separated from the camp by a thin line of trees. To the west and east are plains, with the eastern side quickly shifting into rocky hills. The camp itself is on the hilly area that approaches the southern mountain, and as such it leaves the camp with a few different tiers, at the highest of which is the fire for which the camp got its name. To the south past the mountain there is a body of water, the reach of which has not yet been determined
Ocean's Invitation

A smooth and easy to swallow potion that smells of the sea. It is useful for clearing one’s sinuses but with such a name, surely you expect it to do more than that. Those who drink this are temporarily given the ability to breath underwater. Be warned however, once one resurfaces and this ability wears off - they will find breathing difficult for a time. It can also be a slightly addictive potion, due to the high it can send one into. Specifically, the body of the user will feel rather unusual, sort of freeing and powerful. As if the world has suddenly become significantly easier to face, but not in the way that a drunkard would feel and go about it foolishly, no a little less amusing than that. This is not recommended for those with weak wills. Application to the skin does not seem to do anything beyond making one smell fishy.

## Instructions

A pufferfish is a difficult ingredient to prepare, requiring a careful and steady hand and a full understanding of the creature’s anatomy. A well respected chef should be capable of dissecting its poison sac out for you without it tainting the rest of the specimen. A properly prepared pufferfish is usually tidy, and even delectable in appearance as these chefs take pride in their presentation. A poor quality one is usually obvious and will do you no good in the elixir's creation. A few thin strips of this fish will be all you need in the end.
Dark

Dark Magic is the ability to cancel out light, or to create the void of light known as darkness. It’s most common use is to void rooms or areas of light, but it can also be used to snuff out flames or light created by light magic. Also gives the ability to manipulate shadows as well, and with enough skill and work, can serve as a form of scrying through shadows. Darkness naturally brings cold, so created darkness (though not manipulated darkness) will bring an unnatural cold with it as well.

### Examples of Use:

Creating Darkness, snuffing out lights,

Any notable spells for Dark will be posted below, as well as their creators.
Soothing Elixir

A thick, heavy orange liquid, with the consistency and taste of honey. When ingested, it provides limited protection to heat to the user’s body, shielding them from the heat. This effect is unfortunately limited, only working for a very short period and against low-temperature items. A useful thing to sip when cooking! But when used alternatively and spread over the skin, it serves as a much better oily barrier, stopping far high-intensity heat from affecting the user. A very handy potion to offer for blacksmiths who are a bit tired of getting too sweaty every day. It can also aid in the healing of burn wounds when directly applied.

## Instructions

The Soothing Cream must be first prepared, stirring it well and removing any seeds from the Soothe Flower until it is smooth. Once that is done, one should add a cup of Devil’s Blemish at a time until it becomes a thick syrup consistency. Add more soothing cream or Devil’s Blemish as required until the colour is reached.
Deadtree Village

Deadtree village is one of the abandoned villages in the snowy valley region. It was one of the first villages discovered when people arrived to this new world. The village itself is rather small and built around a large dead tree- which is likely the source of the name of the village.

## History

Not much is known about the history of Deadtree. When members of the first camp came to explore, this was one of the first sites where a Thunderbird was encountered and some old journals were also recovered here. The village was otherwise empty, leaving much of its history a mystery.

## Landmarks

The only notable landmark in the village is the large dead tree in the center, for which the village likely got its name. Deadtree village is constructed on a hillside near a mountain range in the snowy valley. On its other side is a thick, coniferous forest.
Wyla Rólú

Wyla Rólú, 1305-, daughter of Dana Rólú and Rhea Coloa, was a half-orc Consul of Izland, becoming the first Orc Consul and second female consul. She was born and raised in the Five Corners District of Castleton. First she rose to be Minister of the Treasury, before becoming Minister of State, and finally consul. During her electoin the subject of the day was the Ashigan War, which was taking many Izlandian lives.

In her consulship she would end up marrying her co-consul Caesar Izlandus III, and in 1340 they had their first child, Caesar Gara Izlandus-Rólú.

### Education in Izland

Whilst before regionally enforced, it was under Wyla Rólú and Caesar Izlandus III that education came to the main front. At first Rólú in 1338 passed the Izlandian Education Bill which granted 250,000 denarii in order to build schools across Izland, and to outfit them with supplies and teachers. Then she made it legal for Izlandian children to attend at least five years of school. Following this her and Izlandus enforced the creation of a University of Castleton, in response soon the North Izland Trading Company made the North Izland College of Economics in Perch, this would expand to encompass many other colleges as time went on, transforming Albin’s Crossing into a great college town. However both of these needed payment to attend. Thus in 1343 it was Rólú who proposed and barely got passed the Publicum Universitas Bill, which not only doubled education funding but also constructed two large Public Universities in Izland, these would be competitive but free, and often favoring those of lower status and wealth. The first was made just south of the Five Corners District. Then the Second was made in the Borough of New Perch. In 1349, under Consul Redgina Balon, a third Public University was made in Capil, and a fourth in the Five Corners District, called the Balon Public University. Additionally, Consul Roro passed a bill which added 150,000 denarii to education funding in 1351.
Royal Gazette - The Duke of Steini rides the streets! Gotha praise!

**The Royal Gazette |** *His Most Excellent Majesty So Requests His People Remain Informed*

His Grace, The Duke of Steini (pictured front), was today accompanied around Steini on horseback. The Province, which is most affiliated with the Steinard Kingdom, has long been a place of rich culture and affluence. While on his ride, The Duke waved at local farmers, workers and children who had gathered at the fences to see The Duke rideby. The Duke mainly stuck to a planned route which went through rural land, only taking the streets to return home. Needless to say, The Duke was welcomed by the local populace who shouted out support for him. A local mother shouted "we love you, we love you, Long Live the Revolution; God Save the King!" while another father shouted out, "revolution! Revolution! Revolution!"

His Grace's ride comes days after his anointment to King and God. The Duke, who also serves as Party President-Chairman of The Cavaliers, accepted the honour after King Gaioz I offered his kind revolutionary councillors a noble status for their work in founding and forming The Kingdom of Nydia. Out of the eight councillors, merely four took on Nobility. Nonetheless, all Councillors were recognised for service to their country and the Revolution. Once again, our Glorious King displays his sincere dedication to service. Long may he reign.

**OTHER NEWS: Ferdinand Gotha gains praise amid public appearance**

Former Cavalry Officer and hero, Captain Ferdinand Gotha, took the stage to award trophies at Nydia's first Horse Show. The retired Captain was not the only guest to deliver medals for participants, other political figures were present on the day, too. Gotha is The Cavaliers Party Leader and Candidate for Prime Minister and had built a reputation as a well disciplined, harsh but fair, man of principle and desire to build a Kingdom of equals. After the awards ceremony, Gotha was asked to deliver a short address to a crowd of both civilians and horsemen.

"Friends, and very talented folks, I do not intend to take up much of your time; indeed, we are all short of that these days. If you will allow me, I wish to tell you all something. Nydia is a flower about the flourish, it's first head is about to burst out and face the glorious sun. Let us not be mistaken. Without the required sunlight and care, that flower will die, very painfully and it will not rebirth until another head comes to sun; that takes a long time, a very long time. That is why I am clear in my address: Nydia must get the best start to its vibrant life in order to build, survive, grow and become the truly unique, special nation I know it is destined to become. I look around and find not a single gentleman who I do not think is a man of reason. I need not, therefore, tell you who I believe is best candidate to take up the mantle and water said flower."

Gotha was greeted with delightful applause and cheers from the audience. It now falls upon Gotha, and his party, to tour this new Nation and promote their cause.
Corruption

http://www.artofmtg.com/wp-content/uploads/2014/06/Phyrexian-Unlife-Mtg-Art.jpg

While Life magic is concerned with sustaining and helping life, Corruption magic is concerned with corrupting the natural state of the world, decaying it and causing death and woe. Most of its uses are sinister, such as withering life, causing disease, or eroding structures, but it has other uses as well. Users of corruption magic can sense corruption, and control it as well, limiting or expanding the harm it causes to the world.

### Examples of Use:

Create Plague, Wither life, prevent the spread of disease

Any notable spells for Corruption will be posted below, as well as their creators.
Path Lurking Pity Fiends

A shape shifting beast that hungers for flesh of the ‘brave’ and ‘good.’ They change their shape to resemble beings in need of help, often weeping women, trapped children, or other similar cases - but can't quite fully fool their prey as their shape shifting abilities begins to falter as they age and grow. Pity Fiends often appear at night in order to better achieve their goals of luring in their next meals and favor roads or paths that see less traffic. A more desperate or greedy one may dare into unwalled or poorly defended villages, making them a very real threat that often causes truly needy people to be neglected.

## Habitat

They are most fond of ruins, bridges, and unkempt buildings to reside in. If a structure is abandoned in or near a village, one of these beasts may decide to make themselves at home.

## Biology

If one pays attention, they can smell an unusually inviting floral scent from these creatures - perhaps so they can also feast on lesser creatures between their hunts for human flesh. Their true form is a mystery and is often debated between victims who manage to escape its iron grip. Everyone agrees, however, that they have razor sharp teeth that makes quick work of most clothing. Given their preferred time to hunt, one can assume they have better vision in the dark. Their attacks are swift and have a great deal of force behind them, so the average human will have difficulty against these creatures.

## Sociability

They always hunt alone and their mating habits are a mystery due to their shape-shifting abilities. Though it is believed they breed like most mammals.

## Trivia

They take hold of their victims and are quick to take bites out of them even before they’ve been taken away somewhere more reclusive or properly killed. This sometimes gives them away to face the wrath of villagers.
Summer's Carrot

A carrot that has a glimmering golden texture to it, it might be wise to wear gloves when harvesting as traces of the golden starch will threaten to cut and irritate sensitive skin. This may also risk attracting unwelcome pests that are fond of shining objects, so have wards or barriers prepared.

## Effects

Eating this carrot is similar to that of a natural carrot in taste, but less friendly to the stomach thanks to its coat of powdery gold. Even urinating after consuming this plant raw is mildly painful for humans. Though it does improve vision, it is only temporary and I can say from experience that it most certainly not a trade that is worth it.

## Rarity

Also not a particularly rare plant, but is very costly for those who desire it. To achieve a proper harvest, one must plant the seed with the dirt well fertilized with both mulch and gold dust. Unlike a natural carrot, it is better to save harvesting these to the summertime for a better tasting potion.
Spider's Bite

A thick and somewhat goopy potion that is easy to notice as a vile creation to avoid. Its cold to the touch and can seep its way into the skin if given the chance to sit for too dreadfully long. It tastes of something sour and stings at the mouth and tongue, like a mix of a lime and a fairly hot pepper. One would have to be outrageously inattentive to not catch that this potion has been added to their drinks or meals. A mouse or other tiny pest however may fall for taking a deadly taste of it.

## Instructions

To make spider’s bite, one must take a prepared brew of Devil’s Blemish. To that, they must add a paste of spider eyes. They must take enough spiders eye, mixed with a spoonful of vinegar per eye, to have enough paste to be a third the volume of the Devil’s Blemish. You must then slowly pour the Blemish into the paste, mixing well to ensure no clumps or curdling forms, until you have the desired consistency and colour.
Dawndrifters

## Dawndrifter

Dawndrifters are curious little sprites that are uniquely harmless in nature. They live in piles of objects, and avoid dangerous things and people. As a counter to the above, they are quite sociable with those that they deem to be safe.

## Habitat

These small sprites prefer to live in things that they can burrow into. While they are unable to dig down into solid surfaces such as dirt or stone, they can displace some objects from piles to allow themselves to find a space. Why they do so is unknown, though most often it appears to be to hide. They can be found in piles of leaves, snowdrifts, piles of dirt, and sometimes (more commonly in rural areas and individual houses found away from society) piles of clothing, coal, and other such domestic items.

## Biology

Dawndrifters are small spheres that pulse with an internal light. The variable nature of this light somehow gives them a somewhat fluffy appearance, and they have been likened to floating balls of cotton by some. They rarely grow to be larger than an apple.

They travel via a slow drifting through the air, which they use to carry themselves out of the way of creatures that might seek to harm them.

If one were to touch a Dawndrifter, it would feel somewhat tingly, as if holding onto a tangible static charge.

## Sociology

Dawndrifters are docile around those that they detect no danger from, and collect together in groups of variable size. They produce no sound at all, aside from that made by objects that they move via gentle pushing.

Dawndrifters will emerge from their hiding places to greet creatures that they perceive as friendly. Most of their appearances are to travelling individuals that have never (or almost never) harmed a living creature, who they will follow for some time before eventually floating away.

## Trivia

When a Dawndrifter is near, one can be much surer of their safety. Dawndrifters appear to have an innate sense of danger, and almost never reveal themselves under dangerous circumstances. They are quite cowardly in this respect. A possible indicator that one is headed into danger is the sight of Dawndrifters fleeing in the opposite direction.

They appear to have some limited capacity for phasing through objects, though the precise limits of this ability are little-tested.
Nydian Legislative Election, 1171

The **Nydian Legislative Election of 1171** was an election to determine the composition of the 1st Senate of Nydia. It occurred concurrently with the Nydian Executive Election of 1171. The result was a deeply divided Senate with no party taking a strong lead. Notably, 4 out of six parties were led by a former Revolutionary Council member.
Leshen

The Leshen is creature of legends, and rarely seen of man. They are seen as the scourge or guardians of the forest, and most deep forests will have one in it's depths. They can be found dormant like a tree, and if left alone, that occasional sighting will lead to rumours of woe and destruction. However, a Leshen who is awake is a foe unrivaled.

## Habitat

Leshen reside in the larger forests of the land. They always make their layer in the deepest parts of these forests, making a large cavern beneath a tree or a rock that they stay in while dormant. They will also erect a number of totems throughout the forest encircling their lair, each roughly carved wood with a deer skull adorning it. Ancient sigils can be found on each totem, it's significance unknown.

## Biology

Leshen resemble a human, if said human was made of in branch, root, moss, and twig. The only way they do not resemble a humanoid tree is that their head is a large deer skull. They are creatures who make no noise but that of movement, and frighten all who encounter one. Their claws are razor sharp, and harder than wood.

They have the ability to extend their limbs, like a root stretching itself, though it goes far beyond normal lengths. They also take their colouring from the season as well as the trees around them, leading to them having a large variety of colours. They can change colour as well during the passing of the seasons.

## Sociology

Leshen are entirely solitary creatures, and do not appear to breed, mate, or live like other creatures. Most of their time they will spend dormant, appearing as a large version of the totems that surround their lair, and one can approach them without worry. To touch one is to risk its wrath, for it might awake and slay the one who did so, or it might stay dormant. More aggressive actions will always awaken it, and is not recommended for one who wishes to live.

A Leshen undisturbed will only awaken once every few years for a period of a few weeks. During this time they will simply walk it's forest, and if given a wide breath will not be any trouble. However, mass logging, forest fires, or other grievous harm to the forest will also cause a Leshen to awaken, and it will then take aggressive action against the threat to the forest. This is the only time they will leave their immediate surroundings, seeking out the threat and able to discern it's location through some unnatural connection with the forest itself. It will not seek any harm beyond the threat itself, except in self defense, but woe to any who enrages a Leshen, for they will soon find themselves besieged by an avatar of nature.

## Trivia

The Leshen is considered an avatar of the forest. Many locals will offer tribute of carvings, gift, or sacrifices, all which disappear a short while after it is given. These are placed at the totems, locals never crossing the boundary to the heart of the forest. Civilized or urban folk see this as heresy, but even they can deny the primordial nature of the Leshen.
Port Mallister

Artesia would be completely landlocked, were it not for a tiny strip of land in the nation’s southwestern corner. The territory contains the mouth of one of Artesia’s major rivers, leaving most of the land covered in swamps and floodplains that are difficult to traverse on horseback. As such, the Fruit Road comes nowhere near this desolate corner of the nation. Despite this, the town of Port Mallister sits on the coastline, making it the only town in the entirety of Artesia to do so.

Holding the town has proven extremely problematic, however. The port town is an important strategic asset, guarding much of the Artesian river system. He who controls the town, controls the gateway. This fact has not escaped opportunistic raiders from Tosgiv, who have attacked and captured the town many times, dragging large portions of the populace to Abfall for the slave trade. Naturally, Artesia does not stand for this, and always manages to form a band of knights and bards to retake their port and deliver swift justice to the slavers. Many songs are sung about the heroic deeds of these liberators, and of the countless times Port Mallister has changed hands throughout history.
Nature

https://i.pinimg.com/originals/17/39/04/173904457c32ac2de5de918c9e0391dd.jpg

Nature magic is still an elemental magic, but due to its unique state, it also classifies as Creation Magic as well. To manipulate nature is to control the plants around the user, to communicate with or even command wildlife, and even assist in the growth of new plant life. It is a powerful and primordial magic, one which varies wildly in terms of the energy required, but one that is also present everywhere and has myriad uses.

### Examples of Use:

Control of plants, communication with wildlife, speeding of growth of plants

Any notable spells for Nature will be posted below, as well as their creators.
Devil’s Blemish

Foul in name, appearance, and smell - this disturbing fungus is unfortunately a must for every brew. Despite its disgusting demeanor, it is actually capable of an important step. Brewing a devil’s blemish prepares the waters of a vial to properly call forth the power of the next ingredient. Without it, nothing will come out of your efforts but disappointing liquids.

## Effects

When consumed on its own, the devil’s blemish has a troubling fleshy texture and taste to it. While I cannot confirm it myself, I’ve been told its similar to human flesh. I do not recommend devouring it on its own, as it can be highly addictive and cause hallucinations. The hallucinations are blissful and give one a sense of peace - the more one gives into this shroom, the worse they will come to feel when its effects fade away. Do not consume on its own.

## Rarity

Once a rare find that made the pursuit of alchemy impossible, but thanks to the efforts of many brave and clever men, they are now grown in the homes of every alchemist!
Saltpeter

Saltpeter is a flammable powder that can be found in bat guano in caves across the world. The flames themselves are quick to burn out, and do not provide any force to them, leading it’s major use to be fire starting and food preservative.

## Effects

It has an acidic bitter taste to it, but otherwise has no lasting effect, though it might not sit well. In an alchemic brew, it gives it a splashing like effect, reacting violent when suddenly moved or the breaking of the vial.

## Rarity

Fairly easy to find, as it can be found in bat guano in caves across the world.